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Joe N Petramala

CO, La Junta, 24690 County Rd E #24, 81050

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Read the alumni achievements and obituaries - AlumLine ...
Janice M. Huckins ('61) on Nov. 15, 2011. Jeanette K. Jeffrey ('61) on Aug. 3, 2011. Blanche A. Magnuson (M.Ed.'64) on Feb. 11, 2012. Joe N. Petramala ('65) ...
According to the sources - Sorted By Name
PETRALIA, JOSEPH was born 02 May 1905; received Social Security number ...... (free), then search Archives and PeopleSmart for MADELINE N PETRAMALA .
Building Expansion Donors — Home
Library News and Announcements ... Joe & Shirley Baublits, Ron and Nancy Aschermann, Joe Petramala, Cindy Abert, Charles & Marge Dickie, Amy Konishi, ...
Joe Costello | LinkedIn
See who you and Joe Costello know in common; Get introduced to Joe Costello ... 2 people have recommended Joe ... Executive Assistant; Daniel Petramala ...
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LEADERSHlP - United Way of the Greater Triangle
interconnected and it takes ALL of us to help our community prosper. We continue ... more per year to United Way of the Greater Triangle and serve their community in a ... Joseph F. Mecca. Dain A. Mickalites ..... Amy Perry. Victoria Petramala ...
spring 2012 program_Dec2003program.qxd - Regis University
May 6, 2012 ... Dr. Stamos T. Karamouzis, Dean of the School of Computer and Information Sciences. Dr. Max .... The Joseph A. Ryan, S.J. Awards for Excellence in Administrative Science. Accounting: Ms. ...... Ivan Peter Petramala. Youssef ...
Trends and Issues in Canada and in Sport - SIRC
Changing Nature of Canadian Identity and Global Citizenship ...... Burleton, Derek, Pascal Gauthier and Diana Petramala. ... Friesen, Joe and Les Perreaux.
October 20, 2011 - Colorado Springs Military Newspaper Group
Oct 20, 2011 ... The teams who keep the snow off the roads and sidewalks ..... Sgts. Jason Charlebois, Joseph Tyner and Kerktan Rowe, Staff Sgts. Evan Hallmark, Jonathan Laplante, Michael Laughlin, ... Dupont and Noah Petramala.
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Joe Rogan and Carlos Mencia FIGHT on stage!
Carlos Mencia ask Joe Rogan to get on stage for a comedy battle of extreme pwn3d'n. MUST SEE!
Is There Anyone For Shane Carwin to Fight?
The UFC heavyweight division is absolutely stacked. It’s a good problem for Joe Silva and Dana White and co. to have. But not necessarily good for recently defeated Shane Carwin. Who’s left for him to fight now?\r\n
Why China’s Debt Problems Are Worse Than America's
n the aftermath of Washington’s debt-ceiling debacle, Vice President Joe Biden was in Beijing on Friday, desperately trying to reassure the Chinese government that the American economy is not in a downward spiral
Brazilian waxing nearly cost UK man his nuts
GAME-for-a-laugh Joe Cooper was left in agony after a bikini waxing by mates in a PUB went wrong.One of the strips stuck to a very sensitive spot and an over-energetic tug tore off SIX of his seven layers of skin. Doctors told steel erector Joe he had come within half an inch of losing a testicle. \r\nJoe, 24, and ten male pals had agreed to have the
SCVNGRs Secret Game Mechanics Playdeck
Some companies keep a playbook of product tips, tricks and trade secrets. Zynga has an internal playbook, for instance, that is a collection of concepts, techniques, know-how and best practices for developing successful and distinctive social games. Zyngas playbook has entered the realm of legend and was even the subject of a lawsuit. SCVNGR, which makes a mobile game with real-world challenges, has a playdeck. It is a deck of cards listing nearly 50 different game mechanics that can be mixed and matched to create the foundation for different types of games. Ive republished the accompanying document below, which should be interesting to anybody trying to inject a gaming dimension into their products. Rght now, that should be a lot of people. Every six months or so, a set of features sweeps across the Web and every site and app feels the pressure to adopt it. Weve seen this with social, geo, and now game mechanics. Of course, all games on the Web have some sort of game mechanicsthose elements of game play which make them fun and addictive. But game mechanics are spreading to all kinds of apps, most famously Foursquare (which makes you check into places for badges and rewards). At our Social Currency CrunchUp in July, we had a panel which explored how game mechanics are invading everything. (One of the CEOs on the panel was SCVNGRs Seth Priebatsch). Every site from Mint to the Huffington Post now has some sort of game mechanics. SVNGRs playdeck tries to break down the game mechanics into their constituent parts. Some elements are as basic as achievements, status, and virtual items. But there are also more complex ones such as the appointment dynamic (a player must return at a specific time and perform an action to get a reward, like in Farmville), free lunch (a player gets something because of the efforts of other people,like in Groupon), fun once, fun always (a simple action that maintains a minimum level of enjoyment no matter how many times you do it, like Foursquares check-ins), and cascading information theory (give out information in the smallest dribblets possible to keep players guessing and moving forward). SCVNGR employees are instructed to memorize the flash cards. Now you can too. There will be a quiz. SCVNGR Game Dynamics Playdeck Guide To This Document: This list is a collection of game dynamics terms, game dynamics theories that are interesting, useful and potentially applicable to your work here at SCVNGR. Many of them have clear applications within the SCVNGR game layer (progression dynamic, actualization), many of them dont yet (status, virtual items). Many of them are just interesting for your general education on game dynamics theory (epic meaning, social fabric of games). Many of these game dynamics concepts are well known and are sourced from all over the internet and from researchers such as Jane McGonigal, Ian Bogost and Jess Schell and articles on gamasutra (which I highly recommend reading). Others are used exclusively internally here and wont make any sense outside of HQ. Along with a link to this document, you will have received these dynamics in a set of flash cards. Please memorize those. If youre on the engineering / game-design team you can access our internal game dynamics visualizer (with the most up to date dynamics) through your account. Download the SCVNGR app for iPhone& Android (if you havent already) and start playing. Find places where these game dynamics exist or places where you could implement them by building on the game layer using our tools, or others. 1. Achievement Definition: A virtual or physical representation of having accomplished something. These are often viewed as rewards in and of themselves. Example: a badge, a level, a reward, points, really anything defined as a reward can be a reward. 2. Appointment Dynamic Definition: A dynamic in which to succeed, one must return at a predefined time to take some action. Appointment dynamics are often deeply related to interval based reward schedules or avoidance dyanmics. Example: Cafe World and Farmville where if you return at a set time to do something you get something good, and if you dont something bad happens. 3. Avoidance Definition: The act of inducing player behavior not by giving a reward, but by not instituting a punishment. Produces consistent level of activity, timed around the schedule. Example: Press a lever every 30 seconds to not get shocked. 4. Behavioral Contrast Definition: The theory defining how behavior can shift greatly based on changed expectations. Example: A monkey presses a lever and is given lettuce. The monkey is happy and continues to press the lever. Then it gets a grape one time. The monkey is delighted. The next time it presses the lever it gets lettuce again. Rather than being happy, as it was before, it goes ballistic throwing the lettuce at the experimenter. (In some experiments, a second monkey is placed in the cage, but tied to a rope so it cant access the lettuce or lever. After the grape reward is removed, the first monkey beats up the second monkey even though it obviously had nothing to do with the removal. The anger is truly irrational.) 5. Behavioral Momentum Definition: The tendency of players to keep doing what they have been doing. Example: From Jesse Schells awesome Dice talk: I have spent ten hours playing Farmville. I am a smart person and wouldnt spend 10 hours on something unless it was useful. Therefore this must be useful, so I can keep doing it. 6. Blissful Productivity Definition: The idea that playing in a game makes you happier working hard, than you would be relaxing. Essentially, were optimized as human beings by working hard, and doing meaningful and rewarding work. Example: From Jane McGonicals Ted Talk wherein she discusses how World of Warcraft players play on average 22 hours / week (a part time job), often after a full days work. Theyre willing to work hard, perhaps harder than in real life, because of their blissful productivity in the game world. 7. Cascading Information Theory Definition: The theory that information should be released in the minimum possible snippets to gain the appropriate level of understanding at each point during a game narrative. Example: showing basic actions first, unlocking more as you progress through levels. Making building on SCVNGR a simple but staged process to avoid information overload. 8. Chain Schedules Definition: the practice of linking a reward to a series of contingencies. Players tend to treat these as simply the individual contingencies. Unlocking one step in the contingency is often viewed as an individual reward by the player. Example: Kill 10 orcs to get into the dragons cave, every 30 minutes the dragon appears. 9. Communal Discovery Definition: The game dynamic wherein an entire community is rallied to work together to solve a riddle, a problem or a challenge. Immensely viral and very fun. Example: DARPA balloon challenge, the cottage industries that appear around McDonalds monopoly to find Boardwalk 10. Companion Gaming Definition: Games that can be played across multiple platforms Example: Games that be played on iphone, facebook, xbox with completely seamless cross platform gameplay. 11. Contingency Definition: The problem that the player must overcome in the three part paradigm of reward schedules. Example: 10 orcs block your path 12. Countdown Definition: The dynamic in which players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction. Example: Bejeweled Blitz with 30 seconds to get as many points as you can. Bonus rounds. Timed levels 13. Cross Situational Leader-boards Definition: This occurs when one ranking mechanism is applied across multiple (unequal and isolated) gaming scenarios. Players often perceive that these ranking scenarios are unfair as not all players were presented with an equal opportunity to win. Example: Players are arbitrarily sent into one of three paths. The winner is determined by the top scorer overall (i.e. across the paths). Since the players can only do one path (and cant pick), they will perceive inequity in the game scenario and get upset. 14. Disincentives Definition: a game element that uses a penalty (or altered situation) to induce behavioral shift Example: losing health points, amazons checkout line removing all links to tunnel the buyer to purchase, speeding traps 15. Endless Games Definition: Games that do not have an explicit end. Most applicable to casual games that can refresh their content or games where a static (but positive) state is a reward of its own. Example: Farmville (static state is its own victory), SCVNGR (challenges constantly are being built by the community to refresh content) 16. Envy Definition: The desire to have what others have. In order for this to be effective seeing what other people have (voyeurism) must be employed. Example: my friend has this item and I want it! 17. Epic Meaning Definition: players will be highly motivated if they believe they are working to achieve something great, something awe-inspiring, something bigger than themselves. Example: From Jane McGonicals Ted Talk where she discusses Warcrafts ongoing story line and epic meaning that involves each individual has motivated players to participate outside the game and create the second largest wiki in the world to help them achieve their individual quests and collectively their epic meanings. 18. Extinction Definition: Extinction is the term used to refer to the action of stopping providing a reward. This tends to create anger in players as they feel betrayed by no longer receiving the reward they have come to expect. It generally induces negative behavioral momentum. Example: killing 10 orcs no longer gets you a level up 19. Fixed Interval Reward Schedules Definition: Fixed interval schedules provide a reward after a fixed amount of time, say 30 minutes. This tends to create a low engagement after a reward, and then gradually increasing activity until a reward is given, followed by another lull in engagement. Example: Farmville, wait 30 minutes, crops have appeared 20. Fixed Ratio Reward Schedule Definition: A fixed ratio schedule provides rewards after a fixed number of actions. This creates cyclical nadirs of engagement (because the first action will not create any reward so incentive is low) and then bursts of activity as the reward gets closer and closer. Example: kill 20 ships, get a level up, visit five locations, get a badge 21. Free Lunch Definition: A dynamic in which a player feels that they are getting something for free due to someone else having done work. Its critical that work is perceived to have been done (just not by the player in question) to avoid breaching trust in the scenario. The player must feel that theyve lucked into something. Example: Groupon. By virtue of 100 other people having bought the deal, you get it for cheap. There is no sketchiness b/c you recognize work has been done (100 people are spending money) but you yourself didnt have to do it. 22. Fun Once, Fun Always Definition: The concept that an action in enjoyable to repeat all the time. Generally this has to do with simple actions. There is often also a limitation to the total level of enjoyment of the action. Example: the theory behind the check-in everywhere and the check-in and the default challenges on SCVNGR. 23. Interval Reward Schedules Definition: Interval based reward schedules provide a reward after a certain amount of time. There are two flavors: variable and fixed. Example: wait N minutes, collect rent 24. Lottery Definition: A game dynamic in which the winner is determined solely by chance. This creates a high level of anticipation. The fairness is often suspect, however winners will generally continue to play indefinitely while losers will quickly abandon the game, despite the random nature of the distinction between the two. Example: many forms of gambling, scratch tickets. 25. Loyalty Definition: The concept of feeling a positive sustained connection to an entity leading to a feeling of partial ownership. Often reinforced with a visual representation. Example: fealty in WOW, achieving status at physical places (mayorship, being on the wall of favorite customers) 26. Meta Game Definition: a game which exists layered within another game. These generally are discovered rather than explained (lest they cause confusion) and tend to appeal to ~2% of the total gameplaying audience. They are dangerous as they can induce confusion (if made too overt) but are powerful as theyre greatly satisfying to those who find them. Example: hidden questions / achievements within world of warcraft that require you to do special (and hard to discover) activities as you go through other quests 27. Micro Leader-boards Definition: The rankings of all individuals in a micro-set. Often great for distributed game dynamics where you want many micro-competitions or desire to induce loyalty. Example: Be the top scorers at Joes bar this week and get a free appetizer 28. Modifiers Definition: An item that when used affects other actions. Generally modifiers are earned after having completed a series of challenges or core functions. Example: A X2 modifier that doubles the points on the next action you take. 29. Moral Hazard of Game Play Definition: The risk that by rewarding people manipulatively in a game you remove the actual moral value of the action and replace it with an ersatz game-based reward. The risk that by providing too many incentives to take an action, the incentive of actually enjoying the action taken is lost. The corollary to this is that if the points or rewards are taken away, then the person loses all motivation to take the (initially fun on its own) action. Example: Paraphrased from Jesse Schell If I give you points every time you brush your teeth, youll stop brushing your teeth b/c its good for you and then only do it for the points. If the points stop flowing, your teeth will decay. 30. Ownership Definition: The act of controlling something, having it be *your* property. Example: Ownership is interesting on a number of levels, from taking over places, to controlling a slot, to simply owning popularity by having a digital representation of many friends. 31. Pride Definition: the feeling of ownership and joy at an accomplishment Example: I have ten badges. I own them. They are mine. There are many like them, but these are mine. Hooray. 32. Privacy Definition: The concept that certain information is private, not for public distribution. This can be a demotivator (I wont take an action because I dont want to share this) or a motivator (by sharing this I reinforce my own actions). Example: Scales the publish your daily weight onto Twitter (these are real and are proven positive motivator for staying on your diet). Or having your location publicly broadcast anytime you do anything (which is invasive and can should be avoided). 33. Progression Dynamic Definition: a dynamic in which success is granularly displayed and measured through the process of completing itemized tasks. Example: a progress bar, leveling up from paladin level 1 to paladin level 60 34. Ratio Reward Schedules Definition: Ratio schedules provide a reward after a number of actions. There are two flavors: variable and fixed. Example: kill 10 orcs, get a power up. 35. Real-time v. Delayed Mechanics Definition: Realtime information flow is uninhibited by delay. Delayed information is only released after a certain interval. Example: Realtime scores cause instant reaction (gratification or demotivation). Delayed causes ambiguity which can incent more action due to the lack of certainty of ranking. 36. Reinforcer Definition: The reward given if the expected action is carried out in the three part paradigm of reward schedules. Example: receiving a level up after killing 10 orcs. 37. Response Definition: The expected action from the player in the three part paradigm of reward schedules. Example: the player takes the action to kill 10 orcs 38. Reward Schedules Definition: the timeframe and delivery mechanisms through which rewards (points, prizes, level ups) are delivered. Three main parts exist in a reward schedule; contingency, response and reinforcer. Example: getting a level up for killing 10 orcs, clearing a row in Tetris, getting fresh crops in Farmville 39. Rolling Physical Goods Definition: A physical good (one with real value) that can be won by anyone on an ongoing basis as long as they meet some characteristic. However, that characteristic rolls from player to player. Example: top scorer deals, mayor deals 40. Shell Game Definition: a game in which the player is presented with the illusion of choice but is actually in a situation that guides them to the desired outcome of the operator. Example: 3 Card Monty, lotteries, gambling 41. Social Fabric of Games Definition: the idea that people like one another better after theyve played games with them, have a higher level of trust and a great willingness to work together. Example: From Jane McGonicgals TED talk where she suggests that it takes a lot of trust to play a game with someone because you need them to spend their time with you, play by the same rules, shoot for the same goals. 42. Status Definition: The rank or level of a player. Players are often motivated by trying to reach a higher level or status. Example: white paladin level 20 in WOW. 43. Urgent Optimism Definition: Extreme self motivation. The desire to act immediately to tackle an obstacle combined with the belief that we have a reasonable hope of success. Example: From Jane McGonicals TED talk. The idea that in proper games an epic win or just win is possible and therefore always worth acting for. 44. Variable Interval Reward Schedules Definition: Variable interval reward schedules provide a reward after a roughly consistent amount of time. This tends to create a reasonably high level of activity over time, as the player could receive a reward at any time but never the burst as created under a fixed schedule. This system is also more immune to the nadir right after the receiving of a reward, but also lacks the zenith of activity before a reward in unlocked due to high levels of ambiguity. Example: Wait roughly 30 minutes, a new weapon appears. Check back as often as you want but that wont speed it up. Generally players are bad at realizing that. 45. Variable Ratio Reward Schedule Definition: A variable ratio reward schedule provides rewards after a roughly consistent but unknown amount of actions. This creates a relatively high consistent rate of activity (as there could always be a reward after the next action) with a slight increase as the expected reward threshold is reached, but never the huge burst of a fixed ratio schedule. Its also more immune to nadirs in engagement after a reward is acheived. Example: kill something like 20 ships, get a level up. Visit a couple locations (roughly five) get a badge 46. Viral Game Mechanics Definition: A game element that requires multiple people to play (or that can be played better with multiple people) Example: Farmville making you more successful in the game if you invite your friends, the social check-in 47. Virtual Items Definition: Digital prizes, rewards, objects found or taken within the course of a game. Often these can be traded or given away. Example: Gowallas items, Facebook gifts, badges [crunchbase url="http://www.crunchbase.com/company/scvngr" name="SCVNGR"]
Joe Scarborough Slams Sarah Palin And The Right Wing Media For Their Heated Rhetoric
n a Politico column, Joe Scarborough criticizes right wing media hosts and politicians, which include Glenn Beck, Sarah Palin and Michele Bachmann, for their “heated rhetoric“. “Despite what we eventually learned about the shooter in Tucson, should the right have really been so shocked that many feared a political connection between.....
The Top Seven Teammates Who Not-So-Secretly Hated Each Other
Now that Terrell Owens and Donovan McNabb have rejoined forces on the new season of "Pros vs. Joes" debuting tonight, we thought it would be fun to take a look back at some of the most volatile teammate relationships in the history of sports. (Spoiler Alert: Terrell Owens only appears once.)\r\n\r\nPhoto: WireImage/Getty Images\r\n \r\n7. Michael W
Official Google Blog: Keeping our environmental management and workplace safety standards high
For the last year, our data center team has been working on a project to bring our facilities to even higher standards for environmental management and workforce safety. Recently we got the good news that our work paid off. All of our U.S. owned and operated data centers have received ISO 14001 and OHSAS 18001 certification. We’re the first major Internet services company to gain external certification for those high standards at all of our U.S. data centers. In a nutshell, both standards are built around a very simple concept: Say what you’re going to do, then do what you say—and then keep improving. The standards say what key elements are required, but not how to do it—that part’s up to us. So we set some challenging goals for ourselves, and we asked our auditors to confirm that we’ve followed through on them. Here’s an example of the kind of improvements we’ve implemented: Like most data centers, ours have emergency backup generators on hand to keep things up and running in case of a power outage. To reduce the environmental impact of these generators, we’ve done two things: first, we minimized the amount of run time and need for maintenance of those generators. Second, we worked with the oil and generator manufacturers to extend the lifetime between oil changes. So far we’ve managed to reduce our oil consumption in those generators by 67 percent. A second example: each of our servers in the data center has a battery on board to eliminate any interruptions to our power supply. To ensure the safety of the environment and our workers, we devised a system to make sure we handle, package, ship and recycle every single battery properly. These are just two elements of what ultimately adds up to a comprehensive system of policies that our data center teams follow in their day-to-day operations. We do this because we want to be the gold standard in environmental and workforce safety, and because we care about the communities where we live and work. This is one more reason you can feel confident that when you're using our products, you're making an environmentally responsible choice . Our data centers in the following U.S. locations have received this dual certification. We plan to pursue certification in our European data centers as well. The Dalles, Ore. Council Bluffs, Iowa Mayes County, Okla. Lenoir, N.C. Monck’s Corner, S.C. Douglas County, Ga. Posted by Joe Kava, Senior Director, data center construction and operations
'Miracle Dog' Survives Gas Chamber, Finds New Home In New Jersey
NUTLEY, N.J. -- The dog that survived an Alabama dog pound's gas chamber has found a permanent home in New Jersey. Daniel, a beagle mix named by animal control workers in Alabama after the biblical figure who survived the lion's den, joined four other rescued dogs last Thursday at the home of Joe Dwyer and his family in Nutley, about 10 miles west of New York City.
Cash-Strapped Bergen, N.J. To Fight Snow With ‘Pickle Juice’
Bergen County’s 230 plows and salting vehicles are at the ready for Wednesday’s snowfall, especially with their newest weapon for melting snow quickly — a briny mixture of salt and water that resembles pickle juice. “We actually pre-spray the properties, the sidewalks, the parking lots as a preventative before the snow is uncontrollable,” Bergen County Public Works Director Joe Crifasi told CBS 2′s Magee Hickey. The brine costs just 7 cents a gallon compared to $63 a ton for salt. Bergen County has already used up $3 million of its $4 million snow budget. “We’re still not in the red. We’re in the black, but if we get a winter that continues like this, it’ll be very tough,” Bergen County Executive Director Kathe Donovan said.
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Related people(5)

Albert Petramala Trinidad CO 81082
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