Curious on folks experiences going from hardware to virtual edition? I am a little skeptical that it won't be slower but we're not incredibly hard on our existing hardware. We do L7 traffic and we do SSL offloading but our TPS is pretty low.

Virtual versions can be used in two different scenarios to help optimise reporting and analysis. Most commonly, virtual versions are used to enhance reporting by removing the requirement to repoint existing reports to the latest budget or forecast version.


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The solution for this problem is to create a virtual environment, aself-contained directory tree that contains a Python installation for aparticular version of Python, plus a number of additional packages.

The module used to create and manage virtual environments is calledvenv. venv will usually install the most recent version ofPython that you have available. If you have multiple versions of Python on yoursystem, you can select a specific Python version by running python3 orwhichever version you want.

A common directory location for a virtual environment is .venv.This name keeps the directory typically hidden in your shell and thusout of the way while giving it a name that explains why the directoryexists. It also prevents clashing with .env environment variabledefinition files that some tooling supports.

I think whats happening is that this line: use_virtualenv("./my_venv", required=TRUE) is in one of your R scripts and since RStudio connect already handles the creation of the Python virutalenv your script is always trying to overwrite that.

After that you have to restart your local R Session and call reticulate::py_discover_config() to verify that is indeed using the Python from your local virtual env. This is important since rsconnect locally needs to know what environment dependencies to send to the server.

VirtualBox is a powerful x86 and AMD64/Intel64 virtualization product for enterprise as well as home use. Not only is VirtualBox an extremely feature rich, high performance product for enterprise customers, it is also the only professional solution that is freely available as Open Source Software under the terms of the GNU General Public License (GPL) version 3. See "About VirtualBox" for an introduction.

You can also have the VC upgrade the newly added switch by adding the 'set virtual-chassis auto-sw-update' configuration knob beforehand. This way a new switch is upgraded to the same version as the rest of the existing VC.

What would be the best way to migrate the config of a hardware based LTM running 11.6.1 to a new virtual pair running 13.1, appears the F5 big ip migration assistant isnt working as its trying to license and already licensed virtual ltm. Also no luck trying to restore an archive as well. Any help would be appreciated.

trying to do the platform migration option with the UCS and running into the following issues , here is my output of the command. Its trying to load lacp configs however theyre not supported on my virtual

Gamers can explore Italian fashion designer Alessandro Michele's key designs for Gucci and buy rare virtual collectibles for their avatars as part of an interactive exhibition the fashion house is presenting on Roblox.

Set within the 3D world of Roblox, the experience allows visitors to collect limited-edition virtual items while their avatars will automatically change based on the order in which they visit the different rooms.

His first-ever collection from AW15, entitled Urban Romanticism, is immortalised in a virtual metro train carriage. Another room with a large pool at its centre is dedicated to last year's cruise collection.

"I wouldn't be surprised if all of a sudden, Gucci had a satellite startup designing digital-only clothing because they're starting to monetise it right now," commented co-founder of virtual fashion house The Fabricant Kerry Murphy.

Currently, there is a growing interest in the use of technology in the Neurorehabilitation field with the aim of quantifying and generating knowledge about sensorimotor disorders after neurological diseases, understanding that the technology has a high potential for using as therapeutic tools [5]. Thus, at present, there are several works that propose virtual versions of this test, in principle designed for stroke patients and using low-cost technology to allow the patient interaction with the virtual application, such as Microsoft Kinect [6] and Leap Motion Controller [7]. However, no evidence has been found with respect to the analysis of the relation between the virtual developments and the real BBT in Spinal Cord Injury, mostly.

Therefore, the objective of this work is to present the virtual application of the Box and Block scale, as well as details about its design and development for manipulation through Leap Motion Controller and to analyze the concurrent validity of this virtual application in comparison to the real test. The relationship between the results obtained in the actual test and in the virtual application was analyzed in healthy subjects and neurologically affected patients, mostly patients with cervical Spinal Cord Injury (SCI), obtaining a high correlation between both tests performance. The overall objective is that this virtual test will serve as an element to evaluate in the future the effectiveness of a prototype based on virtual applications equipped with a therapeutic sense that, manipulated from Leap Motion allow work the manipulative dexterity patients with neurological conditions [8].

The design of the virtual version of the scale was defined by clinicians, paying special attention to those elements that allowed a better adaptation of the application to the patients. The software Unity3D, as video game engine, was used for the development, which offers enough features to meet our goal and has the advantage of having a large community of developers.

Once the virtual test elements were developed, all of them were embedded into a graphical user interface composed of different elements which deliver visual feedback to the patient about different aspects (Figure 2(b)): difficulty level of the application, instructions panel, a timer with a countdown, and the points in function of the positive objectives reached. Moreover, previously, five healthy people performed the different difficulty levels and a progression bar relative to the healthy performance was included.

The study is carried out in a single experimental session by the performance of both BBT, real and virtual, with the dominant arm. The real Box and Block is performed firstly. The subject was seated in front of an adaptable table in height, and in front of him stands the wooden box with all the blocks located on the side of the dominant or less affected hand, which is with which it will be performed in the first place. The time counter starts, and for 15 seconds the subject performs a test that allows him to practice with the test, when this time ends, the cubes are returned at the starting position and the timer starts again, this time for 60 seconds, counting all cubes that pass correctly to the other compartment, taking into account the above restrictions.

Once the test is finished, the participants took a five-minute rest period between the two tests. Then, the virtual test is performed. Before starting, there is an initial practical period, in which the subject has 2 one-minute tests to make him feel comfortable in the virtual environment. The 15-second trial period is

In relation to the motor performance in the Box and Block Test (real and virtual versions), all the results are shown in Table 2. Taking into account the real test, the motor UE performance was statistically higher in healthy population (73.50 (9.81)) than in patients (36.58 (15.20)) (p < 0.01). The same behavior was observed in the virtual version of the BBT (25.16 (6.19) > 13.16 (5.45), p < 0.01).

Moreover, within each group analyzed, the performance in the real test was higher than those in the virtual version (p < 0.01). For the healthy group, 73.50 cubes were obtained in the real test, versus 25.16 in the virtual version. In the case of patients group, 36.58 cubes were obtained in the real test, versus 13.16 in the virtual version.

These results were observed graphically in the box plots (Figure 3). The statistical significances obtained were reflected in the corresponding diagram, taking into account that there is no overlap between any box plot. Moreover, graphically, it can be observed that the difference between both tests (real and virtual version) is minor in patients group than in the healthy population.

The results in relation to the dispersion analysis are shown in Figure 4. So, a higher performance in the real test corresponds to a higher performance in the virtual BBT with a correlation coefficient of 0.801. So, there is a high trend between both tests the real and the virtual version (Figure 4).

In this work a virtual application of the Box and Block test has been presented and developed to analyze the relationship between the performance in the real BBT and this virtual version in a group of healthy people and patients who had suffered neurological diseases. Our results obtained suggest that the trend between the results of both tests is maintained, so that a higher performance in the real test corresponds to a higher performance in the virtual test.

Interestingly, the significantly smaller difference in the virtual performance between healthy and patients groups compared to the real one, could be due to the amount of sensory information linked to the touch sense, weight of the cubes and joint displacement of the hand supporting them throughout the task with which healthy individuals count, but which patients lack due to the sensory deficits depending of their respective injuries. If our interpretation is true, this

would mean that virtual BBT might be able to measure motor aspects detached from most of the sensory feedback, but it would also mean that to properly train sensitive remnants in each particular patient, it would be necessary to incorporate information from other sensory modalities, mainly haptic components. 006ab0faaa

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