Today's video is a little different. Instead of my usual step-by-step tutorials, I'm going to be sharing my makeup trial for a wedding that I will be attending later this week. I wanted to do a trial of the products and the application and I thought that it would be fun to share it with you as well. So this video is a little bit more casual than usual. However, if you enjoy tutorials that are more step-by-step and you are new to the makeup chair channel, then I might suggest hitting the subscribe button below. It's totally free and if you're already subscribed, then thank you and welcome back. Now, let's get started.  So my skincare has had time to settle on my skin and we are ready for an eyeshadow primer. The job of an eyeshadow primer is to prevent the natural oils on the skin and the lid from breaking down the eyeshadow. Basically creates a barrier, which is especially important for weddings or long days and parties. So I'm going to be applying the primer from the lash line all the way up to the brows. Now I like to use a damp sponge to blend out my primer rather than using my fingertips. The sponge blends the primer much more evenly and then creates a much better base. So I highly recommend it. Give it a try and let me know if it works for you too. Now once the primer is on the lid, I'm going to be applying a cream eyeshadow as a second base. So I'm going to be applying this with a small brush right at the lash line area. Or if you want you can open your eyes, look forward and see the little area that peeks out still. Basically, this will be the starting point for our smoky eye. So we want to add a lot of depth right at the lash line and I love how easy this product goes on. It's one of the main reasons that I wanted to use it. This little pot is like magic. It's like powdery but creamy and buttery and smooth but then it sets perfectly. So it's like a cream to powder but it's like I can't explain it. I've never used anything like it before. It is just beautiful to use. Highly recommend it. So once we have that as our base point right at the lash line, I'm next going to be applying a medium nude shade slightly above the cream. I want to apply this just to give it a little bit more fade and to start off our smoky eye. So this is about one shade lighter than the creamy base but about one shade darker than my skin tone. Now we've kept this mostly on the lid. So before I blend up any further, I actually want to take a lighter shade and set underneath my brows. So the primer grips hold of eyeshadow so to prevent any of that darker shade that I will be applying next from drifting up too high, I'm just going to apply this lighter shade in that area to prevent too much grip. So now I'm taking my favorite blending brush and I'm going to be using this shade that's at least one shade darker than my skin tone and I'm going to be applying this in the crease area and also onto the brow bone area but avoiding the area directly under my brows. And this is going to sweep really nicely over and back.  And as I'm blending you can actually see where the primer has gripped hold of this dark shadow. We have a little bit of a line forming, that's okay because we can softly blend out this harsh line but I don't like having to apply my lighter shades last. I find layering a little bit of lightness then my dark and then a little bit of light again if I need to just adds a slightly better finish. It's very subtle but I feel like it does help particularly if you're getting ready in a hurry or it's an early morning and you're tired. Applying your kind of lighter shades there first will just prevent you from having to fix up anything later. So I'm taking a small brush and this is so cute and I'm going to be applying the darkest shadow that we're going to be using for this look. Now I'm looking slightly down in a mirror to see where my crease area is and I'm adding this to add some depth to the look. So I'm sweeping this kind of in that area quite low because we don't want to blend up too high. Our medium shade is always higher than our darker one and I'm just blending this deep in that crease area. This is to create that kind of smoky look and a little bit more depth and darkness. So instead of going from a dark to light which is what we did on the lid, we're kind of going from light to dark in the crease and the brow bone area. Using that same brush I'm taking a warmer eyeshadow and I'm blending this kind of around everything just to create a nice fade. Now I actually might switch the shadow out for my blush instead. I haven't quite decided on what blush I'm going to be using on my face so I just kind of use this temporarily. I'm also thinking I might do a cut crease maybe just on the inner corner. I'm not 100% sure so I just applied that lighter shadow just on that inner corner just to kind of see what it would look like. I kind of like the darkness on that outer edge so I don't know if I want it to be too bright on the inner corner but what do you guys think? Let me know. Next I applied invisible liner which is a very very thin amount of liner right at the lash line. I do have a video coming up on this very shortly but it's kind of something that you can't see but just adds a little bit more depth. I also applied my first layer of mascara before we're going to move on to applying some pencil liner. So this next tip is great for photographs. It makes such a difference but it's so subtle in real life as well so I'm applying a dark pencil on the upper waterline so I'm going to look downwards and I'm applying this on the upper rim of the eye. It just adds so much more depth and smokiness to the eye but it's so subtle and almost hidden in a way. I'm also going to be using this on the outer third of my eye because when I get a little bit tired my eyes kind of droop so applying this darker shadow on that outer third only on the lower waterline it kind of lifts the eyes a little bit prevents them from looking too dragged downwards kind of enclosing this area and then on the other two thirds I'm actually going to apply a lighter pencil so this should brighten the eyes while also lifting on the outer corner which is another great thing for photographs if you have eyes like mine. I'm going to clean up around the eyes and brow bone and apply some falsies and to add to that lifted look I'm going to keep the outer edge quite sharp and lifted so working upwards. This is going to bring my eyes closer together because they're slightly wide set while also preventing that droopiness that you can get in photographs when I'm quite tired. Now for under the eyes I want it kind of clean but I also want some definition. I still haven't quite decided on what I want to do here. I just decided to use a little bit of the product underneath that we've already applied earlier so whatever's left over on the brush I kind of swept this underneath the eyes. I'm not sure if I want to go for that really clean kind of vintage look under the eyes or if I want to go a little smoky so let me know what you guys think. What should I do? But that is the finished look for now. I wore this for a few hours and I found the eyeshadows were perfect but the liner needed to be fixed up just about five hours afterwards just to keep it kind of you know a little bit more pristine but aside from that everything stayed in place. I also love the fact that I comply a little bit more of that cream if I wanted to add a little bit more smokiness because it's great for layering but I would love to know if you have any suggestions of what doesn't or does work for you. As always my friends be kind to yourself, be kind to others, you are doing the best you can and I will see you in the next one.


The Grace War.  Though the war itself lasted around 10 years, a century leading up to it was filled with so much tension, it might as well lump them together. And most of that tension was coming from Mistral. Territories rich with resources and safe from Grimm have always been in high demand. But the Emperor of Mistral had managed to conquer nearly all that Anima had to offer, thanks in part to an unlikely friend, Mantle. The two kingdoms had formed an alliance. Mistral provided the small kingdom with goods unavailable in the frozen tundra. In return, Mantle introduced technological innovation, as well as guidance in the settlement of Anima's cold, northern territory. It was good, until it wasn't. An incident in Mantle led to a strange and unexpected decree. The abolishment of the arts and repression of self-expression. The people of Mantle had come to believe that they would be much safer from the Grimm if they could simply keep the emotions of the masses in check. Given Mistral's strong, artistic culture, many assumed this would be the end of their alliance. But they were wrong. Mistral complied, selectively, enforcing Mantle's wishes only in the outer territories, allowing the centralized powers to continue to live as they pleased. If you haven't caught on yet, Mistral's full of jerks. The people of Vale had a problem with this. Well, they had a problem with a lot of things Mistral and Mantle had been up to. Treatment of their citizens, use of slave labor, and their constant insistence that their way of life was what was best for everyone. Eventually, Mistral made the jump across the seat of the eastern coast of Sanus. The small islands and peninsulas in the area were perfect to establish the settlement. They were so perfect, in fact, that Vale had just begun settling the area themselves. I think we can all guess what happened next. The king of Vale did everything he could to avoid armed conflict. Despite cries from his people, he insisted on sharing the land with the settlers from Mistral. But to this day, no one knows who shot first. But what began as a riot between the two bands of settlers, suddenly become the first battle of the Great War. Mantle quickly came to Mistral's side. Battles were fought on both Sanus and Animas soil. Villages were lost to both combat and grim. It wasn't long before Vacuo decided to join the party. Up to this point, Vacuo had done its best to stay out of the fight. Mantle and Mistral, having both already established a small presence in Vacuo territory years before, promised to leave them provided they didn't interfere. Soon, those talks evolved. It went from don't side with them, to side with us, and you'll be safe. Vacuo did not much care for that. They came to the conclusion that if Vale were to fall, there'd be no one left to stop Mistral and Mantle from conquering them next. So they did what they considered to be the logical thing. They drove Mantle and Mistral out of Vacuo and told Vale. I loved their style. So the war raged on. Grim attacks increased worldwide. In the battlefield, this meant a temporary ceasefire in order to deal with the hordes of monsters before returning to the fight at hand. Those left miserable back at home, however, were often helpless with their best warriors away fighting the good. But a lot of settlements were lost during these years, and most were net rations on food and dust were put into effect. Development of technology accelerated. Humans and faunas who fought alongside one another became closer. And every day, mankind grew more and more efficient at destroying itself. But it all ended in the Vacuo campaign. Mistral and Mantle knew that if they could take the dust mines of Vacuo, they would effectively cut off the supply of dust to their enemy.  They were only half right. The kingdom Vale personally led his army to battle alongside the soldiers of Vacuo and decimated the enemy forces.  He laid waste to countless men. As the sand was soaked red with blood, the grim came in droves. It was the single deadliest battle of the war. And legends of the greatness and terror of the warrior king were born that day. Historians will tell you most of these stories are nothing but grandiose hyperbole. Unusually violent weather conditions combined with Mantle's unfamiliarity with the desert combat are likely what led to such a high death count. But whatever the reasoning, everyone bowed to the kingdom Vale by the time it was over. The great war had ended. The world was ready to live under the rule of Vale. But the king refused. The leaders of the four kingdoms met on the island of Vital. And it was there that they worked together to form a treaty and establish the future of remnant. Territories were redistributed, slavery was abolished, government's destruction and the warrior king, the last king Vale would ever have founded the Huntsman academies and placed his most trusted followers in command of each kingdom's school. He would teach the world to fight so long as we promised to fight for ourselves and never against ourselves. Seems like we haven't kept our end to the bargain.


Advanced disease detection and prevention methods are crucial in minimizing crop damage and maximizing productivity in agriculture, with laboratory-based techniques such as PCR, IF, FISH, ELISA, FCM, and GCMS being direct detection methods, while thermography, fluorescence imaging, and hyperspectral techniques are indirect methods. Biosensors based on highly selective biorecognition elements like enzyme, antibody, DNA slash RNA, and bacteriophage are also emerging as new tools for early identification of crop diseases. This article was authored by Yifang and Ramaraja P. Ramasamy.


to join me in welcoming Renee Huss, Executive Vice President and Chief Commercial Officer of R, Renee. Good morning and me how? Welcome to our press briefing. Very much appreciate you taking the time to join us this morning. You know, as I was thinking about this show flying over here, this is my 10th Computex. It's not my 10th year in the industry, I've been around a little bit longer than that, but I was thinking about, 10 years ago when I first attended the show, what were some of the key themes, but more importantly, what were the devices I was bringing with me in my briefcase, not only were we using backpacks. And I remember the biggest thing that that show in 2006 was the fact that laptop computers were just starting to overtake desktop PCs as the primary computing device. And at that time Computex was really a show that was largely around the PC ecosystem, whether it was the OEMs or the OEMs and all the things that make Taiwan sort of the rich community that it is around this industry. And I was thinking back, I think the phone that I had with me at that time was a motorboat flip phone and a StarTac that if you wanted a text message to somebody, you had to be really, really good at knowing that the combination of keys that would sort of get your message out. So, you know, 10 years later to be here talking about the launches of new products that we're going to share with you today, really struck by the change that's happened in this industry and particularly as it impacts Computex and the show here and the things that we're doing. Obviously we're going to talk to you about today or some of the new products in the whole space which is a space that we continue to see huge growth and huge opportunity. And it goes without saying, and I think we all know this now that we have, obviously everyone in this audience for sure has a smartphone with them, I have two. So when you look at the use cases in terms of numbers, they're huge, right? And when you look at the numbers relative to what is going on with a smartphone, the numbers alone are just staggering. And it's really an output of what the smartphone means to us in our daily lives and how we use it. And again, if we just look back at a number of years and think that the amount of computing power that was in that laptop 10 years ago is far surpassed in terms of what's inside the phone today. It's pretty staggering. And with that, the smartphone is really the Swiss Army knife, if you will, of all things computing. It is a device that you can get sports scores on. It is a device that you can get a taxi. It is a device that you can obviously work on. It is a device that you can load the old make phone calls. So it is a platform that has so many different use cases that can be applied in so many different areas. It's really just, we think at the very beginning of some interesting new cases before that we're gonna talk about today. And with that, when we just look at just the numbers, three billion smart phones that are our power that are in the world today, if you do the math relative to whether it's in north of maybe seven billion people on the planet, three billion is a pretty large number. So you ask yourself, are we starting to saturate? Well, I have two, so maybe not. You can read the growth numbers here in terms of the population in terms of what's driving the use cases. And again, if you look at the demographics in terms of some of the younger audiences. But I think more important than just the numbers of people who use the phones, you start thinking about, well, what's gonna really drive growth in this market in the future? Is it more people who are just going to replace their phones or are there use cases that are going to really drive innovation? And that's what we're gonna talk about today with some of the new products that we're launching because we believe that right now we are looking at some really, really unique use cases around mobile computing that actually even 12 months ago were not something that we thought was possible to be done on the mobile platform that we're really super excited about. And I think one of the things to keep in mind again as we talk about these new use cases is the fact that building on top of this mobile platform is really a natural outcome. When you think about the software investment, when you think about the number of different partners in the ecosystem somewhere here with us today, it's obvious that the mobile platform is going to be the platform for growth in these engines. And it's really only in mobile that some of these use cases can get the kind of growth and adoption because the platform is so ubiquitous, it's used by so many folks. The developers are tuning applications to these platforms. So then when you think about these new use cases, it's really sort of a natural outcome that mobile will be where it's at. So some of the cases I'd like to talk about today, and again, Nandana, he goes through his presentation on the product side. We'll talk about a little bit why this is so important. And again, these are areas that even 12 months ago we might not be considering as real use cases for a handset. One is in the area of augmented reality. And I'll talk a little bit about what those use cases are. Gaming. Obviously, gaming is a use case that's existed on mobile, but when you start thinking about now the resolutions that are involved, the kind of performance that can be done, the kind of things that people do on their handsets with gaming, we're ushering in a brand new era, particularly when you give the fact that these kind of highest performance applications require low power, small footprints. We can do some very innovative things. And then virtual reality. Obviously, virtual reality is a very hot market. There's a lot of buzz around it. We're going to talk a little bit about some things that Farm is doing in that space. So first off, I'm going to talk a little bit about graphics virtual reality. This chart here that you take a look at on the left-hand side shows a little bit of the sub-systems that are required inside the handset to make graphics virtual reality go. And the first thing that sort of strikes you is that the area for the CPU and the GPU are on and highlighted. Doing virtual reality in a graphics space in the handset requires a lot of CPU horsepower. It requires a lot of GPU horsepower. It requires, obviously, memory in terms of all the data you're moving around. And it requires a lot from the display processor. So, non-done again, we'll go through a lot of detail on this, but graphics virtual reality and the use cases around it, we're bringing some of the subsystems to this world today that will address these solutions going forward. And it's very real. There's a demo back there. I hope you have a chance to use it and take a look. I would warn you that maybe hopefully you'll be less digested before you try that. It's pretty real. And this space is going to, we think, really launch a brand new set of really, really interesting sets of applications. And if you can do that around the global platform, again, where the developers have a very rich set of experiences that are important to tailor to the platforms, the growth will be really significant. Now, when you add on video onto that, again, if you look at this little chart that talks a little bit about the use cases, now you've got the CPU, which is helping do some of the work. GPU may be not so much work in this case, but you actually need a video engine, a video processor that can help you with all the work required for video virtual reality. You can read some of the modeling there from a 3D standpoint, but doing video on a mobile platform for VR takes a lot of work. There's a lot of energy required. There's a lot of performance required. There's a lot of use cases that demand a real high degree of performance. The mobile platform, again, is well-tuned for this. It's established. We have a lot of use cases that have already been proven. And this is an area where we think developers will be doing a lot of work in the future. So gaming, so when you think about gaming, you think about rich titles, triple-A titles, the very best titles that people want to run. Again, this is something that's now just finding its way to mobile. It existed in the high-end world, and desktop, and laptop, and now it's finding its way to mobile. And the reasons for that is a lot of innovation going on inside the GPU, where now you can have a tremendous amount of performance in a power envelope that doesn't drain your battery. So these triple-A titles that people are used to playing on high-end consoles or playing on laptop PCs, people want to play these on all their platforms. People don't want to be restricted to just a single platform to go on and use those cases. This is an area where having a mobile GPU that can be very, very efficient on power, very, very efficient on doing innovation relative to accelerating titles, whether it's around 3D, is a very, very significant use case. And another very interesting use case is around 4K video, and this is in the area of not only capturing images, but doing post-processing, or anything around image manipulation. And in fact, just last week or a week or so ago, we at ARM announced the acquisition of a company based in the UK called Catapult, that's doing work in this area and in this space that is processing. We think this is a huge growth area for the mobile platform. If you look at what's required from a performance standpoint, what's required from implementation area, you can see all the areas of that handsome area are illuminated. What does that tell you? There's a lot of processing that's required to go off and do this. And when you have these very, very large 4K images that can capture a very, very wide area, you also want to be able to do post-processing and editing of the images as you actually capture them. With this type of resolution, and this type of capability inside the handset, now in users you're gonna be able to do some really, really exciting things around 4K video and imaging. Augmented reality, again, it's really interesting that these are use cases, whether it's VR, or we're talking about post-processing or gaming, now augmented reality that you can do inside a handset. Augmented reality for those of you who aren't familiar with it, is the concept of adding information onto a existing scene. So let's say you're walking down the street, you've got your handset, and you want to put your handset up and find out where the next Starbucks is, and those of you who don't know me, now that's a very, very interesting case. With the augmented reality case, you can just put your handset up and it will map out for you in terms of what's ahead relative to locations. So you don't need to go into your handset, you don't need to type in where a Starbucks, you don't need to do anything via voice, you can just literally hold it up. This is not a new technology in terms of technology that's been implemented on higher-end platforms, and we've talked about it the past few years, but what is new, it's finding its way into mobile. And when you think about augmented reality as a use case of driving growth and driving innovation, it's a very, very real example of things that people will do. They'll find value from it. And again, just get another example of where the smartphone is platform to build this on. From a performance standpoint, you can also see that it requires a lot. There's a lot of heavy lifting that's required by all the elements of the sub-system, whether it's the CPU, whether it's the CPU, whether it's the video area. These are all areas where ARM brings a lot of leadership to this space. So it's, and again, now I'm talking more detail about this area, but it is a space that's very, very key for us. So with that, we are very, very bullish actually on the smartphone market. There are people who, full debate whether we've seen peak in this area, we actually think what drives growth is use cases and new areas of innovation. And we actually think in this world, we're seeing a tremendous amount of growth and unique applications. And the ones that we just talked about are actually some of the most exciting ones that I think we've seen in a very, very long time. It's gonna drive some real interesting opportunities. So just if you look backwards a little bit relative to what the performance benchmarks have looked like, and again, this is pre-MyFirst or post-MyFirst project, this is 2009, you look at some amazing performance gains in the platform. And I think this is important to look at on two vectors. One, it allows us to stand up here or at least allows me to stand up here and be proud about what the company's accomplished with all of our dedicated engineers and partners have done. But I think it also lays claim to, this is a platform that has a lot of innovation built inside of internal performance. So if you think about the use cases that I just mentioned, in 2009, obviously, you wouldn't be able to have any of those use cases be described as platform. Fast forward to now, and if you were to go maybe another five years forward, start looking at some incredible innovation that can be done on this platform. So, given the fact that there's a lot of work that's being done in innovating on these new engines, there's a lot of work being done in terms of pushing the process to get really, really good performance and really good area and power, these new use cases, I think, are just the tip of the iceberg relative to what's been drive road to this market. And if past history has shown us anything relative to the smartphone market, is that innovation can happen at an amazing click. So with that, I will now hand over to my partner, Nanda, and I told him I was going to try to pronounce his last name correctly.  And I'll let him take the next piece. Thank you. Thank you so much. Thanks, Kirene, for one not trying to butcher my name. My name is Nanda Manbully. I'm a leading marketing and strategy for the processors group. I also want to thank Kirene for kind of setting up both the opportunity and the challenge of the immersive use cases of tomorrow. But before we go there into the technology portion, what I'd like to do is take a moment to reflect on how far mobile visualization technology has come. The video you'll see demonstrates arms that enlighten mobile illumination technology running on a Mali GPU in a standard smartphone available today. Just look at how you have very realistic visuals, lighting, shading, et cetera. Let's take a look. This is what René would call the digestible format. If you want to actually have a full experience, you have the demonstrations here, but also we'll be showing that on our complex booth for the next three days. And what required literally a high-end graphics workstation and expensive software is now delivered as a completely untethered experience in a smartphone and, of course, running on something like a Mali GPU. Now, speaking of Mali GPUs, let's look at the numbers. We as a partnership have made Mali the highest shipping GPU. It's the number one GPU in the world today by numbers. Over 750 million units shipped in 2015, which is a 30% jump from 2014, and nearly a 15x jump from 2011. So we've come a really long way in a very short time. That's, again, part of how we work together. And from our standpoint, this success, we believe, is because we've been listening not just to the technology itself, but the needs of the market. It's not just about graphics performance. It's about solving system congestion issues. It's about putting compute together. It is about solving the software ecosystem issues. All the while looking at how to increase efficiency. And if you look at that, we look at the kind of approaching immersive experience needing another big step. And for that big step, we had to take a change and step in the architecture part. So Bicross is our next generation GPU architecture. I'll get to that in a little bit, but it's useful to see our evolution over the last six to seven years with our graphics architectures. So in 2010, it was a much more random in 720p with the Mid-Guard architecture. It's still a very, very popular product. The Mali 400 is both out of that. We started bringing in GPU compute, and larger resolutions 1080p and up with the Mid-Guard architecture. The Mali T600, Mali T700, 800 families are based off of that. And now, even though those higher resolution images that are coming in, it's still more of a consumption situation. For the next step, I think we need to go a little bit further. That's what Bicross brings. And remember, as we're trying to do this with more performance, with more capability, we still have to focus on efficiency because it's, after all, a mobile format. And Bicross brings with it a lot of innovations to support that. If we look at what we're trying to do, deliver more performance and more efficiency, we can classify that into three major areas. So the compute aspect of it, the system aspect of it, and the software. And just for making it a little bit interesting, we go left, the right, the center. So in terms of the compute aspect, firstly, Bicross brings in a more advanced scalar architecture to the instruction set. But we've focused on things that make it more interesting. Cross shaders enable us to compress more instructions together with less overhead. In this, we've driven word text shading will help us actually push a lot of the shading towards the end of it, actually reducing the amount of actual work we need to do on it. And then, of course, we've designed it with local registers so you can actually reduce the amount of wirelets as you build these GPUs. And especially in new process technologies, wirelets, as you know, are pretty important. Now moving to the right side, the new use cases are not just about pure GPUs. They are a lot more interactive with other components on the system on the chip. And so a lot of interaction with the CPU. And the Bicross-based components will be the first ones to have full heterogeneous capability. So you can use the same virtual memory system that the CPU uses and actually not worry too much about sharing data across. And more importantly, you have less of it growing off chip. And off chip is actually where a lot of memory effort and a lot of power is spent. And we're reducing that. And then finally, trying to make the software developers' life easier. Bicross was designed from the ground up for Vulkan. Which is the API behind a lot of the new content being developed. And with a very optimized back end for it, it makes the software developers, the game content, the developer's life a lot easier to bring content to market faster with the kind of performance and efficiency we need. Now with Bicross as the foundation, we can announce our first Bicross-based product, the Mali G71 GPU. It's targeted at delivering at least a 50% improvement in performance over today's leading premium GPU from our version, the Mali T880. Now, remember this. It is also the most scalable GPU. The 50% we talked about is based on a 16-shader configuration. But we know this is only gonna need more performance as we go up. And Mali G71 has been designed to go up all the way to 32-shaders. So there's a lot more upside in the performance on the Mali G71. We also expect the Mali G71 to first hit premium phones with SOCs designed in 10-metre technology. And that's where you'll see a lot of its key value requirements. But in spite of this, it is still independent of process technology. If we took the Mali G71 and compared it on the same process technology versus a Mali T880 today, it still delivers over 20% energy efficiency, meaning we're taking 20% less energy on the same process technology versus a Mali T880. It can, of course, scale up to 32 cores, but that's independent. Here's where it becomes that much more interesting. We take 40% less area on the same process to deliver the same level of performance. And as you can see, we need more and more of this compute. We need to make space to be able to fit more of this GPU capability in it. And that's very important. And last but not least, it reduces the external memory bandwidth by 20%. And again, as I said, the more you go off-chip, the more power you burn, we're trying to reduce all that as we get to these more immersive use cases. Now, we've compared it against our premium GPU. Let's compare it with things that you might recognize on the market, right? What we've run here is benchmarks based on the GFX venture of Manhattan, which are very immersive use cases or actually very big taxing on the GPU and compared it against laptops, mid-range laptops of 2015. And what you see is a 16-shader configuration of the Mali G71 matches the performance of a discrete laptop and versus an integrated GPU laptop. It has a comfortable lead. And the thing to note is, even if you look at the more compact laptops, you're talking about a 25-watt SOC versus a smartphone SOC that's four watts of realistically more than three watts. So delivering the same level of performance in almost an order of magnitude less power and that's really important. Now, if you look at what it can do now with this kind of performance, you can see where it's going in terms of augmented reality and virtual reality type applications. And as we get there, the constraints will really get more, what should I say, stringent. If you look at what you need in a situation like this, certainly for realistic VR experience, you need higher frame rates. 60 hertz is what you see today. You'll probably get to 120 hertz, especially in more motion-oriented virtual reality. Resolution goes to 4K pixels as they get closer to your eyeball rather than the screen. That becomes that much more important. And if you're talking about a truly interactive experience, you have to minimize the latency, let's say from the head motion to full-time delay for the real sense of realism that you expect from it. And putting it all together, when you've got everything close to your eyes, you start seeing edges, jagged edges a lot more, and that's where the anti-aliasing aspects of the Mali GPU come in very handy. These are done within the architecture extremely efficiently. Now that's a lot of performance improvement, right? Or that's what's demanded. But also now in a virtual reality situation, you're not designing it for one screen. You're designing it for two eyeballs so that it actually doubles the meaning for that performance. You have to do all that and stick within the same power budget because your phone size is not changing by much and the same thermal budget which is actually that much more interesting. And just to put it into context, and if you go to the display over there, you'll start seeing the phones as they had evolved. Look at six years ago, the HTC Nexus One. 12 millimeters thick, not bad, it's actually a very compact phone. You see the Huawei Mate 8 this year under eight millimeters thick. What was, by today's standards, a very basic gaming experience on the 12 millimeter phone to effectively a VR quality experience today on the PA. So you can imagine how much more you need to do to make it as efficient to fit it to those thin phones because you don't have any leeway in terms of the amount of heat you need to dissipate. We're talking about how the GPU is getting efficient to support that. We need the rest of the components of the chip and the CPU being a major one to do that as well. So to marry up the G71, we're also introducing the Cortex A73 which is our most efficient big arm CPU to date. It delivers over 30% improvement in performance in a constrained mode of budget. I'll get into that a little bit. It doesn't seem like a big amount, but it actually a lot. Of also to keep this going, we need to make it more energy efficient. So we think about it as 30% more energy efficiency to be able to deliver that kind of performance in the same budget as well. And in the target 10 nanometer technology, this premium CPU fully with level one caches, single CPU with a neon and separate will be less than 0.65 square millimeters. That's just a little over half the square millimeter of done. Now putting into context what this means in terms of actual delivered performance. We're trying to compare the performance of the last two or three generations. The Cortex A72, which is in the main tape, is still established as a leader in performance and efficiency. And in these graphs, what you're showing is the dark part of each of these bars is the amount of performance delivered in a 750 milliwatt envelope, which is what you need to be able to constantly sustain it. And to Rene's point, the interactive visual experiences are not going to have just bursty interaction. It needs a constant level of performance. So the A72 took a big leap over the A57 and 20 nanometer and then the Cortex A73 actually delivers another 30% boost over what the A72 could do. And if you just cap it over two years, that's nearly doubling the performance that you saw in 2015, all in a very sustained smartphone budget. So that's a pretty big jump from the last two years, but we've been doing it over the last four or five and that's why you're able to fit in to Rene's graph, the performance from 2009 to 2010, all the way up to here. So to give you an example, we've tried to show the level of performance up with that has gone on over the last few generations. We've purposely taken the comparisons against the Cortex A7 processor. One reason it's in some of the most popular smartphones, it's shipped over 2 billion units so far and a very competitive base level of performance. Compared to that Cortex A7 and 20 nanometer, you see where the Cortex A15 was about two times the performance, the A57 going a little over three and a half. The Cortex A73, each core will deliver about six times the performance off that Cortex A7. Now that's good, but it wouldn't be possible in the same budget if we weren't also reducing the power consumed for each task that it does. And what this tries to show you is the level of power savings doing the same tasks as the previous generation Cortex A7. And what you see in the blue line down there is that in 10 nanometer for the same task, it would actually consume less power than the Cortex A7 did in 28 nanometer. Now that seems okay, that comes from process technology, you expect that. But if you look at the purple line, you're still seeing a substantial drop even if you kept it in the same process technology. So in 28 nanometer, the Cortex A73 is still less than just 2X of what it was while delivering effectively what could be the success of the performance. So our focus is on not just delivering that performance uplift, it is also on delivering it efficiently so you can actually achieve these immersive use cases. Now it's not just about the CPU and the GPU, you actually need to put it together into any system, an SOC that actually works. So the first thing you need to tie together is that you have a coherent CPU, a coherent GPU, all with big, massive performance, need to have an optimized path to memory and an optimized path to communication between the two. And that's where the CCI 550 components come in. We announced that in the last year and it offers about 35, 38% improvement in latency going from the CPU or GPU to memory, but also more importantly, because of the coherency that being efficiently done, you save hundreds and millions of power because you're not growing off chip as much and you're efficiently communicating within a CPU and GPU that are interacting much more closely now. And you've got the base infrastructure in, now you put it all together. Our SOC components are designed with the CPU, GPU and other IP in mind so that when a partner takes it, they have been tested, you can start off at a much stronger footing and help to get a more efficient design to market quicker. And the infrastructure includes things like trust zone for security and now we've got more IP that will help us do more advanced vision, adaptive displays, assertive displays and more. And finally, underneath all that, we have the pop technology to help you achieve the key performance and power roles that you have to achieve your market position. So, where are we today with the signing of this? And we have 10 licensees in the Cortex A73-9 on the Mali G71. Obviously, not all of those are seen on this chart. And we're lucky to have some of the representatives from Isilic and we're honored to actually have them here. Also VD Tech and TSMC were all of the partners and recently worked together on demonstrating with Cortex A73 in a 10-nanometer test show together. So, it is getting real. In fact, we will see Silicon by any of your early next year devices certainly by 2017. And those are the devices that we believe are putting together your smartphone, which is the portal for your future use cases. So, Cortex A73 at least a 30% improvement in sustained performance delivered. Mali G71 at least a 50% improvement in performance delivered on the new Bifrost architecture. And we're focusing on the key technology trends that will give you the immersive experiences of virtual reality, triple-A gaming, and augmented reality. Thank you. Thank you, my friend, for introducing to us the latest CQ Cortex A73 and the premium IP Mali G71 graphics processor. I would like to thank Nanda for introducing our latest product and technology. And now we would like to proceed to the photo call and the ceremony today. We would now first like to invite Nade once again to come up. And also we would like to invite our ecosystem partners, and we are now going to invite our key partners to come up to the stage to introduce today's ceremony. First of all, welcome to the design and technology of the designer designer of the design technology of the VU Tech, Dr. Kaye Volozlo, former Senior Vice President of VU Tech, Dr. Lee Rui Jun, Director of Business Development, Division of TSMC. And here we have our key partners, and we are now moving on to the next stage, which is to introduce to the stage the first design technology of VU Tech, and also to introduce to the stage the second design technology of VU Tech, Development Division of TSMC, and Mr. Diao Yanqiu, the PGM of Turing VU High Silicon. So now, we would like to ask our guests to smile for our cameras and our journalists leading through partnership. We would like to invite the guests on the stage to smile for our camera reporters. Ma Chong, please give them a round of applause. Thank you, the guests on the stage. Please remain on stage for a few moments. We would like to invite you to join us for a toast. So now we would like to ask you to raise your glasses and again a big smile for our cameras. So raise your glasses once again. And also let us drift to a better connected future. Three, two, one, cheers. Thank you very much. So ladies and gentlemen, we will now open up the floor for Q&A. Please put your hand up if you have a question, and our staff will hand you a microphone. We have a question over here. Gentlemen in the black suit. I think we're all in the black suit, yes. Hi guys, Ian from Mantec. On one of your slides you showed respect to K-Numbers on the East Silicon. Is that assimilation or actually testing in houseways? Good question. So the actual projective numbers at the end are estimated, but based on actual assimilations that are connected in correlation with both RTL as well as silicon. Is, how accurate is the assimilation of the NG accurate or just the similar accurate? Sorry, what is that again?  Not quite sure what you mean by that, but these are performance accurate numbers. I had a little question about your HGs support. I'm surprised to see an mention of HSA and the spec. If there's any integration of HSA or the speed server, your H20 and H20 are major partners. In terms of HSA, effectively we have, effectively it's kind of combined. So in terms of when the spec comes out to the house, this has a new state which spec you're writing for. I might have to defer that to Mr. Hutchinson over there. We should be able to, thank you. Thank you. Let's take another question in the back. Hello there, Leo, what are you doing today? You said that the G71 match is 20th in last, which 3G do you do? Yes, so this is based on the, I mean, Nvidia GeForce 9400 GPU alongside a Core i5. Thank you. Just a reminder to those of you who are asking questions, please identify your name and also the media on the internet, please mention your name and the media. Thank you. Hello, I'm the CEO of G71. I'm here to ask you a question. Because I've just heard that the products in the 2G market are all in the Snipe part. So we also know that the collaboration between the two companies has reached the 7G market. I don't know if there will be any expectations for the 7G market. This is the first question. The second question I would like to ask is that after the new GPU was released, what is the most recent GPU in the future? Is there any market that is expected in the next three years? The third question, thank you. My name is CY and I have two questions. So you talked about arts products making use of 10 nanometer technology that you're working with TSNC. To my knowledge, you used 7nm technology with TSNC previously. So will 7nm technology still be applied? That's the first question. The second question is, you talked about the new SGPU G71. So what are your expectations or projections for market development in the next three years? Okay, so I'm trying to take it step by step. So just wanted to clarify, we've been working with the lines of TSNC on 10nm for over two years now. So what we talked about with the test chip, as well as what is expected in production, 10nm going forward. In March, we talked about how we're working with TSNC partners to go into 7nm, which is obviously further out. We expect 7nm, will succeed 10nm, and we'll continue working with them for that. Now, the second question seems a bit more open-ended in terms of market development. I think the capabilities that we bring with the G71 opens up new use cases. They could still be done with phones, but you could see other devices coming off of that as well. So I don't think we have a clear projection of how that volume increases apart from the standard things that you can actually see from a lot of those publications on projections on VR-class devices. To one thing I might add onto that, too, is with the acquisition we made of apricot, it's very, very clear that we think that anything regarding the visual experience is extremely important for the mobile platform. So investing heavily in those areas is certainly an area we're looking forward to, and the apricot acquisition, I think, is a good indicator of that. Thank you. Yes? Hi, my name is Masaki Masahara, I'm from Ishigoshi, Japan. I have a question about the A73, my architecture point for you. So what is the main differences between A72 and A73? So could you give me a more detail? Sure, I'll try to keep it short, but in the GESC, we've actually gone slimmer on the Cortex A73. I've gone from actually a three-wide machine to a two-wide machine, but we focused on getting performance while getting more efficiency. So it has a much more improved memory system and a branch prediction capability, but it still uses all the big data path features that A72 had like Neon. So overall, we've gone slimmer, but delivered more performance while improving efficiency. Thank you. Thank you. I think I saw a hand go up to my right-hand side. It will skip from Ikea electronics. I have two questions. First question is very simple. GPU process generation is what? Is 10 nanometer high? GPU process may vary G71. The process technology is 7 nanometer, 10 nanometer is all right. So Mali G71 is independent of process technology. We expect premium devices, first we'll see it in 10 nanometer, yes, but it is equally capable of being implemented in 16 nanometer or in the future in the set. Next question is, I could find an important company name. Paracom. Paracom should be an important partner in the company. Why, lay down, you cannot disclose the company name. It's a good question. We're really only able to talk about companies that have agreed to be announced publicly at this time. Thank you. We'll take another question. Any other questions from the floor? Yes. I'm Hiromoto from Intercompute George. My question is about the CCI 550 Interconnect. You said it's a clean and coherent Interconnect. So does that mean a CPU core can smooth the GPU cache or CPU core just skip the end node? So it is fully coherent, so both can smooth each other? Thank you. Question in the back. Hello, I'm H.K. from Macro from South Korea and I want to ask you to Mr. Nanpane about VR and AR, about Mali. And my question is, do you have any talk on about any partnership about AR2? We are AR companies about the optimization of our performances or efficiencies about what to make VR and AR in performance. So there's no formal partnerships that you're talking about, but we collaborate very closely with our ecosystem and our ecosystems, our partners that actually build it as well as front-enders, software developers and developer community. So we are working with a lot of people in that community to make sure that we hold everything we deserve and also the tools we provide will make it more optimal. Any components about VR or AR companies? Constituent, okay? Well, maybe we can take this a bit offline because at least you could come up with. I'll do it online. There is a big list. All right, we'll take this online. Any other questions? All right, if not, let us thank once again Renee and also Nanpane. Thank you for joining us today. Thank you for joining us today. And of course, thank you to all of you for being here today. Thank you for joining us today.


I'm Professor Stephen Secula. Welcome to this introduction to the study of energy and forces and their effect on material bodies. This discipline is known as mechanics and this course is the first in the physics introductory sequence and begins a general exploration of physics itself. But first what is physics? Well physics quite basically is the study of energy, matter, space and time. So in a sense physics is the science that deals with the foundations of everything in the universe, all that is, all that ever was, and in principle everything that will be in the future in this thing we call the universe. Now physics itself is both a mathematical and a practical science. Now mathematics is the language that you and I will use to describe and even explain phenomena that we observe in the natural world. Mathematics is incredible. It allows us to write a reliable and self-consistent story that describes the cosmos and deeper than that it actually allows us to predict features of the cosmos that no human may yet have observed and yet as time and again we have learned if you can conduct some kind of search for the thing that's predicted, if you have a successful description of nature in the mathematics, you will often find those things that you didn't know existed but that the math told you should be there. Now this ties neatly into the fact that physics is also a practical science. It is practical in that mathematics can say whatever it likes, self-consistent or not, but evidence from the natural world for or against the claims of mathematical ideas, those are the final arbiters of what we know as a kind of scientific truth, a reliable, useful, reproducible assessment and a description of the natural world that is predictive in its abilities. Now together these twin tools, mathematical description and prediction and experimental investigation and assessment, they are the arsenal of ideas that have led us to a reliable and reproducible description of the principles of nature. These are what are referred to as the laws of physics. Now it turns out that there is a small set of such laws that are known to explain a great deal of the universe from the fact that when we walk and lose our footing and trip and we no longer have control of our balance, we fall toward the ground but not up toward the sky to the fact that the moon goes around the earth and together we as a pair go around the sun. It explains the reason why some matter appears solid, some liquid, some matter diffuse, some shiny, some bland, some tough and some brittle. Now these laws while successful are by no means a complete set but to find the complete set of laws we have to begin somewhere and so we will begin with what is known and start in this course from that foundation. Physics begins with observation and measurement. Now observation can be quite a simple thing or at least it can seem like it at first until you start to think about the details of reporting one's observations in a reproducible way. So for instance I might stand on the SMU campus and notice that some distance away from me there's a flagpole with a flag atop the pole. Now what if I want to quantify my distance from where I am to where the flagpole base is? That's the trick. How do you and I come up with a way of agreeing on exactly what that physical distance is between these two things? So that's one thing I might want to say what's the physical distance quantitatively from my present location to where the flagpole is. What if I want to say something instead about how the flag attached to the pole changes from one moment to the next to the next flapping back and forth and then back again? Well that's not just a spatial change that's a change in something else. I'm going to need some kind of system of units upon which you and I can agree and for that we need to think about two of the key players in physics as a study of the natural world space and time. Space if you will is a framework upon which matter can be placed. Think of space like a game board for instance perhaps you've played a game like chess or words with friends or go. You have pieces that you can place on the board and you can move them in certain ways in locations on the board. In this analogy the board to us is what we think of as space in the universe. It's a place where matter can be or not be. In our everyday life we experience space in three separate directions or dimensions as they are known. For instance I can step forward closer to the camera. I can step backward away from the camera. That's one dimension. I can move to my left. I can move to my right and recenter myself in the camera again. I can go up. I can come down. Now that gives us three ways of thinking about independent motion in space. Forward backward doesn't affect left right. Left right doesn't affect up down. Three dimensions and so space as we experience it in the day to day world is said to be three dimensional. Now time there's the trick. Time is the harder to understand of these twin concepts of space and time. Think about time this way. Time is too another kind of dimension or direction. Without a direction in time matter that's placed on the game board of space would simply do nothing. It would go nowhere. The universe would be static and unchanging without time. The universe would be a pretty boring place. Time adds the necessary dimension for changes in space to occur. In physics we can say that time is the displacement between events. For instance if the flap of the flag to one side of the flagpole is considered an event the flip of the flag to the other side of the flagpole might be the next event and so forth. Matter in motion. Events can be causally related to one another. The wind blows the flag flaps. Event one the wind blowing could be the cause of event two the flag flapping. But that needn't be the case. Two events can occur in the universe and actually have nothing to do with each other. Physics as a study of space and time can even give us the tools to understand causality cause and effect and whether or not event one and event two are related to each other or could be related to each other. Space and time together are not just some four-dimensional game board in which the events of the cosmos play out. Taken together they have profound consequences themselves as you will come to learn in the study of the universe through physics. However for the purposes of this introductory course it is merely sufficient to point out that they exist and that there is a standard system of units that we can use for measuring locations and distances in space and moments and displacements in time. For space this unit of measure is the meter and for time the unit of measure is the second. I mentioned earlier that space and time are a game board for matter. Let's talk about matter for a moment. Now matter as we study it on earth in laboratories and even the matter we can see out in the cosmos with instruments like telescopes they all seem to be made from atoms. The indelible fingerprint of atomic matter is just about everywhere we look and see light coming to us from another place in the universe. Now you are going to learn more about atoms as you continue to study physics but you probably first encountered atoms in chemistry class. Remember all those things you were forced to memorize about atoms, what were their weights, masses, what were the number of electrons each kind of atom had, how many protons did an atom have, how many neutrons did an isotope of an atom have, what energy can you get from an atom by liberating an electron from it or what energy might be released from an electron falling into a locked orbit in an atom. These are things that you commit to memory when you first study chemistry but it is physics and specifically it is the laws of physics at the smallest scales that tell us exactly why all of those things are the way that they are. Physics again gives us deep answers as to questions about factual observations and where they come from in the natural world. Matter like space and time can itself be subdivided into little units, little chunks. The atom is one such chunk for instance. There is a standard unit of material substance that we will utilize a lot in this course and that is the kilogram. So with this brief introduction in mind let's take a slightly deeper dive into these units of space and time and matter. In doing so we will learn the standards for these quantities and something of the history of measurement and where the definitions of the modern standards of measurement come from. This altogether is an activity that is key to completing a full understanding of the cosmos at least as can be achieved today. So let's take a deeper look at measurement and units of measurement. To make measurements humans have agreed on an international standard of a system of units of measurement centered around the meter for distance, the kilogram for mass, and the second for time. This is known as the System Internationale or SI and in English we would simply refer to this as the international system of units. Now let's consider the standard definition for the unit of length which is the meter. This is probably an instrument that's familiar to most of you in one form or another. It's a stick that has been graded in various ways in order to mark off units of distance and the full length of this stick from end to end is supposed to be one meter. Now the definition of the meter is something which has evolved over time. In fact at one point in the history of this particular unit of measurement there were competing definitions of the meter. But it was eventually agreed upon that the meter would be considered one ten millionth of the distance from the north pole of the earth to the south pole of the earth along a line on the surface of the earth that ran through Paris, France. Nowadays we have a much more reliable way of defining the meter and for a long time that had been something which was another object. It was a platinum iridium rod and it was robust against temperature and pressure and it was considered the standard unit representing the meter against which all other things that claim to be a meter had to be set. But that rod did in fact have problems. It was only accurate to about 0.0001 meter or about one ten thousandth of a meter and today we have a much better way of defining the meter and that is to use the fastest thing we know of in the universe and that is light. Light regardless of the motion of its source of emission or the motion of the detector that you use to find it moves at a fixed speed in empty space. This is known as the speed of light. And that speed is in fact constant no matter what state of motion the emitter or the observer are in. It's an interesting fact that we will eventually get to in physics. The meter today is defined as the distance that light will travel in 1, 299,792,458th of one second. Now of course that definition depends on the definition of time and I mentioned that that in the international system of units is the second. We're used to measuring time very easily. We all have devices like this in our pockets or most of us do at least. We have some way of keeping record of the passage of time, the moment between one event and the next. But you have to have events in order to keep time and so what sequence of events are you going to use to define the second? Well originally the second was defined as one 86,400th of a solar day. But the problem with that particular definition is that you all have to agree upon what it means to have one solar day. This is an astronomical definition and in fact that definition of the solar day evolved as our knowledge of planetary motion evolved. It's better of course to find something that all observers can not only get access to but then measure the same property of and get the same answer. And so these days in fact as of 1997 the standard of time was altered to use the behavior of an atom of cesium 133, one of the atomic elements. And in fact the second is defined as the duration required for a cesium 133 atom to execute 9,192,631,770 transitions between two well-defined energy levels in the cesium atom. That cycling between those energy levels is something that is insensitive to temperature and pressure and your changing definition of a solar day as planetary motion evolves over the history of the planet in the solar system. This is much more reliable. Now I mentioned earlier that space and time are the game board upon which the chess pieces or the go pieces of matter are arranged and through which they move. Matter as we study it on earth thinking about material objects like this little chunk of metal here. We study this in laboratories, we can observe matter beyond the earth, the moon, our sun, other planets in our solar system, other stars in the universe, other galaxies containing stars just like our own and everywhere we look we see the thumbprint of atoms in the light that we can study from those objects. So it seems that the whole universe of visible information that we have accessible to us is composed of atoms and we learn about atoms really for the first time in a course like chemistry. In chemistry it seems often a very rote exercise in memorizing the properties of atoms, their masses or atomic weights, the number of electrons a specific atom has, the number of neutrons, a specific isotope of an atom has, the exact energies available to the electrons in a specific atom. These all seem like features of the universe we have to commit to memory. But in fact physics gives us the toolkit to understand where all of those facts are set. Physics explains those energy levels, it explains the numbers of electrons and why and how they're arranged in different atoms the way they are. It is the laws of physics that help us to understand those tiniest bits of matter we call atoms. Now mass, which is the final unit of the international system of units that I will discuss today, is standard measure is a kilogram. So what is a kilogram? Well, originally a kilogram was defined as a volume of water and the mass associated with that volume of water. And what was the volume of water? Well, you could imagine a cube 10 centimeters by 10 centimeters by 10 centimeters in dimension, make that entirely out of water and that would represent the kilogram. Now water is a fickle thing. It expands and contracts as temperature and pressure changes. A little bit of it splashes out, you've just changed your definition of the kilogram and you may not even notice that those water molecules have left, they can evaporate. Water is a difficult thing to work with, albeit fundamental to life as we know it. So instead, similar to the definition of the meter, in the 1800s it was decided to use a platinum iridium block and that block was very carefully isolated and protected to keep material from flaking off, at least as much as possible. And to this day, that platinum iridium block is considered the standard definition of the kilogram. All kilograms that you have available to you, and so for instance, this block of metal that I hold here in my hand, which is supposed to represent one kilogram, will have to be ideally calibrated against that single block of platinum iridium at the International Standards Bureau. Now of course, that's perhaps not the most stable definition of mass. In fact, it's entirely possible that atoms of platinum and iridium are lost from that block over time and its mass can change. After all, mass really is a measure of the sum total of the masses of the atoms that make up the material. Every block of material is the sum of its parts and those parts are atoms. And they can flake off this little block of metal without me even noticing. And that makes atoms a very difficult thing to work with. Now this lets me lead finally into the last subject in this introductory lecture and that is measurement. For me as an experimental scientist, measurement is my bread and butter. It's the foundation of everything that I do and I have to not only be good at doing it, but also understand that nobody is perfect at measurement and in fact some measurements have a limit to how perfect they can ever be. These are features given to us by nature and you will learn more about that in physics later. We can consider a measurement and begin to understand the challenges involved in making reproducible observations of the natural world. As I said, this is supposed to be a kilogram and in fact, if I take away these smaller weights, this single block of metal here is supposed to be 500 grams or one half of a kilogram, a kilogram being a thousand grams. That's what's stamped on this block. I have here a holder, a little metal hanger and I can slide the metal block onto it, very convenient. And I have here a scale which is supposed to tell me the mass that is placed on this tray on your left. Now the way that this works is a balancing act. There are weights associated with this arm of the balance. They can slide around. When I place a new weight over here on the tray, the balance will go out of equilibrium. It will start to move. It will experience a force. That force will cause a motion and eventually that motion should settle down to an equilibrium point. If I've done a good job of making the claim that this is in fact half a kilogram of mass, when I place it on this little tray here, the whole device will begin to move. And over here on your right, there's a little arrow and when the arrow points to zero, it means that the weight in the rest of the scale balances the weight here. And it can in practice tell us the mass of this block which is supposed to be 500 grams. So let's take a close look at some of these numbers. This mass is supposed to be 500 grams. Here, however, I have reached equilibrium where the arrow on the balance is pointing just about at zero. And you'll notice that I have a 500 gram mass over here. But in order to balance out the mass I put on the tray, I had to add a little extra mass over toward the right of this scale. I had to add a little bit more than 500 grams to get this system to balance. So who is correct? Is it the manufacturer of this mass who stamped 500 grams on it? Or is it the manufacturer of this balance who claimed that this should be able to somehow accurately measure the mass that's placed on the tray? Now I should say that I went through a little bit of an exercise before this. You might say, well, you put some extra mass on here. This is 500 grams, but this hanger adds mass. In fact, it's 50 grams according to the manufacturer. When I place this on the tray and I let this balance out, when the motion settles down, I will see that I do not have 550 grams measured on the balance. I have 500 and a tiny bit. We're far from 550 grams. I already factored in the mass of this when I set up the scale. So again, who's right? The manufacturer who stamped the mass or the manufacturer who made the balance? This is the challenge to the experimental scientist. If we are to understand nature, we must not only agree on a system of measurement, distance and time and mass, the number of atoms in a material, but we must also understand that our methods for assessing the natural world have limitations. They have uncertainties and we must understand where they come from. We must assess them as best we can. We must report them faithfully and that is measurement. It is not just a number, 500 grams. It is 500 grams plus the limits of my knowledge of that statement. That is what differentiates science from all other ways of knowing. It's not just about learning something. It's about learning the limitations of learning and quantifying them and doing better and better as you make more measurements and mature your methods. So welcome to Physics 1303. I'm looking forward to a very exciting semester with you as we explore the cosmos from these most basic foundations of observation, measurement and units.