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<News hasArchived="true" page="8332" pageCount="10732" pageSize="10" timestamp="Fri, 24 Jul 2026 04:26:20 -0400" url="https://my3.my.umbc.edu/posts.xml?page=8332">
<NewsItem contentIssues="true" id="35365" important="false" status="posted" url="https://my3.my.umbc.edu/posts/35365">
<Title>Nick Offerman Tickets on Sale!</Title>
<Tagline>Ron Swanson from "Parks &amp; Rec"</Tagline>
<Body>
<![CDATA[
    <div class="html-content">Tickets are available at the CIC and are only $12! T<span>he first 200 tickets sold at the CIC grant the holder access to EARLY ENTRY TO THE SHOW and any ticket purchased the first day of sales is entered into a raffle for a MEET &amp; GREET!</span>
    </div>
]]>
</Body>
<Summary>Tickets are available at the CIC and are only $12! The first 200 tickets sold at the CIC grant the holder access to EARLY ENTRY TO THE SHOW and any ticket purchased the first day of sales is...</Summary>
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<Sponsor>Campus Information Center (CIC)</Sponsor>
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<PostedAt>Mon, 09 Sep 2013 13:01:49 -0400</PostedAt>
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<NewsItem contentIssues="true" id="35366" important="false" status="posted" url="https://my3.my.umbc.edu/posts/35366">
<Title>The new iPhone is rumored to have fingerprint authentication - but will that mak...</Title>
<Body>
<![CDATA[
    <div class="html-content">The new iPhone is rumored to have fingerprint authentication - but will that make it easier to hack? (via <a href="/profile.php?id=19440638720" title="To tag someone, type @ and then the friend's name" rel="nofollow external" class="bo">WIRED</a>)<br><br><a href="http://www.facebook.com/l.php?u=http%3A%2F%2Fwww.wired.com%2Fopinion%2F2013%2F09%2Fwhat-if-apples-new-phone-has-fingerprint-authentication%2F&amp;h=CAQH2B8Ad&amp;s=1" title="" rel="nofollow external" class="bo"><img src="https://fbexternal-a.akamaihd.net/safe_image.php?d=AQBUDhRkSvRnW98d&amp;w=154&amp;h=154&amp;url=http%3A%2F%2Fwww.wired.com%2Fopinion%2Fwp-content%2Fuploads%2F2013%2F09%2Ffinger_print_f.jpg" alt="" style="max-width: 100%; height: auto;"></a><br><a href="http://www.facebook.com/l.php?u=http%3A%2F%2Fwww.wired.com%2Fopinion%2F2013%2F09%2Fwhat-if-apples-new-phone-has-fingerprint-authentication%2F&amp;h=BAQHYCIkJ&amp;s=1" rel="nofollow external" class="bo">If the New iPhone Has Fingerprint Authentication, Can It Be Hacked? | Wired Opinion | Wired.com</a><br><a href="http://www.wired.com">www.wired.com</a><br>Apple would be smart to add biometric technology to the iPhone. Fingerprint authentication is a good balance between convenience and security for a mobile device. But the reality isn’t that simple.</div>
]]>
</Body>
<Summary>The new iPhone is rumored to have fingerprint authentication - but will that make it easier to hack? (via WIRED)   If the New iPhone Has Fingerprint Authentication, Can It Be Hacked? | Wired...</Summary>
<Website>http://www.facebook.com/umbctraining/posts/10151567683336076</Website>
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<PostedAt>Mon, 09 Sep 2013 13:00:00 -0400</PostedAt>
<EditAt>Mon, 09 Sep 2013 13:00:00 -0400</EditAt>
</NewsItem>

<NewsItem contentIssues="true" id="35364" important="false" status="posted" url="https://my3.my.umbc.edu/posts/35364">
<Title>Fall Semester&#8212;Revisiting Discussions About College Drinking</Title>
<Tagline>How Parents Can Help</Tagline>
<Body>
<![CDATA[
    <div class="html-content">
    <span>As the fall semester begins, parents can use this important time to help prepare their college-age sons and daughters by talking with them about the consequences of excessive drinking. </span><div><span><br></span></div>
    <div>
    <span>For parents who want to talk to their college-age sons and daughters about the consequences of college drinking, a variety of helpful resources are available from </span><span> </span><span>National Institute on Alcohol Abuse and Alcoholism (NIAAA). </span>
    </div>
    <div><span><br></span></div>
    <div><span>Check out the full story here! </span></div>
    </div>
]]>
</Body>
<Summary>As the fall semester begins, parents can use this important time to help prepare their college-age sons and daughters by talking with them about the consequences of excessive drinking.     For...</Summary>
<Website>http://pubs.niaaa.nih.gov/publications/CollegeFactSheet/back_to_collegeFact.htm?utm_source=Copy+of+NCSSLE+Vol+1%2C+Issue+2&amp;utm_campaign=e-Digest+Vol+1+Issue+2&amp;utm_medium=email</Website>
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<Group token="retired-420">UMBC Family Connection </Group>
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<PostedAt>Mon, 09 Sep 2013 12:58:43 -0400</PostedAt>
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<NewsItem contentIssues="true" id="35374" important="false" status="posted" url="https://my3.my.umbc.edu/posts/35374">
<Title>DealBook: Icahn Calls Off Fight Over Dell&#8217;s Sale</Title>
<Body>
<![CDATA[
    <div class="html-content">After months of fighting and a seemingly inexhaustible stream of sharp-tongued letters, Carl C. Icahn is ending his battle against Dell’s proposed sale to its founder.<br><div><table border="0"><tbody><tr><td>
    <a href="http://share.feedsportal.com/share/twitter/?u=http%3A%2F%2Fdealbook.nytimes.com%2F2013%2F09%2F09%2Ficahn-calls-off-fight-over-dells-sale%2F%3Fpartner%3Drss%26emc%3Drss&amp;t=DealBook%3A+Icahn+Calls+Off+Fight+Over+Dell%E2%80%99s+Sale" rel="nofollow external" class="bo"><img src="http://res3.feedsportal.com/social/twitter.png" style="max-width: 100%; height: auto;"></a> <a href="http://share.feedsportal.com/share/facebook/?u=http%3A%2F%2Fdealbook.nytimes.com%2F2013%2F09%2F09%2Ficahn-calls-off-fight-over-dells-sale%2F%3Fpartner%3Drss%26emc%3Drss&amp;t=DealBook%3A+Icahn+Calls+Off+Fight+Over+Dell%E2%80%99s+Sale" rel="nofollow external" class="bo"><img src="http://res3.feedsportal.com/social/facebook.png" style="max-width: 100%; height: auto;"></a> <a href="http://share.feedsportal.com/share/linkedin/?u=http%3A%2F%2Fdealbook.nytimes.com%2F2013%2F09%2F09%2Ficahn-calls-off-fight-over-dells-sale%2F%3Fpartner%3Drss%26emc%3Drss&amp;t=DealBook%3A+Icahn+Calls+Off+Fight+Over+Dell%E2%80%99s+Sale" rel="nofollow external" class="bo"><img src="http://res3.feedsportal.com/social/linkedin.png" style="max-width: 100%; height: auto;"></a> <a href="http://share.feedsportal.com/share/gplus/?u=http%3A%2F%2Fdealbook.nytimes.com%2F2013%2F09%2F09%2Ficahn-calls-off-fight-over-dells-sale%2F%3Fpartner%3Drss%26emc%3Drss&amp;t=DealBook%3A+Icahn+Calls+Off+Fight+Over+Dell%E2%80%99s+Sale" rel="nofollow external" class="bo"><img src="http://res3.feedsportal.com/social/googleplus.png" style="max-width: 100%; height: auto;"></a> <a href="http://share.feedsportal.com/share/email/?u=http%3A%2F%2Fdealbook.nytimes.com%2F2013%2F09%2F09%2Ficahn-calls-off-fight-over-dells-sale%2F%3Fpartner%3Drss%26emc%3Drss&amp;t=DealBook%3A+Icahn+Calls+Off+Fight+Over+Dell%E2%80%99s+Sale" rel="nofollow external" class="bo"><img src="http://res3.feedsportal.com/social/email.png" style="max-width: 100%; height: auto;"></a>
    </td></tr></tbody></table></div>
    <br><br><a href="http://da.feedsportal.com/r/173608738190/u/0/f/640387/c/34625/s/310261aa/rc/1/rc.htm" rel="nofollow external" class="bo"><img src="http://da.feedsportal.com/r/173608738190/u/0/f/640387/c/34625/s/310261aa/rc/1/rc.img" style="max-width: 100%; height: auto;"></a><br><a href="http://da.feedsportal.com/r/173608738190/u/0/f/640387/c/34625/s/310261aa/rc/2/rc.htm" rel="nofollow external" class="bo"><img src="http://da.feedsportal.com/r/173608738190/u/0/f/640387/c/34625/s/310261aa/rc/2/rc.img" style="max-width: 100%; height: auto;"></a><br><a href="http://da.feedsportal.com/r/173608738190/u/0/f/640387/c/34625/s/310261aa/rc/3/rc.htm" rel="nofollow external" class="bo"><img src="http://da.feedsportal.com/r/173608738190/u/0/f/640387/c/34625/s/310261aa/rc/3/rc.img" style="max-width: 100%; height: auto;"></a><br><br><a href="http://da.feedsportal.com/r/173608738190/u/0/f/640387/c/34625/s/310261aa/a2.htm" rel="nofollow external" class="bo"><img src="http://da.feedsportal.com/r/173608738190/u/0/f/640387/c/34625/s/310261aa/a2.img" style="max-width: 100%; height: auto;"></a>
    </div>
]]>
</Body>
<Summary>After months of fighting and a seemingly inexhaustible stream of sharp-tongued letters, Carl C. Icahn is ending his battle against Dell’s proposed sale to its founder.      </Summary>
<Website>http://dealbook.nytimes.com/2013/09/09/icahn-calls-off-fight-over-dells-sale/?partner=rss&amp;emc=rss</Website>
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<Tag>mergers-acquisitions-and-divestitures</Tag>
<Tag>mergers-and-acquisitions</Tag>
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<PostedAt>Mon, 09 Sep 2013 12:42:27 -0400</PostedAt>
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<NewsItem contentIssues="true" id="35384" important="false" status="posted" url="https://my3.my.umbc.edu/posts/35384">
<Title>Google Makes New Offer to Settle Its European Union Antitrust Case</Title>
<Body>
<![CDATA[
    <div class="html-content">The Internet giant said it made a second attempt to settle an antitrust inquiry it faces in Europe over accusations that it abuses its dominance in Internet search and advertising.<br><div><table border="0"><tbody><tr><td>
    <a href="http://share.feedsportal.com/share/twitter/?u=http%3A%2F%2Fwww.nytimes.com%2F2013%2F09%2F10%2Ftechnology%2Fgoogle-makes-new-offer-in-european-antitrust-case.html%3Fpartner%3Drss%26emc%3Drss&amp;t=Google+Makes+New+Offer+to+Settle+Its+European+Union+Antitrust+Case" rel="nofollow external" class="bo"><img src="http://res3.feedsportal.com/social/twitter.png" style="max-width: 100%; height: auto;"></a> <a href="http://share.feedsportal.com/share/facebook/?u=http%3A%2F%2Fwww.nytimes.com%2F2013%2F09%2F10%2Ftechnology%2Fgoogle-makes-new-offer-in-european-antitrust-case.html%3Fpartner%3Drss%26emc%3Drss&amp;t=Google+Makes+New+Offer+to+Settle+Its+European+Union+Antitrust+Case" rel="nofollow external" class="bo"><img src="http://res3.feedsportal.com/social/facebook.png" style="max-width: 100%; height: auto;"></a> <a href="http://share.feedsportal.com/share/linkedin/?u=http%3A%2F%2Fwww.nytimes.com%2F2013%2F09%2F10%2Ftechnology%2Fgoogle-makes-new-offer-in-european-antitrust-case.html%3Fpartner%3Drss%26emc%3Drss&amp;t=Google+Makes+New+Offer+to+Settle+Its+European+Union+Antitrust+Case" rel="nofollow external" class="bo"><img src="http://res3.feedsportal.com/social/linkedin.png" style="max-width: 100%; height: auto;"></a> <a href="http://share.feedsportal.com/share/gplus/?u=http%3A%2F%2Fwww.nytimes.com%2F2013%2F09%2F10%2Ftechnology%2Fgoogle-makes-new-offer-in-european-antitrust-case.html%3Fpartner%3Drss%26emc%3Drss&amp;t=Google+Makes+New+Offer+to+Settle+Its+European+Union+Antitrust+Case" rel="nofollow external" class="bo"><img src="http://res3.feedsportal.com/social/googleplus.png" style="max-width: 100%; height: auto;"></a> <a href="http://share.feedsportal.com/share/email/?u=http%3A%2F%2Fwww.nytimes.com%2F2013%2F09%2F10%2Ftechnology%2Fgoogle-makes-new-offer-in-european-antitrust-case.html%3Fpartner%3Drss%26emc%3Drss&amp;t=Google+Makes+New+Offer+to+Settle+Its+European+Union+Antitrust+Case" rel="nofollow external" class="bo"><img src="http://res3.feedsportal.com/social/email.png" style="max-width: 100%; height: auto;"></a>
    </td></tr></tbody></table></div>
    </div>
]]>
</Body>
<Summary>The Internet giant said it made a second attempt to settle an antitrust inquiry it faces in Europe over accusations that it abuses its dominance in Internet search and advertising.      </Summary>
<Website>http://www.nytimes.com/2013/09/10/technology/google-makes-new-offer-in-european-antitrust-case.html?partner=rss&amp;emc=rss</Website>
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<Tag>antitrust-laws-and-competition-issues</Tag>
<Tag>european-commission</Tag>
<Tag>google-inc-goog-nasdaq</Tag>
<Tag>microsoft-corporation-msft-nasdaq</Tag>
<Tag>new</Tag>
<Tag>online-advertising</Tag>
<Tag>search-engines</Tag>
<Tag>technology</Tag>
<Tag>york</Tag>
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<PostedAt>Mon, 09 Sep 2013 12:36:40 -0400</PostedAt>
<EditAt>Mon, 09 Sep 2013 12:36:40 -0400</EditAt>
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<NewsItem contentIssues="false" id="35362" important="false" status="posted" url="https://my3.my.umbc.edu/posts/35362">
<Title>Fall 2013 Rush Schedule</Title>
<Tagline>We hope to see you come out to these events</Tagline>
<Body>
<![CDATA[
    <div class="html-content">Hey everybody, here is the schedule of events for Triangle Fraternity's Fall 2013 Rush Week:<div><br></div>
    <div>
    <div>
    <span><span>Monday</span></span> (the 9th)- INFO session <span><span>noon-1pm</span></span>: Breezeway</div>
    <div>
    <span><span>Monday</span></span> Social- <span><span>6-8pm</span></span>: student org room</div>
    <div><br></div>
    <div>
    <span><span>Tuesday</span></span> Game Night <span><span>6-8pm</span></span>: student org room</div>
    <div>    </div>
    <div><br></div>
    <div>Wed Croquet Game <span><span>Noon-1pm</span></span>: Erickson Field</div>
    <div>     </div>
    <div><br></div>
    <div>Thurs Retro Video Game Night <span><span>6-8pm</span></span>: TBA</div>
    <div><br></div>
    <div>Friday  Poker Night <span><span>6-8PM</span></span>: Student orgs</div>
    </div>
    <div><br></div>
    <div>Saturday- Invite Only</div>
    </div>
]]>
</Body>
<Summary>Hey everybody, here is the schedule of events for Triangle Fraternity's Fall 2013 Rush Week:     Monday (the 9th)- INFO session noon-1pm: Breezeway  Monday Social- 6-8pm: student org room...</Summary>
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<PostedAt>Mon, 09 Sep 2013 12:35:02 -0400</PostedAt>
<EditAt>Mon, 09 Sep 2013 12:36:02 -0400</EditAt>
</NewsItem>

<NewsItem contentIssues="false" id="35360" important="false" status="posted" url="https://my3.my.umbc.edu/posts/35360">
<Title>Don't forget to sign up for a  iCubed Team Study Groups mtg!</Title>
<Tagline>Details: http://my.umbc.edu/groups/icubedstudygroups3/events</Tagline>
<Body>
<![CDATA[
    <div class="html-content">
    <span>Attention:  Team Study Groupers!</span><div><span><br></span></div>
    <div>
    <span>The Fall Team Study Groups meeting has been scheduled.  </span><span>To accomodate everyone's schedules, this meeting will be offered at 3 times (all held in UC115D):</span>
    </div>
    <div><br></div>
    <div>- September 11th from <span>12-12:50pm</span>
    </div>
    <div>- September 12th from <span>1:30 - 2:20pm </span>
    </div>
    <div>- September 13th from <span>12-12:50pm</span>
    </div>
    <div><br></div>
    <div>Please plan to attend ONE of these meetings by choosing the day &amp; time that fits your schedule.  Visit the "Events" page to sign for a meeting (Just so that I can bring the appropriate amount of materials). Do not hesitate to contact me if there are any questions or concerns.</div>
    <div><br></div>
    <div>TMF</div>
    </div>
]]>
</Body>
<Summary>Attention:  Team Study Groupers!    The Fall Team Study Groups meeting has been scheduled.  To accomodate everyone's schedules, this meeting will be offered at 3 times (all held in UC115D):     -...</Summary>
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<Sponsor>iCubed Cohort 3: Team Study Groups</Sponsor>
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<PostedAt>Mon, 09 Sep 2013 12:14:27 -0400</PostedAt>
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<NewsItem contentIssues="true" id="35359" important="false" status="posted" url="https://my3.my.umbc.edu/posts/35359">
<Title>Akosua Osei-Tutu receives competitive NIH Scholarship!</Title>
<Body>
<![CDATA[
    <div class="html-content">
    <p><span>Please join the Honors College in congratulating our very own<strong> </strong></span><span>Honors College student, <strong>Akosua Osei-Tutu, </strong>who
    has recently received a scholarship from the </span><span>National Institutes of Health (NIH)
    Undergraduate Scholarship Program (UGSP). </span></p>
    <p><span>NIH UGSP offers competitive
    scholarships to students from disadvantaged backgrounds who are committed
    to careers in biomedical, behavioral, and social science health-related
    research. </span></p>
    
    <p><span>The program offers:</span></p>
    
    <p><span>·<span>        
    </span></span><span>Scholarship support (up to $20,000
    per academic year in tuition)</span></p>
    
    <p><span>·<span>        
    </span></span><span>Paid research training at the NIH
    during the summer</span></p>
    
    <p><span>·<span>        
    </span></span><span>Paid employment and training at the
    NIH after graduation</span></p>
    
    <p><span> </span></p>
    
    <p><span>Akosua plans on
    conducting research in the field of neuro-oncology or leukemia.</span></p>
    
    <p><span> </span></p>
    
    <p><span>Congratulations
    Akosua! We are so proud of you. </span><span></span></p>
    </div>
]]>
</Body>
<Summary>Please join the Honors College in congratulating our very own Honors College student, Akosua Osei-Tutu, who has recently received a scholarship from the National Institutes of Health (NIH)...</Summary>
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<Sponsor>Honors College</Sponsor>
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<PostedAt>Mon, 09 Sep 2013 11:55:23 -0400</PostedAt>
<EditAt>Wed, 05 Jul 2023 10:34:29 -0400</EditAt>
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<NewsItem contentIssues="false" id="35358" important="false" status="posted" url="https://my3.my.umbc.edu/posts/35358">
<Title>CFP: Communicating science visually in the digital age</Title>
<Tagline>Special issue of Science Communication</Tagline>
<Body>
<![CDATA[
    <div class="html-content">Call for papers for a special issue of Science Communication: Linking<br>Theory and Practice<br><br>The recent advent of new communication and representation tools and<br>technologies has created a myriad of new potentialities and new realities<br>in the creation and dissemination of science visuals, both within and<br>outside of the scientific disciplines. This trend has also raised<br>questions about the use and impact of these visuals. Science visuals have<br>progressed beyond simple tables and graphs to include digitized<br>schematics and simulations, interactive computer graphics, and even video<br>games, in addition to film, video, and photographic treatments.<br>Computerization gives the creator new power to shape representations and<br>thus invite new interpretations of information. In this call we intend<br>the term visualization to include any kind of representation that relies<br>on “pictures” (broadly defined) rather than solely on language, text, or<br>numbers.<br><br>Visuals can both provide an entry point to science for people without<br>scientific training but also trivialize or confuse people about science<br>through the range of possible interpretations of imagery.   They may also<br>encourage creative thinking within science. This special issue will bring<br>together research that considers the changes in science visualization<br>considered across a variety of disciplines to encourage synergy among<br>divergent approaches and provide a resource for communication, teaching,<br>and future research.<br><br>This special issue will focus on whether and how visuals and<br>visualization technologies (old and new) and the broader access that they<br>may provide are affecting science communication.  Questions to be<br>addressed include how science is represented visually, how visuals<br>influence public perceptions and understandings of science, and what is<br>ultimately the impact of new science visualization technologies both<br>within the disciplines and in the public sphere.  Papers can address such<br>topics as:<br>• the impact of visualization techniques and technologies on public<br>understanding/perceptions<br>• the ethics of visual science communication<br>• how scientific results are represented using new visualization<br>technologies, along with the implications of these representations<br>• visual metaphors, rhetoric, and framing in science visualization<br>• the changing use of visuals within science disciplines and what this means<br>• the use of iconic science imagery and its effects on emotion and public<br>perception<br>• power issues related to the use of visuals and the public accessibility<br>of science<br>• visuals and their reception in the science museum/center and/or other<br>particular contexts<br><br>This is not intended to be an exhaustive list but only a starting point.<br>Theory-based papers with an empirical or analytical focus and using any<br>quantitative or qualitative methodology will be considered.  All papers<br>submitted will be subject to a rigorous and competitive peer review<br>process.<br><br>Papers are due <span><span>April 1, 2014</span></span> for publication likely in late 2014 or early<br>2015.  Earlier submissions are very strongly encouraged. Mention the<br>special issue in your cover letter. Papers should follow the Science<br>Communication guidelines for length and format; submit at<br><a href="http://mc.manuscriptcentral.com/sc" rel="nofollow external" class="bo">mc.manuscriptcentral.com/sc</a>.  Our ideal manuscript is between 7000 and<br>9000 words, inclusive of notes, references, and other material.<br>Additional guidelines can be found at <a href="http://scx.sagepub.com/" rel="nofollow external" class="bo">scx.sagepub.com</a>. Queries regarding<br>the special issue can be addressed to guest editor Mary Nucci at<br><a href="mailto:mnucci@rutgers.edu" rel="nofollow external" class="bo">mnucci@rutgers.edu</a> or to the journal’s editor, Susanna Priest, at<br><a href="mailto:editorscicom@gmail.com" rel="nofollow external" class="bo">editorscicom@gmail.com</a>.</div>
]]>
</Body>
<Summary>Call for papers for a special issue of Science Communication: Linking Theory and Practice  The recent advent of new communication and representation tools and technologies has created a myriad of...</Summary>
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<NewsItem contentIssues="true" id="35361" important="false" status="posted" url="https://my3.my.umbc.edu/posts/35361">
<Title>The Beginner&#8217;s Guide to three.js</Title>
<Body>
<![CDATA[
    <div class="html-content">
    <p>In this step-by-step guide, we’re going to create a 3D version of the Treehouse logo using three.js, which is a 3D graphics framework built on top of WebGL. Click and drag your mouse to orbit the camera! You can also use your mousewheel to zoom in and out.</p>
    <p><a href="http://treehouse-code-samples.s3.amazonaws.com/threejs_logo_example/index.html" rel="nofollow external" class="bo">See the Demo</a>   <a href="http://treehouse-code-samples.s3.amazonaws.com/threejs_logo_example/threejs_logo_example.zip" rel="nofollow external" class="bo">Download the Code</a>   <a href="http://codepen.io/nickpettit/pen/HlCem" rel="nofollow external" class="bo">View on CodePen</a></p>
    <p><em>Note: You’ll need the desktop version of either Chrome, Firefox, or Safari. See <a href="#BrowserCompatibility" rel="nofollow external" class="bo">browser compatibility</a> below.</em></p>
    <p><a href="http://treehouse-code-samples.s3.amazonaws.com/threejs_logo_example/index.html" rel="nofollow external" class="bo"><img alt="The Treehouse logo rendered using three.js" src="http://blog.teamtreehouse.com/wp-content/uploads/2013/09/treehouse_logo_3d.png" width="1520" height="720" style="max-width: 100%; height: auto;"></a><br>
    3D graphics can be difficult, especially <a href="http://blog.teamtreehouse.com/3d-in-the-browser-webgl-versus-css-3d-transforms" rel="nofollow external" class="bo">3D in the browser</a>. Frameworks like <a href="http://threejs.org/" rel="nofollow external" class="bo">three.js</a> make it a bit easier, but the official documentation is still under construction and there are a few quirks that can stop beginners from ever getting started. If you’re new to 3D, this guide will help you get started.</p>
    <p>Even though three.js might look complex at first, it would actually take even <em>more</em> code to write the same thing in pure WebGL, mostly because we’d need to write a rendering engine. All the heavy lifting is done with three.js without sacrificing much flexibility.</p>
    <h2>Browser Compatibility</h2>
    <p>For this tutorial, you’ll need the desktop version of either Chrome, Firefox, or Safari. Unfortunately, WebGL doesn’t work on mobile browsers yet, and it won’t be available in Internet Explorer until version 11.</p>
    <p>Also, if you’re using Safari, you need to enable WebGL first. Here’s how to enable WebGL in Safari:<em><br>
    </em></p>
    <ol>
    <li>Open the <strong>Preferences</strong> menu.</li>
    <li>Click on the <strong>Advanced</strong> tab.</li>
    <li>Click the checkbox that says <strong>Show Develop menu in menu bar</strong>.</li>
    <li>Open the <strong>Develop</strong> menu from the menu bar and select <strong>Enable WebGL</strong>.</li>
    </ol>
    <p>Here’s the <a href="http://caniuse.com/#search=webgl" rel="nofollow external" class="bo">caniuse.com matrix for WebGL compatibility</a>. Hopefully support will pick up in the future, because this is a really cool technology!</p>
    <h2>Getting Started</h2>
    <h3>Download three.js</h3>
    <p>Head over to <a href="http://threejs.org/" rel="nofollow external" class="bo">http://threejs.org/</a> and click the “Download” link on the left side of your screen. Once the zip has finished downloading, open it up and go to the <strong>build</strong> folder. Inside, you’ll find a file called <strong>three.min.js</strong> and, if you’re following along, you should copy this file into your local development directory.</p>
    <p>For this tutorial, you’ll also need a file called <strong>OrbitControls.js</strong> which is included in the three.js download. Here’s the file path:</p>
    <p><code> threejs folder &gt; <strong>examples</strong> &gt; <strong>js</strong> &gt; <strong>controls</strong> &gt; <strong>OrbitControls.js </strong></code></p>
    <p>If you’d rather just grab the two files you need, they’re included with <a href="http://treehouse-code-samples.s3.amazonaws.com/threejs_logo_example/threejs_logo_example.zip" rel="nofollow external" class="bo">the example code</a> for this tutorial.</p>
    <h3>setup the local environment</h3>
    <p>JavaScript has a security feature called the <a href="http://en.wikipedia.org/wiki/Same-origin_policy" rel="nofollow external" class="bo">same-origin policy</a>, which means you cannot load externally hosted files inside of your JavaScript code. This can be slightly problematic, because three.js needs to load geometry, textures, and other files. In order to circumvent this issue, you’ll need a local http server so that your files come from the same origin. Simply opening the index.html file directly in the browser isn’t going to work.</p>
    <p>Fortunately, there’s a <a href="https://github.com/mrdoob/three.js/wiki" rel="nofollow external" class="bo">three.js FAQ</a> with an excellent guide on<a href="https://github.com/mrdoob/three.js/wiki/How-to-run-things-locally" rel="nofollow external" class="bo"> how to run three.js locally</a> using either Python, Ruby, or adjusting your browser settings. It’s easier than it sounds, so if you’re scratching your head wondering why some files aren’t loading, check out the guide.</p>
    <h3>CreatE 3D Assets</h3>
    <p>I’ve already created a 3D version of the Treehouse logo that you’re welcome to use for learning purposes (you can find the mesh inside the <a href="http://treehouse-code-samples.s3.amazonaws.com/threejs_logo_example/threejs_logo_example.zip" rel="nofollow external" class="bo">code download</a>), but if you’d like to create your own meshes, I recommend you use <a href="http://www.blender.org/" rel="nofollow external" class="bo">Blender</a>. It’s a wonderful 3D modeling and rendering package that’s free, open source, and cross-platform. There’s also plenty of educational material out there (free and paid) to help you get started modeling. I used Blender for the first time and had my finished mesh in about an hour. There’s probably some optimizations I could have made (the mesh topology is actually a bit messy) but it works for this demo.</p>
    <p>In order to export a mesh from Blender for use in three.js, you’ll need to open the utility folder in three.js and install the exporter. Here are instructions on <a href="https://github.com/mrdoob/three.js/tree/master/utils/exporters/blender" rel="nofollow external" class="bo">how to export from Blender to three.js</a>.</p>
    <h2>The HTML</h2>
    <p>Alright. Once you’ve got your files in place and your local environment setup, it’s time to start coding. Let’s get the HTML out of the way first, because that’s the easy part. You just need a basic template like this to get going. This also assumes your JavaScript is stored in a folder called <code>js</code>, so check your file paths just in case.</p>
    <h3>index.html</h3>
    
    <div><table><tbody><tr><td><pre>&lt;!doctype html&gt;&#x000A;    &lt;html lang="en"&gt;&#x000A;    &lt;head&gt;&#x000A;      &lt;title&gt;Treehouse Logo in three.js&lt;/title&gt;&#x000A;      &lt;meta charset="utf-8"&gt;&#x000A;    &lt;/head&gt;&#x000A;    &lt;body style="margin: 0;"&gt;&#x000A;     &#x000A;      &lt;script src="js/three.min.js"&gt;&lt;/script&gt;&#x000A;      &lt;script src="js/OrbitControls.js"&gt;&lt;/script&gt;&#x000A;     &#x000A;      &lt;script&gt;&#x000A;     &#x000A;        // Our 3D code will go here...&#x000A;     &#x000A;      &lt;/script&gt;&#x000A;     &#x000A;    &lt;/body&gt;&#x000A;    &lt;/html&gt;</pre></td></tr></tbody></table></div>
    
    <p>Like I said, nothing special here. The magic happens between the script tags.</p>
    <h2>Using three.js to Create 3D Scenes</h2>
    <p>We could write our JavaScript externally, but since there aren’t any HTML elements inside of the body, I figured it would help make this example a bit more clear if inline script tags were used.</p>
    <h3>Global variables and functions</h3>
    <p>Inside our script tags, we want to set up some global variables and then call some functions, all of which will be defined later on:</p>
    
    <div><table><tbody><tr><td><pre>  <span>// Set up the scene, camera, and renderer as global variables.</span>&#x000A;      <span>var</span> scene<span>,</span> camera<span>,</span> renderer<span>;</span>&#x000A;     &#x000A;      init<span>(</span><span>)</span><span>;</span>&#x000A;      animate<span>(</span><span>)</span><span>;</span></pre></td></tr></tbody></table></div>
    
    <h3>Create the Scene</h3>
    <p>Three.js uses the concept of a <em>scene</em> to define an area where you can place things like geometry, lights, cameras, and so on. In the following code, we start writing our initialization function by creating a scene. Then, we store the width and height of the browser window in the variables <code>WIDTH</code> and <code>HEIGHT</code>. We’ll need them in more than once place later on, so it’s good to just grab them once and store them.</p>
    
    <div><table><tbody><tr><td><pre>  <span>// Globals from the previous step go here...</span>&#x000A;     &#x000A;      <span>// Sets up the scene.</span>&#x000A;      <span>function</span> init<span>(</span><span>)</span> <span>{</span>&#x000A;     &#x000A;        <span>// Create the scene and set the scene size.</span>&#x000A;        scene <span>=</span> <span>new</span> THREE.<span>Scene</span><span>(</span><span>)</span><span>;</span>&#x000A;        <span>var</span> WIDTH <span>=</span> window.<span>innerWidth</span><span>,</span>&#x000A;            HEIGHT <span>=</span> window.<span>innerHeight</span><span>;</span>&#x000A;     &#x000A;        <span>// More code goes here next...</span>&#x000A;     &#x000A;      <span>}</span></pre></td></tr></tbody></table></div>
    
    <h3>Create the Renderer</h3>
    <p>Next, we set up a three.js renderer. We could use the SVG or canvas renderers, but we want to use the <a href="http://threejs.org/docs/#Reference/Renderers/WebGLRenderer" rel="nofollow external" class="bo">WebGL renderer</a> because it’s able to take advantage of the GPU, which makes it several orders of magnitude more performant. After creating the renderer, we append it to the DOM via the body element. This will make three.js create a <code>canvas</code> inside the body element that will be used to render our scene.</p>
    
    <div><table><tbody><tr><td><pre>  <span>// Sets up the scene.</span>&#x000A;      <span>function</span> init<span>(</span><span>)</span> <span>{</span>&#x000A;     &#x000A;        <span>// Code from previous steps goes here...</span>&#x000A;     &#x000A;        <span>// Create a renderer and add it to the DOM.</span>&#x000A;        renderer <span>=</span> <span>new</span> THREE.<span>WebGLRenderer</span><span>(</span><span>{</span>antialias<span>:</span><span>true</span><span>}</span><span>)</span><span>;</span>&#x000A;        renderer.<span>setSize</span><span>(</span>WIDTH<span>,</span> HEIGHT<span>)</span><span>;</span>&#x000A;        document.<span>body</span>.<span>appendChild</span><span>(</span>renderer.<span>domElement</span><span>)</span><span>;</span>&#x000A;     &#x000A;        <span>// More code goes here next...</span>&#x000A;     &#x000A;      <span>}</span></pre></td></tr></tbody></table></div>
    
    <h3>Create a Camera</h3>
    <p>Once our scene and renderer are in place, we can create a camera. The <code><a href="http://threejs.org/docs/#Reference/Cameras/PerspectiveCamera" rel="nofollow external" class="bo">PerspectiveCamera</a></code> takes a few parameters. They are:</p>
    <ul>
    <li>FOV – We’re using 45 degrees for our field of view.</li>
    <li>Apsect – We’re simply dividing the browser width and height to get an aspect ratio.</li>
    <li>Near – This is the distance at which the camera will start rendering scene objects.</li>
    <li>Far – Anything beyond this distance will not be rendered. Perhaps more commonly known as the <em>draw distance</em>.</li>
    </ul>
    <p>After our camera is created, we set the position by using some simply XYZ coordinates. The default is <code>0,0,0</code> but I’ve set the Y value to 6 just to get some distance between our view and the mesh.</p>
    <p>Finally, we need to add the camera to the scene.</p>
    
    <div><table><tbody><tr><td><pre>  <span>// Sets up the scene.</span>&#x000A;      <span>function</span> init<span>(</span><span>)</span> <span>{</span>&#x000A;     &#x000A;        <span>// Code from previous steps goes here...</span>&#x000A;     &#x000A;        <span>// Create a camera, zoom it out from the model a bit, and add it to the scene.</span>&#x000A;        camera <span>=</span> <span>new</span> THREE.<span>PerspectiveCamera</span><span>(</span><span>45</span><span>,</span> WIDTH <span>/</span> HEIGHT<span>,</span> <span>0.1</span><span>,</span> <span>20000</span><span>)</span><span>;</span>&#x000A;        camera.<span>position</span>.<span>set</span><span>(</span><span>0</span><span>,</span><span>6</span><span>,</span><span>0</span><span>)</span><span>;</span>&#x000A;        scene.<span>add</span><span>(</span>camera<span>)</span><span>;</span>&#x000A;     &#x000A;        <span>// More code goes here next...</span>&#x000A;     &#x000A;      <span>}</span></pre></td></tr></tbody></table></div>
    
    <h3>Update the Viewport on Resize</h3>
    <p>This is all well and good, but what happens when the site visitor resizes the browser window? For that, we’ll need to add an event listener. When the browser is resized, a couple of things happen. First, we resample the new width and height of the browser and store it in a variable that’s scoped to the function. Then, we use those values to set the new size of our renderer as well as recalculate the aspect ratio of the camera. In addition, we need to call <code>updateProjectionMatrix()</code> on the camera object so that our scene will actually update with the new parameters. This is computationally expensive in the context of real-time 3D rendering, but once the browser is resized, things click back to their normal frame rates.</p>
    
    <div><table><tbody><tr><td><pre>  <span>// Sets up the scene.</span>&#x000A;      <span>function</span> init<span>(</span><span>)</span> <span>{</span>&#x000A;     &#x000A;        <span>// Code from previous steps goes here...</span>&#x000A;     &#x000A;        <span>// Create an event listener that resizes the renderer with the browser window.</span>&#x000A;        window.<span>addEventListener</span><span>(</span><span>'resize'</span><span>,</span> <span>function</span><span>(</span><span>)</span> <span>{</span>&#x000A;          <span>var</span> WIDTH <span>=</span> window.<span>innerWidth</span><span>,</span>&#x000A;              HEIGHT <span>=</span> window.<span>innerHeight</span><span>;</span>&#x000A;          renderer.<span>setSize</span><span>(</span>WIDTH<span>,</span> HEIGHT<span>)</span><span>;</span>&#x000A;          camera.<span>aspect</span> <span>=</span> WIDTH <span>/</span> HEIGHT<span>;</span>&#x000A;          camera.<span>updateProjectionMatrix</span><span>(</span><span>)</span><span>;</span>&#x000A;        <span>}</span><span>)</span><span>;</span>&#x000A;     &#x000A;        <span>// More code goes here next...</span>&#x000A;     &#x000A;      <span>}</span></pre></td></tr></tbody></table></div>
    
    <h3>Add Lighting</h3>
    <p>Now it’s time to start crafting our scene a bit. By calling the <code>setClearColorHex</code> function on our <code><a href="http://threejs.org/docs/#Reference/Renderers/WebGLRenderer" rel="nofollow external" class="bo">WebGLRenderer</a></code> object, we’re able to set the background color of our scene to the Treehouse grey hex color with an opacity of 1.</p>
    <p>Next, we’ll need a light in order to see our 3D objects, so we’ll add a <code><a href="http://threejs.org/docs/#Reference/Lights/PointLight" rel="nofollow external" class="bo">PointLight</a></code> to the scene and set its position. There are several other kinds of lights you can add to a scene, so be sure to check out the linked documentation.</p>
    
    <div><table><tbody><tr><td><pre>  <span>// Sets up the scene.</span>&#x000A;      <span>function</span> init<span>(</span><span>)</span> <span>{</span>&#x000A;     &#x000A;        <span>// Code from previous steps goes here...</span>&#x000A;     &#x000A;        <span>// Set the background color of the scene.</span>&#x000A;        renderer.<span>setClearColorHex</span><span>(</span>0x333F47<span>,</span> <span>1</span><span>)</span><span>;</span>&#x000A;     &#x000A;        <span>// Create a light, set its position, and add it to the scene.</span>&#x000A;        <span>var</span> light <span>=</span> <span>new</span> THREE.<span>PointLight</span><span>(</span>0xffffff<span>)</span><span>;</span>&#x000A;        light.<span>position</span>.<span>set</span><span>(</span><span>-</span><span>100</span><span>,</span><span>200</span><span>,</span><span>100</span><span>)</span><span>;</span>&#x000A;        scene.<span>add</span><span>(</span>light<span>)</span><span>;</span>&#x000A;     &#x000A;        <span>// More code goes here next...</span>&#x000A;     &#x000A;      <span>}</span></pre></td></tr></tbody></table></div>
    
    <h3>Load Geometry</h3>
    <p>Our mesh has been exported from Blender using the three.js JSON exporter, so we need to use the <code><a href="http://threejs.org/docs/#Reference/Loaders/JSONLoader" rel="nofollow external" class="bo">JSONLoader</a></code> to get the geometry into the scene. A callback is used inside the loader to set the material on the mesh. In this case, we’re using a basic <code><a href="http://threejs.org/docs/#Reference/Materials/MeshLambertMaterial" rel="nofollow external" class="bo">LambertMaterial</a></code> to set the mesh to Treehouse’s green color. For completeness, I should note here that the green you’re seeing in the final render isn’t quite the same as Treehouse’s logo green. That’s because the point light is skewing the brightness slightly, but we won’t worry about it for this demo.</p>
    <p>Before leaving the callback function, we create a new mesh with our geometry and the material as parameters, then we add the mesh to the scene.</p>
    
    <div><table><tbody><tr><td><pre>  <span>// Sets up the scene.</span>&#x000A;      <span>function</span> init<span>(</span><span>)</span> <span>{</span>&#x000A;     &#x000A;        <span>// Code from previous steps goes here...</span>&#x000A;     &#x000A;        <span>// Load in the mesh and add it to the scene.</span>&#x000A;        <span>var</span> loader <span>=</span> <span>new</span> THREE.<span>JSONLoader</span><span>(</span><span>)</span><span>;</span>&#x000A;        loader.<span>load</span><span>(</span> <span>"models/treehouse_logo.js"</span><span>,</span> <span>function</span><span>(</span>geometry<span>)</span><span>{</span>&#x000A;          <span>var</span> material <span>=</span> <span>new</span> THREE.<span>MeshLambertMaterial</span><span>(</span><span>{</span>color<span>:</span> 0x55B663<span>}</span><span>)</span><span>;</span>&#x000A;          mesh <span>=</span> <span>new</span> THREE.<span>Mesh</span><span>(</span>geometry<span>,</span> material<span>)</span><span>;</span>&#x000A;          scene.<span>add</span><span>(</span>mesh<span>)</span><span>;</span>&#x000A;        <span>}</span><span>)</span><span>;</span>&#x000A;     &#x000A;        <span>// More code goes here next...</span>&#x000A;     &#x000A;      <span>}</span></pre></td></tr></tbody></table></div>
    
    <h3>Add Controls</h3>
    <p>The last thing in our initialization function is the orbit controls we included earlier. These aren’t totally necessary, but they do allow us to drag the mouse across the mesh and orbit around it. It also allows the mousewheel to be used to zoom in and out of the mesh.</p>
    
    <div><table><tbody><tr><td><pre>  <span>// Sets up the scene.</span>&#x000A;      <span>function</span> init<span>(</span><span>)</span> <span>{</span>&#x000A;     &#x000A;        <span>// Code from previous steps goes here...</span>&#x000A;     &#x000A;        <span>// Add OrbitControls so that we can pan around with the mouse.</span>&#x000A;        controls <span>=</span> <span>new</span> THREE.<span>OrbitControls</span><span>(</span>camera<span>,</span> renderer.<span>domElement</span><span>)</span><span>;</span>&#x000A;     &#x000A;      <span>}</span>&#x000A;     &#x000A;      <span>// More code goes here next...</span></pre></td></tr></tbody></table></div>
    
    <h3>Render the Scene</h3>
    <p>After our initialization function, we need to finish up with our animation function. It may not seem like anything is really “animated” here in the traditional sense, but we do need to redraw when the camera orbits around the mesh.</p>
    <p>The <code>requestAnimationFrame()</code> function uses a newer browser API that delegates redraws to the browser. This has some pretty cool benefits, but primarily it makes sure the browser isn’t drawing your animation unnecessarily if that tab isn’t currently selected. <a href="http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/" rel="nofollow external" class="bo">Paul Irish wrote an excellent blog post on requestAnimationFrame</a> that explains this in more detail.</p>
    <p>After that, we need to render our scene through the camera we added earlier and then update the orbit controls.</p>
    
    <div><table><tbody><tr><td><pre>  <span>// Sets up the scene.</span>&#x000A;      <span>function</span> init<span>(</span><span>)</span> <span>{</span>&#x000A;        <span>// Code from previous steps goes here...</span>&#x000A;      <span>}</span>&#x000A;     &#x000A;      <span>// Renders the scene and updates the render as needed.</span>&#x000A;      <span>function</span> animate<span>(</span><span>)</span> <span>{</span>&#x000A;     &#x000A;        <span>// Read more about requestAnimationFrame at <a href="http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/">http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/</a></span>&#x000A;        requestAnimationFrame<span>(</span>animate<span>)</span><span>;</span>&#x000A;     &#x000A;        <span>// Render the scene.</span>&#x000A;        renderer.<span>render</span><span>(</span>scene<span>,</span> camera<span>)</span><span>;</span>&#x000A;        controls.<span>update</span><span>(</span><span>)</span><span>;</span>&#x000A;     &#x000A;      <span>}</span></pre></td></tr></tbody></table></div>
    
    <p>To see what the final result looks like, be sure to download the code. Try changing some of the parameters around and see what happens!</p>
    <h2>What’s Next?</h2>
    <p>I think three.js is an amazing project that unlocks the power of WebGL for people that aren’t 3D graphics gurus (like me). Browser support is still picking up, but I feel like some of the most practical applications of WebGL sit with product demos: Imagine exploring a new car in full 3D from the comfort of your browser.</p>
    <p>However, such a low the barrier to entry makes it possible to create <a href="http://acko.net/" rel="nofollow external" class="bo">cool logos</a> or make <a href="http://lights.elliegoulding.com/" rel="nofollow external" class="bo">music videos</a> without spending years writing renderers or other complex code. If you’re a little more dedicated, you could even make games and build worlds. It makes the browser a much more experiential place, which I think is pretty awesome. Who wants to make documents? I want to make <em>places</em>.</p>
    <p>The post <a href="http://blog.teamtreehouse.com/the-beginners-guide-to-three-js" rel="nofollow external" class="bo">The Beginner’s Guide to three.js</a> appeared first on <a href="http://blog.teamtreehouse.com" rel="nofollow external" class="bo">Treehouse Blog</a>.</p>
    </div>
]]>
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<Summary>In this step-by-step guide, we’re going to create a 3D version of the Treehouse logo using three.js, which is a 3D graphics framework built on top of WebGL. Click and drag your mouse to orbit the...</Summary>
<Website>http://feedproxy.google.com/~r/teamtreehouse/~3/SDNMDwZNx-0/the-beginners-guide-to-three-js</Website>
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<PostedAt>Mon, 09 Sep 2013 11:48:43 -0400</PostedAt>
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