Thứ Ba, 31 tháng 10, 2017

Auto news on Youtube 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.

-------------------------------------------

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.

-------------------------------------------

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.

-------------------------------------------

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

-------------------------------------------

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.

-------------------------------------------

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.

-------------------------------------------

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.

-------------------------------------------

Xbox One X VS Xbox One S REVIEW What You Need To Know (Xbox One X OUT Nov 7th) - Duration: 14:02.

what's up guys in this video I'm gonna be comparing the Xbox 1x alongside the

Xbox 1s I'm going to be sharing the differences that the two systems have

along with the similarities that they share I'm also going to be giving you my

personal take as to whether the new system is worth investing in so if you

are a Microsoft fan and you're looking forward to the release of the new system

don't go anywhere I got more coming up right after this

hey guys welcome back to my channel this is astronaut and if you're coming to my

channel for the first time please make sure you smash that subscribe button

click the like button and say hello through the comments I would greatly

appreciate it and if you are returning visitor thank you so much for coming

back I appreciate your support especially if you've left a comment on

any of my prior videos and I'm hoping you will do the same for this video here

so guys class is in session make sure you take out your pencils and your paper

and get ready to take some notes on the comparisons with these two systems the

Xbox one X and the Xbox one s alright guys so I've done some research on both

of these systems and if you are a Microsoft fan and you're looking forward

to the release of the new system which is going to be on November 7th then

hopefully by the end of this video you will have a good idea and feel informed

enough to know whether or not you really want to invest in the new system or not

so guys I'm just gonna kick things off with describing how both of these

systems are similar so this is really simple guys actually all both systems

are gonna come with three USB connectors one in front two in the back also in the

rear a pair of HDMI ports which is short for high-definition Multimedia Interface

2.0 be out and 1.4 be in Ethernet s/pdif audio which is short for Sony Phillips

digital interface for Matt and I are output which is of course short for

infrared which relates to the use of a remote control so on both support 4k HDR

content which HDR stands for high dynamic range through HDR t s-- sorry HT

are ten standard both have UHD blu-ray disk drives both have dolby atmos and

dolby digital 5.1 audio so guys just to sum up all of this if you already have

an xbox one s basically the Xbox one X is gonna have everything that the Xbox

one s has in the back of it if you just look at the back of your Xbox one s

right now then basically you're gonna see the exact same connections and

hookups that are gonna come with the Xbox one X so that's pretty simple and

also if you are home theater enthusiast both of these systems are gonna be able

to accommodate you if you're really into that really rich and really you you

really like a lot of visuals and that really rich sound and audio quality then

both these systems will cater to your liking so now both systems also support

on high dynamic range in certain games but there are some slight differences

which we will get to later on in the video

and both systems played the exact same games so both systems are gonna play

games the 360 games as well as the Xbox one games the only difference is that

there are gonna be some titles that will be released which will have a sticker on

them that says enhanced for Xbox one X and basically that means that if you

play it on the Xbox one X you will be able to experience the true 4k gaming

and they will come with a few extra bells and whistles that you can visually

check out a lot of things are gonna be richer and fuller because of the high

resolution and the quality that true 4k gaming can afford you on the Xbox one X

ok guys so let's move on over to how these two systems are different so

basically the first thing that is the most obvious thing is the design of the

two systems the Xbox one X is smaller than the Xbox one s and this is really

remarkable because I don't know if you've been paying attention to the

campaign that Microsoft has been running for the new system but they've been

saying that this is the most powerful console in the world and but at the same

time it is also the smallest Xbox ace ever designed so they have

crammed a ton of power and a lot of processing

our into this small system so that's pretty impressive the 1s comes in white

while the 1x is currently being only offered in black the xbox 1x can compete

with mid-range gaming PCs which is really really impressive while the Xbox

1s is similar to the Xbox one that launched back in 2013 so guys if you

decide to invest in an Xbox 1s you're basically gonna be investing in old

technology technology from back in 2013 there's a lot of similarities between

that system as with the original Xbox one whereas the the Xbox one X is

completely revolutionary is capable of doing the true 4k gaming and and really

that to be honest Microsoft is putting all of his eggs in one basket they're

really banking on the the hopes that a lot of gamers out there are going to

really want to crave that 4k are that on that true 4k gaming experience and

that's really their hoping that's what's going to motivate them to really go out

and buy the system they're hoping that that will be the purchasing power for

getting people to invest into their system now looking at the Xbox one s it

has been upscaled from Full HD but the big thing about the Xbox 1s is that it

has its gonna come with a feature that's called checkerboarding anti-aliasing

technology and what that does is it creates pickle pickles it creates pixels

where there are none giving the impression of a sharper clearer image

but this is actually not true for K as in with the case with the Xbox one X

also the Xbox one s supports a high dynamic range gaming at any resolution

now if we look at the Xbox one X it can render games at a much higher resolution

than the 1s images are much richer and more detailed imaging increase in video

memory means textures and games will be much at will be at a much higher

resolution and it has more scope for big effects such as smoke and explosion so

basically if you're playing on the Xbox one X and your encounter billows of

smoke or or finely detailed elements that might affect the atmosphere or the

environment where your everything is gonna jump out at you is

gonna be so much more detailed you're gonna be able to really observe more of

your surrounding and really feel like you're more immersed in the gameplay now

let's move on over to Hardware not as far as Hardware is concerned the major

thing that is the difference between the two systems is that the Xbox one X is

gonna come with a new cooling and power delivery system so Microsoft has really

tried to step up their game in really trying to squash the whole overheating

issue with a lot of their units they're hoping this new cooling system will help

to really minimize a lot of that heat buildup and but a lot of the specs that

we have for the Xbox one X are really on paper so we have yet to really see

whether or not this new cooling system is going to be something that's gonna be

louder is it gonna generate more noise what the system is gonna be quieter we

don't know so but we just have what's on paper now let's move on over to storage

now storage is really really important because of course dealing in modern day

gaming we all know we need to be able to have a lot of space available on these

systems to be able to download these games store all this space as well as

all the other multimedia elements such as music and other detailed things that

people you know have going on with their systems now the 1s is more ideal and

more versatile in terms of storage space because you can buy different units at

different storage capacities starting with 500 gigabytes which I believe the

starting price for that is 250 dollars and it starts at 500 gigabytes and it

goes all the way up to 2 terabytes so that's really gonna be much more

flexible much more within a lot of people's budgets you know to be able to

afford that with Xbox 1s possibly at the 500 gigabyte level now the Xbox one X is

gonna come with one terabyte with eight gigabytes of flash storage now the

reason why Microsoft is doing the 8 gigabytes of flash storage that they're

kind of tagging onto the system is they're wanting the operating system to

be able to store the most frequently accessed files for a faster solid-state

storage so basically whenever you get on your come on your Xbox one X people

Microsoft really wants you to be able to quickly jump right back into exactly

where you left off get right back into whatever your normal habit or routine is

with getting onto your system and your gaming experience they want to be able

to generate that processing power really quickly so that's kind of what Microsoft

is going for with that now I just went over price a little bit I told you guys

that the the Xbox one s is going to be 250 gigabytes I'm sorry

it's gonna be $250 and the Xbox one X is gonna be 499 dollars so yes it's

definitely in a league of its own in terms of price the Xbox one X I know I

don't know a lot of kids who their parents are just gonna run out and spend

$500 for a new system but anyway so that's pretty much the price differences

between the system the $250 one s is pretty much gonna be the 500 gigabyte

system you can buy and the $499 Xbox one X is gonna be the one terabyte with the

8 gigabyte of flash storage all right guys so basically just to sum everything

up honestly I really the more I analyze both of the situations with both systems

I really don't think that the Xbox one X is all that much of a necessity at this

point and even Microsoft came out in an article a few weeks ago and I thought it

was so funny that they did this because they spent so much time promoting this

campaign saying oh it's the most powerful system in the world it's the

distance and that and then they turn around like a few weeks before the

launch of the system and they say ok we realized that this system isn't for

everybody and yeah it's not for everybody because this system is not

presenting and a completely new a hundred percent upgrade to a completely

new gaming experience that no one has ever seen with features that are know

that are not found anywhere else on any other system the only thing that this

system is able to do is the true 4k gaming which of course is revolutionary

and is amazing and visually is really awesome and wonderful hardcore gamers

are definitely gonna want to take advantage of that and get get into that

but because of the price and because of the fact that that is the only thing

that's the only difference between the major difference between that and the

xbox one s I really don't think that this is gonna be a well cost-effective

first of all and second of all I mean the Xbox one s is already capable of

nearly almost generating the same level of resolution not entirely but it can

give the impression of it and for most gamers I think that's really gonna be

all they really need in order to play these games I mean unless you just

really have to see that squirrel that's like 10 miles in the distance of

wherever your gameplay is just climbing up that tree and you really want to see

the expression on his face and you might want to get the Xbox one X so you can

see the expression on his face but other than that I mean I think people are

really going to be more focused on the content of the games the gameplay the

quality of the games and at the affordability because at the end of the

day the majority of gamers out there or the the purchasing power really lies for

me in my opinion the purchasing power really lies with parents who are going

to be willing to go out there and buy those systems for their kids come

Christmas time come Thanksgiving time come holidays and birthdays is really

gonna come down to parents who can afford it within their budget to get

their kids something that their kids are gonna enjoy and so now Microsoft wants

to come out and say well this system isn't for everybody well of course they

want to say that because you know they can't really afford to abandon the Xbox

one s right now because that's gonna be their main they're they're real flagship

they're trying to make the Xbox one X out to be their flagship but it's really

not it's a shiny new toy but it's not the flagship the flagship is really the

Xbox one s that's what's going to sell that's what parents are going to buy

that's what teenagers are going to be playing and as for the Xbox one X that's

gonna be reserved for like high-level gamers who are you know wanting to just

you know they have they've saved up their money they're willing to invest

they regularly invest in in gaming material and gaming technology that's

their habit that might be their career and they want to basically be able to

play on that high quality level but they are in the mine

so yes anyways guys I'm just gonna end the video right there and I may do

another video that will give you a list of the games that are gonna be enhanced

for the Xbox one s X I'm sorry but um that'll be a little later on but guys

just to let you guys know the system is gonna come out on November the 7th and

hopefully by listening to this video and checking out my information and my

breakdown of the systems it will help you to understand a little bit more of

what's going on in terms of the competition between the Xbox one s and

the Xbox one s all right guys that's been my presentation class is dismissed

this is astronaut I will see you guys in the next video

oh don't forget that at the subscribe button click the like button say hi

through the comments

For more infomation >> Xbox One X VS Xbox One S REVIEW What You Need To Know (Xbox One X OUT Nov 7th) - Duration: 14:02.

-------------------------------------------

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.

-------------------------------------------

What does laryngotracheobronchopneumonitis mean? - Duration: 0:36.

For more infomation >> What does laryngotracheobronchopneumonitis mean? - Duration: 0:36.

-------------------------------------------

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.

-------------------------------------------

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.

-------------------------------------------

WHOA! Look What NYC Killer Left Behind On The Scene After Killing 6 – This Is SICK! - Duration: 6:01.

For more infomation >> WHOA! Look What NYC Killer Left Behind On The Scene After Killing 6 – This Is SICK! - Duration: 6:01.

-------------------------------------------

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

NFL makes desperation move with what they're selling during big Thanksgiving

Day game and it's bad with the National Football League's ratings in an

unprecedented freefall the networks are trying to figure out how to make up for

their losses their drop in advertising revenue has already put a dent in the

wallets of NFL brass to the tune of hundreds of millions of dollars

that's not even mentioning the 1.1 billion dollar dollars in government

subsidies that could be cut off before President Trump is done with the

disrespectful players everyone besides the players seems to be scrambling

looking for ways to fix this problem before those who have boycotted the

league cause complete ruin for the once beloved sport the team owners are

considering replacing Goodell because of his inaction and the networks are

attempting to cut down the number of games that they'll be airing the season

since there are some games that they do still consider to be prosperous to play

on their screen time they're trying to come up with ways to keep the few fans

they have left happy

and according to the New York Times you might get to see Fox Sports roll out its

newest gimmick on Thanksgiving Day the network is cutting its normal

commercial format in favor of short six-second ads that don't actually take

up the whole screen people tuning in to Fox Sports to watch football on

Thanksgiving Day may be distracted from their turkey eating bliss by a new type

of commercial six-second messages from brands that take over most of the screen

relegating the broadcast of the game to a small square on the side

the ads which Fox has been trying out during the major league baseball world

series are a spin on the six-second commercials that Fox networks Group

first tested in August

by appearing on the same screen as the game and popping up between plays the

ads are meant to be less disruptive and traditional commercial breaks

essentially what they're saying here is that with declining interest in the

sport they're trying to give less chance for their audience to wander off

they obviously feel that since they will have so many people chained to their

sofa on the upcoming holiday might stick with the games if they don't ever

actually have to be taken away from the action even for commercials

the National Football League which is dealing with falling TV ratings has said

it is looking for ways to reduce the commercial time during games

the so-called double bucks ads will play during the Thanksgiving game between the

Minnesota Vikings and the Detroit Lions they will replace one standard

commercial block which typically lasts 2 minutes and 20 seconds depending on

audience reaction the ads could become a regular feature during NFL games across

networks we are working with Fox on a viewer study that involves watching fans

watch the game including their biometrics said Amanda Herold vice

president of media strategy and business development at the NFL

she noted that networks have been using the double box format in 30-second

increments the season when the six-second ads run we'll look at whether

they're more engaged at that moment for example heart rate skin response she

said we'll also then ask those fans after the game about their sentiment

toward the broadcast did it feel more commercialized than typical or less

because it had one less ad break the network's are willing to do just about

anything to make up for the underperforming football games the

season they're even willing to pander to the extremely short attention spans of

many today if it means that they can minimize the losses they're experiencing

the effort shows the willingness of both broadcasters and sports leagues to

experiment with their long-held formulas for ads as they grapple with court

cutters and viewers in the internet era who are increasingly impatient with

frequent commercial breaks Roger Goodell the NFL s commissioner said in March

that the league was taking several steps to improve the fan viewing experience

including working with broadcasters to avoid untimely breaks in the action we

know how annoying it is when we come back from a commercial break kick off

and then cut to a commercial again mr. Goodell said in an open letter to fans I

hate that too our goal is to eliminated spending on commercials during NFL

regular season games reached four billion dollar last year according to

Kent our media Fox networks group has been able to

charge brands roughly as much for six second ads as it does for 15-second ads

people familiar with the negotiations told the New York Times earlier this

year we are trying to make the NFL a better product overall set Joe Marchesi

the head of ad sales for Fox networks group which is owned by 21st Century Fox

the NFL is in a bad bind that the anthem protesting players put them in with

their disrespect for the flag Goodell and everyone at the NFL are finally

running scared because of the highly effective boycott that they were hit

with and things are getting ready to change they can try a new ad format if

they want but if Americans don't want to watch they still won't make any money

it's time for the NFL to just admit that the only play they have left is to teach

their players to respect the flag and those who died to protect it

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

-------------------------------------------

INDONESIAN BOY REACT TO TWICE - LIKEY (WHAT AM I DOIN) - Duration: 5:15.

For more infomation >> INDONESIAN BOY REACT TO TWICE - LIKEY (WHAT AM I DOIN) - Duration: 5:15.

-------------------------------------------

I DON'T want an elephant's... WHAT??? | Family Feud - Duration: 1:14.

[CHEERING AND APPLAUSE]

MARTY, SOMETHING AN ELEPHANT'S

BODY HAS YOU'RE GLAD YOU DON'T

HAVE.

MARTY: UH...PENIS.

[LAUGHTER]

FAMILY: GOOD ANSWER! GOOD

ANSWER!

MARTY: IT'S TOO BIG. IT'S TOO

BIG, STEVE.

IT'S TOO BIG. I DON'T WANT THAT.

FAMILY: IT'S TOO BIG.

STEVE: OH, SEE, LISTEN TO ME.

MARTY: I'M LISTENING.

STEVE: THE QUESTION IS, NAME

SOMETHING AN ELEPHANT'S BODY HAS

THAT YOU'RE GLAD YOU DON'T HAVE.

[LAUGHTER]

AND THEN YOUR ANSWER WAS PENIS.

MARTY: OH, I GET IT.

STEVE: I DON'T KNOW WHY YOU'D BE

HAPPY NOT TO HAVE ONE, WHEN THE

JOY THAT IT HAS GIVEN ME

THROUGHOUT THE YEARS, IT HAS

MEANT MORE TO ME THAN ANYTHING

I HAVE. I HAVE CARED FOR IT,

PROTECTED IT, AND HAVE LOVED IT

ITS ENTIRE LIFE. HE'S MY FRIEND!

THE P.!

AUDIENCE: OHH...

For more infomation >> I DON'T want an elephant's... WHAT??? | Family Feud - Duration: 1:14.

-------------------------------------------

What does ixnay mean? - Duration: 0:56.

For more infomation >> What does ixnay mean? - Duration: 0:56.

-------------------------------------------

#Roma vs Chelsea: What went wrong last time Chelsea played Roma and how can Antonio Conte fix it - Duration: 6:10.

Roma vs Chelsea: What went wrong last time Chelsea played Roma and how can Antonio Conte fix it

AS Chelsea prepare to take on Roma in the Champions League on Tuesday night, manager Antonio Conte will have been dedicating his time on the training field ahead of the game to eradicate the errors that led to their 3-3 draw with the Serie A giants at Stamford Bridge two weeks ago.

The Blues were riding high in Europe following their impressive win away to Atletico Madrid in the opening round of fixtures and went 2-0 up on the night.

Antonio Conte takes his Chelsea side to Roma this evening in the Champions League.

So the Italian coach would have been bitterly disappointed to see his side drop points at home against Roma on Champions League matchday three.

Our friends at Football Whispers have taken a look at what Conte and Chelsea need to do in order to avoid another slip up and secure a positive result at the Stadio Olimpico.

It will go down as one the best Champions League games on the 2017/18 season, but that will be of little consolation to Conte.

The Italian tactician saw his side surrender a commanding two-goal lead and, in the end, they required a rare headed goal from one-time Real Madrid transfer target Eden Hazard to even rescue a point on home territory.

Edin Dzeko almost fired Roma to a stunning comeback victory over Chelsea a fortnight ago.

A stunning long-range 15th-minute strike from David Luiz, deployed in central midfield role for the night, put Chelsea ahead, with Hazard's first club goal of the season further stretching the Premier League champions' advantage.

Two up with 37 minute played, it was all going swimmingly for the home side.

But the visitors began to wrestle back control of the game.

Roma, driven on by the force of nature that is box-to-box Belgian midfielder Radja Nainggolan, a long-time Chelsea transfer target, started to threaten.

Put to the sword by two former Manchester City flops, the Blues were first pegged back by left-back Aleksandar Kolarov with half-time approaching before a brace from Edin Dzeko, the top scorer in Serie A last season, saw Roma take the lead on 70 minutes.

Dzeko's first, a stunning volley to finish a pinpoint ball by ex-Tottenham Hotspur misfit Federico Fazio, was a goal-of-the-season contender; the kind of strike that is difficult to account for defensively.

However, Roma's other two goals were eminently preventable.

For the first, Kolarov was shown an inviting amount of space inside the Chelsea penalty area.

The usually dependable Cesar Azpilicueta moved to close the former Lazio defender down, vacating a vast acreage in a dangerous zone, when he would have been better served holding his position.

Once Kolarov beat the Spaniard, he was able to saunter into the Chelsea box.

From there, his rocketed left-foot finish gave Thibaut Courtois no chance.

Dzeko will be hoping to help his side down the Premier League champs.

The first game was one of the best in the Champions League this season, but that is little consolation to Conte.

The Chelsea players know that they can seal a place in the knockouts with a win in Rome.

And for Dzeko's brace-clinching effort, Chelsea's set-piece defending was unusually lax, allowing the towering Bosnian centre-forward a clean run at the ball in from wide – the kind of chance he simply doesn't miss.

Hazard's header 15 minutes from time spared Chelsea blushes somewhat and meant that they at least came away with something to show for their evening's work.

But the west Londoners were unusually sloppy in their passing, completing just 79 per cent of their passes, down from their Premier League average of 86.

2 per cent.

Conte will have to instil better composure within his side in midfield if they are to attain a more positive result against Roma at the Stadio Olimpico.

The Italian side currently boast Serie A's stingiest defence, conceding just five league goals so far this term, so clean and crisp circulation of the ball will be needed to open them up.

The Blues boss will also need to iron out the defensive errors which cost his side two points in the first encounter.

Their title win last season was built on a solid defensive foundation, but they have been uncharacteristically inconsistent thus far in 2017/18, slipping to defeat three times in the league already.

Whether he sticks to the 3-5-2 he used against Roma a fortnight ago or reverts to the 3-4-3 that made Chelsea the best side in the country last season, Conte has to ensure all his bases are covered ahead of the trip to Rome.

Không có nhận xét nào:

Đăng nhận xét