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Microsoft Patent | Systems And Methods For Using Eye Gaze To Bend And Snap Targeting Rays For Remote Interaction
作者 ovaliu · 分类 Microsoft · 2020年01月10日 08:56:55
Patent: Systems And Methods For Using Eye Gaze To Bend And Snap Targeting Rays For Remote Interaction
Applicants: Microsoft
A method for improving user interaction with a virtual environment includes presenting the virtual environment to a user on a display, measuring a gaze location of a user's gaze relative to the virtual environment, casting an input ray from an input device, measuring an input ray location at a distal point of the input ray, and snapping a presented ray location to the gaze location when the input ray location is within a snap threshold distance of the input ray location.
[0001] N/A
Background and Relevant Art
[0002] With emerging ubiquitous user interfaces (UI), such as smart devices and innovative head-mounted display technology, usage of such UIs becomes more common among non-specialists. Interaction with the UIs may be improved by making the interaction more intuitive and subtle. A well-established input paradigm is point-and-click or in more general terms: point-and-command. In emerging natural UIs, a command could for instance be triggered by different voice commands, hand gestures, or touch input.
[0003] An effortless and subtle way to indicate a user's context is to take advantage of gaze tracking data to infer a user's current reference frame. Several problems arise with this approach though, as eye tracking and additional commands are asynchronous (i.e., the eye gaze usually precedes manual inputs and may have moved on to new targets upon finishing recognition of the manual input). In addition, due to technological constraints of the tracking system as well as physiological constraints of the human visual system, the computed gaze signal may be jittery and show offsets compared to the actual eye gaze. This increases the problem of reliably referring to small and closely positioned targets. Thus, an overall problem arises about how such multimodal inputs can be appropriately combined.
[0004] In some embodiments, a method for improving user interaction with a virtual environment includes presenting the virtual environment to a user on a display, measuring a gaze location of a user's gaze relative to the virtual environment, casting an input ray from an input device, measuring an input ray location at a distal point of the input ray, and snapping a presented ray location to the gaze location when the input ray location is within a snap threshold distance of the input ray location.
[0005] In some embodiments, a method for improving user interaction with a virtual environment includes presenting the virtual environment to a user on a display, measuring a gaze location of a user's gaze relative to the virtual environment, casting an input ray from an input device, measuring an input ray location at a distal point of the input ray, snapping a presented ray location to the gaze location when the input ray location is within a snap threshold distance of the input ray location, moving the gaze location, and tracking the gaze location with the presented ray location when the presented ray location remains within an unsnap threshold distance of the input ray location.
[0006] In some embodiments, a system for presenting visual information to a user includes a head-mounted display. The head-mounted display includes a display device, a gaze-tracking device, a processor in data communication with the display device and the gaze-tracking device, and a hardware storage device in data communication with the processor. The hardware storage device has instructions thereon that, when executed by the processor, cause the processor to: present a virtual environment to the user on a display, measure a gaze location of a user's gaze relative to the virtual environment, cast an input ray from an input device, measure an input ray location at a distal point of the input ray, and snap a presented ray location to the gaze location when the input ray location is within a snap threshold distance of the input ray location.
[0007] This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter.
[0008] Additional features and advantages will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by the practice of the teachings herein. Features and advantages of the disclosure may be realized and obtained by means of the instruments and combinations particularly pointed out in the appended claims. Features of the present disclosure will become more fully apparent from the following description and appended claims or may be learned by the practice of the disclosure as set forth hereinafter.
[0009] In order to describe the manner in which the above-recited and other features of the disclosure can be obtained, a more particular description will be rendered by reference to specific embodiments thereof which are illustrated in the appended drawings. For better understanding, the like elements have been designated by like reference numbers throughout the various accompanying figures. While some of the drawings may be schematic or exaggerated representations of concepts, at least some of the drawings may be drawn to scale. Understanding that the drawings depict some example embodiments, the embodiments will be described and explained with additional specificity and detail through the use of the accompanying drawings in which:
[0010] FIG. 1 is a perspective view of a head-mounted display (HMD) including a waveguide, according to at least one embodiment of the present disclosure;
[0011] FIG. 2 is a schematic representation of the HMD of FIG. 1, according to at least one embodiment of the present disclosure;
[0012] FIG. 3 is a flowchart illustrating a method of gaze-assisted targeting with an input device in a virtual environment, according to at least one embodiment of the present disclosure;
[0013] FIG. 4 is a schematic representation of a user interacting with a virtual environment, according to at least one embodiment of the present disclosure;
[0014] FIG. 5 is a schematic representation of a gaze location coinciding with a snap region of an input ray, according to at least one embodiment of the present disclosure;
[0015] FIG. 6 is a schematic representation of a presented ray snapping to a gaze location, according to at least one embodiment of the present disclosure;
[0016] FIG. 7 is a schematic representation of the presented ray of FIG. 6 unsnapping to the input ray, according to at least one embodiment of the present disclosure;
[0017] FIG. 8 is a schematic representation of the presented ray of FIG. 6 remaining snapped to a gaze location outside of the snap region, according to at least one embodiment of the present disclosure;
[0018] FIG. 9 is a schematic representation of a gaze location inside the snap region and outside of the targeted virtual element, according to at least one embodiment of the present disclosure;
[0019] FIG. 10 is a schematic representation of a presented ray snapped to an origin of the targeted virtual element, according to at least one embodiment of the present disclosure;
[0020] FIG. 11 is a schematic representation of a presented ray remaining snapped to the origin of the targeted virtual element of FIG. 10 while the input device moves, according to at least one embodiment of the present disclosure;
[0021] FIG. 12 is a schematic representation of a snap threshold distance changing in response to virtual element dimensions in the virtual environment, according to at least one embodiment of the present disclosure;* and*
[0022] FIG. 13 is a schematic representation of a snap threshold distance changing in response to the input device moving in the virtual environment, according to at least one embodiment of the present disclosure.
[0023] This disclosure generally relates to devices, systems, and methods for visual user interaction with virtual environments. More specifically, the present disclosure relates to improving interaction with virtual elements using gaze-based guidance of a targeting ray used for selection and manipulation. In some embodiments, visual information may be provided to a user by a near-eye display. A near-eye display may be any display that is positioned near a user's eye, either to supplement a user's view of their surroundings, such as augmented or mixed reality (MR) devices, or to replace the user's view of their surroundings, such as virtual reality (VR) devices. In some embodiments, an augmented reality (AR) or MR device may be a head-mounted display (HMD) that presents visual information to a user overlaid on the user's view of their surroundings. For example, the visual information from the HMD may be combined with ambient or environment light to overlay visual information, such as text or images, on a user's surroundings.
[0024] In some embodiments, the user's field of view may be at least partially encompassed by a waveguide through which the user views their surroundings. The waveguide may direct display light from a display device to the user's field of view. The waveguide may guide the display light before out-coupling the light. Upon out-coupling the light, the waveguide may combine the visual information of the display light with ambient light from the user's surroundings to deliver the visual information to the user. Overlaying the visual information from the HMD on the user's surroundings may require precise generation and positioning of the visual information relative to the user's eyes.
[0025] Visual information including virtual elements may be positioned in the user's field of view on the waveguide or other near-eye display. A gaze-tracking device of the HMD may image at least a portion of the user's eye (such as the pupil, the iris, the sclera) and identify a direction or location of the user's gaze. The direction or location of the user's gaze may then be extrapolated to a position on the near-eye display. A selection cursor may be associated with the gaze location to allow the user to highlight or select a virtual element by looking at the virtual element. In other embodiments, a gaze-tracking device may include a gyroscope, an accelerometer, a plurality of sensors to triangulate position, or other devices that allow for the measurement of the orientation and/or position of the HMD relative to the virtual environment. For example, the user's "gaze" may be a ray cast from the HMD forward from the HMD to approximate the user's gaze by approximating the user's head position and orientation as their gaze direction. In some examples, such a head-tracking "gaze" may be simpler than an eye-tracking gaze, as the user remains free to glance around in their field of view without inadvertently moving a gaze position cursor. In other examples, an eye-tracking gaze may be more intuitive as a user will naturally look at whatever object is of interest to the user during interactions with the virtual environment.
[0026] In some embodiments, gaze-informed movement and manipulation of virtual objects, either by eye-tracking gaze or by head-tracking gaze, may allow for rapid movement of virtual objects within a virtual or shared environment. In other embodiments, gaze-informed movement and manipulation of a virtual object may be employed in combination with manual, voice, peripheral, or other inputs to provide different scales of movement and manipulation for both speed and precision.
[0027] FIG. 1 is a perspective view of a user 100 wearing a HMD 101. In some embodiments, the HMD 101 may have a housing 102 that contains one or more processors, storage devices, power supplies, audio devices, display devices, cameras, communication devices, or combinations thereof, that receive, collect, store, process, or calculate information that is provided to the user. For example, a display device 103 may be positioned optically adjacent a waveguide(s) or other near-eye display 104 to provide visual information to the near-eye display 104, which may, in turn, be presented in the user's field of view by the near-eye display 104.
[0028] In some embodiments, the HMD 101 may have a near-eye display 104 positioned near the user 100 to direct visual information to the user 100. The HMD 101 may include a single near-eye display 104, a separate near-eye display 104 for each of the user's eyes (i.e., two near-eye displays 104), or more than two near-eye displays 104 to provide visual information over a larger field of view.
[0029] In some embodiments, the HMD 101 may include one or more cameras 105 that may image the user's physical environment. For example, the camera(s) 105 may be visible light camera(s) 105 that may image the surrounding environment. A processor may perform image recognition routines on the visible light image to detect and recognize elements in the surrounding environment. In other examples, the camera(s) 105 may be depth sensing camera(s) that may create a depth image of the surrounding environment. For example, the camera 105 may be a time-of-flight camera, a structured light camera, stereo cameras, or other cameras that may use visible, infrared, ultraviolet, or other wavelengths of light to collect three-dimensional information about the surrounding environment. In at least one example, the camera(s) 105 may be gesture recognition cameras that allow the HMD 101 to recognize and interpret hand gestures performed by the user 100 in front of the HMD 101.
[0030] In some embodiments, the HMD 101 may further include a gaze-tracking device 106 positioned in the HMD 101 to track a direction of the user's gaze. The gaze-tracking device 106 may include a camera or a plurality of cameras to image the user's eyes. In other words, the gaze-tracking device 106 may image the user's pupil, iris, sclera, other portions of the user's eye, or combinations thereof to calculate the direction the user is looking. In some embodiments, the gaze-tracking device 106 may measure and/or calculate the x- and y-components of the user's gaze. In other embodiments, the gaze-tracking device 106 may include a gyroscope, an accelerometer, a plurality of sensors to triangulate position, or other devices that allow for the measurement of the orientation and/or position of the HMD relative to the virtual environment. For example, the user's "gaze" may be a ray cast from the HMD forward from the HMD to approximate the user's gaze by approximating the user's head position and orientation as their gaze direction.
[0031] FIG. 2 is a schematic representation of the HMD 101. The display device 103 in communication with the near-eye display 104 may be in data communication with a processor 107. Similarly, the camera 105 and gaze-tracking device 106 may be in data communication with the processor 107. The processor 107 may further be in data communication with a storage device 108. The storage device 108 may be a hardware storage device, such as a platen-based storage device, a solid-state storage device, or other non-transitory or long-term storage device. The storage device 108 has instructions stored thereon to perform one or more methods or portions of a method described herein. In some embodiments, an input device 109 may be in data communication with the processor 107. The input device 109 may be any device capable of providing user inputs including location and/or movement inputs to the system. For example, any device capable of positioning a cursor at a location may be an input device 109 for the present description. In some examples, an input device 109 may be a motion controller, such as a six-degree-of-freedom (6DOF) controller or a three-degree-of-freedom (3DOF) controller; a gesture recognition device configured to recognize user hand locations and/or gesture inputs; a touch-sensing device, such as a touchscreen device, a trackpad, or other touch-sensing device; a mouse; a trackball; or other device capable of positioning a cursor at a location in the virtual environment presented by the HMD 101.
[0032] FIG. 3 is a flowchart illustrating a method 210 of improving user interaction with a virtual environment, according to at least one embodiment of the present disclosure. The method 210 includes presenting a virtual environment to a user on a display at 212. The virtual environment may be combined with a physical environment to create a shared environment, such as when the virtual environment is displayed on a waveguide or other transparent near-eye display. In other examples, the virtual environment may be presented on an opaque near-eye display, replacing the user's view of the physical environment with the presented virtual environment.
[0033] The method 210 includes measuring a gaze location of the user's gaze relative to the virtual environment at 214. The gaze location may be measured by using a gaze-tracking device described herein to measure the position of either the user's gaze based on eye tracking or the user's gaze based on head tracking. In some embodiments, a gaze location may include jitter. The jitter may be mitigated and/or the movement of the gaze location may be smoothed by calculating the gaze location as a gaze cloud or by using smoothing functions.
[0034] The gaze cloud may include a quantity of detected gaze positions that are collected in sequence by the gaze-tracking device. The gaze cloud may be calculated by including a plurality of detected gaze positions. For example, the gaze cloud 322 may include a quantity of detected gaze positions in a range having an upper value, a lower value, or upper and lower values including any of 2, 3, 4, 5, 6, 8, 10, 12, 15, 20, 30, 40, 50, 100, or any values therebetween. For example, the gaze cloud 322 may include at least 2 detected gaze positions. In other examples, the gaze cloud 322 may include less than 100 detected gaze positions. In yet other examples, the gaze cloud 322 may include between 2 and 100 detected gaze positions. In further examples, the gaze cloud 322 may include between 3 and 50 detected gaze positions. In yet other examples, the gaze cloud 322 may include between 4 and 20 detected gaze positions. In at least one example, the gaze cloud 322 may be calculated using about 10 detected gaze positions.
[0035] In some embodiments, the gaze location may include x- and y-coordinates relative to the user's perspective in the virtual environment, such as when interacting with a virtual desktop with a HMD. In other embodiments, the gaze location may include x-, y-, and z-coordinates relative to the user, such as when interacting with virtual elements in three-dimensional space. In some embodiments, the three-dimensional space may be a virtual environment generated by the HMD or other computing device in communication with the HMD. In other embodiments, the three-dimensional space may be a shared environment. For example, a mixed reality HMD may present virtual elements in combination with a surrounding physical environment of the user. In such embodiments, the HMD may measure the surrounding physical environment of the user using, for example, the cameras on the HMD or other sensors to impart information of the surrounding physical environment into a virtual environment to create a shared environment. The HMD may then use the shared environment to position a virtual element in a virtual environment relative to a physical element of the surrounding physical environment.
[0036] In some embodiments in a three-dimensional space, the gaze location may be measured by casting a ray from the HMD in the direction of a user's gaze detected by the gaze-tracking device, and the gaze location may be the location where the ray interacts with a surface of the virtual environment or the shared environment. For example, the ray may interact with an upper surface of a virtual element, and the gaze location may be measured as having coordinates on the upper surface of the virtual element. In other examples, the ray may interact with a physical object, such as a surface of a table in front of a user. The first position may be measured as having coordinates on the surface of the physical table.
[0037] In other embodiments in a three-dimensional space, the gaze location may be measured using the focal distance of the detected gaze of each of the user's eyes. For example, the detected eye position and related gaze direction of each eye will be different based on the distance of the object at which the user is looking. The different gaze locations of each eye may allow the calculation of a focal depth of the user. Measuring the gaze location using focal depth of the user's gaze may allow for the gaze location to be located in space, and not on a (virtual or physical) surface.
[0038] The method 210 further includes casting an input ray from an input device at 216. In some embodiments, the input device may be a gesture recognition device, such as the camera(s), in data communication with the processor of the HMD. In other embodiments, the input device may be a voice recognition device, such as a microphone, in data communication with the processor of the HMD. In yet other embodiments, the input device may be a motion controller, such as a six degree-of-freedom (6DOF) controller, in data communication with the processor of the HMD. In yet other embodiments, the input device may be an input of a touch-sensing device, trackpad, mouse, keyboard or other conventional human interface device (HID) of a computer.
[0039] The input ray is cast from the input device in the virtual environment. For example, the input ray of a 6DOF motion controller originates at the position of the 6DOF motion controller in the virtual environment measured by the camera(s) of the HMD. In other examples, the input ray of a gesture recognition device originates at the position of the user's hand in the virtual environment measured by the camera(s) of the HMD. In yet other examples, the input ray of a touch-sensing device positioned on a desk or other surface may originate at the position of the touch-sensing device on the desk in the virtual environment measured by the camera(s) of the HMD.
[0040] The method 210 further includes measuring an input ray location at a distal point of the input ray at 218 distal from the input device, itself. For example, the input ray may originate at the input device and the input ray location may be a point along the input ray, outward from the input device in the virtual environment.
[0041] In some embodiments, the input ray location includes x- and y-coordinates relative to the user's perspective in the virtual environment, such as when interacting with a virtual desktop with a HMD. In other embodiments, the input ray location includes x-, y-, and z-coordinates relative to the user, such as when interacting with virtual elements in three-dimensional space. In some embodiments, the three-dimensional space is a virtual environment generated by the HMD or other computing device in communication with the HMD. In other embodiments, the three-dimensional space is a shared environment.
[0042] In some embodiments, the input ray location may be a point at which the input ray intersects with a point, line, or surface in the virtual environment. For example, the input ray may be cast from the input device like a laser, and the input ray location may be the point illuminated by the laser. In other examples, the input ray location may be a point at a set distance along the input ray. For example, the input ray may be cast from the input device like a rod or pointer stick, and the input ray location may be the terminal distal end of the rod. In at least one embodiment, the input ray location may be a point of the input ray closest to the gaze location. For example, the gaze location may have x-, y-, and z-coordinates relative to the user in the virtual environment and the input ray may project from the input device through the virtual environment. The input ray location may be the point (having x-, y-, and z-coordinates relative to the user in the virtual environment) that is closest to the gaze location in the virtual environment.
[0043] The method 210 further includes snapping a presented ray location to the gaze location when the input ray location is within a snap threshold distance of the input ray location at 220. In some embodiments, a visualization of the input ray may be displayed to the user in the virtual environment. The presented ray may coincide with the input ray until the ray "snaps" to the gaze location. The presented ray may display a curve, bend, corner, or other deviation from the input ray, such that the presented ray is visualized to the user as projecting from the input device to the gaze location. The input ray and input ray location may be measured by the HMD or other computing device, while the presented ray is displayed to the user. The presented ray location is the location of the presented ray intersecting the gaze location.
[0044] At least some interactions with the virtual environment via the input device, such as selecting a virtual element at the gaze location, may be considered to be directed at the presented ray location irrespective of the input ray location. For example, the input ray may be positioned in the virtual environment to the side of a virtual element, while the gaze location is on the virtual element. When the input ray location is with the snap threshold distance, the presented ray location may snap to the gaze location on the virtual element, enabling interaction with the virtual element even if the input ray does not coincide with the virtual element.
[0045] In some embodiments, the method 210 may further include selecting a virtual element at the presented ray location when snapped to the gaze location. The virtual element may be selected upon receiving a selection command from an input device.
[0046] In some embodiments, the selection command and the intended gaze location at the time of the selection command may be asynchronous. For example, a user may look at a virtual element that the user intends to select. The user may begin providing a selection input (e.g., a gesture input, a mouse click, a voice input) to provide the selection command and look away to a second position, moving the gaze location, before the selection input completes and the selection command is received. This may be common among even experienced users, as conventional interactions with computer systems allow for independent movement of the user's eyes and a selection cursor.
[0047] In such embodiments, the selection command may select a virtual element the gaze location was positioned on prior to moving away. For example, measuring the first position of the gaze location may include measuring a series of first locations of the gaze location such that the system may "look back" to where the gaze location was prior to receiving the selection command. In some embodiments, measuring the first position of the gaze location may include measuring and retaining in memory at least 2, 3, 4, 5, 10, 15, 20, or more gaze locations. In other embodiments, measuring the first position of the gaze location may include measuring and retaining in memory all positions of the gaze location for a buffer time, such as 5 milliseconds (ms), 10 ms, 15 ms, 20 ms, 25 ms, 50 ms, 100 ms, 500 ms, or more time. For example, upon receiving a selection command, the system may select the virtual element the user was looking at 10 ms prior to receiving the selection command. In other examples, upon receiving a selection command, the system may iterate through the gaze locations measured during the buffer time until a gaze location coincides with a virtual element.
[0048] FIG. 4 is a schematic representation of a virtual environment 222 containing a virtual element 224 that may be presented to a user on a display, such as the waveguide of the HMD 101 of FIG. 1, a display of a MR system, a display of a VR system, a display of an AR system, or other near-eye display in communication with a processor and/or a gaze-tracking device. While the present disclosure described interaction with the virtual environment 222 through a HMD, it should be understood that in other embodiments, the virtual environment 222 may be presented on another display, such as a laptop, tablet, desktop, large format, or other display in communication with a processor and/or a gaze-tracking device. For example, the methods and systems described herein may be equally applicable to a user interacting with a large format display on a wall of a conference room. The user may move and/or manipulate virtual elements using a gaze-tracking device and other input devices in communication with the large format display. In other examples a laptop may have a front facing camera that may function as a gaze-tracking device to allow gaze-based movement and/or manipulation of virtual elements by a user interacting with the laptop.
[0049] In some embodiments, the virtual element 224 is any element of the virtual environment that is selectable in the available software. For example, the virtual element 224 may be a window of an application presented in the virtual environment. In other examples, the virtual element 224 may be a computer-assisted design (CAD) model, a menu, a scroll bar, or another movable element of the virtual environment 222 or user interface. In yet other examples, the virtual element 224 may be a virtual representation of a physical element of the physical environment around a user.
[0050] In at least one example, the user may interact with the virtual element 224 and/or the virtual environment 222 by positioning their gaze at the virtual element 224 or another portion of the virtual environment 222. The gaze-tracking system 206, schematically represented in FIG. 4 by a user's eyes, in data communication with the processor of the HMD may measure a gaze location 226 at the virtual element 224.
[0051] The input device 209, schematically represented in FIG. 4 by a user's hand, may project the input ray 228 in the virtual environment. The input ray location 230 is a point along the input ray 228. As the input ray location 230 and gaze location 226 move closer relative to one another, either by translation or rotation of the input device 209, the gaze location 226 approaches a snap region 232 around the input ray location 230 that is based on the snap threshold distance 234.
[0052] Before the gaze location 226 is within the snap region 232, the input ray 228 projected from the input device 209 in the virtual environment 222 and the presented ray 236 that is displayed to the user in the virtual environment 222 may coincide with one another.
[0053] Referring now to FIG. 5, movement of the input ray 228 in the virtual environment 222 causes the snap region 232 and gaze location 226 to coincide. When the gaze location 226 is in the snap region 232, the presented ray 236 may deviate from the input ray location 230. In some embodiments, the snap region 232 and gaze location 226 may both be overlapping a virtual element 224 without the input ray location 230 overlapping the virtual element 224.
[0054] FIG. 6 illustrates the presented ray 236 and the presented ray location 238 snapped to the gaze location 226. The presented ray 236 and the presented ray location 238 may be displayed to the user on the HMD or other display, while the input ray 228 and input ray location 230 may remain projected in the virtual environment 222 without being displayed. In other words, the input ray 228 and the input ray location 230 may be projected in a straight line from the input device 209, while the user sees the presented ray 236 deviating from where the input ray 228 is located, such that the presented ray 236 appears to connect the snapped gaze location 226 and presented ray location 238 to the input device 209. In doing so, the user is provided visual feedback that the input device 209 is targeting the gaze location 226, even though the input device 209 may be casting an input ray 228 that is slightly off the gaze location 226. In such an embodiment, the targeting ray of the input device 209 is the presented ray 236, and the input device 209 may allow interaction with the virtual element 224 or other object at the gaze location 226 when the gaze location 226 and snap region 232 overlap, irrespective of the position of the input ray location 230. The presented ray 236 may remain snapped to and may track the gaze location 226 as the gaze location 226 moves within the snap region 232 (or within the unsnap region, as will be described in more detail).
[0055] In some embodiments, the snap region 232 is defined by the snap threshold distance 234. In some embodiments, the snap threshold distance 234 is an angular displacement relative to the user's viewpoint. For example, a snap threshold distance 234 may be less than 1.degree. of angular movement relative to the user's perspective. In other examples, a snap threshold distance 234 may be less than 1.5.degree. of angular movement relative to the user's perspective. In yet other examples, a snap threshold distance 234 may be less than 2.degree. of angular movement relative to the user's perspective. In at least one example, it may be critical that the snap threshold distance 234 may be less than the foveal vision of the user such that the input device does not target objects in the user's peripheral vision. In other embodiments, the snap threshold distance 234 may be a translational distance relative the three-dimensional space of the virtual environment 222. For example, translating the input ray location 230 one meter backward on a tabletop relative to a gaze location 226 may require less angular displacement relative to the gaze location 226 than translating the input ray location 230 one meter to the right of the gaze location 226. However, the nominal distance moved may be the same.
[0056] Therefore, in some instances it may be more efficient for the snap threshold distance 234 to be relative to the translational distance of the gaze location 226 in the virtual environment 222. In some embodiments, the snap threshold distance 234 may be in a range having an upper value, a lower value, or upper and lower values including any of 1 centimeter (cm), 2 cm, 5 cm, 10 cm, 15 cm, 20 cm, 25 cm, 30 cm, or any values therebetween. For example, the snap threshold distance 234 may be greater than 1 cm. In other examples, the snap threshold distance 234 may be less than 30 cm. In yet other examples, the snap threshold distance 234 may be between 1 cm and 30 cm. In further examples, the snap threshold distance 234 may be between 5 cm and 20 cm.
[0057] Targeting the gaze location 226 for interaction with the input device 209 may allow more precise targeting by snapping the targeting ray to the gaze location 226 instead of the input ray location 230 when the gaze location 226 is within the snap region 232. FIG. 7 illustrates an example of the user looking at a different object or location within the virtual environment 222, moving the gaze location 226 outside of the snap region 232. The presented ray 236 may unsnap back to coincide with the input ray 228 after the gaze location 226 (and therefore, the user's attention) has left the snap region 232.
[0058] However, due to jitter in the gaze tracking (i.e., the gaze location 226), jitter in the input ray casting (i.e., the input ray location 230), or both, the presented ray 236 may snap and unsnap rapidly when the gaze location 226 is near the edge of the snap region 232. To mitigate this effect, some embodiments may have a snap region 232 and an unsnap region 240 that is different from the snap region 232, as illustrated in FIG. 8. For example, the presented ray 236 may snap to the gaze location 226 when the gaze location is within the snap region 232, as described herein. The presented ray 236 may then remain snapped to the gaze location 226 until the gaze location 226 moves outside of the unsnap region 240. In some examples, the unsnap threshold distance 242 may be greater than the snap threshold distance 234. In some embodiments, the unsnap threshold distance 242 may be at least 10% greater than the snap threshold distance 234. In some embodiments, the unsnap threshold distance 242 may be at least 20% greater than the snap threshold distance 234. In some embodiments, the unsnap threshold distance 242 may be at least 30% greater than the snap threshold distance 234. In some embodiments, the unsnap threshold distance 242 may be at least 50% greater than the snap threshold distance 234.
[0059] The user may look away from the intended target of an interaction before "clicking" or otherwise providing the selection command. In some embodiments, the system may use previous gaze locations for the interaction, as described herein; however in some examples, the movement of the gaze location 226 may unsnap the targeting ray (e.g., the presented ray 236) from the gaze location 226, decoupling the selection command from the gaze location 226. In other embodiments, after the user's gaze saccades away from the original gaze location 226, the presented ray location 238 may return toward the input ray location 230 after a delay and/or over an unsnap duration. This delay and/or dampening of the presented ray location 238 moving to the input ray location 230 may slow the straightening of the presented ray 236, allowing the selection command to be received and applied to the intended presented ray location 238.
[0060] In some embodiments, the delay between the user's gaze saccading away from the gaze location 226 and the presented ray location 238 moving back to the input ray location 230 may be in a range having an upper value, a lower value, or upper and lower values including any of 50 ms, 75 ms, 100 ms, 125 ms, 150 ms, 175 ms, 200 ms, or any values therebetween. For example, the delay may be greater than 50 ms. In other examples, the delay may be less than 200 ms. In yet other examples, the delay may be between 50 ms and 200 ms. In further examples, the delay may be between 100 ms and 175 ms. In at least one example, the delay may be about 150 ms.
[0061] In other embodiments, the unsnapping (i.e., straightening) of the presented ray 236 may be dampened such that the presented ray 236 straightens over an unsnap duration having an upper value, a lower value, or upper and lower values including any of 50 ms, 75 ms, 100 ms, 125 ms, 150 ms, 175 ms, 200 ms, or any values therebetween. For example, the unsnap duration may be greater than 50 ms. In other examples, the unsnap duration may be less than 200 ms. In yet other examples, the unsnap duration may be between 50 ms and 200 ms. In further examples, the unsnap duration may be between 100 ms and 175 ms. In at least one example, the unsnap duration may be about 150 ms.
[0062] While embodiments of methods of improving user interaction with a virtual environment have been described herein in relation to snapping a targeting ray to a gaze location, selection precision of virtual elements may be increased by using the gaze location and snap region of the input ray to snap the targeting ray to the virtual element instead of the gaze location. For example, a user's attention may be naturally drawn to high-contrast areas or borders of virtual elements. While a natural behavior, this behavior can limit the effectiveness of gaze-based targeting. FIG. 9 illustrates an example of a gaze location 226 at an edge of a virtual element 224. The input ray location 230 is positioned on the virtual element 224, and the snap region 232 includes over half of the virtual element 224. However, the gaze location 226 is positioned at the edge of the virtual element 224 and snapping the targeting ray to the gaze location 226 may pull the targeting ray off of the virtual element 224, interfering with selection of or other interaction with the virtual element 224.
[0063] In some embodiments, the targeting ray may snap to an origin of the virtual element 224 when the gaze location 226 is within the snap region 232 and either of the input ray location 230 or the gaze location 226 is within the edges of the virtual element 224. FIG. 10 illustrates an example of a gaze location 326 positioned within the edges of the virtual element 324, but near the edge, and the input ray location 330 is within the edges of the virtual element 324, but near the edge. The presented ray 336 is snapped to an origin 344 of the virtual element 324 that is positioned away from the edges of the virtual element 324 that may be in or out of the snap region 332. Snapping the targeting ray (i.e., the presented ray 336) to the origin 344 may ensure a selection of or other interaction with the virtual element 324 is received in relation to the virtual element 324.
[0064] For example, the origin 344 may be the geometric center (center of the height and center of the width) of the virtual element 324, as shown in FIG. 10. In other examples, the origin may be the volumetric center of the virtual element. In a specific example, the origin of a virtual model of the Eiffel Tower may be positioned closer to the bottom when the origin is a volumetric origin than when the origin is a geometric origin. In yet other examples, the origin may be a "higher certainty area", such as a visible area, a high-contrast area, or other area of the virtual element as selected by the user or by the system.
[0065] Snapping the targeting ray to the origin may intuitively indicate to a user to look at or near the origin of the virtual element during interaction with the virtual element, further reinforcing the targeting of the virtual element by drawing the gaze location toward the origin. For example, snapping the targeting ray at the origin of a button may provide a user with an intuitive instruction to look at the end of the targeting ray to positively select the button. Additionally, snapping the end of the targeting ray may leverage the same involuntary response described earlier to unconsciously guide the user's gaze toward the origin of the virtual element by presenting a high-contrast or moving visual element at the origin. For example, the sudden appearance of the snapped targeting ray at the origin of a button may provoke an involuntarily response from the user to look at the end of the snapped targeting ray.
[0066] As described herein, the snapping behavior of the targeting ray and the unsnapping behavior of the targeting ray may be asymmetric. For example, the snap region and the unsnap region around the input ray location may be different, as described in relation to FIG. 8. This can limit intended unsnapping of the targeting ray due to jitter in the eye-tracking and/or ray casting, as well as mitigate effects from a leave-before-clicking behavior by a user. Additionally, different snap and unsnap regions, a delay, or dampening (e.g., an unsnap duration of the unsnapping and straightening of the targeting ray) may mitigate unintended movement of the input ray and/or input device.
[0067] FIG. 11 illustrates an embodiment of a input device 409 that is a 6DOF motion controller. The position and orientation of the input device 409 is projected in the virtual environment 422 as the input ray location 430. The presented ray 436 is snapped to an origin 444 of the virtual element 424. When a user provides a selection command, such as by pressing a button, trigger, thumb stick, pad, or other interaction element 446 of the input device 409, the input device 409 may move, producing an associated movement of the input ray location 430 and the unsnap region 440. In the illustrated example, the unsnap region 440 has moved such that the gaze location 426 is outside of the unsnap region 440. This may result in the presented ray 436 unsnapping from the origin 444 (or, in other examples, from the gaze location 426). As the input ray location 430 is now off of the virtual element 424, the selection command from the input device 409 would fail to select the virtual element 424. In at least one embodiment described herein, a delay or dampening of the unsnapping of the targeting ray may allow the virtual element 424 to be correctly selected by the selection command, despite the movement of the input device 409.
[0068] FIG. 12 and FIG. 13 illustrate examples of snap regions changing size and/or shape to change the snapping behavior of the targeting ray. FIG. 12 is an example of snap region 532 that may be sized relative to the dimensions of the virtual elements 524 in the virtual environment 522. The snap threshold distance 534 may be based, at least partially, on the width 548 and/or height 550 of a selectable virtual element 524.
[0069] This may be particularly helpful in a crowded virtual environment 522 with a plurality of virtual elements 524. In some examples, the snap threshold distance 534 may be changed based on the smaller of the width 548 and height 550 of the virtual element 524, such that the targeting ray does not snap to the gaze location 526 undesirably or continue to follow the gaze location 526 as the user looks at other virtual elements in the virtual environment 522 while holding the input device 509 stationary. As the user may look at each of the virtual elements 524 successively, such as when making a selection from a menu, the targeting ray may otherwise remain snapped to the gaze location 526, distracting the user and interfering with the user's interaction with the virtual environment 522. In this way, the snapping behavior of the targeting ray may balance convenience and distraction to the user.
[0070] FIG. 13 is an example of a user moving the input device 509 toward the virtual element 524 in the virtual environment 522 to reduce the snap threshold distance 534 around the input ray location 530. For example, it may be intuitive for some users to reach toward an object while looking at the object to identify the object more precisely. The present example leverages that natural behavior to reduce the snap threshold distance 534 so that the targeting ray snaps to the gaze location 526 only when the targeting ray is closer to the gaze location 526.
[0071] In some embodiments, the change in the snap threshold distance 534 may be linear to the change in the distance from the input device 509 to the virtual element 524 in the virtual environment 522. For example, moving the input device 509 in the virtual environment 522 50% of the distance to the virtual element 524 may reduce the snap threshold distance 534 by 50%. In such embodiments, if a user were to reach out with their hand as the input device 509 and "touch" the virtual element 524, the snap threshold distance 534 may approach zero, as the input device 509 would be in contact with the virtual element 524 and the gaze location 526 may be irrelevant in that situation.
[0072] In other embodiments, the change in the snap threshold distance 534 may be non-linear to the change in the distance from the input device 509 to the virtual element 524 in the virtual environment 522. For example, moving the input device 509 in the virtual environment 522 50% of the distance to the virtual element 524 may reduce the snap threshold distance 534 by 30%. In yet other embodiments, the change in the snap threshold distance 534 may be non-linear to the change in the distance from the input device 509 to the virtual element 524 in the virtual environment 522. For example, For example, moving the input device 509 in the virtual environment 522 50% of the distance to the virtual element 524 may reduce the snap threshold distance 534 by 30% and moving the input device 509 the remaining 50% of the distance to the virtual element 524 may reduce the snap threshold distance 534 by the remaining 70% such that if a user were to reach out with their hand (the user's hand acting as the input device 509 in conjunction with a gesture recognition device) and "touch" the virtual element 524, the snap threshold distance 534 approaches zero.
[0073] In at least one embodiment, a method of interacting with a virtual environment according to the present disclosure may allow for users to select or interact with virtual elements using an input device while assisting the targeting with the user's gaze. Because users typically look at an object or virtual element before interacting with the object, the method is natural and intuitive while increasing accuracy and providing positive feedback. As users become more familiar with a UI or environment, the users' interactions may become faster and exacerbate leave-before-click behaviors. In at least some embodiments according to the present disclosure, methods described herein contemplate one or more features to mitigate or eliminate errors associates with leave-before-click behaviors.
[0074] The articles "a," "an," and "the" are intended to mean that there are one or more of the elements in the preceding descriptions. The terms "comprising," "including," and "having" are intended to be inclusive and mean that there may be additional elements other than the listed elements. Additionally, it should be understood that references to "one embodiment" or "an embodiment" of the present disclosure are not intended to be interpreted as excluding the existence of additional embodiments that also incorporate the recited features. For example, any element described in relation to an embodiment herein may be combinable with any element of any other embodiment described herein. Numbers, percentages, ratios, or other values stated herein are intended to include that value, and also other values that are "about" or "approximately" the stated value, as would be appreciated by one of ordinary skill in the art encompassed by embodiments of the present disclosure. A stated value should therefore be interpreted broadly enough to encompass values that are at least close enough to the stated value to perform a desired function or achieve a desired result. The stated values include at least the variation to be expected in a suitable manufacturing or production process, and may include values that are within 5%, within 1%, within 0.1%, or within 0.01% of a stated value.
[0075] A person having ordinary skill in the art should realize in view of the present disclosure that equivalent constructions do not depart from the spirit and scope of the present disclosure, and that various changes, substitutions, and alterations may be made to embodiments disclosed herein without departing from the spirit and scope of the present disclosure. Equivalent constructions, including functional "means-plus-function" clauses are intended to cover the structures described herein as performing the recited function, including both structural equivalents that operate in the same manner, and equivalent structures that provide the same function. It is the express intention of the applicant not to invoke means-plus-function or other functional claiming for any claim except for those in which the words means for appear together with an associated function. Each addition, deletion, and modification to the embodiments that falls within the meaning and scope of the claims is to be embraced by the claims.
[0076] It should be understood that any directions or reference frames in the preceding description are merely relative directions or movements. For example, any references to "front" and "back" or "top" and "bottom" or "left" and "right" are merely descriptive of the relative position or movement of the related elements.
[0077] The present disclosure may be embodied in other specific forms without departing from its spirit or characteristics. The described embodiments are to be considered as illustrative and not restrictive. The scope of the disclosure is, therefore, indicated by the appended claims rather than by the foregoing description. Changes that come within the meaning and range of equivalency of the claims are to be embraced within their scope.

redpajama_set_name: RedPajamaCommonCrawl


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disaster, or war may lead to permanent indebtedness and poverty. In areas where cash crops are common, the fluctuation of international market prices may also disappoint the expectations of farmers. The coffee crisis is a typical example. Furthermore, diversification allows people to shift some of the labor burden to different times of the year and to obtain a second harvest in the year.
In order to secure themselves a regular income, landless people who live on seasonal labor, will have to seek off-farm labor opportunities. At times other than the peak agricultural season labor demand and wages fall and migration of the labor force to different climatic zones may take place. Migration may involve both adults and children, who in some cultures may be sent out to work as servants. At times of food shortage, children may also be sent out to stay with relatives with better resources.
Mutual support groups are created and donations in cash or food may be received by families who may be affected by crop failure or by the occurrence of an unexpected event, such as an illness or death of a family member. Food or money to buy food may be borrowed, although this strategy leads to permanent indebtedness. The final resort is the sale of household assets, particularly animals. This is a high-cost strategy, as the inability to maintain a permanent asset base traps people in poverty and permanent food insecurity.


0 0 HSE, Exchange HUB, RCSI Institute of Leadership.
Launch of Improving Quality Exchange (IQX) Hub January 13 2015.
The Launch of the Improving Quality Exchange (IQX) Hub took place at the Ashling Hotel on January 13th 2015. Over 60 Healthcare Professionals attended the event which was addressed by Dr Philip Crowley, Ms Cornelia Stuart, Dr Aine Carroll, Miriam Bell, Mark White and Dr Tony Connelly. This project is an outcome from the National Productive Ward Initiative.
The hub is located on HSELand, the on-site learning portal for health service employees in Ireland. The RCSI has a designated site on this hub.
Dr Áine Carroll, National Director for Clinical Strategy and Programmes HSE and Deirdre Lang, Joint Lead Director of Nursing National Clinical Programme for Older People and Leadership Development Older Peoples Nursing.
Speaking at the event Deidre Lang – Joint lead Director of Nursing National Clinical Programme for Older People and Leadership Development Older Peoples Nursing said"This hub provides an excellent exchange of information for frontline staff – the content is current and it really focuses on clinical areas and improvements that can be made at local level. The launch was an excellent networking opportunity for me in my post as Joint lead Director of Nursing National Clinical Programme for Older People and Leadership Development Older Peoples Nursing.
Our photo shows Ms Cornelia Stuart Regional Quality and Patient Safety Manager HSE, Mark White, National Lead for Productive Ward & Director NMPDU HSE-SE & Dr. Philip Crowley, National Director Quality and Patient Safety Division.


There is no content with the term "Africa"
Works to promote peace, non-violence and campaigns against the arms trade. Has active youth groups, and took part in the first International Day of Action for Military-Free Education and Research.
In July, War Resisters' International are hosting an international conference in South Africa, along with the Ceasfire Campaign.
Find out more information about the conference here.


Glutenfree Wheatfree Foods Private Limited is a Private Company Company limited by Shares. It is registered with Registrar of Companies, Jaipur on 21-04-2011.
Current Status of Glutenfree Wheatfree Foods Private Limited is Active.
There are 2 Directors associated with Glutenfree Wheatfree Foods Private Limited. They are: SURENDRA SINGH YADAV, ABHIMANYU BHATIA, .
As per the records of Ministry of Corporate Affairs (MCA), Glutenfree Wheatfree Foods Private Limited's last Annual General Meeting (AGM) was held on 30/09/2017, and the date of lastest Balance Sheet is 31/03/2017.
Corporate Identification Number (CIN) of Glutenfree Wheatfree Foods Private Limited is U15135RJ2011PTC034900 and its Registration Number is 34900. Its Registered Address and Contact Email are 405, AMRAPALI PLAZA, VAISHALI NAGAR, JAIPUR RJ 302021 IN , Rajasthan, INDIA. and a_gupta0115@rediffmail.com respectively.


text:
Tanhaji: The Unsung Warrior vs Chhapaak Box Office collection Day 4
Mirror Online | Updated: Jan 14, 2020, 15:19 IST
Stills from Tanhaji: The Unsung Warrior and Chhapaak
Ajay Devgn's Tanhaji: The Unsung Warrior recorded excellent figures at the box office on Monday and continued to maintain the lead. The period drama collected Rs 13.50 crore nett, taking the total earnings to Rs 73.25 crore nett, reports BoxOfficeIndia.
On the other hand, Deepika Padukone and Vikrant Massey's Chhapaak failed to show a growth in its collection. On Monday, the film raked Rs 2 crore nett. The total earnings of the film is now Rs 20 crore nett.
According to the trade portal, Tanhaji performed well in the evening shows across the country which pushed the collections to a higher trajectory. From its collections on the first week, it could be estimated that the Om Raut directorial may cross the 100 crore nett mark in the next two days.
Chhapaak crashed drastically on Monday with collections dropping more than 50 per cent from Friday which itself was a low opening day.
Ajay Devgn's film opened with Rs 14.50 crore nett, whereas Chhapaak had a slow start of Rs 4.50 crore nett. The first weekend collection of Tanhaji was Rs 50.75 crore nett while Chhapaak raked Rs 18 crore nett over the weekend.
Meanwhile, Tanhaji: The Unsung Warrior is the story of warrior Tanaji Malusare from the army of Chhatrapati Shivaji Maharaj. It also features Kajol, Saif Ali Khan and Sharad Kelkar.
Directed by Meghna Gulzar, Chhapaak portrays the story of acid attack survivors and their fight against the society.
Will try to make Chhapaak, Tanhaji: The Unsung Warrior tax-free in Maharashtra: Balasaheb Thorat
Maharashtra Revenue Minister Balasaheb Thorat on Monday said Bollywood movies Tanhaji: The Unsung Warrior and Chhapaak be made tax free in the state.
Ranveer Singh writes heartfelt note praising Meghna Gulzar, Deepika P...
Watch: Deepika Padukone is all set to welcome New Year with partner-i...
Deepika Padukone reveals why she became a part of Meghna Gulzar's Chh...
Locals call for Shirdi shutdown to prot... Locals call for Shirdi shutdown to protest CM's 'Saibaba' comment
Spot the Ball contest - Terms and Condi... Spot the Ball contest - Terms and Conditions
Tanhaji: The Unsung Warrior continues t... Tanhaji: The Unsung Warrior continues to enjoy a good run at the box office
Bollywood celebrities, politicians pray... Bollywood celebrities, politicians pray for Shabana Azmi's speedy recovery
Karan Johar: Kabhi Khushi Kabhie Gham i... Karan Johar: Kabhi Khushi Kabhie Gham is the biggest slap in my face
Deepika Padukone asks TikTok influencer... Deepika Padukone asks TikTok influencer to recreate Chhapaak 'look', draws social media ire
What's cooking between Shah Rukh Khan a... What's cooking between Shah Rukh Khan and Ali Abbas Zafar?
FIR lodged against Shabana Azmi's drive... FIR lodged against Shabana Azmi's driver for rash driving
Bigg Boss 13: Paras Chhabra to tie the ... Bigg Boss 13: Paras Chhabra to tie the knot with girlfriend Akanksha Puri in 2020?


A Preston home was struck by lightening last night, going up in flames.
The two elderly residents fled the home as it went up in flames during last night's violent storm.
The lightening struck the gas meter just before 8pm – catching the house on fire.
Thousands of Melbourne homes lost power during last night's wild storm and the Upfield line was shut down due to lightening strikes.
Thirty fire fighters attended the blaze and no one was hurt in the fire.


Zhang Liu: Expel water by catharsis, induce diuresis.
Chi Xiao Dou: Induce diuresis and eliminate dampness.
Chen Pi: Promote flow of qi and dry dampness.
Mu Xiang: Promote the flow of qi.
All the drugs are pounded into fine powder. The powder is made into pills for oral taking.


text:
BLAME GAME China is pumping out fake news to deflect blame for coronavirus outbreak, leaked EU report reveals
April 22, 2020 NIGERIA Edit this post
Nick Gutteridge April 22, 2020 | EASTERN PILOT CHINA is pumping out fake news online to "deflect blame" for the outbreak...
Nick Gutteridge
April 22, 2020 | EASTERN PILOT
CHINA is pumping out fake news online to "deflect blame" for the outbreak of the coronavirus pandemic, a leaked EU report revealed yesterday.
Brussels said that "official and state-backed" sources were behind the spread of "conspiracy narratives" designed to exonerate Beijing.
Beijing has been accused of spreading fake news about the coronavirus outbreak in an attempt to deflect blame
Beijing has been accused of spreading fake news about the coronavirus outbreak in an attempt to deflect blameCredit: AP:Associated Press
Experts at the European External Action Service (EEAS) - the bloc's foreign affairs unit - also pointed the finger at Russia.
In a new report seen by Politico they said "both overt and covert tactics" were being used by Beijing to sow false narratives in the West.
It concluded: "China has run a global disinformation campaign to deflect blame for the outbreak of the pandemic and improve its international image.
"A growing body of evidence suggests that coronavirus related disinformation can have a direct impact on public health and security."
The report also calls out social media companies for still running dangerous content online despite public protestations they're cleaning up their act.
Beijing has provided research assistance and medical equipment to a number of European countries struggling with coronavirus.
In particular its aid to Italy, one of the worst hit EU nations which has felt abandoned by fellow Member States, has caused controversy.
Brussels' foreign affairs chief Josep Borrell said the bloc was "in a battle of narrative" with countries peddling "half-truth" about its response to the crisis.
He added there was "certain instrumentalisation of the help provided by some governments to support their own agendas and cast doubts about the reliability of the EU".
A separate report by the Polish Institute of International Affairs said China was using "fake social media accounts, bots, and false messages promoted by their diplomatic missions" to spread fake news.
The dossier said: "It is in China's interests to create the impression that its authorities managed to overcome the virus and that any second wave will be the result of the negligence of
other governments."
A previous EEAS report accused Chinese officials of pushing conspiracy theories about coronavirus originating in other countries like the US.
The foreign office's top mandarin insisted Dominic Raab had "stressed the importance of transparency and the need to share accurate data quickly" in talks with Beijing.
And asked if China had told the world the truth about coronavirus, permanent undersecretary Sir Simon McDonald replied: "I think the full story is still emerging."


text:
Q: iTunes 11 does not record Play Counts anymore? I was playing an album the other day and noticed that none of the songs being played are incrementing their play count. I am running iTunes 11.0 and would like play counts to work like before.
What is happening and can I fix this?

A: According to some articles I've read on the net, it's a design flaw by Apple - disabling crossfade will make the playcount start to work again.

A: I think it's a universal glitch that's occurring with the new iTunes update they just had, seeing that this problem only showed up after the update.

redpajama_set_name: RedPajamaStackExchange


text:
Cedar Unveils Iowa Casino Project Despite 2-Year Moratorium
Posted in: Iowa Gambling News, US Casino News
A week after Iowa lawmakers passed a two-year moratorium on new casino licenses, the Cedar Rapids Development Group unveiled plans for their casino project.
The state lawmakers voted House File 2497 for a two-year moratorium on new casino licenses, capping the state-issued licenses at the current number of 19. The new legislation takes effect on June 1, 2022, pending the governor's signature.
The cap would expire on June 30, 2024.
The casino moratorium bill, which now awaits Gov. Kim Reynold's approval, surprised many, including the Cedar Rapids Development Group, which plans to build a $250 million casino resort on the west side of the Cedar River.
What's the Rationale Behind the Casino Moratorium?
Senate Majority Leader Jack Whitver tried to explain the legislative decision to freeze new gaming facilities in Iowa.
During an interview with a local TV station earlier this week, Whitver said there is "gaming fatigue within the Capitol," which pushed lawmakers to quickly pass a temporary moratorium on new casino licenses last week.
"People just said, "We need a pause and see how this shakes out over the next couple of years," the Republican lawmaker explained. He added that a lot of changes took place over the last few years in Hawkeye State's gaming laws. He said that there had been changes that would affect Iowa.
Whitver said the Iowans don't believe they need another casino right now.
There are 19 state-licensed casinos currently operating in Iowa. The moratorium on new licenses will remain effective until July 2024 if the governor signs the bill into law.
Iowa Sports Betting Also One of the Reasons
Besides the "gaming fatigue," Whitver also cited legal sports betting in Iowa as a factor. The Hawkeye State passed sports betting bill in 2019. The Senate majority leader said the residents are already fed up with the unending sports betting advertisements.
"Especially after the sports betting bill that passed, there are so many ads, so much talk about gaming," the lawmaker said, believing it led people to say they just need to put a pause on that.
In addition to seeking a halt to new casinos, Iowa lawmakers tabled a request from sports betting operators to offer odds on esports.
Meanwhile, Cedar Casino Unveiled
While the casino moratorium in Iowa lands at the governor's desk, the Linn County Gaming Association, Cedar Rapids Development Group, and Peninsula Pacific Entertainment unveiled the project details for Cedar Crossing over the weekend.
The $250-casino plan is slated to cover the old Cooper's Mill site alone, the Cedar River. The previous plan was to build the casino at 1 st Ave and 1 st Street NW.
The new mega plan calls for a casino with bars, restaurants, a "food entertainment" venue, and a 1,500-seat event center.
The casino will include between 800 and 1,100 gaming machines and up to 60 table games.
Besides Mayor O'Donnel, Lin County Board of Supervisors Chairman Ben Rogers also backs Cedar Crossing and its developers. Rogers said they backed the team and its commitment for the last decade to bring the casino facility to Linn Country. "We will maintain our commitment to supporting them in the future," he said.
In addition, the supporters pledged to commit 8% of revenue – nearly $5 to $7 million per year – in funding toward local nonprofits.
New Law Still Allows Exceptions
If Reynolds signs the casino moratorium bill, the law will allow for a few exceptions during the 24-month period. The law provides three exceptions that would still allow the Iowa Racing and Gaming Commission to act on licensing requests.
The IRGC would be empowered to approve a casino's request to relocate to a new site, though the location must remain within the same county.
The commission would also be authorized to approve new gaming rights for an entity seeking an active license from another firm, so long as the casino being acquired remains stagnant.
However, if a licensed casino entity concedes its concession, the commission would be able to a competitive bidding process for a new company to take ownership of the closed property.
Iowa Sports Betting Surpasses $1bn in Handle This Year
Despite nationwide shrinking handles, Iowa sports betting became the 11th state to surpass $1 billion this year so far. According to the Iowa Racing and Gaming Commission's latest figures released […]
DraftKings Outshines Caesars in Iowa Sports Betting
DraftKings became the first mobile sportsbook besides Caesars to report the highest handle in Iowa in any month since the launch. The Boston-based operator, which launched in February 2020, accounted […]
William Hill Outshines in Iowa Sports Betting Before Rebrand
William Hill ended its glorious brand name but not before shining as the brightest star in Iowa sports betting, which reported its worst handle since last November. According to the […]
Australian Sportsbook BlueBet to Make US Debut in Iowa
The Australian company BlueBet Sportsbook has reached a five-year agreement with Dubuque Racing Association to offer online betting in Iowa. Under the deal announced Wednesday, BlutBet will have its American […]


text:
Fiji Link (ursprünglich Sunflower Airlines, danach Pacific Sun) ist eine fidschianische Regionalfluggesellschaft mit Sitz in Nadi und Basis auf dem Flughafen Nadi. Sie ist eine Tochtergesellschaft der Fiji Airways.

Flugziele
Fiji Link bedient im Auftrag von Fiji Airways von Nadi ausgehende Inlandsverbindungen.

Flotte

Aktuelle Flotte
Mit Stand Januar 2023 besteht die Flotte der Fiji Link aus sieben Flugzeugen mit einem Durchschnittsalter von 7,0 Jahren:

Ehemalige Flugzeugtypen
 ATR 42-500

Siehe auch
 Liste von Fluggesellschaften

Weblinks

 Webpräsenz der Fiji Airways (englisch)
 Fotos der Fiji Link auf airliners.net

Einzelnachweise

Fluggesellschaft (Fidschi)
Gegründet 1980
Nadi (Stadt)

redpajama_set_name: RedPajamaWikipedia


First, we always did an orientation training with the individuals prior to having them begin the on-line course. This orientation included an overview of the 12 parenting behaviors, the KIPS tool, what they could expect in the on-line course and how to navigate the elearning website itself. This allowed for some additional time to ensure that they had a good foundation for even beginning the course and to check that the 12 behaviors were translating effectively to their own linguistic and cultural experience.
What is a Rating Scale?
Second, we also dedicated a considerable amount of time in this orientation to reviewing the general nature and purpose of assessment tools and rating scales. Many of us here who initially became certified had grown up with standardized tests, surveys, and rating scales and so were immediately familiar with that aspect of the process. However, as we started training a more diverse group of providers, we learned that standardized tools and rating scales - as opposed to a "yes" or "no" question, for example - are not all that easy or intuitive for others that have not had a great deal of past exposure or experience with them. Therefore it became important to explain in more detail the basics of a rating scale: what was high, what was low, what do the levels in between mean, what is the purpose of having different levels of meaning, and how they could use the KIPS anchors as guides. The difference between a lower rating (i.e. a "1") and the "did not observe" (NOB) response was also a difficult one for some providers to grasp and required dedicated clarification since it is a little more subtle distinction and therefore more difficult to convey when English fluency is limited.
Finally, we found that frequent check-ins during the on-line course and practice videos with coaching also helped to better ensure success. Some of our providers were able to develop their own strategies for taking notes, preparing for the tests, and for scoring videos, while other providers benefitted from co-developing a study and scoring strategy with a peer or coach.
Editor's Note: We thank Theresa for sharing the strategies she and her colleagues developed to ensure that family service providers at First 5 San Francisco are successful in their parenting assessment training. Engaging families by hiring diverse staff who reflect the families' backgrounds is a highly valued tenet in family services. We need to devote just as much effort to building support strategies to ensure successful professional development of these diverse staff.
In case you missed it, take a look at a related KIPS blog onWhy Parenting Assessment Training & Certification Matters to Children .
We'd love to hear from you about how your program supports staff who come from diverse cultural or language backgrounds to learn and practice assessment skills with families. Please share your comments below this blog.


Michael Anthony Bilandic (February 13, 1923 – January 15, 2002) was an American politician. He was the mayor of Chicago, Illinois (1976-1979). He was a member of the Democratic Party. He became mayor after being elected by the Chicago City Council to become acting mayor, upon the death of Richard J. Daley, beating Wilson Frost.
Bilandic was born on February 13, 1923 in Chicago, Illinois. He studied at DePaul University. He was married to Heather Morgan. Bilandic died on January 15, 2002 in Chicago, Illinois from heart failure, aged 78.
This page was last changed on 21 September 2018, at 22:04.


Maybe Justin Timberlake was being ironic when he named his forthcoming album 'Man of the Woods,' since his video for "Supplies" forces us to focus on a dystopian future while still including the #Metoo movement, Trump, racism, and so much more.
Justin Randall Timberlake (born January 31, 1981) is an American actor, businessman, and singer-songwriter. Born in Memphis, Tennessee, he appeared in the television shows Star Search and The New Mickey Mouse Club as a child. In the late 1990s, Timberlake rose to prominence as the lead singer and youngest member of the boy band 'N Sync, whose launch was financed by Lou Pearlman.
POST | Jealous of Justin Timberlake's Flannel Collection? Now You Too, Can Wear Some Flannel!


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Torqeedo provides new propulsion system for Queen's Elizabeth II's row barge
Electric propulsion system manufacturer Torqeedo has been selected to provide the auxiliary propulsion system for Queen Elizabeth II's row-barge, Gloriana.
The company was approached in 2016 and recommendations were given to supply twin Torqeedo Deep Blue 40 Saildrive motors along with two pairs of battery packs for the vessel. The new system was installed in time to meet Gloriana's spring programme of events.
"We are absolutely delighted to have been chosen to equip Gloriana with Torqeedo's Deep Blue 40 Saildrive motors, which offer the vessel steady, powerful and reliable performance, as well as protecting the environment through the use of environmentally friendly technology," said Torqeedo co-founder and CEO Christoph Ballin. "It is a great honour for me and our company to be associated with Gloriana and we very much look forward to a longstanding relationship."
The building of Gloriana was commissioned and underwritten in 2011 as a long-term legacy for Queen Elizabeth's Diamond Jubilee in 2012. The vessel was crafted using traditional British timber. Eighteen oarsmen row the 90ft vessel. Gloriana flies the Royal and City standards, along with the traditional flags of the United Kingdom, and carries 16 crests representing the Realms of the Commonwealth. - May 2017


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There were red roses in there, which he threw to the crowd, saving some white roses for the ladies in the cast. The whole cast (minus Scarlett Johansson, who was too pregnant to travel) came out one at a time. Jeremy Renner in particular seemed in the spirt, still dancing to MJ.
One of the best bits of the panel was when moderator and King Nerd Chris Hardwick asked Chris Hemsworth if there's anything he hasn't gotten to do as Thor yet that he wants to. "Turn me into a woman. I don't want to speak too early, but I think that could be my Oscar."
Robert Downey Jr. beaming at the table of talent. "I become a little less significant every time, but it's alright because they're all just so damn good!" An audience member shouted "You're the best, Robert!" To which he responded immediately with "You're probably right."
Does Mark Ruffalo get noticed on the street? "People don't know who I am other than Hulk. Out on the street, it's 'Yo! Hulk! Hulk! Hulk!' "
Chris Evans said that Cap has kind of caught up with the times, but he's still a man in search of a home, especially after S.H.I.E.L.D. falls apart in Winter Solider.
What about the other robot? Any particular challenges for James Spader? "Well, I play an 8 foot robot in this movie and I've always played humans..." You a sarcastic motherf*cker, James Spader. I love it!
Robert Downey Jr of course had to make an inappropriate joke when her ability to cast spells came up. He made some suggestion she cast a spell on him a few weeks ago and he's waiting for her to relieve it. Dirty birdy!
The panel ended when they decided to introduce Thanos. Josh Brolin came out wearing a foam Infinity Gauntlet.
He actually did eat the rose, by the way.
So, there you go. Awesome panel, awesome footage.
Marvel does it again at the 2014 San Diego Comic-Con!


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This book, \"Studien uber Bericht und indirekte Rede im modernen deutsch\", by Elis Herdin, is a replication of a book originally published before 1905. It has been restored by human beings, page by page, so that you may enjoy it in a form as close to the original as possible. This book was created using print-on-demand technology. Thank you for supporting classic literature.


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Vernon's impact vs the Jets was beyond the stat sheet: Browns Film Room
The beauty of being the underdog and how Week 1 brought it back for the Browns: While We're Waiting
Heisman Watch: Justin Fields moves up one spot to No. 4 following Week 3
Published by Joe Gilbert on September 19, 2019
Joshua Gunter, cleveland.com
The Cleveland Browns got their first win of the season on Monday, beating the New York Jets soundly in their primetime game. The game was really never in doubt due largely in part to the dominant Browns defense. They allowed just three points in the game. There were many standouts on defense, like Myles Garrett and Joe Schobert, who filled the stat sheet with an impressive performance. But not all impact can be seen on the stat sheet. One of the players who had a huge impact for the defense, but did not show up in the box score much was edge rusher Olivier Vernon. Vernon contributed and impacted the game in a big way, affecting what the Jets offense was able to do. In today's film room, we examine some of the plays that Vernon made that will not show up on the stat sheet, but still impacted the play in favor of the Browns defense.
Q1 9:08 third-and-12: Siemian throws incomplete pass
This play by Vernon has two parts to it. When the ball is snapped, he heads upfield unblocked but notices the running backcrossing the formation to go out to the right flat as a receiver. Vernon goes out wide at first to defend against a quick dump off to the back. Once, he sees quarterback Trevor Siemian look another direction, Vernon cuts back to the quarterback and almost gets the sack. Siemian is able to get away from Vernon, but the pressure causes Siemian to leave the pocket and scramble to the right, cutting off half the field, which causes him to have to throw the ball away.
Q1 1:03 first-and-10: Beachum is called for holding Vernon
In this play, Vernon eliminates a big play and forces the Jets to start behind the sticks in a first down situation. Vernon is rushing on the edge against Jets left tackle Kelvin Beachum. The Browns edge rusher comes off the line and forces Beachum to reach for him, which allows Vernon to club and rip the tackle off balance to get around the edge. Vernon gets the edge and free lane to the quarterback, but Beachum ends up grabbing him to slow him down to give enough for the quarterback to get rid of the ball. The holding wiped away the big gain and forced a long first down play.
Q2 15:00 second-and-19: Siemian is sacked by Burnett
This another play where Vernon beats Beachum, the Jets' left tackle. The rusher is able to quickly get off the line and do another great club and rip move to beat Beachum around the edge. This time, Vernon is not held and has a straight line to the quarterback. He would have gotten the sack had safety Morgan Burnett not reached the quarterback a split second earlier.
Q2 9:36 first-and-10: Bell loses one yard
This time Vernon affects the Jets run game. He is lined up on the left across from the inside tight end. When the ball is snapped, Vernon makes a great, quick elusive move to swipe away the oncoming blocker from the inside. The rusher is able to get free and fill the inside lane where running back Le'Veon Bell was looking to go. So, Bell had to cut to the right where the rest of the defense was able to close on him and bring him down for a loss. Vernon's ability to fill the running lane early derailed the Jets' run play.
Q2 5:22 first-and-10: Bell runs for no gain
Here is another example of Vernon affecting the run game. He is lined up on left edge, so he is in charge of setting the edge for the run defense. What he does is quite impressive. Vernon eludes left tackle Beachum with a swim move to inside. Vernon bursts into the backfield, but he still has to hold the edge after going inside. So, the rusher leans back to the edge to take away the outside lane. Bell, who was planning on hitting the corner, has to cut back inside where linebacker Joe Schobert is waiting to clean up the play and make the tackle.
Q2 4:47 second-and-10: Beachum is called for holding Vernon
This is another play where Vernon forces a hold penalty by left tackle Beachum. After getting beat around the edge multiple times by Vernon, Beachum is ready for an edge move. But, Vernon decides to just do a straight bull rush after seeing Beachum make a false step to the outside. Vernon bursts into the tackle, pushing him into the backfield. Beachum is left to grab and throw down Vernon before the rusher pushes him completely into the quarterback. Vernon was too much for him in this play.
Q3 14:56 first-and-10: Falk is sacked by Garrett
Vernon should get an assist on this sack by Myles Garrett. Lined up on the left edge, Vernon does a straight bull rush into right tackle Brandon Shell. He pushes the tackle right into the lap of the quarterback, giving quarterback Luke Falk no chance to escape out to the right when Garrett comes into the pocket from the other side. Garrett is able to get the sack with the help of Vernon.
Q3 3:49 fourth-and-2: Falk completes pass to Bell for 1 yard
This was one of the bigger moments of the game. The Jets were threatening to score their first touchdown of the game but was facing a big fourth-down play here. Vernon is rushing off the right edge again. Vernon does a strong bull rush and pushes right tackle Shell into the lap of the quarterback. Falk is pressured from both sides, so he has to quickly get rid of the ball and has to choose the dump-off pass to Bell behind the line. Bell has too much ground to make the first down. Vernon and Garrett's pressure caused Falk to go with this quick and last option to Bell, ending up causing the Jets to turn the ball over on downs.
This last play is another example of Vernon affecting the run game. Lined up on the left edge, Vernon is in charge of covering the backside of the zone run play to the right. When the ball is snapped, the rusher gets the inside leverage against the tight end blocking him. Vernon is able to hold off the block with one arm, while filling the backside hole in the run play. Bell has no lane, so he has to go to the right where the rest of the Browns defense is able to stuff the run play.
Quick Ending Thoughts
The Browns defense and special teams were dominant in the victory over the Jets. They will be the backbone of this team until the offense can develop and figure out their rhythm. The team can rely on these two units to keep them in games, but the offense will eventually need to get it together for the team to reach its potential.
The Browns offense is just not clicking. The play calling has no rhythm, continuity or tempo. Baker Mayfield has been inconsistent with accuracy, has held onto the ball too long and has struggled with recognition. The whole unit looks like a work in progress. But, this is early and understandable. There are so many new players in a new offensive system. Time will help. However, both the coaches and players must adjust to come together and create the best offense. The talent is there, but they are playing in a disjointed function right now.
I don't think the offense is as far away as many have been saying. Another week of practice and another game of film to watch will help shore up the problems and get this offense going.
Can we talk about the special teams, in particular, punter Jamie Gillan and kicker Austin Seibert? Gillan has had just one of his 11 punts returned this season. He is kicking them high and accurately so his coverage team can get to the returner in time to prevent a return. Seibert, after missing his first extra point this season, has gone 3 of 3 on field goals and 3 for 3 on extra points. These two rookies have impressed.
The team rebounded in Week 2 from their penalty problem from the opener. This is a good sign in terms of the team showing improvement each week and the prospects of the offense getting out of their struggles.
The Rams game will be a great test for the Browns. On a quick turnaround, can this team learn from their successes and failures to put forth their best performance of the season? We shall see.
Matt Stamey-USA TODAY Sports


Check out full show notes from this episode with links to resources mentioned at PivotMethod.com/podcast/keith-mcarthur.
Keith McArthur is an author and contentrepreneur who writes and podcasts about how to live better. Keith hosts the weekly My Instruction Manual podcast, and previously worked as an award-winning business journalist at The Globe and Mail, Canada's most prestigious newspaper, and as a senior executive at one of Canada's largest companies.
Keith lives in Toronto with his wife, two sons and a goldendoodle named Quincy. Keith's youngest son Bryson has severe mental and physical disabilities due to an extremely rare genetic disorder known as GRIN1. In 2017, Keith's little sister gave him a second chance at life when she donated one of her kidneys. He's the author of a new book, 18 Steps to Own Your Life: Simple Powers for a Healthier, Happier You, where he shares the lessons he's learned since that transformative experience.
"They aren't quite superpowers…they are science-based Simple Powers that allow us to live our lives to the fullest"
What it means to "think critically about your exceptionalities"