Annual Program Summary and Monitoring Report - FY2011

Total Page:16

File Type:pdf, Size:1020Kb

Annual Program Summary and Monitoring Report - FY2011 Klamath Falls Resource Area Resource Falls Klamath BLM Annual Program Summary and Monitoring Report for Fiscal Year 2011 As the Nation’s principal conservation agency, the Department of the Interior has responsibility for most of our nationally owned public lands and natural resources. This includes fostering the wisest use of our land and water resources, protecting our fi sh and wildlife, preserving the environmental and cultural values of our national parks and historical places, and providing for the enjoyment of life through outdoor recreation. The Department assesses our energy and mineral resources and works to assure that their development is in the best interest of all our people. The Department also has a major responsibility for American Indian reservation communities and for people who live in Island Territo- ries under U.S. administration. BLM/OR/WA/GI-12/012+1792 Cover photograph: Rafting on the Upper Klamath River, Klamath Falls Resource Area fi le photo Annual Program Summary and Monitoring Report - FY2011 U.S. Department of Interior Bureau of Land Management Klamath Falls Resource Area ANNUAL PROGRAM SUMMARY and MONITORING REPORT FISCAL YEAR 2011 i Klamath Falls Resource Area ii Annual Program Summary and Monitoring Report - FY2011 Public Input to this Document Although the Annual Program Summary gives only a very basic and brief description of the programs, resources and activities in which the Klamath Falls Resource Area (KFRA) is involved, the report does give the reader a sense of the enormous scope, complexity and diversity involved in management of the Klamath Falls Resource Area public lands and resources. The managers and employees of the Klamath Falls Resource Area take pride in the accomplishments described in this report. Public input on this Annual Program Summary and Monitoring Report will assist us in making this document more understandable and easy to read for the public in future years. You may provide comments via email at: [email protected] or send written comments to the following address: Bureau of Land Management Klamath Falls Resource Area c/o Planner 2795 Anderson Avenue, Building #25 Klamath Falls, OR 97603 Comments, including names and street addresses of respondents, will be available for public review at the above address during regular business hours (8:00 a.m. to 5:00 p.m.), Monday through Friday, except holidays, and may be published as part of the document on which you are commenting. Before including your address, phone number, e-mail address, or other personal identifying information in your comment, you should be aware that your entire comment – including your personal identifying information – may be made publicly available at any time. While you can ask us in your comment to withhold your personal identifying information from public review, we cannot guarantee that we will be able to do so. Thank you for taking the time to review this document. iii Klamath Falls Resource Area iv Annual Program Summary and Monitoring Report - FY2011 Table of Contents ANNUAL PROGRAM SUMMARY 1.0 Introduction ......................................................................................................................................3 2.0 Summary of Accomplishments ........................................................................................................3 3.0 Budget and Employment ..................................................................................................................6 4.0 Land Use Allocations within the Klamath Falls Resource Area ......................................................6 Late-Successional Reserves and Assessments .................................................................................6 Matrix ...............................................................................................................................................7 5.0 Aquatic Conservation Strategy ........................................................................................................7 Riparian Reserves ............................................................................................................................8 Watershed Analysis and Key Watersheds ........................................................................................8 Watershed Restoration .....................................................................................................................8 Roads..............................................................................................................................................8 Riparian Habitat Enhancement ......................................................................................................9 Stream Restoration .........................................................................................................................9 6.0 Air Quality .....................................................................................................................................10 7.0 Water and Soils ..............................................................................................................................10 Water - Project Implementation .....................................................................................................10 Soils – Project Implementation ......................................................................................................11 State-listed Clean Water Act 303d Streams ...................................................................................11 Water - Inventory and Monitoring .................................................................................................12 Soils – Inventory and Monitoring ..................................................................................................13 Klamath River Hydroelectric Facility Relicensing ........................................................................14 RMP Best Management Practices ..................................................................................................14 8.0 Terrestrial Species and Habitat Management .................................................................................14 Threatened/Endangered Species ....................................................................................................14 Northern Spotted Owl ..................................................................................................................14 Special Status Species - Animals ...................................................................................................15 Bald Eagle ...................................................................................................................................15 Peregrine Falcon ..........................................................................................................................15 Yellow Rails ................................................................................................................................15 Bats .............................................................................................................................................15 Northern Goshawk .......................................................................................................................16 Sage Grouse .................................................................................................................................16 Mollusks ......................................................................................................................................16 Great Gray Owl ............................................................................................................................16 Special Status Species - Plants .......................................................................................................16 Other Species of Concern ..............................................................................................................16 Landbirds .......................................................................................................................................16 v Klamath Falls Resource Area Terrestrial Habitat Management ....................................................................................................17 Nest Sites, Activity Centers, and Rookeries ................................................................................17 Big Game Habitat .......................................................................................................................17 9.0 Aquatic Species and Habitat Management ....................................................................................18 Threatened/Endangered Species ...................................................................................................18 Lost River and Shortnose Suckers ...............................................................................................18 Bull Trout .....................................................................................................................................19 Special Status Species ....................................................................................................................19 Oregon Spotted Frog ....................................................................................................................19 Aquatic Mollusks .........................................................................................................................19
Recommended publications
  • Mapping the Realm: an Eorzean Atlas Mapping the Realm: an Eorzean Atlas
    Mapping the Realm: An Eorzean Atlas Mapping the Realm: An Eorzean Atlas Introduction Eorzea is the setting for the massively-multiplayer online role-playing game A Realm Reborn: Final Fantasy XIV Online. The game was announced at the E3 Conference in 2009 and launched on September 22, 2010. In the original form, the game was nearly unplayable, but with some internal restructuring, a new producer and new team, the game was relaunched as A Realm Reborn on August 27, 2013. Haydaelyn Haydaelyn, the world of FINAL FANTASY XIV, is divided into three great continents: Ilsabard and Otheard (both controlled by the militaristic Garlean Empire), and Aldenard. The latter continent and its surrounding islands serve as the realm of Eorzea. There are five playable regions of Eorzea: Thanalan, The Black Shroud, La Noscea, Mor Dhona, and Coerthas. Each of these regions (except for Mor Dhona and Coerthas) is divided into several zones. Thanalan The desert nation in the south of Eorzea, Thanalan became home to hundreds of refugees from regions conquered by the Garlean Empire. The sultanate of Ul’dah sits as city-state of Thanalan, ruled by Sultana Nanamo Ul Namo and her captain of the Immortal Flames, Raubahn Aldynn. Ul’dah The jewel of the desert, the city-state of Ul’dah sits in the south of the desert region of Thanalan. The city is very affluent, creating great disparity between the residents and refugees. It is divided into two zones, the Steps of Nald and the Steps of Thal, the names taken from the city-state’s patron diety Nald’thal.
    [Show full text]
  • Everquest Guide to Trial of Perseverance
    Everquest guide Trial of Perseverance This is a 24 man raid event obtained from Lieutenant Ekiltu Verlor in Lavastorm. The zone is entered from The Broodlands and is an instanced version of Stillmoon Temple. 2 day, 20 hour lockout on the event. Preparation: Cold buff required Stillmoon Temple map 1: Zone in from Broodlands 2: Osashi and the Bell The zone will be empty except for a single Drake called Osashi standing by a small shed containing a bell. Until Osashi is approached, you can still add players to the task. You say, 'Hail, Osashi' Osashi says 'You have come at the goblins' behest? Very well. Perseverance is important to all, regardless of what you seek, be it wealth, knowledge, or power. This trial will show me just how committed you are to obtain your desires. When you being this trial, several goblins will wait near the gong and attempt to ring it after one minute. Do not let this happen and you shall prove yourself in this trial. Are you [ready] to begin?' You say, 'ready' This will cause 4x Stillmoon goblin to spawn around the bell that Osashi stands by. Osashi himself will despawn at this point. The Stillmoon goblin’s are level 68, cast no spells but will occasionally enrage. All are mezzable and will summon. What needs to be done is to mez all but one goblin that will be killed. Pull the Goblin away from the bell to kill it. Every time a Goblin is killed another will spawn in its original spawn point until you have killed the goblin from that spawn point 3 times in which case it will stay dead.
    [Show full text]
  • Player–Game Interaction and Cognitive Gameplay: a Taxonomic Framework for the Core Mechanic of Videogames
    informatics Article Player–Game Interaction and Cognitive Gameplay: A Taxonomic Framework for the Core Mechanic of Videogames Kamran Sedig 1,*, Paul Parsons 2 and Robert Haworth 1 1 Department of Computer Science, Western University, London, ON N6A 3K7, Canada; [email protected] 2 Department of Computer Graphics Technology, Purdue University, West Lafayette, IN 47907, USA; [email protected] * Correspondence: [email protected]; Tel.: +1-519-661-2111 (ext. 86612) Academic Editor: Antony Bryant Received: 19 December 2016; Accepted: 9 January 2017; Published: 13 January 2017 Abstract: Cognitive gameplay—the cognitive dimension of a player’s experience—emerges from the interaction between a player and a game. While its design requires careful consideration, cognitive gameplay can be designed only indirectly via the design of game components. In this paper, we focus on one such component—the core mechanic—which binds a player and game together through the performance of essential interactions. Little extant research has been aimed at developing frameworks to support the design of interactions within the core mechanic with cognitive gameplay in mind. We present a taxonomic framework named INFORM (Interaction desigN For the cORe Mechanic) to address this gap. INFORM employs twelve micro-level elements that collectively give structure to any individual interaction within the core mechanic. We characterize these elements in the context of videogames, and discuss their potential influences on cognitive gameplay. We situate these elements within a broader framework that synthesizes concepts relevant to game design. INFORM is a descriptive framework, and provides a common vocabulary and a set of concepts that designers can use to think systematically about issues related to micro-level interaction design and cognitive gameplay.
    [Show full text]
  • What Is Meta AI
    Changing the Game: Measuring and Influencing Player Emotions Through Meta AI Yuta Mizuno Daiki Satoi AI Technical Game Designer AI Researcher SQUARE ENIX CO., LTD. SQUARE ENIX CO., LTD. [email protected] [email protected] Meta AI example Meta AI (AI Director) controls the whole game… Meta AI Difficulty Story Generation Weather Ally NPC(s) Player Enemy Melee: Character NPC(s) Ranged: © 2019 SQUARE ENIX CO., LTD. All Rights Reserved. Meta AI example Meta AI (AI Director) controls the whole game... e.g. weather, enemies, difficulty, story generation... Left 4 Dead – “From COUNTER-STRIKE to LEFT 4 DEAD: Creating Replayable Cooperative Experiences” (Booth, GDC2009) TOTAL WAR - “Battle AI in TOTAL WAR: SHOGUN 2 and Lessons Learned” (Gudmundsson, PGAI 2011) WARFRAME - “Space Ninjas with Machineguns!” (Brewer, GDC2013) Far Cry 4 - “Far Cry’s AI: A manifesto for systemic and emergent game-play and open world ” (Varnier, GAIC2014) Assassin’s Creed Origins - “Virtual Insanity: Meta AI on 'Assassin's Creed: Origins'” (Lefebvre, GDC2018) Final Fantasy XV - “Eos is Alive: The AI Systems of 'Final Fantasy XV‘” (Miyake, GDC2018) -> Meta AI is becoming more necessary © 2019 SQUARE ENIX CO., LTD. All Rights Reserved. Why? Let’s start by asking “Why?” Why do you make games? © 2019 SQUARE ENIX CO., LTD. All Rights Reserved. Why? Why do we need to try? Why do you try to make your games the best? © 2019 SQUARE ENIX CO., LTD. All Rights Reserved. Why? Why do we need to make the game best? For me, the reason why: Games are NOT necessary © 2019 SQUARE ENIX CO., LTD.
    [Show full text]
  • Everquest Guide to Icefall Glacier
    Everquest guide Icefall Glacier Avalanche Head east from zone in to the passageway in the east zone wall behind the polar bears. Go down to the bottom of the ramp and then up the ice wall to the open area with the frost goblins. Clear this area, leaving the trapped Wraithguard in the far camp. Gather the raid together and talk to the trapped Wraithguard to start the event: You say, 'Hail, a trapped Wraithguard' a trapped Wraithguard says 'Please you must help me! I was scouting for the Wraithguard when I was captured by one of the creations of the vile Shade King. For the longest time we thought we were [safe] from the shades during the bright hours of the day. But it seems those days are over.' You say, 'safe' a trapped Wraithguard says 'Yes, until these ice golems began emerging from the crypts the shades had no influence during the day time. It appears though the Shade King has managed to create these golems and imbue them with his will. This current one is the largest one I've yet seen. It appears to be holding me as bait to lure more of my brethren into a trap. You must [help] me and help prevent the death of my kin!' You say, 'help' a trapped Wraithguard says 'Hurry and free me before the golem realizes what is happening!' As you look around, some of the goblins in the immediate vicinity preparing to defend their home have fled to escape the fury of Avalanche. Avalanche shouts, 'Haha! You are foolish to stay here and challenge me.
    [Show full text]
  • THE PRIMORDIAL ECONOMICS of CHEATING: Trading Skill for Glory Or Vital Steps to Evolved Play?
    THE PRIMORDIAL ECONOMICS OF CHEATING: Trading Skill for Glory or Vital Steps to Evolved Play? Robert MacBride Games Programs, RMIT University, Melbourne, VIC 3000 Australia (+61 3) 9925-2000 [email protected] [email protected] ABSTRACT firstly outline some of the ways in which ethics have been In a period marked by cultural, industrial and technological conceptualised in game play, following this; a look at a case convergences of new media platforms globally, what study of Melbourne MMO players and their definitions of constitutes ‘Situated play’? One of the key aspects of the the “ethics” in games through the rubric of cheating. global digital industries has been the increasing importance of locality in determining modes of game play. Far from The case study of MMO users in Melbourne will consist of homogenising game play, globalisation has resulted in users from over 10 ethnic backgrounds. The sample study “disjuncture” and “difference” at the level of the local. Take, will ask users about their definition of cheating and right or for example, the considerable successes of the Massively wrong game play so that we may mediate on some of Multiplayer Online scene; despite its movement towards the saliencies and nascent socio-cultural dimensions of play and idea of the connected gaming civilisation model, many locality. MMO are not global but, rather, played by certain communities that share linguistic, socio-cultural or political economy similarities. A considerably poignant example KEYWORDS would be the way in which different aesthetics appeal to Cheat, Debug, Trainer, Twinking, Build & Levelling guides, cultural contexts. The formulation of these distinctive taste Camping, Programming flaw exploitation, Walkthrough, cultures are marked by what Pierre Bourdieu noted as FAQ (Frequently asked question document), Patching, modes of cultural (productions of knowledges), social and Speed run, Gold/Stat farming, Ghosting, Unlockable, Easter economic capital.
    [Show full text]
  • LCSH : Free-Floating Subdivisions
    — To 221 B.C. headings for art and art forms of all nations, authors, individual literatures, including drama, H 1148 regions, and ethnic groups, except those and forms and types of musical compositions. headings for art and art forms of China, Japan, — 19th century Use as a chronological subdivision under and Korea. headings for art forms qualified by the adjective H 1148; H 1154; H 1155.2; H 1156; H 1160 Chinese. — 12th century Use as a chronological subdivision under — To 794 H 1148 headings for art and art forms of all nations, H 1148 Use as a chronological subdivision under regions, and ethnic groups, except those headings for art and art forms of all nations, headings for art and art forms of China and Use as a chronological subdivision under regions, and ethnic groups, except those Korea. Also use under individual languages and headings for art forms qualified by the adjective headings for art and art forms of China, Japan, groups of languages, groups of literary authors, Japanese. and Korea. individual literatures, including drama, and forms — To 935 — Kamakura-Momoyama periods, 1185-1600 and types of musical compositions. H 1148 H 1148 — Meiji period, 1868-1912 Use as a chronological subdivision under Use as a chronological subdivision under H 1148 headings for art forms qualified by the adjective headings for art forms qualified by the adjective Use as a chronological subdivision under Korean. Japanese. headings for art forms qualified by the adjective — To 1500 — 13th century Japanese. H 1156; H 1160 H 1148 — 1868- Use as a chronological subdivision under Use as a chronological subdivision under H 1148 headings for drama and forms and types of headings for art and art forms of all nations, Use as a chronological subdivision under musical compositions.
    [Show full text]
  • Mail-In Violations and Infractions Schedule Penalties to Be Accepted by the Centralized Infractions Bureau Effective December 1, 2020 (Unless Otherwise Noted)
    CHART A STATE OF CONNECTICUT SUPERIOR COURT www.jud.ct.gov Mail-In Violations and Infractions Schedule Penalties to be Accepted by the Centralized Infractions Bureau Effective December 1, 2020 (Unless otherwise noted) NOTE CONCERNING VIOLATIONS OF EXECUTIVE ORDER 9B: This chart reflects the status of the enforcement provisions of Executive Order 9B, regarding face coverings and public gatherings, as of the date of publication. Subsequent to publication, some of these provisions may have changed or expired due to the fluid nature of the public health emergency and the civil preparedness emergency declared by Governor Ned Lamont in response to the coronavirus disease 2019 (COVID-19) outbreak in the United States and Connecticut. The reader is cautioned to refer to https://portal.ct.gov/Office-of-the-Governor/Governors-Actions/Executive-Orders/Governor- Lamonts-Executive-Orders for the current status of Executive Orders contained herein. © 2020, Judicial Branch, State of Connecticut Table of Contents PREFACE ........................................................................................................ 1 FOREST AND PARK....................................................................................25 MOTOR VEHICLES - Numerical Order ........................................................ 3 WATER RESOURCES, FLOOD AND EROSION CONTROL ...................26 MOTOR CARRIER SAFETY/OPERATION STANDARDS....................... 15 FISHERIES AND GAME..............................................................................26 OVERWEIGHT
    [Show full text]
  • Draining the English Channel': the European Revolution in Three Kingdoms & Three Keynotes (By Simon Stephens, David Lan & Edward Bond)
    ©Draining the English Channel©: The European Revolution in three kingdoms & three keynotes (by Simon Stephens, David Lan & Edward Bond) Article (Accepted Version) Fowler, Benjamin (2016) 'Draining the English Channel': The European Revolution in three kingdoms & three keynotes (by Simon Stephens, David Lan & Edward Bond). Contemporary Theatre Review, 26 (3). pp. 328-336. ISSN 1048-6801 This version is available from Sussex Research Online: http://sro.sussex.ac.uk/id/eprint/61989/ This document is made available in accordance with publisher policies and may differ from the published version or from the version of record. If you wish to cite this item you are advised to consult the publisher’s version. Please see the URL above for details on accessing the published version. Copyright and reuse: Sussex Research Online is a digital repository of the research output of the University. Copyright and all moral rights to the version of the paper presented here belong to the individual author(s) and/or other copyright owners. To the extent reasonable and practicable, the material made available in SRO has been checked for eligibility before being made available. Copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational, or not-for-profit purposes without prior permission or charge, provided that the authors, title and full bibliographic details are credited, a hyperlink and/or URL is given for the original metadata page and the content
    [Show full text]
  • Dynamic Quest Generation Using in Session Player Behaviors in MMORPG
    WRITING FOR EACH OTHER: DYNAMIC QUEST GENERATION USING IN SESSION PLAYER BEHAVIORS IN MMORPG A Thesis presented to the Faculty of California Polytechnic State University, San Luis Obispo In Partial Fulfillment of the Requirements for the Degree Master of Science in Computer Science by Sean Mendonca June 2020 c 2020 Sean Mendonca ALL RIGHTS RESERVED ii COMMITTEE MEMBERSHIP TITLE: Writing For Each Other: Dynamic Quest Generation Using In Session Player Behav- iors in MMORPG AUTHOR: Sean Mendonca DATE SUBMITTED: June 2020 COMMITTEE CHAIR: Foaad Khosmood, Ph.D. Professor of Computer Science COMMITTEE MEMBER: Michael Haungs, Ph.D. Professor of Computer Science COMMITTEE MEMBER: Franz Kurfess, Ph.D. Professor of Computer Science iii ABSTRACT Writing For Each Other: Dynamic Quest Generation Using In Session Player Behaviors in MMORPG Sean Mendonca Role-playing games (RPGs) rely on interesting and varied experiences to maintain player attention. These experiences are often provided through quests, which give players tasks that are used to advance stories or events unfolding in the game. Tra- ditional quests in video games require very specific conditions to be met, and for participating members to advance them by carrying out pre-defined actions. These types of quests are generated with perfect knowledge of the game world and are able to force desired behaviors out of the relevant non-player characters (NPCs). This becomes a major issue in massive multiplayer online (MMO) when other players can often disrupt the conditions needed for quests to unfold in a believable and immersive way, leading to the absence of a genuine multiplayer RPG experience. Our proposed solution is to dynamically create quests from real-time information on the unscripted actions of other NPCs and players in a game.
    [Show full text]
  • Design Patterns and Analysis of Player Behavior in First-Person Shooter Levels
    UNIVERSITY OF CALIFORNIA SANTA CRUZ THE SCIENCE OF LEVEL DESIGN: DESIGN PATTERNS AND ANALYSIS OF PLAYER BEHAVIOR IN FIRST-PERSON SHOOTER LEVELS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Kenneth M. Hullett September 2012 The Dissertation of Kenneth M. Hullett is approved: _______________________________ Professor E. James Whitehead, Chair _______________________________ Associate Professor Travis Seymour _______________________________ Assistant Professor Arnav Jhala _____________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Kenneth M. Hullett 2012 TABLE OF CONTENTS Table of Contents ......................................................................................................... iii List of Figures ............................................................................................................ xiii List of Tables ............................................................................................................ xvii ABSTRACT ................................................................................................................ xx Dedication .................................................................................................................. xxi Acknowledgments..................................................................................................... xxii Chapter 1: Introduction ...............................................................................................
    [Show full text]
  • 1 Pages: 1-186 MID-ATLANTIC FISHERY MANAGEMENT COUNCIL 800 North State Street, Suite 201 Dover, Delaware 19901-3910 COUNCIL MEET
    1 Pages: 1-186 MID-ATLANTIC FISHERY MANAGEMENT COUNCIL 800 North State Street, Suite 201 Dover, Delaware 19901-3910 COUNCIL MEETING 13-15 DECEMBER 2011 at Kingsmill 1010 Kingsmill Road Williamsburg, VA 23185 TUESDAY DECEMBER 13, 2011 2 I N D E X TOPIC PAGE INTRODUCTIONS AND ANNOUNCEMENTS RICHARD ROBINS 3 CIE REPORT - EXCESSIVE SHARES JOHN WALDEN 4 ATLANTIC WIND CONNECTION PROJECT KRIS OHLETH 68 PRESENTATION FROM REGIONAL OFFICE HABITAT DIVISION CHRIS BOELKE 110 ECOSYSTEM AND OCEAN PLANNING COMMITTEE REPORT PETER deFUR 140 NMFS NEFSC DIRECTOR REPORT JAMES WEINBERG 151 3 1 [1:05 p.m.] 2 _______________________________ 3 INTRODUCTIONS AND ANNOUNCEMENTS 4 COUNCIL CHAIRMAN RICHARD ROBINS: 5 Let's go and take our seats so we can get started, 6 please. I hope you find the venue to be 7 satisfactory. I spent all night decorating it for 8 the holidays, so. The view behind us here is rich 9 in history. 10 As a Virginian, I'm obligated in any 11 fisheries discussion to channel Captain John Smith, 12 who of course sailed 403 years ago from just up 13 river to chart the Chesapeake Bay and its natural 14 resources. 15 He found it to be teaming with 16 herring and what he called white salmon, what we 17 would now call striped bass or rock fish, sturgeon, 18 and certainly very thick with oysters. 19 It's an area very rich in, I think, 20 lessons for the management of marine ecosystem and 21 anthropogenic impacts on those resources. All of 22 those fisheries have gone through very trying times, 23 and some of them significantly recovered and are now 24 quite productive.
    [Show full text]