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Tuesday, July 14, 2015
Animal Cruelty: the Ugly SIde of our “Green” Country
Animal
Cruelty: the Ugly SIde of our “Green” Country
The Cult News| October
2014
By W.S
By W.S
A toucan left unconscious without the upper
part of its beak, an axed anteater, a bound crocodile in a bar, abused dogs
with a low chance of being rehabilitated, a tiny baby ocelot found dehydrated
in a house… What is going on in Costa Rica, the “green” country? Since the news
of the beakless toucan back in January, some say there has been an enormous
increase in cases of animal abuse and, incredibly, a massive indignation from
the citizens. According to La Nación, the National Service of Animal Health (Senasa)
informed about 1,200 reports of animal abuse last year. In comparison to the
1,200 reports of animal abuse from last year, it seems as if this 2015 will be
even worse for animals across this country. The toucan incident is not only
outrageous, but also a vicious crime. To make this all worse, a reinforcement
of the animal protection law is still missing.
It is incredible that Costa Rica, the green
country, has not approved a more efficient law for the protection of animals.
Animals abuse should be punished by prison time. Even with all the
indignation of citizens, all the petitions and the protests –like the one on
February 8th, the government is still not willing to pay full
attention to this matter. Evidently, President Luis Guillermo Solís has distinct
priorities in spite the fact that during his presidential campaign he promised
to prioritize this bill concerning the animal law and pledged to be a supporter
of animals’ rights.
Let’s also not forget that a bill has to
be supported and accepted by the legislators. However, since last year, many
opposite arguments that favor the livestock sector have unfolded. During the
protest Protesta de la Muerte on February 2015, a legislator indicated
that they have been ignoring the requests for the approval of this new bill.
With the obvious indifference and the
obstacles this law is confronting, the government has showed a complete double
moral. They state that they are trying to promote and approve this new bill but
still they set obstacles in front of it. They print out an ecological image of
this country to the rest of the world, yet we are not.
Meet the Staff: Ekaterina Zamyshliaeva Talks about her Learning Experience for Teaching
Meet
the Staff: Ekaterina Zamyshliaeva Talks about her Learning Experience for
Teaching
The Cult News| March
2015
By G.Cocozza.
By G.Cocozza.
Native of Moscow, Russia, Ekaterina has a
particular passion for teaching languages. Ekaterina started teaching in Letras
in 2011. She has dedicated her life to deliver a special learning experience to
each one of her students. Her classes aim to offer a compelling and friendly
atmosphere for students to gain more interest in the language and culture.
She
developed part of her teaching style back when she was 7-years old. When her
mother was about to enroll her into school, it was very popular for children to
learn French. Entering the post- Soviet Union era, French was the language most
politicians around Europe would speak to discuss international matters,
therefore, it was expected that she first started learning French as her first
foreign language . “To my luck, my mom changed her mind after meeting
with the director of this school, who seemed to perform a military-like ruling.
She told me that she did not like the atmosphere,” Ekaterina remembers. She
ended up attending a school number 43, located in Suschchióvskaya Ulitsa. Besides Russian lessons, students
were encouraged to take German. This institution remains a public school today,
focused on the teaching of German, English and French. For her, this experience
was the most nurturing one. The stigma that existed about Germans as people who
were severe and stiff was mistaken; instead teachers would be filled with life
and inspired to teach. They were very virtuous and were able to motivate their
students to love learning. In spite of the fact that it was a very
hard-working environment, the spark of learning for fun would never disappear.
The
relationship between instructors and pupils was effective, personal and
engaging. “I remember our school director, greeting all his students by their
names at the front gate of the school every single morning, ” she says.
Certainly, these devoted teachers in her early life had influenced
her role as a professor. She makes her classes an “experience to remember,”
both for the students and herself. At the end of every class, and upon her
request, students provide her with feedback. After 32 years in the field, she
does not take students for granted. Teaching never becomes a routine for this
professor who knows best that each student represents a different challenge.
To Art or not to Art: Video Games as an Artistic Medium
To
Art or not to Art: Video Games as an Artistic Medium
The Cult News| March 2015
By B.A. Umaña
By B.A. Umaña
With the 2012 ruling by the United States
Supreme Court that categorized video games as an art form, scholars,
professionals, and even common Joes alike have put the video games as
entertainment or art question to debate. People of all types look to this
medium and take sides in the argument; some rejecting the possibility of seeing
that video games are art, while others propagate video games as art by
analyzing these as one would critique a painting or a movie.
While
some may believe that video games are treading into untouched territory by
sitting between the line being, and not being an art form, we should know that
this has been the case for many other “modern” art forms. In fact, the question
of whether a form of human expression is art or not is in no way exclusive to
video games. Almost every new medium is put under the heat of philosophical
questioning, and while it may take time, eventually, these forms of expressions
are generally accepted as art by the majority.
Such
was the case for both Photography and Film. Jesse Prinz, speaker at the 2007
Pacific APA convention in Pasadena, mentioned that in the early days of cinema,
the act of filming was not considered an art form. Analyst Brett Martin shares
a similar point about photography in his article "Should Video Games be
Viewed as Art?" by stating that the form of expression was discredited in
the mid-nineteenth because "photography required no talent."
The
early history and the etymology of the term “video games” itself give
antagonists to the video games as art position a place stand on.
Etymologically speaking, the word "Games" in the term refers to the
competition and strategy which come hand in hand with the medium, and this, to
many, might be enough to compare video games to other competition based games
-such as board games and sports, and not art. In the case of the first video
games ever produced such as Cathode Ray Amusement and Pong, competition was
their main objective, and therefore, the term fit perfectly. However, Far Flung
News correspondent Michael Mirasol points out that this no longer applies
because, starting from the second generation of video games (such as games in
the first Atari and Sega consoles) and on, the medium conveys more information
and emotions than a board game or sport can. One can invest more deep emotions
on Mario, Sonic, and Master Chief than one can on a brook or knight in a game
of chess.
Aside
their value as an artistic medium, video games require artistic thinking to be
developed. Video games, like we now know of Photography and Film, need
talented, artistic individuals to be developed, and can certainly not be made
by “just about anyone.” Most modern games have complicated and even
multi-branched storylines with well-developed characters. Acclaimed video games
such as Skyrim, Mass Effect, and Bioshock Infinite hold true to this, being
supported by a storyline as good as any you might find in a blockbuster film,
or an all-time reading classic.
And
even if we're not talking about the games’ storylines, artistic knowhow is
needed to design the many levels and challenges the protagonists of these
stories face. To add to this, both story developers and gameplay designers have
to consider one unique aspect of video games that make them different to other
mediums: While book readers and movie seers take a passive role in the events
of the story, gamers are active agents of the world they're immersed in. That
means two things: One, the story should be relatable to most of those playing,
and two, as mentioned by Michael Mirasol, the character or characters we
embody must be designed in such a way that players can imagine being them.
When considering whether this medium is an art or not, its uniqueness must be
taken into account in the same fashion we consider the differences between
books, movies, and paintings. The criteria for the evaluation of this medium
must be different.
Video
games face yet another challenge in to road to being considered an art when we
consider the basic requirements that one must fulfil before the medium can be
appreciated. To be able to see the art in a video game, one must play it, which
means that one not only needs the technology to play the game, but also the
skills. If one lacks one of the other the designer’s creation cannot be
enjoyed. Mirasol says, “One cannot make a judgment about […] games […]
simply by watching recorded gameplay, any more than you could judge a book by
its cover, or a movie by its trailer.” That means a part of the general
population is excluded from having the right to enjoy and critique the work,
which causes its antagonism. While one cannot refute the experience case, the
argument concerning the technological limitation is one that was also held for
film, as at one point in history, the vast majority did not have a projector
sitting handy to view movies. Time may change this, though.
Now,
I am not one to believe that video games are the next step in art, and
that these are a clear sign that our race has evolved artistically. That idea
is completely preposterous. Video games are, in my opinion, an artistic medium
that should be respected as such. By this, I do not mean that we should cease
to challenge the worth of a video game because all games are a perfect representation
of art, but rather that we should be as critical towards them as we are
towards books and movies, scraping out the gunk and uplifting the worthy. Video
games should be seen as an art, to have the dignity of an art. With the medium
getting more and more popular, the more we push for video games being art, the
more art we deliver to everyone.
8 Fascinating Facts about Saint Valentine
-Valentine’s Day is a worldwide celebration. However,
this day is not a holiday in many countries. The name Valentine is derived from
valens (worthy, strong, powerful),
and it was a popular festivity in Late Antiquity.
--St. Valentine is not only the patron saint of
affianced couples, engaged couples, happy marriages and lovers. He also is the
patron saint of travelers, beekeepers and epilepsy.
--You can celebrate this day several times a year.
Because of the abundance of St. Valentines on the Roman Catholic roster, you
can choose to celebrate the saint multiple times each year. Besides February
14, you might decide to celebrate St. Valentine of Viterbo on November 3. Or
maybe you want to get a jump on the traditional Valentine celebration by feting
St. Valentine of Raetia on January 7. Women might choose to honor the only
female St. Valentine (Valentina), a virgin martyred in Palestine on July 25,
A.D. 308.
--On Valentine ’s Day, about 3% of pet owners will
give gifts to their pets. There are also people who decide to send gifts to
themselves. About 15% of U.S. women send themselves flowers on Valentine's Day.
---About 1 billion Valentine’s Day cards are exchanged
each year. This makes it the second largest seasonal card sending time of the
year. The first printed Valentine's Day
cards were produced towards the end of the 1700s.
-- More than 35 million heart-shaped boxes of
chocolate are sold for Valentine's Day, and about 220,000 is the average number
of wedding proposals on Valentine's Day each year.
--The eternal lovers also celebrate their day. In the
Italian city of Verona, where Shakespeare's lovers Romeo and Juliet lived,
about 1,000 letters are received addressed to Juliet every Valentine's Day.
--Cupid is the Roman god of desire, erotic love and
affection. In Latin (ancient language),
Cupid means Amor.
The Empyrean
The Empyrean
The Cult News| March
2015
By J. Porras
By J. Porras
Released in 2009, John Frusciante’s tenth
studio effort is one album in which the sum of its parts, rather than the
separate pieces, allows an emotional and spiritual journey for the listener to
enjoy. Nevertheless, it should be listened several times in order to be able to
digest the collection of songs as a whole.
Regarding the
album’s concept and its lyrics, the Empyrean employs spiritual and religious
imagery to narrate the story of a person’s journey of self-discovery and
rebirth. In fact, the songwriter has taken his record’s name, Empyrean, from
the highest place in Heaven, which is where God dwells, and has been
represented in literature by authors such as Dante Aligheri in the Divine Comedy and John Milton in Paradise Lost. Similar to previous
releases, John Frusciante explores his life experiences as a tool to have a
more intimate interaction with the listeners; nevertheless, these elements
appear in a less straightforward manner. Disguised as a metaphysical journey,
the protagonist’s odyssey mirrors the guitarist’s former struggle with drugs,
how his addiction led him to near-death experiences and how rehabilitation and
reintegration to society has allowed him to come to terms with himself and his
source of creativity. Moreover, the lyricist expands on his personal philosophy
(which has been the concept of many of his songs in previous releases) by
exploring the relationship between humanity and existence (Central,
Unreachable, After the ending), karma (Enough of me, One more of me), and time
(Ah yom).
In terms of
composition, the Empyrean includes an opener of nine-minutes guitar solo,
reminiscent of Funkadelic’s Maggot Brain, as stated by music critics such as
Sean Westergaard, from All Music, and Chris Campion, from The Observer.
Furthermore, the record displays an extensive use of instruments, from electric
pianos (Unreachable), to
strings (Central), drum
machines (Dark/Light) and even
voice effects (After the Ending),
which vary from being used in an almost subtle manner to become massive sound
waves that give the songs almost an orchestral quality, without deviating from
a consistent sound. This varied instrumentation complements the album’s
metaphysical concepts by giving an ethereal sound to the lyrics. In addition,
the guitarist has experimented with lyrical repetitions in the song Central, repeating the same four
verses for almost four minutes without sounding monotone or becoming tiresome
to the listener. However, the musical exploration in this production is
evidenced in the songs Enough of me
and One more of me, which both
feature screeching and off-the place guitar solos. In a similar vein to Tool’s
Wings for Marie, part I-II and Viginti Tres, from 10000 days, Enough of me and One More of me can be combined by
being played at the same time, creating a new song in the process.
While some listeners may be put off due to
some of the songs’ length or the experimental qualities of the album, The
Empyrean is a musical experience that cannot be missed, and as its creator has
said, this is the kind of album that is “suited to dark living rooms late at
night.”
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