Are These the Worst Office Productivity Killers?


Here's something you probably haven't realized for the past 13 days: It's Time Management Month! That's right, February has been officially designated by some as the time of year we should all pause, look inward and reflect on how best to manage our time.
But as anyone who works in an Internet-connected office knows, managing your time at work can be a major challenge. There's Twitter over here. Facebook over there. That hilarious new viral video on YouTube. Not to mention the Reddit rabbit hole. Then email, text messaging ... the list goes on and on. So what are the worst office productivity killers?
The website OfficeTime.net recently ran a survey to find out. It polled "small business owners, freelancers and other professionals" from around the world to find their main time sucks. The sample size is quite small at just 600 people, but OfficeTime's findings ring true enough that they seem worth sharing.
Here's the list, with the corresponding percentages representing how many respondents spend "between one and two hours each day" on a given time-killing activity:
There's certainly a strong digital presence on this list, reaffirming that the incredible efficiencies brought by technology have come with some side costs.
What's your biggest work productivity killer? Let us know in the comments.

Twitter Loads Ad Center With More Data


Twitter released an update to its Ads center Wednesday to help advertisers optimize live campaigns and get a more accurate measure of their reach.
Here's what's new, per Christopher Golda, Twitter's product manager of revenue:
1. Improved campaign analytics. Previously, advertisers  could only track engagement on Promoted Tweets they paid for. Now they can measure their earned reach as well.
2. More granular breakdowns in campaign targeting. "Regardless of how a campaign is set up, advertisers will have a clear understanding of how different targetable audience segments engage with Promoted Tweet and Promoted Account campaigns — by device, location, gender and interest," writes Golda. The aim is to help advertisers tweak campaigns to improve their performance. If an advertiser notices his campaign is performing better in a certain geographic location, he can modify it to target users in that area, for example. An advertiser will be able to see the same data for earned (i.e. non-paid) engagement as well.

10 Dogs That Watch Way Too Much TV


Dogs like TV too. That's the conclusion we've come to after viewing compelling video evidence over on YouTube. Whether it's Boxers addicted to Family Guy or Golden Retrievers with a penchant for the Air Bud franchise, we have collected some convincing clips that prove just how much our four

Iron Man 3 Footage Exposes Tony Stark's


Billionaire bad boy Tony Stark melts down in front of paparazzi — exposing his home address and destroying a journalist's phone before speeding off inside a spiffy ride — in this fresh Iron Man 3 video released Friday.
The man behind the Iron Man armor wants "good old-fashioned revenge" against the villain the Mandarin, who is hellbent on ruining Stark's personal life.
"I'm not afraid of you," Stark, played by Robert Downey Jr., warns the Mandarin. "I know you're a coward. So I decided you just die, pal. I'm going to come get the body."
Iron Man 3 stars Downey Jr. Gwyneth Paltrow, Don Cheadle, Guy Pearce, Rebecca Hall, Stephanie Szostak, James Badge Dale, Jon Favreau and Ben Kingsley.

Twitter Chuckles Over Facebook's Chat Heads



Facebook announced a new method of mobile messaging Thursday: A system where users can send and receive messages within other apps as to not disrupt their general workflow.
The name of this visionary technology? Chat heads.
(Pause for reaction.)
Of course, the Twitterverse instantly went to work questioning Mark Zuckerberg's sanity for approving the odd name.
Putting aside the awkward name — just for a minute, don't fret — we also paused wearily when learning that this new tech allows users to "flick" or "throw away" chat heads to dismiss their friends' messages. This only leaves us to wonder, what social ramifications are to come after literally swatting our friends away?
We'll leave the commentary and speculation to the Twitter comedians:

The 8 Incredibly Gross Powers Superman

Superman is an American fictional character, a comic book superhero who appears in comic books published by DC Comics. He is widely considered to be an American cultural icon. The character was created by writer Jerry Siegel and artist Joe Shuster in 1932 while both were living in Cleveland, Ohio and sold to Detective Comics, Inc. (later DC Comics) in 1938. Superman first appeared in Action Comics  (June 1938) and subsequently appeared in various radio serials, television programs, films, newspaper strips, and video games. With the success of his adventures, Superman helped to create the superhero genre and establish its primacy within the American comic book. The character's appearance is distinctive and iconic: a blue, red and yellow costume, complete with cape, with a stylized "S" shield on his chest.] This shield is typically used across media to symbolize the character. The origin story of Superman relates that he was born Kal-El on the planet Krypton, before being rocketed to Earth as an infant by his scientist father Jor-El, moments before Krypton's destruction. Discovered and adopted by a Kansas farmer and his wife, the child is raised as Clark Kent and imbued with a strong moral compass. Very early he started to display superhuman abilities, which upon reaching maturity he resolved to use them for the benefit of humanity. Superman has fascinated scholars, with cultural theorists, commentators, and critics alike exploring the character's impact and role in the United States and the rest of the world. Umberto Eco discussed the mythic qualities of the character in the early 1960s, and Larry Niven has pondered the implications of a sexual relationship involving the character.[9] The character's ownership has often been the subject of dispute, with Siegel and Shuster twice suing for the return of legal ownership. Superman placed first on IGN's Top 100 Comic Book Heroes in May 2011

FIFA 13 review: Total football, or an own goal?


A fine balance trembles at the heart of every sports game. It’s a constant, fiddly calibration to make a game that feels authentic yet also fun and accessible to play. Lean towards the former, and the experience could be as dreary as an afternoon sat on the damp terraces of Grimsby Town; favour the latter, and you might create fantastical fun but soon it’ll feel cheap and unearned.
Saying that, sport is a world in which the fantastical frequently comes to pass. Headlines can’t be written. Tiny Davids slay gigantic franchises. And the reason for these unbelievable headlines? Unpredictability. It’s one of the key innovations of FIFA 13. It’s a risky, potentially game-breaking change, resulting in frustration and irritation, but those of both part of football. Thankfully, the balance is spot-on.
This unpredictability is at its most obvious when it comes to first-touch controls. Your players are no longer endowed with supernatural skill when it comes to taking balls out of the air or running onto passes at speed. If you don’t use your skill, there’s a pretty good chance they’ll fumble the ball and lose possession.
It makes the game immediately less accessible. You’ll groan when your player takes a heavy touch when you’re through on goal, but that’s something which happens every week in the
best leagues around the world. Yet it never becomes game-breaking or frustrating, and this is thanks to a rationale behind it all. Several factors conspire to determine the quality of your first-touch: speed of the pass, spin on the ball, the speed and relative skill of the player receiving it. Over time, you’ll come to learn how to improve your first-touch – for instance, don’t run on to a pass at full speed, or perhaps knock it on using the right analogue so you don’t have to take you finger off sprint.
This isn’t the only gameplay innovation. Last year defending was a focus for change with the introduction of ‘Tactical Defending’. FIFA 13 concentrates on improving your attacking options. Dribbling has learnt from recent FIFA spinoff FIFA Street, and has incorporated it’s free dribbling mechanic, which allows the player to have tighter control of the ball when you hold down both triggers. It takes a while to meld this with varying your pace on the ball and using precision dribbling (introduced last year) but once you learn how to use them in tandem, it become useful for skipping past players on the wings. But again the balancing seems right. Using this tighter dribbling mechanic doesn’t ensure that you’ll beat your man but used in the right context it can be extremely useful.

Time to renew your season ticket.

→ September 20, 2012 A fine balance trembles at the heart of every sports game. It’s a constant, fiddly calibration to make a game that feels authentic yet also fun and accessible to play. Lean towards the former, and the experience could be as dreary as an afternoon sat on the damp terraces of Grimsby Town; favour the latter, and you might create fantastical fun but soon it’ll feel cheap and unearned.
Saying that, sport is a world in which the fantastical frequently comes to pass. Headlines can’t be written. Tiny Davids slay gigantic franchises. And the reason for these unbelievable headlines? Unpredictability. It’s one of the key innovations of FIFA 13. It’s a risky, potentially game-breaking change, resulting in frustration and irritation, but those of both part of football. Thankfully, the balance is spot-on.
This unpredictability is at its most obvious when it comes to first-touch controls. Your players are no longer endowed with supernatural skill when it comes to taking balls out of the air or running onto passes at speed. If you don’t use your skill, there’s a pretty good chance they’ll fumble the ball and lose possession.
It makes the game immediately less accessible. You’ll groan when your player takes a heavy touch when you’re through on goal, but that’s something which happens every week in the

FIFA Soccer 13

September 25, 2012
FIFA 2013 captures all the drama and unpredictability of real-world football. This year, the game creates a true battle for possession across the entire pitch, and delivers freedom and creativity in attack.
best leagues around the world. Yet it never becomes game-breaking or frustrating, and this is thanks to a rationale behind it all. Several factors conspire to determine the quality of your first-touch: speed of the pass, spin on the ball, the speed and relative skill of the player receiving it. Over time, you’ll come to learn how to improve your first-touch – for instance, don’t run on to a pass at full speed, or perhaps knock it on using the right analogue so you don’t have to take you finger off sprint.
This isn’t the only gameplay innovation. Last year defending was a focus for change with the introduction of ‘Tactical Defending’. FIFA 13 concentrates on improving your attacking options. Dribbling has learnt from recent FIFA spinoff FIFA Street, and has incorporated it’s free dribbling mechanic, which allows the player to have tighter control of the ball when you hold down both triggers. It takes a while to meld this with varying your pace on the ball and using precision dribbling (introduced last year) but once you learn how to use them in tandem, it become useful for skipping past players on the wings. But again the balancing seems right. Using this tighter dribbling mechanic doesn’t ensure that you’ll beat your man but used in the right context it can be extremely useful.
Attacking has also been improved by revamped offensive AI. When going forward, you’ll have more support with your teammates making intelligent runs off the ball, even curving their runs to stay onside. It’s most noticeable when you’re on the break. A player will tear down the opposite flank, or run in between defenders, screaming for a pass to played. It makes games more exciting and open, letting you score goals that you simply couldn’t before due to a lack of movement.
The whole game feels more physical, too. The Player Impact Engine – one of last year’s marquee features – has been tightened up, and I haven’t experienced any of the awkward, often humorous collisions that it occasionally produced it FIFA 12. This feeling of physicality, of brawn and weight to players, comes mainly from the fact that the ball no longer feels magnetised to the player in possession. Players can collide and jostle with each other as they chase free balls. When you’re in defence, and receive the ball, you’re more inclined to punt into to row Z for fear of taking a bad touch and the striker breathing down your neck. While improved attacking AI makes games more fluid, the added physicality can also make them scrappy affairs at times, with passages of play in which neither team can really dominate possession. The combination of these two elements introduces the variety you would expect in the real-world game.
Graphically, FIFA 13 isn’t a huge improvement on its immediate predecessor. But it does benefit considerably from new contextual animations – basically, players recover from challenges and react in situations as they would in real life – sliding to keep a ball in play, for instance. It just helps sell the illusion that little bit more.
The changes this year aren’t as bombastic as last year’s headline features but they definitely not the product of restless tinkering. While FIFA 12 is still fun if you go back to it after playing 13 for a decent amount of time, play genuinely feels more restrictive and slightly mechanical in retrospect.
FIFA 13 is extremely generous to those who want a more committed football experience, not just a quick kick-around. It’s a game swollen with content. Be A Pro, Ultimate Team, Tournaments from around the world… It’s still all there. And there’s even more this year. Skill Games are a really fun addition, covering all the fundamentals of the game, from crossing to passing to shooting. It even lets you get up to speed with the game’s new tactical free kicks, in which you can use decoy runners. Each discipline has different bronze, silver, and gold challenges. They’re not much a teaching aid, however, more an opportunity to practice and commit key skills to muscle memory. Once you’ve earned your stripes, a ‘Skill Challenge’ is unlocked for that discipline allowing you to post a high score to share with your friends.
Want to see more of the Skill Games? Watch them all in the IGN FIFA 13 Wiki.
It’s worth mentioning that FIFA 13 incorporates motion controls with varying degrees of success. Kinect works well. It’s been implemented unobtrusively and in a way that makes sense. You’re now both player – controller in hands – and manager, barking orders and tactics from the side-lines of your sofa. You can switch tactics during a match. Preset commands initiate strategic changes such as switching wingers. You can also map key motivational phrases – “We need to win this” – to prompt a combination of tweaks to formation, mentality and so on. Substitutions can be made using Kinect but this is where it gets a little messy to use mid-game. Say ‘substitute’ and you’ll have to drill down through a series if menus in the corner in order to make the right switch. It’s too distracting to use during a tightly-contested match and probably best saved for when the ball goes out of play.
PlayStation Move, however, is incorporated less elegantly and less successfully. You use a Move wand to move your players around the pitch and point to where they should be passing the ball. It’s difficult to pick up and having the colourful arrows used for aiming the Move controller frantically buzzing around the screen really undermines the illusion of the real game that FIFA strives towards creating.
Presentation is slick and superb as you’d come to expect. It does a good job of aping the bombastic style of Sky Sports, with dazzling idents and having additional sideline commentary giving you updates about injuries during matches.

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