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Simulator [EXCLUSIVE]



Target and budget simulators collect and analyze data from ad auctions you participated in, and estimate how your ads might have performed in terms of key metrics like cost, conversions, conversion values, impressions, and clicks if you had set a different CPA target, impression share target, ROAS target, or budget.




simulator



Target CPA simulators are available for Search, Display, Shopping, and App campaigns. Target ROAS is available for Search campaigns. Target impression share, Maximize conversions, Maximize conversion value, and Maximize clicks simulators are available only for Search campaigns.


With a portfolio strategy, you can attach multiple campaigns and ad groups to a single bid strategy. If you're using a portfolio Target CPA bid strategy, you can find the Target CPA simulator in the "Shared Library".


You can try out the LVGL using only your PC (i.e. without any development boards). The LVGL will run on a simulator environment on the PC where anyone can write and experiment the real LVGL applications.


Easy Validation - The simulator is also very useful to report bugs because it means common platform for every user. So it's a good idea to reproduce a bug in simulator and use the code snippet in the Forum.


These settings allow you to enable the hardware keyboard, choose alocation that the device should report (static and moving locations areboth supported), enable Touch ID, and reset the content and settings forthe simulator.


The simulator in the Actions console letsyou test your Action through an easy-to-use web interface that simulates hardwaredevices and their settings. You can also access debug information such as therequest and response that your fulfillment receives and sends.


To avoid changes to your production environment when you want to test yourActions project, you can provide a distinct URL to use in place of yourproduction webhook. Test URLs are configured per version ofan Actions project. One Actions project can have multiple versions with uniquetest URLs, allowing you to test multiple versions of your Action in thesimulator without impacting production.


Click Send Test. The simulator queues and sends the event to your webhook listener URL. The information that the dashboard displays depends on whether the simulator queues or fails to queue the event:


LTspice is a powerful, fast, and free SPICE simulator software, schematic capture and waveform viewer with enhancements and models for improving the simulation of analog circuits. Its graphical schematic capture interface allows you to probe schematics and produce simulation results, which can be explored further through the built-in waveform viewer.


Features: Three dimensional movements (Pitch + Roll + Yaw/Rear traction). The H3 model is designed to move not only the seat, but, all simulator controls (steering wheel, joystick, pedals, throttles, etc.) mounted to the motion platform. When you move, everything moves!Compatibility: PC, Xbox* and PlayStation*Any Peripherals: wheel , pedals, joystick , yoke, monitor , VRIncluded: The motion platform. (The seat and game controllers are not included)


Features: Two dimensional movements (Pitch + Roll). The H2 model is designed to move not only the seat, but, all simulator controls (steering wheel, joystick, pedals, throttles, etc.) mounted to the motion platform. When you move, everything moves!Compatibility: PC, Xbox* and PlayStation*Any Peripherals: wheel , pedals, joystick , yoke, monitor , VRIncluded: The motion platform. (The seat and game controllers are not included)


Features: Three dimensional movements (Pitch + Roll + Yaw/Rear traction). The H3 model is designed to move not only the seat, but, all simulator controls (steering wheel, joystick, pedals, throttles, etc.) mounted to the motion platform. When you move, everything moves!Compatibility: PC, Xbox* and PlayStation*Any Peripherals: wheel , pedals, joystick , yoke, monitor , VRIncluded: The motion platform. (The seat and game controllers are not included)


Features: All possible six Degrees Of Freedom movements (forward, backward, surge, side to side, sway, up, down, heave, yaw, pitch, and roll). This unique platform is capable to reproduce any possible motion! There is no other product on the market under $15,000 that can do what our platform does. The H6 model has our unique SFU drive system that is designed to move not only the seat, but, all simulator controls (steering wheel, joystick, pedals, throttles, etc.) mounted to the motion platform. You will feel like you are really driving a car or in the cockpit of a plane. When you move, everything moves with you!Compatibility: PC, Xbox* and PlayStation*Any Peripherals: wheel , pedals, joystick , yoke, monitor , VRIncluded: The motion platform. (The seat and game controllers are not included)


So in 45 seconds I had the best driving simulation experience at home. After testing the Oculus Rift, I thought it would be very hard for me to replay a racing game without the RV. After testing the simulator, I will never play a racing simulation game without.


Eyesi Surgical is a high-end virtual reality simulator for intraocular surgery training. The Eyesi platform can be equipped with interfaces for cataract and vitreoretinal surgery. Training units range from basic skills training through to surgical procedures and complications management. Validated training concepts support residencies in integrating the simulator into their program. Numerous studies have shown the efficiency of training with Eyesi Surgical.


After each task, Eyesi Surgical provides trainees with a detailed evaluation of their performance, allowing them to systematically improve their skills. Required minimum scores and the repetition of tasks foster a consistent proficiency. Both educators and trainees can analyse the training data stored by the system. For networked Eyesi Surgical simulators, they can even view a comparison that ranks the individual performance against other Eyesi users.


VRmNet is a web-based service for networked Eyesi simulators offering online courses for trainees and administration tools for educators as well as benefits for operation and service. The personalized VRmNet dashboard can be accessed online from any computer or mobile device 24/7.


Simulator sickness is a subset of motion sickness that is typically experienced while playing video games from first-person perspective. It was discovered in the context of aircraft pilots who undergo training for extended periods of time in flight simulators. Due to the spatial limitations imposed on these simulators, perceived discrepancies between the motion of the simulator and that of the vehicle can occur and lead to simulator sickness.It is similar to motion sickness in many ways, but occurs in simulated environments and can be induced without actual motion. Symptoms of simulator sickness include discomfort, apathy, drowsiness, disorientation, fatigue, and nausea.These symptoms can reduce the effectiveness of simulators in flight training and result in systematic consequences such as decreased simulator use, compromised training, ground safety, and flight safety. Pilots are less likely to want to repeat the experience in a simulator if they have suffered from simulator sickness and hence can reduce the number of potential users. It can also compromise training in two safety-critical ways:


Simulator sickness can also have post-training effects that can compromise safety after the simulator session, such as when the pilots drive away from the facility or fly while experiencing symptoms of simulator sickness.


Though human-piloted aviation has existed since the early 20th century, simulator sickness did not arise as an issue for pilots until much later when the first fixed-base simulators were created.[1] Bell Aircraft Corporation created a helicopter simulator for the Navy during the 1950s, and it was found "that a large number of observers (mostly helicopter pilots) experienced some degree of vertigo during these demonstrations". Navy psychologists performed further study on the pilots who participated in these simulator exercises, and found that 28 out of 36 respondents to their evaluations experienced sickness. Additionally, psychologists found that experienced flight instructors seemed to be most susceptible. In fact, 60% of the instructors reported simulator sickness symptoms compared to only 12% of the students. "The SS usually occurred in the first ten minutes of a training session and frequently lasted for several hours afterward."[1]


Two main theories exist about the causes of simulator sickness.[1] The first is sensory conflict theory. Optical flow patterns generated in virtual environments typically induces perception of self-motion (i.e., vection). Sensory conflict theory holds that, when this perception of self-motion is not corroborated by inertial forces transmitted through the vestibular system, simulator sickness is likely to occur. Thus, sensory conflict theory predicts that keeping the visual and vestibular inputs in agreement can reduce the likelihood of simulator sickness experienced by users.[1] Additionally, according to this theory, people who do not have a functioning vestibular component of their nervous system should not show either simulator sickness or motion sickness.


The second theory for simulator sickness identifies postural instability as the determinant of simulator sickness. This theory notes that situations producing simulator sickness are denoted by their unfamiliarity to the participant more than the degree of sensory conflict; for example, sea sickness is, for many, a transient problem that is solved with experience to being on a ship. Thus, the novelty of the motion cues is hypothesized to lead to an inability to maintain postural control and this lack of control causes simulator sickness until the participant adapts. Key attributes here include the notation that the motions causing simulator sickness are in a nauseogenic low frequency range that overlaps with the frequency of motion within the human body as it maintains control over its posture. Experiments have measured markers of the onset of postural instability, and found that it precedes signs and symptoms of simulator sickness.[2] 041b061a72


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