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カテゴリ さあ始めよう コンテンツ * 1 G.E.C.Kに会いに行こう * 2 私の初めてのVaultチュートリアルシリーズ * 3 その他の役立つ読み物 * 4 次にどこへ行くべきか G.E.C.Kに会いに行こう! Fallout3のコミュニティへようこそ!! このカテゴリは貴方がG.E.C.Kを使い始めるためのカテゴリです 我々は Fallout 3の探求、項目、敵、エリアとほとんど他の全てを作りました。 あなたはゲームと相互に作用します。 貴方はこのツールの使い方を学んでゲームについて全ての局面の変化に対して権利を得るでしょう。 もし君がエルダースクロールのコンストラクションセットに精通しているのなら G.E.C.Kに何が新しくなって何が改善されたのか概要を確認してください もし君がBethesdaゲームスタジオのゲームを modding することや、一般に modding をすることが苦手なら 貴方は下に導入された我々の「私の最初のVault」チュートリアルシリーズをチェックすることを望むかもしれません。 このチュートリアルシリーズは、貴方が自分自身のVaultを作り始められるようBethesdaデベロッパーが共同努力して貴方を助けるためのものです 我々は オンラインの Mod コミュニティーと共有されるG.E.C.Kの 始め方から、貴方が内容を準備することまで、関係している全てのステップを貴方に案内するでしょう 興味をもってくれて有難うございます。 我々はあなたが何を思いつくか待つことができません。 Bethesdaゲームスタジオ スタッフより 私の初めてのVaultチュートリアルシリーズ This series of task-oriented tutorials will walk you through every workflow step involved with creating a new level and adding it to Fallout 3. Example plugins are included to compare your work against at the end of each tutorial. Good luck, and be sure to offer your thoughts and suggestions on the discussion pages. My First Vault Tutorial Series 1) Setting up the GECK 2) Layout and Using Kits 3) Cluttering and the Object Palette 4) Navmesh 5) Population Monsters and NPCs 6) Population Traps More 7) Lighting and FX 8) Optimizing your level 9) Connecting your level to the world 10) Creating a basic quest その他の役立つ読み物 Keyboard Shortcuts What the shortcuts are for different editing modes. Data Files More about how plugins work, and managing multiple mods. Debug Tools for Designers Some helpful tools for debugging. Static Collections Tutorial How (and why) to use Static Collections 次にどこへ行くべきか So you ve mastered the tutorials and you re still hungry information? Try these sections of the wiki Frequently Asked Questions Tutorials Solutions Modding Practices Tips And Tricks Mod Tools Tid bits Pages in category "Getting Started" The following 22 pages are in this category, out of 22 total. B Bethsoft Tutorial Basic Quest Bethsoft Tutorial Clutter Bethsoft Tutorial Finalize and Connect Bethsoft Tutorial GECK Setup Bethsoft Tutorial Layout Bethsoft Tutorial Lighting Bethsoft Tutorial NPC population B cont. Bethsoft Tutorial Navmesh Bethsoft Tutorial Non-NPC population Bethsoft Tutorial Optimization Bethsoft Tutorial Static Collections Bethsoft Tutorial Traps C Creating Primitives F FAQ G Glossary H Help Wiki Editing Style Guide O Object palette Occlusion Culling T Three Way Conversation Tutorial W What s New in GECK v1.1? Help Wiki Editing Syntax Guide Help Welcome to Wiki Syntax
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Lecture for beginners About this article Built-in lectures of this game are very detailed, so you can learn types of basic movements by analyzing and improving sample answers for lectures. I think a big problem that face beginners is that it is difficult to start creating new OKE from the very beginning, because it is hard to think “How to start?” or “How to organize the whole OKE?” in front of a completely blank CPU. After you get used to this game, you may feel that rather than fine logics, those “overall flow” are interesting and full of originality of each players. So, this way of organization of software I will explain below is NOT absolute basis BUT just one example. Please remember that this lesson is just for encouraging people a little who are eager to create their own OKE, but are finding some difficulties doing so. What to do first? Build your favorite Hardware (body, weapons and options). Whatever you like is OK. Let’s postpone trivial adjustment. After you paint your OKE and make your own emblem, you will be motivated much by those decorations. Speaking of CPU, choose one that has the biggest storage capacity. EMP is scary? Also postpone that kind of adverse effect of big CPU. My Hardware is ready. Then, how about Software? First of all, think about “What does your OKE decide” and the order of it. For example, 1.Assess current state of the OKE 2.Examine whether it is able to attack or not 3.Assess current location 4.Scan for attack from the opponents 5.Search for the opponents For example, you can place chips in this way and make these chips the backbone of your program. [Start] ↓ [Status Assessment durability lower than 50%] ↓NO [Status Assessment heat capacity higher than 90%] ↓NO [Lock-On polar coordinates, 800m, nearest] ↓ [Start Reticle] ↓ [Assess Target Loc. polar coordinates, 90°, 200~0m ahead] ↓ [Assess Battle Area polar coordinates, 360°, 30~0m ahead] ↓NO [Scan for Projectiles polar coordinates, 360°, 100~0m ahead, more than 1 high-speed flying objects exists] ↓NO [Assess Target Loc. polar coordinates, 30°, 800~0m ahead] ↓ [Return] Postpone thinking about the destination of each branches, place all the necessary chips of conditional branch at once. You may want to determine other various things actually, but the method does not change. Because moving or editing chips after assemble is easy, making a backbone first by connecting steadily conditional branch chips along the flow, is easy way. This is an example of a backbone of the program. I have extracted from the program for commentary from now. You may feel unexpectedly short if you look at the overall view of the upper right. Seen in this light, all the parts that look complicated are destination of the "branches", you will find that the backbone is very simple. Well, many parts have been omitted in the example above, so adding fine parts here, let s touch to the destination of the branches. 1. Assess current state of the OKE First, I brought this to the beginning. The reason is, it is most frequently referred to. “Return” at the end of the program has always connected to “Start”. Even through any complex branch route, always it goes through just after "Start". It is recommended to put what you want to check most frequently. Subroutine? Let s postpone thinking about it for the time being. Well, in the first place, the purpose of assessing current state is that because you want to activate various options primarily. Representative examples are Self-Repair System and Self-Cooling System. 1. Assess current state of the OKE HP has decreased? Yes → Activate option 1 → Proceed to assessment of the amount of heat. Amount of heat is too high? Yes → Activate option 2 → To the next decision (whether attackable) By connecting the chips in this way, it would be a good idea to activate options automatically. It is not so much as noted, but you should make it proceed to the next flow even when it is not able to activate options. If somewhere in the HP assessment is No, proceed to assessment of the amount of heat. Go to the next if somewhere in the assessment of the amount of heat is No. During option is activated, duration is displayed, and never activate same number option twice. You need to equip the same option to another number if you want to increase the effect in duplicate using of the same option. Note In order to shoot on a single screen as much as possible, in the following reference images, chips are connected unreasonably while stretching in the transverse direction. Also they are not complete from the viewpoint of function. When you actually create, let s incorporate the necessary function while connecting as you like. 2. Examine whether it is able to attack or not Purpose is to attack of course, but actually, there are many things you need to check before. For example, if the opponent is in close range much capable of fighting, give priority to firing away if the body is swift; perform melee fighting if the body is slow-footed, etc., action selection also changes. Anyway, without the distance assessment here, let s try from the normal shooting. 2 Examine whether it is able to attack or not Lock-On polar coordinates, 360 ° 800m, nearest. Start Reticle of the weapon you want to use. ↓ Amount of heat of the body is below a constant value? No→ To the next decision (standing position) ↓ Yes Some obstruction exists in the line of fire to the target? Yes → To the next decision. ↓No Target exists within front 200m (range of weapon)? No→ To the next decision. ↓ Yes Is there one or more ammos? No→ Try next weapon, switch to fighting, etc. ↓ Yes Attack by weapon you have started → To the next decision. Depending on weapons, shooting mode and shooting instruction, shooting position and range are required to adjust. Because the example above is only an example, let’s devise the need and order of each decision to suit your OKEs. In the reference image above, check in order from weapon 1, in one-shot shooting state it will head to the next decision if it is possible to shoot it. If the ammos are depleted, repeat after switching to the next weapon. Exit from the bottom left when there are no ammo of all weapons (= Fighting is selected). In addition, chips are connected unreasonably in order to fit on a screen, functions are also not enough. For example, actually it is better to switch weapon depending on situations for effective attack. By this attack decision, OKE performs the act of "attack" actually. Here I supplement a brief description about execution mode for each operation (Pass / Stop processing) of OKEs. When you execute Move after instructed the pass mode shooting, it is possible to move while shooting. The reverse is also true, when you execute Shoot after instructed the pass mode movement, it is possible to fire while moving.That is, when you connect decisions of avoidance and location after the shooting, both of them also work well. As taught in the lecture, melee fighting behavior would cancel move operations, but if you can also utilize it, interesting program might be possible to construct. [Summary of the points] Execution of shooting and moving are in pass mode basically. Utilize stop mode only in special circumstances when you want to perform just move, just shoot, and the like. Or, execute "last action" of behavior that you want to combine in stop mode. Execution of melee fighting is in stop mode basically. With time adjustment using Halt chip,execute in pass mode only when you want to break fighting motion and perform moving, shooting, other fighting motion or the like. 3. Assess current location The purpose is mainly, to Control of maneuver in the field end. If this is not previous process of the control of avoidance, it will continue hitting the wall by the avoidance maneuver. There is also a little more complicated technique called wall switch, to reverse the direction of avoidance maneuver when it approaches the wall. Tentatively assume avoidance direction as random; let s try a simple avoidance of area end here. 3. Assess current location Outside of area exists within a radius of 30m? NO → To the next decision ↓ YES Outside of area exists in the right direction 30 °, within 30m? YES → Jump left (in the case of hover, etc., perform left Quick Movement) → RETURN ↓ NO Outside of area exists in the left direction, 30 °, within 30m? YES → Jump right→ RETURN ↓ NO Outside of area exists in the backward direction, 30 °, within 30m? YES → Jump forward→ RETURN ↓ NO Rotate (pass) → jump backward → RETURN Now it is possible to combat while avoiding acting in the area end. If it has became a state of shooting by attack decision, Jump in here will be "jump + shooting". The same is true in the avoidance decision after this. 4. Scan for attack from the opponents The purpose is mainly, avoiding opponent bullets. First, attacks are divided into fighting and shooting, in addition, types of projectiles to be shot are many. But roughly, they can be divided into three categories normal, guided, placed. Let’s try avoiding normal projectiles here. Basically, move in a vertical direction to the line of fire as much as possible. That’s all. Using this opportunity, let’s avoid friends in front of. 4 Scan for attack from the opponents The polar coordinate system within 100m radius,high speed projectile exists? ↓YES NO→ Friend exists in front of? ↓YES NO→ To the next decision The orthogonal coordinate system, centered on the body, high-speed projectile exists in width 50m lengths 200m range? ↓NO YES→ Jump to the left or right with a probability of 50% → To the next decision Jump to the forward or backward with a probability of 50% (in the case of hover, etc., perform Quick Movement) → To the next decision Determination by the orthogonal coordinate is capable of quick decision and space saving by one chip. However, since the detection range may be generated in the transverse direction of the body, it is better to perform decision in front and back in polar coordinate system if you re optimizing the accuracy. Chips in this image are also connected unreasonably. Only in this, it performs a decent avoidance maneuver for normal shooting from all directions. It is possible to instruct maneuver in oblique directions, so even better avoidance maneuver can be created easily. If you want to add responses to the other categories of projectiles, for example, there is a way to branch as follows. Missile is present within a certain distance? YES → Missile countermeasure ↓ NO High speed projectile is present within a certain distance? YES → For example, as described above, Normal shooting measures ↓ NO Projectile of all kinds is present within a certain distance? YES →Placed weapon countermeasure ↓ NO To the next decision It should be noted that, the adjustment of reaction distance according to the moving speed of the body and bullet speed of opponents’ weapons, is required. Also in order to accelerate the reaction even a little, it would be good to enter the loop processing temporarily, or connect to RETURN immediately after avoiding to go around processes quickly. 5. Search for the opponents The purpose is mainly tracking the target. There are two methods to explore the opponents, using information obtained by Lock-On and Scan for OKE in the specified range. For now, let s try using the target information here. 5 Search for the opponents Target is present within forward 30°, 800m? YES → Halt Rotate → Obstacle is present in front of? NO Move forward YES Move right → RETURN ↓ NO Target is present within right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Rotate left → RETURN When you execute Rotate infinitely in pass mode here, you have to execute Halt Rotate in somewhere. By executing Lock-On, it become possible to adjust direction of the body automatically, and various decisions by “Assess Target” chips become available. You can lock on an OKE in radar range only. Normally, radar range with a radius 500m is wide enough. However, when Jamming Fog has been sprayed, the radar range becomes narrower and lock on in long distance will be impossible. As this occurs, all of the decisions by Assess Target chips become unusable. Incidentally, when Jamming Fog is the highest density, radar range is radius 50m. It will continue to recover little by little over time. In order to cope with this situation, you have to create logics assuming situations that lock-on is not possible. In the example above, Rotate is instructed on the assumption that lock-on is always possible. To improve behavior, it s a good idea to add a branch if there is no target, for example, execute Move, lay mines, or activate Rader Enhancement. ↓ NO Target is present within the right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Target is present within the left direction 180°, 800m? YES → Rotate left → RETURN ↓ NO Routines when lock-on is not possible (It is also good idea to determine using Action Assessment chip) In addition, as previously mentioned, there is also a way to use "Scan for OKE" to explore the opponents without using target information. Even though you use "Scan for OKE", it detects only OKEs in radar range if you have specified attribute of troops "enemy" or "friend". But in the case the attribute of troops is "unspecified " or "unknown", the discovery of the OKEs outside of radar range is possible. “Unspecified” also functions in radar range. It will branch to YES if there are any OKEs. "Unknown" will always branch to NO in radar range. The determination by "body type" also works outside of radar range. That is, the appearance of OKEs would be seen. [Summary of the points] Basically, you should utilize decisions based on target information. There are many useful things in the target information obtained by Lock-On and “Assess Target” chips. Lock-on is also essential to tactics using Counters. In the radar unusable situations, let s take advantage of “Scan for OKE”. In the case that the attribute of troops is "unknown", the discovery of the OKEs outside of radar range is possible. You can identify the OKEs in some extent by "body type". So, what should I do? 1. Let s decide the general "flow". 2. Along the "flow", let s make a backbone by connecting conditional branches. 3. Let s make up action from each branch. 4. Let s test. 5. More quickly? More powerful? More reliably? More beautiful? Anything is good. Let s aim at a program that you envision.
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素材アイテム アイテムや建物などの作成材料です Stockpileの「Raw materials」に全て収納することができます Raw materials barrel内に収納することができます 下記表中の「S」欄は、Barrelに収納する際のサイズです。Barrelに入る数10に対して、1なら1つ分、2なら2つ分のスペースをとります Materials木 石・砂・鉱石・雪 植物 中間材料 Colors花 color ドロップ品 Misc.死体 Hides皮・羊毛 ドロップ品 Materials 木 Chop(きこり)で入手 画像 名称 S 入手先 備考 Wood 1 Tree類をChop 木 石・砂・鉱石・雪 DigかMine(掘る・採掘)で入手 画像 名称 S 入手先Terrain 備考 Mud 1 Grass, Dirt Stone 1 Stone, Dense stone,Dungeon wall, Rock, Wasteland Sand 1 Sand Flint 1 Gravel(砂利) フリント。火打石として使用 Coal 1 Coal Iron 1 Iron Copper 1 Copper Silver 2 Silver Gold 2 Gold Snow pile - Snow 植物 Harvestで入手 画像 名称 S 入手先 備考 Bamboo 1 Plant trap seedling 1 中間材料 Materialを材料に作成する中間材料。左メニューから作成指示 画像 名称 S 材料 作成設備 備考 Glass 1 Mud または Sand Smelter ガラス板 Colors 花 Harvestで入手 画像 名称 S 入手先 備考 Red flowers 1 野生 または 畑のRed flowers Blue flowers 1 野生 または 畑のBlue flowers Yellow flowers 1 野生 または 畑のYellow flowers color Color mixing benchを使って作成。左メニューから作成指示 画像 名称 S 材料 備考 Red color 1 Red flowers または Red gel Blue color 1 Blue flowers または Blue gel Yellow color 1 Yellow flowers または Yellow gel Green color 1 Yellow color, Blue color Purple color 1 Red color, Blue color Orange Color 1 Red color, Yellow color ドロップ品 生物を倒して入手 画像 名称 S 入手先 備考 Green gel 1 Green slime Red gel 1 Red slime Blue gel 1 Blue slime Misc. 画像 名称 S 入手先 備考 Bones 1 pig, cow, unifallow, sheepを解体(※1)、死亡した家畜、クリーチャーとの戦闘 生物(人間以外)の骨 Badger den 1 (Bones※1) Butcher tableが必要。左メニューから指示か、対象の動物を右クリック。家畜も野生(Wild)どちらも可能 死体 CitizensやHerosの死体。埋葬(墓の材料)など 画像 名称 S 備考 Human corpse 2 住民の死体 Human remains 2 風化した人間の死体 Purged human remains 2 Sips corpse 2 Vechs corpse 2 Punchwood corpse 2 Herbalist corpse 2 Barbarian corpse 2 Rogue corpse 2 Rogue corpse 2 Elf corpse 2 Dwarf corpse 2 Knight corpse 2 Mage corpse 2 Highlander corpse 2 Hides 皮・羊毛 Hide skinning tableを使用。左メニューから指示するか、対象の動物を右クリック 画像 名称 S 原料生物 備考 Animal hide 1 Badger hide 1 Unifallow hide 1 Skootenbeeten Feather 1 Wool 1 毛刈りをしても羊は無事 ドロップ品 画像 名称 S 入手先 備考 Snake teeth 1
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生徒会会計 女子 名前 作品 学校 所属 備考 哀原 美奈巳 はぐれ勇者の鬼畜美学 JPNバベル 朝日奈 エミリ さいみん生徒会 エロライトノベルWiki 上社 生枝 マテリアルブレイク 神尾城島第八学園 学生会会計 雨渡 穣華 マケン姫っ! 天日学園 3年 統制会会計 市川 まゆら 極上生徒会 宮神学園 衛藤 芽生 がくえんゆーとぴあ まなびストレート! 聖桜学園 佐倉 水希 晴れときどきお天気雨 御凪学園 3年 猿渡 銀兵衛 春臣 お兄ちゃんだけど愛さえあれば関係ないよねっ 私立聖リリアナ学園 2年 椎名 真冬 生徒会の一存 私立碧陽学園 1年C組 東雲 皐月 恋と選挙とチョコレート 私立高藤学園 2年 生徒会財務部長 夏目 沙耶子 生徒会のヲタのしみ。 3年 ハイディ・オーゲザヴァラー 境界線上のホライゾン 武蔵アリアダスト学院 3年梅組 生徒会会計補佐 萩村 スズ 生徒会役員共 桜才学園 1年 男子 名前 作品 学校 所属 備考 岡田 隼人 フルメタル・パニック! 都立陣代高校 倉田 博史 フルメタル・パニック! 都立陣代高校 1年 河野 貴明 ToHeart2 2年 シロジロ・ベルトーニ 境界線上のホライゾン 武蔵アリアダスト学院 3年梅組 東儀 征一郎 FORTUNE ARTERIAL 修智館学院 6年 生徒会財務 名前 コメント
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avisynth64 (JoshyD 版) を利用。 プラグイン Links to 64 bit Avisynth plugins Avisynth x64 filters (http //yo4kazu.110mb.com/) 上記以外にも検索してみると、doom9 で x64 版プラグインが入手できたり(ex. nnedi3 x64) おまけ idx+sub 字幕が表示されない http //code.google.com/p/vsfiltermod/ の VSFilter64 をインストール。tmp.idx, tmp.sub があるとして、avs は VobSub("tmp") なのだが、なぜか字幕が表示されない。そんなときは、idx(テキストファイル)を編集。たぶん langidx 行がないせい。 ... langidx 0 id ja, index 0 timestamp 00 02 08 056, filepos 000000000 ... non-strictly-monotomic points warning について 内蔵のリサイズフィルタを適用すると x264 エンコード時に warning が出る。 Doom10 Forum - x264 r1510 non-strictly-monotomic points warning によれば、avisynth64 由来のエラーってことらしい。 warning 回避のためのリサイズ代替策として、プラグイン ffms2.dll の SWScale 関数を使用するとよい、みたい。 SWScale(1440, 1080, resizer="Spline") resizer パラメタには、リサイズ時に使用するアルゴリズム(Bilinear, Bicubic, Lanczos, Spline 等。デフォルトは Bicubic)を指定する。 warning によって、なんの問題があるのかは不明。現状、気分的に使用。
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Market Analysis Property Management refers to dealing with the tenants or prospects. This system includes solutions for real estate. Property management solutions offer deployment, consulting, integration, support, and maintenance services. The inclination towards digital solutions for property management is driving the market. The rise in the adoption of property management using software solutions such as cloud-based solutions and service (SaaS) models are propelling the growth of the Property Management Market. In addition, property management solutions offer assistance for the property holders to monitor, manage and analyze the aspects of properties of residential and commercial. When a property management company manages properties, they can ensure software aids that will include simply the day-to-day activities for property managers, which will result in saving time and money spent on managing activities. These growth factors are highly boosting the demand of the Property Management Market at the global level. The COVID-19 pandemic was a tough situation for the market, but the growth opportunities stabilize its growth in the future days. The commercial building owners and investors are showing their major interest in property management solutions due to their energy-efficient and high-productivity properties—these market drivers and opportunities to uplift the growth value of the market. The Property Management Market is projected to reach a healthy CAGR of 7.3 %, with an estimated value of worth USD 21.4 billion by 2025 during the forecast period. Get a Free Sample @ https //www.marketresearchfuture.com/sample_request/8553 Market Segmentation The Property Management Market is segmented based on component, deployment, application, and end-user. The component segment of the market is divided into solutions and services. The solution segment of the market is anticipated to hold the largest share due to its solid performance in recent years. The service segment comprises a service segment that has been further categorized into integration services, consulting services, and training and maintenance. The deployment segment of the market is categorized into on-premise and cloud-based solutions. The cloud-based segment has held the largest share due to its emerging properties in the past years. In the application segment, the market is classified into residential and commercial. The commercial segment is further subdivided into the retail, hotel, workspaces, and other sub-segments, among other things. The end-users segment is divided into property agents and housing associations. Regional Analysis According to the geographical status, the Property Management Market covers major regions worldwide such as North America, Europe, Asia-Pacific, and the Middle East Africa, and South America. The North American market is accounted for the largest market share in recent years, and it is going to continue its growth consistency during the forecast period due to the presence of major countries such as Canada, the US, and Mexico, where the demand is high for property management solutions. The Asia Pacific is expected to reach its highest CAGR rate with a good growth rate due to the presence of highly developing countries such as China, Japan, India, and the rest of Asia-Pacific, where the key players are largely investing in different technologies such as property management software, electronic payment solution, accounting and bookkeeping tools, electronic lease and others. Key Players The notable players profiled in the global property management market report include Chetu Inc., Spacewell, Accruent, RealPage, Inc., Trimble Inc., SAP, Oracle, IBM, AppFolio, Inc., Yardi Systems, Inc., Buildium, MRI Software LLC, Rosmiman Software Corporation, Re-Leased Software Company Ltd, and Skyline Property Management, among others. Industry Updates March 2021- MultiLiving has launched Propel app which is an end-to-end property management application for homeowners. In 2018 July, Trimble Inc. purchased Viewpoint, a supplier of construction management software. Trimble anticipated that the purchase would enable the company to improve the capabilities of its property management system. Access Report Details @ https //www.marketresearchfuture.com/reports/property-management-market-8553 Table of Contents 1 Executive Summary 2 Scope of The Report 2.1 Market Definition 2.2 Scope of The Study 2.2.1 Research Objectives 2.2.2 Assumptions Limitations 2.3 Market 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 At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact M 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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Market Scenario Wireless networking has made the process so much faster and more efficient, with IT administrators able to add more computing power and storage space. Edge computing is focused on enhancing data by performing data processing, reporting and collecting. Its centers are used as storage systems. It improves the efficiency of content delivery of the structure. It handles data processing control at the edge of a network as an alternative to keeping it in the warehouse. The rise in the use of Internet services with the rise in the number of devices has enlarged the demand for bandwidth-intensive applications. The use of digital services across many industries is changing the way data centers are positioned. By 2023 the Edge Data Center Market is predicted to grow by $1,740 million with a CAGR rate of 13% within the forecast period. The popularity of online streaming services is rising, helping the Edge Data Center Market grow globally. To meet up with the customer requirements, the servers need high-quality and high bandwidth services. The edge data center works similarly to the traditional data center but is smaller in size. The data centers are managed remotely and placed near the location they serve. It is a small figuring unit next to a 5G antenna, and it can be stretched to a room with 100-200 KW. These edge data center has facilities such as fire protection, great security systems and cooling system, and it provides great features such as uninterrupted UPS, storage systems, and board cooling; these features fuel the growth rate of the Edge Data Center Market. The pandemic covid-19 has impacted the economy globally, and it was a tough challenge for the demand for the Edge Data Center Market. The market got affected by the covid-19 due to the lockdown that was imposed in many countries. Many companies were shut down in order to maintain social distance, which affected the edge data center business. COVID-19 Impact on the Global Edge Data Center Market COVID-19 is an ongoing global public health emergency that has affected almost every industry, with long-term effects expected to affect industry growth over the projected period. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/4180 Competitive Outlook The prominent players in the edge data center market are – Rittal (Germany), Cisco Systems, Inc. (U.S.), Elliptical Mobile Solutions (U.S.), Huawei Technologies Co. Ltd. (China), Panduit Corp (U.S.), Anixter International (U.S.), Wave-2-Wave Solution Corporation (U.S.), Zellabox (Australia), Dell Inc. (U.S.), Silicon Graphics, Inc. (U.S.) among others. Segmentation The global edge data center industry has been segmented into components, service, organization size and vertical. By components •Solutions •Services By Solutions •DCIM and Analytics •Power •Cooling •Networking Equipment •Others By Services •Integration and Implementation •Consulting •Managed By Facility Size •Small and Medium Facility •Large Facility •By verticals •IT and Telecom •BFSI •Healthcare and Lifesciences •Manufacturing •Government •Automotive •Gaming and Entertainment •Retail and E-commerce •Others By regions •North America •US •Canada •Europe •UK •Germany •France •Rest of Europe APAC •China •Japan •India •Rest of APAC Middle East •UAE •Saudi Arabia •South Africa •Rest of MEA Latin America •Brazil •Mexico •Rest of Latin America Regional Analysis The Asia Pacific shows faster growth, and it is estimated to be the highest CAGR rate between the predicted period. Many online videos streaming on various platforms are expected to fuel the demand for edge data center solutions in this region. In 2019 Europe had a 10% share, and it is estimated to show 20% growth by 2026. Europe has strong production sectors that launched advanced technology such as 5G, robotics, and loT devices. With the rising adoption of connected devices, the European region is expected to show speedy growth. Industry News In 2021 Eaton had announced the acquisition of Cobham Mission Systems to position Eaton’s aerospace business well for the future. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/edge-data-center-market-4180 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…. View Similar Report** Internet of Things (IoT) Market By Software (Data Management, Network Management), By Hardware(Sensors, camera), By Services (Manage Services, Professional Services), By Organization Type (Small and Medium Scale Business, Large Scale Business) View Similar Report** https //ictmrfr.blogspot.com/2022/03/email-encryption-market-size-enormous.html https //ictmrfr.blogspot.com/2022/03/smart-contracts-in-healthcare-market.html Cash Management System Market https //www.marketresearchfuture.com/reports/cash-management-system-market-8602 About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. 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Node Type Other ノード説明と目的 Micro exporterは地形ジオメトリをエクスポートに使う事が出来ます。Micro exporterはプロシージャル地形だけでなく、ディスプレースメントやオーバーハング等をエクスポートする事が可能となります。ハイトフィールドとして地形をエクスポートする事は出来ません。Micro exporterはジオメトリ(ポリゴン)、法線、テクスチャ座標をエクスポートする事が出来ます。TGO、FBX、OBJ、LightWave LWO2形式をサポートします。 最初に、Micro exporterがレンダリングを通して生成されたジオメトリをエクスポートするために、『Render』ノードと連携して利用します。レンダリングするために使用されるカメラは、部分的にエクスポートされる地形の領域を定義します。さらに地形をエクスポートする領域を制限するために、"Near distance(近距離)"や"Far distance(遠距離)"パラメータを使用する事も出来ます。カメラの視野内のジオメトリのみをエクスポートします。後ろ向きのポリゴン(カメラと反対方向を向いているポリゴン)も、エクスポートします。 Micro exporterは、基本的にはレンダラーによって生成されたマイクロポリゴンをエクスポートする事で動作します。 これにはいくつかの密接な関係があります。それはエクスポーターが接続される『Render』ノードのディティール設定で生成されたたポリゴンサイズを コントロールする事を意味します。低ディティールではより粗いメッシュを生成します。ポリゴンもまたカメラからのもので、より大きくします。 Micro exporterによって大量のジオメトリを作成する事が出来ます。必要に応じてエクスポートする領域を制限するために、"Near distance(近距離)"や"Far distance(遠距離)"パラメータを使って管理する事も出来ます。『Render』ノードのディティールレベルを0.5、またはそれ以下に設定する事で、合理的なジオメトリレベルを維持する事に役立ちます。 Micro exporterを作成する最も簡単な方法は『Render』ノードを使用する事です。以下の手順に従って下さい 『Render』ノードの[Sequence/Output]タブに移って下さい。 "Micro exporter"のチェックボックスをチェックします。 "Micro exporter"パラメータ横の「Assign」ボタン(緑の十字アイコン)をクリックします。 ポップアップメニューから"Create new micro handler(新しくマイクロ・ハンドラを作成)"を選択します。 そのサブメニューから"Micro exporter"を選択します。 『Camera』ノードで"Orthographic"を選択し、メートル単位で地形を四角形で出力するように設定します。通常の"Perspective"で出力すると、カメラの視点による円錐状の地形を出力します。エクスポートされる地形はカメラの画角なため、カメラのビューポイントを"Top view"にする事で、四角形の地形をエクスポートする事が出来ます。 "Create new micro handler"のサブメニューにある未だ利用可能である"Lwo micro exporter"は、互換性理由で推奨されずに残された古いノードである事に注意して下さい。Micro exporterからLWOファイルをエクスポートする事が出来るので、代わりにそれを使う必要があります。 古い互換ノードですが、最新バージョンのLightWave_2018.0.2モデルでも読込みは可能です。 "Micro exporter"のパラメータビューでファイル名を設定する事が重要です。ファイル名の設定、および"Micro exporter"の他のパラメータの変更手順は以下の通りです "Micro exporter"パラメータ横の「Assign」ボタン(緑の十字アイコン)をクリックします。 ポップアップメニューから"Go to Micro exporter 01"を選択します。(正確なノード名はあなたのプロジェクトによって異なる場合があります。) 設定 Normals 法線 チェック時、ジオメトリの法線をエクスポートします。 Texture coords テクスチャ座標 チェック時、ジオメトリのテクスチャ座標(UVWs)をエクスポートします。Mayaの場合は、これをオフして、Maya上でメッシュを再UVする必要があります。これはTerragenのテクスチャ座標はメッシュ上に投影されず、x軸に沿って投影されるからです。オフにする事でディスク上のファイルサイズは減少します。 Nearest distance 最近距離 このパラメータは、ジオメトリのエクスポートを始めるカメラからの距離を設定します。デフォルト値の"0"は、まさにカメラ位置からジオメトリをエクスポートする事を意味します。例えば"1000"と設定した場合、カメラから1000m以上の地形部分だけがエクスポートされます。 Farthest distance 最遠距離 このパラメータは、ジオメトリのエクスポートを終えるカメラから最も離れた距離を設定します。設定された距離を越えた地形部分はエクスポートされません。 Filename ファイル名 このパラメータは、エクスポートしたジオメトリを保存するファイル名を指定します。使用する形式に合わせてファイル拡張子を設定します。例えば、OBJファイルをエクスポートする場合は、".obj"をファイル名に追加する必要があります。ファイルダイアログが、形式を選択するポップアップを持っておらず、「Choose File」ボタンでファイルを選択する場合でも、これが当てはまります。以下が追加すべきサポートされた拡張子の形式です --".tgo" Terragen TGO形式--".fbx" FBX形式--".obj" OBJ形式--".lwo" LightWave LWO2形式".obj"よりも".fbx"フォーマットはディスク容量を軽減する事が出来ます。
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Initial Meetings Definition The first meeting at the beginning of a relationship. In the context of ICU, this is how April/September/OYR students find themselves in situations where they have a chance to meet each other. Explanation Finding people Japanese POV It may be a simple matter of finding someone to talk with for some people. But for others it can be stressful and energy-consuming. At the first meeting, they select the persons whom talk with carefully. On the other hand, other person do not mind that. Outsider POV A basic characteristic of forming Japanese relationships seems to be the consideration of the benefit of the relationship beforehand, because in Japan, individuals are not so much considered for their own ability, but who they know. Starting conversations Japanese When a suitable person is found to talk to, they approach the person shyly. The conversation is started by asking where the person lives, how old the person is, or which club the person belongs to. If they find they have things in common (same hobby or same hometown), a good feeling develops. However, their nervousness will continue. On the other hand, other people find it easier to meet people for the first time. When they find someone new, they will approach them with a smile and start some kind of small talk. Outsider Americans don t really consider where and when they meet people or hesitate to start conversations. During conversation Japanese Some people find these inital conversations worrysome or stessful, and other people are good at making conversation. They can follow the subject with ease. They can easily bring out the characteristics of the person they are talking with. Thus the conversation can progress enjoyably, and it can continue or stop naturally. Outsider Japanese people are concerned about 間合いのつめかた(maai no tsumekata), which means how/when to progress in a relationship, a concept that most foreigners are thoroughly unaware of. The context of a situation and the ability to "read the air" dictates the appropriate behavior in Japanese mind. The end of the meeting Japanese The end of the meeting, some people will exchage e-mail addresses, hoping to later to send email. However, they are glad to exchange e-mail addresses because that is proof of their new friendship. Exchanging e-mail is the best way to keep a friend, and as they get to know each other, their conversation will improve in time. Outsider Americans may exchange phone numbers, and it doesn t matter if they will call the new person or not. Often phone numbers are exchanged for other reasons than simply just to "become friends." Another day after the meeting Some people worry about whether they have become friends or not, so when they meet the persons, they hesitate to interact with them. On the other hand, some people do not think about weather or not they have become friends, they think only of the good time they had with the new person. Outsier For [Americans], personality and individual compatibility determine how the relationship will progress. One of the main problems between the groups at ICU, the OYRs, the September students and the April students seems to be actually meeting one another. In Japan there are certain ways one normally makes friends, such as joining a club or living in the dorms. But many of the students do not have these opportunities. For example, many clubs do not want OYR students, who are preoccupied with traveling and are only at ICU for a year anyway. Compared to other Japanese universities, a relatively small number of people join clubs at ICU. So ICU students are already at a disadvantage when it comes to meeting people. Relationships in Japan are taken very seriously, maintained, nurtured, and sometimes extinguished. To many OYRs, this is a strange process...especially to many Americans, who make friends with anyone, anywhere, and for any reason, and rely on their own personal ability to make it in life rather than the relationships they form. That is to say, the way of making friends is serious problem for some people, and for others it is quite easy. Of course, friends are a very important part of life for everyone. Examples / Actual Cases Many OYRs initially were interested in joining the Smooth Step circle, which would have been a great way to interact with Japanese students however, it turned out that the Smooth Steppers didn t want OYR students because they couldn t participate in March practices. The practice seemed to be made as to completely discourage OYR participation. It also seems that many Japanese people feel intimidated by foreigners joining clubs! Smooth Step didn t want foreign girls because they are "too cute." This competitive factor completely discourages meeting in a club or circle scene. And even Japanese people have trouble meeting other Japanese people. A September says When I first entered ICU, I didn t know anyone - I felt so alone, because there were no friends that I could spend time with. I was very motivated and wanted to make friends, but it was hard. The JLP classes were too small and the other classes were too big (since I was taking GE classes), and those classes were almost completely comprised of individual work. There was no "出会い", no chances to meet people. Even though I met many other September students, I didn t get a chance to meet OYR students and April students. Solution / Recommendation / Suggestion etc. Suggestion 1 It is impossible to tell Japanese people to give up on their mindset, so the best thing for a foreigner in Japan to do is understand how Japanese people approach making new relationships. Foreigners should take the initiative when it comes to making Japanese friends, and they should also be aware of "imposing" too much of their own personality on sensitive situations; ie any first meeting one has with Japanese people they hope to befriend! Suggestion2 Good initial conversations are a solid foundation for a good friendship! When having conversations with Japanese people, be aware of quanity(make your contribution only as informative as required), quality (make your contribution truthful, and do not say anything for which you lack evidence), relation (allow people to know how they relate to you), manner (communicate clearly, avoid ambiguity and be bfief), and behavior (be aware of the other person s feelings, and listen and respond to what they have to say). Edit this page