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So far, Apple has been very cool on VR, but that's slowly starting to change, at least from a software development side. OS X High Sierra enables VR development on three major VR software platforms: Steam, Unity, and Unreal. It also uses Apple's Metal 2 framework, which the company says provides the performance necessary for VR. No plans for any Apple-branded VR headset have been announced—we'll much more likely see Rift or Vive compatibility added to Macs. https://www.youtube.com/watch?v=71JUbb7QT1w&t=1s
The exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence.[4] The development of perspective in Renaissance Europe created convincing depictions of spaces that did not exist, in what has been referred to as the "multiplying of artificial worlds".[5] Other elements of virtual reality appeared as early as the 1860s. Antonin Artaud took the view that illusion was not distinct from reality, advocating that spectators at a play should suspend disbelief and regard the drama on stage as reality.[2] The first references to the more modern concept of virtual reality came from science fiction. https://www.aliexpress.com/item/Firecore-3D-12Lines-Laser-Levels-Self-Leveling-360-Horizontal-And-Vertical-Cross-Super-Powerful-Green-Laser/32738065693.html
The Vive Pro sports a 2,880 x 1,600 resolution on a dual-OLED display, up from the Vive's 2,160 x 1,200 resolution. There's also dual cameras on the front that'll help track your hands and a 90Hz refresh rate with 70 sensors, giving you 360-degree head-tracking. It's not a leap to say that the Vive Pro is a monster. This is easily the most advanced VR headset out there, but it's also incredibly expensive, sitting at £799. If you don't need that added clarity, the Vive has all the same tricks. https://www.aliexpress.com/item/Insta360-Nano-360-Degree-Dual-3K-lens-VR-Video-Camera-Real-Time-Seamless-Stitching-for-iPhone/32819111754.html
Vive's Tracker might not look like much, but stick it on something and that "thing" becomes a controller. Yes, HTC is redefining how we think of mixed reality with this accessory, and now anyone can buy one. Developers have been busily finding exciting and unique ways to use the Tracker in games, which will require mounts for certain props, like guns and baseball bats. https://www.aliexpress.com/item/5-lines-6-points-laser-level-360-rotary-cross-laser-line-leveling-with-outdoor-model-can/32515307299.html
All this sounds fantastic and amazing, which it is, but it comes with its fair share of challenges when creating this content. Before I jump into those, take a look at the final product I created for the client, so you have a better understanding of what I'm talking about as I go (Note: For best experience, view on phone or tablet. If you're on a computer, you can still view it just fine, just click and drag around the screen to change your view): https://www.youtube.com/watch?v=LEIg0xceJE4&t=1s
A virtual environment should provide the appropriate responses – in real time- as the person explores their surroundings. The problems arise when there is a delay between the person's actions and system response or latency which then disrupts their experience. The person becomes aware that they are in an artificial environment and adjusts their behaviour accordingly which results in a stilted, mechanical form of interaction.
Originally funded as a Kickstarter project in 2012, and engineered with the help of John Carmack (founder of Id Software, of Doom and Quake fame), Oculus became the early leader in Virtual Reality hardware for video games. Facebook bought Oculus in 2014, and brought the company's high-end VR HMD to market for consumers. More recently, Oculus has seen success with the lower-price, lower-powered Oculus Go, and 2019 will see the release of multiple new iterations on the hardware, including the tethered Rift S and the stand-alone Oculus Quest.
By the 1980s, the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field. Lanier had founded the company VPL Research in 1985. VPL Research has developed several VR devices like the DataGlove, the EyePhone, and the AudioSphere. VPL licensed the DataGlove technology to Mattel, which used it to make the Power Glove, an early affordable VR device.
From the different headsets we've tested, the hardware is sound and the setup is simple, but position tracking isn't as accurate as tethered headsets with external sensors or the Rift S' new outward-facing tracking cameras. Also, the Windows Mixed Reality store doesn't have as many compelling VR experiences as the Rift and SteamVR stores, though you can use SteamVR games on Windows Mixed Reality headsets, again with some software wrestling. https://www.aliexpress.com/item/AUKEY-360-Degree-Universal-Car-Holder-Magnetic-Air-Vent-Mount-Smartphone-Dock-Mobile-Phone-Holder-for/32580819279.html
The Oculus Touch controllers have made a world of difference since their arrival. Compared to the other headsets' controllers, they're our favourite – they conform to your hand and allow for some finger recognition, like a thumbs-up. Not just that, but when it comes to games Oculus has come on leaps and bounds. That's been largely helped by some developer cash injections from Facebook, giving us quality, polished titles like Lone Echo and Robo Recall. Room-scale support has been added too, though you'll need to purchase at least one additional sensor to get it to Vive-level tracking, and even then the Vive tracking experience is a little better in our experience. https://www.youtube.com/watch?v=fdNHr_lWIOo&t=1s
Virtual Reality is a fascinating way to travel using nothing more than the power of technology. With a headset and motion tracking, VR lets you look around a virtual space as if you're actually there. It's also been a promising technology for decades that's never truly caught on. That's constantly changing with the current wave of VR products, especially as the biggest names in the industry are starting to really hone and tweak their headsets.
In 2014, Sony announced Project Morpheus (its code name for the PlayStation VR), a virtual reality headset for the PlayStation 4 video game console.[37] In 2015, Google announced Cardboard, a do-it-yourself stereoscopic viewer: the user places their smartphone in the cardboard holder, which they wear on their head. Michael Naimark was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in contributions.[38] Also in 2015, Razer unveiled its open source project OSVR.
Microsoft HoloLens is shaping up to be another formidable competitor in the HMD market. Unlike VR tech, Microsoft based their display on holographic technology. The original Hololens was more proof of concept than consumer device, and the recently announced Hololens 2 is again eschewing the public in favor of enterprise/government uses. The Hololens 2 will feature upgraded visuals, including a much-expanded field of view — music to fans of the original device, who settled on the limited FOV as the main drawback of the device.
From the different headsets we've tested, the hardware is sound and the setup is simple, but position tracking isn't as accurate as tethered headsets with external sensors or the Rift S' new outward-facing tracking cameras. Also, the Windows Mixed Reality store doesn't have as many compelling VR experiences as the Rift and SteamVR stores, though you can use SteamVR games on Windows Mixed Reality headsets, again with some software wrestling. https://www.aliexpress.com/item/AMK100S-360-Degree-Video-Camera-All-View-1440P-30FPS-HD-WiFi-Sport-Camera-Sweep-Panoramic-Camera/32689963090.html
It's not without issues though. We've already discussed VR exercise equipment as a promising concept let down by being such an expensive, bulky and sweaty process. But if you really want to "get in" the game, and you have space, hopping into an Omni could be pretty neat. We've tried it since its early days at CES and it's been able to stick it out through the years, improving the base, harness and shoes to ensure the best possible experience. https://www.aliexpress.com/item/Munchkin-Miracle-360-Cup-Colors-May-Vary/32831402272.html
^ Bukhari, Hatim; Andreatta, Pamela; Goldiez, Brian; Rabelo, Luis (2017-01-01). "A Framework for Determining the Return on Investment of Simulation-Based Training in Health Care". INQUIRY: The Journal of Health Care Organization, Provision, and Financing. 54: 0046958016687176. doi:10.1177/0046958016687176. ISSN 0046-9580. PMC 5798742. PMID 28133988. https://www.youtube.com/watch?v=k4vRFodAqWo&t=1s
To a degree, I've made it sound harder than it actually is since software has compensated for much of this, but these were some of the questions I was asking when I was first learning. I then started learning that some standard editing procedures could still be done. For example, I can still create image masks in 360°. So in truth, I still stood behind the camera the whole time along with others and gear and then masked myself out with a separate cut of footage showing the empty room. And for the motion graphics, (I use Adobe software) the software has built-in accommodations for editing and viewing in the 3D space so as to create accurate graphics. So in truth, once I learned, it wasn't that hard, but boy is it time-consuming. https://www.aliexpress.com/item/10PCS-RC-Airplane-Module-Mini-360-DC-DC-Buck-Converter-Step-Down-Module-4-75V-23V/32683517524.html
From the different headsets we've tested, the hardware is sound and the setup is simple, but position tracking isn't as accurate as tethered headsets with external sensors or the Rift S' new outward-facing tracking cameras. Also, the Windows Mixed Reality store doesn't have as many compelling VR experiences as the Rift and SteamVR stores, though you can use SteamVR games on Windows Mixed Reality headsets, again with some software wrestling. https://www.youtube.com/watch?v=jvCKXADeW34&t=1s
Samsung's Gear VR doesn't look much different year-to-year, but the Korean company has given it enough of a boost to keep it on the top of the mobile VR heap. However, it did skip out on updating it in 2018 and in 2019 (so far), and the 2017 edition is the latest version. It's getting a little long in the tooth, but it does now come with a controller. https://www.aliexpress.com/item/Baseus-Car-Phone-Holder-for-iPhone-8-7-6-5S-360-Degree-GPS-Mobile-Phone-Stand/32850702869.html
Special input devices are required for interaction with the virtual world. These include the 3D mouse, the wired glove, motion controllers, and optical tracking sensors. Controllers typically use optical tracking systems (primarily infrared cameras) for location and navigation, so that the user can move freely without wiring. Some input devices provide the user with force feedback to the hands or other parts of the body, so that the human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. Additional haptic feedback can be obtained from omnidirectional treadmills (with which walking in virtual space is controlled by real walking movements) and vibration gloves and suits. https://www.aliexpress.com/item/100-OEM-NEW-Power-Supply-for-Xbox-360-Charger-For-xbox-Item-NO-PXB005-Internal-Wholesales/32297418013.html
No, this isn't a VR-ready look into the huge court case between Uber and Waymo. It's a 360 video that lets you see how Google's fleet of self-driving cars sees the world. You'll "sit" right on top of the car's LIDAR systems and view the world as machine vision sees the world, complete with lots of little graphics pointing out absolutely everything in sight. There is no better way to learn about self-driving technology than this. https://www.youtube.com/watch?v=8IQbF0IK-f4&t=1s
In 1991, Sega announced the Sega VR headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head.[11] In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system that was released in many countries, including a dedicated VR arcade at Embarcadero Center. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences.[12] https://www.youtube.com/watch?v=eLbY1W-ursw&t=1s
Vive's Tracker might not look like much, but stick it on something and that "thing" becomes a controller. Yes, HTC is redefining how we think of mixed reality with this accessory, and now anyone can buy one. Developers have been busily finding exciting and unique ways to use the Tracker in games, which will require mounts for certain props, like guns and baseball bats. https://www.aliexpress.com/item/Insta360-ONE-X-360-Camera-panoramic-Camera-5-7K-Video-VR-360-For-iPhone-and-Android/32970842572.html
But the competition is closer than ever. Vive is also excellent (and still offers the best room scale), while the Sony PlayStation VR is a big seller thanks to its significantly lower price and the ubiquity of PlayStation 4 consoles ready to run it. There are now better standalone VR headsets too if you want a hassle-free route to the immersive realms. https://www.youtube.com/watch?v=1udaCG1JiWU&t=1s
Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized positional tracking equipment. Many modern first-person video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of peripheral vision, limiting the user's ability to know what is happening around them. https://www.aliexpress.com/item/Panoramic-Action-Camera-360-Degree-Panorama-Camera-With-WIFI-1-5-HD-Screen-14-Mage-VR/32719151259.html
The two images are then stitched together on the computer just after import. The stitched image (looks like the thumbnail for the above video) is called "equirectangular" format and looks like all 360° got compressed into a single 16:9 frame. Viewers and websites such as YouTube and Vimeo can detect this kind of footage in the file metadata and display it in VR form.
The Virtual Reality Modelling Language (VRML), first introduced in 1994, was intended for the development of "virtual worlds" without dependency on headsets.[43] The Web3D consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed X3D from the VRML framework as an archival, open-source standard for web-based distribution of VR content.[44] WebVR is an experimental JavaScript application programming interface (API) that provides support for various virtual reality devices, such as the HTC Vive, Oculus Rift, Google Cardboard or OSVR, in a web browser.[45] https://www.youtube.com/watch?v=ASwABnJjBkA&t=1s
David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984.[8] The Aspen Movie Map, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at the Massachusetts Institute of Technology (MIT) in 1978. https://www.youtube.com/watch?v=EPyNwTmkvIc&t=1s
At some point the 2.0 Lighthouse sensors will arrive with a new curved design and support to add up to four at once (right now it's just two). Meanwhile, the Vive's Trackers enable you to bring any object into VR, and some developers have already found some creative uses for them. These, combined with the TPCast's wireless adapter, gives the Vive the advantage in the tech battle. However, if you wait a little while you can get your hands on the new Vive Pro Eye, which adds new eye-tracking technology (more on that further below). https://www.youtube.com/watch?v=lTsLkUqDcz0&t=1s
The Vuzix Blade are the first Mixed Reality glasses to look like, well, glasses. A close cousin of the "Buddy Holly" style or those 3D spectacles you get at the movie theater, Vuzix Blade moves many core smartphone features from the touchscreen to in front of your face. Thing Uber ordering, GPS, fitness tracking, weather updates, messages, and more. Vuzix Blade is compatible with iOS and Android devices, and will set you back a cool $999. https://www.youtube.com/channel/UCyKa1YNZLio6XfjMR7fw45Q
In 1968, Ivan Sutherland, with the help of his students including Bob Sproull, created what was widely considered to be the first head-mounted display system for use in immersive simulation applications. It was primitive both in terms of user interface and visual realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling. The graphics comprising the virtual environment were simple wire-frame model rooms. The formidable appearance of the device inspired its name, The Sword of Damocles.
David Em became the first artist to produce navigable virtual worlds at NASA's Jet Propulsion Laboratory (JPL) from 1977 to 1984.[8] The Aspen Movie Map, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at the Massachusetts Institute of Technology (MIT) in 1978. https://www.youtube.com/watch?v=XctL6omkT4I&t=1s
At some point the 2.0 Lighthouse sensors will arrive with a new curved design and support to add up to four at once (right now it's just two). Meanwhile, the Vive's Trackers enable you to bring any object into VR, and some developers have already found some creative uses for them. These, combined with the TPCast's wireless adapter, gives the Vive the advantage in the tech battle. However, if you wait a little while you can get your hands on the new Vive Pro Eye, which adds new eye-tracking technology (more on that further below). https://www.youtube.com/watch?v=MMtkl_-jXC0&t=1s
In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, such as robot navigation, construction modeling, and airplane simulation. Image-based virtual reality system has been gaining popularity in computer graphics and computer vision communities. In generating realistic models, it is essential to accurately register acquired 3D data; usually, camera is used for modeling small objects at a short distance. https://www.aliexpress.com/item/2017-newst-HD-3D-360-degree-panoramic-driving-support-syste-Surround-View-System-Bird-View-Panorama/32804279638.html
Currently standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. https://www.aliexpress.com/item/LED-Display-Smart-Home-Water-Shower-Thermometer-Flow-Self-Generating-Electricity-Water-Temperture-Meter-Monitor-for/32854362335.html
Many other companies are developing Virtual Reality headsets and other peripherals. Upcoming hardware includes the GenBasic Quad HD, StarVR StarOne, Vrgineers XTAL and Pansonite VR Headset. As more and better hardware hits the market, it will continue to power a growing ecosystem of hardware manufacturers, software developers, and content providers. https://www.youtube.com/watch?v=sh9giaTKbv4&t=1s
When it comes to moving your feet, most peripherals are stuck in traditional gaming mode: You jump with 'A' or use a joystick to walk, ignoring immersive motion from the waist down. Believing VR should have some more mobility options, the folks at 3DRudder created a VR footpad that allows the user to control all movement – horizontal, vertical and turning – using only their feet. (No word on realistically jerky jumping as of yet, though.)
Currently standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology. https://www.youtube.com/watch?v=xgPHXP6x3kc&t=1s
Leap Motion has been around for a while but now it's got a new lease of life as a VR peripheral compatible with both the Rift and HTC Vive. It attaches with an add-on mounted to the front of the headset and adds hand gesture controls to your virtual reality gaming. It's super precise, tracking each finger – the question is, how precise are your dumb human hands? https://www.youtube.com/watch?v=HcVv9R1ZR84&t=1s
Answering "what is virtual reality" in technical terms is straight-forward. Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions. https://www.youtube.com/watch?v=UMq6DhHdRN4&t=1s
Standalone headsets were at first a useful novelty that offered a taste of VR without an investment into a gaming PC or a flagship phone. The Oculus Go and the Lenovo Mirage Solo are both capable headsets that work well on their own, but they have the same limited controls as mobile headsets. The recently released Oculus Quest, however, has really sold us on this category. The Quest uses similar outward-facing cameras to the new Rift S to provide 6DOF motion tracking, and uses the same Oculus Touch motion controls. Combined with a faster Snapdragon 835 processor compared with the Oculus Go's Snapdragon 821, the Quest offers a much more compelling and immersive VR experience, all without the unwieldy cable or PC requirement of the Rift S. We hope to see more standalone 6DOF, dual motion controller headsets in the future, like the upcoming HTC Vive Focus Plus.
Bottom line, if you're looking for a VR experience that's closer to the Rift and the Vive without the big price tag and the setup, this is the one you want. The room tracking is fantastic, the controllers are the best we've used and while it won't play all of the top end Rift games, there's a good collection of games and experiences to try out already that will hopefully grow over the coming months.
Bees are, like, super important to how our ecologies work. You probably learned all of this in elementary school, but have you ever seen the process, from beginning to end? The National Honey Board wants to show you, in 360. You'll be a bee flying from flower to flower, then going back into the hive with the queen bee. After that, you'll take a look at how they get the honey out of the honeycombs and onto your table. Warning: Tons of buzzing. https://www.aliexpress.com/item/Insta360-ONE-4K-360-VR-Video-Action-Camera-Sport-Camera-24MP-Bullet-Time-6-Axis-Gyroscope/32843818576.html
It's not without issues though. We've already discussed VR exercise equipment as a promising concept let down by being such an expensive, bulky and sweaty process. But if you really want to "get in" the game, and you have space, hopping into an Omni could be pretty neat. We've tried it since its early days at CES and it's been able to stick it out through the years, improving the base, harness and shoes to ensure the best possible experience.
By 1994, Sega released the Sega VR-1 motion simulator arcade attraction,[18][19] in SegaWorld amusement arcades. It was able to track head movement and featured 3D polygon graphics in stereoscopic 3D, powered by the Sega Model 1 arcade system board.[20] Apple released QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas. https://www.aliexpress.com/item/Rxy-360-Lace-Frontal-Wigs-For-Black-Women-Straight-Pre-Plucked-100-Human-Hair-Wig-With/32810709791.html
That same year, Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, the Cave automatic virtual environment (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the holodeck, allowing people to see their own bodies in relation to others in the room.[13][14] Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals.[15] https://www.youtube.com/watch?v=mOEyGEGypvs&t=1s
Magic Leap has been an investor and media darling since 2014, when Google dumped $540 million in seed money into its sizable coffers. The company has been a source of much fascination and hand-wringing by industry observers ever since. Magic Leap fed the public appetite for information with a string of vaporware demos before finally unveiling the Magic Leap One in 2018. Instead of a magical breakthrough device, the Magic Leap One was more of an updated Hololens, which produced good (but not great) 3D imagery that mixed decently (but not spectacularly) with the real world. The Magic Leap One remains more of a developer tool in search of a consumer application — much like the Hololens. Despite all the doubts now surrounding the company and their technology, Magic Leap's presence in the industry continues to challenge well-established brands, making them an unusual, but a noteworthy company.
Vive's Tracker might not look like much, but stick it on something and that "thing" becomes a controller. Yes, HTC is redefining how we think of mixed reality with this accessory, and now anyone can buy one. Developers have been busily finding exciting and unique ways to use the Tracker in games, which will require mounts for certain props, like guns and baseball bats. https://www.aliexpress.com/item/Panoramic-HD-VR-Camera-Mini-4K-Camera-360-Camera-2-0Inch-LCD-Screen-Video-Sport-Action/32922048060.html
The Oculus Go is the least expensive way to jump into virtual reality. At $200 it's pricier than mobile VR headsets, but unlike those headsets, you don't need a compatible (and usually expensive flagship) smartphone to use it. The $200 investment gets you right into a Gear VR-like virtual reality experience, complete with an intuitive controller. It makes some compromises for the price, like using a dated Snapdragon 821 processor and offering only 3DOF motion tracking, but it's still enough to try out Netflix on a virtual theater screen or play Settlers of Catan in VR. https://www.youtube.com/watch?v=rOaG-ICXq0k&t=1s
One place Microsoft has succeeded in how easy it is to set up its WMR headsets. It uses inside-out tracking, so you won't need to go plug in a bunch of sensors to make sure your headset is being seen. These headsets have built-in cameras and sensors that handle all of that. They'll even track the Windows Mixed Reality controllers, which suffer a bit because they rely on the headset being able to see them clearly to properly track. https://www.aliexpress.com/item/Insta360-ONE-X-Sports-Action-Camera-5-7K-Video-VR-360-For-iPhone-and-Android/32944157625.html
Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds. By simulating as many senses as possible, such as vision, hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial world. The only limits to near-real VR experiences are the availability of content and cheap computing power. https://www.aliexpress.com/item/Mini-CCD-HD-Night-Vision-360-Degree-Car-Rear-View-Camera-Front-Camera-Front-View-Side/1539864047.html
The HTC Vive has been one of the best VR HMDs on the market since its consumer release back in 2016. Manufactured by HTC, the Vive was the first VR HMD to support SteamVR. The Vive has been locked in fierce competition with the Oculus Rift since release, as both headsets aimed at the same top end of the VR enthusiast market. The Vive has proven itself a durable workhorse for enterprise solutions, while also delivering one of the best consumer VR experiences available. The Vive was first released back in 2016, and has gone through several iterations, with the addition of a wireless module. The Vive Pro came out in 2018 and the Vive Pro Eye and the HTC Vive Cosmos are both slated for release in the second half of 2019. https://www.aliexpress.com/item/Insta360-Air-360-Degree-Dual-3K-lens-VR-Video-Camera-Real-Time-Seamless-Stitching-for-Android/32816542852.html
The trade-off, besides the clunky cables, is the price. The least expensive tethered options are currently around $400. And that's before you address the processing issue; the Rift S and the Vive both need pretty powerful PCs to run, while the PS VR requires a PlayStation 4. If the cost isn't a deal breaker but the cables are, HTC offers a wireless adapter for the Vive, but it requires a desktop PC with a free PCIe slot to work. There are also third-party wireless adapters for the Rift, but we can't guarantee how well they work. https://www.youtube.com/watch?v=rG4jSz_2HDY&t=1s
Although we talk about a few historical early forms of virtual reality elsewhere on the site, today virtual reality is usually implemented using computer technology. There are a range of systems that are used for this purpose, such as headsets, omni-directional treadmills and special gloves. These are used to actually stimulate our senses together in order to create the illusion of reality. https://www.youtube.com/watch?v=YJnsXH4Lghs&t=1s
Despite being one of the big three in high-end VR, the PS VR is a noticeable step down from the Rift and Vive. It's got a 120Hz refresh rate, which is higher than the others, but it's not as crisp with its 1920 x 1080 resolution, which means things are a little more blurry. Plus, its PS Move controllers feel very long in the tooth; they're repurposed motion controllers from the days when the Nintendo Wii was popular, and feel very outdated when compared to the Rift's Touch controllers. https://www.youtube.com/watch?v=LrObZ_HZZUc&t=1s
In medicine, simulated VR surgical environments under the supervision of experts can provide effective and repeatable training at a low cost, allowing trainees to recognize and amend errors as they occur.[53] Virtual reality has been used in physical rehabilitation since the 2000s. Despite numerous studies conducted, good quality evidence of its efficacy compared to other rehabilitation methods without sophisticated and expensive equipment is lacking for the treatment of Parkinson's disease.[54] A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a similar way.[55] Another study was conducted that showed the potential for VR to promote mimicry and revealed the difference between neurotypical and autism spectrum disorder individuals in their response to a two-dimensional avatar.[56] https://www.aliexpress.com/item/360-Degree-Rotating-Tie-Rack-Belt-Hangers-Scarf-Holder-Hook-for-Closet-Organizers-Home-Hanging-Necktie/32962345186.html
In 1979, Eric Howlett developed the Large Expanse, Extra Perspective (LEEP) optical system. The combined system created a stereoscopic image with a field of view wide enough to create a convincing sense of space. The users of the system have been impressed by the sensation of depth (field of view) in the scene and the corresponding realism. The original LEEP system was redesigned for NASA's Ames Research Center in 1985 for their first virtual reality installation, the VIEW (Virtual Interactive Environment Workstation) by Scott Fisher. The LEEP system provides the basis for most of the modern virtual reality headsets.[9] https://www.aliexpress.com/item/SVPRO-hd-vr-camera-double-720p-virtual-reality-vr-box-android-phone-3d-vision-camcorder-for/32761261760.html
In 2013, Valve Corporation discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible.[31] This was adopted by Oculus and was used in all their future headsets. In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with the consumer headsets including separate 1K displays per eye, low persistence, positional tracking over a large area, and fresnel lenses.[32][33] HTC and Valve announced the virtual reality headset HTC Vive and controllers in 2015. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using infrared light.[34][35][36] https://www.youtube.com/watch?v=LD4ryByjVyo&t=1s
HTC's Vive is a comprehensive package that includes a headset, two motion controllers, and two base stations for defining a "whole-room" VR area. It's technically impressive, and can track your movements in a 10-foot cube instead of just from your seat. It also includes a set of motion controllers more advanced than the PlayStation Move. PC-tethered VR systems like the Vive need plenty of power, with HTC recommending at least an Intel Core i5-4590 CPU and a GeForce GTX 970 GPU. https://www.aliexpress.com/item/New-360-Degree-Reflective-Prism-Set-for-Leica-ATR-Total-station-Replaces-MPR122/32918809914.html
Will Greenwald has been covering consumer technology for a decade, and has served on the editorial staffs of CNET.com, Sound & Vision, and Maximum PC. His work and analysis has been seen in GamePro, Tested.com, Geek.com, and several other publications. He currently covers consumer electronics in the PC Labs as the in-house home entertainment expert... See Full Bio https://www.youtube.com/watch?v=HnUfflMTCWc&t=1s
Microsoft HoloLens is shaping up to be another formidable competitor in the HMD market. Unlike VR tech, Microsoft based their display on holographic technology. The original Hololens was more proof of concept than consumer device, and the recently announced Hololens 2 is again eschewing the public in favor of enterprise/government uses. The Hololens 2 will feature upgraded visuals, including a much-expanded field of view — music to fans of the original device, who settled on the limited FOV as the main drawback of the device. https://www.youtube.com/watch?v=UlQt4HNIFXE&t=1s
Virtual reality is the creation of a virtual environment presented to our senses in such a way that we experience it as if we were really there. It uses a host of technologies to achieve this goal and is a technically complex feat that has to account for our perception and cognition. It has both entertainment and serious uses. The technology is becoming cheaper and more widespread. We can expect to see many more innovative uses for the technology in the future and perhaps a fundamental way in which we communicate and work thanks to the possibilities of virtual reality. https://www.youtube.com/watch?v=APd9Nmcc3nU&t=1s
The more powerful Vive Pro offers a higher-resolution display, outward-facing cameras, and a handful of other enhanced features, but it isn't nearly as compelling as the regular Vive; it costs $300 more, and doesn't include the base stations and motion controllers needed to work, so you effectively need to already have a Vive or spend even more money to get set up with it. If that isn't enough power, the Vive Pro Eye adds built-in eye-tracking to the already advanced headset.
There's no wires here at all and no sensors to unlock the room scale tracking. Instead, you can draw out your VR space using the bundled Touch controllers, which are the same ones included with the Rift. The ability to draw multiple Guardians (as Oculus calls it) means you can freely move from different spaces and the headset will remember your safe VR territory.
From the different headsets we've tested, the hardware is sound and the setup is simple, but position tracking isn't as accurate as tethered headsets with external sensors or the Rift S' new outward-facing tracking cameras. Also, the Windows Mixed Reality store doesn't have as many compelling VR experiences as the Rift and SteamVR stores, though you can use SteamVR games on Windows Mixed Reality headsets, again with some software wrestling. https://www.aliexpress.com/item/Amkov-Mini-360-Video-Camera-V1-Action-Camera-Dual-Image-Stabilization-Mini-Panorama-Camera-360-Degree/32859282955.html
In 2013, Valve Corporation discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible.[31] This was adopted by Oculus and was used in all their future headsets. In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with the consumer headsets including separate 1K displays per eye, low persistence, positional tracking over a large area, and fresnel lenses.[32][33] HTC and Valve announced the virtual reality headset HTC Vive and controllers in 2015. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using infrared light.[34][35][36] https://www.youtube.com/watch?v=kIC7W8VYOdY&t=1s
The Oculus Touch controllers have made a world of difference since their arrival. Compared to the other headsets' controllers, they're our favourite – they conform to your hand and allow for some finger recognition, like a thumbs-up. Not just that, but when it comes to games Oculus has come on leaps and bounds. That's been largely helped by some developer cash injections from Facebook, giving us quality, polished titles like Lone Echo and Robo Recall. Room-scale support has been added too, though you'll need to purchase at least one additional sensor to get it to Vive-level tracking, and even then the Vive tracking experience is a little better in our experience. https://www.youtube.com/watch?v=y4oWTABwBEY&t=1s
In September 2018, Oculus announced the Oculus Quest, the company's latest stand-alone VR Headset. The Quest uses motion controllers similar to Oculus Touch, has four wide-angle cameras for positional tracking, and sports resolution of 1600×1440 per eye, with option to adjust the lens spacing. The headset launches first half of 2019 and will list for $399.
The HTC Vive has been one of the best VR HMDs on the market since its consumer release back in 2016. Manufactured by HTC, the Vive was the first VR HMD to support SteamVR. The Vive has been locked in fierce competition with the Oculus Rift since release, as both headsets aimed at the same top end of the VR enthusiast market. The Vive has proven itself a durable workhorse for enterprise solutions, while also delivering one of the best consumer VR experiences available. The Vive was first released back in 2016, and has gone through several iterations, with the addition of a wireless module. The Vive Pro came out in 2018 and the Vive Pro Eye and the HTC Vive Cosmos are both slated for release in the second half of 2019. https://www.youtube.com/watch?v=DlJEt2KU33I&t=1s
^ Park, George D.; Allen, R. Wade; Fiorentino, Dary; Rosenthal, Theodore J.; Cook, Marcia L. (5 November 2016). "Simulator Sickness Scores According to Symptom Susceptibility, Age, and Gender for an Older Driver Assessment Study". Proceedings of the Human Factors and Ergonomics Society Annual Meeting. 50 (26): 2702–2706. doi:10.1177/154193120605002607.
By 1994, Sega released the Sega VR-1 motion simulator arcade attraction,[18][19] in SegaWorld amusement arcades. It was able to track head movement and featured 3D polygon graphics in stereoscopic 3D, powered by the Sega Model 1 arcade system board.[20] Apple released QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas. https://www.aliexpress.com/item/Z-Flex-Tilt-Tripod-Head-Aluminum-Alloy-Folding-Z-Tilt-Head-360-Rotary-Quick-Release-Plate/32881546188.html
Virtual Reality is no longer a dream. It's here – in all its stunning, three-dimensional glory. Boasting powerful processing and lightning-fast graphics cards, our systems deliver breathtaking images and a virtual reality that's richly detailed incredibly lifelike. Best of all, our many of our VR gaming systems also give you the power work on files, surf the web, connect via social media and more – making them multi-functional devices that are designed for the way you live. Explore all of our VR systems, games and Xbox systems – and elevate your gaming experience. https://www.aliexpress.com/item/Shinecon-G06D-3D-Glasses-Virtual-Reality-VR-Virtual-Reality-for-iphone-360-Degree-Android-VR-Glasses/32921254915.html
A virtual environment should provide the appropriate responses – in real time- as the person explores their surroundings. The problems arise when there is a delay between the person's actions and system response or latency which then disrupts their experience. The person becomes aware that they are in an artificial environment and adjusts their behaviour accordingly which results in a stilted, mechanical form of interaction. https://www.youtube.com/watch?v=d0yGdNEWdn0&t=1s
Google and Samsung still offer phone-based VR headsets in the form of the Daydream View and the Gear VR, and even Nintendo has gotten into the game with its Labo VR Kit for the Nintendo Switch. However, these shell-like headsets, which require a phone or some other device physically inserted into them, feel like novelties next to more powerful headsets that can provide more immersive experiences. https://www.aliexpress.com/item/XM-Panoramic-360-VR-960P-1080P-3MP-HD-IP-Camera-Smart-LED-Lights-Cam-Starlight/32836066891.html
In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, Le Théâtre et son double. The English translation of this book, published in 1958 as The Theater and its Double,[2] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in The Judas Mandala, a 1982 novel by Damien Broderick. https://www.youtube.com/watch?v=7-AQVxgadz0&t=1s
Like the Go, you'll need the companion app on your smartphone to set the headset and the controllers up, but it doesn't take very long at all to do. Then you can start downloading apps, games and experiences from the app or through the headset and there's familiar titles here that have already popped up on the pricier Rift. So, Beat Saber, Thumper, Space Pirate Trainer, and Creed: Rise to Glory all make the cut. https://www.youtube.com/watch?v=zO2LDn8_44M&t=1s
Despite being one of the big three in high-end VR, the PS VR is a noticeable step down from the Rift and Vive. It's got a 120Hz refresh rate, which is higher than the others, but it's not as crisp with its 1920 x 1080 resolution, which means things are a little more blurry. Plus, its PS Move controllers feel very long in the tooth; they're repurposed motion controllers from the days when the Nintendo Wii was popular, and feel very outdated when compared to the Rift's Touch controllers. https://www.youtube.com/watch?v=25I2awKuaCg&t=1s
In 2014, Sony announced Project Morpheus (its code name for the PlayStation VR), a virtual reality headset for the PlayStation 4 video game console.[37] In 2015, Google announced Cardboard, a do-it-yourself stereoscopic viewer: the user places their smartphone in the cardboard holder, which they wear on their head. Michael Naimark was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in contributions.[38] Also in 2015, Razer unveiled its open source project OSVR. https://www.youtube.com/watch?v=ecajlIKwlCg&t=1s
Visuals are delivered via an OLED display that offers 1,440 x 1,660 resolution per eye. There's also a built-in speaker with the option to plug in headphones for a more isolated experience. While the VR experience might be on par with those PC-powered headsets, it's still very good and a big step up from the Oculus Go. Games run nice and smooth, though the smartphone-like processing power does mean some titles can take slightly long to load up. https://www.youtube.com/watch?v=jYtGSt7a-s8&t=1s
In aviation, medicine, and the military, Virtual Reality training is an attractive alternative to live training with expensive equipment, dangerous situations, or sensitive technology. Commercial pilots can use realistic cockpits with VR technology in holistic training programs that incorporate virtual flight and live instruction. Surgeons can train with virtual tools and patients, and transfer their virtual skills into the operating room, and studies have already begun to show that such training leads to faster doctors who make fewer mistakes. Police and soldiers are able to conduct virtual raids that avoid putting lives at risk.
The Fove setup is an 5.7-inch, 1440p display; a 100+ degree field of view; 70fps frame rate; and eye-tracking measured at 120fps. With the redesigned developer kit, gone are the big side panels and quite a lot of the heft of the last prototype design. The company promises the new model offers "dramatically reduced weight, size and overall wearability, as well as better production efficiency." You might have to wait a bit though – Fove hasn't confirmed plans for the consumer version just yet.
This may seems like a lot of effort, and it is! What makes the development of virtual reality worthwhile? The potential entertainment value is clear. Immersive films and video games are good examples. The entertainment industry is after all a multi-billion dollar one and consumers are always keen on novelty. Virtual reality has many other, more serious, applications as well. https://www.aliexpress.com/item/GOXAWEE-360-Degrees-Rotary-5-Line-6-Points-Laser-Level-Vertical-Horizontal-3D-Automatic-Self-Leveling/32849026144.html
No conversation about Mixed Reality HMDs is ever complete until someone brings up Apple. Yes, the company has no available or announced devices in this space — but there isn't a soul following technology trends that doesn't believe the Cupertino giant isn't a) working on some kind of AR glasses, b) acquiring companies that make lenses and materials that are perfect for some kind of AR glasses, and c) talking about AR as a transformational technology every time a microphone appears. The rumor mill says Apple's glasses could appear in 2019, but we have our money on a 2020 launch, alongside a newly redesigned and reimagined iPhone that moves away from the "iPhone X design" for the first time since it launched. Stay tuned. https://www.youtube.com/watch?v=MGO4_8YRKro&t=1s
The Oculus Go is the least expensive way to jump into virtual reality. At $200 it's pricier than mobile VR headsets, but unlike those headsets, you don't need a compatible (and usually expensive flagship) smartphone to use it. The $200 investment gets you right into a Gear VR-like virtual reality experience, complete with an intuitive controller. It makes some compromises for the price, like using a dated Snapdragon 821 processor and offering only 3DOF motion tracking, but it's still enough to try out Netflix on a virtual theater screen or play Settlers of Catan in VR.
However, because the Lighthouse sensors need good vantage points to track all your head and hand movements, it means mounting them up high. This makes setup for the Vive a bit convoluted compared to, say, the Rift or PSVR. For the Rift, you can just plop down the sensors on a desk, though to get the same 360 tracking you'll need to buy an extra sensor (the Touch bundle gets you two). However, when you get Lighthouse all ready the effect is next-level – enough to make using the PlayStation VR or Rift feel like a step back at times. https://www.youtube.com/watch?v=YwabP6B_UkE&t=1s
So far, Apple has been very cool on VR, but that's slowly starting to change, at least from a software development side. OS X High Sierra enables VR development on three major VR software platforms: Steam, Unity, and Unreal. It also uses Apple's Metal 2 framework, which the company says provides the performance necessary for VR. No plans for any Apple-branded VR headset have been announced—we'll much more likely see Rift or Vive compatibility added to Macs.
If the last applies to you, you're likely a computer scientist or engineer, many of whom now avoid the words virtual reality even while they work on technologies most of us associate with VR. Today, you're more likely to hear someone use the words virtual environment (VE) to refer to what the public knows as virtual reality. We'll use the terms interchangeably in this article.
Windows Mixed Reality is aimed at creating a more affordable version of high-end VR, and many of the headsets are built to run in two modes: one for PCs with dedicated graphics cards and one for PCs with integrated graphics. Many of these headsets start around $300, but at the top of the pile is the Samsung Odyssey. It has built-in spatial headphones from AKG, two 1400 X 1600 AMOLED displays, and a 110-degree field of view. https://www.youtube.com/watch?v=nORNftIHSAo&t=1s


Preheat oven to 350 degrees. Divide the cheese into six equal piles of 1/3 cup each. Spread cheese into four to five-inch circles. Sprinkle black pepper over each cheese circle. Bake cheese for 14-16 minutes or until lightly golden. Remove each circle and fold over 4-ounce ramekin to form a small bowl. Cool completely. Whisk all vinaigrette ingredients (excluding the microgreens) in a small bowl. Combine ¼ cup vinaigrette and microgreens in a medium bowl. Reserve remaining dressing for another use. Divide greens among cheese bowls.


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Bitcoin Miner Capitulation of the New Gen. Will Begin at This Price: Analyst
By Nivesh Rustgi
Published May 25, 2020 Updated May 25, 2020
The total Bitcoin [BTC] hash-rate has fallen below COVID-19 crash levels, and this time around exit seems to be permanent for the older generation of miners. Nevertheless, there is a silver lining with the rainy season arriving in China.
The levels around 85-90 million TH/s marked the bottom in hash-rates during the bear market of 2019 when the prices fell to around $7,000. The miners continue to exit even after the recent difficulty adjustment of 6% on 19th May, pointing out the unprofitable price levels.
Bitcoin [BTC] Total Network Hash-Rate (Source)
According to Dovey Wan, crypto analyst and investor, the capitulation could continue to push the price lower. She tweeted,
"The first drop of hashrate comes after 3/12 black Thursday, tho temporarily as price bounces back quickly in a month. Most miners can shut down for a month, but it's like holding their breath." she added, "the second drop comes after halving and this time will continue for a while if the price keeps ranging (last for a few more difficulty adjustments cycles)"
Electricity Cost and Revenue Ratio
According to previous estimates, the marginal break-even cost for the new gen. of miners was around $10,000. However, Wan points that it is a gross over-estimation. Assuming the cost of electricity to be around $0.04 per kWh, the marginal cost of "WhatsMiner M20s 65T is around $5,000, with its flagship M20S+ will be ~$4000 per BTC." The cost of S17 and S17+ should be comparable as well.
Nevertheless, as stated before, the S9 systems are effectively being driven out. She introduced the cost to revenue ratio, an important metric which varies with price. For new gen, the ratio is still below 1, making them profitable. While in the future old generations find relevance during extreme bull markets, but at present capitulation is more likely. She said,
Before the halving S9's E/R is <1, now, assuming $0.04/kwh is 1.19, so all S9 need to shut down after halving at current price
While the markets expects the exit of S9 and possibly S15 miners, a further drop in price could accelerate the selling pressures among newer models as well. The rainy season stands to improve the ratio by about 25% as the cost of electricity is decreased due to the availability of abundant hydro-power, which is bullish for the hash-rates in the short term. It could take around 6-8 weeks of times to find an equilibrium in the supply schedule of Bitcoin [BTC].
Do you think that the price can drop below the marginal break-even levels? Please share your views with us.
Nivesh Rustgi
Nivesh from Engineering Background is a full-time Crypto Analyst at Coingape. He is an atheist who believes in love and cultural diversity. He believes that Cryptocurrency is a necessity to deter corruption. He holds small amounts of cryptocurrencies. Faith and fear are two sides of the same coin. Follow him on Twitter at @nivishoes or mail him at nivesh(at)coingape.com
Bitcoin (BTC) Analyst Predicts Further Retracement After BTC/USD Dips Below $8,700
Bitcoin Price Analysis: BTC/USD Trading Near $9,000 Resistance After Testing $8,600, What To Expect?

redpajama_set_name: RedPajamaCommonCrawl


These dangle earrings are handmade by Patricia Locke Jewelry. Patricia Locke names each style and this earring style is named Dew Drops. These earrings feature Patricia Locke's color palette called Fling.
These dangle earrings are handmade by Patricia Locke Jewelry. Patricia Locke names each style and this earring style is named Dew Drops. These earrings feature Patricia Locke's color palette called Fling. All stones used in the earrings are Austrian crystal. The Fling color palette includes green, red, purple, yellow, and blue crystals. These earrings are silver-tone. All Patricia Locke jewelry uses nickel free pewter metal that is then plated with an antiqued sterling silver for these earrings. The earrings use a classic hook style ear wire made of .925 sterling silver that fits easily into the ear.
These earrings measure approximately 1.45" long (including the ear wire) by approximately 0.25" across. Please note that the dime is not included but is shown to help you gauge the size of the earrings.
These earrings are brand new and come with our store's original label and gift box, great for giving or storage for years to come.


Leyton Orient 2 Hartlepool United 1, 17/04/2017. Brisbane Road, League Two. Leyton Orient keep their slim hopes of avoiding relegation from League Two alive by beating fellow strugglers Hartlepool United. The match was played out to a background of protests against Orient owner Francesco Becchetti. Photo by Simon Gill.


Perhaps no other political issue receives so little attention, relative to its importance, as open government. Elections come and go without candidates addressing this fundamental tenet of a democratic society.
That's because virtually all candidates, when asked, will say they are big fans of transparency. It's an easy position to take, a harder one to live up to.
But in Wisconsin's fall elections, fidelity to open government has come up in several races, for governor, attorney general and U.S. Senate.
Three state advocacy groups — Wisconsin Democracy Campaign, Center for Media and Democracy and One Wisconsin Now — recently urged the Wisconsin Freedom of Information Council to rescind the award it gave Walker in March for issuing executive orders directing state agencies to improve their performance on open records requests. They noted other occasions in which Walker has failed to release information, and dinged him for signing a 2015 bill ending the requirement that donors of more than $100 to political campaigns identify their employer.
The council declined to rescind its award. As the group's president, I agree that Walker's record on openness has been mixed, but his executive orders provided some welcome clarity and direction on the law.
Similarly, even though we think Republican Attorney General Brad Schimel also has a mixed record on openness, we welcomed the recent announcement that his office, in response to "a noticeable and concerning increase of inquiries" regarding high records fees, would slash what it was charging and urged other government officials to do the same.
Schimel is up for re-election this fall. His Democratic challenger, Josh Kaul, says Schimel "waited until the middle of his re-election campaign to take action that he could have taken much earlier." Kaul says that, if elected, he would keep the lower fees.
Meanwhile, Republican state Sen. Leah Vukmir's ill-considered effort to evade the records law became an issue during her successful bid for the Republican nomination for U.S. Senate. In that 2014 case, taxpayers got stuck paying $15,000 to settle a lawsuit brought by the Center for Media and Democracy.
In advance of the Nov. 6 election, the Council is surveying all candidates for state Legislature, as well as state Senators not up for reelection. We're asking a small number of transparency-related questions, like whether respondents think legislators should follow the same records retention rules as all other state and local government officials. (Right now, lawmakers legally can — and some do — destroy records at will.) We'll publicize the results.
Open government is not the only standard by which public officials should be judged. But it is among the most important.
Your Right to Know is a monthly column distributed by the Wisconsin Freedom of Information Council (www.wisfoic.org), a group dedicated to open government. Bill Lueders, managing editor of The Progressive, is the group's president.


Tonight is the night for you to break out your favorite sequin frock that you've been saving for a special occasion. New Year's Eve is all about putting the glitz into your wardrobe and your beauty look. These 5 products will make you shine brighter than any disco ball you plan to dance under tonight. If you can't do it tonight, when can you?
Apply a few drops for a bronze glow on your skin or a golden shimmer in your hair.
Make eyes pop with a subtle hint of shimmer. For an updated smoky eye, apply a darker shade in the crease and wing out at the ends then swipe a light color in the middle of the lid for a subtle gradient.
Perhaps the most versatile polish in your collection, a glitter lacquer can be worn on a bare nail, over a solid color or layered on top of a contrasting glitter.
Flakes of shimmer in a lip gloss bring a festive vibe to your makeup, while making lips look fuller. Wear over lipstick or on a bare lip.
By far the easiest way to look and smell good all at once, a few spritzes of this perfume will be all you need to accessorize a little black dress.


Create sleek Low Poly Background designs. You don't need any software, just download the free app Triangulator - credits: somestuff russia (link provided inside the course) and 12 base bitmap images provided by me.
Discount coupons for other new courses that I launch!
Absolute begginers are welcome! You don't need to know anything about graphic design to follow!
Over 12 lectures and 41 mins of content!
convert in a few minutes any bitmap to edgy Low Polygon graphics!
Take this course if you are bored and need some fun!
Follow the Class and create your own Low Poly Background with Triangulator!
8/8 "Photography Classics: Artistic Black and White Conversion Techniques in Photoshop."


The season's first snowfall dropped as much as 17 inches across Chicago's northern suburbs, and the total of 11. 2 inches at O'Hare International Airport made it the largest November snowfall in. Christmas events in Chicago Make it the best holiday season ever with our guide to Christmas events, from holiday markets to ice skating Hoping for a white Christmas?
Here are your chances. U. S. due to a storm that will mainly bring rain to cities such as Chicago, St. Louis and Dallas. contiguous states are typically snow. The following statistics comprises 145 years of data, however snowfall data began. To see the daily climate data for Chicago for Christmas from 1871- Present.
Dec 21, 2017. This is her" Snow Village, " made up of 169 buildings and countless more. woman in mourning who didn't decorate home for Christmas.
Dec 19, 2017. White Christmas forecast: 40 percent chance of snow in Chicago, according to the National Weather Service. Chicago XXV: The Christmas Album is the nineteenth studio album by the American band Chicago, their twenty-fifth album overall, released in 1998 on the band's Chicago Records label.
It is an album of Christmas songs. Dec 13, 2010 · Track 2 from Chicago's Christmas album" What's It Gonna Be Santa? " Chicago XXV: The Christmas Album is the nineteenth studio album by the American band Chicago, their twenty-fifth album overall, released in 1998 on the band's Chicago Records label. It is an album of Christmas songs. Jim also reports the most snow on the ground at Chicago Midway Airport on Christmas morning as 17″ in 1951.
That same year saw an extraordinary 31″ on the ground in Aurora; 19″ Wheaton and. Chicago Snow Chicago Christmas Chicago Winter Chicago Art Christmas In The City Christmas Time Visit Chicago Chicago Night Christmas Place Forward Water Tower, Chicago snow storm- Chicago is beautiful in the winter season. Snow in chicago on christmas TV found some of the most beautiful spots in Chicago. Enjoy these dramatic timelapse sequences from all around the city to get a true taste of Chicago during the Christmas season.
There is. Track 2 from Chicago's Christmas album" What's It Gonna Be Santa? " Robert sounds good as always on The Christmas Song and White Christmas. A nice surprise of lead vocals from trumpet player Lee on Let It Snow. He sounds great.
Chicago winters as a whole aren't for everyone, but Chicago Christmases? Those are harder to resist. Those are harder to resist. The city flexes its majesty during the holiday season, from beloved. weather HOLIDAY WEEKEND WEATHER ALERT: Wet Snow Friday; Freezing Fog, Drizzle on Christmas A look at the Chicago area weather forecast for the coming days, including Christmas Eve and Christmas Day.
There are data and descriptions here of how many days it snows and the total amount of snowfall that Chicago usually gets. Chicago Sports Fan Christmas Decorations. Party& Occasions. Christmas Trees& Holiday Decor. Topperscot by Boelter Brands NFL Santa Snow Globe Ornament, Chicago. Chicago Snow Chicago Christmas Chicago Winter Chicago Art Christmas In The City Christmas Time Visit Chicago Chicago Night Christmas Place.
Water Tower, Chicago snow storm- Chicago is beautiful in the winter season. Find this Pin and more on Wallpaper by Annabelle Perez. CHICAGO You may be dreaming of glistening treetops and the sound of sleigh bells in the snow, but despite what you see out your window, a White Christmas isn't guaranteed around Chicago. With no snow covering the ground and only flurries forecast for this weekend, it looks like Chicago might not have a white Christmas this year according to the experts, at least.
The National. Features signature Chicago arrangements of classics including" The Christmas Song, " " Christmas Time Is Here, " " White Christmas, " and" Let It Snow! " (a perennial concert highlight for the band). The original Chicago Christmas album is certified gold by the RIAA and has scanned over 680, 000 units. The Christkindlmarket. Chicagoland's favorite holiday tradition since 1996.
Visit us at one of our three locations in 2017, now including Chicago at Daley Plaza, Naperville, and the Park at Wrigley! Showers and thunderstorms likely before 5pm, then isolated showers.
Mostly cloudy, with a high near 76. North wind 10 to 15 mph, with gusts as high as 25 mph. Chance of precipitation is 60%.
- Chicago has experienced snowfall on 7 of the past 10 Christmases, but only had enough snow on the ground for 3 out of the past 10 years to be considered a White Christmas.


text:
Interview: Colin Waggett
The Third Space CEO speaks to Kate Cracknell about the launch of two new clubs, a new Little Space brand for kids, and the opportunities for evolution in the premium market
By Kate Cracknell | Published in Health Club Management 2018 issue 8
Read on turning pages | Download PDF of this issue
Waggett, a former CEO of Fitness First UK, joined Third Space in 2015
Ultimately, people don't need a place to exercise; if that's what they want, they've got their front room. What people really need from us is the inspiration and motivation to exercise – and that's the DNA of Third Space
One of the questions I'm often asked is: 'What's your USP?' But in an experiential business like ours, I believe it's the wrong question," states Colin Waggett, CEO of premium health club operator Third Space.
"Let's look at an equivalent example. Say there's a particular restaurant you love – you wouldn't discuss its USP, instead, you'd focus on the experience: the environment, the music, the service, the food, the comfort of the chair.
"You don't even actively think about some of these things, but your overall experience of the restaurant is shaped by all of them and more. It comes together to create an emotional response.
"When I'm talking to our teams about our brand, I tell them it isn't about a list of attributes – the Third Space brand is whatever people are saying about us. That's why we're obsessed with customer feedback, and why our commitment to driving our Net Promoter Score is ingrained into the business.
"Our brand is the experience we deliver, so that's what we focus on every day: delivering a fantastic experience that engages members at an emotional level. Ultimately, people don't need a place to exercise; if that's really all they want, they've got their front room. What people really need from us is the inspiration and motivation to exercise – and that's the DNA of Third Space."
Re-invigorating the brand
So how has Third Space set out to achieve this aim? Let's rewind to 2014, when investment firm Encore Capital had just acquired Third Space's two London clubs – in Soho and Marylebone – as well as The Reebok Sports Club in Canary Wharf and 37degrees Tower Bridge (see HCM Feb 15, p30). Its mission: to create a portfolio of premium, holistic wellbeing clubs in iconic locations across London.
At the time of the acquisition, the Reebok club had just gone through an extensive three-year refurbishment covering its fitness floor, restaurant and spa, but other parts of the newly formed estate required investment – and there were, of course, three different brands operating across the four clubs.
These were the challenges facing incoming CEO Waggett – formerly CEO of Fitness First UK, and more recently founder of cycling boutique Psycle – when he joined the business in 2015.
He explains: "The choice of a single brand was the easy part: the significant strength of the Third Space name made it a no-brainer and it reflected our aspirations moving forward – how we wanted to fit into people's lives."
In addition, the Third Space brand brought with it great heritage and expertise, including its own medical centre, while Reebok wasn't owned as a name and 37degrees was fragmented as a business [a second 37degrees club in Olympia wasn't acquired by Encore].
The Third Space brand did, however, need to be re-invigorated, says Waggett: "We needed to clarify the underlying proposition and make sure it was being fulfilled from an operational point of view.
"We went back to basics, looking at our vision, our brand pillars and the values we wanted to live by, working through every element of the business – from team development, to the service proposition and the look and feel of the clubs – until we got to the absolute brand ideal that we aspire to today.
"Then we started implementing this on a case-by-case basis, taking each club and raising the bar in every area.
"Across the clubs there were different areas that need to be improved on. At 37degrees, for example, we had to invest in raising the appearance of the club, whereas the Canary Wharf club already looked spectacular, so we were able to focus on some of the softer elements."
A flexible proposition
Yet in spite of Waggett's reference to a 'brand ideal', there's a significant level of flexibility within the Third Space model. He explains: "Some elements are central to our proposition. For example, we want the medical service in all of our clubs, so we're working on that now, while a fantastic exercise proposition, great personal training, natural fitness food and excellent training of our team are also at the core of what we do.
"But at the premium end of the market, 'chain' is a dirty word – each club is an unique asset, loved to death, designed in a way that's fit for its market and the building it's in – so I feel it's very restrictive to say that every club in your portfolio has to have the same kit.
"Generally, our clubs have a massive array of facilities and services – but our Marylebone club is an example of how the model can flex, while still staying true to our core philosophy."
"Third Space Marylebone is a smaller boutique one-to-one and small group training club, located in a hotel, so it's an outlier in terms of our portfolio," says Waggett. "But it absolutely fits with our vision of inspiring people to get the most out of life through healthy living.
"It also fits with our ethos of aiming to be best in class in everything we do – not just better than other multi-service clubs, but better at delivering on each individual discipline than anyone else in the market, including the boutiques. Our Marylebone club absolutely delivers on this."
Introducing new Spaces
This same location-specific ethos will apply to all new Third Space clubs, starting with the company's fifth site, which opened in the City of London in late July, as well as the sixth – a 47,000sq ft club in Islington, north London, that's scheduled to open in Q2 2019.
For those who haven't yet paid a visit, Waggett provides a description of the new City club: "As you walk in, there's a 20-metre pool in front of you. You then have our Fitness Food café offering fresh, home-made, macro-nutrient controlled foods, so you know what to eat, depending on your goals.
"There's a rig and sprint track area for personal training and small group classes, a hot yoga studio, an indoor cycling studio with huge fans at the front that blast air across you while you're training, and a hypoxic chamber including a ski simulator that allows you to train at 3,000 metres above sea level.
"Those are some of the signature elements for the City club, but crucially it's about how we pull these elements together in terms of interior design, space, light and quality of finish that really makes the difference," he says.
"Meanwhile at Islington, there's a very strong demand for young family facilities, so alongside a 35,000sq ft adult club we're building our first Little Space – a kids' club with a dedicated kids' training pool, sports hall, dance studio, climbing area, café and crèche. It's a good example of us being small enough as a business to look at each new market and ask: 'What do people here really want?' We did 300 doorstep interviews and focus groups to make sure our concept was right.
"What we didn't want, though, was for this to become a family club, mixing the two sides of the offering and possibly ending up with something that wasn't the best of either world. This is why we've kept things separate: the Third Space adult experience is entirely unaffected, and is still best-in-class in terms of offering a grown-up environment, and Little Space is equally free to specialise in kids' facilities and programming."
Might this joint adult/child format be a model Third Space will replicate in the future? "We're already looking at sites to open between 2020 and 2025," says Waggett. "And we certainly have one other site which might suit a more residential, Islington-esque formula".
So what does the development pipeline look like in detail? Waggett says: "The original goal I outlined when I joined the company was to open a new site every 12 to 18 months and we're absolutely on track to deliver on this plan.
"At the moment, we're focused on locations within the M25, with an emphasis on London zones 1 and 2, but I could see us moving outside London, or indeed outside the UK."
Given the flexibility within the model, is there anything Third Space would like to try at these new clubs that it hasn't yet had the chance to explore? "There are a few things we're keeping tabs on," says Waggett, "Cryotherapy is something we're looking at and we may do something with meditation chambers. We're also looking at allocating some space for small group personal training – from one-to-two up to one-to-four.
"Because we don't believe in the 'chain effect', we have the option to drop some of these things in just once or twice to see if they work and to keep things innovative. You don't have to prove every new concept to within an inch of its life and then do it everywhere."
He continues: "Competition and innovation can come from absolutely anywhere. The sector tends to talk about what the big boys are doing, but new people are always coming into the market and can be really surprising. Whenever there's a new concept launched, we send someone over to have a look. Let's call it a healthy level of paranoia!
"If you don't do this, over time you can become inwardly focused, only looking at how to improve what you already do – and then you run the risk of customers becoming better informed than you about what's out there. We need to be one step ahead and able to pre-empt whatever our members want next.
"In group exercise, our instructors focus on developing new classes whenever they aren't teaching. Group exercise is so important in terms of community, referrals, loyalty, results – but it's also the area of fitness that's evolving the most rapidly, so we need to make sure we're consistently best-in-class."
A foot in both camps
Waggett continues: "Our thinking around the importance of group exercise was sharpened by my previous experience at Psycle and also by our boutique studio offering, Another Space."
Launched in 2016 with a site in London's Covent Garden, and with a second that opened in Bank in January 2018, Another Space is a standalone boutique fitness concept that sits within the Third Space family, alongside – but independent from – the full-service clubs.
"Having one foot in each market has sharpened our thinking in both businesses," adds Waggett. "It's helped us be clear about why people choose one gym over another. I find it refreshing."
Another Space studios offer three disciplines under one roof: yoga, boxing-based HIIT, and indoor cycling. "People want variety and they portfolio-shop for their fitness, particularly in the boutique sector," says Waggett. "Our approach makes it convenient for them to switch between disciplines if they want, all within a community they're already part of. The vast majority of our customers do at least two of the classes regularly, and a significant number of them do all three.
"It also makes sense from a business perspective, because we're not tethering our brand to one concept. As we grow, it might be that we launch new disciplines."
And while the full-service clubs are "a much bigger part of the business" according to Waggett, there are strong growth plans for Another Space. "As these are smaller sites, we should be able to do more Another Spaces than Third Spaces: over the next few years, a couple of sites a year is our aspiration," he explains.
"We're actively looking for locations, but the rent has to be right – some of the figures being asked for at the moment are pretty racy and we aren't going to commit to something we might regret from a fixed cost point of view."
Getting better, not bigger
But with Third Space operating at the premium end of the market and Another Space adopting the premium, pay-per-class boutique model, is there a risk the two will cannibalise each other as they grow?
"The budget sector has been developed extensively, but I believe there's space for the premium end of the market to evolve," says Waggett.
"People are looking for different experiences: some will have an innate preference for a boutique; others for a full service-club. That preference might even change over their lifetime.
"As long as we think about Third Space and Another Space as separate businesses with a different dynamic, I believe both can grow and be successful.
"The key for us as a company is the mantra that we should always spend more of our time and energy on getting better, not just on getting bigger.
There's a constant push towards reinvention and redevelopment. If we look ahead to where we want to be in five or 10 years' time, it isn't about number of clubs – it's about having a service proposition that stands clearly above the benchmark against which the market is judged. That motivates us much more than just growing our estate."
Exclusivity & loyalty
"Many health club operations keep their instructors slightly at arm's length," says Waggett. "We've reversed that mindset.
"Recognising that instructors and personal trainers are at the heart of our proposition – the frontline when it comes to contact with members and the delivery of Third Space experience – we changed our model to employ them on a full-time basis. We now have around half the number of instructors as previously, each doing twice as many classes as they did before, and this has been instrumental in securing their buy-in and their loyalty.
"In addition, we've created a training academy to support them and ensure consistent standards."
Third Space has halved the number of instructors, employed them and given them twice as many classes
Third space Vital statistics
5 - Third Space clubs
£32.4m - 2017 revenue (+19.3% on previous year)
£1,990 - Revenue per member (13.7% up on previous year)
34.1% - Revenue from non-dues
2 - Another Space clubs
£165 - Third Space average monthly membership
£20 - Price per one-off class at Another Space; packages also available
48.3% - Proportion of member visits for either group exercise or PT
Colin Waggett Third Space premium health club kids' training Little Space
Each club has its own mix of facilities. "At the premium end of the market, 'chain' is a dirty word," says Waggett / Rich Maciver Photography
Third Space facilities are architect-designed, with high end finishes, as befits a premium operation / Rich Maciver Photography
Third Space makes more than 34 per cent of its revenues from non-dues activities, such as small group personal training and from its Fitness Food café
https://www.leisureopportunities.co.uk/images/444462_90221.jpg
COLIN WAGGETT – The Third Space CEO on why experience design is at the heart of the operation...
Colin Waggett, CEO of premium health club operator Third Space, Colin Waggett, Third Space, premium health club, kids' training, Little Space,
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text:
Q: Restore CouchDB from .couch files I'm trying to backup and restore a CouchDB following the official documentation:
https://docs.couchdb.org/en/latest/maintenance/backups.html
"However, you can also copy the actual .couch files from the CouchDB data directory (by default, data/) at any time, without problem. CouchDB's append-only storage format for both databases and secondary indexes ensures that this will work without issue."
Since the doc seems to not show clearly the steps to restore from files, i copy the entire data folder, build up a local CouchDB docker container and try to paste the files into container opt/couchdb/data folder.
But what i get when i start/restart the container and access localhost:5984 to see the databases, is: "This database failed to load."

What should i do after copy the files? Paste directly should work? What is the right time to paste? Should i create the DBs before?
Thank you all

A: i've been able to resolve that way:
https://github.com/apache/couchdb/discussions/3436

A: I think you may need to update the ownership of the backup files on your docker container.
This fixed the issue for me:
# recursively change ownership of data dir to couchdb:couchdb
docker exec <container_id> bash -c 'chown -R couchdb:couchdb /opt/couchdb/data'

Just replace the <container_id> with your docker container id and the destination with the location of couchdb data directory in your container.

redpajama_set_name: RedPajamaStackExchange


text:
Gators shocked at home by Oberlin
James Ness, '12, scored 26 points in Thursday's upset loss to Oberlin. Photo by Charlie Magovern/The Campus
By Patrick Fritz
The Allegheny Men's basketball team suffered a heartbreaking loss to the Oberlin Yeomen Thursday night at the David V. Wise Center. Despite an outstanding performance by junior James Ness, who scored 26 points and added a career-best 12 boards, the Gators could not contain the Oberlin offense that shot 52 percent from the field.
Oberlin came out firing, starting the game with an 11–2 run in the first seven minutes. The Gators fought back largely due to the combined effort of James Ness '12 and D'Andre Corbin '14 who combined for the team's first 18 points. Despite poor shooting, the Gators tied the game at the eight-minute mark with a run of their own, outscoring the Yeomen 12–3 in the five-minute stretch. Allegheny grabbed its first lead of the contest with five minutes left in the first half, but the Yeomen converted on Allegheny's last-minute mistakes to restore a 29–28 lead at the midway point.
The Gators tied the game with a clutch three-pointer from guard Ryan Stanko, '14, and then took their first lead of the second half with a breakaway dunk by Donte Briscoe, '12, with 12:54 remaining. Oberlin fought back with some great shooting by Pat Bernhard to grab a four-point lead at the 10-minute mark.
Allegheny then capitalized on an Oberlin technical foul with a four-point possession to take a two-point lead with seven minutes left. The Yeomen quickly struck back with a ten-footer to tie the game at fifty-one. Ryan Stanko came up big again at five minute mark with a three-pointer to give him eleven on the night and to help the Gators jump out to a 56–52 lead, their largest of the game.
Oberlin's Josh Merritt cashed in a three-point attempt to tie the game at fifty-eight with two-minutes remaining. Bobby Theiss '14 forced an Oberlin turnover with eighteen seconds left but the Gators failed to get off a shot against Oberlin's defense as time expired.
The Yeomen drew first blood one minute into the overtime period when guard Josh Merritt made one of two free throws. The Yeomen converted another bucket to stretch the lead to three but James Ness powered in a layup to answer. On the ensuing possession, Oberlin Guard Josh Merritt came up with another big three-pointer to stretch the lead up to four with just over two minutes left. Corbin converted three of four free throws on the next two possessions to pull the Gators within one with a minute and a half remaining.
Oberlin's Merritt came up with his second three-pointer of the overtime period to restore the four-point lead, 67–63. Devone McLeod was fouled in the lane with 40 seconds left and converted both free throws to pull the Gators within two.
"We didn't deserve to win that game; we can play a lot better than that." Ness said after the game.
The Gators were forced to foul in desperation and The Yeomen converted five of six field goals to seal the 72 – 68 victory.
charlie magovern
james ness
patrick fritz
Hoops on the horizon
Men's and women's basketball begins fall season
Allegheny Basketball sweeps first weekend back on court
Upcoming NCAA Basketball season brings excitement to fans
The NCAA Men's Basketball season is set to tip off on Nov. 25. A new season with new goals and aspirations is an exciting prospect for Texas Christi...
NBA Finals Recap: Los Angeles Lakers defeat the Miami Heat
Bowling club ready to strike their spring season
South down Route 19, two miles from Allegheny College, is a white and gray brick building. Next to it is a sign with a white maraca-shaped figure,...
Gators chomp on Golden Tornadoes for sixth straight win
The men's basketball team showed out once again on their home court Wednesday, Jan. 25, as they demolished the Golden Tornadoes of Geneva 99...
Sideline? Mainstay. – Behind the scenes of Allegheny's hype squad
Campus Conversations: men's basketball team
Women's basketball heats up with playoffs around corner
NBA players adapt to life in the bubble as finals near
Campus Conversation
Interview with Zach Zoll,'20; basketball player turned assistant coach
Gators finish season 14-12 after NCAC Tournament exit
Pep band debuts during basketball doubleheader
Gators bond over break, fall in conference match up


text:
VET 132 - Feline Anatomy and Terminology
VET 132 - Feline Anatomy and Terminology: Library Resources
Databases, Journals, & DVDs
Citation Basics
Behavior Problems of the Dog and Cat by Gary M. Landsberg; Wayne L. Hunthausen; Lowell J. Ackerman
Call Number: SF433 .L35 2013
Formerly the Handbook of Behavior Problems of the Dog and Cat, the new edition of the definitive guide to the diagnosis and treatment of behavior problems of the dog and cat has been extensively updated. It retains the highly practical approach that has proved so successful in previous editions, offering diagnostic guidelines, preventative advice, treatment guidelines and charts, case examples, client forms and handouts, and product and resource suggestions along with details on the use of drugs and natural supplements to help optimize the behavior services offered in practice. To add to these features, the third edition is now fully referenced, there is significant new content, the book has been written with the entire hospital team in mind, and many color images have been added. The new edition welcomes a wide international mix of new contributors from Australia, Spain, Mexico and the United States. A website link gives access to the handouts and forms previously found on disk. As well as fulfilling its original purpose as a practical tool for the busy clinician, this edition offers valuable and useful support material for all those studying the field of companion animal behavior.
Animal Behavior for Shelter Veterinarians and Staff by Emily Weiss (Editor); Heather Mohan-Gibbons (Editor); Stephen Zawistowski (Editor)
Call Number: SF412.5 .A55 2015
Animal Behavior for Shelter Veterinarians and Staff presents and evaluates the available research and programs that address both animal and human behaviors associated with the intake, management and rehoming of dog and cats. Introductions to dog and cat behavior relevant to any animal professional. Reviews behavioral reasons for the relinquishment of dogs and cats. Describes intake and assessment protocol, shelter design, training and enrichment programs that reduce stress and enhance behavioral well-being, and includes concepts to improve the adoption process and support the human-animal bond post-adoption.
Mammalian Anatomy by Aurora M. Sabastiani; Dale W. Fishbeck
Call Number: SF767 .C29 S42 2005
This full-color dissection guide is intended for students taking mammalian anatomy, comparative anatomy, general biology, or anatomy and physiology courses. The text incorporates high-quality photographs and clear discussions of dissection techniques to introduce students to the morphology of a mammal whose anatomy parallels that of the human.
*description from publisher
The Ultimate Encyclopedia of Cats, Cat Breeds and Cat Care by Alan Edwards
Call Number: SF442.2 .E39 2009
This encyclopedia brings together the latest veterinary-approved advice on cat care and up-to-date coverage of the world's cat breeds.
Canine and Feline Behavior for Veterinary Technicians and Nurses by Julie Shaw (Editor); Debbie Martin (Editor)
Call Number: SF433 .C36 2015
Canine and Feline Behavior for Veterinary Technicians and Nurses provides the veterinary technician with a solid foundation in behavioral medicine. Designed as a daily resource for interacting with and educating pet owners, the book familiarizes readers with the behavioral, mental, and emotional needs of dogs and cats. Canine and Feline Behavior for Veterinary Technicians and Nurses offers a complete guide to the technician's role in behavioral preventive services and how to assist the veterinarian with behavioral intervention. Covering the roles of animal behavior professionals, normal development of dogs and cats, and the human-animal bond, the book includes correlations from human mental health care throughout. The book encompasses learning theory, preventive behavioral services, standardized behavior modification terms and techniques, and veterinary behavior pharmacology. Canine and Feline Behavior for Veterinary Technicians and Nurses is an essential resource for veterinary technicians to realize their full potential and become a pivotal component of the behavioral health care team for canine and feline patients.
**Available as an ebook**
Learning Veterinary Terminology by Douglas F. McBride
Call Number: SF610 .M38 2002
This new edition uniquely integrates text discussions with learning activities, including fill-in-the-blank, puzzle, and matching exercises. Newly updated to reflect the latest terminology, this best-selling text now features numerous new and revised pedagogical features that make it an excellent resource both in the classroom and for self-study. Brand-new additions include several new appendices, new anatomical drawings, and a more extensive index. Many sections have been completely rewritten for consistency and greater reader comprehension, and review sections now include more thought-provoking questions and multiple-choice tests. Logical organization and an extensive illustration program make it an excellent resource both in the classroom and in clinical practice
Black's Student Veterinary Dictionary by Edward Boden
Call Number: Reference SF609 .B53 2007
Database (and ebook!)Access Off Campus
The Domestic Cat by Dennis C. Turner (Editor); Patrick Bateson (Editor)
Call Number: EBOOK
The most commonly kept domestic animal in the developed world, the cat has been a part of human life for thousands of years. Cats have been both worshipped and persecuted over this long period - either loved or hated for their enigmatic self-reliance and the subject of numerous myths and fables. Highlighting startling discoveries made over the last ten years, this new edition features contributions from experts in a wide range of fields, providing authoritative accounts of the behaviour of cats and how they interact with people. Thoroughly revised and updated to include information on the basic features of cat development and social life, the history of their relations with humans, health and welfare problems, and the breeding of cats for sale and for show. It is intended for all those, whether specialist or general reader, who love or are simply intrigued by these fascinating animals.
Feline Behaviour and Welfare by Andrew F. Fraser
Cats are the world's most popular domestic pet, as well as being wild animals. This comprehensive book on feline behaviour explores both the familiar domesticated animal and wild relatives such as the leopard, tiger and lynx to examine the Felidae family as a whole, allowing for fascinating comparisons between wild and domestic species and explanations of behaviour in pet cats with evolutionary origins. Fraser's work helps increase readers' understanding of cat behaviour - why they behave as they do, for what purpose and why. The focus is on identifying normal behaviour from the cat's perspective, with a welfare theme running throughout; as exhibitions of normal behaviour provide evidence of good welfare, and abnormal behaviour can be an indicator of poor welfare. Providing a veterinary perspective - by including coverage of feline physiology, life stages and reproduction - as well as an ethological one, this is an important read for veterinarians, shelter workers, animal behaviourists and students of veterinary medicine and animal welfare, while also being of interest to pet owners.
Nephrology and Urology of Small Animals by Joe Bartges (Editor); David Polzin (Editor)
Nephrology and Urology of Small Animals provides veterinarians with the knowledge needed to effectively diagnose and treat urologic diseases in canine, feline, and exotic patients. Serving as an easy-to-use, comprehensive clinical reference, the text takes an evidence-based approach to detailed coverage of specific diseases and disorders, including etiology and prevalence, clinical signs, diagnosis, treatment, prevention, prognosis, controversies, and references. Coverage also includes practical review of anatomy and physiology of the urinary system, fundamentals of diagnostic testing and therapeutic techniques.
Cats by Taniyah Zakrevsky (Editor); Vadik Lachinov (Editor)
This book presents topical research in the study of the biology, behaviour and health disorders of cats. Topics discussed include the diagnosis, treatment and prevention of parasitic infections in cats; development of the cat sympathetic ganglia in postnatal ontogenesis; feline perioperative analgesia; streptococcal disease as an emerging pathogen of cats; feline endometrial adnenocarcinoma; and non-spatial visual recognition memory in cats.
Small Animal Internal Medicine for Veterinary Technicians and Nurses by Linda Merrill (Editor)
Small Animal Internal Medicine for Veterinary Technicians and Nurses is the first comprehensive resource on internal medicine written for the veterinary technician. Organized by body system, each chapter discusses pertinent diseases, from clinical signs, diagnostic testing, and prevalence to treatment options and nursing considerations. Published in association with the Academy of Internal Medicine for Veterinary Technicians, this book offers both a thorough grounding in the foundations of internal medicine for students and new veterinary technicians and detailed, advanced information suitable for experienced veterinary technicians. Coverage includes an overview of neurological disorders and discussion of the surgical, emergency, and nursing considerations for each condition. This complete reference, which includes a companion website with quizzes, images, and video clips, is essential reading for veterinary technician students, practicing technicians, and those studying for the AIMVT specialty exam.
Need Help? Virtual Chat with a Librarian!
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Call Number: Magazines SHELVED BY TITLE
Publication Date: from 6/2020 to current year
Catster is the longest-running print publication for cat lovers, known for its helpful and hilarious love, care, humor and knowledge of all things feline. Catster magazine and its website is a resource for real cat owners who passionately argue the merits of catnip at dinner, have very real opinions on vet costs, and are willing to devote their time and financial resources to please the creatures that really run their households.
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Last Updated: Jan 20, 2022 11:16 AM
URL: https://libguides.gvltec.edu/vet132
Subjects: Animal Studies, Health Sciences & Nursing
Tags: cats, felines, small animals, vet technician, veterinary