Petrifying Pumpkins. Hey there lads and ladies, it is Petrifying Pumpkins here and welcome to another episode of PS VOR NEWS. This episode is quite packed with lots of information, especially with regards to Hitman. We got an update on The Walking Dead on Sloss and Release Days and we have the Solaris Delay to talk about too, so let's just hop right into it. So first things first, IO Interactive who are the developers of Hitman have released this video that you're seeing playing behind me where the developers discuss how Virtual Reality is going to work in Hitman 3 and not just Hitman 3 of course, Hitman 1, Hitman 2, all those games are going to be playable in Hitman 3. The video mainly goes over the kind of stuff you might expect to hear about immersion and stuff like that, but the really interesting stuff is that it shows off new gameplay elements. You see new locations in Virtual Reality. We get to see some motion controls in action, including a crowbar, like a really cool interaction with the crowbar where he taps a guard in the shoulder, he turns around, gives him a whack in the head, looks very, very cool. Environments look stunning. Of course we don't know what this is being captured on, is it running on PC and they're just showing us that or is this PS5 or could possibly even be PS4 Pro. I know at the end of the trailer there is a splash screen that says PS4 required with PSViewer so that would indicate that maybe it is running on PS4, but it's all up in the air. We'll get to more of that kind of thing soon because they are doing, as we speak, it has just wrapped up a Redis AMA which is Ask Me Anything.  A bunch of those questions got answered and some of the stuff is pretty shocking or at least very interesting. I definitely learned some stuff about this game that I did not know beforehand. The video also talked a little bit about how gunplay is going to work pretty well, how you're going to be shooting around corners, blind firing and how stealth if you're crouching through the grass. In third person you'd still have the camera overhead, but in first person you're in the grass yourself so not only will it be more difficult for enemies to see you, it's going to be more difficult for you to see the enemies, they're going to be up above you and you're going to be sneaking up on them and you know you kind of scare each other maybe kind of a way. So Vior is going to definitely be adding a new dynamic to Hitman. So that was the most of the interesting stuff that we saw from this video from IO Interactive, but let's jump into that Redis AMA where the real juicy moist stuff is. Okay, so the first one here, this guy Blue5Speed asked, Hello IOI. As a lifelong fan of the franchise and Vior fiend and the Vior fiend. I'm terribly anxious for the Vior version of this game. Are physical interactions possible or do your hands go through everything? We'll be able to reload your gun manually and is it possible to set up a sniper rifle? So this is the question he asked and he was answered here. He said we have collision working so that your hands stop when touching a wall, table, NPCs, etc. You currently reload by the press of a button so no manual reload in this game because here's the thing and this is the shocking thing I wasn't expecting to see. The current version of this game is not using move controllers. It's using the dual shock 4. He doesn't say 4 but well that could include the dual sense. Maybe that's why he left out the 4. Anyway, we are however utilizing the motion control tracking and gyro to the max. So they're using the motion control that's in these controllers. So everything we've seen so far has not been with move controllers. It's been with the players, you know, reaching out and moving around like that. I'm not sure how well that's going to go down. It makes sense that they want to have the sticks. I think that's probably the big thing. They don't want Agent 47 to be teleporting around the place because that might mess with the gameplay. It is a stealth game. It's an assassination game. If you're able to teleport all over the place that could like really break the game. You know what I mean? There are many reasons for us ending on this decision but to be honest we think that we have found a perfect fit for the game through this hybrid control scheme best, Eskil. So Eskil is named this IO interactive developer here. So I think that's probably, I'm not sure how that's going to go down. I think that must that might be a mixed reaction. Like I'm glad I'm going to have the stick boss. It's kind of going to be a little bit of a bummer not to maybe be using two hands. So you'd imagine if you're using this you can only really control one hand with motion controls. It's going to be interesting to see. I'm going to have to like see more of that in action ideally before I can judge it for myself. But that's interesting, very interesting. So next question here is from a reply from this guy Alfie 1007 on the clip they released. He shows melee combat with the guard in that he tapped him on the shoulder. So if that was there it would probably do the same as for combat. I can imagine it would just be harder to knock someone else aka not just the one hit shown with the crowbar. I believe he's asking and he's clarified it here. He says I meant guards. When I mentioned hand-to-hand combat I know you can knock out NPCs with one hit. So he's worried about knocking out guards with one hit. And the reply from Eskil here is that you can indeed knock NPCs out with your fist or slap them with an open hand. The crowbar has better reach though and can be thrown as an attack or used as a distraction. I guess the guy was worried that you could only knock people out with a crowbar and you won't be able to do like your fists. As someone who hasn't played the flag game it's kind of hard to understand these concerns because I'm just going to assume that in the flag game you could go up behind someone, choke them out or something like that. So basically it seems like that will be replicated in some way here in virtual reality so we don't have to worry about that. So next question here is will it be released on both PS4 and PS5? And if so, are there any differences? This question came up a lot as did PC, viewer support. We'll get into that in a sec. So Travis here from Interactive Entertainment says hey I've answered this elsewhere too but we're still working on the specifics for how exactly PS4 owners will be able to play the game. We had a line about this in the blog post on PlayStation website announcement so I went and I found that blog post over here and I believe the course is this one that he's talking about. So this one right here where he says we're working to finalize the specifics for how PS4 owners can enjoy Hitman and Vior and we'll have more details to share in the months ahead. So it sounds like things aren't finalized yet, maybe there's some stuff up in the air with Sony and that's why they can't say PS5, PS4, Pro. Maybe they can't talk about bundles and stuff like that. Yes, like you can get the whole trilogy together. So their hands seem to be tied to some degree especially when they're talking about PC, viewer stuff too, which we'll get to. And that question came from CRW Composer. And next question then is from Havertzeclu. He says, can we get a costume of Agent 47 wearing a PSV? Our head says when we're in flat mode and a little bit, you know, just a bit of comic relief here. He says, I'll talk to the character artist, but no promises. And another guy here, Eskil says, that's not a bad idea. So look out for that. Maybe they'll actually add that. That would be pretty funny. Next question then is from James Evan Bond. And he has like three questions here. I'm not sure how many get answered, but can we expect to actually climb pipes and scale ledges in virtual reality? That building in Dubai would be crazy to be Ethan Hunt for a few. So I'm assuming what he's asking is, can we physically climb? How does crouching work? Is his next question? How does reloading work? And we already know that's a button press that's been answered already. And these last question then is how does hand-to-hand combat and stealth takedowns work? So the answer he gets then is from Sid Cell. If I'm saying that right, so I'm not too sure. So question number one, yes, you can climb pipes and scale ledges in viewer. And yes, Dubai particularly has some intense moments there. But when we think back to what he said earlier, the different developers said earlier, that we're only gonna be using dual shock, I doubt we'll actually be doing physical grabbing. It's probably just gonna be using the sticks. I would imagine. I think if this guy maybe worded his question a bit more specifically about manually climbing, you might've got a different answer. But technically, even if we were climbing with just the sticks, this answer would still be true if you know what I'm saying. Question number two, currently crouching is a button press which works well in our opinion. We did some prototyping to make physical standing and crouching, but deemed that a button press was actually more than sufficient. So it looks like we're gonna be, we're not gonna be standing and crouching in physically in real life. It's just gonna be button press, which is what we kind of come to expect from games on PS viewer. Number three, reloading is also a button press. We knew that already, but the reason he gives here is another one of those, hey, this actually works totally fine moments. So basically it sounds like if it isn't broke, don't fix it for them. We're kind of used to that too. Firewall zero hour, of course, famously button reload. And if you ask me, that works great for, especially with a multiplayer game, you know, where you wanna have consistency. And number four then, when he asked about hand-to-hand combats and stealth takedowns, how are they gonna work? The answer to that is it's gonna be free form, motion-based, melee, and bare-handed, close, quasi-combats. That was one of the first things we knew we really wanted to do for Hitman viewer. And we are still getting a lot of enjoyment every day when we play from actually being able to punch with a fist, slap, and melee with crow-bearers in each our own style. Keep in mind that's all in with the DualShock 4. But look, they say it works and they're enjoying us, then I'm willing to give it a chance. Next question then is from myself, as you can see here, where I wanted to know the footage that we've been seeing from PS4, PS4 Pro or PS5, like what was that footage being shown on? And they didn't answer, which I was kind of expecting. When it comes to anything to do with Sony, their hands are gonna be tied. So that's kind of just another wait-and-see kind of a thing. So next up is a question from Ms. Molotov, and she is the moderator over on or slash PS viewer, and she was kind of responsible for setting up this whole AMA thing in the first place. So mad props to Ms. Molotov for doing that. So she has three questions here. I was wondering how long has the viewer version of the game been in development? When did you first think about making Hitman in viewer and what was the first aspect of the game you met in viewer? So his response, this is from Sitzel, we started looking into this a bit over a year ago. Actually, in some ways, the sense that Hitman would be the perfect match with viewer has been lurking in the backs of our minds for way longer than that. Pace of the game, the sense of place, the attention to detail in our locations, the emergent nature of our gameplay systems, and especially AI, just lends itself so naturally and beautifully to viewer. That's also why actually going in and making this has been so amazing for us. Our good feeling was not wrong. So that's just a bit of background as to what got them thinking about putting this into viewer in the first place. As for the first aspect, was getting that camera into our favorite bald head. We knew that we had to go first person to do this in viewer. So that's that question answered. Next up is from JJ Gamster. He says, can you put your gun behind your back? And if so, do NPCs react to us? Is there any virtual reality trophies? Thank you. So the answer is that was the outside in tracking makes this tricky, unfortunately. It is a very cool mechanic though and we have discussed this.   I can't imagine that will actually make its way unless they add in move controller support lays around down the line, which is possible I suppose. Next question then is from Piggy Hero. He says, he or she says, how will this work with the transition of generations? Will this work on PS5? Will it have upgraded visuals on PS5? In addition, how do you handle movement with the PlayStation move controllers? Do you have teleport only or is there a smooth locomotion? Travis replies to the same, we covered this as best we can right now in the blog, which is kind of not really coverage at all.  So basically we're still working on the specifics for how that's going to work together with Sony. Once it's finalized, we'll be talking about it. And of course he avoided the question of the PlayStation move controllers because there is no PlayStation move controllers apparently. Unless I misunderstand it up, I don't think I am. Next question is from GameAlius. Thanks for doing this AMA. I'm a big viewer fan. My biggest issue with this is the lack of titles that really hold my attention. Being a big hit man fan, this is a match made in heaven. However, it is unclear from your guys' communication whether or not viewer will be supported on PC. So this is the best answer for the whole PC thing that's been like loads of these questions that are all about PC viewers are coming over here. It's coming here. Travis, get the best answer. You read between the lines basically and you will be happy with what you hear, I think if you're a PC viewer guy. So he says, hey, we've obviously been reading all the comments we've received about viewer in the last week. It's been great to see the enthusiasm and interest from pretty much everyone with the viewer headsets. We hear you, we hear you. That's clue number one. Now that you mention us, hit man's legacy on PC is at the front of our mind this year because we're fast approaching the 20th anniversary of code name 47, which has only ever been released on PC. 20 years of franchise is pretty special, but that's for another day. So somewhere, I'm guessing sometime later this year there's gonna be a 20th anniversary. They will do something special for that, maybe announce PC viewer support, but he says that's for another day. For virtual reality, what I can tell you today is that hit man three will include PS viewer support at launch keywords there. He's saying at launch read between the lines. You know, see what he's trying to tell you. We'll keep sharing more details and information when we can, thanks for the question. So basically this pretty much confirms that PC viewer will get this game. Sony probably have some kind of time to exclusivity deal going on and they're probably not allowed to officially say anything about us until that deal is up or maybe, you know, at some certain point in time. So PC viewer fans can, you know, rest assured it's coming, it's on the way probably. Like obviously he didn't confirm us, but you know, you can see what he's saying there. Next question then is from Dexter and he says, thanks for doing the AMA. Will there be a version bundled with Hitman one and two locations for those of us that don't already own them, which includes me and to what movement mechanics will be used when using the move controllers. So Travis replies saying exactly how that's going to work in Hitman three isn't concretely in place. Yes, but we're likely to have a solution similar to what we have now. In Hitman two, you can go into the in-game store and buy Hitman one or upgrade to the gold edition, et cetera. Seen as you need Hitman three to access viewer, that's important. You need Hitman three if you wanna play any of these in viewer. This is a very elegant solution for us to use. Again, it could change that's what's not set in stone, but it looks like based on this answer from Travis. Once you buy Hitman three, there'll be an option there to say, you know, download Hitman two, Hitman one map packs for a certain price, you know, which is elegant, sounds good. I like the sound of that. Hopefully won't be too expensive, but if you already own Hitman one and two, you can just import them that way too, so you don't have to worry about it either way, basically. And then as for the move controller comment, he says, look for Eskil's answer about movement controls, winky face. Next question then is from Guli Lass, I think, and he or she says, can you swing lethal items to kill people? And the answer is indeed you can. So there you go. Next question then is from Spiderman311, and he asks, dual wield pistols viewer and Eskil, I believe, answers. He says, all right, might as well bite the bullets. Currently 47 wields one gun at a time, like the regular game. And of course that adds up with there being no move controller or sport. So then Soviet paper plates asks, I'm a huge fan of the Hitman series and have a couple of questions to ask about the new viewer game. How will movement work? I feel like it would break the flow of the game if Agent 47 was allowed to just zip anywhere he feels on the map. And I think that's an important point at bypassing guards and such. And then the second question is, how will dragging bodies work? When we grab them, does it lock on or do we have to hold it down the entire time? So then Eskil replies saying, hey, we are working on different comfort options. It will be smooth movement as the regular game. We will have various settings that players can toggle to their choosing, click turn, vignette, et cetera. So that's what he says about the comfort options. And the question about dragging bodies works grace. You do tether to the feet or hands as in the regular game, but your arms are free to move. So you can now fling them around into bushes, et cetera. Which sounds really fun. Next question is from Holiday812. He or she says, will this be an add-on to purchase if you already own Hitman or will it be a separate game? And Travis replies saying, you can only play viewer with Hitman 3. That's very important again. Should really emphasize that. If you already own Hitman 1 and 2, you can import those locations into Hitman 3 and play them in viewer there. So that sounds like a great solution. If you can get Hitman 1 and 2 for cheap right now, you should probably do it. And Cheese122 asks, how will changing disguises work in viewer? To which Askel replies saying, hey Cheese, changing disguises works similar to the regular version, currently through a button prompt. We are working on ways to better communicate what disguise you are currently in. You can of course always take a glance down on yourself and look at your arms, but that's not always enough. You do know when you're the flamingo though. So we've got some confirmation here that it's just a button press to change. Outfits, bust, the big confirmation I guess from reading this is that you can look down and you can see Agent 47's body and that will reflect whatever suit he's wearing too. But I'm guessing depending on the suit, some of them might not be too obvious just based on the sleeves or whatever. Like you probably won't be able to see whatever hat you're wearing, you know? Bust, apparently this is a flamingo outfit and that will be very obvious. So breakthrough science has a big like 20,000 word essay in question, but basically he's asking about like cheat codes and stuff like that. And the response is, hey, science, making cheat codes, options, are not our current to-do list. Get good is my advice. So he just kind of roasts him a little bit here. I can say that you might have a better chance in VR as the gunplay and melee is very different experience than the regular version. Mr. Monkeyman says, thanks for doing this. Okay, so we've got one here from Mayor Dad. I'm not really saying that correctly, I doubt. He's got a few questions. So how does the movement mechanic work in VR? And a sub question is I guess, are there any multiplayer modes available for the VR version? Is it a PSVR timed exclusive? They won't answer that. Are there any new gameplay mechanics that are exclusive to the VR version except for the first person view? And four, can we expect the first person mode out of the VR platform? The response from Escal is, here's what I can tell you. We are putting all our resources into the single player at the moment. Yes, there's quite a bit of mechanics that differ from the regular game. Motion tract controls when aiming and wielding melee items. Opening doors by touch, et cetera. Getting this to work in first person in VR has been an effort. And for now, VR is where you will experience it. So if you're not a VR player and you still wanna play this in first person, for now you won't be able to do that, but just the way he said for now kind of hints to the fact that maybe at some point down the future they will release first person mode for the game. Who knows? He certainly didn't rule us out there anyway. And so yeah, that is all the good stuff for from this AMA, I believe. I think the big takeaway here is that we're gonna be using the DualShock 4 controllers instead of move controllers, which is kind of, I guess it's shocking because all the trailers and gameplay, you know, you saw the motion controlled hand moving around and you just assumed it was gonna be the move controller because not many games use the motion for this in any like extensive capacity. It's always the move controllers that have been used in, you know, historically for that kind of stuff. So that's an interesting change. Anyway, that's it for the Hitman stuff. As for right now, I'm sure we'd be talking about this game much more in the lead up to its release in January. Until then, let's move on to the next topic. So the Walking Dead onslaughts has finally got a release date September 29th, which is not far away at all. It's coming to PS viewer and PC viewer at the same time. So no staggered release. So that's something you're worried about. Of course, Saints and Sinners had a staggered release. That's not an issue this time. So if you were a fan of the Walking Dead Saints and Sinners that came out earlier this year, this is probably something that has peaked your interest. And looking at this now, it does seem to borrow a lot of gameplay elements from Saints and Sinners, the combat look. As you can see stabbing them in the face and stuff like that is very similar. I will say that the style looks a lot different. So the Walking Dead Saints and Sinners took place in the comic book of the graphic novel universe, whereas this one onslaught takes place where the TV show takes place, that universe. So it's got a bit more of a realistic look. It's got the characters from the show you're gonna be playing as Darryl, Rick, Michonne. These big characters that are kind of pretty famous for anyone who really knows anything about the Walking Dead. You probably know at least one of those characters. Of course, we've seen this game shown off like a lot, like over a year now it's been teased. It was shown in the past with the co-op mode and that mode has been cussed because they wanted to focus on the story mode. So single player experience now. That may disappoint some people. I was kind of hoping for that co-op mode because it would really differentiate it a bit more from the Saints and Sinners. Plus, having looked at this gameplay, it still looks pretty polished, it looks pretty slick. I'm sure that's the PC fuzzage they're being shown. Instead of PS4 fuzzage, probably gonna look a bit worse than that, hopefully not too much worse. But a little bit more juicy information about this. This comes from uploadvore.com where they confirmed this game will also work on PS5. So it's gonna be backwards-compassable. One of the first games, if not, I think it probably is the first game that has that confirmation. So we don't know if Firewall is going to work backwards-compassable on PS5. We don't know about Resident Evil 7, but we do know that the Walking Dead on Sloth will, so that's interesting. And that should make a lot of people happy who are planning on getting the PS5 any time soon. Anyway, let's move on to the next topic. So Laris, All4World Combat, which was supposed to come out on the Oculus platforms at the end of this month in just about 10 days or so, has been postponed until September 24th. This came from First Contact Entertainment's official Twitter. Put out a post detailing the delay. Now, well, I say detail, and they haven't given any specific reason for why it's been delayed, other than they wanted the day one experience to be at a certain level that it wouldn't be if it released when it was supposed to release. So it's not completely un-understandable, considering COVID-19, all this kind of stuff, so everyone's working from home. It's only kind of natural that some stuff was going to be pushed and delayed. And then in the comments below this tweet, they did confirm that the PS4 version of Solaris is still on track to come 2020. Now, we never did get a month or a launch window for the PS4 version other than 2020. So this delay doesn't really impact me too much. I don't think now it is possible that has pushed back the PS4 delay behind the scenes, but scenes was never announced. It's not bumming me out too much. But maybe you were at one of those Oculus Quest platform holders, or an Oculus platform holder, and you were looking for this to come out. Gonna have to wait another month now, but fingers crossed it would be worth this. We'll have that extra polish that we kind of expect from First Contact Entertainment, especially after playing Firewall. So yeah, that is it for this episode of PS VR News. Thank you very much for watching. But before I go, let me give a special thank you to my Patreon supporters whose names are on the screen right now. Thanks to their generosity. They're helping keep this channel going. And in particular, I'd like to give a massive thank you to the following top tier Patreon supporters. We've got Tradition, Chapter 517, Pete Hawkins, Chrome, and Daniel, the Pumpkin Patch Kid. Thank you so much for that generosity. It really does help out this channel. And finally, before I go, let me thank Decepticon for letting me use his music. If you wanna check him out in the description below or go to Decepticon.com, check him out in Spotify, Bandcamp, all the usual places. That is it for this video. I will see you in the next one. Until then, stay moist.


Vice President, Professor Yamio Shibajo has stated a needful Nigeria to focus on developing a knowledge-based economy where human capital is developed to become a productive asset that can be sold for profit anywhere. Speaking at the Sixth Keduna Investment Summit, CAD Invest 6.0, Shibajo said that rather than natural resources well-developed and nurtured human capital has become an invaluable asset anywhere in the world, just as I CET in technology are ruling the world. However, he lamented that Nigeria is yet to take full advantage of its young talents. The lever in his keynote address, Professor of Oppressions of Africa and Bank, Professor Benedict O'Rama said the COVID-19 pandemic highlighted the risks associated with Nigeria's excessive dependence on primary commodities without added value to the commodity. Hello, hope you enjoyed the news. Please do subscribe to our YouTube channel and don't forget to hit the notification button so you get notified about fresh news updates.


We're doctors for European banks. We constantly check their health and help them get back on their feet when they're sick.


Hello everyone, welcome back to the AWSCube coverage of re-invent 2022. I'm John Furrier, host of theCUBE. We've got a great interview segment here, co-creating innovation with e-design. We've got Shigeo Kawabora, who is with the president and the chief executive office of e-design insurance. Anikiko Horay, senior managing director, financial services in Japan, inclusion and diversity lead at Accenture Japan. Thank you for joining me today. Thanks for coming on theCUBE. I love this topic, e-design, co-creating innovation automobile insurance with the product called Andy. It's cloud-based advanced automobile insurance system you guys built and called Safe Driving Together, an initiative that uses data to reduce accidents. So great stuff. So let's get into it. Tell us about e-design insurance and your vision behind transforming to insurance tech company, combining the technology, new type of automobile insurance for the digital age. Okay, with the pandemic of COVID-19, digitalization is accelerating at a rapid pace everywhere. First, insurers were required to define the kind of easy to use, meaningful service they wanted to offer their customers. e-design in collaboration with Accenture sought to redefine the company's mission, vision and values by embracing the customer experience in a new way. While customer's traditional view of automobile insurance is just in case Accenture and e-design formed the view that what customers really want is accident prevention. With a redefined objective of co-creating with customers, not only peace of mind in the event of an accident, but also a world without accidents. Andy developed a service that uses cutting as digital technologies to create a safer and more secure car experience. Akiko, talk about from insurance perspective and Accenture. Now we know about FinTech, you got insure tech. This is a segment that's growing rapidly, a lot of data, a lot of new capabilities with the cloud. Can you share your thoughts on this new opportunity? This is a new innovation for many insurance clients, especially for the traditional policy holder and the new generations. So that gives a new experience for customers. It makes a big change for the customer experience and that e-design is leading this experience in the world, I think. Awesome, what are the key features of the advanced cloud-based automobile insurance system you guys call Andy, and how does it work? At the most advanced full cloud insurance system in the world, Andy embraces digital convenience to the fullest with the concept of creating safety with data and enables the initiative, safe driving together. It designs a new initiative, aims to use available data to reduce the risk and causes of an accident and to make society as a whole safer and more secure. Why did you choose Accenture and AWS for this innovation? What unique value do they bring? Good question, about Accenture, Accenture supported us in a wide range of areas, including business, design and IT. In addition to the industry knowledge, environment of vision and definition of requirements, the PMO eliminated communication loss between the business and IT side. And as a result, the development was completed in a short period of time. In addition, Accenture's expertise in cutting-edge digital technologies such as AI and data analysis is necessary to become an insurance company. And I appreciate Accenture's ability to provide such capabilities as well. And Kiko, talk about the IoT implementation here. A lot of data, a lot of design work, which take us through the experience and how does Amazon and- Yeah, Andy, and to support safe driving with, it is an insurance for the compact IoT car sensor with this size and to put free charge for all of the policy holders to use along with mobile app. The system captures and monitors the driver's driving data, diagnostics and the driving mood and driving behavior, which is safe or not, and supports safe driving. In the event of an accident, the system automatically detects impact and can summarize the accident situation, which is very difficult for the driver to recognize by themselves. And the location, location data, and many others. And the driver can then report the accident with a single tap on their smartphone, very easy, and request assistance or repair shop on the spot. It's very safe and also very smooth for giving the good experience for customers. I know Accenture has great expertise. That's one. But you have been both involved in this smart market rollout. Can you explain that, the smart market rollout? Yeah, it was very interesting that we had the very smooth implementation with e-design. And especially the AWS allow us to give the open and cloud system to strong collaboration with many other ecosystem partners and many AI centers and many IoT sensors opportunity. That gives us lots of experience and give more opportunity for instead company like e-design sample. So that can be more smooth and open implementation for the future. Great rollout. You know, we love this example of AWS Accenture, e-design, co-creation. It reminds me of the big super cloud trend where industries can be refactored and scaled up. So how was the Andy built and what were the requirements driving the technical solution? We plan the architecture, how that works for the future. And especially Coabalas and the great leaders. He doesn't like something which already in the market. And also which can be more fit for the future, the solution which fit for the future and maybe that can allow market customers to have big experience. That's why we choose open, cloud, new trend, new digital trend and IoT or whatever. That gives our architecture definition which can lead by Coabalas with this AWS cloud solution as well as with the very package basis and also open connection with many other AI and the new technology. So that's why it can be more, this solution gonna be grow more in the future and we will have more surprises in the future. If Coabalas, if you have some additional comment, please say. Go ahead. Go ahead. What's your thought? Share. Thank you for you some very good comments. So in collaboration with Accenture, I could develop our team's capability because we are working together like one team. That is a key success factor, I think. Talk about the customer experience and the results. What feedback have you received from your customers and what does the data say? Okay. One interesting feedback we receive is, I was always concerned about my wife's love driving, but by showing her the driving score, I was able to point it out to her objectively, which was very helpful. That was a good feedback. In this way, there are many positive feedback about the ability to visualize the safety and danger of one's own driving. When I hear customers say that they can now drive more safely because they can objectively identify their driving through Andy's safe driving program, I feel very happy that we created Andy. Kiko, your thoughts? Yeah, it's very obvious that the customers like the sensors telling how they are driving. And they sense my driving behavior is safe. They were gonna be confident. If not, they're gonna be very careful in the future. That's happening. And maybe that can be aligned with insurance which E-design is giving is more, they feel more confident to drive in many areas. And also, that can give more opportunities that they can have more new type of insurance and new experience with the car. That's kind of the interesting, like a firm of the driving, including the sensor would be happening. That can be good news for us and we can be more creative to think about new experience for customers. Congratulations for receiving the highest IT grand prize from the IT awards sponsored by the Japan Institute of Information Technology. What's next for E-design? Congratulations. What's next? How do you take it further to change the transform the insurance business? Okay, I believe Andy's strengths lies in its data. By sharing data with our customers in a timely manner, we contribute to their safe driving. We hope to work with customers to create a safe driving experience that is based on facts and that can be enjoyed like a game. Furthermore, we would like to create a society and community where accidents are less likely to occur based on the accumulated data in cooperation with local governments and other organizations. We'd like to contribute to the realization of such a safe and secure society by acquiring and analyzing solid data through Andy on what kind of accidents occur under what circumstances. Akiko, big awards. What's next? AWS Accenture, E-design, take us through the vision. Yeah, it's, I'm looking forward to do the next things. And actually E-design have not only auto insurance, they cover more home and also many others. So that can be giving the more safe opportunity for customers. They can leave their home very smoothly and even some disaster happening, they can escape very safely. Whatever happening in the family, like a child care or maybe even their pet have some challenges, we can take care of them. And that's kind of many experience which can align with E-design insurance. Most of the things that we can give a lot of safe and with data and also some IoT things and also insurance that's giving the more opportunity and the something can truly resolve the social issue. That's can be many opportunities. So that's why we have some plan but we like to keep a secret for the next vision. Safe driving together unlock benefits by gamifying and creating cloud-based advanced data IoT sensors encouraging drivers to work together to be safe. This is very, very an important story and thank you so much for sharing E-design. Thank you for coming on and congratulations on your awards and transforming insurance tech. It should be fun, not a hassle. Thank you for sharing. Thank you very much. Thank you very much. Okay, E-design co-creating innovation. This is the story of cloud next generation. I'm John Furrier, the CUBE part of the AWS re-invent 2022 CUBE coverage here with Accenture. Thanks for watching.