Historically, katana (刀) were one of the traditionally made Japanese swords (日本刀, nihontō) that were used by the samurai of feudal Japan. Modern versions of the katana are sometimes made using non-traditional materials and methods. The katana is characterized by its distinctive appearance: a curved, slender, single-edged blade with a circular or squared guard and long grip to accommodate two hands.
The production of swords in Japan is divided into specific time periods:
The first use of "katana" (gatana) as a word to describe a long sword that was different from a tachi occurs as early as the Kamakura Period (1185–1333). These references to "uchigatana" and "tsubagatana" seem to indicate a different style of sword, possibly a less costly sword for lower-ranking warriors. The evolution of the tachi into the katana seems to have started during the early Muromachi period (1337 to 1573). Starting around the year 1400, long swords signed with the "katana" signature were made. This was in response to samurai wearing their tachi in what is now called "katana style" (cutting edge up). Japanese swords are traditionally worn with the signature facing away from the wearer. When a tachi was worn in the style of a katana, with the cutting edge up, the tachi's signature would be facing the wrong way. The fact that swordsmiths started signing swords with a katana signature shows that some samurai of that time period had started wearing their swords in a different manner.
Katana is Japanese for backsword and often refers to uchigatana, especially in English. For a list of fictional katana, see Katanas in fiction. Katana may also refer to:
The Dreamcast (Japanese: ドリームキャスト, Hepburn: Dorīmukyasuto) is a home video game console released by Sega on November 27, 1998 in Japan, September 9, 1999 in North America, and October 14, 1999 in Europe. It was the first in the sixth generation of video game consoles, preceding Sony's PlayStation 2, Nintendo's GameCube and Microsoft's Xbox. The Dreamcast is Sega's final home console, marking the end of the company's 18 years in the console market.
In contrast to the expensive hardware of the unsuccessful Sega Saturn, the Dreamcast was designed to reduce costs with "off-the-shelf" components, including a Hitachi SH-4 CPU and an NEC PowerVR2 GPU. Released in Japan to a subdued reception, the Dreamcast enjoyed a successful U.S. launch backed by a large marketing campaign, but interest in the system steadily declined as Sony built hype for the upcoming PlayStation 2. Sales did not meet Sega's expectations despite several price cuts, and the company continued to incur significant financial losses. After a change in leadership, Sega discontinued the Dreamcast on March 31, 2001, withdrawing from the console business and restructuring itself as a third-party publisher. 9.13 million Dreamcast units were sold worldwide.
Jumper or Jumpers may refer to:
Jumper is a 1992 science fiction novel by Steven Gould. The novel was published in mass market paperback in October 1993 and re-released in February 2008 to coincide with the release of the film adaptation. It tells the story of David, a teenager who escapes an abusive household using his ability to teleport. As he tries to make his way in the world, he searches for his mother (who left when he was a child), develops a relationship with a woman he keeps his ability secret from, and is eventually brought into conflict with several antagonists.
One evening, while being physically abused by his father, David Rice unexpectedly teleports (or "jumps") and finds himself in the local library. The origin of this power is never explained. Vowing never to return to his father's house, David makes his way to New York City. After being mugged and discovering that he can't get a job without a birth certificate and social security number, David robs a local bank by teleporting inside the safe, stealing nearly a million dollars. He then begins a life of reading, attending plays, and dining in fancy restaurants.
A jumper, in police and media parlance, is a person who plans to fall or jump (or already has fallen or jumped) from a potentially deadly height, sometimes with the intention to commit suicide, at other times to escape conditions inside (e.g., a burning building).
The term includes successfully-fatal suicides as well as those people who survive the attempt. The latter are often left with major injuries and permanent disabilities from the impact-related injuries. A frequent scenario is that the jumper will sit on an elevated highway or building-ledge as police attempt to talk them down. Potential jumpers are sometimes encouraged by observers to jump, an effect known as "suicide baiting".
The term was brought to prominence even more so in the immediate aftermath of the September 11 attacks, in which approximately 200 people at the point of impact or trapped above the point of impact in the North and South towers of the World Trade Center jumped to escape the fire and the smoke caused by the direct impact of Flights 11 and 175. Many of these jumpers were inadvertently captured on both television and amateur footage, even though television networks reporting on the tragedy attempted to avoid showing the jumpers falling to avoid upsetting viewers.