who have all made it to Abirjan, dear Sadhguru, one of the world's voices and leaders on soil conservation and land in this day and age. Having him… having you here is absolutely fantastic and we welcome you. Namaskaram and good morning to everyone here. Well, in the Ziggist audience, I don't have to go about talking about all the horrific statistics we have. About all the negative things that are happening with the land and soil on this planet. But as a solution, I see definitely there are many nuances to the solution and the very important aspects which are not small in number or complexity. But I feel the most important thing if we want to achieve something is as we have found of all the conventions, one convention which bore positive and conclusive result was the 1987 Montreal Protocol where we focused on the ozone holes and largely it was fixed because of single-pointed action. I think a time has come where that kind of action is needed for soil, separating soil from every other issue, though they are significant and important, it's important that we separate soil from the other aspects because all these other aspects are relevant to our lives only as long as soil is alive. What is it that we can do? I think the most important thing is to put some food there for the microorganisms which is the fundamental of all life. Putting food there means organic content should rise. If you look at this across the world, not a single nation has a minimum of three percent, not even a single nation. So why can't we set this objective? All other issues are there, we can continue to attend to those things but the most important thing is we as a generation of people keep the soil alive for future generations. Setting up three percent as a minimum average for every nation and setting up an incentive process for the farmers to get there, making the incentives attractive enough that farmers will aspire to be there and once they get there, the industry and business to facilitate carbon credit systems for the farmers is a second line of incentive. The third level of incentive is instead of just labeling food products as just organic, as if the other foods are inorganic it is not. And it's extremely difficult and it takes a whole lab process to measure the amount of fertilizer and pesticide in a given product, either a fruit or a vegetable. So the simple thing is to measure the organic content of the soil, which can be done on the land by the farmer with a little supervision it can be done. So we can establish three percent organic content, those who have reached three percent organic content, these products, these agricultural products of fruit and vegetable and grain should find a different shelf in the marketplace. If it finds a different shelf in the marketplace, there is enough science to tell us if a field contains three percent organic content, what are the micronutrients which are present in the food? What are the health benefits? What are the preventive health benefits? I would like to see that all of us strive for this. In these complex issues and complex solutions, implementation becomes a huge challenge because implementation has to happen on the land and land is not managed by scientists, land is managed by farmers. So it's extremely important. It must be a single-point agenda, incentive-based agenda. If inspiration, incentives and disincentives after a certain period of time is the way forward, this is my appeal to every one of you because I don't want this COP 15 to end as one more convention with more paper and more paper. This must end with concrete action and action in such a way that is it's implementable. It is implementable and we will see a distinct change in the coming few years. Thank you very much for having me here.


I think we need to ban two phrases. They are calm down and cheer up. I don't think negativity's antidote is positivity. I think it's warmth and compassion because positivity says to a person experience a negativity. You know cheer up, don't worry about it. Calm down, warm says, trying to go get ice cream. Let's go grab a coffee. That's empathy. Warmth is an expression of empathy. And if I've learned anything in my years of helping people, it's that empathy should precede coaching. Empathy should precede advice giving.  So today, who do you need to say to, hey, let's go get ice cream or coffee? Let that be your first expression of love and warmth and that will open the way to give the great advice and coaching you may have for someone of their helps.


The Sphinx Slined Avenue that connects Luxor to Karnak has just revealed a collection of ancient ovens and walls that have not seen the light of day for at least 1,700 years as the Roman era of Egypt collapsed. These structures became forgotten and lost only now in the year 2020 are we recovering these things from the pits of history? Wait to hear this. The Egyptian Ministry of Tourism and Antiquities announced recently on Facebook that the discovery has taken place of a large number of round ovens for burning mud bricks that bear burning marks and a huge mud wall dating back to the late Roman Empire period revealed during project work, restoration and reveal of the road of the major parade known as the Rams Road. Egypt's Secretary General of the Supreme Council of Antiquities said that the discovery has taken place in Luxor of ovens that were used to make pottery and also of an ancient wall that was found west of the Kibosh Road of the Temple of Koisu. It is about 30 meters in length, 2.5 meters high and 3 meters wide and it consists of 17 courses of mud bricks. According to Egypt today, the Egyptian mission uncovered as well as a wall that was built from three horizontal rows of sandstone blocks, which is an extension of the wall that protected the eastern bank of the Nile from the changing water levels during the seasons of flood in ancient dynastic times of Egypt. This wall extends from the front of the Karnak Temple in the north to the Luxor Temple in the south along the Kibosh Road with a length of about 2 miles. The Secretary General further added that the mission members take all the necessary protective measures during the current pandemic sweeping the globe and that they will all wear a mask and maintain the needed social distance during this crucial and dramatic excavation work. It is worth noting that the excavation work in various areas of Kibosh Road has been ongoing since 2017 in order to unveil the Rams within the framework of the road rehabilitation project in preparation for its hopeful opening very soon. The ferry on at Kibosh Road is to become the longest gangway and open museum in the world with the renovation being considered a monumental moment for Luxor as the project will bring the Great Road to life once more in a setting crucial for dynastic inspiration. Its new design is set to change Luxor's position on the touristic map as it will become the longest gangway and open museum in the world and it is expected that the new maker will attract tourists the world over and play a vital role in pushing the Egyptian tourism forward as the 100 year anniversary of the King Tut discovery draws near in 2022. In dynastic times of Egypt the Kibosh Road connected the Karnak Temple complex with the Luxor Temple and during the time of the Pharaohs the road was one of the most important as it hosted ceremonies and festivals. Although Kibosh Road is almost 2 miles long it is also pleasant as it is adorned with over 1200 statues that have so far been recovered that are lining one side of the road each resembling the Sphinx where the head is that of a ram and the body is that of a lion and sculpted from sandstone. This meaningful decoration is dedicated to Amun as the head of the statues are in the form of the gods while the rest of the statue has the body of a lion and this is a means of protecting the temples from looters. The renovation of the Pharaonic Kibosh Road is considered a monumental moment for Luxor as the project will bring the Great Road to life again. Its new design is set to change Luxor's position on the touristic map as it will become the longest gangway and open museum in the world according to Minister of Antiquities. That is all from us for today guys but we will be back with more content just shortly and if you enjoyed this video then please give it the very vital thumbs up as the Lost History Channel continues to battle suppression here on YouTube. Please put your comments below and as always thank you for watching.


Hey everyone today, we're going to be talking about a video game for Nintendo switch And I think a lot of you guys are going to really enjoy and that is because it is a game that really took me by Surprise even though the whole reason that we're covering it is because this video is sponsored by it But folks if you're a huge fan of Captain Toad treasure tracker in particular, I think you're gonna want to pay attention to this one So this video is sponsored by Europa Yeah, the very game this video is about when people reach out to me about doing dedicated videos on games I often don't respond because it's just not something we typically do. There are so many studios that contact me that honestly There won't even be time to cover news if I just told all of them sure I'll review your game But sometimes something comes across our desk that just feels worthwhile So well, this is in no way a review. It's a sponsored video You know, you can't really review a game when you're being paid to talk about it It doesn't mean that it's not worth your while Europa has exceeded all of my expectations so far But let's get first into what the studio describes the game and and then we'll talk about my experiences So the studio calls Europa a gravity-defying puzzle platform paint adventure About breaking rules being upside down and thinking outside the box and it includes a brand new create mode That lets you build and share your own levels as well as design your own characters Think Super Mario Galaxy meets portal meets Fez meets jet-set radio only completely different I don't know if I could necessarily buy that description entirely But I understand why it can be sort of hard to make a one-to-one comparison to just a single game So is this a platformer? Well so far I can't jump and I'm ours into the game So I'm sort of assuming there is no jumping a platformer staple. Is it action-packed? I mean there are enemies to be sure that you mostly try to avoid Is it just a puzzle game to an extent? This may be the best description, but it feels like something more Europa seems to partially inspire its name by seemingly ripping part of Europe into the sky You take over what is yet to actually be named to me a character And from here you have zero UI a super clean look and no idea what is going on The game does introduce elements of how its puzzles in gravity craziness work slowly And there are times where I could argue this game is more closely related to the sort of gameplay You get in the absolutely brilliant captain toad treasure tracker But then it keeps adding in new experiences and elements along the way that go beyond What captain toad experiences there are collectibles and what's cool in these collectibles Is that they actually unlock new assets for the create mode That's right. The game lets you literally create your own levels stages and progression Everything you play through in the base game can literally be rebuilt by you If you collect everything of course chances are you will just come up with your own amazing designs I barely scratch the surface of the level creation because I lack the patience for it But for those that really love how this game plays and enjoy custom creations This is something I think many will dive really deep into The level of customization in your designs is insane I also really enjoy how this game handles the fact that there is no UI The only meaningful thing you need to track is your health Which amounts to how many times you can get hit or fall off the map before seeing game over Now if you just started a new section of the game Game over is like losing a life and it just takes you back to the beginning of that stage But in later stages this can really suck As the stages can get quite complex and take a while to beat It can feel like a real punishment to have to redo your stage progression all over again Because you took a wrong step But getting back to how the game tracks your health Your ragdoll style character is colored black Or at least mine was you might have a different paint color There seems to be different paint colors So I don't know but my color was black And that represents your health Whatever color you're painted at the beginning is your health Every hit you take from an enemy or fall off the map drains some of that color Turn in you more and more white It's basically a health meter built into the character and it looks really cool There are spray cans you can find throughout the game that help you decorate the body of your character I went with eyeballs And you know you can do whatever you want You can put the eyeballs anywhere you want You don't have to put the eyes on the character You can do a mouth You know so there's some customization there right off the gate Like do you want one eye? Do one, two, two Put the eye on your leg if you want Or don't have any at all It's really fun to mess around with The game doesn't seem to have a story at this point At least not one I can figure out There is no dialogue No text beyond a few hint words on a wall or floor And no cutscenes It's just gameplay in its purest form with a rather calming soundtrack The worlds are beautifully rendered and pretty serene And I daresay you get a little sense of loneliness on this journey As you try to solve the puzzles and figure out where this is all heading The puzzles however are quite clever And I would be lying if I say I never got stumped But I really enjoy how the puzzles function on the whole As it added a whole new sense of immersion After figuring out something that had me guessing for almost 30 minutes The thing is oftentimes you just have to pay attention to the smallest of details To realize how silly it was that you didn't notice the solution was right in front of you the whole time And this style of puzzle design has always been intriguing for me Plus they keep adding new puzzle elements the deeper into the game you get Such as the type of block puzzles we have come to know and love From the legend of Zelda franchise Now look, Europa may or may not be your cup of tea But it's certainly a game I am going to continue to play for a little while When I just need something a little different Maybe the best part of all of this is that you can actually download a free demo of the game Right off the e-shop to try it out before you buy it Something that to me has always exuded confidence from a game developer And I can say safely that sponsored or not This game is a high quality puzzle experience It will run you roughly $18 or so on Switch It technically launched two days ago but for some reason I can't get an official listing On the North American e-shop but I did some conversions from other e-shops And it seems to be about $18 But either way I'll have a link down to the North American e-shop down below And the demo is live for you to go download And obviously purchase right after if you enjoy Now look, I'm going to kind of let you guys maybe enjoy a little bit of gameplay here Before we wrap things up But guys I really, I can't say this enough One, thank you to the developers of this game for sponsoring this video I can't thank you enough for not only introducing me to the world of Europa But also being willing to support the channel and support what we do here It means a lot to me when a high quality game like this comes across to our desk And they want to support us So thank you guys for that Please enjoy a fresh look at some cooler elements in Europa And we'll catch you guys in the next video


This video explains how to use Chicago Notes Bibliography style, including paraphrasing or quoting sources in the text of your paper, how to insert footnotes or endnotes, how to do shortened citation, and use IBID. The Chicago Manual of Style offers two different methods for citing. The Notes Bibliography method and the Author Date method. Be sure to ask your instructor which style you should use. Also, Chicago is sometimes referred to as Tarabian style. In 1937, Kate Tarabian developed a guide based on the Chicago Manual specifically for students submitting the papers. The Tarabian guide is still published, and while it does differ in small ways, it remains very similar to Chicago. Make sure you are clear on what your instructor expects for your assignment. Whenever you directly quote or paraphrase another source you've read, like a journal, article, or a book, you must cite it both within your paper using a footnote or endnote and in your bibliography at the end of your paper. If you are using a direct word-for-word quotation that takes up five lines or less in your paper, it must be in quotation marks, and you must include the page number in the note so your reader can easily find the quotation in the original source. Here's an example. At the end of the quotation and outside of the quotation marks, you insert a footnote, which is a number that refers the reader to the bottom or the foot of your page, or an endnote that refers the reader to a notes page at the end of your paper. If you are using a quote that would take up six or more lines in your paper, you should use a block quote. Start the block quote on a new line and indent the entire quote by hitting the tab key twice. Block quotes are single-spaced, and you don't need to use a quotation mark. Don't forget your footnotes at the end. How do you insert a footnote or an endnote? After you have finished your quotation, leave your cursor where you'd like to insert the footnote. In Microsoft Word 2010, click on the References tab. Then click either Insert Footnote or Insert Endnote. Microsoft Word automatically inserts a number after your quotation, and inserts a footnote at the bottom of that page. Here you would enter the information about the source you are citing. The information you need to include and how it should be formatted depends on the type of source. For specific examples, check out our videos on how to cite a book, e-book, journal article, newspaper or magazine, thesis or dissertation, or website. If you've already cited a source once, and you need to cite it again, you can use a shortened citation in your footnote. For a shortened citation, you need only to include the author's last name, a shortened title, and the page number. If your title is five or more words long, use a shortened title. A shortened title uses only one or two keywords from the original title. If you cite a source and then are citing that same source again in the next note, you may use IBID, which is Latin for in the same place, followed by the page number if the page number is different. Only use IBID if it refers to the source directly preceding it, in this case, but early settlers. If you're referring to that source again and the page number is also the same, you don't need to repeat the page number. You only need to write IBID. At the end of your paper, you will also have a bibliography or a list of all the sources you cited or referred to in your paper. Your bibliography is not just a compilation of your footnotes or endnotes. There are differences in how the information in your footnotes is formatted and how the information in your bibliography is formatted. Make sure you watch our videos on how to cite a book, e-book, journal article, newspaper or magazine, thesis or dissertation, or website for specific examples. Thanks for watching. For more information, visit the Munn Libraries website and check out our Chicago Notes Bibliography Guide, or chat live with library staff.


I think you shouldn't be reading service design books. What skills do great service designers possess? It's a question that I've asked to over 50 guests on the service design show. None of them said that you need to learn how to create stakeholder maps, personas, or service blueprints. If you'd like to know which skills you need to develop to become a better service designer, stay tuned because that's what this episode is all about. Let the show begin. Hi, I'm Mark and welcome to the service design show. The show that helps you to design services that have a positive impact on people and business. One of the reasons that I started the show is that I want to help service designers to live up to the full potential. To be able to do that, you need to be great at what you do. A challenge that a lot of service designers face is the question if they should go deep or broad with regards to the skills. Due to the holistic nature of service design, it sometimes feels that you literally need to know everything. It's easy to get overwhelmed and there's just so much info out there that you could literally spend all day studying and learning. But if you spend your scarce time learning new skills, it will be comforting to know that you're learning the things that really matter and will make you a better service designer in the long run. And like I said in the beginning, if you're just reading books on service design, you're going to miss out on some really key skills. Over the years, I've found that there are at least five skills that separate the good from the great service designers. And these five universal skills transcend service design in many ways. And you really need to look beyond service design to actually become a better service designer. Now before I continue and talk about these skills, I'm really curious what do you see as the key skills for a service designer? Share your perspective down below in the comment and let's see what you all think. I read all the comments and try to reply to as many people as I can, so every comment is really appreciated. And if this is your first time here on this channel and you'd like to see more videos that help you to design great services with more ease, don't forget to subscribe and click that bell icon so you'll be notified when new videos come out. I've seen a dozen of design portfolios and a lot of them tend to overemphasize skills that are not that important and forget to highlight qualities that really matter. Because let's be honest, eventually everybody can make a pretty decent customer journey map. That's not what's going to define you as a designer. So what are these key skills? Well, the first skill is communication. Being a great communicator is a cornerstone in service design to actually get things done. Just think about how often you interact with coworkers, with users, with employees and of course with clients during a project. And being able to get a message across in a fast and appealing way really makes all the difference. There are many ways you can actually improve your communication skills. But I'd say a good starting point for instance is to study the art of storytelling. Another key skill in service design is facilitation. And probably the first word you think about when you hear facilitation is workshops. Yes, workshops are an important part of our work but it doesn't stop there. For me, facilitation is all about being able to handle and use group dynamics to get a team to achieve the best possible outcome in as little time as possible. What I know about facilitation today, I mostly learned through the work of David Sibbet. You can check the show notes for some links. But as with all the skills that we're discussing here and it's especially true for facilitation, it's a skill that you only truly master by practicing it. A lot. A skill that is somewhat related to facilitation is improvisation. The people who know me know that I'm the type that expects the best but always prepares for the worst. I tend to put a lot of time and effort in preparing myself for the things to come.  And in the early days of my career I reached a point where this planning and preparation was really holding me back. Because during those meetings, workshops and presentations I wasn't really in the moment. I was often disconnected with the situation and context. This led to suboptimal results where we managed to get through the plan but didn't get the best possible outcome. For me, improvisation is all about knowing and feeling when you have to let go of your initial plan and act accordingly to what the moment and context needs. And this skill is in all of us. Some of us just need to rediscover it and learn to trust it again. I know I did. In hindsight what really helped me to develop the skills was that I took some improv theater classes. At that time I took the classes because I enjoyed having fun. Only later to discover that the techniques and skills that I acquired or rediscovered there and the confidence to improvise was extremely useful beyond the stage of a theater. Okay, let's move on to the next skill that I think every service designer needs to master. And that is empathizing. I hope that this one doesn't surprise you. I guess it's true that some people have more empathy by nature than others. But this doesn't mean that it's not a skill that you can't actively develop. My background as a software engineer didn't require for a lot of empathy. Again, this is a skill that I only came to value later on in my career. And I had to work really hard to develop this skill but I enjoyed every step of the process. Because learning to see and understand the world from the perspective of someone else and being able to deeply connect with them is a skill that yields great results way beyond your professional life. To be honest, I'm not quite sure how I actually developed my empathizing skills. I think it comes down to learning how to become a more active listener, being patient and deferring judgment. The final skill that I want to address is curiousness. This might sound like a strange skill but bear with me for a moment. So what curiosity is all about for me is enjoying exploration and getting pleasure out of finding interest in questions. You might have heard that a great service designer needs to have a beginner's mind. I'd like to go one step further and say that a great service designer needs to prepare for surprise to happen. Being curious is not a passive skill. It's an extremely active one. Of course, people that are highly curious will benefit from it in their research stages of service design. But as with all the other skills we've discussed so far, it's also something that you'll benefit from in all the other aspects of service design as well. Now, you might wonder, how do I become more curious? Well, as Steve Portagall mentioned in his recent appearance on the service design show, a great way to develop your own curiosity is to practice noticing. Becoming a great service designer isn't just about learning the tools and methods. It's also, and I'd say it's much more about developing your communication, facilitation, improvisation, empathizing and curiousness skills. But this isn't a complete list by any means. I'm sure you'll also have some ideas about what skills make up a great service designer. And I'd really love to hear them. So leave a comment down below and write down which skill do you think a great service designer needs. And don't forget that more people like you are watching these episodes and your comment might just be the thing that inspires someone to set out on his or her next learning journey. If you know someone who might be interested in the things that we've just discussed, grab the link and make sure to share this video with them. If this is your first time here on this channel and you'd like to see more videos that help to take your service design skills to the next level, I'd love to have you to subscribe. Thanks so much for watching and I look forward to seeing you in the next episode.