Greetings and welcome to the Introduction to Astronomy. In this lecture, we're going to talk about two different types of objects, and those are meteors and meteorites. Now, they have very similar names, but they actually refer to quite different things as we'll look at and discuss in this lecture. So, let's go ahead and get started. And what we want to look at first are some definitions. First of all, what do we mean by these different definitions? A meteoroid is the first one, and that is the bit of material when it is out in space. These can be very small, things like a grain of sand or a pea, small pebbles, very tiny objects out in space we call meteoroids. So, we have no way of detecting any of these. They're way too small to ever see unless they happen to strike the Earth's atmosphere. And when that happens, the meteoroid can become a meteor. We also call this a shooting star, and that is the meteoroid that strikes the Earth's atmosphere and vaporizes, and it leaves a trail that we can actually see. So, when you see a shooting star, it has nothing to do with the star. It has everything to do with small solar system debris that is burning up in the Earth's atmosphere. And finally, we have a meteorite. A meteorite is material that survives the trip through the Earth's atmosphere and lands on the ground. So, it actually is able to be here to be studied, and we'll look at some of the different types of meteorites. Now, this means that most meteoroids never become meteors. For the most part, most of those meteoroids just float out in space and are completely unknown to us. A small percentage of them will become meteors, will strike the Earth's atmosphere and give us a shooting star. And even smaller percentage of those will actually make it down to the Earth's surface and become meteorites. Only the larger ones, things like grains of sand, peas, will actually burn up in the Earth's atmosphere. So, let's look a little bit about where these come from and what we have. And we have what we call a meteor shower. So, meteors, most meteors are associated with comets. When comets are traveling through the solar system, especially when they come close to the Sun, they have material vaporized off their surface. And that causes them to leave debris behind in their orbits. And that material continues to travel along the orbit of the comet, as you can see here. So, as the comet travels, it left some material behind, and that can continue along the orbit and will follow exactly the same orbit that the comet did. And that will happen each time it passes close to the Sun. And that means when we look at the Earth's orbit here, there can be a point where those two intersect. And that is when we are going to get a meteor shower. So, when the Earth crosses the orbit of the comet, the debris will strike through the atmosphere, hit it at very high speeds, and become vaporized. So, this is what can happen. Now, this doesn't mean the comet has to be anywhere near us. The comet can be gone. The comet could have long since vaporized or anything else. The material will continue to orbit, and the meteor shower can go long after the comet is actually gone. Now, meteor showers. Also, the meteors, when we see them, they all seem to come from the same point in the sky. So, if we look here, we can see all of these meteors, and if we kind of trace them back, they seem to come from one point in the sky. As you trace all of these images back, they would seem to come from one specific point in the sky. And we call that the radiant, or the radiant point. And that is where they appear to come from. That is not that they're coming from anything. It is that they are, it is essentially an optical illusion. So, they all seem to, they're all traveling through space together, parallel to each other. And when we see them coming in, they all seem to come from the same direction. It's the same optical illusion that we would see for looking at telephone poles or anything else, railroad tracks that stretch out into the distance. They seem to come together at very large distances. However, if you actually traveled out there, you would see that they are still exactly the same distance apart. And that's what we would see here. We would see that all of these meteoroid pieces are still at the same traveling in the same orbit. Now, meteor showers do occur on a regular basis, and there are annual meteor showers, that occur around the same time each year. So, these are some of the better known ones here. Two of these are actually associated with Halley's Comet, which is one of the best known comets, and we can see those here. And those occur in May, and then again in October, just about six months apart, when we pass through those two portions of Halley's Comet's orbit. Now, Halley's Comet at this time is nowhere near the inner solar system. So, we still see those because we are passing through its orbit in debris left behind, which could be hundreds or thousands of years ago through previous orbits. How many meteors we see varies greatly, and in fact a very good shower you might see one to two per minute. Now, that would be a really good shower and seen from a very dark site. So, not always going to be able to see those, but one that is very well known for having lots of meteors is the Perseid meteor shower. Usually has a pretty good show. Some of the other ones you might only get five or ten per hour, and if you're in a brighter area then you would not see as many, because many of the faint ones would be drowned out by the sky brightness itself. We can also get a meteor storm, which is when we get far more objects. You can actually get significantly more than this if we happen to pass through a really intense portion of the comet's orbit where there are lots and lots of particles. Now, what we really want to look at here is the parts that actually make it down to the Earth. So, these are what we call meteorites. These are pieces that we could actually touch. So, stones from the sky that we have seen, pieces of material that have fallen from space. Now, they can be difficult to identify. How do we know whether a rock that we see like this comes from space or if it's just a regular Earth rock? And it can be very difficult to tell. Typically, you have to actually have someone who is experienced with meteorites to be able to study it and tell whether it is really something that came from space. This is especially true once things have sat on the Earth for a while. Old rocky meteorites that are still sitting there can have been worn down and degraded by weathering effects and may no longer look any different than a typical Earth rock. Now, we have to differentiate these into two different types. We have what we call falls and finds. And what they are, the falls are objects that were actually seen to fall from the sky. So, you actually watch this, you saw it fall and strike the ground, and it was then seen, so you knew that it fell from the sky. Finds are objects that were found on the ground long after it fell and then identified as a meteorite. So, it fell early on, long ago, hundreds, thousands, a million years ago, and is then later identified as a meteorite. Now, when we look at the table here, when we look at falls and finds, we see a very big difference in what is the numbers that are seen. Falls are dominated by stony meteorites that are very primitive, whereas finds are dominated by iron meteorites. This really doesn't mean, this really means that the finds are simply identifying objects that don't look like Earth rocks. When you find a hunk of metal, it's more likely to be taken to be examined than a simple rock. So, the finds look much less likely to be stony meteorites. So, this is an example of a selection effect. And what that means is that what we're observing is what we're seeing in the finds is not a really good example. The falls would be a good example of the types of meteorites that we get, because it is a completely random sample. We also find this in Antarctica, and you'll note that these two are actually very similar. There's a little bit of a bias here, a little bit more in the differentiated stones, but overall we see a lot of stony meteorites and very few iron meteorites, quite different than what we see in the finds. So, in the Antarctic, again, these are pretty much fine, these are all finds as well. We are see, or falls, I'm sorry, these are all finds, but we're seeing a little bit different perspective on them here, because regular finds will get worn down more, and here we're actually getting a search for specific meteorites. Now let's look at where we find these meteorites and where we're going to find them really. In Antarctica, we really know is one good place that I've mentioned previously. First of all, they're easy to identify when they're seen to fall.  When you find a metallic piece of rock, that tends to stand out and is something that is more likely to be identified as a meteorite. When we look in Antarctica or desert areas, the meteorites will stand out against the icy surface or the sandy surface that we see in a desert. So that makes them much easier to identify and stand out from other rocks. Whereas finding something in a typical rocky area, that rocky meteorite is not going to stand out from the other materials. Now we classify meteorites in a couple of different ways, and in fact there are three types. There are stony meteorites, which we see here, and these really don't look any much different than an earth rock. So there's what we call silicate meteorites or stony meteorites, and they are simply chunks of rocky material that fall from space. There is little difference between those and ordinary rocks that we see here on the earth. Now some of the others we see are the iron meteorites, and the iron meteorites do stand out. These are pure iron and nickel. This is not the kind of rock that you would typically find on the earth. So when you find something like this, especially you'll note that it's extremely heavy by comparison to a typical rock, we see, and we see when we cut it open, we get all sorts of crystallization patterns that occur that occurred as the metal cooled. And what this tells us, and we call these the Widman statin patterns, they mean that the meteorite had to have cooled slowly, and that means it probably came from inside a larger object because out in space a hunk of metal that was molten would freeze very, very quickly to a solid, and you would not get these patterns. Since we see these patterns, that means it must have cooled slowly, and we then see that in these patterns. So it tells us something about the formation of the metal meteorites, meaning that they formed within a larger body that then broke apart. Now the other type that we see is a mixture of these two, which is the stony iron meteorites. So stony iron, they're just a mixture. You see stony material in some areas, and you get some inclusions that are metallic. So this could be formed also in a larger object, that was in the process of differentiation. So things had been molten and material was in the process of separating, and maybe around the border, material had not finished separating as it was broken apart or as it solidified before differentiation fully occurred. So we do get some metallic inclusions where we'd see some chunks of metal within the overall stony structure of the meteorite. Now how can we determine how old a meteorite is? And the main way to do that is through using the radioactive decay methods. And when we look at those ages, we find that the vast majority, especially the primitive meteorites, are about four and a half billion years old. So they date the time of the origin of the solar system. So these are actually parts that we see now that were part of material that formed the planets many billions of years ago. We can separate those into primitive and differentiated meteorites. The primitive ones are essentially unchanged since their formation. These ones are quite interesting because we're able to then study them and learn what the solar system was like while the planets were forming. The differentiated meteorites have undergone significant changes, meaning that they've been melted and that more volatile materials like ices have been released and things like the metals have actually condensed out. So when we find a metallic meteorite, that's what we'd call a differentiated meteorite, and that has changed. So just like the planets have changed, some of the meteorites were probably formed within a larger object and have changed as well. So let's look at these primitive meteorites because they are very interesting ones, and they do help us to study the earliest history of the solar system. We see what we call carbonaceous meteorites, and these are one of the primary kinds that we see here. They are enriched in carbon compounds, and in many of the cases, they are very dark. So we see one here, a very dark object that has lots of carbon compounds, including organic compounds and amino acids. So we get a darkish color from these carbon compounds, giving it the darker color, and we also get amino acids, and amino acids are the building blocks of life, and they're different than the ones that we get here on Earth. So these are ones that are not of terrestrial origin. Now remember, organic compounds does not mean that these are life. They are simply complex organic molecules based on carbon. There is nothing in these that shows that life exists out there, but shows that the building blocks of life have formed quite a bit out in the solar system. So origin of these, where do these meteors and meteorites come from? Well, even though they have similar sounding, they really have very different origins. Meteors are bits of comets that are fragile and burn up in the Earth's atmosphere. So the vast majority of meteors we see are little tiny objects that are just bits left behind by a comet. These never make it down to the Earth. Meteorites, on the other hand, are generally larger bits of asteroids. They are large enough and sturdy enough to be able to survive the trip through the Earth's atmosphere and land on the ground. So they're ones that actually land here on Earth and that we can study. So let's finish up here with our summary, which says that we have three different types of objects, meteoroids, meteors, and meteorites. Each of these has a very specific definition and meaning. The meteor showers are associated with comets. There were three types of meteorites, the stony, the iron, and the stony iron. And finally, primitive meteorites, ones that we like to study because they give us clues about the early history of the solar system. So that concludes our lecture on meteors and meteorites. We'll be back again next time for another topic in astronomy. So until then, have a great day, everyone, and I will see you in class.


pilot expansion project and this Report will be delivered by mr. Casey clapping back our assistant superintendent of elementary education Good evening president de serpa board of trustees and dr. Rodriguez Tonight I have the pleasure of reporting back to you on our elementary playworks pilot and request your approval to expand our partnership with playworks So if you can remember playworks as a non-profit organization that is dedicated to empowering our students through play Empowering them with tools to resolve problems on their own Um, and also making sure they feel included And in a positive climate and most importantly Maximizing helping to maximize instructional time at school so These are their guiding principles. I kind of just summed up And if you can remember we started off our initially our partnership with them They were helping us map out safe Areas and spaces on our school campuses as we prepared to return Back to our school sites and so while we Surveied our parents and our stakeholders our staff and students what a couple things came up We really needed they were really concerned about making sure that Students were playing Outside and had that the peer-to-peer interactions and that it was done in a healthy and safe way And so as we continued to build our partnership We realized it was a perfect match with them because it matched our restorative start It matched identity belonging and agency And the need the sel needs and concerns It helped by valuing identity belonging and agency through helping to ensure that all students are included during recess Through opportunities to play all students empowering student leaders Building student agency by providing tools to resolve those conflicts and by developing community with daily rituals and routines And so here are a couple quotes. There's one from a teacher and one from a student And so the first one it is great to see how playworks helped rebuild community after the year and a half of distance learning And that was a Radcliffe elementary teacher. And here's another one from one of our students They made it safer for kids to play. So that's the language that a student actually used Um, so as we're looking at it, what does a better recess mean, right? There's three main things that it brings to our students The first one is conflict resolution It helps equip our students with the ability to solve conflicts on their own, right and those disagreements It also helps build leadership skills within our students themselves, right to be able to Start developing their sense of fairness communication skills cooperation And then lastly that academic success. We know that when students are outside They're actually playing and utilizing that time wisely and running and getting along with one another They go back into the classroom And they excel academically. They do much better. They're more likely to be included in those discussions And to have that confidence also So this year our playworks pilot modules Had three modules and it Included six of our sites as you can see they're up there. Amesti and solo Calabasas Minty white Radcliffe and Valencia And so they participated in all three of those pilots towards the end of last year. They Were able to send a team that participated in the power of play A shorter introduction with some of the routines and callbacks and some of the the rituals. So then And then at the beginning of this year, we were able to do a two-day training with them Providing the recess implementation with the teams from their sites also And then towards the in november we finished with a recess reboot Which included playworks coming out with their coaches to each of the sites for four days Amplifying the work that their teams had done on their sites So this year we are asking that we continue with adding additional six sites and those are On the screen in front of you Alianza hall district haide landmark marvits marvista and wcsa And you can see an artifact from Calabasas elementary Encouraging kids to play the the new game of the week Um there and so here are our seven of the components that really make up the the playworks Program as you can see we have some students some junior coaches that are leaders that are helping on a primary recess And those are our junior coaches at valencia. And so Building those leaders those junior coaches as you see it's also developing Structures for play routines at the beginning of recess and at the end And structures around the playground that make it safer So our students aren't all running out in the same direction or they're not all running out at the end in the line and knocking each other over also really utilizing Consistent problem-solving strategies like roshambo so they're not arguing over handball right when they're out Um and then providing Novelty things like games of a week of the week that keep things fresh for our students and active So they're playing and they're not sitting and then also making sure that all during class game time our teachers have consistent games So students learn how to play those games and they actually know how to do it when they're On their own at recess right or at lunch recess or another time And then building that staff capacity So not only are are some of our certificated teachers on that team are classified Team as well right so they have they are working together So our yard duty that are out there at most of the recesses and lunches are empowered with the and equipped with tools to help support the students and how to Be positive and and build those relationships And then lastly the community build building effort Not only are they given strategies to build community with the students through the junior coaches and other techniques, but also activities to do with staff during their staff meetings bringing people together and building capacity with their team And then this is just a quick playworks implementation roadmap. So you're like Casey, what does that look like for a site when they're when they're going back and implementing this It's that first power of play module. They start with they send their team and then they go And go back to the site and they start planting the seeds and doing some of the activities And and games and rituals with their with their staff and then it leads to recess implementation day one, which is all day. They're learning games Structures for their playground efficient use of using equipment And and things like that and then they come back and they Complete recess implementation day two where they also have team planning time So this is where pbis actually goes perfect with this too Because a lot of the same team members are on the pbis team where they can plan Strategically how to implement at their school site And then they go they're sent back to their to their sites to really implement their site plan So as they're implementing it, then the final phase is recess reboot when the coaches come in and amplify and accelerate and give that feedback and consultation On at actual recess time and they're there for four days straight Really really helping to lift that work And so here as we're as with any pilot we want to make sure that we're surveying, right? We're looking at data and we're surveying the people that are Implementing and part of that process, right? And so these are some of our our staff members that are participating At one of the school sites and so as you're looking at it here are three questions that were on the survey and And these percentages show that they were Either agreed or strongly agreed with the statements. So the first one is since playworks Climate at recess has improved so 75 percent of those of the staff members Agreed that it that it has and that's in a short amount of time. So this was done after The last phase so this was November you're thinking Right, so they they haven't even been implementing. They didn't get that last boost that long ago, right? And so then the second one is since playworks student discipline has decreased by 52 percent, right? And then lastly More students are engaged or included in safe activities 83 percent So I know you're probably thinking well, what were the other Questions like what were the other choices? So the next one the one in the middle with the most Um, the next most Percentage of a vote was where I can't tell yet. So that was a choice So a majority of the missing the 25 percent would be I can't tell yet because it's so soon, right? and so we will continue to survey our staff and Students and then the other choice, of course Is a disagree or greatly or strongly disagree just like the the agree piece And then these are just a few more quotes My favorite one is that middle piece from the MSD elementary teacher More options for games at recess has really helped students stay entertained and even join new groups or meet kids from other classes The yard duties are empowered to lead And the routines and reminders are helping reduce issues It would be great to continue this program And so you have a couple other quotes there Two and then we move into our student voices, right? Which we always love to hear the most. So this is coming from third through fifth grade students. And so that first one again Strongly agree and agree 47 Playwork 47 percent playworks has made our playground safer So that was one of the most important things for us. So students are acknowledging that our second one is second Since playworks started there is there are more things to play at recess and that's a 65 percent So students are noticing that and that third one There are fewer conflicts now since playworks came to our school. That's so that's 37 percent So that if you're thinking about it on a playground that students can actually acknowledge that 37 percent less con or fewer conflicts Really is making an impact at those sites And so Sylvesteray, Mr. Sylvesteray, can you play the video clip? Yes, just a second. Excuse me. Oh, I did your regular All right Thank you. So I hope that was worth it. It's always great to see our kalabasa's cougars in action, right? And so These are just a few of our student quotes But I love this one in the middle that says I like that we say good job. Nice try They help kids with arguing and conflict And so again, I took the exact wording and spelling of our students right there, right? So you can see their language But so they're taught how to say instead of saying you're out, right? They're taught how to say good job. Nice try So it's so it helps with Encouraging one another too So with that said, I would like to thank all of our our schools right there For all of their pictures and support with this and staff requests your approval to expand our playworks pilot Thank you. Casey. Do we have any speakers to this item? Okay. Any questions or comments from the board? Okay Do we have plans to continue expansion to other elementary sites? So at this time our goal is to continuing Continue to get feedback and to really monitor especially like discipline data and our staff and student surveys And as and look for that continued success You haven't even had this for a year yet, correct It's just okay. So well, when does your next survey go out? Our next survey will go out in spring in the spring. Okay. Thank you Any other comments or questions? I'll make a motion to approve I'll second. Okay Um, all those in favor? I I opposed Motion carries unanimously. Thank you. Thank you Okay, next up. We have our consent agenda Um, I'll move to approve. Thank you Second Again acknowledging all the donations tonight with great gratitude All those in favor? I I opposed Motion carries unanimously. Thank you All right, and now moving on to action on closed session under item 2.1 I move to approve the certificator personnel report as rescinded by the district administration on February 23rd 2022 with 13 and 12 additional action items. I'll second All those in favor? I opposed Motion carries seven zero Under item 2.2. I move to approve the classified personnel report as presented by the district administration on February 23rd 2022 with six and seven additional action items All those in favor? I Opposed? Okay And under item 2.3 the board approved the non-re-election of 3 0.0 fte certificated provisionary employees for employee ID number 94 7050 and 5443 with a 601 vote Thank you Our upcoming board meeting Is is it on here or is it on my written one? Oh, thank you. Our upcoming board meeting will be on March 9th We hope to see everybody then and until then have a very safe Couple of weeks. Thank you. We are adjourned


20 plus secret weapons, armors, rings, pendants and much more from the world of the lords of the fallen that you may have missed. Some great items here guys, you want to be getting your hands on, so stay tuned for this ultimate guide. How's it going guys, my name's DP Jane, if you enjoyed the video, leaving a like really helps out and if you like what you're seeing and want to see more, be sure to subscribe. So everything listed and featured today will be timestamped down below, with hidden paths also to unlock for efficiency. There's some real great items here today guys, which you can easily miss, so even if you progress past this point, it's definitely worth you making a U turn. Ok, so first things first, I'd recommend you go into the skyrest vestige and buy an Aprilgoom perch key. This does unlock a couple of paths later on, which I'd recommend you use for the loot as it's great. This key will cost you 9.5k Vigar, but again, it's definitely worth it. Ok, so we will start today's video from this vestige of the blind Agatha. This is a vestige point, which becomes available not long after defeating the scourge sister Delph, and you do a little scaling. This is also known as the more room Vigar farming vestige, so yes. Ok, so from this point, we'll firstly take the left path and we'll take back around to unlock this lift here. There's plenty of loot along the way, and first up in that regard, we have the Umbul Eye of Betrayed Eliard. As you come to this point guys, I've sped up the video, but you just take these enemies out or just go into the Umbul straight straight away. That's completely up to you, but inevitably you need to go into that Umbul state so you can progress on this hidden path. Now you'll quickly come to this area where it's got quite a few enemies here and nothing too hard, but once you take them out guys, activate this via that Umbul state and you'll be rewarded with the Umbul Eye of Betrayed Eliard. Ok, so from this point guys, follow this quick path to this chest. This will reward you the antique hallowed sentinel armor. So yes, definitely get this. Ok, so from this chest, we're going to make our way up the stairs just behind it. And firstly, we're going to grab the pride bound die, so don't miss this one. Ok, so from this point guys, we're going to jump down and get the Ardent Penitent Headcage along with the Relic of Perpetuation. Now this can be a little difficult because there's quite a few ads here. I mean, there's a lot going on, but if you if you stick at it, you should eventually get these. I died a couple of times. I had to come all the way back here, but I had to do what I had to do, guys. OK, so next up, guys, we're going to move on to the Book of Sin and we're going to actually come back to the Vestige of Blind Agatha. Again, we're going to take the same path left, but this is the route which will unlock that lift behind you. So do what you've got to do, guys, and come this way. Now, once you get to this point, guys, you have to activate three things to unlock the door, which allows you to progress back and unlock that lift. That can be a little sketchy around here, so do be careful and also grab this Book of Sin while you are here, guys. Once you have the door open, follow the path I take, guys. There might be a few enemies on the way here. You can run past them or take them out, but you eventually get to this lift which will lead you back to the Vestige we started at. And this lift comes in very handy for more loot we're going to obtain in this video. OK, so from here, guys, we're going to use that lift and go back down. What we'll do here, guys, is we're going to rescue an NPC called Jolinda, I believe her name is, but to do this, guys, you need to take out all the enemies surrounding her cell. Once you do this, one of them will drop that prison cell key. You give this to her. She'll eventually become a quest giver later on for you. And I believe a vendor, too. So you want to do this, definitely, guys. OK, so from this point, guys, we're going to go and grab the Warriors Claw pendant. This, like I said at the start of the video, is locked behind a door, which requires you to have the pilgrim's perch key. So from the cell that we just released prisoner from, you run to this door, guys, you use that pilgrim's perch key. Once you open it up, there's a few ads out here.  OK, so from right near this cell, too, there's also the defiance ring you can unlock. It's it's basically found behind a hidden door. But from the cell where we released that prisoner, follow this path to the back of this room. Do what you've got to do in that unblocked state, open this door, get this ring and you are good to go. OK, so going back from the vestige of blind Agatha, we're going to come to a boss fight. Now, the boss is called the Mistress of Hounds. Upon you defeating her, you'll get the simpiercer armor and a simpiercer sword, two pretty cool items. But on your way to her, guys, you'll meet an NPC, a secret NPC and vendor called Demiro Zemart. So yes, guys, follow the short path I take to this bus. He's actually quite an easy battle. The first part about it is a little dog, so these are herons. But other than that, she's quite an easy fight. So do what you got to do. So once you've defeated this boss, guys, if you can activate the anchor between those realms, this will help you fast travel back to the vestiges. OK, so now, guys, from the vestige of blind Agatha, we're going to go clear out the loot on the right hand side. And we're going to start with the Devotion's Might. This one's quite straightforward to grab. It is down in a pit with a few other enemies. But if you're quick, you can grab it, escape via the ladder. So do what you got to do. OK, so next up, guys, we have the Bron Ring. OK, so again, from the vestige point, we're heading right again. I do recommend which you grab that last item to come back and rest at this vestige point because the path we're going to take now, guys, we run straight past all the enemies in the initial area on that right hand side. Now, this can be slightly difficult at first, but once you get it down, guys, you should be good. So just try and do what I do on the screen now to run past the initial area full of enemies and you should be good. Now, once you get to this spot, guys, simply wait for this dude to walk around. You don't really want to jump down into the pit with him.  So from this point, guys, we're just going to progress a little further on, go out into the open and take a slight left.  So make sure you take him out once you do come back on yourself slightly and grab this hammer of holy agony. OK, so from this point, guys, there's actually a pass fight just around the corner from here. So that's the path we're going to take because I know an amazing cheese to defeat him without you having to do any damage to him and you watch with some decent loot too. So the bus is called the Sacred Resonance of Tenacity. Now, just before you go here, guys, make sure you activate this anchor between realms, as this can be a checkpoint for this area. And there's a few bits and bubbles here, guys, as well. So yeah, do what you got to do. OK, so from this anchor point, guys, this is where you need to go for that bus fight. Let's follow the short path and you'll come to it on your left. Now, to defeat this bus and to do the cheese, it's quite easy. But firstly, you have to remove his shields. And if you notice when you try to attack him, he does have a humble state shield. So you need to go into that humble state or use your lantern. Raise that lantern up and clear his shield. What you'll notice from here, guys, is he still has another shield. That's because inside that big cage in the center of the room, there is another shield shielding him and all the other enemies. Now, you need to do the same thing with this one. Now, what I'd recommend here is probably try and cut all the enemies out of this room. It can be a little dangerous in here, a little sketchy in here. But do what you got to do and remove that shield. From here, guys, it's quite easy to defeat the bus. You don't have to do anything.    And what he gives you is the sacred resonance hammer. And this is a great, great weapon. Now, what I'll also say is within this room, there is another hidden door with a secret chest to open this door. Guys, you need that pilgrims perch key yet again. So with that, you can come back here any time. They ain't got it right now. But hey, go up into this room, open this chest and get this ideas hardiness and then you are good to go. OK, so from this bus area, this bus arena, exit the room via the back path and grab this enhanced bloody hatchet. This thing is absolutely incredible, guys. So, so powerful. You don't want to miss this. OK, so go back into that bus area, that bus room, because we're going to go and find the next vestige point. This is called the vestige of Dieter. Now, this you follow a quick path. There are a few enemies in the weather, a few barrels being kicked downstairs. But if you're very careful, guys, you should be able to clear these quite easily. I mean, just run past them. You don't even got to fight them. Well, you will run past a few bits and bobs in regards to loot, but we're going to activate this vestige first, then come back on ourselves. So do what you got to do, guys. OK, so right behind this vestige point, there is the dark crusaders convalescence as well as the bloody glory. So grab these two guys.  We ran past it to come and activate this vestige, but it's still simple to grab once you've got this vestige open. OK, so from this point, guys, you're actually going to progress backwards on ourselves back to the first vestige. We started a video upon the vestige of blind Agatha, because there's still loot in this area that we have missed. So what you want to do here, guys, is head back to that classroom. We're going to make our way back round this way, because there is a hidden path back to this vestige. So follow the path I take on screen now, guys, and go get this thing. OK, so from this point, guys, you're going to head back towards that ladder. We just come down and we're going to go and grab the shun. OK, so from this point, guys, we're going to run past a few enemies here and we're going to go on access and activate another vestige. The vestige of Ferris the Chard. We're activating this vestige because it's easier to come back from this one just in case you die. So it's basically a failsafe so you can get this loot a little easier. OK, so from this vestige point, people, we're going to run back down and grab the blood letter. This is quite a unique weapon when you do not want to miss. Just be careful, though, because it's actually the door is hidden behind. It's protected by a couple of dudes with those crossbows. And also, when you enter this room, when you enter this door, there's a big dude in here, too, which you're going to have to avoid. Just grab this item from behind him. Then get out of there if you don't want to fight them. OK, so next up, guys, we're going to grab the Slinger's Ring. And this one's also quite easy to get to.   So from the list we've just taken down from that vestige before we went to that room to grab the blood letter, take a left just before that room and go up this ladder. Eventually, guys, you will come to this area right here where you have to run through and there are a few enemies here. Again, like I'm doing, just dodge past them all and quickly get up these ladders. And eventually, guys, you'll get to this spot where you'll find this item. Simple. OK, so next up, guys, we have the Cleric's Ben addition ring. So from the position you just grabbed that last ring, the Slinger's Ring, you can jump down and quickly go down the ladders. As you can see on screen now, I am at the door where you go out onto this balcony. Again, the Slinger's Ring will be up top if you climb the ladder when you come out this door. But if you go straight forward, guys, and climb down the ladder, you'll come to this room where the Cleric's Ring can be found. So grab this thing, guys. OK, so lastly for today's video is the hallowed sentinel scripture. So to get this thing, guys, follow the path I take out of the room where we just grabbed that last ring from. Now, you will have to take out a few enemies here, but nothing too crazy. You'll eventually, guys, come to this lift, which you need to take down.  What I'd do if I were you is I wouldn't try fighting all these because a good chance you may die. So what I'd do is and what I'd recommend you do is jump down and kite all the enemies towards you, trying to get the big guy away from that cage on the edge. This is where this item can be found, guys. So do as I do on screen now and go grab this item. And there we have it, guys. Twenty twenty five plus hidden items you may have missed. Guys, if you did enjoy this video, leaving a like really helps me out. If you like what you see and want to see more, be sure to subscribe. Stay tuned for many more videos on laws of the fallen, just like this one. And hopefully, guys, I'll see you on that next video.


We've made a pretty major upgrade to our first line. Yo, what's going on Leaf Nation? It's Leaf for back again. And welcome back to the channel. Today we're back with some more Monopoly HUD. And quickly before we get into this episode, I just wanted to announce that I am doing a 15-hour charity stream on Friday, November 11th for November. If you guys don't follow me on Twitch, the link will be in the description. I will be streaming for 15 hours straight from 10 a.m. all the way to 1 a.m. in the morning. Now, if you guys donate five bucks, you get an entry. If you guys donate 20, you get six entries, I believe. And I will be giving away some stuff. That's what the entries are for. So as you can see, as I hit sort and goals, I got to do the goals. And then I will be giving away a code to for the game NHL23 on Xbox. I have my buddy over at GTAC 13 jerseys, giving away two jerseys. I believe it's an LA Kings one and a PK Suband Nashville Predators one. And then I got my buddy Dillsie over at Canadian Card Collectors, giving away a hockey card for you guys as well. So if you guys want to come over and support my charity stream from November, it is happening on Friday, November 11th. All right, now back to Monopoly Hut. As you can see, our first line is looking insane. It's looking juicy. We do have the Tevutera Vine. And I grinded out the objectives to get him. So we have him playing alongside Jack Hughes and Alexander Ovechkin. The only change we've made and Coin Showfield, we have her 86 now. I am going to use her instead of her X factor because instead of an 81, we got an 86. So she's playing alongside Tavares and Tim Mussolani. With that being said, let's head to the board. Okay, so last episode we left off on a discard pack. So we're hoping for something better, rolling two dice again. Here we go. We get a three. A three is open five gold packs. Okay, let's do that. Okay, so we have five gold packs to open. Pretty much we're just hoping for the best here. All right, it's going to get harder to upgrade our team now because we do have a pretty decent team compared to when we first started. So we really need like a big pull to really help out this team. And we all know that these gold packs definitely ain't the way to go about that. As you can see, not one card over 80 overall on this one. Little unmotivating opening up these premium packs, knowing how bad they really are, man. We pull an alumni, but like again, 76 overall, nothing that's going to make the team. Craig Smith definitely won't make the team. A thousand coins, which is nice. So we can add that to our coin total. Evan Bouchard probably won't make the team. And that's about it. Three more of these bad boys to go and nothing to help out the team so far. I'm honestly thinking about adding some more special packs to the board. To the board. Let me know what you guys think about that, because man, these premium packs are not the way, man. They just really aren't. Two more to go. We're going to skip this one here. So let's do that real quick. Maybe the skip methods away. Okay, we get something 80 overall or higher back there. Who's it going to be? It's going to be printing Gallagher again, not going to make the team unfortunate. What are the odds in these packs anyways? You get a 1% chance of pulling an 86 plus. That is something. All right. Maybe we're going to have that some more special packs to the board. You guys, let me know how you guys feel about that in the comment section below. We might have to do that. Cal Peterson, we already have an 83 overall gold tender. So the 182 overall that we pull is one that won't help us out at all. Another thousand coins though. So we're up to about 7.6k. That's pretty good. And then quickly we have an 82 overall choice pack to open. Got it somehow playing the game. So let's see what we can get in here. 82 overall Neil Pionk. That's not bad. David Perron, Matthew Joseph, an 82. That's not a bad card either. And a John Klingberg. All right. So right now I'm torn between Neil Pionk and Klingberg. I don't really remember who we have on the right side of our defense. But right now I'm honestly leaning towards this Neil Pionk. 6'190 not too bad. Klingberg doesn't look like a bad card. We're going to go Neil Pionk. Welcome to the team. Not a bad 82 overall choice pack. It could definitely be worse. So we're getting rid of Matt Dunbaugh for Neil Pionk. So the first pairing stays the same. And now we've got Neil Pionk and Mikhail Sergachev and then Tyson Barry and Boom Byram. Only changes that we were able to make. We're going to hop into rivals and hope for a win. It is 5v5 rivals. So only two games this episode. We are hoping for the absolute best. All right. What have we went up against? Panarin, Marner and Goudreau. All right. Looking like one of the lower end teams that we're playing, which could be good or bad. Honestly, we'll find out. Here we go. Jack Hughes over to Tavu. Tavu take a shot. All right. Tavu drawing a penalty in his first shift. Okay. Not bad. Not bad at all. We do that with ease. Over to Ovi. Oh my God. What a save. I don't even know who that is in net, but that goaltender looks short. So we're going to have to take advantage of you to shoot the puck. Jack Hughes on a front to Fox. Oh my God. What a stick by him. I really thought that was going to be the goal ahead goal right there. Fox with it still. Over across Jack Hughes.  We are getting our chances early. Jasper Bratt. He's got wheels. Nice little LT. Jasper Bratt. Oh my God. Jasper Bratt. Roof sit on the PK. What a beautiful LT move from him. And I think Pionk might have gotten a point. Yeah. He's got a point in his debut. We're like Neil Pionk so far. Nobody really with him. Now someone's with him. Oh my God. That almost went in. Trevor Moore. Oh my God. How did we not score there? Trevor Moore take a shot. Got to hit the net there, buddy. Oh my God. What a passing play. I expected All-Marc to have that. And he just was not in position there. I can't believe that. I'm a little embarrassed. It's 1-1. Okay. End of 1 and we're tied somehow. I feel like I'm absolutely dominating. Linus All-Marc thinks otherwise. Gets a round 1. Over across. Ovi. I wanted that to Hughes. Quinn Hughes is off to the races though. He begs to differ. Quinn Hughes and he's going to pot that one in. Okay. We regain the one goal lead. Let's build off of this. Plain and simple. After 2 and looking at the TOA and the shots, we're only up by 1 still somehow. We got to have a breakout period here. Like I can see myself losing this game somehow. I really do. With the way EA works. So with that being said, we're going to need to have a very, very, very good offensively period. Plain and simple. There you go, Solani. Off to the races. Finish it and Timu Solani finishes it. Like I said, needed to have a breakout offensive period. We are up by 2 for the first time this game. We got to run away with it now. Plain and simple. Neil Pionk with another assist in his debut. We're loving his card so far. Loshaar rebound maybe and yep. Loshaar rebound works. Rope Hintz makes it 4-1. Literally seconds later. Amazing. We love it. We run with this game now. Let's go. All right. I don't know what I was doing there. I'm honestly like, sometimes I just don't know what I do in this game. Deserve, deserve a goal for him. Like when I make a mistake like that, I would hope he would score on it. He does. His AI just didn't move the way I expected him to move. I'm horrible at the game. And I'm glad that you guys got to see that. Amazing. Loshaar rebound Yegor and the Loshaar rebound is working so heavily against this gold tender. 5-2. Love to see it. We're just going to keep doing that and keep getting goals. I'm going to take it all day every day. Jasper Bratt, the John Tavares. John Tavares, what a move and what a goal. Oh my God, making him look silly. I think, and don't get me wrong, I think his jockstraps on the floor somewhere. Looking here, man, it was just a well-deserved win. Like we take that, we run with it, and we head back to the board. We are back at the board, hoping for something good here. We do have bankrupt on this trip. We do have a special pack, buy any special cards, so we're hoping for the best here. We're rolling for the second and final time this episode, and we get a 5. So 5 is open up 6 premium packs. Let's go ahead and do that. Well, we saw how good premium packs treated us last time. We were one off, or two off of getting a special pack to open, which would have been just amazing, dude. But it is what it is. We're here at the premium packs once again, and we get to open up 6 of these bad boys, hoping just for the absolute best, man. But these have been just so bad for me. It actually just kind of hurts the soul a little bit. I feel like we should skip most of these. Like, we got 5 of these to go, dude, and we kind of know that we're not going to pull anything. Again, if you guys want to see more special packs on the board, let me know, because we can definitely change that. Teddy Bluger definitely not going to help us out, and Chicago not going to help us out, Khrushchev. Four more to go. Again, absolutely hoping for the best, but so far, not so great. Skip. Ryan Poolock. Our right side's pretty good. I'm liking our right side. I don't think we're going to need them, so that's kind of tough. Felix Sandstrom. And that's about it. All right. Three packs open. Three packs to go. Nothing showing so far. Skip. This pack is a dud. Let's just move on to the next one. On to the next. Two more of these bad boys to go. We will go through this one, because I have a feeling this is where we pull a purple. Mark my words. Here we go. All right. Montreal, Canadian Jersey. Ryan Murray not going to help us out. Barry or Brett Howden not going to help us out. Trent Frederick. Okay. Oh, Jack Eichel. I thought we weren't going to pull anything. We pulled Jack Eichel. All right. Maybe these premium packs aren't too bad. This card looks absolutely insane. 89 speed, 88 Excel. An amazing shot. All around 87 under his hands category. Checking good, defense good. That's a W card to pull. That's a huge upgrade to the team. Welcome, Jack Eichel.  Nothing in this one. Can't be too mad about it to be fair. Jack Eichel is a huge upgrade. So Yegor, who just came in last episode, is unfortunately going to be off of the team as we're going to throw in Jack Eichel to probably the first center spot. Okay. So after those changes, the first line is looking pretty good. OV Eichel, Tara Vinen, and then all the centers move down one. Hughes is with Solani and Schofield now. Tavares with Terry and Bratt and Hints with Arvidson and more. The team is looking good, man. I'm excited to try out this Eichel. Second game, Teresenko. Hella buck. Okay, he's got a good goal tender. So this shall be interesting. Let's try to make it an episode where we went two in a row for the first time in a while. Good poke, Eichel. He still has his puck somehow. And over across and in. I was not able to get the puck. Not a great first shift in Eichel's debut. It's a minus one for him. And we are down one to nothing early on. Not great. Nice move. Over across. Oh my God. How did that not get through Schofield? Eichel. Oh my God. What a save from Hellbuck. Jack Eichel. Oh my God. He saved the red on the line. You can't make it up. Let's go, Eichel. Nice move. Jack Eichel to the net. Troy Terry scores. And I think Jack Eichel gets an assist in his debut. He is not a minus player anymore. He's back to zero. 1-1 hockey game. Back to the draw and board. Let's go. Back to the drawing board. Does that work as a reference there? I don't think so. I don't know. Whatever. 1-1. Let's go. There you go, Arvidson. Victor Arvidson. Victor Arvidson. What a save from Hellbuck. Over across. Victor Arvidson. Another great save from Hellbuck. Oh my God. Goaltenders are crazy this year, man. I feel like we should have been up at least two or three to one by now. And to one, we are playing well. I'm going to say that. We're going to be nice. We're playing well. Okay. Both defensemen decided let's go into the corner while we're board playing and he gets an easy goal. 2-1. Hard around. Good stuff. Let's go, Solani. Beautiful. Team Solani.  We tied up again. Throw that glove in the air. Let the fans know we're back in it. Take it to the net. Tyson. Oh my God. Nice try. Troy Terry. What a shift from this line. Troy Terry. Over across John Tavares. He's just going to stick on that. Let's just get a shot and I'll lose the puck there. End of two. It is two to two. I feel like I'm playing good offensively. Defensively I need to like strengthen up. So we're going to try our hardest to do that. Just for brat. Over on the front. Oh my God. That almost went in and it did.  That might be a kicking motion, man. I don't think this is an account. They're calling it back. Definitely. Yep. Yeah. I hate to see it. I thought for a second there. We took the lead for the first time this game. Dying seconds here. Let's try not to concede. Oh yeah. Beautiful. Let's get up. Oh my. He passed it into the net. I lag. I lag. And then he passes it into the net. This game is so good. This game is actually one of the best NHLs I've ever played in my entire life. I cannot believe that. Call a time out and hope for the best here. That's actually like insane to me. I can't believe that. It can never just be like a good episode. There's got to be always something. And Adam Fox says nah. We're not losing like that. 7.1 to go. Big time out from me. I'm taking that. I don't care. We're sending this to overtime. I'm actually heated right now. It's not even funny. So overtime we go. And I better win this game looking at these stats. I feel like I've been playing better. That third goal that he scored was something else, man. That got through my stick, bro. That's crazy. Come on, Adam Fox. Tied it up late and he's going to end it here too. Oh, what a save from Hellbuck. Over across. Adam Fox. Oh no, we're caught. We are caught and Adam Fox is dead tired. We got a stick on it. What a save from Allmark. Oh my God, this has been one entertaining three on three overtime period. Can't lie. Read that. Easy reads. Tavu. Tavu and Tavu Terevinin wins it in overtime. And we go 2-0 for the first time. And I don't know how long. Oh my God. Sweet, sweet victory, baby. Let's go. Man, what a hard fought victory. We take those every day, any day of the week. Let's go, boys. We needed that badly. All right, boys. That is it for today's Unhappily Hut episode. If you guys did enjoy it, be sure to drop a like on it. If you guys are new around here, make sure to hit the subscribe button down below. We're on the road to 5,000 subscribers. And like I said at the beginning of the video, I will be doing a November charity stream on Friday, November 11th, 10 a.m. to 1 a.m. Eastern Standard Time. If you guys want to come by, hang around, donate to a good cause, be there or be square. People even use that saying anymore. Does that make me a boomer? Anyways, guys, that is it for today's video. Thank you guys very much for watching. And I'll talk to you guys later. Peace.


Thank you. Good morning, everyone. So before I begin anything, I just want to ask some two questions. How many of you here are web developers? Awesome. And how many of you have had their hands on developing for virtual reality experiences? That's less. Cool. So the aim of this session is primarily to make the count of these two groups strongly equal. Little about me, as she already said, I'm a tech speaker from Mozilla. And professionally, I work as a software developer at HSBC. And I've been contributing for quite some time. And A-Frame is something I've been working for a year. And it's interesting. Now, virtual reality, by definition, if we go, it's basically the computer-generated simulation of a 3D image or an environment, and which can be interacted with in a seemingly real or a physical manner. It's basically a technology that transports you to a completely different interactive and 3D environment. And you can already see how cool things people are doing in the background. It's going to be the next platform. It's going to completely change how we live, work, and play. And it's relatively new. We are still in the first generation of headsets. We have some like the Google Cardboard on the first one. It costs around $5. And it gives a very basic VR experience, a 360 degree, very low FPS and field of view. And not a very good experience, but good enough for a beginner to get started. And then there are high-end VR headsets, like the HTC Vive at the end. It has two controllers. It has base stations. And you can go around. It has complete room-scale tracking, both positional and rotational tracking, great field of view. But the thing is that you have to connect it to a PC with a very high processing power. And especially for me, like in India, they don't really have HTC Vibes. So we have to import it from the US. And then the custom chart is very expensive. We pay almost a double. And then assembling such a PC is probably more. And then so basically, we were discussing day before yesterday. VR is not yet for the common man, but it is soon going to be. But that said, the experiences provided by these headsets are absolutely mesmerizing. And these are the kinds of headsets that the VR industry is focusing on, is targeting. But the problem for developers is that there's a lot of friction in the VR ecosystem. And what I mean by that is that you have to go through, there are a lot of gatekeepers. You cannot just build something and share with the world. Like, hey, I built this. Check it out. You cannot do that, because you have to go through a lot of approvals. For example, the Oculus Store, it takes only the top ones into the store. The rest are rejected. So app stores and corporations, they control distribution. They can take down your content or block it.  And for them, it's a complete black box, right? They don't know what's going on inside. And speaking of downloads, you yourself will have to download a lot of bulky software and complex setups just for the development. So these things are huge obstacles. You probably have to learn a new language. And then you'll spend some time fiddling around, figuring out how to make it work with multiple headsets. We want VR to be successful, right? So we want a platform without these points of friction. And the answer to that is, indeed, WebVR. So WebVR is basically allows web developers to create fantastic cross-platform, cross-device applications, VR experiences. Quoting from a talk in Google I.O., VR should be accessible to everyone, because it has the potential to let everyone play, explore, and create amazing new ways. So developers should be able to build something quickly and share it with everyone, no matter what device they are on. Kind of how easy it is to share stuff on the web, but in VR. And that is the very idea behind WebVR. It's VR on the web for everyone. Anyone can create anything just like they create the regular websites, that is with web technologies. And of course, it has all the properties of the web. It's open. Anyone can publish, open source, open standards, open culture. It's connected. You can traverse worlds and scenes and portals, just like hyperlinks in the 2D web. And it's instant, of course. You just click a link and bam, you're there. You can just share it with the world. You can tweet it, like check out what I've built. So more specifically, these are browser APIs that enable WebGL rendering to the headsets and access to VR sensors. It was initially by Mozilla, the WebVR API. Then currently, there's a working W3C community group. And Mozilla, Samsung, Microsoft, all these browsers are currently implementing WebVR 1.0 API. So these are the browsers that support it. Firefox was one of the first browsers to fully support WebVR. It started with Nightly. It's currently in the release channels also after Firefox 55. And there are these other browsers. Mobile Polyfill uses your mobile device orientation sensors to polyfill on smartphones. So the concept of metaverse from the science fiction, as we know, the idea is basically collective virtual persistence spaces and where the world might live in, they might work and play in. And to achieve it, we need to have it decentralized. It must be open. It must be connected. You cannot have one corporation controlling the world people live in. So how can we make it more accessible? Because as we saw yesterday in a talk, 3JS is one of the libraries used to create content in WebVR. But it is still very hard. I mean, the developers don't tell you that. But it is still very hard to create experiences in 3JS. You need to import WebVR polyfill, set up camera, lies, VR effect, et cetera, et cetera, all these so many things. These are huge obstacles. If you're just just, I want to build something very basic. I'm a new beginner. I just want to go and experiment something. But this is a huge obstacle for me. So I want a platform in which I can just concentrate on what I actually want to build. This boilerplate code, it probably needs a baiting with the newer versions of 3JS, where VR and browser quirks. What if we could make it more accessible? What if we could encapsulate all of this into a single line, just one single line? Well, introducing A-Frame. A-Frame is an open source web framework for building virtual reality experiences. And it helps developers, web developers, build VR content without graphics knowledge. And it helps you prototype VR, UX faster. And it's basically a kickstart to the VR ecosystem. The best part is that you can create a lot of A-Frame scenes entirely in simple plain HTML. Now, all of us have probably studied HTML in high school. And even if we haven't, how much time does it take to learn HTML? It's a couple of hours, that's it. Doesn't it sound super easy now? So let's just see a Hello World example in A-Frame. So by the way, just when using A-Frame, you need to include the script tag. And that's it. There are no build steps as such. And remember how I told you about encapsulating all the boilerplate code in a single line? This A-Scene tag is the global object in A-Frame that does that for you. It encapsulates. It does all of it, like camera, render, controls, VR effect, web VR, polyfill, everything. Just magically does that. And you do not have to put any extra effort on things you don't want to do. You can concentrate on the actual business logic. So let's start putting stuff inside our scene. So here I've used A-Box, A-Cylinder, A-Sphere, A-Plane, respectively. These are the primitives provided by A-Frame, just out of the box, respectively to build cylinders, spheres, et cetera. And components in A-Frame are like CSS tags. You can just add them like CSS tags. And Sky is basically the world, the surrounding world. It can be a 360-degree image or color. This is just a very basic Hello World application. But just look at this piece of code. It is so readable. I mean, HTML is arguably the most accessible language in computing. And this is encapsulated. So if you copy-paste this code somewhere else, it will work. There are no states or variables as such. And of course, for very advanced applications, you probably have to write some JavaScript for the logic or the components. But that's about it. You have the full power of the web, and it is so easy. It's beginner-friendly. So with those four lines of code, we have this scene created. We can move around using a headset and check it out. This is a very basic scene. But what it took was only four lines of code. So we're already one step closer to the metaverse we talked about. And this scene, by the way, is an A-Frame scene embedded in my HTML slides. And I can just modify it and change it using the DOM Inspector. And now, since it's based on HTML, it works with all your existing and favorite libraries and frameworks. So you have D3View, React, Redux, all of it. You name it, you have it. And this is a really good reason of having HTML as an intermediary layer for WebGL 3.js. And underneath, it's just an extensible declarative framework for 3.js. So A-Frame uses an entity component system architecture. This is an architectural pattern famous in 3D and game development. Those of you who have worked on Unity must be aware of it. It's particularly famous in Unity. So the concept is that everything, it's basically promoting the idea of composition over inheritance and hierarchy. Everything in a scene is an object, which is inherently an entity, which is empty. It does not have anything of its own, any appearance of its own. But you can plug in components to add appearance, behavior, and functionality. Now, in the 2D Web, we lay out elements with fixed behavior in a hierarchy. But in 3D and VR, things are absolutely different. It can be, I mean, the objects can have infinite types and complexities. So there is a need of a unique, I mean, of a different way of building up objects. And ECS provides that. And it promotes cleaner design by encapsulation, decoupling, reusability, removes all the problems associated with long inheritance chains into woven functionality. So for example, this is an entity. You have an entity which is the base of all the objects. It does not have anything of its own. It's kind of like an empty div tag in HTML without the components. You can plug in components, which are modules or data containers, to add the appearance, behavior, and functionality. So here we have the geometry component, which might have its own properties like sphere or the radius and the parameters. We add the material component. So we can keep adding components like plug and play to reuse, to mix and match and configure and build up an entity. It's like alchemy. So for example, if you have a ball, this is an entity. It has a certain geometry and materials, sphere and some leather, probably. And then you add the light component. So it becomes a glowing ball. Then you add the sound component. It becomes a singing glowing ball. And then you add the explode component. Becomes an exploding singing glowing ball. The point being that you can just keep adding components onto an entity to build up the entity. And you can construct any kind of object. This is the concept of composition. So while coding, what we do is for any entity, we use an A entity tag. You can add the geometry material like I specified before and keep building up the entity by continuously adding components. You can just keep adding components as much as you want. Like a valid rotation position on XYZ access here. So these are the components that ship in A-frame out of the box. These are provided by default. But A-frame has a huge community. And they've been building up a lot of components and using the awesome stuff. And these are some advanced developers who are helping empower other developers who have built tons of components. You have everything. These components can do anything. They have full access to the JavaScript and the DOM APIs. And these are like, you just name it. You have all the kinds of components ready-made built for you, like a networked scene for building multi-user applications. You have particle system. You have oceans. You have sound. You have audio visualizations. You have a lot of components ready-made just built in, just ready for use. And these are all curated in something known as A-registry. Now, A-registry is kind of like a store, an asset store, a free asset store, where you can just go and search for components, install them. For installing them, all you need to do is drop the script tag. And that's like a very convenient curated collection of A-frame components. For example, if you have a LeapHands component, now you can just drop the script tag in your code. And in the actual program, you can include it, as we can see here. And you'll have two hands. And you can do whatever you want with them. Now, A-frame also comes with a visual inspector. So it's a keyboard shortcut. Whenever you press Control Alt I in any A-frame scene, you get to a completely different view, a completely different. It takes you to a 3D grid-based system where you can pick up and drop objects. You can add components. And you can move around things. You can change values. It's like a 3D analog, VR analog of the browser DOM inspector that we have. It's just that it has many more features. You can even copy the changes made and you can paste it into the actual code. So of course, JavaScript. You can programmatically change components in the scene using JavaScript. We can do all the little things like query selector, query selector all for getting a reference to the scene and its entities. We have set attribute to modify the entities. We have append child to add the modified entities onto the scene. We can probably create a random user random for loop in JavaScript and add 50 A-boxes on random locations. You have event listeners. You can register handler functions to perform a particular something when a user performs a particular action, when a particular event is emitted. And all these little things, you have basically all the power of JavaScript available with you, all the power of web technologies available with you, and it is easy. Now, you can even add 3D models, of course. 3D models basically come with plain text files. And they have the textures, animations, et cetera. They also come along with images. And you can basically the 3JS loaders parse these files and render them as meshes in the scene. And every model components wrap around these 3JS loaders. So this is the 360-degree image of Park Gwell. And there is, if you can see, a 3D model of a queen right there in front of. I can move it around. It can be animated also. It's up to me. And all I had to do to import this into my scene was use the obj model component, because this is obj file and material file. I included it. And I can add components like scale, position, rotation. This is an entity. I can add as many components as I want. And there I have it. So speaking of multi-user applications, I'll just give an example of how you can use components to build multi-user applications. Now, you might think that to enable multiple users, we have to know all the concepts about servers and complicated networking protocols. Well, this component, the answer is, of course, no. Not anymore. The network A-frame component has you covered. So all you need to do is just include it in your file. And it abstracts away all the complex concepts that you might not be aware of. To begin with, we have this basic template. We have a scene, a scene that we already know about. We don't have anything inside it. We have included the script tags of the required files. So we add the network scene component besides a scene. So in entities, we keep adding components. This network A-frame component we want for the entire scene. So we add it besides a scene. This is just a basic template app. You can check out the syntax and the documentation. It's a unique app ID, unique room ID. And now we create an avatar. So basically what I've done here is created a sphere using a sphere. Another two spheres for eyes, white color. Another two spheres for black pupils. That's it. That is there in this code. Now, I wanted to come out. I mean, the scene must be built, but it's all popping it at the same place. So I want to have it at random locations. I want the avatar to pop up in random locations in different sessions in the different clients. So I just wrote simple JavaScript to randomize the location, the position, just five, six lines. And I can include that component in my entity ID equals the player tag. And I have to add network ID equals to template something, whatever template I have built. And I have to add the component that I just wrote for randomizing the location. And that's it. So this is just to make a little more prettier and to add up a little spice. I have a grid, a black-colored grid on the ground, and I have a colorful sky with snow kind of stuff falling in. So basically the scene has been built, but this is just to modify the background and the environment. And if you check out this URL right now, we will have something like this, the GIF. You will have multiple users. If you open it right now, you probably can see other users looking here and there and popping into the scene. So that was about the multi-user applications. So that was super easy, right? We just wrote a few lines, of course, and we built a very pretty cute application. And as I said, Aframe has a huge community. I mean, people have been working a lot, contributing to the code base, as well as the components. Aframe.io blog is where there are many things released, like there is something known as a week of Aframe. Every week, there are featured applications that are released. I mean, if you can just build your application and tweet it with Aframe VR, they'll probably feature your application in the week of Aframe if it's good. Now, these are some examples of the components of Aframe applications already built by some users. A Painter is a clone of Google Tilt Paint that was built. It was to show how powerful Aframe can be. You can just take two brushes and put on a headset with controllers and paint around. And instead of building your own models in blender or complicated software like that, you can just paint your own stuff and import it into your scene. This is something cool. And journalism, well, this is a journalism application. This was built to show the happenings in Syria, the bombings, et cetera. This was another journalism application. This is a city builder, a game built by someone to show how we can use Aframe for games also. You just need to pick up and drop things which you want to have in your city. This is a city builder application. This is my personal favorite, data visualization. You can just have multiple variables and columns. You can put it into the box. And you can just visualize it in 3D. You can have data visualization in 3D. And it's really beautiful and useful. This is another gaming application, A Blast. You just use your controllers to hit some mosquitoes. And that's the game. Prototyping is very useful for prototyping, of course. You can have your product in virtual reality. You can see it, how it looks like, and you can build it. And then you can maybe move on to building the final product. It's also useful for visualizing in 3D the graphs and calculating, et cetera. AR.js is a framework that is being built currently. And it is very new and it's under development. But it's something very interesting and allows you to develop AR applications using Aframe. So it actually uses AR toolkit and lets you build using Aframe. It's still in its very initial stages, but it's being developed and making great progress. It is something good to check out. It builds marker-based AR applications. And there have been tools built on top of Aframe to enable you to, without coding, you can build virtual reality applications. So the VR studio is one of them. Real estate, live tour, this is also an interesting application. Education. So for example, if there's a student studying for becoming a doctor or medicines, so you cannot practice on a real human, right? But you can do all this, pick up a heart and do all that to a man in virtual reality. It's just virtual reality, right? So that's interesting for practice. So Aframe has a lot of contributors and stargazers on GitHub. There are many members on Slack. If you check out Aframe.io slash community, you get all the information about how to get involved. And it's really interesting. And it's still in its initial stages. So it's a very good platform to contribute and to get started with. And there are lots of featured projects, as I talked about, a week of Aframe and awesome Aframe or some repositories. Now there is a contest going on currently, 13 KJS games that happens every year. But this year there's an Aframe category also. So I would probably recommend applying to it. All you have to do is just submit your game. And it has to be 13 kilobytes of a file excluding the Aframe library. And just for participating, you probably get a Aframe special headset and t-shirts. And it's something really cool. I would recommend applying to it. And other than that, I would recommend checking out the documentation of Aframe. It's very exhaustive. It's really very informative. You can go and check out the syntax of various primitives and components available. So yeah, that's kind of about how much I can talk about in 30 minutes. But you should definitely check the documentation. Thank you. And thanks for having me at Full Stack Fest. Thank you so much, Aguta, that was really inspiring. I have a few questions here for you. Can you talk more about the performance concerns on web versus mobile? OK, so I think you mean native. So I think that's a very common question whenever someone talks about the web. The performance, of course, undeniably, native applications have a little better performance. There is a little cost that you pay when you go for web applications in terms of the graphics performance. But in exchange, you get this incredible power of distribution. And that is sometimes very much worth a price paying for. And other than that, there have been developments in the, so you can use all the regular things that you do with JavaScript, like web assembly. You can have web workers which can parse things off the main thread. And other than that, there have been developments like streaming content. So you get a basic immersive experience in 300 milliseconds. But that's not fully, I mean, it gets more improved. And as and when it gets hardware and resources. But you don't have to wait for the download of the 3D models or something. So that's what I have to say. Thank you. What are you most excited about in terms of the future of VR and web VR? So my personal interest and an area of research I would like to see is in the field of education. So there are a lot of possibilities in education. Like I showed how we can practice medicines in education. And I've also, like I work for a bank, so I've been working on software for a bank, like when a person can go into a virtual bank and check their account summary and visualize the data. That would be something very cool. So yeah, that is something. VR and banking. Awesome. Thank you so much, Jagupta. Let's give her another round of applause. Thank you.