#Best Audio Visual Provider
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shivam-video · 1 year ago
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National Games GOA 23
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Executive Summary :
The 37th National Games Goa 2023, inaugurated by Prime Minister Shri Narendra Modi, was a landmark event held at Pandit Jawaharlal Nehru Stadium in Goa. With over 10,000 athletes competing in 43 disciplines across 28 venues, this grand spectacle required a cutting-edge visual setup. SHIVAM VIDEO proudly served as the visual partner, delivering India’s largest perimeter LED wall, over 8,000 sq. ft., in a unique zigzag shape. Additionally, we installed 12 high-brightness, robust & weatherproof LED walls of varying sizes, totaling 10,000+ sqft Outdoor LED. Despite numerous challenges, including strict security protocols, weather conditions, and logistical constraints, SHIVAM VIDEO’S innovative approach and technical expertise ensured a flawless execution. The distinctive zigzag perimeter LED wall and the high-resolution outdoor LED walls garnered widespread acclaim, setting new benchmarks in event technology and enhancing the overall spectacle of the National Games.
BRIEF/OBJECTIVE :
The 37th National Games Goa 2023, was a major national sporting event featuring over 10,000 athletes across 43 sports disciplines at 28 venues. The client’s brief emphasized precision & accuracy during the entire setup process, maximizing performance & visual quality of our LED Walls, strict security restrictions, limiting manpower movement and transportation due to the Prime Minister’s presence. Detailed designs were provided, specifying the installation of a perimeter LED wall in a unique zigzag shape. The event required a visually stunning and technically advanced setup, with hot backups and high-end technical equipment to prevent any video lagging. The objective was to execute a flawless LED installation that was clean, aesthetic, and precisely matched the provided designs. SHIVAM VIDEO was tasked with delivering India’s Largest Perimeter LED Wall, over 8,000 sq. ft., and 12 high-brightness, weatherproof LED walls , over 10000+ sqft LED ensuring an impressive visual spectacle that met the high standards of this prestigious event.
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CONCEPT :
The concept for the visual setup at the 37th National Games Goa 2023 centered around creating an awe-inspiring and immersive experience for the audience. SHIVAM VIDEO conceptualized and designed India’s largest perimeter LED wall in a unique zigzag configuration to maximize visibility and impact. The design included varying panel sizes (500mm x 500mm and 500mm x 1000mm) to fit the rectangular, non-circular layout of the stadium. This innovative design maximized visibility and impact while fitting the stadium’s layout. Additionally, High-Brightness Outdoor LED Walls featuring vibrant, best-in-the-industry panels were used to ensure stunning visuals from all angles. Rigorous testing was conducted at our warehouse to ensure optimal performance. The setup incorporated high multi Watchout servers, 4K processors, 4K switchers, and fiber optic cables to deliver flawless execution without any issues. This comprehensive approach ensured a visually striking and technically advanced setup that met the event’s high standards.
EXECUTION/AMPLIFICATION :
Executing the visual setup was a monumental task that required meticulous planning and precise coordination. Shivam Video deployed a dedicated team of technicians and engineers who worked closely with the event organizers to meet the high standards expected. Over 8,000 sq. ft. of perimeter LED wall was designed in a zigzag shape, the largest ever in India, using high-resolution panels of 500mm x 500mm and 500mm x 1000mm. Given the presence of Prime Minister Narendra Modi, stringent security measures were in place, limiting transportation access. Our team had to manually carry the LED panels from designated points to the installation site, increasing manpower and logistical efforts. Configuring content for the non-linear, zigzag LED wall required advanced technical solutions and careful synchronization. We also installed 12 high-brightness, weatherproof outdoor LED walls of various massive sizes (60ft x 12ft, 88ft x 12ft, 20ft x 10ft), totaling over 10,000 sq. ft. The setup included 12 Watchout Servers, 20+ 4K Processors and 4K Switchers. Long fiber optic cables were used to connect the console, which was placed at a considerable distance from the LED walls. Our technical team worked closely with the operations team to oversee the installation and operation, ensuring seamless execution despite challenging humidity levels and time constraints. Additionally, skirting and delay LED walls were installed to enhance the visual experience and ensure real-time content display across the venue. Throughout the project, Shivam Video maintained a rigorous testing protocol at our warehouse to ensure all equipment was in optimal condition before deployment. Our collaborative approach with the client allowed us to adapt to evolving requirements and deliver a visually spectacular event. Our professional team adjusted the brightness levels based on ambient lighting conditions, calibrated colors to ensure consistency across the display, and set appropriate refresh rates to minimize motion blur, resulting in a visually stunning output that met the specific requirements of the client.
Results/Scale :
The successful execution of the visual setup for the 37th National Games Goa 2023 marked a significant achievement for SHIVAM VIDEO and set new standards in event technology. This high-profile event, which was televised nationally, showcased our innovative zigzag perimeter LED wall, earning widespread recognition and acclaim. The high-resolution, weatherproof LED walls provided clear and vibrant visuals, significantly enhancing the spectator experience and engagement. Despite the logistical and security challenges, Our meticulous planning and technical expertise ensured a flawless installation and operation of over 18000+ sq. ft. of LED walls(in total). The event demonstrated our capability to handle large-scale, high-profile events, reinforcing our reputation as a leading visual solutions provider across India. The unique design and seamless execution were widely discussed and appreciated, establishing a benchmark for future events. Client satisfaction was evident, as our ability to adapt to stringent security measures, meet tight deadlines, & deliver a high-quality visual setup that exceeded expectations. The 37th National Games Goa 2023 was a grand success, underscoring our commitment to innovation, quality, and excellence in delivering cutting-edge visual solutions for large-scale events.
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Know More About :- 
1. How LED Screens Are Revolutionizing Events & Marketing?
2. More than 17+ Booths at Auto Expo 2023 by SHIVAM VIDEO
3. Outdoor LED Wall for Backstreet Boys DNA World Tour
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mpvsound · 19 hours ago
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Step To Hire Professional Lighting Design Services in Delhi
Hiring Professional Lighting Design Services in Delhi involves understanding your event needs, researching experienced providers, discussing your vision and budget, coordinating site visits, verifying equipment and safety, and securing a clear written agreement.
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agmatel01 · 5 months ago
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Discover top audio visual solution providers for seamless integration of cutting edge technology in your events, enhancing engagement and presentation quality.
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aitechuae · 7 months ago
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Enhance your space with advanced audio visual solutions in Dubai. From consulting to seamless AV integration and installation, discover tailored services for corporate, residential, or hospitality needs. With innovative technology and expert execution, transform communication and entertainment experiences. Choose Dubai's top AV providers to combine functionality and aesthetics for unparalleled performance. Elevate your environment with precision and style.
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blacktabbygames · 18 days ago
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The script for Episode 5 is finally DONE
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The script for Episode 5 of Scarlet Hollow is finally finished, bringing the total word count for the game up to 884,000 words. This is the longest and most complicated chapter of the game to-date, coming in at 250,000 words, or 31% larger than the entirety of Slay the Princess, including its expansion. This won't be the final word count, either, since the script usually grows in length by a fair bit while I make edits and additions during implementation. For reference, Episode 4 was ~185k words in total, and for broader cultural context, the entirety of The Lord of the Rings and The Hobbit and The Silmarillion altogether comes in at 700,000 words.
So! What's next? When Episode 5? Give it to me now?
There's still a lot of work to be done before it's ready, but we're confident it will be finished before the end of the year. Walking you all through what we have so far, and what we still need to do:
Art! Episode 4 had 129 new full page background illustrations and 1,424 new sprites. I would assume a roughly similar number of assets for Episode 5. This is what Abby will be focusing on in the coming months, though I (Tony) also get to draw a few this time around >:]
Episode 5 (plus the new ending for Episode 4) is split across 46 script files. On top of adding audio and visual assets to these files, we also need to format them and add in variables and checks against relationship and prior systems. That part of the work is finished for 8 of those files at the time of this writing.
Music and audio design! Brandon has already finished a few tracks, and the music and SFX have always been finished ahead of everything else (thank you Brandon and Phil!)
Now that the script is finished, we'll be able to start providing more regular content updates — before we had hard numbers on us, the best we could say was "more writing was done," which doesn't feel like saying much of anything, but now we can let you all know as individual scenes get finished finished. We'll be posting monthly progress updates on Steam, as well as our newsletter, which I'd recommend subscribing to! (We don't get spammy with it.) Here's the link to sign up for that!
Thank you all so much for your patience while we've pushed ourselves this far. Scarlet Hollow is a beast of a game in scope and the deeper we've gotten into its narrative, the more demanding it's become, both in terms of the quantity of writing we have to do, and also the care we have to take in balancing the game and making sure that player choices feel like they actually matter.
Scoping out the rest of the game, I believe that Episode 5 will ultimately be the longest individual chapter of the story, so the wait shouldn't be quite as long after its release until we reach our conclusion.
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silversodas · 1 year ago
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I Think There Are Actual Hints That Vox and Alastor Work Really Well Together or More Like They Have All They Need to Work Together
So we know that Vox and Alastor like to define each other by how their preferred medium is better, but what’s interesting is that’s just how they define each other, Alastor being an old fashioned radio and Vox being a sell out TV, but that’s not what they are, what they are is Audio and Video. We even see when one might have done better with the others help, like Alastor’s commercial that he did for the hotel
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His Audio was fine enough, got your attention, but holy shit, the video was awkward at best, it makes you uncomfortable watching it. And it makes it even more awkward when you can tell Alastor is overcompensating with his voice. But what he did know was a little impressive, some people pointed out that he probably did the editing himself. I believe that these out of place skills such as summoning tech and knowing how it works are remnants of Vox. Just like How Vox is always Smiling when he needs to take control of a situation is remnants of Alastor
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They probably learned these things from each other. As a matter of fact the way Alastor kept jumping from scene to scene in the commercial was similar to how Vox kept jumping from visual to visual in the beginning of stayed gone, going vary fast to keep attention. Speaking of which
Stayed Gone is an example where Vox is really strong in visuals, buuuuut probably needed a little help audio wise
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Alastor knows how to lure you in with what you hear, Vox pulls you in with what you see, and yeah he snatches your attention right away and (like I said earlier) jumps from visual to visual and you can’t help but be transfixed
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Buuuuutt that’s Vox’s problem, they are just watching, his audience can’t even grasp what the fuck he is trying to say because Vox is overcompensating with visuals, and it’s how Alastor verbally slaughtered him in stayed gone. Alastor is so charismatic and experienced with capturing an audience with his voice alone that Vox immediately loses his.
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Because, just like how Audio can’t do all the work, neither can video, and one can’t overcompensate for the other, they need to flow together
But I have noticed this a while back, what made me think that they probably work really well together, or rather they have all they need to work together, is what @cringefailvox said about the different outfits that characters like Vox and Alastor wear during songs that have symbolism to it
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Like how Vox always dresses as roles that are the leader or face of an organization Bishop/TV Chef/Captain. Roles that have power, but are at the whims of many people and need the approval of said people to stay in power
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While Alastor is dressed in more subservient roles Nun/Busboy, roles that are essential to run the organization but often go unnoticed, but can pull the rug out from under said organization if they decide to leave. In other words, it might be symbolic that he is a support (until he decides to take it away)
So Vox being the front runner and presenter basically being everything you see (Which is ironic because Vox means The Voice) and Alastor providing support and stability (he honestly doesn’t do to bad with support, stability is up for debate though) is another way they, in theory, could make a good team.
But the team up would work just like audio and video unfortunately, video is not the most important part, but it’s the part that gets the most credit. while audio emphasis and supports video, it’s part goes unnoticed until it’s not there. And Alastor’s ego has an ass so fat it’s aw inspiring that he can fit it through the door, so that may have been ONE of the reasons he said no to joining Vox (not saying it’s the only reason or even main one)
Vox may even see the potential for exactly what their partnership could be and it’s a reason why he took it so personally when Alastor shot him down
And it’s just so interesting that Vox and Alastor act like forces that should be pitted against each other but their capabilities show that they would go together like peanut butter and chocolate (in theory)
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ozzgin · 11 months ago
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wtf HOW WAS ROMULUS OZZIE Hello??????? I CANT WAIT TO WATCH ITRTR i miss david 8 tho 😓😓 “you finger and i blow” ok gorgeous whatever you say
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Ok ok, I let it sit overnight so I could formulate a less feral opinion. I'll do my best to be objective, though you should keep in mind that I'm very biased when it comes to the Alien franchise.
Alien: Romulus First Impressions
Plot. The movie takes place between Alien (1979) and Aliens (1986). If you've seen the old Alien movies, you will notice it follows the same formula: somewhat slow beginning, a grand reveal, a lot of high-stake escape attempts, shady android behavior, and the classic, speedy succession of plot twists where you think you're safe, only to be surprised the very next moment.
While this movie is meant to behave more like the pre-2000 releases, it does bring some novel elements, which, in my opinion, helped build its own authenticity. Additionally - and without spoiling you - it will involve its own Xenomorph variation. Fantastic idea, and I cannot believe it hasn't been done earlier.
The cast is a group of orphaned youngsters who want to escape their space mining colony. You're introduced to a dystopian, grimy world of overworked humans who've never seen the light of the sun. The main character, Rain, is accompanied by her "brother", Andy, an android programmed to take care of her after the death of her parents. Here's another aspect I enjoyed: an anxious, imperfect android who seems to display an emotional bond with his human.
Rain's friends discover a shipwreck which may contain enough sleeping pods to take them away from these unbearable conditions. Their plan is to sneak in, take the pods, and speed away to a more humane station while in cryosleep. The twist? It's not just any regular ship. They have stepped into the Romulus and Remus research station, operated by Weyland-Yutani, and haunted by yet another failed attempt to contain the Xenomorph horrors.
Characters. Let me tell you, this was a breath of fresh air. Prometheus and Covenant have left me rather skeptical when it comes to a competent cast, yet from the ashes of pathetic military personnel rose a bunch of kids who are built for survival. Rain reminded me so much of Ripley - extremely intelligent, efficient, and strong. Her friends are equally brave in the face of disaster. This was a 10/10 cast, and I'm so glad they finally found the balance between being terrified and still navigating the situation without catastrophic mistakes.
Visuals. The imagery was an absolute treat. They seamlessly combined modern special effects with throwback, retro detailing. The futuristic equipment and locations reminded me a lot of Alien: Isolation. Upon further research, it seems that the director was indeed inspired by the game! It made everything so nostalgic and immersive. The Xenomorph design was flawless as usual, involving a lot of body horror.
Audio. I am desperately waiting for the album to be released on Spotify, because the soundtracks were amazing. The music was composed by Benjamin Wallfisch, who seems to have rather big movie titles under his belt, such as It, and It: Chapter Two. Safe to say this man knows how to instil terror in you. They made sure to incorporate some of the classic pieces, then expanded on that. The alert beats reminded me of Covenant, while other tracks provided their own take on the story. The intro of the movie is aided by dissonant chanting in the background, hinting at the ancient, religious imagery used for the Xenomorphs.
Conclusion. Overall, I'd say this is a must-watch for any Alien fan. It is a tribute to the classic movies, but it still offers a brand-new take to the Alien Universe. The movie had some moments of complete silence - staying true to the "In space, no one can hear you scream" quote - and everyone in the cinema held their breaths. It will keep you on your toes.
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olafur-neal · 5 months ago
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Hi all I don’t usually share this kind of content on my blog but currently my union IATSE local 122 is in negotiations with Encore an AV company that is contracted with several big hotels like Marriott, Hyatt, and Hilton to provide audio/visual services for a majority of events hosted by the hotels. The contract is now expired and they are refusing to pay a living wage.
When I worked for Encore I was making $17.34/hr, and lied to about why I couldn’t get a raise. They are using a loophole in our original contract to say that they can’t pay above the minimum stated, which is untrue. I live in San Diego CA, if my husband wasn’t salaried in a tech company I would have been homeless. On average as an AV tech or stagehand for the work I did at Encore the rate is at minimum $27/hr in our city.
Because this is a fandom website I’ll give you an idea of what av techs and stagehands mean to this community. We are the people who make comic cons happen. We set the av systems in panel rooms, build the screens, run the mics, run the power, sit at the cameras, light the displays, and make sure con goers have the best experience possible.
On a grander scale we’re also the people who make the tv shows and movies we fangirl over. Without av techs and stagehands fandom wouldn’t have content to obsess over.
We’re all hyperfocused nerds who love our jobs but we also deserve a living wage and not have to worry whether we can pay rent or buy groceries. Our local is having a press conference this Friday between two of the biggest hotels in downtown San Diego, hotels that host San Diego Comic Con events. Please if you cannot attend in person see if you can attend on the Encore Unfair website and follow the account on social medias.
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gold-pavilion · 1 year ago
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Informative reminders about LIDENFILMS (Tokyo Revengers' animation studio):
In light of the TR season 4 announcement, here's some facts I happen to know about LIDENFILMS and would like to share:
- It's a small studio that only began operations in 2012.
- As far as has been observed, treats their workers fairly and gives them a reasonable/humane amount of work.
- Unafraid of animating LGBT content on mainstream shounen anime for TV!! Has handled TR very respectfully in this aspect. - Has workers so content that they have the will and time to be in the TR fandom too, drawing fanart and enjoying the characters outside studio time. I believe this is always a good sign.
- Has staff that cares greatly about the material. I've personally read directors giving extra contemplation to scenes, audio staff celebrating getting an emotional scene just right, and various expressions of effort and passion. I also believe this is a good sign.
LIDENFILMS also:
- Is heavily criticized for not having more high-budget time-consuming animation.
- Is often mocked for not being on par with high-budget shows in terms of visual detail.
- Still fits in wonderfully animated moments, just within constraints of their reasonable work times and manpower. Which, unfortunately but realistically, isn't every shot every episode.
- Again: in a gargantuan anime industry that sadly has NEVER been able to have animators unionize, as far as research shows, provides fair treatment.
- Again: goes places where TV-aired series/shounen do not regularly go. TR streams on Disney+ and the studio isn't on the best economic grounds and they STILL handle things that usually result in enormous industry pressure, such as lgbt themes.
Please consider these points!
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finniestoncrane · 1 year ago
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Could you possibly write a smut thingy with Egon Spengler as the reader(female) professor? Love your work!!
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Egon Spengler x Fem!Professor!Reader, word count: 1k i am refreshing my memory on learning styles and turning my least favourite word into a positive thing with this one anon lmao ❤ he gog on my ped until i geeeeeeeeee👻 request info • prompt list • send me a request • kofi • masterlist minors DNI!! 🔞 cw: i've attmpted a bold reader once more, confident reader, masturbation/handjob, ruined orgasm ehehehe
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As your students filtered out of the small seminar room, you noticed Egon trying to push against the currents, standing a whole foot taller than most of them, some of them more, and catching your eye with a small, awkward smile as he managed to get through the throngs.
He stood silently for a moment, awkwardly fiddling with his glasses before he spoke to you.
"Your attendance is impressive."
"Is that surprising?"
You teased him with a coy smile, watching the way he was flustered immediately. He was usually so firm, unflappable, especially given his line of research, but around you he seemed to lose all confidence.
"N-no, I was admiring it. Pointing it out. That almost seemed like more students going out than have your class on their schedules.
"What can I say? I know how to keep them interested."
You turned, walking to the desk in the corner of the room with a distinct wiggle to your hips. Egon's pupils widened as he watched you, mumbling to himself.
"I can see why."
"How can I help you, Doctor Spengler?"
He was snapped out of his daze, eyes flitting swiftly back up to meet yours in a panic. Not only had he been caught drooling over your backside, now he had to think of a lie on the spot.
"Uh... I wanted to... discuss with you the... importance of..."
It hit him, a strike of inspiration, a good follow-through from his previous statement.
"... The importance of adapting your teaching methods in order to engage with the largest proportion of students. I imagine it's something you're very familiar with, given how interested your students are. Is this something you work on? Or does it come naturally?"
You smiled softly, watching as he relaxed into his excuse and deciding to punish him, just a little, for not being more straightforward with you.
"Well, I think it might be slightly natural on my part. I can read people very well, Doctor Spengler."
"You can?"
He tensed up as you walked out from behind the desk, taking slow, purposeful steps towards him.
"Oh yeah, I know what's going on inside their minds. What they need... or what they want. You might even consider me an example of your psychic studies."
He swallowed deeply, pronounced Adam's apple bobbing in his throat as he pushed his nerves down, his face remaining as calm as was possible in the face of your bold approach. You were close to him, and only coming closer, backing him into the board on the wall, with nowhere else to go.
"So... how does this help with your students?"
Egon's efforts to keep up the facade were admirable, but you could see the slight blush on his cheeks, the way his eyes darted from your body to the ceiling, and youhad to admit that this more sheepish nature, as opposed to his often blunt and dry responses, was doing a lot for you.
"It helps to know how best to reach them. I know that some students prefer to listen and learn, that works for a majority. Audio and visual learning is the sort of default state. But others need a different approach, and it's important to facilitate that. I find it benefits those who can't just ask for help to offer them a more... tailored approach of my own accord."
He seemed to get the message, as his cheeks flushed a deeper hue, his glasses steaming up slightly in the center of the lenses. Sensing that you were perhaps offering a more suggestive opportunity to him than he had expected, he continued to play along.
"Can you... can you provide an example?"
"Of course, Doctor Spengler, let's take you for example! I think that you're probably the kind of person who learns better in a one-on-one environment. Perhaps you would be better suited to some private tutelage."
Ever stoic in appearance, even now as he felt his pants beginning to tent with his growing arousal, Egon nodded, considerate and firm.
"Yes, that does sound very appropriate."
"Mhm... and you strike me as a kinesthetic learner... Someone who requires a very tactile, hands on approach..."
He had begun to agree with you, but the words were strangled into a soft yelp as your hand met his crotch. You felt his cock pulsing against your palm, a twitch of the length as your fingers travelled up towards the belt of his brown slacks.
Undoing it with ease, you turned your attention to his fly, undoing it and reaching into the fabric to pull his cock free. His body fell against the wall, completely undone by that first gesture, quivering as you began to stroke him.
A heat rose within him, bringing with it a confidence that bolstered his own movements as he leaned his head down, nuzzling against your neck. His soft curls tickled at your skin, his breath soft, panting, into your ear as you worked his cock.
Egon's hands pulled at your waist, tugging you, bringing you closer to his body, wanting to feel you on him as he threatened to reach his climax. But as he began to cling tighter to you, body keening, you pulled away, watching him stumble after you. He bucked his hips once into the air, an instinctual urge to search for friction, to continue his impending orgasm, but instead all he found was your knowing, mischievous smile, arms folded across your body, eyes lidded as you watched him push his cock back into his pants.
"I do think that's all we have time for, unfortunately. But did you learn anything valuable from our discussion, Doctor Spengler?"
He grumbled a little, disappointment on his face.
"I think I did."
"Good. Well. If you ever need to recap anything, my office door is always open."
As you walked away from him, he raised an eyebrow, smiling with suspicion, but hope. He was quick to follow you, however, following like a lost puppy. If you weren't going to your office now, then at least he could take a seat outside and wait for you. He was very willing to put off the rest of his day's work for the chance at some more of your private tutoring.
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rigelmejo · 4 months ago
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The Nature Method
The nature method textbooks were designed to be read, and if you knew a similar language you were meant to rely on cognates and the pictures to understand the whole textbook. The lessons would gradually introduce new words (around 3000) in context, and new grammar.
I want to share something awesome! A girl tried out the same nature method textbook I did. Her video is short so I recommend just checking it out:
youtube
She also linked the nature method resources in her summary, which I will paste below:
Nature Method books (English, French, Italian, German): https://drive.google.com/drive/folder... Similar books for Spanish (for online viewing): https://archive.org/details/pocopocoe... https://archive.org/details/allspanis...   / irish_via_the_nature_method   Audio (English, French, German, Italian): ‪@freetongue‬ Shoutout to Free Tongue for providing all this free, quality audio! French Nature Method playlist:    • Le Français par la Méthode Nature  
I read half of Le Francais par la Methode Nature, years ago, and it helped push me to being able to read graded readers I had and then eventually anything I picked up in French. I loved the book. I loved learning to read BY reading in the language immediately, learning a language BY doing stuff in the language immediately. I love learning through context, so I loved the style of these nature method textbooks and wish there were more modern ones being used. Lingua Latina for Latin is the only nature method textbook I'm sure is still being used in some classes.
I ended up finding print copies of the French version, the Italian version, and a similar styled book called the All Spanish Method.
I used the audio of Le Francais par la Methode Nature made by Ayan Academy on youtube, like her, to work on my listening skills a few years after reading the textbook. I still would like to both finish reading and listening to this textbook. I feel it got me to B1 level and then I just kind of jumped into reading other stuff I was interested in, and my reading skills improved but none of my other skills did lol.
If you like the style of the textbook, I really recommend these nature method textbooks. If you use them, using them the way she describes she studied them in her video is probably the best way. I just read and listened, and it helped my passive skills but I definitely want to go back and do the production exercises one day.
Be aware they're OLD textbooks, 70+ years old at this point, so some information and words may be out of date. I partly read the textbook when I first did because I was curious what differences there were in an older textbook, what things they taught differently, how they spoke about history and values, which is why I have a big collection of old textbooks at home. I'm into looking at that kind of stuff.
(I once had a horrifically bad chinese textbook from right in the middle of the simplification of characters, so some were simplified and some weren't, and the textbook only had a whopping 100 words it taught which really upset me... on the other hand I have an amazing Chinese Grammar textbook from 1930 that uses 了 only ever pronounced as 'liao' and only uses nin for you, but it's grammar and hanzi explanations are some of the clearest I've ever read).
Well the nature method textbooks were used most from 1920s - 1960s, and the older ones are often the Direct Method (mislabeled by someone as Nature Method) which involved a lot of dialogues in the target language but were not necessarily designed to be understandable without a teacher. Nature Method textbooks are designed to be understandable without a teacher, with just the context of the textbook and visuals, and assume the student knows a similar language to the target language already (so it assumes students know Spanish or Italian or French or English or German already).
Nature Method textbooks usually have more context and cognates in the beginning chapters. Direct Method textbooks usually have plenty of dialogues, and sometimes plenty of pictures to teach the words, but ultimately assume a teacher is teaching many words and grammar and so grammar is not explained in the context of long form stories like it is in nature method. I like Nature Method more. Direct method is okay, Poco a Poco is an example of a direct method textbook. Le Francais par la Methode Nature is an example of a nature method textbook.
Anyway I love the nature method textbooks, I wish some newer textbooks were designed in a similar way.
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agmatel01 · 5 months ago
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Discover top audio visual solution providers for seamless integration of cutting edge technology in your events, enhancing engagement and presentation quality.
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decepti-thots · 3 months ago
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5 games you wished more people would play? (blatantly fishing for recs lol)
ahaha, i am happy to provide!!!
Leap Year is a short and sweet (only around an hour to an hour and a half) take on a metroidvania platformer that DELIGHTED me when i picked it up on a whim recently. basically: you are a little guy who, if you jump and then fall from your entire height, immediately dies. you can only survive falling from less than the peak of your whole jump. as you go, you discover more and more conditions to this through gradually evolving level design that reveals more 'quirks' to your move set as you progress through the levels. fantastic short little puzzle platformer; i need to play the DLC! exquisitely designed levels.
Quarantine Circular by bithell (the Thomas Was Alone dev- who remembers that one) is shockingly underplayed. it's an interactive fiction game that is told through your conversation with an alien being held after first contact with them during a worldwide pandemic; you are one of a team of scientists tasked with studying them. short and sweet and very good sci fi.
80 Days is so goddamn good and every time I remember it's not actually a game everyone played i'm like. whaaaaat. how!!! it's an Interactive Fiction retelling of the titular novel through a specifically postcolonial lens that does fascinating stuff with the metatext of the book; it's incredibly well written and the concept of asking an IF player to actually manage and make decisions around the jouney adds a really fun level of tension to it. one of my fave IF games of all time in a beautiful little package. you can also get it on phones, and that's how I played it; excellent game to have in your pocket for train journeys etc.
Long Live The Queen is a 'raising sim' where you have to help a young princess survive until her coronation; it's a really fun little simulation game with a high level of difficulty (it made me tear my hair out) and a very fun conceit (everyone wants to kill you before you get crowned; please don't die before the coronation). really liked that one, was always surprised it didn't get more attention! great introduction to the 'raising sim' genre, imo.
Diaries Of A Spaceport Janitor is an 'anti-adventure' game. it's like one of those ~cozy life sim~ games except a lot more honest than most of those about what, exactly, a life spent doing menial tasks often actually looks like. you are a Janitor in a hub world that actual adventurers depart for quests tm from; you are making a living the best you can cleaning up after them and hoping, one day, to maybe escape. it's funny and strangely a little heartwrenching and really damn cool looking; both visual and audio design are great.
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felassan · 11 months ago
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Dragon Age: The Veilguard settings details - Display and Graphics
This post is under a cut due to length.
This information comes directly from the game.
DA:TV menu 'pages': Display, Graphics, Audio, Controls, Gameplay, Interface, Accessibility, Other.
For some of the settings, additional detail on a specific one (the one that was selected at that particular point during the video, e.g. "Window Mode" was set to "Full Screen") is given after the general explanation/definition of the setting itself. These are in italics at the end of an entry.
DISPLAY
Display Mode
Active Monitor: Select the monitor for game display. Window Mode: Switches between full screen, windowed, and borderless windowed modes. You can press ALT+ENTER at any time to switch between full screen and windowed modes. In full screen mode, the game will play on the entire screen. Screen Resolution: Changes the game's display resolution. The game's level of on-screen detail is determined by the number of pixels it contains. Higher resolution increases the number of pixels displayed, which will result in a clearer image. This comes with a potential cost to performance. Refresh Rate: Sets how often your display will refresh game visuals. A higher refresh rate means a smoother picture, depending on your computer's hardware. Frame Rate Limit: Sets the maximum framerate for the game. VSync: Synchronizes the game's framerate with the display's refresh rate to prevent screen tearing.
Calibration
Brightness: Adjusts the intensity of the game's visuals. Makes all visuals lighter or darker. Contrast: Adjusting the contrast will change the difference in color and light between the brightest and darkest parts of the screen. Enable HDR: HDR (High Dynamic Range) mode provides enhanced color and contrast ranges. This option can only be enabled on supported displays. HDR must also be enabled in your operating system. Use the HDR Calibration option below to adjust. HDR Calibration: Launches the HDR calibration tool which adjusts the HDR settings to best match your display. The maximum brightness level should generally be adjusted to match what your HDR display will support. Measured in nits. This is only available when Enable HDR is turned on.
Upscaling
Unsample Method: Improve performance and visuals by rendering the game at a smaller resolution, then "upsampling" to a larger resolution for display. The pixels that make up the difference between the two resolutions are generated using advanced algorithms. Unsample Quality: Select the desired quality level for the upsampling method selected. DLSS Frame Generation: DLSS Frame Generation can generate additional frames that boost your overall frame rate. In order to use Frame Generation, you must have an NVIDIA RTX 40-series graphics card. NVIDIA Reflex: NVIDIA Reflex is a technology that helps reduce input latency while playing the game. In order to take advantage of NVIDIA Reflex's feature, you must have a supported NVIDIA graphics card. Anti-Aliasing: Anti-Aliasing smooths out pixels along the edge of objects that can look sharp or jagged in certain situations. Temporal Anti-Aliasing (TAA) uses information from current and past frames to address aliasing issues. The high setting uses a large range of frames and will result in a higher quality anti-aliasing effect, but with a higher performance cost.
Resolution Scaling
Render Scale: Controls the resolution the game is rendered at relative to your display resolution. Settings below 100% may decrease visual fidelity, but can improve performance. Settings above 100% may increase visual fidelity, but can negatively impact performance. Dynamic Resolution Scaling: Automatically lowers the game's resolution in real-time to maintain the target frame rate. Target Frames Per Second: Determines the target frame rate for dynamic resolution scaling. Minimum Resolution Scale: Determines how low the resolution can be scaled when Dynamic Resolution Scaling is active.
GRAPHICS
Graphics Preset
Graphics Preset: Graphics presets are predefined configurations that simultaneously adjust multiple graphics settings to achieve a balance between visuals and performance. Restart required for setting change. Maximizes visual fidelity by setting most graphics options to their highest values. Recommended for the Ultra hardware specification tier.
Textures
Texture Quality: Selects the level of detail and resolution for textures applied to objects in the game. Higher settings will result in more detailed textures, potentially at the cost of performance. Restart required for setting change. CPU - Moderate. GPU - Moderate. VRAM - Major. Texture Filtering: Adjusts the appearance of textures at varied angles and distances. Higher settings will increase texture quality, though potentially at the cost of performance. CPU - Minor. GPU - Moderate. VRAM - Minor.
Light and Shadow
Lighting Quality: Adjusts the appearance of shadows, reflections, and light-scattering. Higher settings increase the visual fidelity of light effects. CPU - Minor. GPU - Moderate. VRAM - Major. Contact Shadow: Contact Shadows improves the appearance of shadows when objects are close to one another. It fills gaps between objects and shadows that can occur with static lighting. CPU - Minor. GPU - Moderate. VRAM - Minor. Ambient Occlusion: Ambient Occlusion is a technique to simulate soft shadows where objects are close together or where surfaces meet. This makes the scene look more realistic. Disabled when Ray-traced Ambient Occlusion is enabled. CPU - Minor. GPU - Major. VRAM - Minor. Disables Ambient Occlusion. This potentially increases performance at the cost of visual fidelity. Screen Space Reflections: Screen Space Reflections simulate reflections of objects and light on visible surfaces. Enabling this will result in high-quality reflections. Disabled when Ray-traced Reflections are enabled. CPU - Minor. GPU - Moderate. VRAM - Moderate. Volumetric Lighting: Adjusts the appearance of volumetric lighting effects. This simulates how light interacts with atmospheric elements like fog, smoke, dust, and clouds. Higher settings increase the quality of these types of elements. CPU - Minor. GPU - Moderate. VRAM - Minor. Sky Quality: Adjusts the appearance of the sky, clouds, and celestial bodies like the sun and moon. CPU - Minor. GPU - Moderate. VRAM - Minor.
Ray Tracing
Ray-traced Reflections: Enables the use of Ray-Tracing to simulate realistic reflections of objects and light on reflective surfaces. This is a more advanced technique and requires specialized Ray Tracing compatible hardware. CPU - Major. GPU - Major. VRAM - Moderate. In selective mode, the game will only enable Ray-traced Reflections in specific areas that can best take advantage of the feature. Ray-traced Ambient Occlusion: Enables the use of Ray Tracing to simulate soft shadows where objects are close together or where surfaces meet. This makes the scene look more realistic. This is a more advanced technique and requires specialized Ray Tracing compatible hardware. CPU - Major. GPU - Major. VRAM - Moderate. Ray-Traced Ambient Occlusion is always on. Ultra Ray Tracing: Enables the highest level of ray tracing effects, which provide better quality visuals at the cost of performance. This setting is available on the Ultra and Custom graphics presets and is only recommended for high-end graphics cards.
Geometry
Level Of Detail: Adjusts the distance at which objects are visible and the level of detail as they get father away from the camera. Higher settings increase the visual quality of objects at distance. Restart required for setting change. CPU - Major. GPU - Major. VRAM - Moderate. Strand Hair: Strand hair simulates the appearance and movement of individual strands of hair. Enabling this will result in more realistic and natural-looking hair. CPU - Major. GPU - Major. VRAM - Moderate. Terrain Quality: Terrain is the natural landscape and ground surfaces. Higher settings will increase the detail and overall quality. CPU - Moderate. GPU - Major. VRAM - Moderate. Terrain Decoration Quality: Adjusts the appearance and detail of terrain elements like rocks, vegetation, and other environmental objects. Higher settings will increase the quality and density of the terrain elements. CPU - Moderate. GPU - Major. VRAM - Moderate. Visual Effects Quality: Adjusts the quality and detail of visual effects throughout the game. This includes particle effects, decals, and screen effects. Higher settings will result in higher quality effects. CPU - Minor. GPU - Moderate. VRAM - Moderate.
Camera Effects
Depth of Field: The Depth of Field effect causes some elements of the scene to be in focus, and others to be out of focus. This effect is generally only used in cutscenes and conversations. CPU - Minor. GPU - Minor. VRAM - Minor. Depth of Field is only enabled in cinematic sequences. Vignette: The vignette creates a subtle darkening of the image towards the edges of the screen during cinematics and gameplay. This is generally used to enhance the atmosphere of scenes. CPU - Minor. GPU - Minor. VRAM - Minor. Motion Blur: Motion Blur slightly blurs fast-moving objects. This helps make motion appear smoother and more natural. CPU - Minor. GPU - Minor. VRAM - Minor. Post Processing Quality: Adjusts the overall quality of the post process effects above like depth of field, bloom and motion blur. Higher settings will result in higher quality effects. CPU - Minor. GPU - Moderate. VRAM - Minor. Field of View: Adjusts the field of view, which changes how much of the game world is visible during gameplay. A higher field of view allows you to see more of the game world. CPU - Major. GPU - Major. VRAM - Moderate.
[source]
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detailtilted · 10 months ago
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NEW Enhanced Edition - CHICON 2009 - Main J2 Panel
youtube
Direct link to video. Link to YouTube channel. (14 videos available.)
My latest video is finally up. 48% of the footage came from the video AgtSpooky sent me. Her video was already on YouTube, but not properly credited to her. My other main source (41% of the video and most of the audio) is shown in my comparison screen shots below. All sources, even if I only used a few seconds' worth, are credited with links on the video description.
This is a long one at 68 minutes! As usual, there were many funny moments. There were also two separate times when Jensen went into older brother mode and helped Jared with something.
I'll be working on CHICON 2010 next, which is the next convention that I have videos from AgtSpooky for. Those videos had also found their way onto YouTube, but once again were not credited to her.
Also I want to credit @j2spntranscripts who has truly incredible video-finding skills. They've found some lesser-known clips that I hadn't run across on my own. I've referenced the videos they've found to help refine my subtitles if nothing else, and sometimes to provide a better view of the action for small portions of the video. They also have some impressive playlists on YouTube that not only collect all of those earlier con videos they've found, but also put them in order. (It's still a work in progress, but they've done a lot already!) And they're not only in the order that the panels occurred, but all of those many short video clips are sorted in the order in which those clips took place within each panel!
Before/after comparison photos...
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A recap for anyone not familiar with this project…
In December 2023, I started this project to enhance old convention videos. I'm upscaling the videos and making other visual improvements, adding extra content to clarify various references, and adding good color-coded subtitles so you can better understand the sometimes-chaotic audio.
My goal is to publish the best, most complete, and most watchable versions of these older convention panels yet seen, but this is only possible thanks to the fans who captured the footage in the first place and were generous enough to share it with other fans. My video descriptions on YouTube will always credit my sources.
If you have any old convention videos you'd be willing to contribute to this project, please message me! I can also be reached at [email protected]. Even if your videos are on YouTube, the original files, if you still have them, may upscale much better. If I can get them to upscale, I'd happily send the upscaled files back to you for your own collection whether I use them or not.
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ladytabletop · 2 years ago
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Do you happen to have any resources regarding accessibility in ttrpg design? About design, colours, phrasing of text or anything else that could be helpful!
I spent wayyyyy too long compiling all this - but it's important, and I appreciate you asking!!
Accessibility is a subject near and dear to my heart, and I will say up front that I'm not sure universal (aka accessible to everyone) design is possible, because people's needs can vary even within the same subset of similar disabilities (such as limited vision or blindness). BUT that doesn't mean we don't try to design for and make our games available to as many people as possible. Mismatch by Kat Holmes is a great read on design for accessibility in general, as is Invisible Women by Caroline Criado Perez. You might also check out literally anything Alice Wong has ever done.
To start, I recommend this article on the Lenses of Accessibility.
(for reference, this article is about web/graphic design, so I'm going to try and distill the most salient points for game design)
We are going to primarily focus on a few of these lenses:
Color
Font
Images & Icons
Layout
Readability
Structure
Keyboard
More details under the cut.
Color
Why does color matter? Well, for starters, there's a lot of colorblind people out there. Contrast affects readability. Autistic people and people who suffer from occular migraines might be affected by particular vivid colors. There's lots of reasons to consider color and the work it is doing in your piece, but in general you can provide a black and white, high contrast version of your game to help users.
There are tools out there to figure out if your contrast meets certain readability standards, such as this one.
Font
Dyslexia and other visual processing issues can make font choice really important. Plus, some fonts really affect readability. Additionally, line height, justification, and size of text can affect readability.
Best practice would be to provide a plain-text version of your game (and beware of "dyslexia-friendly" fonts which may or may not actually help - sticking to a basic readability font like Arial, Tahoma, or Verdana, is safest). I like this style guide for reference.
Images & Icons
For visually-impaired people, it's important to use alt-text, descriptions, and/or captions to help screenreaders properly translate images. Tons and tons of details that could go into this, but there are better people than me to describe it.
Layout
We've talked about this a bit, but there's tons of resources for this. There was recently a great writeup about Yazeba's Bed and Breakfast in terms of layout that I highly recommend.
Readability
More of the thing we've already talked about - it really is a combination of all the other lenses that comes down to readability. Audio versions of your game are always a good way to avoid the restrictions of screen readers, but can be expensive to produce.
Structure
This is tables. Tables are a nightmare for screenreaders, but including them as images can also be a problem. The short solution is "don't use tables" but that's not necessarily great for seeing people. The section in this blog is really great when talking about options for structure.
Keyboard
Debated on whether to include this, but given how many games are being read as purely digital files, I think it's important to have workable interactive elements that can be navigated through without a mouse. Some of that is going to come down to the programs being used to open your files. But if there are things you can do on your end (such as labeling form fillable fields on an interactive character sheet), they're worth doing!
Please understand that this isn't an exhaustive list. There's tons of resources out there and technology and standards are constantly changing.
It's also is important to note that even doing one of these things is helpful. You might look at this list and go "wow that's too hard" but I promise you, it's worth it. My games do not all have accessible versions! That's something I'm trying to rectify. The biggest part of that for me is thinking about accessibility from the start instead of at the end! But we can start today, and that's better than not starting.
The most important thing to remember are that disabled people are NOT a monolith - needs will differ from person to person. Accessible design makes gaming better for everyone!
Final Resources:
Accessibility in InDesign
Accessible-RPG
A11Y
Accessible Design for Teams
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