Virtual Reality

Total Page:16

File Type:pdf, Size:1020Kb

Virtual Reality Virtual Reality Robert Lyne What is Virtual Reality? ● In today's terms, VR is the term used to describe a 3D, computer generated environment which can be explored and interacted with by a person History of VR ● 1956 - Cinematographer Morton Heilig created Sensorama, the first VR machine ● 1985 - Jaron Lanier and Thomas Zimmerman founded VPL Research, Inc. ● 1997 - Georgia Tech and Emory University researchers used VR to create war zone scenarios for veterans receiving exposure therapy for PTSD ● 2012 - the Oculus Rift received $2.4 million on kickstarter ● 2014 - Facebook bought the Oculus VR company for $2 billion VPL Research Current VR ● Classified in 3 groups - mobile, tethered or standalone Mobile- A smartphone is put inside Tethered- Corded headset Standalone- No wires, of a shell with lenses that form where processing is done processing done within the your phone into a vr device from a seperate computer headset itself Degrees of Freedom (DOF) ● 3DOF tracks the direction you are looking ● 6DOF tracks where you are looking and your forward/backward, side to side and up and down movement Biggest Players in VR ● Oculus - Go, Quest, Rift S ● HTC - Vive, Vive Pro, VIve Cosmos ● Sony - PS VR ● Samsung - Gear VR ● Google - Daydream, Cardboard ● Nintendo - Labo VR kit VR in Business and Medical Field ● VR industry expected to be worth $117B by 2022 ● Growth expected to come from business and education adoption, not gaming VR in Education Desensitization ● Virtual reality games in which there are high levels of violence or training exercises for the military in which soldiers engage in simulated combat scenarios which include killing. Privacy and Data ● Need to be extra careful with tech which function with cameras always on ● Neither Oculus’ Privacy Policy nor Terms of Service specifically address how data captured or derived from the headsets’ cameras is used, stored, or transmitted Social Isolation ● Addictive and life like environments ● People may find a VR world to be inviting than the real world Working Through Ethical Theories ● Kantianism ○ Ethical in a single person environment ○ Non-Ethical in a multiplayer environment ● Act Utilitarianism ○ Ethical, pleasure and benefits outweigh the negatives Conclusion ● VR is be used in industries other than gaming ● We are still in the infant stages of VR Sources Barnard, Dom. “History of VR - Timeline of Events and Tech Development.” VirtualSpeech, VirtualSpeech, 6 Aug. 2019, virtualspeech.com/blog/history-of-vr. Greenwald, Will. “The Best VR Headsets for 2020.” PCMAG, 17 Feb. 2020, www.pcmag.com/picks/the-best-vr-headsets. Lang, Ben. “Here's What Facebook Says About Camera Privacy on Quest & Rift S.” Road to VR, 6 Aug. 2019, www.roadtovr.com/oculus-quest-camera-privacy-rift-s-facebook/. Statista Research Department. “VR Device Shipments by Vendor Worldwide 2017-2019.” Statista, 22 Apr. 2020, www.statista.com/statistics/671403/global-virtual-reality-device-shipments-by-vendor/. “What Is Virtual Reality?” Virtual Reality Society, www.vrs.org.uk/virtual-reality/what-is-virtual-reality.html. Young, Chris. “Virtual Landscapes: 13 Fascinating Future Uses for VR and AR.” Interesting Engineering, Interesting Engineering, 28 Feb. 2020, interestingengineering.com/virtual-landscapes-13-fascinating-future-uses-for-vr-and-ar..
Recommended publications
  • Financial Results Briefing Global Release, April 2018
    Financial Results Briefing for Fiscal Year Ended March 2018 Thank you for making time to attend Nintendo’s financial briefing. I am Tatsumi Kimishima, President of Nintendo. Nintendo Co., Ltd. Mr. Furukawa, General Manager of the Corporate Financial Results Briefing Planning Department, has just presented our financial President and Representative Director results for this period. Tatsumi Kimishima I will now discuss our planned initiatives for the fiscal year ending March 2019. Firstly, Nintendo Labo has had the high expectation as a “very Nintendo” product since the original announcement in January this year, and as soon as it was launched, consumers have been posting photos and video of parents and children as they work together to assemble Global Release, April 2018 the cardboard pieces and then play with their completed Toy-Con, which were unimaginable in video games before. It has been on sale for only a week in Japan and the US, while sales in Europe will begin today, but the main purchasers of Nintendo Labo at launch are not the same as with typical video games, and they are mainly elementary school children and their fathers, as well as game players who like creative activities. We developed and will nurture Nintendo Labo as a product that is not constrained by the boundaries of conventional video games and can endear itself to a broader range of consumers. From the initial response, we have this solid feeling that we are off to a great start in that regard. Some Nintendo Titles Released Since the Start of the Year We began releasing Nintendo titles non-stop with the launch of Nintendo Switch, and kept the new-release buzz alive through the end of the year.
    [Show full text]
  • Téléprésence, Immersion Et Interactions Pour Le Reconstruction
    THÈSE Pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ DE GRENOBLE Spécialité : Mathématiques et Informatique Arrêté ministériel : 7 août 2006 Présentée par Benjamin PETIT Thèse dirigée par Edmond BOYER et codirigée par Bruno RAFFIN préparée au sein des laboratoires LJK et LIG dans l’école doctorale MSTII Téléprésence, immersion et tel-00584001, version 1 - 7 Apr 2011 tel-00584001, version 1 - 7 interaction pour la reconstruction 3D temps-réel Thèse soutenue publiquement le 21 Février 2011 devant le jury composé de : Mme. Indira, THOUVENIN Enseignant chercheur à l’Université de Technologie de Compiègne, Président Mr. Bruno, ARNALDI Professeur à l’INSA Rennes, Rapporteur Mme. Saida, BOUAKAZ Professeur à l’Université Claude Bernard Lyon 1, Rapporteur Mr. Edmond, BOYER Directeur de recherche à l’INRIA Grenoble, Membre Mr. Bruno, RAFFIN Chargé de recherche à l’INRIA Grenoble, Membre tel-00584001, version 1 - 7 Apr 2011 Remerciements Je voudrais commencer par remercier Edmond et Bruno pour avoir encadrer ma thèse. Ce fut un plaisir de travailler avec vous. Merci également aux membres de mon jury d’avoir accepté de rapporter cette thèse. Merci pour vos commentaires très constructifs. Pendant ma thèse j’ai eu l’occasion de travailler avec différentes personnes. Ces collaborations ont été très enrichissantes. Je voudrais remercier plus spécifiquement Jean-Denis qui m’a aidé à remettre sur pied la plateforme Grimage, Thomas avec qui j’ai passé de longues heures à développer les applications et démonstrations de ma thèse et enfin Hervé pour son excellent support sur la plateforme Grimage. J’aimerais remercier également Clément et Florian pour m’avoir transmis leur savoir sur la plateforme Grimage, Nicolas et Jean-François pour leur aide technique.
    [Show full text]
  • Social Media: /Gamingdotme Why Choose Gamingdotme
    SOCIAL MEDIA: /GAMINGDOTME WHY CHOOSE GAMINGDOTME A solid proof of how we fit in the digital gaming and entertainment zone and compatible with the changing vision of the E-market, from original websites, mobile applications, digital marketing campaigns execution, B2B gift/gaming cards distribution, and sports data web solutions. Our grounded policies based on data analysis stats and skilled team grant us the trust of our clients and the success we look for. No matter what you need, we mediate the right product. Get everything quick, safe and comfortable from one platform with the best prices – GAMINGDOTME. Our greatest strengths are customer friendliness, the quickness in our business processes and our convenient sellers’ pricing. Our straight positive customer ratings are the best proof. Sellers support you 24 hours a day, starting before the order with useful information about all the products, through the process of the delivery, and even after the completion. GAMINGDOTME has evolved to be the Lebanese market leader and a top player in the Europian and US markets for game services including digital products, virtual goods, and shopping cards over the past few years. The range of products is constantly increasing, and thanks to regular special offers, the seller Deals, our customers and digital marketing services we strive to stay the best and provide the best for our partners and customers. GAMINGDOTME - Your partner in the world of games and online cards! You will be delighted with our quick delivery, our wide range of products, and our great service Notice of Confidentiality This document contains information that is confidential and proprietary forGaming DOT ME LTD.
    [Show full text]
  • Analysis of Innovation in the Video Game Industry
    Master’s Degree in Management Innovation and Marketing Final Thesis Analysis of Innovation in the Video Game Industry Supervisor Ch. Prof. Giovanni Favero Assistant Supervisor Ch. Prof. Maria Lusiani Graduand Elena Ponza Matriculation number 873935 Academic Year 2019 / 2020 I II Alla mia famiglia, che c’è stata quando più ne avevo bisogno e che mi ha sostenuta nei momenti in cui non credevo di farcela. A tutti i miei amici, vecchi e nuovi, per tutte le parole di conforto, le risate e la compagnia. A voi che siete parte di me e che, senza che vi chieda nulla, ci siete sempre. Siete i miei fiorellini. Senza di voi tutto questo non sarebbe stato possibile. Grazie, vi voglio bene. III IV Abstract During the last couple decades video game consoles and arcades have been subjected to the unexpected, swift development and spread of mobile gaming. What is it though that allowed physical platforms to yet maintain the market share they have over these new and widely accessible online resources? The aim of this thesis is to provide a deeper understanding of the concept of innovation in the quickly developing world of video games. The analysis is carried out with qualitative methods, one based on technological development in the context of business history and one on knowledge exchange and networking. Throughout this examination it has been possible to explore what kind of changes and innovations were at first applied by this industry and then extended to other fields. Some examples would be motion control technology, AR (Augmented Reality) or VR (Virtual Reality), which were originally developed for the video game industry and eventually were used in design, architecture or in the medical field.
    [Show full text]
  • Review on Wearable Technology Sensors Used in Consumer Sport Applications
    sensors Review Review on Wearable Technology Sensors Used in Consumer Sport Applications Gobinath Aroganam , Nadarajah Manivannan and David Harrison * Design Department, Brunel University, London UB8 3PH, UK; [email protected] (G.A.); [email protected] (N.M.) * Correspondence: [email protected]; Tel.: +44-(0)1895-274000; Fax: +44-(0)1895-232806 Received: 24 March 2019; Accepted: 24 April 2019; Published: 28 April 2019 Abstract: This review paper discusses the trends and projections for wearable technology in the consumer sports sector (excluding professional sport). Analyzing the role of wearable technology for different users and why there is such a need for these devices in everyday lives. It shows how different sensors are influential in delivering a variety of readings that are useful in many ways regarding sport attributes. Wearables are increasing in function, and through integrating technology, users are gathering more data about themselves. The amount of wearable technology available is broad, each having its own role to play in different industries. Inertial measuring unit (IMU) and Global Positioning System (GPS) sensors are predominantly present in sport wearables but can be programmed for different needs. In this review, the differences are displayed to show which sensors are compatible and which ones can evolve sensor technology for sport applications. Keywords: wearable technology; sensors; data; smart; sport 1. Introduction 1.1. Overview of Technology Technology has allowed greater user-centered design solutions for various industries. There is a growing trend of increasingly quantifying achievements being used by consumers daily, whether it is fitness, health, or work related. Wearables that possess sensors to monitor how the body is maneuvering gives the user greater understanding of themselves [1].
    [Show full text]
  • 2019 Q1 Superdata State of the XR Industry Webinar Deck
    Please visit hps://youtu.be/4PRWPO366BQ for the full recording of the webinar STATE OF THE XR INDUSTRY Q4, FEBRUARY 2019 | © 2019 SuperData, A Nielsen Company. All rights reserved. STATE OF THE XR INDUSTRY MAY 2019 STATE OF THE XR INDUSTRY Q1, MAY 2019 | © 2019 SuperData, A Nielsen Company. All rights reserved. Who we are STEPHANIE LLAMAS CARTER ROGERS VP, Research & Strategy Principal Analyst Head of XR [email protected] [email protected] @XRSteph @CarterRog B3 STATE OF THE XR INDUSTRY Q1, MAY 2019 | © 2019 SuperData, A Nielsen Company. All rights reserved. @_SuperData | @XRSteph | @CarterRog What we do We collect POS transaction data on 190M unique consumers from partners For more information, visit to provide market intelligence on games superdataresearch.com and interactive media. Partners include: or email [email protected] • Payment Providers • Publishers • Stakeholders B4 STATE OF THE XR INDUSTRY Q1, MAY 2019 | © 2019 SuperData, A Nielsen Company. All rights reserved. @_SuperData | @XRSteph | @CarterRog How we do it The XR Data Network is the first industry collaboration to quantify and For more information, visit validate the global XR market. superdataresearch.com • Partners include headset makers, developers or email [email protected] and ad networks • Partners get ongoing insights and data to improve strategy • Reviewing applications now B5 STATE OF THE XR INDUSTRY Q1, MAY 2019 | © 2019 SuperData, A Nielsen Company. All rights reserved. @_SuperData | @XRSteph | @CarterRog What we offer Our products include quarterly data subscriptions, custom reports, syndicated For more information, visit one-off reports superdataresearch.com • Dynamic Markets, Explained or email [email protected] • Consumer Thinking, Doing, Buying • Industry-Standard Methodology B6 STATE OF THE XR INDUSTRY Q1, MAY 2019 | © 2019 SuperData, A Nielsen Company.
    [Show full text]
  • Naša Izbira Je Hibrid Nova Toyota C-Hr Hibrid 10 Let Jamstva Na Hibridno Baterijo Eko Subvencija
    FEBRUAR#226 2018 NAŠA IZBIRA JE HIBRID NOVA TOYOTA C-HR HIBRID 10 LET JAMSTVA NA HIBRIDNO BATERIJO EKO SUBVENCIJA DOBRO JE IMETI NEKOGA, NA KATEREGA SE LAHKO ZANESEŠ. PREVERITE NA TOYOTA.SI/HIBRID Povprečna poraba goriva za vozila Toyota C-HR: od 3,8 do 3,9 l/100km in emisije CO2: od 86 do 87 g/km. Emisijska stopnja: EURO 6W. Emisije NOx: od 9,6 mg/km. Ogljikov dioksid (CO2) je najpomembnejši toplogredni plin, ki povzroča globalno segrevanje. Emisije onesnaževal zunanjega zraka iz prometa pomembno prispevajo k poslabšanju kakovosti zunanjega zraka. Prispevajo zlasti k čezmerno povišanim koncentracijam prizemnega ozona, delcev PM10 in PM2,5 ter dušikovih oksidov. Slika je simbolična. Več na www.toyota.si. Toyota Adria d.o.o, Brnčičeva 51, Ljubljana. OGLASNA VSEBINA © 2018 adidas AG EQT BASKETBALL ADV BASKETBALL EQT PRODUKT: EQT: SAMOBISTVO TPU PETNA OPORA PREPOZNAVNA OBLIKA VEZALK S 3 EQT CRTAMI SPREDNJA STRANSKA OPORA TA MESEC KAZALO #226 04 // DAN ZA ... PREŽENIMO ZIMO 08 // URBANI UTRIP URBANE NOVOSTI 12 // POZNAVALCI IZBOR POZNAVALCEV 14 // MODA MOŠKA OMARA, ŽENSKA OMARA DODATEK LETA 20 // DESTINACIJA V ISKANJU BOŽANSKEGA 14 - MODA 22 - KULINARIKA 32 - TEHNOLOGIJE 22 // KULINARIKA HOOD BURGER HEROES, GOURMET CUP LJUBLJANA UREDNIŠKO PISMO // TEHNOLOGIJE Pa sta prišla. Sneg in moj prvi uvodnik. to zaslužite. Takrat odložite telefon in 24 In ker pravijo, da prvega ne pozabiš se zazrite v oči tistim, ki jih imate naj­ ODLOŽITE TELEFON nikoli, in ker si seveda ne želim, da bi raje. Za ljubezen pač morate narediti bil zadnji, naj bo vsaj ta dober. Najprej prostor. Srčno upam, da vam to uspe 28 // REPORTAŽA bi se rada zahvalila za to priložnost, za tudi vse ostale dni v letu.
    [Show full text]
  • Effects of Visual Information Presented by Augmented Reality on Children's
    www.nature.com/scientificreports OPEN Efects of visual information presented by augmented reality on children’s behavior Nobu Shirai1 ✉ , Lisa Kondo1 & Tomoko Imura2 The efects on children’s behavior of visual information presented by augmented reality (AR) were investigated. A human-like AR character was presented standing in one of two physical pathways to children aged 5–7 years old and 8–10 years old before they completed a fller task. After the task, the children were required to walk through one of the two pathways to obtain a reward. Both the 5–7- and 8–10-year-olds chose the pathway that was not associated with the AR character more frequently than the pathway that was. Subsequently, adult participants tested in a similar manner showed no signifcant bias in pathway selection. Taken together, these results suggest that the presentation of an AR character within the present experimental setting afected the behavior of children aged from 5–10 years but not that of adults. The results are discussed in the context of developmental changes in sensitivity to insubstantial agents (e.g., imaginary companion), the reality of information displayed by AR technology, and diferences in the methods of AR presentation (e.g., hand-held devices vs. head- mounted devices). Technologies that expand the human sensory experience, such as virtual reality (VR) and augmented reality (AR), have been rapidly popularized during the last decade. In general, VR completely replaces sensory information from the natural environment with artifcial information; e.g., fully masking one’s vision with computer-generated visual stimuli using a head-mounted display.
    [Show full text]
  • A Low-Cost Camera-Based Tracking Alternative for Virtual Reality
    SBC { Proceedings of SBGames 2018 | ISSN: 2179-2259 Computing Track { Full Papers Controlling First-Person Character Movement: A Low-Cost Camera-based Tracking Alternative for Virtual Reality Rodrigo F. Berriel Thiago M. Paixao˜ Ivo Nicchio, Thiago Oliveira-Santos Departamento de Informatica´ Coordenadoria de Informatica´ Departamento de Informatica´ UFES IFES UFES Vitoria,´ Brazil Serra, Brazil Vitoria,´ Brazil Email: [email protected] Email: [email protected] Email: [email protected], [email protected] Abstract—Virtual reality (VR) gaming is a billion-dollar may also be extended when aided by specific sensors and industry that aims at providing a more realistic and excit- controller devices, however these additional equipment make ing immersive experience in computer-simulated environment. the VR setup costly to ordinary games users. For the Besides hardware capabilities and high-quality 3-D graphics, the feeling of immersion is augmented by incorporating real- intended movement control application, the Oculus Rift istic player-game interactions, including the control of game headset can be empowered with a pair Oculus Touch tracked characters movements based on real/natural movements of the controllers, as in the VR game “Bullet Train” [7]. Also, player and objects. To this intent, modern VR gaming usually the game system (or other VR applications) may allow the leverages virtual reality headsets and additional devices/sensors combination at software level of interfaces from different whose costs are normally expensive for ordinary games users. In this paper, we propose a low-cost VR gaming system in manufacturers. This idea can be seen in [8], where the HMD which the smartphone is used as display and processing units, Oculus Rift head tracker is combined with the Leap Motion, and its rear camera is used as the main sensor for controlling which is used to track hand-based gestures for first person the character movements in a first-person shooter game (FPS) movement control.
    [Show full text]
  • AR/VR Learning Part 2 Ryan Easterbrooks, Technology Program Coordinator (Ed Tech), South Carolina ETV •[email protected] •(803)737-2212
    AR/VR Learning Part 2 Ryan Easterbrooks, Technology Program Coordinator (Ed Tech), South Carolina ETV •[email protected] •(803)737-2212 Introduction Learning Objectives and Notes THIS IS PART 2 REVIEW FROM LAST LEARN ABOUT THE ENGAGING YOUTH WITH LEARN ABOUT APPS FOR PRESENTATION GEARED SESSION OCULUS AND OTHER VR THE OCULUS THAT CAN BE TOWARDS WORKING HEADSET DEVICES USED IN THE CLASSROOM WITH CHILDREN AGES 10+ Extended Reality (XR) refers to all real-and- virtual environments. The “X” is interchangeable. Examples include Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR) WHAT IS Virtual Reality (VR) encompasses all virtually immersive experiences. This type of experience requires the use of a Head- VR/AR/XR Mounted Device (HMD) Augmented Reality (AR) is an overlay of computer generated content on the real world. Examples include Pokemon Go, Harry Potter Wizards Unite, Google Translate, etc. 3D BEAR/WONDERSCOPE/FIGMENT/ARTIVIVE Oculus Go. $150 (Best Buy)-$227 (Amazon) Simple Experiences. Oculus Rift $299 (Oculus Website) Step up. Needs a gaming PC to work so this may be the most expensive option. Oculus Quest $500 (Unavailable at the moment from Oculus; originally $400) OCULUS MODELS AND PRICES Sony Playstation VR (PS4) $349.99 Nintendo Labo $79.99 (Nintendo Switch) HTC Vive $474.99 OTHER VR HEADSETS Google Play Oculus (App) Steam App Store WHERE DO YOU GET VR/AR APPS? 3D Organon VR Anatomy Google Earth (Free) BBC Home: A Space Walk (Free) INSIDE THE Ocean Rift HEADSET BBC: 1943 Berlin Blitz (Free) APPS
    [Show full text]
  • Financial Results Briefing for Fiscal Year Ending March 2019
    Corporate Management Policy Briefing / Nine Months Financial Results Briefing for Fiscal Year Ending March 2019 Thank you for making time to attend Nintendo’s corporate management policy briefing today. I am Corporate Management Policy Briefing Shuntaro Furukawa, President of Nintendo. Senior 3rd Quarter Results for Fiscal Year Ending March 2019 Executive Officer, Mr. Takahashi, has just presented our Financial Results Briefing financial results for the period. February 1, 2019 Nintendo Co., Ltd. Director and President Shuntaro Furukawa For my part, I’d like to tell you about Nintendo Switch’s present business situation after the recent holiday 1 1The Holiday Season season, followed by our corporate management policy going forward. 2 2Corporate Management Policy Let me start by talking about this past holiday season, which was the second one since the launch of Nintendo Switch. Perception on Current State of the Nintendo Switch Business First, I would like to give you my perception on the current state of the Nintendo Switch business. ⚫ Current pace of hardware sales will not reach the high target initially set, but growth is continuing Hardware sales so far this fiscal year have not been at a at a rapid pace globally pace needed to reach the full-year target that we set at ⚫ Software sales are especially robust the beginning of the fiscal year. But Nintendo Switch ⚫ Foundation set for further business growth sales continue to grow at a rapid pace globally, and especially software sales are extremely robust. I believe this past holiday season laid a solid foundation for further expansion of the Nintendo Switch business.
    [Show full text]
  • Nox Archaist Man Vs
    WWW.OLDSCHOOLGAMERMAGAZINE.COM ISSUE #4 • MAY 2018 MAY 2018 • ISSUE #4 RPGS REVIEW A Selected History of RPGs Boss Fight Books 06 BY TODD FRIEDMAN 29 BY OLD SCHOOL GAMER RPGS NEWS Role Playing Games Convention Update 08 BY JASON RUSSELL 30 BY OLD SCHOOL GAMER RPGs VIDEO GAME MOVIE REVIEW Nox Archaist Man vs. Snake 10 BY BILL LANGE 36 BY BRAD FEINGOLD RPGs FEATURE Just For Qix: Cadash 45 Years of Arcade Gaming: The 1990s 12 BY MICHAEL THOMASSON 38 BY ADAM PRATT NEWS THE GAME SCHOLAR 2018 Old School Event Calendar Keyboard Creations 14 BY OLD SCHOOL GAMER 44 BY LEONARD HERMAN RPGs PUREGAMING.ORG INFO Wizardry Talk Sega 32x and Sega CD 15 BY KEVIN BUTLER 47 BY PUREGAMING.ORG RPGs Evolution of Role-Playing Games 17 In Japan BY ANTOINE CLERC-RENAUD RPGs Lord British Meetup 19 BY BILL LANGE RPGs Publisher Business Manager Issue Writers Ryan Burger Aaron Burger Todd Friedman, Jason Brett’s Old School Bargain Bin Russell, Bill Lange, 20 Dungeons and Dragons Editor Design Director Michael Thomasson, BY BRETT WEISS Brian Szarek Jacy Leopold Antoine Clerc-Renaud, Brett Weiss, Walter Day, THE WALTER DAY REPORT Editorial Board Design Assistant Jonathan Polan, Todd Dan Loosen Marc Burger Friedman, Brad Feingold, G.O.A.T.’s of the 21st Century Doc Mack Adam Pratt, Leonard 22 BY WALTER DAY Billy Mitchell Art Director Herman Walter Day Thor Thorvaldson INTERVIEW/PEOPLE A Few Minutes with Buck Stein BY OLD SCHOOL GAMER HOW TO REACH OLD SCHOOL GAMER: Postmaster – Send address changes to: 24 OSG • 222 SE Main St • Grimes IA 50111 515-986-3344 Postage paid at Grimes, IA and other mailing locations.
    [Show full text]