Thứ Ba, 31 tháng 10, 2017

Waching daily Oct 31 2017

Gorgeous Villa Park Model by Athens Park Model RVs

For more infomation >> Gorgeous Villa Park Model by Athens Park Model RVs - Duration: 5:30.

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(10 years old) Jasmine sings: It's Been So Long - Duration: 2:51.

little does anyone know that this song was written about philip's death

no one will ever know

I dunno what I was thinking,

Leaving my child behind,

Now I suffer the curse and now I am blind

With all this anger, guilt and sadness, Coming to haunt me forever,

I can't wait for the cliff at the end of the river,

Is this revenge I am seeking,

Or seeking someone to avange me

Stuck in my own paradox I wanna set myself free

Maybe I should chase and find before they'll try to stop it

It won't be long before I'll become a puppet

It's been so long,

Since I last have seen my son lost to this monster

to the man behind the slaughter

Since you've been gone

I've been singing this stupid song so I could ponder

The sanity of your mother

*insert cool music here*

my halloween costume is cool

my costume is going to be..

what? you think i'm saying it?

because i am.

just kidding lol

okay here you go

I wish I lived in the present

With the gift of my past mistakes

But the future keeps luring in like a pack of snakes

Your sweet little eyes, your little smile, Is all I remember

Those fuzzy memories mess with my temper

Justification is killing me

But killing isn't justified

What happened to my son, I'm terrified

It lingers in my mind and the thought keeps on getting bigger,

Į̵̢̨̡̧͎̰̳̤̰͔͕̦̩̠̰͈̼̗̹̯̭̺̝̻̫̪̮͖̱̲̜̝̼̪͙̜͚͚̜̜̣̙̫͉̪̗̗̞̆̍̅͌̄̂̆̔̔̈̆̃̎̍̈́͂͊̔̇̈́́̇͑͊̇́̑̀̓̕͘̚͜͜͠͝͠͝͝ͅͅͅ'̴̢̡̢̨̧͇̦̠̰̗͚͚̙̯̺̼͍̭͔̫̮̻̦̙̳͉͕͚̫̙͓̯̥̤͖͉̣͒̉̎́̆̀̎̏̔̈́̋̓͜͜͠m̷̧̛̛͚̥̳͉̲̙͎̹̜͖̲͕̻͎̗̹̫͉̬̜͚͐̑̋̆̆̋͑̅̏̀̀̊̌̅̎̐̾̈́̆̂͆̑͑̂̆̿̈́͐̂̽͋͆̅͂̊̈̀́͘͘̕͠͝ͅͅ ̵̧̨̡̢̛̛̛̗͇̲̝̘̲̪͙̠̬̬̖͕̞̰̿̇͆̋̽̏͊̓̉͐̍͒̿̒͋̒́̈́͆̍̂͌̈́͌̉͑̎͂̐̂͗̓̌͒̾̄̏̑͛͐͑̌̆͆͘͘͘̕͘͝͝͠ͅs̴̹͈̬̖̼͔̣̙̼̻͇͓̼͇͓͓̹̈́̊̕ơ̷̢̢̫̤̗̙͓̞̫̠̣̞̬͕̞̮̗̪̣̠̪̣̯͍̖̪͎̟̦͔͕̜̲̪̰̦̥͕͖̠̺̪̠̹̟͖͚̜̣͉̤̠̙͍̖̌̓͊̃͌̉̎̄͛̈́̀̄̄̈́́̇̏̔̏͆̓͋̉̿̿͌̋͜͠r̵̝̼͒̓̌́͐̓͌̇̒͒̈́̑̈̄̃͜͠͠r̶̛̛̛̘͕̱̼͆̿͆̉̊͋͒͗̀̍̇̇̀͑̀̂͂̍͊̎͗̿͌̇̂͌͑̀́́͗̓̉͌̈͑͐͐̂̋̑͊̑̏̎̀͌͑̒͗͊͊͆͆͌̈͊̓̕͠͝͝y̴̧̨̡̨͍̱͓̳͎͕̹͍̤̦͔̖̟̬̩͉̹͔̫̯̩͈̪̹̩͕̦̠̠̟̰͇͉͎̰̓̉̄́̌́̌͛̂̆̈̈́͛̊̿̈́̋̃̚͘͝ͅͅ ̸̡̢̧̢̧̧̢̧̢̧̨̛̛̛͓͈̻̮̙̼̜̳͈̦̖̱̦̠̰̻̙̱̝͉̟̹͓̣͚̫̻̱̲̟̙̲̱̻̖͉̘͖̯̭̺̞̳̰̠̖͚̱̹̩̘͈̒͒͊͂̓̍͊̉̂̊̽̐͛͌͌͑͆̈́͑̚͜m̸̨̧̨̨̨̮̰̝̯̟̼̖̻̳̤͍̫̹̦̻̺̪̬̹̩͍̺̳̫̜͉̠̞̜̬͔͉̜̭̼̱͙̼̞͍̗͖͂͌̂͛̾͗͌̇̆̊̔͂̈́̐̂̃̔͋̂͌́̔̑̂̃̚͜͜͠ͅy̴̨̡̻̺͉͇̖͈̝̰̙̣͕̳̣̲̹͓̥̬̺̞̩̙̙͔̱̗̮͙̳̯̮͎̽̌́͜͠ ̴͙̺͕̗͍̠̮̭̺͎̹͇̬͎̻̘̝̝͓̼̼̞̰̻͉͋̐͒̓͋̋͐̓̾͊̀̓̃̋̔̇̓͛̽̌̈̋́͜͝͝ͅs̴̛̗̯̖̝̩̝̮̺͔̹̻͗̀̆̔͐͛́̓͌̏̔͊͌̏͐̑̏̿̀͛͋͊̅̎̅̈́͆̈̌̅̿̋̐́͊̅͊̾́̎̃̋́̇̓͐̍͊͐̎́̔̔̀̕̕̚͝͝ͅw̶̢̧̨̨̢̡̳͓̜̰̲̲̟͉̲̳͙̱̮̠̼͖͎̘̬͔̲̥͖̘͎̮̞̪̬͓̥̤̼͍͚̳̤͉̟̣͚͔̳̟̠̍̉̃̀͒̒̓̈͌̒͗̈́̔̿̄͊͌̌̓̿̈́͆̄̊͌͊̎̆͊̌͌̽͋̍̉͛̂̿̉̀̌́͋̌̒̊̚̚̕̚͜͜͜͝͝͝ͅȩ̶̨̛̗̤̫̭̱̝̘͖͖̣̭͙͔̹̼̙̦̊̏̎̽̋̂͋̏͛̈͗̏͂̿̈́̋͗͆̌͛̿͐̄͘͝ë̴̛͖̩͓̥͖̹͉̣̳͚͚̫̜̯̲̩͓̺̟̗́̏̀͒̔̈́̀̋̍̄̀̉͌̕͘͘ͅͅt̵̢̛̩͖͖̜̠̙͔͈̝͇̒̈́͗̐̋̈̀̆̂̅̅̈́̅̈͒̎̃͆͑̿͛̎̒̍̏̉̂̔͋̄͆̍̈́̏̆͐̿̇̚͘͘͜͜͝͝͠͠ ̴̨̨̛̹̼̹̫͖͖̠͈̠̫̩̞͎̼̤̱̦̩̼̻̪̣̤̞͙̩̰̜̺̹̦̝̤͚͓̻̬̯̳͆̉̄̉̈́̓́͋̌̂̍̐̂̋͑̓̇̈́́̓͒̃͋́͆̏̽͋̀̎͐́̐̆̏̃̑͊͛̒̆̓̿̌͐̔̄̓̚̕̚͘̕͜͜͜͜͝͝͝͝ͅͅb̷̮̥̖̞̥̦̫͙͓̝͈̭̠͇̗͇̯́̊̈͆́̌̈̄̀̃͗̔̄͊͊͌̑̐̌̆͋̀̀̑̚̚͝͝͝ạ̵̡̧̛̛̛͚͚̦̠̥͙̙̟̹̣̱͇̮͕̭͔̟̣̲̯̘̳̳̼̱̯̠̳̫̞̖̳͎̰̯̥͖̩͚̩̮͍̮̞͓̣̦̝̍̓͛̀̈́̀̃̀̀̿̇͆̅̌̈́̇̈́̓͊́͛̽͒̉͐͛̓́̅̿̋̽̀̓͑̉̃͂̏͛͋͋̏̎̚͘͘̚͠͝͠͠͝͠͝ͅb̵̗̞̥̩̙͍̱̣̩̠̬̣̱͚͍͍͓̗̺̰͔͍̫̞̜̩̐̂͑̑̉̓̍̂̾̾̎̈́͑͌̔̄̒̌́y̸̡̰̗͖̩̲̹̤͈̫̫̟̖͈̜̗͍͉̞̝̬̞̪̗̳͔̜̗̹͓̹̖͇͍͓̩̽̐̊͂̈́̓̃͆̌ͅ,̷̡̨̢̢̨̡̛̘̠̦̠̫̙͈̟̱͖̫͓̘͇̼̭̥̖̻̤̦̜͚̺̱͇̗̲̳̻̘͚͈̦̱̞̹͔͚̜̘̟̰͇̩̜͕͙̬͎͍̥̣͇̺̦̑̽͛̎̈́͛̈́͂̓̈͒̅͌͂̀͗̈́̀̊̐̽͐̈́̂̎̇͐̓̄͛̿͂̀̄͐̋͑͒̈́́̓͌̇̕̕͝͠ͅͅ ̵̨̢̡̛̳̳̙̝̝̣̱͖̗̖̥̥̼̮̜̱̲̹̦̣̫̬̣̮̝͕̫͚̫̗̙̜̖̳͇͈̘̻̝̪̀͑͋̐̑͌̿̈́̂͊̄̽̾̉̋͂́̎́͐̏͗̌̑̿̌̀͜͝͝ͅI̴̢̛͈͚̩̭͙͉̲͉̼̦̺̪͖̹͉̥͖̪̥̮̰̙͔͔̟͂̋̇̌̈̀͒͑̀̊͋̈́̈́̒̈̂̂́̏̄̏̈́̆̏̉̈͒̏̈́̓̅͛͂̊̓̍͋̉̎͗̚̕͘̕͘͠͝͝͝ ̶̛͚̠̺̭̘̎̈́̆͆͋̀̓͆̐ŵ̷̨̺̟̼͕̟̼̲̟͇̬͎͖̜̲̭̰̞̯̹̻̤̻͕̻̤̈̃͋̍̉̓͒̀́̈́̋̓͆̈́̍̍͊̎͐̈́́̈́̓̓̌̆̊̐͌̀͘̕̚͘͜͝į̷̨̡͈̰̻̦̟̰̱̭̮͎̬̳̘̌̊̀̾͋̐͋̒̓͛̓̀̄͘͜͝s̵̨̧̧̡̢̧̢̭̯̩̫̦̰͙̗̩̠̯̜̤͍͓͕̯͕͓̱̜͙͎͕̙̖̝͉̼̗͕̠̟̭̱̤͕̪̭̘̟̿̈́̄͋̓̓̚̚͜͝ͅͅh̸̛̲̳͉̪̲͙̝̯̦͎͒̏̓̅̃̃͌̎́̃̅͆̐͘͠ ̸̨̡̨̡̡̧͕̪̤͇͙͖̱̞͙̲̙̠̹͔̦͙̼̟̰̳̪͍̖͕̥͖̩̭̣͕̠̗̹̰̭̻͍̖̰̘̘͕̮̯̮̤̻̫͍̣̫̮̋̐̇̄̄̂͑̑̽̇̀͋̆͛̃̎̒̉̈́̌͘͠͠ͅĮ̸̨̢̢̛̛͖͎̖̭͕͉̠̜͉̭̲͈̟̝̫̪̠̝̤̒̀̓̆̈́̋̓̔̏̎̉̈́̓̎͋̾͒̒̓̎̈́͗̀̐́̆̒͋̽͂̌̚̕͘͝͝'̵̢̨̧̢̛͓̼̩̜̹̤̻͎͚͎̳̳̪̯͓͔͙͚͙̞̱͖̘̺̩̙̤̬̻͕̣̣̖͔̜̭̩̼̥̯̫͎̦̲̯͈̭͋̏̌̑̀͌͌̿̓́̇͊̄̎́̄̏̓̓̍̄̂̓̓̈͐̐̽̽͗͂̉̐̓̾̄̇̎̃́̿̉̆̊́̊̌͛̕̕͘̚͘̚̚͜͜͜͝͝͝ͅͅv̴̢̡̧̡̯͚̤͓̳̰̤̱̖̪͈͔͍͓̩̦̹̦̖͖̹͙̣͎͈͉̝̟̼̰͓̻͈͉̘̱̟͈̰̭̦̣̲̜̐̽̍͊̈́̿̐͒̎̊̓̆̓͗͑̾͗̎͋̌͌͐͒̊̓̀̎̒͂͐͐̈́͒̂̊̆͗̾̈̐̓̎̀͂̌͘̚͘̕͠͝ẽ̷̡̡̢̧̨̧̧̨̢̬̪̼̟̭͕͈̜͇̹̱̺̳̲͕̟̮̩̰͈͖̟͚̲͔̙̼̜̻̳̻̯̙̥͖͙̳͕̣͙̳̤̫̥̜̘̪͚̦̰̳͎͕̓̆͂͐͗͑̅͑̂͌̅̓͌̓̅̈́͝͠ͅ ̷̢̨̧̛̛͉̺͇̫̣͍̠̯̣͓̬͇͉͇̦̬͍̘̮̻͉̠̻͚̮̜̝̫͓͚̏̄͑̅̿̔̑͒̂͐̽̌́̓͊́͋̔̌́͊̈́͊̄̍͊͋̂̐͛̓̋͂̀̀̕̚̚̕͜͠͝͝ͅḅ̶̨͚͍̗̥̖̩̭̰̪̣͖̗̥̯͖̞̓̇̈́ͅé̷̡̧̛͈͇̟̱̗̜̮̗̪̖̬͈̠̪͙̖͚̳̖̱̻͎̰͖̞͈͔̥̟̜͔̦͖̪̜̪͉̻̤̝͚̞͍̟̊̍̓̀̊̏͗͆͊́̽̀͒͂̌̓͌̔͆̎̅̀̏̔͐̆̏̒͐̏̓̽̏̃̑̈͋͐̆͘͘͜͠͝͠ȩ̶̨͚̲̟͈͎̬̹̹̼͓̩͔̦̼̬̜̥̻͇̓̏̿̓́̚̕͝͝͝n̶̢̧̲̳̻̬͓̟̋̔͗͑́͑̿̍̈́͗̈́̔͌̄̐̊̎͐̐̀̐̽̇̈̈̆̈̀̅̊̒̄̂͛̓́͘̚̕̕͠͝ ̸̡̡̰̠̣͇̳͉̯̼̝̫̳̜̲̰̞̦̦̻̺̬̲̫͎̹̏̂̿̿͛̔͑̀̂͊̈́̂̈́̓̽̉̇͂͌̐̈̽̃̀̽͘̕͝͝ͅͅt̶̞͇̓͛͆͐́̏̾̇̃̇̌͆̅͒̏̋̇͆͗͑̿̋̇̄̕̚̚͘͝ḣ̵̨̡̡̡͚̖̜̮̹͓͉̟͔̩̳̦̰͔͓̺̖̰̟͚͚̌̊̍̇́̎̈́̈̄̕ȩ̸̡̡̢̧̧̢̪̪̮̟͚̮̥̭̠̬̻͖̞̘͎͔̳͍͚̜͈͓̰̭͓͚͙̓̂̇̏̇͐́́͋̏̀́͆̈́̓͒̕̚͜͜͜͠r̸̢̲͓̮̰͈̠̞͖̼̖̣̪̥̰̄̂̋̍͛̇̚͘͝ͅͅe̷̡̧̛̛̻͔̫̫̪̤̦̙̫̝͍͎̙̲͚̫͍̠̮̘͓̠̺̖̭͍͗̊͊̎́̈̊͌̋̓̈̿̂̆͑͆͑̉̑̓̈́̂̈̊̃̓́͐̉̈̒̇͗̿̒́͒͑͗̃̎͛̄̐̀͘̚̕̕̚͝͝͝͝ͅͅͅͅ.̸̘̥́͌̊̃̿͆̃̓͂̄̾̀̿̔̋͒̓͋̎͌̏̂̇͌̿̅̈͐̑̊̌̈̚͘͠͝͝͝

It's been so long, Since I last have seen my son

Lost to this monster

To the man behind the slaughter

Since you've been gone

I've been singing this stupid song

So I could ponder

The sanity of your mother

*insert edgy glitch effect*

Happy Halloween!

For more infomation >> (10 years old) Jasmine sings: It's Been So Long - Duration: 2:51.

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Blake Shelton On 'The Voice' And His New Album, 'Texoma Shore' | TODAY - Duration: 2:17.

For more infomation >> Blake Shelton On 'The Voice' And His New Album, 'Texoma Shore' | TODAY - Duration: 2:17.

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PLAYMOBIL® THE SPECTRE (Alan Walker Song) - Halloween Special Film (Stop Motion HD) | Kili Film® - Duration: 2:53.

♫ Hello, hello ♫

♫ Can you hear me ♫

♫ As I scream your name ♫

♫ Hello, hello ♫

♫ Do you need me ♫

♫ Before I fade away ♫

♫ Is this a place that I call home ♫

♫ To find what I've become ♫

♫ Walk along the path unknown ♫

♫ We live, we love, we lie ♫

So dear local community!

As you know, if you pay a high contribution to the church, their sins are forgiven!

Always this shutter!

Happy Halloween!

Thumbs up for this effort! ;)

Subscribe to miss no video!

For more infomation >> PLAYMOBIL® THE SPECTRE (Alan Walker Song) - Halloween Special Film (Stop Motion HD) | Kili Film® - Duration: 2:53.

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My thoughts on this LGBT Community - Duration: 5:53.

For more infomation >> My thoughts on this LGBT Community - Duration: 5:53.

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Mom doesn't love you - Duration: 0:09.

For more infomation >> Mom doesn't love you - Duration: 0:09.

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Game UX Summit '17 | Bryce Johnson Xbox | What Accessibility Features Are Best for Your Game? - Duration: 39:32.

(applause)

- Good morning everybody.

As I've said I'm Bryce Johnson,

and I am a designer on the Xbox design team,

and I'm also design lead on the Gaming For Everyone team,

which is a team that we have at Xbox

devoted to diversity and inclusion.

I've spent the last few years devoted to

intentionally including gamers with disabilities

into the products that we make.

And today I'm gonna go over--

I'm gonna fly over some principles

of Microsoft inclusive design,

and then I'm gonna dive into some specifics

about how to make certain games better accessible.

But first I'm gonna start with a story,

and I'm gonna have to read this one,

it's a little bit long.

Many of us are enamored with the ides of Todd Rose

from his book The End of Average.

This is one of the stories from the book.

In the 1940s, the US Air Force had a major problem.

It's pilots could not keep control of their planes.

At it's worst point,

17 pilots crashed in a single day.

The military blamed the men citing pilot error

as the most common reason in the crash reports

which seemed reasonable since

the planes themselves seldom malfunctioned.

The pilots didn't understand it either though.

The only thing they knew for sure,

it wasn't their piloting skills

that was the cause of the problem.

If it wasn't a human or mechanical error, what was it?

The first cockpit was designed by engineers,

and they measured the physical dimensions

of hundreds of male pilots.

And they used this data to standardize

the dimension of the cockpit,

the size and shape of the seat,

the distance to the pedals and the stick,

and the height of the windshield and

even the shape of the flight helmets

were all built to conform to

the average dimensions of a pilot.

So the military hired a scientist

to measure 4,000 pilots.

And he calculated the average physical dimensions

believed to be the most relevant to design,

including height, chest, sleeve length,

and then these formed the dimension of the average pilot.

And then next that scientist compared

all of the pilots to this average.

And the consensus among the Air Force researches

was that most of these pilots

would fall within this average range.

And they were stunned when they tabulated

how many fit into this average range.

Zero.

No pilots fit within this average range.

There is no such thing as an average pilot.

If you've designed a cockpit for the average pilot,

you've literally designed this to fit no one.

So we take a lot of inspiration from that story.

And across Microsoft we're embracing inclusive design

to fulfill our mission of empowering every person

in every organization on the planet to achieve more.

And that's a tall order, and we take it very seriously.

Every person, we take that extremely seriously.

So we approach inclusive design at Microsoft

starting from these three principles.

Recognize exclusion.

Exclusion happens when we solve problems

using our own biases.

As Microsoft designers,

we seek out those exclusions and use them

as opportunities to create new ideas and inclusive designs.

Learn from diversity.

Human beings are the real experts in adapting to diversity.

Inclusive design puts people at the start

from the very beginning and those

fresh diverse perspectives are the key to true insight.

Solve for one, extent to many.

Everyone has abilities and limits to those abilities.

Designing for people with permanent disabilities

actually results in designs

that will benefit people universally.

Constraints are a beautiful thing.

So all of these principles are in place

to remind us of an old axiom,

you are not the user.

But when I talk with other designers across Microsoft,

it's fairly tricky because I think

a lot of us in this room are the user.

And I know all my coworkers,

like we all work on the Xbox like all week long,

and then we go home and we play it all night long.

So I can't really go to my coworkers

and tell them that you're not the user.

My coworkers and my colleagues are our whales.

They are our customers.

But we need to recognize our own biases

to understand that we're not the only customer.

So one of the tools that we use in

solve for one extend to many is the persona spectrum.

So I said before you know we intentionally design

for someone with a permanent condition,

like one arm,

and then we see benefit with people

who might have a temporary condition like an arm injury.

And then we think about situational benefits.

Like holding a baby.

Or if you're Miyamoto, eating a hamburger.

So when we take this into account we see a lot more reach,

and this is why it's important for us to solve

for those permanent conditions.

Because it's like a reverse funnel, right?

It goes out.

So when we discuss making things accessible,

a lot of the times you'll hear us

talk about like removing barriers.

And friction can be a barrier.

Friction slows things down and makes us work harder,

and UI design friction is the opposite of effortless,

it is the opposite of intuitive.

And when we work on the Xbox One OS

we're very focused on removing friction.

I have this little Minecraft guy here.

Think of him as a mime, he's like in a glass box,

for barrier. (laughs)

But friction can also be good.

Here are some photos by Phil Toledano,

and you may have come across these as I did,

in Jane McGonigal's TED Talk gaming can make a better world.

And as she says in her talk,

if you're not a gamer you might miss

some of the nuance in these photos.

You probably see a sense of urgency,

a little bit of fear, but intense concentration,

and a deep deep focus on

tackling a really difficult problem.

These are the faces of people who against all odds

are on a verge of an epic win.

Challenge is why we play games.

Games are the combination of assonance and dissonance,

conflict and resolution.

They are cycles of tension and release.

Great games don't remove friction,

they have the best possible friction

in just the right places.

So I ask people to strive for challenge and inclusion.

I want barriers to be ergonomic.

I want them to adapt,

and I'm asking for the friction that fits.

Here's another sign we have on campus.

And this is sort of the last bit

when we think about inclusive design,

is that when we think about inclusive design at Microsoft,

we're not trying to design for all of us.

We aspire to design for each of us.

And that's a subtle difference,

but the difference is is that

digital experiences don't need to be fixed.

They don't.

They can be fluid and they can be mold and bend

and be custom fit to every user.

So I'm not suggesting that games

need to be always universally accessible,

except maybe Minecraft,

I will totally suggest it to Minecraft

that they need to be universally accessible.

I hope that we can create a variety of experiences

that like suit a lot of people's tastes and every ability.

So I probably told you just enough about

Microsoft inclusive design that you may be intrigued,

and possibly confused.

But if you want to find out more,

I encourage you to check out the website or come talk to me,

but now I'm gonna drill into some things that are specific.

People always ask me,

"What should I do to make my game accessible?"

And I give them the most cliched designer answer ever,

"It depends."

So who in here by show of hands or whatever,

who likes tangible guidance, anyone?

Some people like tangible guidance, wow.

But not a lot of people like tangible guidance.

Who hates being told what to design, or how to design?

Yeah, okay.

Did any of you like do both?

Because that's like my whole entire world,

is like people want tangible guidance,

but they hate me telling them what to do.

Which is fine, I get it, I totally understand that.

So this advice I'm going to give is my two cents,

but I stand by it.

But I also encourage everybody to go look at

Includification by Able Gamers

and the Game Accessibility Guidelines.

These are great resources and

they have a lot of information in there.

So we're going to go through these five genres and

look at some impactful ways to make them more accessible.

So gonna start off slow, gonna start off easy.

This what Toronto was like when

I was a kid and I lived here.

We had fall, you guys don't have fall anymore. (laughs)

In more ways than ever, games and software are converging.

I mostly work on software.

Games inherit the expectations that people have

of what an accessible software experience is

as they get more like software.

And there are many best practices for software accessibility

and it's important to follow them.

Things like structured headings, landmarks,

contrast ratios for text, well-formed lists,

and proper grouping of elements.

You probably don't need to reinvent the wheel here,

but it doesn't mean that you should

sterilize your interfaces either.

I mean gamers with disabilities like personality too.

So blind people use--

Hi Steve. (laughs)

Blind people use a technology called screen readers.

It's an assistive technology, and it reads the screen.

So what I'm gonna show you here is a mock up

of how Solitaire could be optimized for screen reader users.

Oops, gonna go back.

- [Screen Reader] Tableau column one, six of clubs.

One of one, right arrow.

Tableau column two, four of spades, one of two.

Right arrow.

Tableau column three, queen of spades, one of three.

- Notice how I'm using the keyboard and not the mouse?

- [Screen Reader] Right arrow.

Tableau column four, seven of spades, one of four.

Right arrow, tableau column five,

ace of spades, one of five.

Space, ace of spades selected.

Up arrow, empty, foundation two of four.

Left arrow, empty, foundation one of four.

Enter, ace of spaces, foundation one of four.

Left arrow, deck.

Space, four of diamonds in the waste pile.

Enter, jack of diamonds in the waste pile.

Right arrow, waste pile, jack of diamonds.

Space, jack of diamonds selected, down arrow, right arrow.

Tableau column three, queen of spades.

One of three, enter.

Tableau column three, jack of diamonds, one of four.

- So when you're blind,

you have to use landmarks and you have to--

There's no wayfinding, right?

Like you have to basically tell people

what the structure of things are

so they can get a mental model of what the interface is.

And they use their memory a lot

to basically remember where things are.

I think that this video is an okay start.

This is what I show the Solitaire team.

But there's definitely a lot of

opportunities to go above and beyond.

I think that if we use distinctive sound design

that enhances the oral experience for everyone,

we could really make some benefits here.

One of the things that I think about

is that when a card flips over,

could the sound denote how many cards are left in the pile

to give you that sort of sonic affordance

of what you have left in the pile because you can't see it?

So now I'm gonna show you another video,

which was savagely-edit for time.

And this is me playing Solitaire

using Windows Speech Recognition.

You shouldn't assume that people who play card games

are going to use either touch or a mouse.

In the previous video I used keyboard to play Solitaire.

So it's important to not make that kind of assumption.

And even though I'm gonna use Windows Speech Recognition,

I'll be using my voice to basically simulate a pointer,

but that's how that kind of works.

Mouse grid.

Five.

Mark.

Five.

Six.

Click.

Mouse grid.

Five three mark.

Four two click.

It's savagely edited because it takes so long

for the card to go across the screen.

Mouse grid.

One click.

Mouse grid.

One six double click.

Mouse grid.

One click.

Mouse grid, one six double click.

So there's a couple accelerators that I showed there.

The double click accelerator.

So I double click and basically

puts the card in the right spot.

It's really important to add those in.

You know I know that like this

metaphor of dragging cards around

is something that I think we all kind of enjoy and like,

but it can sometimes be really overly taxing.

So I would encourage people to put in those

like accelerators that give people a chance

to like basically do the right thing more quickly.

So this is a mock up of Solitaire in the large print theme,

but I've modified it in a sense.

And what I've done is I've taken a lot of inspiration

from card decks for the elderly.

So the surface that the cards are on

has been darkened from the norm

so that the cards can pop out more.

And then the colors that are used for suit

further distinguish the suit.

And you'll often here guidance accessibility guidance

to not use color as a differentiator,

but the thing is is you shouldn't

use color as the only differentiator.

You can use color. (laughs)

Just make sure it's not the only differentiator.

In this case it actually helps people.

And the highlight focus, is it still pulsing there?

Is a little bit stronger than it is normally,

so I would encourage people to think about

things like movement as a way to

increase the perceivability of a UI.

So card games.

Alex said the other night, card games are UI.

That's totally true.

There are many best practices for software accessibility.

You should follow them.

Support screen readers,

and the blind need to be able to play without a mouse on PC.

Make sure that you have shortcuts

and accelerators for card movements.

Sometimes click and drag is not

possible or is overly taxing.

And use multiple visual treatments,

color, shape, weight, movement,

clearly and distinctly to make

your elements more perceivable.

So now we're gonna move into fighting games.

This is my friend Sightless Combat.

And he is a pretty amazing Killer Instinct player.

He is also totally blind.

He can play because the sound designers of Killer Instinct

wanted a clean mix where character had distinctive,

unique sounds that convey giving,

receiving and blocking damage.

There are also sounds in the game

that are optional for the HUD elements,

so that he understands the UI.

So he's showing Melody here,

he's trying to teach Melody here how to hear the sounds.

I've known him for years, I still can't hear the sounds.

I even know the sound designer, I don't get it. (laughs)

So he's playing against someone in this video,

he is totally blind.

Yeah, he's amazing.

So Zach Quarles, he's the sound designer for Killer Instinct

goes into a huge amount of detail on the

oral design of Killer Instinct,

and you can find out more in this

Gamasutra article that he recently published.

The one miss that Zach points out that's

for all the great sound design that's in Killer Instinct,

the game menus are not voiced out,

and that is a huge barrier.

When Sightless plays Killer Instinct,

he memorizes the menus.

Like he basically has someone sit there and

tell him what the menus are and he memorizes them,

and then he counts clicks.

So he knows the menus of Killer Instinct

down to the very bottom,

like just knows them off by heart.

So this is Wheels.

Wheels is a gamer with mobility disabilities

who has qualified for two Killer Instinct World Cups.

He has a bright competitive

fighting game career ahead of him.

And I asked him what features he wanted in Killer Instinct,

and what he told me is that

in-game controller remapping is good,

but he wishes that he could treat the right stick

as a dpad and then map buttons to it.

That's really frickin' cool.

Like what is button mashing when there's no buttons?

Like how do you thumb stick mash, you know?

And it's such a really interesting idea

that I think goes beyond what he needs

that could make this game so much

different and better for everybody.

And this isn't the first time I've heard this idea,

but it's really nice to have it

reinforced by multiple people.

So for fighting games,

I'm gonna ask you to follow Zach's advice.

And consider narrating your menus.

We have published an API at Xbox

about how you can use the speech synthesis API

to voice out your menus of your game.

We still need to be better about the documentation of that,

but we're working on it.

And in your game,

offer a plethora of controller remapping options.

You can't offer too many. (laughs)

Okay next up, shooters, Gears of War.

There is going to be blood. (laughs)

(guns firing)

(chainsaw revving)

- [Woman] Yes, that was satisfying!

So Sightless plays more than Killer Instinct.

He also played through the Gears of War 4 campaign,

and he did this through co-op,

and he found people to help him

go through this campaign using Looking for Group.

Played through the whole campaign,

and he needed someone to help him

get through the parts that weren't available to him.

And this is what he had to say about it.

"One advantage to co-op is the

"simple sharing of the experience.

"When I beat the Gears 4 campaign,

"the first thing that happened

"was myself and my partner congratulated each other

"and discussed the plot details that I could not pick up

"due to the lack of explanation or

"in-game feedback to indicate what was happening."

So co-op is this super powerful enabler.

And I think we're just really starting to realize

what we can do in co-op experiences

to bring people into gaming that might not

have thought gaming was for them.

We're just kind of early in this.

Your game franchises exist and extend beyond the game.

Another thing that we found with Gears,

another mistake that I guess we made,

was that the website was inaccessible,

and it's a pretty big deal.

When you're telling people to go to

this website to collect loot and

trade cards and do stuff like that,

the community has little patience

for your website being inaccessible, right?

I mean web accessibility is a pretty mature field.

There's lots of information on it,

and when we unintentionally exclude

people with disabilities from our website,

it just leaves a sour taste in a lot of our mouths.

So cover based shooters.

I'm not gonna steal anyone's thunder.

But the first thing that you should do

if you're making a cover based shooter

is study the work that Alex Amelia

and Josh did with Uncharted 4.

It's wonderful.

Next you should explore extending co-op options.

Coplay can enable people who might not

be able to play your title on their own.

And then make sure your websites are accessible, period,

but especially if they extend your game.

I love RTS games,

but honestly I had a really hard time coming up with

priorities for making them accessible.

So I asked some people in the community,

and I got a pretty decent list.

A lot of good stuff in there.

I got advice about managing cognitive load,

perceivability and readability of the HUD elements.

Play speed and skills levels, lots of good ideas.

So what I will say for real-time strategy is

adjustable speeds is a huge deal.

You should absolutely do it in single player,

and I think there's a ton of opportunity

for us to do it in multiplayer.

And I know that that would require some

extra sort of special love when it comes to match making,

but on the platform side at Xbox,

this is what we intended things like

clubs and Looking for Group to be about.

When we built those features,

we wanted people to be able to like say,

I'm looking for someone who can play like this.

And just like Sightless used LFG

to like find people to play Gears with him,

we're hoping that people will do that more.

So use clear simple controls.

Imagine someone playing your RTS with just a mouse.

Include a wide range of difficulty modes.

And make those extend beyond what you think is reasonable.

I'm sure that you have a good idea

of what easy normal hard is.

Go further.

Happy Forza 7 launch!

All my examples are from Forza 6.

(audience laughs)

In this video I have a split view,

and I'm showing two different types of weather,

and I'm doing this to show you the readability of the text

and how it can be tied to the environment that it's in.

As this video progresses,

I'm gonna start to stack vision limitations on top of it,

and so you can see what happens.

So at first I'm gonna start with reduced contrast.

Probably might not have even noticed that.

All of us will lose the ability

to perceive contrast as we get older.

It happens to everyone.

So you can kind of see how one side

is a little bit easier to read that the other.

Just rain versus sun.

So now I've made it a little blurry,

I've decreased the visual acuity, not by a lot.

I mean honestly if I was sitting up top

and wasn't wearing my glasses,

this is what it would look like to me.

I'm not wearing my glasses now, but,

if I wasn't wearing my glasses.

So you can see that it's really

very difficult to read a lot of

these elements on the screen now.

So now I've added some cataracts.

Cataracts is really interesting.

We all talk about how important it is

to make our games accessible for people who are colorblind.

And it is, please do.

There are twice as many Americans that have cataracts

as there are who are colorblind.

Cataracts is again, it's part of getting old.

And it happens.

So I would encourage you to think about

how you can make your text elements

of your UI more perceivable.

So yesterday Scott said that great graphics

are the price of entry to triple A gaming.

So here's an unaltered screenshot from Forza 6.

I know it's kind of unfair that I'm gonna use it still,

but I am, so.

What I've done is I've taken this screenshot

and I've made some adjustments based off

the feedback of a Forza fan who has low vision.

Low vision for those who don't know

is a visual acuity worse than 20-80

that cannot be corrected by glasses.

There are more than six people--

For every blind person in the world,

there are six people who are low vision.

So my friend asked me to tone down

the visual elements that could be distracting

while keeping emphasis on the ones

that he needs to play the game,

things like the lines in the road

and the guide and the other cars.

It's not that he doesn't want the other graphics,

he just needs like a better proportion

of what he can see and what he needs to play the game.

So I also thickened the type and all the HUDs,

and I put extra flags behind them

to give them more of a solid background.

The other aspect that my friend

really wanted to be high contrast,

and it might be a little hard to see here,

but the little map here has been made very high contrast.

There is no transparency to it at all, it is opaque,

and it is something that he can use

to find out where the other cars are.

So ideally all of these things should be user preference,

and it's a way that you know,

'cause not everyone is gonna want every one of these things.

But again I think it's really important to remember that

it's not that people with low vision

don't want beautiful graphics,

they just need a little bit extra

to make sure that they can see the game

and perceive it in the way that they can play it.

So I found that people with mobility limitations

really love driving games.

And this is me actually playing Forza 6 with my feet.

I've got a custom controller here.

That Rockband pedal is like accelerate,

it's just full on or off, it's not analog at all,

it's just on or off, 'cause it's a Rockband pedal.

And I'm steering with my knees.

There's two buttons that I'm steering with my knees.

When we put together driving games,

it's really important that we kind of

enable this kind of casual-ish play, right?

There's a lot of people that just want to play driving games

and if we have to sort of complex

controller dexterity gymnastics to progress in a game,

we're gonna be excluding a lot of people from playing this.

So, driving games.

People want awesome graphical fidelity

with options for tuning perceivability,

primarily the HUD, track and driving guides.

Allow for simple driving controls and controller remapping.

Don't force someone to get good

to progress or they'll get gone.

Ideally offer a variety of driving assist

and sensitivity options as well.

So I'm gonna wrap up here,

and what I want to basically tell people is

above all else it's very important to include

the community in your game design.

There's a saying in the disability community

that's nothing about us without us,

so I really urge you all to like go out,

engage the community,

and find out what they need from your game,

and I promise you that it'll make

innovative games that work better for everybody.

And that's it, that's me, thanks.

(applause)

All the resources are there.

You can find me on Twitter, on Xbox Live.

- Good morning. - Hey!

- [Man] Thank you very much, that was very interesting.

I'm Lucas, I work at Ubisoft Toronto.

I'm curious about how you show the

different options and modes in the game,

and if you have any philosophies or tips

for how to present it not just to players,

but also to designers and programmers.

Like do we talk about making a low vision mode,

or do we talk about making a high contrast mode?

Or do we talk about having a slider for like,

increased clarity or something like that?

- Yeah I mean that's a really good question,

and I mean sadly the answer is yes to all of it.

You know a lot of engineers and designers

don't want to be told exactly what to do,

so I put together these examples to

give people ideas and sort of

help them sort of understand where it is.

The one thing I want to say about simulations though,

I want to be really clear about simulations,

and it's something that's really

important to us in our practice.

We have a bunch of vision simulation goggles,

and we have like dexterity simulation devices,

all kinds of equipment out there

to simulate various impairment conditions.

We don't roleplay disability.

That is awful.

We use simulators to give people ideas,

we don't use them to validate decisions.

So yeah I mean the stuff that I made,

it's really just hacked together in

like Photoshop and stuff like that.

It's really not a big deal.

But it does give people a sense of

how people can experience their game.

But again it's not substitute for

actually going and talking to someone

and having someone sit there and tell you what it is.

With simulators I often like, I often tell people,

engineers that I work with,

they tend to really be into this--

I have to really drill hard on this notion of

like that it's not for validation,

because they're like oh if I put

these goggles on and it works fine for me,

I'm good to go.

And I'm like, no that's not it at all.

And I try to tell them this story where like,

where I say like I could put on

one of those pregnancy simulators you know,

and kind of like understand what

it's like sort of to have a big belly.

But that has nothing to do with being pregnant.

It's such a small sort of slice of what the experience is.

And that's the same thing with our simulators.

Does that answer your question?

- [Lucas] Yeah, in part.

I guess I'm curious whether you've found that

players for whom these features are designed

and for whom they're not designed

respond better if in the UI for example

it says low vision mode or if it says high contrast mode,

or if it's just a slider.

Or you know how you present it in such a way

that it's not necessarily,

this is explicitly accessibility or--

- Yeah, the community and we are kind of in this spot

where we don't necessarily know the right answer.

So I'll ask the community all the time.

I think about accessibility settings

as personalization settings.

I personally don't think there's any difference.

But the community likes to have--

There are certain aspects of people in the community

that like to have their own section.

They say, "I want an accessibility section,

"and I want those things in there to be familiar to me."

Which is completely understandable.

Like high contrast mode is something that

a lot of people with low vision

are gonna understand intrinsically what that is.

So it's a tough balance.

Again I mean I think we're all still working through this,

and it depends on who you talk to.

But we do kind of constantly kind of work on that balance.

- [Lucas] Thank you.

- [Man] Actually quite a few here.

Thanks for the talk.

I had a quick question about

your recommendations for competitive online games.

Because some of the accessibility options

that one could think of could also be seen as

an advantage to those who may not have a disability

or vision or hearing impairment or whatever.

How would you recommend dealing with that?

- Yeah, it's funny, I get this question a lot,

and I have a terrible answer because I'm super biased.

I don't care about cheating, you know?

If you're asking me personally,

if I'm going to enable someone to play this game

or enable a small group of people to cheat--

So this is totally my personal answer,

this is not an Xbox answer. (laughs)

Because this is me fighting like this notion of--

I mean I'm always going to want to include people,

and I've personally found,

and while I know that cheating is a big problem,

it's a hard problem to really quantify.

And I think we have a lot of cultural and sort of

inbed ideas about what cheating is.

And those things are hard for us

as an industry to get around.

Okay so not an answer that I think you wanted,

but I do know that like when FIFA put out two button mode,

the community basically everywhere decided,

the US of Disabled Gamers were like, this is amazing.

And then like they couldn't play

online with two button mode.

And if you ever watch the YouTube videos of like

really hardcore FIFA players playing in two button mode,

they hate it, it's not an advantage to them.

(laughs) It's a disadvantage.

Like they need that fidelity.

So yeah, I know that's not a good answer,

but it is sort of where I'm standing

in this place of like I'm for inclusion. (laughs)

- [Man] Right, thank you.

- [Woman] Good morning.

So my question is looking at gaming

moving forward to different platforms like AR and VR,

have you found that any of the tips

that you've shared today carry over to those new platforms?

And what does it look like to build

processes and tools to design for inclusivity

in these new gaming experiences?

- Yeah I mean I purposefully left out AR VR stuff

'cause I knew there were other talks on it.

And it's very tricky, obviously very new,

we're all learning a bunch of things.

I can tell you that there's some named Brian Van Buren

who he does a lot of great work on VR accessibility,

he's done a lot of really interesting stuff.

And it's just stuff like you know

when people expected you to be

so tall to be go reach an item,

and if you're sitting in a wheelchair,

you can't reach that item like, you're stuck, right?

So again I think there are things that we're learning.

Contrast is gonna be still important.

There are certain vision things.

We had a bunch of interns this summer.

They all had low vision, they were all young women,

they were just basically their first year of university.

And they came and talked to us

and they put on the VR goggles and it was

amazing how they played together

to kind of get around the limitations of VR.

What they did was one of them would wear the goggles,

and then the others would like go to

the monitor which was being displayed,

and they'd put their face like right up against it.

And so like one of them would act as the navigator

for the person wearing the goggles.

And so again that's why I'm so into this idea of coplay

as a way to like basically make these games better,

because I see people like using

these things all the time to get around it.

I mean things that we do in UI

to make things accessible for people with like low vision,

like zooming interfaces and high contrast?

It's very possible that doing those

things in AR or VR could make people sick.

So you know it's very tricky, we're still learning.

- [Woman] Thank you.

- [Man] Hello.

So regarding first encounters of games,

especially on first experiences,

you haven't yet gotten to the options

where you can pick these accessibility options.

Now how would you approach that challenge?

Because a lot of times a lot of the cool information,

a lot of new information is presented there.

But if a lot of that is not available to players

who can't you know perceive it properly,

or perceive it the way the designer intended,

that's a challenge.

I think you answered some of it earlier by saying

sometimes it's about putting the options

in places that are familiar to people,

but I wonder how you deal with that?

- So are you talking about the beginning of a game?

- [Man] Yeah first encounters,

specifically on very first experiences,

before you even get to the options

where you can make these accessibility choices.

- I mean I have to tell you like on the OS,

we put those options at the very first place we can.

And I mean if you talk with the deaf community,

they want closed captions turned on in cutscenes by default.

Like all these assistive technologies

aren't necessarily going to harm

the experience for other people,

so turning some of them on like

by default is not a horrible idea.

But again I think like that's up to everyone

in how to work out what their intention is with the game

and what they're trying to convey.

But I mean I personally,

I think you should put the options up front.

- [Man] Thank you.

Thanks, I think that's everybody.

Thank you. (applause)

For more infomation >> Game UX Summit '17 | Bryce Johnson Xbox | What Accessibility Features Are Best for Your Game? - Duration: 39:32.

-------------------------------------------

How Old is Master Roshi - Duration: 3:49.

Master Roshi has been alive since before Dragon Ball even started.

He looks like he is in his 70s or 80s but in fact he's much older than that.

He so old that he even trained grandpa Gohan (who is the man that took care of Goku on

earth just in case you didn't know) and the Ox King who is Chi-Chi's father.

It seems like he's been alive forever, but how old is Master Roshi?

That's what we're gonna talk about today.

Hey how's it going my name is Raf and welcome to Dragon Ball code.

Today we are going to talk about how old is really Master Roshi.

Because even though time passes he always looks the same.

So let's start doing the math.

Master Roshi was born in Age 430 which is a long time ago in the Dragon Ball universe.

Time passed and he starts training in martial arts.

More years keep passing and in age 658 grandpa Gohan was born.

So by this time he was already 228 years old and Grandpa Gohan was just a baby.

Just a little few more years pass and he competes in age 710 in the world martial arts tournament

number 13.

By now he's like 280 years old and he wins the tournament.

Then 26 more years pass and Goku is finally born but he's not even on earth yet.

So Dragon Ball as we know it hasn't even started and he's already 306.

Time keeps passing and Dragon Ball finally starts in the age 749 and Master Roshi meets

Goku.

From here all the events from Dragon Ball occur and we fast forward to age 761 which

is when Dragonball Z starts.

In age 762 Vegeta and Nappa arrive on earth.

Time keeps moving then Goku goes to Namek, they fight Frieza and in age 764 future trunks

arrives.

At this point Master Roshi is 334 years old… that's crazy.

Then androids arrive in 767 and the whole saga with the androids and Cell happens.

The fighters take a break for a few years and finally in age 774 Majin Buu appears and

he is defeated.

By now he is 344 years old.

And it doesn't stop there I know it's a lot of numbers and but we're getting there.

Then Beerus come to earth looking for a ssj god just 4 years after that.

And in age 779 Frieza is resurrected, the tournament between universe 6 and 7 takes

place, the whole arc with Zamasu and Goku Black happens and the Tournament of Power

also takes place.

Which is where they were at the moment in the anime when I made this video.

Then by the end of Dragon Ball Z in age 784 Master Roshi is 354 Years old.

And you can leave it here if you don't consider GT canon.

But if you do or are curious about how old he was at the end of GT, keep watching.

In the original Japanese anime Dragon Ball GT takes place in five years after the end

of dragon ball Z.

That is age 789.

And just one year later Goku defeats Omega Shenron and he goes to say good bye to Master

Roshi and Krillin.

This is the last time we see master Roshi and then we fast forward 100 years and we

see Goku Junior and Vegeta Junior fighting in the tournament.

Pan is an old lady by now, so everyone else that we knew has passed away, but even though

that they don't show master Roshi again I think that during this he was still alive

and well.

So if I'm correct by the end of Dragonball GT Master Roshi would've been 460 years old.

And there you have it feel free to correct me if I made a mistake and if you like this

video please like and if you like Dragon Ball content make sure to subscribe and hit the

bell icon so you can get notifications whenever I post a new video.

Thanks for watching and I'll see you later.

For more infomation >> How Old is Master Roshi - Duration: 3:49.

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How to Use the U-verse TV Total Home DVR | AT&T U-verse - Duration: 2:51.

You're in control with Total Home DVR from AT&T.

With Total Home DVR,

you can record up to four shows at once on a single DVR

and play back your shows from any room in your home.

Pause or record a show in one room,

and pick it up in another and much more.

New AT&T Fiber customers get six high-definition streams

with the 1TB PACE DVR.

To pause or rewind live TV from any receiver,

simply press "PAUSE" or "REWIND".

You can pause live TV for up to 60 minutes.

Press "PLAY", to restart your program.

You even have the ability to record a full show

if you've been tuned to the channel

and press "RECORD" at anytime within a 60-minute window.

To begin recording a program you're watching

from any receiver,

just press "RECORD" on your U-verse TV remote control.

The red RECORD light on your receiver remains lit

until recording stops at the end of the program.

Press "STOP" at anytime to end the recording.

Want to schedule a program recroding or series recording

from your U-verse TV program guide?

Press "GUIDE", then scroll up or down to the program

you want to record.

You can use the Page Up and Page Down buttons

to jump a full page

or "FAST-FORWARD" to jump ahead 24 hours.

Press the RECORD button once to record a single show,

press it twice to record the whole series,

or press "RECORD" a third time to cancel the recording.

One red dot will appear to indicate a show set to record,

and three red dots appear to indicate a series

that's scheduled to record.

To edit your series settings, including series priority,

press "Recordings" or "Recorded TV", depending on your remote.

Scroll to "Series",

select the show you'd like to edit, and press OK.

Select "Change settings" to update the type

or add time to the beginning or end of the recording.

You can also search for a program or series

to record from any receiver.

Start by pressing "MENU" on your remote.

Scroll down to "Search" and press "OK".

You can press "Filters" to narrow your search

and even search by typing the title of the show.

When a show appears that you want to record,

press "Info" to choose

whether you want to record a single episode

or the entire series.

To watch a recorded program,

select "Recordings" or "Recorded TV"

to view a list of your recorded programming.

Highlight a show and press "OK" to view

the Program Info Screen, or press "PLAY" to watch.

You can watch a recorded program from any receiver,

not just the receiver where you started the recording.

And remember, you can always schedule your DVR recordings

from anywhere using the U-verse app.

Get more control of your TV with the U-verse Total Home DVR.

For more information on Total Home DVR,

go to att.com/uversetvsupport

and enter the keywords "DVR" or "U-verse app".

[♪AT&T jingle♪]

For more infomation >> How to Use the U-verse TV Total Home DVR | AT&T U-verse - Duration: 2:51.

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Is A Million Dollars Enough To Retire? How Much Money Do I Need To Retire - Duration: 3:43.

Can you retire on a million dollars? I mean, how much money really is that?

How far can that go? I'm Kris Krohn and today on Limitless TV, we're gonna explore

that question and find out what kind of retirement you're really gonna need to

live the life that you want.

A million dollars, a million dollars. Oh my gosh, I'm rolling in the money, rolling

in the money! A million dollars is not what it used to be, right? It's like, oh my

gosh, I want to win the lottery if I had a million dollars, what could I do?

Just pause and think about it for a moment, call your financial planner up if you

have one and say, I got a million dollars, what are my options?

and you know what he's gonna say, hmm we should put that in an annuity, get it to

produce three or four percent a year. Okay what's three percent of a million

dollars? It's 30 grand. What is that? Like less than three thousand dollars a month?

That's like 2,500 a month. Can you retire on 2,500 a month? No you can't retire on

2,500 a month, you're a millionaire, what are you doing with $2,500 a month?

You know what you do instead? Now you take that $2,500 a month and you have to pull

off some of the principal, pull five grand out every month, five grand out

every month because now I got 75 hundred I'm feeling pretty good except a few

years later, guess what you've done. You've been eroding your wealth as if

you can plan your d-day, death day. So there's got to be a different

alternative and that's what we're here to talk about and let me kick it off

with this idea first. A million dollars is not what it used to be but a million

dollars sitting in real estate even just paid off,

I could buy six paid off homes producing $1,200 a month each, I'd be sitting over

$7,000 a month an income, it's 85,000 dollars a year, it's not quite six

figures but guess what? I'm crushing it compared to the financial markets.

Now that's just the basic concept, you want to know what you could really do with a

million dollars in real estate? That's what I'm gonna show you next.

So if a million dollars could buy you a bunch of paid off free and clear properties, guess

what a million could also do. It could buy you 20 to 25 leveraged properties

and those leveraged properties will probably have a cash flow, very similar

to the paid off homes but here's the difference,

if I buy 25 homes with twenty or forty thousand dollars of equity each,

then guess what those homes will do when I sell that next batch. It will have taken

my first million and I'll turn it into two million dollars, you'll have

doubled your investment. How sexy is that? That's what leverage in real estate does,

it's time to pay things off and be free and clear when you have enough money to

produce the residual income that you want and that's really what the math

comes down to. Million dollars is not enough to retire on in the financial

markets. A million dollars in real estate can get you pretty close to a six-figure

income on paid off free and clear property and a million dollars is

certainly enough to catapult into your next million super-easy through

leveraged real estate. Bottom line is, when you can scroll it all up and bundle

it and wrap it into paid off property with enough residual income that meets

your liking for today and what your lifestyle needs will be a decade or two

from now, that's when you're ready to retire and that's how you do it.

I love helping create millionaires and keep on watching these videos and subscribe

because if you're seriously committed to your financial future, we're definitely

going to drop some nuggets on you, both in the mindset and the real estate

that's gonna help you get there.

For more infomation >> Is A Million Dollars Enough To Retire? How Much Money Do I Need To Retire - Duration: 3:43.

-------------------------------------------

Hair 911, FTW - Duration: 1:22.

- Welcome to "For The Win," a show

to help stop whatever life throws your way,

like when you think you can master an at-home haircut.

Stay calm.

We've all been there.

We get a touch too confident after reading some

DIY hair article, and next thing we know...

Sit down, treat yourself to some ice cream,

and remind yourself that there's

still good left in this world.

Feel better? Good.

Let's do this. First, wash that

bad bang nightmare down the drain.

It happened. It's over.

We move on.

Time to clean, condition, and strengthen.

We need you at max moisture and shine.

Okay, your volume is now incredible.

But even those wizards at Pantene

can't grow bangs in a bottle.

What next?

Well, at least Garnier hairspray

took care of those flyaways.

Next, let's try pinning 'em back with a bobby pin.

It'll help those forehead feathers blend in

with the rest of your shiny, voluminous hair.

And you know, have some scarves and hats on hand

for the days your hair just won't cooperate.

Last option, diversion.

No one will be wondering about your new hairstyle

when you're rocking a flawless bold lip.

Own it. You look great.

Hair grows back, eventually.

And who knows?

You might even start a hot new trend.

And that's how to tackle a hair emergency

for the win.

Tap the link on the right to get the goods at Target.com.

And hit subscribe so you never miss

an episode of "For The Win."

Thanks for watching.

For more infomation >> Hair 911, FTW - Duration: 1:22.

-------------------------------------------

Finding Inner Peace And Happiness Inner Peace How To Achive Peace Of Mind - Duration: 6:43.

Finding Inner Peace And Happiness Inner Peace How To Achive Peace Of Mind

Finding Inner Peace And Happiness Inner Peace How To Achive Peace Of Mind

Finding Inner Peace And Happiness Inner Peace How To Achive Peace Of Mind

Finding Inner Peace And Happiness Inner Peace How To Achive Peace Of Mind

Finding Inner Peace And Happiness Inner Peace How To Achive Peace Of Mind

For more infomation >> Finding Inner Peace And Happiness Inner Peace How To Achive Peace Of Mind - Duration: 6:43.

-------------------------------------------

Shania Twain On How To Do Her Signature Dance Moves And Her New Album "Now" | Megyn Kelly TODAY - Duration: 10:05.

For more infomation >> Shania Twain On How To Do Her Signature Dance Moves And Her New Album "Now" | Megyn Kelly TODAY - Duration: 10:05.

-------------------------------------------

Halloween 'Trick Or Trivia' Quiz For 3 Audience Members | Megyn Kelly TODAY - Duration: 4:56.

For more infomation >> Halloween 'Trick Or Trivia' Quiz For 3 Audience Members | Megyn Kelly TODAY - Duration: 4:56.

-------------------------------------------

👟 Salsa Footwork Tutorial ★Beginners★ TAP 1 (Mambo Taps) ★ On1 & On2 (♫) | #MBCfootwork - Duration: 7:19.

We will learn and practice on1, on2, slow and fast.

The move on1 and on2 is the same -

Be sure to practice both.

Let's go, basic on1, slow...

Stay for the master tip.

I hope you enjoyed this video and found it helpful.

and if you did give it a thumbs up, subscribe for more,

and join the notification squad.

You'll have new videos every Tuesday and Saturday.

Also, let me know in the comments below what other kinds of videos you want me to do for you.

I respond to all comments, try me!

and remember: Practice isn't the thing you do once you're good.

It is the thing you do that makes you good.

So make sure to go back and practice again or continue to the next video in the playlist.

Links in the description below, or above.

And to find out more what you have here on this channel, I created a short video for

you explaining everything.

And if you're wondering why I'm doing all this.

For you, for free, ALWAYS for free.

Check out my story...

Master tip of the day:

move your arms opposite to your legs.

For more infomation >> 👟 Salsa Footwork Tutorial ★Beginners★ TAP 1 (Mambo Taps) ★ On1 & On2 (♫) | #MBCfootwork - Duration: 7:19.

-------------------------------------------

Did You Know: Meet Joe Sellers - Duration: 1:07.

Hi my name is Joe Sellers I'm a beef program specialist for Iowa State

University Extension and Outreach that's As a beef specialist I work with adult

producers mostly. I work in about 17 counties and we work on rations, on

grazing management plans, on beef breeding plans, economic decision-making.

We do a lot of different things and I also work with youth in the summer on

carcass shows for youth programs. Well one thing I think we are, in the beef

industry especially, there's not quite as many private service providers so we

really we can fill a void that some people don't have the opportunity to get

service on the rations or on genetic decisions or on grazing management. So we

fill a void that might be not true in some of the other disciplines. Well it's

been a great career to work with producers and work with people one on

one. And we have a lot of good opportunities to have both big meetings

but also individual assistance to people and so really the interaction with

people is the main thing so but whether it's staff or producers or other agency

people or agribusiness it's been a great relationship.

For more infomation >> Did You Know: Meet Joe Sellers - Duration: 1:07.

-------------------------------------------

🍓 Strawberry Lollipops Finger Family - Duration: 1:37.

Daddy finger, daddy finger,

where are you?

Here I am, here I am.

How do you do?

Mommy finger, Mommy finger,

where are you?

Here I am, here I am.

How do you do?

Brother finger, Brother finger,

where are you?

Here I am, here I am.

How do you do?

Sister finger, Sister finger,

where are you?

Here I am, here I am.

How do you do?

Baby finger, Baby finger,

where are you?

Here I am, here I am.

How do you do?

Daddy finger, daddy finger, where are you?

Here I am, here I am.

How do you do?

Mommy finger, Mommy finger, where are you?

Here I am, here I am.

How do you do?

Brother finger, Brother finger, where are you?

Here I am, here I am.

How do you do?

Sister finger, Sister finger, where are you?

Here I am, here I am.

How do you do?

Baby finger, Baby finger, where are you?

Here I am, here I am.

How do you do?

For more infomation >> 🍓 Strawberry Lollipops Finger Family - Duration: 1:37.

-------------------------------------------

Does gravity affect time? - Duration: 0:35.

Does gravity affect time?

Speed is equal to distance over time.

Gravity increases the distance light travels as it curves space.

The speed of light is constant no matter where you are and no matter how fast you're going.

So, if the speed of light is fixed and the distance increases due to gravity then time

has to slow down to make sure the equation still balances.

The more gravity there is the more space is curved and the slower time moves.

For more infomation >> Does gravity affect time? - Duration: 0:35.

-------------------------------------------

DARK SOULS 3: Are You Afraid of the Dark? | LORE in a Minute! | Lords of Cinder | LORE - Duration: 1:43.

The First Flame was a mighty power that transformed a rare few into Lords.

These godlike beings, now harnessing the souls of lords, challenged the everlasting dragons

for dominion over the world.

Together, with the help of a betrayer, the Lords defeated the dragons and ushered in

the Age of Fire, an era ruled by these champions.

Though sadly, the fire cannot burn forever.

With the fire fading, and a dark age nigh, Gwyn, Lord of Sunlight, sacrificed himself

by linking his soul to the First Flame, and with that, he perpetuated the Age of Fire

and became the first Lord of Cinder.

Eons have passed, and the First Flame has been linked countless times by worthy souls,

but the Age of Fire is once again quickly fading.

A bell tolls awakening previous Lords of Cinder

so that they may re-enact the sacrifice of Lord Gwyn.

Alas, only one willingly returns to his throne, the meek Ludleth of Courland.

The Abyss Watchers, an undead legion tainted by the Abyss they swore to contain

are locked in an internal conflict.

Yhorm the Giant withdraws to the profaned capital

overcome with grief and regret for failing to save his people.

Aldrich, Saint of the Deep and devourer of men, anticipates the coming dark with delight.

And Lothric, the prince destined to link the flame would rather see it fade into darkness.

You are the Ashen One, an undead who has failed to link the flame in a previous age.

Your duty is to return the five Lords of Cinder to their thrones and link the fire once more…

but this time without poise.

Praise the soup.

Have fun!

For more infomation >> DARK SOULS 3: Are You Afraid of the Dark? | LORE in a Minute! | Lords of Cinder | LORE - Duration: 1:43.

-------------------------------------------

Congratulations, You Win! - Duration: 0:11.

(Violent shaking and loud music is making you have seizures)

YoU wIn

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