Global Indoor Robots Market Insights Report 2019-2025: iRobot Corporation, Aethon, Ecovacs, Cobalt Robotics, SoftBank Robotics Group - Global Market News 24

Global Indoor Robots Market Insights Report 2019-2025: iRobot Corporation, Aethon, Ecovacs, Cobalt Robotics, SoftBank Robotics Group - Global Market News 24


Global Indoor Robots Market Insights Report 2019-2025: iRobot Corporation, Aethon, Ecovacs, Cobalt Robotics, SoftBank Robotics Group - Global Market News 24

Posted: 01 Sep 2019 11:54 PM PDT

The extant scientific "Indoor Robots Market" report ushers all the cardinal information very microscopically. The Indoor Robots market research report helps grab the attention of the clients through the fluency in providing information regarding the Indoor Robots market growth and share. The eloquent data representing the capital gains and losses on the global scale has been well analyzed and revealed. The empirical report has fine points conveying the market revenue, production gains, distribution players, development factors, and applications. The industrial dominant players iRobot Corporation, Aethon, Ecovacs, Cobalt Robotics, SoftBank Robotics Group, GeckoSystems International Corporation, InTouch Technologies, Simbe Robotics, Inc., NXT Robotics Corporation, Omron Adept Technologies, Savioke, Inc. provide evidence for the market's current status and fiscal year gains or losses. The clients can employ the information so as to simulate a similar growth in the current flourishing industry.

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All the client and other audiences can capture a mammoth of data from the at hand dossier so as to help them analyze and determine the Indoor Robots market products, applications, key manufacturers, and growth rate. The technical report demonstrates the market strengths and weakness through segmentations such as product type, industrial players, regional players, applications, end-users, and supplementary categories. The report presents a demand for individual segment in each region. It demonstrates various segments Medical Robot, Cleaning Robot, Entertainment Robot, Security & Surveillance Robot, Education and Research Robot, Personal Assistant Robot, Public Relation Robot and sub-segments Commercial, Residential of the global Indoor Robots market. The data after stringent analysis are brought to the attention of the clients on the XYZ portal waiting to extrapolate the crucial statistical Indoor Robots market research report data.

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The global Indoor Robots market dossier has gen exposed regarding the market sales value and sales volume, industry-specific risks, growth potential, opportunities, acquisitions, expansions, and other competitive developments. The regional players attributes standard of the product and overall market growth. The global Indoor Robots market report suggests that the market growth and development is based on several raison d'être such as growth drivers, revenue, applications, market seeking regions, and industrial players. The existing report can thus provide leave an impact on the brain of the readers using its gargantuan facts.

There are 15 Chapters to display the Global Indoor Robots market

Chapter 1, Definition, Specifications and Classification of Indoor Robots , Applications of Indoor Robots , Market Segment by Regions;
Chapter 2, Manufacturing Cost Structure, Raw Material and Suppliers, Manufacturing Process, Industry Chain Structure;
Chapter 3, Technical Data and Manufacturing Plants Analysis of Indoor Robots , Capacity and Commercial Production Date, Manufacturing Plants Distribution, R&D Status and Technology Source, Raw Materials Sources Analysis;
Chapter 4, Overall Market Analysis, Capacity Analysis (Company Segment), Sales Analysis (Company Segment), Sales Price Analysis (Company Segment);
Chapter 5 and 6, Regional Market Analysis that includes United States, China, Europe, Japan, Korea & Taiwan, Indoor Robots Segment Market Analysis (by Type);
Chapter 7 and 8, The Indoor Robots Segment Market Analysis (by Application) Major Manufacturers Analysis of Indoor Robots ;
Chapter 9, Market Trend Analysis, Regional Market Trend, Market Trend by Product Type Medical Robot, Cleaning Robot, Entertainment Robot, Security & Surveillance Robot, Education and Research Robot, Personal Assistant Robot, Public Relation Robot, Market Trend by Application Commercial, Residential;
Chapter 10, Regional Marketing Type Analysis, International Trade Type Analysis, Supply Chain Analysis;
Chapter 11, The Consumers Analysis of Global Indoor Robots ;
Chapter 12, Indoor Robots Research Findings and Conclusion, Appendix, methodology and data source;
Chapter 13, 14 and 15, Indoor Robots sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source.

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North Rockland School District Superintendent is Advancing Bold Educational Initiatives for 2019-2020 - Rockland County Times

Posted: 25 Sep 2019 09:00 PM PDT

By Barry Warner

School Superintendent Ileana Eckert of the North Rockland Central School District.

"It's been a busy summer because we have had a lot of retirements this year. We had to replace a lot of people and we have been busy hiring. We have been busy with summer camps and summer work. We are piloting new literacy initiatives and as times change being able to write and comprehend text, we are moving toward a new approach," Superintendent Ileana Eckert told the Rockland County Times. "Two of our schools, Haverstraw (K-2) and West Haverstraw (4-6), started with the Yale Institute emotional intelligence program to regulate students' feelings so they could learn and manage themselves in school better. Both schools have become leaders in that Yale Project and Stony Point Elementary will join this year as well. We live in a stressful society and we are seeing all the issues around mental health so anything we can do from Kindergarten up to show them we all have emotions but we have to regulate and be able to share what we are feeling with others. They are doing great work in those buildings. We used some of our Title grant money this summer to run a summer camp for some of our students with enrichment activities like kids going outside and planting crops. We worked with the Stony Point Conference Center with sustainable food sources and also with Cornell Cooperative with the farming. We also have done things like graphic design, added mindfulness into the program and drama with parents coming in to see the kids. The feedback from our own staff was so positive we increased the camp session to more students and to three weeks. Camp Adventure been a great thing we have done. Kids that are entering third grade and kids that are coming into sixth grade amounted to 325 students. We wanted to show at that level that learning can be fun. Kids can have choice of what area they want to go into, but it's done through fun activities and discovery activities and they are learning without knowing that they are learning. Camp Adventure has been extremely successful. Kids also had a field trip to the Museum of Natural History."

School Superintendent Ileana Eckert and Dr. Kris Felicello, Assistant Superintendent for Educational Services at the new teacher institute.

"We are introducing a lot of STEM activities to grades 4-6," Superintendent Eckert continued. "Kids are using their hands and minds to create, to code and anticipate problems and fix them before they become problems. Last year, we put in three Stem coordinator positions and the kids want to be in the STEM rooms building things, solving and creating things to convey the curriculum. The cool things about the STEM rooms are using recyclables and taking the bottles and hand towels to build amazing things as well as teaching kids about the responsibility of the environment and hat those items used can be recycled. At the age in grades 4-6, the kids have great imaginations and the stuff they come up with. They are learning coding skills with little robots and the drones, learning engineering applications so fruitful for the students in the future. The kids come to the STEM rooms during lunch and after school to the Makerspace areas. At the 4-6 level we are taking a look at our instructional practices of creative and fun experiences. We are moving up those experiences to Fieldstone, which received a national award as a 'School to Watch.' The principal is working with a group of tweens on becoming responsible persons and being good people and doing right by one another. We have consequences for kids who do not do the right thing, but we take a more restorative approach. At the high school we are going through, the middle states process to be accredited again. There have been numerous administrative appointments. At the high school, we have a courtyard area where the kids grew things in boxes and are harvesting produce. We are exploring whether it can be an elective and follow a sustainability type of curriculum and put together a recycling piece of being less wasteful. We have done a lot of work about 'character-ed' and citizenship. At the high school, we have done a lot of work based on the Academy of Finance model through the Academy Foundation because students have to do a six-week paid internship. We have an Academy of Engineering that we have developed on our own where kids are guided to take certain courses and come up with a summer project during their junior year, whether it is to take a college course in that area or to shadow a person in that area or to research a job in that area and come back to school and report on it. Once you pick an area you would like to pursue in college, we can target you or provide you with these opportunities. There is a pathway that provides the students with a strong background in that area and get into a college program of their choice. We continue to offer 31 college-level courses at the high school. I am very happy when I hear from parents that the student was able to graduate as a sophomore because of the number of courses that they had. With the cost of college, it is a great thing for parents to save tuition and the same for students who are able to save some time. It allows them to take a double major without staying an extra year or to get out a year earlier, so we are very proud of the work that the high school team has done providing those college opportunities. We still have the NJROTC, which draws in a number of students who have military ambitions and provides leadership opportunities. This summer we had so many students who went to the Navy or FBI leadership academies for a week. It has been an active summer and we are so proud of the work they do. We are heading into our second year with our full-day kindergarten and we think our kids are more ready for first grade. The other thing that is happening this year is that we qualified as a district for the Community Lunch Program for K-6. I am very happy because that means that every student will be able to receive a free lunch or breakfast regardless of the parents' incomes and it's a benefit to all parents in the community. Logistically all the students are eating breakfast at the same time whereas lunch periods are spread out. So you have to have 40 percent of direct eligibility by residents receiving some types of social service. Unfortunately, from grades 7-12, we are not at that 40 percent mark. We did a pilot program at Haverstraw and West Haverstraw where the breakfast was served in the classrooms. All of the trash was taken out of the classrooms after the kids finished eating."

"We have added 30 new teachers and had the marching band playing our fight song outside the administrative offices to welcome them," Superintendent Eckert said. "Our new teacher institute used to be one day, but there was so much information for the new teachers, so we increased the number of days. We did a scavenger hunt around the district to get them acclimated to their schools, their surroundings and their curriculum. We also used a whole day for teachers to know the new technologies to sign on and use for attendance, the student management system, grading, parent portal and My Learning Plan. We are a Google District too, so we use the Google classroom district platform for delivering instruction and IEP Direct. Last year we started this Leadership Council and we have topics, such as homework that we run by the kids and get their input. They all talked about having 3-4 hours of homework per night. These are kids who are on sports teams, getting home 7-8 o'clock at night, going to sleep at midnight and getting up early in the morning. Two boys a couple of years ago from Farley Elementary School started a petition about homework. We put together two committees of parents, students and staffs of elementary and secondary schools and listened to their concerns and everyone had their voices heard. We said that homework should be thoughtful and the time that the students were spending on homework should be more personalized and to get the students ready for the next class lesson. The homework should be reviewed the next day. We came up with a 'home learning policy' for homework where holidays should be home family time and limits should be put on weekend time."

"We are still working through our Energy Performance contract, which upgrades certain things in our buildings at no cost to our taxpayers," Superintendent Eckert concluded. "We will be doing some solar on some of our roofs and replacing the big boiler at the high school and we just renovated the science rooms at the annex of the high school. They were the originals from 1975 and they were showing their age. The teachers will be happy to come back to seven new rooms with all new furniture and equipment going in there. That's been our big project for the summer. Obviously, we are still working through our Smart Schools Bond and we are in Phase 2, which includes adding cameras to our buildings for added security and installing a new visitor management system."

*Assistant Superintendent for Educational Services Dr. Kris Felicello contributed to this article.

Valve Index Is Luxurious, But A Hassle - Kotaku

Posted: 01 Jul 2019 12:00 AM PDT

Image: Valve
SteamedSteamedSteamed is dedicated to all things in and around Valve's PC gaming service.

The other day, a talking robot ball was taunting me, saying I couldn't raise my arms and pump my fists like him. This, he proclaimed, was my ultimate failing, and I would forever marinate in my shame. I raised my own physical hand and slowly unfurled my real-life middle finger. My in-game finger shot up in righteous fury. "That's really rude," said the robot, "but technically not pumping your arms, so I'm fine with it."

For the past few days, I've been putting Valve's new $1,000 Index VR headset, and its finger-tracking controllers, through their paces. Index, which came out last Friday, is Valve's big second act on the virtual reality stage. Much like its last headset, a collaboration with HTC called Vive, Index is a room-scale VR setup that you connect to your PC. It boasts higher-resolution screens, a redesigned sound system with speakers that float over your ears, and cool new controllers that track each finger on your hands. The price of the complete Index package? $1,000, compared to the Vive's $500 and the Oculus Rift S's $400. (You can also buy the Index controllers separately for $280 and use them with your existing headset.) Index is the VR equivalent of buying a luxury sports car. But is the experience of owning one markedly more luxurious than what came before? That's a trickier question to answer.

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So far, nothing has matched those opening moments with Aperture Hand Lab, a demo that shows off what the new controllers can do. The premise is simple, but with the volume turned up to pitch-perfect levels of Portal absurdity: You're a robot who's being experimented on. You've got hands. The experiments involve your hands, and also, a whole bunch of ball-shaped talking robot "cores" of the type seen in Portal 2 and Valve's previous VR demo collection The Lab. This time, the cores have gigantic arm extensions that comically hang down from the ceiling. They, too, have hands. They ask you to do things like wave and high-five them while they babble about hands. If you succeed, they're dropped into a bottomless abyss.

The writing is, as ever, hilarious, but what really grabbed me is that I had hands. Fully-functional hands. The Valve Index controllers, known as the "knuckles" controllers during development, track each individual finger on your hands. They're a million times more ergonomically friendly than the controllers that came with Valve's previous headset, Vive. You don't have to grip the controllers at all times. They're lightly affixed to your hands, leaving your fingers free to open and close. With the controllers resting in your palms you can move your fingers as you please, and in Hand Lab, they react accordingly.

This is a game changer. Hands are the main means by which human beings interact with the world, but video games generally deprive us of direct tactile interaction, because that doesn't translate well to traditional controllers. And while the Vive's controllers were often used to simulate hands, they didn't give you functional fingers, so they just felt like two big meaty cursors affixed to your character's wrist stumps. The Oculus Touch controller lets you point with your index finger, but you still have to hold the controller with the other three. The Index controllers, then, open up a whole new world of possibilities.

In Hand Lab, I was thrilled that I got a reaction to an unprompted middle finger, because I mean, who wouldn't be? The best part, though, was when an especially chatty core asked me to shake his hand. The controller produced a rumble when our palms met, with directional buzzes making it feel like I was actually grasping and shaking somebody's hand. The core then told me that my first handshake wasn't firm enough and that we had to shake hands again. I reached out and yanked his arm up and down like I was trying to wrench it out of its socket. To my surprise, it actually came out of its socket, and I waved it around above my head like a crazy person. The core screamed in shock. Then he got dropped into the abyss. I had a magnificent time.

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The Index's controllers and also my favorite coffee cup (my favorite coffee cup not included in Index package)

Unfortunately, I haven't found any other games where the fact that you have god dang fingers actually matters. Some VR games, like absurdist comedy game Vacation Simulator, have released updates that let you wriggle those bad little sausage boys around, but nobody actually reacts. As robots told me how to have an authentic human vacation, I found myself instinctively giving thumbs-ups to acknowledge that I understood their instructions. They continued on as though I'd done nothing at all. So then I flipped them off. Heartbreakingly, they did not react to that either.

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Other elements of the Index are similarly top-notch but, so far, lacking in applications. The visuals are easily the best I've ever experienced in VR, but there are still noticeable jagged edges and other things that keep me from being fully transported to worlds beyond our comprehension that happen to exist in my living room. I've actually been more impressed by the headset's built-in sound system, which takes the form of speakers that sit next to your ears, but that are not headphones or earbuds. They don't touch your ears at all, but the sound is crystal clear, and the directional elements are incredible. When I was playing Hand Lab, it sounded like I was in a vast chamber with a ball robot hollering down at me. I asked my girlfriend, who was in the room at the time, if she could hear anything coming from the headset. I was certain there'd be some form of sound bleed. "Not at all," she replied.

Speaking of the room, the Index is, like the Vive before it, a full-room experience, and setup is exactly the same—by which I mean a hassle. Oculus has moved to "inside-out" tracking, where your position is detected by hardware built into the headset, but Index still uses external headset-and-controller-detecting base stations, aka "lighthouses," that you have to place on opposite corners of whatever room you're in. Then you've got to use a controller to trace an outline around the room—which needs to be clear of anything you could run into—until Steam's VR software decides your space is big enough. Valve intends for this process to be relatively brief, but between shifting my living room furniture around (my apartment is not large), plugging everything in, and calibrating it all, it took me nearly an hour.

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The Index's sleek packaging belies its time-consuming, sometimes clunky setup process

The headset itself also has to be plugged into your computer, and again as with the Vive, the cord is an eternal nuisance, trailing behind you and getting wrapped around your legs when you turn around. Even after I got all of that sorted, I had to reposition the base stations so that they wouldn't suddenly lose track of one of my hands, causing its in-game representation to float aimlessly off into the horizon. (When it did this, I waved farewell with my other, remaining hand.)

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Elements of the Index feel like they come from the future. The visuals, the sound. The hands. But right now, applications of its full potential are basically non-existent, meaning those hands don't have much in the way of legs. Moreover, it's hard to convince yourself you're in the future when you keep nearly tripping over a cord that's connected to the back of your head and one of your hands is trying to replicate the migratory pattern of a flock of geese.

I fear that Valve Index will suffer the same fate as my Vive: After a wow-inducing month or two, I'll get tired of the setup process and other assorted hassles and rarely break it out anymore. In a world where more convenient (albeit lower-fidelity and less Holodeck-like) options like the $400, no-PC-required Oculus Quest exist, it's hard to recommend the Index unless you're a VR power user who wants the absolute toppest of top-of-the-line experiences. Oh, and if you've got $1,000 to burn. If that's you, get ready to be dazzled. If not, you've got other options.

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