Thank you for the opportunity. I wanted to start off by looking at the recent satellite image. If you look at it, we can see that outside the settlements themselves, we can see lots of different kinds of use for the landscape, like agricultural areas or forested areas or water bodies or even roads that are part of the cognitive landscape. While these areas are not directly inhabited, they form an important part of the landscape as they give the context of the settlements themselves. It is no wonder that one of the core fundamentals of landscape archaeology is that we have to consider these areas when we try to analyze a settlement. We have to understand these areas if we want to map the patterns of the settlements themselves and when we want to find out the driving factors behind their location and their dispersion. This is especially important if we are trying to extrapolate from this data when we try to create theoretical models of the area that we do not yet know. This is the theme of my PhD research that is ongoing at the moment. My aim is to create a theoretical model of the Kapos river valley in Hungary of the Roman settlement structure of this area. I based this model mostly on currently known sites and published and archival data. One of the key issues with this kind of data, however, is that in most cases they only record where sites are located. It is hard to determine if an area is empty because it was really empty or because it was just not researched yet. This introduced quite a problem for my modeling for the extrapolation process. What I needed was a large-scale controlled fieldwork that I could compare my data to and that could help me out. A big help came from the project you can see on the screen now, which is running at our institute at the moment and of which I am a part of. The aim of this project is to map the changes in the early to middle Neolithic settlement patterns and material culture in southern Transdelubia, which roughly correlates with my area of interest. As part of this project, we are conducting micro-regional level surveys in three key areas of southern Transdelubia, the southern Bellatón region, the Toneis-Sharcas region and the southern Baranya Hills region. For this presentation, I am going to concentrate on the Toneis-Sharcas micro-region, which is located at the confluence of three major waterways near the Danube. From the north, the Sharvis and the Geo rivers and from the southwest, the Vercivi stream as they flow into the Danube in a wide floodplain area, which dominates this micro-region as you can see from the elevation model. This floodplain area is bordered to the north by low-lying Latinos to the south by a high hill, the Orange Mountain, and to the west some lower hills and the valley of the Vercivi stream. We conducted a GPS-ADD extensive field survey in this area to create a complete coverage of this region as much as we can. We adopted a method developed by Gabor Mesterhansi and his colleagues for heritage management projects, but it fit our purposes really well. It is based on a 100 by 100 meter virtual grid of the area where surveyors are walking in 25 meter fixed intervals at fixed GPS coordinates always to the north and to the south. Find material is recorded based on this virtual grid, so we can analyze the find numbers individually from every cell. It is important to mention that every find is collected, not just the neolithic finds, but all the finds, regardless of their age, which means that I can use the data from this survey for my Roman age studies. Also, every possible area is surveyed without any bias, which was not always the case in earlier research. We really aim to create a standardized uniform coverage of the entire landscape, which we can always analyze in a 25 by 100 meter grid as well. As a result of our surveys, we have covered roughly 1,500 hectares of the area, which is around 45% of the total area of the micro region. The parts that were left out were mostly built-out areas or forested areas where we couldn't conduct the field survey, but even in this larger area, we could identify large numbers of different sites and different areas, but also a lot of offsite areas where little or no finds were found, but we know that they have been covered, so we can calculate with that. These kind of offsite areas are even more prominent if we filter for the Roman age finds from the area. We can see lots of empty areas now. In total, we have identified seven distinct clusters of Roman habitation in the area. Three of them are quite intensive and four other sites were of much lower intensity, but they are still present. It is obvious from the data that the intensive sites are all located in the west-central parts of the micro region near the confluence of the Chihuahua and the Chavis rivers, and in the eastern part, we can only see some very low intensity sites or nothing at all. We can correlate this data with elevation models to gain more insight into the settlement distribution in the area, and we can see that all the sites, even the low intensity ones here in the eastern parts, are located on the first, on the low terraces above the regularly flooded areas or the flood plains. Regardless of their intensity, but we can also identify in both areas some areas of activity, some zones of activity around the sites themselves. We can see that because we have data on the empty areas, we can observe that there are some areas which we would consider prior real estate from the comparison with the known sites that are still empty, both in the area of the known sites, but also in the eastern areas. So even though we don't have any large-scale habitation in the eastern areas, we can see that there are areas that could be inhabited. This is further contrasted if we put up the known artifacts from all the other areas. We can see that in the area or in the east where there was virtually no habitation or little habitation in the Roman era, we can see some quite high-level habitation in other areas. In fact, this area was inhabited in every single other era except for the Roman age, which is a very interesting conclusion or very interesting information. We can also see some off-site scatter in the area which could be interpreted as the areas actively used around the sites, but we can see this even away from the sites. So even though there is little habitation in the eastern flood plains, there is still evidence that this area was used just not inhabited as directly as in the west-central areas. Now that we know this data, we can clearly see the disparity in the location of sites and in the settlement patterns towards the east. Now we can start thinking about the driving factors. What is causing this disparity? One way to think of it are the environmental factors. The obvious one being the elevation in an area as we have discussed earlier. Also possible would be a difference in soil quality or change in the climate and the water levels. We are still working on deducing this information as we get better soil maps of the area. The difference in climate is possible, but considering that there was habitation in every single other era, it is highly unlikely that this climate change will only affect the Roman era sites. What we can also look at are social factors and in this case what comes up is the proximity to the border. Approximately to the Ripa Panmunica, the border of the Roman Empire which runs along the Danube in the area. If we put the probable route of the industrial on our map and the long watchtowers along the border, we can see some level of correlation between the habitation in this eastern part and that there is no habitation east of this limousole area which is quite an interesting conclusion and something that we should look further into. The way we are planning to move forward with this and the way I intend to put these conclusions into my model is by looking at the other micro regions that we are still researching and which are still not completed to see if these patterns persist. If there is a difference between the flood plains and the higher terraces, these micro regions also have these kinds of environments and they are much further inland from the border so we could see even some social aspects. But I'm also looking at some targeted micro regions along the social factors like the effect of a major road on the settlement patterns as I do in northern Baranya County near Szažd where a major trade route is running through a valley with a flood plain and by deducing the settlement patterns I could understand more about the driving forces and by understanding more and by quantifying these driving forces these could be put into the settlement pattern models that I'm trying to build of the Kapoš river valley. Thank you very much.


Hello everyone, in the last two lectures we discussed about radioactive decay and the relationship between the activity of daughter items in terms of the initial activity of parent the divisor toe and also some of the equilibria that are established depending upon the half-life of the parent and daughter. In today's lecture, we will discuss the structure of nucleus and what are the factors that govern the stability of the nucleus. So, it will involve bit of the early history of nuclear science. Let us see right from the early 20th century, how the different discoveries contributed to understanding of the structure of matter. We will discuss the radioactivity discovery in 1896, followed by the discovery of radium and polonium. And then, unless Rutherford came into picture and contributed in many ways in understanding the nuclear structure. In fact, the experiment of Rutherford involving the scattering of alpha particles by the thin gold foil in 1911 was a milestone discovery which ultimately led to the idea about the structure of matter. So, what Rutherford did was alpha particles from a polonium isotope and vacuum were bombarded onto the gold foil. A very thin gold foil and then he put detectors at different angles with respect to the initial alpha beam direction and measured the how the alpha particles are scattered at different angles. So, the angular distribution d sigma by d omega, omega is the solid angle as a function of angle was found to have this type of behavior. What it says is that most of the alpha particles are passing through the foil undeflected. You can see at theta equal to 0, most of the alpha particles are concentrated. So, majority of the alpha particles go in the forward direction. But there are a very few of them which are also backscattered close to 180 degree. And that is very very small number. One in about 8000 alpha particles were backscattered at angle more than 90 degree. This led Rutherford to conclude. See for example, when the when the alpha particle has to be backscattered, it has to undergo a hedon collision with a massive body. And since the backscattering is happening at a very small numbers, he concluded that the mass of the atom is concentrated in a very small volume and that small volume he called as the nucleus. So, the typical dimensions of the nucleus vis-a-vis that of the atom are that if the atom is of the order of the football field, then the nucleus is of the order of the football. So, that is the order of magnitude different in the atom and the nucleus. This was a very very important discovery and I will come to this further. So, just before I discuss this backscattering further, what are the implications of that? I will also touch upon the discovery of proton and neutron, the constituent units of the nucleus. In fact, it was again Rutherford in 1917 at Manchester who studied the first nuclear reaction, the alpha particles from a polonium source were made to bombard. In fact, when they are passing through air, but he observed that there was a scintillation produced at cathode. So, that means the bombardment of alpha on the air, the air is dominantly containing nitrogen, gives rise to proton. This positive particle he identified as singularly positively charged particles having the mass as of the order of hydrogen atom. And therefore, he concluded that these are the protons which are produced in the reaction of alpha particle with nitrogen 40. And this was the first nuclear reaction and you see here the products are not radioactive. So, this reaction, this first reaction produced isotopes which both of them were stable. So, that is how the proton was discovered. Though it was proposed that there is positive charge in the nucleus, the experimental evidence for this positive charge as proton came in this experiment. Subsequently, in 1932, James Chadwick, again a student of Rutherford, discovered a neutron where he bombarded beryllium 9 with alpha particles from again that alpha source, polonium, radium. And there was an observation that there are some neutral particles or radiation. There was some confusion about this. In fact, iron theory and Frederick Juliet also observed what they called as gamma ray photons. So, there are some neutral particles being emitted, but it was not established whether they are photons or particles. Then James Chadwick unambiguously confirmed that these neutral particles knocked out protons from paraffin bags which is not possible using the gamma ray photons. So, he concluded that this reaction produces neutrons. So, that is how the neutrons were discovered. Incidentally, highly theory and Frederick Juliet also had discovered they found out neutrons, but they did not have the unambiguous proof. And in fact, when James Chadwick informed Rutherford that this group also are doing similar experiments and when they were, you know, when it came to Nobel Prize, the Rutherford proposed James Chadwick for Nobel Prize and he received the one and he told that this, the pair are smart enough to claim one more Nobel Prize for some other discovery. And in 1934, this iron theory and Frederick Juliet were awarded Nobel Prize for the same reaction, but for the discovery of artificial event. That are the kind of intense activities going on in the field of nuclear science in this early 20th century. So, I will come back to the experiment by Rutherford wherein he found out that the mass of the atom is confined in a very small volume at the center of the atom that is called a nucleus and this very experiment, scattering experiment led him to find out the size of the nucleus. And for that he used the concept of the closest approach, the distance of closest approach, how close a alpha particle can come to the gold nucleus. So, that he used this concept of head-on collision between alpha and gold nucleus, 197 gold nucleus, the Coulomb energy. So, when, you know, like, you know, the alpha particle is going with a kinetic energy equal to half mv square. When it is in touch with the nucleus, all the energy becomes a potential energy. So, the kinetic energy and potential energy are same. Potential energy is given by z1 z2 e square by d, where d is the closest approach distance. So, distance between the centers of the two nuclei that is equal to half mv square. So, alpha particle z equal to 2. So, you can write mv square by 2 equal to 2 ze square by d0. What is d? d is the distance of closest approach. So, the center to center distance and if you neglect the radius of alpha particle with respect to the gold nucleus, then you can say d is the radius of 197 gold. So, that is how he found out that d0 equal to 4 ze square by mv square from this formula and you substitute the value of z equal to 79. The charge of electron in electrostatic units, 4.8 irreparance, 10 ESU and the mass of the alpha particle 4 upon, we can say, arrogantor number and the velocity of alpha particle is 1.5 ton per 9 of that order. So, if you calculate this value of the d, you get 4.8 above minus 12 centimeter. So, that is how you got the idea that the radius of the nucleus is of the order of minus 12 centimeter. And to denote to represent the radii of the nuclei, a unit 1 fermi has been defined that 10 to the power minus 13 centimeter. So, the radius of nucleus is in the order of fermis, it is also called as the power minus 15 meter or femtometer. So, you can now compare the radius of an atom 10 to the power minus 8 centimeter or to go minus 10 meter, whereas the radius of the nucleus is of the order of 10 to the power minus 15 meter. So, the nuclear radius is roughly 10 to the power minus 5 times smaller than the atomic radius. Now, let us see actually this whatever radius that we get from different experiments there is a difference. And so, there have been later on very refined experiment to find out the radius of the nucleus. One of the methodologies is to study the scattering of high energy electrons by nucleus. And this gives you what is called as the nuclear charge radius. The question is why we need a very high energy electron to study the radius of nucleus? Electrons will interact with the nucleus by electromagnetic interaction or you can say columbic interaction. So, the electron if you want the electron to probe the inner dimension of the nucleus though the wavelength of the electron has to be less than the dimension of the nucleus. And therefore, you know you can use the de Broglie wavelength to find out what is the kind of energy the electrons would have to probe the structure of nucleus. So, the wavelength of electron can be given by 195 upon e where e is in MeV and it becomes in Fermis. So, if wavelength of electron has to be less than 1 Fermi then the energy of electron has to be more than or equal to 200 MeV. So, that is how hundreds of MeV electrons were bombarded onto different materials and the scattering functions were obtained. So, the net result of that was the distribution of charge in the nucleus. So, electron is only seeing the protons inside the nucleus it will not interact with the neutrons. So, the electrons are scattered from the protons inside the nucleus and so whatever charge radius you get is called the charge radius or electromagnetic radius of the nucleus. So, this data on the left hand side gives you as a function of distance of inside from the center of the nucleus how the charge density rho is changing with the distance from the center of the nucleus. And you can see here that it is relative actually. So, it become it is flagged up to certain distance and then sharply falls down following this relationship rho the density charge density at any distance r is rho 0 the central density upon 1 plus e raised to r minus r small r minus capital R upon a where capital R in the radius of the nucleus a is the institution of the nuclear charge distribution. And the central density at the center the density of the nuclear matter was of the order of 10 to the power 38 nucleons per centimeter cube which comes to about 10 to the power 14 grams per cc. And from this data also it was found out that the radius of the nucleus scales with the a to the power one third where a is the mass number of the nucleus. And the skin thickness or the diffusion of the nuclear charge density is of the rho 0.55 per meter. So, this was very important observations which described how the nuclear nucleons are distributed in the nucleus. So, it is like you know you have a hard square but there is a diffusion on the surface. And another important observation was that the central density was constant irrespective of the different materials that were studied. So, for example, vanadium, indium, gold the nuclear density is same only the radius will change. So, this is the radius of the nucleus or different nuclei and the diffusion as you can see this is the diffusionness but the central density is constant. So, this essentially gave an idea that nuclear matter is first of all at very high density. So, that is it is incompressible. And second is that all nuclei have same density in the centrifuge. So, these are the observations about the nuclear size. In fact, so, apart from electrons you can also study the scattering of energy alpha particles as neutrons and protons and now these particles will interact with the nucleus by nuclear force. So, using the scattering of these particles whatever value you get is that is called the nuclear force radius and whatever you get using electron scattering you get the electromagnetic radius. So, electromagnetic radius or the pulmonary radius is smaller than that of the nuclear force radius. Why it is so? Why the nuclear force radius is large than pulmonary radius because the proton distribution inside the nucleus. The nucleus has got a lot of neutrons and so the neutron distribution is much wider than the proton distribution and so in fact the there is something called neutron skin thickness the outer periphery of the nucleus will have more of neutrons. So, neutron distribution span extends to larger radii compared to proton distribution and that is why the nuclear force radius is more than the electromagnetic radius. So, in our experiment in your calculations one hour subsequently we will be using the nuclear force radius R0 1.4 degrees. Another important point we discussed is nuclear density and the scaling of the nuclear radius with the mass number. So, the density of all nuclei R0 is constant we saw from the experiment of electron scattering. So, if the density is constant we can relate the mass and the volume. So, the nuclear volume is 4 by 3 pi r q and nuclear mass will be the density into the volume and this is nothing but equal to proportional to the mass number. So, or you can also say this roughly you can say the mass. So, this gives you an idea about the relationship between radius and mass number. As R0 is constant we can say r cube is proportional to mass number and so R equal to some constant into 8 power one third. So, radius of a nucleus you can write as R0 e to the power one third. So, you can calculate radius of any nucleus. For example, if a nucleus of mass number 125 then radius will be R0 e to the power one third that means 1.4 into 125 one third is 5. So, it is 7 for me. That is how you can calculate the radius of any nucleus within this formula. And also you can calculate the density from this mass upon volume. So, you can just take 125 mass number 125 gram will be this many nuclei and then you can convert it to the volume of a nucleus for this one. So, you will get of the order of 10 to the power 14 grams per cc and in terms of nucleons you can substitute mass of a nucleon 1.66 times by 24 grams. So, in terms of nucleons per cc and power 38 nucleons per cc. So, what is this experiments give us scattering of the particles child particles by nuclei gives you the radius of the nucleus it gives the density of the nuclear matter. And so the radius of the nucleus scales with the mass number to the power one third. Another important quantity property of nuclei is nuclear mass and binding energy. So, the mass and energy are inter-convert even and so you will find that we several times you can use mass and binding mysand energy to replace each other here we see go along. So, we use the famous relationship of Einstein equal to mc square.  So, the atomic mass unit the nuclei are written in terms of nuclear masses and atomic mass units. So, one atomic mass unit is equal to there is a scale called carbon 12 scale. That means, the mass of carbon 12 nucleus is 12.000. So, exactly 12 and so using this information you can find out the one atomic mass unit equal to 1.660566 10 power minus 27 kilogram. So, you can calculate from this because the one atom of carbon will contain a number of at one gram 12 gram of carbon will contain a good number of atoms. And so we can calculate that mass of an each atom is 12 exactly 12 you can find out one atomic mass unit. How to calculate the relationship between atomic mass unit and MEV? So, you can see here equal to mc square. So, m into c square mass of one nucleon let us say 1.6 by 27 kilogram or this is the 1 by 12 of the mass of carbon 12. The velocity of speed of light c square and so kilogram into meter per second square will become joule. So, if you use the units in proper way you know you will get the proper units of the final answer. So, you can see this is joules and you want to convert into MEV. So, 1.6 10 power minus 13 joules per MEV. So, joules will cancel with joule. So, you will be having 1 am equal to 931. So, like that the mass table of nuclei are if they are given in atomic mass unit you can convert them into MEV by simply multiplying by 931. So, the mass of proton is this much atomic mass unit mass of neutron this many mass unit mass of electron one upon mass of proton upon 1836. So, you can see 0.511 MEV and because the mass of electron is very small compared to that of proton and neutron many times in we instead of proton mass we write atomic masses as we see later on we will be writing in terms of mass of proton we can write as atomic mass of hydrogen atom. And this masses of nuclei are measured by mass spectrometers or there are other ways like energetics of nuclear reactions, beta decay etc by several ways you can find out the masses of the nuclei. So, this is a important relationships we will use in our calculations. Another aspect is nuclear mass and binding energy. So, as I mentioned that mass and energy are inter convertible. So, when the a particular nucleus is formed from constituent nucleons certain energy is released that is what we call as the binding energy. In other words if you want to break a nucleus into its constituent nucleons then we need to supply energy that is called the binding energy. So, the nuclear mass a nucleus of mass number A atomic number z we will say m z comma A when we combine z protons and A minus z neutrons to give you this nucleus certain energy is released that means the mass of the nucleus is less than the sum of the masses of constituent protons and neutrons and then the difference is binding energy. So, we can write the binding energy B equal to mass of the protons plus mass of neutron minus mass of the nucleus. So, the binding energy B is the energy released when z protons and n neutrons combine to form nucleus of mass number A. Many a times instead of writing the binding energy we write as mass defect. So, that is how we can relate the mass with the binding energy. The mass defect that means you have mass number which is an integral number mass number means number of protons plus number of neutrons and you have actual mass of the nucleus. So, actual mass minus mass number is called as the mass defect. So, like 412 carbon mass is 12.000 and the mass number is 12. So, mass defect is 0. But for other nuclei mass defect is not 0. So, for protons the mass is this much atomic mass unit minus 1 is mass number into 931 is 7.289 NeV for neutrons this is the mass atomic mass unit minus 1 in 931 8.07. So, in fact, the nuclear mass table contains this data for helium nucleus 4.002202603 minus 4 into 931 2.425 NeV. So, when you use that nuclear mass table you will have this data as written as delta m values. So, it is important to remember the mass number is nothing but the number of protons to number of neutrons whereas the mass which is given in the nuclear mass tables is nuclear mass minus mass number into 931. So, now let us discuss the binding energy of the nuclei. How does the binding energy of nuclei vary with the mass number? What I have shown here on the right hand side the data of average binding energy this is nothing but V upon A. The total binding energy divided by number of by the mass number means number of nucleons is plotted as a function of mass number starting from let us say close to 10 or so up to mass number more than 240 and you see here that the binding energy the lowest binding energy point you see here 7.6 or so highest this goes to 8.8 or so. So, from low mass to up to mass 60 it rises from 7 to 8 and then it falls down to close to let us say 7.4 or so. So, you can say that the binding energy per nucleon or average binding energy is fairly constant over all mass numbers. But if you consider the binding energy nothing but you know see now it is like the bonds are formed between nucleons inside the nucleus. So, if each nucleon was going to interact with all the nucleons then there should have been A into A minus 1 interactions if every nucleon interacts with all nucleons and so the binding energy should be proportional to A square because if you take A much larger than 1 then it is proportional to A square and in that case B by A should be proportional to A. But actually what we get B by A is constant assuming that 7 to 8 is fairly constant. So, this is a very important observation that average binding energy of all nuclei is nearly constant that tells about the saturation property of the nuclear force. Another important observation is that the average binding energy is constant maximum at about mass number 60 like iron, cobalt, nickel these are the nuclear atoms having highest the binding energies. And if you see the inset here the inset is from 0 to mass number 30 there are sharp peaks in the binding energy curve corresponding to 4, 12, 16 and so. So, that means these nuclear mass numbers have higher binding energy than their neighbors. So, essentially we start getting an idea about the how the nucleons are bound inside the nucleus. So, this the constant value of binding energy per nucleon gives an indication that the each nucleon is not interacting with all nucleon in the nucleus. Suppose there is a nucleus of gold 197 there are 197 nucleons proton plus neutrons the each a particular nucleon may be interacting with the nucleons only in its nearest immediate vicinity not with all like one nucleon at the center may not interact with those at the surface. And this is what is called as the saturation property of the nuclear force. We will use this later on when we discuss the nuclear force and the also when we discuss the nuclear models what are the way what are the how we can explain different property of nuclei for that we need nuclear models. So, I will stop here and subsequently I will discuss the stability of nuclei and the nuclear force. Thank you very much.


Hello everyone and welcome back to Enter the Ether, the new podcast all about the upcoming third person mobile ethereal, Clash of Souls. I'm your host, TheMangus.  Brr, brr, brr, brr, brr. Every week, these just get higher and higher amped up.  It's gonna be great. Oh man, Mangus, the intro is always top notch. But with us this week, we have Yuji Dark, who is in charge of music for the game, or at least a section of it. And Dark, go ahead and just tell us what you work on primarily and what your day-to-day looks like with ethereal. Yeah, so with ethereal, I write for the Lord Department and I run the music department, working with several different composers and making sure that they're on assignments that fit them best and making sure that the game's music just blows you away, because music and games is important to me and having the right feeling in the game matters. So yeah, I like to make sure that the music definitely holds up to as good as this game is gonna be. Right, well man, it's good to hear. I'm really excited to talk to you about this. Music is incredibly important, I think, to any game. I mean, a lot of us are old Paragon refugees. You just hear adrenaline, the old Paragon music, just a hint of it, and it just brings back memories, and that just shows you how important music is to a game. But before we get into talking to music with Lord Dark, what we're gonna do is there was a new development fun fact along with a blog, and it was about the jungle objectives. Jelly, you wanna talk about these jungle objectives we got to see. I would love to, as a jungle main, this was the post that I've been waiting for. I've been sitting there like, okay, yeah, these are cool, but I want jungle myths and I want jungle information. That's all I care about, and we got it because they gave a ton of information about this. So it starts out with a gif of two wyverns and a tropos, being the larger scale neutral objectives on the map. Both of them, both wyverns, it looks like an ice wyvern and a fire wyvern have their own cave or something that they're in, some kind of structure that they're in, which looks incredible. And then a tropos has this giant cavern-looking thing, and all of it looks really good. They look like they've got diverse attacks and a mix of different things that we'll have to work our way around in order to kill them and get their buff or whatever it's going to be. They didn't go into too much detail about what specifics you would get from killing each of these objectives, but they did go into just kind of general info about the jungle and those neutral boss monsters. So there's 18 camps scattered around the jungle, which is a huge number. And I'm curious if that's 18 per side or if that's just 18 total on the entire map. Yeah, I didn't think of that. Say again? Yeah, I didn't think of that. Some of them are going to give you buffs, so I assume we're gonna have the standard buffs that you would see in MOBA genre. So red and blue buff, which they talk about later, but they also mention a purple and a green buff, which will be really interesting to see what those are and how you're able to acquire those. Green buff reminds me of Paragon, of course, getting that shield, but it also could be a health regen. We did see those green buffs in the extra life event, so maybe that asset just poured it over there, but we don't know for sure. In purple buff, they don't give us any indication about what that could do, but it looks like it's gonna be a really impactful jungle that has a lot of different options with different things you can do for your team or for yourself as the jungler. I can't wait. I'm so stoked to get in there and find pathing and do the most optimal routes all the way through and all that kind of stuff. What did you think, Mangus? Oh, it all looked really amazing. One of the things from way, way, way back is they talked about there were taking some influence from Dark Souls and the only way I could think of that they could have souls like Combat in the game would be with the jungle minions and I think that's, if you watch them and they did indicate to us that, especially Atropus's abilities are kind of placeholder right now, they may not, what you see may not make it into the game final product, but it does look like a lot of stuff that you can dodge and it'll be a lot more skill-based jungling than just sitting there beating on minions while they beat on you until you finally kill them and move on. So you'll actually have to employ a little bit of skill in the jungle. Dark, do you wanna weigh in on this at all? So as far as anything along those lines go with actual gameplay or GDA stuff, probably won't weigh in too much. But I will definitely say that, yeah, I'm super excited for it. I mean, being someone who worked on it and as much as a theory means to me, it definitely, I'm just excited as every other fan out there, so. And before you were telling us, Dark, that you were also part of the lore team originally and were you involved in any of the lore behind these Wyverns or a Tropos or anything like that or anything you can share with us at the very least? No, so I actually was not involved with any of that. So since I joined, I've worked on Aron. Zero is one of mine. Oh, so mind you, lore, lore though, that's a pretty important distinction. Lore-wise, they were mine. Those characters were designed before I ever joined the team. But I handled writing their lore, and then Malaya, Marina, Kalos, like, I've worked on all of their lore, but for the most part, I help out with that stuff. The only two characters that I've actually written the lore for were Aron and Zero for now. Right on. It's kind of cool that you work on both sides of that, so you get a better feel. I would think you would have a better feel of what their music should sound like and feel like or the different situations and whatnot. And leading into that, let's move straight into talking about music. And Dark brought us a fun little thing. We already listened to it.  If you wanna watch our initial reactions to it, it'll be at the end, but Dark, won't you set it up? What did you bring for us? So I got permission to bring you guys the Dante theme because all the characters are going to have themes for the character. So I got permission for you guys to listen to the theme song for Dante. All right, guys, enjoy the theme song for Dante and we'll be right back. Hope you enjoyed that. We, it blew us away. It was not what we were expecting. Absolutely amazing. I was expecting something a little more fantasy driven and it was just, it was not that. So, Dark, what can you tell us about the Dante theme music here? So for Dante, definitely it was the right approach. When you think about, it was kind of what you were saying earlier when you said it was kind of a good idea to have someone who was already involved with lore and writing to step in and take up the mantle to help music move along. For the same exact reason you were saying, like music wise, you want each song, especially character themes. You want that to 100% fit that character's vibe. And for me, it's that important, I'm just gonna say like badass moment. Like when you see someone walking in slow motion to their theme and you're like that, that's that. You just know that that song was made for that person, and that's what we try and do with every character. Like, can you see that person walking to that music? Can you see them completely annihilating waves of minions to that music? And or, even just walking is fine too in some cases, but it definitely needs to feel like it fits. And so all the music kind of comes from that place where we kind of like really go in depth with making sure that if you get put on assignment for that character, you know that character's lore, you know? So if I assign a character to any of my team, I go through and we make sure that they fully know the lore for that character and that their inspiration is being directly derived from what they know about that character. And then furthermore, after they come up with a rendition for the song, I'll still go back, listen to it and make sure that from my expertise with the lore department that it fits to me and I make sure that any tweaks that need to be made are made. So that way, you know, by the time you're getting the song, it's definitely not a one try, you know? It's like we've been through multiple renditions until we get it to a point where just like you guys and your reaction to it when you first heard it, like we all smile the same way, listening to each other's music after we write it, you know? Um, it's the same, like I'd say like honestly, the the R on theme was one of the ones that is super important to me, you know? Cause yeah, okay. So I'm going to try and stick away from saying anything. So in general, in general, just who R on is, I needed a perfect track for that, you know? And so if you were to go listen to the R on track after this, which of course I can't let you, but one day, but nevertheless, it's a completely different vibe, completely different composer, completely different elements, you know? It's going to be a completely different feeling. So, you know, you're getting this barrage of music that's all going to make you feel different. And if it should make you feel sad, then I'm going to make sure that you feel sad. If it's supposed to make you feel excited, I'm going to make sure it makes you feel excited. You know, it, I want it to hold that weight for everyone.  Everyone has that one video game that made them cry. I'm just saying, like everybody has that one moment in video game history where you got completely destroyed by a scene. And, you know, behind every good scene of a video game or movie is a soundtrack that just completely took your soul and rearranged it. So, that's super awesome. And so I do think I speak for the entire community after listening to that, uh, Dante theme that you showed us are on track. When? Yeah, exactly. No, but I listened to the Dante theme. It felt there was never a moment listening to it that I was like, oh, no, that's not Dante. Like that wasn't something I could see Dante listening to or saying like, and I love the little blurbs of Dante's voice lines in the middle of it. They just felt so Dante, for lack of a better way to put it, like it just it was so brilliant. And I can't wait to hear the rest of it, the others, the other themes or future themes or the games theme even, things like that. Like I'm just so excited after hearing that now. I just, it's incredible. It completely took me by surprise because I was so used to the sort of high fantasy that we've heard so far, like in the demo and stuff like that. And then this was just completely out of left field, took me totally by surprise. And you mentioned that you have like several, several composers of very different backgrounds. Do you compose any of the music yourself, Dark? Or do you just collaborate and like produce it? Yeah, so unfortunately, I don't get to, you know, actually create any of it myself. And that's not for the fact of me not knowing music. I just don't have a proper studio setup. But if I did, I very well would compose plenty of the music because honestly, I've always loved music. Music has been in my life for a long time. And that's part of the reason I strive so hard to take the position in the first place and really make the music department what it is. Because like I said, it is really important to me, but back to the question in general. Yeah, no, I do mostly just produce. So they give me, okay, so basically if we were to start fresh, like I said, I would take the song or take the character if you will or whatever we need. And I know my team. I know where their strengths are and what their weaknesses are. And I take those and I say, okay, who would be best to do this? And then I handed to that person. And like I said earlier, I make sure that they're familiar with the lore in the case of character themes anyway. When it comes to the other stuff, we play around with like other things and making sure that we have good examples and ideas for what we wanna move forward with. Inspirations, good inspiration for like the way we wanna go about it. But in the case of character themes, I would hand them the character, then I'd make sure that they know the lore. And then after that, I normally say, all right, like for example, like this character, let me say, so this is an example. I'm not particularly aiming towards any character. But for example, if the character had to do with fire, right, I would want elements of fire in there. I'd want you to hear maybe like the sound of wood cracking while being burned.  And I would take elements like that or even pieces from their past. And we'd find a way to kind of weave that in to what we're already doing. And so I give them that bit of advice. And then I let them go. And I let them go come back with, you know, whatever they can give me. And then after I give it another listen, I critique it through that. And whatever I feel like it's missing from there, like whether or not maybe they happen to add like a violin in there. And the violin's pitch is too high, you know? I'd be like, all right, maybe let's change the tempo and let's go ahead and just drop that down a couple octaves, you know, and see how we feel about that. And then they'll go ahead, they'll make the next rendition and they'll hit it at me again. And if it works, then great. And if it doesn't work, then we keep going back to the drawing board until we find that perfect company. So it's a lot of, you know, going back and forth on the processing like that. And yeah, so that's, I do a lot of like critiquing, essentially, but yeah. So you're actually, as you're talking, you're covering a lot of the questions that I already had for you, but one of the things I wanted to know, so we've established how important music is for games. What are some of your favorite scores from past games that you've played? So two that came to mind right away pretty easily because they're honestly probably my two favorite soundtracks. And I don't know if I could honestly even tell you which one I would pick above the other, but Kingdom Hearts will always have like a special place.  So, you know, the soundtrack is good, but other than that, Detroit become human. That was probably like, it's honestly, it's one of my all-time favorite games blew my mind.   When you get to make your own choices throughout the game, you can change the way the story plays out. So it makes for good content. But without the content, it's just so many, so many good feelings created from the soundtrack of that game. So it's kind of hard because like I said, while Kingdom Hearts holds a special place in my heart, like Detroit become human was just absolutely breathtaking. What about you, Jelly? You got any? The one that comes to mind for me that I remember sitting there, and it's kind of like, Dark was saying that there's two actually, that it'd be hard to pick between the two. Destiny 2, the main, the original story soundtrack. I don't know what it was, but I just sat there pretty much every mission and going like, dang, like the soundtrack helps amplify this moment to the next level. And I think that's where music and games should go. What dependent on the feeling that they're trying to accomplish in that scene, the music should help amplify that, not take away from it or not just be there either. I feel like there are so many games that, yeah, there's music. You don't recognize it, you don't remember it, you don't do anything like that. But when a game has music that you remember, that sticks out so much more in that scene or in that part of the game, whatever it may be. So Destiny 2 or the PS4 Spider-Man game, same kind of thing. Is that just amplified moments for me, that I just got so lost in it between the music and the scene itself, that it was just incredible. Maygoose, anything come to mind for you? Greece, definitely Greece. Not the musical, like GRIS, the game, Greece. I don't know if you guys have ever played it, but if I was to ever call any game a work of art, it is an actual work of art. Like it is an emotional journey when you play that game. It's just like a 2D side scroll and puzzle platform of it. If you ever played it, you know exactly what I'm talking about, but the music really blended in with the rest of what they had going with Greece to make that truly memorable experience overall. And yeah, it's kind of weird that music seems like one of those things that people just wouldn't care about or wouldn't notice, but man, you really do notice when the music for something is really good.  Yeah, and when you and I were trying to get footage after the play test to put on and to the ether and all that, you and I talked about the music in the background and like just how fitting it was or the theme we were in, it was incredible, so. Have you guys heard it here first? Mangoose is secretly a huge Greece, the musical fan. Right? Honestly, that's where my mind went to and the first thought I had was, oh, we get to pick movies too. Is that Olivia Newton-John, man? Yeah, no, I love Destiny though. That's another one, that's a good point. I'm like a huge Destiny fan and I've been playing for a long time. I definitely slowed down more recently because obviously my time is pretty occupied. But nevertheless, I definitely love Destiny, though I will say if I had to pick any Destiny time, it would have been Destiny Wonder and Taken King Easy because Doric's music was pinnacle of what I want to hear and I will say definitely inspiration was drawn there too. So the Taken King music for Orix, like just opening up the login screen after all that or even the one for Orix's trailer, which was phenomenal. It's definitely one of the better soundtracks for video game work. And I think that kind of proves the point of what we've been talking about is hearing each of us talk about our favorite soundtracks from video games. I think we each had that glimmer, right? It was the thing of like you can pick out a specific moment that the music was so impactful that you sat there and you can remember that moment, you remember the feeling, like I'm getting chills just talking about it. Like it's just, it's one of those things that I think is so subtle, but could have such a huge impact in and of itself. Towards that end though, I do want to ask you since we know about themes being a thing for each myth, is there one that is that you guys have done already that was particularly harder than the others or was just more complicated? Like can you get into any of that? Somewhat. I don't know if I could get into the why, but I definitely will say that R on for me, R on is probably one of this that is a bit harder because I have, there's like a specific idea of what needs to be achieved with R on, based off of his lore, based off of Zero's lore, just the lore in general, it demands a lot of R on song and it needs to be to the extent where it definitely, definitely there's a lot of emotion that I want to be able and I'm not going to say which emotions, but there's a lot of emotion that I definitely want to make sure is felt through that song. So for me, character theme-wise anyway, because you did only say character theme-wise. Oh man. That would be the hardest character theme, but with that said, because I'm sure what your next question could be, the only other one that I'd say would be even, well actually, it's been harder, would be the cinematic song. The track that we plan on using for the cinematic is definitely the hardest one. That one has to leave a lasting impression too. Exactly, and that's why, because it needs to be, it needs to hit so much. It definitely has like a very high pedestal and I know you mentioned White Sand before, so I know that you know about that. And yeah, we've worked very hard to achieve a very good cinematic song. So that is definitely the hardest track that I've ever had to do for this. That's awesome. I was going to ask you who your favorite myth was and who you plan to play, but I think I have an idea of who that might be by now. You might, but with that said, it, funny enough, so I have a very specific play style, right?  That's because for me, for me, I think the Sky Slayer thing is definitely more my vibe, but nevertheless, Aron holds a special place in my heart. He was the first myth I was ever handed, so I definitely am going to play several games with him at some point. Right on. Jilly, what else you got? Any questions? I mean, so now that you say that you have a very specific play style and that zero fits that play style and that that's who you're going to play, what are zero's abilities? Because, or I guess I should say that I know you can't answer that. So let me, I'll retract that. I won't even try to get that out of you, but what's your play style? That's not a, an ethereal question. That's just a dark question. Just hypothetically, what's your play style? Fair enough. So, so, okay. So I also have to retract part of my statement then. It's not just my play style. In general, just style-wise as well. So like for example, one of my favorite characters in Smite is Thanato. So the, the, you know, the whole wings and like, you know, death aspect of it with like being able to float around and stuff, you know, not saying anything about zero just in general saying like- Just the aesthetic, the general aesthetic of that. Exactly, exactly. It started as aesthetic. And then it was like, no, I actually really do love playing jungle. And I found that honestly, I myself do tend to play jungle more often. So as far as, you know, this is a hard question to answer. No, you're fine. I can't, I can't get me answering things, but now I'm going to ask this. This is an enter the ether exclusive. Zero's going to have wings and he's going to kill people. We did it. We figured it out, man, Goose. Congratulations. Nobody knew that before. Yeah, you never would have known that without me. But no, nevertheless, the wings, the wings are, they're definitely a fun aspect as far as style goes. And honestly, I'm not going to lie. When I first pick up a game, I do pick my player based on style. I'm not even going to lie. And then, then there are times like where I sit there and I'm like, oh God, this is a bad decision. This character might like, like with smite, there's plenty of characters that I'm like, oh yeah, that's definitely, oh, I think, okay. It was Hades back in the day. I think Hades was like the first one I ever picked up.  I'm gonna love Hades. And then it's like, no, no, I'm not enjoying. And so, so Hades did not fit my playing style. Yeah, so after a lot of experimentation, then it was like, oh, Thanatos actually looks really awesome. That was of course, after I bought all the characters, but you know, I thought he looked really cool. And then I was like, okay, he also has OP abilities, but it always starts with looks. And then it's like, oh, okay, the abilities also work. But yeah, nevertheless, I think that both zero and in general are probably gonna be the two that I lean more toward at first. And then who knows? I mean, there are- True. You never know. I mean, I helped develop certain aspects of the game and I still might change my mind later. You never know who you're gonna end up playing until you actually get a feel for it and might like someone else better. So, but definitely- And it even goes into the future with that same element of, we really only know about 14-ish myths for ethereal right now, but it's assumed that there's going to be many more, right? So what if you really think zero's your aesthetic and then somebody new comes out and you're like, no, actually, that one over there, that's more me and you switch over to that one. I think part of the exciting thing for me about ethereal is the newness of it all, but also just the potential at the same time. And hearing people like you talk about just the themes and music behind it all shows the kind of work and dedication that's going into ethereal. And the attention to ethereal. Yeah, 100%. Oh yeah. And I will say that's spot on. Like we, I mean, the whole team, cause of course talking to me, I mean, I am like someone who is a part of two different teams, you know, and as a part of both of those teams, like they're both highly driven on the attention to detail aspect and making sure that, you know, and of course I'm not saying anything about the other departments cause the other departments are just the same exact way. Like they're all very detail oriented and making sure that everything is as amazing as it should be, you know? And I've seen a couple of your previous episodes and it's like highly ambitious, it's a word that you like to use, but nevertheless, I'd prefer to be highly ambitious cause I think that ethereal, okay, let me state in my opinion, ethereal is definitely, you know, it's a cornerstone. It's definitely what attracted it to me in the first place. You know, as an ex-paragon player when I first heard of the company and the very first, you know, the very first thing I heard about it, like, you know, the YouTube videos I watched back then and, you know, so the long time ago, but, you know, back then, the very first videos I ever watched, I was like, this, this is gonna be that next level MOBA that is just completely different from anything we've ever seen before. And I got obsessed with it, you know? And I followed them on everything, you know? And that's how I made it onto the team in the first place, you know, followed them on everything. And the moment I got my shot, try enjoying the team, I did everything in my power to make myself, you know? And I'm super happy I did it because honestly, I never in a million years would have figured that I would have landed this, you know, position to be working on a game that I absolutely, like, already adored the company without even meeting any amazing team that we have on this company. But now, having met everyone working on the game, like, it really is like a dream come true, you know? It definitely going from where I was before to actually working on a video game and creating what we're creating, it definitely is a very strong feeling. So I'm going to make sure that everyone feels the power of my feelings through that. Right, one man, that is a noble goal. Yeah, absolutely. And I think that's why so many Paragoners have kind of transitioned to Ethereum is not because it's using any of the assets like the Parazombies, but it's Paragon tried to be that trailblazer just a little bit further outside the MOBA genre and do their own thing a little bit. And I think that enticed a lot of people. And I think we all see that in Ethereum at the same time of that ambition, the trailblazing, all the new things that they want to do and are excited for that in and of itself, in addition to all the work that you guys are doing to make it wonderful, like the themes and the art and all of those things. So I can't wait to hear more of your stuff. Everybody's so excited to re-walk that same path, but with Ethereum, we've got a brand new path to walk on. So I don't, and it's further down the road already laid out for us by Paragon. So I think that's why we're all about undying games in Ethereum, man. Well said, Jelly, well said. We are going to have to wrap it up though. I think we've gone, yeah, we've gone pretty long here. Dark, any final comments? Anything you want to say to the fans out there? Honestly, we're super excited to bring this game to you, to, you know, all of the fans out there, everyone who's been waiting patient and just know that it is in good hands and we are absolutely striving forward to make the best possible game that we can. I know that we're going to succeed. Jelly, anything final? So I mean, I guess I just have one final question, just to kind of, I guess, sum it all up, between Dante's theme and what you explained about Oran's theme and you wanting it to be perfect and just going into the details of what goes in with the other, with the composers and coming back to you and all the revisions and everything, when does the theory will come out? I didn't even see that one coming. You caught me on that one. I did, I saw it coming, 110%. Dark, this whole time has been waiting for that. Yeah, absolutely. Oh, great, that's great. All right, so, Dark, you said you had a YouTube channel. Guys, check out his YouTube channel, I'll have it linked in the description below. Dark, if you can send me a link to your channel, that would be absolutely amazing. Anything else you want to plug? Oh no, that's it for now. Oh, I mean, we do have a TikTok now for Ethereum. I don't know if you guys have seen that. Yep, already following. Same here. Perfect, perfect. Then you guys already know that one. So yeah, other than that, yeah. No, and I greatly appreciate the shout out on the channel. I don't know, Jelly, anything got the plug? This week, I went back through the Extra Life footage for the Q&A and copied it all down. It's like two and a half hours of Q&A. So I went through it all. I'm going to be releasing a video covering all the questions we asked and what they answered to sometime this week, probably the same day as this goes out. So look out for that on my YouTube channel. What about you, Mangoose? I'm looking forward to that because I don't remember everything that was said. I think this week, my project this week, I think I've literally forgotten more about Ethereum than most people know. And I mean that literally, I've actually forgotten it. So I need to really go back through and separate things, things that were shown to me in confidence that I can't show to anybody else and not talk about. Just put that over here.  Like, I need to separate that out because I'm doing this show. It's very difficult for me not to release information that may not, like the wyverns, I knew about those for a while. I almost talked about them in one other episode and I'm glad they finally released those. So I can say what they were. But that's gonna wrap it up for this week, folks. It's a very interesting episode. I knew as soon as we started talking to Dark that it was going to be very interesting dude. Thank you very much for coming out here. And we do know that this is a very ambitious MOBA but with that high amount of ambition is a high amount of potential. So I hope you can all join us as we enter the ether. Do you wanna listen to this real quick, Gu? So we can play it and then talk about it. It's a little, it's a little, oh, oh. I was about to say base drop and then there really was a base drop.  Dude, this feels like a wrestling match intro that somebody's walking into. Really done it now. Oh my God. This is like not what I was expecting and it's awesome. Yeah. Are you done listening to it, Jelly? Three seconds. Yeah, there we go. Oh my God. Okay, Jelly, your new task, you gotta come up with a Dante dance. Oh my God. That was incredible. Man, go.


Access to an inclusive education changes lives. By providing an educational experience that is both equal and effective, we create opportunities to take part in society and ultimately grow as people. Not providing the chance to learn alongside others in their local communities, particularly in the early years of school life, can have a profound and lifelong effect. At the European Agency for Special Needs and Inclusive Education, we work with over 30 member countries throughout Europe to provide meaningful and high quality educational opportunities that make sure every learner feels included in their local school alongside their friends and peers. From early childhood education through to teacher education and financing, we provide information and guidance in all areas of inclusive education. By identifying needs and raising the achievements of all learners, we can recognize and build on their knowledge and talents to effectively meet their individual learning requirements. To make our shared vision a reality, each country must commit to including every learner, no matter what their needs. An inclusive education system is the shared responsibility of all educators, leaders and decision makers, and so legislation and policy must clearly reflect this vision. The impact of an inclusive educational experience has far-reaching and positive benefits for everyone. So the earlier this begins, the better. Working together throughout Europe, we know we can achieve high quality, equitable educational opportunities for everyone.


It's going on everyone Sam here with late sports cards ripping 22 Panini national treasures in 23 immaculate collegiate football hobby two box Mixing of a one random team style. There's a look again at your random results You have Joey White with the Cowboys up top got a scroll down one to Michael P with the Saints As always you can find those on the website under the results tab as well as a link in chat Oh Funny dude, it's so funny. I love this is why I love Wednesday so much because we just we just the two of us Just mess with each other They're the four of us mess with each other Jody what that is a Alvin Kamara to 35 Nice one there Saints Going to the Angles no Rams Rams Rams going to the Rams is Zack Evans this next one. We'll be going to the Jags Got eight Parker Washington 31 of 99 Grats on that Jaguars Nice one here a first one of the day one of one Deuce Vaughan Go into the Cowboys nice one there Dallas Very solid. We'll take a one-on-one Deuce Vaughan Hell yeah, dude Can make this and you can make the next one that's gonna be ten to ten Jackson Smith in jigba We pulled this exact same card last break to ten We've pulled one fifth of the Jackson Smith and jigba glove RPIs Congrats Seattle nice one there Seahawks JSN very nice and 54 of 65 Jake Hainer that'll be going to the Saints for a hostile. Let's go buddy. What's up? Yes, yes, this is it was Jake Hainer. Yeah, yeah Saints guy He's like one of the XRCs like QB six on the XRCs now. We got the NT. Good luck everybody I know it's only five card or six cards in there, and there's only a couple in here. This is like a Realistically, this is like a six-minute break just because of there's not a ton of volume in it Yeah, there you go Austin. There's Jake Hainer. What's up? All right? Good luck everybody. Let's see it Shawn Alexander to 99 Seahawks Cowboys to 49 Dak Prescott Got 10 of 99 that's Jonathan Taylor sentry materials 14 of 49 Dak Prescott for the Cowboys. They just messed up Nice one there Cowboys Got going to the Ravens, that's gonna be a Mark Andrews 36 to 49. Yeah, Cowboys doing really well for sure That's a bristle three of 49 treasured or tremendous treasures rookie Jersey for the Jets 18 of 25 Jerome Ford rookie Otto for the Browns. Oh cool one here for the Vikings that is gonna be Alan Page Uh six of 49 He was he was he won MVP on defense, I believe I Want to look that up on a fact check myself here Alan Page I believe was an NFL MVP at one point. Yes, he was 1971 NFL most valuable player Right I can make the next two 67 to 99 true RPA Hassan Haskins. I just won their Titans going to the Steelers 49 of 49 Horizontal George Pickens Congrats on that Pittsburgh. Very nice. Take that all day long empty empty. That's gonna do it for the break guys Got a quick recap to do here Start with our jerseys We've got a Jonathan Taylor, Breesaw, Mark Andrews, Dak Prescott, Zach Evans Otto's we had Alan Page, Jerome Ford, Jake Hainer and Parker Washington Magged cards we had Jackson Smith and Jigba, Deuce Vaughn one of one George Pickens horizontal RPA 49 of 49 for the Steelers and A Hassan Haskins. It's a 99. I'll do it for the break guys. Thanks again for the fill up next We've got the second mixer


Fedora program manager Ben Cotton here to walk you through the Fedora changes process. So the first question you may ask is what is the changes process? It covers what we build and how we build it. So what we build includes technical changes to packages and configuration but doesn't include simply adding packages to the repositories unless that package edition changes defaults on deliverables. But it also includes how we build it. So this is technical or policy changes to how Fedora Linux is built. So why do we have a changes process? It's about communication not gatekeeping. We're communicating with each other by providing feedback and improvement to proposals and we're coordinating work. So for example the QA team knows what they need to test and the documentation team knows what to write in the release notes. We're also communicating with users. This is via the release notes and the release announcement and things like that. And with the press and in particular the Linux enthusiast press often covers our change proposals as they're submitted and helps generate some pre-release buzz for the next version of Fedora Linux. So how does the Fedora changes process work? Well there are two types of changes. There are system-wide changes which have changes to the defaults or to critical path components. They may have broad impact across many maintainers and so as a result we give them stricter policy requirements. On the other hand self contained changes have a smaller scope and impact and we give them fewer policy requirements. The process has a few stages. Preparing the proposal, submitting, the community comment period, the fest go vote, and then doing the work. In doing the work there are several milestones that start from the beta freeze and work backwards. So starting from the bottom there are the change proposal deadlines which vary based on the type of change that's being proposed. The mass rebuild is a common checkpoint for system-wide changes for packages that need the mass rebuild. If the change isn't done by then it may be deferred to the next release. There's a deadline for code completion where it should be in a testable state and that is three weeks before the beta freeze and then changes should be 100% code complete by the beta freeze. So let's look at the anatomy of a change proposal. So this is the wiki page for the Python 310 change proposal. You start with the title and you have a summary which is a one or two sentence explanation of what you'll do. The owner lists all the people who will be working on it or at least the people who will be coordinating the work and if you really love your program manager you'll use your bugzilla email address as the email. For a current status you just have to worry about the targeted release. The rest happens on the backend. The detailed description gives you more depth on what you're doing. So if you have a schedule, this is where it goes. If you have some more technical detail about what is being done that's this section. Now the next section is benefit to Fedora and that explains why is this change important to the project. The next section is the scope where we talk about what you will do as the proposal owners, what other developers may need to do, what release engineering will need to do, and for system-wide changes you are required by policy to file an issue with release engineering to get them to sign off on it. If there are policies and guidelines that need to be changed or if the trademark approval is needed from the Fedora Council, for example, if you're creating a new spin. Next you need to describe what happens on upgrade on backwards compatibility. You need to give a plan on how to test this and that includes both making sure it works as expected but also just making sure it actually landed. Describe the user experience. Describe the dependencies of the change. So for example 4,000 plus packages that depend on Python 3.  So what do we do when the change is incomplete? Does it get deferred to the next one? Do you need to do something special to back it out? Does it require another mass rebuild? You provide the deadline and that's typically going to be the beta freeze or the start of the mass rebuild or maybe the branch day and you can have other contingency deadlines but you should really have good justification as to why it's not one of those three. The documentation section is for upstream documentation links or first-party things that you're writing. Just a little more explanation than would be appropriate to put on a page. And finally the release notes section is guidance for the documentation team on what to include in the release notes. You don't have to have it fully fleshed out. It's really just there to give the documentation team an idea of what they should be focusing on. Well how do you submit a change proposal? There's an empty change proposal form in the wiki so you'll save that as a new page. But basically what you do is you go through and add all the fields that we just talked about and there's a lot of helpful comments along the way. When it's ready to be submitted you look for the category change page incomplete and set that to change ready for wrangler. Make sure that you get the capitalization right because the wiki is very finicky about that. But once you save it that way then it will show up in my queue and I will start processing it. Once Vesco approves the change proposal the program manager creates a bug in the changes tracking bugzilla component. So you can use that to track the other bugs that go into doing the work. You should also set the state based on the current status. So when it's assigned that means the change has been approved so that's you know when it gets created it'll be set to that. Modified means it's testable on QA means it's 100% code complete. Please do not close change the tracking bugs the program manager will take care of that on release day. So there are two key deadlines in the changes process.  For the testable deadline you don't have to be done with the code but it should be in enough state that we can test the basic functionality and make sure it works. By the 100% complete that's the start of the beta freeze and really all of the code should be done by that point. At each of those deadlines changes that aren't in the appropriate bugzilla status will be sent to FESCO for FESCO to evaluate and what FESCO may do is they may decide to defer that change to the next release or they may grant an exception to allow it to be continued or they may ask the change owner to withdraw it or modify the scope in order to make the release. And that's the basics of the Fedora changes process. The QR code on the screen has links to the documentation in the program management docs and as always you can come to me with questions via email or chat. I hold weekly office hours so you can join that see the Friday's Fedora Facts posts on the community blog for more information.


What's going on everybody? Got a Kyle and Sean here with Layton Sportsguards doing a personal for Michael R. It's going to be a box of Leaf jersey, Leaf auto jersey. Look Michael, let's see what we got. SHW after this, Ty D Juan, and then Victor. Not a long queue right now guys. Maybe once gets something going, probably like 10 minutes, 15 minutes, nothing very long in there. You guys want to keep on ripping. Good luck Michael. There we go. That is going to be a Justin Fields jersey. That's pretty sick there on the Beckett authenticated auto. Nice one there, little Justin Fields, the Bears starting QB. That's dope. Nice little Justin Fields there. Nice stitched jersey. Supposedly Layton had an open shot earlier. Did not catch it. Nice one there on the Fields. And that'll do it for you Mr. Michael R. Take a little Justin Fields action on the auto jersey. Thank you sir. Get that right out to you.


The Westgate Mall has a new addition to their array of shops. The Sweet Beans coffee store just opened today and now offers shoppers a new place to stop for a quick pick-me-up. Kathy Hughes owns the coffee shop which is right next to the Betty Mae. Mae's that she also opened last October. The exterior of the shop is still being worked on but Hughes envisions a welcoming environment with a boutique look. The menu features a variety of gourmet coffee as well as homemade sandwiches and baked goods.  It just that's what I wanted was more of a different look. Hughes plans to keep Sweet Beans open during normal hours of the Westgate Mall. If you've enjoyed this segment of Lakeland news please consider making a tax-deductible contribution to Lakeland Public Television.


Welcome into another Gomez thanks sports calm minute I'm Paul Taylor with women's basketball head coach Jackie Boswell after the big win over Arcadia this afternoon Coach you knew you needed this one and you got a total team effort five girls in double digits Talk about the win this afternoon. Yeah, I agree with you. I thought it was a great team effort That's so it's gonna take to beat anybody in our conference or Arcadia is a good team And you know, they got us last time at their place.  I thought our defense was really good We knew they could put up points But sharing them all the way that we did again another game of 18 assists I mean that's what it's gonna take to finish this out It seemed like that basket right at the end of the first half Kind of was that kickstart that you guys need because it kicked off of what I believe was a 14-0 run there Stretching between the two halves that had to be a big momentum play going to the locker Yeah, I mean they didn't give up at all.  I thought Hannah made a great pass to Johnny right there And you know, but just the effort that we all played with, you know, the entire 40 minutes I thought was really good. All right. Now you had Taylor Chris rather Hannah and Olivia there really down the stretch defensively just big blocks Big steals and then again Hannah lead in the offense there But by and large in the second half a really big for you guys Yeah, I thought the last minute and a half as far We know we called the timeout to really talk about the defense We needed to get stops we didn't even have to score the next minute and 30 if we got stopped So we really just talked about what we wanted to do and execute I thought they did a great job and Olivia was there to protect the basket for us and you know She's just she's just tough to score against when she's down there. All right, coach Go have a good week and we'll see you again here in about a week and a half great. Thank you for coach Jackie Boswell I'm Paul Taylor. This has been go mustang sports calm


Mr. Citerin, Mrs. French Gates, Mr. Nile Ghani, Mr. Schumann, ladies and gentlemen, it is really a great pleasure to join in person at this year's annual meeting and to hear from so many thought leaders in technology, development and finance. These are challenging times for the world economy and people living in emerging markets are being hit particularly hard. Yet this seminar highlights a bargaining and a promising approach to make economies work better for everyone, offering vulnerable people a real opportunity to build a better life. Digital public infrastructure, or DPI like we now name it, is generally understood as interoperable, open and inclusive systems supported by technology to provide essential public and private services in the public interest. Over the past decade, as UN Secretary General's Special Advocate, I have seen how inclusive DPI's can have a transformative impact on even the poorest households and businesses. Safe, transparent and interoperable system for payment, identity and data sharing have really empowered millions of small margins, men and women, rural and urban. And today they can easily open an account or receive and make any payments with their all mobile phones. Inclusive DPI's can catalyze digital contracts and e-commerce solutions and this, ladies and gentlemen, creates more efficient and competitive markets and provides new opportunities to people that were previously left behind. And it is not just in finance, they can also support health, think about education, think about sustainability. During the COVID-19 pandemic, DPI's allowed welfare to be delivered directly to the digital wallets or those who need it most and also supported the rollout of vaccines at unprecedented speeds. So, what does this look like in practice? India has shown one way with the Indian stack. It combines foundational digital ID, an interoperable payment system, a digital credentials ledger, an account aggregator to support empowerment and protection. And the results have been dramatic. India has achieved over 80% of financial inclusion in just six years. Compared to the 46 years it would have taken without a DPI approach, so six years versus 46 years. Brazil, Peru, Singapore and Estonia have also developed DPI models that bring together IDs, payments and e-governance use cases with real clear results. Of course, DPI's will vary by country. Different contexts require different designs. But in the most successful cases, we do see some common features. The best DPI's are inclusive, interoperable and support essential public and private services. They're also safe and trusted and ensure robust data protection. And by the way, the fact that you know you have DPI's, you have this public name into it does not mean that the public sector can actually make it. Also the private sector can do it, but it has a public interest. So please, let us share our experiences and learn from the best examples to spread the benefits even further. The G20, the IMF, the World Bank, the UN and the Bank of International Settlements can help governments and central banks exchange knowledge. New global platforms and other digital public good alliances can bring more voices into the conversation. The World Bank, a new emerging financing platforms like Co-Develop can also mobilize the finance needed to deploy and scale up essential infrastructure. In my role as only patron of the G20 Global Partnership for Financial Inclusion, I'm really delighted that we are crafting policy recommendations for DPI under the Indian presidency. By bringing the public and private sectors together around DPI's that are truly inclusive, we can make real progress on the Sustainable Development Goals and in building increased resilience. We have so many people left out in our economies and if digital will provide an opportunity, we will have to bring and build up the roads, the traffic lights, the traffic rules to actually make this work for the benefit of everyone. So please do pay attention to this. Thank you so much.