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Best podcasts about ibeacons

Latest podcast episodes about ibeacons

On Tech & Vision With Dr. Cal Roberts
New Approaches in Access: Smart Tools for Indoor Navigation and Information Transfer

On Tech & Vision With Dr. Cal Roberts

Play Episode Listen Later Nov 11, 2022 39:13


This podcast is about big ideas on how technology is making life better for people with vision loss. Artifacts from Blackbeard's sunken pirate ship are on display in the North Carolina Maritime Museum in Beaufort, North Carolina. But now they are also accessible to visitors who are blind, thanks to the efforts of Peter Crumley, who spearheads the Beaufort Blind Project. In this episode, we ask: How can new technology help make sites like these as accessible to people who are blind as they are to sighted people? We profile three companies applying new technologies paired with smartphone capabilities, to make strides in indoor navigation, orientation, and information transfer. Idan Meir is co-founder of RightHear, which uses Apple's iBeacon technology to make visual signage dynamic and accessible via audio descriptions. We check in with Javier Pita, CEO of the NaviLens QR code technology which we profiled in our first season to see what they have been developing in the last two years. Rather than iBeacons or QR codes, GoodMaps uses LiDAR and geocoding to map the interior of a space. We speak with Mike May, Chief Evangelist. Thanks to Peter Crumley, the North Carolina Maritime Museum is fully outfitted with GoodMaps, and will soon have NaviLens as well. As the prices of these tools come down, the key will be getting them into all the buildings, organizations, and sites of information transfer that people who are blind need to access – which is all of them.   The Big Takeaways: Beaufort Blind Project. Peter Crumley, a blind resident of Beaufort, North Carolina, has advocated having accessibility tools brought to various parts of his hometown. Along the way, he helped the North Carolina Maritime Museum outfit itself with GoodMaps technology for indoor navigation, and with NaviLens QR codes for information transfer. Thanks to these new technologies, the museum artifacts are now accessible to everyone. RightHear. Idan Meir cofounded RightHear, which uses iBeacon technology paired with users' smartphones to guide visitors who are blind through an indoor space. iBeacons send unique signatures via low Bluetooth signals to phones inside the radius. When these iBeacons are paired with areas of interest in a space (e.g. the front door, the counters, or the bathrooms) users can orient themselves within a space, and identify where they want to go and how they want to navigate to each location. RightHear translates the information embedded in each beacon into audio feedback for users. On the subject of feedback, Idan Meir is looking for beta testers to try out RightHear and provide him with constructive feedback. NaviLens. We profiled NaviLens QR code technology in an episode from our first season. In this episode, we follow up with Javier Pita to see what has been in development in the last two years. Since we last spoke, NaviLens has launched NaviLens 360, which uses magnets to help guide users who are blind to the NaviLens codes, even if their camera is having trouble picking up the code, making the app even more user-friendly. In addition, NaviLens has launched a partnership with Kellogg's in Europe and North America to test the effectiveness of the Navilens code on consumer product packaging. GoodMaps. GoodMaps uses LiDAR technology to map a space. Lasers are sent out from the LiDAR sensor, and when they bounce back, they have captured distances from the point of origin. Institutions work with GoodMaps to pay for the mapping service, and then users can access the maps for free. The app uses audio to communicate navigational directions with users. Technological advancement. Each of these tools relies on component technologies that have gotten less expensive in recent years (iBeacons, QR Codes, and LiDAR). They are also able to exist because their target markets carry smartphones in their pockets, enabling these potential users to access the tools quickly and easily, without much additional hassle or investment. Distribution. In this episode, we profile three different approaches to broadening access to indoor navigation technology, including for orientation and information transfer, proving there are many ways to solve these problems. It is good that some of these tools can be paired, as has been done at the North Carolina Maritime Museum, and that users may be able to choose which tools work best for them. The key will be getting them into all the buildings, organizations, and sites of information transfer that people who are blind need to access – which is all of them.   Tweetables: “The advocacy is so important; when you're actually interfacing with the app to make the app better and make it work in a way that a blind person really needs it to work.” – Peter Crumley, Beaufort Blind Project “Well, it's gonna be built from blind perspective philosophy. So not only will it work for me — it will work for anyone, totally blind and fully sighted to give an interactive experience.” – Peter Crumley, Beaufort Blind Project “Imagine, if this technology will be in all the products, we will solve the problem of accessible packaging for all users.” – Javier Pita, NaviLens “The point is we have solved the last few yards of the wayfinding problem that is super important for a blind user. And this was born in New York City with the collaboration with the MTA and the department of transportation of New York City.” – Javier Pita, NaviLens “That camera picks up the environment and it compares it with that point cloud and says, “I see based on this particular image … that you are near the Starbucks,” or “You're near Gate 27.” –Mike May, GoodMaps “It was important and kind of obvious for us from the very early on, you know, that nothing about us without us. It was clear to us that we have to involve users in the process. –Idan Meir, RightHear   Contact Us: Contact us at podcasts@lighthouseguild.org with your innovative new technology ideas for people with vision loss.   Pertinent Links: Lighthouse Guild RightHear NaviLens GoodMaps

Back to Work
473: French on Tom Sawyer

Back to Work

Play Episode Listen Later Apr 14, 2020 72:39


DISCUSSED: Dan loves it when things just work and so does Merlin; Dan is composting, and Merlin is down to clown; ¡repita después de mi!; massive real-time follow-up; playing with iBeacons; excellent follow-up and notes from listeners; many reccomendations; memories of Grad Night; this is a very silly one.

Back to Work
473: French on Tom Sawyer

Back to Work

Play Episode Listen Later Apr 14, 2020 72:39


DISCUSSED: Dan loves it when things just work and so does Merlin; Dan is composting, and Merlin is down to clown; ¡repita después de mi!; massive real-time follow-up; playing with iBeacons; excellent follow-up and notes from listeners; many reccomendations; memories of Grad Night; this is a very silly one.

Skip the Queue
How to build ‘digital things’ for GLAMs without a huge budget. With John Sear

Skip the Queue

Play Episode Listen Later Apr 9, 2020 55:20


The hunger for immersive experiences is stronger than it’s ever been. For this episode of the podcast, we speak to one of the pioneers of this trend, John Sear.John describes himself as a Game Designer & Software Developer, Runner of Workshops and Maker of game-like things for public spaces like Museums, Galleries & Festivals.One of his most impressive projects includes a 500 player, feature-length, collaborative game played using laser pointers, which he won the Indiecade Developer’s Choice Award (referred to as the Sundance of the Games Industry).In this episode, we discuss John’s DIY tutorials for museums so that you can build exciting ‘digital things’ without a huge budget.If you’re interested in creating an immersive experience, then you’ll learn a lot from John’s story.With everything that’s happening in the world right now, this is a brilliant podcast to listen to explore what you can do to engage your audience when your attraction, museum, venue is ready to open again.A few things we talk about:Creating games that are fun, educational and true to venuesThe importance of storytellingHow to build ‘digital things’ without a huge budgetCollaborative touch table experiencesFocusing on fun first, educational afterUsing you venue for immersive theatre experiences, when it's usually closedHeads up, this episode was recorded at the end of 2019, so some of the things we mention may be slightly out of context.Show references:http://johnsear.com/https://twitter.com/MrJohnSearhttp://johnsear.com/diy-museum-tutorials/http://www.theotherwayworks.co.uk/category/productions/a-moment-of-madness/ TranscriptKelly Molson: Today, we're speaking to John Sear, builder of magical collaborative experiences for public spaces.John Sear: We were trying to imagine what was coming in the future. What would collaborative play as a kind of visitor experience look like.Kelly Molson: John describes himself as a games designer and software developer, runner of workshops and maker of game-like things for public spaces like museums, galleries and festivals.John Sear: When you look at the kind of money people are willing to spend to go to the big experiences, the Punchdrunks and the Secret Cinemas, they're spending hundreds of pounds a night and when you start to mention those numbers, suddenly there are a few people in the museum where they go, okay, that sounds interesting. Different audiences and we could earn money from it, maybe.Kelly Molson: He's multitalented and incredibly creative. Developing projects such as A Moment of Madness, which is an urban game where players are on a live stake out in a car park and Renga, the 500 player laser game.Kelly Molson: In this episode, we discuss all of those things, plus John's DIY tutorials for museums, so that you can build exciting digital things without a huge budget.John Sear: That's what's good about in the modern age is that the tools are out there that are free and open source and a lot of cases that allow you to build these things very quickly and cheaply and then once you get started, it's kind of like the limits are just your own imagination.Kelly Molson: We'll take a look at John's approach for creating games that are fun, educational, and true to the venue and also learn the importance of storytelling. We really enjoyed speaking to John and we think that you're going to enjoy this too.John Sear: Get people excited first and then worry about the kind of educational content afterwards.Kelly Molson: Welcome to Skip the Queue, a podcast that celebrates professionals working in the visitor attraction sector. What do we mean by visitor attractions? Well, it's an umbrella term for a huge range of exciting organisations that are must sees. Think museums, theme parks, zoos, farms, heritage sites, tour providers, escape rooms, and much, much more. They're tourist hotspots or much love local establishments that educate, engage, and excite the general public.Kelly Molson: Those who work in visitor attractions often pour their heart and soul into providing exceptional experiences for others. In our opinion, they don't get the recognition that they deserve for this. We want to change this. Each episode we'll share the journeys of inspiring leaders. We'll celebrate their achievements and dig deeper into what really makes their attraction successful, both offline and digitally. Listen and be inspired as industry leaders share their innovative ideas, services, and approaches.Kelly Molson: There's plenty of valuable information you can take away and put into action to create better experiences for your own guests. Your host of this podcast, and myself, Kelly Molson, and Paul Wright. We're the co-founders of Rubber Cheese, an award winning digital agency that builds remarkable systems and websites for visitor attractions. Find out how we can create a better experience for you and your guests at rubbercheese.com. Search Skip the Queue on iTunes and Spotify to subscribe.Kelly Molson: You can find links to every episode and more over on our website, rubbercheese.com/podcast. We hope that you enjoy these interviews and if there's anyone that you think that we should be talking to, please just send us a message.Kelly Molson: John, welcome to our Skip the Queue Podcast. Thank you for coming on today.John Sear: Thank you so much for inviting me on.Kelly Molson: Now your bio describes you as a builder of magical collaborative experiences for public spaces and I think that is probably one of the coolest job titles I've ever read. Can you tell us a little bit about that?John Sear: Thank you. I mean, yeah, I kind of flip and flop a lot really about what my job title should be because it's quite confusing as well as being cool. So at the moment I am a real world game designer. That's my kind of brief, but that kind of confuses people as well because it's making video games but via games that take place in the real world. And I know when I've explained it to people before, like half of my job is kind of tech, half of it is kind of design.John Sear: So I was at a tech conference recently talking about what I do and at the end of it the guy was like, "That sounds like a really nice hobby you've got there." And I was like, "Yeah, that's actually my job."Kelly Molson: Oh, gosh.John Sear: There you go. I confuse most people I think. But yeah, basically all it means is that I take my game design skills and my software engineering skills and sort of the kind of modern making and kind of put that altogether to build experiences that take place in the real world. So that can be things like escape games, immersive theatre, things that take place in museums, galleries, libraries, festivals, car parks, theme parks, all sorts of crazy places. But yeah, most people think my job sounds amazing, so I should probably not ruin that illusion for them.Kelly Molson: How did you get to where you are now? You've got a long history in game design, how did you go from that to what you do now?John Sear: Sure. So I'll do the short version and then you can decide if you want me to dip into the longer version, because it's about 20 years. So, I left university and did what I thought was my dream job of working in the games industry, Proper, the AAA games industry. So when we think of video games on Xbox and PlayStation and PC, so I did that for about four years and while it was enjoyable and I worked with some amazing people, it wasn't where I wanted to be.John Sear: So then I left the AAA world to go and work in academia. So I set up a degree course teaching people how to get jobs in the games industry. But with the caveat that I'd left the games industry because I didn't really enjoy it loads, and then while doing that, I had a few other companies on the side.John Sear: So I had a company that made iPhone games and Xbox games during the kind of first, there was a kind of digital download rush when the iPhone was first released in 2008, 2010, that sort of era. And then eventually it got to this where I was doing all these things. There was a big rush in the iPhone world, which produced a lot of wealthy people in a short amount of time. But gradually that space got very saturated and the games you can make in that space were kind of less interesting and you needed more money to do it, and there'd been this big rise in independent games.John Sear: So people that were experienced in making games, leaving bigger developers to go it alone. This was kind of the first time, that sort of period, like 2008 to 2010 where people could do that. They could actually make games for Xbox or PlayStation or iPhone without a big publisher behind them, and so it meant there were a lot of kind of indie developers then. And so I sort of tried to jump onto that bandwagon and I was kind of getting bored of making things for small devices like Xboxes or iPhones or Android tablets and wanted to make things that took place in the real world.John Sear: So me and a friend of mine started a business and we made a game called Renga, which probably gets mentioned somewhere on my website, which was a 500 player game experience that took place originally for movie theatres, but it got shown outdoors as well at festivals. And so that was my kind of, that's my transition really from doing things for indoor spaces to the kind of... We use different times in different industries that we would call that the out-of-home experiences-Kelly Molson: All right.John Sear: ... Or visitor attraction experiences. So the jump from making things for small scale to making things for festivals, and obviously I sort of left behind all of my knowledge from AAA world of how to sell boxed products or sell digital download games to suddenly having to sell games where people bought tickets for it or it took place in a cinema or took place at a festival, and so it was quite different. And I'd say that back then there were a lot of people from theatre who are making things that were more game-like.John Sear: So you might have come across people like Punchdrunk in the kind of immersive theatre world or Secret Cinema but there were very few people going the other way, taking their games knowledge and going into kind of theatrical things. And still, I think that's quite a niche thing. So from about 2010 to 2013 we built and toured this giant Renga game, and then since then, I've just been attracted by making experiences for public spaces, and that's really what's led me to work with museums and castles and art galleries because they have people and they have amazing spaces. So it kind of all makes sense.John Sear: Sorry, that was supposed to be the short version. It wasn't really very short, was it? But that was the transition anyway.Kelly Molson: That's perfect.Paul Wright: So can you give us a bit of an idea of what a 500 person game for a festival or cinema looks like?John Sear: Yeah, I should have done that really, but yeah, that's a good question. So Renga was built so that it still looks a bit like a video game, but it's really about how 500 people organise themselves. So we've shown this in lots of different spaces, but the classic is in an enormous auditorium in a movie theatre.John Sear: So you have 500 people seated, we give out laser pointers to the audience, the laser pointers are used to control the action that happens on the screen. So it's a 90-minute experience. I mean, it's quite a deep strategic game and it looks a bit like a space retro game when you're playing, but it's really an exercise in how do 500 people somehow collaboratively control the experience.John Sear: So it's quite unusual in the sense that people don't make these huge games, but from a technological point of view, it's a bit like turning the cinema screen into a giant touchscreen. So each of the laser points acts a bit like a finger that can kind of touch the screen and anything you want to do in the game you have to do as a group. So you have to somehow sort of self organise yourself just purely by laser dots of light on the screen into doing different things.Kelly Molson: Oh, gosh.John Sear: Yeah, it's quite unusual, and it's one of those things that people go, "I don't think I really want to play that." Until they actually start playing it and they go, "Oh wow, this is quite different to what I was expecting." It doesn't matter how many times I explain it. I never do a very good job, I'm afraid. But it's just a really interesting thing of like how you can get different experiences happening in theatres.John Sear: So we showed it at loads of film festivals because they would be showing traditional films, and then alongside that they'd go, okay, people are making games for cinema now. So let's have a look at one of those. And then what they would do is they would invite actually quite a lot of the top directors actually got to see this because we showed it at places like the New York film festival and the Toronto film festival and some of the bigger ones, and they would invite directors into the auditorium to go look what's happening, right? Because there's obviously there's a limit to sorts of feelings and experiences you can create with film and it's a different experience when people are playing a game.John Sear: So suddenly you've got people within the audience that love and hate each other and are high fiving and hugging and running around. It's very much like a midnight madness experience as people try and control it. Ultimately everyone's got an individual laser pointer. Everyone can do anything they want. No one's in control of them. But some people get the game a bit more than others and so they're shouting out a vice or standing up in front of the screen even to try and organise teams into doing things. Did that make any sense?Paul Wright: It sounds amazing. What other examples of games like that have you created?John Sear: I mean that's the biggest game I think I've created in terms of there's 500 simultaneous players over a 90-minute experience. Often I talk about the work I do as been a bit like escape rooms. So I started doing this stuff in about 2010 and we were trying to imagine what was coming in the future, what would collaborative play out of the home as a kind of visitor experience look like, and we dismissed experiences like escape games really back then because we thought that even though they didn't really exist on mass, there'd been a few experiments into them and it felt like people wouldn't be willing to pay the 20 or £30 a person for a one-hour experience that they absolutely are willing to pay, it turns out.John Sear: So we kind of misread the future direction but one of the advantage of escape games existing, I mean, I can just say, "Well the things I make are a bit like escape games." And with that, I do go to escape games. So I build large scale escape games as well. I think they're the closest things that I do to Renga in terms of 500 players. So for a number of museum conferences or site centre conferences, both in Europe and over in Asia, I built sort of 100 player escape game experiences.John Sear: So whereas in a normal escape game there might be six of you or 10 of you locked in a room, and it sounds like you guys have played a few of these.Kelly Molson: We have.John Sear: So I've built a number of pop-up experiences where you might have, I've made 10 tables in a room and each table has got a mini escape game on it, and then those mini escape games kind of interact with each other. So you might put I don't know 10 people around each table, and then as the game progresses, it turns out in order to complete the game, the tables have to kind of collaborate together. So I think the largest ones I've done of those are about a hundred people.Paul Wright: So older games and there are digital games on each table?John Sear: No, I mean, not always. I mean, because my background is digital, I use a combination of digital and physical or analog. Yeah, so most of the games I make have a digital element. So for example, most of my escape games would have probably at least a device such as a phone or something that is a phone, but is masquerading as some other piece of equipment, which might unlock parts of the story, or you might use it to scan things.John Sear: So I'm a big fan of technologies like iBeacons and Near-field communication. So you might use the phone to scan physical objects and that might play a video or play some audio on the phone as you're using it, but sometimes that phone is in a case. So it's some kind of piece of equipment that the players have found. It's a useful scanning device. It might be masquerading as a hospital scanner or something. So you scan a patient and then you get some readout, but essentially it's a mobile phone in a fancy case.Kelly Molson: John, one of the questions I had for you is, I know that you work with galleries, libraries, archives, museums, which are classified GLAMs. When you're talking to these venues, what do you think is the biggest benefit of them using you? What's the biggest benefit to them to having a game or some kind of interactive element in those venues?John Sear: I guess the biggest reason to what it means is because I'm kind of quite a nice person really. That's a good reason.Kelly Molson: You are John. You are, it's good enough for us.John Sear: I mean it depends what they're looking for, right? I build different things for museums. So sometimes I build what we'd call I guess an interactive, so it kind of stands alone experience that might be like a touchscreen or something that you interact with, with a camera, like a Kinect Sensor. And I did do quite a lot of collaborative touch table experiences for museums, particularly around Birmingham actually. There's still quite a few of those installed. That's a piece of technology I actually really like because I'm interested in bringing people together in these spaces.John Sear: So the idea that you can have an experience in a museum that you can't have at home I think is quite important, and things like large scale touchscreens allow that. So yeah, I build those kinds of things, one off interactive things. But I think probably what I'm more passionate about is building experiences that are a bit more kind of museum or gallery wide.John Sear: So one way you could think of it is a bit like a kind of a more high tech version of a trail. We are on a way that we take people, take visitors around the museum but in a different way to what they're normally doing and maybe get them to look at different things.John Sear: So while I'd like to use a lot of technology in what I make, generally I like to kind of keep the technology hidden away, which is why I often talk about it as being magical but mostly about not trying to detract from what's already there, like museums and galleries and castles and all of these places, they're already amazing scenarios, right? They're already incredible spaces.John Sear: So what I try and do is not to detract from that, but to enhance it with technology. So often I use a lot of audio in what I do. So perhaps the device, the technology stays in your pocket while you're still kind of walking around the space, that works quite nicely. I've been doing some stuff with the National Trust property, which is closer to immersive theatre. So a bit like an escape game, but you play it around the entire venue. And if you think of some of the escape games that are out there and probably some that you've played often what they're trying to do is they're trying to replicate these spaces that already exist in the cultural space.John Sear: So they might be trying to make the office where Sherlock Holmes is based or they might be trying to replicate a castle. Well in the cultural attraction world or the GLAM world, we've already got those spaces and they're already completely authentic because they all exist. So what I like to try and do is kind of layer a game experience on top of what's already there.John Sear: So one that hopefully will go in a National Trust property sometime next year is actually one where players are essentially spies. They're working for a secret organisation and they are operating within this National Trust property. But one of the advantages of being a spy is that the whole point is you're not supposed to get caught, right? So, you're supposed to be acting as if you are a normal visitor, and this is one of the problems, right? When you set a game in a space like a museum or a castle or a historic building, people behave differently and we don't always want them to behave differently when there's all these kind of priceless artefacts everywhere.John Sear: So using these themes whereby the whole point is you're not supposed to get caught and you're supposed to be like a visitor, but secretly you're a spy doing interesting things. That mechanism works quite well I think, and that we reuse it again and again.Paul Wright: I'd love to get a bit of an understanding of what happens with these venues, what do they decide? Do they decide they would need some immersive game in their venue and then they put a brief out there, and then you come up with ideas for that brief or is it, how does it work?John Sear: Yeah.Kelly Molson: How do they know they need you?Paul Wright: Yeah.John Sear: How do they know? They don't really. Often, I mean, I think probably some people see me talk at conferences and things or they might have used, I've got a series of kind of free tutorials online, which are designed to kind of help museums build their own things.John Sear: So I think most people talk to me first and then I try and convince them that they need me rather than they know that they need me and come looking for me, if that makes sense?Kelly Molson: Mm-hmm (affirmative).Paul Wright: Yeah.John Sear: Normally they say, "Okay, we're looking to build an interactive in a museum that does this." Or "We're looking to build an app that visitors use." And then that is normally the start of a conversation of, well, why do you need an app? Or why do you think you need an app? And what are you trying to do with that? And these are all the problems with that, and these are the costs of it and these are the other things you could do with the same amount of money and then people would normally look pretty terrified.John Sear: So yeah, I mean, occasionally some museums are aware of things like immersive theatre and they're interested enough to go, okay, how could we use these new types of experiences within our spaces. But I mean I think most places are kind of feeling that out at the moment. They don't really know they need it, they're not really sure they want it. There's a few places that are like, they can see the benefits, we can attract a different audience demographic or we can open at different times.John Sear: So with National Trust properties, typically they have a lot of business with a certain demographic during the day, but then those properties are closed in the evening. Well actually, at least a couple of nights a week, we could actually set a large scale immersive theatre piece in there, which would bring people in and you could also sell to them food and drinks. When you look at the kind of money people are willing to spend to go to the big experiences, the Punchdrunks and the Secret Cinemas, they're spending hundreds of pounds a night. And when you start to mention those numbers, suddenly there are a few people in the museum where they go, okay, that sounds interesting. Different audiences and we could earn money from it, maybe.John Sear: But there aren't many kind of big examples of that to look to. So it's definitely still early days in that sense.Kelly Molson: So I guess it comes back to something that keeps coming up over and over again in terms of using tech, it's about using tech to enhance the venue and engage with a different audience at different times. So essentially it is about driving more footfall from different people.John Sear: Yeah, I mean, that's obviously the appeal I think, and I think people realise they need something that's a bit more unique, that's a bit more attractive, and it's not just, okay, everyone has got an app now, we need to make sure we've got an app. Well, there's quite a lot of evidence out there that they're showing that's not really working, and generally it's a bit of a block, isn't it?John Sear: I mean, you've probably had experience with this, but like a museum produces an app because they feel like they need an app, and then of course, the problem they've got is how do they convince their visitors to install the app? And they probably haven't done it before they've arrived at the venue. So then they've got to get on the wifi and they've got to download it and then they have to use the most precious thing in the world, which is their battery life on their phone, right? Nobody wants to give up their battery life on their phone.John Sear: So, who knows? There's lots of issues with that an app is the solution to everything, and that's not to say that I don't use apps for some of the venues that I work with, but most of the time I will try and persuade them to also supply the phones with it. I mean that's always a difficult sell because the reason that museums love things like apps is because it means that I have to manage the technology-Kelly Molson: Yeah, exactly.John Sear: ... Which is a huge headache. But if you want people to actually use it in really big numbers, it's much easier just to hand them a device as they walk in the building than it is to go, okay, we need to get you on the wifi and then you need to download this thing and then you need to set up an account and then you need to go, all of that. Each one of those things is a barrier. So it slows it down and you lose people.John Sear: So obviously we're seeing more people move towards just websites that allow people to hook straight into it and use things in conjunction with the space rather than the kind of full download of an app.Paul Wright: Or progressive web apps as well.John Sear: Exactly, yeah.Kelly Molson: John, you talked a little bit earlier about the game where you could pretend to be a spy, so it was kind of keeping people acting in a certain way. You also talk a lot about the importance of storytelling, which I mean that's important to us as well. It's one of the key things that we talk about in terms of your website. How do you work with the museums and the galleries to find those stories? Do you help them create them collaboratively? Do you suggest what would work best for their space?John Sear: Yeah, I guess it's a combination really. I mean that's one of the best things about working with cultural spaces, right? Is they have so much history and so much storytelling. I mean, it's what they do, why they collect stories from throughout the ages and they've got thousands to draw on. So really, I mean, the problem is, choosing from all of those when you've got so much, and so what are the stories that they've already got that fit in best with what we're trying to do?John Sear: I mean, there's no right answer to all of that. I mean, often the kind of shortcut I guess is that people are interested in people, right? So, normally if you can find a story that's got a good character, a good protagonist, a real person at the heart of it. That's normally where we start from I think. But yeah, the problem is choosing from the many varied stories rather than kind of building something from scratch.Paul Wright: If we go back to the game making, I'm really interested about this, about how you come up with ideas for games. Would you have any tips how to create interactive games?John Sear: That's a big question. I used to run a four year degree course on this very subject.Paul Wright: Oh, well.John Sear: So, if I can summarise that in 10 seconds. I think probably one of the problems I have, and I mean, my company is called Museum Games, which is a kind of like, it does what it says on the tin type name, but I actually find making games for museums is one of the hardest things because normally what we're thinking about, we're thinking about an interactive.John Sear: So a single place within the museum or cultural space where you go to and interact with a device of some kind. That might be a touch screen, it might be something with big buttons on it, it might be a camera based thing, so all of those, and for me the things that I'm most interested in about games is the kind of deepness to them.John Sear: They're quite deep experiences, they're really engaging, you can learn from them, but we're trying to do that in a public space, in museums, it makes it much harder. How do you get people properly engaged in the experience when potentially there's an audience around them watching what they do, that makes it quite hard. And also the museums themselves, as great as they are to work with, obviously one of their primary reasons is to educate the public, and so it's really hard to drop the educational part.John Sear: I mean, this would be, the biggest tip really for me, is to make games that are firstly fun experiences and less focus on the educational part. If you're busy playing a game for 10 minutes, you can have a really fun experience. You can have a great time, you might get some good photos out of it for social media but ultimately we want you to be excited and then keen to learn more about whatever the topic is we've chosen, and they, the tutor period or something, but I'm not going to build a game that's going to mean that you're going to learn all the kings of England, for instance.John Sear: And I think that's one of the problems and one of the barriers to working with museums is there's a kind of like, "Okay, there way this game needs to be all of those things that all these other games are, but it also needs to be educational." And you're like, "Well, if I sat down a player with the list of Tudor kings or something for the next 10 minutes and made them revise it, by the end of it, they probably wouldn't remember these things anyway."John Sear: So for me it's much more about let's make a thing that is fun and enjoyable and makes people want to spend time in the museum and makes people want to learn more about these things going forward. So if you used a particular character from history in the game and as long as afterwards there's some sort of direction that says, "Okay, you can learn more about this particular king or there are some interesting stories about this queen." Or whatever it is. As long as there's a kind of hand holding to the next thing, I mean that's the thing that I'm most happy about really.John Sear: Get people excited first and then worry about the kind of educational content afterwards. Sorry, I turned that question and there wasn't really a kind of tip on how to make interactive games. That was really my gripe I guess.Kelly Molson: No, it's great. I mean it really comes through how passionate you are about it. I guess it's again coming back to kind of making sure that whatever you're creating from a gaming or technology basis ties in with their culture and the heritage and the education side of the venue that you're in as well. So it's about in you're own too.John Sear: Yeah, you've said much better than I did actually. I think it's just very hard to make a game that... And games, the best part of them is how deep they are and how immersed you can get in them when actually people are walking through a space, and have only got a few minutes to play this game and actually from the museum point of view, we don't want them standing there playing a game for two hours because that uses up the device, the interactive.John Sear: So to make a game that's deep and also quick is quite hard. So, I mean, a lot of the games that you see in museums are really much more toy-like. They're these kind of little things you can have a little play with for a few minutes but really we need to get you on and moving around the space to see the next thing.Kelly Molson: So tell us a little bit more about DIY Museum Tutorials because you actually give away a lot of kind of free content and a lot of things to help museums do this themselves as well, don't you?John Sear: Yeah, I do. It's nice of me, right?Kelly Molson: It's very nice.John Sear: Well, I mean obviously there's other good reasons, right? To be sharing stuff and ultimately the stuff that I do on a day-to-day basis, I'm always learning and there's loads of people online that share their knowledge that helped me get to the place I am. So it's just sort of my way of contributing something to the kind of shared knowledge sphere, should we say?John Sear: So this set of tutorials was really designed for museums that can't afford to or don't have a lot of technological skills in house. I mean, most museums don't have a lot of money at the best of times. They might get money when they have a round of funding coming for a particular project, but the rest of the time they're kind of scraping things together.John Sear: So it was really about taking some of the projects that I've worked on where I've actually been paid to do them, and then trying to show people how you could build a kind of a simpler version yourself. Not quite to the same level, but without spending much money, and spending a bit of time.John Sear: So either you've got people in your museum who have got a little bit of an interest in tech or you've got volunteers in your museum that are happy to kind of have a bit of a play. And so these tutorials, there's about seven or eight now, they're very much geared towards smaller museums who have got no money but might have some volunteers, and that volunteer is happy to kind of get their hands a little bit dirty.John Sear: So I mean it doesn't go very technical, it's always designed. So the hardest thing is kind of using an app on a mobile phone. It's not even things like setting up a Raspberry Pi or setting up an Arduino, which I know is a big barrier.John Sear: I mean it's lovely for me that these get used so widely. I get fantastic messages from all over the world where people have set up one of these things in New Zealand or Africa or America, which is really lovely to hear about. I mean the most popular ones are the Babbling Beasts tutorial, and that is using a technology called NFC, Near-field communication to trigger media, and it started off as a project to kind of make cuddly toys talk.John Sear: So you basically take a cuddly toy and you put a mobile phone inside the cuddly toy and you record some audio, a bit like a kind of build the bear type thing, you record it straight onto the mobile phone, you put some NFC tags around your space, and if you've not seen NFC technology before, you've probably used it at some point because it's the same technology every time you go to Tesco's and buy something with your contactless credit card. It's that same wireless connectivity.John Sear: So all of the media, all of the audio stays on the device. So that means you don't need to have any kind of wifi access, which is great if you're a National Trust building or a castle where you've got big thick walls. And then it's just a case of literally you take the cuddly toy over to your tag, your marker and when you scan it the cuddly toy talks to you. And so you can do a serious version of that. It doesn't need to be in a cuddly toy. Your mobile phone can be in anything you like, you can put it in a little wooden box or you can make a little case.John Sear: We've had people, they've had knitting groups, knit cases for them, which has been lovely for some museums but essentially a way of just triggering audio or video but without even needing to touch the device. You just literally hold the device up to some kind of tag, and again, the tag can look like anything you want because the tag can stay behind something. So you can put it behind wood if you want to or behind a sign or you can put an array of tags out there. So any way you touched your phone against the whole display would trigger the audio.John Sear: So it's very much a thing of like let's get people in and using technology really quickly, and then once you've got the hang of it, you can see how far you want to go with it. So you can push it further and further. So there's some ideas there by, you can do multi-language versions of this toy if you want, where you can do a French version and a German version, an Italian version, as well as your English version, and so before the tour starts or at any point in the tour, you can scan a flag and then as you go round you get the tour in that particular language-Kelly Molson: Oh, that's brilliant, isn't it?John Sear: ... Or we've done versions with kids and adult tours, so that the tags are the same throughout, but one is told in a kind of more serious way, and another one might be told through a character, like a small dog or a cat or something.Kelly Molson: So I guess that's a really good way of trialing something, seeing what the uptake is. It's an MVP, isn't it?John Sear: Mm-hmm (affirmative).Kelly Molson: Minimum viable product. Try this out, see what happens, you can do this all yourself and then if it's brilliant and it gets the results you want, get us in and we'll do your bigger version of it.John Sear: Yeah, I mean, ultimately that would be nice. But at the same time I'm totally happy for people not to call me in to do it. If they've made something brilliant, great. And the idea being is once they've started doing it, they get a bit more confidence. They might want to make that more game-like or so it could be a Choose Your Own Adventure style thing, it could be quiz based. But yeah, you're right.John Sear: Some people do then call me and afterwards build a kind of a more advanced one. So I've just finished doing a National Trust version with a company called Outside Studios and that's running up at the Workhouse near Nottingham and that's using phones as kind of media players, and so as you walk around the space, which doesn't have a lot of interpretation in the space, a lot of it comes through the phone or the tablet. You can just scan things as you go, and so we've made a nicer version. It's a bit more flashy, it does a few more things. It's got better housing, different updates.John Sear: So, yeah, there's lots of ways that I can sort of do better versions for people, but you absolutely don't need to call me in for this. The idea is, yeah, build your own and if you're happy with that then great.Kelly Molson: I love that. Do you get people kind of sending you, look what we've done?John Sear: Yes.Kelly Molson: We've used your tutorial and look what we've created?John Sear: It's lovely, yeah. I love getting emails from people from all over the world telling me what they've done with it, and then yeah, like photos on Twitter, you just see kids with cuddly toys in museums and you're like, oh, it's brilliant. It's really nice. So it's-Kelly Molson: That's really cool.John Sear: ... Nice to be able to share and put something back. And so yeah. So the Babbling Beast one is popular. There's a touch screen one that's very popular as well. Like how to build really simple touchscreens, using PowerPoint. Most people kind of cringe a little bit when I say PowerPoint, but the good thing is, is that everyone can use PowerPoint or have been forced to use PowerPoint at some point in their life to create a horrible slideshow, but you can build interactives with it, and the latest version is really impressive actually.John Sear: I ran a workshop a couple of weeks ago, which was using PowerPoint to build projection mapped experiences in museums and the latest version of PowerPoint supports 3D models. So you can have animated 3D models and it also has quite a lot of motion graphics in there as well. So you can do some quite fancy looking interactives using PowerPoint and no one would ever guess that you were using it. But again, it's this idea of, let's say a minimum viable product, but just giving people enough confidence they can build a little thing with it, and once they've got over that first hurdle, they go, okay, what can it do next? Okay, how do we add video to this? How do we add audio? How do we add a 3D model? And it's just nice that you can build out really quickly and then build on that knowledge.Kelly Molson: That's brilliant.Paul Wright: I've noticed in your bio you're interested in interactive fiction.John Sear: Oh, yeah.Paul Wright: Can you tell us a little bit more about that?John Sear: I mean, so interactive fiction covers a wide range of experiences. I mean originally it kind of meant the Choose Your Own Adventure books, if you've come across those?Kelly Molson: Oh yeah. Yep.John Sear: So I grew up with these and there's a number of different versions of them but I grew up with a kind of original Choose Your Own Adventure. I think more recently they're called Goosebumps, people know them as. But there was a lot of different versions of this and we've even seen it I think last Christmas through Black Mirror, the Bandersnatch.Kelly Molson: Bandersnatch, yeah.John Sear: On a side note, I actually, for that workshop I did recently showing people what you could do with PowerPoint. I built a mini version of Bandersnatch, as in, taking the video clips from it and I built that in PowerPoint to show you could do it.Paul Wright: Wow.John Sear: Sorry, that's a completely aside really.Kelly Molson: I love that.John Sear: But I don't work for Microsoft and I don't earn anything if you use it, but it's actually a really good bit of equipment, a really good tool these days, and it's got like [crosstalk 00:37:08]-Kelly Molson: Of the presentation software is available.John Sear: ... I'm sure it is. But just use that, definitely, it's too fine now, it's 30 years old. So it should be reasonable. So interactive fiction obviously started with people like Edward Packard, who's the kind of one of the fathers of these Choose Your Own Adventure books back in the kind of late 70s, early 80s, I want to say somewhere around then. And so they had the classic thing of, you'd read through a page or two of the book, and at the end of it you would get to make choices, do you want to go into the cave or do you want to leave and jump on a horse and ride out into the wilderness.John Sear: You'd make those choices and ultimately you'd have like a hundred pages and maybe 20 different endings you'd go through. And so, I quite enjoyed playing those, but they're quite a simple touch point that most people understand in terms of building things that are interactive. The simple choices you get to make as you go through is quite a commonly understood thing. So in the Babbling Beasts example, we could actually very easily make those trails, Choose Your Own Adventure style trails. But actually in more recent terms, I mean interactive fiction is a kind of it means a wider thing.John Sear: It means like any type of fiction or text based experience where you can have some kind of choice in it, and in the last five or 10 years, there's been some fantastic tools that have made this much easier. So in the old days you might have experienced like text adventures on kind of BBCs and spectrums and PCs, back in the kind of 80s and 90s. I don't know if you're quite as old as me, but these were the-Kelly Molson: We are John, we are.John Sear: ... Okay. so you might've experienced these things. But then more recently there's been some fantastic web-based tools like Twine. And again actually, I've got a tutorial based on this because I quite enjoy teaching people how to build their own interactive fiction stories, and Twine is an incredibly simple piece of technology to use. And again you start simple building Choose Your Own Adventure style choices, then as you get more into it, you can use more programming language variables and things to make it a bit more richer. But yeah, I've seen people do all sorts of interesting stuff in tools like Twine.John Sear: I mean that's what's good about in the modern age is that the tools are out there that are free and open source and a lot of cases that allow you to build these things very quickly and cheaply. And then once you get started, it's kind of like, the limits are just your own imagination. So, there's been a whole movement really with Twine where people that aren't really anything to do with games have come from different spaces and have been able to build really quite complicated and interesting games telling very personal stories, which has been really interesting, and every year there's interactive fiction competitions.John Sear: So you can look at the kind of things that people are making in this space. And then I did some work, we're trying to put these in museums. So if you go back through my kind of website history, you'll see me discussing this a few years ago, there were some fantastic experiences where you were in the museum while having a similarly related experience. So for example, there was an experience where you had a book that was written, it was a film script, and you could sit in the museum and read the script, and actually what they'd done is they built the set around you out of things that were in the museum.John Sear: So as you read about, I don't know like someone playing a piano off in another room. Actually there is a piano just off in another room and it turns out someone might be playing that at the same time or there might be a bookcase alongside you, and some of the books that are being referenced in the story you're reading are actually on that bookcase.John Sear: So it's something powerful about experiencing the story while you're sitting in the space. So I was actually trying to get museums to build interactive fiction games or stories while being in the space, using technology like Twine. So you might have, I don't know, a castle and actually you don't interact directly with the space at all, but you just stand or sit in the space while the story happens.John Sear: You can intertwine the real experience of you being in the real physical space with the virtual, which in this case, the interactive fiction games could be played on a touchscreen or you could play them on a website. So you could play them on your mobile phone, but it might be that in the interaction fiction game in order to progress, you might need to know the name of the painter in the painting in the far room.John Sear: So actually while playing the game, you have to physically walk into the fire room, look at the painting, and engage with it, perhaps look for something in the scene or look at who the painter was and then use that in the virtual game that you're playing as well.Kelly Molson: That's cool.John Sear: So we're kind of tying these two things together, but technically it was incredibly simple and if you want to do this again there's a tutorial available which teaches you how to and really simple and I just wanted to see more museums kind of play with the idea. Building games that are set in the space they're already in but without getting too worried about the technology.Kelly Molson: We will be for our listeners be linking to all of the things that John's been talking about today. So they'll be in the show notes and we will also be having this podcast transcribed as well.Kelly Molson: John, I want to ask you about a challenge that we keep hearing over and over and over again from kind of museum world and visitor attraction world and some of the challenges they have are obviously engaging with new different audiences, which we've talked about, but one of the biggest challenges that comes up is repeat visitors and how they can engage with the same people and get them to come back over and over again. What kind of advice can you offer in terms of how to bring people back to a space and then how often do you have to be looking at refreshing the game or the interactive activity that you've got to kind of reengage with the same people? That's probably a really long question.John Sear: It's a very good question. Yeah, because the repeat visitor thing is quite a hard one and there's lots of different reasons that people go back to museums or cultural things again and again. I mean a lot of this comes down to a problem that all of us face with building visitor attraction type experiences. It's just that people are generally quite time poor. They don't have a lot of time. Once they get through all the kind of day-to-day grind and work and family and commitments, often they're out seeking things that are kind of new and unique.John Sear: That is difficult obviously with the repeat visitor thing. I mean, the classic way that most of the larger institutes deal with this is obviously through their temporary exhibition spaces that you would refresh every three to six months or whatever to give people a new thing they come and see. And then obviously there's problems with that, which is often those are paid experiences and they're quite premium products unless perhaps you're on an annual pass of some kind.John Sear: I know a lot of the smaller museums, they make the basic stuff work really well, right? Like the cafes and things. The things that you're going to use again and again. So this is very technical obviously. So for us in Birmingham, we use two of Birmingham museum trust places a lot. We use the BMAG, Birmingham Museum and Art Gallery and we use Thinktank, which is the kind of science museum because of they've got fantastic cafe spaces and they're quite family friendly. So often we'll go in there knowing that it ticks those boxes and then we'll go and see other stuff. I mean, I'm going in there for the cultural reasons. The rest of my family, not so.John Sear: So normally we start off there with people having a coffee and things and then I'll drag them off to go see different things every time. But I mean that's more from a kind of personal point of view. From kind of the game wise thing, I mean it depends on the types of games you're making and who you're targeting it at. I mean obviously kids generally will play the same game again and again, whereas adults generally don't. We're constantly looking for the new thing. We're looking for the new show, the new film, we're not watching the same series again and again generally. We're waiting for the next series to come.John Sear: So we're expecting to see something new every time, whereas kids actually like the familiarity of doing the same thing again, which makes it quite difficult I guess to make something that's engaging for both parents and families. With games, there are different types of games, right? There are games which are much more a single play through, which might be a story based thing where it's about unlocking all of the story. But on subsequent play throughs you could have more things you can unlock, right?John Sear: So, I mean you can have side quests that you might not do the first time round, but the second time you might do, or we have things like score based games whereby you play the game again and again in order to get a better score. Yeah, I'm not sure whether those are enough reasons that people would come back again, and again. I'm generally happy if people come once and play the experience and often that means that some of the things I run will run at set times. So they might run as part of a festival.John Sear: That is the model that people like the funders such as arts council seem to be following now, which is we know that the visitors will come out for new interesting things, right? So again, talking about Birmingham and specifically, we're quite lucky that during the summer months particularly, we have different festivals happening just about every weekend and so then every time you come to somewhere like a museum, one of the big museums, there'll be a different offering because it's taking part in a different festival.John Sear: So there'll be a few of the front of house things are changing, but often that means is that some of the games that I build or I help people build are built very quickly with the idea they might only run for that one weekend or it might be used for a number of kind of temporary things, but that also means we can use live people to add to the game experience as well, which is quite nice.Kelly Molson: That sounds really fun, and I guess you've got quite a lot of flexibility in what you're doing because you're having to be a bit more agile about the time that it's on, the time of year that it's on, the venue space that it's going to be on and how many people are going to be coming in, and playing those games.John Sear: Yeah, I mean, with solely digital games. So some of the games I make are kind of entirely digital and they're not supervised. So you might pick up a tablet or something or a device that you play on, but then there's no involvement from anyone else. Well that means that game has to kind of work flawlessly all the way through and it takes a lot more work to do.John Sear: It needs to deal with all the cases where people get lost and aren't sure where they're going. The game needs to handhold them through it. Well, obviously if you're building something for a festival, for a short experience, the game doesn't have to be quite like a hundred percent proof because we know there's going to be people around to augment the game, but also to kind of help the players along.John Sear: So it means you can cut corners a bit. You go, well we think people would get lost on this floor at this point in the game, but we don't really mind because there's going to be loads of other people playing the game anyway and there's going to be some volunteers around the space who will kind of direct them in the right direction.John Sear: So yeah. So I find it easier and cheaper and quicker to make games that are kind of temporary than it is to make a game that's a hundred percent foolproof and works in every possible case.Kelly Molson: John, earlier in the podcast you mentioned immersive theatre. Is there an experience that you have at the moment that we could go and be part of?John Sear: Good question, you could actually. So there's a game I've been working on it for a few years now with a company called The Other Way Works and they are a theatre company who build interactive theatre and I'm a games company that builds theatrical games should we say, and together we've worked on a experience called A Moment of Madness, which is currently touring actually.John Sear: It's about to go to Lincoln as part of the Frequency Festival. It's been in Birmingham and London and up North to Stockton and hopefully next year it'll tour again as well. So this is kind of approach to immersive theatre and it's a hybrid immersive theatre escape game and it takes place in a car park. So, an urban stake out.John Sear: To give you the kind of rough overview, it's about a politician. He's called Michael Makerson. We think he's a good guy, but as with most politicians, he's got a bit of a-Kelly Molson: Who knows?John Sear: ... Shady past or a shady present, and what we know about today is that he is going to give some kind of press conference about a deal that he's struck with an electric car company, which is, it's good in this kind of post Brexit world to have connections with electric car companies.John Sear: So he's going to do an announcement about that in about 90 minutes time in the kind of run up to that. We know that he's going to have a meeting in a car park, which perhaps has got some kind of dodgy connotation to it. So that's the kind of starting point. The game is played by 24 players at any one time. They're split up into six teams of four and each of those teams is eventually assigned a car, so they're going to be staking out a car park. The car is stationary by the way. They're not going to be driving around after him.John Sear: People always ask me that, "How do you get insurance for people to drive cars?" I'm like, "They don't. They're on a stake out. They're supposed to be hiding." You buy a ticket and you turn up for the experience under the pretence that you're coming to a business seminar. So we are hosting a kind of fake business seminar in a conference centre and obviously then once they come in, they get their lanyard and things which actually assigns them to a colour coded team.John Sear: They come into the space and when the business seminar starts, the doors close, and actually we reveal the real reason, which as everybody in the room knows, we are working for MI5 and we're investigating this politician, Michael Makerson and what he's up to. So we're tasked with this mission of going into the car park, sitting in the car and kind of watching what he gets up to.Kelly Molson: This sounds great. I should get a ticket.John Sear: It is actually. I'm not trying to do a really good job of selling it, but it is a really good experience.Kelly Molson: I'm sold.John Sear: Okay. Come and do it. Come to Lincoln and do it. So yeah. So you spend the kind of middle section of the game, which is 45 minutes, watching what he gets up to in the car park, who does he meet and while you're kind of trying to see what he's up to, you've got a list of suspects essentially of who you might be meeting and who they are and you can investigate them.John Sear: So a lot of the story happens through a mobile phone as you can see the connection. I like using mobile phones. You find a mobile phone, a burner phone in the car along with the collection of items that the MI5 has left for you, and what it turns out is that working for us is his personal secretary who's called Andrea.John Sear: So she suspects he's up to something and she's working for MI5 as well. So what she's going to do is she's going to text us throughout the hour or so we're in the car and tell us what he's up to.Kelly Molson: I feel like you shouldn't tell us any more, John, because I want to-John Sear: Well, I'm going to stop before I get to the...Kelly Molson: ... You need to stop.John Sear: Yeah, because obviously there's a lot that happens and there's a lot that I'm going to give a talk on this actually later in the week where I do all the spoilers. But ultimately in this game you're having this conversation with Andrea, she's given you things to do, things to watch out for, keeps you posted as to what Michael is up to. But there are escape room style puzzles that happen.John Sear: So you're trying to collect information about him and because it's an immersive experience each car has kind of leeway to go down the investigation direction they want to go. So one particular car might investigate his relationship with his wife or another car might investigate, what's happening with him and his business partner, and so then ultimately you're going to come back together, and then the players, the MI5 agents, get to kind of present all the information they've got and then make a decision about whether or not to kind of, what should we do with this information? Should we try and stop his career or do we support him on his way to becoming prime minister? And so, yeah, we've been running that around the country, and actually one of the things the politician has is this kind of a blonde wig, which makes him very visible, and it wasn't the intention when we started out, but it ended up looking quite a lot like a certain prime minister we have now.Kelly Molson: Wow, wow. So current.John Sear: So he gets, yeah, it's surprising. All of that stuff that we wrote about four years ago is all coming true. So I think we take a lot of the blame for all of the mess of the political spectrum at the moment.Kelly Molson: John, thank you so much for sharing that.John Sear: But I should say because it's supported by the arts, this show, it's incredibly cheap to come to because we don't want to make the cost of attending a barrier. So whereas like an escape room of 90 minutes is often 50, £60 a person. This is normally £40 a car and in some spaces it's been entirely free actually, which is quite nice.Kelly Molson: Oh, wow.John Sear: So there's no barrier to playing normally.Kelly Molson: Brilliant. John, thank you. We have absolutely loved speaking to you today. It's been so much fun. As I said, we'll put all of the links to all of John's information and the DIY Tutorials and where you can go and buy those tickets in the show notes. But John, thank you for coming on Skip the Queue. It's been awesome.John Sear: No problem at all. Thank you so much. It's been lovely to talk to you both and now I can get back to talking about Tottenham, right?Kelly Molson: Maybe not. We'll save that for another podcast, John.John Sear: Thank you so much.Kelly Molson: You can find links and notes from this episode and more over on our website, rubbercheese.com/podcast or search Skip the Queue on iTunes and Spotify to subscribe. Please remember to leave a rating. It helps other people find us.Kelly Molson: This podcast was brought to you by Rubber Cheese, an award winning digital agency that builds remarkable systems and websites for visitor attractions. Find out how we can create a better experience for you and your guests at rubbercheese.com.

Automators
Automators 39: Automating iBeacons

Automators

Play Episode Listen Later Dec 20, 2019 74:17


In this episode, David and Rosemary try all sorts of iBeacons and look at why, where, when, and how you use these little devices.

The Gamification Quest
Miary Andriamiarisoa - Gamification and the Zone of Proximal Development

The Gamification Quest

Play Episode Listen Later Aug 6, 2018 36:02


Today we learn about Gamification and the Zone of Proximal Development. Miary and Monica discuss the concepts related to the Zone of Proximal Development theory, describe how those concepts can be used to optimize gamification project design, and how ZPD concepts can be integrated in gamification initiatives. About our Guest:  Dr. Andriamiarisoa is an innovative leader in the use of gamification aimed at creating engaging environments conducive to deep learning through the use of technology. With 20+ years of experience in the field of technology and learning, he has created technology-enabled gamified learning components powered by a range of low-tech and hi-tech solutions. His background in computer science and expertise in the field of education has given him the opportunity to leverage technology in order to create fun, engaging, and rich learning experiences. His greatest passion lies in the gamification of learning using both simple and advanced technologies. Connect with Miary on LinkedIn at:  https://www.linkedin.com/in/miary/    About your Host:  A gamification speaker and designer, Monica Cornetti is rated as a #1 Gamification Guru in the world by UK-based Leaderboarded. She is the Founder and CEO of Sententia Gamification, the Founder and Gamemaster of GamiCon, hosts the Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica's niche is gamification strategy design that can be used within the framework of employee engagement, corporate talent development, HR, and adult education. Connect with Monica on www.GamiCon.us or www.SententiaGamification.com and on Twitter @monicacornetti  

iPad Pros
Automators with Rosemary Orchard (iPad Pros - 0027)

iPad Pros

Play Episode Listen Later Jul 12, 2018 36:35


Rosemary Orchard is the co-host of the new relay.fm podcast, Automators. We dive into how she uses iPads, talk about how anyone can automate along with some great examples of how you can get started. We also talk a bit about iBeacons. You can find Rosemary Orchard at RosemaryOrchard.com and her new podcast can be found at relay.fm/automators. Episode 1 is now live where Rosemary and David discuss calendar automation. Show notes are available at www.iPadPros.net. Feedback can be sent to iPadProsPodcast@gmail.com. See acast.com/privacy for privacy and opt-out information.

The ArchaeoTech Podcast
Tablets, Points, Technology Consulting, and iBeacons - Episode 57

The ArchaeoTech Podcast

Play Episode Listen Later Jul 13, 2017 47:02


On today's episode, host Chris Webster announces a new position - co-host of the ArchaeoTech podcast - talks about some digital field recording with Tap Forms, and announces an upcoming service from DIGTECH that will make your technological advancements easier, more smooth, and affordable.

Mo + Jo's Epic Tech Talks
Mo + Jo's Epic Tech Talks - Shopper Media, Magicians, DSE 2017 Recap, GoT, iBeacons

Mo + Jo's Epic Tech Talks

Play Episode Listen Later Mar 30, 2017 37:33


This episode covers Jo's latest revelations on Shopper Media, Mo's encounter with a famous magician, Digital Signage Expo 2017 recap, Game of Thrones and What's up with iBeacons.

Mo + Jo's Epic Tech Talks
Mo + Jo's Epic Tech Talks - Shopper Media, Magicians, DSE 2017 Recap, GoT, iBeacons

Mo + Jo's Epic Tech Talks

Play Episode Listen Later Mar 30, 2017 37:33


This episode covers Jo's latest revelations on Shopper Media, Mo's encounter with a famous magician, Digital Signage Expo 2017 recap, Game of Thrones and What's up with iBeacons.

This Mobile Life
Designing Sydney Opera House App with Peter Chen from Beaconmaker (S3E2)

This Mobile Life

Play Episode Listen Later Mar 8, 2017 33:57


I chat with Peter Chen, Head of Design & Co-founder at Beaconmaker. I met Peter via the Sydney Opera house hackathon which he won. Peter previously was Head Of Design at Yatango. He also has a lot of digital and advertising agency experience at Holler, Tribal DDB, Soap Creative and WHYBIN. I've always been impressed by Peter's designs and his approach to design. So super excited to be chatting to Pete himself - also his twitter handle! ABOUT BEACON MAKER Create visitor guide apps with well designed features and modules tailored for you and your museum audience. The all-in-one mobile marketing platform. Their customers include Sydney Opera House, Oz Comic Con, Australian Museum, Powerhouse Museum, BIG W, and Mirvac. SUMMARY 1. How did you get into mobile design? 2. Tell me about beacon maker? 3. What's the journey been from winning Sydney Opera House hackathon in 2013 to now? 4. What's the thinking behind the beacon maker app design? 5. Designing mobile vs web 6. iOS vs android (material design) 7. What's the challenge in whitelabelling vs building your own apps? 8. What are some of the cool use cases of iBeacons? 9. As a DJ, do you see that a cross over between the worlds of DJ-ing and mobile design? LINKS https://museums.beaconmaker.com http://soap.com.au https://twitter.com/pete_himself

Mister Beacon
Cisco Just Became the Largest Vendor of Bluetooth Beacon Gateways

Mister Beacon

Play Episode Listen Later Dec 8, 2016 30:19


Cisco reveals that over half a million of their Meraki Wi-Fi routers in the field have built in Bluetooth hardware that enables them to act as iBeacons. Thanks to a recent cloud update, these can also be used as beacon gateways to monitor third party beacons. We talk to Colin Lowenberg who is responsible for managing the Cisco Meraki API product offering about what this means, the functionality available, how it’s being used by customers and how Cisco wants to work with other vendors in the beacon ecosystem. See acast.com/privacy for privacy and opt-out information.

The Blind Side
E7 Blindsquare Positioning System comes to Wellington

The Blind Side

Play Episode Listen Later Sep 23, 2016 51:19


Using the GPS (Global Positioning System), blind people can now obtain detailed information about their environment with the aid of smartphones, note takers and stand-alone devices. But the system is unsuitable for providing detailed navigation information in-doors.The developers of the popular BlindSquare iOS app are seeking to solve that problem with a system they call BPS, the BlindSquare Positioning System.In his book “iOS 7 Without the Eye”, Jonathan Mosen predicted that iBeacons had the potential to dramatically improve the information blind people receive about the built environment, if a developer took the technology and used it for that purpose. BlindSquare have made that possibility an impressive reality.Jonathan Mosen speaks with Thomas Bryan of the Blind Foundation in New Zealand about the Foundation's work with the Wellington Regional Council to facilitate a comprehensive roll-out of BPS in Wellington's central business di [...]

Mosen At Large, with Jonathan Mosen
The Blind Side Podcast 7, Blindsquare Positioning System comes to Wellington

Mosen At Large, with Jonathan Mosen

Play Episode Listen Later Sep 23, 2016 51:19


Using the GPS (Global Positioning System), blind people can now obtain detailed information about their environment with the aid of smartphones, note takers and stand-alone devices. But the system is unsuitable for providing detailed navigation information in-doors. The developers of the popular BlindSquare iOS app are seeking to solve that problem with a system they call BPS, the BlindSquare Positioning System. In his book “iOS 7 Without the Eye”, Jonathan Mosen predicted that iBeacons had the potential to dramatically improve the information blind people receive about the built environment, if a developer took the technology and used it for that purpose. BlindSquare have made that possibility an impressive reality. Jonathan Mosen speaks with Thomas Bryan of the Blind Foundation in New Zealand about the Foundation’s work with the Wellington Regional Council to facilitate a comprehensive roll-out of BPS in Wellington’s central business di [...]

NZ Tech Podcast
NZ Tech Podcast 300: Sad Note 7, Better NZ Mobile plans, Norton Online Harassment Report, iBeacons for Wellington

NZ Tech Podcast

Play Episode Listen Later Sep 6, 2016 72:03


NZ Tech Podcast 300: Samsung Galaxy Note 7 woes, Skinny Mobile goes direct, Spark mobile plan refresh, Norton Online Harassment Report, iBeacons in NZ, Lenovo Yoga Book pen/paper/laptop, Wacom Bamboo Slate/Folio, iPhone 7 launch, GST to push up International subscriptions.. Running time 000:52:45

The iPhreaks Show
160 iPS IoT with Evan Stone

The iPhreaks Show

Play Episode Listen Later Jul 7, 2016 58:15


01:45 - Evan Stone Introduction Twitter GitHub Blog Cloud City 02:38 - IoT (Internet of Things); iOS & IoT iBeacon 06:48 - Panelist IoT Device Experiences Andrew & Caleb: Wired In Layne: Nest Thermostat Amazon Echo Rachio Smart WiFi Sprinkler Controller Caleb: RFduino Chuck: Ring Wi-Fi Enabled Video Doorbell 14:00 - Near Field Communication Core Bluetooth Core Location Bluetooth Low Energy 17:06 - Getting Started: Devices The Bean LightBlue Bean+ Arduino BLE Shield The Particle Photon    iBeacons Estimote Beacons Gimbal Pop Up Labs 21:35 - Starting Projects Tile iPhreaks Episode #127: iBeacons with Azam Sharp Samsonite Track&Go™ Suitcase 24:19 - Devices Connected to the Internet iPhreaks Show Episode #158: Internet of Things (IoT) with Olivier Bloch (from Microsoft Build Conference 2016) 28:19 - Threshold of Devices A.I. (Artificial Intelligence) Apple HomeKit 33:05 - Security Security in the Internet of Things TechCrunch - Why IoT Security Is So Critical 38:57 - Core Bluetooth Work Processes Texas Instruments Sensor Tags   Picks PMKVObserver (Andrew) Electric Imp (Andrew) iPhreaks Episode #030: Building Hardware for iPhones with Joel  (Andrew) iPhreaks Episode #043: Core Location & iBeacons with Josh Johnson (Andrew) iPhreaks Episode #059: Device-Connected Apps with Carl Brown (Andrew) iPhreaks Episode #127: iBeacons with Azam Sharp (Andrew) iPhreaks Episode #107: Andrew Talks Arduino (Andrew) Yoav Schwartz: Practical CoreBluetooth for Peripherals (Andrew) BTLE Central Peripheral Transfer (Jaim) We put a chip in it! (Jaim) @internetofshit (Jaim) PaintCode (Caleb) Handy BLE (Caleb) Rachio Smart WiFi Sprinkler Controller (Layne) Motion Stills (Layne) Procrastinate on Purpose by Rory Vaden (Chuck) Mophie Battery Cases (Chuck) Adafruit Learning System (Evan) BeaconsInSpace (Evan) Adam Savage's Maker Faire 2016 Talk (Evan)

Devchat.tv Master Feed
160 iPS IoT with Evan Stone

Devchat.tv Master Feed

Play Episode Listen Later Jul 7, 2016 58:15


01:45 - Evan Stone Introduction Twitter GitHub Blog Cloud City 02:38 - IoT (Internet of Things); iOS & IoT iBeacon 06:48 - Panelist IoT Device Experiences Andrew & Caleb: Wired In Layne: Nest Thermostat Amazon Echo Rachio Smart WiFi Sprinkler Controller Caleb: RFduino Chuck: Ring Wi-Fi Enabled Video Doorbell 14:00 - Near Field Communication Core Bluetooth Core Location Bluetooth Low Energy 17:06 - Getting Started: Devices The Bean LightBlue Bean+ Arduino BLE Shield The Particle Photon    iBeacons Estimote Beacons Gimbal Pop Up Labs 21:35 - Starting Projects Tile iPhreaks Episode #127: iBeacons with Azam Sharp Samsonite Track&Go™ Suitcase 24:19 - Devices Connected to the Internet iPhreaks Show Episode #158: Internet of Things (IoT) with Olivier Bloch (from Microsoft Build Conference 2016) 28:19 - Threshold of Devices A.I. (Artificial Intelligence) Apple HomeKit 33:05 - Security Security in the Internet of Things TechCrunch - Why IoT Security Is So Critical 38:57 - Core Bluetooth Work Processes Texas Instruments Sensor Tags   Picks PMKVObserver (Andrew) Electric Imp (Andrew) iPhreaks Episode #030: Building Hardware for iPhones with Joel  (Andrew) iPhreaks Episode #043: Core Location & iBeacons with Josh Johnson (Andrew) iPhreaks Episode #059: Device-Connected Apps with Carl Brown (Andrew) iPhreaks Episode #127: iBeacons with Azam Sharp (Andrew) iPhreaks Episode #107: Andrew Talks Arduino (Andrew) Yoav Schwartz: Practical CoreBluetooth for Peripherals (Andrew) BTLE Central Peripheral Transfer (Jaim) We put a chip in it! (Jaim) @internetofshit (Jaim) PaintCode (Caleb) Handy BLE (Caleb) Rachio Smart WiFi Sprinkler Controller (Layne) Motion Stills (Layne) Procrastinate on Purpose by Rory Vaden (Chuck) Mophie Battery Cases (Chuck) Adafruit Learning System (Evan) BeaconsInSpace (Evan) Adam Savage's Maker Faire 2016 Talk (Evan)

INCOBS - Audioinformationen
SightCity 2016: Right Hear present indoor navigation app

INCOBS - Audioinformationen

Play Episode Listen Later Jun 13, 2016


interview re the Right Hear app that reads out iBeacons

ibeacons indoor navigation right hear sightcity
INCOBS - Audioinformationen
SightCity 2016: RightHear, die Indoor-Navigations-App

INCOBS - Audioinformationen

Play Episode Listen Later Jun 13, 2016


Interview bei RightHear, zur gleichnamigen App für iOS und Android, die auf iBeacons basiert und öffentliche Orte zugänglich machen soll

Retail Tech Podcast
Using iBeacons in Retail

Retail Tech Podcast

Play Episode Listen Later Jan 11, 2016 20:23


Retail Tech Podcast
Using iBeacons in Retail

Retail Tech Podcast

Play Episode Listen Later Jan 10, 2016 20:23


Retail Tech Podcast
Using iBeacons in Retail

Retail Tech Podcast

Play Episode Listen Later Jan 10, 2016 20:23


The iPhreaks Show
127 iPS iBeacons with Azam Sharp

The iPhreaks Show

Play Episode Listen Later Nov 5, 2015 43:21


01:11 - Azam Sharp Introduction Twitter GitHub Blog Blinds.com 7 Minute Body 02:14 - iBeacons 03:50 - Retail Adoption 05:26 - Apps and iBeacons 05:56 - Can you fake out an iBeacon? Estimote Beacons 07:12 - Why the slow adoption of iBeacons? 08:48 - Setting Up Beacons 14:21 - Precision Nearables are here: introducing Estimote Stickers 18:12 - Range 19:28 - Life Expectancy Particle 21:08 - APIs and SDKs Beacons eddystone Arrived MactsAsBeacon 30:35 - More Use Cases Picks Anker PowerPort 5 (Alondo) FIRST LEGO League (Jaim) UIStackView (Andrew) Rewind (Andrew) DMG Canvas (Andrew) Allrecipes (Chuck) LinkedIn (Chuck) 7 Minute Body (Azam)

Devchat.tv Master Feed
127 iPS iBeacons with Azam Sharp

Devchat.tv Master Feed

Play Episode Listen Later Nov 5, 2015 43:21


01:11 - Azam Sharp Introduction Twitter GitHub Blog Blinds.com 7 Minute Body 02:14 - iBeacons 03:50 - Retail Adoption 05:26 - Apps and iBeacons 05:56 - Can you fake out an iBeacon? Estimote Beacons 07:12 - Why the slow adoption of iBeacons? 08:48 - Setting Up Beacons 14:21 - Precision Nearables are here: introducing Estimote Stickers 18:12 - Range 19:28 - Life Expectancy Particle 21:08 - APIs and SDKs Beacons eddystone Arrived MactsAsBeacon 30:35 - More Use Cases Picks Anker PowerPort 5 (Alondo) FIRST LEGO League (Jaim) UIStackView (Andrew) Rewind (Andrew) DMG Canvas (Andrew) Allrecipes (Chuck) LinkedIn (Chuck) 7 Minute Body (Azam)

The Education Vangaurd
Paul Hamilton Shares Resources That Helps Us Connect Learning With Technology | Education Vanguard #27

The Education Vangaurd

Play Episode Listen Later Oct 5, 2015 18:05


Most, if not all of us, have an interest or passion in something. Maybe it is reading, exercise, traveling, or for the smartest ones out there, sleeping. For my guest today, Paul Hamilton, sharing is a driving passion for him. But his sharing has a specific focus and that is finding technology that matches the learning goals in a classroom. This matching of learning to technology takes different forms for Paul and includes the use of the iPad, but also the consistent look for what is coming down the road. Apple watches, virtual reality and iBeacons are all on Paul's radar.Paul's sharing comes through presentations he gives, podcasts like this one, YouTube videos on his channel and his signature effort, the iPad Monthly Magazine. Connect with Paul Twitter YouTube Channel iPad Monthly Magazine WebsiteBioPaul is an Apple Distinguished Educator, International Keynote Speaker, Best Selling Author and App Developer. Paul is passionate about how technology can transform education through the work of committed, creative and innovative teachers.

Mobile Presence
iBeacons and Mobi-Beacons: Getting The Most Out Of The Retail Opportunity

Mobile Presence

Play Episode Listen Later Oct 1, 2015 34:20


Peggy and Shahab talk about the opportunity for beacon technology — particularly for retailers in indoor malls — with James Meckley, CMO of Mobiquity Networks, an ad technology company based in Garden City, Long Island. The company is currently deployed across 100 malls in the U.S. and will be expanding to over 240. The post iBeacons and Mobi-Beacons: Getting The Most Out Of The Retail Opportunity appeared first on Mobile Presence.

Blind Abilities
Blind Abilities Presents - The Amazing Low Viz Guide And Indoor Way Finding Technology

Blind Abilities

Play Episode Listen Later Sep 7, 2015 50:45


Jeff and Pete talk with Dan roberts, founding Director of MD Support about his fantastic new App called 'The Low Viz Guide. This new app and related system of iBeacons introduce indoor way-finding technology to blindness conventions and conferences. Join Jeff, Pete and Dan for this stimulating discussion of ground-breaking technology that will pave the way for untold new applications in indoor GPS. And of course, enjoy the various audio clips of Dan's web site and the actual application itself which have been inserted into tee podcast.  Make sure to set aside 50 minutes of your valuable time - you won't regret it! #BlindAbilities #BAPresents #GPS #LowVizGuide #BlindAbilities.com

Charletas Ciento12
#76 earPod Inalámbricos.

Charletas Ciento12

Play Episode Listen Later Aug 27, 2015 49:51


La interesante forma en que Google Recluta a Programadores Una nueva forma de reclutar a programadores cuando haces buquedas, te puede salir una pagina donde te pregunta si aceptas un desafio, esta pagina es Foo.bar donde no puedes ingresar si no eres previamente invitado, alli Google te hare una series de pruebas con ciertos plazos y si los cumples, tendras un pie en sus oficinas y plantilla, una forma muy divertida y curiosa de reclutar a programadores. EarPod Inalámbricos Apple podría estar trabajando en unos auriculares Inalámbricos con posibilidad de mejorar en sonido, evitar ruido y sobre todo contará con una tecnología sin igual con acelerómetros y varios sensores, en general incluye micrófonos a bordo, baterías, acelerómetros, y procesadores de audio para asegurarse de que la cancelación de ruido se realiza de la forma inteligente, o lo mejor posible para mejorar ese audio, monitorizará tu voz, y podrás escucharte a ti y al que tengas al telefono, quizas sea muy interesante ver que nos presenta Apple en su conjunto, lo más probable es que tenga apoyo técnico de la empresa Beat, y veremos si usara Bluetooth LE o iBeacons, o dias sabe que. Antiguo CEO John Sculley apoya el Obi un teléfono de WorldPhone No se si te acuerdas de John Sculley, estuvo 10 años en Apple y fue el principal responsable de que echaran a Steve Jobs en los 90s después de que Jobs se lo trajera de Coca Cola que es donde trabajaba, ahora creo OBI una nueva marca de teléfonos, modelos SF1 y SJ1,5 una nueva empresa donde quiere vender calidad indiscutible a buen precio, estos dispositivos rondan desde 130$ el SJ1.5 dependiendo de la ram que lleve el más básico y el SF1 que es más grande y mejor equipado no llega a los 200$, será stereo aunque desconozco qué potencia tendrá el altavoz aseguran una buena calidad, es evidente que muchos del mercado serán muy superiores para ese precio no esta nada mal, el principal público según se dice podría ser países en los que aún usan dispositivos antiguos y que podrían dar el salto a nuevas generaciones, para eso está aquí esta nueva gama ofreciendo calidad y precio. Si os digo Ashley Madison con que lo relacionáis…? Con infidelidad seguramente… aunque creo que para 37 millones de usuarios afectados va a ser justamente eso… el premio a su infidelidad. Cuando se juega con fuego al final es más fácil quemarse… pues eso ha ocurrido a los más de 37 millones (casi España entera) que estaban registrados en este portal de contactos o de aventuras sentimentales. Curiosamente chuleaban con campañas en las que aparecían rostros como Juan Carlos 1 ex rey de España, Carlos de Inglaterra en alusión a sus aventuras extramatrimoniales. Este portal canadiense va a traer cola pues gracias a un grupo de Hackers en busca y captura con recompensa incluida ha puesto al aire libre, ha lanzado toda esa información al mundo normal mediante una base de datos que filtra no solo sus nombres y correos sino datos bancarios y lo que es peor… la vergüenza y el compromiso duro y cruel de un acto no deseado por los que confían en ellos… en resumen, que va de toros bravos… de hecho ya hay 2 suicidios confirmados. En plena efusión de la noticia se vuelve a poner en entredicho la seguridad de cualquier medio en los que podemos ser partícipes, a veces con un alto coste económico sino como en este caso tb sentimental. Como lo veis compañeros? lo primero, estáis en la lista…? saber que hay un montón de páginas donde pones un mail y te sale fiel o infiel… ja ja ja verde o rojo… Yo he probado con varios y os lo puedo decir aliviado… ja ja ja. Por cierto, en mi comunidad hay 10.000 toretes con un par… en fin, allá cada cual con el respeto a sus parejas… no vamos a promulgar aquí donde están esos límites… espero que en la conciencia de cada uno… no os parece…? H - 9 de septiembre Oficial, y Siri lo sabía… Por medio de las invitaciones claro… Por cierto, fuentes bastante veraces nos dan un mazazo a los amantes de las 4 pulgadas con un rumor factible que desaparece el 5c, que no habrá 6C y que seguirá el 5s como opción a este formato de “cabe en la mano” impulsado por Steve Jobs. Hey Siri, give us a hint…. interactivamente le pedimos una pista a nuestra famosa asistente virtual y sarcásticamente nos da varias respuesta utilizando ese humor típico de ella. Y por cierto, llegará la próxima generación de Apple Tv…? cuantas preguntas y cuantas dudas… aunque pocas para el iphone 6s y 6s plus ya que durante estos días las filtraciones internas han sido muchas y creíbles casi todas… 2 de Ram, Force Touch y 12 mpx de cámara… es suficiente junto a iOs 9 y lo justifica para vosotros…? Por cierto, el recinto elegido para este 9 de septiembre el Bill Graham Civic Auditorium de San Francisco donde en el año 1977 Steve Jobs y Steve Wozniak presentan el Apple II Galaxy Note 5 de Samsung, gran fallo de diseño. Samsung lleva una racha en la que no hila muy fino. En concreto con el Galaxy Note 5 y su ranura para el S Pen. Este diseño provoca un daño permanente si se introduce de forma errónea, al que se le ha bautizado como Pengate, no solo le iban a salir novios a Apple. El daño que origina al terminal, es un gran fallo de diseño, puesto que el lápiz entra por su ranura en los dos sentidos, siendo el correcto solo introduciendo la punta hacia adentro. Si por error se introduce al revés, puede quedar encajado y si se ejerce fuerza para retirarlo puede dañar el dispositivo, sin olvidar que puede generar daños de software al no estar el S Pen bien introducido. Veremos como Samsung soluciona este gran error en el diseño de este dispositivo y su accesorio. App-All Boxer Calendar Nace una nueva App de Calendario, muchos de los que nos escucháis ahora seguro que tendrá en mente aplicaciones nativas de Calendario en iOS o Google Calendar en Android, y tendrán en mente otras como la afamada Fantastical que en su nueva versión viene acompañada de una versión de escritorio mucho más completa que una ventanita en plan notificador, pues bien, esta App tiene una gran ventaja y es que usa tanto los calendarios de exchange como los de google, y como son los mismo creadores de Boxe Mail, en iOS son totalmente compatibles y podrás disfrutar más aún de ella, es muy recomendable pero tampoco la tachamos de indispensable, si estás buscando alternativas a las nativas porque necesitas más prestaciones de lo que te ofrecen estas, no dudes en probarla porque lo mismo te sorprende. DESCARGA: iOS: https://goo.gl/rW2hMC ANDROID: https://goo.gl/JBrvSN Dogalize Para los más perrunos, ya tenemos una red social para amantes caninos, exclusiva para los que sienten amor por sus perros y lo quieren compartir… Se podrá compartir también otro tipo de amor..? Pues si quieres adivinarlo mejor es que vayas a los enlaces que os dejamos abajo en la descripción del podcast y lo veas por ti mismo… Esta App es… bla bla… DESCARGA: iOs: https://appsto.re/es/kd12X.i Android: https://play.google.com/store/apps/details?id=com.dogalize INBOXCUBE Es una aplicación con la que gestionar nuestros pdf, nuestras fotos, los enlaces rss y videos, y lo mejor de todo nuestros correos, de una forma más visual, con cubos. Esta aplicación que la encontramos en la App Store de forma gratuita, es compatible con Gmail, yahoo, icloud, office365, Exchange y proveedores de IMAP. La aplicación es muy configurable, lo que hace que sea aún más personal, pudiendo elegir temas, configurar gestos, respuestas rápidas, las notificaciones, miniaturas y el poder trabajar sin conexión. Sin olvidar que se integra perfectamente con Twitter, Facebook, Dropbox, etc.. DESCARGA: iOS: https://itunes.apple.com/es/app/inboxcube/id727405404?l=en&mt=8 Recordaros que podrás saber mas de nuestras andanzas, acceso a nuestro servidor, dejarnos vuestra valoración, comentarios que os ha parecido este programa e incluso un audio, o nota de audio y todo en nuestra web Ciento12.com hay tenemos de todo lo que necesitas para contactarnos, por otra parte solo queda invitarte al proximo Jueves como siempre aqui en las Charletas Ciento12 a las 22:30 en rabioso directo!

Sorgatron Media Master Feed
Episode 1124: Basic Sorganomics: What's the use of QR Codes?

Sorgatron Media Master Feed

Play Episode Listen Later Jun 19, 2015 10:43


Basic SorganomicsQR Codes are making the news when Heinz forgot to renew their domain for one and it became a porn site. We discuss the usefulness of QR Codes, NFC, and iBeacons as we enter this side of our connected world. From this episode: Heinz ketchup bottle QR code leads to hardcore porn site http://www.theverge.com/2015/6/19/8811425/heinz-ketchup-qr-code-porn-site-fundorado Note: I had some trouble with audio during this recording, so if you notice any difference in audio, it's thanks to our Periscope feed! Follow Basic Sorganomics on Youtube, Spreaker, iTunes, Stitcher or TalkShoe, or subscribe to the Sorgatron Media Master Feed on Stitcher and iTunes.

The Wired Educator Podcast
WEP 0005: Using iTunes U: Interview with Larry Reiff

The Wired Educator Podcast

Play Episode Listen Later Mar 30, 2015 46:37


In this episode of The Wired Educator Podcast, Kelly Croy interviews Larry Reiff about iTunes U, speaking at conferences and more. Larry Reiff is an amazing English teacher in Roslyn, New York, a Google Certified Teacher, and an Apple Distinguished Educator. Larry is featured on Apple's website for his work using iPads and iTunes U, for a Romeo & Juliet project. Here's the link, and you will want to click it, because it is incredibly cool: https://www.apple.com/education/ipad/teach-with-ipad/classroom/romeo-and-juliet/ Kelly and Larry talk about iTunes U, iBooks Author, the Apple Distinguished Educator Program, going 1:1 with iPads, a paperless classroom, speaking at conferences, SXSW, James Cross on binge learning, Dr. Chris Penny on iBeacons, and much, much, more.     You can visit Larry's personal website at: www.MrReiff.com   Larry's most influential book: The Amazing Adventures of Kavalier & Clay by Michael Chabon. Find out why! Recommended Apps: SimpleMind+ iFunFace Tellagami Please visit the Wired Educator Blog at www.WiredEducator.com and please click here to leave The Wired Educator Podcast a 5 Star Review and write a rating so awesome I have to mention you on the next episode.   

.NET Rocks!
iBeacon Development with Greg Shackles

.NET Rocks!

Play Episode Listen Later Mar 25, 2015 52:54


Where can iBeacons take you? Carl and Richard talk to Greg Shackles about some of the opportunities available using beacon devices with smartphones. While iBeacons are specifically an Apple technology, there are lots of third party implementations that are more open. The balancing act of power and capability is a constant struggle for beacons. Things get really fun when you start looking at all the ways you can locate someone in an interior space using beacons - opening the door to a huge number of applications. Beacons are also part of Google's Physical Web, creating the idea of "interaction on demand." Cool stuff!Support this podcast at — https://redcircle.com/net-rocks/donations

.NET Rocks!
iBeacon Development with Greg Shackles

.NET Rocks!

Play Episode Listen Later Mar 25, 2015 52:53


Where can iBeacons take you? Carl and Richard talk to Greg Shackles about some of the opportunities available using beacon devices with smartphones. While iBeacons are specifically an Apple technology, there are lots of third party implementations that are more open. The balancing act of power and capability is a constant struggle for beacons. Things get really fun when you start looking at all the ways you can locate someone in an interior space using beacons - opening the door to a huge number of applications. Beacons are also part of Google's Physical Web, creating the idea of "interaction on demand." Cool stuff!Support this podcast at — https://redcircle.com/net-rocks/donations

One on One Interviews
Mark Tack of Vibes: Mobile Wallets Move Us Closer to Smartphones Being Marketing Platforms

One on One Interviews

Play Episode Listen Later Mar 19, 2015 14:47


When Apple Pay was announced as part of the iPhone 6 rollout last year, it accelerated the adoption of mobile payments’ march to the consumer. But mobile payments is just part of the mobile wallets equation, which Mark Tack, Vice President of Marketing for mobile marketing technology company Vibes, says holds the key in turning mobile phones into full-fledged engagement platforms. Tack shares how Apple Passbook, Google Wallet, iBeacons and other technologies are helping companies go beyond doing transactions over the phone, to creating full-blown experiences that cross the customer engagement life cycle.

Mobile Presence
iBeacons, In-Door Mobile Marketing, Native Ads and App Monetization

Mobile Presence

Play Episode Listen Later Dec 31, 2014 29:30


Jonathan Carter, co-founder of Glimworm iBeacons, explains the growing excitement around iBeacons and how these advanced location transmitters can deliver alerts and deals to consumers on their smartphones. Eric Seufert, author of the must-read app business book Freemium Economics: Leveraging Analytics and User Segmentation to Drive Revenue shares his top tips. Follow his dos and donts (specifically one do and two donts) to get avoid over-spending or under-achieving.InMobis Pankaj Bengani, VP of Global Strategic Partnerships, discusses how marketers can use native ads advertising that is integrated into the user experience of the mobile app to deliver to increase conversions and boost engagement.

Mobile Presence
iBeacons, In-Door Mobile Marketing, Native Ads and App Monetization

Mobile Presence

Play Episode Listen Later Dec 30, 2014 29:30


onathan Carter, co-founder of Glimworm iBeacons, explains the growing excitement around iBeacons and how these advanced location transmitters can deliver alerts and deals to consumers on their smartphones. Eric Seufert, author of the must-read app business book Freemium Economics: Leveraging Analytics and User Segmentation to Drive Revenue shares his top tips. Follow his do’s and donts. The post iBeacons, In-Door Mobile Marketing, Native Ads and App Monetization appeared first on Mobile Presence.

Mini Podcast 112
Beacons e iBeacons… la exactitud - Minipodcast112

Mini Podcast 112

Play Episode Listen Later Oct 14, 2014 8:58


  Buenas amigos, hoy hablamos de Geolocalización de bajo coste. Es decir, algo así como las nuevas tecnologías. Las técnicas renovables de bajo consumo que es a lo […] La entrada Beacons e iBeacons… la exactitud se publicó primero en Ciento12.

Mobile Presence
iBeacons and Mobi-Beacons: Getting the Most Out Of the Opportunity

Mobile Presence

Play Episode Listen Later Oct 1, 2014 34:21


Mobiquitys Mobi-Beacon network provides a unique, opt-in opportunity for customers to engage with retailers, brands and mall apps for timely and contextually relevant personalized offers, information and real-time experiences. Peggy and Shhab gets some expert advice about how to get the most out of the ibeacon opportunity with James Meckley, the CMO of Mobiquity Networks.

UNTETHER.tv - Mobile strategy and tactics (video) | Pervasive Computing | Internet of things

Greg and I jump into the iOS 8 discussion by highlighting the top 5 enhancements that marketers should know about. We talk ApplePay, Spotlight, Widgets, MAC addresses and action notifications (with a few detours around Apple Watch, iBeacons and Twitter?).   The goal here is to demonstrate the possibilities that the new OS brings to the mobile marketing world. Will you use all/any of these? Perhaps not right away but to be aware of them is a requirement and we do our best to bring them to the forefront.

Mobile Marketing Minute with Rob Woodbridge and Greg Hickman
The top 5 iOS 8 features that marketers need to know about

Mobile Marketing Minute with Rob Woodbridge and Greg Hickman

Play Episode Listen Later Sep 18, 2014


Greg and I jump into the iOS 8 discussion by highlighting the top 5 enhancements that marketers should know about. We talk ApplePay, Spotlight, Widgets, MAC addresses and action notifications (with a few detours around Apple Watch, iBeacons and Twitter?).   The goal here is to demonstrate the possibilities that the new OS brings to the mobile marketing world. Will you use all/any of these? Perhaps not right away but to be aware of them is a requirement and we do our best to bring them to the forefront.

Mobile Couch
40: Tapping on Their Wrists in Morse Code

Mobile Couch

Play Episode Listen Later Sep 15, 2014 84:41


Ben is back, and the couch dives into the September Apple event to try and determine what the future of development is going to be like with bigger screens, extensions that live on your wrist and the idea of connected devices. Apple Pay is being rolled out in America first, but when can Australia expect to see it? More importantly, what sort of impact will it have, given that Google Wallet, it’s closest competitor, completely fizzled? The iPhone now has much larger screen sizes, with the iPhone 6 coming in a 4.7” and 5.5” models, meaning that app creators will be forced to rethink the location of buttons and use of gestures. This also means that layout related calculations will have different implications, with the 5.5” model using different size classes to the iPhones that have come before it. When discussion turns to the downsampling performed by the iPhone 6 plus, Jake takes the opportunity to bring up Auto Layout, and how to create proportional width constraints. Jelly counters with his own math based solution used to layout the collection view in GIFwrapped. The most frustrating thing, however, is Apple’s solution to declaring support for the larger devices: detecting the presence of correctly sized launch images (of which there are now 20), or the use of a launch screen xib. The couch discusses the purpose of these and whether the issues they’ve seen with getting apps working across all devices. Discussion then turns to the Apple Watch, and how this could be the launching point for a morse code resurgence. Jelly then turns the discussion to development, and with very little to go on, suggest the possibility that Apple Watch “apps” might end up as little more than extensions of apps on your iPhone. From there, discussion turns to the Taptic Engine and its future as a feedback mechanism. When combined with iBeacons and other methods of detecting the world around you, will the watch become a player in giving you the ability to interact with the world around you? Just to top off the episode, Jelly discusses his image caching adventures, discussing the pros and cons of three third-party image caching libraries: SDWebImage, Haneke and Path’s Fast Image Cache.

Der Übercast
#UC012: Tick, Tack

Der Übercast

Play Episode Listen Later Sep 12, 2014 83:57


Neben neuen Appleprodukten auf dem Radar, haben wir als Gast Timo Josten, den Entwickler von Dropshare, mit im Flieger. Und da Timo ein netter Kerl ist, gibt es drei Lizenzen für euch zu gewinnen. Als Gast haben wir Timo Josten (@activeOtwo), den Entwickler von Dropshare, mit im Flieger. Und da Timo ein netter Kerl ist, gibt es drei Lizenzen für euch zu gewinnen. Lieber Fluggast, wenn dir das Gehörte gefällt oder dir Sorgenfalten auf die edle Stirn fabriziert, dann haben wir etwas für dich: iTunes Bewertungen. Überentwicklung Ja. Falls ihr schon auf Play gedrückt habt, dann habt ihr es gemerkt. Ganz brandneu-neu-neu beim Übercast, die Elektronik im Flugzeug wurde auf Vordermann gebracht und nun gibt es mehr oder minder hilfreiche Durchsagen, welche euch zum einen durch die Segmente unserer Show führen und zum anderen etwas mehr Niveau in die Sendung bringen. Da Patrick am Drücker für die Soundeffekte sitzt, entschuldigt er sich vorab für die eventuelle Überbeanspruchung der Knöpfe – ihr kennt das sicher… wenn etwas neu ist, dann will man damit auch rumspielen. Nun aber zu unserem neuen Segment: In “Überentwicklung” reden wir 20 Minuten lang mit Entwicklern und anderen Fachgästen über ein spezielles Thema. Der Unterschied zur bisherigen Herangehensweise ist also schlicht, dass ihr (a) in den Genuss kommt jetzt öfters mal einen Gast auf’s Ohr gedrückt zu bekommen - nein, nicht jede Sendung - und (b) das sich dieser Exkurs und Blick hinter den Vorhang nicht über die komplette Show streikt. Wie Eingangs bereits erwähnt ist unser Gast heute Timo Josten, und Timo erzählt unser geradewegs wie es überhaupt zu Dropshare kam. Und zwar fiel er dem klassischen “scratching your own itch” Syndrom zum Opfer: Eines Tages war er der bereits etablierten externen Hostingservices zum Teilen von Dateien überdrüssig und entschied sich dazu ein selbstgeschraubtes kleines Tool zu nutzen, um die volle Kontrolle über seine Daten zu haben. Timo entwickelt seit 1,5 Jahren mit Cocoa und es so oft ist, man lernt am besten, wenn man direkt an einem praktischen Beispiel übt. Schnell hat sich dann herausgestellt, das die Idee an sich für ein solches Sharing-Tool sehr populär ist und daraus ist dann Dropshare er- und entwachsen. Timo hat eine UI gebaut, damit sich auch unsereins ohne tiefgreifende Kenntnisse seine Verbindungen einrichten kann, für die Dateiübertragung hat ist er vom STP Protokoll auf sicherere Schnittstellen zur Dateiübertragung gewechselt und hat jede Menge Userwünsche mit eingebaut die Dropshare zu dem machen was es heute ist. Der Lösung für das schnelle, kostengünstige und private Sharing auf OS X mit jede Menge Optionen. Features Dropshare kann auf den eigenen Host (per SSH) hochladen, auf Amazon S3 oder auf Rackspace. Das coole ist, dass ihr mehrere Verbindungen angeben könnt und somit Dateien an unterschiedliche Ziele hochladen könnt, z.B. auf die private Sharingseite, die eigene Webseite oder euren professionellen Webauftritt. Hochladen könnt ihr indem ihr die Datei auf das Dropshare Icon in der Menüleiste zieht. Die Verbindung kann momentan per Shortcut gewechselt oder per Einstellungen in den Settings die man ebenfalls mit ein paar Klicks erreichen kann (Menübar-Icon > Preferences > Active Connections, dann öffnet sich ein Dropdown-Menü). Unterstützt werden ebenfalls die OS X Services, so das ihr Shortcuts mit Apps wie Keyboard Maestro oder FastScripts zum hochladen von Dateien direkt im Finder verwenden könnt, also ohne Drag’n’Drop. Um Ordnung zu halten, könnt ihr über das Icon auch wieder Dateien vom Server löschen. Noch einfacher geht das über den Verlauf, dort werden alle Uploads gelistet, die ihr je hochgeladen habt. So behaltet ihr den Überblick und könnt den Frühjahrsputz angehen. Optional können die Links zu den hochgeladenen Dateien als gekürzte URL in die Zwischenablage kopiert werden. Unterstützt wird der offizielle Google URL shortener (goo.gl), Dropshares eigenes Kürzel dsh.re und für die ganz wilden unter euch auch das eigene Shortener-Skript. Ebenfalls wahlweise kann man Markdown Dateien als HTML Seiten hochladen, um eine schöne, leserliche Seite zu generieren. Geplant ist hier auch die Möglichkeit Themes für diese Option zu integrieren. Bei der Landing Page funktionieren Themes schon heute. Ist dieses Feature aktiviert, wird für jeden Upload eine schicke Seite angezeigt mit Informationen zur Datei und Downloadbutton angezeigt. Wenn ihr HTML/CSS/JavaScript-kundig seit, könnt ihr euch je nach Expertise eine eigene Downloadseite bauen inklusive Logo, Kontaktdaten und Beipackzettel. Falls gewünscht kann Dropshare auch eure Bildschirmfotos automatisch hochladen und bei Bedarf gleich die Datei von eurem Computer wieder löschen. Als kleiner Vorausblick, nach Patrick’s bohrenden, inquisitativen Fragen zum Thema Dropshare für iOS atmet Timo einmal tief durch und gesteht, dass es ihm eine Freude wäre die App sofort anzugehen. Da es aber zeitlich im Moment nicht drinnen ist und er lieber eine App gescheit mit Updates versorgt, als auf zwei Hochzeiten gleichzeitig zu tanzen ist dieses Projekt verschoben. Nichtsdestotrotz steht das weit oben auf Timo’s persönlicher Todo-Liste und man darf mit einem iOS Pendant rechnen – nur halt nicht jetzt und direkt. Exkurs – Common Markdown Auf Sven’s Standard Markdown Spitze hin hier noch ein paar Links zum schmökern, falls das Drama an euch vorbeigegangen ist und ihr in Soap-Oper-Laune seid: Offizielle Webseite: CommonMark Diskussion auf Hacker News: Standard Markdown Diskussion auf Reddit: Standard Flavored Markdown Offizielle Entschuldigung: Standard Markdown is now Common Markdown Kontakt Wer mit Timo in Verbindung treten will oder Einkaufen gehen will, wird hier fündig. Webseite: mkswap.net Kontakt: josten.biz Twitter: @activeOtwo Apps: OS X: Dropshare (Direktversion für ca. 3,88 €, App Store Version 4,49 €) Anmerkung: Es gibt keine Unterschiede zwischen den zwei Versionen. IAP: Wer mehr als zwei Verbindungen anlegen möchten kann für unter zwei Euro diese Option per in-app purchase freischalten. Auf Twitter: @DropshareForMac iPhone: MoneyGone (2,69 €) Für Entwickler gibt es auf der offiziellen Webseite unter Projekt noch mehr Apps aus dem Hause Josten. Dropshare giveaway Was gibt es abzustauben??? 3 Lizenzen für Dropshare die Standalone Version Wie nehme ich teil? (1) Hört euch den Flug UC#012 an. (2) Werdet sozial aktiv: Auf allen sozialen Netzwerken findet ihr einen speziellen Post zu unserem Gewinnspiel. Es gilt diese frohe Botschaft zu verkünden. Es reicht sich ein soziales Netzwerk auszusuchen, dem Übercast dort zu folgen, bzw. zu liken Auf Facebook den Beitrag teilen und liken Oder auf Twitter den entsprechenden Tweet retweeten Es geht sogar bei Google+ plusen und sharen Oder bei App.net reposten Mit diesen zwei Schritten seid ihr im Pool und vielleicht einer der glücklichen Gewinner. Klar, wenn ihr auf mehreren Netzwerken aktiv werden, so steigert ihr damit auch eure Chancen. Teilnahmeschluss ist Mittwoch, der 17. September 2014 (12 Uhr). Die Bekanntgabe der Gewinner erfolgt bei Veröffentlichung der nächsten Episode am 26. September 2014. Des weiteren werden die Gewinner persönlich auf dem jeweiligen sozialen Kanal ihrer Wahl benachrichtigt. Überbleibsel Heute mal ganz kurz und schmerzlos – im Zuge der Fülle an Information die gleich auf euch zukommt, werden in Punkto Überbleibsel nur die Gewinner des »MacSparky Presentation Field Guide« verkündet: @3_5x5_5 @logolife Thomas Schlosser @codeh_de Herzlichen Glückwunsch und vielen Dank für die Teilnahme! Schlüsselnotenzeit Die historische Überleitung zu unserem heutigen Hauptthema erfolgt sogleich durch Sven. Die Keynote wurde nämlich im Flint Center of Fine Arts abgehalten. Was einige vielleicht nicht wussten, dies ist ein geschichtsträchtiger Ort für Apple, denn hier stellte Steve Jobs nach seiner Rückkehr zu Apple den ersten iMac vor. Heute ist es Tim Cook, der unglaubliche große iPhones und die lang erwarte Apple Watch vorstellt. Der Live Stream der Keynote hat dieses Mal nicht wirklich gut funktioniert. Auf Twitter gab es die komplette Bandbreite an Emotionsausbrüchen zu bestaunen. Sven hat allem Anschein die Antwort parat, aber bei so einem brandaktuellen Thema kann es selbst dem ältesten Hasen passieren, dass mal nicht der allerneuste Artikel aufgegriffen wird. Deshalb hier die von Andreas ausgegrabene Korrekturrecherche: Weshalb ruckelte der Livestream? Andreas selbst hat die Keynote natürlich wieder geschwänzt, um seinem Ruf als Streaming-Bolkottierer von Marketingevents gerecht zu werden. Natürlich hat er sich trotzdem für unsere Show die nötigen Informationen handverlesen aus diversen Blogs zusammengebrowst. iPhone 6 und iPhone 6 Plus Link zum Bild: Bastelstunde im Kindergarten Wenn wir den ersten Teil der Keynote zusammenfassen müssten in einem Bild, dann wäre es jenes Bild welches unter der Überschrift drohnt. Patrick hat die einzigen iPhones in der Hand die er sich momentan leisten kann, Andreas sein Blick könnte nicht mehr Kritik ausstrahlen gegenüber den “Phablets” und Sven sitzt immer noch völlig (an)gespannt da und wartet auf die Uhr. Wer mitbasteln will bekommt hier Links zu Druckvorlagen: http://cdn.arstechnica.net/wp-content/uploads/2014/09/iphone-scale.pdf http://img.wonderhowto.com/img/download/iphone-6-and-6-plus-scale-cutouts.pdf Inkl. Homescreen um zu sehen was der Daumen so alles erreichen kann: Which iPhone 6 Size Is Best for me? Das Unwort “Phablet” und viele Fragen dazu So unschön das Wort ist, jetzt steht es nun einmal da. Wie groß das iPhone in der Tat ist seht ihr hier… Link zum Bild: Größenvergleich … oder in dieser Montage von LadyX aus dem MacRumors Forum: Link zum Bild: LadyX Montage Sven mutmaßt, dass Apple sich mit der Größe der Smartphones womöglich um die Teenie-Klientele für iPads bringt, da speziell dieser Zielgruppe fortan ein Gerät alleine genügt und nicht immer das Geld so locker sitzt. Patrick merkt an, dass er Teens prinzipiell in der Stadt nur noch mit Gesicht und Hand am Handy in der Stadt sieht und gibt folgende Erfahrungswerte eines Freundes der 2 Jahre mit einem 5,5″ Handy durch die Welt gegondelt ist weiter: Es ist unwahrscheinlich, dass du am Flughafen mit der einen Hand deinen Koffer ziehst und mit der anderen textest – not gonna happen. Ist es unmöglich? Nein. Du hast nur immer im Unterbewusstsein, dass dir das gute Stück aus der Hand fällt. Das Flughafenbeispiel, weil das der Ort ist, an dem es ihm immer auffällt: Du musst dein Handy benutzen, bist aber dazu noch in Eile. Schlechte Kombo. Eines ist Sicher: Es kommen jede Menge “Mein iPhone ist hingefallen” Geschichten auf uns zu! Wie Andreas schon sagte, es ist klar, dass nun mit 5,5″ der Umstieg auf ein Gerät möglich ist (statt einem Smartphone und einem Tablet). Patrick schiebt nach, dass so ein dickes Handy je nach Anwender reicht, … oder halt auch nicht. Jeder muss für sich selbst entscheiden, was er für Anforderungen an ein Gerät stellt. Nur so kann man sich für das richtige Gerät, bzw. Gerätekombination entscheiden. Fest steht, dass das 6 Plus nicht unbedingt als “iPad Mini Killer” gewertet werden muss. Das iPad Mini ist viel breiter und hat einen komplett anderen Formfaktor (4:3 Bildschirm). Bücher, Comics, Spiele, Internet und Videos darauf zu konsumieren ist eine andere und oft schönere Baustelle. Wir halten fest: Beide Geräte haben ihre Daseinsberechtigung. Wer jetzt bei den verschiedenen Modellen vor der Qual der Wahl steht, für den gibt es hier noch ein paar hilfreiche Hinweise: Option 1: Das Beste was ihr tun könnt → In eine Fachgeschäft gehen und selbst ausprobieren. Option 2: Eine der verlinkten Vorlage runterladen, ausdrucken (fit to page ausstellen), ausschneiden, auf Pappe kleben und selbst schauen wie es sich anfällt und transportieren lässt. Beim Hosentaschentest nicht vergessen, wenn das Stehen sich “okay” anfühlt, heißt das nicht, dass sitzen und knien auch locker drinnen ist. Also testen! Option 3: Spigen Case für iPhone 6 Plus (12 EUR). Die teurere Alternative zu den Schablonen, kauft euch ein Case und tragt es mal einen Tag mit euch rum. Äußere und Innere Werte Da wir hier in den Show Notes sind, gibt es noch eine Extra-Auflistung was sich so alles geändert hat, bevor wir uns dann den Unterschieden zwischen den Modellen widmen. Der Look leicht geschwungener Bildschirm an den Seiten wie beim iPad und iPod Power-Button nun an der Gehäuseseite Lautstärkeknöpfe ebenfalls wie beim iPad Gut nach Patrick, denn “die lassen sich wirklich leichter drücken”. Kritisch nach Patrick, denn evtl. können die Knöpfe in der Hose unabsichtlich ausgelöst werden. Die alten Knöpfe sind in der Tat nicht so leichtgängig. Preisübersicht Preis/Speicher iPhone 6 Plus iPhone 6 iPhone 5S iPhone 5C 8 GB X X X 399 € 16 GB 799 € 699 € 599 € X 32 GB X X 649 € X 64 GB 899 € 799 € X X 128 GB 999 € 899 € X X Vorgriff: Zusammenfassung der Unterschiede Akkulaufzeit: Das iPhone 6 Plus hält wesentlich länger. Die Linse: Das größere Model hat optische Bildstabilisation. Ist also auch bei Fotos einen Tick besser als der “kleine” Bruder. Hinzukommt noch der erweiterter Landscape Modus beim 6 Plus durch welchen Apps mehr Inhalte darstellen können. Ebenso die höhere Auflösung. In Punkto Gewicht unterscheiden sich die Geräte wie folgt: iPhone 6 Plus iPhone 6 iPhone 5S iPhone 5C 172 g 129 g 112 g 132 g Chips Prozessor: Es wurde vom A7 auf A8 Chip gewechselt (nach wie vor: 64-bit). Dieser soll 25% mehr Turbo-Boost bringen. Der M8 Chip für’s Tracking von Schritten kann nun mehr als der bisherige M7 Chip: Distanz schätzen, nicht nur Schritte Unterscheidung zwischen rennen vs. radfahren Ein Barometer (Höhenmesser - kennen wir vom Altimeter im Cockpit hier) für fleißige Treppenbergsteiger ist auch mit dabei. Schnelleres WiFi – 802.11 ac (bis zu 3x schneller as der N-Standard) Ist so. Patrick’s iPad Mini rennt allen anderen Geräten im Haushalt davon. Gratulation iPhone, du bist nun mit dabei. Falls unterstützt von eurem Anbieter: Anrufe per Wi-Fi annehmen, wenn ihr aus dem Wi-Fi-Bereich kommt, wird ohne Probleme und ganz sanft auf das Funknetz umgestiegen. Akkulaufzeit So, nun aber ans eingemachte: Die Akkulaufzeit. Erst ein wenig vorschnell von Pilot Sven überflogen und als “mit nur leichten Unterschieden” deklariert, merkt der sich auf die Internetnutzung versteifende Pilot (dort beträgt der maximale Unterschied nur 4 Stunden) beim überfliegen der Tabelle doch noch, dass es da in der Tat doch schon frappierende Unterschiede gibt. Aber seht selbst: Link zum Bild: Übersicht – Akkulaufzeit Wie ihr oben seht, ist die Akkulaufzeit deutlich besser beim größten aller iPhones. Ein nicht unerhebliches Kaufkritierium wie Patrick findet und deshalb gibt es noch eine kritische Anmerkung dazu aus der “The Verge Live: iPhone 6 and Apple Watch” Diskussionsrunde. Hier die wichtistgen Punkte zum Theme, die Patrick für sich rausgezogen hat: Die Industrie will erst einmal die Smartphones nur dünner machen. Wenn das Limit erreicht wird, dann ist erst die Batterie dran. Schade, weil mehr drinnen ist laufzeittechnisch. Kürzlich gab es eine Forschung zum Ergebnis hatte, dass man als Konsument den Unterschied quasi nicht mehr erfüllen kann zwischen den paar Millimetern an Breite. Vorrangig ist es also bei den Smartphones ein ziemliches Optikrennen, anstatt ein Gefecht um die beste Akkulaufzeit. Denn wo mehr Platz ist, da passt auch eine größere Batterie rein. Display, Landscape Modus, Reachability Das 4,7er (1920 x 1080 px bei 401 ppi) und das 5,5er (1334 x 750 px bei 326 ppi) haben deutlich mehr Pixelmost. Letzteres wird sogar als Retina-HD betitelt. Patrick gibt eine kleine Falschauskunft im Podcast. Auch wenn er 4,7″ sagt, hat er irgendwie noch Sven’s 5S im Hinterkopf. Hier die offizielle Entschuldigung: “Lieber Sven, natürlich hat dein (ebenfalls) großes 4,7″ iPhone auch den horizontal Modus für das Springboard, nur halt nicht - wie bereits erwähnt die Extra-Freifläche die Entwickler künftig einbinden können. Irgendwie habe ich es geschafft, mir kurz vor der Aufnahme einzureden, dass es noch ein normalgroßes iPhone gibt und das du das holen willst und wirst. Über die späte Erkenntnis, dass es überhaupt noch ein solches 4″ iPhone gibt, war ich selbst sehr überrascht. Leider zieht sich der grobe Schnitzer nun über alle Aussagen zu “deinem iPhone” hinweg. Aber die Redaktion hat mir versprochen da keinen großen Hehl draus zu machen.” Also noch einmal für alle zum mitschreiben: Die neuen iPhones haben beide diesen Modus, nur das alte 5er logischer Weise nicht – ist ja kein Platz. Das Plus kann auch noch mehr darstellen und man darf gespannt sein, ob Entwickler einige Bedienelemente die sich bisher in den Settings verstecken dorthin auslagern oder wie diese Freifläche allgemein genutzt werden wird. Den Ein-Hand Modus (“Reachability”), welchen man per Doppel-Touch auf den Touch ID Button auslöst, hat Sven zukünftiges iPhone 6 natürlich ebenfalls. Reachability sorgt dafür das der obere Teil des Bildschirms nach unten rutscht, dass man diesen Teil bequemer erreichen kann. Noch ein zusätzlicher Touch und ihr gelangt zurück zum Vollbildmodus. Basketballspieler brauchen die Funktion übrigens nicht. Link zum Bild: Shaquille O’Neal Nebenbei erwähnt, eine ähnliche Funktion haben andere Hersteller ebenfalls bereits integriert – es handelt sich also nicht um einen Geniestreich aus Cupertino. Das muss bei solchen Abmessungen einfach sein, denn wer erinnert sich nicht gerne an diesen iPhone 5 Werbespot. Am Ende des Tages kann es natürlich sein, dass man zum größten Teil für beide 6er prinzipiell eher 2 Hände braucht. Kamera-Fakten Autofocus doppelt so schnell Panorama Modus: bis zu 43MP (größere Panoramas) Neuer Gyroscope-Sensor: besseres stitching bei Panoramas Fortgeschrittene Gesichtserkennung und ein “Bester Schnappschuss” Modus Linse 6+: Optische Bildstabilisation kann sich bewegen und so das Bild stabilisieren Justierung und Stabilisierung Noch besser bei schlechten Lichtverhältnissen 6: Elektronische/digitale Bildstabilisation Video Framerate verdoppelt 1080p von 30 fps auf 60fps Zeitlupenmodus von 120 fps auf 240 fps NFC (Near Field Communication) Die Katze ist nun aus dem Sack. Bezahlt wird nicht per iBeacon wie von der Tech-Szene vor einem Jahr noch vermuten und wie von PayPal bereits umgesetzt per Bluetooth 4.0 mit Beacons. NFC ist bei Patrick heute NVC, weil seit der iPhone-Affäre von oben einfach der Wurm drinnen ist. Bei Android ist NFC dagegen schon immer NFC und auch schon eine kleine Ewigkeit am Start. Apple war allerdings so nett und hat gleich mal diverse Partner mit ins Boot geholt. Sven freut sich auf jeden Fall auf die schöne neue Weltm in welcher er ins Flugzeug und ins Hotelzimmer per Handy einchecken kann. Ebenso begeistert es alle Piloten, dass man nun komplett anonym hinter seinem iPhone ist. Man bekommt eine Accountnummer von Apple und das war’s. Apple selbst sagt von sich auch: »Security is at the core of Pay, but so is privacy. We’re not in the business of collecting your data.« Der Großkonzern aus Cupertino weiß also weder “was ihr wo gekauft” habt, noch sonst irgendwas. Ebensowenig sieht der Kassierer euren Namen. Ihr müsst auch nicht mehr den dreistelligen “Sicherheitscode” eingeben. Wie versprochen gibt es hier in den Show Notes noch mal eine Liste zum Thema NFC und Sicherheit. Sicherheit: PC-WELT: Zahlung per NFC - bequem aber sicher? PC-WELT: Ist das Bezahlen per Funk sicher? Zusammenfassung: Betrugsfälle sind nicht auszuschließen, aber bisher ist keiner bekannt. Bis zu 10 cm muss sich ein Betrüger dem Smartphone nähern. Ein dicker Geldbeutel oder ein Spezialhülle die abschirmend wirkt sollen wohl helfen. Verbreitung und Integration: Ausserdem hat Patrick noch ein wenig recherchiert, wo und wie das Ganze - insbesondere in Deutschland - umgesetzt wird und was der Status Quo ist: Bezahlen per NFC macht man problemlos bei Kleinbeträgen bis zu 20-25 EUR. Danach ist die Pin-Eingabe erforderlich. Das entfällt wohl bei der Apple-Lösung. Das Bezahlen per iPhone started zunächst in den USA (American Express, Mastercard/VISA) und Entwickler können die Funktion auch in Apps integrieren. Besonders Beispiele wie die Einbindung beim Taxi-Dienst “Uber” sollten Registriermuffel aufhorchen lassen, dort kann man nämlich ohne extra einen Account anzulegen sich ‘ne Taxe bestellen. In England und Australien ist die ganze Geschichte schon wesentlich verbreiteter und beliebter, doch auch bei uns gibt es Hoffnung. So kündigt Mastercard kündigt zum 1. Januar 2015 einen NFC-Zwang für neu aufgestellte Kassensysteme an. Momentan sind nur 5% der 700.000 Mastercard-Akzeptanzstellen umgerüstet. Hier eine Liste wo sich bereits per NFC bezahlen lässt: Aral-Tankstellen (Esso will nachziehen) Galeria-Kaufhof-Warenhäusern Hit-Supermärkte (noch nie gehört) Hannover, Hildesheim, Braunschweig und Wolfsburg DM Drogeriemärkte, Edeka, Jet und McDonalds. In Frankfurt sollen 1.400 Taxen mit NFC-Chips ausgestattet werden. De facto: Bei uns dauert es also noch und man muss hoffen, dass die Kritiker, welche auf zu geringe Vorteile gegenüber dem herkömmlichen Verfahren beim Bezahlen mit Bankkarten verweisen, einfach ignoriert werden. Aber auch nur, weil das Bezahlen per Handy einfach zu praktisch, um es längerfristig zu ignorieren. NFC Automatisierung Trigger (ehemals NFC Task Launcher) aus dem Google Play Store ist die App, um die Android-Nutzer schon seit Jahren von Patrick beneidet werden. Aufkleber holen, programmieren, Aktion ausführen. Das stellt sich der junge Pilot sehr geil vor und zudem noch aller Wahrscheinlichkeit nach erschwinglicher als überall iBeacons aufzustellen. Anwendungsbeispiele: Haustür: Beim Verlassen der Wohnung WLAN ausschalten Auto: Bluetooth aktivieren Schlafzimmer: Flugzeugmodus aktivieren, Lautstärke auf Leise stellen, Bildschirmhelligkeit auf 1% fahren. Noch besser wird’s wenn man Webseiten, quatsch, x-callback-url’s öffnen bzw. ausführen lassen kann. Patrick würde sich sofort ein analoges Launch Center Pro bauen mit dem er ein Festplattenbackup anstoßen kann, Blog-Posts veröffentlicht und das letzte Bild automatisch an Heinz und Ulla sendet. Daneben hat die App noch folgende Trigger: Akkustand Standort Zeit-Trigger Die Frage ist nur, ob Apple irgendwann mal Zugriff auf diese ach so unantastbaren Systemeinstellungen gewährt. Sollte sowas in Cydia auftauchen, so wäre dies womöglich wieder ein Anreiz genug für Patrick zu jailbreaken. Video-Links Um das Thema iPhone gebührend abzuschließen noch ein paar Videos zum Ausklang. Trigger Happy TV - Der ‘großes Handy’ Typ und noch mehr The Verge: iPhone 6 and 6 Plus hands-on Apple: iPhone 6 and iPhone 6 Plus - Seamless Apple: iPhone 6 and iPhone 6 Plus - Health Apple: Introducing iPhone 6 and iPhone 6 Plus _ WATCH = “One more thing” »We believe this product will redefine what people expect from its category.« Als erstes hat sich Apple ein wenig selbst die Schulter getätschelt. Der eigene Erfindergeist und der konstante Fokus auf das Wichtigste wurden hochgelobt: Das User-Interface. Mac => Mouse iPod => Click-wheel Apple watch => digital crown Erhältlich ist das gute Stück im Frühjahr 2015. Sven lobt das Apple allem Anschein nach verstanden hat, dass die Uhr ein individuelles Schmuckstück ist und man so viel Kombinationsmöglichkeiten hat (bis zu 2 Millionen… eine unfassbare Zahl die Patrick beim ersten Ohrenkontakt gar nicht glauben wolle). Anbei ein grober Überblick. Varianten 3 Modelle: Apple Watch: hochglanzpoliert in Edelstahl oder Space Black Apple Watch Sport eloxierten Aluminium in Silver und Space Gray. Apple Watch Edition 18-karätigem Roségold oder Gelbgold 2 Größen (ebenfalls bei den versch. Bändern) Bänderwechseln - sieht gut aus, hoffentlich hält’s auch Gliederarmband, Milanaise (feingliedriges Metallarmband, nicht flach ausstreckbar), Leder, Plaste, etc. Features und Alleinstellungsmerkmal Das berühmt-berüchtigte (unverkratzbare) Saphir-Kristallglas “Digital crown” - die Krone, das Drehrad, welches als Homebutton-Ersatz und Scrollrad daherkommt. “Force Touch” macht die UI drucksensitiv. Es kann zwischen Tap und Press unterschieden werden. Die Uhr kommt außerdem mit haptischem Feedback daher und drückt euch sanft, wenn ihr Neuigkeiten bekommt. Meinungen und Mutmaßungen Für Sven steht fest, dass die Apple Watch das Schmuckstück unter den Smartwatches ist – auch wenn sie nicht im klassischen und etablierten runden Look daher kommt. Dennoch würde er seine heiß geliebte Tagheuer nicht in die Schublade stecken dafür… was ihn aber nicht abhalten wird als Technikfreund irgendwann einmal das Handgelenk mit der Apfeluhr zu umrahmen. Das die Navigation mittels haptischem Feedback (ganz dezente Druck-Vibrationen die noch nicht einmal der direkte Sitznachbar mitbekommen soll) gelöst wurde gefällt Patrick wiederum, der sich im Großstadtdschungel regelmäßig mit flachem Akku verläuft. Sportfreund Andreas macht eine klare Ansage: Er würde sich überlegen, eventuell die $349 zu investieren. Der Preis sei zwar eine ordentliche Stange Geld, aber für die Wertigkeit und die Integration ins bevorzugte Ökosystem könnte sich das lohnen. Wir werden sehen, ob wir Anfang nächsten Jahres die Checkliste vor der Show per Uhr abarbeiten. Dann geben wir natürlich sofort bescheid geben und verkünden das Andreas zugeschlagen hat. Dank des Triathlontrainings von Sven ist die Uhr für ihn in Version 1 zumindest erst einmal runter vom Wunschzettel. Er braucht eine Wasserdichte Uhr. Bisher sagt das Durchgesickerungskommando, dass die Apple Watch nur Spritz- und Regenwasser fest ist. Patrick hat anfangs gezweifelt, ob Apple es nicht in Punkto “Gimmicks” bei dieser Uhr übertrieben hat. Der Homescreen sieht sehr (über)wuchernd aus, die Nachrichtenfunktion mit Herzschlag, Zeichnung und animierten Emoji’s kommen auch eine ganze Nummer verspielter daher, als man es aus Cupertino gewohnt ist und dann war da ja noch das Astronomy Watchface mit dem man auf den Mond geflogen wird. Sein finales Urteil nach anfänglichem Zweifeln ist, dass so eine Horde an Spielereien für eine auf Individualismus ausgerichtete Uhr durchaus okay ist und auch Sinn macht. Gerade die Astronomy App hat da noch einmal das Ruder rumgerissen und ihn restlos überzeugt… auch wenn’s eigentlich tragbarer Nippes mit Lexikonanbindung ist, aber als Sci-Fi Anhänger ist das natürlich eine versteckte Botschaft von Kupido. Wo Patrick allerdings noch Verbesserungsbedarf vermutet ist die Nachrichtenfunktion. Die Uhr hat ja soweit bekannt ist keine Tastatur, man diktiert also seine Nachrichten ein. Die unausgesprochene Frage von Leuten die oft in zwei oder mehr Sprachen texten ist dem zufolge, wie man die Sprache wechselt. Patrick mutmaßt, dass man wahrscheinlich wie beim iPhone in die Systemeinstellungen der Uhr muss. Bei den iOS Geräten kann man auf der Tastatur direkt umschalten und dann in der jeweiligen Sprache des Keyboardlayouts diktieren. Wenn man irgendwann per Siri schnell umschalten kann anstatt in die Settings zu gehen, wäre das eine willkommene Option, im Speziellen für die Apple Watch. Sven hingegen lobt den Mut von Mr. Lynch (Ex-Adobe Technology Rudelführer), dass dieser vor versammelter Mannschaft sich getraut hat per Siri einen komplexen Satz zu diktieren. Der Übercast schließt daraus, dass der Satz entweder zig’ tausendmal geprobt wurde oder einfach ein Video abgelaufen ist. Andreas zuckt an dieser Stelle verschreckt und man ist sich ab da sicher sein, dass zCasting 3000 involviert war und die Demo abgefilmt hat. Unser Sven stimmt dann noch in den Chorus ein, dass dies nun Tim Cooks Apple ist. Sein Baby ist die Uhr (… und die Riesenhandys). Besonders löblich findet er nach wir vor, dass die Uhr als Lifestyleprodukt verstanden und konzipiert wurde, hier also nicht der Fokus auf Techniknerds gelegt wurde die sich X Features wünschen. Patrick ist trotzdem noch ein wenig baff, weil halt so wenig Informationen rausgehauen wurden, z.B. die einmal am Rande erwähnte SDK und die fehlende ganz spezielle Apple-Begründung, warum die Uhr nicht als autarkes Gerät geplant wurde. Klar, man kann es sich denken, aber trotzdem ist es noch einmal was anderes es aus erster Hand zu hören. Im Grunde ist Patrick auf jeden Fall, trotz nicht gezündetem Kauf-Impuls gespannt auf das Gerät, schließlich hat man bei den Hands-on Demos der Journalisten ja auch nur Videos auf der Uhr gesehen. Eine Fähigkeit der Apple Watch wo er ebenfalls neugierig ist, wie sie sich in der Realität schlägt, ist das ‘Arm-heben - Uhr an’ Feature. In der Show führt er das Beispiel aus dem Klassenraum an, und zwar wenn sich Anton aus der 11b meldet und dann die zuletzt geöffnete Tumblr-Seite mit Food-Porn aufgeht. Link zum Bild: Food Porn Beispiele von der Keynote Die Bedienung sieht ja schon einmal vielversprechend aus. Mit “Glances” kann man per Swipe nach ↑ eine Art Dock aufrufen, in dem die Lieblings-Clock-Faces liegen und zwischen welchen man dann per Swipe wechseln kann. Vorgestellte Apps oder Watchfaces waren unter anderem: American Airlines = Ein Tap um einzuchecken. In Hotels = Ein Tap um die Tür zu öffnen Im BMW = Automatisch bei Bedarf zurück zum parkenden Auto navigiert werden Video-Links The Verge: Apple Watch announcement in 6 minutes The Verge: Apple Watch explained in under 2 minutes The Verge: Apple Watch hands-on (…man bemerke die zitternden Hände beim bedienen der Uhr welche ja auf Autopilot läuft – ist halt neu, da freut man sich). Unsere Picks Timo: Dash von Bogdan Popescu bringt Entwicklern Zugriff auf die Dokumentationen von sämtlichen APIs und dient gleichzeitig noch als Snippet Manager. Die Schnupperversion ist umsonst, die Vollversion kostet 17,99 €. Patrick: Timerlist von Strauss ist ein super flexibler und durchdachter Timer Manager für Yoga, Intervall-Training und komplexe Workouts. Die App kann ebenfalls gratis getestet werden, die Vollversion schlägt dann mit 2,69 € zu buche. Sven: OmniFocus 2 für’s iPad ist zwar noch nicht draussen, aber Insider Sven macht euch hier einfach trotzdem schon einmal den Mund wässrig, da diese Version wohl seine Erwartungen bei weitem übertroffen hat. Andreas: After Shave Milch von Esbjerg. Ja, genau… wenn ihr kein Programmierer seid und mit Dash nix anfangen könnt, lieber auf der Couch sitzt als auf dem Laufband unterwegs seid und demzufolge Timerlist nix für euch ist, oder richtig gut lesen könnt und bemerkt habt, dass OmniFocus 2 für das iPad noch gar nicht draussen ist, dann, ja dann kommt Andreas jetzt mit einer echten Testosteronpackung, die euch aus der Pick-Wüste rein in eine erfrischende Oase für die Nassrasur zieht. Hätte Cleopatra Bart getragen, so wäre sie wie Andreas im Wiener Shop von Esbjerg gelandet.Dort hätte sie sich mit Rasiermilch ausgestattet als gäbe es keinen Morgen. Weil das der mit einem globusumrundenden Abstand bei weitem der beste Pick ist den wir je hatten, gibt’s zum Abschluss noch ein Lächeln wie es nur ein Esbjerg-Nutzer nach einer Frischekur mit seiner Lieblingsmilch hinzaubern kann: Link zum Bild: Aftershave In Spenderlaune? Wir haben Flattr und PayPal am Start und würden uns freuen.

google apple internet man men england fall video sharing partner drama er pilot yoga iphone drop model hands security press welt touch thema tool videos als auto euro app mac computers deutschland apps geschichte falls comics ios silver fest paypal blick ipads tracking logo geld ihr teens noch integration pool qual smartphones funk bei option idee gro wifi probleme mcdonalds seite ganz geschichten anfang tap steve jobs drag limit fokus account sinn beispiel ort projekt freude andreas nun nur platz icon couch ziele namen expertise feature weise antwort wort bild nfc bis siri kritik demo stelle wahl dort unterschied stadt dank stunden frankfurt neben chancen xx realit arm sicherheit jeder deshalb sprache gerade weil fine arts mut keynote themes radar hoffnung seiten verbindung anton boot display liste vorteile erst leider unterschiede preis am ende handy erwartungen nachrichten ganze apple watches fotos aufnahme daten besonders dieser beitrag klar tick punkte inhalte blogs bluetooth ergebnis sollte danach workouts kontrolle meinungen gesicht gb status quo ui sack dennoch nummer sven jet spiele abschluss shortcuts timo teilen mastercard satz server forschung tat schnell mund demos erkenntnis niveau australien millionen geh kanal ruf netzwerk aussagen autopilot zahl schritten aktion funktion apis gewinner neuigkeiten upload settings botschaft emoji leuten abstand navigation tablet rande bruder heinz tack hannover hose mond chorus anforderungen mittwoch optional tim cook strauss montages preferences journalisten ohr der gro genuss netzwerken verlauf aufl sprachen urteil stehen eur kritiker teilnahme haushalt zielgruppe gewinnspiel ebenso verfahren wichtigste mannschaft das beste bisher zuge swipe flugzeug bedarf landing pages kn imac ewigkeit irgendwie verbindungen leder google play store hersteller cocoa smartwatches einkaufen redaktion betr koffer herangehensweise daumen flughafen krone wahrscheinlichkeit varianten unterbewusstsein modus apple iphone verbreitung der l daneben ebenfalls schulter cockpit ruder syndrom einstellungen baustelle entwickler horde hasen schade cupertino momentan zweifeln bildschirm sdks hochzeiten exkurs der unterschied schublade zugriff webseiten vorlage stirn vorhang bandbreite piloten modellen batterie blog posts der preis os x checkliste braunschweig kenntnisse hauptthema klicks geplant akku ipad mini flieger wurm hotelzimmer bezahlen speziellen freundes inkl aluminium tabelle versionen im grunde breite elektronik unterschieden springboard als gast beacons to do liste geldbeutel leise letzteres nichtsdestotrotz kritisch oase umstieg kerl spritz lautst ssh foodporn nvc kontaktdaten die app die verbindung dokumentationen konsument hinterkopf rackspace schnittstellen taxe tastatur anschein einbindung eile programmierer uploads herzschlag werdet dateien lizenzen datei bezahlt iphone6 anwender anmerkung erfahrungswerte 5s hildesheim edeka vordermann schmuckst anreiz homescreen esbjerg a7 wunschzettel entwicklern omnifocus eine f gefecht elektronische wertigkeit amazon s3 schnitzer die industrie werbespot die uhr handgelenk pappe laufband ausklang zeichnung anbei weltm segmente individualismus aufkleber altimeter hehl soundeffekte klassenraum sorgenfalten hochladen geniestreich spielereien kassierer fachgesch internetnutzung beipackzettel erfindergeist flattr vorausblick turbo boost regenwasser ibeacon keyboard maestro force touch cydia teilnahmeschluss nippes ios ger basketballspieler freifl webauftritt lichtverh edelstahl vollversion akkulaufzeit tech szene schablonen ibeacons hinzukommt kombinationsm durchsagen space gray apple l android nutzer taxen bildschirms die keynote reachability abmessungen phablets apple watch edition punkto launch center pro stange geld sitznachbar vorrangig bankkarten wie andreas millimetern ebensowenig zwischenablage formfaktor bedienelemente flint center html css javascript funknetz nassrasur da patrick anmerkung es justierung html seiten fastscripts landscape modus
Gone Mobile Podcast
Gone Mobile 16: iBeacons

Gone Mobile Podcast

Play Episode Listen Later Sep 8, 2014 50:45


iBeacons are an emerging technology with a lot of exciting applications. In this episode we talked to Doug Thompson to dive into what they are, how they're used, and where beacons are heading in the future. Special Guest: Doug Thompson.

The CultCast
CultCast #137 - Trusty Steeds

The CultCast

Play Episode Listen Later Jul 25, 2014 57:08


This week: William Shatner is the coolest grandpa ever; to take on Apple, Microsoft doubles down on design; Apple inches closer to a digital wallet; why the Apple on your iPhone 6 could glow; iBeacons are a marketer’s best friend; and then… if you could ride any animal into battle, what would it be?  We’ll answer that question and more on an all-new Get To Know Your Cultist.  Thanks to Lynda.com for sponsoring this episode!  With over 2,000 high quality video courses taught by industry-leading experts, Lynda.com will help you master virtually any application, all on your own time and at your own pace.  Learn all you want for free for 7 days with a free trial.  Try it now at Lynda.com/CultCast  And a big thanks to Kevin MacLeod for all the great music you hear on this week's episode. Links to todays stories: OS X Yosemite beta goes public — here’s how to get it http://www.cultofmac.com/288717/apples-os-x-yosemite-public-beta-live/#5TqpPA3ODgazIybP.99 William Shatner reviews Facebook apps… on his Tumblr http://williamshatner.tumblr.com/ Microsoft makes design central to its future http://www.cbsnews.com/news/microsoft-makes-design-central-to-its-future/ Apple’s mobile payments solution could arrive in the iPhone 6 this fall http://www.cultofmac.com/288607/apples-mobile-payments-solution-finally-arrive-iphone-6-fall/#YtuFpUY3cdZYeBkJ.99 Apple orders insane number of new iPhones, but 5.5-inch model faces setbacks http://www.cultofmac.com/288316/apple-orders-insane-number-new-iphones-5-5-inch-model-faces-setbacks/#FTtKB7oWcfRavQKE.99 Glowing Apple logo could serve up alerts on iPhone 6 http://www.cultofmac.com/288148/glowing-apple-logo-serve-alerts-iphone-6/#XvLprk5SVvBdgi0p.99 All the little tweaks Apple added to iOS 8 beta 4 http://www.cultofmac.com/288205/new-stuff-ios-8-beta-4/#GXlAAx0rCkmvz1IM.99 A look at the redesigned iTunes 12 in OS X Yosemite beta   http://www.cultofmac.com/288212/itunes-12-tour/#siIZOsCFJShLeyFx.99 Apple’s iBeacons are paying off for advertisers in a huge way http://bgr.com/2014/07/23/apple-ibeacon-advertising-stats/?

Mobile Presence
Mapping In-Door Mobile Marketing Goals With Glimworm iBeacons

Mobile Presence

Play Episode Listen Later Jul 23, 2014 38:04


Jonathan Carter, co-founder of Glimworm iBeacons, explains the growing excitement around iBeacons and how these advanced location transmitters can deliver alerts and deals to consumers on their smartphones. But, before you get on the iBeacon bandwagon, listen in to his top tips on how to increase revenues and engagement by targeting people in the context. The post Mapping In-Door Mobile Marketing Goals With Glimworm iBeacons appeared first on Mobile Presence.

Tech Talks Central
TTC #11. Cytech explains why SMS is still a key technology player

Tech Talks Central

Play Episode Listen Later Jun 4, 2014 8:25


George Saslis, Solution Designer of Cytech, the b2b software solutions company for the mobile sector, explains why SMS is not dead but on the contrary is the one communication medium that connects everyone. He goes on to identify other enterprise solutions that are showcased at MWC14 and predicts the future for NFC, iBeacons, mobile app development and more. Interviewed by Yannis Rizopoulos for Tech Talks Central.

OMT LIVE
OMT LIVE: Sven Haitjema, iBeacon pionier

OMT LIVE

Play Episode Listen Later May 27, 2014


if(typeof(jQuery)=="function"){(function($){$.fn.fitVids=function(){}})(jQuery)};jwplayer('jwplayer-114').setup({"aspectratio":"16:9","width":"100%","primary":"html5","image":"https://cdn.onemorething.nl/uploads//2014/05/340.png","file":"https://www.youtube.com/v/79BZgNYbGys"}); Abonneer je gratis op OMT LIVE in iTunes Vanavond was Sven Haitjema bij ons te gast, een pionier op het gebied van iBeacons. Sven is getalenteerd (hardware-) ontwikkelaar en afgestudeerd in technische informatica. Als Co-Founder en Embedded Systems Engineer bij Glimworm Beacons soldeert hij de Bluetooth-bakens eigenhandig tot een succes. Kijk de aflevering terug via YouTube of abonneer je op de Podcast. meer… The post OMT LIVE: Sven Haitjema, iBeacon pionier appeared first on One More Thing.

Around The Coin
What Are iBeacons All About?

Around The Coin

Play Episode Listen Later May 12, 2014 65:53


This week on Around the Coin podcast we cover iBeacon technology. We'll discuss how it technically works, examples in the real world, and what future business opportunities exist for startup founders. Around the Coin.

Aussie Mac Zone - Video
Episode 040 - 01/04/2014

Aussie Mac Zone - Video

Play Episode Listen Later Apr 1, 2014 48:29


Happy 38th birthday, Apple! United Nations uses iBeacons to simulate a minefield & raise awareness at NY museum Australian Reseller News reported today Dicker Data And Apple go separate ways Apple set to increase price of apps in Australia

Mac OS Ken
Mac OS Ken: 03.31.2014

Mac OS Ken

Play Episode Listen Later Mar 31, 2014 25:00


A big iBeacons talk with Tim Perfitt of Twocanoes

macos ibeacons mac os ken
OMT Specials
OMT Special: iBeacons in het Groninger Museum

OMT Specials

Play Episode Listen Later Mar 29, 2014 3:23


if(typeof(jQuery)=="function"){(function($){$.fn.fitVids=function(){}})(jQuery)};jwplayer('jwplayer-12').setup({"aspectratio":"16:9","width":"100%","primary":"html5","image":"https://cdn.onemorething.nl/uploads//2014/03/iBeacons.png","file":"https://www.youtube.com/v/LoeYCMEhLg4"}); Abonneer je gratis op OMT Specials in iTunes In het Groninger Museum opent vandaag De Collectie. Op deze tentoonstelling is een groot aantal topstukken uit de collectie van het museum te zien. Toch zul je er mensen tegenkomen die vooral naar het scherm van hun iPhone of iPad staren. De Collectie is namelijk de eerste museumtentoonstelling in Nederland die gebruik maakt van iBeacons. meer… The post OMT Special: iBeacons in het Groninger Museum appeared first on One More Thing.

Mind Set Daily
Mind Set Daily - March 27, 2014

Mind Set Daily

Play Episode Listen Later Mar 26, 2014 7:26


Topics covered on today's episode of Mind Set Daily "Creepy Staten Island Clown Roaming the Streets" A mysterious clown has been seen lurking on the streets of Staten Island, N.Y., at night over the past week. The "SI Clown," as the costumed creature has been dubbed, bears a striking resemblance to Pennywise, the evil clown in Stephen King's classic horror novel and film "It." Why would a person dress as a clown and freak people out? There are several possible reasons, ranging from a playful prank to a professional clown innocently returning from a kid's birthday party. Yet, according to the New York Post, the SI Clown may be a publicity stunt: It seems that the four people who originally posted photos and videos of the costumed creepster not only know one another, but also have links to the same Staten Island-based company that produces horror films. Coincidence? Could be. just think about it... "Watch Out for iBeacon - Because It's Watching You" Last June, Apple’s senior vice president of software, sneaked something big into his Worldwide Developers Conference keynote. On a slide listing features that would debut in iOS 7, an unfamiliar word appeared: iBeacons. An iBeacon is a small module that makes a spontaneous Bluetooth connection with a nearby smartphone to deliver packets of information. In December, stores, arenas, and other venues began to test the hardware, pushing coupons and other location-based information to customers. Like any technology, iBeacon is not inherently good or bad; it’s how we use it that will make the difference. The trouble is, iBeacon is an all-or-nothing scenario. The only surefire way to turn it off is to turn Bluetooth off altogether—also shutting down the connection to your headset or fitness tracker or smartwatch. But that’s not realistic; we’re attached to Bluetooth. Which means it’s up to individual developers and companies to make the right choices and treat us, our privacy, and our attention with a little respect. Just think about it... Visit the article links and listen to this episode to find out more! Support Mind Set Central Subscribe or donate

The .NET MAUI Podcast
Episode 9: iBeacons, MVVM, Google I/O 2014

The .NET MAUI Podcast

Play Episode Listen Later Feb 21, 2014 27:59


Episode nine of the Xamarin Podcast discusses some new announcements from Google, open source applications that you can learn from, MVVM frameworks to speed up your development and much much more. ChrisNTR on Twitter - http://twitter.com/chrisntr Pierce Boggan on Twitter - http://twitter.com/pierceboggan Google I/O 2014 - https://plus.google.com/+SundarPichai/posts/hVVvM5MJU3d Project Tango - http://www.google.com/atap/projecttango/ Wii Remote Hacks - http://www.ted.com/talks/johnnyleedemoswiiremotehacks.html Enhancing Cross-Platform Mobile Development in Xamarin Using MvvMCross and Ninja Coder - http://www.devx.com/blog/devissues/enhancing-cross-platform-mobile-development-in-xamarin-using-mvvmcross-and-ninja-coder.html VS Toolbox - Cross Platform Development With Xamarin - http://channel9.msdn.com/shows/visual-studio-toolbox/cross-platform-development-with-xamarin Using Estimotes With Xamarin.Android - http://www.opgenorth.net/blog/2014/02/16/using-estimotes-with-xamarin-dot-android/ eyeBeacon - http://pennapps2014s.challengepost.com/submissions/20897-eyebeacon Localytics for Xamarin.Mac - https://github.com/robertmiles3/localytics-xamarin-mac Creating Xamarin.iOS bindings for a native library - http://kannan-chandra.com/posts/xamarin-binding-appsee/ NChart3D - http://nchart3d.com/nchart/download Cross-platform Progress / HUD for Android and iOS with Xamarin - http://gerryhigh.com/2014/02/09/cross-platform-xamarin/ Xamarin University - http://xamarin.com/university Continuous Integration for Your Mobile App - http://blog.xamarin.com/continuous-integration-for-your-mobile-app/ Falafel Bridge for TestComplete - http://blog.falafel.com/blogs/ryan-axford/2014/02/17/now-in-the-xamarin-marketplace-falafel-bridge-for-testcomplete Symbolicating iOS Crash Files (Xamarin.iOS) - http://jmillerdev.net/symbolicating-ios-crash-files-xamarin-ios/ My StepCounter on GitHub - https://github.com/michaeljames6/my-stepcounter My StepCounter on AppStore - https://itunes.apple.com/app/my-stepcounter/id789817499?mt=8 Dublin RTPI - https://github.com/wolksoftwareltd/dublinrtpi Json.NET - http://components.xamarin.com/view/json.net json2csharp.com - http://json2csharp.com/ New Series: developing for Android with Xamarin - http://msicc.net/?p=3858 Xamarin/MvvmCross + Autofac - http://nbevans.wordpress.com/2014/02/17/xamarin-mvvmcross-with-autofac/ Simple MVVM Toolkit for WPF, SL, Windows Store, Windows Phone, iOS and Android - https://simplemvvmtoolkit.codeplex.com/releases/view/118065 Making Xamarin.iOS talk to Meteor - http://fastchicken.co.nz/2014/02/11/making-xamarin-ios-talk-to-meteor/ Review of my first real F# program written in Xamarin - http://www.knowing.net/index.php/2014/02/13/notes-on-my-first-real-f-program/ Danger Unstable Structure - No More! - http://7sharpnine.com/posts/danger-unstable-structure/ Special Guest: Chris Hardy.

Devchat.tv Master Feed
043 iPhreaks Show - Core Location & iBeacons with Josh Johnson

Devchat.tv Master Feed

Play Episode Listen Later Feb 20, 2014 44:16


The panelists discuss core location beacons with Josh Johnson.

The iPhreaks Show
043 iPhreaks Show - Core Location & iBeacons with Josh Johnson

The iPhreaks Show

Play Episode Listen Later Feb 20, 2014 44:16


The panelists discuss core location beacons with Josh Johnson.

Mac Geek Gab (Enhanced AAC)
MGG 489: Getting Geeky with Paul Kent about Macworld / iWorld 2014

Mac Geek Gab (Enhanced AAC)

Play Episode Listen Later Feb 19, 2014


Your two geeks are joined by long-time Mac Geek Gab friend, Paul Kent, to talk all about the upcoming Macworld / iWorld 2014 show. Learn how the conference will focus on – and teach you about – the future of technology, iBeacons, Passbook, Bitcoins and, of course, all things Apple […]

Accidental Tech Podcast
52: Necessary But Not Sufficient

Accidental Tech Podcast

Play Episode Listen Later Feb 14, 2014 107:54


Facebook Paper's gesture usability, in-app tutorial videos, and the design challenge of gestural interface. RootMetrics testing real-world wireless speeds. Despite constant effort to improve usability, what if computers just aren't for everyone? (There's a similar long-standing debate with programming. See 4GL.) The Flappy Bird saga: Whether it's a good game and why the developer pulled it. (See also: Super Hexagon.) Is free-with-in-app-purchase ruining the game industry?. Comcast buying Time Warner and the implications on U.S. broadband competition. The stupid new top-level domains (TLDs). iBeacons and Bluetooth LE in stores and .museums. After-show: Bionic on new TLDs (at 26:50) and whether the TLDs are just a scam by ICANN, Patreon, and yet more on the Mac Pro. Sponsored by: Hover: High-quality, no-hassle domain registration. Use promo code WHOTHEHELLISCASEY for 10% off. Squarespace: Everything you need to create an exceptional website. Use promo code CASEY for 10% off. Transporter: A private cloud storage drive that you own and control. Use code ATP for 10% off any Transporter, or ATPSHARE to get the Transporter Sync for just $75.

MyMac.com Podcast
MyMac Podcast #490 - AWESOME GPS MOVE (in an eety beety living space)

MyMac.com Podcast

Play Episode Listen Later Jan 15, 2014 58:00


The Prompt
26: What the Bleep is a Pepper Jack?

The Prompt

Play Episode Listen Later Dec 12, 2013 73:38


This week, free of British tyranny, Federico and Stephen discuss iBeacons, Feedly, Federico's friends and Stephen's new business idea.

Mac OS Ken
Mac OS Ken: 12.09.2013

Mac OS Ken

Play Episode Listen Later Dec 9, 2013 22:39


Cantor Fitzgerald Analyst Expects Double the Average 4Q Sales Growth for Apple Gentle Reminder: There’s Still No Official Deal for a China Mobile iPhone Report: iPad Air Adoption Rate Beating Its Predecessor Apple Officially Pegs iOS 7 Penetration at 74% Most iPhone 5s Waits Drop to 1-3 Business Days Flurry: Mobile App Usage Up 68% in U.S. Over Thanksgiving TMO says Apple Store iBeacon Rollout Shows Apple Pioneering What Mobile Can mean to Retail ISI Group Analyst Disappointed by iBeacons; Still Bullish on Apple Apple Seeks Legal Fee Reimbursement in Samsung Case Apple.com Pays Tribute to Nelson Mandela 

Geeks Interrupted
Episode #44: 9th December 2013

Geeks Interrupted

Play Episode Listen Later Dec 9, 2013 125:07


Phil Edwards, Andy Blume and Daniel Olivares are back in the studio with this week's look at all things Geek. Show Notes: One gigabit available on NBN this month [SMH] Australia's last remaining analogue TV transmitters switched off [ABC] New USB Type-C connector is smaller, reversible, supports USB 3.1 [Ars Technica] Meltdown: Bitcoin Crashes To $US576 [Business Insider] Delivery drones are coming: Jeff Bezos promises half-hour shipping with Amazon Prime Air [The Verge] Facebook Considers Adding a 'Sympathize' Button [The Atlantic] Apple's App Store Hits One Million Apps in the United States [Mac Rumors] Apple begins using iBeacons at all its 254 US retail stores [AppleInsider] Chekov returns in this trailer for 'Star Trek: Renegades' fan project [The Verge] Chris Lilley confirms the return of Jonah as BBC leaks details first [The Drum] 'Fast & Furious' actress Gal Gadot cast as Wonder Woman in 'Man Of Steel 2' [NME] Something we mentioned in the show but missing in the Show Notes? Let us know via our Contact Page. Songs We Played: George Michael - "Careless Whisper" [iTunes] Bloc Party - "Ratchet" [iTunes] Cake - "Short Skirt/Long Jacket" [iTunes] The KLF - "Justified And Ancient" [YouTube] Beck - "Loser" [iTunes] The Beatles - "Rocky Raccoon" [iTunes] Rebecca Black - "Saturday" [iTunes] Bill Nighy - "Christmas Is All Around" [iTunes] Questions, Comments, Feedback and Suggestions are all welcome. Website - http://geeksinterrupted.fm Facebook - https://www.facebook.com/GeeksInterrupted Twitter - https://twitter.com/GeeksOnAir Voicemail - http://www.speakpipe.com/GeeksInterrupted If you enjoyed this episode head on over to iTunes and kindly leave us a rating, a review and subscribe.

Daily
ED 07-11 iBeacons

Daily

Play Episode Listen Later Nov 7, 2013 8:00


Comienzan a aparecer los primeros dispositivos y apps que usan esta tecnología de localización por Bluetooth LE.

Mobile Couch
20: We Used to Grind Pixels Every Day

Mobile Couch

Play Episode Listen Later Oct 28, 2013 60:32


With Jelly’s need for a new Macbook Pro and the recent Apple event, now is as good a time as any to discuss the fallout, including new hardware and the consumer expectation of free software; Jake presents an idea for another app involving iBeacons; and Ben announces some news that gets the couch talking about making the choice to go freelance.

Mobile Couch
19: Say a Teacher Has Lots of iPhones

Mobile Couch

Play Episode Listen Later Oct 14, 2013 55:52


Jake’s excited about iBeacons, and so he discusses use cases, implementation and where to get actual beacons from; and we follow it up with a discussion about Core Data: what it is, what it’s useful for and some of the useful tools and add-ons that will help you manage your Core Data app.

The .NET MAUI Podcast
Episode 4: iOS 7, Porting Silverlight Apps to iOS/Android, Sketch

The .NET MAUI Podcast

Play Episode Listen Later Oct 7, 2013 23:25


Episode four of the Xamarin Podcast discusses all things Xamarin and mobile development related, covering a lot of great articles focusing on iOS 7 development with Xamarin.iOS, Porting Silverlight apps to iOS and Android and various other links from around the web. iOS 7 Adoption - Mixpanel - https://mixpanel.com/trends/#report/ios7/fromdate:-2,todate:0 Xamarin Recipe Cook-off - http://blog.xamarin.com/xamarin-recipe-cook-off/ Xamarin iOS 7 MapKit MKDirections - http://davidsonblake.wordpress.com/2013/09/25/ios-7-mapkit-mkdirections/ iOS 7 - Xamarin Recipe for JavascriptCore Framework - http://jmillerdev.net/blog/2013/09/25/ios-7-xamarin-recipe-for-javascriptcore-framework/ iOS7 Recipe: Background Fetching - http://redth.info/ios7-recipe-background-fetching/ Introduction to Backgrounding in iOS - http://docs.xamarin.com/guides/cross-platform/applicationfundamentals/backgrounding/part1introductiontobackgroundinginios Making Fetch Happen - NYC Mobile .NET Developers Group - http://www.meetup.com/nycmobiledev/events/141348942/ iOS7: Fun Times With the New Full Screen Layout! - http://redth.info/ios7-full-screen-layout/ iOS 7 UI Transition Guide - https://developer.apple.com/library/ios/documentation/userexperience/conceptual/transitionguide/ Play 'Find The Monkey' with iOS 7 iBeacons - http://blog.xamarin.com/play-find-the-monkey-with-ios-7-ibeacons/ Make Your iOS 7 App Speak - http://blog.xamarin.com/make-your-ios-7-app-speak/ SpriteKit on Xamarin.iOS: fun without compromise - http://blog.reblochon.org/2013/09/spritekit-on-xamarinios-fun-without.html Yep, paid apps are dead - http://tapity.com/yep-paid-apps-are-dead/ iOS Support Matrix - http://iossupportmatrix.com/ Modal UIAlertView (iOS 7) - http://prashantvc.com/modal-uialertview-ios-7/ Image Effects with Xamarin.Android - http://prashantvc.com/image-effects-with-xamarin-android/ Porting existing .NET apps to Android - http://blog.xamarin.com/porting-existing-.net-apps-to-android/ Porting existing .NET apps to iOS - http://blog.xamarin.com/porting-existing-.net-apps-to-ios/ Auth0Client Component - http://components.xamarin.com/view/auth0client/ Wave Engine Converter Tool (Android and iOS) - http://blog.waveengine.net/2013/09/26/wave-engine-converter-tool-android-and-ios/ Lead Mobile Application Developer - http://careers.stackoverflow.com/uk/jobs/41224/lead-mobile-application-developer-ios-android-justgiving Memsquare - https://itunes.apple.com/gb/app/memsquare!/id702438915?mt=8 Using RevealApp with MonoTouch - http://tirania.org/monomac/archive/2013/sep-29.html Simple App Artwork with Sketch - http://blog.xamarin.com/simple-app-artwork-with-sketch/ Special Guest: Chris Hardy.