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A pay toilet in San Francisco, California, now free. The Committee to End Pay Toilets in America, or CEPTIA, was a 1970s grass-roots political organization which was one of the main forces behind the elimination of pay toilets in many American cities and states.
The New York Times called Kickstarter "the people's NEA". [9] Time named it one of the "Best Inventions of 2010" [10] and "Best Websites of 2011". [11] Kickstarter reportedly raised $10 million funding from backers including NYC-based venture firm Union Square Ventures and angel investors such as Jack Dorsey, Zach Klein and Caterina Fake. [12]
Kickstarter's prohibition of medical products lead to the project launching on Indiegogo instead. Renamed Vivid Vision and released in October 2017 for home use. Oct 11, 2017 [265] [266] Reset: Theory Interactive Indiegogo: Dec 23, 2013: €65,000 €71,398 First-person science fiction puzzle video game. Players must travel back in time to ...
In March 2019, the tensions in Kickstarter’s workplace culture boiled over in the form of a union drive—at the time, an unprecedented step for full-time workers at a tech company. New CEO Aziz ...
Michael Bentine's Potty Time was a British children's show, written by and starring Michael Bentine, and directed and produced by Leon Thau for Thames Television on ITV. It ran from 1973 to 1980. Bentine had introduced The Potties on a BBC show Michael Bentine Time a year earlier. [1]
He launched a second campaign on July 8, 2014, and critics attribute the success of the second Kickstarter campaign to the timing. [4] The Coolest received extensive press coverage when it topped the funding goals of the Pebble watch , and ended the campaign in August with $13,285,226 and 62,642 backers, making it the most-funded Kickstarter ...
The toilet may not be a darling of the design world, but innovative new solutions to our waste could be key to a more sustainable future. ... There’s also the matter of time: Waiting up to a ...
Antichamber is a first-person puzzle-platform game created by Australian developer Alexander "Demruth" Bruce. Many of the puzzles are based on phenomena that occur within impossible objects created by the game engine, such as passages that lead the player to different locations depending on which way they face, and structures that seem otherwise impossible within normal three-dimensional space.