Knowledge in videos

HTML for Beginners

Hi, You can learn about basics of HTML from the following videos. I am providing the link of the html sections in the following article.If you want me to make a video on any other html element Kindly specify it in the comment section or contact me throgh the mail id:-  techitechnions@gmail.com 1. Installing Text Editor(Brackets) link:-  https://youtu.be/AeumfiTuokM 2. Making proper notes of all the html section link:-  https://youtu.be/MHqW8kOMudU 3. Headings tag link:- https://youtu.be/rkfbIVRppZM 4. Paragraph tag link:- https://youtu.be/Ydl0h5D9BeA 5. Links in HTML link:- https://youtu.be/eBglvaL3gZw 6. Inserting Images in HTML link:- https://youtu.be/fmXL9RCKERk 7. Inline vs Block Elements link:- https://youtu.be/HTVPtuDYK2A 8. Unordered Lists link:- https://youtu.be/c7KSgW_OfXM 9. Ordered Lists link:- https://youtu.be/QjvqrVUzjQM If you liked the video give it a thumbs up and subscribe to my channel Techi Technions

Idearmy

Idearmy is a News Platform that Creates, Curates & Distributes News, Videos, Information, Stories & Knowledge across Different Digital Media Portals including its Websites and Apps.

Data structures video references for ip University

This knowledge contains the video references of data structures unit 3 and 4 for ip University students

STLD unit 3and 4 video references

This attachment contains the video references of unit 3 and 4 of Switching theory and logic design

About Story SUP

StorySUP is a Digital Publishing Platform for Positive Contents, Uplifting News, Inspiring Stories & more Good News. Story Sup allows to Get, Create, Post, Publish & Share Positive Contents, Thoughts, Trending News, Articles, Stories, Links, Information, etc. StorySup Spreads Positivity to Kill Negativity. A Property of Idearmy Inc.People tend to pay more attention to negative words in headlines but we hate negativity. the reality is We can not ignore negative things! we have to present the negative things to compare & highlight the positive things. we have to tell what's wrong to show what's right. we have to talk about what is bad to mention how to make it good. we have to discuss on a problem to find its solution. After all Our focus is on the Positive side. Our final product is positivity.Visit: StorySup.com

StorySup YouTube Channel

Watch Good Contents, Positive Videos - https://youtube.com/channel/UC7uF-FOMwLi-IEdVkNZsX8A

Games

Video or computer, play station games have become one of the dominant parts of the modern world, child and adult entertainment in the modern century. They have become a part of the world wide culture where the game environment has closely connected to the reality of the world. In order to understand how games influence society, games themselves, the devices that are needed to play the games, and the culture must be analyzed. One has to look at personal, social and public influence games have had on the world and the market, not to mention the demand and future of entertainment. In the end, the virtual world of games, both realistic and imagined, are becoming an inseparable part of any society, increasing its influences every year.Some of the tendencies that have been established pertain to a change in the type of the average gamer (age, gender, social status and experience, the structure of requests and the distribution of time). Today, it is no longer a child or a teenager, it could be someone over 30 or 40 years old, with almost equal probability a man or woman who has some experience and experience of games, as well as a wide choice of alternative entertainment. Such a gamer has many restrictions - on the game, on the ability to play with friends, on the ability to be surprised and involved. Therefore, the number of game requirements is also greatly increasing. This leads to a rapid differentiation of games, because the requirements themselves are numerous and contradictory: for example, complex games developed more responsive to the requirement of a strong plot and involvement, and some would work with the requirement of ease and convenience. Such a gamer has a rather noticeable tendency to be saddened: especially the last year or two, one by one, there are remakes and remasters, as well as indie games with obvious references to the classics. Firstly, it is a request for communication. Today, this is not so much a question of technology (convenient chat rooms and forums on game servers), as well as the opportunity to feel community ownership. People are social creatures and, moreover, status beings, so anonymity is much less inviting. For this reason, gaming services today not only help to find a friend for the game, but also pay considerable attention to various achievements (including allowing you to compare yourself with other players). Every year the experience grows and the desire for strong emotions from the game does as well. In fact, today a huge amount of requirements (from realistic physics to the originality of the world and characters) are different options for increasing the emotional suggestion of games. Because of this, requests for “something more than just a game” are also increasingly being heard - for example, in the form of addressing “adult” topics (violence, sex, complex moral dilemmas, non-exaggerated philosophical, social, political and other issues). Together with the development of the technical component of the game industry, these requests form many other trends or conditions for future major changes. Such variety of gamers is attracted by the numerous reality like or on the contrary, fantasy or sci-fi, making games universally popular, among ages, classes and nationalities.One of the reasons games are so popular is because they influence the brain, the stimulation of the cortex, In the most explicit form, is blurring the boundaries of games, their hybridization with other types of culture through the use of interactivity. There are travel games, research games, narrative games (including interactive drama), educational games, flash jokes and video mixes with interactivity elements, etc. Games are used as part of an advertising campaign, as arguments against or for something, as an effective criticism of political and social phenomena or even as aggressive defamation of people and institutions. At a further periphery, gaming and computer technology and cinema interpenetrate. The use of real actors and motion capture technology made the characters in the games lively and convincing. And the plots from the games are increasingly complicated and pull in the gamer, having migrated to the film version. The influence of games on aesthetics and design (for example, on the aesthetics of interfaces) is also obvious. Also, experiments with the form and capabilities gradually reveal the close intertwining of the single and multiplayer, so both the active participation of other players and the use of content created by players will become mainstream. As a result, the development of controllers  and augmented reality tools  are changing the way the game is played. For example, the stereotype about games as being associated with a sedentary and inactive lifestyle is no longer universal. True, so far a significant part of new gadgets for games are just promises or too expensive excesses that have little effect on the nature of the game, however, the technology is here.       Representing the future direction of the development of reality emulation technologies, the majority (both specialists and non-specialists) usually assume that the key direction is the realism of the picture and the removal of boundaries. By eliminating boundaries, I mean the creation of the effect of invisibility of emulation, which can be achieved both by improving gadgets (easier and more convenient, more perfect picture and dynamics of movement, etc.), and using projects neurocomputer interface. Of course, there are now technologies that enhance the involvement in the virtual world through additional stimulation — smells, tactile sensations and kinesthetics, a physical response, sensations, etc. First, it will be a copy of reality, and then pure creativity (creating a kind of cocktails from a variety of sensations. It is logical to assume that in the coming years, crowdsourcing and crowdfunding will continue to have a certain impact on the gaming industry. Crowdsourcing in the narrow sense is an open collective discussion of ways to solve a technical or other problem, in a broad sense - the existence of an extensive discussion of the most varied nuances of games, allowing to navigate in user requests and draw new ideas. Both are a kind of “brainstorming”, which allows to increase the speed of solving various problems by an order of magnitude. The key is to take into account the hundreds, if not thousands, of the wishes of their fans. In the narrow sense, crowdsourcing is more often used in business and science, but with the development of independent game projects, there will be in demand in games. (Lundby, 2008). Another tendency is the rapid expansion of the ability of people to play video games. That is, the massive distribution of games will somehow affect the game industry, but it is not completely clear when and how this will happen.      In conclusion, games have penetrated the market, private and public lives, culture and all forms of entertainment. The constant development is leading to a better looking, sounding and feeling games which can compete with reality and any other types of entertainment known to this day. As with anything, a balance of time spent playing games must be found, so that excessive gaming does not become a problem. Overall, games are useful forms of entertainment which are gaining more popularity than ever, molding the real and the virtual worlds.An article by Donna White researcher https://plagiarismsearch.com/ and editor of the Institute of Social Relations