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Widespread adoption of virtual reality may depend on bringing people together in familiar ways like going to a party, seeing a band, or networking at a conference without leaving your couch. How real do VR connections feel?

          Augmented Reality and Virtual Reality Market to Register a CAGR of 41.2% during 2018-2025: Global Industry Overview      Cache   Translate Page      
(EMAILWIRE.COM, October 10, 2018 ) Augmented Reality and Virtual Reality Market to 2025 - Global Analysis and Forecast by Technology, Components, and End-user Industry, the AR and VR market is estimated to reach US$ 130.01 Bn by 2025 from US$ 4.25 Bn in 2015. The report include key understanding...
          Making friends in virtual reality      Cache   Translate Page      
Widespread adoption of virtual reality may depend on bringing people together in familiar ways like going to a party, seeing a band, or networking at a conference without leaving your couch. How real do VR connections feel?

          Out of Body Experiences      Cache   Translate Page      

LA Film Festival’s ‘The Portal’ debuts in Playa Vista  By Christina Campodonico It may be impossible to actually walk a mile in someone else’s shoes, but for a few hours I felt as if I had shed my skin for another’s. Strapped into a virtual reality headset, I’m seeing the Amazonian rainforest through the eyes […]

The post Out of Body Experiences appeared first on Playa Vista Direct.


          Store Associate - Virtual Reality      Cache   Translate Page      
CA-Los Angeles, Job Description: A next generation location-based VR company backed by some of Hollywood?s leading players, including Steven Spielberg, MGM, Fox, Warner Brothers, IMAX, Westfield and AMC. Utilizing our full breath of creative storytelling, is bringing to life the best of movies and gaming, allowing viewers to become active participants like never before. This multi-user immersive platform utilizes
          RelayCars Launches Virtual Reality Sales Platform      Cache   Translate Page      
RelayCars Pro includes a host of features to aid dealers and OEM product managers with the selling process, product design, training and more.
          Honeywell, Army Test Helmet-Mounted Vision System in Bradley Fighting Vehicle      Cache   Translate Page      
The U.S. Army has partnered with Honeywell to test a prototype virtual window technology on board the service’s Bradley fighting vehicle platform. Honeywell developed the vision system that integrates augmented and virtual reality functions with a helmet-mounted display as part of the Defense Advanced Research Projects Agency‘s Ground X-Vehicle Technologies program, the company said Monday. The system, dubbed the GXV-T Crew Station Augmentation Concept, […]
          So will Facebook die Kommunikation revolutionieren: Virtual Reality und Portal      Cache   Translate Page      
Facebook verbindet Milliarden Menschen miteinander. Mit Geräten für Videotelefonie und Virtueller Realität will der Konzern seine Mitglieder noch tiefer in Kontakt bringen. Soll das die persönliche Interaktion ersetzen?
          28: Sarah Hill on the Benefits of Virtual Reality      Cache   Translate Page      
Our podcast is designed to provide you with top business insights, fresh perspectives from world class guests, and the tools you need to lead better than before. In this episode, Tony Richards interviews Sarah Hill, CEO of StoryUp, about how Virtual Reality can positively affect your brainwaves.
          10+ Report Bundle: Virtual Reality, Artificial Intelligence, Robotics, Teleoperation, Telerobotics, and Supporting ICT Infrastructure Market Reports 2018      Cache   Translate Page      
DUBLIN, Oct. 9, 2018 — (PRNewswire) — The "Virtual Reality, Artificial Intelligence, Robotics, Teleoperation, Telerobotics, and suppor
          Ohio State to offer esports program, build gaming arena      Cache   Translate Page      

While other schools in the state such as Miami University and the University of Akron already offer esports programs, Ohio State is developing what it describes as a comprehensive, first-of-its kind esports program.

CLEVELAND, Ohio -- Ohio State University is getting into the esports game.

While other schools in the state such as Miami University and the University of Akron already offer esports programs, Ohio State is developing what it describes as a comprehensive, first-of-its kind esports program.

"With Ohio State being a leader in engineering, academics, research and medicine, it seems a natural fit to pull all of these together to support the esports program," Deborah M. Grzybowski, co-director of the game studies and esports curriculum development, said in an announcement.

Students can earn undergraduate and graduate degrees in fields of study offered across five colleges and might include esports management, game art and production, game design, programming and more. There will be elective course offerings and online certification programs as well.

The university will also field esports teams to compete against other universities in a new league formed by the Electronic Gaming Federation-- sort of the NCAA of college esports. Gamers will play and practice in a state-of-the-art arena equipped with over 80 seats, along with gaming consoles and virtual reality systems and a broadcast booth. The arena will be open to all students.

Additionally, the influx of gamers will allow researchers at Ohio State's Wexner Medical Center to study the brains of elite esports players to find out what makes them tick.

"We have a lot to learn from studying esports athletes, from their exceptional reaction times and rapid decision-making abilities to their physical attributes and health behaviors," said James Onate, co-director of the Sports Medicine Movement Analysis and Performance Program at Ohio State Wexner Medical Center, in a statement.

When the program launches, Ohio State will join more than 60 colleges and universities with esports programs. Competitive video gaming has rapidly become popular in recent years but is only beginning to reach the mainstream. Esports is expected to become a billion dollar industry by 2019, according to market researcher New Zoo.


          Five Things Every Home Based Business Needs      Cache   Translate Page      

Article from PowerHomeBiz.com

It can be difficult running a business. Here are some of the essentials you will need to stay afloat and hopefully grow so you can retire at 60.

This article was written by Eileen Conant for PowerHomeBiz.com - PowerHomeBiz.com


          What-if-moments-every-day      Cache   Translate Page      
Contact: Escalera, Yaviri A.
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A new innovative learning lab opened Oct. 3 at Whitewater Middle.  A result of Verizon's vision and partnership, it offers students a bright, modern 3,000-square-foot area where they can collaborate, create, communicate, think critically and solve problems — all necessary skills in today's learning environment.

Whitewater is one of six schools in CMS that have been part of Verizon Innovative Learning since 2016. Now, it is one of the first two middle schools in the country to have an innovative learning lab. The project started 18 months ago with the Verizon Foundation's education program team. The team visited labs and makerspaces at leading universities such as Harvard, Massachusetts Institute of Technology, New York University and the University of Virginia to ensure that the new lab would be of the highest caliber. 

"Research has shown that maker-centered learning helps students develop ingenuity and flexibility, as well as self-confidence and a sense of community," said Principal Beth Thompson. "Let's take virtual reality as an example. We don't know everything that can be done with that technology yet, but we can teach it and let our students' minds take us to where it can go. That is the power of having this space. We can have 'what if' moments every day."

The lab's focus is on science, technology, engineering and mathematics (STEM) — a perfect match for Whitewater, which is an environmental STEM-themed school. The lab features such technology as augmented reality and virtual reality (AR/VR), coding and circuits, 3D design and sound production. There is also write-on wall paint throughout the space, interactive monitors and two adjoining classrooms.

"I love this lab. I'm an artsy type of guy so the 3D printer is cool," said Jeffrey Hairston Jr., a seventh-grader. "It's hands-on, so it won't get boring either."

Seventh-grader Sumayyah Muhammad-Bouaoud and eighth-grader Marco Castillo agree that the virtual reality is one of the biggest hits among students.

"When I'm using the AR/VR I don't have to design things on paper. I'm drawing, building and moving my creations in real time to see how they work," said Sumayyah.

Eighth-graders Jakob Yang and Antonio Nie sat at a table with a case full of circuits and other materials that could be used for making games, robots, alarms and sensors. They were building and programming a car. Nearby, another set of students were making an alarm.

"There was a time when we were one of the lowest-growth schools in the district and many thought we couldn't improve. In the last four years, we have exceeded growth, proving our students are capable," said Thompson. "This lab is another resource that gives them an opportunity to explore and experience the endless possibilities that technology provides in and outside of the classroom."


Byline: Whitewater Middle students get a space to build, invent and design
Article Date: 10/5/2018
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          Virtual Reality Market by Companies      Cache   Translate Page      

Virtual Reality the word itself defines its meaning that is ‘virtual means near’ and the ‘reality means what a people experience as human beings’. Therefore, the term ‘virtual reality’ mostly means ‘near reality’. Virtual reality could of course mean anything but it generally refers to a picky type of reality emulation. According to Renub Research Global Virtual Reality Market will be an opportunity of USD 55 Billion by the year 2024 and is expected to grow with a double digit CAGR over the forecast period (2018-2024).


          Why AR will transform the business space      Cache   Translate Page      

Much of the hype surrounding today’s tech scene is centered around virtual reality and its promises to whisk us away to whimsical other dimensions. Outside of fantasy, however, virtual reality hasn’t necessarily lived up to its promises, leading many innovators and tech-savvy entrepreneurs to look at other technologies, like augmented reality, which carries with it greater potential for practical business applications. In the future, you’ll be hearing less about VR and more about AR. Here’s why augmented reality is coming to supplant its virtual cousin, and how AR will transform the business space as we know it. AR is simply…

This story continues at The Next Web

          10/10/2018: NEWS: VR tech to increase inclusion      Cache   Translate Page      
CAIRNS residents with an intellectual disability will be able to use new virtual reality learning programs under the National Disability Insurance Scheme. Endeavour Foundation’s Cairns Learning and Lifestyle is expanding their services under the...
          VideoHive: Digital Presentation 22227391 (AE-Project)      Cache   Translate Page      
VideoHive: Digital Presentation 22227391 (AE-Project)
Digital Presentation - прекрасный и простой проект, идеально подходящий для вступлений, трейлеров, тизеров, видео-блогов о веб-технологиях, цифровых технологий, виртуальной реальности, нанотехнологий, игр, науки, будущем, сетях, данных и многого другого. Чрезвычайно прост в использовании. Просто перетащите текст, импортируйте медиа, выберите цветовую схему и вы готовы к работе!
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Digital Presentation is a beautiful and simple project ideal for opener, trailer, teaser and video blogs about web, digital technologies, virtual reality, nanotechnology, games, science, future, networks, big data and more. Extremely easy to use. Just drop your text, import media, choose color scheme and you are ready to go!
          The Porgs from Star Wars Are Coming to Magic Leap One      Cache   Translate Page      

It turns out that Dr. Grordbort's Invaders is not the only Magic Leap demo to become a reality for the Magic Leap One. ILMxLAB, the augmented and virtual reality arm of Lucasfilm, announced on Monday the Star Wars: Project Porg for Magic Leap One. The team didn't disclose when the app will be available for download on the ML1, but the experimental demo will debut at the L.E.A.P. Conference, with Vicki Dobbs Beck, executive in charge of ILMxLAB, unveiling the experience during the keynote on Oct. 10. C3PO will appear in augmented reality again via Project Porg for Magic Leap One.. According... more


          Lenovo K6 Note, Smartphone Layar Lebar ala Lenovo      Cache   Translate Page      
Bulan Mei 2017 lalu, Lenovo resmi meluncurkan Seri K yang memiliki layar yang lebar dan diberi nama Lenovo K6 Note. Awal generasi baru dari Smartphone Lenovo ini agar mengikuti perkembangan jaman yang kini banyak memberikan konten Virtual Reality (VR) yang sangat banyak di pasaran. Smartphone ini memiliki keunggulan di layar yang lebar sehingga sangat cocok […]
          Comment on Sword Art Online: Alicization – 01 by Znail      Cache   Translate Page      
Kirito explains that he have no memory from his work and he does it as he gets paid to do it. There is an easy reason as well that is hinted at in this episode: <spoiler>The time in Underworld is accelrated and it would be a problem for a teenager to have a full life time of memories from a virtual reality.</spoiler>
          【VR】Virtual Realityで叶える「もし天木じゅんの彼氏だっ…      Cache   Translate Page      

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          Los Angeles Middle School Enters a New Era of Innovative Learning      Cache   Translate Page      
Article

Daniel Webster Middle School in the Los Angeles Unified School District (LAUSD) has just begun a transformation to a new era of learning.

Last spring, the school won a nationwide contest, and ultimately was given the opportunity to take part in Verizon Innovative Learning, the signature program of the Verizon Foundation. This week, Daniel Webster got the first taste of what being a Verizon Innovative Learning school means, as students were treated to an immersive virtual reality field trip.


          Unity Virtual Reality Projects – Second Edition      Cache   Translate Page      
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          Virtual reality in Antarctica being used to help astronauts      Cache   Translate Page      
A doctor, who was an astronaut himself, has designed a program to combat the stress and depression of conflict in small teams that explorers headed for Mars could experience.
           Zombie Donuts (Games)      Cache   Translate Page      

Zombie Donuts 1.0


Device: iOS iPhone
Category: Games
Price: $.99, Version: 1.0 (iTunes)

Description:

In a world of sugar and candy, these undead donuts will swarm at you by the baker’s dozen! But don’t fear, you’ve got your trusty marshmallow blaster to slow ‘em down and knock ‘em out! Collect points and power ups to complete the levels so you can let your friends know who can pummel the most pastry! Zombie Donuts is an easy-to-learn VR experience.

This Game is for Google Cardboard and other 3D mobile virtual reality headsets.

To adjust gameplay to your viewing device, upon opening the app, tap the gear icon and follow the instructions.

Zombie Donuts


          Unity Virtual Reality Projects – Second Edition      Cache   Translate Page      

eBook Details: Paperback: 492 pages Publisher: WOW! eBook; 2nd Revised edition (May 24, 2018) Language: English ISBN-10: 1788478800 ISBN-13: 978-1788478809 eBook Description: Unity Virtual Reality Projects, 2nd Edition: Explore the latest features of Unity 2018 to create immersive...

The post Unity Virtual Reality Projects – Second Edition appeared first on eBookee: Free eBooks & Video Tutorials Download.


          Expedia virtual reality project offers ‘try before you buy’ tour      Cache   Translate Page      
Expedia unveiled a new virtual reality experience today that takes viewers to Mexico’s Yucatan Peninsula to see and swim in the cenote pools that were important pieces of Mayan culture.
          Mega Porn Company Targeting Your Youngsters Through Video Games      Cache   Translate Page      

Porn is now making major inroads into two areas that will tighten its grip even moreonline gaming and virtual reality.

According to Ben Miller, Digital Strategies Coordinator for the National Center on Sexual Exploitation (NCSE), even as recently as 2013, the number of video games containing pornographic sexual violence was minimal. But those numbers are now skyrocketing.

One popular video game website hosted about 780 games with nudity in 2017, but in 2018 they now host over 1,600 such games.

Now, a company that owns a large number of top porn sites and studios has started a distribution platform for online pornographic games.

Miller said, "Porn games don't simply contain sex and nudity. Rather, they are much more graphic. Some of these games promote sexual harassment and assault. Despite being cartoons, the graphic content in these games is far from harmless. Animated porn fuels sexual addiction and shapes sexual palettes just as regular porn does."

Alarmingly, the distributor provides free-to-play games in addition to their purchased products. This free option will allow young kids easier access to the content, bypassing paywalls intended to block children's ability to play the games.

NCOSE noted that the provider's website traffic has exploded from 50 million to 115 million visits between April and August 2018, ranking it in the top 500 websites in the world.

Parents need to be aware of the impact the increase in pornographic online gaming may have on their children.

Marriage and Family Therapist Dr. Jill Manning told Internet Security 101, "Parents need to understand how intricately linked the gaming industry and pornography industry are. More and more games have pornography embedded in them. If kids play online, that is a pornographer's heyday for marketing, grooming and hooking young consumers."

Virtual Reality (VR) Is Also Booming

Another major adult gaming portal announced in May that it is expanding into virtual reality with two new VR products. Through the use of a headset such as the Oculus Rift (owned by Facebook), a viewer is able to enter a totally manufactured environment and tune out the reality of their actual situation.

Fortune magazine stated, "By 2025, adult virtual reality content is forecast to be a $1 billion business, the third biggest sector behind video games and NFL-related content, according to Piper Jaffray analyst Travis Jakel."

Todd Glider, CEO of VR adult entertainment company BaDoink, clearly stated that "VR will become the standard in the industry for today's younger male consumers."

He continued, "I see it through a generational lens. VR porn will not have a pronounced effect on the demographic born before 1980. However, for the generations born after, the ones that reach adulthood in a world where 24/7 access to adult content is just a mouse click away, that's the audience for VR porn, and it will be huge."

Josh McDowell's VR Experience

Christian apologist and evangelist Josh McDowell, is featured in the Conquer Series, a powerful cinematic DVD course that is helping families deal with pornography. In the Conquer Series McDowell describes his experience with virtual reality. He asked to have a villa created. When he put on the headset, he was amazed at the total immersion experience and felt he was actually in the villa.

"And then it hit me, " McDowell said. "What this would do with pornography, and nobody's talking about it. Like one pornographer said, 'It's been our dream as pornographers for 100 years'. It'll take pornography from here, right through the ceiling. It'll make everything I've said about pornographyor anyone else [has said] over the last eight yearschild's play."

McDowell added, "Is the church ready for this? No! Because the church is not aware of it. I can hardly find anyone that understands virtual reality in the church. Pastors or anything. I mean, you say, "Well, do you know what Oculus Rift is?" It's like they're in wooly-wooly land. The church is not ready for it, and we don't have long. It's already mainlined in the world. When it becomes mainlined in the church it's a hundred times harder to equip people for it."

The Threat Is Real; Protect Your Children

The pornography industry has no intentions of backing off or slowing down in its quest to continually find more distribution pathways. Parents must be diligent in their efforts to protect their children from the onslaught of porn.

Viewing virtual reality requires wearing a headset, which most children probably couldn't afford. But the free-to-play online games are easy to access and can be done more secretly.

Here are some steps you can take to protect your children.

  1. Keep the gaming device or computer in a high-traffic area, not in the child's room, even if you already have an internet filter service.
  2. Remove the headphones and make them use the computer's speakers so you can hear any online chatting.
  3. Set up all of your children's game accounts and console controls. You decide who has access to their gaming profile and whom your child can talk to. Learn how to use the parental controls that are built into the console.
  4. Read reviews and understand the industry rating system. Make sure the game is age-appropriate.
  5. Talk to your children. Teach them basic internet safety roles and to notify you if they encounter anything unusual or unsettling while they are playing. Build a non-shaming relationship with your child so that if they do come across adult content, they can approach you and talk about it.

Prepare Your Family

The global porn epidemic touches all of our lives. Perhaps you struggle with pornography and want to break free of its hold on you. Or maybe you want to learn more about the problem so you can be better prepared to protect your family.

The 12-DVD Conquer Series was created to give men a proven resource to help them achieve a porn-free life. The powerful video segments, compelling testimonies and strong biblical teaching will equip you with valuable information about the porn battle.

Find out more at ConquerSeries.com


          Why AR will transform the business space      Cache   Translate Page      
Why AR will transform the business space#source%3Dgooglier%2Ecom#https%3A%2F%2Fgooglier%2Ecom%2Fpage%2F%2F10000 Much of the hype surrounding today’s tech scene is centered around virtual reality and its promises to whisk us away to whimsical other dimensions. Outside of fantasy, however, virtual reality hasn’t necessarily lived up to its promises, leading many innovators and tech-savvy entrepreneurs ... Reported by The Next Web 6 hours ago.
          The Oculus Go: bringing VR to the mainstream      Cache   Translate Page      

First published at the Manila Times’ Sunday Business & IT on September 30, 2018 The Oculus Go (OGO) is the entry-level, standalone Virtual Reality (VR) headset from the Facebook-owned company Oculus. It has access to over 1000 plus apps and the ability to load your own content onto the device from your own PC using the […]

The post The Oculus Go: bringing VR to the mainstream appeared first on @momblogger.


          ÚJ 3D Virtual Reality AR VR Box Szemüveg mobilhoz - Jelenlegi ára: 2 490 Ft      Cache   Translate Page      

VR Szemüveg
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ÚJ 3D Virtual Reality AR VR Box Szemüveg mobilhoz
Jelenlegi ára: 2 490 Ft
Az aukció vége: 2018-10-10 10:15
          BINYAN and the art of collaboration      Cache   Translate Page      

BINYAN are an Aussie company that’s leading the world at 3D architectural visualisation. That is, creating absolutely stunning renderings of soon-to-be-built buildings that push technological boundaries (think virtual reality and ... Read more

The post BINYAN and the art of collaboration appeared first on Lost At E Minor: For creative people.


          Jordan Wolfson's Animatronic Thought Experiment at the Broad Is Sure to Spark Debate      Cache   Translate Page      
Jordan Wolfson does not shy away from controversy. His unique mashup of cultural historical tropes with advances in computer technology, such as virtual reality, animatronics and robotics, has resulted in some indelible, unsettling and emotionally inflammatory works of art. As the Broad prepares to offer a special installation of Wolfson’s 2014 work (Female figure), it might expect some mixed reactions as well.
          Hot maid Anya Krey cleans her pussy      Cache   Translate Page      

The post Hot maid Anya Krey cleans her pussy appeared first on Virtual Reality Sex Videos.


          WATCH OUT GREEN PIGS! ROVIO AND RESOLUTION GAMES LAUNCH ANGRY BIRDS FPS: FIRST PERSON SLINGSHOT ON MAGIC LEAP ONE      Cache   Translate Page      
WATCH OUT GREEN PIGS! ROVIO AND RESOLUTION GAMES LAUNCH ANGRY BIRDS FPS: FIRST PERSON SLINGSHOT ON MAGIC LEAP ONE The new mixed reality game is available for free today and delivers the most immersive Angry Birds experience yet with precision controls and incredible spatial gameplay STOCKHOLM, Sweden, and ESPOO, Finland – Oct. 9, 2018 – Angry Birds fans can now slingshot with unrivaled accuracy in Angry Birds FPS: First Person Slingshot, the new mixed reality (MR) game released today for Magic Leap One Creator Edition at the L.E.A.P Conference by Rovio Entertainment (ROVIO) and Resolution Games. Angry Birds FPS is the first gaming experience developed entirely by an independent developer for Magic Leap’s spatial computing platform. A first-person slingshot lets players see incredibly realistic animated characters and objects overlaid onto their actual environment, bringing Angry Birds to life like never before – right in users’ homes. Magic Leap One Creator Edition is a lightweight, wearable computer that enriches your experience in the real world with digital content. A trailer of the game is available here. Kati Levoranta, CEO at Rovio Entertainment, commented, “It’s great to offer Angry Birds fans a completely new and unforeseen way to play the beloved Angry Birds. Resolution Games has done an excellent job at developing the Angry Birds to Magic Leap One. We’re always looking for opportunities to expand to new technologies and platforms, and Angry Birds FPS is an exciting step forward into the future of gaming.” For the very first time, Angry Birds fans can explore and navigate their environments to select which object to hit and angle their shot precisely for maximum impact. Players can then assess the damage by simply walking up to and around the structure. As players take aim, either directly or by bouncing off actual objects in the room, they can try to inflict maximum damage to the Green Pigs with the least hits or from farthest away to earn more points and stars in each level. “Rovio has established an incredibly successful and beloved entertainment franchise with Angry Birds. By taking Angry Birds to Magic Leap’s spatial computing platform, we’re giving fans one of the most engaging, interactive and immersive experiences possible,” said Tommy Palm, CEO of Resolution Games. “It really is quite remarkable that in 2018 we’re able to use full spatial gameplay and light field technology to enjoy these classic game mechanics and characters in our own environments. Angry Birds FPS: First Person Slingshot demonstrates the true impact mixed reality technologies can have on the games industry.” “We are thrilled to bring the iconic Angry Birds franchise to Magic Leap’s spatial computing platform,” said Rio Caraeff, Chief Content Officer at Magic Leap. “Having recently launched Magic Leap One Creator Edition, we’re at an exciting moment in time when we get to see and experience what developers create for the platform. Working with Resolution Games, Rovio Entertainment has made a version of their iconic classic for Magic Leap One that showcases the potential of immersive, content-driven experiences and is also loads of fun.” Resolution Games is a games studio focused on visual computing. In their first three years, they have produced one of the most popular virtual reality (VR) titles of all time (Bait!), and their games are among the highest-rated on their respective platforms. Rovio Entertainment is best known for its global Angry Birds brand, born from the world-famous Angry Birds Classic game. Today, Rovio has a wide portfolio of Angry Birds games which, although primarily designed and marketed for adult players, are always appropriate for all audiences. Collectively to date, Rovio’s Angry Birds games have garnered a staggering four billion game downloads since 2009 alongside one of the strongest mobile game brand licensing programs in the world, making Angry Birds one of the most successful mobile gaming IPs in history. Angry Birds FPS: First Person Slingshot is available for free on Magic Leap One Creator Edition through www.magicleap.com. For more information, follow Rovio on Facebook and Twitter and Resolution Games on Facebook and Twitter. ### About Rovio Entertainment: Rovio Entertainment Corporation is a global entertainment company that creates, develops and publishes mobile games which have been downloaded over 4 billion times. The Company is best known for the global Angry Birds brand, which started as a popular mobile game in 2009, and has since evolved from games to various entertainment and consumer products in brand licensing. Today, the Company offers multiple mobile games, animations and has produced The Angry Birds Movie, which opened number one in theatres in 50 countries, the sequel of which is in production. Rovio is headquartered in Finland, and the Company’s shares are listed on the main list of the NASDAQ Helsinki stock exchange with the trading code ROVIO. (www.rovio.com) About Resolution Games: Resolution Games is a VR and AR games studio and publisher aimed at creating immersive experiences for all – from gamers to non-gamers alike. The studio continues to push the limits of the emerging visual computing space with titles ranking among the highest rated and most downloaded across every major VR and AR platform. Their games include Angry Birds FPS: First Person Slingshot, Bait!, Bait! Arctic Open, Wonderglade, Narrows and Solitaire Jester, with several more on the horizon. The studio is composed of game industry veterans, serial entrepreneurs and thought leaders with a proven track record of widely acclaimed success spanning across mass market and AAA games, free-to-play games, hardware and more. Resolution Games is privately held and based in Stockholm, Sweden. Follow the company at www.resolutiongames.com and on Twitter and Facebook.
          CABELA’S® THE HUNT AND BASS PRO SHOPS® THE STRIKE CHAMPIONSHIP EDITIONS AND PARTY ARCADE AVAILABLE TO PREORDER ON NINTENDO SWITCH™      Cache   Translate Page      
CABELA’S® THE HUNT AND BASS PRO SHOPS® THE STRIKE CHAMPIONSHIP EDITIONS AND PARTY ARCADE AVAILABLE TO PREORDER ON NINTENDO SWITCH™ Experience New Competitive Hunting, Fishing and Party Game Adventures on Oct. 23 NORTH AMERICA – Oct. 9, 2018 – Planet Entertainment has announced that several of its new arcade-action video games, each coming to Nintendo Switch™ on Oct. 23, 2018, are now available to pre-order at GameStop, Walmart, Target, and EB Games, as well as digitally via the Nintendo eShop. Party Arcade, a new collection of some of the most popular party games, can be pre-ordered for $29.99. Both Cabela’s® The Hunt: Championship Edition and Bass Pro Shops® The Strike: Championship Edition are available to pre-order on their own for $39.99 each, or as part of a bundle featuring the full game plus a special peripheral controller* for $49.99 each. Cabela’s® The Hunt: Championship Edition brings the #1 hunting adventure series back with 10 of North America’s most famous hunting regions. Use realistic techniques like scent, stalking, calls, decoy and GPS mapping to track and take down trophy prey through a series of dangerous animal encounters and a variety of arcade-style mini-games. Perfect for veteran anglers and newcomers alike, Bass Pro Shops® The Strike: Championship Edition takes you to 10 unique lakes to compete in special bass boat challenges, casting contests and an assortment of fun mini-games. Use over 100 authentic Bass Pro Shops lures to land 11 different species of fish, as well as legendary fish in each region. Both Cabela’s® The Hunt: Championship Edition and Bass Pro Shops® The Strike: Championship Edition will feature special tournaments for real prizes beginning in January 2019. The sequel to the hit Game Party franchise, Party Arcade is an electrifying collection of classic arcade games, including air hockey, billiards, darts, cornhole, cup pong, ping pong, puck bowling and hoop shoot, designed for players of all ages. Developed by FarSight Studios, it features four-player online and local multiplayer, as well as quick and easy Joy-Con™ controls. For more information, check out http://partyarcadegame.com. Bass Pro Shops® The Strike: Championship Edition and Party Arcade are rated E for Everyone by the ESRB. Cabela’s® The Hunt: Championship Edition is rated T for Teen by the ESRB. *The Cabela’s® The Hunt: Championship Edition bundle features the Bullseye Pro controller, while the Bass Pro Shops® The Strike: Championship Edition bundle includes the Power Cast Rod & Reel controller. Special peripherals are optional and not required to play either game. About Planet Entertainment Planet Entertainment is a leading publisher of entertainment software with a high-quality portfolio of multi-platform games for the Nintendo Switch, Xbox One, PlayStation®4, PC and mobile. Planet Entertainment has publishing operations across North America, Europe (France, Italy, Germany, Spain, UK) and Australia. About Bass Pro Shops Bass Pro Shops is North America’s premier outdoor and conservation company. Founded in 1972 when avid young angler Johnny Morris began selling tackle out of his father’s liquor store in Springfield, Missouri, today the company provides customers with unmatched offerings spanning premier destination retail, outdoor equipment manufacturing, world-class resort destinations and more. In 2017 Bass Pro Shops acquired Cabela’s to create a “best-of-the-best” experience with superior products, dynamic locations and outstanding customer service. Bass Pro Shops also operates White River Marine Group, offering an unsurpassed collection of industry-leading boat brands, and Big Cedar Lodge, America’s Premier Wilderness Resort. Under the visionary conservation leadership of Johnny Morris, Bass Pro Shops is a national leader in protecting habitat and introducing families to the outdoors and has been named by Forbes as “one of America’s Best Employers.” About FarSight Studios Based in Big Bear Lake, California, FarSight Studios has been developing videogames since 1989. Among their titles are multi-million unit selling NFL football games, casual mass-market games, kid-friendly sports games, and plug-and-play toys. They have made games for every major console from the original NES to the PlayStation 4, Xbox One, Nintendo Switch, and virtual reality devices. FarSight’s games have been honored as Mobile Game of the Year, Greatest Hits, Toy of the Year nominee, and Editor’s Choice on multiple platforms.
          OVERKILL’S THE WALKING DEAD ENTERS CLOSED BETA ON WINDOWS PC      Cache   Translate Page      
OVERKILL’S THE WALKING DEAD ENTERS CLOSED BETA ON WINDOWS PC Pre-order now and join the fight to survive in this action-packed co-op shooter STOCKHOLM – Oct. 9, 2018 – Starbreeze, Skybound Entertainment and 505 Games have released the Windows PC closed beta of OVERKILL’S The Walking Dead, the new co-op multiplayer shooter from developer OVERKILL – A Starbreeze Studio. The game’s first two missions will be available together with two camp defense scenarios, with additional stages rolling out in the lead up to its official global launch on PC on Nov. 6. Closed beta servers will go live in multiple intervals throughout the month. For the full schedule of closed beta dates, visit https://www.overkillsthewalkingdead.com/2018/10/08/closed-pc-beta-details/. Closed beta access is guaranteed with PC pre-orders of OVERKILL’s The Walking Dead, available now via Steam. Players who buy the standard PC version, priced at $59.99, will receive a single closed beta invite. Those who pre-order the game’s deluxe edition – featuring the full game, the “Night Raid” cosmetic skin pack, and a digital art book and soundtrack, all for $79.99 – will receive four closed beta keys to share with friends. As a bonus, all PC pre-orders will receive the bonus OVERKILL cosmetic skin pack. Starbreeze is also hosting a special OVERKILL’S The Walking Dead closed beta livestream today at https://www.twitch.tv/starbreeze beginning at 18:00 CEST/12:00pm ET/9:00am PT. Inspired by Robert Kirkman’s original graphic novels, OVERKILL’s The Walking Dead is a four-player co-op action game where players must band together on a variety of missions and raids to find survivors, secure supplies and stay alive. Use stealth to evade enemies tactically, or dismember walkers limb from limb with brute force and firepower. Each of the game’s four playable characters has their own special abilities, skill trees, squad roles, play styles and background stories. OVERKILL’S The Walking Dead will arrive on the PlayStation®4 computer entertainment system and Xbox One on Feb. 6, 2019, in the Americas and Feb. 8, 2019, in Europe and other territories. Console pre-orders are available now digitally and at most major retailers. For more information, visit https://www.overkillsthewalkingdead.com, and follow the game on Facebook, Twitter, YouTube and Instagram with #OTWD. About Starbreeze Starbreeze is an independent creator, publisher and distributor of high-quality entertainment products. With studios in Stockholm, Paris, Los Angeles, Barcelona and Brussels, the company creates games and other virtual reality entertainment products, based on proprietary design and licensed content. Starbreeze is behind the hit IP PAYDAY: The Heist®, PAYDAY 2®, and upcoming survival co-op FPS OVERKILL’s The Walking Dead. Under its publishing initiative, Starbreeze has together with Canadian studio Behaviour Digital successfully launched the horror thriller Dead by Daylight. Starbreeze has set out to develop truly immersive virtual reality experiences, by integrating software and hardware in its StarVR® head mounted display, which is produced together with Acer. For more information, please visit starbreeze.com and overkillsoftware.com. About Skybound Entertainment Founded in 2010, Skybound Entertainment is a multiplatform entertainment company managed by partners Robert Kirkman, David Alpert and Jon Goldman. Skybound houses projects ranging from television, film, emerging platforms, comics, interactive gaming, live events, and more. In 2016, the company expanded to Vancouver with the opening of their Skybound North office, working to expand Skybound’s footprint into the animation and children’s space with top Canadian talent. In 2018, Skybound opened GammaRay, a video-content brand focused on pop culture, and expanded Skybound Games into a venture focused on publishing independently developed games. Skybound Entertainment is responsible for television hits including The Walking Dead, Fear the Walking Dead, Outcast, Robert Kirkman’s Secret History of Comics, and currently holds a first-look television deal with Amazon Studios. On the film side, Skybound has a first-look deal with Universal. Robert Kirkman’s second-longest running comic series Invincible will be developed for film at Universal and as an animated series for Amazon. The interactive gaming slate includes partnerships with Telltale, Starbreeze, Skydance, Scopely, and more. Skybound is currently publishing comic book titles The Walking Dead, Oblivion Song, Die!Die!Die!, Outcast, Redneck, Gasolina, Crude, and more. About 505 Games 505 Games is a global video game publisher focused on offering a broad selection of titles for players of all ages and levels. The company publishes and distributes premium and free-to-play games on leading console, PC and handheld platforms as well as for mobile devices and social networks. Publishing highlights in premium games include Last Day of June, PAYDAY 2, Terraria, Portal Knights, Assetto Corsa, ABZÛ, Virginia, Laser League, Brothers – A Tale of Two Sons and How to Survive. Free-to-play publishing highlights include Battle Islands, Gems of War and Hawken. Distribution highlights include Stardew Valley, Dead by Daylight and Inside/Limbo. Upcoming titles include Indivisible (from the development team behind Skullgirls), Underworld Ascendant (from Warren Spector and Paul Neurath), and Koji Igarashi’s next project, Bloodstained: Ritual of the Night. 505 Games has offices in California, United Kingdom, France, Germany, Italy, Spain and China. It works with a network of distribution and sub-licensing partners in all other markets. For more information on 505 Games and its products please visit www.505games.com.
          DDF Network VR – Tiffany Tatum      Cache   Translate Page      
DDF Network VR – Tiffany Tatum Tiffany Tatum – Cyber Seductress Released: September 10, 2018 After a long day you receive your package of a DDFNetwork VR Headset. You are anxious to understand, what all the rave has been about. Upon immersing yourself into the world of Virtual Reality Erotica you become captivated by the […]
          T-Mobile Hosts More Than 1,000 Teens at ‘Generation T’ Career Exploration Events in October      Cache   Translate Page      

 

What:
Generation T is a career exploration program, designed by T-Mobile in partnership with Boys & Girls Clubs of America and After-School All-Stars (ASAS). The program, which was launched in October 2017, is designed to inspire youth to explore careers in technology and product innovation.

Since October 2017, T-Mobile and Metro by T-Mobile has hosted more than 2,200 youth (ages 11-18) and 1,100 employee mentors at more than 220 events. In celebration of the one-year anniversary of Generation T, the Un-carrier is super-charging the program by making it available to more than 1,110 youth across the country -- in just the month of October alone! 

At the Generation T events, participants will learn about careers in technology, interact with T-Mobile employees and leaders and get the opportunity to test out groundbreaking technologies such as virtual reality and 5G. Each participant will also go home with an awesome T-Mobile swag bag and get the chance to win special prizes like speakers, headphones and more!

“When we developed Generation T, we asked leading youth nonprofit organizations how we could help tackle the biggest challenges and they said that what young people want most is access to relatable mentors and hands-on experiences that can help them explore career options,” said Janice V. Kapner, executive vice-president, Communications and Community Engagement at T-Mobile US. “We are really thrilled that so many youth have participated – and even more excited to extend the program to more future tech leaders across the entire country!”

When & Where:          
During the month of October, Generation T events will take place in each of T-Mobile’s six signature stores, the T-Mobile Tech Experience Center and 30 T-Mobile retail trucks that will be traveling throughout the country.

 

Thurs, 10/11

San Francisco, CA

Mon, 10/22

Santa Monica, CA

Fri, 10/12

Las Vegas, NV

Mon, 10/29

New York City

Mon, 10/15

Chicago, IL

Mon, 10/29

Bellevue, WA *Tech Experience Center

Fri, 10/19

Miami, FL

 

 

* Events will not be open to the public. If you are a member of the media and interested in learning more, contact: MediaRelations@t-mobile.com

Background: 
T-Mobile and the T-Mobile Foundation have donated more than $4M to support strategic youth partnerships with Boys & Girls Clubs of America and ASAS. Generation T is part of T-Mobile’s broader youth-focused initiatives that include EmpowerED, a program to bridge the digital divide by bringing mobile technology to schools in low-income communities nationwide, and Changemaker Challenge, a national contest and innovation lab aimed at helping young people drive positive change in their communities and the world at-large.

About T-Mobile US, Inc.
As America's Un-carrier, T-Mobile US, Inc. (NASDAQ: TMUS) is redefining the way consumers and businesses buy wireless services through leading product and service innovation. Our advanced nationwide 4G LTE network delivers outstanding wireless experiences to 75.6 million customers who are unwilling to compromise on quality and value. Based in Bellevue, Washington, T-Mobile US provides services through its subsidiaries and operates its flagship brands, T-Mobile and Metro by T-Mobile. For more information, please visit http://www.t-mobile.com.

Media Contacts T-Mobile US Media Relations MediaRelations@t-mobile.com


          New BBC virtual reality film takes viewers on an RAF bombing run over Berlin      Cache   Translate Page      
Viewers will experience the jeopardy and the excitement of the bombing raid, as VR transports them into the belly of Lancaster bomber ‘F for Freddie’. As the plane flies high over Berlin while anti-aircraft shells burst all around, the sense of danger is palpable, and justified – just four months after this flight F for Freddie was shot down over Stettin.
          New lab takes students on virtual field trips      Cache   Translate Page      
Hawley Public Schools is introducing students -- and their teachers -- to the district's new virtual reality lab, one of only a few hundred around the country.
          ESC Is Ready to Cast Its Spell on Minneapolis       Cache   Translate Page      

Take a spin in an autonomous vehicle, visit top companies at their exhibitor booths, learn the latest in embedded systems, IoT, and advanced tech from some of the industry’s leading experts…These are just three of several reasons to register for and attend ESC Minneapolis, which is less than one month away!

Click Here to Register Today!

Let’s start with the ESC Minneapolis keynotes. Michael McAlpine is a professor of mechanical engineering at the University of Minnesota, where he researches 3D printing functional materials. Join him in Engineering HQ on Wednesday, Oct. 31 for 3D Printing Functional Materials & Devices. On Thursday, Nov. 1, VSI Labs’ Phil Magney will be in the theater talking about The Future of Automated Driving. And that’s not all! VSI Labs will also feature its Level 2 autonomous vehicle in its booth on the Expo floor (#222) both days of the event. Stop by to check it out and to take a spin!

Beyond the keynotes, Engineering HQ will host dynamic panel discussions on artificial intelligence, augmented & virtual reality, and 3D printing and packaging. ABB Robotics VP, Dwight Morgan, will also host a discussion on the state of the robotics industry. And on Halloween, consultant Rob Reilly will demonstrate how he brought Hedley, his spooky robotic skull, to life with a smart machine sensor, Raspberry Pi, and some Arduinos, servos, and major creativity.

ESC’s comprehensive conference continues upstairs, with two full days of education in four tracks: Embedded Hardware, Embedded Software, IoT & Connected Devices, and Advanced Technologies.

Highlights from the Embedded Hardware track include:

            • Everything You Wanted to Know About ASICs, But Were Afraid to Ask

            • Selecting the Best Embedded Hardware for Your Product Design

            • How to Design Mission Critical FPGA Systems

            • Sensor Design with Bluetooth 5 Mesh Technology

Highlights from the Embedded Software track include:

            • An Introduction to RTOSs

            • ARM Cortex-M and RTOSs Are Meant for Each Other

            • Representing Memory-Mapped Hardware in C++

            • Write & Test Your C Code Sooner without Hardware

Highlights from the IoT & Connected Devices track include:

            • Wireless Sensor for Vehicle AdHoc Network Localization & Safety

            • System Design Trade-offs Beyond the Device

            • Talk to Your IoT Application: Android App Programming Demystified

            • Automating Power Management in MCU-Based IoT Nodes

Highlights from the Advanced Technologies track include:

            • How to Create an Embedded Vision System

            • The Functional Safety in Autonomous Vehicles Is Not an Afterthought

            • Object Detection Using LiDAR

            • Deep Learning Accelerators for Client Systems

 

Click Here for More Information on the Full ESC Minneapolis Line-up

And click here for a full list of exhibitors including: Green Hills Software, Rohde & Schwarz, Tektronix, Teledyne LeCroy, Siemens, and Proto Labs.

Finally, if you are planning to be at the show—and we hope you are—be sure to download the free event app to make the most of your show experience. Simply go to the App Store and search, “UBM Minneapolis.”

See you there!


          So gewinnt man Talente heute      Cache   Translate Page      

Hamburger FinTech FINANZCHECK.de nutzt Virtual Reality im Personalmanagement
Fluktuation, Fachkräftemangel, Employer Branding – drei Stichworte, die aktueller nicht sein können

Der Beitrag So gewinnt man Talente heute erschien zuerst auf Das Magazin für die Internationale Startup-Szene.


          Mixed Reality Market Benefit from Experimenting with Current Technology to 2025      Cache   Translate Page      
(EMAILWIRE.COM, October 10, 2018 ) Mixed reality is the combination of virtual reality and augmented reality to create new visualization and environment. The report aims to provide an overview of Global Mixed Reality Market along with detailed segmentation of market by component, device, application,...
          New lab takes students on virtual field trips      Cache   Translate Page      
Dateline: Hawley, Minn. Students in a northwest Minnesota school can now fly an Apollo space mission to the moon for history class, dissect a pig for science or paint a picture for art, just by strapping on a set of high-tech goggles. Hawley Public Schools is introducing its students — and their teachers — to the district's new virtual reality lab, one of only a few hundred around the country. • Full coverage: Education Elementary school teacher Tracy Baxter worked her way through her first training session with the VR goggles last week. She hopes to use the lab in her fourth- and fifth-grade geography classes. "So I'm in Seattle, and I'm right by the Space Needle," she said, as she explored a 360-degree view of the Pacific Northwest via Google Earth. "Oh, gosh! I'm right under the Space Needle!" She paused, taking in the sight. "I think if I went to Seattle it wouldn't be this cool, actually." That wow factor is a common first reaction from teachers and students, said Phil Jensen, the
          Comment on Geeky Gadget Roundup by Oliver      Cache   Translate Page      
Gadgets are need of the century. Your roundup seems pretty impressive. However, it may need some update to include the most recent innovations and techs, for example, virtual reality. I would instead prefer to buy a drone for my GoPro cameras than wasting money on a built-in camera drone. It saves me money and the curiosity to replace the entire drone whenever a new model launched. One small advice, however, is to check whether the drone you are going to buy is compatible with the GoPro model you own. This post is what I read before getting myself a GoPro drone it might interest you as well. https://mydeardrone.com/types/drones-for-gopro/
          Why AR will transform the business space      Cache   Translate Page      

Much of the hype surrounding today’s tech scene is centered around virtual reality and its promises to whisk us away to whimsical other dimensions. Outside of fantasy, however, virtual reality hasn’t necessarily lived up to its promises, leading many innovators and tech-savvy entrepreneurs to look at other technologies, like augmented reality, which carries with it greater potential for practical business applications. In the future, you’ll be hearing less about VR and more about AR. Here’s why augmented reality is coming to supplant its virtual cousin, and how AR will transform the business space as we know it. AR is simply…

This story continues at The Next Web
          Top Trends in Mobile Casino Gaming Apps      Cache   Translate Page      
Mobile gambling represents the modernity of the entertainment industry. People want to play online using the most convenient solutions with the atmosphere of land-based casinos, and the market of apps grows from year to year. Now, let’s dive into the critical trends of gaming on the go!

1. Live Dealers

The ideal casino for new gamblers is probably a mobile application with conveniences of a land-based facility. Software providers work in this area, and live dealers emerged as one of the solutions to bring the real-life experience to online gaming.

Simply put, a live casino is a stream from a particular broadcasting studio with real croupiers and tables. Players can join the translation and make bets using the virtual interface. Modern technologies allow creating high-quality streams not for desktops only but also for smartphones and tablets. The most popular live dealer's games are blackjack, baccarat, roulette, and poker. Though not every live casino features a mobile version, it is a trend that is soon to be commonplace.

2. Virtual Reality and Augmented Reality

The increasing popularity of VR and AR is definitely a trend that represents the gamers’ interest in having a mind-blowing experience, the more graphics, the better. While augmented reality has a wider adoption in games and professional apps, virtual reality is welcomed by gamblers.

Giants from the IT world like Google, Samsung, Sony, and HTC are working on various VR solutions. But for now, only a few casinos support such level of immersion. We should wait a bit longer to see virtual casinos identical to real ones on their level of sounds, lights, moves, etc.

Among others, HTC Vive is a leader in the VR industry for gamblers, not least due to the cooperation with IGT.

3. Progressive Web Apps and Cloud-Based Apps

Let’s go deeper into the topic of gambling experience. While live dealers and virtual reality solutions represent the high level of immersion, certain types of innovations define the high degree of convenience. The most recent idea of UI/UX improvement is progressive web apps or PWAs.

These projects combine the best from native applications and web-based pages. PWAs exist like simple websites but can be installed on the smartphone or tablet to offer a safer and faster experience. Cloud games are similar. They are located on cloud servers and can be shared on numerous devices without installation. This way, gamblers can save free space on their devices. But still, these projects are a bit unusual and not that much adopted by gambling.

Take a closer look at these project: Google Developers that was the first to introduce progressive web apps; PWAStore that contains different apps, including casinos; IGT that is a leader in cloud-based gambling innovations.

4. Blockchain and Cryptocurrencies

Probably, this trend is the most notable right now. With the outstanding hype around digital coins and various blockchain-based projects, the gambling industry has realized that it can benefit from implementing these things.

Blockchain systems allow online casinos to provide more transparent and safe experience. Users can use their private crypto wallets without depositing fiat money. In blockchain casinos, gamblers are able to check results of RNGs and be sure about the legit house edge. Additionally, blockchain and cryptocurrencies eliminate governmental monitoring, making gambling entirely anonymous. Overall, that’s a win-win scenario for gamblers and casinos.

Various blockchain-powered gambling projects are listed, for example, on CryptoSlate.

5. Social Gambling

Ultimately, there are two types of gambling. One is based on real money bets and is considered traditional. Another one is called social gambling. It allows players to bet using system tokens which have no value in the real world. For social gamers, the fact of betting and communicating with other users is more significant than possible earnings. Surely, such people can gamble for real money, but they apparently prefer social projects. According to several reports, the number of social gamers has increased in recent years.

There are hundreds of social casinos online. If you need in-depth stats, check Technavio.

Gamblers Are Switching to Mobile Apps

To get the phenomenon of mobile gambling, it’s better to start with the online market in general. According to the Technavio research conducted in 2016, the industry is rising rapidly, not least due to the continuing legalisation – 85 countries allow their residents to gamble online. The same report claims that the total value of the industry will be more than $60 billion by 2020.

Moving to mobile gambling individually, surveys show that users switch to smartphones and tablets from desktop versions more often. By several reports issued by the UK Gambling Commission, we can track the evolution of the market. In 2016, 43% of bets were placed using mobiles. In 2017, this number increased to 51%. We can say that gambling on the go becomes more popular all over the world. You can also check information from Google which started its mobile-first indexing initiative in 2016.

The conclusion is clear: software providers should focus on developing solutions for mobile platforms compatible with all devices.

          Cyber Seductress      Cache   Translate Page      

 Cyber Seductress

After a long day you receive your package of a DDFNetwork VR Headset. You are anxious to understand, what all the rave has been about. Upon immersing yourself into the world of Virtual Reality Erotica you become captivated by the alluring Cyber Seductress Tiffany Tatum, right there in front of you in 5K 3D VR. Welcome to the 1st Episode of SeductressVR, brought to you by DDDFNetwork.

You can enjoy Tiffany in Standard 2D format, or be blown away by her in as real as it gets VRPorn with the Virtual Reality Format. Dressed to Kill, she teases your cock to a Rock Hard state before unveiling her luscious treasures for you to play with. Her tight body, perfectly trimmed pussy, and heart shaped ass are yours to enjoy as she unleashes a hardcore Fuck on you that sends shivers through your soul.

Are you ready for that? Are you a 2D retro kind of pioneer, or do you shoot for the stars and end up in the outer galactic stratosphere of complete Bliss in Virtual Reality? The choice is yours, courtesy of DDFNetwork VR.


          PIMAX 4K VR-Headset ab 249€ (VR 4K Brille)      Cache   Translate Page      
Neupreis: 249,23€
Zum Angebot (gearbest.com)
Techn. Daten: 4k VR Brille, HDMI 1.4b, Kompatibel zu Oculus Rift und Steam VR, 40 mm Audio Treiber eingebaut, 3,5mm Klinke, Asyncronen Modus 90 Hz, im Synchronen 60Hz

Mit einem Gutschein bekommst du das PIMAX 4K UHD Virtual Reality 3D PC Headset ab 249,23€  auf Gearbest.com . Einen entsprechend leistungsstarken Rechner vorausgesetzt kannst du mit dieser Virtuellen Brille in 4K Auflösung in andere Dimensionen abtauchen. Das Sichtfeld beträgt 110° und eine 60hz Bildwiederholrate sorgt bei 3840x2160 Pixel für ein sauberes Bild. Ein Dual-Gyroscope mit 1000Hz soll motion sickness verhindern.

PIMAX 4K UHD Virtual Reality 3D PC Headset mit gutschein für PIMAX 4K UHD Virtual Reality 3D PC Headset

 

Die Perfekte virtuelle Realität wird es so schnell nicht geben, mit der PIMAX 4K UHD Virtual Reality Brille kommt man aber dank der 4K Auflösung schon ein ganzes Stück näher. Die eingebauten 40mm Audiotreiber werden via 3,5 mm Klinkenkabel einfach angesteuert und steigern die Virtuelle Wahrnehmung. Die Kopfhörer mit Mikrofon können auch demontiert werden. Das System ist nur mit dem PC ab Windows 7 Kompatibel, ein Intel Core 5 sowie eine Nvidia GTX 960 / AMD R9 290 oder höher sei die Mindestvoraussetzung. Im Asyncronen Modus sind 90 Hz möglich, im Synchronen stabile 60Hz. Die Linsen für den Augenabstand sind zwischen 58 bis 71 mm einstellbar. Das Headset wird via USB und HDMI 1.4b angeschlossen. Die Kompatibilität sei zu Oculus und SteamVR gegeben. Eine Automatische Helligkeitsregelung schützt die Augen und ein Entfeuchtungssystem soll beschlagenen Linsen verhindern. 

Testberichte / Erfahrungen / Meinungen

Die VR Brille soll wohl mit Abstand das beste Bild erzeugen im Vergleich zu Rift DK1,  DK2,  VIVE, oder Deepoon E2. Die Auflösung soll gestochen scharf erscheinen. Die Inbetriebnahme sei einfach und Steam erkenne automatisch das VR Headset. Ebenso würde das HDMI Headset automatisch erkannt und der Sound darüber wiedergegeben, beim abschalten würden die normalen Lautsprecher wieder angesprochen werden. Über Steam ließen sich wohl alle VR Titel spielen oder im Cinematic Modus (große Leinwand) wiedergeben.  Leider sei keine Vorwärts /Rückwärts Positionserkennung verbaut. Somit entfällt das in die Szene lehnen leider. Ebenso muss man bei einigen Oculus Titeln ein wenig herumexperimentieren, damit sie laufen. Einige Software und Treiber Bugs seien auch vorhanden.  

Features

  • 4k VR Brille
  • HDMI 1.4b
  • Kompatibel zu Oculus Rift und Steam VR
  • 40 mm Audio Treiber eingebaut
  • 3,5mm Klinke
Neupreis: 249,23€
Zum Angebot (gearbest.com)
Techn. Daten: 4k VR Brille, HDMI 1.4b, Kompatibel zu Oculus Rift und Steam VR, 40 mm Audio Treiber eingebaut, 3,5mm Klinke, Asyncronen Modus 90 Hz, im Synchronen 60Hz


          Borderlands 2 VR aangekondigd      Cache   Translate Page      

Uitgever 2K Games heeft Borderlands 2 VR aangekondigd. De Virtual Reality-versie van de first-person shooter lanceert op 14 december exclusief voor de PlayStation VR.

De VR-versie bevat enkel de singleplayer campaign van Borderlands 2. Uniek aan deze versie is dat je de tijd kunt vertragen om je volgende actie te bepalen. Bewegen doe je ofwel op de traditionele manier, ofwel door middel van teleportatie.

De vier personages uit Borderlands 2 zijn opnieuw speelbaar, maar hebben allemaal extra skills gekregen die gebruik maken van de mogelijkheid om de tijd te vertragen. Ook nieuw in deze versie is de mogelijkheid om voertuigen in first-person te besturen.

Read more…


          Borderlands 2 VR Announced for PlayStation VR December Release      Cache   Translate Page      

Borderlands 2 is getting the virtual reality treatment for PlayStation VR, 2K Games and Gearbox Software has announced. Launching December 14th, Borderlands 2 VR will offer a single-player experience played from a first-person perspective of the game’s world – Pandora. One of the new additions to the 2012 classic is Bad Ass Mega Fun Time […]

Author information

Daniel Pitt

Daniel Pitt

Dan has been gaming for nearly 30 years and has survived everything from Nuclear Fallouts to Zombie Outbreaks but his main love is Survival Horror and don't we all know it. Favourite games include Resident Evil and Grand Theft Auto, he can be regularly found cruising the streets of Vice City listening to the classics.

| YouTube |

The post Borderlands 2 VR Announced for PlayStation VR December Release appeared first on PressA2Join.


          Witness the Future of History with Ayala Museum’s Second VR Diorama in Collaboration with I AM Cardboard Philippines      Cache   Translate Page      
Media partners and guests were given a glimpse of the future of history yesterday as tech startup I AM Cardboard Philippines (IAC PH) unveiled the Virtual Reality diorama entitled “Emergence of the Filipino Nation” at the Ayala Museum. This VR … Continue reading
          Hungry for You (1996)      Cache   Translate Page      
Hungry for You 1996 Watch Online
Hungry for You 1996 Movie Watch Online
Released: 1996
Runtime: 1h 32min
Genres: Sci-Fi, Thriller
Countries: USA
Language: English
Director: Dimitri Logothetis
Also known as: Fome de Você
Actors: Michael Phenicie, Rochelle Swanson, Gary Wood, Nancy Hochman, Ritchie Montgomery, Michael Gregory, Johnny Lage, Mark Twogood.

Description: It's the year 2010, and half of all households receive virtual reality programming. However, someone has discovered how to use the VR receivers to murder men while being seduced into ...


          Stheno – Fantasy Female 3D Character - New jersey, USA      Cache   Translate Page      

GameYanStudio posted a photo:

Stheno – Fantasy Female 3D Character - New jersey, USA

We develop Low Poly Character With Micro Detail Texture for CGI Open World Game. Its Fantasy Female 3D Character of GORGON SISTERS.

Gameyan is movie and game art outsourcing studio in India provide 2D and 3D model, texture, shading, rig and animation for all games (mobile, PS, Xbox, Desktop) and feature movie film animation, cartoon series, TV commercial.

Our professional team of artists can develop variety of 3D art content for movie and video games along with low optimized characters for mobile and virtual reality interactive games.

Project: Low poly Concept Character
Client: ART
Category: 3D Game Characters
Country: USA

Rade More : gameyan.com/game-art-outsourcing.html


          Lana Seymour - Hardly Working (4K)      Cache   Translate Page      
Год выпуска ролика: 2018 Жанр: Anal, Blowjob, POV, All sex, Virtual Reality, VR, 3d
          Depth Sensing Market-Increase in Demand for Enhanced Medical Imaging Technologies and Solutions      Cache   Translate Page      

Albany, NY -- (SBWIRE) -- 10/10/2018 -- Depth sensing is the process of measuring the distance to an object with the help of a depth sensor device. The target to be measured can be a line, dot, or even a collection of dots making an area. The advent of depth sensors has made it possible to track monocular signs and the real depth values of the environment. Besides this, depth sensors also have the capability to capture video data in 3D under any ambient light conditions. Depth sensors are able to extract features from images with added scope because they have the ability to measure actual distance data from any article. Rise in demand for applications such as gesture control, face recognition, augmented reality and virtual reality, and scanning are boosting demand for depth sensing technology around the globe.

PDF brochure For Future Advancements @ https://www.transparencymarketresearch.com/sample/sample.php?flag=B&rep_id=47067

The global depth sensing market is expanding at a higher pace, owing to factors such as increase in usage of depth sensing technology in augmented reality and virtual reality gaming applications and rise in need for enhanced security and surveillance systems among end-users. Apart from this, rise in acceptance of dual-camera smartphones and robust expansion in the smartphone market are factors that are expected to propel demand for depth sensing technology across the world during the forecast period. This is primarily because smartphone manufacturers are currently using depth sensing technologies to enable recognition, authentication, and facial detection in their devices. However, high cost burden is a major factor that is anticipated to hinder the global depth sensing market in the near future.

Increase in demand for enhanced medical imaging technologies and solutions and improved environmental scanning applications are anticipated to offer significant growth opportunities to the depth sensing market in the next few years. However, high power consumption for capturing data, difficulty in managing all the captured facts and figures, and filtering the data to get the required information are challenges that are anticipated to impede the growth of the market. Moroever, necessity of perfect angle for stereo depth sensing technology is expected to hamper the depth sensing market around the globe.

Download Table Of Content @ https://www.transparencymarketresearch.com/sample/sample.php?flag=T&rep_id=47067

For more information on this press release visit: http://www.sbwire.com/press-releases/depth-sensing-market/depth-sensing-market/release-1060002.htm

Media Relations Contact

Rohit Bhisey
AVP Marketing
Telephone: 1-518-618-1030
Email: Click to Email Rohit Bhisey
Web: https://www.transparencymarketresearch.com/de-ionized-pineapple-concentrate-market.html

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          Smaller Firms Lag in A.I., IoT Adoption. That’s an Opportunity.      Cache   Translate Page      

Smaller companies aren’t adopting cutting-edge technologies such as artificial intelligence (A.I.), blockchain, and virtual reality (VR) at the same rate as larger ones—and that’s an opportunity […]

The post Smaller Firms Lag in A.I., IoT Adoption. That’s an Opportunity. appeared first on Dice Insights.


          Immersive Pedagogy: A Symposium on Teaching and Learning with 3D, Augmented and Virtual Reality      Cache   Translate Page      
Immersive Pedagogy: A Symposium on Teaching and Learning with 3D, Augmented and Virtual Reality

          Julina Tatlock to Present Keynote at SMPTE 2018 Annual Technical Conference & Exhibition      Cache   Translate Page      
LOS ANGELES and WHITE PLAINS, N.Y. — Oct. 9, 2018 — SMPTE®, the organization whose standards work has supported a century of advances in entertainment technology and whose membership spans the globe, today announced that Julina Tatlock, an award-winning writer-producer, virtual reality (VR) director, and social TV specialist, will present the keynote address at the ...
          Fremtidens kompetencer I sundhed: Litteraturstudie oginterviewundersøgelse ved AAU og CHR, region hovedstaden      Cache   Translate Page      

Fremtidens kompetencer I sundhed: Litteraturstudie oginterviewundersøgelse ved AAU og CHR, region hovedstaden

Larsen, K., hansen, G., østergaard, D. & bruun, B., 2018, københavn. 42 s.

Publikation: Bog/antologi/afhandling/rapportRapportForskning

Med sundhedsvæsenet som omdrejningspunkt giver denne rapport indsigt i aktuelle tendenser for samfund, organisationer, professioner, patienter, borgere, uddannelser og læringsformer med henblik på at styrke sammenhængen mellem uddannelse, forskning og forbedringer for patienter og borgere i Region Hovedstaden i fremtiden. Datamaterialet, som består af litteratur og interviews med danske og internationale nøglepersoner, udfolder et mangfoldigt billede af tendenser og de kompetencer, som sundhedsprofessionelle dermed forventes at skulle besidde i fremtiden. Der er konsensus om, at vi kan forvente omfattende forandringer i sundhedsvæsenet. Kompetencebehovene blandt hele viften af sundhedsprofessionelle vil ændre sig i samme hastige takt, og lige så grundlæggende, som sundhedsvæsenet forventes at ændre sig.
Organisationer, innovation og omstilling: Internationale forhold og det internationale sundhedsmarked i kombination med national politisk, økonomisk og demografisk udvikling vil få indflydelse på sundhedsvæsenets organiseringsformer. En mere entreprenant tilgang til arbejdet med at udvikle nye løsninger og optimere arbejdsgange vil være helt central, hvilket vil kræve nye og flere samarbejder på tværs af primær-sekundær sektor, offentlig og privat sektor samt inden for institutionerne. Den forventede ombrydning af sektorer, institutioner og en omfordeling af opgaver kan både gavne og føre til modstand. Søjle-, sektor- og institutionstænkning vil blive udfordret gennem samarbejde og koordination af økonomi og organisationer på højeste ledelsesniveau (fx primær/sekundær sektor), men også når sundhedsprofessionelle, fx i forsøgsordninger, skal fungere på tværs af sektorer og institutioner. En afdækning af relevante incitamenter, som motiverer sektorer, institutioner og sundhedsprofessioner til at optimere sammenhænge/patientforløb, styrkelse af svage patient-/klientgrupper og til at fremme lighed i sundhed kan danne baggrund for fremtidige analyser af effekt. En meta-kompetence i fremtiden bliver omstillingsparathed og evnen til at finde løsninger sammen med borgere, pårørende og kolleger på tværs af afdelinger, specialer og sektorer.
Nye patient-brugergrupper og nye interventioner: Befolkningen bliver mere heterogen og har dermed mere forskellige forudsætninger i forhold til sygdom og sundhed, og for at begå sig i sundhedsvæsenet. De har desuden uensartede forventninger til sundhedsvæsenets ydelser. Sundheds- og sygdomsopfattelser vil blive mere mangfoldige. Mange patienter og borgere vil optimere deres egen sundhed, livsstil og velvære, mens andre grupper kun i ringe grad vil engagere sig i dette. En række teknologier kan støtte borgernes egen indsats i relation til sundhed, fysisk aktivitet, ernæring mv. Særligt ressourcesvage brugere og patienter vil have behov for støtte, vejledning og hjælp, som ikke nødvendigvis er inkluderet i standardiserede forløb og interventioner. Dette kræver at de sundhedsprofessionelle opnår den nødvendige kompetence og autonomi til at sikre, at ulige forudsætninger, ressourcer og forventninger mødes af en individuelt tilpasset sundhedsprofessionel indsats.
Ny teknologi med muligheder og udfordringer: Nye teknologier, som får meget opmærksomhed i både litteratur og interviews, vil påvirke alle arbejdsgange fundamentalt. Afhængigt af hvordan disse tendenser udfolder sig, kan sundhedsvæsenet
forvente at få behov for nye sundhedsfaglige kompetencer i forhold til de muligheder som teknologierne tilbyder, men også en ny vægtning af kompetence til inter-professionel kommunikation og samarbejde indenfor og på tværs af afdelinger og sektorer; kritisk stillingtagen til hvad ny teknologi kan tilbyde; og kompetence til at samarbejde med forskellige patienter, pårørende og borgere med ulige ressourcer om anvendelsen af teknologierne.
Videnskabelighed og refleksiv kultur: I hele sundhedssektoren vil der blive behov for at videreudvikle den videnskabelige og refleksive kultur som led i udvikling af forbedret patientbehandling og en moden patientsikkerheds- og læringskultur. Samtidig vil grænserne mellem uddannelse og job – at lære og at arbejde – blive stadig mere flydende. Denne udvikling kan medvirke til at sikre fremtidig rekruttering og fastholdelse af personale i sundhedssektoren. Det sundhedsprofessionelle arbejde nødvendiggør kritisk refleksive praktikere, der kan afveje evidens/forskning, professionel viden, borgerens/patientens perspektiv samt etiske, økonomiske, politiske og professionsmæssige interesser. Udøvelse af fag, videnskabelighed, læring og fagudvikling vil i højere grad blive integrerede aktiviteter.
Pædagogik, kompetencer og vurdering: Både kendte og nye kompetencer forventes at blive oparbejdet og trænet på nye måder. Grunduddannelser samt efter- og videreuddannelse vil i højere grad kombinere læringsformer og metoder og udnytte læringsmuligheder i klinikken og i simulationer. Nye teknologier til understøttelse af læring, som inkluderer e-learning, virtual reality- og augmented reality-teknikker vil få en stærkt stigende betydning. Udfordringen er at vælge den rette læringsmetode til specifikke læringsmål, og her er et væsentligt tættere samarbejde mellem uddannelsesansvarlige i afdelingerne og udviklerne af læringsteknologi en forudsætning for fuld udnyttelse af potentialerne ved ny læringsteknologi. Supervision og individuel feedback vil stadig være essentiel for læring, ligesom organisatorisk forandring kan være nødvendig for, at ny læring kan blive omsat til praksis. Kompetencevurdering vil i stigende grad foregå relateret til arbejdssituationer. Det er væsentligt at arbejde med grunduddannelsernes opbygning, men det vil være lige så vigtigt at sikre den fortsatte uddannelse af de mange ansatte, som allerede arbejder i sundhedsvæsenet. Uddannelsesinstitutionerne og Region Hovedstaden kan forvente at skulle styrke samarbejdet om at understøtte mulighederne for løbende og livslang læring blandt sundhedsprofessionelle, som er baseret på en opdateret indsigt i kompetencebehov, kompetenceudvikling og kompetencevurdering.
OriginalsprogDansk
Udgivelses stedkøbenhavn
Antal sider42
ISBN (Trykt)978-87-93057-54-5
StatusUdgivet - 2018
PublikationsartForskning
Peer reviewNej

          Insta360 lets you shoot 360-degree video with auto stabilization and cinematic slow-mo      Cache   Translate Page      

Insta360 has launched the Insta360 One X virtual reality video camera, which can film imagery in 5.7K video resolution. It can capture VR video in 360 degrees, and it includes stabilization and cinematic slow motion effects, which are cool features for a consumer camera. With apps available for both iOS and Android, you can manipulate the image bot… […]

The post Insta360 lets you shoot 360-degree video with auto stabilization and cinematic slow-mo appeared first on RocketNews | Top News Stories From Around the Globe.


          How virtual reality benefits seniors      Cache   Translate Page      

The post How virtual reality benefits seniors appeared first on Stories.


          These PlayStation VR games are guaranteed to make you scream      Cache   Translate Page      
If you haven't yet tried a scary game in virtual reality but love horror games on normal 2D screen, you're in for a treat. Being cut off from the real world around you coupled with binaural audio is crazy immersive. Here at Android Central were a tech-based company that specializes in virtual reality. If you're in the market for some horror games for PSVR, here are some of the best we've been able to find so far. A trip to the looney bin The Inpatient This title comes with a whole love of meta leveled fear as to what it would be like to be a sane person stuck in an asylum. The goal is to regain your memories and find out who you are before it's too late. What happens if it's too late is for you to find out... $13 at Amazon A new way to play a fan favorite Resident Evil 7: Biohazard Relive one of our favorite zombie games, now in your VR headset. There's nothing quite more thrilling than a horde of undead running at you. Set place in a mansion in modern-day Dulvey, Louisian...
          Sony celebrates two years of PlayStation VR with game sales and reveals      Cache   Translate Page      
PlayStation VR on table

On October 13th, 2016, Sony released its PlayStation VR headset, the company’s first foray into consumer-grade virtual reality technology. Now, Sony is celebrating two years of the PS VR with a few new game announcements and a special VR-centric PlayStation Store sale. To start, Sony revealed that Gearbox Software is working on a virtual reality...

The post Sony celebrates two years of PlayStation VR with game sales and reveals appeared first on MobileSyrup.


          UK Workers Turn to Technology to Help Look After Their Mental Health, Accenture Study Finds      Cache   Translate Page      

Workers in the U.K. are open to using a range of technologies – from online chatrooms, mobile apps and GP services to artificial intelligence and virtual reality – to help look after their mental health, according to results of a survey from Accenture (NYSE: ACN). -   - The survey of more than 2,000 workers in the U.K. found that four in 10 people (39 percent) are already using technology – such as online services, mobile apps and wearables – to manage stress, improve sleep and boost mental...

Read the full story at https://www.webwire.com/ViewPressRel.asp?aId=229874


          SDH in immersive environments :: can subtitles be immersive at all?      Cache   Translate Page      
Immersive environments have been emerging for the past few years and their potential for transforming how entertainment is consumed has raised the interest of the industry and the audience. Many powerful technology companies like Microsoft, Sony, Facebook or HTC are investing in devices such as Microsoft Hololens, PlayStation VR, Oculus Rift or HTC Vive. Also, in recent years we have witnessed an explosion of 360º content (videos, movies, documentaries, news, etc. ) that can be easily accessed through basically any smartphone. However, immersive contents, such as 360º videos or virtual reality video games, pose a challenge for Audiovisual Translation, and even a harder one for Media Accessibility. How can we make immersive contents accessible for everyone and, specifically, for persons with hearing loss? Some filmmakers say that audiences will need to learn a new visual grammar or language to understand how stories in immersive environments are built, as it happened when cuts were introduced in film editing. The same will happen with subtitling in immersive contents. We will need to relearn how to read subtitles, since new dimensions are brought by immersive media, such as directions or three-dimensional space. These new dimensions and the freedom of movement attached to virtual worlds present challenges for users who cannot make use of the audio. If some users are lacking the audio cue, how will they know if someone is speaking at their back or if a sound used as an action trigger is sounding in a different location so that they know they have to turn their head? Can subtitles be used to draw attention to the focus of action? In this presentation, we will review the nature of immersive contents and explain the challenges of implementing subtitles for the deaf and hard-of-hearing (SDH) in 360º videos. Basic subtitling topics such as placement of the subtitles or new features such as speaker identification systems are tricky questions. Some researchers have already raised this issue (Agulló 2018, Brown et al 2018, Fraile et al 2018, Montagud et al 2018, Rothe et al 2018). Regarding placement, different solutions have been suggested, but mainly they can be summed up with two key concepts: dynamic subtitles and static subtitles (or “evenly spaced subtitles” and “following head immediately” subtitles, depending on the terminology used). Basically, dynamic subtitles are those burnt in the video in one or different specific positions. Static subtitles, however, are those linked to the audience field of view and move with the viewers “following their heads immediately” (Brown et al 2018) everywhere they go. The latter implementation is more similar to the integration of traditional subtitles in 2D environments, while the former is more similar to innovative subtitling practices such as creative (Foerster 2010, McClarty 2012, 2014) or integrated subtitles (Fox 2016a, 2016b). As for speaker identification systems, this is a completely new feature for SDH in immersive media. A mechanism needs to be designed to indicate the audience where the speakers are located in the 360º environment, so that they don’t miss the action. Very few researchers have tackled this topic (Rothe et al 2017) and the discussion about which methods are better is still open and will be presented during the session. Also, to illustrate the discussion, we will analyse some examples obtained from a corpus of selected 360º videos. Finally, we will propose a set of features that are worth researching to achieve immersive and integrated subtitles in this new medium, based on criteria of accessibility, immersion and usability. This presentation is related to the research carried out in the European funded projects ImAC (GA: 761974). Also, the author is member of TransMedia Catalonia, an SGR research group funded by 'Secretaria d’Universitats i Recerca del Departament d'Empresa i Coneixement de la Generalitat de Catalunya' (2017SGR113).
          Test: Stern Pinball Arcade      Cache   Translate Page      
Das hat viel zu lange gedauert! Zwei Jahre lang gab Stern Pinball Arcade schon – allerdings nur für Gear VR und auf verschiedenen Plattformen ohne Virtual Reality. Denn obwohl das Rift ebenfalls von Oculus gebaut wird, war die Flipper-Simulation lange nicht für das „große“ VR-Headset erhältlich. Seit einigen Tagen kicken aber endlich auch „Rifter“ die Silberkugel durch den virtuellen Raum und ich habe mich so schnell wie möglich auf diesen Test gestürzt!

Weiter zum Test


          Virtual Reality (VR) Retail Store Operations Associate - SPACES, Inc. - Irvine, CA      Cache   Translate Page      
We have created VR experiences where guests could be fully immersed in a world with cutting edge game play and haptics....
From SPACES, Inc. - Wed, 01 Aug 2018 00:49:09 GMT - View all Irvine, CA jobs
          Insta360 lets you shoot 360-degree video with auto stabilization and cinematic slow-mo      Cache   Translate Page      

Insta360 has launched the Insta360 One X virtual reality video camera, which can film imagery in 5.7K video resolution. It can capture VR video in 360 degrees, and it includes stabilization and cinematic slow motion effects, which are cool features for a consumer camera. With apps available for both iOS and Android, you can manipulate the image both […]


          Students to learn robotics through virtual reality with new Clemson University program      Cache   Translate Page      
(Clemson University) TIME for Robotics is aimed at reaching a generation of students who grew up on smartphones and tablets, while dispelling fears that robots will take away jobs. The new approach will be particularly helpful in attracting groups that might otherwise bypass advanced manufacturing, including women, groups underrepresented in STEM fields, veterans and people with disabilities.
          20 Best Arcade Games of All Time      Cache   Translate Page      
Undoubtedly, the universe of video games has advanced to unsuspected limits. The characters almost pierce the screen, the controls are more likely than ever and virtual reality is already beginning to invade us, but lets be honest, who doesnt miss the best arcade games from time to time? The games of the 80s and 90s have left a deep mark in the lives of all those who have been able to enjoy them so much that it is almost impossible to choose between the best arcade games of all time. Its simplicity has been addictive for many and perhaps that is the key to its success, is not it? Although you surely know perfectly well what we are talking about, did you know that arcade is, in its origin, the generic term used to refer to the arcade machines? Later it served to designate the genre of video games that we all know, those classics capable of returning great memories to our minds. There are sports, racing, simulation or wrestling, and all of them have managed to survive the pa...
          These PlayStation VR games are guaranteed to make you scream      Cache   Translate Page      
If you haven't yet tried a scary game in virtual reality but love horror games on normal 2D screen, you're in for a treat. Being cut off from the real world around you coupled with binaural audio is crazy immersive. Here at Android Central were a tech-based company that specializes in virtual reality. If you're in the market for some horror games for PSVR, here are some of the best we've been able to find so far. A trip to the looney bin The Inpatient This title comes with a whole love of meta leveled fear as to what it would be like to be a sane person stuck in an asylum. The goal is to regain your memories and find out who you are before it's too late. What happens if it's too late is for you to find out... $13 at Amazon A new way to play a fan favorite Resident Evil 7: Biohazard Relive one of our favorite zombie games, now in your VR headset. There's nothing quite more thrilling than a horde of undead running at you. Set place in a mansion in modern-day Dulvey, Louisian...
          Borderlands 2 VR Announced For PlayStation VR This December      Cache   Translate Page      
If you’ve always felt that if there is one thing the Borderlands series is missing is virtual reality (VR), then you’re in luck because 2K Games and Gearbox Software have officially announced Borderlands 2 VR, which is essentially Borderlands 2 but playable in VR and will be launching for Sony’s PlayStation VR platform this December. According to the description of the VR version of the game, “Step into the boots […]
          UK Workers Turn to Technology to Help Look After Their Mental Health, Accenture Study Finds      Cache   Translate Page      
LONDON; Oct. 8, 2018 – Workers in the U.K. are open to using a range of technologies – from online chatrooms, mobile apps and GP services to artificial intelligence and virtual reality – to help look after their mental health, according to results of a survey from Accenture (NYSE: ACN).
          How Has Technology Changed Employee Training and Continuing Education?      Cache   Translate Page      
Technology is making high-value learning in the workplace not just possible, but also pleasant and more likely to be retained, for a wider variety of employees and types of learners.

Technology in business represents several opportunities—some of them cultural, and others satisfyingly measurable and profitable. The right technology in the right place can reduce human effort, but it also can sharpen your employees’ sense of emotional engagement. It’s a way to free up some of their daily bandwidth so they can focus on doing their jobs with distinction and thinking outside the box.

It begins with the hiring process, continues with employee onboarding and training, and follows through with a solid continuing education program. There are many ways you can use emerging technologies to improve and streamline training of all kinds, and plenty of ways to enjoy all the benefits.

Why Add Technology to the Mix?

To begin with, it’s not about replacing the human touch.

Your HR department, and your team leads, are always going to play a vital role in training new employees and developing existing ones. But scale becomes a concern. So does losing quality—and losing touch—as you attempt to maintain a single company culture, including a cohesive and focused training program across several locations or even the world, depending on how and where you do business.

It’s about bringing efficiency to that human touch—and, as we said above, engagement, too. Think about the logistical challenges, in companies with scores or hundreds of employees, of distributing training manuals, guidebooks, and culture documents by conventional—read: “made of paper”—means. It just makes good sense to pursue a solution that doesn’t have as huge a physical and environmental footprint.

So learning technology effectively solves three challenges.

It can help you sharpen and refine your employee development processes, and it can make your delivery of training and certification study and testing materials more efficient and less wasteful. Maybe most importantly, it helps you provide an engaging, memorable, and possibly even “gamified” training experience for team members. Gamifying compliance testing, for example, has yielded compelling results and helped cut costs—and potential liability.

Technology’s Role in Training and Developing New Employees

We’ve reached a point in the development of our trades and professions where even so-called “entry-level” jobs come with learning curves. That probably means packages of video content, guidebooks in printed or PDF form, and interactive tests and quizzes—some even required by law or optional clearances, depending on your industry—to help develop employees and pinpoint areas of weakness.

Technology is an obvious and welcome addition to training and learning protocols in a vast variety of industries.

Some of these opportunities are especially attractive for companies with many employees who telecommute, or who have a diverse geographical presence. Companies are becoming, on average, less centralized by the day—and have been for a while—with more remote employees than ever. It’s happening even in some unexpected fields, such as online pharmacies.

In cases like that, where a pharmacist might be performing some of the behind-the-counter due diligence from a home office, the importance of ongoing learning is especially keenly felt, since government regulations regularly, and rightly, change over time to protect consumers.

In any event, gathering a team from across a region or country means training a whole “class” of employees at a time. Distance learning techniques such as live teleconferencing and social dashboards mean employers can train even in several locations at once without losing anything in translation.

Technology’s Role in Ongoing Learning Opportunities

One of the best ways any company can show support for its employees is to invest in their development as professionals and human beings. With that in mind, workplace incentives and perks increasingly focus on tuition reimbursement. It’s easy for the modern employee to balance a part-time or even a full-time career with the workload of a few night classes.

Helping your team members clear the financial hurdle in higher learning can go a long way, and you don’t even have to lose them to a long commute or campus living. “Prestige” and trade schools alike now offer high-quality distance learning classes that perfectly mesh with the long-term development goals of companies large and small.

But there’s another option, too, and it concerns using technology to modernize your in-house training. This, too, is an engagement tactic. Most employees jump at the chance to learn something new or even operate a piece of equipment they currently don’t hold credentials for.

Consider the appeal of simulation-based training in three very different work environments:

  • Material Handling and Warehousing: In material handling and warehousing, it’s common to train interested employees to operate heavy machinery, including order pickers and forklifts. Modern technology affords the opportunity to train employees in a realistic, no-risk environment. Doing so keeps all parties safe and lets your team gauge their interest and aptitude for new challenges in a non-threatening environment.
  • Banking and High Finance: In the world of banking and high finance, even seasoned traders can benefit from convincing simulations that test one’s reflexes for buying and selling on a dime. The emergence of Bitcoin adds another interesting wrinkle and finds gamification entering the mix again to help prepare financial experts for this even more volatile form of currency.
  • Medicine: In medicine, technologies such as augmented reality are making increasingly realistic medical simulations possible. There has been some protest about the value of such techniques, but many in the community maintain that even difficult medical and pharmacological concepts and methods can be learned through simulation.

Hands-on experience is vital in any field. But in many cases, we’re seeing technology make new skills and types of training more accessible than ever.

Technology Caters to All Fields and All Types of Learners

The message here is that technology is making high-value learning in the workplace not just possible, but also pleasant and more likely to be retained, for a wider variety of employees and types of learners. Not everybody takes in information the same way, but flexible platforms and immersion technologies such as augmented and virtual reality can break down barriers and help concepts stick.

It can help your employees “stick,” too. With your company taking engaging learning opportunities seriously, don’t be surprised when your teams have better emotional investments in your company.

Megan Ray Nichols is a freelance writer and STEM blogger. She regularly contributes to IMPO Magazine and Born2Invest. She also updates her own blog, Schooled By Science, every Tuesday and Thursday. Stay in touch by following her on Twitter or subscribing to her blog here.

 


          Students to learn robotics through virtual reality with new Clemson program      Cache   Translate Page      
The same technology that adds a sense of realism to video games will soon help teach students across the country about robotics in advanced manufacturing, starting in Greenville. Virtual reality is the centerpiece of a new program, TIME for Robotics, that will be created at the Clemson University Center for Workforce Development.
          Come try out Virtual Reality and 360 Video for FREE! Oct 12, 10am-1pm      Cache   Translate Page      

Demo Day by Teaching and Learning with Technology



          Trailer: Ghost Manor at Castle Dark      Cache   Translate Page      

Hollywood Gothique's favorite attraction at Castle Dark last year was the Ghost Manor virtual reality walk-through - our first experience

The post Trailer: Ghost Manor at Castle Dark appeared first on Hollywood Gothique.


          Faculty - Zayed University - Dubai      Cache   Translate Page      
Ability to contribute to key research priorities including new graphics technologies, digital fabrication, virtual reality and immersive media will be...
From Zayed University - Mon, 06 Aug 2018 08:02:04 GMT - View all Dubai jobs
          Follow Neil Armstrong to The Moon! New VR Experience Debuts in U.S.      Cache   Translate Page      
If you ever wanted to follow in Neil Armstrong's footsteps to the moon, you can do so this month — in virtual reality.
          PlayStation VR Second Anniversary Prompts Huge Sale on the PlayStation Store      Cache   Translate Page      
October 13, 2016 marked the initial release of the PlayStation VR headset. Since then, virtual reality has become a lot more popular...
          Travis Moore (HRSP) - Dissertation Defense      Cache   Translate Page      

"Context-dependent trading of binaural spatial cues in virtual reality"

Travis Moore - Prof. G. Christopher Stecker, Adivser/Chair of the PhD committee


          The Future of Virtual Reality in Real Estate Coming Early 2019      Cache   Translate Page      
By VRmello Corp. LOS ANGELES, CA / ACCESSWIRE / October 10, 2018 / Shopping for a home is a bit like waiting in line at the DMV–frustrating and doubtlessly less efficient than it could be using modern technology. Whether house hunters click through Zillow and Redfin listings or are sent customized MLS listings by their […]
          Six Must-Attend Sessions at Oracle OpenWorld 2018      Cache   Translate Page      

Building your Oracle OpenWorld 2018 schedule? You won't want to miss these six sessions. Our executives will share details on architecture and technical directions, the latest innovations, business strategies, and customer successes. You’ll come away with a better understanding of the unique capabilities Oracle Linux, Virtualization and other Oracle Infrastructure Technologies are delivering now and going forward – whether you want to deploy on premises, in the cloud or integrate between. Register now to ensure you have a seat! 

Day/Time/Location    Session Title   Speakers Monday, Oct. 22    

11:30 a.m. - 12:15 p.m.

Moscone West - Room 2000

Oracle Linux: State of  the Penguin 

[PRO4720]

Wim Coekaerts, Senior Vice President, Operating Systems and Virtualization Engineering, Oracle

3:45 p.m. - 4:45 p.m.

The Exchange @ Moscone South - The Arena

Oracle's Systems Strategy for Cloud and On-Premises

[PKN5901]

Ali Alasti, Senior Vice President, Hardware Engineering, Oracle

Wim Coekaerts, Senior Vice President, Operating Systems and Virtualization Engineering, Oracle

Edward Screven, Chief Corporate Architect, Oracle

Tuesday, Oct. 23    

11:15 a.m. - 12:00 p.m.

Moscone West - Room 2000

An Overview of Oracle Infrastructure Technologies in Oracle Cloud

[PRO5904]

Robert Shimp, Product Management Group Vice President - Oracle Linux, Virtualization and Linux and VM Development, Oracle

Ajay Srivastava, Senior Vice President, Operating Systems and Virtualization, Oracle

11:30 a.m. - 12:15 p.m.

Moscone West - Room 2009

Kubernetes, Docker, and Oracle Linux from On-Premises to Oracle Cloud with Ease

[DEV6015]

Wim Coekaerts, Senior Vice President, Operating Systems and Virtualization Engineering, Oracle

Wednesday, Oct. 24    

11:15 a.m. - 12:00 p.m.

 Moscone West - Room 2000

The OS Factor: Advice for the Technology Buyer from IDC

[BUS4729]

Ashish Nadkarni, Research Director, IDC

Karen Sigman, Vice President, Product and Partner Marketing, Oracle

Thursday, Oct. 25    

9:00 a.m. - 9:45 a.m. 

Moscone West - Room 2003

Oracle Linux Is Really the Ideal Linux for Oracle Cloud Developers

[DEV6017]

Wim Coekaerts, SVP, Operating Systems and Virtualization Engineering, Oracle

 

To learn more about these sessions and to register, click on the session title above, in the search box enter the session code, click "+" to complete your registration.

Visit and bookmark this Focus on Oracle Linux and Virtualization page to access the full list of our general sessions and hands-on labs. Check the Oracle Linux and Virtualization blogs regularly for news and updates.

And, while at Oracle OpenWorld, be sure to stop by the Infrastructure Technologies showcase, booth #120, located in Moscone South (on the right side, just past the Autonomous Database showcase). Featuring Oracle Linux and Virtualization technologies, at the showcase you can experience demos, a virtual reality game, and speak with product experts and partners.

 




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