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Tag: leisure

How Amazon Search achieves low-latency, high-throughput T5 inference with NVIDIA Triton on AWS

Amazon Search’s vision is to enable customers to search effortlessly. Our spelling correction helps you find what you want even if you don’t know the exact spelling of the intended words. In the past, we used classical machine learning (ML) algorithms with manual feature engineering for spelling correction. To make the next generational leap in […]

iPay Makes Giant Leap Towards Becoming a De Facto Payment Gateway for Content Creators in Web 3.0

One of today’s fastest-growing business areas is the creator economy. Web 2.0 platforms are no longer relied upon by creators ...

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The Sandbox Price Surges Double-Digit Following Recent Partnerships

The Sandbox Price Surges Double-Digit Following Recent Partnerships

During the trading day of March 16 (Wednesday), the SAND/USDT pair surged 21%. Animoca Brands, a Hong Kong-based blockchain game

The post has appeared first on thenewscrypto.com

How Crypto Platforms are Transforming the Online Gaming Industry

The gaming industry has come a long way from the days of arcades. From Super Mario to Grand Theft Auto, the gaming industry has seen quite a lot of transformation in terms of enhancing the gaming experience. It has made great strides in the last several decades. In fact, the worldwide gaming industry, which was valued at USD 173.70 billion in 2020, is expected to reach USD 314.40 billion by 2026, with a 9.64% CAGR between 2021 and 2026. Most of the credit goes to the advancement in technology. The emergence of virtual reality (VR), artificial intelligence (AI), and augmented reality (AR) along with their integrations with gaming consoles like Xbox and PS5 has revolutionized the gaming experience into something completely unimaginable. Moreover, with the mass adoption of blockchain technology happening, the gaming industry is now set to transform massively. Blockchain and crypto are already shaping the gaming sector with innovations and utilities while also massively benefiting gamers and gaming companies. A new wave of disruption is emerging. Evolution of the Gaming Industry Games were first regarded as only a leisure pastime. They were designed by computer engineers to kill time. People then soon realized the importance of playing games and this was the turning point where new names started to pop out. Although Atari, Fairchild channel F, Bally Astrocade, and Mattel Intellivision started the era, Nintendo’s Mario was a smashing blockbuster that opened the way for designers to develop a $200 billion gaming business. Although Mario remains the world’s best-selling franchise, games such as League of Legends, Call of Duty, and PUBG have evolved gaming into an unimaginable experience. Games are no longer only a leisure pastime. They have become a national pastime, with gaming world cups being held every year. Millions of dollars are invested to bring the greatest players from across the world to these world cups. Furthermore, the advent of blockchain is now giving games a new framework by offering a play-to-earn model in which players may make real money via cryptocurrencies. Even NFTs and DeFi are redefining gaming by providing tokenization and decentralization features along with real-world applications. Enhancing Utilities with Blockchain Gaming The gaming sector is now adopting blockchain solutions like crypto and NFTs to enhance the gaming experience along with massive benefits to players. Some of these include enhancing the security of the gaming market, enhancing ownership of in-game assets, enhancing the value projection of intangible assets, having more control over games, improving paying methods and trade resources, as well as earning rewards. Although these are some of the few, there are many more benefits that blockchain technology can provide. In fact, a few projects are already offering these benefits and one of them being Xchange Monster. This platform provides numerous solutions to the gaming community and providers through its exchange platform, decentralized payment gateway, and other features. Xchange Monster is an easy-to-use crypto platform that brings together both the gaming community and operators/publishers through the creation of a value-driven ecosystem. It intends to strengthen the interaction between the gaming community and operators for an enhanced gaming experience. The Xchange Monster token, $MXCH is the native cryptocurrency of the platform. It offers a wide range of utilities including token burn, collateralization, discount on trading fees, OTC burns and rebates, socialized gains, and future expansions. The Xchange Monster ecosystem will be powered by the $MXCH token providing stability to the ecosystem. Redefining Industry Standards with Blockchain Solutions Blockchain is blurring barriers and pushing the gaming sector towards a decentralized future. It will allow players to own decentralized assets, play anywhere and with anyone on the globe, enjoy better levels of security, and monetize their time and in-game knowledge in the future of gaming. The blockchain gaming economy has the potential to improve players’ gaming experiences while also providing new revenue streams for players and online gaming platforms. Fortunately, blockchain-based gaming is the next step in safeguarding video games and creating a long-term industry standard. And, with platforms like Xchange Monster transforming the gaming landscape into a unique experience, the world may see a new version revolution taking place. The combination of crypto and gaming will prove to be a disruption in the gaming landscape. The world has to be ready for this evolution. Let’s play the future.      

The Virtual Arena: Amusements’ XR Focus

Our latest Virtual Arena column comes from the EAG Expo in London.

What is Sandbox: A Beginner’s Guide to the Sandbox Metaverse

SANDBOX METAVERSE GUIDE

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

The post What is Sandbox: A Beginner’s Guide to the Sandbox Metaverse appeared first on Cryptoknowmics-Crypto News and Media Platform.

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3D VR Virtual Truth Sport Company Occasion #Leisure #Routines Office Procuring Mall Coaching Course Course Activity Ride … resource

Playtech’s Former CEO Dismisses Allegations

The Playtech saga took a new twist recently after Tom Hall, the former Chief Executive Officer of the company, accused Aristocrat Leisure, the Australian gambling firm, and its advisers of orchestr...

Bitcoin Is Not Democratic Part Three: The Separation Of Economy And Politics

Part three of the “Bitcoin Is Not Democratic” series explores the building blocks necessary to construct a civilization that transcends politics.

NFP React: Investors shrug off strong payrolls and focus on War in Ukraine and inflation, Strong Payroll gain but soft wages

US stocks might be less exposed to the war in Ukraine, but the hit to global growth and inflation impact can and will eventually drag down the US economy.  Equities declined after Russia seized Europe’s largest nuclear plant. It does not seem like the Kremlin will be backing down anytime soon and that is leading to […]

Fujitsu Honored by the International Headache Society

TOKYO, Mar 2, 2022 - (JCN Newswire) - Fujitsu 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.

Figure 1: Accreditation from IHS-GPAC to Fujitsu as "World Leader in Migraine Workplace Awareness, Education, and Employee Support Programs"

Figure 2: Estimated economic loss due to absence from work due to chronic headache disorders and decreased performance

Figure 3: Overview of the FUJITSU Headache Project

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.

Did we learn nothing from Y2K? Why are some coders still stuck on two digit numbers?

Calling all website coders: Y2K was then. V1H is now!

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