Abigail Kis (born 1975) in London is a singer and songwriter who auditioned for the band Touch (later Spice Girls) in 1994 and was chosen after Michelle Stephenson left the band. She refused the offer afterwards because she wanted to spend time with her boyfriend. After Abigail Kis left she was replaced by Emma Bunton.
Circuit for Art and Alterity
Electric Palm Tree is a circuit of critical art practices and research dedicated to issues of alterity and planetary co-existence.
In contemporary global culture, the discourses of cosmopolitanism and multiculturalism run parallel to each other without engaging in a substantial dialogue. Whereas cosmopolitanism disregards matters of context, treating all culture as part of a global continuum and focusing on those cultural practices that are easily integrated into this global hegemony, multiculturalism sees it as its task to compensate for this cosmopolitanism — which is in many ways modeled on western standards — by representing “others” in a well-meaning but patronizing and latently colonial manner. Whilst cosmopolitanism is associated with a plea for new universalism on the basis of common values such as democracy, multiculturalism leads to identity politics and its fetishist focus on differences, neglecting a political process of dialogue and negotiation between them.
Critical of these tendencies, Electric Palm Tree defends neither the universal nor the non-identical but intervenes in this frozen dialectic, setting discourse in motion again through critical exploration and artistic “re-invention”. The asymmetrical, uneven and conflicting relations between different “cultures” are to be examined as to their structures and conditions, embedded as they are in global capitalism, and to be re-articulated and recomposed through critical artistic practices. Thus, Electric Palm Tree pursues an inquiry into the state of alterity and different forms of the communal.
The unfamiliar and awkward name Electric Palm Tree refers to an actual object – an artificial palm tree made of florescent coloured plastic and lit with LED lights. These electric palm trees can be found in many tropical and non-tropical metropolises across the globe, serving the attention economy. Whereas the meaning of palm tree as a symbol of victory and peace has been extended to signify the tropical, the exotic and idyllic, and finally the (post) colonial and tourism, these uprooted artificial palm trees unveil or “enlighten” such myths of the “natural” palm tree. Standing and blinking in the (sub)urban darkness, often in front of restaurants, cafes, clubs, shops, or gas stations, they present a vernacular and distorted state of exotic otherness or ideal existence. Electric palm trees, therefore, are ambivalent signifiers of co-existence and global exchange; in all their debased glory, they point beyond the pipe-dreams of cosmopolitanism and multiculturalism.
Taking this object and its implication as our shared condition and thus the point of departure for any undertaking, Electric Palm Tree forms a circuit of critical art practices that enables their execution, production, gathering, circulation and also deviation. Seeking to function like an electric circuit, Electric Palm Tree aims to create an alternative current of exchange between artistic practices and researches, as well as other cultural and intellectual fields. Electric Palm Tree intermittently defines specific focuses, and different artistic projects are instigated accordingly. Whilst each focus and project involves different individual and collective forms of activities through various channels of communication in the public sphere, the related ongoing research and referential materials are gathered and shared to establish an online library.
Electric Palm Tree is a circuit of critical art practices and research dedicated to issues of alterity and planetary co-existence.
In contemporary global culture, the discourses of cosmopolitanism and multiculturalism run parallel to each other without engaging in a substantial dialogue. Whereas cosmopolitanism disregards matters of context, treating all culture as part of a global continuum and focusing on those cultural practices that are easily integrated into this global hegemony, multiculturalism sees it as its task to compensate for this cosmopolitanism — which is in many ways modeled on western standards — by representing “others” in a well-meaning but patronizing and latently colonial manner. Whilst cosmopolitanism is associated with a plea for new universalism on the basis of common values such as democracy, multiculturalism leads to identity politics and its fetishist focus on differences, neglecting a political process of dialogue and negotiation between them.
Critical of these tendencies, Electric Palm Tree defends neither the universal nor the non-identical but intervenes in this frozen dialectic, setting discourse in motion again through critical exploration and artistic “re-invention”. The asymmetrical, uneven and conflicting relations between different “cultures” are to be examined as to their structures and conditions, embedded as they are in global capitalism, and to be re-articulated and recomposed through critical artistic practices. Thus, Electric Palm Tree pursues an inquiry into the state of alterity and different forms of the communal.
The unfamiliar and awkward name Electric Palm Tree refers to an actual object – an artificial palm tree made of florescent coloured plastic and lit with LED lights. These electric palm trees can be found in many tropical and non-tropical metropolises across the globe, serving the attention economy. Whereas the meaning of palm tree as a symbol of victory and peace has been extended to signify the tropical, the exotic and idyllic, and finally the (post) colonial and tourism, these uprooted artificial palm trees unveil or “enlighten” such myths of the “natural” palm tree. Standing and blinking in the (sub)urban darkness, often in front of restaurants, cafes, clubs, shops, or gas stations, they present a vernacular and distorted state of exotic otherness or ideal existence. Electric palm trees, therefore, are ambivalent signifiers of co-existence and global exchange; in all their debased glory, they point beyond the pipe-dreams of cosmopolitanism and multiculturalism.
Taking this object and its implication as our shared condition and thus the point of departure for any undertaking, Electric Palm Tree forms a circuit of critical art practices that enables their execution, production, gathering, circulation and also deviation. Seeking to function like an electric circuit, Electric Palm Tree aims to create an alternative current of exchange between artistic practices and researches, as well as other cultural and intellectual fields. Electric Palm Tree intermittently defines specific focuses, and different artistic projects are instigated accordingly. Whilst each focus and project involves different individual and collective forms of activities through various channels of communication in the public sphere, the related ongoing research and referential materials are gathered and shared to establish an online library.
Manhasset Lacrosse is an enduring tradition which began in Manhasset, NY in the 1930s. It is a term which refers to the traditional dominance of the Manhasset High School varsity lacrosse program among lacrosse playing high schools all around the nation. This is because Manhasset has been the breeding ground to many of the sports greats, such as Jim Brown, John Driscoll, John Gagliardi, Dan Denihan, and many others. Manhasset sees many of its alumni attend top national universities and Ivy League schools on lacrosse recruitment. Manhasset has been two time NY State lacrosse champions, winning the state title in 1995, "Every so often, a Fab Five or Fab Four come along, and bring the program to greatness. The original Fab Five were known as John Gagliardi, Tim Goettelmann, Dan Denihan, Nick Murtha, and Blake Miller. These Five brought the program to greatness in the 1990's, as the most recent Fab Four were Gavin Petracca, Chris Finn, Cullen Molinari, and Chris Peyser, who led the team to a perfect undefeated season in 2004." The program's current head coaches are 30 year veteran Bob Rule, and William Cherry, who assumed the job as 30 year veteran Alan Lowe retired in October 2006. Cherry has coached the JV lacrosse program for over 20 years, and varsity football for 25. Keith Cromwell has also stepped on board as the Offensive Coordinator having personal experience on Attack with the Long Island Lizards.
The following is a list of weapons that are usable by the player in the XBOX 360 2006 smash hit Gears of War.
Gears of War features a relatively small variety of weapons compared to other shooters, following other third-person shooter weapons sets with assault rifles, shotguns, pistols and sniper rifles with additional melee capabilities.
Assault Rifles
*Lancer-
The Lancer is a fully automatic assault rifle issued to Gears by the Coalition of Ordered Governments. It is the primary weapon a player begins with in versus mode, with medium accuracy, medium range, a high rate of fire, and excellent melee capability (instant kill). In the game, the Lancer is suitable for laying cover fire down from a secure point without exposing the player to harm. A notable feature of the Lancer is the bayonet affixed to the end of the rifle. The bayonet is a gas powered chainsaw that, when revved, results in instant death for the victim. This takes the place of a melee attack for the Lancer. The well-balanced nature, high rate of fire, and tremendously powerful chainsaw attachment makes this weapon one of the most useful and well-liked pieces of hardware to be found on the battlefield. The maximum amount of ammunition the player can carry for this weapon is 660 rounds.
*Hammer Burst-
The Hammer Burst is an assault rifle that only fires in six-round bursts. It features medium range with slightly better accuracy than the Lancer. The six-round burst fire setting makes it less suitable for the excellent cover fire that the Lancer is capable of, but contributes to its accuracy. The Hammer Burst features no bayonet. When the melee button is pressed, the player will perform a powerful upper cut with the weapon. The Hammer Burst is the Locust Horde's most used weapon. The maximum ammunition for the Hammer Burst is 780 rounds. The Hammer Burst is not favored in multiplayer games.
Shotgun
*Gnasher Shotgun-
The Gnasher shotgun is a single fire spread weapon that is only effective at short range, nearly negating a need for accuracy. A single, close range, well aimed shot will immediately kill most Locust foes that are susceptible to small arms fire. The shotgun will be the player's secondary weapon when playing in versus mode, and has emerged as the weapon of choice for ranked Gears of War players due to its effectiveness. Given the low rate of fire and short range of the Gnasher, it is normally ineffective for cover fire, unless the opponent is very near your location. The maximum loadout for the shotgun is 39 shells.
Sniper Rifle
*Longshot-
The Longshot is the sniper rifle featured in Gears of War. It has extremely high accuracy (featuring a zoom scope function) and deals a great amount of damage to the receiver. A single headshot will dispatch most Locusts with ease, although helmets tend to require another well aimed shot. A well-timed active reload automatically takes the opponent down to his knees. The long barrel and range preference of the rifle make it impractical for close encounters, although in a bind, it is melee capable. The single round capacity rifle requires rechambering with each shot. This makes it one of the least useful weapons for blind coverfire. The maximum amount of ammo you can pick up for the sniper rifle is 24 bullets.
Pistols
*Snub Pistol-
The Snub Pistol is a semi-autmatic pistol that the Coalition of Ordered Government issues to the Gears as a standard sidearm. It has a high rate of fire which cycles as quickly as the player is able to pull the trigger, and above average accuracy. These advantages are offset by the relatively low amount of damage the sidearm does. This makes it a weapon of last resort, but very effective for midrange headshots. It is the standard sidearm a player starts with in multiplayer versus mode. The Snub holds 72 rounds, but the high fire rate quickly dissipates the reserve.
*Boltok Revolver-
The Boltok Revolver is a high powered revolver. The Boltok cycles very slowly. It is a relatively inaccurate gun, but its medium range, and high power occasionally make it a preference for players who can make practiced headshots. The Boltok has a 6 round cylinder and the player can carry up to 30 slugs on his or her person. One curious trait of the Boltok is its ability to make an enemy explode when shot fatally in the chest.
Explosive Projectile Weapons
*Boom Shot-
The Boom Shot is a rocket propelled grenade launcher. It fires an explosive ordnance on a slowly declining arc (as indicated by the targeting reticule), making it relatively accurate, though not entirely so. The single round chamber makes it unsuitable for blindfire covering maneuvers, although the blast radius and autoaim feature do make this a viable last resort. The Boom Shot is a medium to long range weapon with high accuracy in the mid ranges, and higher even still when firing from an elevated vantage point. The damage from a Boom Shoot is such that a close explosion will down the player, while an outright hit will immediately kill the player. The Boom Shot holds only one grenade and must be rechambered after each shot, and the player can carry up to 12 grenades for the gun in total.
*Torque Bow-
The Torque Bow appears to be an average compound bow. It fires arrows or bolts that have an explosive head on them, causing instant death for most characters in the game. It features a laser sight that shows an the arced flight path of the arrow being fired. The longer the fire trigger is held, the straighter the line becomes, and the truer the arrow will fly. If the trigger is not held long enough, the arrow will not stick in the victim (or whichever surface it contacts). The Torque Bow bolt has a blast radius upon detonation that can damage all nearby characters. The limbs of the torque are sharp blades that add to the damage it delivers with a melee attack. Although it doesn't show the laser aim when blind-fired, it does actually fire and hence can be used for coverfire. The Torque Bow's laser sight makes it accurate at all ranges, though impractical at close range due to the explosive nature of the bolts. Its high damage potential and excellent accuracy are balanced by the fact that a new arrow must be notched with each firing. The player is capable of carrying a total of 12 Torque Bow bolts.
Grenades
*Frag Grenade-
The frag grenade is a fragmentation explosive device with a two-second fuse. It is on the end of a medium length chain that facilitates aiming and throwing over longer distances. The frag grenade is most effective at medium distances. The game provides an arced trajectory line showing where the grenade will land and what obstacles it will hit to cause it to land there. The blast radius will kill most characters that are too close and damage others nearby. An effective feature of the frag grenade is that it will cause nearby characters to put their arms over their heads, to protect them from the explosion. While in this state, they are vulnerable to small arms fire, and are not able to dodge or cover. The grenade can be blind thrown, but the player sacrifices all accuracy, and the grenade will be thrown in the general direction the player is looking. Unlike most games, the grenades in Gears of War feature a melee option. The casing of the frag grenade is spiked. If a player is close enough to another character, and the player has a grenade equipped and performs a melee attack, the spikes will cause the grenade to stick to the victim making it impossible to get away from the grenade. One grenade may be thrown at a time. The player is able to carry a total of four in campaign mode and a total of two in multiplayer.
*Smoke Grenade-
The smoke grenade functions identically to the frag, with the exception of the output. Instead of explosive ordnance, the smoke grenade emmits an opaque smoke screen to allow players to cross open areas without opponents having a clear shot at them. It is only available in the versus multiplayer mode. Of note, players play humorous pranks on opponents "smoke tagging" them with a smoke grenade. In this, the player melee attacks an opponent with a smoke grenade equipped. This causes the victim to emit smoke for the duration of the grenade. This makes it hard to hide form other players, making them a good target. The player starts with one smoke grenade in multiplayer versus mode, and may carry up to two.
Mounted Weapon Emplacements
*Troika-
The Troika is a mounted heavy machine gun emplacement. It is not moveable, with the exception of General RAAM, who uses one as his primary weapon in the final boss battle of the game. It is a rotary chain gun that takes approximately one second to rev to firing speed then rapidly fires high caliber bullets. It is effective from medium to long range, but features poor accuracy. The poor accuracy is compensated for by the sheer number of bullets it can fire without stopping to reload, and unlimited ammunition. It is not moveable, and requires the player to stand stationary, making the player vulnerable to enemy fire, but the Troika features a small shield to help compensate for this inconvenience. It is very effective for cover fire.
*UV Cannon-
The UV Cannon is an ultra bright, ultra-violet light emitting apparatus on top of the junker apc in the Gears of War game. It can only be used in the driving section of the game. It has medium range for a short amount of time until the junker has to recharge the light. The UV Cannon is apparently only effective against kryll, and immediately incinerates any kryll the light touches. It is highly accurate, as it is a beam of ultra-violet light.
*Chain Gun-
The Coalition Gears' answer to The Locust Horde's Troika machine gun turret. Very similar, except there is only one barrel. It can only be found in Act 5
Weapon of Mass Destruction
*The Hammer of Dawn-
The Hammer of Dawn is the WMD that the human population of Sera used to obliterate the planet's surface, other than the Jacinto Plateau. The player gains access to it at various points throughout the game. The Hammer of Dawn is only usable with an aligned satellite and a clear sky. To utilize the Hammer, the player paints the target with a laser from a portable pistol-esque device. Once the satellite has had sufficient time to receive the targeting information, an extremely powerful laser hits the target area and will move wherever the laser device is pointed. It is usable for a short time before it has to recharge. Some enemies in the game are only vulnerable to the Hammer. It has unlimited uses, unless the aligned satellite passes, or the sky is covered by something opaque (i.e. a roof, or a Nemacyst's "ink").
Gears of War features a relatively small variety of weapons compared to other shooters, following other third-person shooter weapons sets with assault rifles, shotguns, pistols and sniper rifles with additional melee capabilities.
Assault Rifles
*Lancer-
The Lancer is a fully automatic assault rifle issued to Gears by the Coalition of Ordered Governments. It is the primary weapon a player begins with in versus mode, with medium accuracy, medium range, a high rate of fire, and excellent melee capability (instant kill). In the game, the Lancer is suitable for laying cover fire down from a secure point without exposing the player to harm. A notable feature of the Lancer is the bayonet affixed to the end of the rifle. The bayonet is a gas powered chainsaw that, when revved, results in instant death for the victim. This takes the place of a melee attack for the Lancer. The well-balanced nature, high rate of fire, and tremendously powerful chainsaw attachment makes this weapon one of the most useful and well-liked pieces of hardware to be found on the battlefield. The maximum amount of ammunition the player can carry for this weapon is 660 rounds.
*Hammer Burst-
The Hammer Burst is an assault rifle that only fires in six-round bursts. It features medium range with slightly better accuracy than the Lancer. The six-round burst fire setting makes it less suitable for the excellent cover fire that the Lancer is capable of, but contributes to its accuracy. The Hammer Burst features no bayonet. When the melee button is pressed, the player will perform a powerful upper cut with the weapon. The Hammer Burst is the Locust Horde's most used weapon. The maximum ammunition for the Hammer Burst is 780 rounds. The Hammer Burst is not favored in multiplayer games.
Shotgun
*Gnasher Shotgun-
The Gnasher shotgun is a single fire spread weapon that is only effective at short range, nearly negating a need for accuracy. A single, close range, well aimed shot will immediately kill most Locust foes that are susceptible to small arms fire. The shotgun will be the player's secondary weapon when playing in versus mode, and has emerged as the weapon of choice for ranked Gears of War players due to its effectiveness. Given the low rate of fire and short range of the Gnasher, it is normally ineffective for cover fire, unless the opponent is very near your location. The maximum loadout for the shotgun is 39 shells.
Sniper Rifle
*Longshot-
The Longshot is the sniper rifle featured in Gears of War. It has extremely high accuracy (featuring a zoom scope function) and deals a great amount of damage to the receiver. A single headshot will dispatch most Locusts with ease, although helmets tend to require another well aimed shot. A well-timed active reload automatically takes the opponent down to his knees. The long barrel and range preference of the rifle make it impractical for close encounters, although in a bind, it is melee capable. The single round capacity rifle requires rechambering with each shot. This makes it one of the least useful weapons for blind coverfire. The maximum amount of ammo you can pick up for the sniper rifle is 24 bullets.
Pistols
*Snub Pistol-
The Snub Pistol is a semi-autmatic pistol that the Coalition of Ordered Government issues to the Gears as a standard sidearm. It has a high rate of fire which cycles as quickly as the player is able to pull the trigger, and above average accuracy. These advantages are offset by the relatively low amount of damage the sidearm does. This makes it a weapon of last resort, but very effective for midrange headshots. It is the standard sidearm a player starts with in multiplayer versus mode. The Snub holds 72 rounds, but the high fire rate quickly dissipates the reserve.
*Boltok Revolver-
The Boltok Revolver is a high powered revolver. The Boltok cycles very slowly. It is a relatively inaccurate gun, but its medium range, and high power occasionally make it a preference for players who can make practiced headshots. The Boltok has a 6 round cylinder and the player can carry up to 30 slugs on his or her person. One curious trait of the Boltok is its ability to make an enemy explode when shot fatally in the chest.
Explosive Projectile Weapons
*Boom Shot-
The Boom Shot is a rocket propelled grenade launcher. It fires an explosive ordnance on a slowly declining arc (as indicated by the targeting reticule), making it relatively accurate, though not entirely so. The single round chamber makes it unsuitable for blindfire covering maneuvers, although the blast radius and autoaim feature do make this a viable last resort. The Boom Shot is a medium to long range weapon with high accuracy in the mid ranges, and higher even still when firing from an elevated vantage point. The damage from a Boom Shoot is such that a close explosion will down the player, while an outright hit will immediately kill the player. The Boom Shot holds only one grenade and must be rechambered after each shot, and the player can carry up to 12 grenades for the gun in total.
*Torque Bow-
The Torque Bow appears to be an average compound bow. It fires arrows or bolts that have an explosive head on them, causing instant death for most characters in the game. It features a laser sight that shows an the arced flight path of the arrow being fired. The longer the fire trigger is held, the straighter the line becomes, and the truer the arrow will fly. If the trigger is not held long enough, the arrow will not stick in the victim (or whichever surface it contacts). The Torque Bow bolt has a blast radius upon detonation that can damage all nearby characters. The limbs of the torque are sharp blades that add to the damage it delivers with a melee attack. Although it doesn't show the laser aim when blind-fired, it does actually fire and hence can be used for coverfire. The Torque Bow's laser sight makes it accurate at all ranges, though impractical at close range due to the explosive nature of the bolts. Its high damage potential and excellent accuracy are balanced by the fact that a new arrow must be notched with each firing. The player is capable of carrying a total of 12 Torque Bow bolts.
Grenades
*Frag Grenade-
The frag grenade is a fragmentation explosive device with a two-second fuse. It is on the end of a medium length chain that facilitates aiming and throwing over longer distances. The frag grenade is most effective at medium distances. The game provides an arced trajectory line showing where the grenade will land and what obstacles it will hit to cause it to land there. The blast radius will kill most characters that are too close and damage others nearby. An effective feature of the frag grenade is that it will cause nearby characters to put their arms over their heads, to protect them from the explosion. While in this state, they are vulnerable to small arms fire, and are not able to dodge or cover. The grenade can be blind thrown, but the player sacrifices all accuracy, and the grenade will be thrown in the general direction the player is looking. Unlike most games, the grenades in Gears of War feature a melee option. The casing of the frag grenade is spiked. If a player is close enough to another character, and the player has a grenade equipped and performs a melee attack, the spikes will cause the grenade to stick to the victim making it impossible to get away from the grenade. One grenade may be thrown at a time. The player is able to carry a total of four in campaign mode and a total of two in multiplayer.
*Smoke Grenade-
The smoke grenade functions identically to the frag, with the exception of the output. Instead of explosive ordnance, the smoke grenade emmits an opaque smoke screen to allow players to cross open areas without opponents having a clear shot at them. It is only available in the versus multiplayer mode. Of note, players play humorous pranks on opponents "smoke tagging" them with a smoke grenade. In this, the player melee attacks an opponent with a smoke grenade equipped. This causes the victim to emit smoke for the duration of the grenade. This makes it hard to hide form other players, making them a good target. The player starts with one smoke grenade in multiplayer versus mode, and may carry up to two.
Mounted Weapon Emplacements
*Troika-
The Troika is a mounted heavy machine gun emplacement. It is not moveable, with the exception of General RAAM, who uses one as his primary weapon in the final boss battle of the game. It is a rotary chain gun that takes approximately one second to rev to firing speed then rapidly fires high caliber bullets. It is effective from medium to long range, but features poor accuracy. The poor accuracy is compensated for by the sheer number of bullets it can fire without stopping to reload, and unlimited ammunition. It is not moveable, and requires the player to stand stationary, making the player vulnerable to enemy fire, but the Troika features a small shield to help compensate for this inconvenience. It is very effective for cover fire.
*UV Cannon-
The UV Cannon is an ultra bright, ultra-violet light emitting apparatus on top of the junker apc in the Gears of War game. It can only be used in the driving section of the game. It has medium range for a short amount of time until the junker has to recharge the light. The UV Cannon is apparently only effective against kryll, and immediately incinerates any kryll the light touches. It is highly accurate, as it is a beam of ultra-violet light.
*Chain Gun-
The Coalition Gears' answer to The Locust Horde's Troika machine gun turret. Very similar, except there is only one barrel. It can only be found in Act 5
Weapon of Mass Destruction
*The Hammer of Dawn-
The Hammer of Dawn is the WMD that the human population of Sera used to obliterate the planet's surface, other than the Jacinto Plateau. The player gains access to it at various points throughout the game. The Hammer of Dawn is only usable with an aligned satellite and a clear sky. To utilize the Hammer, the player paints the target with a laser from a portable pistol-esque device. Once the satellite has had sufficient time to receive the targeting information, an extremely powerful laser hits the target area and will move wherever the laser device is pointed. It is usable for a short time before it has to recharge. Some enemies in the game are only vulnerable to the Hammer. It has unlimited uses, unless the aligned satellite passes, or the sky is covered by something opaque (i.e. a roof, or a Nemacyst's "ink").