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https://w.atwiki.jp/touhoukashi/pages/2989.html
【登録タグ H SOUND HOLIC THE BEST OF RECENT WORKS YURiCa/花たん パンデモニックプラネット 強敵 -EXTRA BOSS- 曲】 【注意】 現在、このページはJavaScriptの利用が一時制限されています。この表示状態ではトラック情報が正しく表示されません。 この問題は、以下のいずれかが原因となっています。 ページがAMP表示となっている ウィキ内検索からページを表示している これを解決するには、こちらをクリックし、ページを通常表示にしてください。 /** General styling **/ @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight 350; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/10/NotoSansCJKjp-DemiLight.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/9/NotoSansCJKjp-DemiLight.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/8/NotoSansCJKjp-DemiLight.ttf) format( truetype ); } @font-face { font-family Noto Sans JP ; font-display swap; font-style normal; font-weight bold; src url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/13/NotoSansCJKjp-Medium.woff2) format( woff2 ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/12/NotoSansCJKjp-Medium.woff) format( woff ), url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2972/11/NotoSansCJKjp-Medium.ttf) format( truetype ); } rt { font-family Arial, Verdana, Helvetica, sans-serif; } /** Main table styling **/ #trackinfo, #lyrics { font-family Noto Sans JP , sans-serif; font-weight 350; } .track_number { font-family Rockwell; font-weight bold; } .track_number after { content . ; } #track_args, .amp_text { display none; } #trackinfo { position relative; float right; margin 0 0 1em 1em; padding 0.3em; width 320px; border-collapse separate; border-radius 5px; border-spacing 0; background-color #F9F9F9; font-size 90%; line-height 1.4em; } #trackinfo th { white-space nowrap; } #trackinfo th, #trackinfo td { border none !important; } #trackinfo thead th { background-color #D8D8D8; box-shadow 0 -3px #F9F9F9 inset; padding 4px 2.5em 7px; white-space normal; font-size 120%; text-align center; } .trackrow { background-color #F0F0F0; box-shadow 0 2px #F9F9F9 inset, 0 -2px #F9F9F9 inset; } #trackinfo td ul { margin 0; padding 0; list-style none; } #trackinfo li { line-height 16px; } #trackinfo li nth-of-type(n+2) { margin-top 6px; 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} /** Infomation styling **/ #trackinfo .info_header th { padding .3em .5em; background-color #D8D8D8; font-size 95%; } #trackinfo .infomation_show_btn_wrapper { float right; font-size 12px; user-select none; } #trackinfo .infomation_show_btn { cursor pointer; } #trackinfo .info_content td { padding 0 0 0 5px; height 0; transition .3s; } #trackinfo .info_content ul { padding 0; margin 0; max-height 0; list-style initial; transition .3s; } #trackinfo .info_content li { opacity 0; visibility hidden; margin 0 0 0 1.5em; transition .3s, opacity .2s; } #trackinfo .info_content.infomation_show td { padding 5px; height 100%; } #trackinfo .info_content.infomation_show ul { padding 5px 0; max-height 50em; } #trackinfo .info_content.infomation_show li { opacity 1; visibility visible; } #trackinfo .info_content.infomation_show li nth-of-type(n+2) { margin-top 10px; } /** Lyrics styling **/ #lyrics { font-size 1.06em; line-height 1.6em; } .not_in_card, .inaudible { display inline; position relative; } .not_in_card { border-bottom dashed 1px #D0D0D0; } .tooltip { display flex; visibility hidden; position absolute; top -42.5px; left 0; width 275px; min-height 20px; max-height 100px; padding 10px; border-radius 5px; background-color #555; align-items center; color #FFF; font-size 85%; line-height 20px; text-align center; white-space nowrap; opacity 0; transition 0.7s; -webkit-user-select none; -moz-user-select none; -ms-user-select none; user-select none; } .inaudible .tooltip { top -68.5px; } span hover + .tooltip { visibility visible; top -47.5px; opacity 0.8; transition 0.3s; } .inaudible span hover + .tooltip { top -73.5px; } .not_in_card span.hide { top -42.5px; opacity 0; transition 0.7s; } .inaudible .img { display inline-block; width 3.45em; height 1.25em; margin-right 4px; margin-bottom -3.5px; margin-left 4px; background-image url(https //img.atwikiimg.com/www31.atwiki.jp/touhoukashi/attach/2971/7/Inaudible.png); background-size contain; background-repeat no-repeat; } .not_in_card after, .inaudible .img after { content ; visibility hidden; position absolute; top -8.5px; left 42.5%; border-width 5px; border-style solid; border-color #555 transparent transparent transparent; opacity 0; transition 0.7s; } .not_in_card hover after, .inaudible .img hover after { content ; visibility visible; top -13.5px; left 42.5%; opacity 0.8; transition 0.3s; } .not_in_card after { top -2.5px; left 50%; } .not_in_card hover after { top -7.5px; left 50%; } .not_in_card.hide after { visibility hidden; top -2.5px; opacity 0; transition 0.7s; } /** For mobile device styling **/ .uk-overflow-container { display inline; } #trackinfo.mobile { display table; float none; width 100%; margin auto; margin-bottom 1em; } #trackinfo.mobile th { text-transform none; } #trackinfo.mobile tbody tr not(.media) th { text-align left; background-color unset; } #trackinfo.mobile td { white-space normal; } document.addEventListener( DOMContentLoaded , function() { use strict ; const headers = { title アルバム別曲名 , album アルバム , circle サークル , vocal Vocal , lyric Lyric , chorus Chorus , narrator Narration , rap Rap , voice Voice , whistle Whistle (口笛) , translate Translation (翻訳) , arrange Arrange , artist Artist , bass Bass , cajon Cajon (カホン) , drum Drum , guitar Guitar , keyboard Keyboard , mc MC , mix Mix , piano Piano , sax Sax , strings Strings , synthesizer Synthesizer , trumpet Trumpet , violin Violin , original 原曲 , image_song イメージ曲 }; const rPagename = /(?=^|.*
https://w.atwiki.jp/gtavi_gta6/pages/2136.html
Channel X imageプラグインエラー ご指定のURLまたはファイルはサポートしていません。png, jpg, gif などの画像URLまたはファイルを指定してください。 Channel X 概要説明 プレイリスト 場所 余談 概要 ジャンル:パンク・ロック 、ハードコア・パンク 所在地:ベスプッチ 周波数:99.1 FM 楽曲数:18曲(12+6) DJ:Keith Morris 説明 最初から収録されているラジオ局。ストーリーモードとGTAオンラインの両方で選局できる。 真のパンク。真の西海岸。―GTAV公式サイト プレイリスト アーティスト名 曲名 発売年 Agent Orange Bored of You 1980 Black Flag My War 1984 Circle Jerks Rock House 1985 Fear The Mouth Don't Stop (The Trouble with Women Is) 1985 Off! What's Next 2013 Suicidal Tendencies Subliminal 1983 The Adolescents Amoeba 1981 The Descendents Pervert 1985 The Germs Lexicon Devil 1978 The Weirdos Life of Crime 1985 T.S.O.L. Abolish Government/Silent Majority 1981 Youth Brigade Blown Away 1983 PlayStation®4、Xbox One、PC版限定 アーティスト名 曲名 発売年 D.O.A. The Enemy 1980 D.R.I. I Don’t Need Society 1985 MDC John Wayne Was A Nazi 1980 Redd Kross Linda Blair 1982 The Zeros Don’t Push me Around 1980 X Los Angeles 1980 場所 ラジオ局 以下の場所で聞くことができる。 テキーララ アミュネーション(チュマシュ/リトル・ソウル/ピルボックス・ヒル/サイプレス・フラット/タタヴィアム山地)] タトゥー・パーラー クラブハウス (ジュークボックスを使用しパンクを選択) 個々の楽曲 収録されているいくつかの曲は以下のミッションで自動的に再生される。結晶の迷宮開始時に乗り物に乗車するとLos Santos Rock Radioに収録されているThe Doobie Brothersの曲「What a Fool Believes」が自動的に再生されるが、しばらくするとトレバーがChannel Xに切り替え、T.S.O.L.の曲「Abolish Government/Silent Majority」が自動的に再生される。 Black Flagの曲「My War」はプランCの中盤にトレバーが警察の追跡を振り切ると自動的に再生される。 余談 トレバー の1番のお気に入りのラジオ局でロストMCのメンバーのお気に入りでもある。 上へ
https://w.atwiki.jp/warband/pages/368.html
ui_music_volume|Music Volume ui_sound_volume|Sound Volume ui_mouse_sensitivity|Mouse Sensitivity ui_invert_mouse_y_axis|Invert Mouse Y Axis ui_enabled|Enabled ui_disabled|Disabled ui_damage_to_player|Damage to Player ui_reduced_to_1_over_4_easiest|Reduced to 1/4 (Easiest) ui_reduced_to_1_over_2_easy|Reduced to 1/2 (Easy) ui_damage_to_friends|Damage to Friends ui_reduced_to_1_over_2_easiest|Reduced to 1/2 (Easiest) ui_reduced_to_3_over_4_easy|Reduced to 3/4 (Easy) ui_normal|Normal ui_combat_ai|Combat AI ui_combat_speed|Movement and Combat Speed ui_good|Good ui_average_caps|Average ui_poor|Poor ui_faster|Faster ui_slower|Slower ui_control_block_direction|Control Block Direction ui_automatic_recommended|Automatic ui_manual_easy|Manual (Easy) ui_manual_hard|Manual (Hard) ui_by_mouse_movement|By mouse movement ui_control_attack_direction|Control Attack Direction ui_lance_control|Lance Control ui_by_relative_enemy_position|By relative enemy position ui_by_inverse_mouse_movement|By inverse mouse movement ui_battle_size|Battle Size (impact on performance) ui_show_attack_direction|Show Attack Direction ui_show_targeting_reticule|Show Targeting Reticle ui_show_names_of_friendly_troops|Show Banners on Friendly Troops ui_report_damage|Report Damage ui_report_shot_difficulty|Report Shot Difficulty ui_difficulty_rating_percentage|Difficulty Rating = %d%% ui_controls|Controls ui_video_options|Video Options ui_done|Done ui_factions|Factions ui_item_itemname|Item - %s ui_prop_propname|Prop - %s ui_unknown_unknownname|Unknown - %s ui_entry_point_entrypointname|Entry Point %d ui_passage_menu_item_passagename|Passage (menu item %d) ui_plant_plantname|Plant - %s ui_export_file_for_character_playername_already_exists_overwrite_it|Export file for character %s already exists. Overwrite it? ui_yes|Yes ui_no|No ui_set_save_file_name|Enter a name for this save-game ui_enter_new_name|Enter a new name ui_export_character|Export Character ui_import_character|Import Character ui_character_playername_exported_successfully|Character %s exported successfully. ui_character_playername_imported_successfully|Character %s imported successfully. ui_unable_to_open_import_file|Unable to open import file. ui_are_you_sure_you_want_to_import_the_character|Are you sure you want to import the character? ui_unable_to_find_character_import_file|Unable to find character import file. ui_mount_and_blade_is_running_in_trial_mode_please_buy_the_game_for_importing_a_character|Mount Blade is running in trial mode. Please buy the game for importing a character. ui_change_skin|Skin ui_change_hair|Hair ui_change_hair_color|Hair Color ui_change_beard|Beard ui_tutorial|Tutorial ui_tutorial_face_generator|Adjust your character's face using the buttons and the sliders. To rotate the head, click on it and drag the mouse. ui_restore|Load ui_cancel|Cancel ui_delete|Delete ui_confirm_delete_game|Are you sure you want to delete this game? ui_error_removing_file|Error removing file... ui_day_datedisplay|Day %d (%d %d%d) ui_reset_changes|Reset Changes ui_weapon_proficiencies|Proficiencies ui_skills|Skills ui_attributes|Attributes ui_enter_name_here|*Enter Name Here* ui_edit_face|Click to edit face ui_statistics|Statistics ui_next|Next ui_prev|Prev ui_learn|Learn ui_question_saving_policy|What will the game's saving policy be? ui_saving_policy_realistic|Realistic! No quitting without saving! ui_saving_policy_nonrealistic|Allow me to quit without saving. ui_tutorial_character_generation|Now enter your name and distribute your attribute, skill and weapon points. You can click on various elements on the screen to learn how each one will affect your character. ui_str|STR ui_agi|AGI ui_int|INT ui_cha|CHA ui_at_learning_limit|(At learning limit) ui_not_enough_skill_points_to_learn|(Not enough skill points to learn) ui_strength|strength ui_agility|agility ui_intelligence|intelligence ui_charisma|charisma ui_not_enough_attributetype_to_learn_this_skill| ui_explanation_one_handed_weapon|Covers usage of one handed swords, axes and blunt weapons. ui_explanation_two_handed_weapon|Covers usage of two handed swords, great axes and mauls. ui_explanation_polearm|Covers usage of pole weapons like spears, lances, staffs, etc. ui_explanation_archery|Covers usage of bows. ui_explanation_crossbow|Covers usage of crossbows. ui_explanation_throwing|Covers usage of thrown weapons like javelins, darts, stones etc. ui_explanation_firearms|Covers usage of slings. ui_explanation_strength|Strength Every point adds +1 to hit points. The following skills cannot be developed beyond 1/2 of Strength Ironflesh, Power Strike, Power Throw, Power Draw, and Inventory Management. Every 5 levels, you get an extra point to add to attributes like this. ui_explanation_agility|Agility Each point gives five weapon points and slightly increases movement speed. The following skills cannot be developed beyond 1/2 of Agility Weapon Master, Spotting, Athletics, Riding, Path Finding, and Looting. Every 5 levels, you get an extra point to add to attributes like this. ui_explanation_intelligence|Intelligence Every point to intelligence immediately gives one extra skill point. The following skills cannot be developed beyond 1/2 of Intelligence Trainer, Tracking, Tactics, Wound Treatment, Surgery, First Aid, Engineer, Navigation, and Weapon Maintenance. Every 5 levels, you get an extra point to add to attributes like this. ui_explanation_charisma|Charisma Affects dialogues, seduction, and how others see you. Each point increases your party size limit by +1. The following skills cannot be developed beyond 1/2 of Charisma Sea King, Leadership, Persuasion, Trade. Every 5 levels, you get an extra point to add to attributes like this. ui_level|Level %d ui_xp|Experience %d ui_next_level_at|Next level at %d ui_health_player|Health %d/%d ui_health|Health %d ui_attribute_points|Attribute points %d ui_skill_points|Skill points %d ui_weapon_points|Weapon points %d ui_mission_losses_none| none. ui_mission_losses_wounded|wounded ui_mission_losses_killed|killed ui_party_losses|%s %d wounded --- %d killed of %d. ui_casualties_sustained|Casualties sustained ui_advantage_change|Advantage change = %c%d ui_overall_battle_casualties|Overall battle causalties ui_advantage_outnumbered| You are hopelessly outnumbered. ui_advantage_major_disadvantage| You have a major disadvantage. ui_advantage_slight_disadvantage| You are slightly disadvantaged. ui_advantage_balanced| The situation is balanced. ui_advantage_fair_advantage| You have a fair advantage for winning. ui_advantage_greatly_favored| The odds of battle favor you greatly. ui_tactical_advantage|Tactical advantage %d (%s) ui_order_group|Order group ui_question_save_changes|You have made changes to the objects. Do you want to save changes? ui_yes_save|Yes, save ui_no_discard_changes|No, discard changes ui_everyone_control|Everyone! ui_everyone_around_control|Nearby Soldiers! ui_others_control|Others! ui_question_give_up_fight|Give up the fight? ui_give_up|Give up ui_keep_fighting|Keep fighting ui_question_leave_area|Leave Area ui_cant_retreat_there_are_enemies_nearby|Can't retreat. There are enemies nearby! ui_question_retreat_battle|Retreat battle? ui_retreated_battle|%s has been routed. ui_retreated_battle|%s has fled from the battlefield. ui_retreat|Retreat ui_talk|Talk ui_duel|Duel ui_mount|Mount ui_riding_skill_not_adequate_to_mount|(Riding skill not adequate to mount) ui_dismount|Dismount ui_exit|Exit ui_door_to|Door to ui_open|Open ui_equip|Equip ui_baggage|Baggage ui_access_inventory|Access inventory ui_chest|Chest ui_passage|Passage ui_go|Go ui_retreat_battle|Retreat Battle ui_leave_area|Leave Area ui_reports|Quarters ui_camp|Camp ui_terrain|Terrain ui_quests|Notes ui_inventory|Inventory ui_character|Character ui_party|Army ui_paused|Paused ui_click_left_button_to_cancel_wait|Waiting... (Left click to return) ui_midnight|Midnight ui_late_night|Late night ui_dawn|Dawn ui_early_morning|Early morning ui_morning|Morning ui_noon|Noon ui_afternoon|Afternoon ui_late_afternoon|Late afternoon ui_dusk|Dusk ui_evening|Evening ui_midnight|Midnight ui_level_limit_reached|Level Limit Reached! ui_explanation_level_limit|Hail Adventurer, Mount Blade has not been activated yet and is running in trial mode. In this mode, the game is limited to Level 8. In order to continue playing, please restart the game and activate it with your 16-digit serial key which is included in your boxed copy. After activating, you can continue playing right from here. Now, Mount Blade will save your game and exit. ui_time_limit_reached|Time Limit Reached! ui_explanation_time_limit|Hail Adventurer, Mount Blade has not been activated yet and is running in trial mode. In this mode, the game is limited to 30 game days. In oder to continue playing, please restart the game and activate it with your 16-digit serial key which is included in your boxed copy. After activating, you can continue playing right from here. Now, Mount Blade will save your game and exit. ui_target_lost|Target lost ui_waiting|Waiting. ui_travelling_to|Travelling to ui_following|Following ui_accompanying|Accompanying ui_running_from|Running from ui_patrolling|Patrolling ui_patrolling_around|Patrolling around ui_holding|Holding ui_travelling|Travelling ui_fighting_against|Fighting against ui_speed_equals|Speed = %2.1f ui_defenders|Garrison ui_prisoners|Prisoners ui_1_hour|1 hour ui_n_hours|%d hours ui_between_hours|%d - %d hours ui_combatants|Combatants %d ui_party_size|Party size %d ui_party_size_between|Party size %d - %d ui_merchant|Merchant ui_return|Return ui_no_cost|No cost ui_rename|Rename ui_use|Use ui_destroy|Destroy ui_destructible_target|Destructible target ui_tutorial_inventory|This is the trade screen. Hold down control key while clicking on an item to quickly purchase or sell it. ui_head_armor|Head Armor %d ui_body_armor|Body Armor %d ui_leg_armor|Leg Armor %d ui_encumbrance|Encumbrance %2.1f ui_you_dont_have_value|You don't have %s. ui_merchant_cant_afford_value|%s I can't afford %s. I have only %s. ui_merchant_pay_whatever|Allright, just pay whatever you can. ui_merchant_think_of_something_else|Hmm. Let us think of something else. ui_dumping_value_items|%d items will be permanently lost, are you sure? ui_dumping_value_item|One item will be permanently lost, are you sure? ui_question_slaughter_food_and_eat|Slaughter this %s and eat it? ui_money_value|Money %s ui_dump|Discard ui_outfit|Outfit ui_arms|Arms ui_horse|Horse ui_food|Food ui_reclaim_your_sold_goods|Reclaim your sold goods before buying that! ui_return_your_bought_goods|Return your bought goods before selling that! ui_polearm_no_shield|Polearm (No shield) ui_polearm|Polearm ui_two_handed|Two-handed ui_two_handed_one_handed|Two-handed/One-handed ui_one_handed|One-handed ui_return_price|Return price %d ui_sell_price|Sell price %d ui_reclaim_price|Reclaim price %d ui_buying_price|Buying price %d ui_default_item|Default item ui_buying_price_free|Buying price Free ui_weight|Weight %2.1f ui_plus_value_to_head_armor|+%d to head armor ui_plus_value_to_body_armor|+%d to body armor ui_plus_value_to_leg_armor|+%d to leg armor ui_swing|Swing %d%s ui_damage|Damage %d%s ui_thrust|Thrust %d%s ui_accuracy|Accuracy %d ui_speed_rating|Speed rating %d ui_value_to_damage|%c%d to damage ui_value_to_morale|+%1.1f to party morale ui_resistance|Resistance %d ui_size|Size %d ui_weapon_reach|Weapon reach %d ui_armor|Armor %d ui_speed|Speed %d ui_maneuver|Maneuver %d ui_charge|Charge %d ui_hit_points|Hit Points %d/%d ui_requires_value_difficulty|Requires %s %d ui_bonus_against_shields|Bonus against shields ui_cant_be_used_to_block|Can't be used to block ui_troop_cant_use_item|%s I can't use that item! ui_notification_riding_skill_not_enough|Your riding skill is not high enough to mount this horse. ui_notification_requirements_not_met|You don't have the required skills or attributes for this weapon. ui_notification_payment_value|You must pay %s. ui_notification_payment_receive_value|You will receive %s. ui_one_handed_weapons|One Handed Weapons ui_two_handed_weapons|Two Handed Weapons ui_polearms|Polearms ui_archery|Archery ui_crossbows|Crossbows ui_throwing|Throwing ui_firearms|Slings ui_reset|Reset ui_release_one|Release one ui_move_up|Move Up ui_move_down| Move Down ui_upgrade_one|Upgrade one ui_party_skills|Party Skills ui_morale|Morale %s ui_terrible|Terrible ui_very_low|Very low ui_low|Low ui_below_average|Below average ui_average|Average ui_above_average|Above average ui_high|High ui_very_high|Very high ui_excellent|Excellent ui_starving|Starving! %d%% ui_weekly_cost_value|Weekly cost %s ui_company|Company %d / %d ui_prisoners_equal_value|Prisoners %d / %d ui_choose_prisoners|Choose Prisoners ui_choose_companions|Choose Companions ui_rescued_prisoners|Rescued Prisoners ui_captured_enemies|Captured Enemies ui_disband|Disband ui_take_prisoner|Take prisoner ui_take_back|Take back ui_give|Give ui_take|Take ui_sell|Sell ui_hire|Hire ui_notification_cant_hire|(Can't hire not enough money) ui_uncapture|Release ui_capture|Capture ui_party_capcity_reached|(Party capacity reached) ui_all| all ui_joining_cost_weekly_wage|Joining cost %d, Weekly wage %d ui_weekly_wage|Weekly wage %d peningas ui_price|Price %d ui_number_ready_to_upgrade|%d ready to be upgraded. ui_upgrade_to_value| Upgrade to %s (%dp) ui_notification_no_slot_for_upgrade|No slot for upgrading to %s! ui_shield_broken|Shield broken. ui_shield_cracked|Shield cracked. ui_shield_deformed|Shield broken. ui_you_hit_a_friendly_troop|You hit a friendly troop! ui_hit_shield_on_back|Hit shield on back! ui_delivered_couched_lance_damage|Delivered couched lance damage! ui_received_couched_lance_damage|Received couched lance damage! ui_speed_bonus_plus|Speed bonus +%d%% ui_speed_bonus|Speed bonus %d%% ui_cant_reload_this_weapon_on_horseback|Can't reload this weapon on horseback. ui_no_more_bolts|No more projectiles... ui_you_are_not_carrying_any_bolts|You are not carrying any projectiles. ui_no_more_arrows|No more arrows... ui_you_are_not_carrying_any_arrows|You are not carrying any arrows. ui_head_shot|Head shot! ui_delivered_number_damage|Delivered %d damage. ui_delivered_number_damage_to_horse|Delivered %d damage to horse. ui_horse_charged_for_number_damage|Horse charged for %d damage. ui_received_number_damage|Received %d damage. ui_horse_received_number_damage|Horse received %d damage. ui_value_killed_teammate|%s has killed a teammate! ui_horse_fell_dead|Horse fell dead... ui_horse_crippled|Horse crippled... ui_shot_difficulty|Shot difficulty %2.1f ui_you_have_improved_your_proficiency_in_value_to_number|You have improved your proficiency in %s to %d. ui_your_proficiency_in_value_has_improved_by_number_to_number|Your proficiency in %s has improved by +%d to %d. ui_value_killed_by_value|%s killed by %s. ui_value_fell_dead|%s fell dead. ui_value_knocked_unconscious_by_value|%s knocked unconscious by %s. ui_value_fell_unconscious|%s fell unconscious. ui_troop_routed|%s has been routed. ui_troop_panicked|%s has panicked. ui_troop_fled|%s has fled the battle. ui_you_got_number_experience|You got %d experience. ui_you_have_advanced_to_level_number|You have advanced to level %d. ui_value_has_advanced_to_level_number|%s has advanced to level %d. ui_you_got_value|You got %s. ui_new_quest_taken|New quest taken %s. ui_quest_completed_value|Quest completed %s. ui_quest_succeeded_value|Quest succeeded %s. ui_quest_failed_value|Quest failed %s. ui_quest_concluded_value|Quest concluded %s. ui_quest_cancelled_value|Quest cancelled %s. ui_lost_value| (Lost %s) ui_items_lost| (Items lost ui_party_has_nothing_to_eat|Party has nothing to eat! ui_days_training_is_complete|Day's training is complete... ui_total_experience_gained_through_training_number|Total experience gained through training %d ui_some_soldiers_are_ready_to_upgrade|Some soldiers are ready to upgrade. ui_number_of_companions_exceeds_leadership_limit| Number of companions exceeds leadership limit. ui_number_of_prisoners_exceeds_prisoner_management_limit| Number of prisoners exceeds prisoner management limit. ui_party_morale_is_low| Party morale is low! ui_and_one_space| and ui_has_deserted_the_party| has deserted the party. ui_have_deserted_the_party| have deserted the party. ui_weekly_report|Weekly report ui_shared_number_experience_within_party|Shared %d experience within party. ui_got_item_value|Got item %s. ui_game_saved_successfully|Game saved successfully. ui_autosaving|Autosaving... ui_quick_saving|Quick-saving... ui_cant_quick_save|Can't Quick-save during battle... ui_screenshot_taken_to_value|Screenshot is saved to %s ui_screenshot_failed|Can't save screenshot. ui_value_joined_your_party|%s joined your party. ui_value_joined_party_as_prisoner|%s joined party as prisoner. ui_value_has_joined_party|%s has joined party. ui_value_has_been_taken_prisoner|%s has been taken prisoner. ui_value_left_the_party|%s left the party. ui_number_values_left_the_party|%d %s(s) left the party. ui_number_value_left_the_party|%d %s left the party. ui_your_relations_with_value_has_improved_from_number_to_number|Your relations with %s has improved from %d to %d. ui_your_relations_with_value_has_deteriorated_from_number_to_number|Your relations with %s has deteriorated from %d to %d. ui_you_lost_value|You lost %s. ui_lost_item_value|Lost item %s. ui_got_number_value|Got %d %s. ui_lost_number_value|Lost %d %s. ui_set_default_keys|Set default keys ui_undo_changes|Undo changes ui_press_a_key|Press a key ui_return_to_game|Return to Game ui_options|Options ui_save_and_exit|Save Exit ui_save|Save ui_save_as|Save As ui_quit_without_saving|Quit without Saving ui_empty_slot|Empty Slot ui_game_saved|Game saved... ui_confirm_overwrite|Savegame for %s will be overwritten. Are you sure? ui_dynamic_lighting|Dynamic Lighting ui_character_shadows|Character Shadows ui_grass_density|Grass Density ui_environment_shadows|Environment Shadows ui_realistic_shadows_on_plants|Realistic Shadows on Plants ui_particle_systems|Particle Systems ui_gamma|Monitor Gamma ui_character_detail|Character Detail ui_character_shadow_detail|Character Shadow Detail ui_blood_stains|Blood Stains ui_on|On ui_off|Off ui_near_player_only|Near player only ui_default|Default ui_3d_grass|3D Grass ui_number_of_ragdolls|Number of Rag Dolls ui_number_of_corpses|Number of Corpses ui_unlimited|Unlimited ui_anisotropic_filtering|Anisotropic Filtering ui_fast_water_reflection|Fast Water Reflections ui_maximum_framerate|Max. Frame-rate ui_show_framerate|Show Frame-rate ui_estimated_performance|Estimated Performance %d%% ui_change_graphics_settings_explanation|Some changes you have made will take effect when you enter a new area. ui_start_tutorial|Play Tutorial ui_start_a_new_game|Start a New Game ui_restore_a_saved_game|Load Game ui_exit_to_windows|Exit ui_credits|Credits ui_version_value|v%s ui_active_quests|Active Quests ui_finished_quests|Finished Quests ui_given_on_date|Given on %s ui_days_since_given|Days since given %d ui_quest_progression_number|Quest progression %d%% ui_too_many_quests|Too many quests ui_ok|OK ui_move_forward|Move Forward ui_move_backward|Move Backward ui_move_left|Move Left ui_move_right|Move Right ui_action|Action ui_jump|Jump ui_attack|Attack ui_parry_then_attack|Counter Attack ui_defend|Defend ui_kick|Kick ui_equip_weapon_1|Equip Item 1 ui_equip_weapon_2|Equip Item 2 ui_equip_weapon_3|Equip Item 3 ui_equip_weapon_4|Equip Item 4 ui_equip_next_weapon|Equip Next Weapon ui_equip_next_shield|Equip Next Shield ui_sheath_weapon|Sheath Weapon ui_character_window|Character Window ui_inventory_window|Inventory Window ui_party_window|Party Window ui_quests_window|Quests Window ui_game_log_window|Game Log Window ui_leave_location_retreat|Leave Location/Retreat ui_zoom|Zoom ui_view_outfit|View Outfit ui_toggle_first_person_view|Toggle First Person View ui_view_orders|View Orders ui_quick_save|Quick Save ui_no_key_assigned|No key assigned ui_new_enemies_have_arrived|New enemies have arrived. ui_reinforcements_have_arrived|Reinforcements have arrived. ui_report_casualties|Report Casualties ui_report_experience|Report Experience ui_current_level_value|Current Level %d ui_base_attribute_value|Base Attribute %s ui_battle_controls|Battle Controls ui_map_controls|Map Controls ui_general_controls|General Controls ui_zoom_in|Zoom In ui_zoom_out|Zoom Out ui_wait|Wait ui_take_screenshot|Take Screenshot ui_randomize|Randomize ui_hint|Lore ui_press_left_mouse_button_to_continue|Press left mouse button to continue... ui_loot|Loot ui_chest|Chest ui_cut_short|c ui_pierce_short|p ui_blunt_short|b ui_battle|Battle ui_siege|Siege ui_troops|Troops ui_loading_module_info_file|Loading Module Info File... ui_processing_ini_file|Processing INI File... ui_loading_music|Loading Music... ui_loading_data|Loading Data... ui_loading_setting_data|Loading Setting Data... ui_loading_textures|Loading Textures... ui_finished|Finished. ui_creating_game|Creating Game... ui_loading_savegame_file|Loading Savegame File... ui_loading_map_file|Loading Map File... ui_initializing_map|Initializing Map... ui_launching_game|Launching Game... ui_capital_battle|BATTLE ui_capital_versus|--VERSUS-- ui_tracks|Tracks ui_battleground|Battleground ui_order_1|Select Order 1 ui_order_2|Select Order 2 ui_order_3|Select Order 3 ui_order_4|Select Order 4 ui_order_5|Select Order 5 ui_order_6|Select Order 6 ui_order_button_hold_this_position|Hold this position ui_order_button_follow_me|Follow me ui_order_button_charge|Charge ui_order_button_stand_ground|Stand ground ui_order_button_retreat|Retreat ui_order_button_advance|Advance ten paces ui_order_button_fall_back|Fall back ten paces ui_order_button_spread_out|Spread out ui_order_button_stand_closer|Stand closer ui_order_button_mount_horses|Mount horses ui_order_button_dismount|Dismount ui_order_button_hold_fire|Hold your fire ui_order_button_fire_at_will|Fire at will ui_order_button_use_blunt_weapons|Use only blunt weapons ui_order_button_use_any_weapon|Use weapons at will ui_order_button_movement_orders|Movement orders ui_order_button_formation_orders|Formation orders ui_order_button_fire_orders|Fire orders ui_follow_me_e_|%s, follow me! ui_charge_e_|%s, charge!!! ui_stand_ground_e_|%s, stand ground! ui_retreat_e_|%s, retreat! ui_mount_horses_e_|%s, mount horses! ui_dismount_e_|%s, dismount! ui_advance_e_|%s, advance ten paces! ui_fall_back_e_|%s, fall back ten paces! ui_stand_closer_e_|%s, stand closer! ui_spread_out_e_|%s, spread out! ui_use_blunt_weapons_e_|%s, use only blunt weapons! ui_use_any_weapon_e_|%s, use weapons at will! ui_hold_fire_e_|%s, hold your fire! ui_fire_at_will_e_|%s, fire at will! ui_hold_this_position_e_|%s, hold this position! ui_infantry|Infantry ui_archers|Archers ui_cavalry|Cavalry ui_companions|Companions ui_everyone_hear_me|Everyone, hear me! ui_everyone|Everyone ui_everyone_around_me|Nearby Soldiers ui_str_hear_me|%s, hear me! ui_str_and_str|%s and %s ui_str_comma_str|%s, %s ui_need_to_learn_prisoner_management|The number of prisoners is determined by the size of your army. ui_game_log|Game Log ui_recent_messages|Recent Messages ui_custom_battle|Custom Battle ui_player|Player ui_value_denars|%d peningas ui_back|Back ui_forward|Forward ui_display_on_map|Show On Map ui_info_pages|Game Concepts ui_troops2|Characters ui_locations|Locations ui_click_button_to_view_note|Click on a link to view the notes ui_this_page_contains_no_information|This page contains no information ui_other_pages_that_link_here|Other pages that link here ui_report_is_value_days_old| (Report is %d days old) ui_report_is_current| (Report is current) ui_button_party_member_healthy_total|%s (%d/%d) ui_button_party_member_total|%s (%d) ui_button_party_member_hero_percentage_wounded|%s (%d%% - Wounded) ui_button_party_member_hero_percentage|%s (%d%%) ui_percentage_value|%d%% ui_full|Full ui_quick|Quick ui_none|None ui_change|Change ui_how_to_change|How to change this? ui_change_directx_explanation|You can change the render method between DirectX 7 and DirectX 9 by clicking on the Configure button at the launch menu that comes up when you first start the game. ui_dropping_picking_up|Dropping %s; picking up %s. ui_dropping|Dropping %s. ui_picking_up|Picking up %s. ui_unable_to_take|Unable to take that. ui_age|Age ui_cannot_be_used_on_horseback|Cannot be used on horseback ui_enable_vertex_shaders2|Render Method ui_screen_size2|Screen Resolution ui_use_desktop_resolution2|Use Desktop Resolution ui_shadow_quality2|Shadow Quality ui_m_low2|Low ui_m_high2|High ui_m_ultra_high2|Ultra High ui_off2|Off ui_group_header|Class of troop ui_group_rename|Rename group ui_group_1|Infantry ui_group_2|Archers ui_group_3|Cavalry ui_group_4|Spearmen ui_group_5|Skirmishers ui_group_6|Horse Archers ui_group_7|Unnamed 1 ui_group_8|Unnamed 2 ui_group_9|Unnamed 3 ui_group_rename|Rename Group ui_group_close|Close ui_party_b_group_information|%s belongs to %s group ui_thrown_or_s|Thrown/%s ui_ranged_damage|Ranged %d%s ui_overall_quality|Overall Quality ui_shader_quality|Shader Quality ui_flora_lod_detail|Tree Detail ui_flora_degrade_distance|Tree Degrade Distance ui_antialiasing|AntiAliasing ui_use_depth_effects|Use Depth Effects ui_hdr_mode|HDR Mode ui_autoexpore|Auto-exposure ui_choose_profile|Choose Profile ui_create|Create ui_edit|Edit ui_join_game|Join a Game ui_host_game|Host a Game ui_custom|Custom ui_medium|Medium ui_male|Male ui_female|Female ui_gender|Choose Gender ui_edit_profile|Edit Profile ui_new_profile|New Profile ui_enter_username|Enter Username ui_invalid_username|Usernames may only contain letters, numbers or '_' character. ui_confirmation|Are you sure? ui_multiplayer|Multiplayer ui_server_name|Server ui_module_name|Module ui_game_type|Game Type ui_map_name|Map ui_ping|Ping ui_dedicated|Dedicated ui_number_of_players|Players ui_password_protected|Password ui_connect|Connect ui_local_area_network|Local Area Network ui_internet|Internet ui_favorites|Favorites ui_source|Source ui_server_password|Server Password ui_refresh|Refresh ui_start_search|Start Search ui_add_to_favorites|Add to Favorites ui_remove_from_favorites|Remove from Favorites ui_use_speedtree|Use Speedtree ui_use_instancing|Use Instancing ui_error|Error ui_error_server_full|Server is full. ui_error_server_full_for_non_private|Server is full for players without a private member password. ui_error_server_password_incorrect|Incorrect password. ui_error_incorrect_serial|Incorrect serial number. ui_error_incorrect_authorization_key|Incorrect authorization key. ui_error_banned_from_server|You are banned from this server. ui_error_username_taken|Your profile name is used by another player. ui_error_authentication_failed|Authentication failed. ui_unable_to_connect_to_server|Unable to connect to server. ui_connection_to_server_is_lost|Connection to server is lost. ui_kicked_from_server|Kicked from server. ui_switch_to_module_question|This server is running another module than the one you are currently running. Do you want Mount Blade to switch to this module? ui_download_module_question|This server is running a module that is not installed on your computer. Would you like to visit the download site for this module now? ui_download_mb_new_version_question|This server is running a newer version (%d.%d%d%d) of Mount Blade than the one you are currently running (%d.%d%d%d). Would you like to visit TaleWorlds download site now? ui_download_mb_old_version_question|This server is running an older version (%d.%d%d%d) of Mount Blade and than the one you are currently running (%d.%d%d%d). ui_download_module_new_version_question|This server is running a newer version (%d.%d%d%d) of the current module than the one you are running (%d.%d%d%d). Would you like to visit the download site for this module now? ui_download_module_old_version_question|This server is running an older version (%d.%d%d%d) of the current module than the one you are running (%d.%d%d%d). ui_authenticating_with_steam|Authenticating with Steam... ui_validating_serial_number|Validating serial number... ui_scanning_lan|Scanning local area network... ui_retrieving_servers|Retrieving server list... ui_shield_size2|Size %dx%d ui_click_to_view_notes|Click to view notes ui_retrieving_server_infos|Retrieving information from servers (%d)... ui_connecting_to_server|Connecting to server... ui_requesting_to_join_the_game|Requesting to join the game... ui_loading|Loading... ui_group_value_control|Group %d! ui_drop_weapon|Drop Weapon ui_multiplayer_message_all|Send Message to Everyone ui_multiplayer_message_team|Send Message to Team ui_command_line|Command Line ui_use_ranged_weapon_as_melee|Toggle Weapon Mode ui_send_message_all|Send Message to Everyone ui_send_message_team|Send Message to Team ui_select|Select ui_context_menu|Context Menu ui_round_starts_in_value_seconds|Round starts in %d seconds... ui_watching_value|Following %s ui_capital_spec|SPEC ui_capital_dead|DEAD ui_instancing_error1|Could not lock Instance Buffer (size %d), Disabled mesh-instancing (Error Code %d) ui_instancing_error2|Could not fit instanced objects, Disabled mesh-instancing ui_by_keyboard|By movement keys ui_combat_speed_slowest|Slowest ui_combat_speed_slower|Slower ui_combat_speed_normal|Normal ui_combat_speed_faster|Faster ui_combat_speed_fastest|Fastest ui_module_newer_than_application|The module you have selected requires a newer version of the game. ui_module_older_than_application|The module you have selected requires an older version of the game. ui_unbalanced|Unbalanced ui_can_crush_through_blocks|Can crush through blocks ui_turn_camera_with_horse|Turn Camera with Horse in First Person ui_widescreen_mode_on|Multiple Screen Mode Enabled ui_widescreen_mode_off|Multiple Screen Mode Disabled ui_notification_cant_upgrade|(Can't upgrade not enough money) ui_turn_never|Never ui_turn_ranged_only|Ranged only ui_turn_melee_only|Melee only ui_turn_always|Always ui_general_options|General Options ui_vac_enabled|Valve Anti Cheat Enabled ui_campaign_ai|Campaign AI ui_downloading_map|Downloading map (%d KB) ui_download_completed|Download completed. ui_server_filter|Server filter ui_has_players|Has players ui_is_not_full|Not full ui_is_password_free|No password ui_native_only|Native only ui_ping_limit|Ping limit ui_filter_info|%d games and %d players filtered ui_is_version_compatible|Compatible with version ui_ttnet_account|TTNET Oyun account ui_username|Username ui_password|Password ui_error_incorrect_username_or_password|Incorrect username or password ui_validating_account|Validating account... ui_plase_enter_your_serial_key|Please enter your serial key ui_texture_detail2|Texture Detail ui_antialiasing2|Antialiasing ui_troop_upgrades|Troop Tree ui_crouch|Crouch
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概要 シリーズ伝統のVCFフィルターと独立した4chフェーダーを搭載。各チャンネルは3バンドEQ(アイソレータ)とX-FX(センド・リターン)コントロールを備え、適切なカット&ブーストや、外部エフェクターとの併用にも対応します。 <特長> ■伝統のXone シリーズ XoneはアンダーグラウンドDJ達によって選ばれてきたブランドです。Xone 43はその伝統を代表的なXone 92と融合することで、数えきれないクラブのブースやハイエンドなDJセットアップの中心となるべき構造とオーディオクオリティーを誇ります。 ■最高品質のアナログクオリティー Xone 43は純血のアナログミキサーであり、Xoneの名を轟かせた美しく温かみがあり、それでいてクリアなサウンドを提供します。音質にこだわりを持つ方やDJプレイに豊かさや深みを加えたいデジタルDJに最適です。 ■Xone フィルターシステム Xoneのフィルターは唯一無二であり、その最高のクオリティーでDJブースの伝説となっています。Xone 43のフィルターはハイパスフィルター、バンドパスフィルター、ローパスフィルター、レゾナンスコントロール、フリークエンシースウィープを搭載し、さらにはX FXをフィルターにルーティングすることも可能です。 ■X FX X FXはそれぞれのチャンネルで1つのノブでセンド・リターンをドライ / ウェットコントロールができ、お好きな外部エフェクターを直感的でシンプルかつ新しい方法で操作することができます。エフェクトやフィルタリングを重ねる際にX FXをXoneのフィルターにルーティングすることもでき、ハンズオンでの操作性をより良くしました。 ■4+1チャンネル 4つのフォノ / ラインチャンネル、フレキシブルなXLR・RCAによるマイク / オグジュアリー入力を上部に配置しています。多くのアンダーグラウンドDJはマイクによるパフォーマンスをしませんが、RCA入力を用いて外部音源のためにチャンネルを使用することもできます。 ■伝統のXone シリーズ XoneはアンダーグラウンドDJ達によって選ばれてきたブランドです。Xone 43Cはその伝統を代表的なXone 92と融合することで、数えきれないクラブのブースやハイエンドなDJセットアップの中心となるべき構造とオーディオクオリティーを誇ります。 ■特定の周波数をEQで完全にカット Xone 43はプロフェッショナル仕様の3バンドアイソレーターEQを搭載し、ノブを左に回すことで、一定の周波数レンジの音を完全にカットすることができます。 XONE 43 +スペック表・XONE 43 <仕様> ■出力部 Main Mix:+4dBu +27dBu Booth 0dBu +22dBu X FX Send 0dBu +20dBu Record Out 0dBu +20dBu ■ヘッドルーム Channels +20dB ■周波数特性 /-0.5dB 20Hz-20kHz ■歪み率 0.05% THD+noise @1kHz ■クロストーク -83dB以下 ■残留ノイズ Mix 1 - 89dBu Booth - 93dBu X FX - 77dBu Rec - 92dBu ■ノイズレベル Mix 1 - 82dBu Booth - 84dBu X FX - 77dBu Rec - 87dBu ■チャンネルメーター 9セグメントLEDピー-クメーター20dBto+10dB ■メインメーター 9セグメントLEDピークメーター 20dB to +10dB ■Mic EQ 2-Band +/-12dB ■チャンネル EQ 3-Band +6dB / total kill ■チャンネル フェーダー 45mm stereo VCA, -85dB shutoff ■クロス フェーダー 45mm stereo VCA -replaceable ■フィルター Stereo VCF, analogue ■消費電力 30W max ■寸法と重量 ミキサー本体 幅:320mm 高さ:110mm 奥行き:370mm 重量:5.1kg 価格 ¥77,600(税抜) XONE 43 https //h-resolution.com/product/xone43/ XONE 43C XONE 43にオーディオインターフェイス機能を搭載したモデル。 Xone 43Cは主要DJソフトウェアである Serato に対応しており、全てのデジタルDJのための完璧な手段といえます。また、Serato DJ Club Kit に追加されたDVSアップグレードによって、インターフェイスを用意することなくDJが可能です。Xone 43Cを使用することで、どんなプレイスタイルでも独自のスムーズなミックスをすることができるでしょう。 +スペック表・XONE 43C <仕様> ■出力部 Main Mix +4dBu +27dBu Booth 0dBu +22dBu X FX Send 0dBu +20dBu Record Out 0dBu +20dBu ■ヘッドルーム Channels +20dB ■周波数特性 /-0.5dB 20Hz- 20kHz ■歪み率 0.05% THD+noise @1kHz ■クロストーク -83dB inter-channel ■ 残留ノイズ Mix 1 -89dBu Booth -93dBu X FX -77dBu Rec -92dBu ■ノイズレベル Mix 1 -82dBu Booth -84dBu X FX -77dBu Rec -87dBu ■チャンネルメーター 9セグメントLEDピークメーター20dB to +10dB ■メインメーター 9セグメントLEDピークメーター20dB to +10dB ■Mic EQ 2-Band +-/12dB ■チャンネル EQ 3-Band +6dB / total kill ■チャンネルフェーダー 45mm stereo VCA, -85dB shutoff ■クロスフェーダー 45mm stereo VCA- replaceable ■フィルター Stereo VCF, analogue ■デジタルアーキテクチャスペック A/Dコンバージョン:24 bit A/Dラインナップ:+14dBu = 0dBFS サンプリングレート:44.1kHz to 96kHz ■消費電力 30W max ■寸法と重量 ミキサー本体 幅:320mm 高さ:110mm 奥行き:370mm 重量:5.2kg 価格 ¥91,800(税抜) XONE 43C https //h-resolution.com/product/xone43c/
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Market Scenario Market Research Future (MRFR), in its latest report on the global market for blockchain-as-a-service Industry 2020, reveals factors that govern the market. The increase in the adoption of Blockchain-as-a-Service can support the expansion of the market across the analysis period. As per MRFR data, the expansion of the blockchain-as-a-service market is likely to be at 70.63% CAGR across the study period 2018–2024. The blockchain-as-a-service market value can touch USD 18,981.66 Million by 2024. The increase in the application of blockchain-as-a-service solutions for financial service, banking, and insurance enterprises can bolster the expansion of the market across the analysis period. Moreover, the rise in the adoption of e-commerce organizations, retail and government entities can drive the market growth. The rise in the demand to implement BaaS solutions in supply chain management for various industries can also promote the expansion of the market through the study period. BaaS solutions are also being used for international business transactions due to the high reliability and security offered by them. On the contrary, lack of expertise on blockchain technology, less interoperability of blockchain solutions among enterprises, issues in regulatory standards, and issues with high costs associated with the integration of legacy systems can restrain the expansion of the blockchain-as-a-service solutions market in the coming years. Rivers Growing Integration of AI and Blockchain Technologies to Boost Market Growth The growing integration of AI (artificial intelligence) and blockchain technologies with solutions will boost the market over the forecast period. Opportunities Rising Adoption of Cloud-based Services to offer Robust Opportunities The rising adoption of cloud-based services by enterprises will offer robust opportunities for the market in the forecast period. Enterprises are adopting cloud-based services increasingly for their business functions owing to their different benefits like agility, disaster recovery, flexibility, and lower costs. Besides the cloud offers the perks of hybrid cloud deployment that offers the perks of both the public and private clouds. Due to cloud deployment, enterprises can avail the Blockchain As A Service security capabilities without the need for any complex infrastructure. Restraints and Challenges Security Issues and Privacy Concerns to act as Market Restraint The security issues and privacy concerns of Blockchain As A Service Market stored on the cloud may act as a market restraint over the forecast period. Besides, the integration of Blockchain As A Service as a service into the existing systems may also impede market growth. COVID-19 Analysis The BaaS market has been substantially impacted owing to the increasing pandemic situation across the globe. The COVID-19 outbreak has led to reduced business activities as governments had enforced lockdowns. Owing to this, the dependency on online businesses has significantly grown to offer necessary services to consumers. Thus the increased need for Blockchain As A Service as a service as this offers robustness and security to the data. BaaS simplifies business processes and also affording transparency and immutability as well as increase focus on operational efficiency. Also, BaaS devices are also used in retail malls and buildings to screen people during the crisis before they enter. They can detect this using AI technology if anyone is not wearing a mask or has high temperature. Further, touchless technologies are also flooding the market now. Airports, hospitals, offices, and secure locations are making the most of non-contact Blockchain As A Service attendance. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/7942 Competitive Outlook Microsoft Corporation, IBM Corporation, Oracle Corporation, SAP SE, Amazon Web Services, Accenture PLC, Cognizant, Deloitte Touche Tohmatsu Limited, Capgemini SE, Infosys Limited Huawei Technologies Co. Ltd, NTT Data Corporation, Tata Consultancy Services Limited, HPE, Baidu, Inc., Wipro Limited, and KPMG among others are some notable developers of blockchain-as-a-service solutions as listed by MRFR. Segmentation The segment evaluation of the blockchain-as-a-service solutions market is done by component, platform, application, cloud, and organization size. The platform based segments of the blockchain-as-a-service solutions market Ethereum, Ripple, Hyperledger, R3, and others. The component based segments of the blockchain-as-a-service solutions market are tools and services The cloud based segments of the blockchain-as-a-service solutions market are hybrid, private, and public. The organization size based segments of the blockchain-as-a-service solutions market are large enterprises and SMEs. The application based segments of the blockchain-as-a-service solutions market are smart contracts, compliance management, inventory management, identity management, payment management, supply chain management, fraud management, loyalty and rewards management and others. The vertical based segments of the blockchain-as-a-service solutions market are retail and e-commerce, transportation logistics, BFSI, healthcare, IT telecommunications, government, media entertainment, energy utilities, and others. Regional Analysis Trends of the blockchain-as-a-service market are studied across North America, APAC, MEA, and EU. As per MRFR regional data, the blockchain-as-a-service market in North America is known as to have the largest market share. The high rate of adoption of blockchain technology across the US, following Canada and Mexico can support the expansion of the blockchain-as-a-service market in the review period. The well-established BFSI vertical in the region, being the high end-user of blockchain-as-a-service solutions can promote the expansion of the regional market. In EU, the presence of noteworthy marketers and giant tech players such as Microsoft Corporation, IBM Corporation, and Amazon Web Services, can support the expansion of the blockchain-as-a-service market in the region in the years to come. In Asia Pacific, the regional blockchain-as-a-service market is expected to boom due to the gradual rise in the application of blockchain solutions in cash rich BFSI and retail industry. The blockchain-as-a-service market in Asia Pacific is expected to generate the highest revenue for the global market in the years ahead. The rise of the market in MEA is gradual. Access Report Details @ https //www.marketresearchfuture.com/reports/blockchain-service-market-7942 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. Similar Report Application Management Services Market By Service-Type (System Integration, Consulting Services, Modernization Services, And Others), By Organization Size, By Deployment, And By End-Users Open Source Intelligence (OSINT) Market By Security Type (Human Intelligence, Content Intelligence, Dark Web Analysis, Link/Network Analysis, Data Analytics, Text Analytics, Artificial Intelligence, Big Data, Others), Technology (Bid Data Software, Video Analytics, Text Analytics, Visualization Tool, Cyber Security, Web Analysis, Social Media Analysis, Others), Application (Military Defense, Homeland Security, Private Sector, Public Sector, National Security, Others) About Market Research Future Market Research Future (MRFR) has created a niche in the world of market research. It is counted among the top market research companies that offer well-researched and updated market research reports and insights to businesses of all sizes. What sets us apart is our super-responsive team that offers quality work keeping clients abridged of the prospective challenges and opportunities in various markets. Our team is adept in their space as well as patiently listens to every client. The best part is they know their work inside out and possess the expertise to guide the client in the right direction and achieve results on a tight deadline. We are a one-stop solution for all your data research needs. Our team does not believe in the “one size fits all” approach to creating a report that is detailed and concise. We handle 13 industry verticals including Healthcare, Chemicals and Materials, Information and Communications Technology, Semiconductor and Electronics, Energy and Power, Food, Beverages Nutrition, Automobile, Consumer and Retail, Aerospace and Defense, Industrial Automation and Equipment, Packaging Transport, Construction, and Agriculture. With our unique approach for every market report, we aim to reach the zenith in qualitative business intelligence and syndicated market research. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com #market #research #industry #data #growth #trend #report #analyis #share #marketing #forecast #digital #geographic #demographic #gnews Plugin Error キーワードを入力してください。 #tech #researchreport #marketreport #futrue
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Pat Welsh's Southern California Gardening A Month-By-Month Guide Pat Welsh? Coffee Cakes Lou Seibert Pappas?Stephanie Langley? Richard Diebenkorn Journal San Francisco Museum of Modern Art? Rubberneckers Everyone's Favorite Travel Game Matthew Lore?Mark Lore?Robert Zimmerman? Snow Monkeys Mitsuaki IwagoHideko Iwago? Superman The Golden Age (Masterpiece Edition) Les Daniels Les Chats 20 Assorted Notecards Envelopes (Deluxe Notecards) Marina Addison? On Foot A Journal for Walkers, Hikers and Trekkers Gerg Eiden?Kurt Hollomon? San Francisco Secrets Fascinating Facts About the City by the Bay John Snyder? A Box of Thoughts on Joy (Box of Thoughts) Howard Klein?Claire Whitcomb? Space (Games for Your Brain) Tina L. Seelig? A Box of Thoughts on Solitude (Box of Thoughts) Howard Klein?Claire Whitcomb? A Box of Thoughts on Healing (Box of Thoughts) Howard Klein?Claire Whitcomb? Ocean Cards (Games for Your Brain) Tina L. Seelig? 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A Box of Thoughts on Simple Pleasures (Box of Thoughts) Howard Klein?Claire Whitcomb? A Box of Thoughts on Success (Box of Thoughts) Howard Klein?Claire Whitcomb? Betty and Rita Go to Paris Judith E. Hughes?Michael Malyszko? Who Will My Lover Be? Heather Ramsay? Local Color The Di Rosa Collection of Contemporary California Art Rene Di Rosa? Local Color The Di Rosa Collection of Contemporary California Art Rene Di Rosa? Off to the Sweet Shores of Africa and Other Talking Drum Rhymes Uzo Unobagha?Julia Cairns? The Smoothies Deck 50 Recipes for High-Energy Refreshment Mary Corpening BarberMary Corpening BarberLori Lynn Narlock?Amy Neunsinger? Charlotte in Giverny Joan Macphail Knight?Melissa Sweet? Easter Treats Recipes and Crafts for the Whole Family (Creative Crafts) Jill O Connor?Jonelle Weaver The Beauty Workbook A Commonsense Approach to Skin Care, Makeup, Hair, and Nails Cynthia Robins?Kelly Burke?Laurie Frankel? 52 Brain Tickling Activities for Kids (52 Decks) Lynn Gordon 52 Ways to Nurture Your Creativity (52 Decks) Lynn Gordon Bernice Chesler's Bed Breakfast in New England Connecticut, Maine, Massachusetts, New Hampshire, Rhode Island, Vermont (Bed and Breakfast in New England) Bernice Chesler? 52 Ways to Stay Young at Heart (52 Decks) Lynn Gordon Baby Book William Wegman? Wegman Photo Album William Wegman? Wegman Looking Up Blank Journal William Wegman? Wegman Blank Flying Dumbo Journal William Wegman? Wegman The Kiss Journal William Wegman? William Wegman Letterheads A Writing Tablet William Wegman? With Child Wisdom and Traditions for Pregnancy, Birth and Mothering Deborah Jackson? Couscous Fresh and Flavorful Contemporary Recipes Kitty Morse?Alison Miksch? Henry Elisha Cooper? What Puppies Do 20 Assorted Notecards and Envelopes (Delux Notecards) Sharon Beals? I Can Fly! (Lift the Flap) Alain Crozon?Aurelie Lanchais? I Can Roll! (Lift the Flap) Alain Crozon?Aurelie Lanchais? Opium A Portrait of the Heavenly Demon Barbara Hodgson The Family Table A Journal for Recipes and Memories Georgeanne Brennan Arabians The Classic Arabian Horse Peter Upton?Hossein Amirsadeghi?Rik, Sr. Van Lent? Dancing With Cats Burton Silver?Heather Busch? Grill Pan Cookbook Great Recipes for Stovetop Grilling Jamee Ruth? Cocktail Food 50 Finger Foods With Attitude Lori Lyn NarlockMary Corpening BarberSara Corping Whiteford?Carin Krasner? Weber's Art of the Grill Recipes for Outdoor Living Jamie PurvianceMike Kempster?Tim Turner Rancho Deluxe Rustic Dreams and Real Western Living Alan Hess?Alan Weintraub? Gardens of New Orleans Exquisite Excess Jeannette Hardy?Lake Douglas?Richard Sexton? Sleeping With Random Beasts Karin Goodwin? Tokyo A Certain Style Kyoichi Tsuzuki? Oh No! the People I Know Tele-File (Gift) Joe Dzialo? Oh No! the Things I Know Journal (Gift) Joe Dzialo? The Japanese Box 24 Postcards (Redstone Matchbox Number 6) Fosforos Cubanos 24 Postcards (Redstone Matchbox Number 4) Chore Book Everything That Needs Tendin' to Art of the Midwest? Moon Gazing A Journal Laurie Wagner?Leo Monahan? Sweet Miniatures The Art of Making Bite-Size Desserts Flo Braker?Michael Lamotte? The Convertible An Illustrated History of a Dream Machine Ken Vose? Diner Desserts Tish Boyle? Something's Happening on Calabash Street Judith Ross Enderle?Stephanie Jacob Gordon?Donna Ingemanson? Snow Country Mountain Homes and Rustic Retreats Elizabeth Claire Flood?Peter Woloszynski? Little Feet Marina Drasnin Gilboa? The Hidden Canyon A River Journey Edward Abbey?John Blaustein? The Campfire Collection Spine-Tingling Tales to Tell in the Dark Eric Martin? Box of Thoughts on Family (Box of Thoughts) Howard Klein?Claire Whitcomb? 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Fruity Parametric EQ 2 Fruity Parametric EQ 2は高度な7バンドパラメトリックイコライザープラグインで、従来のFFTフィルタでは通常不可能な高速パラメータ変更が可能です。 Fruity Parametric EQ 2 概要EQとは何か リンク 基本的な使い方用語の整理 パラメータをすべて初期設定に戻したい バンドトークンの位置を初期化したい Typeパラメータ無効にしたトークンを有効にしたい LowPass/HighPassを素早く設定したい Orderパラメータバンドの幅 (カーブを急にしたい) を変更したい 番号表示を消したい ヒートマップの表示のON/OFF おすすめプリセットMastering 40Hz+18kHz cut (ハイカット+ローカット) Mastering 40Hz (ハイカットのみ) 逆引きばっさりローカットの作り方 真・ばっさりローカットの作り方 続・ばっさりローカットの作り方 メモ:EQの基礎知識 メモ:Electro Musicのための10のリファレンスミックス 公式の解説動画 概要 Fruity Parametric EQ 2は7つのバンド(帯域)をマウス操作でお手軽に EQの調整を行えるエフェクターです。 EQとは何か EQとは Equalizer(イコライザー) の略語で、音の帯域(高い・低い)のバランスを取るためのものです。 リンク Fruity Parametric EQ 2の公式マニュアル 基本的な使い方 用語の整理 バンドを表す丸い番号を「バンドトークン」と呼びます。 パラメータをすべて初期設定に戻したい 左上のプリセットをクリックして "Default" を選ぶと設定したパラメータが初期値に戻ります。 バンドトークンの位置を初期化したい バンドトークンを右クリックして「Reset」を選ぶと、トークンの位置が初期位置に戻ります。 Typeパラメータ バンドトークンを右クリックのポップアップメニューから "Type" を設定できます。 "Type" はそのバンドトークンにおけるカーブの作られ方を指定するもので、説明は以下のとおりです。 Type 説明 例 Disable バンドトークンを無効にします(トークンが消えます) Low Pass カットオフの周りから始まる高周波数をフィルタリングします Band Pass 狭いバンドがカットオフの両側を通過することができます High Pass カットオフから始まる低周波をフィルタリングします Band Stop Notch(ノッチ)。カットオフの周りの周波数をカット Low Shelf ベースEQに似ています Peaking カットオフ周辺の周波数にのみ影響します(デフォルト) High Shelf 高音EQのように 無効にしたトークンを有効にしたい "Type Disable" を選ぶとトークンが消えるのですが、これを復活させる方法です。 非常にわかりにくいのですが、ここの部分にマウスをもっていって(正確にはアイコンの上の方)左ドラッグすると "Type" が変化するので、再び表示させることができます。 参考:Parametric EQ 2 manual missing reenable band instructions LowPass/HighPassを素早く設定したい バンドトークンを右クリックして「Type High pass」を選びます。 そうすると右クリックした番号を基準としたハイパスのEQが設定されます。 Orderパラメータ "Order" パラメータの説明は以下のとおりです。 カテゴリ Order 説明 例 ドラッグダウン Steep 8 -48dB / Oct Steep 6 -36dB / Oct Steep 4 -24dB / Oct センター 2(デフォルト) -12 dB / Oct ドラッグアップ Gentle 4 -24dB / Oct Gentle 6 -36dB / Oct Gentle 8 -48dB / Oct バンドの幅 (カーブを急にしたい) を変更したい 例えばこのバンド幅を狭めたいとします。 狭めたいバンドトークンを右クリックして「Type Steep 4」を選びます。 するとカーブが少し急になりました。 番号表示を消したい 番号の表示を一時的に消したい場合は、このあたりをクリックしてチェックを外すと消えます。 ※再び表示したい場合は同じ場所をクリックします。 ヒートマップの表示のON/OFF FL Studio21のEQ2では、ヒストグラム表示がデフォルトとなっていますが、以前のEQ2で採用されていたヒートマップに戻したい場合は、▶ボタンを左クリックして "Heatmap Enable" と "Heatmap Enable frequency" に右クリックでチェックをつけます。 するとこのようにヒートマップ表示で音量を確認することができます。 おすすめプリセット Mastering 40Hz+18kHz cut (ハイカット+ローカット) ハイカットとローカットが同時にできるプリセット。 Freqの紫の部分を回すとローカットで、青い部分を回すとハイカットできます。 Mastering 40Hz (ハイカットのみ) ハイカットを簡単にできるプリセットです。 紫のアイコンの "FREQ" を回すとカットする帯域を移動できます。 逆引き ばっさりローカットの作り方 このような「ばっさりローカット」のカーブを作る方法についてです。 ローカットしたい周波数帯域にトークンを移動させて、右クリック「Type High pass」選択します (右クリックで連続で選べます)。 ただこれだとカーブが緩やかなので「Order Steep 8」を選択 ("Steep" は「急な」という意味)。 するとこのような「ばっさりローカット」を作ることができます。 真・ばっさりローカットの作り方 "Type" に "High pass / Low pass" を指定し、"Order" に "Steep 8" を指定するだけだと、カットする付近のカーブが山なりになってしまってキレイにカットできません。 これを解消するには、Fruity Parametric EQ 2の右下にあるここの "BW" からバンド幅の値を変更します。 この値を小さくすることで、High pass / Low pass の適用範囲を減らしてカーブを小さくできるようです。 この例ではトークン①とトークン⑦はデフォルト値が "69%" だったのを "56%" あたりまで減らしたら、以下のようにカーブの膨らみが小さくなりました。 "30Hz + 290Hz" でカットするこのカーブは、Mid Bassの EQ などを作る場合に使えるパラメータだと思いますので、プリセットを配布しておきます。 SubBass 30Hz + 294Hz cut.fst 続・ばっさりローカットの作り方 さらに別のローカット方法がありました。 まずトークンを右クリックして "Type High pass" を選びます。 そして右上にあるマークを下方向にドラッグするとばっさりローカットとなります。 メモ:EQの基礎知識 参考:【FL Studio】Parametric EQ2の使い方(パラメトリックEQ2)【EDM制作】 EQを設定する前に、まずは「音量」を適正な値に設定する EQはブースト(増やす)よりも、「カットする(減らす)」方が正しく処理できるケースが多い EQは広めの範囲で行う。急斜面にすると音質が悪くなる EQは「コンプレッサーの後」で行う方が良い 6dB以上変化させると音質が悪くなる Solo (その音単体)で判断しない。常に「曲全体のバランス」で判断する 自分の耳だけで判断せず、リファレンストラック(目標とするアーティストやジャンル曲のプレイリスト)を使って判断する メモ:Electro Musicのための10のリファレンスミックス Electro Musicのための10のリファレンスミックス 1. “Riptide” by Chainsmokers 2. “Spacetrippy” by Black Hertz 3. “Double Trouble” by Phantom BR, Konaefiz 4. “The Smoke (Dennis Bovell RMX)” by The Smile and Dennis Bovell 5. “Faceshopping” by SOPHIE 6. “Follow” by Martin Garrix, Zedd 7. “Love Me Now” by Kygo Ft. Zoe Wees 8. “Beg For You” by Charli XCX (Pocket Remix) 9. “Sirens” by Flume Ft. Caroline Polachek 10. "Are You Lonely" by Steve Aioki and Alan Walker ft. ISAK 公式の解説動画
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主要なLTE対応SIMフリースマホの比較(価格帯:2~4万円) ※価格は全て税込み参考価格。LTE非対応のスマホは除外。同一機種でも本体ストレージ容量の異なるモデルがある場合は価格差あり。 ※海外版SIMフリースマホ(輸入品等)の購入時は対応している周波数帯が異なることもあることから、購入前に確認することを推奨します。 メーカー(本社所在地) 機種名 本体ストレージ容量(ROM) 参考価格 本体カラーバリエーション ファーウェイ(中国) Ascend G620S 8GB 23000円前後 白・黒 ASUS(台湾) ZenFone 5 16GB 29000円前後 白・黒・赤・ゴールド プラスワン・マーケティング(日本) freetel LTE XM 16GB 32000円前後 黒 LG(韓国) LG G2 mini 8GB 36000円前後 白・黒 LG(韓国)/Google(USA)※共同開発 Nexus 5 16GB 40000円前後 白・黒・赤 ZTE(中国) Blade Vec 4G 16GB 22000円前後 白・黒 SHARP(日本) AQUOS SH-MO1 16GB 52800円 白 ASUS ZenFone 5・レビュー動画 【国内正規品】ASUSTek ZenFone5 (SIMフリー / Android4.4.2 / 5型ワイド / microSIM / 16GB / LTE/レッド) A500KL-RD16 LG G2 miniレビュー動画 LG Electronics Japan SIM フリー スマートフォン LG G2 mini ( Android4.4 / 4.7inch / microSIM / 8GB / インディゴブラック ) LG-D620J(BK) Google Nexus 5レビュー動画 nexus5 16GB ブラック Google LGD821 (EM01L) simフリー 名前 コメント すべてのコメントを見る
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はじめに LCD接続 ソースコード 今後やりたいこと はじめに 買ったまま長いこと塩漬けになってたキャラクタ液晶(SC1602BS*B)を使ってみました。配線がごちゃごちゃしてるので、写真は載せませんw LCDキャラクタディスプレイモジュール(16×2行バックライト無) 1個 ¥500(税込)(2012/09/07時点) http //akizukidenshi.com/catalog/g/gP-00040/ 2012.09.07 新規作成、初版 LCD接続 ATTiny2313とLCDの接続はこんな感じにしました。 ピン 名称 接続先 ピン 名称 接続先 1 VDD 5V 8 DB1 open 2 GND GND 9 DB2 open 3 Cont. 可変抵抗 10 DB3 open 4 RS PB6 11 DB4 PB0 5 R/W PB5 12 DB5 PB1 6 EN PB4 13 DB6 PB2 7 DB0 open 14 DB7 PB3 このLCDは14本のピンのうち8本(DB0〜DB7)がデータ入出力用となっていますが、8bitモードと4bitモードがあり、4bitモードの場合は4本のピン(DB4〜DB7)をデータ入出力用として使用します。早くアクセスした場合は8bitモードを使用するんでしょうが、今回は使用ピン数の少ない4bitモードにします。 ソースコード C版(1つのファイルにまとめてあります) tn2313_lcd_test_c.c 関数 引数 説明 uint8_t lcd_read(uint8_t rs) rs MODE_CMD(コマンドリード),MODE_DAT(データリード) LCDリード戻り値はリード値(8bit) ★void lcd_pol() - BusyFlag解除待ち ★void lcd_write (uint8_t rs, uint8_t val) rs MODE_CMD(コマンドライト),MODE_DAT(データライト)val ライトする値(下位4bitのみ使用) LCDライト void lcd_cmd(uint8_t cmd) cmd コマンドの値 コマンド実行 void lcd_data(uint8_t data) data 文字 文字を1つライト void lcd_clear() - 液晶をクリア void lcd_init() - 液晶を初期化 void lcd_putstr(char *str) *str 文字列の先頭アドレス *str位置から \0 までライト 以下はマクロとして定義 #define LcdMoveto1stLine(n) n 位置 カーソルを1行目のn桁目に移動lcd_cmd(0x80+n)のalias #define LcdMoveto2ndLine(n) n 位置 カーソルを2行目のn桁目に移動lcd_cmd(0xC0+n)のalias ★の関数は基本的に直接呼び出すことは無いと思います。 10MHz用に作ってあるので、他の(特に10MHzよりも速い)周波数で動かす場合は、時間を調整する必要があります。10MHzより遅い周波数で動かす場合は特に変更しなくても動作すると思いますが、初期化時間が長くなります。 要変更箇所delay_100us()関数 引数*100us待機する関数。動作周波数に合わせて変更する必要があります。 lcd_read()/lcd_write()関数 制御信号(RS,R/W,EN)のタイミングを調整する必要があります。 LCD用の関数内ではAVR依存の記述は無いと思うので、defineとdelay_100us()関数を変更すればPICでも動くと思います。僕はPICのライタを持ってないので試せませんがw ソースコードコピペ #include stdint.h #include avr/io.h #include compat/deprecated.h // for cbi(), sbi() #include util/delay_basic.h // for _delay_loop_2() #include stdlib.h // for itoa() //-------------------------------------------------- // [6 4]をRS/RW/EN、 // [3 0]をLCDへのデータ出力に使用します。 // 汎用性はありません。 #define RS PB6 #define RW PB5 #define EN PB4 #define LCDIN PINB #define LCDPORT PORTB #define LCDDDR DDRB //-------------------------------------------------- // about 100us @10MHz void delay_100us(uint8_t n) { int i; for(i=n; i!=0; i--){ _delay_loop_2(249); } } //==================================================LCDここから //==============================H //#ifndef __AVR_LCDLIB_H__ //#define __AVR_LCDLIB_H__ //-------------------------------------------------- // busy flag #define BF 7 #define NOP() asm("nop" ) #define NOP2() {NOP();NOP();} // rjmp PC+1 -これどうやるの? #define DDR_READ 0xf0 #define DDR_WRITE 0xff #define MODE_CMD 0 #define MODE_DAT 1 #define LcdDataMode() sbi(LCDPORT, RS) #define LcdCmdMode() cbi(LCDPORT, RS) #define LcdReadMode() sbi(LCDPORT, RW) #define LcdWriteMode() cbi(LCDPORT, RW) #define LcdAccsEnable() sbi(LCDPORT, EN) #define LcdAccsDisable() cbi(LCDPORT, EN) #define LcdMoveto1stLine(n) lcd_cmd(0x80+n) #define LcdMoveto2ndLine(n) lcd_cmd(0xC0+n) //-------------------------------------------------- uint8_t lcd_read(uint8_t rs); void lcd_pol(); void lcd_write (uint8_t rs, uint8_t val); void lcd_cmd(uint8_t cmd); void lcd_data(uint8_t data); void lcd_clear(); void lcd_init(); void lcd_putstr(char *str); //#endif // __AVR_LCDLIB_H__ //==============================H //==============================C //-------------------------------------------------- // read LCDdata uint8_t lcd_read(uint8_t rs) { uint8_t ret; // set DDR for read operation LCDDDR = DDR_READ; LCDPORT = 0xf0; if(rs==MODE_DAT) { LcdDataMode(); } else { LcdCmdMode(); } LcdReadMode(); //---------- // 1st read LcdAccsEnable(); // this requires wait-time at least 220ns ret = 0; NOP2(); ret = (LCDIN 4); LcdAccsDisable(); //---------- NOP2(); //---------- // 2nd read LcdAccsEnable(); // this requires wait-time at least 220ns ret = 0xf0; NOP2(); ret|= (LCDIN 0x0f); LcdAccsDisable(); //---------- return ret; } // polling // wait until BusyFlag is cleared void lcd_pol() { //uint8_t timeout = 100; //while((lcd_read(MODE_CMD) _BV(BF)) (timeout-- != 0)) {} while(lcd_read(MODE_CMD) _BV(BF)) {} } //-------------------------------------------------- // write data(for only 4bit-mode) void lcd_write (uint8_t rs, uint8_t val) { LCDDDR = DDR_WRITE; // set DDR for write operation if(rs==MODE_DAT) { LcdDataMode(); } else { LcdCmdMode(); } LcdWriteMode(); //---------- // write LcdAccsEnable(); LCDPORT = ((LCDPORT 0xf0) | (val 0x0f)); LcdAccsDisable(); } // command write void lcd_cmd(uint8_t cmd) { // 4bit-modeなので、2回に分けてライト lcd_write(MODE_CMD, cmd 4); lcd_write(MODE_CMD, cmd ); lcd_pol(); } // data write void lcd_data(uint8_t data) { // 4bit-modeなので、2回に分けてライト lcd_write(MODE_DAT, data 4); lcd_write(MODE_DAT, data ); lcd_pol(); } //-------------------------------------------------- // clear LCD void lcd_clear() { lcd_cmd(0x01); // clear display //delay_100us(16); } // initialize LCD void lcd_init() { // 最初のうちはbusy flagを利用できないので // 時間を指定して待機 delay_100us(150); lcd_write(0, 0x03); delay_100us(41); lcd_write(0, 0x03); delay_100us(1); lcd_write(0, 0x03); delay_100us(1); lcd_write(0, 0x02); delay_100us(1); lcd_cmd(0x28); // set to 4bit-mode, 2line-mode lcd_cmd(0x08); // display off lcd_clear(); // clear display lcd_cmd(0x0C); // display on lcd_cmd(0x06); // entry mode is inc, cursor-move } // put string void lcd_putstr(char *str) { // 終端文字 ¥n までライト while(*str != ¥0 ) { lcd_data(*(str++)); } } //==============================C //==================================================LCDここまで //-------------------------------------------------- int main() { uint8_t c=0; char num[4]; // 数値文字列変換用領域の確保(3文字分+ ¥0 ) lcd_init(); lcd_clear(); //---------- lcd_putstr("LCD Test "); while(1) { // "LCD Test "の後ろ(10文字目)に移動 LcdMoveto1stLine(9); // 泥臭い方法で左詰め if(c 100) lcd_data( ); if(c 10) lcd_data( ); lcd_putstr(itoa(c++, num, 10)); // 2行目の先頭に移動 LcdMoveto2ndLine(0); lcd_putstr("^^^^^^^^"); // delay_100us(250); delay_100us(250); } } //-------------------------------------------------- // EOF 今後やりたいこと アセンブラ版も作る CGRAMを使って、自作の文字を表示させる 名前 コメント
https://w.atwiki.jp/lovely-fruity/pages/56.html
<ノイズ> ノイズとは 音響ノイズとは、もともとの音声信号には含まれていない、余分な雑音信号のことです。 ノイズのパターン(種類)は、音の周波数を光の周波数(波長)に置き換えた時の光の色になぞらえて表現します。 光は周波数(波長)により固有の色スペクトルを持ち、周波数が低い(波長が長い)光は赤く、周波数が高い(波長が短い)光は青く見えます。 全ての周波数(波長)の光が等量ずつ混ぜ合わされた光は、白色になります。 音も光も波であり、音声信号を周期関数としてフーリエ変換を行い、周波数を横軸にエネルギーを縦軸にとり、パワースペクトル表示したグラフのパターンで分類できます。 パワースペクトル表示されたノイズのパワースペクトル密度は「1/f^β」に従い、ノイズの特性を表します。 ノイズの色 ①ホワイトノイズ(white noise):「1/f^β,β=0」 ホワイトノイズとは、すべての周波数で同じ強度(スペクトル密度)となるノイズです。 同じ周波数成分を持つ光が白色に見えることから、ホワイトノイズと呼ばれます。 周波数に対する指数減衰・増強はオクターブごとに0dBであり、各周波数でエネルギーは一定値です。(±0dB/octave) 周波密度(スペクトル密度)が線形空間において一様なため、等幅の周波数帯域(40-60Hzと4000-4020Hz)におけるエネルギーが等しくなります。 自己相関関数がデルタ関数となることと同じであり、定常独立(非常に不規則)なノイズです。 厳密には、自己相関関数にデルタ関数といった無限を含むものは実在しないため、理想的なホワイトノイズは実在しません。 実用上には、有限値の十分に理想ホワイトノイズに近いものをホワイトノイズとして扱います。 離散信号(デジタル音声)では、0~ナイキスト周波数まで同じ強度となるノイズをホワイトノイズとして扱います。 「ホワイトノイズ」と「ガウスノイズ(正規分布のノイズ)」は同一ではなく、白色という概念とガウス性という概念は異なりますが、白色とガウス性を同時に満たす場合が多いです。 「ホワイトガウスノイズ」は実世界のノイズとしてよい近似(中心極限定理)となり、「加法性ホワイトガウスノイズ」と呼ばれます。 実際には正規乱数をホワイトノイズとして利用するためにガウス性も満たすので「ホワイトガウスノイズ」となります。 デジタルのホワイトノイズは、サンプルを独立かつランダムに選ぶことによって生成できます。 ホワイトノイズの波形は、周波数の異なる全ての波が同じ振幅で重なった波形をしています。 ホワイトノイズの定義:w(t) ① μ = E[w(t)] = 0 → 平均ゼロ ② R(t1, t2) = E[w(t1) w(t2)] = σ2δ(t1 - t2) → 自己相関はσ2であり、相互相関はゼロ (σ2はwの分散,δはディラックのデルタ関数) 自己相関をフーリエ変換するとホワイトノイズのパワースペクトルが得られる |W(ω)|2=σ2 → パワースペクトルの値はωに依存しないため、全ての周波数で一定の値(白色と呼ばれる) 離散化された列としてのホワイトノイズの定義:ベクトルw ① μ = E[w] = 0 → 平均ゼロ ② R = E[w wT] = σ2I → 相互相関行列が、対角成分がσ2でそれ以外はゼロ (Tは転置,Iは単位行列) ②ピンクノイズ(pink noise,1/f):「1/f^β,β=1」 ピンクノイズとは、強度(スペクトル密度)が周波数に反比例するノイズです。 同じ周波数成分を持つ光がピンク色に見えることから、ピンクノイズと呼ばれます。 ホワイトノイズ (1/f^0)とレッドノイズ (1/f^2,ブラウニアンノイズ)の中間であることに因みます。 周波密度(スペクトル密度)が周波数の逆数となるような周波スペクトルをもっており、「1/fノイズ,1/fゆらぎ」とも呼ばれます。 スペクトル密度が「1/f」に比例し、低い周波数ほど強いエネルギーを持ちます。 広義のピンクノイズは、「1/f^β,0<β≒1<2」となるスペクトル密度を持つ各種ノイズを含みます。 周波数に対する指数減衰はオクターブごとに3dBです。(-3dB/octave) 周波密度(スペクトル密度)が対数空間において一様なため、比例した周波数帯域(40-60Hzと4000-6000Hz)におけるエネルギーが等しくなります。 周波数が高いほどエネルギーが高いため、周波数に反比例して強度が低下するピンクノイズでは、オクターブバンドと呼ばれる帯域ごとのエネルギーが一様になります。 ピンクノイズの波形は、フラクタル状になっています。 ③レッドノイズ(red noise,Brownian noise):「1/f^β,β=2」 レッドノイズとは、強度(スペクトル密度)が周波数の2乗に反比例するノイズです。 同じ周波数成分を持つ光が赤色に見えることから、レッドノイズと呼ばれます。 レッドノイズは、ブラウン運動によって生成される信号雑音(シグナルノイズ)と類似しており、「ブラウニアンノイズ」とも呼ばれます。 ブラウニアンノイズの音声信号を図に表すと、ブラウン運動パターンに類似したものになります。 スペクトル密度が「1/f^2」に比例し、ピンクノイズ以上に低い周波数ほど強いエネルギーを持ちます。 周波数に対する指数減衰はオクターブごとに6dBです。(-6dB/octave) レッドノイズは、ホワイトノイズの積分によっても得られます。 デジタルのレッドノイズは、サンプル値にランダムな値を加えることによって次の値を得ることができます。 ④ブルーノイズ(blue noise,azule noise):「1/f^β,β=-1」 ブルーノイズとは、強度(スペクトル密度)が周波数に比例するノイズです。 同じ周波数成分を持つ光が青色に見えることから、ブルーノイズと呼ばれます。 スペクトル密度が「f」に比例し、高い周波数ほど強いエネルギーを持ちます。 周波数に対する指数増強はオクターブごとに3dBです。(+3dB/octave) ⑤パープルノイズ(purple noise,violet noise):「1/f^β,β=-2」 パープルノイズとは、強度(スペクトル密度)が周波数の2乗に比例するノイズです。 同じ周波数成分を持つ光が紫色に見えることから、パープルノイズと呼ばれます。 スペクトル密度が「f^2」に比例し、ブルーノイズ以上に高い周波数ほど強いエネルギーを持ちます。 周波数に対する指数増強はオクターブごとに6dBです。(+6dB/octave) パープルノイズは、ホワイトノイズの微分によっても得られます。 ⑥グレーノイズ(grey noise): グレーノイズとは、心理的等ラウドネス曲線(逆A特性曲線)を加味したランダム・ピンクノイズです。 等ラウドネス曲線(逆A特性曲線)は、全周波数にわたって等しいラウドネス(音の大きさ)と知覚される音圧レベルを表した曲線です。 同じ周波数成分を持つ光が灰色に見えることから、グレーノイズと呼ばれます。 ⑦ブラックノイズ(black noise,silent noise): ブラックノイズとは、様々な定義のあるサイレントノイズです。 完全無音、不完全無音(スパイクスペクトルノイズ)、アクティブノイズ、超音波ノイズ(可聴音域外の超高周波,超低周波)、過減衰スペクトルノイズ(|β|>2)などの定義がある。 同じ周波数成分を持つ光が黒色(無色)に見えることから、ブラックノイズと呼ばれます。 ①ブラックノイズとは、無音(silence)です。 ②ブラックノイズとは、「1/f^β,β>2」のノイズです。 ③ブラックノイズとは、わずかな狭帯域バンドやスパイクを除いて全周波数域にわたって大部分が0エネルギーの周波数スペクトルを持つノイズです。 ④ブラックノイズとは、存在するノイズをキャンセルするアクティブノイズです。 ⑤ブラックノイズとは、見えない紫外線を発光するブラックライトと同様、聞こえない超音波の20kHz以上の周波数帯域におけるホワイトノイズです。 ⑧グリーンノイズ(green noise): グリーンノイズとは、500Hz周辺に山を持つピンクノイズであり、ホワイトノイズの中周波数成分です。 同じ周波数成分を持つ光が緑色に見えることから、グリーンノイズと呼ばれます。 ⑨オレンジノイズ(orange noise): オレンジノイズとは、連続スペクトルに離散した有限数の0エネルギーの小帯域をもつ有限パワースペクトルにおける、類似固定したノイズです。 同じ周波数成分を持つ光が橙色に見えることから、オレンジノイズと呼ばれます。 左上:ピンクノイズ(1/f^1),上:ホワイトノイズ(1/f^0),右上:ブルーノイズ(1/f^(-1)=f^1) 左下:レッドノイズ(1/f^2),下:グレーノイズ(逆A特性曲線),右下:パープルノイズ(1/f^(-2)=f^2) パープルノイズ-ブルーノイズ-ホワイトノイズ-ピンクノイズ-レッドノイズ グリーンノイズ-ホワイトノイズ-グレーノイズ-ブラックノイズ オレンジノイズ 参考サイト Colors of noise:http //en.wikipedia.org/wiki/Colors_of_noise White noise:http //en.wikipedia.org/wiki/White_noise Pink noise:http //en.wikipedia.org/wiki/Pink_noise Brownian noise:http //en.wikipedia.org/wiki/Brownian_noise Grey noise:http //en.wikipedia.org/wiki/Grey_noise ホワイトノイズ:http //ja.wikipedia.org/wiki/ホワイトノイズ ピンクノイズ:http //ja.wikipedia.org/wiki/ピンクノイズ ブラウニアンノイズ:http //ja.wikipedia.org/wiki/ブラウニアンノイズ ノイズ(Noise):http //dictionary.rbbtoday.com/Details/term2560.html ホワイトノイズ(White Noise):http //dictionary.rbbtoday.com/Details/term3582.html ピンクノイズ(Pink Noise):http //dictionary.rbbtoday.com/Details/term3581.html simplynoise:http //simplynoise.com/