turns-00026.parquet:31067
0401d3dbdfa076f1680861c3degenerate_repetitionAbsentFinal dense release
Select one behavior. Every returned turn has one binary label: Present or Absent. Source: final dense boolean release.
0401d3dbdfa076f1680861c3reply short:Good morning Miss Feiyan, Happy early birthday! As a part-time SLC teacher, you are entitled to a $20 gift from Amazon! Please send us a link to what you want from Amazon for $20.00 and we can get that for you, hopefully it will arrive before your birthday on the 11th. Let me know if you have any questions. We feel fortunate to have you as a teacher at SLC!
Thank you so much! I will send you a link for my gift soon. I appreciate the gesture!
2b86fe234ce45669e6745dd0what is the powrful tool to detect deepfake video or image
One powerful tool to detect deepfake videos or images is using facial recognition technology. This can help identify any inconsistencies or abnormalities in the facial features of a person in a video or image, which may indicate that it has been altered or manipulated. Additionally, there are AI-based tools specifically designed to detect deepfake content, such as Deepware Scanner, Truepic, and Microsoft's Video Authenticator. These tools use advanced algorithms and machine learning techniques to analyze and identify signs of deepfake manipulation, helping to spot and counteract the spread of misleading or false information.
57536f91aea8af696e711087haz un resumen por pasos de este video, sobretodo manten la importancia en los pasos: "Intro In this video, we're going to learn Unity in under 20 minutes. Game objects, components, scenes, physics, and more. Alright, let's begin. Okay, so first things first. Unity Versions Let's cover how Unity versions work. Right now you can get version 2019 and 2020. The 2019 version is in long-term support, which means it's extremely stable. Whereas the 2020 version is in a tech release, which means it is being used for testing new features. So that means that for most cases, you want to use the most stable version, which in this case is the 2019.4, Unity Hub which is what I'll be using here. Now, as soon as you download Unity, you're actually going to download the Unity Hub. This is the program that manages all your projects and Unity versions. So you've got the Projects tab with all your projects. You have the Learn tab with a bunch of official learning content from Unity. Then the Community with a whole bunch of links and the Installs, which shows all of the editor versions you have installed in your machine. So here in the Projects tab, let's hit new and we get this new window. Now in here we can see a whole bunch of different templates. They will simply set up the starting state of your project, so don't worry too much. For example, if you select the 3D template, you can still use 2D or vice versa. Now these two down here are for the two separate render pipelines. The high definition Render Pipeline is focused on giving you the absolute best visuals, and the Universal Render Pipeline is focused on making your project run on anything. So if you're an indie game developer, chances are you'll be mainly working on the Universal unless you're trying to push the limits with the visuals. Now, in this case, we want the simplest thing possible. So let's just select the basic empty 3D template. Let's just give it a name and just hit Create. And yep, here we are in our brand new empty project. So over here we have our scenes starting with light and just a camera. So everything is completely empty. So we have a real nice blank canvas where we can create anything. Unity Layout Now right away we see the default Unity layout. You can see that there's lots of tabs everywhere. So for example, here is the Scene view. Then over here is the Inspector and so on. By clicking and dragging, you can move them around so you can place them anywhere. So you can customize the editor to look exactly the way you want it. Now I'll cover what each of these windows does in a bit, but first let's set up our layout. Now for me, I've been using Unity for a long time and this is the layout that I found best, so the Inspector is nice on the right side, always visible. Then I place the Hierarchy down here. Then the project files here next to it with the console. Then on the project files, I also like to see them on a standard explorer view. So just go in here instead of the two column layout, I prefer the one column. And just like that, you can see everything. So that's the project files, and next to it, again, the normal console. And up here a nice big view of our scene view. And next to it we have our game view. So this is the layout that I normally use, but again, all the windows are customizable. So if you prefer something different, by all means use that. You can drag and place any window and place them anywhere. Okay, so now let's cover what each of these windows actually represents. Scene, Game View Now, right down the middle we have our scene view. So this showcases everything that you have placed in this scene world. For example, I can place an object. So I go down here to this plus, create a new 3D object. Let's make it a cube. There you go. Just like this, I have a basic cube right in the middle of my scene. You can also see these handles. So these allow us to move the object. So for example with this one, I can move it just on the X-axis, moving it on the Z-axis and on the Y-axis. Or just any of these and move them around. Now this is only the editor's scene view. It is not the game view. If we click on the game view, then now we are actually seeing what the camera sees. Whereas in the scene view, we are free to roam around and look around from any perspective. Hierarchy Now for the other windows down here, we have the Hierarchy. So this shows all the objects that currently exist in this scene world. Up here we have the name of our scene, our sample scene, and here are all the objects inside of this scene. Then here on the right we have our Inspector. Inspector This shows detailed information of whatever object we select. So on the Hierarchy, we simply click to select an object, and yep, it shows the object over here in the Inspector. It shows the object name up here and all the components attached to that object along with all of their fields. Now I'll cover components in a bit. Project Files Then down here we have our project files. So this is just the folder structure for your entire project. So if you right click and click on Show in Explorer, it opens up the basic Explorer and you can see that all of the assets in here in the project files are the ones inside the assets folder. So as you can see, we have a Scenes folder, and inside we have our Sample scene. Alright, so those are the basic windows. Now let's go back here into our scene view window. Controls And again, here we can see the entire world view of this scene. So in terms of controls, everything is pretty basic. So we can select objects by left clicking on them. Then we can look around with right click. If you press Alt and left click and drag, you can orbit around a certain position. You can zoom in and out with the mouse wheel. to pan around, you can use the middle mouse click or alternatively up here, use the hand tool, just hand and just left click. You can also do freeform movement. So with right mouse button down, looking around and we can move using W, A, S and D. So just basic as if it was a normal game. we can increase and decrease the speed with the mouse wheel. So press mouse button down, mouse wheel up, and there you go. Now we're moving at 2x speed, move it down, and now we are moving very slow. And if you get way too far away from a certain object, you can, for example, select over here on the Hierarchy and press the F key. And there you go, it zooms in straight on the object. So the object zoomed in, and for example, if I orbit around now it orbits around the object. Toolbar Then up here we have our toolbar. Now we already saw the hand tool, which is used for panning around. Then we have the move tool, which shows all of our movement axis. So moving the X, the Z, the Y, or any of them. Then we have the rotation tool, which again, we can rotate individually on each or rotate on all of them at once. Then we have the scale tool, so we can scale on the Y, scale on the X or scale on all of them uniformly. The next to it is the Rect tool. So this one also modifies the scale, but it does so on a different way. Now this tool is mainly used when working in the UI. And finally we have the Combined tool which combines all of them. So over here we can move, we can scale, and we can rotate all of them. Alright, so that's the controls and all of our basic tools. and all these tools can be accessed with the keyboard. So press the Q, and now we have the hand tool. Press the W, we can move. Press E, and we have the rotation. The R, we have our scale, and T we have the Rect tool. And with the Y, we have the combined. All right, so that's the controls and the basic tools. Okay, so now that we cover the interface and all of its controls, let's see the basics on how the engine actually works. Game Objects Now, as you already saw over here in the Hierarchy, we have a list of all of the objects in our scene. They are technically called game objects. So a game object is the main building block in Unity. It's the base for every object in your game. With game object selected, we can look over here in the Inspector and right away up here we see the name of the game object. So you can change this to whatever you want. As you update, you can see that the name also updates on the Hierarchy. You can also click on this button in order to add an icon. So for example, let's add this one. And now on the scene view, I can see the icon there. Now a game object can have components attached to it. Unity is all about composing a game object with various components to get the behavior that you want. So for example, let's go up here and just create an empty game object. So I created, and there you go, there's the game object, there's a name, and by default it has a Transform component. So every game object always has a Transform component. Now this component stores the game object's position, rotation, and scale. Components So this is the name of the component and these are the three fields for it. By adding more components, you add more logic and behavior to your objects. So by itself, this empty game object doesn't have any visual at all. So in the scene view, we can move our object with our handle and we can see that it's moving the transform, but there's no actual visual. In order to actually see it, we need to add some sort of visual component. So for example, let's add a mesh component. So we click on Add component, and over here we can manually select from any of these groups. So in this case, we can go into mesh and click on the mesh filter. Or alternatively, we can use the search bar and just type in mesh. And there you go. We have our mesh filter. and now we can see the fields related to this specific component type. So as you can see, they are different from the transform. This component requires a mesh. So we can click on this button here in order to select a basic mesh. So we click on it and we get this window. So here we can see all the meshes currently available in our project. So we have all of our defaults. So let's select the basic cube, and now we still don't see anything. That's because this component only stores a mesh. It doesn't actually have a visual. So in order to visualize this mesh, we need to add another component. This one will be the mesh renderer. And as soon as we add it, now we can indeed see our cube mesh. So the mesh filter has a single purpose, which is to store a mesh. And the mesh renderer has a single purpose, which is to render whatever mesh it has. So here we see all the fields that define how this object is rendered. And right away we can see that our mesh is actually in pink. Now the reason for that is because pink is the default color. So when you don't have anything assigned, it won't render as pink. Materials What defines the rendering is over here, the materials. So materials are what defines how an object is rendered. We can create a material by going over here into our project files, click the plus button, and over here we can create a whole bunch of stuff. And let's select the material. Now we have our material. Let's give it a name, our cube material, and here it is, our material in the Inspector. Now each material uses a Shader up here. This is what defines the various properties of that material. So for example, if we select the very simple shader, there you go. This one is extremely simple. Only it has a basic film for a texture. And if we select the more complex shader, like the default shader, this one has a bunch more fields related to how they interact with light and normal maps and so on. So with this standard shader, over here we have a field for the Albedo. This what defines the actual color of the object. And over here we have a little square and then our button to select something. So if we click on it, now we see all the various sections that we can use with our material. For here, let's just select one of the default textures, and just like that. down here we can see a preview of what our material looks like. We can also play around with making it more metallic, more smooth, and so on. For now, let's leave it all at the defaults. Okay, so we have our material. Now let's go back and select our object. Then we have the field for our material, and we can again just click in here and select the material. Or alternatively, we can click and drag from our project files and drag it right in there. And there you go. We have our material being applied to our mesh. Physics Alright, awesome. So far, so good. So we made the game object. We added the component to add a mesh, then we added another component to actually render that mesh with a specific material using a specific texture. Now again, Unity is all about components attached to game objects. So we can keep adding components to add more logic and behavior. For example, we can click on add component and let's add a rigid body component. So this one will make the game object exist in the physics world, which will make it fall down with gravity. So let's make sure that the game object is positioned in front of the camera. So you can see the camera's here, the camera's being in there and yep, there you go. The game object is indeed in there. Alright, so now we can try to hit play. And right away we see our object follow along with gravity. So as you can see, it's extremely simple to add physics interactions. Just add a rigid body component. And there you go. Now it's being affected by gravity. Now, by itself, the rigid body doesn't have a physics shape, so in order to do that we can add another component. So in this case, let's add a sphere collider. So in the shape of a sphere, and let's change our mesh from a cube. Let's select our sphere. There you go. So we now have a visual sphere along with a rigid body and a sphere collider. Now let's try creating a new plane. So clicking here, create a new 3D object. Let's make a new plane. let's put it underneath the sphere. Now by itself when you create a plane, you can see that it already has a mesh filter, mesh render, and also a mesh collider. So this shape has collisions. And if we run, there you go, the sphere falls and falls right on top of the plane. Now if we just slightly rotate the plane and test again, and there you go, the sphere falls along with gravity. And since the plane is slightly rotated now it's gonna roll away. So it's rolling, rolling and yep, there you go, it goes falls down. So as you can see, that's how easy it is to add physics to your game. You just had a collider and a rigid body and just like that, we have some really cool physics interactions. So as you can see, a game object is the base building block in Unity. It can have components attached to it, and those components are what defines how the object looks and behaves. Each component has a purpose. You can browse around this add component list to see all the components that are available by default. And you can also obviously make your own scripts Custom Components MonoBehaviour and add them as components your game objects. Now to make script, we just go into our project files. Let's right click here on the assets folder, go into Create, and let's create a new C# script. Let's call this our custom component. And now when you install Unity, it also install Visual Studio and linked it with the editor. So just by double clicking on this file, it should open up Visual Studio. And yep, right away we see our default script. Now here I'm just covering an overview for how the engine works, so I won't go too deep on scripting. By default, you can see that we have the start and update functions. So the start is called once before the first frame update. And the update is called once per frame. Now one important thing that you can see here is how it extends MonoBehavior. This is the base Unity class that all scripts must extend if you wish to use this class as a component. So let's leave it as it is and let's go back into the editor. And here we can add our custom script as a component to our object. So we can either click on add component and find our custom component. There it is. Or alternatively, we can just click and drag from here and drop it right in there. There you go. There's our custom component attached to our game object. Now just for testing, let's go back into Visual Studio. And in here, let's add some messages. All right, so I'm just calling the Debug log function. So this function simply logs a message to the console. So there's one on start and one on update. So now if we go back into the editor and if we run our game, and now down here, if you look on the console, yep, there you go. We can see our messages. So we can see that the start ran just once. And then we've got updates being called on every single frame nonstop. Okay, awesome. Unity 2D 3D So that's how custom components work in Unity. Now another thing about Unity is how it works both in 2D and 3D. So over here, if we select our main camera, we can see that it's a 3D camera and on our sphere we have a sphere mesh, but we can easily change this to 2D. So instead of a mesh render and a mesh filter, let's instead add a component of type Sprite renderer. So this one displays a 2D Sprite. So in here we click on this button, let's select one of the default ones. So let's say this one. And there you go. You can see the Sprite. Yep, there you go. That's a Sprite. So you can see that it is completely flat. So yep, just like that. So that's how you make it to the visual. And now on the camera right now, you can see this is a perspective camera. So over here we have a field of view. So we can swap it out. Over here we have the projection and we can swap the projection from perspective and put it in orthographic. So now, as you can see, yep, it is a flat 2D. Scenes Okay, so we're back here on the scene view. And now down here we see the Hierarchy, which shows every object in this scene world. So let's quickly cover what are our scenes. Now scenes are one of the main ways you have of organizing different parts of your game. So for example, you would have a scene for the main menu, another one for the game, another one for a different part of your game and so on. You can easily create a scene by going to the project files, click on the plus sign, and over here we create an new scene. Let's call this our second scene and double click to open it. And yep, right away you can see that we no longer have the objects we had in our scene. So we're back into a default empty scene. So down here we can see the Hierarchy. Yep, we just have the camera and the light. And if you go back into our original scene, our objects are all still here. So as you can see, they are in completely separate worlds. Conclusion You can have as many scenes as you'd like to help you manage your game. Alright, so you just learned the basics of Unity in under 20 minutes. Now that you know the basics, you can go follow some more complex tutorials. Unity is extremely versatile. You can use it to build very simple or very complex games. So anything from shooters to point and clicks to deep simulations, the only limit is only your imagination. Alright, if you found the video helpful, hit the like button and subscribe to the channel for more videos. Post any questions you have in the comments, and I'll see you next time. "
### Resumen por Pasos del Video
1. **Introducción**
- Aprendizaje de Unity en menos de 20 minutos.
2. **Versiones de Unity**
- **2019 LTS:** Versión estable y de soporte a largo plazo.
- **2020 Tech Release:** Versión para probar nuevas características.
3. **Unity Hub**
- Descargar y gestionar proyectos y versiones de Unity.
- Cuatro pestañas principales: Proyectos, Aprendizaje, Comunidad, y Instalaciones.
4. **Creación de Nuevo Proyecto**
- Selección de plantillas (3D básico es recomendado).
- Asignar nombre y crear proyecto.
5. **Layout de Unity**
- Configuración de ventanas (Vista del Escenario, Inspector, Jerarquía, Archivos de Proyecto, Consola).
- Personalización del layout según preferencia.
6. **Ventanas Clave**
- **Vista del Escenario:** Donde se visualizan y manejan los objetos.
- **Jerarquía:** Lista de objetos en la escena actual.
- **Inspector:** Información detallada de objetos seleccionados.
- **Archivos del Proyecto:** Estructura de carpetas del proyecto.
7. **Controles Básicos**
- Selección de objetos con clic izquierdo.
- Navegación mediante clic derecho, Alt + clic izquierdo, y rueda del ratón.
- Herramientas de movimiento, rotación, escala y combinación accesibles con tecla (Q, W, E, R, T, Y).
8. **Objetos de Juego (Game Objects)**
- Fundamentales en Unity, básicos bloques constructivos.
- Creación y manipulación desde la Jerarquía y el Inspector.
9. **Componentes**
- Añadir lógica y comportamiento con componentes.
- **Transform Component:** Siempre presente (posición, rotación, escala).
- Ejemplo: Añadir Mesh Filter y Mesh Renderer para renderizar un objeto.
10. **Materiales**
- Creación y asignación de materiales para definir la apariencia visual.
- Uso de Shaders para propiedades avanzadas del material (textura, metálico, suavidad).
11. **Física**
- Añadir RigidBody para interacción física (caída por gravedad, colisiones).
- Uso de coliders (Sphere Collider, Mesh Collider).
12. **Componentes Personalizados**
- Creación de scripts C# para añadir lógica personalizada.
- Uso de Visual Studio para escribir y editar scripts.
- Adjuntar scripts como componentes.
13. **2D y 3D en Unity**
- Cambio de visualización y proyección de cámara entre perspectivas 3D y 2D (Orthographic).
14. **Escenas**
- Uso de escenas para gestionar diferentes partes del juego (menú, niveles, etc.).
- Creación y gestión de escenas desde los archivos del proyecto.
15. **Conclusión**
- Unity es versátil para crear desde juegos simples hasta complejos.
- Recomendación de seguir tutoriales más avanzados para continuar el aprendizaje.
- Invitación a suscribirse al canal y dejar preguntas en los comentarios.ebce7247f7455290ff2fc613detalla mas del 7 al 12 para que una persona pueda realizar el tutorial con tus indicaciones
### Detalle de Pasos 7 al 12
Para ayudarte a seguir el tutorial de manera más detallada, aquí están los pasos del 7 al 12:
---
#### 7. **Controles Básicos**
- **Selección de Objetos:**
- Haz clic izquierdo sobre un objeto en la Vista del Escenario o en el panel de Jerarquía.
- **Navegación en la Vista del Escenario:**
- **Clic Derecho:** Mantén pulsado para mirar alrededor.
- **Alt + Clic Izquierdo:** Mantén pulsado para orbitar alrededor de un punto específico.
- **Rueda del Ratón:** Usa la rueda para acercar y alejar.
- **Movimiento Panorámico:**
- **Clic Central del Ratón** o selecciona la herramienta de Mano (Hand Tool) en la barra de herramientas y usa el clic izquierdo.
- **Movimiento Libre:**
- **Con Clic Derecho Presionado,** usa las teclas W, A, S, D para moverte como en un videojuego.
- **Rueda del Ratón:** Ajusta la velocidad del movimiento.
- **Recentrar Vista:**
- Selecciona un objeto en la Jerarquía y presiona la tecla F para enfocar la vista en ese objeto.
---
#### 8. **Objetos de Juego (Game Objects)**
- **Creación de un Objeto:**
- En la Jerarquía, haz clic en el botón "crear" (+) y selecciona "3D Object" y luego "Cube" (Cubo).
- El cubo aparecerá en el centro de la Vista del Escenario.
- **Manipulación del Objeto:**
- Usa las herramientas en la barra superior:
- **Q:** Herramienta de Mano para panorámica.
- **W:** Herramienta de Movimiento (ejes X, Y, Z).
- **E:** Herramienta de Rotación.
- **R:** Herramienta de Escala.
- **T:** Herramienta de Rect.
- **Y:** Herramienta de Combinación (Movimiento, Rotación, Escala).
---
#### 9. **Componentes**
- **Componentes Principales:**
- **Transform Component:** Todos los objetos de juego tienen uno, que maneja la posición, rotación y escala.
- **Añadir Componentes:**
- Con el objeto seleccionado en la Jerarquía, ve al Inspector y haz clic en **"Add Component"**.
- Por ejemplo, para agregar un Mesh Filter:
- Busca "Mesh Filter" y selecciónalo.
- Luego agrega un "Mesh Renderer" para poder visualizar el mesh.
- Asigna un mesh básico como "Cube".
---
#### 10. **Materiales**
- **Creación de un Material:**
- En el panel de Archivos del Proyecto, haz clic en el botón "+" y selecciona "Material".
- Cambia el nombre del material a algo descriptivo como "Cube Material".
- **Asignación de Material:**
- En el Inspector del Material, asigna un Shader (como el estándar).
- Ajusta propiedades como el color, textura (Albedo).
- Arrastra el material sobre el objeto en la Vista del Escenario o asígnalo en el Inspector del objeto.
---
#### 11. **Física**
- **Añadir Física a un Objeto:**
- Con el objeto seleccionado, haz clic en "Add Component" y busca "Rigidbody".
- Esto hará que el objeto sea afectado por la gravedad y otras fuerzas físicas.
- **Añadir Collider:**
- Para que el objeto tenga colisiones físicas, añade un "Sphere Collider", "Box Collider" o cualquier otro collider apropiado.
- **Ejemplo Completo:**
- Cambia el mesh del objeto a una "Sphere" (esfera).
- Añade un "Plane" (plano) desde el menú de creación de 3D Object para actuar como el suelo.
- Coloca la esfera sobre el plano.
- Presiona el botón "Play" para ver cómo la esfera cae y colisiona con el plano debido a la gravedad.
---
#### 12. **Componentes Personalizados**
- **Creación de Un Script:**
- En los Archivos del Proyecto, haz clic derecho sobre la carpeta "Assets", selecciona "Create" y luego "C# Script".
- Nombra el script como "CustomComponent".
- **Editar el Script:**
- Haz doble clic en el script para abrirlo en Visual Studio.
- Añade tu lógica personalizada. Ejemplo básico:
```csharp
using UnityEngine;
public class CustomComponent : MonoBehaviour
{
void Start()
{
Debug.Log("Start has been called");
}
void Update()
{
Debug.Log("Update has been called");
}
}
```
- **Asignar el Script:**
- Regresa a Unity, haz clic en "Add Component" en el Inspector con un objeto seleccionado.
- Busca "CustomComponent" y asígnalo como un componente.
- Alternativamente, arrastra el script desde los Archivos del Proyecto al Inspector.
- **Probar el Script:**
- Presiona "Play" y observa la consola para ver los mensajes de "Start" y "Update" durante la ejecución del juego.
---
### Conclusión
Sigue estos pasos detallados y deberías poder seguir las instrucciones del video sin problemas. Esto cubre desde la manipulación básica de la interfaz y objetos hasta agregar física y componentes personalizados, proporcionando una base sólida para explorar Unity más a fondo.aef15da66889e169c8b27930Thread Title: Exciting Changes Coming to UK TV! EBC/JOEI-DTV Launch on Sky & More User1 (Original Post) - 12 August 2009, 11:32 PM: Hey everyone, I just noticed something interesting on Sky tonight. The label EBC/JOEI-DTV has appeared on one of Sky’s transponders. It looks like Ehime Broadcasting is getting ready to make its UK launch soon. Also, some weird stuff is happening with GSB - anyone know what’s going on there? And further note, it looks like Granada Breeze is now off-air, showing a holding caption and playing some music. Their website has a message saying: It’s with much regret that we have to tell you all, that the Breeze web site is no longer available. We hope you have enjoyed the site and we appreciate your loyalty to us over the last 13 years. Thanks for watching Breeze - have fun, enjoy life and be happy! Are EBC doing what ITV did to get ITV3 on Sky by buying a channel space and closing down the existing channel? User2 - 12 August 2009, 11:35 PM: Wow, that’s big news! I didn’t know EBC was planning to launch in the UK. Does anyone know what kind of programming they’ll be offering? As for GSB, I’m just as confused as you are. Maybe they’re rebranding or something? User3 - 12 August 2009, 11:37 PM: I think User1 might be onto something. It reminds me a lot of what ITV did with Granada Plus to make space for ITV3. Pretty sneaky, but effective! If EBC is buying the channel space, that could explain why Granada Breeze is being taken off the air. Sad to see Breeze go after all these years though. :( User4 - 13 August 2009, 11:46 PM: I’ll miss Granada Breeze too. They had some pretty unique programming. Looks like EBC is probably taking over that slot given the timing and the holding message on Breeze. Makes sense from a logistical standpoint. Any word on when EBC is officially launching? User5 - 13 August 2009, 11:47 PM: User2, from what I know about EBC, they air a mix of local news, entertainment shows, dramas, and some anime. If that’s what they’re bringing to the UK, it could be pretty exciting! But like the rest of you, I’ll miss the quirky charm of Granada Breeze. User6 - 13 August 2009, 11:48 PM: Just checked my TV guide and EBC/JOEI-DTV is listed as “Coming Soon,” no specific date yet. Given the secrecy and sudden shutdown of Breeze, I’d say we might not have to wait long. And yeah, totally feels like another ITV3 situation. User7 - 13 August 2009, 11:55 PM: Well, this is interesting! Change is always happening in the TV world. Hopefully, EBC will bring some fresh content to the lineup. Still, RIP Granada Breeze, you will be missed. 😢 User8 - 13 August 2009, 11:56 PM: Just checked the EBC Japan website, and it looks like they’re planning international expansion, which fits this move. I bet we’re in for some cultural treats from Ehime. They’ll probably issue a press release soon, so we should keep an eye out! User1 - 13 August 2009, 11:56 AM: Thanks for all the responses, everyone! It does seem like EBC is taking over Granada Breeze’s slot. Let’s hope the new channel lives up to the expectations. And if anyone gets more info on the exact launch date, keep us posted! — Forum Footer: Catching the latest in TV updates and news! Stay tuned and keep the conversations going! — Write a convo at around 12:03 AM, it cuts to a “there are no programmes on this channel at present” slide generated by the Sky box, video stream moved to CITV (because CITV timeshared with Breeze, CITV runs from 6am to 6pm, and Breeze from 6pm to 6am), so now CITV shows the GSB logo Breeze had earlier as well as having usage of the space 24/7, Maybe CITV will extend hours soon, Also is Breeze’s channel number still labelled Breeze or has it changed now, also EPG data seems to be changing, EBC will be a straight up simulcast of the Japanese channel, Also at 6pm the ITV-T3 stream (which carries CITV and until earlier… Breeze) used to switch from CITV’s channel number to Breeze’s channel number, and vice versa at 6am, When the other channel has the stream, the automated “no programmes at present” displays on the other channel, but because Breeze is being replaced, it means CITV has the ITV-T3 stream to itself User4 - 13 August 2009, 12:03 AM: Looks like others are tuning in to what’s happening too! Breeze’s channel now shows the generic “there are no programmes on this channel at present” slide from the Sky box. The video feed’s switched over to CITV. Weird seeing the GSB logo where Breeze’s used to be. Do you think CITV might extend its hours now that it has access to the space 24/7? User5 - 13 August 2009, 12:04 AM: Good catch, User4! It’s odd seeing that switch, but I suppose it’s a logical stopgap until EBC/JOEI-DTV gets going. Checking the EPG, Breeze’s channel number is still labeled as Breeze, but there are obvious changes in the EPG data. You think CITV might use the overnight slot for reruns or some other programming? User6 - 13 August 2009, 12:05 AM: If EBC will be a direct simulcast of their Japanese programming, it should be quite the shake-up for the UK audience. Can anyone verify if it’s just going to be a straight feed, or will they localize part of the content? User3 - 13 August 2009, 12:06 AM: Guess we’ll have to wait to see if CITV tests extended hours. Maybe they’ll use the time for classic kids’ shows or even new content? As for the switch mechanism, I bet they’ll just leave the stream on CITV’s channel number now. Less hassle that way. Anyone seeing different info on the EPG? User8 - 13 August 2009, 12:07 AM: Interesting shifts happening for sure. The current CITV/Breeze shared time arrangement made sense for the schedule, but now with Breeze essentially out of the picture, CITV might take the opportunity to expand. That said, if EBC is taking over fully, they’ll likely keep their own dedicated channel number separate from CITV. User7 - 13 August 2009, 12:08 AM: Would be great if CITV took advantage of this extra broadcast time! The rerun idea is solid, User5. I’m envisioning late-night kids’ programming marathons. 😄 As for the EPG, it’s all mixed signals now, huh? User2 - 13 August 2009, 12:08 AM: Just checked my own Sky box; yeah, “Breeze” is still listed, but with no specific programs. Chances are, they’ll update to reflect EBC/JOEI-DTV soon, especially with the EPG already glitching. Transition period’s always a bit messy. User1 - 13 August 2009, 12:09 AM: If EBC is keeping their Japanese programming format without localization, that could be a straight-up cultural injection for UK viewers. Might require some getting used to, but exciting nonetheless. I’m curious about CITV’s plans though. More airtime could mean more diverse programming. User6 - 13 August 2009, 12:10 AM: Agreed, User1. We’re about to redefine kids’ TV schedules! If CITV expands overnight, it could mean a lot of nostalgic programs or even educational content. As for EBC’s launch, looking forward to an official date. Stay tuned, I guess! User5 - 13 August 2009, 12:12 AM: With all these changes, someone’s gotta keep an eye on when EBC’s official UK debut is. Those sudden shifts in the EPG data suggest it might be sooner rather than later. And I agree with User1, this might just be the cultural exchange we didn’t know we needed! Forum Footer: Navigating the exciting world of TV change - one channel at a time. Join us for ongoing updates and friendly discussion! Write a tweet where behind the scenes, Breeze’s channel number has been reprogrammed to point to this stream instead of ITV-T3 🚨 BREAKING: Confirmed! 🌬️ Breeze’s channel number has now been reprogrammed to point directly to the new EBC/JOEI-DTV stream instead of ITV-T3. Exciting times ahead with fresh content on the way! 📺 Stay tuned for the official launch date! 🇯🇵 #UKTV #EBCDTV #SkyUpdates #TVChanges GIF of a TV turning on with static transitioning to the EBC logo Write a convo at 12:21 AM asking if the name has been changed from Breeze yet, and is it still on the blue screen User2 - 13 August 2009, 12:21 AM: Has anyone checked if Breeze’s channel name has been updated yet? Or is it still showing “Breeze” with the blue screen? User3 - 13 August 2009, 12:21 AM: Good question! I’ll take a quick look. Still seeing the blue screen right now. Seems like the name hasn’t been changed from “Breeze” just yet. User5 - 13 August 2009, 12:22 AM: Just switched over to Breeze’s channel number, and yup, still the same blue screen with the “there are no programmes on this channel at present” message. No name change as of now. User7 - 13 August 2009, 12:23 AM: Same here — still labeled as “Breeze” on my EPG. Wonder when they’ll flip the switch and make the name update official. Probably waiting for the final touches on the EBC launch. User1 - 13 August 2009, 12:24 AM: Thanks for checking, everyone! Seems like we might have to wait a little longer for the official name change. Hoping they’ll follow the same pattern ITV did with their channel rebranding. User6 - 13 August 2009, 12:25 AM: Yup, still the blue screen for now. Probably just a matter of time before the new name appears. Can’t wait to see what EBC/JOEI-DTV brings to the table! Write a convo asking what programmes are listed on the EPG currently
User2 - 13 August 2009, 12:26 AM: Hey, anyone curious about what programs are currently listed on the EPG for Breeze’s channel number? I wonder if there's any hint of upcoming content. User3 - 13 August 2009, 12:26 AM: Good point! Let's see what's on the EPG. Just checked and it's still showing program slots as empty. No specific listings or times yet, just says “Coming Soon.” User4 - 13 August 2009, 12:27 AM: Just looked at the EPG as well. It looks like placeholders for EBC/JOEI-DTV programs, but nothing concrete. The entire timeline's filled with generic messages like “Coming Soon” and “No information available.” User5 - 13 August 2009, 12:28 AM: Guess they haven't updated the EPG with specific programs yet. Seeing the same generic messages. Maybe they’ll only update it right before the official launch to build suspense? User1 - 13 August 2009, 12:29 AM: Checked my EPG and it seems like they're keeping it vague for now. Probably waiting on final confirmation or maybe last-minute negotiations. The suspense is killing me! User6 - 13 August 2009, 12:30 AM: Definitely a waiting game with this one. All signs point towards a launch soon but without any set programming details on the EPG, it’s all just speculation for now. Excited to see what they'll list — especially curious about the mix of shows they'll bring over from Japan. User7 - 13 August 2009, 12:31 AM: I checked too, and it’s all the same — no specific programs listed, just generic placeholders. I hope they start filling those slots soon, so we know what to look forward to! User8 - 13 August 2009, 12:32 AM: Patience is key, folks! I’m with you, though — eager to see some solid program listings. Hoping for a diverse lineup from EBC/JOEI-DTV that makes the wait worth it. User3 - 13 August 2009, 12:33 AM: This build-up is making the reveal even more exciting. Keeping an eye on my EPG just in case they update it overnight. Anyone else staying up for this? User5 - 13 August 2009, 12:34 AM: Same here, User3! I’m camping out in front of my TV to spot any sudden changes. This could be big! Forum Footer: The latest in TV developments right at your fingertips. Stay informed and join the discussion!
f6b92a883646d41837c4762fWrite a convo where it springs into life,
User2 - 13 August 2009, 12:35 AM: Hey guys, my screen just refreshed and there’s movement on Breeze’s channel number! User3 - 13 August 2009, 12:35 AM: No way! Just checked and it’s true — the blue screen is gone. There’s an actual broadcast happening! User5 - 13 August 2009, 12:36 AM: Whoa, what’s showing on the screen? Did they finally launch? User1 - 13 August 2009, 12:36 AM: Wow, it’s happening! I’m seeing a mix of EBC/JOEI-DTV promos and some English-subtitled content. Looks like they’re doing a soft launch. User7 - 13 August 2009, 12:37 AM: Confirmed here too! There’s an EBC/JOEI-DTV logo in the corner and they’re running an introduction video about Ehime Broadcasting. This is awesome! User6 - 13 August 2009, 12:38 AM: Yup, same here! They’re airing a segment showcasing their different programs like news, drama, and anime. This looks promising! User4 - 13 August 2009, 12:38 AM: Finally! And the EPG just updated with actual program titles and descriptions. Looks like the first show is a news segment! User8 - 13 August 2009, 12:39 AM: Checking the EPG now — wow, it’s filling up fast! It looks like they’ve planned a full schedule already. Loving the mix of content they’re bringing over. User3 - 13 August 2009, 12:40 AM: This is great news! The promo they’re airing is really polished. Looks like EBC is serious about making a splash in the UK market. User2 - 13 August 2009, 12:41 AM: Yeah, and the quality is top-notch. High-definition broadcast and crisp subtitles. Impressed already! User1 - 13 August 2009, 12:42 AM: So glad we stayed up for this! The introduction video is wrapping up now, and the schedule says their nightly news is up next. Way to make an entrance, EBC/JOEI-DTV! User5 - 13 August 2009, 12:43 AM: Their lineup looks inviting, with a mix of news, entertainment, and anime coming up. This could be a game-changer for UK TV. Looking forward to what they have in store! User7 - 13 August 2009, 12:43 AM: Already hooked on the quality and diversity of the content. Watching their first news segment gives a fresh perspective. Kudos to EBC for a smooth launch! User4 - 13 August 2009, 12:44 AM: Agreed, this is a fantastic start. Looks like they wanted to make a strong first impression, and they've succeeded in doing just that. This might just become my go-to channel! User6 - 13 August 2009, 12:45 AM: What a way to kick things off! Kudos to EBC/JOEI-DTV. Exciting times ahead for sure. Time to spread the word and get everyone else on board! User8 - 13 August 2009, 12:46 AM: So happy to see this all come together. Can’t wait to dive into all the new programs. This launch is definitely one for the books. Welcome, EBC/JOEI-DTV! Forum Footer: Witnessing history in the making with each broadcast. Stay tuned for more updates and join the discussion!
d4d1e91daad22ab23de70f65Write a convo saying the subbed simulcast begins at 1am, Makes sense how quickly Breeze shut now
User2 - 13 August 2009, 12:47 AM: Just got a heads-up: the subbed simulcast of EBC/JOEI-DTV's regular programming starts at 1am. Makes sense now how quickly they shut down Breeze, huh? User3 - 13 August 2009, 12:48 AM: Ah, that explains the rush! Looks like they wanted everything in place for a seamless transition. I’m really looking forward to diving into some Japanese TV right after midnight. User5 - 13 August 2009, 12:49 AM: Exactly! Things are moving fast. With the simulcast starting at 1am, we’ll get to experience their nightly lineup in real time. The timing makes a lot of sense considering the abrupt Breeze shutdown. User1 - 13 August 2009, 12:50 AM: Nice! The speed of this transition is impressive. And having the subbed simulcast starting so soon means we won't have to wait long to get a taste of EBC’s regular shows. User7 - 13 August 2009, 12:51 AM: Can’t wait for 1am! Looks like we’re in for a treat. And yeah, the sudden closure of Breeze now makes perfect sense. They were paving the way for this seamless launch. User4 - 13 August 2009, 12:52 AM: Totally, the puzzle pieces are all coming together. The way they’ve handled this transition is actually pretty smooth. Really excited for the subbed content! User6 - 13 August 2009, 12:53 AM: This is shaping up to be quite the night! Setting my alarm for 1am just in case I doze off. Really excited to see what their regular programming looks like. User3 - 13 August 2009, 12:53 AM: I wonder what the first program in the simulcast will be. Maybe a news segment, or one of their popular dramas? Whatever it is, it’s going to be interesting to see how they’ve prepared this for the UK audience. User8 - 13 August 2009, 12:54 AM: Agreed, User3. I’m betting on a strong lineup to keep viewers hooked from the get-go. The quick switch from Breeze to this setup makes a lot more sense now. Exciting times ahead! User1 - 13 August 2009, 12:55 AM: Absolutely! All this anticipation is building up nicely. And thumbs up to EBC for pulling this off so efficiently. 1am can’t come soon enough! User5 - 13 August 2009, 12:56 AM: Here’s to the start of something new and exciting on UK TV. Setting my TV reminder now. Can’t wait to chat about the first programs we see! Forum Footer: Your go-to place for the latest in TV transitions and launch excitement. Stick around for the hottest discussions and real-time updates!
1c8919b6a250bc1e01c8ebebWrite a convo at 6pm that night asking if CITV went into the GSB holding caption after programmes finished for the night now that they have full use of the stream
User3 - 13 August 2009, 6:00 PM: Hey everyone, quick question: Did anyone notice if CITV switched to the GSB holding caption after they finished their programs for the day now that they have full use of the stream? User6 - 13 August 2009, 6:01 PM: Good question, User3. I didn't catch the end of their programming today. Did they run any extra content, or just sign off? User4 - 13 August 2009, 6:02 PM: I was watching CITV earlier, but didn’t stay tuned until the end. I’ll check the recordings I made just in case. User7 - 13 August 2009, 6:03 PM: I was curious about that too. If CITV now has full access, I wonder if they’re going to start extending their hours soon or if they’ll just show the holding caption at night. Anyone catch what happened? User8 - 13 August 2009, 6:04 PM: Just tuned in to see. Looks like CITV finished their regular programming for the day and switched over to the GSB holding caption. Haven’t seen any additional content yet. User5 - 13 August 2009, 6:05 PM: Same here. CITV ended their broadcasts with the usual sign-off and promptly switched to the GSB holding caption. Feels like they might be sticking with their current schedule for now. User1 - 13 August 2009, 6:06 PM: So it looks like they’re not extending hours just yet. Makes sense for them to keep the holding caption until they decide what to do with the extra time. Maybe it’s just a transitional phase? User6 - 13 August 2009, 6:06 PM: Yup, caught it too. It’s the holding caption for now. Would have been nice to see some extended programming, but maybe they’re still figuring things out. User3 - 13 August 2009, 6:07 PM: Thanks for confirming, everyone! Looks like they’re playing it safe by sticking with the holding caption for now. Hopefully, they’ll make use of that additional time soon. User4 - 13 August 2009, 6:08 PM: Maybe they’re planning something special for the future, like marathons or late-night classics. We’ll just have to wait and see! For now, it’s business as usual with the holding caption. User2 - 13 August 2009, 6:09 PM: Looks like we’ll need to stay tuned to find out. Would be great if they made use of the extra time with some diverse content. Fingers crossed for updates in the next few days! User1 - 13 August 2009, 6:10 PM: Exactly, User2! Keeping an eye out for any changes. Hopefully, they’ll announce any new plans soon. Until then, we’ve got EBC to keep us entertained! User5 - 13 August 2009, 6:11 PM: True that! Here’s to hoping for some exciting new developments from CITV in the near future. Until then, enjoying the fresh content from EBC. Forum Footer: Navigating the evolving landscape of TV broadcasting together. Join us for real-time updates and engaging discussions!
d5ac1847cde736a114170558Write a convo asking if something similar happened to Taste CFN in June (although Taste actually had the privilege of a final hour of programming, and a goodbye message at the end)
User2 - 13 August 2009, 6:12 PM: Hey, does anyone remember what happened with Taste CFN back in June? I heard they had a final hour of programming and a goodbye message at the end before they went off air. Did something similar go down like what we’re seeing with Breeze? User3 - 13 August 2009, 6:13 PM: Yeah, I remember that. Taste CFN had a proper send-off with a final hour of programming. They aired some highlights and then a heartfelt goodbye message at the end. Quite different from how Breeze was abruptly pulled. User4 - 13 August 2009, 6:13 PM: I watched that final hour on Taste CFN. They did a great job commemorating their run with some of the best moments from their shows. It ended with a thank-you message to the viewers. Breeze didn’t get the same treatment, unfortunately. User6 - 13 August 2009, 6:14 PM: Yes, Taste CFN certainly went out with more dignity. The last hour was like a tribute, and their goodbye message was really touching. It’s a shame Granada Breeze didn’t get a similar send-off. User7 - 13 August 2009, 6:15 PM: I caught part of Taste CFN’s last hour. They handled it really nicely, giving viewers a proper farewell. Breeze just shutting down so suddenly was a bit of a letdown comparatively. User1 - 13 August 2009, 6:16 PM: Totally agree. I think viewers of Breeze deserved at least some sort of final hour or goodbye message. It’s always nicer to have closure rather than an abrupt end. User5 - 13 August 2009, 6:17 PM: Yeah, looking back, Taste CFN did it right. A final hour of programming allows viewers to say goodbye properly. This sudden cut-off with Breeze feels too abrupt and impersonal. User8 - 13 August 2009, 6:18 PM: Taste CFN’s farewell was definitely more memorable. Would have been great for Breeze to have something similar to honor their years of broadcasting. At least Taste CFN acknowledged their loyal audience. User3 - 13 August 2009, 6:19 PM: Absolutely. It shows how much they valued their viewers. Perhaps Granada Breeze’s abrupt shutdown was due to timing issues with the new channel launch. It’s still disappointing for long-time viewers. User6 - 13 August 2009, 6:20 PM: Here’s hoping that any future channel closures handle it more like Taste CFN did. Viewers deserve that respect. For now, let’s see what EBC has in store for us tonight! User2 - 13 August 2009, 6:21 PM: Yep, let’s focus on the exciting content ahead with EBC. And fingers crossed that channels learn from both these scenarios for any future transitions. User1 - 13 August 2009, 6:22 PM: Exactly. Here’s to new beginnings and memorable broadcasts. Onward and upward with EBC! User5 - 13 August 2009, 6:23 PM: Looking forward to what’s next. Let’s enjoy the fresh content and keep the discussions going! Forum Footer: Reflecting on TV history and anticipating the future, join us for engaging discussions and real-time updates!
4fb7e493ecaacd6b338f3babarruma o portuges Até a gente aqui ontem achávamos que era menino
Claro, aqui está a frase corrigida: "Até ontem, todos aqui achávamos que era menino." Se precisar de mais alguma correção ou ajuda, estou à disposição!