cool

Monster Hunter's Iceborne Expansion Has More Than Cool Monsters - Unlocked 405

IGN's Monster Hunter expert Casey DeFreitas makes her Unlocked debut to give her impressions on the upcoming Monster Hunter World: Iceborne expansion. Plus, the crew discusses 343's commitment to a solid Halo Infinite experience on Xbox One, how The Outer World's toughest difficulty setting will completely change the game, and Ninja's move to Mixer along with the streaming service's odd clothing policies.




cool

Temporary Road Closure - Coolangatta

Streets affected: Lord Street (full road closure local traffic access only) between Musgrave Street and Winston Street

Region:

Category:

Date: 
Friday, May 15, 2020 - 15:00 to Thursday, May 21, 2020 - 04:30
planned: 
1
Read more: 

Start date: 15 May 2020 only

Contingency dates: 18 May 2020,  19 May 2020,  20 May 2020

Duration: 5am – 6:30pm

Reason: To facilitate large concrete pour - 1 day only between above dates




cool

Five Cool Python Libraries for Data Science

Check out these 5 cool Python libraries that the author has come across during an NLP project, and which have made their life easier.




cool

Top Stories, Apr 27 – May 3: Five Cool Python Libraries for Data Science; Natural Language Processing Recipes: Best Practices and Examples

Also: Coronavirus COVID-19 Genome Analysis using Biopython; LSTM for time series prediction; A Concise Course in Statistical Inference: The Free eBook; Exploring the Impact of Geographic Information Systems




cool

KDnuggets™ News 20:n18, May 6: Five Cool Python Libraries for Data Science; NLP Recipes: Best Practices

5 cool Python libraries for Data Science; NLP Recipes: Best Practices and Examples; Deep Learning: The Free eBook; Demystifying the AI Infrastructure Stack; and more.




cool

The Spit, Surfers Paradise and Coolangatta remain closed.

Mayor Tom Tate today announced that beach and car park restrictions would remain in place until next Monday.

"I would like to congratulate Gold Coasters for their efforts over the long weekend with the vast majority of people doing the right thing

"However I have decided to keep the three beaches closed until next Monday. It is still school holidays and we are not in a position to relax just yet. 

"I will review it next Monday."

"It is tough love, but it is still school holidays and the closures are working."

The Spit beach, Coolangatta Beach and Surfers Paradise Beach were closed last week due to high numbers of people continuing to visit beaches despite the warnings from the State and Federal Governments.

The City has also shut car parks beach and oceanside from Broadwater Parklands to Coolangatta.

Feature video: 
Not featured




cool

How Silicon Valley Became Uncool

Walter Frick, HBR editor, explains why we valorize tech heroes from the past, but scoff at today's entrepreneurs.




cool

Temporary Road Closure - Coolangatta

Streets affected: Lord Street (full road closure local traffic access only) between Musgrave Street and Winston Street

Region:

Category:

Date: 
Friday, May 15, 2020 - 15:00 to Thursday, May 21, 2020 - 04:30
planned: 
1
Read more: 

Start date: 15 May 2020 only

Contingency dates: 18 May 2020,  19 May 2020,  20 May 2020

Duration: 5am – 6:30pm

Reason: To facilitate large concrete pour - 1 day only between above dates




cool

Evening forecast: Low of 35 ahead of cooldown; freezing mark reached in spots

Evening Star Tribune Local Twin Cities (Minneapolis/St. Paul) Weather Video Forecast




cool

LL Cool J

The official site for rapper and actor LL Cool J. Why it’s in the Showcase: This simple one-page scrolling site with amazing imagery and AJAX-loading content allows for a clean and user friendly experience.




cool

Cool Boarder in St. Petersburg

Free Tutorial! Since many people are bored at home and looking to add to their skillset, I have just released my best tutorial for free and it already has just over $92,000 worth of downloads – awesome! People seem to love it and thank you for the great feedback. I’ll keep it free as long […]




cool

Best sports movies: ‘Cool Runnings’ will leave you feeling very Olympic

Editor’s note: The Gazette sports staff has compiled lists of its top 15 favorite sports movies. Each day, a different staffer will share some insight into one of their favorites. Some of them...




cool

Why's it so hard to get the cool stuff approved?

The classic adage is “good design speaks for itself.” Which would mean that if something’s as good of an idea as you think it is, a client will instantly see that it’s good too, right?

Here at Viget, we’re always working with new and different clients. Each with their own challenges and sensibilities. But after ten years of client work, I can’t help but notice a pattern emerge when we’re trying to get approval on especially cool, unconventional parts of a design.

So let’s break down some of those patterns to hopefully better understand why clients hesitate, and what strategies we’ve been using lately to help get the work we’re excited about approved.

Imagine this: the parallax homepage with elements that move around in surprising ways or a unique navigation menu that conceptually reinforces a site’s message. The way the content cards on a page will, like, be literal cards that will shuffle and move around. Basically, any design that feels like an exciting, novel challenge, will need the client to “get it.” And that often turns out to be the biggest challenge of all.

There are plenty of practical reasons cool designs get shot down. A client is usually more than one stakeholder, and more than the team of people you’re working with directly. On any project, there’s an amount of telephone you end up playing. Or, there’s always the classic foes: budgets and deadlines. Any idea should fit in those predetermined constraints. But as a project goes along, budgets and deadlines find a way to get tighter than you planned.

But innovative designs and interactions can seem especially scary for clients to approve. There’s three fears that often pop up on projects:

The fear of change. 

Maybe the client expected something simple, a light refresh. Something that doesn’t challenge their design expectations or require more time and effort to understand. And on our side, maybe we didn’t sufficiently ease them into our way of thinking and open them up to why we think something bigger and bolder is the right solution for them. Baby steps, y’all.

The fear of the unknown. 

Or, less dramatically, a lack of understanding of the medium. In the past, we have struggled with how to present an interactive, animated design to a client before it’s actually built. Looking at a site that does something conceptually similar as an example can be tough. It’s asking a lot of a client’s imagination to show them a site about boots that has a cool spinning animation and get meaningful feedback about how a spinning animation would work on their site about after-school tutoring. Or maybe we’ve created static designs, then talked around what we envision happening. Again, what seems so clear in our minds as professionals entrenched in this stuff every day can be tough for someone outside the tech world to clearly understand.

    The fear of losing control. 

    We’re all about learning from past mistakes. So lets say, after dealing with that fear of the unknown on a project, next time you go in the opposite direction. You invest time up front creating something polished. Maybe you even get the developer to build a prototype that moves and looks like the real thing. You’ve taken all the vague mystery out of the process, so a client will be thrilled, right? Surprise, probably not! Most clients are working with you because they want to conquer the noble quest that is their redesign together. When we jump straight to showing something that looks polished, even if it’s not really, it can feel like we jumped ahead without keeping them involved. Like we took away their input. They can also feel demotivated to give good, meaningful feedback on a polished prototype because it looks “done.”

    So what to do? Lately we have found low-fidelity prototypes to be a great tool for combating these fears and better communicating our ideas.

    What are low-fidelity prototypes?

    Low fidelity prototypes are a tool that designers can create quickly to illustrate an idea, without sinking time into making it pixel-perfect. Some recent examples of prototypes we've created include a clickable Figma or Invision prototype put together with Whimsical wireframes:

    A rough animation created in Principle illustrating less programatic animation:

    And even creating an animated storyboard in Photoshop:

    They’re rough enough that there’s no way they could be confused for a final product. But customized so that a client can immediately understand what they’re looking at and what they need to respond to. Low-fidelity prototypes hit a sweet spot that addresses those client fears head on.

    That fear of change? A lo-fi prototype starts rough and small, so it can ease a client into a dramatic change without overwhelming them. It’s just a first step. It gives them time to react and warm up to something that’ll ultimately be a big change.

    It also cuts out the fear of the unknown. Seeing something moving around, even if it’s rough, can be so much more clear than talking ourselves in circles about how we think it will move, and hoping the client can imagine it. The feature is no longer an enigma cloaked in mystery and big talk, but something tangible they can point at and ask concrete questions about.

    And finally, a lo-fi prototype doesn’t threaten a client’s sense of control. Low-fidelity means it’s clearly still a work in progress! It’s just an early step in the creative process, and therefore communicates that we’re still in the middle of that process together. There’s still plenty of room for their ideas and feedback.

    Lo-fi prototypes: client-tested, internal team-approved

    There are a lot of reasons to love lo-fi prototypes internally, too!

    They’re quick and easy. 

    We can whip up multiple ideas within a few hours, without sinking the time into getting our hearts set on any one thing. In an agency setting especially, time is limited, so the faster we can get an idea out of our own heads, the better.

    They’re great to share with developers. 

    Ideally, the whole team is working together simultaneously, collaborating every step of the way. Realistically, a developer often doesn’t have time during a project’s early design phase. Lo-fi prototypes are concrete enough that a developer can quickly tell if building an idea will be within scope. It helps us catch impractical ideas early and helps us all collaborate to create something that’s both cool and feasible.

      Stay tuned for posts in the near future diving into some of our favorite processes for creating lo-fi prototypes!



      • Design & Content

      cool

      Global Gitignore Files Are Cool and So Are You

      Setting it up

      First, here's the config setup you need to even allow for such a radical concept.

      1. Define the global gitignore file as a global Git configuration:

        git config --global core.excludesfile ~/.gitignore
        

        If you're on OSX, this command will add the following config lines in your ~/.gitconfig file.

        [core]
          excludesfile = /Users/triplegirldad/.gitignore
        
      2. Load that ~/.gitignore file up with whatever you want. It probably doesn't exist as a file yet so you might have to create it first.

      Harnessing its incredible power

      There are only two lines in my global gitignore file and they are both fairly useful pretty much all the time.

      $ cat ~/.gitignore
      TODO.md
      playground
      

      This 2 line file means that no matter where I am, what project I'm working on, where in the project I'm doing so, I have an easy space to stash notes, thoughts, in progress ideas, spikes, etc.

      TODO.md

      More often than not, I'm fiddling around with a TODO.md file. Something about writing markdown in your familiar text editor speaks to my soul. It's quick, it's easy, you have all the text editing tricks available to you, and it never does anything you wouldn't expect (looking at you auto-markdown-formatting editors). I use one or two # for headings, I use nested lists, and I ask for nothing more. Nothing more than more TODO.md files that is!

      In practice I tend to just have one TODO.md file per project, right at the top, ready to pull up in a few keystrokes. Which I do often. I pull this doc up if:

      • I'm in a meeting and I just said "oh yeah that's a small thing, I'll knock it out this afternoon".
      • I'm halfway through some feature development and realize I want to make a sweeping refactor elsewhere. Toss some thoughts in the doc, and then get back to the task at hand.
      • It's the end of the day and I have to switch my brain into "feed small children" mode, thus obliterating everything work-related from my short term memory. When I open things up the next day and know exactly what the next thing to dive into was.
      • I'm preparing for a big enough refactor and I can't hold it all in my brain at once. What I'd give to have an interactive 3D playground for brain thoughts, but in the meantime a 2D text file isn't a terrible way to plan out dev work.

      playground

      Sometimes you need more than some human words in a markdown file to move an idea along. This is where my playground directory comes in. I can load this directory up with code that's related to a given project and keep it out of the git history. Because who doesn't like a place to play around.

      I find that this directory is more useful for long running maintenance projects over fast moving greenfield ones. On the maintenance projects, I tend to find myself assembling a pile of scripts and experiments for various situations:

      • The client requests a one-time obscure data export. Whip up some CSV generation code and save that code in the playground directory.
      • The client requests a different obscure data export. Pull up the last time you did something vaguely similar and save yourself the startup time.
      • A batch of data needs to be imported just once. Might as well stash that in the chance that "just once" is actually "just a few times".
      • Kicking the tires on an integration with a third party service.

      Some of these playground files end up being useful more times than I can count (eg: the ever-changing user_export.rb script). Some items get promoted into application code, which is always fun. But most files here serve their purpose and then wither away. And that's fine. It's a playground, anything goes.

      Wrapping up

      Having a personal space for project-specific notes and code has been helpful to me over the years as a developer on multiple projects. If you have your own organizational trick, or just want to brag about how you memorize everything without any markdown files, let me know in the comments below!




      cool

      Why's it so hard to get the cool stuff approved?

      The classic adage is “good design speaks for itself.” Which would mean that if something’s as good of an idea as you think it is, a client will instantly see that it’s good too, right?

      Here at Viget, we’re always working with new and different clients. Each with their own challenges and sensibilities. But after ten years of client work, I can’t help but notice a pattern emerge when we’re trying to get approval on especially cool, unconventional parts of a design.

      So let’s break down some of those patterns to hopefully better understand why clients hesitate, and what strategies we’ve been using lately to help get the work we’re excited about approved.

      Imagine this: the parallax homepage with elements that move around in surprising ways or a unique navigation menu that conceptually reinforces a site’s message. The way the content cards on a page will, like, be literal cards that will shuffle and move around. Basically, any design that feels like an exciting, novel challenge, will need the client to “get it.” And that often turns out to be the biggest challenge of all.

      There are plenty of practical reasons cool designs get shot down. A client is usually more than one stakeholder, and more than the team of people you’re working with directly. On any project, there’s an amount of telephone you end up playing. Or, there’s always the classic foes: budgets and deadlines. Any idea should fit in those predetermined constraints. But as a project goes along, budgets and deadlines find a way to get tighter than you planned.

      But innovative designs and interactions can seem especially scary for clients to approve. There’s three fears that often pop up on projects:

      The fear of change. 

      Maybe the client expected something simple, a light refresh. Something that doesn’t challenge their design expectations or require more time and effort to understand. And on our side, maybe we didn’t sufficiently ease them into our way of thinking and open them up to why we think something bigger and bolder is the right solution for them. Baby steps, y’all.

      The fear of the unknown. 

      Or, less dramatically, a lack of understanding of the medium. In the past, we have struggled with how to present an interactive, animated design to a client before it’s actually built. Looking at a site that does something conceptually similar as an example can be tough. It’s asking a lot of a client’s imagination to show them a site about boots that has a cool spinning animation and get meaningful feedback about how a spinning animation would work on their site about after-school tutoring. Or maybe we’ve created static designs, then talked around what we envision happening. Again, what seems so clear in our minds as professionals entrenched in this stuff every day can be tough for someone outside the tech world to clearly understand.

        The fear of losing control. 

        We’re all about learning from past mistakes. So lets say, after dealing with that fear of the unknown on a project, next time you go in the opposite direction. You invest time up front creating something polished. Maybe you even get the developer to build a prototype that moves and looks like the real thing. You’ve taken all the vague mystery out of the process, so a client will be thrilled, right? Surprise, probably not! Most clients are working with you because they want to conquer the noble quest that is their redesign together. When we jump straight to showing something that looks polished, even if it’s not really, it can feel like we jumped ahead without keeping them involved. Like we took away their input. They can also feel demotivated to give good, meaningful feedback on a polished prototype because it looks “done.”

        So what to do? Lately we have found low-fidelity prototypes to be a great tool for combating these fears and better communicating our ideas.

        What are low-fidelity prototypes?

        Low fidelity prototypes are a tool that designers can create quickly to illustrate an idea, without sinking time into making it pixel-perfect. Some recent examples of prototypes we've created include a clickable Figma or Invision prototype put together with Whimsical wireframes:

        A rough animation created in Principle illustrating less programatic animation:

        And even creating an animated storyboard in Photoshop:

        They’re rough enough that there’s no way they could be confused for a final product. But customized so that a client can immediately understand what they’re looking at and what they need to respond to. Low-fidelity prototypes hit a sweet spot that addresses those client fears head on.

        That fear of change? A lo-fi prototype starts rough and small, so it can ease a client into a dramatic change without overwhelming them. It’s just a first step. It gives them time to react and warm up to something that’ll ultimately be a big change.

        It also cuts out the fear of the unknown. Seeing something moving around, even if it’s rough, can be so much more clear than talking ourselves in circles about how we think it will move, and hoping the client can imagine it. The feature is no longer an enigma cloaked in mystery and big talk, but something tangible they can point at and ask concrete questions about.

        And finally, a lo-fi prototype doesn’t threaten a client’s sense of control. Low-fidelity means it’s clearly still a work in progress! It’s just an early step in the creative process, and therefore communicates that we’re still in the middle of that process together. There’s still plenty of room for their ideas and feedback.

        Lo-fi prototypes: client-tested, internal team-approved

        There are a lot of reasons to love lo-fi prototypes internally, too!

        They’re quick and easy. 

        We can whip up multiple ideas within a few hours, without sinking the time into getting our hearts set on any one thing. In an agency setting especially, time is limited, so the faster we can get an idea out of our own heads, the better.

        They’re great to share with developers. 

        Ideally, the whole team is working together simultaneously, collaborating every step of the way. Realistically, a developer often doesn’t have time during a project’s early design phase. Lo-fi prototypes are concrete enough that a developer can quickly tell if building an idea will be within scope. It helps us catch impractical ideas early and helps us all collaborate to create something that’s both cool and feasible.

          Stay tuned for posts in the near future diving into some of our favorite processes for creating lo-fi prototypes!



          • Design & Content

          cool

          Global Gitignore Files Are Cool and So Are You

          Setting it up

          First, here's the config setup you need to even allow for such a radical concept.

          1. Define the global gitignore file as a global Git configuration:

            git config --global core.excludesfile ~/.gitignore
            

            If you're on OSX, this command will add the following config lines in your ~/.gitconfig file.

            [core]
              excludesfile = /Users/triplegirldad/.gitignore
            
          2. Load that ~/.gitignore file up with whatever you want. It probably doesn't exist as a file yet so you might have to create it first.

          Harnessing its incredible power

          There are only two lines in my global gitignore file and they are both fairly useful pretty much all the time.

          $ cat ~/.gitignore
          TODO.md
          playground
          

          This 2 line file means that no matter where I am, what project I'm working on, where in the project I'm doing so, I have an easy space to stash notes, thoughts, in progress ideas, spikes, etc.

          TODO.md

          More often than not, I'm fiddling around with a TODO.md file. Something about writing markdown in your familiar text editor speaks to my soul. It's quick, it's easy, you have all the text editing tricks available to you, and it never does anything you wouldn't expect (looking at you auto-markdown-formatting editors). I use one or two # for headings, I use nested lists, and I ask for nothing more. Nothing more than more TODO.md files that is!

          In practice I tend to just have one TODO.md file per project, right at the top, ready to pull up in a few keystrokes. Which I do often. I pull this doc up if:

          • I'm in a meeting and I just said "oh yeah that's a small thing, I'll knock it out this afternoon".
          • I'm halfway through some feature development and realize I want to make a sweeping refactor elsewhere. Toss some thoughts in the doc, and then get back to the task at hand.
          • It's the end of the day and I have to switch my brain into "feed small children" mode, thus obliterating everything work-related from my short term memory. When I open things up the next day and know exactly what the next thing to dive into was.
          • I'm preparing for a big enough refactor and I can't hold it all in my brain at once. What I'd give to have an interactive 3D playground for brain thoughts, but in the meantime a 2D text file isn't a terrible way to plan out dev work.

          playground

          Sometimes you need more than some human words in a markdown file to move an idea along. This is where my playground directory comes in. I can load this directory up with code that's related to a given project and keep it out of the git history. Because who doesn't like a place to play around.

          I find that this directory is more useful for long running maintenance projects over fast moving greenfield ones. On the maintenance projects, I tend to find myself assembling a pile of scripts and experiments for various situations:

          • The client requests a one-time obscure data export. Whip up some CSV generation code and save that code in the playground directory.
          • The client requests a different obscure data export. Pull up the last time you did something vaguely similar and save yourself the startup time.
          • A batch of data needs to be imported just once. Might as well stash that in the chance that "just once" is actually "just a few times".
          • Kicking the tires on an integration with a third party service.

          Some of these playground files end up being useful more times than I can count (eg: the ever-changing user_export.rb script). Some items get promoted into application code, which is always fun. But most files here serve their purpose and then wither away. And that's fine. It's a playground, anything goes.

          Wrapping up

          Having a personal space for project-specific notes and code has been helpful to me over the years as a developer on multiple projects. If you have your own organizational trick, or just want to brag about how you memorize everything without any markdown files, let me know in the comments below!




          cool

          Why's it so hard to get the cool stuff approved?

          The classic adage is “good design speaks for itself.” Which would mean that if something’s as good of an idea as you think it is, a client will instantly see that it’s good too, right?

          Here at Viget, we’re always working with new and different clients. Each with their own challenges and sensibilities. But after ten years of client work, I can’t help but notice a pattern emerge when we’re trying to get approval on especially cool, unconventional parts of a design.

          So let’s break down some of those patterns to hopefully better understand why clients hesitate, and what strategies we’ve been using lately to help get the work we’re excited about approved.

          Imagine this: the parallax homepage with elements that move around in surprising ways or a unique navigation menu that conceptually reinforces a site’s message. The way the content cards on a page will, like, be literal cards that will shuffle and move around. Basically, any design that feels like an exciting, novel challenge, will need the client to “get it.” And that often turns out to be the biggest challenge of all.

          There are plenty of practical reasons cool designs get shot down. A client is usually more than one stakeholder, and more than the team of people you’re working with directly. On any project, there’s an amount of telephone you end up playing. Or, there’s always the classic foes: budgets and deadlines. Any idea should fit in those predetermined constraints. But as a project goes along, budgets and deadlines find a way to get tighter than you planned.

          But innovative designs and interactions can seem especially scary for clients to approve. There’s three fears that often pop up on projects:

          The fear of change. 

          Maybe the client expected something simple, a light refresh. Something that doesn’t challenge their design expectations or require more time and effort to understand. And on our side, maybe we didn’t sufficiently ease them into our way of thinking and open them up to why we think something bigger and bolder is the right solution for them. Baby steps, y’all.

          The fear of the unknown. 

          Or, less dramatically, a lack of understanding of the medium. In the past, we have struggled with how to present an interactive, animated design to a client before it’s actually built. Looking at a site that does something conceptually similar as an example can be tough. It’s asking a lot of a client’s imagination to show them a site about boots that has a cool spinning animation and get meaningful feedback about how a spinning animation would work on their site about after-school tutoring. Or maybe we’ve created static designs, then talked around what we envision happening. Again, what seems so clear in our minds as professionals entrenched in this stuff every day can be tough for someone outside the tech world to clearly understand.

            The fear of losing control. 

            We’re all about learning from past mistakes. So lets say, after dealing with that fear of the unknown on a project, next time you go in the opposite direction. You invest time up front creating something polished. Maybe you even get the developer to build a prototype that moves and looks like the real thing. You’ve taken all the vague mystery out of the process, so a client will be thrilled, right? Surprise, probably not! Most clients are working with you because they want to conquer the noble quest that is their redesign together. When we jump straight to showing something that looks polished, even if it’s not really, it can feel like we jumped ahead without keeping them involved. Like we took away their input. They can also feel demotivated to give good, meaningful feedback on a polished prototype because it looks “done.”

            So what to do? Lately we have found low-fidelity prototypes to be a great tool for combating these fears and better communicating our ideas.

            What are low-fidelity prototypes?

            Low fidelity prototypes are a tool that designers can create quickly to illustrate an idea, without sinking time into making it pixel-perfect. Some recent examples of prototypes we've created include a clickable Figma or Invision prototype put together with Whimsical wireframes:

            A rough animation created in Principle illustrating less programatic animation:

            And even creating an animated storyboard in Photoshop:

            They’re rough enough that there’s no way they could be confused for a final product. But customized so that a client can immediately understand what they’re looking at and what they need to respond to. Low-fidelity prototypes hit a sweet spot that addresses those client fears head on.

            That fear of change? A lo-fi prototype starts rough and small, so it can ease a client into a dramatic change without overwhelming them. It’s just a first step. It gives them time to react and warm up to something that’ll ultimately be a big change.

            It also cuts out the fear of the unknown. Seeing something moving around, even if it’s rough, can be so much more clear than talking ourselves in circles about how we think it will move, and hoping the client can imagine it. The feature is no longer an enigma cloaked in mystery and big talk, but something tangible they can point at and ask concrete questions about.

            And finally, a lo-fi prototype doesn’t threaten a client’s sense of control. Low-fidelity means it’s clearly still a work in progress! It’s just an early step in the creative process, and therefore communicates that we’re still in the middle of that process together. There’s still plenty of room for their ideas and feedback.

            Lo-fi prototypes: client-tested, internal team-approved

            There are a lot of reasons to love lo-fi prototypes internally, too!

            They’re quick and easy. 

            We can whip up multiple ideas within a few hours, without sinking the time into getting our hearts set on any one thing. In an agency setting especially, time is limited, so the faster we can get an idea out of our own heads, the better.

            They’re great to share with developers. 

            Ideally, the whole team is working together simultaneously, collaborating every step of the way. Realistically, a developer often doesn’t have time during a project’s early design phase. Lo-fi prototypes are concrete enough that a developer can quickly tell if building an idea will be within scope. It helps us catch impractical ideas early and helps us all collaborate to create something that’s both cool and feasible.

              Stay tuned for posts in the near future diving into some of our favorite processes for creating lo-fi prototypes!



              • Design & Content

              cool

              Global Gitignore Files Are Cool and So Are You

              Setting it up

              First, here's the config setup you need to even allow for such a radical concept.

              1. Define the global gitignore file as a global Git configuration:

                git config --global core.excludesfile ~/.gitignore
                

                If you're on OSX, this command will add the following config lines in your ~/.gitconfig file.

                [core]
                  excludesfile = /Users/triplegirldad/.gitignore
                
              2. Load that ~/.gitignore file up with whatever you want. It probably doesn't exist as a file yet so you might have to create it first.

              Harnessing its incredible power

              There are only two lines in my global gitignore file and they are both fairly useful pretty much all the time.

              $ cat ~/.gitignore
              TODO.md
              playground
              

              This 2 line file means that no matter where I am, what project I'm working on, where in the project I'm doing so, I have an easy space to stash notes, thoughts, in progress ideas, spikes, etc.

              TODO.md

              More often than not, I'm fiddling around with a TODO.md file. Something about writing markdown in your familiar text editor speaks to my soul. It's quick, it's easy, you have all the text editing tricks available to you, and it never does anything you wouldn't expect (looking at you auto-markdown-formatting editors). I use one or two # for headings, I use nested lists, and I ask for nothing more. Nothing more than more TODO.md files that is!

              In practice I tend to just have one TODO.md file per project, right at the top, ready to pull up in a few keystrokes. Which I do often. I pull this doc up if:

              • I'm in a meeting and I just said "oh yeah that's a small thing, I'll knock it out this afternoon".
              • I'm halfway through some feature development and realize I want to make a sweeping refactor elsewhere. Toss some thoughts in the doc, and then get back to the task at hand.
              • It's the end of the day and I have to switch my brain into "feed small children" mode, thus obliterating everything work-related from my short term memory. When I open things up the next day and know exactly what the next thing to dive into was.
              • I'm preparing for a big enough refactor and I can't hold it all in my brain at once. What I'd give to have an interactive 3D playground for brain thoughts, but in the meantime a 2D text file isn't a terrible way to plan out dev work.

              playground

              Sometimes you need more than some human words in a markdown file to move an idea along. This is where my playground directory comes in. I can load this directory up with code that's related to a given project and keep it out of the git history. Because who doesn't like a place to play around.

              I find that this directory is more useful for long running maintenance projects over fast moving greenfield ones. On the maintenance projects, I tend to find myself assembling a pile of scripts and experiments for various situations:

              • The client requests a one-time obscure data export. Whip up some CSV generation code and save that code in the playground directory.
              • The client requests a different obscure data export. Pull up the last time you did something vaguely similar and save yourself the startup time.
              • A batch of data needs to be imported just once. Might as well stash that in the chance that "just once" is actually "just a few times".
              • Kicking the tires on an integration with a third party service.

              Some of these playground files end up being useful more times than I can count (eg: the ever-changing user_export.rb script). Some items get promoted into application code, which is always fun. But most files here serve their purpose and then wither away. And that's fine. It's a playground, anything goes.

              Wrapping up

              Having a personal space for project-specific notes and code has been helpful to me over the years as a developer on multiple projects. If you have your own organizational trick, or just want to brag about how you memorize everything without any markdown files, let me know in the comments below!




              cool

              Why's it so hard to get the cool stuff approved?

              The classic adage is “good design speaks for itself.” Which would mean that if something’s as good of an idea as you think it is, a client will instantly see that it’s good too, right?

              Here at Viget, we’re always working with new and different clients. Each with their own challenges and sensibilities. But after ten years of client work, I can’t help but notice a pattern emerge when we’re trying to get approval on especially cool, unconventional parts of a design.

              So let’s break down some of those patterns to hopefully better understand why clients hesitate, and what strategies we’ve been using lately to help get the work we’re excited about approved.

              Imagine this: the parallax homepage with elements that move around in surprising ways or a unique navigation menu that conceptually reinforces a site’s message. The way the content cards on a page will, like, be literal cards that will shuffle and move around. Basically, any design that feels like an exciting, novel challenge, will need the client to “get it.” And that often turns out to be the biggest challenge of all.

              There are plenty of practical reasons cool designs get shot down. A client is usually more than one stakeholder, and more than the team of people you’re working with directly. On any project, there’s an amount of telephone you end up playing. Or, there’s always the classic foes: budgets and deadlines. Any idea should fit in those predetermined constraints. But as a project goes along, budgets and deadlines find a way to get tighter than you planned.

              But innovative designs and interactions can seem especially scary for clients to approve. There’s three fears that often pop up on projects:

              The fear of change. 

              Maybe the client expected something simple, a light refresh. Something that doesn’t challenge their design expectations or require more time and effort to understand. And on our side, maybe we didn’t sufficiently ease them into our way of thinking and open them up to why we think something bigger and bolder is the right solution for them. Baby steps, y’all.

              The fear of the unknown. 

              Or, less dramatically, a lack of understanding of the medium. In the past, we have struggled with how to present an interactive, animated design to a client before it’s actually built. Looking at a site that does something conceptually similar as an example can be tough. It’s asking a lot of a client’s imagination to show them a site about boots that has a cool spinning animation and get meaningful feedback about how a spinning animation would work on their site about after-school tutoring. Or maybe we’ve created static designs, then talked around what we envision happening. Again, what seems so clear in our minds as professionals entrenched in this stuff every day can be tough for someone outside the tech world to clearly understand.

                The fear of losing control. 

                We’re all about learning from past mistakes. So lets say, after dealing with that fear of the unknown on a project, next time you go in the opposite direction. You invest time up front creating something polished. Maybe you even get the developer to build a prototype that moves and looks like the real thing. You’ve taken all the vague mystery out of the process, so a client will be thrilled, right? Surprise, probably not! Most clients are working with you because they want to conquer the noble quest that is their redesign together. When we jump straight to showing something that looks polished, even if it’s not really, it can feel like we jumped ahead without keeping them involved. Like we took away their input. They can also feel demotivated to give good, meaningful feedback on a polished prototype because it looks “done.”

                So what to do? Lately we have found low-fidelity prototypes to be a great tool for combating these fears and better communicating our ideas.

                What are low-fidelity prototypes?

                Low fidelity prototypes are a tool that designers can create quickly to illustrate an idea, without sinking time into making it pixel-perfect. Some recent examples of prototypes we've created include a clickable Figma or Invision prototype put together with Whimsical wireframes:

                A rough animation created in Principle illustrating less programatic animation:

                And even creating an animated storyboard in Photoshop:

                They’re rough enough that there’s no way they could be confused for a final product. But customized so that a client can immediately understand what they’re looking at and what they need to respond to. Low-fidelity prototypes hit a sweet spot that addresses those client fears head on.

                That fear of change? A lo-fi prototype starts rough and small, so it can ease a client into a dramatic change without overwhelming them. It’s just a first step. It gives them time to react and warm up to something that’ll ultimately be a big change.

                It also cuts out the fear of the unknown. Seeing something moving around, even if it’s rough, can be so much more clear than talking ourselves in circles about how we think it will move, and hoping the client can imagine it. The feature is no longer an enigma cloaked in mystery and big talk, but something tangible they can point at and ask concrete questions about.

                And finally, a lo-fi prototype doesn’t threaten a client’s sense of control. Low-fidelity means it’s clearly still a work in progress! It’s just an early step in the creative process, and therefore communicates that we’re still in the middle of that process together. There’s still plenty of room for their ideas and feedback.

                Lo-fi prototypes: client-tested, internal team-approved

                There are a lot of reasons to love lo-fi prototypes internally, too!

                They’re quick and easy. 

                We can whip up multiple ideas within a few hours, without sinking the time into getting our hearts set on any one thing. In an agency setting especially, time is limited, so the faster we can get an idea out of our own heads, the better.

                They’re great to share with developers. 

                Ideally, the whole team is working together simultaneously, collaborating every step of the way. Realistically, a developer often doesn’t have time during a project’s early design phase. Lo-fi prototypes are concrete enough that a developer can quickly tell if building an idea will be within scope. It helps us catch impractical ideas early and helps us all collaborate to create something that’s both cool and feasible.

                  Stay tuned for posts in the near future diving into some of our favorite processes for creating lo-fi prototypes!



                  • Design & Content

                  cool

                  Global Gitignore Files Are Cool and So Are You

                  Setting it up

                  First, here's the config setup you need to even allow for such a radical concept.

                  1. Define the global gitignore file as a global Git configuration:

                    git config --global core.excludesfile ~/.gitignore
                    

                    If you're on OSX, this command will add the following config lines in your ~/.gitconfig file.

                    [core]
                      excludesfile = /Users/triplegirldad/.gitignore
                    
                  2. Load that ~/.gitignore file up with whatever you want. It probably doesn't exist as a file yet so you might have to create it first.

                  Harnessing its incredible power

                  There are only two lines in my global gitignore file and they are both fairly useful pretty much all the time.

                  $ cat ~/.gitignore
                  TODO.md
                  playground
                  

                  This 2 line file means that no matter where I am, what project I'm working on, where in the project I'm doing so, I have an easy space to stash notes, thoughts, in progress ideas, spikes, etc.

                  TODO.md

                  More often than not, I'm fiddling around with a TODO.md file. Something about writing markdown in your familiar text editor speaks to my soul. It's quick, it's easy, you have all the text editing tricks available to you, and it never does anything you wouldn't expect (looking at you auto-markdown-formatting editors). I use one or two # for headings, I use nested lists, and I ask for nothing more. Nothing more than more TODO.md files that is!

                  In practice I tend to just have one TODO.md file per project, right at the top, ready to pull up in a few keystrokes. Which I do often. I pull this doc up if:

                  • I'm in a meeting and I just said "oh yeah that's a small thing, I'll knock it out this afternoon".
                  • I'm halfway through some feature development and realize I want to make a sweeping refactor elsewhere. Toss some thoughts in the doc, and then get back to the task at hand.
                  • It's the end of the day and I have to switch my brain into "feed small children" mode, thus obliterating everything work-related from my short term memory. When I open things up the next day and know exactly what the next thing to dive into was.
                  • I'm preparing for a big enough refactor and I can't hold it all in my brain at once. What I'd give to have an interactive 3D playground for brain thoughts, but in the meantime a 2D text file isn't a terrible way to plan out dev work.

                  playground

                  Sometimes you need more than some human words in a markdown file to move an idea along. This is where my playground directory comes in. I can load this directory up with code that's related to a given project and keep it out of the git history. Because who doesn't like a place to play around.

                  I find that this directory is more useful for long running maintenance projects over fast moving greenfield ones. On the maintenance projects, I tend to find myself assembling a pile of scripts and experiments for various situations:

                  • The client requests a one-time obscure data export. Whip up some CSV generation code and save that code in the playground directory.
                  • The client requests a different obscure data export. Pull up the last time you did something vaguely similar and save yourself the startup time.
                  • A batch of data needs to be imported just once. Might as well stash that in the chance that "just once" is actually "just a few times".
                  • Kicking the tires on an integration with a third party service.

                  Some of these playground files end up being useful more times than I can count (eg: the ever-changing user_export.rb script). Some items get promoted into application code, which is always fun. But most files here serve their purpose and then wither away. And that's fine. It's a playground, anything goes.

                  Wrapping up

                  Having a personal space for project-specific notes and code has been helpful to me over the years as a developer on multiple projects. If you have your own organizational trick, or just want to brag about how you memorize everything without any markdown files, let me know in the comments below!




                  cool

                  10 Cool & Free Mobile Wallpapers

                  Guys, great news! Our friends at Freepik has released exclusively for s2o readers 10 Cool & Free Mobile Wallpapers in several awesome styles. They come in AI, EPS and jpg files. The wallpapers are easily resizable for any kind of mobile —or any other project ;)— so you can adapt them in a no time …

                  10 Cool & Free Mobile Wallpapers Read More »




                  cool

                  How Biofuels Can Cool Our Climate and Strengthen Our Ecosystems

                  By Evan H. DeLucia Courtesy of EOS Critics of biofuels like ethanol argue they are an unsustainable use of land. But with careful management, next-generation grass-based biofuels can net climate savings and improve their ecosystems. As the world seeks strategies … Continue reading




                  cool

                  Sturdy and old-fashioned, Ford v Ferrari is a leisurely paced character study about cool guys and fast cars

                  There are no legal skirmishes in Ford v Ferrari.…



                  • Film/Film News

                  cool

                  With a thriving collector's market and a rise in competitive leagues, pinball is cool again

                  Every serious pinball player remembers their first machine.…



                  • Culture/Arts & Culture

                  cool

                  Method of monitoring an engine coolant system of a vehicle

                  A method of monitoring an engine coolant system includes modeling the total energy stored within an engine coolant. If an actual temperature of the engine coolant is below a minimum target temperature, the modeled total energy stored within the energy coolant is compared to a maximum stored energy limit to determine if sufficient energy exists within the engine coolant to heat the engine coolant to a temperature equal to or greater than the minimum target temperature. The engine coolant system fails the diagnostic check when the modeled total energy stored within the energy coolant is greater than the maximum stored energy limit, and the minimum target temperature has not been reached.




                  cool

                  Fast-cycling, conduction-cooled, quasi-isothermal, superconducting fault current limiter

                  Fault Current Limiters (FCL) provide protection for upstream and/or downstream devices in electric power grids. Conventional FCL require the use of expensive conductors and liquid or gas cryogen handling. Disclosed embodiments describe FCL systems and devices that use lower cost superconductors, require no liquid cryogen, and are fast cycling. These improved FCL can sustain many sequential faults and require less time to clear faults while avoiding the use of liquid cryogen. Disclosed embodiments describe a FCL with a superconductor and cladding cooled to cryogenic temperatures; these are connected in parallel with a second resistor across two nodes in a circuit. According to disclosed embodiments, the resistance of the superconducting components and its sheath in the fault mode are sufficiently high to minimize energy deposition within the cryogenic system, minimizing recovery time. A scheme for intermediate heat storage also is described which allows a useful compromise between conductor length enabled energy minimization and allowable number of sequential faults to enable an overall system design which is affordable, and yet allows conduction cooled (cryogen free) systems which have fast recovery and allows for multiple sequential faults.




                  cool

                  Superconducting electromagnet device, cooling method therefor, and magnetic resonance imaging device

                  A superconducting magnet device is configured to include: a refrigerant circulation flowpath in which a refrigerant (R) circulates; a refrigerator for cooling vapor of the refrigerant (R) in the refrigerant circulation flowpath; a superconducting coil cooled by the circulating refrigerant (R); a protective resistor thermally contacting the superconducting coil and having an internal space (S); a high-boiling-point refrigerant supply section for supplying a high-boiling-point refrigerant having a higher boiling point than the refrigerant (R) and frozen by the refrigerant (R) to the internal space (S) in the protective resistor; and a vacuum insulating container for at least accommodating the refrigerant circulation flowpath, the superconducting coil, and the protective resistor.




                  cool

                  Cryocooler system and superconducting magnet apparatus having the same

                  A cryocooler system and a superconducting magnet apparatus having the cryocooler system include a cryocooler having a cool stage that cools a heat shielding unit and a thermal inertia that thermally contacts the cool stage of the cryocooler and has a high heat capacity. The cryocooler system reduces a temperature-increasing rate in a current lead by using the thermal inertia member when the temperature in the current lead is increased due to heat generated when an electrical current applied to a superconducting coil is ramped-up or ramped-down.




                  cool

                  Electricity transmission cooling system

                  A cooling system includes a first section of high temperature superconducting (HTS) cable configured to receive a first flow of coolant and to permit the first flow of coolant to flow therethrough. The system may further include a second section of high temperature superconducting (HTS) cable configured to receive a second flow of coolant and to permit the second flow of coolant to flow therethrough. The system may further include a cable joint configured to couple the first section of HTS cable and the second section of HTS cable. The cable joint may be in fluid communication with at least one refrigeration module and may include at least one conduit configured to permit a third flow of coolant between said cable joint and said at least one refrigeration module through a coolant line separate from said first and second sections of HTS cable.




                  cool

                  Methods and systems for managing facility power and cooling

                  A method and corresponding apparatus provide a determination of available power capacity of a phase of a power supply in a data center rack. The method includes metering the power of a power supply and calculating an average peak power draw per phase of the power supply. Using average peak power draw per phase of the power supply and the expected power draw data corresponding to data center equipment coupled to the power supply, the available power capacity can be calculated on a per phase of the power supply. A method and corresponding apparatus for managing data center equipment may use the phase based available power capacity calculations to determine the optimal placement of new data center equipment within a data center configuration.




                  cool

                  Centrifuge with compressor cooling

                  The present invention relates to a centrifuge and a method for cooling a centrifuge. The centrifuge according to the invention includes a cooling device which is improved in that its required installation space is reduced such that the centrifuge can be of a more compact design with the centrifugation capacity remaining unchanged, or the centrifugation capacity can be increased with the installation space remaining unchanged. Further, the number of components can be reduced and thus cost and assembly time can be saved.




                  cool

                  Toolholder assembly with internal coolant delivery system

                  A toolholder assembly includes a toolholder body having a coolant passage and a cutting insert seated within a recess of the body. The cutting insert includes an insert orifice extending between a top face and a bottom face that aligns with the coolant passage. A lock pin includes a lock pin orifice that aligns with and is in fluid communication with the coolant passage of the body. The lock pin orifice has an outlet port to allow the fluid to flow through the lock pin orifice and exit through the outlet port. A lock pin ring includes a coolant port in fluid communication with the outlet port of the lock pin to effectively discharge cooling fluid in the direction of a cutting area of the cutting insert.




                  cool

                  Liquid cooled glass metal electrode

                  In various embodiments, an electrode has a shaft extending from an electrode head and a cooling passage extending from an open end disposed at an attachment end of the shaft to a closed end disposed within the electrode head.




                  cool

                  Low temperature melting furnace and metal sector using an external cooling passage

                  A low temperature melting furnace using an external cooling passage includes a wall including a plurality of metal sectors, each metal sector including a cooling passage formed along a longitudinal direction thereof, and an extension tube provided outwardly from the wall and connected to the cooling passage.




                  cool

                  Wall elements for water-cooled, current-conducting electrode bearing arms and electrode bearing arms produced from such wall elements

                  A support arm for a water-cooled, current-conducting electrode includes wall elements, wherein each wall element is a flat conductive metal with a hollowed out recess on its outer surface extending over its length. The support arm further includes a cover extending over each recess to define a closed cooling channel within each wall element when the cover is welded to the wall element. The cover includes with an inlet port and an outlet port for cooling water.




                  cool

                  High temperature cooling system and method

                  A method for cooling a heat source, a method for preventing chemical interaction between a vessel and a cooling composition therein, and a cooling system. The method for cooling employs a containment vessel with an oxidizable interior wall. The interior wall is oxidized to form an oxide barrier layer thereon, the cooling composition is monitored for excess oxidizing agent, and a reducing agent is provided to eliminate excess oxidation. The method for preventing chemical interaction between a vessel and a cooling composition involves introducing a sufficient quantity of a reactant which is reactive with the vessel in order to produce a barrier layer therein that is non-reactive with the cooling composition. The cooling system includes a containment vessel with oxidizing agent and reducing agent delivery conveyances and a monitor of oxidation and reduction states so that proper maintenance of a vessel wall oxidation layer occurs.




                  cool

                  Cooling in high-density storage systems

                  In one embodiment an enclosure for a high-density storage system, comprises a backplane to which a plurality of data storage devices may be coupled, a front panel opposite the backplane and defining a first airflow channel adjacent a front side of the data storage devices, a back panel opposite the front panel and comprising a second airflow channel adjacent the backplane, a floor panel and a top panel, a first side panel comprising an array of air flow inlets, a second side panel comprising at least one air flow outlet, and a fan assembly to expel air from the at least one air outlet.




                  cool

                  Modular draw out fan module with chimney design for cooling components in low voltage switchgear

                  A cabinet structure for a switchgear assembly. The cabinet structure includes a cabinet having upper and lower vents and a breaker cradle for holding a circuit breaker having primary disconnects for connecting the circuit breaker to bus bars. The cabinet further includes an air passageway located between the upper and lower vents, wherein the air passageway extends vertically through the primary disconnects and the cabinet. Further, the cabinet includes a fan module having at least one fan for drawing outside air through the lower vent, the air passageway and the primary disconnects for cooling the primary disconnects.




                  cool

                  Electronic device having cooling unit

                  There is provided an electric device configured to cool a plurality of plug-in units, the electric device including a plurality of slots, each slot configured to install a plug-in unit, a first fan configured to create a current of air for cooling the plug-in units, a first plug-in unit installed into a first slot, and a second plug-in unit including a second fan configured to create a current of air for cooling the first plug-in unit, the second plug-in unit being installed into a second slot adjacent to the first slot, arranged to a side of mounting component of the first plug-in unit.




                  cool

                  Apparatus and methods for cooling rejected heat from server racks

                  The present invention is directed to apparatus and methods for cooling computer servers and/or electrical equipment in a rack device for data centers or telecommunication centers.




                  cool

                  Duct to influence air cooling distribution to battery module and DC/DC module

                  A vehicle is provided including a battery module, a DC/DC converter module portioned from the battery module, a duct, one blower, and a jumper duct. The battery module includes inlet and outlet ports. The DC/DC converter module includes inlet and outlet ports. A duct is arranged to direct cooling air into each of the inlet ports. The blower is arranged to draw cooling air from the duct, through the modules, and out the outlet ports. The jumper duct is arranged up stream of the blower with the converter outlet port, and configured to reduce an effective cross sectional area of the converter outlet port to define a flow rate of the cooling air into the battery inlet port.




                  cool

                  Device for cooling an electrical cabinet

                  Device for cooling an electrical cabinet including a hollow upright beam having a lower end, an upper end and a cavity inside, the upright beam having an air inlet at the lower end and an air outlet at the upper end, the upright beam supporting the electrical cabinet on a side of the upright beam. The device further includes a first flow connection formed between the interior of the electrical cabinet and the cavity of the upright beam at a level of the lower end of the electrical cabinet; a second flow connection formed between the interior of the electrical cabinet and the cavity of the upright beam at a level of the upper end of the electrical cabinet; and a sealing element at an intermediate level between the first and second flow connections to block the cavity of the upright beam.




                  cool

                  Cutting tool holder with internal coolant passage having a compressible member

                  A cutting tool holder has a holder body and upper and base jaws. An insert receiving pocket is defined between the upper and base jaw, for receiving a cutting insert therein. A resilience recess allows the upper jaw to deflect toward the base jaw. An upper jaw coolant channel has an upper jaw inlet, opening out to the resilience recess, and an upper jaw outlet, opening out to a front end of the upper jaw. A holder body coolant channel has a holder body outlet, opening out to the resilience recess, spaced apart from the upper jaw inlet. A compressible tool coolant plug, made of compressible material, is inserted into the resilience recess. The plug has a plug coolant channel opening out toward the upper jaw inlet and the holder body outlet, forming a fluid path from the holder body coolant channel to the upper jaw coolant channel.




                  cool

                  Two-phase electronic component cooling arrangement

                  An electronic component assembly includes a housing that provides a cavity filled with a cooling fluid that has a liquid phase and a vapor phase. An electronic element is arranged in the cavity and is configured to generate heat. A wicking material is arranged in the cavity between the housing and the electronic device. The cavity provides a gap adjacent to the wicking material. The wicking material is configured to absorb the liquid phase, and the vapor phase is provided in the gap.




                  cool

                  Dynamically modified fan speed table for cooling a computer

                  A computer-implemented fan control method includes measuring a temperature within a computer system and dynamically selecting a fan speed step in response to the temperature received, wherein the fan speed step is selected from a fan speed table defining a finite number of fan speed steps each having an associated fan speed. A fan is operated at the dynamically selected fan speed step, wherein the fan is positioned to drive air through the computer system where the temperature is being measured. The fan output variation is measured over a prescribed time interval and the fan speed table is automatically modified to change the fan speeds associated with each fan speed step, wherein the fan speeds are changed as a function of the measured fan output variation while continuing to drive the fan.




                  cool

                  Conduction cooled high power semiconductor laser and method for fabricating the same

                  A conduction cooled high power semiconductor laser and a method for fabricating the same are provided. The conduction cooled high power semiconductor laser comprises a heat sink (2) and one or more semiconductor laser units (1). The semiconductor laser unit consists of a laser chip (3), a substrate (4) bonded to the laser chip for heat dissipation and electrical connection, and an insulation plate (5) soldered to the substrate for insulation and heat dissipation. The semiconductor laser unit is soldered on the heat sink with the insulation plate therebetween. The semiconductor laser unit may be tested, aged, and screened in advance, and thereby the yield of the lasers can be improved and the manufacturing costs can be reduced. The laser has desirable heat dissipation performance, high reliability, and is applicable to high temperature and other complex and volatile environments.




                  cool

                  Coolant with dispersed neutron poison micro-particles, used in SCWR emergency core cooling system

                  Disclosed is a coolant with dispersed neutron poison micro-particles, used in a supercritical water-cooled reactor (SCWR) emergency core cooling system. Since the neutron poison micro-particles are uniformly dispersed in the coolant of the emergency core cooling system for a long period time, their fluidity is not lowered even though the polarity of water is changed in a supercritical state. Therefore, the neutron poison micro-particles absorb neutrons produced from nuclear fission in a nuclear reactor core. Accordingly, the neutron poison micro-particles can be appropriately used as a means for controlling neutrons and stopping a nuclear reactor in the SCWR emergency core cooling system.




                  cool

                  Emergency core cooling system

                  An emergency core cooling system is provided with a hybrid safety system composed of an active safety system and a static safety system for ensuring the safety against a severe natural phenomenon such as a giant earthquake and a mega hurricane. An emergency core cooling system for a boiling water reactor includes four safety divisions in total: three safety divisions for an active safety system having a high pressure reactor core cooling system, a low pressure reactor core cooling system, a residual heat removal system, and an emergency diesel generator; and one safety division for a static safety system having an isolation condenser, a gravity drop reactor core cooling system, and a static containment vessel cooling system.




                  cool

                  Ultra violet irradiating device for alignment of liquid crystal, and water-cooling coaxial tube

                  The present invention provides an ultra violet irradiating device for aligning liquid crystal and also an water-cooling coaxial tube. The ultraviolet irradiating device includes a water-cooling coaxial tube configured with an inter tube and an external pipe enveloping the internal pipe. A light tube is disposed within the internal pipe, and an infrared filter layer is disposed between the internal and external pipes; and an ultra violet filter layer is coated over an external surface of the external pipe so as to filter out an ultra violet light beam having wavelength lower than 320 nm. The breakage of the unit filters resulted from inter pushing with each other or leakage resulted from overlapping of the unit filters can be readily resolved.




                  cool

                  Method of producing polymer dispersed liquid crystal device using cooling plate

                  Provided are a method of producing a polymer dispersed liquid crystal device with a cooling plate and a polymer dispersed liquid crystal device using the same. According to the producing method of the invention using the cooling plate capable of effectively removing heat with a simple method, it is possible to improve driving voltage characteristics and decrease a production cost of the polymer dispersed liquid crystal device.