http://www.huffingtonpost.com/2010/06/04/oil-on-florida-beaches-ta_n_600503.html
GULF ISLANDS NATIONAL SEASHORE, Fla. -- Waves of gooey tar blobs were washing ashore on the white sand of the Florida Panhandle and nearby Alabama beaches Friday as a slick from the BP spill moved closer to shore.
Spotters who had been seeing a few tar balls in recent days found a substantially larger number starting before dawn on the beaches of the Gulf Islands National Seashore and nearby areas, a county emergency official said. The park is a long string of connected barrier islands near Pensacola.
Keith Wilkins from Escambia County emergency management said tar patties were are pretty thick on parts of the beach, as much as one every foot.
Small gobs of reddish brown oil washed up in the surf for the first time in nearby Gulf Shores, Ala., on Friday morning and a petroleum smell tinged the air.
Sam Champion from Good Morning America was in Pensacola Friday morning and picked up globs of tar off of the famously white beaches.
WATCH:
Friday, June 4, 2010
Thursday, June 3, 2010
Visualizing the Oil Disaster
Move the spill around to see how much it would cover. If the oil spill was up here it would cover all of NYC and stretch from CT to the middle of PA.
http://www.ifitwasmyhome.com/
http://www.ifitwasmyhome.com/
Wednesday, June 2, 2010
Tuesday, June 1, 2010
Google Font API
The Google Font API helps you add web fonts to any web page.
Benefits of the Google Font API include:
*A choice of high quality open source fonts.
*Works in most browsers.
*Extremely easy to use.
Directory of fonts here (still limited but will grow):
http://code.google.com/webfonts
Benefits of the Google Font API include:
*A choice of high quality open source fonts.
*Works in most browsers.
*Extremely easy to use.
Directory of fonts here (still limited but will grow):
http://code.google.com/webfonts
Great shot of the ISS and Jupiter during daylight hours
Via Bad Astronomy Blog:
"The amazing pictures of the space station taken by ground-based amateur astronomers keeps on coming. On May 29th, Anthony Ayiomamitis used a 16 cm (6″) telescope to capture a phenomenal image of the International Space Station passing Jupiter… in broad daylight!"
Virtual Goods Sales Rising
Via Cynopsis Digital mailing list:
The practice of using real world greenbacks to purchase virtual goods is climbing according to a new survey of 2,412 people from Magid & Associates and in-game commerce company PlayScan. Buying habits aren't changing but more people are getting into the game, with some 13% of the overall population surveyed buying virtual goods in the last 12 months, with the mean of digital good purchase up 14% from $87 in 2009 to $99 in 2010. The median of digital goods purchase is $50 in 2010 - a 67% improvement from $30 in 2009. Global revenues from the sales of virtual goods will eclipse $10 billion in 2010, according to projections from "various sources."
Largest demographic of consumers who have reported buying virtual goods:
1. Males ages 18 to 24 (31%)
2. Males ages 8 to 11 and 12 to 17 (both at 23%)
3. Males 25 to 34 (21%)
4. Females ages 8 to 11 (16%)
5. Females ages 12 to 17 (15%)
6. Females ages 18 to 24 (14%)
Where consumers are buying from:
1. In a game (57%)
2. The official Web site outside the virtual world or game (38%)
3. E-commerce site such as PlaySpan (16%)
4. Another player (8%)
5. Other (8%)
6. Not sure (8%)
Type of game or environment where consumers have bought from:
1. A free, web-based game (37%)
2. A social network site, other than a game (31%)
3. A free multiplayer computer game (29%)
4. A game on a social network site (29%)
5. A connected console marketplace (21%)
6. A paid, subscription based multiplayer game (18%)
7. An online virtual world (11%)
8. Other (6%)
Source: Frank N. Magid Associates, PlaySpan, Inc.
Nearly two-thirds of all online software purchases were digital downloads in 2010, up slightly from 2009, according to the new report from The NPD Group. Online digital downloads of new products accounted for 23% of online purchases, up from 22% in 2009. Online subscription renewals accounted for 34%, down one percentage point from 2009, and trial-to-paid conversions amounted to 8% of sales, up from 6% in 2009.
Largest demographic of consumers who have reported buying virtual goods:
1. Males ages 18 to 24 (31%)
2. Males ages 8 to 11 and 12 to 17 (both at 23%)
3. Males 25 to 34 (21%)
4. Females ages 8 to 11 (16%)
5. Females ages 12 to 17 (15%)
6. Females ages 18 to 24 (14%)
Where consumers are buying from:
1. In a game (57%)
2. The official Web site outside the virtual world or game (38%)
3. E-commerce site such as PlaySpan (16%)
4. Another player (8%)
5. Other (8%)
6. Not sure (8%)
Type of game or environment where consumers have bought from:
1. A free, web-based game (37%)
2. A social network site, other than a game (31%)
3. A free multiplayer computer game (29%)
4. A game on a social network site (29%)
5. A connected console marketplace (21%)
6. A paid, subscription based multiplayer game (18%)
7. An online virtual world (11%)
8. Other (6%)
Source: Frank N. Magid Associates, PlaySpan, Inc.
Nearly two-thirds of all online software purchases were digital downloads in 2010, up slightly from 2009, according to the new report from The NPD Group. Online digital downloads of new products accounted for 23% of online purchases, up from 22% in 2009. Online subscription renewals accounted for 34%, down one percentage point from 2009, and trial-to-paid conversions amounted to 8% of sales, up from 6% in 2009.
Subscribe to:
Posts (Atom)