↓
 
 
 
Log in
  • about
  • maxmod
    • introduction
      • abstract
      • anthropology
      • cyberanthropology
      • project
    • chapters
      • access
      • wintermute
      • collage
      • less
      • straylight
      • wavelength
      • polygroup
      • torrent
      • fragment
      • modification
    • appendices
      • limbo
      • lingo
      • listofgames
      • literature
    • artefacts
      • mp1mods
      • mp2mods
      • artwork
      • machinima
    • exhibition
      • mods
        • lightsaber 4.0
        • lightsaber 5.0
        • chain map project
        • the real world
        • miscellaneous
      • art
        • analog
        • digital
          • signatures
    • about
    • zephyrin_xirdal
  • cyberpunk
    • comics
    • computer games
    • literature
    • motion pictures
      • short films
      • television
      • video
  • publications
  • reading

xirdalium

a blog … in the strict sense of the term …

xirdalium
Home - Page 99
Page 99 of 118« First«...1020...9899100...110...»Last »

Post navigation

← Older posts
Newer posts →

aggressive morning fever

xirdalium Posted on Saturday, 29th October 2005 by zephyrin_xirdalWednesday, 3rd October 2012

↑BURKE, TIMOTHY AND KEVIN BURKE. 1999. Saturday morning fever: Growing up with cartoon culture. New York: St. Martin’s.
 

GOLDSTEIN, JEFFREY. 2001. ↑Does playing violent video games cause aggressive behavior?. Chicago: University of Chicago. Electronic Document. Available online:
http://culturalpolicy.uchicago.edu/conf2001/papers/goldstein.html

Share
Posted in comics, games, literature, non-fiction | Tagged gaming, violence | Leave a reply

embeddedness of subcybercultures

xirdalium Posted on Saturday, 29th October 2005 by zephyrin_xirdalThursday, 12th July 2012

During the recent weeks and months quite some discussion about ↑Wikipedia in general and its academical usage in particular has aroused—especially interesting to the anthropologist are the according entries and replies over at ↑Savage Minds. Among those teaching at my institute the use of Wikipedia by students is an issue, too. In fact just the day before yesterday I gave my students the ‘order’ not to cite Wikipedia-articles in their papers. I did that for two reasons: 1) I have doubts in undergraduates’ abilities to judge the quality of an anthropology-related Wikipedia-article. 2) I take undergraduate-papers to belong to the genre of academic texts. The school I am stemming from has a rule: [special cases excepted] knowledge taken from encyclopaedias [in Germany there is the distinction between Konversationslexikon and Enzyklopädie—the latter being by definition more academic than the former] is taken for being commonly granted and the source has not to be documented in academic papers. An exception would be if a central argument was taken from a Konversationslexikon or the Wikipedia. But then an error has occurred beforehand: Konversationslexika are no appropriate sources for academic texts—primary data and other academic texts are. So take central arguments from the latter ones, and use the Wikipedia et al. for gaining an overview—not for more. And even for that academic works of reference are to be preferred. In case of sociocultural anthropology I fullheartedly recommend ↵Barnard & Spencer 1996—without having any reservations.
 

Now, my ‘order’ described above may be worthy of discussion, for sure—and even more after having had a glance or two into my very own project-website and blog, as those contain a lot of links to Wikipedia-entries. For example the appendices ↵lingo and ↵listofgames. Why is that? Because: 1) I consider Wikipedia to be a part of my field—at least a part of the realm into which ‘my tribe’s’ realm is embedded. Therefore Wikipedia-entries touching topics like computergames, -mods, and all things g33k constitute primary data in the from of the cyberians’ emic knowledge and/or perspective. 2) I sense Wikipedia-entries on said topics to be of high reliability. Take for example the entries on ↑l33t-5p3ak or the ↑hot coffee mod. Cyberians, those who culturally appropriate ICTs—I am not speaking of passive ‘consumers’ or ‘users’—have a strong sense of history, of background-information, and feel an impulse to not only document but to share all of that. Gamemodding, open source, open content, creative commons, and collaborative efforts like Wikipedia are kin to each other—and they are all aspects of that part of cyberculture which manifests itself online. Norms, values, and ideas of the members of the ‘cyberian tribes’ become visible by means of the named examples.
 

A slightly different, but related case is my continuous preying on ↑boingboing-entries. A lot of boingboing’s content fills the picture of what online-cyberculture is all about. The subject of my focus—the culture of gamemodders—is embedded therein. But it is also true that I should post less about wonderful things found at boingboing, and more about original things found inside ‘my community’, like e.g. ↵dreamscream. The ↵wandering astray has to be dammed up.

Share
Posted in fieldnotes | Leave a reply

garry’s mod

xirdalium Posted on Friday, 28th October 2005 by zephyrin_xirdalThursday, 4th October 2012

Gmod 8bit Samus
 

↑Garry’s mod [Gmod], of which ↑version 9.0 was released just today, is a ↵HL2-mod[ification] which allows you to ↑do uncanny things in HL2. ↑Wikipedia says: “Garry’s Mod (Gmod), a successor to the throne of the original JBMod, is a simple modification created by Garry Newman. While it does not have any actual gameplay value, it functions as a huge sandbox, where the player is free to manipulate most of the objects and features of the Source engine. This has allowed an extensive community to build up and creating mini-games with Gmod, therefore creating a “Game in a Game” of sorts.” For a comprehensive, collaborative, and ever-growing documentation—including ↑the mod’s history—see the official ↑wiki accompanying Gmod. Gmod, which is ↑moddable itself allows artists’ creativity to run wild in the realm of HL2. The entries at the ↑official forums are ample proof of that. The range of artefacts is incredible—everything from 8bit pixelart—e.g. a ↑rendition of Nintendo’s Samus accomplished by stacking colored crates [see above]—to ↑war scences [see below] reminiscent of ↑Apocalypse Now, and beyond. ↵Machinima, ↵gamics, everything. Do at no cost miss the matrix-effect-style rotating views of frozen-in-time scenes in the ↑Bowling in gm_construct thread. But be warned: Those forums are addictive and you can easily spend hours there, wondering at original artefacts.
 

Gmod Warscene

initially via entry at boingboing

Share
Posted in artwork, gamemods, others | Tagged fps, half-life, horror, machinima, matrix | Leave a reply

visual anthropology

xirdalium Posted on Thursday, 27th October 2005 by zephyrin_xirdalFriday, 6th July 2012

AG Visuelle AnthropologieAs I am an advocate for learning from ‘Writing Culture’ [and everything in its wake] and from visual anthropology, when using ICTs as a tool for sociocultural anthropology, it is my duty to hint you to the website of the ↑AG Visuelle Anthropologie [in German] which went online just recently.

Share
Posted in anthropology | Leave a reply

zero wing rhapsody

xirdalium Posted on Tuesday, 25th October 2005 by zephyrin_xirdalMonday, 27th October 2014

The Tar Cafe
↑All your base are belong to us (AYBABTU)—although many times declared dead for good—still is one of the most widespread Internet topoi. As an ↵easter egg AYBABTU made its way into countless artefacts. Already in the tutorial level [containing even another ↑secret] of ↵Max Payne it can be read on a coffee-shop sign [see above]. Now there is one more wonderfully creative example of artistical expression of gamer culture—↑Zero Wing Rhapsody [↑mirror] is “an anime-style musical remake of the infamous ‘All Your Base’/Zero Wing intro, with the words set to a well-known piece of music by Queen… with a few extra references thrown in for good measure, and completely redrawn graphics.”
 
Zero Wing Rhapsody
Some time ago I already brought up the issue of ↵benchmarks for anthropological knowledge. Succesful social interaction is not the only possible one—being able to cognitively and emotionally embrace artefacts is another one. Knowing about “All your base” is the prerequisite for understanding Zero Wing Rhapsody. However, being able to decipher references is not enough. But if the rhapsody’s 16bit sound triggers memories and associations, if the whole animation paints a smile on your face, evokes an ambience, a feeling of being in sync with the creators and other recipients who embrace the rhapsody—then you have tapped yourself into a part of cyberculture.

And just for the flavor [via ↑bash.org ↑#205633 and ↑#213425]:

roses are #FF0000
violets #0000FF
all of my base
are belong to you

zero wing rhapsody via entry at boingboing | tnx to 2R for co-enjoying & offline-talk
Share
Posted in fieldnotes | Leave a reply

massive literature update

xirdalium Posted on Monday, 24th October 2005 by zephyrin_xirdalFriday, 5th October 2012

Pitfalls of virtual property (↵Bartle 2004)
The power of gifts: organizing social relationships in open source communities (↵Bergquist & Ljungberg 2001)
Anthropological perspectives on technology (↵Schiffer 2001)
Technology as the anthropology of cultural practice (↵Aunger 2003)
Ethnologie des joueurs d’échecs (↵Wendling 2002)
Pushing the wood: Chess playing as an anthropological subject (↵Lavenda 2003)
Nexus: Small worlds and the groundbreaking science of networks (↵Buchanan 2002)
Six degrees: The science of a connected age (↵Watts 2003)
A new science for a connected world (↵Valverde 2004)
Self-organization and identification of web communities (↵Flake et al. 2002)
A highly efficient waste of effort: Open source software development as a specific system of collective production. (↵Gläser 2003)
The new superorganic (↵Hanson 2004)
Further inflections: Toward ethnographies of the future (↵Harding 1994)
Real fictional society: Agonic relations in online gaming communities (↵Kline 2004)
The anthropology of cities: Imagining and theorizing the city (↵Low 1996)
Roles and knowledge management in online technology communities: An ethnography study (↵Madanmohan & Navelkar 2004)
Social networks and cooperation in electronic communities: A theoretical-empirical analysis of academic communication and Internet discussion groups (↵Matzat 2001)
Academic communication and Internet discussion groups: Transfer of information or creation of social contacts? (↵Matzat 2004)
History and play: Johan Huizinga and his critics (↵Anchor 1978)
A sociological perspective of sport (↵Leonard 1980)
Leisure and sport (↵Brezina 1983)
Can culture be copyrighted? (↵Brown 1998)
Art, behavior, and the anthropologists (↵Dutton 1977)

Share
Posted in content, literature, non-fiction, updates | Leave a reply

cyberspace salvations

xirdalium Posted on Friday, 21st October 2005 by zephyrin_xirdalFriday, 6th July 2012

Cyberspace Salvations
 

Although I have read “Techgnosis” (↵Davis 1998) and still am deeply impressed and quite influenced by William Gibson’s rendition of a voodoo-haunted cyberspace in “Count Zero” (↵Gibson 1986), and although I have been into the anthropology of religion, magic, and all other things that go bump in the night for the longer time of my being at the university, I am not on a quest for finding salvation in cyberspace [really?]. But spirituality [in the broadest sense possible] of course always has to be an issue when trying to understand cultures. That’s the background of my using according metaphors in e.g. ↵creation myth. Just today I discovered the very interesting research-project ↑Cyberspace salvations: Computer technology, simulation and modern gnosis:
 

In the previous century, most people expected that the rise of technology would lead to the rationalization, secularization and disenchantment of society. Ten to twenty years before YK2, however, a motley crowd of New Agers, SF-writers, hackers and “digirati” began to imagine a ‘New Age’ in which cyberspace was portrayed as a new version of heaven – an immaterial place where people can ‘get rid of the meat’ and attain disembodied immortality and omniscience, in a Gnostic fusion of the self with the divine realm of information. These were not isolated visions. The Internet is overflowing with the websites and chat-boxes of the spiritually inclined. Online computer games display Tolkienesque environments filled with monsters, magicians and other-worldly possibilities. Are these exceptions, or does computer technology actually encourage re-enchantment rather than disenchantment? The project “Cyberspace Salvations” researches such questions, to assess the nature and history of the elective affinities between computer technology and modern spiritualities, and find out how important these are for our present and future.

I am especially attracted to project 2 ↑The gnostic dimension of gaming:
 

From Spacewar onwards, computer games have simulated “other” spaces and inter-dimensional travel. Since Dungeons and Dragons appeared as a textual game in the seventies, many games include pagan rituals, magical spells, mysterious keys, objects with totemic powers, and vision quests, often located in semi-medieval, Tolkienesque settings. This genre dominates the gaming-industry even more now that three-dimensional, rather than textual, simulations have reinforced the possibility of a simulated escape from the everyday material world.
Whereas many academic and popular comments, informed by a deep-seated suspicion of the social role of computer technology , represent computer games as mere alienated amusement or ‘play’, others portray them in a much more revolutionary light. In line with Baudrillard’s view that games exemplify the postmodern proliferation of simulation and the “disappearance of reality”, some designers regard the production of spiritual experiences as their “business.” Rushkoff argues that the bodiless immersion in these digital worlds of magic can not be disregarded as trivial entertainment or alienation, because fantasy role-playing serves, like traditional religion and formal psychotherapy, “as both spiritual practice and transformational tool.” Given these contrasting claims, the culture of computer games is a central and obvious testing-ground for our hypothesis. ↑[…]

via entry at interprete [where the sato now roams]

Share
Posted in cyberanthropology | Leave a reply

alan wake central

xirdalium Posted on Thursday, 20th October 2005 by zephyrin_xirdalThursday, 12th July 2012

AlanWAKECentral
 

My cyberian tribe’s limbo has been enlarged by the emergence of the new website ↑AlanWAKECentral.com … Style and usability looks very much like ↑AlanWAKE.Net [wtf?] Anyway, I immediately registered and am one of the earliest members now ;-)
via entry at AlanWAKE.Net

Share
Posted in fielddiary | Leave a reply

synthetic worlds

xirdalium Posted on Thursday, 20th October 2005 by zephyrin_xirdalWednesday, 3rd October 2012

Cover of Synthetic Worlds↑Edward Castronova, who rose to fame with his ↑Virtual worlds: A first hand account of market and society on the cyberian frontier (↵Castronova 2001—see also ↵Castronova 2003 and ↑terra nova) has written his first full-length monograph [↑Overview]:
 

↑CASTRONOVA, EDWARD. 2005. Synthetic worlds: the business and culture of online games. Chicago: University of Chicago Press.

via entry at digital genres

Share
Posted in cyberanthropology, games, literature, non-fiction | Tagged economics, mmo | Leave a reply

otaku, doujinshi, and gamemodding

xirdalium Posted on Wednesday, 19th October 2005 by zephyrin_xirdalWednesday, 17th October 2012

↑Mizuko Ito [↵keitai-scholar and sister of blogosphere-legend ↑Joi Ito] introduces us to ↑Otaku Media Literacy—if one would replace ‘anime otaku’ by ‘gamemodders’ and add one or two adjustments, her text still would be ‘the truth’. Here’s an excerpt:

↑[…] Overseas anime otaku—fans of Japanese anime—represent an emergent form of media literacy that, though still marginal, is becoming increasingly pervasive among a rising generation. Anime otaku are media connoisseurs, activist prosumers who seek out esoteric content from a far away land and organize their social lives around viewing, interpreting, and remixing these media works. Otaku translate and subtitle all major anime works, they create web sites with hundreds and thousands of members, stay in touch 24/7 on hundreds of IRC channels, and create fan fiction, fan art, and anime music videos that rework the original works into sometimes brilliantly creative and often subversive alternative frames of reference. Curious? Check out sites such as ↑animemusicvideos.com, ↑cosplay.com, or ↑animesuki.com. to get a sense of this burgeoning subculture.
    Although fan cultural production is denigrated by media professionals as “merely” derivative and lacking in originality, it is worth considering what forms of knowledge, literacy, and social organization are being fed by these activities. To support their media obsessions otaku acquire challenging language skills and media production crafts of scripting, editing, animating, drawing, and writing. And they mobilize socially to create their own communities of interest and working groups to engage in collaborative media production and distribution. Otaku use visual media as their source material for crafting their own identities, and as the coin of the realm for their social networks. Engaging with and reinterpreting professionally produced media is one stepping stone towards critical media analysis and alternative media production. ↑[…]

Another related phenomenon—I do not dare to say the above’s historical forerunner, but the association seems plausible—from Japan also has strong resemblances to gamemodding. Here’s a description by ↑Lawrence Lessig [this time replace ‘doujinshi’ by ‘gamemods’]:

But my purpose here is not to understand manga. It is to describe a variant on manga that from a lawyer’s perspective is quite odd, but from a Disney perspective is quite familiar.
   This is the phenomenon of doujinshi. Doujinshi are also comics, but they are a kind of copycat comic. A rich ethic governs the creation of doujinshi. It is not doujinshi if it is just a copy; the artist must make a contribution to the art he copies, by transforming it either subtly or significantly. A doujinshi comic can thus take a mainstream comic and develop it differently—with a different story line. Or the comic can keep the character in character but change its look slightly. There is no formula for what makes the doujinshi sufficiently “different.” But they must be different if they are to be considered true doujinshi. Indeed, there are committees that review doujinshi for inclusion within shows and reject any copycat comic that is merely a copy. (↵Lessig 2004: 25-26)

Share
Posted in artwork, comics, fieldnotes, gamemods | Tagged anime, appropriation, asia, infotech, japan, manga, modding | Leave a reply

Post navigation

← Older posts
Newer posts →

Cover of 'Cyberanthropology' (Knorr 2011)

You still can find copies of my 2011 book [in German] ↑at amazon. And here are some ↵reviews.


«Ceci, Messieurs, disait-il, c’est du Xirdalium, corps cent mille fois plus radioactif que le radium.»
—Jules & Michel Verne 1908

a blog …
… in the strict sense of the term …

by alexander knorr
aka zephyrin_xirdal

zeph @ Mastodon
zeph @ Instagram
zeph @ YouTube


the li’l arrows indicate:
↑ offsite links
↵ links within xirdalium.net
↓ download links

Search

inside my mind

academia aesthetics africa ai androids appropriation architecture body cgi computing craft culture cybernetics cyberpunk design dystopia economics epistemology fps gadgets gameplay gaming history horror infotech interaction lego max payne methodology modding phantastic politics quake robots sci-fi society space star wars steampunk technology tps vehicles vintage violence weapons

browse the congeries,

  • anthropology (279)
    • cyberanthropology (211)
  • artwork (73)
  • associations (137)
  • comics (42)
  • fielddiary (111)
  • fieldnotes (152)
  • gamemods (47)
    • mp1mods (16)
    • mp2mods (6)
    • others (7)
  • games (192)
  • hardware (108)
  • literature (252)
    • excerpts (44)
    • fiction (98)
    • golden words (2)
    • non-fiction (176)
  • manuscript (9)
  • motion_pictures (189)
    • anime (8)
    • cinema (99)
    • documentary (17)
    • short_films (37)
    • television (16)
  • off_topic (54)
  • quiz (59)
  • sartorial (10)
  • science (34)
  • software (23)
  • space (16)
  • tools (13)
  • updates (33)
    • content (23)
    • technical (12)

recent posts,

  • wet nellie redux
  • who is fighting?
  • who is inside?
  • quake champions resources
  • which movie?
  • crouchsliding tutorial with slash
  • forbidden places
  • circlejumps with anarki
  • the congo dandies
  • bridge to rail backward and forward

recent comments,

  • Hal on stim-u-lax
  • zephyrin_xirdal on threedimensional teleporter-malfunction
  • zephyrin_xirdal on nemo’s gear
  • Pat Regan on nemo’s gear
  • zephyrin_xirdal on quake champions resources
  • klandestino on quake champions resources
  • zephyrin_xirdal on who is inside?
  • Kueperpunk on who is inside?
  • zephyrin_xirdal on which movie?
  • Velvet on which movie?

or the calendar.

May 2025
M T W T F S S
 1234
567891011
12131415161718
19202122232425
262728293031  
« Dec    

anthropology

  • afrigadget
  • anthroad
  • anthropologies
  • anthropology report
  • anthropologyworks
  • antropologi.info
  • cmanthropology
  • consumption
  • culture matters
  • cyber anthropology
  • digital ethnography
  • ethno::log
  • ethnografix
  • feldnotizen
  • fieldnotes
  • golublog
  • john hawks
  • keywords
  • lekke
  • material world
  • media/anthropology
  • mimi ito
  • neuroanthropology
  • philbu's blog
  • photoethnography
  • samantha grace
  • savage minds
  • street use
  • talking anthropology
  • technikforschung
  • technotaste
  • the anthro geek
  • water & culture
  • webnography
  • wildes denken
  • zero anthropology

comics

  • golden age comic book stories
  • paul gravett
  • strange planet stories
  • the comics journal

computergames

  • antigames
  • frans goes blog
  • gamersgame
  • hélder pinto ~ hP
  • hinterding
  • how they got game
  • john carmack
  • john romero
  • jon hallier
  • ludologist
  • terra nova
  • thinking with my fingers
  • tomtomtom
  • world of stuart

cyberanthropology

  • digital cultures
  • ethno-sc2
  • gabriella coleman
  • sarah kendzior

cyberculture

  • blogging is futile
  • boingboing
  • buzzwordcompliant
  • henry jenkins
  • industrial tech. & witchcraft
  • infocult
  • interference
  • kueperpunk
  • kuro5hin
  • mark mcguire
  • periodic dosage of xah lee
  • polymedia
  • ptak science books
  • sachs report
  • slashdot
  • timbl's blog
  • waxy

cyberpunk

  • afrocyberpunk
  • ballardian
  • bruce sterling
  • charles stross
  • chris marker
  • cory doctorow
  • cpc
  • cyberpunk studies
  • cyberpunkreview
  • doktorsblog
  • dreck fiction
  • greg bear
  • john shirley
  • lewis shiner
  • marc laidlaw
  • neal stephenson
  • pat cadigan
  • rudy rucker
  • schism matrix
  • tom maddox
  • william gibson

friends

  • 2R
  • honigpumpe
  • klandestino
  • mosaikum
  • odd-fish v7
  • rufposten
  • warauduati

history of technology

  • vintage space

moc

  • brickd
  • brickish association
  • bricklinks
  • brickpop
  • brickshelf
  • deckdesigns
  • from bricks to bothans
  • gimme lego
  • microbricks
  • mocpages
  • rebrickable
  • the brothers brick
  • the living brick
  • thebrickblogger

reference

  • anidb
  • black hole reviews
  • comicbookdb
  • comiclopedia
  • grand comics database
  • imdb
  • isbndb
  • isfdb
  • leo
  • moria
  • natsscifiguide
  • sfe
  • the numbers
  • wikipedia

resources

  • 3D models & textures
  • audionautix
  • cinematic tools
  • deadendthrills
  • free music archive
  • free music public domain
  • free music samples
  • free stock footage archive
  • freecam workshop
  • kevin macleod
  • pexels videos
  • teknoaxe
  • videvo
  • youtube audio library

spook country

  • spytalk
  • wikileaks mirrors

steampunk

  • airship ambassador
  • beyond victoriana
  • brass goggles
  • clockworker
  • dieselpunks
  • difference dictionary

archives

  • December 2022
  • March 2019
  • January 2019
  • May 2018
  • October 2017
  • September 2017
  • July 2017
  • June 2017
  • May 2017
  • April 2017
  • March 2017
  • November 2016
  • April 2015
  • November 2014
  • October 2014
  • September 2014
  • July 2014
  • June 2014
  • May 2014
  • April 2014
  • October 2013
  • May 2013
  • April 2013
  • March 2013
  • February 2013
  • January 2013
  • December 2012
  • November 2012
  • October 2012
  • September 2012
  • August 2012
  • July 2012
  • June 2012
  • May 2012
  • April 2012
  • March 2012
  • February 2012
  • January 2012
  • December 2011
  • November 2011
  • October 2011
  • September 2011
  • July 2011
  • June 2011
  • March 2011
  • February 2011
  • January 2011
  • December 2010
  • November 2010
  • October 2010
  • September 2010
  • August 2010
  • July 2010
  • June 2010
  • May 2010
  • April 2010
  • March 2010
  • October 2009
  • July 2009
  • April 2009
  • January 2009
  • December 2008
  • November 2008
  • October 2008
  • September 2008
  • July 2008
  • June 2008
  • May 2008
  • April 2008
  • March 2008
  • February 2008
  • January 2008
  • December 2007
  • November 2007
  • October 2007
  • September 2007
  • August 2007
  • July 2007
  • June 2007
  • May 2007
  • April 2007
  • March 2007
  • February 2007
  • January 2007
  • December 2006
  • November 2006
  • October 2006
  • September 2006
  • August 2006
  • July 2006
  • June 2006
  • May 2006
  • April 2006
  • March 2006
  • February 2006
  • January 2006
  • December 2005
  • November 2005
  • October 2005
  • September 2005
  • August 2005
  • July 2005
  • June 2005
  • May 2005
  • April 2005
  • March 2005
  • February 2005
  • December 2004
  • November 2004
  • October 2004
  • April 2004
  • August 2003
  • June 2003
  • March 2003
  • February 2003
  • January 2003
  • December 2002
  • November 2002
  • August 2002
  • July 2002
  • June 2002
  • April 2002
  • November 2001
  • September 2001
©2025 - xirdalium - Weaver Xtreme Theme
↑