Thứ Ba, 31 tháng 10, 2017

Youtube daily what Oct 31 2017

Kevin: I'd like toast.

Toaster: I'm sorry, what?

Kevin: I'd like toast.

Toaster: What should I serve?

Kevin: Oh! Forgot the bread.

So it reminds me to get the bread to put into the toaster.

Toaster: Faster. Kevin: Alright, just a second.

Announcer: This is an automated bread platform.

It uses photo-resistors,

Speech recognition chips,

And a micro-controlled servo motor

to effortlessly create the perfect piece of toast.

Now that's "artificial intelligence."

Kevin (whispering): Voice activated, future technology.

Kevin: Toast.

Toaster: How light?

Kevin: Medium today.

Toaster: Using setting, medium. Lowering.

Kevin: Ah!

Toaster: I'm sorry, what?

Toaster: Raising.

Kevin: What happened to my toast?!

Toaster: I'm sorry, what?

Kevin: That is not toast, that is bread. Toaster: Faster.

Toaster: I'm sorry, what? Kevin: Bread to toast.

Toaster: I'm sorry, what?

Kevin: Initiate toast machine.

Toaster: I'm sorry, what?

Kevin: Launch Toast 2000.

Toaster: I'm sorry, what?

Kevin: I have a race to win!

I dunno - I'll eat the bread. Toaster: Faster.

Kevin: You're hopeless! Toaster: Faster.

Toaster: I'm sorry, what?

For more infomation >> "I'm sorry, what?" - Duration: 0:58.

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Game UX Summit '17 | Bryce Johnson Xbox | What Accessibility Features Are Best for Your Game? - Duration: 39:32.

(applause)

- Good morning everybody.

As I've said I'm Bryce Johnson,

and I am a designer on the Xbox design team,

and I'm also design lead on the Gaming For Everyone team,

which is a team that we have at Xbox

devoted to diversity and inclusion.

I've spent the last few years devoted to

intentionally including gamers with disabilities

into the products that we make.

And today I'm gonna go over--

I'm gonna fly over some principles

of Microsoft inclusive design,

and then I'm gonna dive into some specifics

about how to make certain games better accessible.

But first I'm gonna start with a story,

and I'm gonna have to read this one,

it's a little bit long.

Many of us are enamored with the ides of Todd Rose

from his book The End of Average.

This is one of the stories from the book.

In the 1940s, the US Air Force had a major problem.

It's pilots could not keep control of their planes.

At it's worst point,

17 pilots crashed in a single day.

The military blamed the men citing pilot error

as the most common reason in the crash reports

which seemed reasonable since

the planes themselves seldom malfunctioned.

The pilots didn't understand it either though.

The only thing they knew for sure,

it wasn't their piloting skills

that was the cause of the problem.

If it wasn't a human or mechanical error, what was it?

The first cockpit was designed by engineers,

and they measured the physical dimensions

of hundreds of male pilots.

And they used this data to standardize

the dimension of the cockpit,

the size and shape of the seat,

the distance to the pedals and the stick,

and the height of the windshield and

even the shape of the flight helmets

were all built to conform to

the average dimensions of a pilot.

So the military hired a scientist

to measure 4,000 pilots.

And he calculated the average physical dimensions

believed to be the most relevant to design,

including height, chest, sleeve length,

and then these formed the dimension of the average pilot.

And then next that scientist compared

all of the pilots to this average.

And the consensus among the Air Force researches

was that most of these pilots

would fall within this average range.

And they were stunned when they tabulated

how many fit into this average range.

Zero.

No pilots fit within this average range.

There is no such thing as an average pilot.

If you've designed a cockpit for the average pilot,

you've literally designed this to fit no one.

So we take a lot of inspiration from that story.

And across Microsoft we're embracing inclusive design

to fulfill our mission of empowering every person

in every organization on the planet to achieve more.

And that's a tall order, and we take it very seriously.

Every person, we take that extremely seriously.

So we approach inclusive design at Microsoft

starting from these three principles.

Recognize exclusion.

Exclusion happens when we solve problems

using our own biases.

As Microsoft designers,

we seek out those exclusions and use them

as opportunities to create new ideas and inclusive designs.

Learn from diversity.

Human beings are the real experts in adapting to diversity.

Inclusive design puts people at the start

from the very beginning and those

fresh diverse perspectives are the key to true insight.

Solve for one, extent to many.

Everyone has abilities and limits to those abilities.

Designing for people with permanent disabilities

actually results in designs

that will benefit people universally.

Constraints are a beautiful thing.

So all of these principles are in place

to remind us of an old axiom,

you are not the user.

But when I talk with other designers across Microsoft,

it's fairly tricky because I think

a lot of us in this room are the user.

And I know all my coworkers,

like we all work on the Xbox like all week long,

and then we go home and we play it all night long.

So I can't really go to my coworkers

and tell them that you're not the user.

My coworkers and my colleagues are our whales.

They are our customers.

But we need to recognize our own biases

to understand that we're not the only customer.

So one of the tools that we use in

solve for one extend to many is the persona spectrum.

So I said before you know we intentionally design

for someone with a permanent condition,

like one arm,

and then we see benefit with people

who might have a temporary condition like an arm injury.

And then we think about situational benefits.

Like holding a baby.

Or if you're Miyamoto, eating a hamburger.

So when we take this into account we see a lot more reach,

and this is why it's important for us to solve

for those permanent conditions.

Because it's like a reverse funnel, right?

It goes out.

So when we discuss making things accessible,

a lot of the times you'll hear us

talk about like removing barriers.

And friction can be a barrier.

Friction slows things down and makes us work harder,

and UI design friction is the opposite of effortless,

it is the opposite of intuitive.

And when we work on the Xbox One OS

we're very focused on removing friction.

I have this little Minecraft guy here.

Think of him as a mime, he's like in a glass box,

for barrier. (laughs)

But friction can also be good.

Here are some photos by Phil Toledano,

and you may have come across these as I did,

in Jane McGonigal's TED Talk gaming can make a better world.

And as she says in her talk,

if you're not a gamer you might miss

some of the nuance in these photos.

You probably see a sense of urgency,

a little bit of fear, but intense concentration,

and a deep deep focus on

tackling a really difficult problem.

These are the faces of people who against all odds

are on a verge of an epic win.

Challenge is why we play games.

Games are the combination of assonance and dissonance,

conflict and resolution.

They are cycles of tension and release.

Great games don't remove friction,

they have the best possible friction

in just the right places.

So I ask people to strive for challenge and inclusion.

I want barriers to be ergonomic.

I want them to adapt,

and I'm asking for the friction that fits.

Here's another sign we have on campus.

And this is sort of the last bit

when we think about inclusive design,

is that when we think about inclusive design at Microsoft,

we're not trying to design for all of us.

We aspire to design for each of us.

And that's a subtle difference,

but the difference is is that

digital experiences don't need to be fixed.

They don't.

They can be fluid and they can be mold and bend

and be custom fit to every user.

So I'm not suggesting that games

need to be always universally accessible,

except maybe Minecraft,

I will totally suggest it to Minecraft

that they need to be universally accessible.

I hope that we can create a variety of experiences

that like suit a lot of people's tastes and every ability.

So I probably told you just enough about

Microsoft inclusive design that you may be intrigued,

and possibly confused.

But if you want to find out more,

I encourage you to check out the website or come talk to me,

but now I'm gonna drill into some things that are specific.

People always ask me,

"What should I do to make my game accessible?"

And I give them the most cliched designer answer ever,

"It depends."

So who in here by show of hands or whatever,

who likes tangible guidance, anyone?

Some people like tangible guidance, wow.

But not a lot of people like tangible guidance.

Who hates being told what to design, or how to design?

Yeah, okay.

Did any of you like do both?

Because that's like my whole entire world,

is like people want tangible guidance,

but they hate me telling them what to do.

Which is fine, I get it, I totally understand that.

So this advice I'm going to give is my two cents,

but I stand by it.

But I also encourage everybody to go look at

Includification by Able Gamers

and the Game Accessibility Guidelines.

These are great resources and

they have a lot of information in there.

So we're going to go through these five genres and

look at some impactful ways to make them more accessible.

So gonna start off slow, gonna start off easy.

This what Toronto was like when

I was a kid and I lived here.

We had fall, you guys don't have fall anymore. (laughs)

In more ways than ever, games and software are converging.

I mostly work on software.

Games inherit the expectations that people have

of what an accessible software experience is

as they get more like software.

And there are many best practices for software accessibility

and it's important to follow them.

Things like structured headings, landmarks,

contrast ratios for text, well-formed lists,

and proper grouping of elements.

You probably don't need to reinvent the wheel here,

but it doesn't mean that you should

sterilize your interfaces either.

I mean gamers with disabilities like personality too.

So blind people use--

Hi Steve. (laughs)

Blind people use a technology called screen readers.

It's an assistive technology, and it reads the screen.

So what I'm gonna show you here is a mock up

of how Solitaire could be optimized for screen reader users.

Oops, gonna go back.

- [Screen Reader] Tableau column one, six of clubs.

One of one, right arrow.

Tableau column two, four of spades, one of two.

Right arrow.

Tableau column three, queen of spades, one of three.

- Notice how I'm using the keyboard and not the mouse?

- [Screen Reader] Right arrow.

Tableau column four, seven of spades, one of four.

Right arrow, tableau column five,

ace of spades, one of five.

Space, ace of spades selected.

Up arrow, empty, foundation two of four.

Left arrow, empty, foundation one of four.

Enter, ace of spaces, foundation one of four.

Left arrow, deck.

Space, four of diamonds in the waste pile.

Enter, jack of diamonds in the waste pile.

Right arrow, waste pile, jack of diamonds.

Space, jack of diamonds selected, down arrow, right arrow.

Tableau column three, queen of spades.

One of three, enter.

Tableau column three, jack of diamonds, one of four.

- So when you're blind,

you have to use landmarks and you have to--

There's no wayfinding, right?

Like you have to basically tell people

what the structure of things are

so they can get a mental model of what the interface is.

And they use their memory a lot

to basically remember where things are.

I think that this video is an okay start.

This is what I show the Solitaire team.

But there's definitely a lot of

opportunities to go above and beyond.

I think that if we use distinctive sound design

that enhances the oral experience for everyone,

we could really make some benefits here.

One of the things that I think about

is that when a card flips over,

could the sound denote how many cards are left in the pile

to give you that sort of sonic affordance

of what you have left in the pile because you can't see it?

So now I'm gonna show you another video,

which was savagely-edit for time.

And this is me playing Solitaire

using Windows Speech Recognition.

You shouldn't assume that people who play card games

are going to use either touch or a mouse.

In the previous video I used keyboard to play Solitaire.

So it's important to not make that kind of assumption.

And even though I'm gonna use Windows Speech Recognition,

I'll be using my voice to basically simulate a pointer,

but that's how that kind of works.

Mouse grid.

Five.

Mark.

Five.

Six.

Click.

Mouse grid.

Five three mark.

Four two click.

It's savagely edited because it takes so long

for the card to go across the screen.

Mouse grid.

One click.

Mouse grid.

One six double click.

Mouse grid.

One click.

Mouse grid, one six double click.

So there's a couple accelerators that I showed there.

The double click accelerator.

So I double click and basically

puts the card in the right spot.

It's really important to add those in.

You know I know that like this

metaphor of dragging cards around

is something that I think we all kind of enjoy and like,

but it can sometimes be really overly taxing.

So I would encourage people to put in those

like accelerators that give people a chance

to like basically do the right thing more quickly.

So this is a mock up of Solitaire in the large print theme,

but I've modified it in a sense.

And what I've done is I've taken a lot of inspiration

from card decks for the elderly.

So the surface that the cards are on

has been darkened from the norm

so that the cards can pop out more.

And then the colors that are used for suit

further distinguish the suit.

And you'll often here guidance accessibility guidance

to not use color as a differentiator,

but the thing is is you shouldn't

use color as the only differentiator.

You can use color. (laughs)

Just make sure it's not the only differentiator.

In this case it actually helps people.

And the highlight focus, is it still pulsing there?

Is a little bit stronger than it is normally,

so I would encourage people to think about

things like movement as a way to

increase the perceivability of a UI.

So card games.

Alex said the other night, card games are UI.

That's totally true.

There are many best practices for software accessibility.

You should follow them.

Support screen readers,

and the blind need to be able to play without a mouse on PC.

Make sure that you have shortcuts

and accelerators for card movements.

Sometimes click and drag is not

possible or is overly taxing.

And use multiple visual treatments,

color, shape, weight, movement,

clearly and distinctly to make

your elements more perceivable.

So now we're gonna move into fighting games.

This is my friend Sightless Combat.

And he is a pretty amazing Killer Instinct player.

He is also totally blind.

He can play because the sound designers of Killer Instinct

wanted a clean mix where character had distinctive,

unique sounds that convey giving,

receiving and blocking damage.

There are also sounds in the game

that are optional for the HUD elements,

so that he understands the UI.

So he's showing Melody here,

he's trying to teach Melody here how to hear the sounds.

I've known him for years, I still can't hear the sounds.

I even know the sound designer, I don't get it. (laughs)

So he's playing against someone in this video,

he is totally blind.

Yeah, he's amazing.

So Zach Quarles, he's the sound designer for Killer Instinct

goes into a huge amount of detail on the

oral design of Killer Instinct,

and you can find out more in this

Gamasutra article that he recently published.

The one miss that Zach points out that's

for all the great sound design that's in Killer Instinct,

the game menus are not voiced out,

and that is a huge barrier.

When Sightless plays Killer Instinct,

he memorizes the menus.

Like he basically has someone sit there and

tell him what the menus are and he memorizes them,

and then he counts clicks.

So he knows the menus of Killer Instinct

down to the very bottom,

like just knows them off by heart.

So this is Wheels.

Wheels is a gamer with mobility disabilities

who has qualified for two Killer Instinct World Cups.

He has a bright competitive

fighting game career ahead of him.

And I asked him what features he wanted in Killer Instinct,

and what he told me is that

in-game controller remapping is good,

but he wishes that he could treat the right stick

as a dpad and then map buttons to it.

That's really frickin' cool.

Like what is button mashing when there's no buttons?

Like how do you thumb stick mash, you know?

And it's such a really interesting idea

that I think goes beyond what he needs

that could make this game so much

different and better for everybody.

And this isn't the first time I've heard this idea,

but it's really nice to have it

reinforced by multiple people.

So for fighting games,

I'm gonna ask you to follow Zach's advice.

And consider narrating your menus.

We have published an API at Xbox

about how you can use the speech synthesis API

to voice out your menus of your game.

We still need to be better about the documentation of that,

but we're working on it.

And in your game,

offer a plethora of controller remapping options.

You can't offer too many. (laughs)

Okay next up, shooters, Gears of War.

There is going to be blood. (laughs)

(guns firing)

(chainsaw revving)

- [Woman] Yes, that was satisfying!

So Sightless plays more than Killer Instinct.

He also played through the Gears of War 4 campaign,

and he did this through co-op,

and he found people to help him

go through this campaign using Looking for Group.

Played through the whole campaign,

and he needed someone to help him

get through the parts that weren't available to him.

And this is what he had to say about it.

"One advantage to co-op is the

"simple sharing of the experience.

"When I beat the Gears 4 campaign,

"the first thing that happened

"was myself and my partner congratulated each other

"and discussed the plot details that I could not pick up

"due to the lack of explanation or

"in-game feedback to indicate what was happening."

So co-op is this super powerful enabler.

And I think we're just really starting to realize

what we can do in co-op experiences

to bring people into gaming that might not

have thought gaming was for them.

We're just kind of early in this.

Your game franchises exist and extend beyond the game.

Another thing that we found with Gears,

another mistake that I guess we made,

was that the website was inaccessible,

and it's a pretty big deal.

When you're telling people to go to

this website to collect loot and

trade cards and do stuff like that,

the community has little patience

for your website being inaccessible, right?

I mean web accessibility is a pretty mature field.

There's lots of information on it,

and when we unintentionally exclude

people with disabilities from our website,

it just leaves a sour taste in a lot of our mouths.

So cover based shooters.

I'm not gonna steal anyone's thunder.

But the first thing that you should do

if you're making a cover based shooter

is study the work that Alex Amelia

and Josh did with Uncharted 4.

It's wonderful.

Next you should explore extending co-op options.

Coplay can enable people who might not

be able to play your title on their own.

And then make sure your websites are accessible, period,

but especially if they extend your game.

I love RTS games,

but honestly I had a really hard time coming up with

priorities for making them accessible.

So I asked some people in the community,

and I got a pretty decent list.

A lot of good stuff in there.

I got advice about managing cognitive load,

perceivability and readability of the HUD elements.

Play speed and skills levels, lots of good ideas.

So what I will say for real-time strategy is

adjustable speeds is a huge deal.

You should absolutely do it in single player,

and I think there's a ton of opportunity

for us to do it in multiplayer.

And I know that that would require some

extra sort of special love when it comes to match making,

but on the platform side at Xbox,

this is what we intended things like

clubs and Looking for Group to be about.

When we built those features,

we wanted people to be able to like say,

I'm looking for someone who can play like this.

And just like Sightless used LFG

to like find people to play Gears with him,

we're hoping that people will do that more.

So use clear simple controls.

Imagine someone playing your RTS with just a mouse.

Include a wide range of difficulty modes.

And make those extend beyond what you think is reasonable.

I'm sure that you have a good idea

of what easy normal hard is.

Go further.

Happy Forza 7 launch!

All my examples are from Forza 6.

(audience laughs)

In this video I have a split view,

and I'm showing two different types of weather,

and I'm doing this to show you the readability of the text

and how it can be tied to the environment that it's in.

As this video progresses,

I'm gonna start to stack vision limitations on top of it,

and so you can see what happens.

So at first I'm gonna start with reduced contrast.

Probably might not have even noticed that.

All of us will lose the ability

to perceive contrast as we get older.

It happens to everyone.

So you can kind of see how one side

is a little bit easier to read that the other.

Just rain versus sun.

So now I've made it a little blurry,

I've decreased the visual acuity, not by a lot.

I mean honestly if I was sitting up top

and wasn't wearing my glasses,

this is what it would look like to me.

I'm not wearing my glasses now, but,

if I wasn't wearing my glasses.

So you can see that it's really

very difficult to read a lot of

these elements on the screen now.

So now I've added some cataracts.

Cataracts is really interesting.

We all talk about how important it is

to make our games accessible for people who are colorblind.

And it is, please do.

There are twice as many Americans that have cataracts

as there are who are colorblind.

Cataracts is again, it's part of getting old.

And it happens.

So I would encourage you to think about

how you can make your text elements

of your UI more perceivable.

So yesterday Scott said that great graphics

are the price of entry to triple A gaming.

So here's an unaltered screenshot from Forza 6.

I know it's kind of unfair that I'm gonna use it still,

but I am, so.

What I've done is I've taken this screenshot

and I've made some adjustments based off

the feedback of a Forza fan who has low vision.

Low vision for those who don't know

is a visual acuity worse than 20-80

that cannot be corrected by glasses.

There are more than six people--

For every blind person in the world,

there are six people who are low vision.

So my friend asked me to tone down

the visual elements that could be distracting

while keeping emphasis on the ones

that he needs to play the game,

things like the lines in the road

and the guide and the other cars.

It's not that he doesn't want the other graphics,

he just needs like a better proportion

of what he can see and what he needs to play the game.

So I also thickened the type and all the HUDs,

and I put extra flags behind them

to give them more of a solid background.

The other aspect that my friend

really wanted to be high contrast,

and it might be a little hard to see here,

but the little map here has been made very high contrast.

There is no transparency to it at all, it is opaque,

and it is something that he can use

to find out where the other cars are.

So ideally all of these things should be user preference,

and it's a way that you know,

'cause not everyone is gonna want every one of these things.

But again I think it's really important to remember that

it's not that people with low vision

don't want beautiful graphics,

they just need a little bit extra

to make sure that they can see the game

and perceive it in the way that they can play it.

So I found that people with mobility limitations

really love driving games.

And this is me actually playing Forza 6 with my feet.

I've got a custom controller here.

That Rockband pedal is like accelerate,

it's just full on or off, it's not analog at all,

it's just on or off, 'cause it's a Rockband pedal.

And I'm steering with my knees.

There's two buttons that I'm steering with my knees.

When we put together driving games,

it's really important that we kind of

enable this kind of casual-ish play, right?

There's a lot of people that just want to play driving games

and if we have to sort of complex

controller dexterity gymnastics to progress in a game,

we're gonna be excluding a lot of people from playing this.

So, driving games.

People want awesome graphical fidelity

with options for tuning perceivability,

primarily the HUD, track and driving guides.

Allow for simple driving controls and controller remapping.

Don't force someone to get good

to progress or they'll get gone.

Ideally offer a variety of driving assist

and sensitivity options as well.

So I'm gonna wrap up here,

and what I want to basically tell people is

above all else it's very important to include

the community in your game design.

There's a saying in the disability community

that's nothing about us without us,

so I really urge you all to like go out,

engage the community,

and find out what they need from your game,

and I promise you that it'll make

innovative games that work better for everybody.

And that's it, that's me, thanks.

(applause)

All the resources are there.

You can find me on Twitter, on Xbox Live.

- Good morning. - Hey!

- [Man] Thank you very much, that was very interesting.

I'm Lucas, I work at Ubisoft Toronto.

I'm curious about how you show the

different options and modes in the game,

and if you have any philosophies or tips

for how to present it not just to players,

but also to designers and programmers.

Like do we talk about making a low vision mode,

or do we talk about making a high contrast mode?

Or do we talk about having a slider for like,

increased clarity or something like that?

- Yeah I mean that's a really good question,

and I mean sadly the answer is yes to all of it.

You know a lot of engineers and designers

don't want to be told exactly what to do,

so I put together these examples to

give people ideas and sort of

help them sort of understand where it is.

The one thing I want to say about simulations though,

I want to be really clear about simulations,

and it's something that's really

important to us in our practice.

We have a bunch of vision simulation goggles,

and we have like dexterity simulation devices,

all kinds of equipment out there

to simulate various impairment conditions.

We don't roleplay disability.

That is awful.

We use simulators to give people ideas,

we don't use them to validate decisions.

So yeah I mean the stuff that I made,

it's really just hacked together in

like Photoshop and stuff like that.

It's really not a big deal.

But it does give people a sense of

how people can experience their game.

But again it's not substitute for

actually going and talking to someone

and having someone sit there and tell you what it is.

With simulators I often like, I often tell people,

engineers that I work with,

they tend to really be into this--

I have to really drill hard on this notion of

like that it's not for validation,

because they're like oh if I put

these goggles on and it works fine for me,

I'm good to go.

And I'm like, no that's not it at all.

And I try to tell them this story where like,

where I say like I could put on

one of those pregnancy simulators you know,

and kind of like understand what

it's like sort of to have a big belly.

But that has nothing to do with being pregnant.

It's such a small sort of slice of what the experience is.

And that's the same thing with our simulators.

Does that answer your question?

- [Lucas] Yeah, in part.

I guess I'm curious whether you've found that

players for whom these features are designed

and for whom they're not designed

respond better if in the UI for example

it says low vision mode or if it says high contrast mode,

or if it's just a slider.

Or you know how you present it in such a way

that it's not necessarily,

this is explicitly accessibility or--

- Yeah, the community and we are kind of in this spot

where we don't necessarily know the right answer.

So I'll ask the community all the time.

I think about accessibility settings

as personalization settings.

I personally don't think there's any difference.

But the community likes to have--

There are certain aspects of people in the community

that like to have their own section.

They say, "I want an accessibility section,

"and I want those things in there to be familiar to me."

Which is completely understandable.

Like high contrast mode is something that

a lot of people with low vision

are gonna understand intrinsically what that is.

So it's a tough balance.

Again I mean I think we're all still working through this,

and it depends on who you talk to.

But we do kind of constantly kind of work on that balance.

- [Lucas] Thank you.

- [Man] Actually quite a few here.

Thanks for the talk.

I had a quick question about

your recommendations for competitive online games.

Because some of the accessibility options

that one could think of could also be seen as

an advantage to those who may not have a disability

or vision or hearing impairment or whatever.

How would you recommend dealing with that?

- Yeah, it's funny, I get this question a lot,

and I have a terrible answer because I'm super biased.

I don't care about cheating, you know?

If you're asking me personally,

if I'm going to enable someone to play this game

or enable a small group of people to cheat--

So this is totally my personal answer,

this is not an Xbox answer. (laughs)

Because this is me fighting like this notion of--

I mean I'm always going to want to include people,

and I've personally found,

and while I know that cheating is a big problem,

it's a hard problem to really quantify.

And I think we have a lot of cultural and sort of

inbed ideas about what cheating is.

And those things are hard for us

as an industry to get around.

Okay so not an answer that I think you wanted,

but I do know that like when FIFA put out two button mode,

the community basically everywhere decided,

the US of Disabled Gamers were like, this is amazing.

And then like they couldn't play

online with two button mode.

And if you ever watch the YouTube videos of like

really hardcore FIFA players playing in two button mode,

they hate it, it's not an advantage to them.

(laughs) It's a disadvantage.

Like they need that fidelity.

So yeah, I know that's not a good answer,

but it is sort of where I'm standing

in this place of like I'm for inclusion. (laughs)

- [Man] Right, thank you.

- [Woman] Good morning.

So my question is looking at gaming

moving forward to different platforms like AR and VR,

have you found that any of the tips

that you've shared today carry over to those new platforms?

And what does it look like to build

processes and tools to design for inclusivity

in these new gaming experiences?

- Yeah I mean I purposefully left out AR VR stuff

'cause I knew there were other talks on it.

And it's very tricky, obviously very new,

we're all learning a bunch of things.

I can tell you that there's some named Brian Van Buren

who he does a lot of great work on VR accessibility,

he's done a lot of really interesting stuff.

And it's just stuff like you know

when people expected you to be

so tall to be go reach an item,

and if you're sitting in a wheelchair,

you can't reach that item like, you're stuck, right?

So again I think there are things that we're learning.

Contrast is gonna be still important.

There are certain vision things.

We had a bunch of interns this summer.

They all had low vision, they were all young women,

they were just basically their first year of university.

And they came and talked to us

and they put on the VR goggles and it was

amazing how they played together

to kind of get around the limitations of VR.

What they did was one of them would wear the goggles,

and then the others would like go to

the monitor which was being displayed,

and they'd put their face like right up against it.

And so like one of them would act as the navigator

for the person wearing the goggles.

And so again that's why I'm so into this idea of coplay

as a way to like basically make these games better,

because I see people like using

these things all the time to get around it.

I mean things that we do in UI

to make things accessible for people with like low vision,

like zooming interfaces and high contrast?

It's very possible that doing those

things in AR or VR could make people sick.

So you know it's very tricky, we're still learning.

- [Woman] Thank you.

- [Man] Hello.

So regarding first encounters of games,

especially on first experiences,

you haven't yet gotten to the options

where you can pick these accessibility options.

Now how would you approach that challenge?

Because a lot of times a lot of the cool information,

a lot of new information is presented there.

But if a lot of that is not available to players

who can't you know perceive it properly,

or perceive it the way the designer intended,

that's a challenge.

I think you answered some of it earlier by saying

sometimes it's about putting the options

in places that are familiar to people,

but I wonder how you deal with that?

- So are you talking about the beginning of a game?

- [Man] Yeah first encounters,

specifically on very first experiences,

before you even get to the options

where you can make these accessibility choices.

- I mean I have to tell you like on the OS,

we put those options at the very first place we can.

And I mean if you talk with the deaf community,

they want closed captions turned on in cutscenes by default.

Like all these assistive technologies

aren't necessarily going to harm

the experience for other people,

so turning some of them on like

by default is not a horrible idea.

But again I think like that's up to everyone

in how to work out what their intention is with the game

and what they're trying to convey.

But I mean I personally,

I think you should put the options up front.

- [Man] Thank you.

Thanks, I think that's everybody.

Thank you. (applause)

For more infomation >> Game UX Summit '17 | Bryce Johnson Xbox | What Accessibility Features Are Best for Your Game? - Duration: 39:32.

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What Is Kill Newsfeed For Facebook - Duration: 4:31.

hey guys what's up I'm coming on here today because I want to share an app

that I use through Google Chrome called kill newsfeed and it does exactly what

it says it's gonna kill your newsfeed on Facebook so that you're not distracted

with a whole lot of political posts or things that you just don't want to hear

about or it will just ultimately stop you from wasting all of your time on

Facebook so what we're gonna do is we're going to open up Chrome and as you can

see I already have Facebook pulled up and you can see that there are things in

my newsfeed so what we're going to do is we're gonna open a new tab and we're

going to go to my apps and we're gonna go to the webstore and we're gonna do a

search for a kill news feed and what we're gonna do is we're going to

download this very top one where it says kill news feed and we're gonna add to

Chrome and we're gonna add the extension now a kill news feed has been added to

Chrome so what we're going to do is we're gonna go back to Facebook and

we're just going to refresh the page and as you can see I have nothing here I

can't do anything but I can update hi everyone kissy-face and we're going to

post that to public now that post I can still get notification so if any

notifications come up I'll be notified here and I can comment back on things

that I've already come in it well I know on groups or pages or other people's

posts or my own post so you can still be productive with what you need to be

productive on now the other thing you can do is you can still go to your

groups so you can go through here and let's say what else can we do we're

gonna go back to the homepage we can also go through the pages feed and that

still comes up so that's awesome so we have access to the pages the groups and

we also have access to our own groups or our own pages that we may have we just

don't have all that noise that comes from Facebook throughout the day now

this can be a benefit if you work from home or you even work from the office

and you need to access Facebook you can kind of kill all that time sucking type

of things that we get sucked into throughout the day but you can still

access things that you need to access so that's excellent you can even enter in

names of certain people and pull up their their posts if you need to do that

but it's just not going to when you first go on to it it's not gonna pop up

with all the craziness that you know we get from Facebook sometimes now the only

bad thing that I can say with the kill newsfeed app is that to turn it on and

to turn it off it's a little bit of a process but it's not too bad so what

we're gonna do is we're gonna go over here to the dots and we're gonna go to

more tools and we're gonna go to extensions and when we go to the

extensions we're just gonna scroll down to kill newsfeed and we're just going to

disable it it's that simple and you can go right back in the same way and enable

it and then we can go back to Facebook we can refresh it and it'll give us our

screen again so that's excellent alright so I wanted to show that to you guys I

hope you guys enjoy it don't forget to Like subscribe and comment below I hope

it was helpful if there's anything else I can answer please leave me a comment

let me know I'll do my best and we will see you guys next time bye I think I got

this book just based on that title let's say workplace drama everybody's living

the life that she wants including her boss that lives in a posh

town house and whereas the coolest clothes

For more infomation >> What Is Kill Newsfeed For Facebook - Duration: 4:31.

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What is Movember? Support Men's Health in Canada! - Duration: 1:52.

Since 2004 the Movember foundation charity has run events

to raise awareness and funds for men's health issues.

Hey guys it's Mario Armani I'm a local realtor here in the GTA.

and this November I'm trying to raise awareness for men's health.

So what is Movember?

Movember is an annual event involving the growing of mustaches during the month of November

to raise awareness of men's health issues such as prostate cancer testicular cancer and men's suicide.

Originating in Australia and New Zealand, Canada joined the global movement in 2007.

As of 2011, in true Canadian spirit Canada was actually the largest contributors

to the Movember foundation charities of any nation.

The truth of the matter is that the state of men's health is in crisis.

Here are some facts:

Men experienced worse longer-term health & women and die on average six years earlier.

Prostate cancer rates will double in the next 15 years.

Testicular cancer rates have already doubled in the last 50 years.

Three-quarters of suicides are men and poor mental health leads to half a million men taking their own life every year.

That's actually one every minute.

By committing to growing a mustache during the month of November,

the hope is to raise vital awareness for all of these great causes.

During this month of November, the Mario Armani Real Estate Team

would love to show their support by raising funds for this great cause.

We'll include a download link below just so you can

make your donation directly to the Movember foundation of Canada.

On top of that, every time someone shares this video we'll be making a donation on their behalf.

At the end of the month we'll announce how many times this video was shared and hopefully

we've helped create more awareness for men's health here in Canada.

We can't afford to stay silent.

Let's make this video go viral so please share the video and support a great cause.

For more infomation >> What is Movember? Support Men's Health in Canada! - Duration: 1:52.

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Razer Seiren X Vs Blue Yeti Vs Vs Blue Snowball - Its Exactly What A Streamer Needs - Duration: 6:53.

When I first got the Razer Seiren X I was shocked at how small and light weight it was.

I was even more shocked at how good it sounded and how easy it was to use. Razer set out

to make the perfect microphone for streamers and I think they did just that. So lets get

into the review, and Im also going to compare it to everyone's favorite Blue Yeti and

the less expensive Blue Snow Ball.

Unless stated other wise, all of the audio in this video is being recorded with the Razer

Seiren X. Just like Razer's larger micro phone, the Seiren X comes packed in super

dense foam that you could use a carrying case if you're going to be traveling with it.

Inside you'll find the microphone, a support rod, a braided Micro USB cable, documentation,

and the base. And the Seiren X retails for $99.99.

For comparisons sake, the blue yeti which is the mic I've been using for a few months

now, retails for $150 but is usually on sale for $129.

And if you're just getting into streaming you might be tempted to go with the Blue Snowball

which is a very affordable microphone which will set you back about $55.

If you want to pick either of these microphones up I'll have links in the description below

and I'll keep them updated so you can get the best deal possible.

When you first get the Seiren X you do have to put it together, but the microphone it

self is super light weight weighing in at just 154 grams. The base however is super

dense weighing in at 227 grams. But if you don't want use the included base the serien

x does have a universal mount on the bottom so you can use your own. On the bottom you

will also find a micro USB port and a Zero-latency 3.5 mm headphone monitoring port so you can

hear your audio in real time. And On the front you'll also find a volume knob and a mute

button that flashes green or red.

The larger blue yeti also has a similar set up to the seiren X. It also has a universal

mount, uses a micro USB port, has a headphone jack on the bottom, has a volume knob on the

front and a mute button. But the Blue yeti has 2 extra knobs the Seiren X doesn't. First

theres the gain knob that increases the sensitivity of the mic which allows you to fine tune the

mic. Something you cant do on the Seiren X manually, but to be honest I feel that for

streaming purposes the sensitivity of the Sieren X is just perfect right out of the

box. And the second knob on the Blue yeti lets you switch from the 4 recording patterns.

The Seiren X is a Cardioid microphone and I'll go into that in a minute. But with

the yeti you can also choose from bidirectional mode where the mic only pics up sound from

whats in front of it or behind it, theres omnidirectional where the mic will pick up

everything evenly from each direction and theres stereo mode where it'll use both

the left and right channels.

And theres the Blue snowball that dosnt use a micro usb port and doesn't have an audio

jack. But there is a switch on the back so you can choose from 3 recoding patterns. The

first is Cardiod, the second setting is still cardioid but sensitivity is lowered and the

third setting is omnidirectional. But even though I feel setting number one would be

best suited for streaming, the audio quality still isn't as good as the Seiren X right

out of the box.

Like I mentioned earlier the seiren X is a cardioid microphone. So it picks up the majority

of the sound thats in front of it and as you make your way to the back it'll pick up

less and less sound. Which is good cause if you place it right in front of you while you're

streaming it'll pick up mainly your voice and not too much keyboard clicking sounds

or your PC's fan for example.

Although in theory the same can be said for the blue yeti and blue snowball, they are

gigantic compared to the Razer Seiren X. So you'll probably want to place those microphones

off to the side of you so they'll pick up a little more keyboard noise. Although you

might do the same with the Seiren X just having the option of being able to place the Seiren

X in front of you without it taking up so much space on a cramped desk is super valuable

to a streamer.

When it comes to over all sound quality the Razer Seiren X sounds full, deep, and crisp.

It has no problem picking your voice up either if you have it right in front of you or off

to the side. It also dosnt have a problem pick you up if you talk softly. And if you

get really excited mid game and you start talking louder and even if you start yelling

the microphone still manages to keep a clear signal. Only at very high volumes will the

microphone start to crackle or just sound blown out. And again this is right out of

the box.

The blue yeti also sounds very good but in order to get the best sound you need to really

play around with the gain knob. I also noticed the blue yeti is slightly better preventing

getting blown out when you start yelling. But if you know you're a yeller you can

also just lower the gain knob and prevent blow outs that way.

but without a doubt the blue snowball is the worst sounding microphone in this group. For

starters the audio isn't a clear and you can even here a little static at times. It

also does the worst job of handling loud noises cause it does get blown out more frequently.

And like I mentioned earlier, although the blue snowball does give you 3 recording patterns

to choose from I feel neither one of them sound as good as the seiren x's default.

One of the most important aspects of either of these microphones is how much table vibration

either of their stands pick up. If you're planning on streaming with either of these

microphones chances are they're going to be resting them on the same desk where you're

going to be using your keyboard.

For starters i can tell you right off the bat that the Blue snowball picks up the most

table vibration in this group. And thats due to the Mic's stiff base. All it does is

transfer all of the energy into the microphone.

The blue yeti on the other hand picks up significantly less table vibration thanks to the padding

on the bottom of its bass. But since the majority of the base is still very stiff it still manages

to pick up some table vibrations.

And then theres the Seiren X that picks up the least amount of table vibrations. And

thats for a few reasons. First the padding on the bottom of the bass is slightly thicker

and softer than the padding on the Blue Yeti. The overall surface area in contact with the

table is also significantly less than the blue yeti. And the Seiren X also has a built

in shock mount that helps dampen vibrations. This means when you're mashing on your keyboard

the Seiren X isn't going to pick up as much table vibrations as the yeti or snowball.

All in all I do think the Razer Seiren X is the perfect microphone for streamers. For

$100 youre getting a microphone that sounds as good and at times even better than the

blue yeti but in a much smaller and in a more manageable package. Right out of the box its

exactly what a streamer needs. If I didn't already have a blue yeti or needed a microphone

that could record in stereo mode I would go with the Seiren X for my voice overs. I just

wish the support rod was slightly longer so it was easier to plug in the micro usb cable

and I wish I could dim the recoding light on the front. If youre going to start streaming

and you're looking for a microphone you cant go wrong with the Seiren X, it sounds

and preforms way better than the Snowball and the blue yeti might be over kill for what

you need. And remember, the compact size of the Seiren X is huge plus over the either

of these microphones.

For more infomation >> Razer Seiren X Vs Blue Yeti Vs Vs Blue Snowball - Its Exactly What A Streamer Needs - Duration: 6:53.

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Look What You Made Me Do | Cover - Duration: 4:24.

I dont like your little games

Dont like your tilted stage

The role you made me play

of a fool

No I dont like you

I dont like your perfect crime

How you laugh when you lie

you said the gun was mine

Isn't cool

No I dont like you.

But I got smarter

I got harder in the nick of time

Honey I rose up from the dead

I do it all the time

I got a list of names and

yours in in red under line

OoooOoooo

Oh look what you made me do

Look what you made me do

look what you just made me do

look what you just made me

Oh look what you just made me do

what you just made me do

Look what you just made me do

Look what you just made me

I dont like your kingdom keys

They

Once belong to me

They asked me for a place to sleep

locked me out

and threw a feast

The world moves on another day

another drama drama

but not for me

not for me

All I think about is karma

and then the world moves on

but ones things for sure

maybe I got mine but you'll all get yours

But I got smarter I got harder

In the nick of time

honey i rose up from the dead

I do it all the time

I got a list of names

and yours is in red underline

I check it once

and then i check it twice

Oh look what you made me do

look what you made me do

Look what you just made me do

look what you just made me

Oh look what you made me do

look what you made me do

Look what you just made me do

look what you just made me

I dont trust nobody and nobody trust me

Ill be the actress

starting in your bad dreams

I dont trust nobody Nobody trust me

Ill be the actress

starring in your bad dreams

I dont trust nobody and Nobody trust me

Ill be the actress

starring in your bad dreams

I dont trust nobody

Nobody trust me

Ill be the actress

bad dreams

mmmm

OooOoooOo

Oh look what you made me do

look what you made me do

Look what you just made me do

look what you just made me

Oh look what you made me do

Look what you made me do

Look what you just made me do

Ooooooo

yeahhhh ahhh

ohh ooo

What you just made me do

For more infomation >> Look What You Made Me Do | Cover - Duration: 4:24.

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What is Slippage in Forex? Definition , Benefits and losses of Slippage in Forex Trading In Urdu - Duration: 10:39.

www.TaniForex.com

For more infomation >> What is Slippage in Forex? Definition , Benefits and losses of Slippage in Forex Trading In Urdu - Duration: 10:39.

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Fox News Firebrand Tomi Sets Liberals' Heads On Fire With What She Did With Her Halloween Costume - Duration: 4:23.

Tomi Lahren is no stranger to controversy and never shies away from an opportunity to

defend our veterans or our flag.

This feisty blonde has become a conservative fan favorite and a foe to any liberal that

crosses her path.

With Lahren's no-nonsense talk and patriotic attitude, she has become a household name

which only appears to be growing since she has weighed in on the NFL national anthem

protests.

Over the past several weeks, Lahren has openly criticized these arrogant NFL players who

are kneeling during the national anthem during her segment on Fox News called Final Thoughts.

Now, to get her patriotic point across, Lahren has just unveiled her Halloween costume that

has liberals across the country screaming foul.

Lahren has never sied away controversy, and in fact, it seems that the young patriot actually

revels in it.

In the past, Lahren has taken on harsh liberal critics and even some conservatives who disagree

with some of her politically views.

Though you may disagree with some of Lahren's stances, there is denying that this young

woman loves our country and respects our military.

So, when as the Halloween holiday quickly approaches, Lahren has decided to make her

own America inspired costume.

On Instagram, Lahren posted an image that shows her rocking a "Make America Great

Again" leotard and Star-Spangled Banner stylized wings.

Lahren must have anticipated that her original ensemble would bring out the detractors and

guess what they did.

Hundreds of liberals swarmed Lahren's post almost as fast as Hillary Clinton's legal

team trying to cover up her latest crime.

- Of course, the left went into a full-on meltdown over Lahren's get up claiming that

she violated U.S. Code by wearing the American flag.

Liberal talking head Keith Olberman logged onto Twitter to rip into Lahren but seemed

to forget what he was photographed with, but lucky for him Donald Trump Jr. didn't forget.

Here is more from AOL:

Outspoken conservative television personality Tomi Lahren is facing backlash over her Halloween

costume.

Lahren posted a photo of her patriotic costume on Instagram on Sunday writing, "Oh LA get

ready to find your safe spaces!

What am I?

Well if you're a conservative, I'm American AF.

If you're a lib, I'm 'offensive.'

Let's go."

Twitter didn't hold back when it came to assessing her costume, pointing out that she

may be a walking flag code violation, which states "no part of the flag should ever

be used as a costume or athletic uniform."

One notes, "Wearing the flag is considered an act of disrespect."

Another implies her costume is hypocritical since she considers kneeling during the National

Anthem disrespectful to the flag.

One more adds "Maybe it's not about the flag."

On her side though was the president's son, Donald Trump Jr., who clapped back at Keith

Olbermann, calling him stupid and showing a picture of him draped in a flag.

- As for Lahren, she's responded, tweeting out an excerpt which argues as long as her

costume isn't actually made from a flag she's in the clear.

The left is always looking for ways to tear apart conservatives all while protecting those

on the left.

There is nothing wrong with Tomi Lahren's costume since it was not made out of an actual

American flag as stated in the U.S. Flag Code, but when did liberals start caring about America

or the flag?

For the last several weeks, these un-American leftists have been busy promoting the disgraceful

actions of arrogant football players who kneel during the anthem.

These players dare to claim that there is racial inequality in America all while they

are cashing million dollar checks.

However, when a conservative woman wears a costume that resembles the American flag,

they are quick to attack and call a disgrace.

This reaction proves just how deluded those on the left have become with their hate for

our country.

The left cannot stand anyone that promotes pride in America and those who fight to protect

it, and that is why the left hates Tomi Lahren as much as they do.

Thankfully, Tomi Lahren is on our side and is doing her part to take down liberals and

their sick agenda.

For more infomation >> Fox News Firebrand Tomi Sets Liberals' Heads On Fire With What She Did With Her Halloween Costume - Duration: 4:23.

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What I've Learned, What's Next (and when's the zine coming?) · Inktober Day #31 - Duration: 6:06.

Wow.

This is it guys.

It's the last day.

Is it silly that I'm feeling a bit choked up right now.

I just really didn't imagine finishing this, completing it in full.

Today's house is a special one, it's the one and only repeat in the book.

It's a house you've seen before, and a continuation of it's story.

My favourite haunting, the alien abduction, has come to quite a chilling conclusion.

This house has been carelessly abandoned by the aliens and destined to a future floating

alone in space., This house is haunted by infinity.

I love how this one turned out, it was so much fun playing with the ink to give the

effect of stars and just the beauty and depth of the universe.

Annoyingly, this was the one and only time all month that I started having camera trouble,

so there's a tiny bit of footage missing but you see all the important stuff don't

worry.

Today I thought it would be apt to talk about what I've learned from this challenge and

what I have planned now that this month is nearly over.

It's been a huge learning experience and I want to really use this challenge as a kind

of springboard into new practices and a new, better art lifestyle.

I've learned that sticking to one theme is a great way to constantly draw daily.

It leaves little room for uncertainty and humming and arring about what you'll draw

every day, but it also makes you think creatively about different ways to interpret the theme

every day.

So my first decision is that I will be continuing to fill one of these 31-page sketchbooks every

month.

I'm probably gonna give myself a vague theme each month to focus on a certain area I want

to improve on.

At some point, I'm gonna have to tackle hands once and for all.

Obviously the daily videos are gonna stop.

I don't know if I'll ever do a month of daily videos again, not for a while at least,

but I have learned a bit about streamlining my filming and editing process.

Writing notes about what I'm going to talk about so I don't have too many thinking

pauses and rambly bits to edit out of my voice-overs.

Saving comments that would make great talking topics for the future.

I've learned that accountability and community are one of the biggest motivating factors

when it comes to posting on social media consistently.

People really pay attention and it's good to be reminded that people are genuinely interested

and following along and you're not just screaming into the void.

And this goes for people with 20, 30, any number of followers.

That's 20 people who have turned their heads to pay attention to you and what you're

doing and what you have to say.

Give them something that you can be proud of.

I got one comment right at the beginning about how it felt like we were running a marathon

together and I think that's so accurate.

Running with 20 other people around you, all of you cheering each other on, can be such

an effective way to achieve and show up and get things done.

Another thing I've learned from this month is the importance of taking breaks.

There were a few times that I really didn't think I'd be able to carry on with this

because I worked myself to near-burnout.

Whenever I took some time to myself, I found that I was looking forward to drawing again.

I'm hoping to have at least one day a week moving forward where I completely shut off

emails and social media, if I draw I want it to be for me, for fun.

At least one day a week of proper rest, because working from home it can be very easy to not

stop.

I'm still on a journey to find the balance with art and life.

When I figure it out I'll let you know.

This month I spent days and days at a time, at home, at my desk, drawing, drawing, drawing,

editing, editing, editing, and then would completely shut down for a few days, spent

time with my boyfriend, went to Manchester, had one night where I hung out with friends.

I'm really hoping to find an in-between.

And I think now that I don't have to film and edit videos every day, that might be a

bit more achievable.

One thing I've realised I'm really lacking is exercise and just general physical activity.

Drawing and editing has taken toll on my body that it really shouldn't have and thats

because of my complete and utter lack of upper-body strength, general unfitness and bad posture,

so getting back into some for of exercise routine, which I haven't had for about a

year, should hopefully strengthen my body again and make my work day a lot less impactful

on my joints and whatnot.

I sound like such an old lady but my wrists and fingers and back should not be creaking

the way they do and if I want to draw for the rest of my life, it's important to take

care of my tools now.

I've really come to appreciate this month, how luck I am to have you guys.

It's pretty inconceivable that so many people would be so supportive, so encouraging.

We have a really wonderful thing here and I'm so grateful for that.

So you've all been asking about the zine.

I'm getting it sorted as we speak and am hoping to release it on Sunday the Fifth of

November at 9;30pm, UK time, so have a google to see what time that is for you.

I tried to pick a time that wouldn't be too late or too early in the places in the

world where I get most of my views, obviously I couldn't do a time that would suit everyone,

also I know for my UK peeps it's Guy Fawkes night so if you're out and about you might

have to order online on your phone, this was just the most kind of fair time I could figure

out worldwide.

So like the '30 Ways To Fill a Sketchbook' one, they will be limited, there will be a

few more this time, they'll all be signed and numbered and once they're gone, they're

gone, so that's why I'm letting you know in advance when they'll be on sale, just

in case you really want to get your hands on one and don't wanna take your chances.

I'll be posting a video of the sketchbook tour on the same day with a reminder as well

so if you don't get your hands on one, you can always have a look through there.

And if the demand is really high, I don't know if it will be, I don't even know if

all the zines will sell, but I might make a digital copy as well for you to flick through.

Really depends on if it's popular at all.

Alright.

It's gonna be so weird to not do this all again tomorrow.

Happy Halloween guys, thanks for joining me on this journey.

I'll see you soon for the next one bye.

For more infomation >> What I've Learned, What's Next (and when's the zine coming?) · Inktober Day #31 - Duration: 6:06.

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What Is Oracle Integration Cloud? - Duration: 3:00.

Is your business a disconnected business? Are critical processes and data

collection that directly impact customers or employees inefficient,

manual, and slow? Customer and employee experience have the greatest effect on

your company's bottom line, including those related to Sales, Marketing, and

e-Commerce such as lead to opportunity or quote to order, or to employee tasks

such as onboarding, expense management, and travel approvals. Yet, these very

processes are also the most complex, usually involving a broad spectrum of

applications that aren't integrated, and requiring human intervention at almost

every step of the process. This lack of integration and automation results in

slow and inflexible processes, and leads to lost revenue, frustrated customers, and

high costs. And all this happens without you and your management getting

visibility into the issues---either in time or ahead of time. If this sounds

familiar, let Oracle Integration Cloud---a unified platform

where you can automate processes, integrate and create

applications, and analyze results---help your business thrive, innovate, and get ahead

of the competition. Select from our library of pre-built integrations or

quickly design the integrations that connect your applications, map the data

between them, and activate them with a single click---no coding required.

Before you know it, you're connecting the data that drives your business and building a

business that's more efficient, more effective, and more productive. View the

interactive dashboards for real-time insight into the details that make your

business tick, and into how well your processes and integrations are working.

Pinpoint bottlenecks, monitor errors, and take corrective action. In no time, you'll

be reporting on the improved performance of your business. When you take any

process---quote to order, travel approval, service handling---and minimize human

error by automating the flow, there will be fewer missed steps, fewer points of

failure, and fewer delays; and you'll get increased revenue, happy customers, and

lower costs. When you need to collect custom data and provide engaging

multi-channel interfaces for your customers, leverage a browser-based

visual development experience for quickly creating

applications that address your unique business requirements. Oracle Integration Cloud

enables you to transform your business by simplifying and converging

capabilities for business process automation, application integration,

application creation, and the associated analytics into a seamless unified

solution. Your business can now dedicate time and resources to innovate and

differentiate in the market, instead of shuffling emails between departments, and

suffering with slow and error-prone manual processes to integrate systems.

With integration redefined, your business can accelerate innovation faster than

ever, and you can meet customer demand and exceed their expectations with

Oracle Integration Cloud.

For more infomation >> What Is Oracle Integration Cloud? - Duration: 3:00.

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What is Offline Paper Wallet? Which is Safe?? Online or Offline wallet!! - Duration: 8:34.

It FIRM BD

For more infomation >> What is Offline Paper Wallet? Which is Safe?? Online or Offline wallet!! - Duration: 8:34.

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Faculty Insights: What Makes a UC Berkeley Student Unique? - Duration: 2:02.

[music]

[Mahasin] I've been on a lot of campuses and one of the things that I love, I think the

hidden jewel of UC Berkeley and a part of its strength happens to be the student body.

[Ken] I have watched an incredible improvement and growth in the

quality of the students and it's amazing, it every year continues to impress me

so they come equipped at a level that's that's really increasingly sophisticated and engaging.

[Kate] One of the things I love about Berkeley students is they often

come out with a real sense of openness towards the world. This campus really

emphasizes the importance of diversity, of diversity of opinions, of values,

of listening and learning from others and it seeks to foster debate and

intellectual curiosity among its students.

[Genaro] Students will test us as the faculty members.

This is a place where students will put their foot down if

they disagree with the politics of the day. This is a place that has a long

tradition of attention to matters in the world.

[Mahasin] We have phenomenal students at UC Berkeley

and I think what I love about them is not only are they smart but

they're also very conscientious, passionate, they want to work on real

issues and make real change in the world and they start day one as a UC Berkeley

student and there's a history at UC Berkeley that supports students finding

their voice and using their voice for change.

[Ken] I have a huge amount of faith in

the future of our species because every September I see these wonderful new

group of students come in.

[Genaro] This is not simply an academic location, this is a

place where we really want students here who care about the world they live in.

For more infomation >> Faculty Insights: What Makes a UC Berkeley Student Unique? - Duration: 2:02.

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What is Brute Force Attack | Hacking Tutorial - Duration: 2:14.

What is Brute Force Attack | Hacking Tutorial

What is Brute Force Attack | Hacking Tutorial

What is Brute Force Attack | Hacking Tutorial

For more infomation >> What is Brute Force Attack | Hacking Tutorial - Duration: 2:14.

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This is what Anushka Shetty gifted Prabhas on his birthda - Duration: 1:28.

This is what Anushka Shetty gifted Prabhas on his birthda

It is no secret that Anushka Shetty and Prabhas are very close to each other.

The two might not been romantically involved in real life, but their bond is too strong.

After Baahubali 2, the two actors have been busy with their respective projects, but that doesnt mean that the two arent an integral part of each others life.

In fact, Anushka had a surprise for Prabhas on his 38th birthday.

According to a report in BollywoodLife, Anushka took out time to specially plan his birthday gift.

And what did she give him? A designer watch.

The reports suggests that Prabhas has a thing for watches, and Anushka decided to give him something that he would love.

A few weeks ago, rumours of Prabhas and Anushkas engagement spread like wildfire.

But Prabhas categorically denied them.

He told Navbharat Times, When we first worked together we had decided that at no cost we would allow rumours of our linkup float around.

We have been film friends for nine years now.

We are very good friends.

We have known each other for years but I admit sometimes when such stories start doing the rounds, then I too start wondering if there is, indeed, something between us.

We know that we are not romantically involved.

By the way, this is nothing new - when an actress works with an actor in more than one film, then people tend to make them a pair..

For more infomation >> This is what Anushka Shetty gifted Prabhas on his birthda - Duration: 1:28.

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What's Goin on Behind The Kevin Spacey Controversy? - Duration: 6:02.

What's Goin on Behind The Kevin Spacey Controversy?

For more infomation >> What's Goin on Behind The Kevin Spacey Controversy? - Duration: 6:02.

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What Social Anxiety Looks and Feels Like - Duration: 1:35.

Social anxiety is clinging to your parents as a child because you don't want people to bother you

It's getting the same report card every year from your teacher

That says he or she is well behaved, but needs to contribute more in class

It's having little to zero friends in high school because you're either too quiet, too shy or too boring

Or cancelling plans at the last minute because you can't find the motivation to leave the house

It's the feeling of being alone in a room full of people

Hiding in bathrooms or your car to get away from social situations

It means being in a room of people and thinking that everyone hates you and when you make the effort to socialize

You start to think that you're just annoying them

Social anxiety means pretending to be social in front of other people and getting home

So exhausted that you need at least five days of recovery

social anxiety means the inability to keep most jobs

Because of the inability to communicate effectively

And even when you think you can take a break by sleeping

anxiety creeps in through negative thoughts dreams and visions

Social anxiety will make you do weird things like holding on to an apple core for 45 minutes

During a meeting because you're too anxious to get to the trash can that's only ten feet away

Or waiting for someone else to head to the trash can before you so that nobody else stares at you

It's like knowing you have a problem and the solution is right in front of you

But still not being able to do anything about it.

This is what it's like living with social anxiety

For more infomation >> What Social Anxiety Looks and Feels Like - Duration: 1:35.

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NFL Makes Desperation Move With What They're Selling During Big Thanksgiving Day Game And It's BAD - Duration: 6:03.

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