Archive for the ‘Surgical’ Category
Surgical Binocular
Surgical Binocular
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SURGICAL LOUPES VLE NEW | ![]() |
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US $240.00 | 1h 20m |
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SURGICAL LOUPES VLF NEW | ![]() |
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US $320.00 | 1h 24m |
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SURGICAL LOUPES VLH NEW | ![]() |
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US $330.00 | 1h 25m |
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Dental Surgical Binocular Loupes 25X 13 work distance | ![]() |
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US $199.99 | 4h 19m |
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1X Dental Curing Lamp LED Wireless Cure Light LCD Screen dentistry unit 1700mW | ![]() |
0 Bid | US $122.88 | 8h 31m |
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4x 40x Dental Loupes Surgical Medical Dentistry Frame | ![]() |
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US $128.90 | 12h 18m |
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Portable LED Head Light Lamp for Dental Surgical Medical Binocular Loupes | ![]() |
9 Bids | US $42.00 | 15h 2m |
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Portable LED Head Light LampBinocular Loupes 35X420mm Optical Glass Loupe | ![]() |
11 Bids | US $48.00 | 15h 9m |
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Beckerscope head mounted ophthalmologist magnifier by Storz | ![]() |
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US $250.00 | 19h 53m |
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40x 4x Binocular Dental Surgical Medical Loupes Dentistry Nickel Alloy Frame | ![]() |
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US $149.50 | 1d 16m |
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SE Headband Magnifier W/Light 4 lenses
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DescriptionHead light can be adjusted +/- 60 degree. Head band is adjustable. Four magnifiers included: 1.2X, 1.8X, 2.5X, and 3.5X. Batteries are not included.Requires 2 AAA batteries. Color: Black Features
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Featured on "Bones" -- Dental Surgical Medical Binocular Loupes -- 2.5x420mm Working Distance -- Flip Up Pink Sports Frame
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Description2.5x are our entry level loupes. It is the easiest to get used to. We recommend 2.5x for dental students, hygienists and those who have never used Loupes before. Weighing merely 2.0 ounces, 2.5 x is the most popular model among dental students and dental hygienists... Features
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Variable Premium Galilean Surgical or Dental Loupes 3.5x 420 to 460mm WD Glasses
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DescriptionOutstanding optical quality and optimal focal alignment makes these loupes the perfect choice for dental, surgical, veterinary, jewelry and industrial professionals. These binocular loupes create a 3-dimensional view with extraordinary depth of focus ideal for inspections and procedures requiring use of both hands under magnification... Features
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Butler Creek Bino Buddy Binocular Carry System
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DescriptionButler Creek Bino Buddy Strap Black 16112 Please note: This supplier will be closed on 11/24, 11/25, 12/26 for the holidays. The shipping cut off is UPS's cut off of 12/15 to try and have the products delivered by Christmas... Features
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Dental Surgical Loupes 2.5x on Ultralight Sporty Frame
Sale Price: $279.00 |
DescriptionMedLite Binocular Dental Surgical Loupes on Ultra-light Sporty Safety Frame Model: MedLite 250-14; 250-17; 250-21 Flip-up type loupe on Ultra-light Sporty Safety Frame (only 0.9 oz). Adjustable interpupillary distance and working angle... Features
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Butler Creek BINO BUDDY STRAP/COVER/BODY STRP Cushioned Closed-Cell-Neoprene Bino Strap
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DescriptionButler Creek Bin Buddy Strap/ Cover /Body Strap. Features
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Virtual Reality
INTRODUCTION:
What is virtual reality?
Virtual Reality (VR) is a technology that allows users to interact with a computer-simulated environment, whether the environment is a simulation of the real world or imaginary world. It is an artificial environment created with the software and presented to the user so that the user accepts and suspends the belief that a real environment. On one computer, the experience Virtual reality is primarily by two of the five senses: sight and sound
Most environments today's virtual reality are primarily visual experiences, displayed on a computer screen or stereoscopic displays, but some simulations include information additional sensory, as the sound of speakers or headphones.
Virtual reality can be divided into:
- The simulation training real environment and education.
- The development of an imagined environment for a game or an interactive story.
HISTORY:
The concept of virtual reality has been around for decades, even if the public was actually no him early in 1990.
Mid 1950: Appointed director of photography and Morton Heilig device: Sensorama
theater experience designed to stimulate the senses of all its public, encouraging them to stories more effectively. Building a console in 1960 called Sensorama including a stereoscopic display, fans, escaped a perfume, stereo speakers and a chair moving. He also invented a television set designed to allow a user to watch TV 3-D. Public User passive films, but most concepts Heilig find its place in the field of VR.
In 1961, Philco Corporation and engineers Device: Headsight
HMD first developed in 1961, called the Headsight. The headset includes a screen system and video monitoring, as engineers linked to a CCTV camera system. They designed the helmet for use in situations Dangerous - a user can observe a real environment remotely, adjusting the camera angle looking back.
Bell Labs have used a similar HMD for helicopter pilots. They HMD linked to infrared cameras connected to the base of the helicopters, which drivers are allowed free rein Vision during flight in the dark.
In 1965, a computer scientist named Ivan Sutherland
Designed as he called the ultimate display "." Using this screen, a person could look at a world virtual looks so real that the world the user physically lived in. This vision has led almost all the developments in the field of virtual reality. Sutherland concept includes:
- A virtual world that seems real for every observer, seen through a helmet.
- A computer model that maintains the world in real time.
- The ability to manipulate objects in a realistic virtual users and intuitive.
For years VR technology has been kept away from public view. Almost all development simulations focusing on the vehicle before the 1980s.
In 1984, Michael McGreevy and devices: human - computer interface (HCI)
He began to experiment with virtual reality technology as a means of advancing human - computer interface (HMI) designs. HCI continues to play an important role in the investigation of the RV, and also enable the media to gather on the idea of virtual reality a few years later.
In 1987, Jaron Lanier coined the term virtual reality in 1987.
The virtual reality environment
The production of other sensory system VE should be adjusted in real time as the user explores the environment. sensory stimulation should be consistent if a user is to feel immersed in a VE. If the VE shows a scene completely immobile, could not wait to feel the wind. Similarly, if you put the EV in the center of a hurricane is not expected not to feel a gentle breeze or detect the smell of roses.
delay between the moment in which a user acts as the environment Virtual reflecting the action is called latency. latency usually refers to the delay between when a user turns his head and eyes moving and changing point of view, although the term can also be used in case of delay in other sensory outputs. Modeling studies show that human flight can detect a latency of more than 50 milliseconds. When a user detects latency, which makes him consciousness of being in an artificial environment and destroys the sense of immersion.
An immersive experience suffers if a user is aware the reality that surrounds him. Truly immersive experiences that user forgets his real environment, causes the computer to effectively become a goal non-profit. To achieve the goal of true immersion, the developers have to obtain input methods that are more natural for users. If a user is aware that the interaction mechanism is not completely submerged.
TYPES reality Virtual
- Immersive Virtual Reality
- No immersive virtual reality
- Semi reality immersive virtual
DIP Virtual Reality:
In a virtual reality environment, a user immersion experiences, or the feeling of being inside and part of this world. It is also capable interact with their environment significantly. The combination of a sense of immersion and interactivity is called telepresence.
Jonathan Steuer team science has described as "the extent to which one feels Mediation in the environment, rather than the immediate physical environment. "In other words, an experience of reality effective virtual makes you aware of your surroundings and concentrate on their real life in a virtual environment
Jonathan Steuer Proposal two main components of the dive:
- The depth of information
- The magnitude of information.
The depth of information refers to the quantity and quality of signals data from a user receives when interacting in a virtual environment. For the user, which could refer the resolution of a monitor, the complexity of the graphics environment, and the sophistication of the audio system.
Scope information that the "number of sensory dimensions simultaneously presented. "A virtual environment experience a wide range of information if it stimulates all your senses more. priority to experience virtual environment visual and audio through other factors, sensory stimulation, but a growing number of scientists and engineers are studying ways to integrate the user the sensation of touch. Systems that provide a force reaction of the user interaction and touch are called haptic systems.
NO DIP Virtual Reality:
The non-immersive systems, as its name suggests, involves the application of VR immersion techniques. Use of the desktop system, the virtual environment is viewed through a door or window using a standard monitor with high resolution. Interaction with the virtual environment can be produced by conventional methods such as keyboards, mice and trackballs or can be improved the use of 3D interaction devices.
SEMI VR IMMERSION:
- To follow big screen
- A projection system on the big screen
- Multiple systems projection television
IMAX theaters like singing a wide field of view, these systems increase the feeling of immersion or presence experienced by users of systems "semi-immersive therefore provide a greater sense of presence that immersive systems and a better appreciation of the scale. In addition, images can be provided that much higher resolution than HMD and this application offers the possibility to share the virtual experience. This can have considerable advantages in educational applications, because it allows the simultaneous experience of the VE is not available with head-mounted systems immersion.
VIRTUAL REALITY INTERACTIVE:
Immersion in a virtual environment is one thing, but for a user to feel really concerned must also be an element of interaction. The first applications using the technology EV common systems now allows the user to have a relatively passive experience. Users can watch a film pre-recorded using a head-mounted display (HMD). They sat in a chair movement and see the film that the system is subjected to various stimuli such as air blowing on them to simulate the wind. While users a feeling of immersion, interactivity simply change your point of looking around for him. His path was predetermined and unalterable.
Interactivity depends on many factors. Steuer suggests that three of these factors are speed, classification and mapping. Steuer defined as the rate the rate of this user shares are incorporated in the computer model and is reflected in a way, the user can identify through the senses. Range refers the number of possible outcomes could result from any action of the particular user. The mapping system is the ability to produce results natural response to the actions of a user.
Navigating in a virtual environment is a type of interactivity. If a user can manage their movement in the environment can be called an interactive experience. Most virtual environments of other forms of interaction, because users can easily become boring after a few minutes of exploration.
Computer Whitton Mary notes that designed poor interaction can significantly reduce the feeling of immersion, while finding ways to attract users may increase. When a virtual environment is interesting and attractive, users are more willing to suspend disbelief and immersion.
true interactivity includes the possibility of modifying the environment. A virtual environment of good will to respond to user actions in a way that makes sense, even if it only makes sense in the virtual environment. If a virtual environment changes so strange and unpredictable, you run the risk of changing the direction of the user telepresence.
VIRTUAL reality interfaces:
DataGlove:
data gloves offers a simple gestures to computer commands. Instead of drilling the controls on keyboard, which can be difficult if you use a head-mounted display or exploitation of the boom, the computer is programmed to switch fashion in response to gestures made with data gloves.
pointing up can mean more, pointing down, and zoom out. To you tighten fist can signal the computer to complete the program. Some people in the computer program to imitate his hand movements in the simulation, for example, to see their hands, while conducting a virtual symphony.
WANDS:
Rods, interface devices easier, are of all forms and variations. Most function keys on and off to control the variables in a simulation or a screen of data. Others have buttons, dials or levers. Its design and shape of the response to a new measure of demand.
Most rods operate with six degrees of freedom, ie, showing a stick to an object can change its position and orientation in one of six directions: forward or backward, the up or down or left or right.
LADDER Steps:
steps of are an example of the interface device unlimited events. Under a simulated battlefield, engineers at the research laboratory of the Army stair stepper equipped with devices detection to detect speed, direction and intensity of movements of a soldier in response to the fight scenes projected on a screen mounted on the head. The comments provided stair stepper by the soldier level is easier or harder to climb.
Virtual Reality Systems
Mounted SCREEN head
Resembling helmets Motorcycle tall, are truly portable head mounted display screen to add depth to otherwise flat images. If you look inside Hull, you'll see two lenses through which we look at a display screen. As a simulation starts, the computer projects two images slightly different on the screen: an introduction to the object seen through his right eye, the other with his left. These two stereo images bottom of your brain into a 3D image.
For your travels, a device in the upper part of the hull for signs of his relationship with head movements tracking device to stop. Moving the head forward, back or sides, or else in a different direction, a simulation computer continuously updated to reflect his new perspective.
As head mounted unit shows the environment, which are favored by the operators carriers who want to feel VR absorbed in the virtual environment, such as flight simulators. As expected, these screens are also very popular among the entertainment industry.
data gloves and tubes are interface devices most commonly used with screens mounted.
BOOM:
Binoculars Omni direction of the monitor or the pen is like a whole head, except that there agitated with no helmet. viewBox boom is suspended from either party, the swingarm. Simply place the front against the two lenses and boom you are in the virtual world. To change their perspective on an image, the handles on the side of the box to view and navigate within the image the same way you would if it was real: Bend to him from below, walk around to see behind. The command buttons to handle height are often used as an interface, but can connect data gloves or interface devices.
CAVE:
One of the newest, most "immersive" virtual environment (CAVE CAVE Automatic Virtual Environment).
It gives the illusion of immersion by projecting stereo images on the walls and floor of a cube the size of a room. Many people using lightweight stereo glasses can enter and move freely in the cave.
TECHNOLOGIES sensual
A variety of input devices like data gloves, joysticks, and hand tubes allow the user to navigate through a virtual environment and interact with virtual objects. directional sound technology, tactile and force feedback devices, voice recognition and others are used to enrich the immersion experience and create more "sensualized" interfaces.
Environments Shared Virtual:
Three network users in different locations (the world) meet in the virtual world using a device Auge, a CAVE system, and a head-mounted display, respectively. All users see the same virtual environment from their point of view. Each user is presented as a virtual human (avatar) to other participants. Users can see each other, communicated with them and interact with the virtual world as a team.
HUMAN FACTORS
As virtual environments are supposed to simulate the real world, by building them, we must
know how to "deceive the senses of the user" This problem is not a trivial task
and the resolution good enough, has not yet found: on the one hand, we must give
User a good feeling to be immersed, and secondly the solution should be possible.
• The point of view ................. 70%
• Public .............. 20%
• odor .................. 5%
• touch .................. 4%
• taste sense ................... 1%
view of man provides the most information transmitted to our brain and captures our attention. Therefore, stimulation of Video plays a role in "wrong direction" and became the subject of the investigation.
VIRTUAL REALITY surveillance systems:
tracking devices are inherent in any system of virtual reality. These devices communicate with the processing unit of the system, saying that the orientation of the perspective of a user. In systems that allow a user to move in physical space, sniffer to detect when the user moves the direction and speed. There are several types of systems monitoring systems used in virtual reality, but they all have things in common. They can detect six degrees of freedom (6-DOF) - Are the subject position in the x, y and z coordinates of a space and the orientation of the object. The orientation includes a yaw object, the height and tilt.
From a user perspective, this means that when you use headphones, the view changes when you look from top to bottom, left and right. Also change if you tilt your head at an angle or move the head forward or backward without changing the angle of his gaze. HMD followers say the CPU in which it is looking for, and the processor sends the images directly on the HMD screens
Each monitoring system has a device that generates a signal, a sensor that detects the signal and a control unit which processes the signal and sends it to the CPU. Some systems require that you set the component sensor to the user (or user's computer). In this type of system, place the transmitters of signals from fixed points in the environment. Some systems are reversed, with the user for issuers, surrounded by sensors connected to the environment.
Signals sent by the transmitters for the sensors can take many forms, including electromagnetic signals, acoustic signals, optical signals and mechanical. Each technology has its advantages and disadvantages.
Monitoring systems ELECTROMAGNETIC
magnetic trackers monitoring devices commonly used in immersion applications.Measure magnetic fields generated by running an electric current sequentially son through three coils arranged in a direction perpendicular to the other. Each coil is a small electro-magnet and sensors measure its magnetic field affects the other coils. This measure indicates the system of management and direction of the transmitter. A good monitoring system electromagnetic is very sensitive, with low latency.
A disadvantage of this system is that everything that can generate a magnetic field can interfere with signals sent to the sensors.
ULTRA SONIC DISCIPLES:
It emits sound waves and the effect of ultrasound to determine position and orientation of a target. Most measure the time it takes for sound to reach an ultrasonic sensor. In general, the sensors are fixed in the environment - the user takes the pingers. The system calculates the position and orientation of the target, by the time it took to reach its sensors.
Disadvantages: The sound travels relatively slowly, so that the rate of change in the position of the target is equally slow. The environment can also affect the efficiency of the system because of the speed of sound in air can change depending on temperature, humidity in the environment.
optical tracking devices:
Using light to measure a target position and orientation. The transmitter signal in an optical device typically consists of a set of infrared LEDs. The sensors are cameras capable of detecting the emission of infrared light. The LEDs on the pulse sequence. The cameras record the pulse signals and send information to the processing unit of the system.
Disadvantages: The infrared radiation may also be a more effective.
MECHANICAL SYSTEM FOR MONITORING:
Trust a physical connection between the target and a fixed reference point. A common example of a monitoring mechanism in the field of VR is the BOOM display. A screen Boom is a HMD mounted on the end a mechanical arm that has two points of articulation. The system detects the position and orientation through the arm. The discount rate is very high, with mechanical tracking systems, but the disadvantage is that the user a limited range of motion.
Virtual Reality Application:
As technology evolves virtual reality, applications of VR become literally unlimited. It is assumed that VR will reshape the interface between people and information technology, offering new forms of communication information visualization.
Two approaches to VR development:
- Model the real world
- Summary display.
MODELS Real World:
ARCHITECTURE:
One area in which the Virtual reality has enormous potential in architectural design. Have already created an architecture that allows designers and clients to consider houses and office buildings, inside and outside, before building. With interactive virtual reality designers can test a building before construction begins.
MILITARY:
The military have long been advocates technology and virtual reality development. Training programs may include any vehicle from simulations anti-square. In general Virtual reality systems are much safer and in the long term, less expensive than alternative training methods. Soldiers who have completed Virtual training conducted proved as effective as those who trained in traditional conditions.
TREATMENT ANXIETY:
For years, virtual environments have been used to treat disorders anxiety with exposure therapy. Psychologists treat phobias and post traumatic stress disorder by exposure of the patient for the causes of anxiety and let the anxiety dissipates. But this is difficult if stress is a battlefield in Iraq. Military psychologists use to treat simulated situations soldiers war in Iraq. Other therapeutic uses include RV fear of flying, fear of elevators, and even a desire to "tar" virtual simulator for smoking.
VR TRAINING PROGRAMS:
Virtual reality environments have also been simulators used for training. The earliest examples are flight simulators (Flight Simulator), but the VR training has expanded beyond. There are many examples modern armed forces, including Iraqi cultural situations and combat simulators for soldiers.
Flight simulators are a good example of a system VE is effective within strict limits. In a good flight simulator, the user can take the same flight path in a wide range of conditions. Users can feel what it's like to fly through storms, fog and wind calm. realistic simulators are effective and safe training tools steering, and even if a sophisticated simulator can cost tens of thousands of dollars cheaper than a real aircraft (and difficult to damage in an accident). The limitation of flight simulators in terms of virtual reality is they are designed for a particular task. You can not leave a flight simulator and remain within the virtual environment, and can not do anything other than the pilots, while the inside of one.
VIRTUAL REALITY IN EDUCATION:
Virtual Reality (VR) can be described as a revolutionary technology that allows students passing by the computer or television in a world of three dimensions, simulated by computer to learn.
Multiplayer online:
One outcome of the investigation of reality virtual life virtual worlds completely independent, fully inhabited by the avatars of users the real world. These worlds are sometimes called online games and massively multiplayer World of Warcraft is the biggest game of virtual world in use today, with 11.5 million subscribers.
The Nintendo Wii:
Probably the most successful cousin of virtual reality in today's market is the Nintendo Wii. The Wii is its concepts of motion capture and intuitive interaction with virtual reality technologies of the past. The controller is essentially a simplified version of virtual reality glove. "Both the Wiimote and the Wii Fit offers another way to interact with its virtual environment without the use of equipment cumbersome.
Medical Procedures:
Modern medicine has also found many applications for reality virtual. Physicians can interact with virtual systems to perform surgical procedures or making procedures in a small scale. The surgeons have also begun to use virtual "twin" of his patients, the practice of surgery before the procedure itself. In medicine Employees may use virtual environments to train in all kinds of surgical procedures for the diagnosis of a patient. Surgeons have used Virtual reality technology, not only to train and educate, but also to perform surgery remotely using robotic devices.
Researchers use virtual reality technology to create images of the 3-D ultrasound to help doctors diagnose and treat congenital heart defects in children.
SUMMARY VIEW
Another The most common approach to the application of VR is in areas where large quantities of synthetic data should be handled, examined or consulted. These visualizations ranging from common databases, such as maps, micro and macro structures such as molecular architecture or networks social. By combining VR with Geographical Information Systems (GIS), geographic information can be explored in three dimensions or information contained in a database to display and navigate.
Almost any situation that requires interaction with information (algorithms mathematics, including can benefit from the virtual reality display. Users can view and interact with information by the through multi-dimensional graphical representations (combined with pieces of text). These representations enhance users' ability to analyze the underlying data by eliminating the need for them to build their own mental image data.
FORMATS Virtual Reality:
As the number of applications of virtual reality (VR) has increased, there was also no change in the various formats of VR-type software. Each format has different approaches and different degrees, the three-dimensionality, immersion and interaction.
Virtual Reality and the Internet:
Some programmers to imagine the development of the Internet in a virtual three-dimensional space in which shipping virtual landscapes through access to information and entertainment. Web sites could take shape as a place of three dimensions, allowing users explore a much more literal than in the past. The programmers have developed various programming language and Web browsers to achieve this vision. Some of these include:
- Virtual Reality Modeling Language (VRML) - the three-dimensional modeling the first language for the Web.
- 3DML - A modeling language dimensional, three, that the user can see a point (Or on the website) through an Internet browser after installing a plug-in.
- X3D - VRML replace the language as the standard for the creation of virtual environments on the Internet.
- X3D VRML97 replaced. In VRML97 standard is a subset of X3D VRML files can be processed by the new X3D browsers.
- Design Collaborative Activity (COLLADA) - A format file used to enable trade within the three-dimensional programs.
DEVELOPMENT CHALLENGES
- Bottleneck bandwidth transmission
- The display technology in 3-D tightly integrated with the warehouse Data
- Preserving the integrity of the database in a shared user
APPLICATION THE INTERNET
- Virtual Theme Park
- Virtual Mall
- real-time conferencing
- Simulation Flight
- Game Experience
POTENTIAL FOR RV E-commerce:
Three-dimensional (3-D), Online environments are multi-user revolution of interactivity by creating a compelling online experience.
E-VE offers buyers the opportunity to carefully study the product.
Provides e-buyers' confidence that what they see is really what they will get. Give a better description.
Telecommunications Virtual Reality:
Tele-education, telemedicine, tele-banking, tele-working is possible. better ways to help people interact with each other and the computer.
Application of VR and Telecommunications
- Telemedicine
- Distance Education
- Tele-training
- Tele-banking
- Teleworking
VR technology in telecommunications:
RV use to manage networks of broadband telecommunications
- user interfaces for VR broadband network
- Network structure allows the flow of information to display
- Therefore, immediately responds by VR, reducing errors
- Act as if the real world by using data gloves.
CHALLENGES virtual reality and concerns:
Most applications of Virtual Reality today does not conform to reality and have a poor quality, but still very useful, but there is much improvement to be more comfortable and intuitive
The interaction with virtual worlds.
The main challenges in the field of virtual reality are the development of monitoring systems better, natural ways to allow users to interact in a virtual environment and reducing the time it takes to build virtual spaces. While there are companies monitoring system have existed since the earliest days of virtual reality, most companies are small and do not last long.
The greatest interest has been given to the visual feedback and visual display technologies resolution
Well below the ability to look at the resolution brightness and color ranges do not cover the entire eye perception (range of brightness and gamma, respectively), and finally the field of
Seeing is relatively narrow. All these drawbacks make virtual worlds seems "artificial" and the unreal, which contributes greatly the simulation of the disease.
Without well-designed hardware, users may have problems with their sense of balance and inertia with a decrease in the sense of telepresence, or the cyber experience disease symptoms may include nausea and disorientation. Not all users seem to be at risk of disease cyber - some people can explore a virtual environment for hours no ill effects, while others may suffer nausea after only a few minutes
Some psychologists are concerned that immersion virtual environments could affect psychologically a user.
CONCLUSION:
Technology has transformed the world in which we live, changing the way we spend our time, the way we know and how to interact with others. Technological innovation in the results of social change and economically. Therefore, virtual reality will allow the development of a virtual world. And the virtual world that promises to restructure the human life and activity.
About the Author
Robotically-Assisted Gynecologic Surgery
Healing diary: Updates from the Walgenbach family
A collection of e-mailed daily updates written by Neil Walgenbach as his son, David, recovered from his wounds in Afghanistan. The updates run from May 14 to June 17.



















