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GRAPHICS AND MULTIMEDIA BOOKS

Posted in Graphics and Multimedia (Monday, October 13, 2008)

Written by David C. Planchard; Marie P. Planchard. By Schroff Development Corp.. The regular list price is $69.95. Sells new for $25.00. There are some available for $12.71.
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5 comments about Engineering Design with SolidWorks 2006 and MultiMedia CD.
  1. I contacted my local SW VAR and requested information on which book is the best to learn SolidWorks. I had the SW Hands on test drive book and wanted a second book that provided additional in depth information. This is a great book. The book is extremely well written, very intuitive and easy to follow. The book covers key features such as: Extruded, Revolved, Dome, Shell, Fillet, Hole Wizard and Circular Pattern to name a few. The section on Sheet metal was engaging. This is a keeper and a great reference book for any designer or engineer that uses SW!


  2. I started using SolidWorks three months ago. SolidWorks is a great product. I work for a small engineering consulting company that does not have money for training. I'm the only design engineer using SW.

    I read numerous book reviews on Amazon. I purchase this book, and it was the best thing that I could have done, to increase my knowledge of the software. I was looking for a hands-on book, that was easy to read and follow, and that would provide me with a solid understanding and foundation. This is the one.

    The book layout is awesome. It provides a great step by step approach with tons of pictures to enforce the command structure. Each command is identified in bold letters. It is a great book to learn SolidWorks.

    Note: I contacted the authors through their publisher, and they were great in providing additional information to me in a key design area. Thank you. This saved a job for us.


  3. Overall, when considered as an introduction to Solidworks, it does a pretty good job of slowly bringing the student into understanding it. Although, I have found that the manner in which the book goes about teaching is rather slow. I understand why it guides the student step by step by step in order to show them the correct way of doing things, but this quickly gets somewhat boring. But, like I said, overall this is an excellent book to introduce you to the very basics of Solidworks.


  4. the product did not come with all of its components, its multimedia cd.


  5. I purchased this textbook because it was required for an introductory Solidworks class at my local community college. Given the positive reviews, I had high hopes for the book. While the book does seem to contain quite a bit of information, I found that the author's writing style combined with poor editing made for a very difficult read.

    Each chapter starts out with a list of "Project Objectives" as well as a "Project Overview" and a "Project Situation". More often than not, these three sections are a complete muddle. If you're not familiar with 3D CAD, much of the terminology won't make sense... until you've completed the chapter. The "Project Situation" is often very contrived; I found these sections to be completely useless. Once the preliminary confusion is out of the way, the chapter proceeds through the, literally, 600-1000 steps necessary to complete the project. Most steps are a single sentence long. There is very little prose or explanation included with the steps. When you do encounter the odd paragraph, expect it to be at most 2-4 sentences long. The chapter wraps up with a "Project Summary", "Project Terminology", "Questions", and "Exercises".

    If you complete the thousands of detailed steps necessary to complete the projects described in the book, you will have used many of Solidworks' features. Unfortunately, the lack of explanatory text will mean that you won't necessarily know why you've constructed a model using a particular series of steps nor whether they are the optimal steps to use in a future situation. Poor typography, fully-capitalized DOS-like filenames, and uninteresting projects only add to the disappointment.

    For a better Solidworks tutorial and reference, I suggest Matt Lombard's SolidWorks 2007 Bible as a more readable alternative to this book.


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Posted in Graphics and Multimedia (Monday, October 13, 2008)

Written by Duncan Evans and Tim Shelbourne. By Lark Books. The regular list price is $29.95. Sells new for $23.13. There are some available for $19.93.
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1 comments about Creative Photoshop Portrait Techniques (A Lark Photography Book).
  1. I found this book to be very informative to learn the basic techniques for cleaning up or enhancing portraits. The instructions are simple and easy to follow. The only thing I didn't like was that they don't say WHY a certain step is done. It would be helpful to understand the effect of a certain tool, so I would know when to apply it again.


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Posted in Graphics and Multimedia (Monday, October 13, 2008)

Written by Mark Giambruno. By New Riders Press. The regular list price is $49.99. Sells new for $18.99. There are some available for $9.27.
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5 comments about 3D Graphics & Animation (2nd Edition) (3D Graphics Other).
  1. Computer graphics and animation expert Mark Giambruno draws upon the experiences of working professionals about the technology shared through insightful interviews in 3D Graphics & Animation. Offering the novice strong and "user friendly" presentation of information needed by those just learning the 3D area and those who are trying to enter the 3D market, this updated and expanded second edition of 3D Graphics & Animation builds on the well-received segments of the first edition to cover the basics of 3D in general terms. 3D Graphics & Animation also offers excellent and comprehenstive coverage of such related topics as developing a story concept, storyboarding, and putting together a demo real and portfolio. New elements showcased in this second edition include interviews from industry leaders as well as application specific tutorials for 3ds max 4, Maya 4, and LightWave 7 that are included on the CD. If you have a project involving graphics and animation, then give a careful reading to Mark Giambruno's 3D Graphics & Animation!


  2. Great 3d resource. A positive aspect about this book is that it's not based on any particular software. There is a fair amount of reference to 3DSMax but it is not exclusive to that package. This is especially useful to the uninitiated in that it gives an excellent overview of 3d in general independant of the any particular software.
    There's good stuff here for anyone from the merely curious to the professional.


  3. It amazes me how Mark aims sooo wide but hits so precise! He treats every aspect within 3D art without missing a step. I couldn't imagine a better guide for climbing the sometimes steep and treacherous paths of "Mount 3D".

    It's hard to specify who this book is "for". In such cases it might be easier to define the negation: This book is NOT for those who DON'T want to LEARN 3D, because they inevitably will :)

    Apart from being a superb 3D artist Mark Giambruno is an excellent writer as well. As if that wasn't enough he's also a great teacher!

    What's really cool is that the book has a generic approach. It's not specific for any software but applicable to all. So instead of just learning to master 3DS Max or Maya or any other 3D package, you'll learn to master the art of 3D modelling! Isn't that great? I mean, software are just tools (pretty fancy friggin' tools if you ask me, but still tools) the real stuff is what you got inside you're head, right? On the other hand one can't dismiss tools just like that, it's not like you can blow 3D models out your nose (or acctually... nah I won't go there) so you're still depending on them. Mr. Giambruno is well aware of this and includes versions of the tutorials in the book for 3 different packages on the companion CD.

    I use Softimage XSI myself which has no corresponding version on the CD. I have no problems following the tutorials, and I'm a newbie to both 3D modelling and Softimage XSI.

    This book won't spend to much time on the shelf if any. If you want to learn 3D you will waste valuable time by not buying this book. If it's not the standard for teaching 3D in schools it sure as heck should be! There's no point that I tell you what areas the book cover since it's better specified elsewhere but I'll do it anyway: EVERYTHING :)

    BUY IT!



  4. The book "3D Graphics and Animation" is like some one way ticket to the world of 3D graphics. Since I've bought the russian version of it - my life has changed. Finally I desided to connect my future life with CG.
    Whether you are experienced graphist or you're beginner this book is for you. Here you can find all concepts of 3D modelling(polygonal-, spline-, patch-, NURBS-modelling, etc); although it contains chapters about different types of animation, texturing, lighting and special effects.
    This book does not refer to some specific software and, I think, this is it's advantage(for better understanding). And what is more - the book builds on lessons, during which you're studying how to deal with 3D.
    The most peculiarity of this book is chapter "Finding the Job in 3D Industry "-which I haven't yet found in other books. It was really cool to find it, when I have not any idea about the job in 3D. The other big surprise was to find in detail notices about software and hardware used in 3D.
    I think this book is perfect for the peoples who has some experience in working with 3D and doesn't know how to "convent it into cash". Book comes with a lot of helpful information (advicements, internet links, lessons on applied CD)
    Thanks to Mark Giambruno - the book is realy nice.


  5. A great book that not only gives general info about the industry but offers an extensive multi-platform tutorial to get you on your way. Definitely for begginers, but it does what it is supposed to do well.


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Posted in Graphics and Multimedia (Monday, October 13, 2008)

Written by Mark Stephen Smith. By Wordware Publishing, Inc.. The regular list price is $34.95. Sells new for $18.71. There are some available for $17.20.
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5 comments about The Art of Flash Animation: Creative Cartooning.
  1. There are few books out there that cover using Flash as traditional animation medium, and even fewer that are any good. The Art of Flash Animation is another book in the "not so good" column.

    The fact that this book came from a small publisher like Wordware means you don't get a lot of the frills you'd expect in an animation book. The illustrations are a bit sparse and in black & white. There's no CD of examples or finished files. A lot of the projects he mentions can be found on his website, which I wasn't particularly impressed with; especially the audio on his personal cartoons.

    Even though the book spends a lot of time talking about animation and Flash, not a lot of usable information comes out of it. A few tidbits of animation knowledge come out, but still the best advice this book gives is to read The Animator's Survival Kit. I don't need a $23 book to tell me to buy a $20 book.

    The Flash instruction is also rather lacking. If you've never touched Flash before in your life, you might learn something. If you already have a working knowledge of the program, you won't learn a thing.

    All in all, it's quite a bit of money to spend on such a small amount of learning.


  2. When I first started taking my flash animation class, it was, unfortunately, before this book came out. I was a bit concerned that it might be just like all of the other books and only focus on one thing, or two, but avoiding the main topics. I was very much mistaken. I read this book & found that it, not only, covered all of the topics and such concerning flash animation, but it also went into some cartoons as well. I would rate this book a 5 star, because that's just what it is, a 5 star. I think that it was wrong of this novel to be rated a 2 star, I consider that an insult. I would encourage all who are looking into flash animation and cartooning to grab a copy of this book. It will not only teach you what you want to know, but it will keep you awake, unlike most of the other boring flash books. Enjoy the read, people, I did! ^-^


  3. I have been trying to learn to animate, draw, model, 2d, 3D . spend time as and when its available on books, software, pencil and paper.
    I try my hand at Maya, Anim8or, Flash, ToonBoom, Blender .. anything that lets me draw and animate.
    I started looking at Flash recently with renewed vigour. I picked this book up along with a few others.

    The book addresses the newbie. teaches traditional style animation using Flash. which involves quite a few things.

    character design
    Character construction
    Thumbnails
    storyboarding
    Camera shots
    sound track
    acting etc..
    which are general pieces, and then specifics on Flash such as,

    basic tools to get the characters into flash,
    symbols, scenes,
    library
    rigging etc.

    This is a nice walkthrough of all the tools you need as part of mastering the trade. I would think this is a very good primer. Gets you going. then you go fill the gaps, build on it. The book provides an overview of the various stages , very simple and easy to read. The style of writing is more like that of a fellow student trying to figure out things.

    I wouldn't say this is 'the' book, but certainly provides a good starting point.


  4. The book is really informative and well written; it is aimed at beginners in Flash animation, but also advanced users will benefit from the principles presented here. I read it from start to finish while on holiday and could comprehend everything though I did not have my computer with me to try everything out at once.


  5. This is a book more so about TRADITIONAL animation techniques. It hardly touches on using flash to animate. If you want to learn how to use Flash to animate look elsewhere. In fact, this book isn't even that good of a traditional animation book. I would like to return this book to writer...in person.


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Posted in Graphics and Multimedia (Monday, October 13, 2008)

Written by Iana Chatalbasheva. By Pearson Education (USA). The regular list price is $49.99. Sells new for $36.77.
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2 comments about Integrating and Extending BIRT.
  1. This book is an impressive extension on "BIRT: A Field Guide to Reporting". The latter described BIRT to a newcomer, showing how to use its features. With a minimal discussion of scripting for customisation. While the scripting certainly involved programming, it was rather minimal, and most of the text showed a declarative layout approach to using BIRT.

    The Integrating book is the sequel. Strictly a programmer's book. It assumes you've read the earlier book. But now you need to take the customising [much] further. So here the text shows how to program in Java, not just JavaScript. Essentially, the bulk of the book explains the package org.eclipse.birt, which is freely available and has been built out with many classes. The problem to a programmer is the sheer multitude of those classes. An embarrassment of riches which the book tackles.

    Some classes relate to customising the UI. There is a charting API built on top of Java Swing. So you can key off your pre-existing Swing expertise. Swing is pretty easy to learn, and the BIRT graphics classes seem to continue this property.

    The only possible problem might be if you prefer SWT widgets for the better native look and feel. But the BIRT contributors correctly decided to support the most popular widget set, which is Swing.

    Other BIRT classes relate to getting data at the back end, from various possible sources.


  2. It is a very useful book for anybody starting to use BIRT. However, some sections are slightly out of date vs. the new versions (2.2.2) of BIRT in 2007.

    The basic concepts in this book are still very useful, otherwise it is hard to find online information explained in such a systematic way and in such details.


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Posted in Graphics and Multimedia (Monday, October 13, 2008)

Written by Alexander Manu. By Trans-Atlantic Publications, Inc.. The regular list price is $44.99. Sells new for $19.50. There are some available for $8.65.
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3 comments about The Imagination Challenge: Strategic Foresight and Innovation in the Global Economy (VOICES) (VOICES).
  1. I expected to find tools and techniques to come up with novel ideas. Tools to get people say what they need and then come up with new solutions.

    This book does not offer this kind of information. Instead it tells you at length about past innovations and gives you no clue as to how people came up with them. Apart maybe that you should ask your self nonsense questions and see if you can come up with an answer that makes sense: what if tooth brushes could see? or what if Barbie dolls had a wireless access point installed? I do not believe in nonsense.

    If you don't know already that in order to come up with new ideas you have to let go of what you know and ask yourself new questions and that you have to recognize the problem before finding a solution, than this book is for you.


  2. I have just read a review of this book stating that the reader was disappointed not to find a guide on how to develop new products. My view of this book differs in that I believe the book is quite successful in challenging people to use their imaginations and provides insightful examples of what doing so can achieve. If you are looking for a 'design by numbers' book this isn't it. The Imagination Challenge explores how we interpret situations, emerging signals, latent needs, behavior, play and opportunities and use are minds to create meaningful experiences and gain foresight in the transforming world of design. It challenges the role and responsibilities of designers and organizations today while outlining the importance of creating value.

    I highly recommend this book.


  3. I am always fascinated by the power of imagination.

    With imagination, my mind becomes my playground. Coupling with fantasy, it becomes my amusement park.

    Naturally, I love to read books about enhancing imagination. Several old classic books come quickly to mind:

    - 'Applied Imagination', by Alex Osborn, the advertising guy who coined "brainstorming";

    - 'Imagineering: How to Profit from Your Creative Powers', by Michael Lebouef - I love his premise: "You let your imagination to soar & then you engineer it down to earth.");

    During my corporate days, I had even read 'Corporate Imagination Plus' by James Bandrowski, who asserted the importance of imagination in strategic planning.

    A few months ago, I have read 'Turn Your Imagination into Money', which is actually a reprint of an old classic.

    I reckon the most memorable personal experience in appreciating the power of imagination is my first visit to the Disneyland World Resort in Anaheim, California, during the eighties, to experience the imagineering masterpieces of the legendary Walt Disney.

    The joyful encounter was followed by further visits to The Tokyo Disneyland in Japan & the Walt Disney World Resort (+ the EPCOT Centre) in Orlando, Florida. In fact, I had revisited the latter after a gap of ten years in 2000.

    Following a stumble-upon on the net, I am now reading:

    'The Imagination Challenge: Strategic Foresight & Innovation in the Global Economy',

    by Alexander Manu, a strategic innovation practitioner.

    After perusing only the first few chapters, & particularly Chapter 11, plus some casual browsing of the rest of the book, I must say this book definitely ranks in a totally different league, when compared to all the stuff I have already read earlier.

    It's almost a scholarly exposition, although I detect that there is a very playful streak in the writing, which is clear & succinct.

    The first thing I got out of the book is the lucid distinction between 'imagination' & 'creativity' since most of us, including myself, tend to lump them together.

    Also, I get a better understanding of the apparently subtle difference between 'strategic innovation' & 'tactical innovation'.

    From the way I read it, the book is specifically written from a human user-centred design perspective. This has to do with the author's original design background.

    Also, much of the material in the book is drawn from the author's professional experiences, while serving as Research Director in the Beal Institute for Strategic Creativity. [Currently, I understand he is the Chief Imaginator with InnoSpa Consulting of Finland.]

    I certainly appreciate the author's many key premises at the onset of the book's beginning chapters:

    - creative & innovative thinking creates (or recreates) value in a product or service, but it is the power of our imagination that provides the quantum leap in our thinking as well as experimentation to help build & enhance the ultimate user experiences with our products & services;

    - it's the ability to imagine without limits, & asking 'what if...?' questions incessantly that will allow us to create innovative products & services;

    - to trigger imagination, we need to become real kids again, as serious play (to kids, play is never a task, in fact to them, play = work) is a powerful means to unlocking our creative & innovative potential;

    - it's our imagination that give life & meaning to technology;

    - the best approach to designing wonderful customer experiences is through the eyes of a kid, be curious about the world, about everything, experiment, reason everything before drawing up conclusions, don't jump on forms but rather define what the forms must do & how they interact with users before deciding how they look;

    - in the words of the authors, strategic innovation requires an understanding of the underlying behaviours, desires & motivations of the ultimate design solution;

    - interestingly, more questions will come from the play instinct, as play is exploring, searching, seeing things in a new light, communicating, interacting, & more importantly, be-ing what we are from day one - born with creative impulses;

    - as organisations, we need to create an ecology of possibility or play space, so to speak, to allow our people to explore the possible & to come up with breakthrough solutions, & more importantly, to be play-wise & play-ready;

    - hands do not initiate play; the mind must do it first, so I reckon what keeps our mind agile is how we use & stimulate it;


    The book is packed with inspiring stories & illustrative anecdotes.

    What I like most is the author's complete set of 8 flexible steps that can serve as a framework for investigating viable opportunities, culminating into what the author has designated as 'The Strategic Imagination Circle':

    1) signal discovery;

    2) emerging signals mapping;

    3) imaginative questions;

    4) points of departure;

    5) future scenarios;

    6) experience opportunity definition;

    7) economic opportunity modeling;

    8) post-signal learning;

    At first glance, it seems complicated. It has taken me quite a while to understand & digest how it works.

    I can sense, to some extent, some of the stuff here, at least:

    - in terms of "just playing around leads to great discoveries", correlates to Michael Schrage's 'Serious Play: How the World's Best Companies Simulate to Innovate', although the latter has a primary focus on prototyping;

    - in terms of "reading signals", correlates to the work of George Day & Paul Schoemaker, who wrote 'Peripheral Vision: Detecting the Weak Signals that Would Make or Break Your Company', with the principal premise: how good are you in sensing, interpreting & acting on the signals? [Please read my review on Amazon.]

    The only adverse comment I am going to make here is that the suggested tools to be used at each stage of the 'Strategic Imagination Circle' seemingly lack sufficient elaboration or amplification on the part of the author.

    Although I am still reading the book, I dare to say that it is definitely worthwhile to pursue. It's not just about the power of imagination & the wonder of play.

    It's about insight restructuring & opportunity finding.


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Posted in Graphics and Multimedia (Monday, October 13, 2008)

Written by Samuel R. Buss. By Cambridge University Press. The regular list price is $79.00. Sells new for $38.43. There are some available for $22.95.
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2 comments about 3D Computer Graphics: A Mathematical Introduction with OpenGL.
  1. I have several graphics books and I find two are indespensible: The OpenGL Programming Guide and Dr. Buss' book. Dr. Buss' book has clear, elucidating language and good coverage for both the classroom and the practicing graphics software developer. Though the OpenGL Programming Guide covers many of the same topics, its coverage of the mathematics is thin. Hence, this text perfectly dovetails with it. Particularly well-written is the chapter covering the Phong and the Cook-Torrance lighting models.


  2. Great service!!The book is new and the deliver has been so fast!(3 days more or less) :)


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Posted in Graphics and Multimedia (Monday, October 13, 2008)

Written by Greg Nickles. By Crabtree Publishing Company. The regular list price is $7.95. Sells new for $3.92. There are some available for $3.90.
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No comments about Argentina - The Land (Lands, Peoples, and Cultures).



Posted in Graphics and Multimedia (Monday, October 13, 2008)

Written by Wilfried Linder. By Springer. The regular list price is $119.00. Sells new for $89.15. There are some available for $76.78.
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1 comments about Digital Photogrammetry: A Practical Course.
  1. This book can seem a bit overwhelming at first. It is not a book you read quickly and completely understand. It can be time consuming. The software that is included is decent though, considering the book was a hundred bucks.


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Posted in Graphics and Multimedia (Monday, October 13, 2008)

Written by Dante Treglia. By Charles River Media. The regular list price is $69.95. Sells new for $35.00. There are some available for $19.99.
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5 comments about Game Programming Gems 3 (Game Programming Gems Series).
  1. The Game Programming Gems books are fat and full of good ideas. Unfortunately, these ideas are only really useful to beginning programmers; anyone who has programmed seriously for more than two years will know 90% of the material in the book series.
    The remaining 10% of the book is remarkably good, with innovative ideas on how to approach problems. But Charles River Media decided to lengthen the book with such trivialities as how to use the C++ Standard Library and using Direct3D. Most of the material in the GPG series is covered better, and in more depth in other books which don't have the word "game" in their title.


  2. I've noticed several scathing reviews from folks who admit in the review that they aren't even game programmers. Am I missing something? How in the world could this book be at all useful or interesting to someone who admittedly has no interest in programming games? Unbelievable.

    For anyone specifically interested in actually using this book to develop games, you're going to get your money's worth.



  3. If you are a software developer this series should be somewhat mandatory reading. While the focus is on games much of the material should be common knowledge for software engineers. I did however like all of the book because it really shows that these authors are "in the trenches" so to say. For the seasoned developer it may be somewhat a waste of time but I would be surprised if everyone did not take something away from this book. The low level compiler examples for instance, using Lex and Yacc was pretty interesting but it left me wanting more and I ended up researching it on the Internet.

    The first two books seem to pack more for the punch.


  4. It's a little high-level, but it contains many useful ideas and uses of different algorithms for game programming.


  5. I got his book for my husband, who is a programmer, and this one is his favorite of the series. He refers to it on a regular basis, and he says it has saved him valuable time. The graphics sections are especially usefull. A handy reference book for any programmer.


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Engineering Design with SolidWorks 2006 and MultiMedia CD
Creative Photoshop Portrait Techniques (A Lark Photography Book)
3D Graphics & Animation (2nd Edition) (3D Graphics Other)
The Art of Flash Animation: Creative Cartooning
Integrating and Extending BIRT
The Imagination Challenge: Strategic Foresight and Innovation in the Global Economy (VOICES) (VOICES)
3D Computer Graphics: A Mathematical Introduction with OpenGL
Argentina - The Land (Lands, Peoples, and Cultures)
Digital Photogrammetry: A Practical Course
Game Programming Gems 3 (Game Programming Gems Series)

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*Amazon.com prices and availability subject to change.
Last updated: Mon Oct 13 14:27:06 EDT 2008