The Thirteenth Floor (comic Strip)
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The Thirteenth Floor (comic Strip)
''The Thirteenth Floor'' was a story originally published in the British horror comic '' Scream!'' from March 24, 1984, and also in ''Eagle'' when ''Scream!'' was absorbed into it (#128 to 258). It was written by "Ian Holland", a combined pseudonym of Alan Grant and John Wagner, and drawn by José Ortiz. Originally, ''The Thirteenth Floor'' had a horror theme, like other ''Scream!'' strips. It was set in a tower block called Maxwell Tower, controlled by an experimental sentient computer called Max. Plot Max himself narrated the strip, and as befitting a computerised custodian of hundreds of people, was quite chatty and light-hearted. However, he was also portrayed as having a programming flaw reminiscent of the HAL 9000; programmed to love and protect his tenants, he could remorselessly kill anyone who threatened or even just annoyed them. In effect Max was a psychopath with no empathy towards anyone who was not a tenant. Maxwell Tower had been built without a thirteenth fl ...
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United Kingdom
The United Kingdom of Great Britain and Northern Ireland, commonly known as the United Kingdom (UK) or Britain, is a country in Europe, off the north-western coast of the continental mainland. It comprises England, Scotland, Wales and Northern Ireland. The United Kingdom includes the island of Great Britain, the north-eastern part of the island of Ireland, and many smaller islands within the British Isles. Northern Ireland shares a land border with the Republic of Ireland; otherwise, the United Kingdom is surrounded by the Atlantic Ocean, the North Sea, the English Channel, the Celtic Sea and the Irish Sea. The total area of the United Kingdom is , with an estimated 2020 population of more than 67 million people. The United Kingdom has evolved from a series of annexations, unions and separations of constituent countries over several hundred years. The Treaty of Union between the Kingdom of England (which included Wales, annexed in 1542) and the Kingdom of Scotland in 170 ...
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Thirteenth Floor
The thirteenth floor is a designation of a level of a multi-level building that is often omitted in countries where the number is considered unlucky. Omitting the 13th floor may take a variety of forms; the most common include denoting what would otherwise be considered the thirteenth floor as level 14, giving the thirteenth floor an alternate designation such as "12A" or "M" (the thirteenth letter of the Latin alphabet), or closing the 13th floor to public occupancy or access (e.g., by designating it as a mechanical floor). Reasons for omitting a thirteenth floor include triskaidekaphobia on the part of the building's owner or builder, or a desire by the building owner or landlord to prevent problems that may arise with superstitious tenants, occupants, or customers. In 2002, based on an internal review of records, Dilip Rangnekar of Otis Elevators estimated that 85% of the buildings with Otis brand elevators did not have a floor named the 13th floor. Early tall-building desi ...
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Misty (comics)
''Misty'' was a weekly British comic magazine targeted at girls and published by Fleetway in the late 1970s. Focusing on horror stories, it was one of the few British girls' comics that was also popular with boys.Rayner, Jac"Paper Worlds: Why girls' comics were wonderful,"BBC (18 June 2014). Although ''Misty'' lasted less than two years it is remembered and admired to this day. Publication history ''Misty'' #1 was published on 4 February 1978. The final issue, #101, came out on 12 January 1980. The following week, ''Misty'' merged with Fleetway stablemate '' Tammy,'' which then adopted the title ''Tammy and Misty'' until September 1981. Summer and holiday specials were published between 1978 and 1980, as well as eight annuals from 1979 until 1986, long after the weekly ''Misty'' had ceased to exist. Content ''Misty'' was a collection of serial and one-off stories. Both types — complete stories and story instalments — were usually four pages long. While ''Misty'' had ...
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Rebellion Developments
Rebellion Developments Limited is a British video game developer based in Oxford, England. Founded by Jason and Chris Kingsley in December 1992, the company is best known for its ''Sniper Elite'' series and multiple games in the ''Alien vs. Predator'' series. Sister company Rebellion Publishing has published comic books since 2000, when it purchased '' 2000 AD'', the publisher of characters such as Judge Dredd and Rogue Trooper. History Origins (1992–1999) Rebellion was founded on 4 December 1992 by brothers Jason and Chris Kingsley in Oxford, England. The pair had just finished academic degrees at the University of Oxford, and had ambitions of starting doctorates. In their spare time, they did freelance work in the games industry. When their freelance jobs roles began to expand and they were taking on more management responsibilities, they decided to establish Rebellion in Oxford. The foundation of the studio was laid when the brothers secured a deal with video game publish ...
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King's Reach Tower
Southbank Tower (formerly South Bank Tower King's Reach Tower until 2013) is a high-rise building in Stamford Street, Southwark, London. It was originally a thirty-storey structure high and was completed in 1972, designed by the architect Richard Seifert and built by John Laing. In recent years, the tower has undergone extensive redevelopment and a height increase. The tower is similar in design to Tower 42, which was designed by the same architect. Previous tenants The tower was the headquarters of IPC Media, one of the biggest publishing companies in Europe. In the late 1970s, the tower became part of the mythos surrounding the British comic 2000 AD, published by IPC, and the building was depicted as a disguised spaceship, and home to the 'Nerve Centre' of its alien editor, Tharg. IPC moved to the Blue Fin Building in nearby Bankside in 2007. Redevelopment In February 2005 the then owners Capital & Counties Properties applied for planning permission with a design by Make ...
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Patriotic
Patriotism is the feeling of love, devotion, and sense of attachment to one's country. This attachment can be a combination of many different feelings, language relating to one's own homeland, including ethnic, cultural, political or historical aspects. It encompasses a set of concepts closely related to nationalism, mostly civic nationalism and sometimes cultural nationalism. Some manifestations of patriotism emphasize the "land" element in love for one's native land and use the symbolism of agriculture and the soil – compare '' Blut und Boden''. Terminology and usage An excess of patriotism in the defense of a nation is called chauvinism; another related term is ''jingoism''. The English word 'Patriot' derived from "Compatriot," in the 1590s, from Middle French "Patriote" in the 15th century. The French word's "Compatriote" and "Patriote" originated directly from Late Latin Patriota "fellow-countryman" in the 6th century. From Greek Patriotes "fellow countryman," fro ...
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Anthropomorphism
Anthropomorphism is the attribution of human traits, emotions, or intentions to non-human entities. It is considered to be an innate tendency of human psychology. Personification is the related attribution of human form and characteristics to abstract concepts such as nations, emotions, and natural forces, such as seasons and weather. Both have ancient roots as storytelling and artistic devices, and most cultures have traditional fables with anthropomorphized animals as characters. People have also routinely attributed human emotions and behavioral traits to wild as well as domesticated animals. Etymology Anthropomorphism and anthropomorphization derive from the verb form ''anthropomorphize'', itself derived from the Greek ''ánthrōpos'' (, "human") and ''morphē'' (, "form"). It is first attested in 1753, originally in reference to the heresy of applying a human form to the Christian God.''Oxford English Dictionary'', 1st ed. "anthropomorphism, ''n.''" Oxford University P ...
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Hypnotism
Hypnosis is a human condition involving focused attention (the selective attention/selective inattention hypothesis, SASI), reduced peripheral awareness, and an enhanced capacity to respond to suggestion.In 2015, the American Psychological Association Division 30 defined hypnosis as a "state of consciousness involving focused attention and reduced peripheral awareness characterized by an enhanced capacity for response to suggestion". For critical commentary on this definition, see: There are competing theories explaining hypnosis and related phenomena. ''Altered state'' theories see hypnosis as an altered state of mind or trance, marked by a level of awareness different from the ordinary state of consciousness. In contrast, ''non-state'' theories see hypnosis as, variously, a type of placebo effect,Kirsch, I., "Clinical Hypnosis as a Nondeceptive Placebo", pp. 211–25 in Kirsch, I., Capafons, A., Cardeña-Buelna, E., Amigó, S. (eds.), ''Clinical Hypnosis and Self-Regul ...
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Zombie
A zombie (Haitian French: , ht, zonbi) is a mythological undead corporeal revenant created through the reanimation of a corpse. Zombies are most commonly found in horror and fantasy genre works. The term comes from Haitian folklore, in which a ''zombie'' is a dead body reanimated through various methods, most commonly magic like voodoo. Modern media depictions of the reanimation of the dead often do not involve magic but rather science fictional methods such as carriers, radiation, mental diseases, vectors, pathogens, parasites, scientific accidents, etc. The English word "zombie" was first recorded in 1819, in a history of Brazil by the poet Robert Southey, in the form of "zombi"."Zombie"
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Star Trek
''Star Trek'' is an American science fiction media franchise created by Gene Roddenberry, which began with the eponymous 1960s television series and quickly became a worldwide pop-culture phenomenon. The franchise has expanded into various films, television series, video games, novels, and comic books. With an estimated $10.6 billion in revenue, it is one of the most recognizable and highest-grossing media franchises of all time. The franchise began with ''Star Trek: The Original Series'', which debuted in the US on September 8, 1966 and aired for three seasons on NBC. It was first broadcast on September 6, 1966 on Canada's CTV network. It followed the voyages of the crew of the starship USS ''Enterprise'', a space exploration vessel built by the United Federation of Planets in the 23rd century, on a mission "to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no man has gone before". In creating ''Star Trek'', Roddenberry w ...
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Holodeck
The Holodeck is a fictional device from the television franchise ''Star Trek'' which uses "holograms" (projected light and electromagnetic energy which create the illusion of solid objects) to create a realistic 3D simulation of a real or imaginary setting, in which participants can freely interact with the environment as well as objects and characters, and sometimes a predefined narrative. In several series, holodecks are an amenity available to the crew of starships. In the series '' Star Trek: Deep Space Nine'', a similar device is referred to as a holosuite, operated by the owner of the space station's bar, Quark, who rents them out to customers. From a storytelling point of view, the holodeck permits the introduction of a wide variety of locations and characters, such as events and persons in the Earth's past, or imaginary places or beings, that would otherwise require the use of plot mechanisms such as time-travel or dream sequences. Writers often use it as a way to pose ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting ...
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