A growler [grou-ler] is a glass or ceramic jug with a capacity of 64 oz (1,900 ml) used to transport draught beer in Australia, the United States, and Canada. They are commonly sold at breweries and brewpubs as a means to sell take-out beer. The exploding growth of craft breweries and the growing popularity of home brewing has also led to an emerging market for the sale of collectible growlers.
Growlers are generally made of glass and have either a screw-on cap or a hinged porcelain gasket cap, which can provide freshness for a week or more. A properly sealed growler will hold carbonation indefinitely and will store beer like any other sanitized bottle. Some growler caps are equipped with valves to allow replacement of CO2 lost while racking. The modern glass growler was first introduced by Charlie and Ernie Otto of Otto Brother’s Brewing Company in 1989.
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Growler
Yoyodyne
Yoyodyne is a fictitious defense contractor introduced in Thomas Pynchon’s ‘V.’ (1963) and featured prominently in his novel ‘The Crying of Lot 49’ (1966). Described in the latter book as ‘a giant of the aerospace industry,’ Yoyodyne was founded by World War II veteran Clayton ‘Bloody’ Chiclitz. The company has a large manufacturing plant in the fictional town of San Narciso, California.
The name is reminiscent of several real high-tech companies, including Teledyne, Teradyne, which was founded a few years before Pynchon wrote ‘The Crying of Lot 49,’ and Rocketdyne, an aerospace company that manufactured, among other things, propulsion systems. The ‘dyne’ is the standard unit of force in the centimeter-gram-second system of units (largely obsolete but still widely recognized), derived from the Greek word dynamis meaning ‘power’ or ‘force.’
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Irrational Exuberance
‘Irrational exuberance‘ is a phrase used by the then-Federal Reserve Board Chairman, Alan Greenspan, in a speech given at the American Enterprise Institute during the Dot-com bubble of the 1990s. The phrase was interpreted as a warning that the market might be somewhat overvalued.
Greenspan’s comment was made in late 1996: ‘[…] Clearly, sustained low inflation implies less uncertainty about the future, and lower risk premiums imply higher prices of stocks and other earning assets. We can see that in the inverse relationship exhibited by price/earnings ratios and the rate of inflation in the past. But how do we know when irrational exuberance has unduly escalated asset values, which then become subject to unexpected and prolonged contractions as they have in Japan over the past decade?’
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K Tape
Elastic therapeutic tape, commonly referred to as ‘kinesiology tape,’ is an elastic cotton strip with an acrylic adhesive that is used with the intention of treating athletic injuries and a variety of physical disorders.
Numerous studies have failed to show that elastic therapeutic taping produces clinically significant benefits. A 2012 systematic review found that the efficacy of Kinesio Tape in pain relief was trivial.
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Girls’ Toys
Girls’ games and toys are a large yet difficult market for the children’s toy industry. Nancy Zwiers, an industry consultant and former head of worldwide marketing for Mattel’s Barbie doll line, has pointed out the male-centred bias that makes development of girls’ toys difficult: ‘When I tour different company showrooms and look at what they’re doing, many times it’s a bunch of guys making decisions about what girls would like, and they miss the mark.’
‘Age compression’ is a toy industry term that describes the modern trend of children moving through play stages faster than they did in the past. Children have a desire to progress to more complex toys at a faster pace, girls in particular. Barbie dolls, for example, were once marketed to girls around 8 years old, but have been found to be more popular in recent years with girls around 3 years old. The packaging for the dolls labels them appropriate for ages 3 and up.
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Internet of Things
The Internet of Things refers to uniquely identifiable objects (things) and their virtual representations in an Internet-like structure. The term ‘Internet of Things’ was first used by British technology pioneer Kevin Ashton in 1999.
The concept first became popular through his Auto-ID Center at MIT, which created a global standard system for RFID (radio-frequency identification) and other sensors. RFID is often seen as a prerequisite for the Internet of Things. If all objects and people in daily life were equipped with radio tags, they could be identified and inventoried by computers. However, unique identification of things may be achieved through other means such as barcodes, QR codes, and advanced computer object recognition.
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Project Glass
Project Glass is a research and development program by Google to develop an augmented reality head-mounted display (HMD). The intended purpose of Project Glass products would be the hands free displaying of information currently available to most smartphone users, and allowing for interaction with the Internet via natural language voice commands, in a manner which has been compared to the iPhone feature Siri.
The functionality and physical appearance (minimalist design of the aluminium strip with 2 nose pads) has been compared to the EyeTap (developed by Steve Mann at the University of Toronto), which was also referred to as ‘Glass’ (‘EyeTap Digital Eye Glass’). Though head-worn displays for augmented reality are not a new idea, the project has drawn media attention primarily due to its backing by Google, as well as the prototype, which is smaller and slimmer than previous designs for head-mounted displays.
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Kinect
Kinect is a motion sensing input device released by Microsoft in 2010 for the Xbox 360 game console, and in 2012 for Windows PC. Based around a webcam-style add-on peripheral, it enables users to control and interact with software without the need to touch a game controller (through a natural user interface using gestures and spoken commands).
The project is aimed at broadening the Xbox 360’s audience beyond its typical gamer base. Kinect competes with the Wii Remote Plus and PlayStation Move with PlayStation Eye motion controllers for the Wii and PlayStation 3 home consoles, respectively. After selling a total of 8 million units in its first 60 days, the Kinect holds the Guinness World Record of being the ‘fastest selling consumer electronics device.’
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Tough Mudder
Tough Mudder is an adventure sports company that hosts 10-12 mile endurance event obstacle courses designed by British Special Forces to test all around strength, stamina, mental grit, and camaraderie that are billed as ‘probably the toughest event on the planet’ and regularly attract 15-20,000 participants over a two day weekend.
Tough Mudder events are a new type of team endurance challenge. According to ‘The New York Times,’ the events are ‘more convivial than marathons and triathlons, but more grueling than shorter runs or novelty events (for example, ‘Warrior Dash’ courses are 3-4 miles). Contestants are not timed and organizers encourage ‘mudders’ to demonstrate teamwork by helping fellow participants over difficult obstacles to complete the course. The prize for completing a Tough Mudder challenge is an official orange sweatband and a free beer. It is estimated that 15-20% of participants do not finish. Each event is designed to be unique and incorporates challenges and obstacles that utilize the local terrain.
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Machine-to-Machine
Machine-to-machine (M2M) refers to technologies that allow both wireless and wired systems to communicate with other devices of the same ability. M2M uses a device (such as a sensor or meter) to capture an event (such as temperature, inventory level, etc.), which is relayed through a network (wireless, wired, or hybrid) to an application (software program), that translates the captured event into meaningful information (for example, ‘items need to be restocked’).
Such communication was originally accomplished by having a remote network of machines relay information back to a central hub for analysis, which would then be rerouted into a system like a personal computer. However, modern M2M communication has expanded beyond a one-to-one connection and changed into a system of networks that transmits data to personal appliances.
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Participatory Culture
Participatory culture is a neologism in reference of, but opposite to a Consumer culture — in other words a culture in which private persons (the public) do not act as consumers only, but also as contributors or producers (‘prosumers’). The term is most often applied to the production or creation of some type of published media.
This new culture as it relates to the Internet has been described as ‘Web 2.0.’ In participatory culture ‘young people creatively respond to a plethora of electronic signals and cultural commodities in ways that surprise their makers, finding meanings and identities never meant to be there and defying simple nostrums that bewail the manipulation or passivity of ‘consumers.”
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