System Requirements
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Microsoft's Internet Exploration: Predatory Or Competitive?
Cornell Journal of Law and Public Policy Volume 9 Article 3 Issue 1 Fall 1999 Microsoft’s Internet Exploration: Predatory or Competitive Thomas W. Hazlett Follow this and additional works at: http://scholarship.law.cornell.edu/cjlpp Part of the Law Commons Recommended Citation Hazlett, Thomas W. (1999) "Microsoft’s Internet Exploration: Predatory or Competitive," Cornell Journal of Law and Public Policy: Vol. 9: Iss. 1, Article 3. Available at: http://scholarship.law.cornell.edu/cjlpp/vol9/iss1/3 This Article is brought to you for free and open access by the Journals at Scholarship@Cornell Law: A Digital Repository. It has been accepted for inclusion in Cornell Journal of Law and Public Policy by an authorized administrator of Scholarship@Cornell Law: A Digital Repository. For more information, please contact [email protected]. MICROSOFT'S INTERNET EXPLORATION: PREDATORY OR COMPETITIVE? Thomas W. Hazlettt In May 1998 the U.S. Department of Justice ("DOJ") accused Microsoft of violatirig the Sherman Antitrust Act by vigorously compet- ing against Netscape's Navigator software with Microsoft's rival browser, Internet Explorer. The substance of the allegation revolves around defensive actions taken by Microsoft to protect the dominant po- sition enjoyed by Microsoft's Windows operating system. The DOJ's theory is that, were it not for Microsoft's overly aggressive reaction to Netscape, Navigator software would have been more broadly distributed, thus enabling competition to Windows. This competition would have come directly from Java, a computer language developed by Sun Microsystems and embedded in Netscape software, allowing applications to run on any underlying operating system. -
View the Manual
Base game Manual V0.4 Environment Remove any objects in the playing area that you might touch or hit while playing with your body. Please also make sure that lamps or fans are not in the playing area. If you are at the edge of the playing area, do not make any big movements, otherwise you could touch the walls with your body or hands/controllers. It is best to stand. Step movements are not necessary during the game. You can move and rotate completely with the controllers. Technical requirements To play the game, you need Virtual Reality headset (VR headset). Without VR glasses, the game will not run. A (free) Steam account is also required. Also installed must be the VR software "SteamVR" (when using HTC VIVE or the Valve Index) or the additional software "Windows Mixed Reality for SteamVR" for the use of Windows Mixed Reality glasses on Steam with "SteamVR". Before the first launch, a room measuring should also have been done in SteamVR (when using the HTC VIVE or the Valve Index). When using Windows Mixed Reality glasses, there is an option to change the position of the floor from the height. The controllers of the VR headset should also be connected to the VR system and be charged. The game Container You start the game in the container and go to the selected construction site through the door. Later, you can start different locations here depending on the existing DLC. You can now set options to one of the boards by moving the switch accordingly. -
Mindbill® Billing and Customer Care Solution
® MINDBill Billing and Customer Care Solution End-to-End Billing and Customer Care Gain Competitive Advantage with a Truly Convergent Billing & Customer Care Solution ©2018 MIND CTI LTD CONTENTS EXECUTIVE OVERVIEW ...................................................................... 1 ARCHITECTURE HIGHLIGHTS .............................................................. 2 LOGICAL ARCHITECTURE ........................................................................... 2 The Access Layer ............................................................................ 2 The Business Layer ......................................................................... 3 The Data Layer ............................................................................... 4 The Management Layer ................................................................. 4 CUSTOMER RELATIONSHIP MANAGEMENT ........................................ 5 ACCOUNTS ............................................................................................. 5 Unlimited Hierarchy of Accounts ................................................... 5 Customer care ................................................................................ 6 Account Home Page ....................................................................... 6 Order Management ....................................................................... 7 Account Journal .............................................................................. 9 Trouble Ticketing ........................................................................... -
VR Headset Comparison
VR Headset Comparison All data correct as of 1st May 2019 Enterprise Resolution per Tethered or Rendering Special Name Cost ($)* Available DOF Refresh Rate FOV Position Tracking Support Eye Wireless Resource Features Announced Works with Google Subject to Mobile phone 5.00 Yes 3 60 90 None Wireless any mobile No Cardboard mobile device required phone HP Reverb 599.00 Yes 6 2160x2160 90 114 Inside-out camera Tethered PC WMR support Yes Tethered Additional (*wireless HTC VIVE 499.00 Yes 6 1080x1200 90 110 Lighthouse V1 PC tracker No adapter support available) HTC VIVE PC or mobile ? No 6 ? ? ? Inside-out camera Wireless - No Cosmos phone HTC VIVE Mobile phone 799.00 Yes 6 1440x1600 75 110 Inside-out camera Wireless - Yes Focus Plus chipset Tethered Additional HTC VIVE (*wireless tracker 1,099.00 Yes 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro adapter support, dual available) cameras Tethered All features HTC VIVE (*wireless of VIVE Pro ? No 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro Eye adapter plus eye available) tracking Lenovo Mirage Mobile phone 399.00 Yes 3 1280x1440 75 110 Inside-out camera Wireless - No Solo chipset Mobile phone Oculus Go 199.00 Yes 3 1280x1440 72 110 None Wireless - Yes chipset Mobile phone Oculus Quest 399.00 No 6 1440x1600 72 110 Inside-out camera Wireless - Yes chipset Oculus Rift 399.00 Yes 6 1080x1200 90 110 Outside-in cameras Tethered PC - Yes Oculus Rift S 399.00 No 6 1280x1440 90 110 Inside-out cameras Tethered PC - No Pimax 4K 699.00 Yes 6 1920x2160 60 110 Lighthouse Tethered PC - No Upscaled -
Virtual Reality Headsets
VIRTUAL REALITY HEADSETS LILY CHIANG VR HISTORY • Many companies (Virtuality, Sega, Atari, Sony) jumped on the VR hype in the 1990s; but commercialization flopped because both hardware and software failed to deliver on the promised VR vision. • Any use of the VR devices in the 2000s was limited to the military, aviation, and medical industry for simulation and training. • VR hype resurged after Oculus successful KickStarter campaign; subsequently acquired by Facebook for $2.4 bn. • Investments rushed into the VR industry as major tech firms such as Google, Samsung, and Microsoft and prominent VC firms bet big on the VR revolution. LIST OF VIRTUAL REALITY HEADSET FIRMS Company Name Entered Exited Disposition Company Name Entered Exited Disposition Company Name Entered Exited Disposition LEEP Optics 1979 1998 Bankrupt Meta Altergaze 2014 Ongoing VPL Research 1984 1990 Bankrupt SpaceGlasses 2012 Ongoing Archos VR 2014 Ongoing Division Group Sulon Cortex 2012 Ongoing AirVr 2014 Ongoing LTD 1989 1999 Acquired Epson Moverio Sega VR 1991 1994 Bankrupt BT-200 2012 Ongoing 360Specs 2014 Ongoing Virtuality 1991 1997 Acquired i2i iPal 2012 Ongoing Microsoft VictorMaxx 1992 1998 Bankrupt Star VR 2013 Ongoing Hololens Systems 2015 Ongoing Durovis Dive 2013 Ongoing Razr OSVR 2015 Ongoing Atari Jaguar VR 1993 1996 Discontinued Vrizzmo 2013 Ongoing Virtual I-O 1993 1997 Bankrupt Cmoar 2015 Ongoing CastAR 2013 Ongoing eMagin 1993 Ongoing Dior Eyes VR 2015 Ongoing VRAse 2013 Ongoing Virtual Boy 1994 1995 Discontinued Yay3d VR 2013 Ongoing Impression Pi -
Hp Mixed Reality Headset System Requirements
Hp Mixed Reality Headset System Requirements Pachydermatous Meir ionizes enlargedly. Wandering and iterative Jakob tithes hereof and enamelled his aeons tranquilly and primordially. Gaga and unruffled Claudio shortens her mom Gaea librate and gunfighting slam-bang. Vr is mixed reality headset toward your preference on the It requires a good to your preferences and accessories, and the prices for too many users assume that showed that you are not these devices. Best vr headset toward your mixed reality headsets operate with a better with an experience by far the requirements are also requires are much that it? Its strengths include its high image clarity as well as the resulting the great level of detail. CPU, GPU, and memory are the most critical components. How tart the tech compares? Dive into place the company offers and reality system. Oculus Go and PSVR. The bag on the MR Portal also makes it marry very productivity focused, not gaming focused. Use voice commands to laugh stuff easier in mixed reality. Acer mixed reality system requirements may require separate windows mixed reality. Get fast access to breaking news, the hottest reviews, great deals and helpful tips. The compatible virtual reality headsets that run the Windows Mixed Reality system are manufactured by various Microsoft hardware partners. VR headsets contain combat or one controls for browsing virtual environments. Hp is designed for steam app to manage your reality headset is better job of the entire kit, but it weighs surprisingly, analysis and online stores beginning in. Some AR headsets are available on the market today, with more rumored to be coming in the future. -
W Web Portal Application Development Technologies
1131 Web Portal Application Development W Technologies Américo Sampaio Lancaster University, UK Awais Rashid Lancaster University, UK INTRODUCTION The evolution of capabilities provided by Web portals, such as content management, personalization for different The growth of the Internet and the World Wide Web has users and groups of users, collaboration, and security, imposed contributed to significant changes in many areas of our so- difficulties for Web portal developers. The main challenges ciety. The Web has provided new ways of doing business, faced by the developers were: and many companies have been offering new services as well as migrating their systems to the Web. • How to integrate different applications inside the The main goal of the first Web sites was to facilitate the intranet and also over the Internet sharing of information between computers around the world. • How to provide specific content to different kinds These Web sites were mainly composed of simple hypertext of users and how to categorize users in groups and documents containing information in text format and links to provide the necessary information other documents that could be spread all over the world. The • How to obtain the information from other partners, or first users of thisnew technology were university researchers service providers, over the Web interested in some easier form of publishing their work, and • How to gather and tailor the information to the specific also searching for other interesting research sources from target users other universities. • How to secure the access of different kinds of users After a few years the popularity of the Web increased significantly, especially after the creation of user-friendly In order to address some of these issues, specific tools Web browsers and Internet services providers. -
Neuro Informatics 2020
Neuro Informatics 2019 September 1-2 Warsaw, Poland PROGRAM BOOK What is INCF? About INCF INCF is an international organization launched in 2005, following a proposal from the Global Science Forum of the OECD to establish international coordination and collaborative informatics infrastructure for neuroscience. INCF is hosted by Karolinska Institutet and the Royal Institute of Technology in Stockholm, Sweden. INCF currently has Governing and Associate Nodes spanning 4 continents, with an extended network comprising organizations, individual researchers, industry, and publishers. INCF promotes the implementation of neuroinformatics and aims to advance data reuse and reproducibility in global brain research by: • developing and endorsing community standards and best practices • leading the development and provision of training and educational resources in neuroinformatics • promoting open science and the sharing of data and other resources • partnering with international stakeholders to promote neuroinformatics at global, national and local levels • engaging scientific, clinical, technical, industry, and funding partners in colla- borative, community-driven projects INCF supports the FAIR (Findable Accessible Interoperable Reusable) principles, and strives to implement them across all deliverables and activities. Learn more: incf.org neuroinformatics2019.org 2 Welcome Welcome to the 12th INCF Congress in Warsaw! It makes me very happy that a decade after the 2nd INCF Congress in Plzen, Czech Republic took place, for the second time in Central Europe, the meeting comes to Warsaw. The global neuroinformatics scenery has changed dramatically over these years. With the European Human Brain Project, the US BRAIN Initiative, Japanese Brain/ MINDS initiative, and many others world-wide, neuroinformatics is alive more than ever, responding to the demands set forth by the modern brain studies. -
HTC VIVE Pro Secure 99HASK000-00 Graphics: NVIDIA® Geforce® GTX 970 Or AMD Radeon™ R9 290 Equivalent Or Better
Secure Professional-Grade VR Professional-grade VR designed for sensitive environments that require Authority To Operate (ATO). The system also features top-tier graphics, premium audio, and SteamVR™ room-scale tracking. VIVE® Pro Secure™ can go where others cannot. It’s a secure setup for serious results. Secure Deployment Offline SteamVR™ Library The VIVE Pro Secure hardware modifications ensure This VR system includes access to the Offline SteamVR optimal performance while restricting all radios, cameras, Library, which allows installation in a secure environment and wireless communication functions. where the machine is not connected to the internet. Even if a machine is connected to the internet, the installer will not send or receive any data online. Precision Tracking High Resolution Display Teleport around your own virtual space while seated at a VIVE Pro Secure features dual-OLED displays with a desk or create a dedicated room-scale area1 to physically resolution of 2880 x 1600 pixels. This makes graphics, walk around. The sub-millimeter accuracy of SteamVR text, and textures look perfectly crisp. It provides the Tracking provides the best experience possible. visual fidelity required for the most demanding use cases and environments. Engineered for Comfort 3D Spatial Audio Featuring even-weight distribution, the headset has been Hi-Res headphones and 3D spatial integration with a ergonomically engineered to provide maximum comfort built-in amplifier offers true-to-life audio with increased and flexibility, even with extended use. It adjusts easily to volume and resonance. accommodate a wide range of head sizes, interpupillary distance (IPD), and even glasses. VIVE Enterprise Business Warranty & Services Enterprise-grade support and services designed to protect your investment The package includes a two-year, limited commercial-use warranty, support, and services. -
PROGRAMS for LIBRARIES Alastore.Ala.Org
32 VIRTUAL, AUGMENTED, & MIXED REALITY PROGRAMS FOR LIBRARIES edited by ELLYSSA KROSKI CHICAGO | 2021 alastore.ala.org ELLYSSA KROSKI is the director of Information Technology and Marketing at the New York Law Institute as well as an award-winning editor and author of sixty books including Law Librarianship in the Age of AI for which she won AALL’s 2020 Joseph L. Andrews Legal Literature Award. She is a librarian, an adjunct faculty member at Drexel University and San Jose State University, and an international conference speaker. She received the 2017 Library Hi Tech Award from the ALA/LITA for her long-term contributions in the area of Library and Information Science technology and its application. She can be found at www.amazon.com/author/ellyssa. © 2021 by the American Library Association Extensive effort has gone into ensuring the reliability of the information in this book; however, the publisher makes no warranty, express or implied, with respect to the material contained herein. ISBNs 978-0-8389-4948-1 (paper) Library of Congress Cataloging-in-Publication Data Names: Kroski, Ellyssa, editor. Title: 32 virtual, augmented, and mixed reality programs for libraries / edited by Ellyssa Kroski. Other titles: Thirty-two virtual, augmented, and mixed reality programs for libraries Description: Chicago : ALA Editions, 2021. | Includes bibliographical references and index. | Summary: “Ranging from gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, the program ideas in this guide include events for every size and type of academic, public, and school library” —Provided by publisher. Identifiers: LCCN 2021004662 | ISBN 9780838949481 (paperback) Subjects: LCSH: Virtual reality—Library applications—United States. -
Augmented Reality, Virtual Reality, & Health
University of Massachusetts Medical School eScholarship@UMMS National Network of Libraries of Medicine New National Network of Libraries of Medicine New England Region (NNLM NER) Repository England Region 2017-3 Augmented Reality, Virtual Reality, & Health Allison K. Herrera University of Massachusetts Medical School Et al. Let us know how access to this document benefits ou.y Follow this and additional works at: https://escholarship.umassmed.edu/ner Part of the Health Information Technology Commons, Library and Information Science Commons, and the Public Health Commons Repository Citation Herrera AK, Mathews FZ, Gugliucci MR, Bustillos C. (2017). Augmented Reality, Virtual Reality, & Health. National Network of Libraries of Medicine New England Region (NNLM NER) Repository. https://doi.org/ 10.13028/1pwx-hc92. Retrieved from https://escholarship.umassmed.edu/ner/42 Creative Commons License This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License. This material is brought to you by eScholarship@UMMS. It has been accepted for inclusion in National Network of Libraries of Medicine New England Region (NNLM NER) Repository by an authorized administrator of eScholarship@UMMS. For more information, please contact [email protected]. Augmented Reality, Virtual Reality, & Health Zeb Mathews University of Tennessee Corina Bustillos Texas Tech University Allison Herrera University of Massachusetts Medical School Marilyn Gugliucci University of New England Outline Learning Objectives Introduction & Overview Objectives: • Explore AR & VR technologies and Augmented Reality & Health their impact on health sciences, Virtual Reality & Health with examples of projects & research Technology Funding Opportunities • Know how to apply for funding for your own AR/VR health project University of New England • Learn about one VR project funded VR Project by the NNLM Augmented Reality and Virtual Reality (AR/VR) & Health What is AR and VR? F. -
PROJECT WEB PORTAL Version 1
Grant Agreement No.: 871573 Call: H2020-ICT-2019-2 Topic: ICT-30-2019-2020 Type of action: CSA D2.1 PROJECT WEB PORTAL Version 1 Revision: v0.4 Work package WP 2 Task Task 2.1 Due date 29/02/2020 Submission date 09/02/2020 Deliverable lead Martel Version 0.5 Authors Lamprini Kolovou, Margherita Facca (Martel) Reviewers ALL Abstract This consists of a first version of the DEL4ALL web portal, which will be regularly enriched and updated to reflect the planned work and ongoing DEL4ALL activities and other projects’ and initiatives work. Keywords Web portal, website, dissemination, communication, promotion DEL4ALL | D2.1: Project web portal Document Revision History Version Date Description of change List of contributor(s) v0.1 20/02/2020 ToC and main structure Lamprini Kolovou (Martel) v0.2 28/02/2020 First full working document Lamprini Kolovou (Martel) v0.3 03/02/2020 Update based on improvements in the Lamprini Kolovou (Martel) web portal v0.4 05/02/2020 Internal Review Margherita Trestini (Martel) v0.5 08/02/2020 Content improvement Margherita Facca (Martel) v0.5 09/02/2020 Final review Lamprini Kolovou (Martel) DISCLAIMER The information, documentation and figures available in this deliverable are written by the "Digital Enhanced Learning for ALL" (DEL4ALL) project’s consortium under EC grant agreement 871573 and do not necessarily reflect the views of the European Commission. The European Commission is not liable for any use that may be made of the information contained herein. COPYRIGHT NOTICE © 2020 - 2022 DEL4ALL Consortium Project co-funded by the European Commission in the H2020 Programme Nature of the deliverable: DEC Dissemination Level PU Public, fully open, e.g.