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David Marak has been active in XR since the early days of Google Cardboard and the first prototypes of augmented reality. Six years ago, he co-founded the immersive studio Yord, which has since expanded worldwide and is now recognized as one of the top Immersive App development companies globally. During this journey, Yord survived and thrived through a lot of ups and downs and he is now facing a new challenge and opportunity: the intersection between XR and AI. Today we will look at Yord client's base and how AI has impacted their pipeline We learn about the most exciting and rewarding project David has worked on and why His thoughts on digital agencies moving from client's work to product How the team has adapted and reacted to the rise of interest in AI Subscribe to XR AI Spotlight weekly newsletter
En este episodio de "Memorias del Metaverso," la conversación se sumerge en el mundo de VisionOS y la realidad virtual, con una alineación especial de invitados que llevan años explorando y promoviendo esta tecnología. Alberto Carlier vuelve al micrófono acompañado de amigos y colegas, todos con profundas conexiones en el campo de la VR. La charla abarca temas que van desde la evolución de los visores de realidad virtual —como el Vision Pro de Apple— hasta la comparación de experiencias pasadas con dispositivos como las Oculus Rift, las Google Cardboard y la HTC Vive. Además, se plantean reflexiones sobre por qué la VR no ha alcanzado aún la popularidad que muchos esperaban, explorando factores como la falta de una "killer app", el precio de los dispositivos, la incomodidad para el uso prolongado y la aceptación social. Los invitados comparten anécdotas personales sobre sus primeros acercamientos a la VR y cómo cada uno se ha convertido en un "evangelizador" de esta tecnología, mostrando a amigos y familiares las posibilidades de este nuevo mundo inmersivo. Alejandro Baguena, por ejemplo, relata cómo descubrió las Google Cardboard y cómo eso lo llevó a fundar Onirika VR, mientras que Richard y David recuerdan sus primeras experiencias trabajando juntos en VR, incluyendo el innovador dispositivo "ByPad" que medía la emoción del usuario durante las experiencias virtuales. En un giro final de la discusión, se explora el impacto del Apple Vision Pro y cómo está redefiniendo la forma en que se percibe y usa la VR. Con tecnologías como el "eye tracking" y mejoras en la ergonomía, el Vision Pro está marcando el inicio de una nueva era de interacción digital, eliminando algunas barreras que previamente alejaban a los usuarios de la realidad virtual. Una charla que mezcla nostalgia, innovación y una visión sobre el futuro de la VR y AR. Referido Meta Quest 3: https://amzn.to/3Q4efny (Versión 512Gb) https://amzn.to/3LP79kF Enlaces referidos apps para que consigas un 25% dto y nosotros 5€! - https://berxito0.wixsite.com/acf-media-referrals -Warplanes: https://www.oculus.com/appreferrals/JokinRiuk/3984056454948095/?utm_source=oculus&utm_location=3&utm_parent=frl&utm_medium=app_referral - Eleven Tennis https://www.oculus.com/appreferrals/JRiuk/1995434190525828/?utm_source=2 -The Thrill of the fight https://www.oculus.com/appreferrals/JRiuk/3008315795852749/?utm_source=2
Our Current Events Show # 177 - Join your host Jan Landy and his amazingly knowledgeable panel of friends for an entertaining robust discussion offering opinions on current events and life in general and how it affects us. Join the panel and offer your opinion with us on Zoom every Wednesday at 5 PM - Pacific (UTC-7)/ 8 PM EDT Topics Discussed (10/11/2023): NEWS, COMEDY, ABBEY ROAD STUDIOS, GOOGLE CARDBOARD, LIKEWISETV, PIX CHATBOT, TEXTING AT WORK, US BUILDINGS 13TH FLOOR, POWERBALL JACKPOT, FLAG FOOTBALL IN 2028 OLYMPICS, TOM BRADY FOOTBALL JERSEY AUCTION, AMAZON MONOPOLY LAWSUIT, THE CROWN FINAL SEASON, MGM DATA BREACH, DELTA AIR LINES POINT SYSTEM, LOST LUGGAGE, JAMES WEBB SPACE TELESCOPE, NASA ASTEROID BENNU, ALIEN LIFE IN UNIVERSE, NOBEL PRIZE, CDC COVID-19, AIRBAG RECALL, AI COPYING BOOKS, TARGET STORE CLOSURES, SWALLOWED GUM, TOP 50 US RESTAURANTS
Are You Visibly Angry Or Are You Lonesome Tonight? Our Current Events Show # 176 - Join your host Jan Landy and his amazingly knowledgeable panel of friends for an entertaining robust discussion offering opinions on current events and life in general. It's more satisfying than seeing a therapist and it gives you a chance to laugh while learning about the latest of what is happening in our world and how it affects us. Join the panel and offer your opinion with us on Zoom every Wednesday at 5 PM - Pacific (UTC-7)/ 8 PM EDT Sign up for our LinkedIn discussion group Friends of the RoundTable https://lnkd.in/gHE5vCC7 Topics Discussed (10/03/2023): THE SPHERE LAS VEGAS, PODCAST, VLOG, CURRENT EVENTS, NEWS, COMEDY, COSTCO, COVID-19 FREE TESTS, SWISS INTERNATIONAL AIR LINES, LOST LUGGAGE, LONELINESS KILLS, AI GIRLFRIEND, ABBEY ROAD STUDIOS, GOOGLE CARDBOARD, NETFLIX,
In this episode, Kimberly, Rebecca and I talk about VR Death Games, the loss of Google Cardboard, and New Balance's entrance into AR usage. Stick with it...the name of this episode eventually makes sense.
De Digisprong zorgt voor een digitale omslag binnen onderwijs. Vele scholen starten met een digitaal traject met tablets, chromebooks of andere nieuwigheden. Het doel is altijd om tot beter onderwijs te komen en ICT is daarvoor maar een middel.Maar die middelen zijn eindeloos. Door het digitale bos de bomen nog zien, is niet gemakkelijk, want er zijn wel honderden devices en wel duizenden apps of tools die je kan gebruiken. Daarom in deze aflevering een kleine routeplanner. We vroegen aan vijf onderwijsmensen die graag met ICT bezig zijn om hun ICT-tool aan jullie voor te stellen. Maak kennis met Quizlet, Anchor, Het Archief voor Onderwijs, Sci-Hub en Google Cardboard.Oftewel luister naar Wouter, Jeroen, Mitte, Hanne en Bram!Shownotes Quizlet Anchor.FM Anchor in de App Store Anchor in de Google Play Store De VR-Bril van Jeroen De Youtube-App in de App Store De Youtube-app in de Google Play Store Within De Within-app in de App Store De Within-app in de Google Play Store Hierbij enkele voorbeelden van VR-filmpjes op Youtube Cave Paintings Ruby Bridges The History Of Cinema Sci-Hub Google Scholar Zotero Het Archief voor Onderwijs
Eric Tao is an innovator with a career spanning film, advertising, big tech, and startups. If you used Google Cardboard, or saw Verizon's “Can you hear me now?” spots, you've seen his work. Today, Eric is the co-founder and CEO of a new immersive educational platform called MegaMinds. He's talking to us about the power of a mission, the conviction it takes to bring that mission to life, and why he left corporate life behind. Eric is also sharing his thoughts on finding your own North Star, and why our lives are held together by growth and change, in something he calls a series of mini lives.
In this episode Dagwood recommends YouTube scooter videos from Jimmy Chang & Ginger on Wheels as well as virtual reality (VR) videos from McLarty Films. You do not need Oculus headgear in order to watch many virtual reality videos, you can often use your smartphone or even an eight dollar Google Cardboard.https://youtu.be/Siy9FImt1DIhttps://youtu.be/JmxhWhRnB3Yhttps://youtu.be/jPFy2fPHrT8
(Disclaimer: This episode was originally recorded in July 2021.) Dr. Tiffany Vora is an educator, researcher, and entrepreneur who is the chair of medicine and digital biology at Singularity University. She does a huge amount of work in science communication, advising startup founders, and science writing. She studied molecular biology and chemistry at NYU and a PhD from Princeton. In “Science Communication in the Post-COVID era”, we talk about the pace of change in science communication. Given the timing of the interview, we also discuss in detail how the pandemic and being in the virtual/digital space has changed science communication. Dr. Vora believes that many brilliant scientific minds haven't been trained in science communication, and that there is potential for so much progress in science communication if the gap between knowledge creation and distribution is bridged. Similarly, there is a lot of misinformation out there, and deciding which sources to trustworthy and getting the public to trust them can also be a challenge, especially when a lot of science has inherent uncertainty. On the education front, Dr. Vora has worked a lot with women and people of color. She believes that in every child there is a scientist and engineer, building and breaking things, asking questions, that the traditional educational system beats out of them and extinguishes their spark of curiosity. Finding a balance between ‘experiential learning', which Dr. Vora believes can happen in a classroom, too, has a fundamentally different purpose than, say, watching Khan Academy for ‘knowledge acquisition'. Coming out of the pandemic, she hopes many hybrid models will start to embrace both types of learning. And it's not as if scientific learning for children is gated by high barriers to entry like cost. She gives an example of a cheap microscope or Google Cardboard. While they might not be cutting-edge technology, they work and fulfill their role of instilling a sense of curiosity and excitement. We hope you enjoy listening to an episode on how similarities like those found between Minecraft and CAD are the ones we need to take the most advantage of to inspire future generations of scientists and engineers, and the future of science communication in the post-pandemic era.
Andy from The Meta VR Community, once known as the Oculus VR Community, once known as The Oculus Rift VR Group
Augmented Reality biedt enorm veel kansen voor onderwijs en leren. Het is een veelbesproken onderwerp met enige mysterie: want hoe zet je AR eigenlijk in om leren te stimuleren? Daarom hebben we Leon Schipper uitgenodigd. Hij is oprichter van Aryzon en Aryzon World. Het eerste bedrijf heeft dé Google Cardboard voor Augmented Reality gebouwd. Oftewel: een laagdrempelige oplossing waardoor augmented reality voor veel meer mensen beschikbaar wordt. Aryzon World maakt het daarbij mogelijk om heel gemakkelijk je eigen Augmented/Virtual/Mixed Reality leerinterventies te bouwen. We gaan met hem in gesprek over beide bedrijven en hoe deze ervoor zorgen dat mensen makkelijker en beter leren. Ook geeft hij inspiratie voor manieren hoe je Augmented Reality kan inzetten! Learning Innovators: https://www.pluvo.co/learninginnovators Pluvo: https://www.pluvo.co/ Aryzon: https://www.aryzon.com/ Aryzon World: https://www.aryzon.world/
What is the "Metaverse"? What can I say? There are so many concepts to think about when we want to answer the question. “Singularity”, “Transhumanism”, and the “Metaverse” are some of the hot button words that describe the next era in our reality. Or is it a reality? Is living in an augmented, virtual space a reality? Some would say yes, it can be. You and I will be able to do, be, and decide what happens in our "Metaverse". Well, that sounds cool, right? In this episode, I will leave the question up to you to decide on your own if it's going to self-destruct the beauty of our mind and our physical real world that we do live in. And perhaps the “Metaverse” is a term that is scary to some and curious to others. Any way we look at the “Metaverse”, it's not that new. As a matter of fact, the concept of the technological "Metaverse" has been around for a long time. Carefully studied and crafted for its big reveal. Getting us ready for something that will “blow our minds”, “expand our future”, “make life fun”, “make you more productive”, "buy things with virtual currency" and anything else you want to be, do, or have. Everything and anything is possible. Name it. Put on your “Metaverse” gear and be dazzled at the delights before you. I unlock some basic features of the "Metaverse" from some influential people such as Ray Kurzweil. These people substantiate that the “Metaverse” will make your life here on this planet better if you buy into what they are selling. Or maybe your life will be worse depending on what side you look at it from. We all know life is in constant change so is it any surprise that eventually technology and the technocrats that make up the futuristic decisions and will take over what we do, and how we do it? Is the planet ready to be overrun by the technology of all things such as the life of everyone and the life of all things in nature? Does technology, and technocrats have the key to our future? Listen to find out. Links to this episode: https://amzn.to/3pbWPXz Read “The Singularity Is Near: When Humans Transcend Biology” by Ray Kurzweil: (Commissions Earned. As an Amazon Associate, I earn from qualifying purchases) Listen on audible to “Snow Crash” by Neal Stephenson, https://amzn.to/3Gny2a0 (Commissions Earned. As an Amazon Associate, I earn from qualifying purchases) Ray Kurzweil video demonstrating Ramona, his alter-ego in virtual reality: https://youtu.be/0EjcIwcRwwo Read and subscribe to Joe Allen's, Singularity Weekly Newsletter. Here's an article entitled, “The Transhuman Roots of the Metaverse”: https://joebot.substack.com/p/the-transhuman-roots-of-the-metaverse Read this article that's up on http://technocracy.news and http://commondreams.org entitled, “Why We Should Reject Mark Zuckerberg's Dehumanizing Vision of a Metaverse”, by Tom Valovic: https://www.commondreams.org/views/2021/11/15/why-we-should-reject-mark-zuckerbergs-dehumanizing-vision-metaverse Read Joe Allen's article in The Federalist entitled, “Mark Zuckerberg Is Planting The First Church of the Metaverse”: https://thefederalist.com/2021/08/06/mark-zuckerberg-is-planting-the-first-church-of-the-metaverse/ Read this article on C|NET, “Facebook goes Meta: What is the metaverse and why is Big Tech obsessed? Facebook is going meta, but what does that even mean?” https://www.cnet.com/tech/computing/facebook-goes-meta-what-is-the-metaverse-and-why-is-big-tech-obsessed/ Read this PC magazine article entitled, “Now You Can Have VR Sex With Real People by Angela Moscaritolo: https://www.pcmag.com/news/now-you-can-have-vr-sex-with-real-people Read this article entitled, “Being Sexually Intimate In Facebooks New Metaverse Platform - Will it be possible to be intimate with your FB friends?” by Meghan Madness, https://medium.com/wtf-moments/being-sexually-intimate-in-facebooks-new-metaverse-platform-53a097e75bc8 Get your Google Cardboard headset - https://amzn.to/3IxzpEP (Commissions Earned. As an Amazon Associate, I earn from qualifying purchases such as this one) Get your Oculus Rift Headset - https://amzn.to/3Ixy416 (Commissions Earned. As an Amazon Associate, I earn from qualifying purchases such as this one) Get your Samsung Gear VR - https://amzn.to/3oDdnIQ (Commissions Earned. As an Amazon Associate, I earn from qualifying purchases such as this one) Go to: http://truthdetectivepodcast.com to get episodes, show notes with the links from the episode, and a bio on me if you're wondering what I'm all about. Email me: truthdetectivepodcast@gmail.com
This 3D Side by Side (SBS) video can be watched on your 3D TV , 4K TV, 3D Monitor , Google Cardboard, Google Daydream VR, VR Box, Oculus Rift, Playstation VR, Cross Eyed , Samsung Gear VR headset, HTC Vive VR headset, Pimax 4K VR headset
In this episode, AMT Lab guest contributors Carol Niedringhaus and Katie Winter review VR experiences using Google Cardboard and Mozilla Hubs. Google Cardboard is, as the name indicates, a cardboard headset in which you can place a smartphone and engage with VR-based apps, such as Google Arts & Culture. Mozilla Hubs allows you to “share a virtual room with friends” on your browser.
Venduto per 2,5 milioni il primo Tweet di Dorsey. Arte e blockchain. Addio ai cookies su Chrome. In rosso su Apple Card, bloccato l’account iCloud. I deep fake di Tom Cruise e della nonna. Queste e molte altre le notizie commentate nella puntata di questa settimana. Dallo studio distribuito di digitalia: Franco Solerio, Michele Di Maio, Francesco Facconi Produttori esecutivi: Manuel Zavatta, Davide Tinti, Massimo Mauriello, Saverio Gravagnola, Marco Pasqualotto, Mauro Martelli, Matteo Masconale, Massimiliano Saggia, Ileana Magno, Michele Olivieri, Christian Fabiani, Mario Cervai, Antonio Turdo (Thingyy), Alex Ordiner, Davide Fogliarini, Federico Bruno, Danilo Sia, Simone Pignatti, Nicola Pedonese, Matteo Arrighi, Roberto Barison, Daniele Barberi, Federico Travaini, Annamaria Esposito, Arnoud Van Der Giessen, Andrea Plozzer, Stefano Orso, Massimo Dalla Motta, Massimiliano Casamento, Michele Coiro, Christian A Marca, Pavlo Burda, Antonio Naia (Studio Grafico Padova), Matteo Carpentieri, Stefano Toldo, Pasquale Maffei, Paolo Lucciola, Belletti Massimiliano, Andrea Torelli, Andrea Magnoli, Mirko Fornai, Alessandro Censi, Gabriele Tubertini, Alessio Pappini Sponsor: Links: Google’s rivals fret as the advertising cookie crumbles Happy black woman - Google Search Google dice addio ai cookies di terze parti Dopo le ironie Amazon cambia la nuova icona della sua app Tom Cruise deepfake creator says public shouldn’t be worried Google’s Outsized Share of Advertising Money La spiegazione dei monopoli di stato sul blocco di Medium in Italia Michelangelo's David animated by #AI New deepfake AI WandaVisions your old photos to life L'arte certificata con la blockchain Google promises it won’t just keep tracking you after replacing cookies Pasticciaccio dell’Agenzia delle dogane e dei monopoli che spegne Medium Google-free /e/ OS is now selling preloaded phones in the US Google’s VR dreams are dead: Google Cardboard is no longer for sale Il fondatore di Twitter ha messo in vendita il primo tweet della storia How a Chinese website for pirated TV shows became a cultural touchstone Sanremo, respinti quattro attacchi informatici durante il Festival PEC oltre i confini: un passo verso lo standard UE Supporta Digitalia Gingilli del giorno: TabFS FilePizza The HK19 Manual - Part 1: the Roles
Why hard disks will be around for ever, bad news for VR, slowdown from disk I/O, and when clustering isn’t necessarily the best solution. Plugs Register for Open Source 101 OpenZFS: dRAID is coming Support us on patreon News Seagate: Why SSDs will not kill disk drives Google Cardboard is no longer for […]
After Carleigh Berryman learned her grandmother wasn't as upbeat about life as she used to be, the young woman came up with an innovative idea that would help not only her aging loved one but catalyze a change in the mental health of many senior citizens. Through the 2019 founding of her Washington, D.C.-based company, Viva Vita, Carleigh and her team bring virtual reality (VR) to senior living communities. The curated experiences provided to residents allow engaging interactions while promoting brain health. In this interview, Carleigh shares what kinds of content are more favorable for senior citizens, describes a typical facilitated group session, and provides some benefits of VR. Furthermore, she talks about how Viva Vita is making the technology more available to communities outside its metro area. See PDF transcript.Carleigh's Recommendations:VR:- Google Cardboard- Oculus Go Books:- Old Age in a New Age by Beth Baker- Successful Aging by Daniel J. LevitinFavorite D.C. museum:- National Portrait GalleryShuva's Recommendation:- Top Tourist sites in Washington, D.C.If you enjoy this show, click here and follow the instructions to leave a review.Interested in starting your own podcast? Sign up here for your own Buzzsprout account.
In 2014, Greg Edwards took photos of all of the work on the Burning Man Playa, and then set out to create a 1:1 scale 3D model of Black Rock City all in virtual reality (BRCvr). He showed a demo on the Google Cardboard to the Burning Man Board in 2015, but VR was still in the early days of VR and before social VR had been deployed to mobile VR headsets or to 2D clients. But after Burning Man announced on April 10, 2020 that the in-person gathering at Black Rock City was cancelled, but that 'We are, however, going to build Black Rock City in The Multiverse. That's the theme for 2020 so we're going to lean into it. Who'd have believed it would come true? We look forward to welcoming you to Virtual Black Rock City 2020.'
Link to bioRxiv paper: http://biorxiv.org/cgi/content/short/2020.09.01.277079v1?rss=1 Authors: Yang, A., Yao, Y., Fang, X., Li, J., Xia, Y., Kwok, C. S. M., Lo, M. C. K., Siu, D. M. D., Tsia, K. K., Ho, J. W. K. Abstract: Advances in high throughput single-cell and spatial omic technologies have enabled the profiling of molecular expression and phenotypic properties of hundreds of thousands of individual cells in the context of their two dimensional (2D) or three dimensional (3D) spatial endogenous arrangement. However, current visualisation techniques do not allow for effective display and exploration of the single cell data in their spatial context. With the widespread availability of low-cost virtual reality (VR) gadgets, such as Google Cardboard, we propose that an immersive visualisation strategy is useful. We present starmapVR, a light-weight, cross-platform, web-based tool for visualising single-cell and spatial omic data. starmapVR supports a number of interaction methods, such as keyboard, mouse, wireless controller and voice control. The tool visualises single cells in a 3D space and each cell can be represented by a star plot (for molecular expression, phenotypic properties) or image (for single cell imaging). For spatial transcriptomic data, the 2D single cell expression data can be visualised alongside the histological image in a 2.5D format. The application of starmapVR is demonstrated through a series of case studies. Its scalability has been carefully evaluated across different platforms. starmapVR is freely accessible at https://holab-hku.github.io/starmapVR, with the corresponding source code available at https://github.com/holab-hku/starmapVR under the open source MIT license. Copy rights belong to original authors. Visit the link for more info
In this week's MiXR Studios podcast, we talk with Jonathan Rule, Clinical Assistant Professor of Architecture and Urban Planning, and how he is shaping the future of architecture education through augmented and virtual reality. Jonathan teaches courses in construction and architectural design and has been exploring technologies like Google Cardboard and Unity to immersively experience architectural designs.
In this week’s MiXR Studios podcast, we talk with Jonathan Rule, Clinical Assistant Professor of Architecture and Urban Planning, and how he is shaping the future of architecture education through augmented and virtual reality. Jonathan teaches courses in construction and architectural design and has been exploring technologies like Google Cardboard and Unity to immersively experience architectural designs.
Reported by EdSurge, many universities including the University of Oregon have been utilizing virtual campus tour technology through Google Cardboard for several years now.
Language teachers everywhere are trying to figure out how to maintain instruction online when meeting face-to-face with our students is no longer possible. This seems like a good time to rerun a few of our favorite tech-focused episodes from the last three years. We hope this episode will spark some great ideas for you about how you can effectively and efficiently teach with technology. Stacey also wants listeners to know that she is collecting resources, how-to's, and tools into one place over on her blog. The blog post is called Putting our Language Courses Online: A Resources Round-Up (and a Work in Progress) and is updated regularly with new stuff from around the web. In ep 103, Maris Hawkins interviews French teacher and SCOLT Teacher of the Year Heidi Trude about tech tools for the language classroom. You'll want to to take notes and visit the show notes to learn more about all the things you can do with Gimkit, Quizlet, Flipgrid, Google Cardboard and many more! For links and show notes, visit https://weteachlang.com/2020/03/13/we-teach-languages-episode-103-rerun-tech-tools-for-the-language-classroom-with-heidi-trude We welcome feedback, resources, and diverse perspectives on this topic! To contribute to the conversation started here, leave us a voicemail or send a text message to (629)888-3398. Or you can follow us on Twitter @weteachlang or leave a comment at weteachlang.com.
Jump Chat Roll is the comedy gaming podcast where Rob and Shaun take a weekly irreverent look at some of the bigger topics in gaming, waving their opinions about and hopefully entertaining you as much as they entertain themselves.In the eighth episode of Jump Chat Roll, we take a look at virtual reality. As more studios experiment with fully immersive gaming, we look at how VR has developed over the years and whether it will ever be considered a mainstream technology. We also ask what happened to Jamiroquai, if Gmail will ever become a Minority Report-style experience, and whether a 7D experience is a D too far. As always, there's feisty language, dark humour and maybe even some serious points about gaming. Maybe.Jump Dash Roll Site - www.jumpdashroll.comTwitter - www.twitter.com/jumpdashrollFacebook - www.fb.com/jumpdashrollInstagram - www.instagram.com/jumpdashrollMusic - Mark Cooksey
Welcome to episode 156 of the EdTech Situation Room from November 20, 2019, where technology news meets educational analysis. This week Jason Neiffer (@techsavvyteach) and Wesley Fryer (@wfryer) discussed hoopla over YouTube's new requirements for "Creators" worldwide uploading videos to comply with COPPA law in the United States. The ongoing collapse of our information ecosystem thanks (in large part) to both disinformation and the monopolistic domination of global advertising revenues by Facebook and Google, the Russian effective techniques of “narrative laundering” highlighted by Rene DiResta (@noupside) and the need for "media literacy for all" so we can proactively "filter our feeds" were highlighted. The importance of using unique passwords (as highlighted by Disney+ account hacks,) the limitations of the Google Chrome password manager, and the proliferation of human engineering schemes to trick users / steal their money were discussed. Google updates included forthcoming support for audio embeds in Google Slides and the open sourcing of Google Cardboard. On AI and automation, a recent mass surveillance protest in Washington D.C. in which "14,000 people’s faces were non-consensually scanned," the availability of a "robot lawyer" for legal services, and the risk posed by automation to white collar jobs were highlighted. The importance of purchasing separate streaming boxes / devices for televisions in our homes and offices and the VERY poor sales data for Google Smart Speakers rounded out the show. Geeks of the Week included the danger of USB charging ports and the options to use a "USB condom," National Geographic Educator Certification, and the Ecosia Chrome search extension. Our show was live streamed and archived simultaneously on YouTube Live as well as our Facebook Live page via StreamYard.com. Please follow us on Twitter @edtechSR for updates, and join us LIVE on Wednesday nights if you can (normally) at 10 pm Eastern / 9 pm Central / 8 pm Mountain / 7 pm Pacific or 3 am UTC. All shownotes are available on http://edtechSR.com/links.
Marsha Collier & Marc Cohen Techradio by Computer and Technology Radio / wsRadio
Old texts arrive; @TMObile & Sprint merger; Google Cardboard; AT&T might owe you $$; Hack Siri, G Home & Alexa with a laser; AMD vs Intel? Microsoft choice; iPhone privacy; Tesla Model S
Cardboard muere, y la relidad virtual agoniza pero ahora es de código abiertocontacto@puntoprimario.com
Google joins forces to better protect Android from malware, Yubico announces its first security key with a fingerprint reader, Microsoft starts shipping HoloLens 2, and Google takes Cardboard VR open source.
Cardboard muere, y la relidad virtual agoniza pero ahora es de código abiertocontacto@puntoprimario.com
TechCraft, une émission de divertissement Technologique & vidéo-ludique. OU TechCraft, un savant mélange de High Tech, de jeux vidéo & de Fun! Nos liens: Site TechCraft: www.techcraft.fr Live Youtube: http://live.techcraft.fr Flux rss: http://techcraft.podcloud.fr/rss E-Mail: podcast@techcraft.fr Twitter : @TechCraftPDC Facebook: https://www.facebook.com/TechCraftPDC Slack: http://soulcityteam.slack.com Podradio: http://podradio.fr/podcast/110 PodCloud : https://podcloud.fr/podcast/techcraft iTunes: https://itunes.apple.com/fr/podcast/gamecraft/id796213889 Chaîne Youtube: https://www.youtube.com/techcraftpdc News High-tech Quenton: Dropbox s’inspire de WeTransfert Beudi : Facebook petit joueur! Redscape: Firefox bloquera les notifications et le sideloading d’extensions Les notifications sont partout. Smartphones, ordinateurs, montres, et même voitures, on veut tout savoir tout le temps. La notification, cancer de notre époque ? C’est ce que doit à moitié penser Mozilla, la fondation (et l'entreprise) qui édite le navigateur Firefox, puisque celui profitera de la sortie dans le canal officiel de la 72ème itération de son navigateur pour couper le sifflet à ce que l’on appelle le web-push, soit une demande d’autorisation, envoyé par le site en question, souvent une demande d'autorisation d’affichage de notifications, par exemple. Quenton: Ressortez vos Google CardBoard il va y avoir du nouveau! Beudi: Fitbit change de propriétaire Quenton: IE est mort, EDGE est mort, vive chrome! Les News Gaming Le dossier de la semaine Redscape: A la découverte des medias center : Plex, Emby, Jellyfin & Kodi Les news en bref Quenton: Le Google Pixel & Pixel XL 1ère génération (sortie en 2016) auront leurs dernière mise à jour logicielle en décembre Quenton: Le google Nest Hub peut maintenant détecter votre présence proche et vous proposer la météo (inutile) Quenton: Google à acheté FitBit pour 2,1 milliards de dollars Quenton: Steam sort sa nouvelle interface de la beta et la déploie chez tout le monde!CONCLUSION Site TechCraft: www.techcraft.fr E-Mail: podcast@techcraft.fr Slack: soulcityteam.slack.com Twitter : @TechCraftPDC
Cardboard muere, y la relidad virtual agoniza pero ahora es de código abiertocontacto@puntoprimario.com
Welcome to the Enter VR podcast! Join us for an insightful episode featuring my friend Nobuyuki Tomiuga. Come learn about Nobu's journey through the VR industry! 1:00 How Nobu got introduced to the idea of VR. 2:30 How Nobu first got involved with the VR community. 7:00 SVVR did something special for the VR community. 11:00 Google Cardboard was a double edged sword. 14:20 Nobu's experience with VR porn. (Not much) 22:00 What made Nobu leave the VR community in Japan? 25:00 Who is the community in VR for? 28:00 Alternative VR communities in Tokyo? 34:00 " There's no need to be at the heart of the industry to feel satisfied. " 41:00 Present Nobu's message to future Nobu. Thanks to Nobu for being a true scholar and gentleman of virtual reality and thank you for listening!
#EduDuctTape S02-E030 #EduDuctTape -- EduDuctTape.com -- @JakeMillerTech -- JakeMiller.net -- JakeMillerTech@gmail.com Ways to Support the Show or Connect with Jake & other Duct Tapers! Apple Podcast Reviews FlipGrid.com/EduDuctTape #EduDuctTape on social media Telling your friends & colleagues The Duct Tapers Facebook Group - facebook.com/groups/ducttapers #EduDuctTape Twitter Chats Access the calendar! - bit.ly/EduDuctTapeCalendar Highlights from the last chat - jakemiller.net/eduducttape-twitter-chat-10-23-19 Seah Fahey & Karly Moura’s “A Beginner’s Guide to Twitter for Educators” - Section 2 focuses on Twitter Chats - drive.google.com/file/d/1wrMWGN6QyrICGNis1SwLQOHlbfze3vpt/view Thanks to The Mighty Ducts! Alex Oris, Amy Huckaby, Angela Green, Benjamin Voss, Brandy New, Dan Stitzel, David Allan, Jennifer Conti, Joshua Hough, Kimberly Wren, Lisa Marie Bennett, Matt Meyer, Melinda Vandevort, Melissa Van Heck, Molly Klodor, Nanci Greene, Pam Inabinett & Sarah Kiefer! The JakeMillerTech Newsletter - Sign up! jakemiller.net/newsletter Make sure you identify the messages as “Important”! And get them out of SPAM or Promotions! Jake’s Upcoming Events Teacher Success Summit - online - 10/28-11/2/19 - bit.ly/jaketeachersuccess (full disclosure: this is an affiliate link, if you pay for full access, I will get a portion of the $) MiGoogle Conference - Linden, MI - 11/5/19 - miedtech.com Teach Better! Conference - Cuyahoga Falls, OH - 11/8/19 & 11/9/19 - teachbetterconference.com - **use the code Friends50** Ideastream Technology & Learning Conference - Cleveland, OH, Mini-Keynote - 11/20/19 - ideastream.org/become-a-2019-tech-conference-presenter Educational Duct Tape Workshop Series at Kent State University Research Center for Educational Technology - kent.edu/rcet/innovating-teaching-learning Session 1 - November 22, 2019, 9:00 a.m. - 3:00 p.m. - Educational Duct Tape: Viewing #EdTech as a Set of Tools to Address Learning Goals & Solve Problems in the Classroom Session 2 - December 6, 2019, 9:00 a.m. - 3:00 p.m.- Educational Duct Tape Toolbox Focus Session: Flipgrid WITCon (Whatever It Takes Conferences) - Galesburg, Ill - 6/12/20 - witconf.org Book Jake as a Speaker! - JakeMiller.net/Speaking Jake on other Podcasts Planning Period Podcast - bradshreffler.com/podcast/jake-miller-why-educators-shouldnt-feel-inadequate Brad’s #EduDuctTape Quotes: “...the most bonkers show I’ve ever listened to that is also super informative.” “This is basically like if Pee Wee Herman did his own education podcast, is what this sound like sometimes.” SoapBox Moment - “Browsing through the Hardware Store” “When you go to the hardware store to buy a new drill bit, you don’t really want a drill bit. You want a hole.” - Dr. Ralph Granger via Mike Muir moreverbs.info/2018/03/13/lets-focus-on-the-learning Today’s Guest: David Ternent Dave is a 7th grade STEM Teacher in the Stow-Munroe Falls City School District in Ohio. He has taught various Science classes at the MS & HS levels. He was selected to participate in NASA's Space Academy for Educators. He has been awarded grants from the GAR Foundation for 3D printing and Virtual Reality (VR). Most recently, he was selected to participate in the Fulbright Japan ICT Teacher Exchange in HI (fulbright.jp/eng/jusec/index.html) Contact Info: email: st_ternent_1@smfcsd.org; Twitter: @dave_ternent Which of the following would be less torturous? Wear someone else's underwear or use someone else's toothbrush? Have an embarrassing message pop up on your computer screen during a presentation to the staff or students? Question #1: How can students create prototypes of designs to show comprehension of class content? TinkerCAD - web-based, any device, free, elementary and up, made by AutoDesk, great for younger students (probably 3rd grade up) - tinkercad.com OnShape - web-based, cloud-based, any device, free accounts for educators, middle school and up - onshape.com Use metric measurements to work effectively with a 3D printer Has a learning center tutorial and great instructional materials available Fundamentals of CAD course - recommends doing the first 3 levels, which will take about 3-4 weeks of ~45 minute class periods Can model with different materials and determine mass, volume, density, etc. SolidWorks - PC only (we confirmed after recording), software, paid, but has an educational price, high school and up, possibly some middle schoolers. - solidworks.com More time consuming to learn Can model with different materials and determine mass, volume, density, etc. AutoDesk Inventor - software, PC only, free for students, high school and up, possibly some middle schoolers - autodesk.com/products/inventor/overview Can model with different materials and determine mass, volume, density, etc. Trimble SketchUp - intermediate grades (4th grade) up, web-based or software, free or paid, not great for 3D printing - sketchup.com/products/sketchup-for-schools 3D Model Warehouse contains historical and geographically relevant items & locations like the Globe Theater Students can make historically or geographically relevant locations or architecture like medieval castles Everything to scale AutoDesk Fusion 360 - simpler than Inventor, hybrid web-based/software, middle school and up, free with school email addresses - autodesk.com/products/fusion-360/overview Use 3D models in simulations, like rockets in simulators Question #2: How can students represent content-related locations? Google Street View app on phone iOS - apps.apple.com/us/app/google-street-view/id904418768 Android - play.google.com/store/apps/details?id=com.google.android.street Google Tour Creator - vr.google.com/tourcreator Amanda’s tweet - twitter.com/JakeMillerTech/status/1160560275537453056 360 Cameras Ricoh Theta - ~$250 - theta360.com Vuze Camera - vuze.camera - more expensive, HD, 360 images, 180 images, spatial sound YouTube with cardboard Unity - game engine, 3D first-person programming, programming in the “inside of a sphere,” software-based on PC or Mac, view 360 on phone or send to headset like Oculus Rift or Vive - unity.com Free education software available - unity.com/learn/education Professional grade, but works for middle school and up Playcanvas.com is an online game engine like Unity. Free and paid. Available on all devices. Blender - 3D animator - blender.org Oculus Rift, Rift S (newer version), Quest (computer in headset) - oculus.com HTC Vive - more for art and design’ - vive.com Create 3D models from within Rift or Vive Tiltbrush works with both - tiltbrush.com Jimmy Fallon - youtube.com/watch?v=amI67JUsbV4 Glen Keane - youtube.com/watch?v=B21t8EpIxUk Augmented reality - HoloLens - microsoft.com/en-us/hololens Jake trying out HoloLens: twitter.com/dave_ternent/status/786272461834911744 twitter.com/JakeMillerTech/status/786286088658808832 Extensions into other classes Content from the Duct Taper Community This Episode’s Apple Podcast Review: Cindy Moorman Favorite #EduDuctTape Tweets: (each handle is linked to the mentioned tweet) @BryonCar @Msbrandynew @AngelaGreene12 @33heupel New #EduDuctTape Tweeps: @americaterraza2 @anafimerav @BakerDana2424 @cmwatson2010 @deelanier @DonahueCathy @jamesvarlack @JenMitchellEDU @KathleenCorley @kilgoretech @MandiTolenEDU @MeganNaglik @minnowdfly @mrsbooz @mrsmapess @nzlawnbowler @PlanetKEd @polonerd @RebeccaStigge @RogerDColby @roryaileen @sattlercyber @teachbetterteam @teachmomrepeat @techcoachjuarez @TxTechChick #EduDuctTape FlipGrid Response: Dana Klement
Neste episódio lançado em 2016, Ryan Sales, Felipe Lins, Caio Nogueira e Eduardo Porto falam sobre a evolução, utilização e prováveis futuros do uso de VR nos jogos. Pegue seu Project Morpheus, empreste seu Google Cardboard e atualize seu sistema de realidade virtual, pois estamos adentrando nesta matrix. --- Send in a voice message: https://anchor.fm/castpotion/message
Practical Ed Tech Podcast is now available on Apple Podcasts AKA iTunes. Google Docs now displays word count while you type. Turn the feature on from the Tools drop-down menu. Google Docs now has a “compare documents” feature also found in the Tools drop-down menu. Apple had a big event on Tuesday. There wasn't anything noteworthy for educators. Highlights of the event were a new streaming subscription model, and updated iPad that works with Apple pencil, and new colors for iPhones, yipee! (#sarcasm) None-the-less stock price jumped 3% on Wednesday. Oh, and you can get the current generation, soon to be old generation iPad on sale for $249 on Amazon. Google Expeditions now lets you share links to specific scenes. Looking for ways to use Google Cardboard viewers besides Google Expeditions? Check out National Geographic's list of 360 videos https://www.youtube.com/playlist?list=PLivjPDlt6ApRq22sn082ZCC9893XtV8xc Glide (Glideapps.com) now lets you create templates for apps that you can share with students and colleagues. All of the questions that I answered in the podcast are available here: https://docs.google.com/document/d/1EkV2UuEh8d9SCsLar_Taq2Z_A9oNiKbrCfrUibHRYMU/edit?usp=sharing
These days, more and more students can — and do — opt out of animal dissection in science classes, and not just because formaldehyde smells awful. As fewer kids are morally comfortable with chopping up an amphibian in the name of their education, an alternative will be needed. VictoryXR’s Steve Grubbs offers a solution through VR, and chats with Alan about how XR can be used to enhance education in other ways, too. Alan: Today’s guest is Steve Grubbs, founder and CEO of VictoryVR, one of the world leaders in virtual reality educational product development. To date, they have created over 240 unique VR experiences, spanning over 50 different learning units, with educational partners like Carolina Biological and Oxford University. They have been able to develop brand new educational encounters for VR users around the globe. Steve is also a member of YPO and was recently featured in an article entitled Virtual Reality Is Transporting Students to the Next Frontier in Science Education. You can learn more about Steve’s company at VictoryXR.com. Steve, welcome to the show. Steve: Alan, thanks for having me. I appreciate it. We’ve been working in XR Technologies — first virtual reality, and then augmented reality — since 2016. I first tried to headset on near the end of 2015 and it struck me that this type of technology would change the world. And so, we struck out and decided that our field would be education. And so we dug in and figured out how to do it, because at that point it was very difficult to find people; you couldn’t just hire people off the street who knew how to create virtual reality technology. We set to work figuring it out. In September of 2016, I attended a group meeting with some folks in Dallas, and then by January of 2017, we had our first major product in a school. I felt pretty good that we were able to move quickly on that first experience. Alan: That’s incredible. Let me ask you a quick question. What was the first experience that you tried that inspired you to start VictoryVR? Steve: Well, it was a MetaVRse product that I downloaded to my phone some time, in Google Cardboard. I am pretty sure I went to the iPhone store and tried a roller coaster — and this had been a few years now. And then I tried The New York Times 360 News reporting on my phone and they both were great, amazing, cool, and so I said, this is something I want to be a part of. Alan: For those people that don’t know you and VictoryVR, maybe just give us a 10,000-foot view of your mission and why you’re doing what you’re doing, and where you see the company going. Describe your company, the products, and the platform that’s being used. Steve: We believe that we can change education in a positive way around the world. If you think about it, for decades — I used to serve in the Iowa legislature, and I was chairman of the Education Committee, and we spent a lot of time addressing, how do we improve education? And there were a lot of things we did on the input side, but at the end of the day, what we all know is that if students love to learn, they love what they’re learning — like all of us — then there’s no work in it; you just love to do it, and you immerse yourself in it. We believe that XR Technologies — VR and AR — are the solution to having students love what they’re learning. So we’re creating as much content as possible, aligned to standards, so that teachers can integrate it into their lesson plans, or parents can just simply pull it off the shelf and use it. I have a background in technology. I started my first tech company in 1997, building web sites. I bought a book called “Web Sites for Dummies,” read i
We sat down to talk with another High School English Teacher about their experience using VR for the first time in their class and how they aligned this activity with their curriculum standards. Learn about using Nearpod VR, Merge Cubes, and Google Cardboard with learning stations.
Films such as Ready Player One feature a time in the future in which our only solace from the pressure of life is to retreat to a virtual world. With the introduction of Oculus, Google Cardboard and other VR devices, the time has come to humanity to give serious consideration to how VR is to be integrated into our organic life on Earth. While VR used for education can vastly speed up the learning time of a subject, people can - and will - become increasingly disassociated from one another, including sexual relationships. Mary Duda has spent the past 3 decades in the field of animation and art studying, and developing, effects through VR technologies. We discuss the ethical implications as to how to best engage with this rapidly emerging reality. Subscribe to my newsletter: https://reginameredith.com/join-my-community Support my work on Patreon: https://www.patreon.com/reginameredith Join Our Neighborhood: https://www.ourneighborhood.earth/ Disclaimer: The views and opinions expressed in the following program do not necessarily reflect those of ReginaMeredith.com. In keeping with this site's emphasis on sovereignty and knowledge, always use your own discernment and/or seek professional advice when making consequential decisions.
In South Africa's premier technology podcast this week: Vumatel's acquisition of Fibrehoods, Cell C's financial results, next week's MacBook Pro refresh, the doomed Samsung Galaxy Note7 and more on the ICT policy white paper. Picks this week are the Moto Z and Moto Mods (Duncan) and Google Cardboard v2 (Regardt). Our beer this week is Brouer Broers' Buffelsfontein Lewer-Olie witbier. Podcast website
Dan Powell is one half of Dead Signals Production, creator of the popular Archive 81 and Deep Vault found sound, radio drama podcasts. In this episode, we talk about his recording process, how he designs sound, and his editing process. He shares some of the hurdles he overcame while producing podcasts and what advice he'd give to anyone interested in making a modern radio drama. Key Takeaways: Don't buy your gear new—if you buy the best gear used, it'll last you forever. The hardest part of any narrative creative medium is the transition between two parts. Make sure you understand what's happening in your environment before you choose a space to record in. What you make should be in conversation with your audience, but don't make something just because it'll get a lot of downloads. Find people who are established in your field, reach out to them, and ask for some direct advice. Think about how the ambience and background noise where you're recording can contribute to the story and the feel of your whole piece. Aaron: Hey Dan, thanks for joining me today. Tell me a little bit about yourself—where you're from and where you are now. Maybe a little bit about what your path to audio and podcasting has looked like over the course of your life. Dan: I was born in Rome, Georgia and I was there until I was about 18. It was a medium/small size town in the middle of the woods. I spent a lot of time by myself alone with my thoughts, which is probably what caused me to gravitate to sci-fi, horror, and secular fiction. I began making radio dramas at the age of eight or nine. I used Window 95 Sound Recorder to make these one-man shows. Sometimes it would be me and sometimes it would be my friends, and we would get in front of a microphone and see what happened. That's really what introduced me to audio editing and creative sound design. From an early age, I was interested in what would happen if you slowed down, sped up, or changed the pitch of your voice. I went to Syracuse University for college and majored in English. I loved reading and still really do, but I realized I was spending all my free time in studios recording my friend's bands (or recording myself), and that working with audio might be a good career path. I'd always been interested in creative writing, but I thought it might be good to develop a more technical skill or trade that I could have on the side while writing. I ended up really enjoying working with audio and I decided to make that my primary creative and career pursuit. After school I moved to New York City. I interned, I did some odd jobs, I worked at an Apple store, and I eventually got my first job in the sound industry at Soundsnap, a commercial sound effects library. I did that full time for about two years and then transitioned to working there part time while making more time for freelance work, sound engineering, and working on my own podcast on the side. That's where I'm at now. Aaron: You met Marc (the other half of Dead Signals) in college? Dan: Yeah, Marc and I met his senior year and my post-senior year. I stayed after I graduated to do a fellowship in audio engineering and sound design. One of the cool things about Syracuse is they have this program where if you get to the end of your four years and you decide you want to do something different than what you studied, you can apply for a fellowship that will let you stay an extra year. You basically get a free year of credits that you can do what you want with. I did that after I finished studying English so I could build up my portfolio and get some more one-on-one mentoring strictly with audio stuff. That's where Marc and I met. Aaron: Then you guys formed Dead Signals Productions. Dan: We formed Dead Signals this time last year. Marc came and visited me in New York and we were talking about ideas we had. The project we worked on together in college was Marc's senior thesis project, a radio play he wrote and produced. I was just acting in it, playing the lead. More recently, starting last year, was when we started collaborating and both giving equal input for the project. Recording Radio Drama Podcasts Aaron: Let's talk about Archive 81 and Deep Vault, the recording process and the tools you use to handle the editing. Marc said you guys recorded Archive 81 in a bedroom. Do you remember which mic you used for that? Dan: It was the Sennheiser MKH 8040. I got this mic because it's a really good all-purpose sound design mic. It's good for all-purpose folio recording, like footsteps, fabric movements, and every day objects you want to record. It's also really good for ambient field recording. We recorded the dialog with this mic and another mic called a Sennheiser MKH30, which is a bi-directional stereo mic. The two of these things together form a really good pair for mid-side stereo recording. What I was really interested in when I bought these mics was, one, it was the best deal I found on eBay, and two, I was interested in doing more ambient field recording. Living in New York City there's so many interesting sounds everywhere. There are neighborhoods, parks, and subways. You can turn a corner and be in an entirely different sonic landscape than you were just in. I wanted something that was good for capturing my environment, but when it came down to produce Archive 81, after doing some tests, we realized that these mics would work just as well for dialog recording. I personally would have liked to use a wider diaphragm AKG microphone, but I still think the mics we used worked well for recording dialog. It's good gear and it's what we had available at the time. Aaron: I know a lot of podcasters who use $60 or $70 USB mics and there's a big difference in quality between those and the MKH. What do they run used, close to $1,000? Dan: Close to $1,000. The mic I'm on right now goes for about $1,200 new, but I'm a big Craigslist and eBay deal-hunter. When I was first getting into audio, one of the best pieces of advice I got was when I was talking to someone five years my senior who's successful and established in the music production scene here in New York. He said: Don't buy your gear new. Even if you buy the best gear used, it'll still last you forever. He told me, “I've made a spreadsheet of every piece of equipment I've purchased from when I first started out. Collectively I've saved about $30,000.” That really stuck with me, so now I only buy used gear. I got the mic I'm talking on now for about half of what it would cost new. Aaron: I'm currently on a Shure BETA 87A, which costs $250 new and I think I paid $120 for it used at Guitar Center and it's an awesome sounding mic for podcasting. Dan: I like the richness of it. In general, I really like dynamic mics for podcasts. I like the rich low end and the proximity effect you can get. I use the mics I use because I want to have a lot of applications for things like sound design and field recording, but I don't want to make it seem like you have to buy a $700 or $1,000 microphone. I've seen people get fantastic results with an SM58, which I use when I do event recording gigs. You can get one of those used on Craigslist for $50 in most cases. In many cases, it's probably more ideal if you're at home instead of a treated acoustic space because dynamic microphones do a better job of isolating the sound source and not picking up your refrigerator, your roommate, or your neighbors yelling at each other. Aaron: I agree. I love the large diaphragm condensers, but you do need a quiet, treated room to make them sound good and not pick up a bunch of sound. Alright; let's talk about sound design. Here's a clip of episode one of Deep Vault, which has some dialog with some reverb on. I wanted to ask you about that, and about the part in the music where the footsteps transition into the beat of the song. First, let's talk about the ambience and reverb you used. As I'm listening to it, there's some kind of ambient sound in that. I'm not sure if it's reverb in the space you recorded it in or if it's reverb you added afterward. There's also an air conditioning kind of “swoosh” background ambience. Can you describe how you achieved those effects? Dan: None of that reverb is natural. It's all added in post. I exclusively use impulse response reverb, which is basically the ability to capture the sonic snapshot of a real, indoor space by going in and blasting a sign wave or white noise in it and then recording the echo that comes afterwards, then notching out the original sign wave in post. This gives a ghost emanation of what a space actually sounds like. There's two reverbs fading out and in. There's the outdoor reverb, which I have a light touch on. It's meant to evoke the sense that the space is outdoors and then there's the echo-y underground reverb of the vault they're about to go into. If you listen prior to them entering the vault, you can hear how it evolves from one space to another. I think very visually when I'm working on it. I've said this a lot in various interviews, but because I'm working with Marc on the scripts from the beginning, I don't really think of this as post production. I'm always thinking about space and sonics as I'm reading the first draft of a show. I usually visually map out or make a flow chart of what the space looks like and how things need to transition from one stage to another. That helps me focus better. In the background, we have a desert ambient sound. It's a field recording of a desert that's near an urban area. You have some wind and outdoor air atmosphere, called the air tone, which is the outdoor equivalent of a room tone. If you search Soundsnap for air tone, you'll find a bunch of ambient recordings of outdoor air spaces that don't have crowds, people, or traffic. It's more a general wash like you hear in that clip. There's the air tone and then there's the vault sounds—the ambient sounds of the space they're going into, which is a field recording by a field recordist named Stephan March. I think it's some recordings of some abandoned bomb shelters on the Danish coast. It's some industrial room tones with some distant waves, but they have an underground low-fi industrial roominess to them. Those things blend together to create the atmosphere of the vault. Aaron: I'm embarrassed to say it now, but I was thinking these were effects you could achieve with something like the reverbs that come with ProTools or Logic Pro X. What program do you use to do all this stuff with? Dan: I use ProTools for editing, mixing, and basic sound effect placement. For what's referred to as composite sound effects design—designing a sound effect that needs a lot more depth to it than what you can pull from a library as is—I use Logic. I do that for two reasons. One, I think it's good to have separation between sound effect editing and show editing. I like to be in two different programs when I'm creating the sound of a robot or a door and when I'm editing the show. Having the different software environment helps to streamline that. The other reason is, though I do think ProTools is great, I think it's very flawed for making things creatively from scratch. I would never write a song or demo a song in ProTools because I don't think the user experience is tailored toward composition, whether that's composing a song or compositing a sound effect from scratch. It's great for editing and taking material that's aesthetically already done—like you recording a guitar through an amp—but if you're trying to dial in the tone of a guitar, I prefer to use Logic, something a little more built for making music from scratch. For this scene, I used pretty much all ProTools because I wasn't designing anything beyond simply layering things together and the reverb that goes along with that. I wrote the music in Logic. Dan's Favorite Editing Programs and Plugins Aaron: Are there any stock plugins you use inside of Logic or do you have any favorites? Dan: I use Logic's modular synth plugin, the ES2, a lot because I know it really well. It has a very particular sound but I've been using it for many years, and I can dial in the sound I want pretty quickly with it. I probably should learn some more synth plugins so I don't get set in my ways. Aaron: What about reverb or special effects? I know there's like 50 stock plugins inside Logic. Dan: Space Designer Plugin for Logic Pro X is incredible. It's a great impulse response reverb plugin. I use Waves IR1 for the reverb in this scene, but it could have as easily been achieved with the stock Logic Space Designer plugin, probably easier even, because they have a larger native sample library. Any sound designer you talk to will say that Space Designer is the best free stock plugin of anything. That's a big one. There aren't a lot of other stock Logic plugins I use for sound design in terms of compositing. Although I do really like the basic Chorus and Phaser modulation stuff for voice processing for robot voices. Aaron: You wrote the music for the show. Is the music going to be available somewhere else later? Dan: Marc and I would really like to release an album of the music from our shows. It's something we want to do and there's a few reasons we haven't done it yet. One reason is time. I'm very skittish about making sure everything is mixed properly. I wouldn't want to release the music stand alone unless I was absolutely sure it was put together well. The other reason is that I write most of the music for our shows, but we do have some songs that are done with side collaborators and I would want to make sure it's done legally and copywrite-wise we were in the clear. I want to sign some kind of licensing or formal distribution agreement to make sure everyone is happy money-wise. The song from episode one was me ripping off Trent Reznor and Atticus Ross. I'm a big fan of their scoring work. Music & Sound Effect Creation for Podcasts Aaron: Let's talk about how you achieved that effect for the song in the sample clip I played earlier. I'm guessing you had the sound of the footsteps on a ladder. Is that something you recorded yourself or is that something you got out of the sound library? Dan: I used several different libraries for that. There's a mixture of some simulated ladder movement in there, like arms reaching and hands grabbing the rungs of the ladder. There's also some pure metal footsteps in there. When I was originally putting that together, there were six or seven tracks, three of which were cloth movements and body motions and three of which were footsteps. Some were more foregrounded, like when one character named Jeremy is counting his steps. His footsteps are louder because he's drawing attention to the fact that he's counting them. The others are more off to the side to evoke the sense of space and depth, because presumably, they're going down a circular enclosure to a vault. That was a real pain to put together. Aaron: I can't believe you recorded clothes rustling to make this realistic. Dan: I can't speak to film, tv, or video, but part of what makes the footsteps convincing in audio dramas is the footsteps being good, but also having cloth movement and fabric rustling. Aaron: With headphones and soundscapes, you have left and right channels, obviously. What do you do when you're trying to make something seem like it's coming from above or below. Is there any way to achieve that affect? Dan: In episode two of Deep Vault, where two characters crash through the floor of the room their in, they're down there for a bit, and then you hear them crawling up through the crash hole to the other characters that are above them. I think it worked pretty well. I think the sequence of the narrative and that you hear them crash through the floor first and the space change around them helps to establish that. It's just a matter of having more reverb and/or more delay on the voices that are further away than the voices that are close to you. I'm still figuring out what my philosophy on panning things is for the Deep Vault. It's an ensemble cast with four actors talking at once, I have them panned around the clock—some are hard left, some are hard right, and some are close to the center. Usually if characters are interrogating or trying to get information from another character or recording, I'll try to have whatever recording or character they're talking to in the center to give the sense that they're gathered around this new source of information they're trying to learn. As far as making things sound far away or from above or below, it's a matter of adding more reverb to the things that are farther away and hoping the sense of space translates. Aaron: I think it does most of the time, but it's something I'm curious about. I'm thinking about the future with virtual reality and how they're going to handle the different angles of sound. Have you had a chance to try VR yet? Dan: No, but I have some friends who told me I need to do it and I really want to. I have some friends who say Google Cardboard alone is incredible. I'm curious what that technology is like, but also what it's going to mean for sound. I'm curious what sound for VR is going to be like and how it's going to differ from the old guard, but also how it's going to use some of the same techniques to make a realistic experience. Aaron: I used the equivalent to Google Cardboard, not even one of the great ones, and it blew my mind. It's going to be a game-changer. Maybe we'll both have future careers in sound design for VR applications. Dan: I'm just trying to stay ahead with what's new for sound design because I'm afraid of being replaced by robots. It's something I think about regularly. Am I doing something that will still be done by a human in 20 years? I feel ok about it most of the time, but you never know. Aaron: I like to think that you'll still have a job because you're being creative and you're doing things that take a human. I guess we'll see. Let's talk about then music a little more. You did this transition where you have this music playing over the sound of the footsteps, and the footsteps blend into the beat of the music. Did you write the beat first? Were you listening to the pattern of the footsteps or did you go back and match those things up later? Dan: They were matched up later, but my choice of percussion samples definitely made them more easily blendable. With the exception of the kick drum, which is more of a classic, electronic bass-pulse kick drum, everything else is found percussion—everyday objects being tapped on. Things like chairs, bags, or plastic silverware. I like working with low-fi sound percussion samples. I think the fact the percussion track in the song isn't a real snare drum recorded in a studio helps serve as the connective tissue between the footsteps and their percussiveness and the song's percussion, and it's driving the melody forward. The hardest part of any narrative creative medium is the transition between two parts. It glues two things together that work well on their own. Sonically, that could be a good example of choosing the right percussion sample in the context of this being a score rather than a stand alone song. Perhaps if this was just a song released on an EP and it wasn't meant to score anything, it would sound better with a non-found percussion or some other type of sound. Sound Proofing vs. Sound Treatment for Podcasts Aaron: Let's jump into some mistakes or hard times you came across when you started doing Archive 81 and the Deep Vault. What are some of the things you struggled with? Dan: I do have one thing about recording in a bedroom. The bedroom we recorded in sounded really good as far as bedrooms go, but we had only ever tested the sound in the room at night when everyone else in the house was really quiet. When it came to production time, we were recording during the three most blizzardy weeks in January when every person was holed up in their apartment in New York City. Above my friend's bedroom is a family with five teenagers, so we had to pause all the time because there were so many footsteps, running water, and cooking sounds. We didn't plan for all of that. I realized that, even though acoustically the room sounded very good, there was no isolation from what's above and outside. That was definitely an error I made in trying to plan the space. The next time, we paid for a real studio, because as cool as it is to record in a good-sounding bedroom for free, it's worth that money to not have to stop every take for outside noise. When you're pausing takes like that for noise coming from upstairs or outside, you're losing the groove you have with the actors. The actors might move around if you have to wait for 10 minutes between a scene and you might have to reset levels, which makes it harder to set levels in post and mix. That was a real learning experience. Make sure you understand what's happening in your environment before you choose a space to record in. Aaron: That applies to regular podcasting too. Someone asked me the other day, “How do I soundproof my room?” They're actually asking two different questions: “How do I make the sound of my room less noisy?” and, “How do I keep outside noise from coming in?” First, you have to stop noise from computers, air conditioners, refrigerators, and the sound of your voice from bouncing off the walls and being recorded by your mic. Then you have to soundproof the room so that the external sounds aren't picked up by your mic. For me, I have three windows directly in front of me and it's an old house, so the windows aren't soundproof at all. If someone was running a lawn mower outside of my window, everyone would hear it. Soundproofing is making sure noises from outside don't come in. Sound treatment is making sure there aren't noises inside your room causing problems in your audio. Know Your Limits Aaron: Any other mistakes or things that stood out throughout this process? Dan: There are so many. The question is what's a useful mistake to talk about, and what's one I perpetually torture myself about at night? I'll talk about casting. With Archive 81, we didn't have a system for how we went about casting it. We put the character notices out on Craigslist one at a time and auditioned and chose people piecemeal. It worked out for the most part, but there were some characters where we were in a real bind because we didn't have enough people in time, so we had to choose the best option. I would have liked to have more options. I pretty much did all the casting for the first season and I didn't go about it systematically, so for the Deep Vault, I wanted to make sure I did it more systematically. I spent a whole weekend auditioning people and planned in advance the characters they were auditioning for and allot time slots throughout the day so I could do it all at once. That was good and it was organized, but I packed too many people in one weekend, so by Sunday afternoon it was too much. I'm pretty introverted by nature and I think I chose my line of work in the technical side of audio production because a lot of times, it's just you and the machine. You do need other skills and to be able to talk to people professionally, but you also spend a lot of time alone, which I'm fine with. I definitely love socialising, like on this interview, but I'll be glad to go back to my little audio hole. That Sunday after three eight-hour days of auditioning and reading lines in character for these people, I was totally depleted. I think I've learned I need to be more systematic about it, but that I also need to spread it out over a few weekends in advance as opposed to trying to do it all in one weekend. Aaron: I'm a productivity nerd when it comes to planning out my days and making sure I have stuff to do. There's a lot I want to accomplish, but when you first get into that, you tend to overestimate what you can accomplish. You think you can do meaningful work for 12 or 14 hours and you don't realize that you can take on too much and say yes to too many things. Half way through, you've given it all you have for six hours and you're worn out and you feel guilty because you didn't do all the things you said you were going to do. It's good to plan and try that stuff so that you know next time not to plan 12 hours of work for both Saturday and Sunday. Maybe you can do that, but you don't know until you try. Start by planning and make notes about how it goes and you'll have a better understanding about yourself and your stamina for the next time. Dan: That speaks to the more general philosophy that doing it is the only way you'll know what your own patterns are, what works for you, and what doesn't work for you. Be open to some trial and error for your own personal workflow. It's easy to look up to certain human accomplishments and think, “This great musician practiced for 12 hours a day, so I must have to do that to be the Rachmaninoff of podcasting,” but at the same time, there are successful and accomplished people who have more human and normal working hour regimens. Trent Reznor is one of those people and it's obvious from his output that he's someone who never stops working. That works for him, but some people need more time to unwind and not get burnt out on things. Dan's Advice for Aspiring Podcasters Aaron: What kind of advice or tips would you give to someone who's interested in doing something like Archive 81 or Deep Vault—a found sound or radio drama podcast? I've noticed in the last year or two they're skyrocketing in terms of popularity. I think there's a lot of people who might be turning the idea over in their mind. What would you say to those people? Dan: The first thing is the writing and acting has to be really good. Have people you can trust give you feedback and critique who you can run things by. If the source material and story doesn't work, then everything that follows isn't going to work either. If you've never done a podcast before, be prepared for many ours of sedentary work. Doing this kind of work takes a lot time and it's a lot of time you have to spend alone in front of a computer. I lost count of the number of times this summer my friends said, “Hey, we're going to the beach. Want to come?” or other things I wanted to do and I had to blow them off because I was editing or doing revisions. Be prepared for that and make sure you're ok with that. If you need a lot of time outside of the house and you really need a social life, maybe this particular kind of podcasting isn't right for you. Interviewing is a very different thing. I don't like to be preachy about exercise, but I do think it's good to exercise if you're doing sedentary creative work because it makes the mind work better and for me, it puts me more at ease. Aaron: I'm with you on that, so two out of two podcasters recommend exercise and good sleep. Dan: Go out there and do it. Work hard and tell the story you want to tell. Don't make anything because you think it'll sell or bring an audience. Marc and I made Archive 81 because we thought it was a cool idea. What you make should be in conversation with your audience, but don't make something just because you think it'll get a lot of downloads. I still feel like I'm learning a lot and trying to figure all this stuff out. Keep an open mind and stay open to learning new things as you go along. I still study sound design with a mentor because there's always new levels I can push myself towards and I don't want to get too comfortable. Sound Design Resources Aaron: Are there any books, websites, or online courses for someone who's a total beginner, or someone like me who is relatively familiar with recording, mixing, and producing music and podcasts but hasn't really gotten into sound design? Dan: Transom.org is a great resource. Although it is geared towards beginners in radio and podcasting, I still find articles on there I can learn from. I think it has a good intro overview to things like sound design. I can't name anything specific, but for a few years now, when I want to learn more about a subject, I find someone I like and relate to who's established in that field and I reach out to them asking for some one-on-one mentoring lessons. That's something I think is worth paying for. Most people will take $50 for a few hours to talk about it. No matter what artistic discipline you're in, it's helpful to find people who are established in your field, reach out to them, and ask for some direct advice. That's what's been the most helpful for me. If there's a sound designer, composer, or radio producer you admire, reach out and see if that's an option. I don't think Ira Glass is capable of doing private lessons with as busy as he is, but I'm sure there are other people who are really good at what they do who are capable. Aaron: There's people at all different levels on this journey. We're talking about audio specifically, but it's true for anything. There are famous people you've heard of and then there's people in the middle who have more experience than you but maybe aren't quite so famous yet. Surrounding yourself with people who share your passion and interests on your skill level is great, but try reaching out and offering to pay for some consulting. Chances are they like talking about that stuff, but it is good to pay people for their time. That makes sure they're invested and they're not feeling like you're taking advantage of their time. Audio engineers have to make money to buy gear! Field Recording Gear and Tips for Podcasters Aaron: Diana asks, “What's your setup for mobile recording?” She's about to start a podcast and will be doing some traveling. I know there are times where you take microphones out into the real world to do field recordings. What's your setup? Is it the same mics and a portable recording device? Dan: A Sennheiser MD421 or a Shure SM58 will work great because most dynamic microphones are good at sound isolation. Another good option to consider would be the Sennheiser ME66 Shotgun Mic, which is a great short shotgun microphone. That's good for both ambient sound and interview recordings in a live setting. It's in the $200 to $300 range and you can find it on eBay, Craigslist, Guitar Center, or Reverb.com for much cheaper. Aaron: What device do you record into? Dan: The Zoom H5 or H6 is a fantastic piece of recording equipment. You can find that new for $300 or used for way less. It's a solid improvement over the H4N in many ways. There's less handling noise, it's less noisy, and the majority of people looking into podcasting would do great with one of those. Aaron: I think this is a situation a lot of people will get in. When you're out and about and recording, you have to think about the noise in the room and the ambient noise, and if there's a possibility of a lot of noise where you are. Coffee shops and crowded restaurants aren't going to be great for getting clean audio. You'll also want to set input gain levels correctly, so you can be sure the levels coming into the microphone doesn't hit zero and clip. You want to keep the highest peaks coming in around -12 DB. What's your thought on that? What do you aim for? Dan: I aim for -12 to -6 at absolute highest for both studio and in the field. I always stuck by that as universal truth of audio, but when I was doing some sound design training this summer with the person I was mentoring under, for sound effects recording, he was advising me to capture things at as high of a signal level as possible without clipping. Being able to focus and isolate the sound source that way really is much more beneficial when you're trying to make a sound effect at non-dialog level. Aaron: Did you have limiters on in that situation? Dan: I usually keep the limiters on, but I try not to hit them. I record on my rooftop a lot. Sometimes I get up at 6am and record the morning rush as it starts to unfold and I usually need the limiters to catch a truck horn or a plane that flies overhead. If you're in a noisy environment, that's another good case for using a dynamic microphone because it does isolate the sound source pretty well. When I was in school, I did a student radio project for a radio podcast production class where I was riding the campus buses and I was on one of those buses on a Friday night when it was filled with drunk kids going from one frat house to another. You can imagine how quiet that was. I was using a dynamic mic and it worked pretty well when I was cutting the interviews together. It had that loud, crazy ambience in the background, but if I held it pretty close to the speaker, I could still isolate them in a way that worked for the final product. Think about how the ambience and background noise where you're recording can contribute to the story and the feel of your whole piece. Dan: With all the woes that came with recording Archive 81 in a bedroom with loud upstairs neighbors, I do think the fact that it felt like an apartment helped the actors get the vibe. I'm not sure how much of that translated sonically, because it's hard for me to be objective about it at this point, but I do think that background worked for that piece. In theory, I would like to do more location recording for audio dramas. If something takes place on a busy street corner, I'd like to get out there with a more formal production sound rig and record it, but Marc and I work at a pretty intense pace and it's not always easy to coordinate that. Many times it makes the most sense to do it in the studio and create the atmosphere after the fact, but that doesn't mean you shouldn't. Aaron: Do what your gut says and plan for it. Last week, Marc said one of the hardest thing for him is the time constraints. I definitely feel that too. My podcast isn't anything complicated but it still takes a few hours to produce. When you have a full-time job, other projects, and people you want to hang out with, you really have to focus on what you want to say yes to and what you have to say no to. _Huge thanks to Dan and Marc for taking time out of their busy schedules to talk with me. If you've enjoyed these interviews, head over to their Patreon page and support these guys. Links: Dead Signals Productions Archive 81 Deep Vault Podcast: https://podcastingwithaaron.com Twitter: https://twitter.com/aaronpodcasting Youtube: https://www.youtube.com/aarondowd Blog: https://www.aarondowd.com Recommended Gear: https://kit.co/PodcastingwithAaron
Google I/O 2016 Google has dabbled in the Home Theater and Home Automation arenas for quite a while - going all the way back to the Logitech Revue and Google TV in 2010, and there were a few devices before that failed experiment as well (review in Episode 452). Even with the success of the Chromecast, it still feels like Google is just toying with us, but that all may change soon. Some of the announcements out of this year's Google I/O conference are pretty exciting, and very promising. Plus, they have something called Project Ara - how can we not talk about that? Google Home Perhaps the most relevant announcement to our show and everyone listening was the Amazon Echo competitor simply called Google Home. The device itself was the big announcement, but they followed that up with an expected delivery date of later this year. However, they didn't specify a price. The man behind the project, Mario Queiroz, also happens to be the same man who launched the only other successful home product in the Google portfolio, the Chromecast. Google Home is exactly what you'd picture if you were told someone was going to launch an Echo competitor. It's a small speaker you plug into the wall with always-listening, far-field microphones that can hear you from across the room. Just like the Echo, Google Home will answer your questions, play your music, and control some of your home automation components. Of course Google will tell you that their device is better at most of those things than the Amazon device, but they have to say that. While the Echo isn't great at multi-room, Google Home is designed with multiple rooms and speakers in mind from the start. It's built on the Cast standard, so you can talk to any speaker and tell it to play music on other speakers, just like you can with Google Cast Audio. Not sure if it'll support synchronized music in multiple rooms, but if it doesn't at launch, we can't imagine it'll be too far off. Google has said they don't plan to be as open a platform and the Amazon Echo, so you can expect less home automation devices to work with it. Their focus is on quality, not quantity. Queiroz made the statement that other platforms may support more devices, but when you actually try to use them, it doesn't really work all that well. We cannot confirm nor deny that claim, but Google's spin on less device support is that each home automation component that is integrated with Google Home will behave just as you'd expect. That's a tall order, but if it is true, it'll be pretty awesome (and probably a historical first). Google Assistant Google Now is getting an upgrade to the new Google Assistant in an effort to take on the Siri, Cortana and Alexa's of the world. The uniques feature that sets Google Assistant apart from the rest is the ability to remember prior questions and apply context to new questions. For example, you could say something like “show me what action movies are playing in my area” followed by a statement like “I'm a fan of anything with vampires in it” to further narrow the search. That sounds more intuitive than most of the digital assistants on the market right now. And could have a nice tie-in with voice controlled home automation. Google Assistant on your Google Home device? That could be pretty sweet. Daydream Farewell Android VR, hello Google Daydream. Quite similar in approach to Google Cardboard, Daydream is built by Google, but it's up to the developers to create the apps, games and experiences that really make it compelling for consumers. At Google I/O, they showed off sketches of a reference VR headset and a remote reminiscent of the Nintendo Wii, that together will provide motion-controlled gaming and simple user interface navigation while using the Daydream headset. Google also announced that several phones that are "Daydream-compatible" from companies like HTC and Samsung should be hitting store shelves later this year. Project Ara So what is Project Ara? For those who don't know, it's actually pretty cool. The idea is a totally modular cell phone, basically the marriage of cell phones and legos. Your phone, instead of being one solid piece of electronics, is a bunch of smaller pieces of electronics your put together, where each of the small pieces is replaceable. You could buy a phone, which is basically all the parts you need pre-assembled, or just go out and buy the parts you want and build your own. For anyone who has seen a commercial about a new phone with a super awesome camera, or crazy long battery life, or a killer screen and wished your phone, the one you just bought six months ago, was that cool, Project Ara solves that for you. Want to add a better camera? Go for it, just replace that module and you're set. No reason to replace the whole phone. Or want to add a better battery, or a louder speaker? Go for it. That's pretty freakin' cool. At the I/O conference, Google announced that Project Ara is coming out of the cool, futuristic idea phase and will be making it into your hands in the very near future. The technology will release to developers in the Fall of 2016 with a consumer release planned in the Spring of 2017. They're giving plenty of time between the developer release and the consumer release to make sure they have a good idea of what kinds of modules developers will want to create and what kind of modules consumers will want to buy. But bottom line the Google / Lego phone concept could be on store shelves in less than a year.
We have a confession to make... Virtual Reality? Oculus Rift? HTC Vive? Haven't really given any of them much thought. We're fascinated enough by, you know, actual reality. But with Mark Zuckerberg recently calling VR the “next major computing and communication platform,” and Virtual Reality poised to be a $40 billion industry by 2020 (Wall Street Journal paywall), we decided it's time to face the inevitable, and strap the inevitable to our face. Who? Max Read was our guide. He's a senior editor at New York Magazine where he recently launched their new tech/culture vertical Select All. He's been reporting on virtual reality for a while. Where? The Tribeca Film Festival's "Storyscapes" program. It was a big showroom filled with cutting edge technology related to storytelling. Basically, a temporary VR convention. No non-nerds allowed. Why? It's time for us to get a handle on this new wave of technology, and figure out how it could impact our lives. We had some reservations — like the cringe-y idea of shining a screen a few inches away from a child's eyes — but with every technological innovation come unwarranted fears. Remember how parents always told their kids not to sit right in from of the TV? Max Read: editor or VR model? In this episode we mention a few examples of VR technology: DEEP VR, developers Niki Smit and Owen Harris Google Cardboard, boosted by the New York Times The Turning Forest, Chris Pike from BBC Research & Development Listen to the episode (player above) to hear what happened when Manoush and Max took VR off the lot for a tech drive (sorry). But minor spoiler: there's a lot of grey area. Instead of learning about the Great Wall of China, students could actually go there. But what if they become so invested in these immersive, virtual worlds, they withdraw from the real world? We weren't really thinking about VR before... but we are now. Subscribe to Note to Self on iTunes, Stitcher, TuneIn, I Heart Radio, Pocket Casts or anywhere else using our RSS feed.
Nesse episódio, Bruno Carvalho,Edu Aurrai e Felipe Mesquita falaram sobre as informações reveladas pela Sony sobre o Playstation VR na GDC 2016, Microsoft abrindo as portas para o Multiplayer com outras plataformas e filmes, muitos filmes. Duração: 103 min Comentados: >Announcing the price and release date for PlayStation VR>PlayStation VR Worlds - Announcement Trailer | PS VR>Tumble VR - Announcement Trailer | PS VR>The Playroom VR | Gameplay trailer | PlayStation VR>PlayStation VR Unearthing Mars Trailer>Megaton Rainfall (Jogo do PSVR inspirado no Superman)>Star Wars: Trials on Tatooine VR - TRAILER>Take Flight - Experiencia de Voo com o Google Cardboard>TMNT: Mutants in Manhattan Gameplay Trailer>System Shock 1 Remastered Pre-Alpha Gameplay>Miitomo launch trailer>Testando palavrões no Miitomo>Rime - Gamescom 2014 Trailer
J&A go OFFTREK on Deadpool, Oculus Rift vs Google Cardboard, and TREKOFF about pay raises for Kirk Spock, and MCoy! All this plus Skinemax talk! Listen now to TREKOFF!
J&A go OFFTREK on Deadpool, Oculus Rift vs Google Cardboard, and TREKOFF about pay raises for Kirk Spock, and MCoy! All this plus Skinemax talk! Listen now to TREKOFF!
J&A go OFFTREK on Deadpool, Oculus Rift vs Google Cardboard, and TREKOFF about pay raises for Kirk Spock, and MCoy! All this plus Skinemax talk! Listen now to TREKOFF!
Welcome back! Dave and Todd love COPS. What's not to like? Matt needs help fixing his house. He spends most of his update asking Todd and Dave how to feel like a man in his own home. They're interrupted by Matt's daughter, Viva, who is having a heart attack because Matt hasn't bought her enough iPad apps. The Dads listen to the new H. John Benjamin album. It's awful and wonderful. Todd bought Google Cardboard, which is way cooler than it sounds (Especially if you don't know what Google Cardboard is). His wife is out of town, so Todd has Matt and Dave interview his kids. Dave and his wife get a babysitter for the first time in four years. He can't wait to do it again when his kids are eight. We want to hear from you!!! Call us at (657) BAD DADS or send us an e-mail atpaternitypodcast@gmail.com. And follow us on Facebook,on Twitter at @thedadtest, and on Instagram at thepaternitytest. Please Subscribe on iTunes and leave us a review. And tell a friend while you're at it!
In episode 49 of the Podcast, we talk about several cool new technologies that can be incorporated into your online or offline business ventures. Periscope An online streaming app from the folks at Twitter, that lets you broadcast live from anywhere you have an internet connection. Google Cardboard 2.0 Google announced this week that their ... Read more The post The Future Is Now: Periscope and Google Cardboard 2.0 appeared first on Niche Site Tools.
Ricky Helgesson, CEO of Univrses Ricky has been programming since he was 10 years old, and has extensive experience in tech, gaming and creating companies. In this podcast, Ricky offers some great insights into the rise of VR, mobile technology and gaming. His most recent company is Univrses, a mobile VR tracking solution. Univrses is adding positional tracking to mobile virtual reality. No cables, no expensive hardware, no external trackers - just you and your legs. With only a smart phone and a simple VR headset like Google Cardboard, you can map out your playing space and move freely through a virtual world. Ricky goes deep into the details of what makes Univrses such a unique and exciting product. You'll learn all about the features and the technology behind it. In the photo below, you see Ricky overseeing a user testing out a prototype of their product. With movement accuracy within 5mm, the VR experience is truly immersive. She better be careful with that bat. Also on the podcast: Xue Mei and Ricky discuss possible new applications of VR in games and talk about how this new technology will offer new challenges to developers. Ricky talks about the exciting possibility to have synced gameplay with users around the world in a virtual environment. This video shows how you would see other players in a virtual world. You will hear about "Wands: The Magic Duel", the game Ricky and his team are developing to demonstrate the Univrses technology. Wands will soon be on Kickstarter. Here are some images they have released on Twitter ( @univrses) If you enjoyed this, you may also enjoy these: Build your own voxel based RPG in a web browser For the love of Gaming
This week, former The Drill Down co-host (and current co-host of TARDISBlend) Tom Cheredar joins Dwayne and Andy to discuss how hackers pulled off one of the largest heists in history, a toy from the 50s is updated for the 21st century, the FAA grounds Amazon's drone plans, and...is Apple building a self-driving car? Headlines View-Master rides Google Cardboard into virtual reality The White House Names Dr. DJ Patil as the First U.S. Chief Data Scientist Apple Pay Coming To US Federal Institutions Starting In September WSJ: Tim Cook approved Apple electric car project a year ago, hundreds of employees working on it Audible Book of the Week Alan Turing: The Enigma by Andrew Hodges Sign up at AudibleTrial.com/TheDrillDown Music Break: Take the Money and Run by The Steve Miller Band Hot Topic: Cybersecurity Hackers rob US and global banks of millions in one of the largest heists ever Obama Signs Executive Order on Cybersecurity Information-Sharing Facebook, Google Will Be Noticeably Absent At Obama's Stanford Cybersecurity Speech Amid Ongoing Privacy Battle Russian researchers expose breakthrough U.S. spying program Music Break: Duel of the Fates from Star Wars: The Phantom Menace by John Williams Final Word The FAA just took a huge step towards legalizing commercial drone flights Jonathan Ive and the Future of Apple (Star Wars Lightsaber design) The Drill Down Video of the Week President Obama speaks at the Cyber Security and Consumer Protection Summit Subscribe! The Drill Down on iTunes (Subscribe now!) Add us on Stitcher! The Drill Down on Facebook The Drill Down on Twitter Geeks Of Doom's The Drill Down is a roundtable-style audio podcast where we discuss the most important issues of the week, in tech and on the web and how they affect us all. Hosts are Geeks of Doom contributor Andrew Sorcini (Mr. BabyMan), marketing research analyst Dwayne De Freitas, and Box tech consultant Tosin Onafowokan. Occasionally joining them is Startup Digest CTO Christopher Burnor.