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  2. Lulu.com - Wikipedia

    en.wikipedia.org/wiki/Lulu.com

    Replay Photos. In January 2014, Lulu announced that it had acquired Durham (NC)-based sports photography company Replay Photos. Replay Photos sells licensed images of collegiate and professional sports teams as photographic prints, custom framed photos, photos on canvas, and original wall art. Digital Rights Management (DRM)

  3. Canvas print - Wikipedia

    en.wikipedia.org/wiki/Canvas_print

    Canvas print. Digitally created art printed on canvas. A canvas print is the result of an image printed onto canvas which is often stretched, or gallery-wrapped, onto a frame and displayed. Canvas prints are used as the final output in an art piece, or as a way to reproduce other forms of art.

  4. Marcel Duchamp - Wikipedia

    en.wikipedia.org/wiki/Marcel_Duchamp

    Henri-Robert-Marcel Duchamp (UK: / ˈ dj uː ʃ ɒ̃ /, US: / dj uː ˈ ʃ ɒ̃, dj uː ˈ ʃ ɑː m p /, French: [maʁsɛl dyʃɑ̃]; 28 July 1887 – 2 October 1968) was a French painter, sculptor, chess player, and writer whose work is associated with Cubism, Dada, and conceptual art.

  5. The Children's Place - Wikipedia

    en.wikipedia.org/wiki/The_Children's_Place

    The Children's Place in Manhattan (now closed) The company was founded in 1969. It was acquired by Federated Department Stores in 1981. After Campeau Corporation acquired Federated, they sold The Children's Place to a group led by Joseph Sitt in 1988. They became publicly traded on the NASDAQ exchange in 1997 under the ticker symbol PLCE.

  6. These Kid-Friendly Coding Games Will Teach Your Little Ones ...

    www.aol.com/lifestyle/kid-friendly-coding-games...

    The best coding websites, games, and online classes for kids that can nurture everything from problem-solving skills to critical thinking to creativity. These Kid-Friendly Coding Games Will Teach ...

  7. Kafai and Burke describe contemporary examples of computational participation: students who code not for the sake of coding but to create games, stories, and animations to share; the emergence of youth programming communities; the practices and ethical challenges of remixing (rather than starting from scratch); and the move beyond stationary ...

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