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The gameplay stimulates a game of association soccer. PES 2017 is a soccer-based video game that is developed to emulate real soccer. But with PES 2017, Konami managed to pull up their reputation. PES 2016 was a frustrating entry as it had a lot of drawbacks. However, once you start playing, you will forget all the issues. But these names should be available via active user bases. The game also allows you to edit club names. The good thing is that it features real players with amazing likenesses. That’s because PES 2017 has licenses from all the major clubs based in South America. But if you love South American leagues more than European ones, this game is for you. As a result, they have created fake names, kits, and crests. They lack licenses from many of the top clubs. Unlike other soccer games, PES 2017 doesn’t have many major clubs. This allows the game to automatically change strategic plans based on the player’s performance and strategic preference.ĭespite all the new improvements made, there’s one problem with the game. The game features adaptive AI which is implemented in the gameplay of each player. The makers have improved the playing techniques to give players a better playing experience. PES 2017 comes with many new improvements that make it stand out from all the previous releases. Critics even described it as one of the best soccer video games to date. Konami’s partnership with top soccer clubs enabled them to recreate the teams and their kits, stadia, and club logos. You can even play it on your mobile phone as it is supported by both ios and android. The game was released in 2016 and is compatible with Windows, PS3, PS4, Xbox One, Xbox 360, and PS4 Pro. Pro Evolution Soccer 17 is a soccer-based video game that features all your favourite soccer clubs. What is Pro Evolution Soccer 17 all about?
Is ViaVoice right for you? The answer is a trout of the greatest mystery. If you're hoping for a faster alternative to typing in order to get information into the computer, ViaVoice will prove to be a frustrating experience. With enough training time and patience, ViaVoice could be a useful input alternative for those unable to use the keyboard or mouse. If you'd like to experiment with voice recognition but don't want to spend $190, there are less expensive versions to choose from, including a $30 personal edition. The program is compatible with Win98SE/Me/2000/XP. There are quite a lot of built-in Natural Language Commands, but they're not expandable, so you can't use your voice to control an application if support isn't built in. I could launch Internet Explorer and surf the Web reasonably well by saying the names of hyperlinks and a handful of other commands, such as "back" and "home." I could also use voice commands, such as "Schedule a one hour meeting with Fred on Monday," to add an appointment to Outlook. The Natural Language Commands-commands to control the computer itself-work well because ViaVoice only has to work from a relatively small set of preset commands, compared with the vast and unpredictable language that could occur in dictation. To help you along the way is Woodrow, an obnoxious animated pencil that makes Microsoft Office's Clippy seem virtuous in comparison. So over time, the program should learn that "Mac OS X" isn't "Mac cost X." You can also purchase additional vocabulary sets for legal and medical use. Background noise, such as a home's central heating or other voices in the room, often further confuse ViaVoice.īesides voice training, the program can learn the sounds of words that you use that aren't in its vocabulary. You'll find yourself keeping a constant eye on the program's output, uttering "scratch that" and "correct" dozens of times even to dictate a few paragraphs. You can dictate into SpeakPad, ViaVoice's word processor that's optimized for dictation, or into any other application, including Microsoft Word and Excel. After I trained ViaVoice with two stories, the software was able to understand such commands as "Start program Microsoft Word" and "Change the third paragraph to font Arial," but the quality of open-ended dictation was poor.ĭictation quality increased slightly after further training-be prepared to spend a couple of hours to fully train the software-but wasn't enough to make ViaVoice an entirely productive tool. However, it takes 15 minutes to a half an hour to read each training story. The more you train the software, the better it should be able to work. The program also supports other input types, such as audio files imported from some handheld digital recorder models.īefore you can use ViaVoice, you need to train it to understand your voice's particular inflections by reading stories aloud. You'll need an audio input device to use the app the program bundles with a comfortable Plantronics USB headset that provides a microphone with stereo sound. Speech recognition is an incredibly complex process, and no one expects it to work perfectly, but ViaVoice often proves too frustrating to use at all (although its output is often amusing). There are two main features of the program: operating the computer by speaking commands and dictating documents. ViaVoice 10 is designed to let you speak in order to control your computer and dictate word processor documents, email messages, and other text. (The article actually reads "the future of Mac OS X is probably shrouded with the greatest mystery.") "Of the three major outbreaks systems the future Mac cost X is probably trout of the greatest mystery." That's what ViaVoice 10 Pro, the new version of IBM's dictation software, heard as I read to it from a recent CPU article. ViaVoice 10 Pro (Computer Power User, 2003) ViaVoice 10 Pro Software ReviewFirst Published: Computer Power User If you experience harassment or hear of any incidents of unacceptable behavior, USSD asks that you inform the Executive Director Sharon Powers at so that we can take the appropriate action. USSD has zero-tolerance for any form of discrimination or harassment, including but not limited to sexual harassment by participants or our staff at our meetings. This Policy applies to all USSD meeting-related events, including those sponsored by organizations other than USSD, but held in conjunction with USSD events, on public or private platforms. All participants, including, but not limited to, attendees, speakers, volunteers, exhibitors, USSD staff members, service providers, and all others are expected to abide by this Virtual Programs Code of Conduct. USSD is committed to providing a safe, productive, and welcoming environment for all meeting participants, volunteers and staff. Mark also performs training courses on hydrologic and hydraulic modeling and floodplain management within HDR and has performed HEC-RAS 2D analysis trainingīoth internally and externally to HDR clients and at technical society conferences in the U.S. These disciplines, oversight of the Surface Water Modeling Practice Group and providing technical leadership and risk management on projects involving floodplain analysis, regulatory compliance, and He has served as an expert witness in several flood damage and drainage related accident cases in Nevada, California, Idaho, Texas and South Dakota.Īs the Senior Business Class Leader (Surface Water Hydrology and Hydraulics) and Principal Professional Associate, he is responsible for development of technical best practices and training in He also has considerable experience in both the public and private sectors performing technical review of hydrologic/hydraulic reports, drainage master plans, FEMA map revision requests for municipalities in Nevada and Arizona. He has considerable experience in the use of several software packages developed for hydrologic and hydraulic analysis, including the Corps of Engineers hydrologic and hydraulic modeling programs HEC-1, HEC-2, HEC-RAS (steady and unsteady flow), HEC-RAS 2D (version 5.0 and 6.0), HEC-HMS, and many other similar tools. He specializes in flood control planning and design, floodplain management, flood control and stormwater master planning, preparation of flood insurance studies, rainfall/runoff modeling, hydraulic modeling, dam breach analysis, modeling of alluvial fans, erosion control, airport drainage design, and PMF analyses. Mark has over 39 years of experience in water resources engineering. This workshop will be of interest to Engineers, H&H modelers (all levels), government employees (model reviewers), dam owners. All participants will receive a checklist for HEC-RAS The workshop will also cover best practices for conducting damīreach analysis and discuss new pre-processing and advanced modeling features Instead, it will focus on providing information for those who review HEC-RASĢ-D models. This workshop is not intended to teach attendees how to use HEC-RAS 2-D Which participants will play a reviewer’s role in finding model problems. Workshop will include a live interactive demonstration of HEC-RAS 2-D during This workshop will discuss good modeling practices and identifyĬommon mistakes that are overlooked in creating a 2-D HEC-RAS model. Does that mean all 2-D models that run and provide results are justifiedĪnd correct? That is the most important question when tasked with reviewing aĢ-D model. Using a 2-D HEC-RAS model, including the ease with which a 2-D model can be set This willĪttract even more users using this software. Speeds, variable time step, and pre-processing tools. Many added capabilities and features over previous versions including faster HEC-RAS version 6.0, released in May 2021, has In this period, use of HEC-RAS for 2-D modeling has HEC and include fully 2-dimensional (2-D) and combined 1-dimensional (1-D) andĢ-D unsteady flow modeling in addition to its traditional 1-D modelingĬapabilities. Versions, which are public domain, free, and meticulously tested software from The H&H community is delighted to use HEC-RAS 5.0 and its subsequent Because, if utterly terrifying games are your thing, THIS should be in your collection. Watch the Visage trailer, and then make sure you buy this superb first-person psychological horror game when it releases. The Visage house is beautifully drawn and detailed, the game is long and certainly doesn’t make it easy for you as you play it and, frustration can be real - well, in between the jump scares that have you feeling like you might keel over any minute, the creepy lights dimming, the creaks, the groans and, of course, the sudden appearance of the ghosts.īecause I have played a lot of these games over the years, but Visage is the only one that has caused me to sleep with the lights on for days after playing it.Īnd that was with a game that was only half complete. Just imagine how scary Visage will be now it is coming out for real. Visage is truly terrifying - if you like horror games, you MUST buy it!Īs someone who has played the first two chapters of Visage twice while it has been in Early Access, I am here to tell you if you like visually stunning psychological horror games, fraught with a creepy atmosphere that slowly builds the tension and fear until you think your mind can’t take any more, this one is the one to buy.Įspecially as the developer obviously used earlier horror games like Silent Hill as inspiration, but built on them to such an extent, what Visage does has never been done before. That move would save you $10 over the base price of the full released game, but still give you the same experience as every other gamer paying full price. The horror game Visage is set in an eerie town during the 1980s, and your character has wandered through an uncanny house full of gloomy corridors. If you do, you get the game at $24.99, with a free upgrade to the full game as soon as it is released. But, if horror games are your thing, you may want to grab Visage while it is still in Early Access. But when the 3D movies are making more money, and are in a lot of ways easier to produce at a high quality, and they can also turn their old 2D classics into live-action remakes that make $1 billion, it's clear why Disney has stopped making 2D animated movies.When hearing traditional animation we often think 2D animation whilst this is technically correct, technology has turned what is referred to as 2D animation into a method of its own.Ī little bit of history: Traditional animation encompasses the earlier forms of animation, such as hand-drawn animation or cel animation. It's a huge shame that Disney isn't making 2D animated movies anymore, especially since they've yet to create anything on par with The Lion King or Beauty and the Beast in the 3D realm. Moving towards greater advancements in technology isn't uncommon in Hollywood: just look at the shift from black-and-white to color. Computer-animation too is still a major undertaking, but it's generally considered easier to maintain quality control (especially for a big animation house like Disney) and to fix things if they do go wrong or the filmmakers want to do something differently. Hand-drawn 2D animation is known for being a painstaking process, often requiring huge teams of animators and a lot of the time meaning things cannot be flexible and decisions have to be locked in a lot earlier. Related: All Animated Disney Movies Ranked, From Worst To BestĪlongside Pixar's rise was the advancement of technology, which has subsequently made it easier for studios to produce animated features. That isn't because of the animation style, but a change in focus at the top of Disney (including faster productions and more straight-to-DVD sequels) and it was a decline that 2D animation couldn't pull them out of. Disney themselves should take some blame: it's not just that Pixar's movies were making more money, but that they were better. It's tempting to solely put all of this down to the success of Pixar (and later animated franchises such as Shrek as well), but that's just one (admittedly large) part of the story. Just a year later Disney released Home on the Range, which cost an estimated $110 million and didn't even make that back. Even in the early-00s, it's clear to see the difference in box-office results between Pixar's 3D efforts and Disney's 2D movies: in 2003, Pixar's Finding Nemo made $940 million, which was 10x its budget. Since then they've released Big Hero 6, Moana, Zootopia, and Ralph Breaks the Internet, all of which utilized 3D computer-animation. Once they started perfecting that formula in the late-90s and early-00s, it wasn't long before other studios were attempting to catch-up, including Disney.ĭisney started to make their own push with computer-animation, such as 2008's Bolt, and then finally started to reap the rewards with a four-year period that saw the releases of Tangled, Wreck-It Ralph, and Frozen, all of which were big hits for the Mouse House. A big reason for this was the rise of computer-animation, led by Pixar, who are now owned by Disney. Pixar made a major splash with 1995's Toy Story, which changed the game in terms of what an animated movie could be. In the early 00s, Disney was already turning away from 2D animation, and despite some efforts at reviving the format, such as The Princess and the Frog or Whinnie the Pooh, the movies weren't quite as successful and Disney closed their 2D animation studio in 2013. The success was mostly sustained across the 90s, but by the turn of the century it'd started coming crashing down. Starting with The Little Mermaid in 1989, Disney went on an incredible run that saw them produce some of their biggest ever hits - Beauty and the Beast, Aladdin, The Lion King - and a few underrated gems too, such as The Hunchback of Notre Dame. The most successful period in Disney animation was the late-80s and early-mid-90s, which brought about the Disney Renaissance, a boom period of creativity and quality after many years of drift following Walt Disney's death. Related: All The Live-Action Disney Remakes In Development It's a major reminder of just how far away Disney has come from making 2D animated films, which has been the case for most of the past decade, although the shift away from hand-drawn animation started much earlier. Disney no longer makes hand-drawn 2D animated movies, but why is that the case? The Mouse House made its name using traditional animation techniques, including the first full-length animated feature film Snow White and the Seven Dwarves, but in recent years it's instead turned to computer animation and even live-action remakes of old classics.ĭisney's only animated effort of 2019 is Frozen 2, which is computer-animated, while another of its biggest releases is the live-action The Lion King remake, based on their biggest and best hand-drawn animation. Sexual penetration of a sibling or half‑siblingĥ0G. Sexual penetration of a parent, lineal ancestor or step-parentĥ0F. Sexual penetration of a child or lineal descendantĥ0E. Rebuttable presumption as to family relationshipĥ0C. No defence of mistaken but honest and reasonable belief of certain mattersĥ0B. Defences to offences against children aged 16 or 17-reasonable belief as to care, supervision or authorityĤ9ZC. Defences to offences against children aged 16 or 17-reasonable belief as to marriage or domestic partnershipĤ9ZA. Exceptions to offences against children aged 16 or 17-marriage or domestic partnershipĤ9Z. Defences to offences against children aged 16 or 17 or under 18-reasonable belief as to ageĤ9Y. Defences to offences against children under 16-reasonable belief as to ageĤ9X. Defence to offence against a child under 16-similarity in ageĤ9W. Exceptions to offences against children under 16-similarity in ageĤ9V. Exception to sexual penetration offences-medical or hygienic purposesĤ9U. Facilitating a sexual offence against a child 49T. Inviting or offering a sexual performance involving a child 49S. Causing or allowing a sexual performance involving a child 49R. Abduction or detention of a child under the age of 16 for a sexual purposeĤ9Q. Failure by a person in authority to protect a child from a sexual offence 49P. Grooming for sexual conduct with a child under the age of 16Ĥ9N. Encouraging a child aged 16 or 17 under care, supervision or authority to engage in, or be involved in, sexual activityĤ9M. Encouraging a child under the age of 16 to engage in, or be involved in, sexual activityĤ9L. Persistent sexual abuse of a child under the age of 16Ĥ9K. Causing a child aged 16 or 17 under care, supervision or authority to be present during sexual activityĤ9J. Causing a child under the age of 16 to be present during sexual activityĤ9I. Sexual activity in the presence of a child aged 16 or 17 under care, supervision or authorityĤ9H. Sexual activity in the presence of a child under the age of 16Ĥ9G. Sexual assault of a child aged 16 or 17 under care, supervision or authorityĤ9F. Sexual assault of a child under the age of 16Ĥ9E. Sexual penetration of a child aged 16 or 17 under care, supervision or authorityĤ9D. Sexual penetration of a child under the age of 16Ĥ9C. Sexual penetration of a child under the age of 12Ĥ9B. 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Prior to that point, Takahashi did not plan for the card game to make more than two appearances. Takahashi said that the card game held the strongest influence in the manga, because it "happened to evoke the most response" from readers. He considered Yugi's "henshin" Dark Yugi, a savvy, invincible games player, to be a big appeal to children. Henshin, the ability to turn into something or someone else, is something Takahashi believed all children dreamed of. With friendship being one of the major themes of Yu-Gi-Oh!, he based the names of the two major characters "Yūgi" and "Jōnouchi" on the word yūjō (友情), which means "friendship". He decided to base the Yu-Gi-Oh! series around such games and used this idea as the premise Yugi was a weak childish boy, who became a hero when he played games. In a game, he considered the player to become a hero. Takahashi had always been interested in games, claiming to have been obsessed as a child and is still interested in them as an adult. Takahashi added that he feels that quality communication is not possible over the Internet. The author stressed the importance of "communication between people," often present in tabletop role-playing games and not present in solitary video games. Takahashi added that he created some of the games seen in the series. When an interviewer asked Takahashi if he tried to introduce younger readers to real life gaming culture referenced in the series, Takahashi responded by saying that he simply included "stuff he played and enjoyed", and that it may have introduced readers to role-playing games and other games. When the word "game" came to mind, he found it much easier to work with. He decided to create a fighting manga where the main character does not hit anybody, but also struggled with that limitation. Since there had been so much "fighting" manga, he found it difficult to come up with something original. Takahashi decided to use "battle" as his primary theme. Although the end result was a manga about games, it was clear that some horror elements influenced certain aspects of the story. In the initial planning stages of the manga, Takahashi had wanted to draw a horror manga. As Yugi and his companions attempt to help the Pharaoh regain his memories, they find themselves going through many trials as they wager their lives facing off against gamers that wield the mysterious Millennium Items ( 千年アイテム, Sennen Aitemu) and the dark power of the Shadow Games. Whether it be cards, dice, or role-playing board games, he will take on challenges from anyone, anywhere.Īs the series progresses, Yugi and his friends learn that this person inside of his puzzle is actually the spirit of a nameless Pharaoh from Ancient Egyptian times, who had lost his memories. "Games of Darkness") which reveal the true nature of someone's heart, the losers of these contests often being subjected to a dark punishment called a Penalty Game ( 罰ゲーム, Batsu Gēmu). From that moment onwards, whenever Yugi or one of his friends is threatened by those with darkness in their hearts, this other Yugi shows himself and challenges them to dangerous Shadow Games ( 闇のゲーム, Yami no Gēmu, lit. One day, he solves an ancient puzzle known as the Millennium Puzzle ( 千年パズル, Sennen Pazuru), causing his body to play host to a mysterious spirit with the personality of a gambler. Yu-Gi-Oh! tells the tale of Yugi Mutou, a timid young boy who loves all sorts of games, but is often bullied around. Yu-Gi-Oh has since become one of the highest-grossing media franchises of all time. The manga was adapted into two anime series the first anime adaptation was produced by Toei Animation, which aired from April to October 1998, while the second, produced by NAS and animated by Studio Gallop titled Yu-Gi-Oh! Duel Monsters, aired between April 2000 and September 2004. Most of these incarnations involve the fictional trading card game known as Duel Monsters, where each player uses cards to "duel" each other in a mock battle of fantasy "monsters", forming the basis for the real life Yu-Gi-Oh! Trading Card Game tie in. The manga series has spawned a media franchise that includes multiple spin-off manga and anime series, a trading card game, and numerous video games. Yugi awakens a gambling alter-ego or spirit within his body that solves his conflicts using various games. The plot follows the story of a boy named Yugi Mutou, who solves the ancient Millennium Puzzle. It was serialized in Shueisha's Weekly Shōnen Jump magazine between September 1996 and March 2004. "King of Games") is a Japanese manga series about trading card gaming written and illustrated by Kazuki Takahashi. |
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