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What is Sandbox: A Beginner’s Guide to the Sandbox Metaverse
Virtual worlds are no longer just for entertainment and they have become valuable real estate in their own right as a result of people’s willingness to invest time and money in them. It is irrelevant whether these goods and spaces are digital or not, whether they are virtual or real- they are valuable because they are created by people who care about them. Minecraft is one of the first games with no goals or rules, and the game is open for players to build and explore at their leisure. This is referred to as a “sandbox game”, and these games are designed in the sandbox style, allowing children to build whatever they want. What is the Sandbox? The Sandbox is a virtual world in which players can create, own, and monetize their own gaming experience. The platform is based on the Ethereum Blockchain Network and includes an in-house governance and utility token known as SAND. In-game items will be tokenized as non-fungible tokens, making them freely tradable on marketplaces. The Sandbox’s virtual world is divided into 166,464 lands. These lands are the metaverse spaces where players can create and monetize games. Land and estates can be combined to form districts, and districts can be combined to form estates. The project was launched in 2018 and is still in the early stages of adoption and development. The Sandbox’s three main components are Vox Edit, the Marketplace, and the game itself. Let’s take a closer look at the Sandbox’s components. 1. Vox Edit: VoxEdit is a 3D voxel modeling software that enables artists to create and animate 3D objects such as people, animals, tools, and so on. These in-game assets can be used in the game by the artists or sold on the market. 2. Marketplace: Users of the Sandbox project will be able to sell their creations in VoxEdit in the form of non-fungible tokens (available in ERC-721 standards). This will provide creators with an open market to monetize their creations. 3. The Sandbox Game Land: The virtual world of Sandbox is divided into several lands. After purchasing land, a user can use it to create a game and place their in-game assets. Users can use assets to decorate their land and incorporate gameplay features by assigning predefined behaviors to the assets. This can transform a piece of land into a full-fledged game. 4. The SandBox Avatar: An Avatar is an in-game virtual reality representation of a player that can be customized to suit the needs of Sandbox players. Users can try different outfits, hairstyles, and colors to get a unique look. They can also boost the attributes of their avatar with various items available in the marketplace. 5. SAND Token: Sand is the in-house utility and governance token of the Sandbox ecosystem and can be staked on a specific piece of land. As a staker, you will receive a few gems and catalysts as a staking reward, which can be used on the platform or sold on the marketplace. By 2023, the platform’s ecosystem will be converted into a DAO (Decentralized Autonomous Organization). 6. Land and Lands Map: Lands are physical spaces in the metaverse owned by players to create and monetize games and can be rented to game creators. Anyone who purchases a piece of land will be granted a LANDS token, which is an ERC 721 (Non-Fungible Token standard) token. There are a total of 166,464 land areas that can be purchased and 58% of the land has already been sold on the platform. Revenue Model of The Sandbox platform The Sandbox team has identified the following five revenue streams that would help in managing and growing the platform: 1. Advertising Revenue Businesses will be able to advertise their products or services on the Sandbox platform, and the platform will charge a fee for these services. 2. Company NFT Sales In addition to the NFTs created by the individual artists, the company also has its own in-house NFT to be sold in the marketplace. 3. LAND sales Sandbox has been selling the LAND pieces in auctions, which has generated revenue for the platform. 4. Player Subscription and Services The company would make money from players by charging them subscription fees and other service fees in order to give them access to exclusive in-game features and premium assets. 5. Transaction Fee The Sandbox would charge a 5% transaction fee on every transaction on the platform. As a result, as the platform grows in popularity, transaction fees will become the primary source of revenue. Partnerships The Sandbox has several renowned partners, such as: Atari Axie Infinity Binance CryptoKitties Dapp Harmony Network Kyber Network Polygon Network Conclusion The Sandbox is a new virtual world that aims to replicate the success of Minecraft in the gaming industry and monetize the whole gaming … Continued
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Fujitsu Honored by the International Headache Society
Chronic headache disorders, which include migraine, tension, and other chronic headache types, have a significant impact on daily life and work productivity. To address this problem, Fujitsu has developed and implemented training programs for employees globally in the workplace to promote awareness and treatment of headache disorders, as well as prevention programs for employees suffering from such disorders. Fujitsu's efforts were evaluated by the International Headache Society as a model case of corporate measures to support employees living with headache disorders.
As a leader in migraine workplace awareness, education, and employee support programs, Fujitsu will further promote the dissemination of information related to health measures including headache countermeasures not only for employees, but also to their families, customers, and business partners. Fujitsu anticipates that these efforts will encourage greater understanding and continue to provide employees with advanced support for headache disorders and a variety of other related health issues.
Background
In the workplace, chronic headache disorders tend to be trivialized due to a common lack of understanding. As a result, many employees that suffer from these disorders continue to work while enduring painful headaches and other severe symptoms, leading to a decline in productivity and quality of life (QOL).
In June 2018, Fujitsu conducted an in-house survey among Fujitsu employees in cooperation with International Headache Society, the World Health Organization (WHO), and the Japan Headache Society. The survey was designed to evaluate the impacts of chronic headache disorders on their work. Of the 2,500 people surveyed, 85% had experienced headache disorders. Of those who experienced headache disorders, 84% had never been treated. In addition, it was found that the economic loss to Fujitsu due to headache disorder-related sick leave and lower performance was approx. 900 USD per year per chronic headache disorder-affected employee. The cost was even higher for those affected by migraine (approx. 2,300 USD). The total cost was approx. 197 million USD per year for all employees, representing approximately 1% of the total annual salary paid to all employees. It was also revealed that health related QOL scores(2) of employees with chronic headache disorders were lower than the national standard for Japan. This demonstrates that headache disorders have a significant impact on daily life and work productivity. To address this issue, Fujitsu launched the "FUJITSU Headache Project" as a headache disorder prevention program that is now globally available to all employees.
Outline of the "FUJITSU Headache Project"
Based on the results of a joint study conducted in 2018 (Fujitsu employee survey on the degree of impact of chronic headache disorders on work), Fujitsu in fiscal year 2019 developed the FUJITSU Headache Project in cooperation with IHS-GPAC and the Japanese Headache Society. Utilizing e-Learning programs to help Fujitsu Group employees in Japan acquire correct knowledge about headache disorders, Fujitsu held video seminars for headache patients, online headache consultations with specialists, and headache exercises. Through these initiatives to help employees with headache disorders, Fujitsu attempts to improve QOL and boost work productivity, and aims to create a workplace where people suffering from headache disorders can work comfortably and with peace of mind.
1. Project period: July 2019 to February 2022
2. Target: Approximately 70,000 Fujitsu Group employees in Japan
3. Content: e-Learning programs and on-demand video seminars, online headache consultations, etc.
Future plans
Based on the results of the various initiatives of the "FUJITSU Headache Project," Fujitsu, the IHS-GPAC, WHO, and the Japanese Headache Society will analyze and verify the impact of the Fujitsu Headache Project on the improved awareness and understanding of headache disorders among all employees, as well as changes in the burden and work productivity of employees with chronic headache disorders.
(1) International Headache Society :
UK-based charity organization founded in 1981 for people committed to helping people with headaches or facial pain. International Headache Society Global Patient Advocacy Coalition (IHS-GPAC) is a coalition of global and regional headache, neurology, and pain societies, leading patient and headache advocacy organizations, regulatory agencies, patient advocates and leading headache specialists from around the world. The coalition was launched in 2019.
(2) Health-related QOL Score :
Quantifies the impact of disease and treatment on the patient's subjective sense of health (mental health, vitality, pain, etc.) and daily work, housework, household work, as well as family, leisure, and social activities.
About Fujitsu
Fujitsu is the leading Japanese information and communication technology (ICT) company offering a full range of technology products, solutions and services. Approximately 126,000 Fujitsu people support customers in more than 100 countries. We use our experience and the power of ICT to shape the future of society with our customers. Fujitsu Limited (TSE:6702) reported consolidated revenues of 3.6 trillion yen (US$34 billion) for the fiscal year ended March 31, 2021. For more information, please see www.fujitsu.com.
Copyright 2022 JCN Newswire. All rights reserved. www.jcnnewswire.comFujitsu today announced that it was the first company in the world to be honored by the Global Patient Advocacy Coalition of the International Headache Society(1)(IHS-GPAC) as a world leader in migraine workplace awareness, education, and employee support programs.