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Emotion transference: Telenoid [22May11] - 0 views

  • As a clinician fascinated by the use of new technologies to achieve outcomes, it’s hard to go past anything that is looking at bridging the divide between human emotions / touch and technology. Telenoid is one such project. It’s aim is to provide an effective way to transfer people’s presence. The research on telepresence is booming and it’s fairly widely accepted that videoconferencing is superior to teleconferencing and that platforms like virtual worlds provide even better telepresence sometimes. Telenoid is a step further again, providing a tangible means of interacting with someone remotely. In the second video below you’ll see its creator citing a key inspiration was the ability for remotely located grandparents to interact more with their grandchildren. That alone is laudable but for me the clinical simulation potentials stood out pretty strongly.
  • Real patients as simulation Imagine the ability to have a ‘patient’ reflecting the emotions and speech of a real person in combination with the current simulation functionality i.e. feedback, monitoring of biometric data etc. Taken a step further: a real patient experiencing a real health issue is able (with consent of course) to have their experience transferred to a simulation exercise in real time. There are already consumer devices on the market able to control avatars via thought processes, this is only a small step beyond that.
  • A specific example:
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  • a. Marjorie is a patient with bowel cancer who is scheduled to have chemotherapy.
  • b. She consents to her next outpatient chemotherapy session being used for simulation purposes with third-year nursing students at a local university.
  • c. On arrival at the clinic for her chemotherapy, Marjorie agrees to wear a discreet headset that both captures her emotions as well as her voice as she goes through the process.
  • d. At the university the students are in a laboratory environment set up for chemotherapy and the simulation mannikin is reflecting Marjorie’s experience as students use the same clinical pathway as the clinic to simulate providing the chemotherapy. The voice recorder allows the students to hear what the nurse is actually doing for Marjorie, providing the opportunity to contrast practice and to ‘see’ what impact that practice is having on Marjorie.
  • Videos
  • The first video shows a conversation with Telenoid:
Dan R.D.

frog design: Smart Brands In The Connected Age - PSFK - 0 views

  • The internet of things with its unprecedented level of connectivity does not only catalyze the rise of “social” but also the rise of “smart.” And smart means complex. Increasingly, products and services are multi-functional, multi-layered, and connected to a broader ecosystem of services, serving as a platform for added-value applications. Companies, across industries, are beginning to develop smart solutions – from smart phones, smart energy, smart healthcare, smart housing, to smart mobility, and more. Smart ecosystems have emerged as the lynchpin of innovation – as the holy grail for user experiences that brands can truly own.
  • What if “connectedness” was a new modus operandi for brands and required them to be “smart brands”? By textbook definition, smart systems are self-organized systems with built-in feedback mechanisms and the ability to constantly reorganize themselves in order to adapt to their ever-changing environment. They are capable of describing and analyzing a situation, and taking decisions based on the available data in a predictive or adaptive manner, thereby performing smart actions.
  • as Allison Fine, author of Social Change in the Connected World, puts it aptly: “It is counterintuitive but true; the more decision making we push away from the center, the more powerful our social networks become. That’s the power-to-the-edges concept.”
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  • Social intelligence: Connected brands are social brands, and if they are smart, social for them means to be “socially intelligent.”
  • Social intelligence, in the most wide-ranging definition, is the capacity to “get along with people in general, social technique or ease in society, knowledge of social matters, susceptibility to stimuli from other members of a group, as well as insight into the temporary moods or underlying personality traits of strangers.” Applied to brands, social intelligence can be interpreted as the art of detecting the most subtle cue in understanding an individual’s behavior, and the ability to not only receive constant feedback but to convert it into changed behavior.
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SHAPE Services' Neighbors Location-Based Messaging Platform Now Available For Its IM+ Mobile Messenger [11May11] - 0 views

  • SHAPE Services, a leading mobile app developer best known for its IM+ All-in-One Mobile Messenger app, today announced that their new location-based messaging service, named “Neighbors,” is now available as a free update to its IM+ Mobile Messenger.With “Neighbors”, user can now find new real life connections and friends, buy and sell local services and goods using an interactive map, chat with local friends as well as initiate conversations with other people who are nearby, and publish and view local offers and announcements as status updates on their profiles.
  • Features:Location-Based Messaging Functionality – Allows users to find real people in their local area and easily initiate conversations, catch up with local friends and post local announcements.Location Privacy – Easy-to-understand privacy settings for disclosing user location, which includes the user’s ability to define their location as wide as their house, street or city.Interactive Map – With just a tap of the finger users can see the person’s profile and status, allowing the user to visually identify people around them.
  • SHAPE Services also plans to incorporate a unique patent pending augmented reality interface that will let the users look around with a 360 degree camera view.
  •  
    plans to incorporate AR later
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How Will Android Play Out in Asia? A Conversation With A-Fund's David Chao [21May11] - 0 views

  • With a veritable “Cambrian explosion” of low- and high-end Android devices in Asia, venture firm DCM recently made a big bet that there will be some winning startups in the next few years by launching a $100 million early-stage Android fund with Japan’s GREE and mobile operator KDDI.
  • “We all recognize that Android is going to really take off in China and Japan over the next 12 months and we wanted to make sure we intersected with the best and brightest whether it’s apps guys or people working with chips,” he said. Chao says he sees Android as the fourth wave in a series of shifts affecting the gaming industry in Asia over the last several years. While there aren’t any truly reliable statistics, Chao says there might be about 15 million Android devices shipped in China by the end of this year. Higher-end Android devices like Sony Ericsson’s Xperia line of phones are starting to find a foothold in Japan.
  • “All of the majors are jumping on the bandwagon and the Android smartphones tend to do really well in Japan,” he said. “They’ll have traditional Japanese phone functions like FeliCA, which is a local payment method, and the ability to play GREE games.”
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  • But both the Chinese and Japanese markets have evolved in fundamentally different ways and have somewhat self-contained ecosystems. In China, there are naturally the large social networking services like QQ or Renren (another DCM investment that went public earlier this month) where developers can publish their games. There is also an emerging group of web MMOs (massive multiplayer online games) that aren’t really dependent on any platform.
  • Japan’s market in contrast has taken an unusual trajectory with companies like DeNA and GREE, Chao says. Often misunderstood in the West, these companies have a blended model where they create their own games in addition to operating a platform for third-party developers. That’s different from the U.S. market, where the biggest social networking sites here have tried to stay neutral and don’t tend to create their own IP.
D'coda Dcoda

GPS Users Fear Getting Lost In Wireless Expansion : NPR [13Jun11] - 0 views

  • GPS devices have become ubiquitous: Millions of drivers rely on them for directions.
  • The government hopes to construct a new air traffic control system based on GPS navigation rather than the use of radar.
  • They've also become an important tool in agriculture.
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  • But a multibillion-dollar proposal to provide broadband Internet access using satellites and a network of 40,000 antennas could interfere with their devices. This could potentially make it harder for first responders to find emergencies, aviators to fly and drivers to navigate
  • "Wireless devices will work in every single part of the country," the video explains. "People will be able to send e-mail from the Grand Canyon. Download a full-length movie in mere minutes while on the move. Make a phone call far away from Anywheresville."
  • In a video on its website, LightSquared offers an enticing vision:
  • the problem is that the radio signals the broadband carrier wants to use for its wireless network would interfere with signals GPS uses.
  • the government's own tests have shown the LightSquared signals cause some GPS receivers to lose signal strength and others were knocked out entirely.
  • 'A Zoning Dispute'
  • part of the radio spectrum which the FCC granted to LightSquared is right next door to the part of the spectrum GPS services use.
D'coda Dcoda

Apple to 'ban iPhone gig filming' [16Jun11] - 0 views

  • The leading computer company plans to build a system that will sense when people are trying to video live events — and turn off their cameras.
  • A patent application filed by Apple revealed how the technology would work.
  • If an iPhone were held up and used to film during a concert infra-red sensors would detect it.
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  • These sensors would then contact the iPhone and automatically disable its camera function.
  • People would still be able to send text messages and make calls.
Marc-Alexandre Gagnon

Six handset makers back Isis NFC payment [29Sep11] - 0 views

  • LONDON – Isis, a joint venture between U.S. mobile phone service providers AT&T Mobility, T-Mobile USA and Verizon Wireless, has announced that HTC, LG, Motorola Mobility, RIM, Samsung Mobile and Sony Ericsson will introduce NFC-enabled mobile devices that implement Isis NFC and technology standards for electronic payment.
  • Isis is working with DeviceFidelity Inc. (Richardson, Texas) to standardize the addition of NFC functionality to cell phones to turn them into electronic wallets, which DeviceFidelity does using a micro-SD card technology.
  • Pilot deployments are expected in 2012.
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  • NFC-enabled phones are expected to allow consumers to make payments, store and present loyalty cards and redeem offers at participating merchants with the tap of their phones
  • However, the industry has been slow to implement the technology as different groups – particularly credit card companies and cell phone service providers – have maneuvered for control of systems in deployment and lobbied for support and critical mass.
  • "NFC is the future of mobile payments and will ensure that transactions are done securely from mobile devices,"
Dan R.D.

Manufacturing and the "Internet of Things" [01Oct11] - 0 views

  • “There’s been an ‘intranet of things’ in manufacturing for years now,” says Tony Paine, president of Kepware (www.kepware.com), a technology company in Yarmouth, Maine that develops communication and interoperability software for the automation industry. Explaining his statement, Paine points to the growing use of preventative and condition-based monitoring that are widely accepted, if not always implemented, by most manufacturers.
  • “This is not just about connecting smart devices, this is about modeling all the things in your manufacturing world so that it’s easy to remix them in new ways to build new applications,” says Russ Fadel, chief executive officer of Thingworx (www.thingworx.com), a two-year-old company located in Exton, Pa. The company combines the key functionality of real-time data, mashups, search, social media and the semantic web, and applies it to any process that involves people, systems, devices and other real world “things.”
  • “That kind of automated, connected response could save you, say, 3 percent on your utility bill,” Fadel says. “The ability to remix people and systems to interact with radical equality—this will be the source of some unexpected innovation. For manufacturers, the Internet of Things is not just about connecting your car to your alarm clock, it’s about creating a competitive advantage.”
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  • “Cellular wasn’t that popular a year and a half ago,” says Killian, “but that’s changed a lot with utilities and water/wastewater, in particular. Cellular technology is enabling users to monitor things that weren’t easily monitored in the past. On the wired side of things, I’ve heard of water districts wanting to run cable networks because Comcast can drop in broadband. So now they want hardened routers so they can run wired or wireless—and this is from guys who just recently were using dial-up 9600-baud modems. But with the access they now have to 3G, they’re getting onboard with what they can do with it. New technologies tend to force the use of better networking technologies.”
Dan R.D.

How This Guy Is Making Your iPhone Virtually Human [17Sep11] - 0 views

  • Today, your iPhone is a gadget, a mere consumer appliance. But your future iPhone will become increasingly human. You’ll have conversations with it. The phone will make decisions, prioritize the information it presents to you, and take action on your behalf — rescheduling meetings, buying movie tickets, making reservations and much more.
  • In short, your iPhone is evolving into a personal assistant that thinks, learns and acts. And it’s all happening sooner than you think,
  • Ultimately, however, human beings are hard-wired to communicate with other people, not computers. And that’s why the direction of interface design is always heading for the creation of artificial humans.
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  • There are four elements to a machine that can function like a person: 1) speech; 2) decision-making algorithms; 3) data; and 4) “agency,” the ability to act in the world on your behalf.
  • For speech, Apple has maintained a long-standing partnership with the leading company. A version of iOS 5 with Nuance Dictation has reportedly been sent out to carriers for testing.
  • For decision-making algorithms, Apple can rely on the amazing technology it purchased in April, 2010, when it bought Siri, a company that created a personal-assistant application that you talk to, and it figures out what you want.
  • The most expensive, ambitious and far-reaching attempt to create a virtual human assistant was initiated in 2003 by the Pentagon’s research arm, DARPA (the organization that brought us the Internet, GPS and other deadly weapons).
  • The project was called CALO, for “Cognitive Assistant that Learns and Organizes,” and involved some 300 of the world’s top researchers.
  • The man in charge of the whole project was a brilliant polymath who worked as senior scientist and co-director of the Computer Human Interaction Center at SRI, Adam Cheyer (pictured above).
Marc-Alexandre Gagnon

Handicapping the mobile payments battle - Mobile Marketer - Columns [30Jun11] - 0 views

  • New technical standards and consumers’ extensive use of mobile media put us on the cusp of an explosion in mobile payments.
  • Long rumored and heavily used in Asia, mobile phones have the ability to be used as payment devices similar to credit cards.
  • Now, the growing penetration of smartphones, the widespread use of phones to comparison shop, share price or product features or accept discount and coupon offers makes mobile payments the next high demand phone function.
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  • There is finally a single technical standard called Near Field Communication (NFC) that everyone is embracing.
  • This could be the rationale for Google’s purchase in December of Zetawire, a wireless payments startup.
  • Getting mobile payments to market will be a five-way fight. The contenders will be banks and credit card co-ops (Visa and MasterCard), online merchants (Amazon, eBay and Google), wireless carriers such as Verizon Wireless, AT&T, Sprint and T-Mobile, handset builders (Nokia, Motorola) and Facebook.
  • Mobile payments will be data-rich and complicated.
  • There are several technical options to do payments – in the phone itself, tapping a terminal such as a gas fob, texting or having charges billed to your mobile phone bill. 
Dan R.D.

PayPal says a "mobile transaction in Canada happens once almost every minute". [28Jun11] - 0 views

  • The idea of a making payments via your mobile has been a slow adoption in Canada, mainly due to the lack of devices with NFC capabilities. A report last week noted that 10% of Canadians currently use a “mobile wallet” to pay for select items and bank via their cellphone, but 40% are interested in using it in the “future”. The Big 3 carriers (Rogers, Bell and TELUS) joined together to create Zoompass, Visa and MasterCard are conducting trials and a mobile payment trial is underway in Montreal called “MoneyCell”. So the ability to pay by your phone will become second nature over the next year to two years in Canada. PayPal Canada recently hired Leger Marketing to conduct a survey to see how comfortable Canadians were with the idea of a “digital wallet”. PayPal noted that they have “always provided digital wallet functionality” and 1,512 Canadians took the online survey between May 9th – May 12th. The survey revealed that 34% would rather carry a mobile phone to make a payment than a pocket full of change. 36% stated they would make mobile payments that range in all price points, such as an iPod ($272.30) or a latte ($5.50). 38% believe that paying from a mobile device is more convenient.
Dan R.D.

Predicting future technology: ask the children, study urges [06Jun11] - 0 views

  • a new study conducted and released by Latitude, a technology research consultancy, published in collaboration with ReadWriteWeb. The study’s main takeaway message: “kids are predicting that the future of media and technology lies in better integrating digital experiences with real-world places and activities. They’re also suggesting that more intuitive, human-like interactions with devices, such as those provided by fluid interfaces or robots, are a key area for development.”
  • Researchers scored the kids’ inventions on the presence of specific technology themes, such as type of interface, degree of interactivity, physical-digital convergence and user’s desired end-goal.
  • The Digital vs. Physical Divide is Disappearing: Children today don’t neatly divide their virtual interactions from their experiences of the “real world.” For them, these two realms continue to converge as technologies become more interactive, portable, connected and integrated.
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  • “They naturally think about a future in which traditionally ‘online’ interactions make their way into the physical world, and vice versa – a concept already playing out in augmented reality, transmedia storytelling, the Internet of Things, and other recent tech developments.”
  • Why Aren’t Computers More Human? The majority of kids (77%) imagined technologies with more intuitive modes of input (e.g., verbal, gestural, and even telepathic), often capable of human-level responsiveness, suggesting that robots with networking functionality and real-time, natural language processing, could be promising areas of opportunity for companies in education, entertainment, and other industries
  • Technology Improves and Empowers: Instant access to people, information and possibilities reinforces young users’ confidence and interest in self-development. One-third of kids invented technologies that would empower them by fostering knowledge or otherwise “adult” skills, such as speaking a different language or learning how to cook.
Dan R.D.

Augmented Reality: past, present and future [03Jul11] - 0 views

  • For example, way back in 1961, cinematographer Morton Heilig patented his Sensorama machine, an immersive multi-sensory device that looked like a giant arcade game, except it emitted aromas, environmental elements such as wind and it also vibrated and played stereo sounds. Whilst some have referred to this as the earliest example of augmented reality, it probably leans more towards the virtual reality world.
  • Other key advances that helped blur the boundaries between the physical and digital worlds include American Computer scientist Ivan Sutherland’s development of the first head-mounted display (HMD) in 1968. It was primitive and bulky, but it was a sign of things to come:
  • Moving forward, computer artist Myron Krueger built what was called an ‘artificial reality’ laboratory called the Videoplace, in 1974. The Videoplace combined projectors, video cameras and special purpose hardware, and onscreen silhouettes of the users, placing them within an interactive environment.
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  • Whilst augmented reality as a concept had been brewing for some time, it was Professor Thoma P. Caudell, then a researcher at Boeing, who first coined the term ‘augmented reality’ in 1990. He was referring to a head-mounted digital display that guided workers through assembling electrical wires in aircrafts.
  • AR as a concept started to take off during the 90s, and the development of virtual fixtures in 1992 is widely considered as one of the first properly functioning AR systems.
Dan R.D.

Google Invests In Stealth Startup That Aims To 'Accelerate Science' [07Jul11] - 0 views

  • Google Ventures has quietly invested in a stealth startup called Wingu, reports StrategyFacts (subscription required). Indeed, while the Google Ventures website lists four career opportunities for one of its portfolio companies located in Cambridge, Massachusetts without naming Wingu, the stealth startup published the exact same job openings on its job board, leaving nothing to the imagination. Wingu is building a enterprise-grade cloud platform dubbed Elements that will enable research teams to collaborate more effectively and use data in ‘new ways’. Here are the four main selling points of Wingu’s platform, according to its website: MANAGE: Unify your cross-discipline teams on a common platform to share data and ideas. ANALYZE: Drive decision-making with our analytical workflows and discovery tools. SHARE: Connect your researchers across silos and geographical divides for better collaboration, coordination and communication. PROTECT: Breathe easy knowing that your data is backed and protected by leading systems and security experts.
Dan R.D.

Why Turntable.fm is the most exciting social service of the year [25Jun11] - 0 views

  • That viral growth is deserved, too. Turntable.fm is arguably the most interesting social startup to emerge in a long time. Inventing a new subgenre, ‘social listening’, the site revels in something humans have enjoyed for millennia: shared experiences around music. If you haven’t tried it yet, here’s how it works: You can only sign up if a friend of yours on Facebook is already signed up. Once you’re in, the site lets you DJ, playing songs in an on-screen ‘nightclub’. Others come to listen to you in your ‘room’ and can join you on the decks if they choose. Multiple DJs (up to five) play a song each in turn and everyone else in the room gets to vote on the current DJ’s choice. If your choice gets voted up, you get a point. If it gets voted down by too many people it’s ditched for the next DJ’s choice.
  • when DJs demonstrate that they’re listening to each other by playing off each others’ track selections, there’s a commonality that transcends… individual achievements. Social games that offer the promise of individual success may be missing out on the uniqueness of shared experiences capable of creating shared surprise and pleasure. As when tracks flow well, as when it’s clear that DJs are not just picking their own favorites but show that they’re paying attention to each other, as when a “good” stretch of DJing attracts newcomers to the room, and so on.
  • A new way for media companies to interact with their audiences: Earlier this week, we experimented with setting up our own The Next Web room (you can often find TNW staff spinning tunes in there). One tweet brought in a crowded room and it was fun for us to be able to play music with our readers. Music is a brilliant bonding tool and being able to have direct group chat with readers can help media companies get to know their audience better, and vice versa. I even got teased with knowledge of a stealth startup over the chat function yesterday – so maybe we’ll get a few news tips this way too!
Marc-Alexandre Gagnon

Finextra: CommBank makes NFC play with Kaching [25Oct11] - 0 views

  • Commonwealth Bank of Australia has unveiled Kaching, a mobile phone application and case capable of conducting NFC-based, e-mail P2P, and Facebook payments from a single handheld device.
  • Depending on the format selected for payment, the transaction will either take place instantly, or generate a unique code for delivery to the recipient, allowing them to access their payment online at a convenient time.
  • David Lindberg, executive general manager cards, payments and retail strategy says: "The recent explosion in uptake of digital and smartphone technology has revolutionised how we all transact, interact and communicate with each other, and this new application will make the dream of mobile payments a reality."
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  • Once the customer has selected an account to both receive and make payments from, Commbank Kaching will enable them to pay anyone via MasterCard PayPass, an email address, phone number or Facebook friendship.
  • Commbank Kaching combines peer-to-peer payments via the phone's contacts and email addresses, and 'social payments' via a user's Facebook friends along with NFC contactless technology.
  • Users wishing to activate the NFC functionality will need to use an iCarte cover - billed as an interim technology by the bank - which is available for purchase during the app installation process.
  • "Mobile and online social payment is the next step in transaction technology," says Lindberg.
  • Now, for the first time, Australian consumers will no longer have to rely on cash or cards to make payments to family, friends or even businesses.
Dan R.D.

Sencha Announces Cloud Environment for Mobile Web HTML5 Developers - 0 views

  • Mobile development framework Sencha is releasing several new products to tie HTML5 mobile Web development to the cloud. Sencha.io is designed to give Web app developers the ability to synchronize and manage data in the cloud without having to write an excessive amount of code. For messaging, data management, login and deployment, Sencha claims that a few lines of Javascript will allow mobile Web developers to easily integrate these functions to apps built with HTML5.
  • Sencha.io has four main components: data, messages, login and deployment.
  • It also serves as a place to manage the app through the senchafy.com domain and allows administrators to upload apps, manage different versions of apps and put apps in the production and development environments.
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  • There are several companies working on ways to write a couple of lines of code that makes it easy to plug in to a variety of cloud services. Kinvey, StackMob and Parse all do the same thing for native apps while Kinvey supports HTML5 development as well (it is likely that there are developers using StackMob for HTML5 development but the company has not published a SDK for it at this point, same with Parse).
Dan R.D.

Foursquare Radar on iOS5 automatically finds cool things to do [12Oct11] - 0 views

  • Location-based check-in service Foursquare released a new version of its iPhone app today that adds a new feature called Radar, which takes full advantage of the latest version of Apple’s iOS 5 update.
  • Using iOS 5′s new region monitoring functionality, the Radar feature sends alerts to users about things they are interested in whenever they are physically near the area.
  • “Radar is a big step in the direction of Foursquare’s vision,” wrote Foursquare Head of Product Alex Rainert on the company’s blog.
Marc-Alexandre Gagnon

iTWire - Commonwealth Bank to launch "world first" mobile payment app [24Oct11] - 0 views

  • The Commonwealth Bank will launch tomorrow, 25 October, what it says will be "a world-first mobile app that marks a significant change to the way their customers can pay [and that] will combine a number of payment types."
  • In July Comm Bank introduced a revamped mobile banking app for iPhone, Android and Windows 7 and a new app for iPads and Android tablets.
  • "You can expect us to lead very aggressively in the mobile payments space… And we will be integrating NFC as soon as the handset vendors are ready to go."
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  • "There is not a tremendous amount of value in having cool mobile apps that function well but are connected to a back end that predates the Internet. We are the only bank with a completely modernised core banking platform. We believe the notion of real time banking on mobile devices is going to be more important than ever."
Dan R.D.

NEC TeleScouter offers wearable AR with Borg style - SlashGear [20Oct11] - 0 views

  • NEC has launched a wearable computer, the NEC TeleScouter, intended to allow fieldworkers to consult a virtual 16-inch transparent display projected in front of them while they go about their business. Consisting of a Brother AirScouter wearable display and a compact 500MHz ARM-based computer packing WiFi a/b/g and Bluetooth, the system currently targets industrial augmented reality (AR) applications, but NEC sees the future being far broader.
  • In fact, the target is AR that can remind you of the identity of acquaintances when you bump into them at parties, pull up information on products you’ve bought but haven’t kept the user guide to hand, and other more personal applications. NEC is also working on the potential input and control methods, such as sensors which would allow you to tap your arm in different ways to trigger functionality.
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