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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
https://w.atwiki.jp/nikkeijin/pages/66.html
"From 日系 to Nikkei Searching for New Approaches to Studying Nikkeijin " is a workshop for students (both undergraduate and graduate), researchers and anyone else who is interested in Nikkeijin studies. While most studies on Nikkeijin—that is, Japanese immigrants and their descendants—tend to focus on the various host countries where Japanese migrants settled, globalization and the increasing mobility of people in recent years has compelled us to re-think the very definition of the term Nikkeijin . This workshop will take into account these recent developments and is designed to approach Nikkeijin studies from a global and interdisciplinary perspective. In the course of this workshop, seven researchers (graduates and post-doctrals) will present their own interpretation of how the definition of Nikkeijin is changing and the implication this has on the development of Nikkei studies going forward. These scholars represent a variety of academic fields and have employed distinctive methodological approaches to their case studies. After the presentations, there will be a networking panel in which everyone is invited to share information on issues such as research methodology, job-hunting, and study abroad opportunities. Anybody who is interested in Nikkeijin studies or interdisciplinary/area studies is welcome to attend, and we look forward to seeing you there! To download the application form, please click here Application form
https://w.atwiki.jp/mrfrtech/pages/113.html
OSINT Market, Latest Market Research Future (MRFR) Report During industry trends 2030 Business Trends, Global Segments By Development, By Type, By Application Market Scenario The Global Open Source Intelligence (OSINT) Market was valued at USD 32.86 Billion during the forecast period, and it is expected to record a CAGR of 20.6% during the forecast period. Open Source Intelligence (OSINT) is intelligence derived from publicly available data that is gathered, evaluated, and disseminated to the appropriate audience promptly to meet a specific intelligence need. Although the open web is an important component, it is not restricted to what can be found via Google or other search engines. We can access hobbies, location, working status, community, and other raw data on social media sites like Facebook, Instagram, Twitter, and YouTube, which helps government security organizations to keep track of activities taking place across the world. Some of the drivers driving the market's growth are the increased availability of open-source data, as well as escalating cyber threats, terrorism, and other illicit practices. The vast amount of open-source material available, on the other hand, may limit the market's future expansion. OSINT is based on open-source data, which is unstructured, noisy, and raw. It is easily available and can be legally retrieved and edited. Increased public data availability is a driving element behind the operation of open-source intelligence systems. Social media, print media, digital media, articles, blog publications, online forums, videos, government reports, telephone directories, press conferences, journals, academic research papers, financial databases, patents, dissertations, and newsletters are just some of the places where data can be found. This information is freely accessible and lawful to use. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/4545 COVID-19 Analysis The business impact of SARS-CoV-2 has been felt across diverse sections of the information technology industry, albeit at different levels. Companies in the technology sector that supply services for verticals like travel, retail, hospitality, and entertainment have noted a dramatic decrease in sales, while the firms that provide services related to remote worker solutions have observed the opposite. Open-Source Intelligence ’s fate post pandemic has been relatively less grim compared to Education Services (ES) and Professional Services (PS) that are mostly dependent on components that are generally on-site. Novel coronavirus has Open-Source Intelligence to open new avenues for those firms that are on the lookout for solutions that are reliable, efficiently managed, scalable, and are subscription-based, to remain more focused on the core business. The Open-Source Intelligence is bearing lesser impact of the COVID-19 outbreak compared to most other segments of the tech world. In a nutshell, COVID-19 impact on managed services has been fruitful, with the market growth enhanced than before. Given the prevalent lockdown situation, managed services vendors are now investing heavily in remote-centric worker solutions, which can make the market highly resilient in the coming years, even as the world is currently rushing to achieve a COVID-19 breakthrough. Competitive Outlook The open source intelligence (OSINT) market is supported by easy availability of raw data. The population growth around the world and increasing demand of open source intelligence (OSINT) market based services and products also support the market growth. However, the open source intelligence (OSINT) market growth can be affected due to high volumes of unstructured data and lack of clear policies on certain online activities. The report covers all such details which will help companies in the open source intelligence (OSINT) market to strengthen their business plan and improve their product portfolio. The open source intelligence (OSINT) market research report also provides company profiles of major companies. The company profile of organizations operating in the open source intelligence (OSINT) market discusses strategies, growth plans, size, revenue, and mergers and acquisition details of top companies in the open source intelligence (OSINT) market. New entrants and established players can plan their strategies based on this data provided in the open source intelligence (OSINT) market research report. Segmentation The global open source intelligence (OSINT) market has been segmented based on technology, application, and security type. On the basis of technology, the market for open source intelligence (OSINT) is segmented based on bid data software, video analytics, text analytics, visualization tool, cyber security, web analysis, social media analysis, others. Additionally, the market on the basis of application, is segmented into military defense, homeland security, private sector, public sector, national security, others. The global market for open source intelligence (OSINT) is also covered based on security type segment which is further split into human intelligence, content intelligence, dark web analysis, link/network analysis, data analytics, text analytics, artificial intelligence, big data, others. Factors like increasing demand for data collection from foreign sources and rising penetration of smartphones and tablets, support the open source intelligence (OSINT) market growth. The performance of the open source intelligence (OSINT) market has also been studied for the past and current years. Additionally, the open source intelligence (OSINT) market report provides analysis of these segments. The open source intelligence (OSINT) market segmental analysis provided in the report offers major details about the open source intelligence (OSINT) market performance and future. Regional Analysis Companies in the open source intelligence (OSINT) market are spread across the world. The open source intelligence (OSINT) market report provides major information about regional markets of North America, Europe, Asia-Pacific (APAC), and the rest of the world. The North American open source intelligence (OSINT) market has many companies across the United States, Canada, and Mexico. Europe has companies in the open source intelligence (OSINT) market across Germany, France, Spain, Italy, and the United Kingdom. A detailed analysis of the open source intelligence (OSINT) market across India, China, and Japan in the Asia-Pacific region is also presented in the report. The open source intelligence (OSINT) market of the Middle East, Africa, and other regions has also been studied by analysts. The regional analysis of the open source intelligence (OSINT) market can be found in the market research report. Industry News The Quantuma business consultancy group bought the Alchemy asset recovery company located in Cayman Islands. Specialized in wealth and financial loss recovery, Alchemy, created by Angela Barkhouse in combination with financial fraud specialists, accounting forensics and insolvency professionals, uses artificial intelligence, data visualising and open source intelligence. 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 Browse Full Report Details @ https //www.marketresearchfuture.com/reports/open-source-intelligence-market-4545 List of Tables TABLE 1 MARKET SYNOPSIS 19 TABLE 2 GLOBAL OSINT MARKET, BY SECURITY TYPE, 2020–2027 (USD MILLION) 38 TABLE 3 GLOBAL OSINT HUMAN INTELLIGENCE MARKET, BY REGION, 2020–2027 (USD MILLION) 38 Continued… List of Figures FIGURE 1 GLOBAL OPEN-SOURCE INTELLIGENCE (OSINT) MARKET STRUCTURE 20 FIGURE 2 BOTTOM-UP AND TOP-DOWN APPROACHES 25 FIGURE 3 NORTH AMERICA OPEN-SOURCE INTELLIGENCE (OSINT) MARKET SHARE (%), BY COUNTRY (2020 2027) 28 Continued… Similar Report** Mobile Banking Market By Solution (Customer Management, Mobile Banking Features, Mobile Payment Features), By Technology (Wireless Application Protocol, Standalone Mobile Application), By Deployment (On-Cloud, On-Premise) Voice Assistant Market** https //mrfrinformation.tistory.com/615 Network-Attached Storage Market** https //telescope.ac/information-technology-Lc1XMRDqL/5WlKY9Kx4 Trending Report https //www.buymeacoffee.com/ubellapranC/osint-market-latest-market-research-future-mrfr-report 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
https://w.atwiki.jp/ce00582/pages/2221.html
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https://w.atwiki.jp/vocaloidenglishlyric/pages/630.html
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https://w.atwiki.jp/neneko/
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ばんにんとかま [ TAG L-B MachigeriitaP Miku NV_sm4994398 title ば] Music MachigeriitaP/マチゲリータP Lyric MachigeriitaP/マチゲリータP Arrange MachigeriitaP/マチゲリータP Vocal Hatsune Miku Videos PVs ■ Show/Hide Video http //www.nicovideo.jp/watch/sm4994398 http //www.nicovideo.jp/watch/sm4994398 Translations ■ Show/Hide Romaji kutsuu, zange, tsumi no kaori kokoro no naka, kuroku somaru migite no kama, nibuku gin-iro ni hikaru shitatari ochiru, akai numa ni. sono isshun, kubi wo haneru himei nimo nita neiro ga hibiite watashi no hitomi kara namida, kuzurete ochite kama no koe ni naru tsumi to batsu no yurikago yurete yurete kishinde yuku nikushimi no uzu no naka kisama wa nani wo iu aishita mono wo sabaku migite no kama, uta wo utau namida wo ukabe nagara, sono setsuna kama ga oto wo tatete... shizuka na uta no hana ga saite saite numa ni shizumu hikari no sasanu tokoro, kisama wa nani wo omou 2009-10-07 Checked by damesukekun 2009-05-31 15 36 Generated automatically [部分編集] ■ Show/Hide Translation ---- Waiting for Trasnlation Entry... Available Original Lyric, Nicosound MP3, etc http //www5.atwiki.jp/hmiku/pages/2872.html http //nicosound.anyap.info/sound/sm4994398 http //www.nicomimi.com/play/sm4994398 Sub video, PV, other fan made video in YouTube http //www.youtube.com/watch?v=dDR-iPSHeVo - Sub [Add] http //www.youtube.com/watch/xxxxxxxxx ADD LINK すべてのコメントを見る http //www.youtube.com/watch?v=dDR-iPSHeVo - Sub (Information in this page is based on HatsuneMiku@Wiki) _
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ソースコード #include stdafx.h struct ProcessorInfo { unsigned int processors; unsigned int architecture; unsigned int type; unsigned int level; unsigned int revision; bool operator()(void); }; /* XP以降に対応 */ bool ProcessorInfo operator()(void) { this- architecture = 0; this- level = 0; this- processors = 0; this- revision = 0; this- type = 0; HMODULE dll = LoadLibrary(_T( kernel32.dll )); if (dll==NULL) { return false; } typedef void (CALLBACK* GetNativeSystemInfoAPI)(LPSYSTEM_INFO); GetNativeSystemInfoAPI api = (GetNativeSystemInfoAPI) GetProcAddress(dll, GetNativeSystemInfo ); if (api==NULL) { FreeLibrary(dll); return false; } SYSTEM_INFO inf={0}; api(&inf); FreeLibrary(dll); this- architecture = inf.wProcessorArchitecture; this- level = inf.wProcessorLevel; this- processors = inf.dwNumberOfProcessors; this- revision = inf.wProcessorRevision; this- type = inf.dwProcessorType; return true; } int WINAPI WinMain(HINSTANCE,HINSTANCE,LPSTR,int) { ProcessorInfo pinf; if (pinf()) { wchar_t buffer[1000]; swprintf_s(buffer, 1000, L %d Core, Type %d , pinf.processors, pinf.type); MessageBox(NULL, buffer, _T( ), MB_OK); } else { MessageBox(NULL, _T( 取得に失敗しました ), _T( ), MB_OK); } return 0; }
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KOSEN - KMITL is an educational institute that is established according to the engineering workforce development program. Technology and innovation Support investment and increase industrial capacity in the country and region. Established under the cabinet resolution on 4 December 2018, with the Office of the Basic Education Commission and the Institute for the Promotion of Teaching Science and Technology to be responsible for the project as proposed by the Ministry of Education. For the engineering manpower development project Technology and innovation, It is a project that is in accordance with Thailand 4.0 policy that supports investment and capacity enhancement of industrial sectors in the country and region. Especially the industry in the Eastern Economic Corridor (EEC) and the development of scientific manpower. Technology and Innovation providing knowledge and high potential will play an important role in helping the target industry groups, both the former and potential industries and future industrial groups are also important parts of driving the country with innovations that are new and creative. The addition of quality personnel in the group of Engineers, Practical Engineers and Engineering Technicians to meet the demand and also attracting foreign companies such as Japan to invest in Thailand. Therefore, the Thai government has entered into an agreement with the Japanese government on yen loan project. The Japanese government provides assistance and support in education and academic matters in order to achieve the project's objectives. The KOSEN - KMITL is under the supervision of the Thai KOSEN Institute, which the minister is in charged as Board of Executive Committee, in order to operate in accordance with the agreement between the Thai government and the Japanese government. However, in order to operate the KOSEN-KMITL in accordance with the Higher Education role. King Mongkut's Institute of Technology Ladkrabang has established KOSEN-KMITL as a unit of the King Mongkut's Institute of Technology Ladkrabang under the supervision of the KOSEN-KMITL’s Board of Management and is operated by the Faculty of Engineering. In addition to providing the academic operations of KOSEN - KMITL in accordance with the objectives approved by the Cabinet. King Mongkut's Institute of Technology Ladkrabang is entered into a cooperation agreement with NIT (National Institute of Technology), Japan for the preparation of the KOSEN - KMITL’ curriculum and support the teaching and learning of the KOSEN style. The curriculum must be in accordance with the MCC (Model Core Curriculum) which is the core curriculum of the KOSEN Institute of Japan. To make sure this objective, NIT has dispatched a group of academic professors to teach as a prototype and prepare, practice and develop Thai teachers to have experience and expertise in mathematics, science, engineering and technology in the style of the KOSEN Institute of Japan. The professors from Faculty of Engineering, Faculty of Liberal Arts and Faculty of Architecture in KMITL also support the teaching and learning so that the curriculum of KOSEN -KMITL meets the specified content.