Join in this virtual tour to explore 3 Chinese beautiful karst landscapes which appear in Hollywood movies: Avatar, Star Wars, Transformers and so on. Learn more about behind the prototype of the movie scenes. A live tour guide will make your experience more interactive by using photos, videos, as well as personal experience. This tour will provide helpful tips for your future trip to China.PLEASE NOTE the tour time is in the Chinese Standard Time timezone (UTC/GMT +8). Make adjustment to your time when booking. We'll send you Zoom URL invitation before the tour. • Visit the 3 prototype landscapes of the scenes in the Hollywood movies. • Interact with a live guide to enrich the virtual experience.• Join the tour on Zoom - a convenient video chat application.
BESAME MUCHO|BLUE BOSSA|BRAZIL|C'EST SI BON|CAN YOU FEEL THE LOVE TONIGHT / John Elton|CHICKEN REEL|LA COLEGIALA|DEUX PETITS CHAUSSONS (LIMELIGHT)|LE FOND DE L'AIR EST FRAIS|GUANTANAMERA|Hit the road Jack|LE JAZZ ET LA JAVA|LET IT BE / Beatles|LA MAISON PRES DE LA FONTAINE|MY LITTLE SUEDE SHOES|ON THE SUNNY SIDE OF THE STREET|OVER THE RAINBOW|LE PETIT JARDIN|ROCK AROUND THE CLOCK / Haley Bill|SINGIN' IN THE RAIN|SMILE|STAR WARS|SUMMERTIME|SWEET GEORGIA BROWN|TEA FOR TWO|THE FOOL ON THE HILL / Beatles|THE PINK PANTHER / Mancini Henry|TOUT LE MONDE VEUT DEVENIR UN CHAT|UNE CHANSON DOUCE (LE LOUP LA BICHE ET LE CHEVALIER)|La vie en rose
Xbox Live Gold 12 month subscription card is your key to the world of Microsoft entertainment. Thanks to this card you will be able to enjoy all the privileges of thegold account.These include not only access to one of the most robust social networks in the gaming industry but also discounted games, exclusive free offers and the multiplayer experience. You won’t have to worry about missing the release of your favorite title, losing contact with friends you’ve made during an intense match or not having enough funds to purchase a timeless classic.Advanced social networkXbox was one of the first gaming platforms to offer online social media functionality. Thanks to Xbox Live, players didn’t have to step away from the console to connect with their online peers. Everyone who had purchased an subscription was already there. With Xbox Live Gold, the player can make friends with gamers from all over the world.Thanks to the advanced social network mechanics, connecting with other, like-minded people was never easier. You can chat with other gamers using the chatbox or connect with on voice chat. The easy connection is one of the best features of gold account and one that will surely come in handy while playing in online multiplayer.Enjoy the multiplayer gameplayOnline multiplayer is one of the main reasons why the player might be interested in purchasing an subscription.Playing games on your own is fun enough. But the true thrills begin when you connect with other players from around the world and try your skills in cooperative and competitive multiplayer. The console offers many games dedicated to multiplayer such as Battlefield 5, Star Wars: Battlefront II and Forza series. Test yourself against the best players in the online arenas and prove that you are the ultimate player. But don’t forget to have fun, since this is what all of this is about.Free games every monthWith Xbox Gold subscription, each month you’ll get 2 to 4 games for free. Can you imagine? The best of the best titles the Microsoft console has to offer available to you, totally free-of-charge. These free games include timeless classics and more recent releases. If you’ve never stepped into the shoes of Master Chief or tried your driving skills on beautiful tracks in Forza, this may be your chance to do it. Experience the selection from Xbox games’ catalog completely for free, all thanks to one-year Xbox Live membership.Attractive discountsDid you miss your monthly free game window? That’s okay. With Xbox Live Gold, the prices are never a problem. Many of the games offered on the platform are periodically discounted, and as a subscriber of gold service, you will be eligible to up to 75% discount on the titles offered by the platform.
When Fred Archer was a boy, men’s voices were deep and mellow as they rang out following the plough, or in church on Sundays; a farmer could make a living with a herd of 20 cows; and each village had its own blacksmith and wheelwright. The Cuckoo Pen recreates those days of the 1920s and ‘30s when life was so different from today. Here was a time when workers enjoyed a mutual rapport, their long days of hard work punctuated only by the turning rhythm of the seasons and the pleasure of a chat when they broke for their bait of bread and cheese. Hoeing and singling mangolds, threshing and rick-building in hot summers, or picking the famous plums of Pershore, the men felt their love of the land, and treated the all-important horses that were more friends than servants with enduring respect.Fred Archer describes with his customary sure touch and vivid language the character and tenor of rural England during the period between the wars - The Cuckoo Pen will appeal to all those with an enduring interest in country life. 1. Language: English. Narrator: Vincent Brimble. Audio sample: http://samples.audible.de/bk/isis/002151/bk_isis_002151_sample.mp3. Digital audiobook in aax.
Bradley Manning perpetrated the biggest breach of military security in American history. While serving as an Army intelligence analyst, he leaked an astounding amount of classified information to WikiLeaks: classified combat videos, plus hundreds of thousands of documents from the wars in Afghanistan and Iraq and from embassies around the globe. Nearly all of WikiLeaks' headline-making releases of information have come from a single source: Bradley Manning. The leaks affected governments the world over - the Arab Spring may have been sparked, in part, by Manning's revelations. They propelled WikiLeaks to a level of international prominence it never had before and forever changed the delicate dance between secrecy and transparency. Bradley Manning's story is one of global significance, and yet he remains an enigma. Now, for the first time, the full truth will be told about a man who, at the age of only twenty-two, changed the world. Nicks' book paints a nuanced portrait of a man haunted by demons and driven by hope, impulsive and cocky yet idealistic enough to follow his conscience. Relying on numerous conversations with those who know Manning best and extensive chat logs published here for the first time, Nicks gives the full story of a bright, gay young man from middle America who signs on to serve his country but finds himself serving a cause he finds far more sinister. Manning's is the morally complex tale of a soldier who took matters into his own hands in order to fulfill what he saw as a higher purpose. 1. Language: English. Narrator: Rob Granniss. Audio sample: http://samples.audible.de/bk/acx0/008137/bk_acx0_008137_sample.mp3. Digital audiobook in aax.
This audiobook tells the story of the production of wrestling from black and white TV straight to the Internet. First, I discuss about the transition period from black and white TV to color TV and the transition to cable TV. It was the height of the territory wars, which featured the broken up territories of the NWA and the WWWF which became the WWF when Vince McMahon took over. Then I discuss the decade that changed wrestling which was the 80s.In this decade it featured the start of closed circuit TV and then pay-per-view. With the first event of Starrcade 83 and Black Saturday where WWF took over wrestling on TBS. Later when the time slot was bought back it had funded the very first Wrestlemania for the WWF. I later discuss the birth of the Monday Night War with WCW Monday Nitro. This chapter features the escalation of the war between the two companies and it features how one promotion rose and one decay throughout the war. In the following chapter I discuss how the Internet has changed wrestling from YouTube to Facebook and Twitter. These forms of video and chat have been a platform for both the WWE and TNA to market their wrestling. Finally, I discuss the WWE NXT and the WWE Performance Center and how they will impact the future of wrestling. I also discuss about The WWE Network and how it took the many years and work to get to having the network. Wrestling has been produced by many people over the years and the production can be respected from the promoters to the wrestlers and to the lighting and camera people. Even the fans make the show. They help change the direction. It's a show and it is all covered in this book. 1. Language: English. Narrator: Dickie Thomas. Audio sample: http://samples.audible.de/bk/acx0/079384/bk_acx0_079384_sample.mp3. Digital audiobook in aax.
Creator of The Thick of It, I'm Alan Partridge and Veep and films In The Loop and The Death of Stalin, Armando Iannucci is probably the most famous writer/director/satirist of his generation. Here he hosts his own award-wining radio show. Comedians who guested over the four series include David Mitchell, Michael McIntyre, Russell Howard, Miranda Hart, Jo Brand, Phill Jupitus, Clive Anderson and a young John Oliver (before he was launched to stardom on The Daily Show). In the first series, Armando Iannucci and his guests pull apart the news with a heady mix of topical comedy, messed-about archive, chat and outrageous fibs, recorded in front of a live studio audience. Across the complete six episodes, they start a new religion and update some Cockney rhyming slang, and as the strike by BBC workers starts to bite and the army steps in, we hear a debate on breastfeeding from 'Woman's Hour' hosted by Gunner-Sergeant Harry Donaldson of the 5th Norfolk Fusiliers. In another show the team take a look at the new Star Wars epic and debate the right of the Sith to wear a hood in a public galaxy, whilst simultaneously fending off a bid by Malcolm Glazer to buy a 75 percent stake in the programme as it goes out, and in yet another show they make a List of the 100 Best Lists Ever and end up ringing Jimmy Carr's answerphone to find out the winner.... In series 2, Armando and his guests episodes, they worry about a new spate of middle class illnesses, including repetitive divorce injury, recyclists's elbow and having to stay in all day to await delivery of a trampoline-itis. Meanwhile, as the cult of daredevil Book for Boys grows, Armando shows off his I've actually got a sawn-off knife, which is actually just a handle. In another episode, they debate whether Chris Moyles should be punished for his use of the word 'gay' on his Radio 1 breakfast show or whether he should just be punished in general. In the thi 1. Language: English. Narrator: Armando Iannucci, Clive Anderson, Jo Brand, Marcus Brigstocke, Alexei Sayle, Mark Steel, Phill Jupitus, full cast. Audio sample: http://samples.audible.de/bk/rhuk/003085/bk_rhuk_003085_sample.mp3. Digital audiobook in aax.
Massive multiplayer online gaming (MMOG) is a concept that has been around for about 25 years. As technology has evolved, so has the capability to create a realistic, immersive and social gaming environment that has a mass appeal. In spite of this technological evolution, there has been little naturalistic inquiry of what virtual gaming environments are like. This is a qualitative cultural study of the massive multiplayer online role-playing game (MMORPG), Guild Wars®. Using ethnographic methods, participant observation for a period of 130 hours, and discourse analysis of external game forum chat we explore what this world is truly like. As a result, we gain a better understanding of how people can become immersed, even obsessed with MMOGs. Several communication concepts are explored in the virtual environment including: Baudrillard s simulacra, Bourdieu s concept of capital, and the notion of gender based hegemonic relationships. Designed to be read by MMOG novices and experts alike, Living in Guild Wars® offers support that virtual reality has become actual Reality for many MMOG players. This study presents ground breaking work in the study of emerging social communities online.
Massive multiplayer online gaming (MMOG) is a concept that has been around for about 25 years. As technology has evolved, so has the capability to create a realistic, immersive and social gaming environment that has a mass appeal. In spite of this technological evolution, there has been little naturalistic inquiry of what virtual gaming environments are like. This is a qualitative cultural study of the massive multiplayer online role-playing game (MMORPG), Guild Wars®. Using ethnographic methods, participant observation for a period of 130 hours, and discourse analysis of external game forum chat we explore what this world is truly like. As a result, we gain a better understanding of how people can become immersed, even obsessed with MMOGs. Several communication concepts are explored in the virtual environment including: Baudrillard's simulacra, Bourdieu's concept of capital, and the notion of gender based hegemonic relationships. Designed to be read by MMOG novices and experts alike, Living in Guild Wars® offers support that virtual reality has become actual Reality for many MMOG players. This study presents ground breaking work in the study of emerging social communities online.