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#v; living the cyber life (virtual reality)
speedsiteisrael · 2 years
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Flexisign pro 10.0.1 crack build 1577
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Apache V Havoc (duzi od 74min) 1 IGR LET 1182 175. Antivirus Collection '98 1 USL VIR 1180 174. Anti Virus 99 Professor 1 USL VIR 1179 173. Animated Gifs And Photo Collection (duzi od 74min) 1 SLI CLI 1176 170. Animaniacs Ten Pin Alley NTSC 1 PSX SPO 1175 169. Animaniacs Gigantic Adventure (Teen) 1 DEC ZAB 1174 168. Animaniacs Game Pack (All Ages) 1 DEC ZAB 1173 167. Anastasia: Adventures with Pooka & Bartok (All) 1 DEC ZAB 1167 161. An Odyssey of Discovery: Living Science (Ages 9+) 1 DEC DES 1165 159. An Odyssey of Discovery: Geography Of Earth (9+) 1 DEC DES 1164 158. An Odyssey of Discovery: Fractions (Ages 9+) 1 DEC DES 1163 157. An Odyssey of Discovery: Exploring Numbers (9+) 1 DEC DES 1162 156. An American Tail - Animated Movie Book (Ages 3-6) 1 DEC DSB 1161 155. Americana 98 Encyclopedia (Win/Mac) 1 EDU ENC 1160 154. American Greetings Print Premium 1 USL GRA 1159 153. American Greetings Crafts 1 USL GRA 1158 152. Amazon Trail - Rainforest Adventure (Ages 9+) 1 DEC DES 1157 151. Amazing Calendar Maker 1 USL STA 1151 145. Alphabet & Number Games (Ages 3-7) 1 DEC DEP 1147 143. Alpha Centaury (Sim Meyer's) 1 IGR SIS 1146 142. Almost Heroes (Chris Farley, Matthew Perry) 2 FIL FKO 1145 141. All StarsTennis '99 PAL 1 PSX TEN 1143 139. All Dogs Go To Heaven 2 2 FIL CRT 1142 138. Aliens Versus Predator 1 IGR 3DA 1141 137. Algebra 1 Grade Builder 1 EDU STU 1135 132. Akuji The Heartless NTSC 1 PSX 3DA 1134 131. Air Force One for FS98 1 IGR LET 1130 127. Agile Warrior F IIIX PAL 1 PSX BOR 1126 124. Age of Empires: The Rise of Rome Expansion 1 IGR STR 1125 123. Age of Empires Gold Edition 1 IGR STR 1124 122. Age of Empires 2: The Age of the Kings 1 IGR STR 1123 121. After Dark v4.0 Screen Saver 1 USL SCR 1120 118. MAC Advertising Design On Macintosh 1 MAC OST 1117 115. Adventures in Music with the Recorder 1 DEC DES 1116 114. Advanced Tactical Missions for X-Wing vs. Advanced Dungeons & Dragons (Add-On) 1 IGR FRP 1114 112. Adobe's Special Collection 1 USL KOL 1112 110. Adobe Publishing Collection 1 USL DTP 1111 109. Adobe Photoshop 5.5 Tour And Training 1 USL GRA 1108 106. Adobe Photoshop 5.5 (Full Version) 1 USL GRA 1107 105. Adobe Photo Deluxe Business Edition 1 USL GRA 1104 102. Adobe Illustrator 8.0 Training 1 USL DTP 1101 99. Adobe Graphics Studio & Macromedia Cyber World 1 USL KOL 1099 19991021 97. Adobe Go Live v4.0 Installer 1 USL WEB 1097 95. Adidas Power Soccer 98 PAL 1 PSX FUD 1092 91. Adam Sandler The WaterBoy (Bobby Boucher) 2 FIL FKO 1087 87. Actua Tennis (c) Gremlin 1 IGR TEN 1085 85. Actua Soccer Club Edition 1 IGR FUD 1084 84. Active ABS (Daily AB Workouts) 1 EDU LEP 1076 19991106 76. Ace Ventura Pet Detective (Teen) 1 DEC DSB 1072 72. Account 2000 (kompilacija) 1 USL POS 1069 69. ABC Sports College Football (ragbi) 1 IGR SPO 1065 65. A Perfect Murder (Michael Douglas) 2 FIL FAK 1058 58. A Kid in Aladdin's Palace 2 FIL FDE 1057 57. A Bug's Life Active Play (c) Disney 1 DEC ZAB 1055 55. A Bug's Life Action Game (c) Disney (Ages 8+) 1 DEC ZAB 1054 54. 50.000 Ultimate Web Graphic 1 SLI CLI 1046 47. 5 Interactive Workbook (English & Math, Ages 5-8) 1 DEC DEP 1045 46. 3D Virtual Reality Architect 1 EDU PRO 01041 42. 3D Ultra Radio Control Racers 1 IGR VOZ 1040 19991021 41. 3D Ultra Nascar Pinball 1 IGR FLI 1038 39. 3D Ultra Mini Golf Deluxe 1 IGR GOL 1037 38. 3D Studio MAX Release 3 1 USL ANI 1032 33. 3D Studio MAX Collection 1 USL ANI 1031 32. 3D Studio MAX 2.0 Powerpack 1 USL ANI 1029 30. 3D Railroad Concept And Design 1 USL CAD 1027 28. Maze (Tropical Adventures) 1 DEC ZAB 1025 26. 3D Maze Man (Adventures in Winter Wonderland) 1 DEC ZAB 1024 25. 3D Home Architect Deluxe v3.0 1 EDU PRO 01020 22. 3D Dream House Designer 1 EDU URE 1017 19. 35000 Designer Clip Art 1 SLI CLI 1013 15. 3 Ninjas - High Noon at Mega Mountain (Hulk Hogan) 2 FIL FKO 1010 12. 250 Best Arcade Games (kompilacija) 1 IGR ARK 1008 10. 2000 Toolbox (c) Mcaffe 1 USL VIR 1006 8. 101st Airborne in Normandy (duzi od 74min) 1 IGR STP 1001 3. 101 Dalmatians (c) Disney 1 DEC ZAB 1000 2.
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detectiveconnor · 4 years
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Cyberlife the Game: VR Verse
The Lead-up
The release of the new VR game, “Cyberlife”, was highly anticipated. It was the first game which could lay claim to a real, completely immersive experience - several top gaming athletes pledged to be there for the release on November 5th, 2038, being some of the lucky few who received personal copies of the game for its beta testing, a week before the commercial launch of the game. The remaining players, totaling 10,000 across the United States of America (for the beta program, a local release), were selected at random from a raffle for spaces which many fans claimed to have been rigged when one player was selected twice in a row, and it probably was - but Elijah Kamski (eccentric, Elon-Musk-type figure, and the founder and owner of the Cyberlife Co.) didn’t mind if you entered one time or a thousand. Getting into the game was a matter of ‘wanting it enough’, and boy, did people want it. With all 10,000 initial players selected, the Cyberlife company delivered immersive virtual reality sets to each lucky raffle winner, in what many people called the most ambitious publicity stunt for a new gaming company ever seen within the US. Elijah Kamski called it a ‘commitment to accessibility’. 
The Reckoning
November 5th, 4:00pm. The day of the release, Cyberlife’s network finally comes online - everybody’s copies of the game now can connect to the golden gates that shimmer in the empty space of the Virtual World hosted by Cyberlife Co, waiting to be populated with various other immersive reality games once developers could work out how to make their work compatible with Cyberlife VR gear. Players spill into this Virtual World by the thousands, and many are there to witness the unchaining of these heavenly gates as they open onto the starter town within the First Level. This area is called Alther City; it’s a bustling little cyber town modeled after Detroit, fashioned of smooth concrete and metal. Paths and homely but low-level shops lining the streets, including two competing breweries called Hog’s East and Hog’s West (where many of the first low-level ‘mission’s from NPCs are delivered). Alther City makes up the vast majority of the First Level - it’s just this town, crawling with low-level creatures for leveling purposes, and sprawling suburbia: empty houses waiting to be filled.  Some people venture out into the empty houses and wonder why there are so many vacant places. A ghost event, maybe? Sites that will be filled with NPCs the further you progress in the story? Mr Kamski promised a formal announcement at 5:00pm, so people stick around until then, some trickling in closer to the time and others eager to find as much as they can in the time that they have. Some of the elite gamers have logged in using their gaming handles. Others have used pseudonyms, so they can enjoy the game as they please for the beta test period, without the excitement of the crowds.  5:00pm arrives. They’re all gathered in the central square of Alther. Ten thousand people, in a crowd, watch as the sky splits into a shining white screen, and Kamski steps into view. 
Thank you all for joining Cyberlife this evening. We are delighted to have you. My name is Elijah Kamski, founder of the Cyberlife Co. I know you’ve all been as excited as I have to make this immersive experience a reality. You are currently on the First Level - this is a safe space for all players. PvP is not enabled here, and you may store your items safely with any of the friendly NPCs without fear that they may be stolen.  Now, I’m sure your aware that Cyberlife Co is always striving for the best, most immersive gaming experience. I would like to announce a revolutionary new experiment which you have all helpfully volunteered to be a part of: I call it ‘Cyberlife’. I have always wondered, what would people do, when forced to live one? A cyber life, that is. Well, we’re all going to find out, today.  Many of you will have found there is no ‘logout’ button within your user menus.This is not a glitch, and it will not be remedied. The only way to leave this cyber life you’re living is through death - which will happen, also, in the real world; I don’t suggest you experiment - or by someone in the ten thousand of you defeating Cyberlife’s final boss; no spoilers as to who or what that might be. The final boss is located on the Fifth Level.  Happy gaming. 
Ten thousand people in the square erupt, at once, first into panicked murmurings - and then something closer to a riot. 
Game Mechanics 
Take and leave these as you please, they’re suggestions! Adjust as necessary for plot/etc. 
If you die in the game you die in real life. No exceptions. If you lose internet connection in real life, you have a 72 hour grace period where you may be comatose. Any longer than that, automatic game over. 
Those empty houses are meant to be for purchase or rent. Having a house has a lot of benefits - including the fact you won’t freeze to death, and access to a synthesis room, which you can use to make higher-level medpacks, weapons, armour, etc out of foraged or won items. You’d have to purchase these, otherwise.   
There are five Levels. You may travel between levels freely once you have gained access to them - to gain access, you will need to defeat each Level’s local boss. Exploration and preparation is vital, as well as information sharing: a Level might have some clues scattered around with NPCs, but you very well could accidentally walk into a boss fight while exploring. Be prepared, be cautious, but if you don’t explore you’ll never find the boss. 
Parties of up to ten players. 
Guilds of up to 1,000 players. Guilds can have their own chat rooms. They have names to refer to themselves. The most well-known and biggest guild is Jericho. If someone dies in your guild it is announced to the entire guild. Very Hunger Games cannon-esque. It’s got its own chime. Ringadingding, xyz is dead. 
Probably one of the guilds is a self-declared policing body. Let’s hope they’re good at it. 
You still gotta eat. If your hunger stat is too low, NPCs at bars will offer to let you work for a meal; nobody will starve, unless they refuse to work. 
Weaponries and armorists do exist. Cost is in-game currency (earned through drops or trades with other players). They sell daggers/knucklebusters for low-level melee, guns (sniper rifles! Pistols, shotguns - different stats), ammo, low-level medpacks (anything higher you will need to synthesise yourself), one grenade at a time (these are usually consumable pick-up from decently-leveled monsters), and the more common synthesis materials if you just need a quick top-up of the last 5 leathers, etc. Armorists sell different levels of armor - bullet proof vests, chain mail, damage-returning xyzs... all at the cost of stealth and mobility. Some people choose not to wear any armor at all. Others, panicked, wear everything they can get their hands on. 
Killing is not the only option. Besides bosses, you can stun creatures and make them drop whatever they’re carrying, and they will still scurry off. You gotta kill the bosses. Sneaking past would-be combats because your stealth is high enough? Strategic AND useful. 
You can kill NPCs. Everybody suffers the loss of that NPC for a week. ‘WEAPONRY CLOSED DUE TO MURDER’ until a ‘new’ NPC comes to replace them. People get upset. And annoyed. You don’t kill the NPCs. 
Classes: there are no formal classes. People aren’t divided into types of people irl and they aren’t in the game, either. You can cross and mix and create your own playstyle - yes people will tend to have things they lean towards and roles within their parties, but hey. You don’t get any stat boost for pre-determining what you want to play as. 
You can share information or choose not to. If you have mapped something it’s usually better to share this information with everyone - there is a communal open-source live map for access, but not everyone contributes everything they know, because people are like that. 
There is friendly fire, be careful out there 
Certain (expensive) tech artefacts with particular powers. You can make these up as needed for plot devices, but some useful things to think about:
Teleportation watch - allows you to insta-teleport yourself and your party with you to your house. Should a boss ever escape/rampage into the main city of a Level you’re on (or you just come face to face with one by mistake), this will be extremely advantageous.
Healing nanobots - restores a small amount of health at a time, but continuously. Good for cases of chronic damage. If you lose 3HP a minute to a chronic issue but gain 10HP every 3 minutes, you should still be able to sleep soundly. 
Contact Cards. There are three Contact Cards in the entire game. They are awarded to players of significance - e.g. the first to locate the First Level’s boss, the first to uncover important game lore, the first to reach the Third Level, etc. Contact Cards are non-transferable (though you can use them on someone else’s behalf) items which allow the user a fifteen-minute phonecall home (to the real world). Fifteen minutes only. This includes ringtime. No more no less, but you can call any phone number in the world, for any reason, and you can use 5 minutes on one phonecall and 10 on another, if you like. If your character would never earn a CC - consider whether they might be able to win a raffle for one. I’m sure they’d be good to raffle off the use of, at a profit. 
First party to beat a boss gets good items. Everyone thereafter gets recipes to synthesise those items. You will need a copy of the recipe and all items on it to synthesize - if you want to make two, you will need two copies. 
You can PVP and stake items on the outcome. Be careful to define what a ‘defeat’ is, but this is a good way for people to identify those elite players/prove themselves to each other AS elite players/just to be able to get some sparring practice in, and gambling. 
Once the game is over/someone has beaten the final boss, everyone is put back to their normal lives. I don’t believe in muscle wastage because being true to life at expense of plot convenience doesn’t appeal to me, but hey, each their own. Consider the reunion threads!!! the finding each other threads!!! 
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latinbossboy9 · 2 years
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For millions the Internet has become their information, communication, trade and entertainment medium of choice - a wellspring from which money, meaning, power and instant gratification flow. Some have found fame, fortune, financial security and self-actualization on-line. For still others cyberspace is their virtual God. And as though that were not enough, you can have sex, too.
Although the use of the Net for sex is nothing new, the number of people engaging in cybersex is growing exponentially. For those unfamiliar with this form of high-tech sexual activity, it is the Internet equivalent of telephone sex popularized by the Clinton White House.
With cybersex your only commitment is to your own sensual pleasure. Anything goes. You neither see, hear, touch, taste nor smell your e-mail partner. The relationship can be ended with the click of the mouse.
In addition to the erotic pleasure provided by cybersex, reproductive biologists have discovered an important unexpected side benefit. Cybersex has the potential virtually to eliminate several sexually related scourges including AIDS, venereal diseases, unwanted pregnancies and abortion.
All cybersex is safe sex. Even if you don't use a condom, the risk of contracting AIDS or some venereal disease is zero. Birth control pills are anachronisms of the low-tech past for cyber enthusiasts. Indeed, no contraceptive whatsoever is necessary. Since pregnancy, whether wanted or unwanted, is not an option, abortion is a moot point.
The political implications of this latter development could prove to be profound. Since the United States Supreme Court's 1973 Roe v. Wade decision concerning legalized abortion, pro-life advocates and abortion rights activists have been locked in a never-ending, sometimes violent feud over abortion. Cybersex renders this conflict irrelevant.
The Roman Catholic Church, which opposes abortion and all forms of contraception, has yet to weigh in on cybersex.
Sexually explicit magazines such as Gallery, Hustler and Penthouse, which routinely publish accounts of cybersex exploits, are enjoying windfall gains. Everybody is doing it.
Politicians who engage in extramarital affairs are particularly attracted to cybersex. If caught in the act, a male politician can truthfully say, "I did not have sex with that woman."
Cybersex provides international public health officials and population policy-makers at the United Nations, USAID and Planned Parenthood with renewed focus. Their challenge is to make as many laptop computers available as possible for sexually active men and women living in the Third World. Their aim is to reduce the incidence of AIDS and stabilize population growth.
Recognizing the enormous financial potential of the cybersex revolution globally, so-called dot-com companies are anxious to jump on the bandwagon. The Gates Foundation will no doubt want to support the introduction of PCs into as many third World countries as possible. AOL, Cisco, Del, IBM, Intel, Microsoft and Sun Microsystems will not be far behind.
Cynics who claim that old fashioned, low-tech sex is more fun than high-tech cybersex are obviously Luddites who are out of touch with reality.
Thomas Naylor is profesor emeritus of economics at Duke University and co-author of The Technological Manifesto, to be published by New River Press, Woonsocket, R.I.
Contact: Geoffrey Mock
Phone: (919) 681-4514
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gabbyakiocean · 2 years
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What Does the Establishment of the Virtual World Mean to Us: Reflecting on the Development of "Metaverse"
Affected by the global spread of COVID-19, people requiring self-isolation have to work and attend classes at home, which has promoted the development of non-contact culture. Under the dual stimulation of the progressive technology and social needs, the concept of "Metaverse" gradually aroused people's attention in 2021.
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Photo source:https://www.the-sun.com/tech/3897437/meta-meaning-facebook/
In early 2021, Soul App proposed for the first time within the industry to build a "social Meta-Universe". In March, Roblox, known as the first stock of Metaverse, was officially listed on the New York Stock Exchange; in May, Microsoft CEO Satya Nadella stated that the company wasworking hard to build a "corporate Meta-Universe"; In August, NVIDIA announced the launch of the world's first simulation and collaboration platform to provide the foundation for the establishment of Meta-Universe; on October 28, Facebook announced that it was renamed "Meta", from "Metaverse"; In November, the virtual world platform Decentraland claimed that Barbados would set up the world's first embassy in Metaverse, which would be tentatively available in January 2022. In summary, although the concept of “Metaverse” has only been proposed in the public for less than a year, it has been involved in many fields such as politics, economy, social interaction, entertainment, etc., which is closely related to the real life of human beings.
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Photo source: https://www.theverge.com/2021/12/9/22825139/meta-horizon-worlds-access-open-metaverse
Different from the existing social media, the "Meta-Universe" described by Zuckerberg will no longer be bound by the 2D plane, but will create a new 3D virtual world, which means that our media forms will be changed dramatically in the future. In the media field, the degree of every iteration is no different from the impacts brought by the industrial revolution. As we move from the 2G era to the 3G era, the image transmission becomes more convenient; the popularity of short videos on Tik Tok nowadays is also due to the highly increased Internet speed. As more and more companies have invested in VR equipment, the establishment of a virtual world seems reasonable.
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Photo source: https://bernardmarr.com/the-important-difference-between-virtual-reality-augmented-reality-and-mixed-reality/
However, social problems associated with media revolution also cannot be ignored. In terms of security, data leakage and privacy violations have become the norm in the digital economy era. Once the virtual world where people invest more time, attention and money is invaded, the consequences will be very serious. How to deal with the virtual dissension is still a problem to solve since there is no law to restrict it. Internet addiction, meanwhile, has attracted more general wariness both academically and politically. The The Chinese government has declared that Internet addiction is a “public health hazard” (Crouch, 2018), as well as the South Korean government (Block, 2008). Another issue worthy of attention is cyber violence or cyberbullying. According to research, people who live unsatisfactorily in real life tend to be more impulsive and aggressive on the Internet. To make matters worse, if the virtual world is sufficiently simulated, what should be done when people trapped in it cannot distinguish the real world from it?
The Metaverse has not been established yet, but the potential problems it brings are enough to be thought-provoking.
 References:
Andreassen, C. S., Torsheim, T., Brunborg, G. S., & Pallesen, S. (2012). Development of a Facebook addiction scale. Psychological Reports, 110(2), 501–517. DOI:10.2466/02.09.18.PR0.110.2.501-517.
Amedie, Jacob, "The Impact of Social Media on Society" (2015). Pop Culture Intersections. 2.https://scholarcommons.scu.edu/engl_176/2
Bhargava, V., & Velasquez, M. (2021). Ethics of the Attention Economy: The Problem of Social Media Addiction. Business Ethics Quarterly, 31(3), 321-359. doi:10.1017/beq.2020.32
Larson, Keri and Watson, Richard, "THE VALUE OF SOCIAL MEDIA: TOWARD MEASURING SOCIAL MEDIA STRATEGIES" (2011). ICIS 2011 Proceedings. 10.https://aisel.aisnet.org/icis2011/proceedings/onlinecommunity/10
M. Smith, C. Szongott, B. Henne and G. von Voigt, "Big data privacy issues in public social media," 2012 6th IEEE International Conference on Digital Ecosystems and Technologies (DEST), 2012, pp. 1-6, doi: 10.1109/DEST.2012.6227909.
Russmann, U., & Svensson, J. (2017). Introduction to Visual Communication in the Age of Social Media: Conceptual, Theoretical and Methodological Challenges. Media and Communication, 5(4), 1-5. doi:https://doi.org/10.17645/mac.v5i4.1263
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victorkonno · 3 years
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The future of Advertising is here.
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Long Live V. R.
Are you ready? Today we have a vast toolbox at our fingertips to change the world of advertising forever. Although we have seen a slower rollout of these features at the moment, this can be the result of a slower adoption and a sore feeling from advertisers adopting other gimmicky techniques in the past. With the introduction of virtual reality, our consumers have the ability to immerse themselves in our product, message and creative strategy. With VR we see the rollout of Ikea’s VR experience where the player can walk about a room full of ikea branded products head to toe. As with all tech, the birth of VR was rocky, it was a handful and it took players and viewers out of the experience when they had to deal with setting up the expensive cameras, computers and cords needed to operate the systems. Now things are different. VR headsets are less expensive and systems like the Oculus give the operator a safer experience with cameras built in to the headset alerting the user when stepping into a dangerous zone. 
Metaverse
With Facebook’s help in building the metaverse and their success in VR one can only imagine how we as advertisers are the explorers of the new frontier. From what was going to be a bleak “cookie-less” future, developers of videogames, social medias, altcoins and even digital art have convinced generations that we are going to have a life in the metaverse. And we are going to, and advertisers like us are going to help build one beyond our wildest dreams that allow us to tap into the minds of consumers like a cyber-punk episode of MADMEN. A universe where our consumers don’t realize they’re observing an ad but when returning to the normalcy of “real life” they seek our clients product to have their two new lives closer in similarity. The writing is on the wall for the metaverse, the rise of NFTs and the mass exposure that games like Fortnite and Call of Duty have to the willingness to purchase a virtual product will forever change what the word ‘tangible” means in the future. 
Victor is a student and marketing coordinator that enjoys advertising and owns a VR headset. He has been writing blogs for two months and has two dogs.   Thanks for reading, Professor!
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upinternet · 3 years
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Statement on the Establishment of the UP Internet Freedom Network
(Originally published Aug. 8, 2020)
Under the administration of President Rodrigo Duterte, the Philippines continues to suffer from the lack of basic social services, questionable economic policies, billions of debt, and countless attacks on activists and the poor. In his bloody war on drugs, he has blatantly trampled on human rights, with the death toll estimating up to 27,000. As the coronavirus outbreak flared the country, Duterte terrorized the Filipino people with his incompetence and neglect. According to IBON Foundation, the Philippines is not only the COVID sickest country but also the weakest economy, plunging into the worst economic collapse in the country’s recorded history. Instead of prioritizing healthcare, financial aid for vulnerable sectors, and laying down concrete plans for the pandemic, he exercised his power to consolidate control that led to widespread militarization and abuses.
It is also under the administration of Duterte that attacks against our freedom of expression have been repeatedly executed to silence dissent. The press has suffered greatly as countless journalists and media organizations have been threatened, arrested, killed, and shut down—the weaponization of the law by Duterte and his cohorts, especially with the recently signed Anti-Terrorism Act and the existing Anti-Cybercrime Law, allows government cybersurveillance that makes it easier for them to stomp on our basic freedoms. It was only two weeks ago that four women in Bulacan were arrested for joining an online protest. In his recent State of the Nation Address, the President even threatened a possible internet shutdown, despite our growing dependence on online channels. This administration has made it almost impossible for citizens to access quality information with the poor or lack of internet access across communities, and an epidemic of disinformation in the form of fake news and state-sponsored trolls tolerated by the Big Tech in social media that continue to disturb and divide us.
We Filipinos must assert for our basic human rights���and this includes our freedoms in virtual spaces. Now, more than ever, we should defend our right to a “free” Internet: an Internet that is accessible, safe, and secure; free from censorship, surveillance, and attacks. Thus, it is through the UP Internet Freedom Network, a newly-established alliance of students and volunteers, that we aim to achieve a democratized Internet that prioritizes the protection of our human rights, and help build a society where technology is used to empower people, not oppress them. We believe that the Internet is not just an extension of our lives, but a manifestation of our present political realities. Through educational discussions, information campaigns, and pro-people initiatives, we hope to fight the good fight—online and offline.
References:
Barreiro Jr., V. (2020). Press freedom takes a hit in PH during coronavirus pandemic. Retrieved from https://rappler.com/nation/state-media-freedom-philippines-report-2020    
Buan, L. (2020, July 31). Faced with 2nd cyber libel suit, Maria Ressa says she will never delete tweet. Rappler. Retrieved from https://rappler.com/nation/maria-ressa-says-will-never-delete-tweet-2nd-cyber-libel-suit 
Bueno, A., & Pacis, J. (2020, May 20). As COVID-19 forces life to move online, who is left behind?. CNN Philippines. Retrieved from https://cnnphilippines.com/life/culture/2020/5/20/internet-access-pandemic.html  
Cabato, R., & Mahtani, S. (2019, July 26). Why crafty Internet trolls in the Philippines may be coming to a website near you. The Washington Post. Retrieved from https://www.washingtonpost.com/world/asia_pacific/why-crafty-internet-trolls-in-the-philippines-may-be-coming-to-a-website-near-you/2019/07/25/c5d42ee2-5c53-11e9-98d4-844088d135f2_story.html
Communications, I. B. O. N. M. &. (2020, August 6). Duterte gov't to blame for worst economic collapse in PH history. https://www.ibon.org/duterte-govt-to-blame-for-worst-economic-collapse-in-ph-history/.
Human Rights Watch. (2020, January 16). World Report 2020: Rights Trends in Philippines. Retrieved from https://www.hrw.org/world-report/2020/country-chapters/philippines.
Magsambol, B. (2020, August 5). Philippines' COVID-19 cases now at 115,980. Retrieved from https://rappler.com/nation/coronavirus-cases-philippines-august-5-2020
Tomacruz, S. (2020, July 28). Quick point-by-point summary of Duterte's SONA 2020. Rappler. https://rappler.com/newsbreak/iq/summary-duterte-sona-2020
Torres-Tupas, T. (2020, July 30). Bloggers, social media influencers, internet celebs ask SC to junk anti-terror law. Inquirer News. Retrieved from https://newsinfo.inquirer.net/1314082/bloggers-social-media-influencers-internet-celebs-ask-sc-to-junk-anti-terror-law#ixzz6UOngXpDB
Umali, J. (2020, July 29). Kadamay calls for release of 4 women arrested for joining online protest. Bulatlat. https://www.bulatlat.com/2020/07/29/kadamay-calls-for-release-of-4-women-arrested-for-joining-online-protest/
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ciarad98blog-blog · 4 years
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Post 2: Digital Surveillance: WK/8
Digital surveillance in the current technological reality we live within transcends all traditional expectations of privacy. The issues of surveillance, which have been discussed in the lecture, provoked me to investigate further into the problematic outcomes of opening up our lives at the benefit of mega-corporations. Scholars have suggested that “people are choosing to trade privacy for convenience” (Lau et al, 2018). On the surface, this theory seems plausible but do people really know the extent of the information that they are giving away? Civilians may not even be aware of the ways in which their data is being ‘harvested’ by platforms which have been fundamentally designed to manipulate users (Lanier in Channel 4 News, 2018). Lanier argues that media platforms have been created to addict their users whilst dubbing social media as ‘the manipulation machine’ (Lanier, 2018). Moreover, is it possible that developments in virtual reality technologies will exploit consumer data even further?
One study suggests that most non-users are against buying a smart speaker due to the privacy implications yet users of smart speakers are ‘comfortable’ with trading their privacy for convenience (Lau et al, 2018). The National Cyber Security Centre has recently revealed reports that internet hackers have been able to gain access to home smart camera footage and baby monitors, thus enabling them to share onto the internet and ‘speak’ through the devices (Corera, 2020). An even greater concern arising from corporations possessing our data, is the thought of the government taking their pick out of surveillance footage. It is as if “626,707 CCTV cameras”- in London alone (Ratcliffe, 2019)- isn’t enough! Amazon invested “840 million dollars” in the purchase of home security company, Ring (Panorama, 2020), which established their business within the security industry. Police forces within the UK have been given assets of the doorbells to hand out for free, in turn this has encouraged surrounding residents to buy the product (Panorama, 2020). Al Now Institute Scholar, Meredith Whittaker (2020), describes this “partnership” as “basically turning police departments into ‘Avon sales people’ for Amazon Ring” (Panorama,2020). 
However, a fundamental argument surrounding the topic of surveillance is ‘risk-management’; the use of surveillance to manage crime and deviancy (Lyon, 2010). Whilst Foucault perceived surveillance to have an equal effect on the individual, Bigo and Guild (2005) argue that social surveillance is used to single out those who should be free from state control and those who should be restricted.  Furthermore, Foucault’s’ ‘Panopticism’ theories from ‘Discipline & Punishment: The Birth of the Prison’ (1979), are more than ever relevant to the high surveillance societies of the modern world. Seemingly, the intricate description at the beginning of the essay illustrates the social implications of living under an architectural imprisonment such as Bentham’s ‘Panopticon’, this extract anecdotally performs strict surveillance through a manner through which ordinary people can understand (Foucault, 1979). Referring to this essay induces shock at the development of ‘smart-home’ technology which within generations may become the inescapable norm.
We have to ask ourselves whether reality is rapidly evolving to mirror the dystopian society of George Orwell’s’ ‘Nineteen Eighty-Four’ (1949)? 
References
Bigo, D. Guild, E. (2005) ‘Controlling Frontiers: Free movement into and within Europe’. Aldershot UK: Ashgate
Channel 4 News (2018) ‘Jaron Lanier Interview on how social media ruins your life’. YouTube video. Available at: https://www.youtube.com/watch?v=kc_Jq42Og7Q[Accessed: 24/03/2020
Corera, G. (2020) ‘Smart camera and baby monitor warning given by UK's cyber-defender’ Techonology, BBC NEWS [Online source] Available at: https://www.bbc.co.uk/news/technology-51706631
Foucault, M. (1979) ‘Discipline and Punishment: The Birth of the prison’. New York: Vintage
Lau, J. Zimmerman, B. Schaub, F. (2018) ‘Alexa, are you listening? Privacy perceptions, concerns and privacy-seeking behaviour with smart speakers’. Proceedings of the ACM on Human Computer Interaction, vol. 2. P.102
Lyon, D. (2004) ‘Surveillance, Power and Everyday life.’ Oxford Handbook of information and Communication, Technologies. Oxford. [Online Source] Available at: https://panoptykon.org/sites/default/files/FeedsEnclosure-oxford_handbook_3.pdf[Accessed: 19/03/2030]
Orwell, G. (1949) ‘Nineteen Eighty-Four’. Secker and Warburg.
Panorama (2020) ‘Amazon: What they know about us’ BBC. London. Available at:
https://www.bbc.co.uk/iplayer/episode/m000fjdz/panorama-amazon-what-they-know-about-us
Ratcliffe, J. (2019) ‘How many CCTV Cameras are there in London 2020?’CCTV Installation Experts [Online Source] Available at: https://www.cctv.co.uk/how-many-cctv-cameras-are-there-in-london/[Accessed: 19/03/2020]
Ted (2018) ‘How we need to remake the internet, Jaron Lanier’. YouTube Video. Available at: https://www.youtube.com/watch?v=qQ-PUXPVlos[Accessed: 24/03/2020]
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Sometimes, when I wake up from a dream, its so surreal that I think "what if the government could just use someone's body as an experiment and make them live their whole life inside an influenced dream. Last night, I wasn't raped but, it was a recurring dream and in the dream, I wondered how I could grow to be a woman who slept with her father. And in the dream, it was like my conscious looked back on my life now, the nightmares and I thought that my dreams of rape also predicted my future. It was an irrational dream. My father was paralyzed by the time I was 10-11 years old. I've had dreams like this where they have my mind prepared to have sex on drugs and then I wake up.
I woke up from what felt like a real dream...sometimes, the dreams aren't like that because I can tell I am dreaming or eventually I realize its a dream.
Last week, I woke up crying buckets of tears because I dreamt that I was my age and that I went back to Kozminski School where I went from 4th grade to 8th grade. And I was an adult roller blading on the second and third floor with another guy (I've never met) and in the dream, I could roller  blade down stairs, run from a teacher who wanted to talk to me (Mrs. Jones teacher/gym teacher) and she caught me on the second floor in a corner and I woke up to being in Louisville, Ky at Cherokee Park near Bardstown Road. I was on the bike path about to run and my twin brother was in a white jeep. In the dream, I didn't realize that I'd stepped from Chicago to Kentucky and I said "If I can roller blade, I can run..." And I was SO happy that I began to ran around with my legs and arms swinging (like the episode of 'Friends' where Rachel is embarrassed to run with Phoebe because she runs like an excited kid getting toys so, she stops working out with her.) Well, I run don a hill and I say "if I can run down the hill, I can run up the hill..." And I run up a hill that stretches so much that my knees begin to hurt and it gets so high, a rope is thrown from the sky and I grab it because the hill is so steep its impossible to walk up and I scream in a cry "This isn't a real street!!!" And I let go of the rope and fell but, I woke up crying. I cried so hard because I really felt like I could run again. I used to run for hours at a time. Especially when I was off of work. I would run for 2 hours. Bike for 3 hours and then to crunches, lunges, swats, lift weights etc but, I LOVED running. I used to imagine what my next step was as I ran and I would day dream about running and I ran in the neighborhood so all my friends and neighbors could see me running and would encourage me, say hi to me....or make a Forrest Gump joke. But, they were just playing.
Before my targeting, I never had dreams that foreshadow an event. I've never dreamt of being raped on drugs as a little girl and as a woman. I used to have friends and a supportive family.
Being mentally raped isn't devastating to me anymore but, in 2008-2010, I used to wake up crying and I would go to sleep crying. One day, a cyber troll emailed me on YouTube (YouTube emails were deleted) and the person asked me if I were truly as happy at home, alone as I look online. That was when I stopped crying before falling asleep and when I woke up, even when I didn't have nightmares. In 2009-2010, I was sexually assaulted 24/7, in my bed, as I slept. I would wake up grabbing myself to block the assault and I would have cold wet rags to soothe the pain. From 2009-2012, I was tortured while being sexually assaulted and forced to have forced orgasms (don't be a fucking freak and imagine me moaning in pleasure; they just forced huge amounts of your own DNA out of you and your DNA feels like acid or like its burning you).....rape and torture.
I do not get online and post every burn on my back, chest or body. I have revealed so many things about my body and my faults that I wouldn't NEVER posted online if I weren't a target.
I think that it is very possible for human beings to one day end up connecting to some sort of machine like a hybrid or a clone and to simply live the life of a dream. It's like you could imagine dying...and think "heaven will be my soul's desires, unconditional love, the most beautiful colors and nature in 3-D," but, I've had so many dreams that I've wondered about virtual reality and like....how would it be for a person in a coma. Or someone who's brain isn't completely dead.
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The Coronavirus Made Me Realize How Lucky I Am To Have My Online Friends
Before the coronavirus arrived ― back when I used to be able to leave my house ― I had my “real-life friends” and my “online friends,” two categorically different groups of people in my mind. My real-life friends were the people I didn’t necessarily see every single day, but with whom I had regularly shared physical experiences at some point in my life: dinners, movies, trips to exotic places. These were people who had seen the hardware of my life, so they knew me from the inside out. I measured that qualitatively. For me, time spent together, physically, had equated to a certain brand of intimate knowledge.
Friendships are sacred to me. I have been a close friend with many of the same people for the majority of my life and most of those friendships span decades ― some over 30 years. We have shared in countless joys and losses. We have seen one another succeed and fail. We have watched each other wed and divorce. We have been there for each other as we’ve buried parents.
In addition to those friends I’ve made and kept from childhood, college and my days working in restaurants, I also have a large network of online friends ― people I share political jokes with or with whom I talk about topics as varied and personal as food or parenting. Online, you can curate your passions, separate your individual interests and make choices. You can find the people who are most like you, or who live most like you, and there’s a certain freedom and intimacy that comes with that understanding.
There are all kinds of niche communities on the internet, and some can help us express our true selves in a way that we might not be able to do often — or maybe even ever — in the real world. That’s partly why I love being online: The internet is a place to air grievances, to be funny, to express knee-jerk reactions. It allows me to commiserate with others who are like me and to offer up pieces of my life and myself to people who really get what I am putting out there while sharing parts of myself in ways I might not otherwise in my offline life.
Before the events related to the coronavirus unfolded over the past few weeks, I never realized how important my cyber friendships really were, or what they were actually offering me. Sure, I appreciated, at least in a surface way, what I was gaining from them: They provided a sounding board, for one. When my husband didn’t want to hear me complaining about the primary election anymore, my internet friends were always around to listen. When my friends without kids didn’t want to know about my son’s latest diaper blowout, there was Facebook group specifically for moms that did. When I made a picture-perfect chicken that no one in my offline life seemed all that interested in, someone from my internet community was there to share in my culinary triumph.
Still, I mostly saw these virtual relationships as secondary to my “real” friendships. I wasn’t about to grab dinner with the guy messaging me about how he, too, couldn’t stand Bernie Sanders. But it was nice to hear the voice of someone who agreed and shared my own thoughts. Despite how much I was receiving from my online community, I failed to recognize that I was building genuine relationships, and that I was gaining much more than just an opportunity to blow off steam.
I am now essentially a shut-in, since I am considered high-risk for serious coronavirus symptoms because I suffer from asthma, lifelong respiratory issues, and two recent bouts of bronchitis, from which I am still in recovery, and I also live in a highly infected state and community. And because of the sudden and unexpected inability to socialize offline, I have come to realize how important my online community is ― and always has been ― to me. In short, my online community is my community.
I’m realizing how much of myself I gave to [my online friends], even before most of us were self-isolating, and how much they’ve given me over the years and continue to give me in my current time of need.
I used to think that online life, however immediately gratifying, was nothing but surface tension ― an incomplete or even dishonest version of reality. In truth, I talk to my online friends every day now ― some of them more than my “real life” friends ― because there’s no longer anywhere to go, and because I’m realizing how much of myself I gave to them, even before most of us were self-isolating, and how much they’ve given me over the years and continue to give me in my current time of need.
My online friends and I may not ― and may never — meet offline, but I don’t see my college friends or childhood friends in the flesh all that often and I don’t know when I will again. When you think about it, in a world that we’re now experiencing mostly virtually, is there really a difference between the friends we make online and the friends we once had in the so-called real world? What’s more, as we all look for new and more ways to be intimate at a time when we’re increasingly being sealed off from each other, our virtual friends are even more important than they were just a few weeks ago. These relationships that we’ve formed and grown via our computers and phones may be just the thing that helps us survive this unprecedented and difficult time.
Online friendships, of course, don’t necessarily sprout from the same shared experiences, like childhood or college, that offline friendships do. There’s no physical-world history there, so to some people that might mean these internet relationships are less complex or less worthy. But in the age of the coronavirus, everything is complex, and at the same time so much is simple. I’ve now discovered that what truly matters is being known and seen and understood by someone, and we can do all of that virtually. Sure, it may take a bit more work, and it certainly isn’t the same as being in the room with someone, but connecting online can be amazingly therapeutic and it can offer us some of the things we need right now to be a little (or a lot) less lonely.
And maybe, when we’re holed up with no one but ourselves, the most important thing is truly how well we’re able to connect with others.
I’m also learning new ways to communicate and be vulnerable and to express myself because of my online relationships, which in turn broaden and deepen all of my experiences ― virtual or not. Even better, these are tools that I can use with my “real life” friends, who are now, it should be said, online friends, too.
Ultimately, my online friends are my real friends. I may never go to their weddings or their parents’ funerals. There may never be a long and complicated history, the way there might be with the offline friends who have known me longer and, in some ways, better. But the whole world is changing and strangers are becoming friends and friends are becoming strangers. And I am seeing the evolution myself, as the people I may have once thought of as less important or less intimately acquainted with me become just as relevant as the people who have held a stake and a place in my everyday life.
Except there really is no more “everyday life” ― not for me and not for anyone else. My online community is as real and as valuable and offers me many of the same things as the friendships I’ve had offline for 30 years. It’s too bad it took a pandemic to teach me this, but regardless, I’m glad it did. I’m grateful to have more friends ― no matter where or how they exist ― to offer me comfort, guidance and laughter during these uncertain times.
Hannah Selinger is a freelance food, wine and travel writer and mother of two based in East Hampton, New York. Her work has appeared in Eater, Glamour, The Independent U.K., The New York Times, The Washington Post, Wine Enthusiast, The Kitchn, Slate, Edible East End, Edible Long Island, Wine4Food, The Daily Beast, Heated by Bittman, Al Jazeera, Refinery29, Thrillist, Fodor’s, Business Insider and numerous other national and regional publications. She has work forthcoming in Airbnb Magazine, United Airlines’ Hemispheres, and American Airlines’ American Way.
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ayalaayala14-blog · 5 years
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10 Best Trains For Free Fortnite Skins
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legit-scam-review · 6 years
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Platform Helps Users Learn by Watching Videos
A blockchain project called Education Ecosystem is developing a decentralized online learning platform called LiveEdu, where people can learn how to build complete products in categories like programming, cryptocurrencies, artificial intelligence, and other technology fields. Describing itself as “Netflix for professional development”, the company says it is different to other online learning platforms as they are focused on intermediate to advanced level learners seeking to improve their career skills and not beginners just starting out.
Learning from real projects
According to the Training Industry survey, the money spent on professional development worldwide was $359.3 billion in 2016 and reached $362.2 billion in 2017. Education Ecosystem has announced an ambitious goal — to disrupt the professional training industry.
LiveEdu is a platform where intermediate and expert learners can get current information on future fields of technology from their more experienced colleagues. Besides programming, cryptocurrencies and artificial intelligence ( AI) , there are topics such as game development, cyber security, data science, design, virtual reality (VR), and augmented reality (AR).
Content creators develop projects where they showcase themselves building real products. The users can watch videos with live-classes and also interact with the project creator during a live-stream. All of the videos are also archived.
The company says developers have been recording how they create products for years. The problem was that it was not easy for learners in technical fields to find the instruction for an exact topic or suitable real-life project examples, especially after they pass the beginner level. Those videos were scattered across YouTube, Twitch, and Reddit or personal blogs. Education Ecosystem decided to make a dedicated place where both sides — the developer and other users — could meet. The company’s goal is to provide a project-learning library where learners can easily find practical examples for some of the most in-demand skills of today.
“We believe learning from real projects is a practical and efficient way for professionals and students to improve their skills and make more money in their career,” Education Ecosystem CEO and Founder Dr. Michael J. Garbade says.
The key component of the ecosystem is the Education Token (LEDU). The new version of LiveEdu, that the team is developing now, will be powered by this ERC-20 token. Currently, LEDU coins are available on Exrates, BitForex, Livecoin, Mercatox, and IDEX. “LEDU tokens are used as payment for all financial transactions in the internal ecosystem, as well as rewards for project creators, learners, site moderators, and API ecosystem developers,” the company says.
A million users in 200 countries
The beta version of the program was launched at the end of 2015 with the name ‘Livecoding.tv.’ It only included video content related to programming. The major change for the project was made two years later in 2017. The platform was renamed to ‘LiveEdu,’ the education categories were also expanded to the current topics. The team has also adjusted the monetization structure. Education Ecosystem concluded a token sale in February 2018.
Now the company earns by subscriptions. Education Ecosystem offers different prices based on the number of topics and the duration. In the future the company plans to make money mainly through B2B and B2G sales. The B2B and B2G sales channels will be launched in 2019.
Education Ecosystem says that LiveEdu was used by more than one million people in almost 200 countries since the launch of the platform. The number of streamers exceeded 13,000, and they have created over 200 000 videos. Around 50 new projects per week are currently being added. That is expected to ramp up as the company seeks to build the largest project learning library on the internet.
Education Ecosystem plans to expand their external ecosystem in 2019 to include businesses, colleges, and universities as well as other online education platforms. The company sees the likes of Pluralsight, Udemy, and others as potential partners and hopes those companies can become distribution channels for the projects available on LiveEdu via its API.
The team has recently concluded a roadshow through North America, attending major events like BlockShow in Las Vegas, Token Fest in Boston, and Blockchain Seattle. Another roadshow across Asia is scheduled to begin in October.
  Disclaimer. Cointelegraph does not endorse any content or product on this page. While we aim at providing you all important information that we could obtain, readers should do their own research before taking any actions related to the company and carry full responsibility for their decisions, nor this article can be considered as an investment advice.
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Final Project: Animate ( Augment Look Included)
Link to Project: https://www.youtube.com/watch?v=8V-65tj-S7E&feature=youtu.be
Project Summary: 
For the final project I collaborated with Molly Hampel.This project is not a continuation to the past GIFs we created. However, its theme was originally inspired from our GIFs theme of fear. Instead of focusing on fear, in this project the idea of being chased by that fear. The fear itself can be open to interpretation. The animation is Molly’s while the background soundtrack was remixed by me. The sound from Molly’s score piece was altered to have a faster tempo to create suspenseful tone in the video, and longer sounds were cut out to fit the 19 second frames. Using audacity, the two soundtracks were combined. To make the soundtrack end without sounding “cut off,” the effect Fade Out was used for a smoother ending. In the animation are a pair of glowing eyes. Originally we were going to choose a character from the franchise Pokemon. However since it is a licensed well-known series, so instead an original character was used (shadow figure). The background is dark to add to the suspenseful atmosphere. At the end of the animation, the girl hides behind a rock which insinuates a cliff hanger. Overall, the project was meant to recreate the emotional state one is in when chased by their fear. 
Augment Look:
Lapse by Ivan Toth Depeña:
An interesting video that portrays an individual who is in a reality that appears to have a pixelated environmental traits. The music gives the video a suspenseful tone as if something were to creep upon this individual. The message of the video from my personal perspective is that one should not become too involved in a cyber realistic world since in the video the individual is constantly looking at their phone; distracted from paying attention to actual reality. The use of glitch art in the midst of the clip added to the pressure the video seemed to convey through its content. The mixture of reality and cyber reality attributes gave the video an edge to it that made me think the meaning was meant to be a negative message about the cyber universe.  Link: https://vimeo.com/173660947
Gardens of the Anthropocene, Tamiko Thiel
Similar in the aspect that non-realistic flowers were applied to the real world’s scenery, the music in Thiel’s video gave it a peaceful tone rather than one of suspense. It starts off with the sounds of what seem to be birds, and the viewers are entranced by the entrance of bright pink flowers. The music then warps into what sounds like something is falling, which made me question what was going on within the video. The garden of flowers remains unnoticed by passing bystanders who seem oblivious to what is occurring. This may represent how in reality there remain people who are unaware of virtual reality and who remain close to reality rather than peering into the other side. Though the message of the video remains unclear to me, it is clear that the use of Augment reality was played around with within the video.  Link: https://vimeo.com/177393844
Screen Catcher by Justine Emard 
In this video a phone is portrayed capturing the images of still drawings and bringing them to life through implementing movement within the drawings. This effect is shown to attract other individuals to use their phones as well to see the images brought to life. The appeal of virtual reality being utilized against the real world scenery captures the attention of many within the video. As more and more people are shown holding their phones against the pieces of art, the music in the background also begins to speed up as if to match the users’ excitement at the sudden change adding virtual reality to the art pieces brings. From this video, my perspective is that it is important to remember to not stay in one area of art but to rather expand into other areas. Not only does the phone capture and bring the art to life, but the people and their lives are changed by this new technology as well. 
Link: https://vimeo.com/142779195
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Organisation Copper Mountain Uses Definitive Motor Home Storage Solutions.
Brussels ALREADY draws plug on funding of UK tech - while we're STILL paying! Whenever a conflict shows up between personal privacy and also liability, individuals demand the former on their own as well as the latter for everybody else. In an effort to relatively combine a few the leading tech fads of the year, Facebook will certainly quickly be permitting individuals of its Oculus Break digital reality system to live stream themselves inside VR. Read A lot more. DROPSHADES CANADA - This benefit rate is restricted to our Canadian backers. In the event you loved this post and you would like to receive more info concerning Educacaopontual.pt assure visit our web-site. Application Growth - Like any kind of excellent application, brand-new advancements are regularly being made to the Wearsafe application. THE Samsung Galaxy S8's release date, validated for March 29th 2017, most likely won't hold any kind of surprises, complying with a fresh torrent of leaks around the hotly-anticipated mobile phone. You might read this and thinking that this procedure of composing a modern technology paper is tedious and as well lengthy. When federal governments focus excessive on narrow disputes like the FBI v Apple, it develops room for unanticipated threats such as cyber-attacks. Our goal is to earn incorporating Wearsafe into your life as very easy as possible. Preserving our placement as one of the globe's leading design business calls for modern technology management, global presence, application understanding and also solid regional proficiency. Our company believe in constantly maintaining transparent interaction with our backers as well as padding our timeframe approximates to avoid dissatisfaction. The firm has actually partnered with Virginia Tech to develop the technology, which makes lifting and removaling heavy objects easier. Samsung is thought to have actually made a comparable concession throughout the growth of the Galaxy S8. This benefit is readily available just in the very start of the campaign as we wish to give our first backers the very best offer. SAMSUNG GALAXY S8's UK price has actually supposedly dripped online - simply days before its main launch date on March 29th. Samsung already has some fierce competitors with LG, Huawei and Google all just recently introducing brand-new gadgets. Then, two years ago, Palmer Luckey, a youngster birthed throughout the subsiding days of VR's late-20th-century golden age, placed the assemble using enhanced innovation. It's no overestimation to say that after a few hours with the Galaxy S8, the display screen modern technology used by its closest smart device rivals began to look very, really dull. That's the pledge of a modern contact lens that's also a heads-up display screen. Everybody from Apple as well as Google to Nokia want to make that a reality and also use the mobile payments market. And Phree is compatible with software program and also applications like Office, OneNote, EverNote, Acrobat, Google Handwriting Keyboard, Viber as well as more. When we presented our AccuVoice TV Audio speaker on Kickstarter in 2014, we got to virtually 500% of our objective - which system has actually gone on to be a nationwide success, getting to the second slot on the very best seller listing at the country's biggest online seller. Baby technology startups received another boost this week with information that the prominent crowdfunding platform Kickstarter was relaxing its guidelines regarding which sort of jobs could show up on the site. Unfortunately I cannot alter the Kickstarter rewards. Today, the life has ended up being really fast and also chaotic as compared to earlier days yet thanks to the new innovations in the area of technology, we could handle our active lives extremely well. Besides comfy riding experience, Fosjoas K3 sitting-posture electrical mobility scooter has actually made some technical developments, which widens application area and enlarges consumer base. Apple wishes to take even more control of the iPhone's fate. It's simply too bad no person actually learnt about it (which left the door open wide open for Apple) and much less than a years later on Commodore applied for insolvency. Trakinski's group is currently servicing a variety of increased reality prototypes that will allow site visitors to extra proactively involve with the gallery's samplings as well as datasets, consisting of an immersive AR experience of what it would certainly be like to play golf on Mars, making use of data from the Mars Reconnaissance Orbiter's Context Camera.
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cybsec-kyuti-blog · 7 years
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HYPER REALITY - A DARK FUTURE?
The digital world has somehow always been a part of life. It was an unnoticed constant that unendingly grew, and has had massive influence over the person I am today. My first realisation of the digital world was in primary, when friends started getting hooked onto online social gaming, and I was introduced to a world of Nintendo, Tamagotchis, Habbo, AQ World (Adventure Quest), Poptropica, Miniclip... – the point is, these online interactions gave me my first impression of the internet world: a place of wonder, amazement and associations with no consequence.
In high school, digital technology became increasingly incorporated in everyday life, with my personal discovery of social media, content and video sharing and online shopping. As I became more immersed, I did not realise the ever-growing risk of a huge digital footprint. The first time, I realised the dangers of the online world, it was through a cybercrime seminar conducted by local police. It made me question the possibility that social media like Facebook, could ruin lives, but I disregarded the thought as my internet activity was relatively harmless: gaming, messaging, video chats, and making and sharing posts. After receiving anonymous friend requests, inappropriate chats with strangers, and unauthorised random posts and suggested advertisement that littered my online “walls” on various social media platforms, I felt like my identity and privacy was in peril, and paranoia in relation to how my digital information was kept forced my departure from the cyber world.
It was hard to end the relationship with cyberspace as being online was a mental addiction – it was trying to quit smoking whilst being constantly surrounded by chain-smokers. At school, at home, on outings, with classmates, with friends, with family; everyone was hooked on the ever-prominent cyber-drug. I couldn’t completely escape, but if I decided if I were to return, I wanted to return to it prepared. After conducting much research, and investigating all the functions, rules and regulations that related to the virtual community, I became more aware and cautious of information that is displayed to the public and even to my own friends and family.
As the internet is a vast place with unlimited possibilities, I wanted to keep my reality separate from it. However with technology always changing and advancing exponentially, it became difficult to achieve safe and private conduct of internet activities. HYPER-REALITY by Keiichi Matsuda (https://www.youtube.com/watch?v=YJg02ivYzSs) , depicts the dark side of ‘augmented reality’; a term in which Google defines as “a technology that superimposes a computer-generated image on a user’s view of the real world”  basically meaning the syncing of animated or contextual digital information in a user’s real time environment or reality. It is a major concern in the constant fear of progressive intertwinement of reality and virtual reality, and with many unknown risks out there in the cyber world, it really begs the chilling question: what will happen when will the line become so thin that it is hard to distinguish between either?
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