Gallery Profile
Artcore/Fabrice Marcolini is committed to presenting the highest caliber and most innovative contemporary art by Canadian and International artists. The gallery’s first exhibition in 1997 was History of Sex by Andres Serrano and over the past ten years the ambitious programming of Artcore / Fabrice Marcolini has included work by European, North American and Asian master, mid-career and emergent artists by the likes of Francesco Clemente, Enzo Cucchi, Massimo Vitali, Fernando Bottero, Joseph Beuys, Rafael Lozano-Hemmer, Medrie MacPhee, and Max Streicher amongst others.
In 2003, Artcore/Fabrice Marcolini relocated to a new gallery district in Toronto called The Distillery District and became one of the largest commercial gallery spaces in Canada. The inaugural exhibition in the new gallery space was a museum-quality survey entitled The Nature of Joseph Beuys. The exhibition was supported by a published monographic catalogue of Beuys work. Over the past ten years, has participated in over 100 art fairs worldwide, including Art Basel and Art Basel Miami Beach establishing a reputation as a leading expert in the field of contemporary art and a trusted provider of professional expertise.
Currently, Artcore/Fabrice Marcolini represents a staple of over 20 established contemporary artists. In addition, Artcore/Fabrice Marcolini’s list of catalogue publications has been expanded significantly over the past 10 years and now totals over 20 publications.
Marco Brambilla, Hans Broek, Riccardo De Marchi, Oliver Dorfer, Michael Flomen,
Joan Fontcuberta, Miklos Gaàl, Steve Gibson, Liu Ming, Rafael Lozano-Hemmer,
Medrie MacPhee, Angel Marcos, Manfred Peckl, Liliana Porter, Ulf Puder, Stephan Reusse,
Max Streicher, Perry Thompson, Tim White, Santiago Ydáñez, Zhang Huan, Dennis Hollingsworth
Director Profile
Founding director Fabrice Marcolini brings over 15 years of expertise to Artcore. In 1994, Mr. Marcolini founded Contemporary Art Bank, for whom he worked as a private dealer and independent curator. Prior to opening of the Yorkville location, he was responsible for numerous exhibitions including several major surveys presented in Canada, the United States, and Europe. His exhibition entitled Immaginario Inuit in 1995, organized as an official Canadian event for the 50th anniversary of the United Nations, was the largest exhibition of Inuit art ever to be presented in a European museum. Hosted by the Palazzo Forti Museum of Modern and Contemporary Art, it was sponsored by the Department of Foreign Affairs and included works from some of Canada’s most important private and public collections. The exhibition entitled Dal Progetto all’Opera presented in 1996, featured bronze sculptures from 25 different artists representing over 10 countries. Accompanied by an extensive catalogue, the exhibition traveled to Toronto, Montreal, and New York.
Mr. Marcolini continues to develop his knowledge of contemporary art through his network of International contacts in New York, London, Berlin, Cologne, Venice, Sao Paulo, and Beijing.
Through constant travels, Mr. Marcolini keeps abreast of new developments in the contemporary art centers. Artcore/Fabrice Marcolini’s participation at major art fairs worldwide also serves to significantly increase the visibility of Canadian artists outside Canada.
Artcore/Fabrice Marcolini
55 Mill Street
Pure Spirits Building No. 62
Toronto, Ontario
M5A 3C4
Tel: (416) 920-3820
Fax: (416) 920-0909
Artcore/Fabrice Marcolini is committed to presenting the highest caliber and most innovative contemporary art by Canadian and International artists. The gallery’s first exhibition in 1997 was History of Sex by Andres Serrano and over the past ten years the ambitious programming of Artcore / Fabrice Marcolini has included work by European, North American and Asian master, mid-career and emergent artists by the likes of Francesco Clemente, Enzo Cucchi, Massimo Vitali, Fernando Bottero, Joseph Beuys, Rafael Lozano-Hemmer, Medrie MacPhee, and Max Streicher amongst others.
In 2003, Artcore/Fabrice Marcolini relocated to a new gallery district in Toronto called The Distillery District and became one of the largest commercial gallery spaces in Canada. The inaugural exhibition in the new gallery space was a museum-quality survey entitled The Nature of Joseph Beuys. The exhibition was supported by a published monographic catalogue of Beuys work. Over the past ten years, has participated in over 100 art fairs worldwide, including Art Basel and Art Basel Miami Beach establishing a reputation as a leading expert in the field of contemporary art and a trusted provider of professional expertise.
Currently, Artcore/Fabrice Marcolini represents a staple of over 20 established contemporary artists. In addition, Artcore/Fabrice Marcolini’s list of catalogue publications has been expanded significantly over the past 10 years and now totals over 20 publications.
Marco Brambilla, Hans Broek, Riccardo De Marchi, Oliver Dorfer, Michael Flomen,
Joan Fontcuberta, Miklos Gaàl, Steve Gibson, Liu Ming, Rafael Lozano-Hemmer,
Medrie MacPhee, Angel Marcos, Manfred Peckl, Liliana Porter, Ulf Puder, Stephan Reusse,
Max Streicher, Perry Thompson, Tim White, Santiago Ydáñez, Zhang Huan, Dennis Hollingsworth
Director Profile
Founding director Fabrice Marcolini brings over 15 years of expertise to Artcore. In 1994, Mr. Marcolini founded Contemporary Art Bank, for whom he worked as a private dealer and independent curator. Prior to opening of the Yorkville location, he was responsible for numerous exhibitions including several major surveys presented in Canada, the United States, and Europe. His exhibition entitled Immaginario Inuit in 1995, organized as an official Canadian event for the 50th anniversary of the United Nations, was the largest exhibition of Inuit art ever to be presented in a European museum. Hosted by the Palazzo Forti Museum of Modern and Contemporary Art, it was sponsored by the Department of Foreign Affairs and included works from some of Canada’s most important private and public collections. The exhibition entitled Dal Progetto all’Opera presented in 1996, featured bronze sculptures from 25 different artists representing over 10 countries. Accompanied by an extensive catalogue, the exhibition traveled to Toronto, Montreal, and New York.
Mr. Marcolini continues to develop his knowledge of contemporary art through his network of International contacts in New York, London, Berlin, Cologne, Venice, Sao Paulo, and Beijing.
Through constant travels, Mr. Marcolini keeps abreast of new developments in the contemporary art centers. Artcore/Fabrice Marcolini’s participation at major art fairs worldwide also serves to significantly increase the visibility of Canadian artists outside Canada.
Artcore/Fabrice Marcolini
55 Mill Street
Pure Spirits Building No. 62
Toronto, Ontario
M5A 3C4
Tel: (416) 920-3820
Fax: (416) 920-0909
-Mafraja-
Mafraja is a brand of slippers, sandals, bags and shirts.
--History of Mafraja--
It was owned by Albert Mafraja and invented in year 1899. Albert Mafraja died in 1994.His products are still produced and maintained by his sons and daughters. Mafraja originated in Mexico. It is only in Mexico where you can buy Mafraja.
Before, Mafraja was rejected by the Mexican fashion Republic but 3 friends helped to make it stand up again and regain their honor.
Mafraja Slippers rage from 2000-3500 pesos
Mafraja Sandals rage from 4000-5000 pesos
Mafraja Bags rage from 4000-7000 pesos
Mafraja Shirts rage from 1500-4000 pesos
Mafraja is a brand of slippers, sandals, bags and shirts.
--History of Mafraja--
It was owned by Albert Mafraja and invented in year 1899. Albert Mafraja died in 1994.His products are still produced and maintained by his sons and daughters. Mafraja originated in Mexico. It is only in Mexico where you can buy Mafraja.
Before, Mafraja was rejected by the Mexican fashion Republic but 3 friends helped to make it stand up again and regain their honor.
Mafraja Slippers rage from 2000-3500 pesos
Mafraja Sandals rage from 4000-5000 pesos
Mafraja Bags rage from 4000-7000 pesos
Mafraja Shirts rage from 1500-4000 pesos
Terran Buildings and Units
The Terrans have a pretty well rounded arsenal at their disposal. They can hold their own in almost any combat situation. Novice StarCraft players tend to like the Terrans
Terran Buildings
Terran buildings are unique in three ways. Firstly they are mobile, almost all Terran buildings can liftoff of the ground and move two a new location (abiet very slowly). Secondly Terran buildings that are damaged to the red point of their health bar will continue to take damage unless repaired. If left unrepaired they will eventually be destroyed. Finally most Terran buildings can build add-ons. These add-ons allow access to new powers, and in some cases make the building more powerful.
Also the terrans are not restricted in any ways as to where they can build buildings. They can start construction anywhere
*Command Center
The Heart of the terran civilization, the command center produces SCV's and serves as the drop off point for minerals and gas. Also the building can be upgraded to perform more tasks.
Scanner Sweep: An add-on that allows you to scan areas of the map, can also reveal buried or cloaked units. Makes exploring easier
Nuclear Silo: Allows nuclear warheads to be built there. Using a ghost you can paint a target for nuclear strikes very effective at taking out groups of buildings
*Refinery
A building built on top of a Vespene Geyser, it collects gas for you and allows it to be seasily transported and stored.
*Supply Depot
These don't do anything except increase your unit capacity. One supply depot equals eight units
*Barracks
This is your infantry building. You can make your basic infantry units here
*Engeneering Bay
Allows you to upgrade your weapons and armor for infantry units
*Academy
Allows you to research and upgrade Marine and Medic Abilities. Also required to build Ghosts and Firebats
*Bunker
Terran defense structure. It doesn't do anything unless you load it with infantry. It can attack both air and ground units (depending on who's in it) A good combination is to put three marines and one firebat in a bunker. The marines can deal with range while the firebat attacks any close units
*Missile Turret
A ground structure that defends against air attacks. Also serves as a detector that can detect cloaked or buried units in its vicinity. They are relatively weak so make sure to build them in groups
*Factory
This building creates terran vehicles. They are tough and strong. They can really help agment your army
Machine Shop: An add-on for the factory. Allows you to build certain units and researches upgrades for you vehicles
*Armory
Allows you to upgrade the weapons and armor of your vehicles and starfighters
*Starport
You can make starfighters at this building. Terran aircraft is very effective at getting the job done
Control Tower: An add-on that is needed to build any starfighters besides the Wraith. Also researches Tecnology for Wraiths
*Science Building
Allows you to upgrade you science vessel abilities
Covert Opps: An add-on that is needed to make ghosts also upgrades ghost abilities
Physics Lab: An add-on that is needed to build Battle Cruisers also upgrades Battle Cruisers abilities
Units
The Terran units are well-rounded and can work well in balanced and disributed groups
*Marine
The basic infantry of the Terrans. The marine is weak on its own but in groupa can be devastating. They are the only basic infantry that can attack both air and ground units
*Firebat
The Firebat is a unit that can only attack ground units with a devastating flamethrower attack. Quite powerful against organic units especially the Zerg
Stimpack: Both Marines and Firebats can use the Stimpack ability. It temporarily increases their speed and attack but at a cost of 10 health per use
*Medic
The Medic is a useful terran unit, although it cannot attack directly it has several abilities that can aid you in combat
Heal: Heals any organic units until they are at full health. A group of eight marines and two medics can last a surprisingly long time
Restore: Removes any negative effects (i.e. parasite, plauge, lockdown, etc.) from any unit (organic or mechanical)
Optical Flare: A flash grenade that blinds any unit its launched at. This reduces their sight range to one matrix square in every direction. Also if you fire it a mobile detector units they will no longer be able to detect anything
*Ghost
A Terran specialist, these masters of sleath are great for sneaking around and their cloak ability helps them execute a nuclear strike.
Cloak: Makes the ghost invisible, only detector units and scanner sweeps can spot it while its cloaked
Lockdown: Fire the lockdown missile at a mechanical unit and it will be rendered incapacitated. Units affected by lockdown cant move or attack but you can attack them
Nuclear Strike: Requires an armed nuclear silo (See Terran Buildings) unleashes a nuclear warehead at a designated target causes a wide area of destruction.
*Vulture
The Terrans have a pretty well rounded arsenal at their disposal. They can hold their own in almost any combat situation. Novice StarCraft players tend to like the Terrans
Terran Buildings
Terran buildings are unique in three ways. Firstly they are mobile, almost all Terran buildings can liftoff of the ground and move two a new location (abiet very slowly). Secondly Terran buildings that are damaged to the red point of their health bar will continue to take damage unless repaired. If left unrepaired they will eventually be destroyed. Finally most Terran buildings can build add-ons. These add-ons allow access to new powers, and in some cases make the building more powerful.
Also the terrans are not restricted in any ways as to where they can build buildings. They can start construction anywhere
*Command Center
The Heart of the terran civilization, the command center produces SCV's and serves as the drop off point for minerals and gas. Also the building can be upgraded to perform more tasks.
Scanner Sweep: An add-on that allows you to scan areas of the map, can also reveal buried or cloaked units. Makes exploring easier
Nuclear Silo: Allows nuclear warheads to be built there. Using a ghost you can paint a target for nuclear strikes very effective at taking out groups of buildings
*Refinery
A building built on top of a Vespene Geyser, it collects gas for you and allows it to be seasily transported and stored.
*Supply Depot
These don't do anything except increase your unit capacity. One supply depot equals eight units
*Barracks
This is your infantry building. You can make your basic infantry units here
*Engeneering Bay
Allows you to upgrade your weapons and armor for infantry units
*Academy
Allows you to research and upgrade Marine and Medic Abilities. Also required to build Ghosts and Firebats
*Bunker
Terran defense structure. It doesn't do anything unless you load it with infantry. It can attack both air and ground units (depending on who's in it) A good combination is to put three marines and one firebat in a bunker. The marines can deal with range while the firebat attacks any close units
*Missile Turret
A ground structure that defends against air attacks. Also serves as a detector that can detect cloaked or buried units in its vicinity. They are relatively weak so make sure to build them in groups
*Factory
This building creates terran vehicles. They are tough and strong. They can really help agment your army
Machine Shop: An add-on for the factory. Allows you to build certain units and researches upgrades for you vehicles
*Armory
Allows you to upgrade the weapons and armor of your vehicles and starfighters
*Starport
You can make starfighters at this building. Terran aircraft is very effective at getting the job done
Control Tower: An add-on that is needed to build any starfighters besides the Wraith. Also researches Tecnology for Wraiths
*Science Building
Allows you to upgrade you science vessel abilities
Covert Opps: An add-on that is needed to make ghosts also upgrades ghost abilities
Physics Lab: An add-on that is needed to build Battle Cruisers also upgrades Battle Cruisers abilities
Units
The Terran units are well-rounded and can work well in balanced and disributed groups
*Marine
The basic infantry of the Terrans. The marine is weak on its own but in groupa can be devastating. They are the only basic infantry that can attack both air and ground units
*Firebat
The Firebat is a unit that can only attack ground units with a devastating flamethrower attack. Quite powerful against organic units especially the Zerg
Stimpack: Both Marines and Firebats can use the Stimpack ability. It temporarily increases their speed and attack but at a cost of 10 health per use
*Medic
The Medic is a useful terran unit, although it cannot attack directly it has several abilities that can aid you in combat
Heal: Heals any organic units until they are at full health. A group of eight marines and two medics can last a surprisingly long time
Restore: Removes any negative effects (i.e. parasite, plauge, lockdown, etc.) from any unit (organic or mechanical)
Optical Flare: A flash grenade that blinds any unit its launched at. This reduces their sight range to one matrix square in every direction. Also if you fire it a mobile detector units they will no longer be able to detect anything
*Ghost
A Terran specialist, these masters of sleath are great for sneaking around and their cloak ability helps them execute a nuclear strike.
Cloak: Makes the ghost invisible, only detector units and scanner sweeps can spot it while its cloaked
Lockdown: Fire the lockdown missile at a mechanical unit and it will be rendered incapacitated. Units affected by lockdown cant move or attack but you can attack them
Nuclear Strike: Requires an armed nuclear silo (See Terran Buildings) unleashes a nuclear warehead at a designated target causes a wide area of destruction.
*Vulture
Deer Path Middle School is located in Lake Forest, Illinois, USA. The current principal of the east campus is Carol Lynne Krumes and the west campus principal is John Steinert. The school is divided into the East and West wing, the East wing serving 5th and 6th grade and the West wing housing the common facilities for 7th and 8th grade students. This school wasn't always a middle school, it has previously been a high school and an elementary school. It was also at one point in time, housing for the less fortunate. The Middle School primarily feeds into Lake Forest High School in Illinois