Monday, December 3, 2007

Sean Taylor Funeral and Tribute Video



MIAMI, Dec. 3 -- Washington Redskins players, coaches and officials joined thousands of other mourners to pay their final respects to slain teammate Sean Taylor in a massive funeral service Monday at Florida International University's Pharmed Arena.

As the players filed into the 5,000-seat arena along with Taylor's friends, relatives and NFL players and dignitaries, two large screens showed highlights from the Pro Bowl free safety's football career, starting with clips from high school and scenes from his playing days at the University of Miami, where he helped lead the Hurricanes to a national championship in 2001.

At a vigil Sunday night at his alma mater, Taylor's girlfriend, Jackie Garcia, said he had been "planning to come back and attend school in January; it was his dream to graduate." Taylor was a first-round draft pick of the Redskins in 2004 and quickly earned a reputation as one of the hardest-hitting defensive backs in the NFL.
Among those attending Taylor's funeral were NFL Commissioner Roger Goodell, Redskins owner Daniel Snyder and Coach Joe Gibbs. They were scheduled to offer tributes, along with Redskins tailback Clinton Portis, a University of Miami teammate of Taylor's; former Redskins linebacker LaVar Arrington; and Taylor's agent, Drew Rosenhaus.

The group of current and former Redskins was joined by a large contingent from the Florida City, Fla., police department. Taylor's father, Pedro Taylor, is chief of police there.

Also attending was O.J. Simpson, the Hall of Fame running back who faces trial in Las Vegas on charges of armed robbery and kidnapping after a September incident involving two sports memorabilia dealers. Simpson told other attendees that he had encouraged his own alma mater, the University of Southern California, to recruit Taylor.

The Rev. Jesse Jackson accompanied Pedro Taylor into the arena. Garcia's uncle, actor Andy Garcia, was in a late-arriving group of family members who made their way into the arena as a choir sang gospel music.

Taylor, 24, died at Miami's Jackson Memorial Hospital on Nov. 27, a day after being shot in the upper thigh at his Palmetto Bay home during an apparent burglary attempt. The bullet struck his femoral artery, and he bled profusely before paramedics arrived on the scene. With him in his house at the time of the break-in were Garcia and their 18-month-old daughter. They were unharmed.

Police last week arrested four young men and charged them with unpremeditated murder in the case. Authorities said the men did not know that Taylor was home when they broke into the house and that one of them shot Taylor when he surprised them.

The funeral was held a day after another in a series of tough losses by the Redskins, this one a 17-16 defeat at the hands of the Buffalo Bills on a last-minute field goal. The team is scheduled to play again on Thursday against the Chicago Bears.

Thousands of fans paid tribute to Taylor at Sunday's game, many of them sporting jerseys or towels with his No. 21 on them. All stadiums around the league observed a moment of silence to honor Taylor, and players wore stickers with his number on their helmets.


Source: Washington Post

Get A Life!! But Make it a Second Life






Most of us have an alter-ego waiting to burst out, and now it can - on the internet, in virtual worlds that are springing up to suit every need and desire. Ian Douglas explores a universe of online possibilities




I couldn't wrap my nephew's birthday present last year. There was no box or batteries to be included because what I'd bought him was the ability to go online, pretend to be a penguin and talk to his friends.

A year's membership to Club Penguin, the icy virtual world for children aged six to 14, is less and less of an unusual gift. There are more than 700,000 members, all of whom pay from $60 (£29) a year.

For their money they get games, clubs, the possibility of earning "coins" through competitions and work, which can be traded in for objects in the game or in the real world. They can build their own igloo and fill it with objects they've collected, assemble a wardrobe of penguin clothes and go sledging.

Chat is heavily moderated. Parents can choose whether their little penguins can pick a phrase from a pre-approved list or type their messages. Typed chat is scanned phonetically to stop any chance of profanity or sexual language sneaking through, and thoroughly vetted moderators monitor conversations.

What stops Club Penguin from being just a game and elevates it to the level of being a virtual world is that members can live parallel online lives, constructing an identity that lives inside the network and interacts with other people, forming relationships.

Sometimes there are games to play and rules to follow, but primarily the waddling citizens are there just to exist in this new kind of place, of which there are many. Club Penguin is the biggest for young children, but teenagers and young adults have no shortage of choice.

Social networking, the web phenomenon that has given rise to MySpace and Facebook has two faces. There is the web version, based on profiles and messaging, and the 3D version, which gives its participants a visual representation of social spaces in which they can chat and interact in the manner of a computer game but not necessarily engaging in rule-based game behaviour.

The most popular still have some kind of game element. World of Warcraft, a Tolkienesque place where more than 8?million paying subscribers become orcs, elves and wizards and rampage through a countryside filled with boars, is the most popular in Europe and America, while Japan, China and Korea are filled with teenage boys playing Westward Journey, based on Chinese classical literature. There are 56 million registered players of the game.

An earlier game, Everquest, was one of the first to see people treating online game space in some respects as though it were real. Surprised adventurers would rush into a clearing in a forest ready for battle only to find groups of friends dawdling, chatting and selling things to other players. No matter how exciting a game may be, sharing a joke with friends will always be more fun, so Everquest moved from being a game with an online element to being a youth club with swords.

"Massively multiplayer online role-playing games", then, apart from having one of the most unwieldy acronyms around (Mmorpgs, pronounced muh-morpugs) are big business, but of little interest to anyone but established computer-game fans. There are, however, other creative online spaces for older people away from the video-gamers. Some are based around existing communities in the offline world, and some are entirely new. The biggest of these is Second Life. There are more than 10 million user accounts registered with Linden Lab, the company behind the project. Originally based on Neal Stephenson's rather poor 1992 novel Snow Crash, Second Life has no game elements built-in, no roaming artificial characters and no pre-existing landscape. Everything you see, touch, buy and move through has been created by your fellow inhabitants.

The currency of Second Life, the Linden Dollar, is freely exchangeable for real money (at a rate of about L$250 to US$1), which has given rise to a thriving economy based mostly on property development, small-scale manufacturing and craft, gambling and prostitution. Yes that's right, prostitution, right here in Linden City. The lonelier members of Second Life are fond of animating their avatars (the name for your in-world presence) to look like they're having sex, which is either a sad indictment of a base society or an admirably ingenious use of a new technology to satisfy the deep human need for affection. The choice is up to you.

Apart from pretend sex, there is a lot to do in Second Life. There are classes and lectures to attend at universities, including Yale and Harvard, news coverage and discussion from Reuters, design and architecture experiments, films (both showing and shooting), art galleries and a shape-matching game called Tringo that was developed specifically for virtual world play. Big-name companies are using the space to promote products. Toyota, Adidas, General Motors and Sony BMG all preview their latest offerings there, and IBM has commandeered a huge space - largely cut off from the outside world - for internal communication.

More than any other virtual world, Second Life feels like a digital version of reality, albeit one in which everyone is thin, tall and beautiful, can fly and is able to teleport wherever they choose.

There.com and Entropia Universe also cater for people who want a free-roaming style but don't like Second Life, and the idea of a 3D environment is catching on for other applications, such as Sony PlayStation Home, an online shop that deals in content for the PlayStation 3.

Talk of a future internet that uses a spatial metaphor in place of the current web's document-driven interface is gaining ground and the line between video games and everyday computer functions is blurring. Your online life looks set to take on a new dimension.

Top 5 virtual worlds
Second Life (www.secondlife.com)
Club Penguin (www.clubpenguin.com)
There.com (www.there.com)
Habbo Hotel (www.habbo.co.uk)
Entropia Universe (www.entropiauniverse.com)

SOURCE: telegraph.co.uk