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https://w.atwiki.jp/docomoprosh03b/pages/19.html
本体とBluetooth機器をワイヤレスで接続できます。 対応バージョンとプロファイル 対応バージョン Ver2.0+EDR 対応プロファイル HSP,HFP,A2DP,AVRCP,HID,DUN,OPP,SPP 備考 iアプリの音声を直接Bluetoothヘッドホンなどでは再生できません。 間にトランスミッタを挟めば無理矢理できないこともないが・・・ [携帯]--(イヤホン)--[トランスミッタ]- - (Bluetooth) - -[ヘッドホン] ダイヤルアップ接続(DUN)を利用して、携帯端末をモデムの代わりにすることができますが、パケ・ホーダイ等のパケット通信定額サービスを利用していない場合、パケ死します。パケ・ホーダイ ダブルを契約中の場合、128K通信を利用した場合、最大で5,700円(税込5,985円)、それ以外の場合は最大で13,000円(税込13,650円)の通信料が請求されます。 できること ヘッドセット/ハンズフリーで通話(HSP,HFP) 対応するヘッドセットや、カーナビなどのハンズフリー機器を接続することで利用できます。 オーディオ機器で再生する ワイヤレスで音楽やワンセグの音声を再生できます。※一部制限あり(P.423) PC向けキーボードを使う(HID) 対応キーボードから文字入力できます。カーソルキーなどを使って、画面操作も行うことができます。 Bluetooth対応キーボード ダイヤルアップ接続(DUN) 本体をモデム代わりにしてパケット通信や64Kデータ通信を行うことができます。 データを送受信する(OPP) 電話帳、スケジュール、メール、メモ、Bookmark、トルカなどを送受信できます。 iアプリからBluetooth通信を利用する(SPP) ほかの携帯端末と通信して、対戦ゲームなどを行えます。 カーナビと連携する(SPP) フォトリモナビ規格に対応したカーナビと接続して、様々なサービスを利用できるようにします。 例)ニコニコ動画の音声をヘッドセットでワイヤレスに聞く等 対応機器 SH-03B Bluetooth®接続確認機器リスト 名前 コメント すべてのコメントを見る
https://w.atwiki.jp/tailhunter/pages/5.html
Wikipedia vector 窓の杜 Daemon tools DVD Shrink OpenOffice DVD Decrypter 日本語化工房-KUP
https://w.atwiki.jp/killingfloor2/pages/19.html
概要 概要 頭は鈍いが、爪は別だ。 こいつの腕の届く範囲からはとにかく離れる事だ。 原文 His brain may not be the sharpest tool in the box, but his claws are. You really want to make sure he stays out of reach.
https://w.atwiki.jp/hmiku/pages/54870.html
【登録タグ 曖昧さ回避】 曖昧さ回避のためのページ buzzGの曲Flashback/buzzG 禿親父(ド)Mの曲Flashback/禿親父(ド)M 類似タイトルflash back フラッシュバック 曖昧さ回避について 曖昧さ回避は、同名のページが複数存在してしまう場合にのみ行います。同名のページは同時に存在できないため、当該名は「曖昧さ回避」という入口にして個々のページはページ名を少し変えて両立させることになります。 【既存のページ】は「ページ名の変更」で移動してください。曖昧さ回避を【既存のページ】に上書きするのはやめてください。「〇〇」という曲のページを「〇〇/作り手」等に移動する場合にコピペはしないでください。 曖昧さ回避作成時は「曖昧さ回避の追加の仕方」を参照してください。 曖昧さ回避依頼はこちら→修正依頼/曖昧さ回避追加依頼
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Market Scenario The virtual classroom is a classroom where teachers and students get an online learning environment so that they can have better communication with each other. Here they can see each other and discuss any presentations; web-based Voice over IP can do video conferencing and live to stream. This type of classroom allows multiple users to get connected at the same time anywhere. Expansion of technological advancement and development in AR/VR technologies is a significant factor rushing the Virtual Classroom Market growth; also the rising adoption of increased reality (AI) or virtual reality (VR) for corporate training and development, the increasing popularity of digital learning and social network, development in VR/AR technologies, and an increasing number of mobile phone users combined with mobile learning applications and technologically skilled professionals are the main factors, among others which are fueling the Virtual Classroom Market. The rising technological advancements in AI/VR technology and enhancing modernization in the products presented in the market will further produce new opportunities for the virtual Classroom Market in the estimated period, as it is mentioned above. The execution of data innovation is operating the Virtual Classroom Market. The instructive foundations receive advanced showing strategies that integrate white sheets, projectors, and practicality note pads. Coordination between equipment suppliers, programming pioneers, and instruction material suppliers makes the learning process simple. The major drivers of the Virtual Classroom Market are increasing the number of adaptable learning applications, and expert aptitude with innovation and digital learning is expected to operate the business of virtual classrooms. The expansion in the number of cell phone clients and interpersonal organizations is increasing the importance and boosting the Virtual Classroom Market. The crucial tension of the organizations on the global level is the substantial expense brought about while preparing and implementing examination measures. The best and the most rational answer for the equivalent is corporate e-learning. With the rise of e-learning, it has been of incredible interest, and important appropriations are transferred around the world. These learning arrangements are enhanced and prepared to convey more skillful and successful answers for the corporate labor force. The Virtual Classroom Market Size is predicted to grow to USD 12 Billion by 2023, at 10% of CAGR somewhere in the forecast period between 2017 to 2023. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/4065 Competitive Outlook Skyprep (Canada), SAP SE (Germany), Oracle Corporation (US), BrainCert (US), Docebo (Italy), Brainier (US), Saba Software (US), Edvance360 (US), Bluevolt (US), and Canvas (US) are some reputed companies in the virtual classroom global market that are listed by MRFR. Segmentation Based on Components, the Virtual Classroom Market is divided into Services, Hardware, and Solutions. Based on the Solution, the Virtual Classroom Market is divided into Content Management, Analytics and Data Visualization, Device Management, Security, and Unified Communications and Collaboration. Based on Deployment, the Virtual Classroom Market is concentrated across Cloud and On-Premises. On the basis of End Users, the Virtual Classroom Market is divided into Academic Institutions and Corporates. The Virtual Classroom Market is divided into Asia-Pacific, Americas, Europe, Africa, and the Middle East based on the regional analysis. The Virtual Classroom Market globally says that the North American areas, the USA, Canada, will probably meet the greatest development. There is an important purpose for this. There is a developing application of the innovative foundation combined with the expansion of proportion projects rolling on the side of public authority. Regional Analysis In North America, the virtual classroom market is expected to earn high turnover due to the rise in the demand for cutting-edge technology solutions to training across corporate sectors and education sector. The high investment made by different governments to improve virtual classroom solutions is expected to support the expansion of the virtual classroom market in the years ahead. In Europe, the virtual classroom market is likely to register a high CAGR in the analysis period due to increase in the need for online training and education facilities in the pandemic. In Asia Pacific, the virtual classroom market expected to emerge due the availability of excellent digital solutions with high connectivity. The easy access to high-end digital solutions can support the expansion of the virtual classroom market in India and Japan. The existence of a high number of vendors dealing in components for virtual classroom can support the expansion of the regional market across the assessment period. The rise in the number of different educational institutions that are adopting virtual classroom solutions can support the rise of APAC virtual classroom market across the analysis period. Industry News The global Virtual Classroom Market Share Report Market Trends has been affected due to the lockdown across the regions. This pandemic situation has hampered the Virtual Classroom Market Share Report Market Growth as well as its productivity, supply chain, and others. Moreover, the global market has lost its investors due to the increasing loss for the products, supply, transportation, workforce, and others. However, in the meantime, the key market players have implied various strategic techniques to boost global market growth. Thus, to meet the global market demands, the global market increased its speed in producing more valuable products for its intended customers. Recently, the global market has stabilized its position in the global market and is expected to register a higher Virtual Classroom Market Share Report Market Size for the forecast period. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/virtual-classroom-market-4065 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) Smart Glass Market https //writeonwall.com/smart-glass-market-by-development-size-share-and-demand-opportunity-size-share-key-manufacturers-drivers-value-and-foreseen-2027/ Passport Reader Market https //writeonwall.com/passport-reader-market-by-development-size-share-and-demand-opportunity-it-security-and-data-protection-analysis-forecast-to-2030/ https //ictmrfr.blogspot.com/2022/03/virtual-dressing-room-industry-enormous.html 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 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
https://w.atwiki.jp/biyou2563/pages/82.html
店名 GUEST ROOM 電話番号 03-5428-6710 店舗住所 東京都渋谷区代官山町12-1-2F 店舗までのアクセス 東急東横線代官山駅北口を出て、歩道橋を渡り、代官山アドレス内を通り、八幡通りに出ます。八幡通りを右に曲がり、そのまま道沿いに直進しますと三井住友銀行がございます。そこの隣りのビルの2Fになります。 営業時間のご案内 月~金/11:00~21:00 土日祝/10:00~19:00 定休日 年中無休 取り扱いクレジットカード カット価格 5250円~ スタイリスト数 3人 席数 5席 備考 ドライカット/ドリンクサービスあり/DVDが見られる ▼代官山・恵比寿のその他の美容院 tu Lix escenario de ORO 53 Sketch Яe doop 髪工房PaPa DADA 恵比寿店 KENSINGTON WONDER代官山店 hair relax spa Beige Milieu Prier Bug MASHU 代官山 nuanceEBISU blast hair&make Vacances SLUG UNP(A)S 恵比寿店 JET ten-half Agee daikanyama zing hair Nuuds ARC+ HUTCH SQUASH Letit club sakamaki hair production Lens Aqure Paddle bud s HAIR daice Daisy else・・ sulir hair and nail design Pippinina belog SPY VAN COUNCIL ebisu E-10 ―エクステ・コーンロウ・ブレイズ専門店― DOLL VEGA hair&make HIRAQUI blanc de blanc エーヴ salon de actress 恵比寿店 daikanyama SOU PAR BLEU代官山店 Lani hair Quatre Feuilles <キャトルフィユ>
https://w.atwiki.jp/aias-jsdoctoolkit/pages/20.html
トップページ ドックコメントの書き方 タグリファレンス @class @constructorタグと同じく、@classタグが付いた関数はコンストラクタとみなされます。ただしこのタグの目的はコンストラクタというよりも、クラスそのものを説明することにあります。 http //code.google.com/p/jsdoc-toolkit/wiki/TagClass 別名 @classdescription 構文 @class description description -- 省略可:クラスの説明 例 この例には2つの説明文が存在しています。1行目の文はタグ付けされておらず、コンストラクタ関数について説明しています。2行目の文は@classタグの一部であり、 Person クラス全体を説明するのに使用されます。 加えて@classタグの存在によって、この関数はコンストラクタであるとみなされます。 /** Creates a new Person. @class Represents a person. */ Person = function() { } 関連項目 @constructorタグ
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候補地 「ログ バードの森」 http //www.tangoweb.co.jp/ineonsen/index.html 所要時間 6時間 1棟定員 6名 長所 貸切温泉が豪華・目の前が海水浴場 短所 急斜面のダートを車で登る 「ふるさと村(2ヵ所あり)」 http //www.kobe.coop.or.jp/furusatomura/index.html 所要時間 2時間30分(高速使用でやちよ いちじま共に) 1棟定員最大 18名 長所 全部揃って値段も安め 短所 間取りが分らない(資料請求予定) 「NEOキャンピングパーク」 http //www.neocamp.or.jp/ 所要時間 4時間30分(高速使用) 1棟定員 8名 長所 結構キレイ(去年行った) 短所 予約が取れない 「柤岡・柤大池公園バンガロー村」 http //www5.nkansai.ne.jp/hotel/kebioka/ 所要時間 3時間30分(高速使用) 1棟定員 7名 長所 雨天時もOK備え付けBBQ炉あり 短所 冷房がない 所要時間算出 国道 www.kkr.mlit.go.jp/scripts/roadtime/calc.pl 高速道路 www.hinavi.jp/route/search_ic.lw.php ガソリン価格 response.jp/e-nenpi/price.html
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aaaキー入力 イベントリスナーへの登録 http //209.85.175.104/search?q=cache Da8fuzYTos0J oshige.com/flash/note/archives/2005/02/post_35.html+ActionScript+%E3%82%AD%E3%83%BC%E5%85%A5%E5%8A%9B hl=ja ct=clnk cd=4 gl=jp イベントリスナーからの消去http //oshige.com/flash/note/archives/2005/02/post_36.html Adobe AIR 「作って学ぶAIRウィジェットの基礎→応用」http //www.atmarkit.co.jp/fwcr/index/index_airwidget.htmlhttp //diaspar.jp/node/159 作って学ぶAIRウィジェットの基礎→応用(1) いまさら聞けないAdobe AIR「超」入門http //www.atmarkit.co.jp/fwcr/rensai2/airwidget01/airwidget01_1.htmlhttp //journal.mycom.co.jp/articles/2008/06/22/air/ Flex 3.0 SDKhttp //www.media-tech.co.jp/detail/376-2_ActionScript.htmhttp //diaspar.jp/node/159 aaa
https://w.atwiki.jp/virtualmarket/pages/24.html
Virtual Market 3 Booth Rules ver2019.07.03 日本語 Exhibitor Terms Conditions Regarding Booths The venues will host an average of 40 booths each. The idea is to create a busy, colorful ambience with booths of various designs lined up next to each other. Having a large number of booths in each venue, optimization will be vital in ensuring a smooth and enjoyable experience for the attendees. This section is made to ensure that optimization of each booth is kept to an acceptable standard. Before submitting the assets for your booth, please ensure that your booth passes all checks in accordance to these booth rules. Further details regarding the checking process can be found at the [Booth Regulation and Checking Manual] section scheduled to be released at a later date. Submitted booth assets that has failed the regulations check may be required to be resubmitted or removed from the event. Submitted booth assets that has passed the regulations check, but are resource intensive may be required to be resubmitted. Submission Deadline Submission deadline will vary depending on the booth type. Regular / Joint booths must be submitted by [10th August 2019]. Limit break booths must be submitted by [27th July 2019]. A private venue will be open from the 1st ~ 7th September for final checks. Requests for changes will not be entertained past this date. Booth rules introduction explanation (Archive) Video explaining the booth rules and specifics for each rule. Contents Regarding booths Submission Deadline A. Submission Techinical Requirements B. File Folder Formatting C. Scene Structure and Formatting D. Booth Requirements D’. Joint Booths D’’. Limit Break Booths E. Shader Requirements F. Components Avatar Pedestals World Specifications Update Log A. Submission Techinical Requirements Submitted assets must be prepared in Unity 2017.4.28f1 Ensure that you are using the latest VRCSDK version prior to submission Submit your assets using the provided tool Include all of the asset files under a folder with your group s ID. Set an empty gameobject as the parent to all objects in the hierarchy and rename said parent gameobject to your group s ID B. File Folder Formatting File and folder names can only include alphanumerical characters, hyphen [-], underscore [_], period [.] and parentheses [()]. Please ensure all files used within the project follow the above naming format. Please ensure all files addresses does not exceed 184 characters under the project s [Assets/] folder. Please ensure all files are in formats supported by Unity. C. Scene Structure and Formatting Parent all gameobjects under an empty gameobject renamed to your group s ID Under the parent gameobject, create 2 empty gameobjects, one Dynamic and another Static. Assign your gameobjects as children of either the Dynamic or Static gameobjects according to the following table GameObject Name Corresponding objects Static Settings (Apply to all child objects) Static Stationary mesh objects Dynamic Moving or interactable objects such as - Objects involved in animations (All animation types including component active/inactive, rotation, scaling, moving etc)- Active/Inactive toggle objects controllable by VRC_Trigger- Pickup objects- (Negotiable) Objects with Rigidbody component and IsKinematic unchecked- Particle System- Various objects containing the VRC_Trigger component ※1 Lightmap Static is recommended for objects with materials using the Standard shaders. ※2 Please disable Batching Static if it results in visual glitches/deformities D. Booth Requirements A regular booth is 4m wide, 4m deep and 5m tall. The origin of each booth space is set to the center, spreading out 2m both X and Z axes and 5m up in the Y axis. The front of the booth is aligned with the Z axis (Blue arrow in Unity). Maximum of 10 materials per booth. Including non-visible objects. Unity s built-in materials (e.g. Default UI materials) does not count towards this limit. No texture limits. Atlassing strongly recommended, however. Single larger (4k) atlassed texture preferable over mutiple smaller (1k~2k) textures. World upload size within 10MB. Size of a world with only the booth when uploaded to VRChat. Too many objects will cause the venues to stutter and lessen the experience for all attendees. As such, please follow the following guidelines for your booth When in play mode in Unity, SetPassCalls under 20. When in play mode in Unity, Batches under 30. In addition to regular booths, exhibitors can opt to make use of the central stage in [Virtual Factory | The Hangar]. Exhibitors will be able to showcase a scaled-up version of an exhibit model in the central stage. The central display will have a diameter of 10m and height of 18m. D’. Joint Booths Joint booths will come with 2x (8mx4mx5m) or 4x (16mx4mx5m) the space of a regular booth, depending on the number of participating groups. Material count, booth filesize, SetPassCalls and Batches count limits will be raised by 2x or 4x respectively. D’’. Limit Break Booths Limit break booths are used when your booth has to go over the imposed limits in certain areas like the material counts or Batches. Limit break booths will have certain objects within the booth hidden by default, only showing when players are nearby or when a button is pressed, and will return to being hidden once the players leave. A special prefab package will be sent to exhibitors with limit break booths. Limit break booths will have an earlier submission deadline (27th July 2019). The initial state of the booth with objects hidden must meet the regular booth limits. There is no limit for when every object is visible in limit break booths, but moderation and texture atlassing is highly recommended. Initially hidden objects can not have the ObjectSync component attached. Limit break booths that have missed the submission deadline (27th July 2019) will be treated as a regular booth. ※References A limit break booth sample have been prepared for reference. Please click on the URL below and click on the Launch World button to view it in VRChat. https //www.vrchat.net/home/launch?worldId=wrld_4bdd86d6-14c2-4bb0-a652-bac83530658a instanceId=14802~private(usr_1d3cd199-2bab-4151-8cec-10ccfef168af)~nonce(0748442b-1a3a-4a94-8637-84997dcce141)~canRequestInvite E. Shader Requirements The following shaders will be distributed along with the official submission tools. Cubed Unity Shaders ver0.26 Arktoon Shader ver1.0.2.4 Manmaru Shader MnMrShader 2.0 Unity-chan Shader 2.0.7.5 Reflex Shader 2.1.2 Unlit_WF_ShaderSuite 20190601_ForVket3 Please create backups of your shaders to prevent version conflicts or for fallbacks in case of shader modifications. In the case of custom shaders, please try to reduce the keyword count. Usage of _CameraDepthTexture is not allowed. F. Components Allowed components VRCSDK related VRC_Trigger Broadcast Type Local Trigger Custom OnInteract OnEnterTrigger OnExitTrigger OnPickup OnDrop OnPickupUseDown OnPickupUseUp Action Animation related ActivateCustomTrigger AudioTrigger PlayAnimation SetComponentActive SetGameObjectActive SetParticlePlaying SendRPC(SetAvatarUse) VRC_Object Sync Please use only the provided [PickupObjectSync] prefab. Contact us to inquire about other use cases. Objects with the ObjectSync component attached must remain active at all times. Allow Collision Transfer is not allowed. VRC_Pickup Please use only the provided [PickupObjectSync] prefab. Contact us to inquire about other use cases. Max of 5 objects. Contact us to inquire about higher pickup object counts. VRC_Tutorial Area Marker VRC_Audio Bank VRC_Avatar Pedestal Please only use the provided prefab. VRC_Ui Shape Physics and calculations related Rigidbody Contact us to inquire about usage of rigidbodies outside of the provided prefabs. Cloth Please try your best to reduce the performance cost for all cloth objects. Colliders Mesh colliders are not recommended. Please use other colliders to match the shape of the object. Contact us to inquire about non-stationary colliders. Colliders sticking out of booth bounds are forbidden. Dynamic Bone / Dynamic Bone Collider Rendering/Lighting related Skinned Mesh Renderer Please limit the bounds within the booth boundaries. Mesh Renderer / Mesh Filter Particle System Collision based rendering effects will significantly impact performance, please use it in moderation. Trail Renderer / Line Renderer Light Baked lights only. Contact us to inquire about realtime lights. Directional Lights are banned. Limit the range of the lights within reasonable distance from the booth. Light Probe Group Reflection Probe Custom only. Others Animator / Animation Moving bones will significantly impact performance, please use it in moderation. Using VRC_Pickup and/or VRC_ObjectSync in conjunction with Animator is not allowed. Usage of the [../] directory is not allowed. Realtime material swaps are not allowed. [Cull Completely] is recommended for Culling Mode settings, but may result in unexpected culling behavior. Audio Source Please only use the provided Audio Source prefab for the correctly tuned audio range. Audio loops will require a limit break application, with the audio source disabled by default. Canvas related Strongly suggested for use as billboards and signages. Usage of the distributed canvas prefab recommended. Banned components VRC_Station VRC_Mirror Contact us to inquire about the usage of other components. Avatar Pedestals Avatars displayed on VRC_Avatar Pedestal must follow the following limits. Max of 2 Skinned Mesh Renderers. Max of 6 Materials. Max of 32 Dynamic Bone Transforms Max of 2 Dynamic Bone Colliders Max of 70000 Polygons. World Specifications Objects in world VRC_Station VRC_Mirror Light Settings Varies between venues. Please refer to the distributed materials. Update Log 2019/07/03 B.1 File/Folder naming rules F.1-4.1.5 Animator recommended culling settings 2019/06/26 D.4.2 Built-in materials D.8 Virtual Factory | The Hangar central exhibition space F.1-1.2.4 Allow Collision Transfer rule addition 2019/06/19 A.1 Unity version update Avatar pedestal specifications 1, 2 and 3 updated to reflect VRC s official guidelines Avatar pedestal 5. Polygon count limits added 2019/06/13 A.5 Added scene setting requirements D”.8 Added limit break booth post deadline actions E.1.6 Unlit_WF_ShaderSuite version update 2019/05/29 Release