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Exam Title : CIW Database Design Specialist
Exam ID : 1D0-541
Exam Center Fee : $150 (USD)
Exam Duration : 90 mins
Questions in exam : 50
Passing Score : 75%
Exam Center : Pearson VUE
Real Questions : CIW Database Design Specialist Real Questions
VCE VCE exam : CIW 1D0-541 Certification VCE Practice Test


Details
Relational Database Fundamentals
- Identify basic database types and management systems
- List common database languages and their purposes, and identify language subsets of Structured Query Language (SQL).
- Identify relational data modeling schemas, characteristics and manipulation

Relational Database Design and Application
- Identify the steps of the database planning life cycle
- Identify the activities in the conceptual design phase of a database

Normalization and Database Design
- Apply normalization techniques and processes
- Describe logical database design steps and practices
- Interpret logical data models into a physical data model that can be implemented by a particular database management system (DBMS

Structured Query Language (SQL)
- Identify SQL commands and syntax
- Create statements using Data Definition Language (DDL)
- Form commands using Data Manipulation Language (DML)
- Use Data Control Language (DCL) statements to control the access to data in a database and to grant users permissions for data operations

Relational Algebra and Databases
- Define and describe the use of relational algebra in order to create new relationships from existing database relations
- Compose joins in a database

Transactions, Currency Control and Database Security
- Create transactions and enable currency control
- Identify elements of database security



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CIW Design study tips

Case examine: The Design in the back of ‘Cubism’s’ Hand-monitoring | 1D0-541 Cheatsheet and PDF Braindumps

Hand monitoring first grew to become attainable on the Oculus Quest again in late 2019. Out of enthusiasm for this new input method, I published a demo of Cubism to SideQuest with experimental hand tracking support simplest a couple of days later. obviously, this initial demo had several flaws, and didn’t really take the barriers of the technology into account, which is why I determined to at the start leave out hand tracking assist from the full unencumber of Cubism on the Oculus shop. It took more construction, leaning on training realized from the work of fellow developers, to build some thing i was happy to unencumber within the fresh Cubism hand-tracking update. right here’s an inside-seem to be at the design procedure.

visitor Article by using Thomas Van Bouwel

Thomas is a Belgian-Brazilian VR developer currently based in Brussels. despite the fact his customary historical past is in architecture, his latest work in VR spans from indie games like Cubism to commercial enterprise software for architects and engineers like unravel.

This replace builds on instructions learned from many other games and builders who had been exploring hand tracking over the last year (The Curious tale of the Stolen Pets, holiday Simulator, Luca Mefisto, Dennys Kuhnert, and a couple of others).

listed here I’d want to share some issues I’ve learned when tackling the challenges particular to Cubism’s hand interactions.

Optimizing for precise Interactions

Cubism’s interactions revolve round inserting small irregular puzzle pieces in a puzzle grid. This supposed the main requirement for hand tracking enter became precision, each in settling on up and putting items on to the grid, as well as exactly identifying out items from a accomplished puzzle. This informed lots of the design choices regarding hand enter.

Ghost arms

I decided early on to not make the fingers physics-based mostly, but instead allow them to flow through items unless one is actively grabbed.

This averted clumsily pushing the floating puzzle pieces away if you happen to try to grab them mid-air, but more importantly, it made plucking items in the center of a full puzzle easier because that you may simply stick your fingers in and grab a chunk in its place of desiring to work out a way to physically pry them out.

Signaled by their transparency, arms are not actual, making it easier to select pieces from the center of a puzzle.

Contact Grabbing

There are a few tactics to detecting a users intent to grab and unlock objects, like focusing on finger pinches or complete finger joint rotation while checking a usual interaction zone in the palm of the hand.

For Cubism’s small and irregular puzzle items despite the fact, the method that appeared to deal with the precision requirements the most advantageous changed into a contact based mostly approach, where a chunk is grabbed as quickly as thumb and index intersect the same piece and are introduced collectively over a small distance, without requiring a full pinch.

akin to the approach in the Curious tale of the Stolen Pets, the fingers are locked in area as quickly as a grab starts, to aid deliver the impact of a extra solid looking grab. The piece is parented to the root of the hand (the wrist) while grabbed. considering the fact that this looks to be essentially the most solid tracked joint, it helps produce a steadier grip, and ensures the piece stays aligned with the locked fingers.

Piece is grabbed when thumb and index intersect it and are brought together slightly. Rotation of index and thumb are then locked in place to help supply the influence of a good grab.

As quickly as a piece is grabbed, the space between thumb and index is saved, and a unencumber margin is calculated in keeping with that distance. once thumb and index movement apart past that margin, the piece is released.

several safeguards are attempting to prevent accidental releases: they don’t assess for unencumber when monitoring self assurance is beneath a definite threshold, and after monitoring confidence is re-won, they wait a couple of frames unless checking for unlock once more. Fingers are additionally required to be beyond the liberate margin for a couple of frames before in reality releasing.

Debug visualization: throughout a grab, the initial seize distance between fingertips is saved (outer red circle). The piece is released when the real position of the fingertips move beyond a certain margin (blue circle).

there's also a system in area comparable to holiday Simulator’s overgrab system. due to the inability of haptic feedback when grabbing a piece, it’s now not exceptional for fingers to glide closer to 1 a further throughout a grab. if they close beyond a certain threshold, the free up margins are adjusted to make releasing the piece less complicated.

try it yourself: to look these debug visualizations in-online game, go to ‘Settings > Hand tracking > Debug visualizations’ and turn on ‘Interactions widgets’.

Debug visualization: If fingers glide to every other all the way through a grab over a certain threshold (internal crimson circle), the release margins are re-adjusted to make releasing the piece feel much less “sticky”.

One restrict to this method is that it makes aiding grabbing with fingers aside from the index a little tougher. An past implementation also allowed grabbing between core finger and thumb, however this regularly ended in false positives when grabbing items out of a full puzzle grid, because it changed into hard to consider which finger the participant become meaning to grab a selected piece with.

This wouldn't have been an argument if grabbing revolved around full finger pinches, considering that that outcomes in a extra clear input binary from which to assess user intent (at the charge of a much less natural feeling grab pose).

Midpoint investigate

anyway checking which piece the index and thumb are intersecting, an additional examine occurs on the midpoint between index fingertip and thumb fingertip.

some thing piece this midpoint hovers over might be prioritized for grabbing, which helps avoid false positives when a participant tries to grab a piece in a full grid.

in the instance below, if the player intends to seize the eco-friendly piece with the aid of its appropriate edge, they would unintentionally grab the yellow piece if they didn’t do this midpoint determine.

Left: thumb, index & midpoint between fingertips are in yellow → grab yellow. appropriate: thumb & index are in yellow, midpoint is in eco-friendly → grab green

Grabbing the Puzzle

Grabbing the puzzle works corresponding to grabbing puzzle pieces, apart from it's initiated by means of performing a full pinch in the grab zone across the puzzle.

The size of this zone is dynamically improved when switching from controllers to palms. This makes it a bit of simpler to grab, and helps cut back the probability of accidentally grabbing a chunk within the grid as an alternative of the grid itself.

The grab zone across the puzzle expands when switching from controllers to hands, making it less demanding to grab. even though it requires a full pinch, grabbing the puzzle works corresponding to grabbing puzzle items.

Dynamic Hand Smoothing

The hand monitoring data provided by means of the Oculus Quest nonetheless can have somewhat of jitter to it, even when monitoring self assurance is high. this may really have an effect on video game play too, on the grounds that jitter will also be a whole lot more noticeable when preserving the puzzle grid or an extended puzzle piece through the aspect, making exact placement of items on the grid more durable.

Smoothing the tracking statistics can go an extended way to provide extra stable looking grabs, but must be carried out in moderation considering too a great deal smoothing will result in a “laggy” feeling to the palms. To balance this, hand smoothing in Cubism is dynamically adjusted reckoning on whether your hand is conserving whatever thing or no longer.

are attempting it yourself: to see the have an effect on of hand smoothing, try turning it off below‘Settings > Hand tracking > Hand smoothing’.

increasing the smoothing of hand positions while keeping objects helps produce a more strong grip, making precise placement on the grid a bit of less complicated.

urgent Buttons

One thing i realized with Cubism’s normal hand tracking demo turned into that the majority americans tried pressing the buttons besides the fact that that was not supported on the time. hence, one in every of my goals with this new version of hand monitoring changed into to make the buttons in reality pushable.

Buttons will also be hovered over when a raycast from the index finger tip hits a collider behind the button. If the index finger then intersects with the collider, a press is registered. If the index intersects the collider without first hovering it, no press is registered. This helps avoid false positives when the finger strikes from bottom to properly.

There are a number of greater assessments in location to steer clear of false positives: the raycast is disabled when the finger is not dealing with the button, or when the participant isn't taking a look at their finger when pressing.

try it yourself: to look this debug visualization in-online game, go to ‘Settings > Hand tracking > Debug visualizations’ and turn on ‘Interactions widgets’.

Debug visualization: a raycast from the index tip exams even if the finger is hovering over a button. To support keep away from false positives, interaction is disabled when the finger isn't dealing with the button, or when the participant is not their finger.

Guiding Interactions

one of the most leading challenges of constructing any interplay for hand tracking is that, in distinction to buttons on a controller which can be both pushed or not pushed, there are many different methods americans may additionally are trying to strategy an interaction with their fingers whereas expecting the same outcomes.

Playtesting with a various set of people can aid you learn the way americans are drawing near the interactions offered to them, and may assist refine the interplay cues that guide them to the expected gestures. Playtesting can also aid you learn one of the most outliers you can also want to trap through including some interplay redundancy.

interaction Cues

There are several cues whereas grabbing a piece. When a person first hovers over a piece, their index and thumb take on the color of that piece, each to indicate it can be grabbed, and to sign which fingers can seize it (inspired by way of outdated work by means of Luca Mefisto, Barrett Fox, and Martin Schubert). The piece is also highlighted to indicate it can be grabbed.

a couple of cues also point out when the seize is a hit: the fingertips become strong, the highlights on the piece flash, and a brief audio cue is performed.

quite a few cues both on the hand and the puzzle piece book and confirm the seize interaction.

Buttons have several cues to help indicate that they can also be pushed. much like with puzzle pieces, the index fingertip is highlighted in white when you hover over a button, indicating which finger can have interaction. Like they did with controllers, buttons lengthen outward when hovered, however this time the prolonged button can in reality be pressed: once the index touches it, it follows the finger except it is utterly pressed down, at which element an audio cue confirms the click on.

A delicate drop shadow on the button surface suggests where the place and distance of the index to the button and helps ebook the clicking interaction.

numerous cues book interactions with buttons: buttons prolong outward when hovered, the index fingertip is highlighted, a drop shadow shows the place the tip will have interaction, and the button follows the finger when pushed.

interaction Redundancy

in view that some individuals may strategy some interactions in unintended ways, it can also be first rate to try and account for this the place possible by way of including some redundancy to the approaches individuals can use their palms to have interaction. interaction cues can nevertheless guide them to the intended interaction, but redundancy can assist stay away from them getting unnecessarily stuck.

When it involves grabbing pieces, a few playtesters would are trying to seize items by way of making a fist at the beginning in its place of using their finger counsel. by way of having the colliders cover the total finger as a substitute of simply the fingertip, a decent volume of those first grabs will nonetheless be registered.

I should still note this approach nonetheless wants some improvement, on account that it additionally introduces some considerations producing unintended grabs in situations when there are lots of items floating around the play enviornment. a more robust method in the future might be to also perform a determine on the total finger rotation to account for fist grabs as a substitute.

even though grabbing is designed around fingertips, colliders on index and thumb cover the complete finger to support catch different forms of grabbing.

With buttons, there have been just a few playtesters who would try pinching them as a substitute of pushing them. in part this looked as if it would take place when they up to now discovered a way to pinch buttons in the Oculus domestic display, correct before launching the online game.

because of this, buttons can even be clicked via pinching once they're hovered, and optimistically cues just like the highlighted index and drop shadow will at last book them to pressing the buttons instead.

Pinching whereas hovering over buttons additionally registers as a click on.

the primary button avid gamers encounter when using arms also explicitly states “Push to beginning”, to aid transition individuals from pinching to pushing after coming from the Oculus domestic menu.

instructing barriers

besides the fact that children the quality of Quest’s hand monitoring has greater over the ultimate 12 months, it nevertheless has its limitations — and a player’s consciousness of these barriers can have a big effect on how good they perceive their adventure to be.

Cubism implements a number of ways of educating player’s about the existing boundaries of hand monitoring on Quest.

When the player first switches handy monitoring (either at launch or mid-game), a modal informs them of some most desirable practices, like enjoying in a smartly-lit area and warding off crossing hands.

When a person switches to hand monitoring, a modal informs them about boundaries and choicest-practices. The “Push to delivery” guide helps teach new users that buttons can also be naturally pushed in this video game.

it is critical to acknowledge that the majority people are likely to immediately disregard modals like this or at once forget its instructions, so signaling why issues can go wrong all the way through the event is additionally essential.

In Cubism, palms will flip crimson to signal when tracking changed into misplaced. In some playtests, people would retain one hand on their lap and play with the other, and be puzzled why their lap hand would appear frozen. To assist inform situations like this, a message is displayed on the hand to clearly state why the hand is frozen if tracking loss persists. If monitoring is misplaced exceptionally since the player is crossing their fingers, the message alterations to notify them no longer to try this.

Left: fingers flip crimson when monitoring is first lost. center: when tracking loss persists, a message informs the player about what is happening. appropriate: if monitoring is lost as a result of occluded fingers here is also indicated

For greater pro players, or players who pick fiddling with one hand, this function can get replaced in the settings with the aid of having palms fade out once they lose monitoring as a substitute, more carefully resembling the behavior within the Oculus domestic menu.

The red palms and warning messages can be replaced in the settings by means of fading hands.

Future Work

Hand tracking on Quest nonetheless has its limitations, and although Cubism’s assist for it's already in its 2nd version, there is still plenty of room for improvement.

Regardless, I’m excited to birth exploring and assisting these new input methods. in the brief time period, I believe they can support make experiences like this extra obtainable and more straightforward to share with new VR clients.

blended reality pictures captured on an iPhone with Fabio Dela Antonio’s app truth Mixer gives a concept of what it can be like to play Cubism on an AR headset in the future.

within the long run, there looks to be a superb chance that hand monitoring may be the go-to enter for future standalone AR contraptions, so confidently this replace may also be a primary small step in opposition t an AR edition of Cubism.

if you enjoyed this study at the hand-monitoring design in Cubism, make certain to try Thomas’ prior visitor Article which overviews the design of the broader game.


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