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At this very moment, somewhere on the planet app development teams are working on new mobile apps. Some of them are thinking through features of those apps, others are ready to launch them on an app store, yet other teams are already marketing their apps to acquire users. It's non-stop and you bet all those teams believe their apps are only capable of bringing good to this world. Let's try AppTweak. Now, did you watch the “Black Mirror” TV series on Netflix? Can you guess the connection between this movie and the app development process? Well, patience - on this episode - among many things - you'll get the answer :-) Today's Topics Include: Emily started her career managing software solutions for airlines before taking her experience to the traveler's side of the journey as the product manager for a leading travel management app, TripCase. She spent 5 years working on TripCase, where her first major project was to redesign the mobile app from the ground up. Then as the app grew, she worked on wearables, including a launch app for the Apple Watch and two different Samsung Gear watches. The app project Emily loved the most Challenges of working on apps for wearables Mobile apps versus web apps Optimism, negligence, and short-sightedness in app development What do you do when your app has externalities you didn't anticipate? How do you break through on the app market? Android or iOS? iOS What features would Emily miss most? City Mapper app to navigate and Apple Pay to pay everywhere Links and Resources: Emily Tate on LinkedIn Mind The Product Quotes from Emily Tate: “It's one of those fun things where you can have a problem that looks similar and the tactic you used to solve it the time before will not work this time.” “Where was one of the launch app for the Apple Watch when it came out. And it was a really fun project, both from the perspective of obviously getting to play with new shining technology. But really starting from the ground level of figuring out what is the use case for a smartwatch in the context of travel. ” “Admitting that you've made a mistake is step one. And I think we're so hesitant to do that, you see it all the time.”
So Microsoft announced a new operating system that will replace what was supposed to be the LAST operating system, hopefully they break the Microsoft curse and release two operating systems in a row that are good!
Noticias tecnologícas del día, leídas por el gordo en el baño. https://taplink.cc/elgordocircuito --- Send in a voice message: https://anchor.fm/elgordocircuito/message
Galaxy Wearable (Samsung Gear) - Xiaomi Mi Mix 2s
Mark Weiser was the Chief Technologiest at the famed Xerox Palo Alto Research Center, or Xerox Parc in 1988 when he coined the term "ubiquitous computing.” Technology hadn't entered every aspect of our lives at the time like it has now. The concept of wearable technology probably kicks off way earlier than you might think. Humans have long sought to augment ourselves with technology. This includes eyeglasses, which came along in 1286 and wearable clocks, an era kicked off with the Nuremberg eggs in 1510. The technology got smaller and more precise as our capacity at precision grew. Not all wearable technology is meant to be worn by humans. We strapped cameras to pigeons in 1907. in the 15th century, Leonardo da Vinci would draw up plans for a pedometer and that concept would go on the shelf until Thomas Jefferson picked it back up during his tinkering days. And we would get an abacus ring in 1600. But computers began by needing a lot of electricity to light up those vacuum tubes to replace operations from an abacus, and so when the transistor came along in the 40s, we'd soon start looking for ways to augment our capabilities with those. Akio Morita and Masaru Ibuka began the wearable technology craze in 1953 when they started developing what would become the TR-55 when it was released in 1955. It was the first transistor radio and when they changed their name to Sony, they would introduce the first of their disruptive technologies. We don't think of radios as technology as much as we once did, but they were certainly an integral part of getting the world ready to accept other technological advances to come! Manfred Clynes came up with cyborgs in his story story called Cyborgs in Space in 1960. The next year, Edward Thorp and mathematician and binary algebra guru Claude Shannon wanted to try their hands at cheating at roulette so built a small computer to that timed when balls would land. It went in a shoe. created their own version of wearable technology – a computer small enough to fit into a shoe. This would stay a secret until Thorp released his book “Beat the Dealer” telling readers they got a 44 percent improvement in making bets. By 1969 though Seiko gave us the first automatic quartz watch. Other technologies were coming along at about the same time that would later revolutionize portable computing once they had time to percolate for awhile. Like in the 1960s, liquid crystal displayers were being researched at RCA. The technology goes back further but George H. Heilmeier from RCA laboratories gets credit for In 1964 for operationalizing LCD. And Hatano developed a mechanical pedometer to track progress to 10,000 steps a day, which by 1985 had him defining that as the number of steps a person should reach in a day. But back to electronics. Moore's law. The digital camera traces its roots to 1975, but Kodak didn't really pursue it. 1975 and devices were getting smaller and smaller. Another device we don't think of as a computer all that much any more is a calculator. But kits were being sold by then and suddenly components had gotten small enough that you could get a calculator in your watch, initially introduced by Pulsar. And those radios were cool but what if you wanted to listen to what you wanted rather than the radio? Sony would again come along with another hit: The Walkman in 1979, selling over 200 million over the ensuing decade. Akio Morita was a genius, also bringing us digital hearing aids and putting wearables into healthcare. Can you imagine the healthcare industry without wearable technology today? You could do more and more and by 1981, Seiko would release the UC 2000 Wrist PC. By then portable computers were a thing. But not wearables. You could put 2 whopping kilobytes of data on your wrist and use a keyboard that got strapped to an arm. Computer watches continued to improve any by 1984 you could play. Games on them, like on the Nelsonic Space Attacker Watch. Flash memory arguably came along in 1984 and would iterate and get better, providing many, many more uses for tiny devices and flash media cards by 1997. But those calculator watches, Marty McFly would sport one in 1985s Back To The Future and by the time I was in high school they were so cheap you could get them for $10 at the local drug store. And a few years later, Nintendo would release the Power Glove in 1989, sparking the imagination of many a nerdy kid who would later build actually functional technology. Which regrettably the Power Glove was not. The first portable MP3 player came along in 1998. It was the MPMan. Prototypes had come along in 1979 with the IXI digital audio player. The audible player, Diamond Rio, and Personal Jukebox came along in 1998 and on the heels of their success the NOMAX Jukebox came in y2k. But the Apple iPod exploded onto the scene in 2001 and suddenly the Walkman and Diskman were dead and the era of having a library of music on mainstream humans was upon us, sparking Microsoft to release the Zen in 2004, and the Zune in 2006. And those watches. Garmin brought us their first portable GPS in 1990, which continues to be one of the best such devices on the market. The webcam would come along in 1994 when Canadian researcher Steve Mann built the first the wearable wireless webcam. That was the spark that led to the era of the Internet of Things. Suddenly we weren't just wearing computers. We were wearing computers connected to the inter webs. All of these technologies brought to us over the years… They were converging. Bluetooth was invented in 2000. By. 2006, it was time for the iPod and fitness tracking to converge. Nike+iPod was announced and Nike would release a small transmitter that. Fit into a notch in certain shoes. I've always been a runner and jumped on that immediately! You needed a receiver at the time for an iPod Nano. Sign me up, said my 2006 self! I hadn't been into the cost of the Garmin but soon I was tracking everything. Later I'd get an iPhone and just have it connect. But it was always a little wonky. Then came The Nike+ Fuelband in 2012. I immediately jumped on that bandwagon as well. You. Had to plug it in at first but eventually a model came out that sync'd over bluetooth and life got better. I would sport that thing until it got killed off in 2014 and a little beyond… Turns out Nike knew about Apple coming into their market and between Apple, Fitbit, and Android Wear, they just didn't want to compete in a blue ocean, no matter how big the ocean would be. Speaking of Fitbit, they were founded in 2007 James Park and Eric Friedman with a goal of bringing fitness trackers to market. And they capitalized on an exploding market for tracking fitness. But it wasn't until the era of the app that they achieved massive success and in 2014 they released apps for iOS, Android and Windows Mobile, which was still a thing. And the watch and mobile device came together in 2017 when they released their smartwatch. They are now the 5th largest wearables company. Android Wear had been announced at Google I/O in 2014. Now called Wear OS, it's a fork of Android Lollipop, that pairs with Android devices and integrates with the Google Assistant. It can connect over Bluetooth, Wi-Fi, and LTE and powers the Moto 360, the LG G and Samsung Gear. And there are a dozen other manufacturers that leverage the OS in some way, now with over 50 million installations of the apps. It can use Hangouts, and leverages voice to do everything from checking into Foursquare to dictating notes. But the crown jewel in the smart watches is definitely the Apple Watch. That came out of hiring former Adobe CTO Kevin Lynch to bring a Siri-powered watch to market, which happened in 2015. With over 33 million being sold and as of this recording on the 5th series of the watch, it can now connect over LTE, Wifi, or through a phone using Bluetooth. There are apps, complications, and a lot of sensors on these things, giving them almost limitless uses. Those glasses from 1286. Well, they got a boost in 2013 when Google put images on them. Long a desire from science fiction, Google Glass brought us into the era of a heads up display. But Sega had introduced their virtual reality headset in 1991 and the technology actually dates back to the 70s from JPL and MIT. Nintendo experimented with Virtual boy in 1994. Apple released QuickTime VR shortly thereafter, but it wasn't that great. I even remember some VGA “VR” headsets in the early 2000s, but they weren't that great. It wasn't until the Oculus Rift came along in 2012 that VR seemed all that ready. These days, that's become the gold standard in VR headsets. The sign to the market was when Facebook bought Oculus for $2.3 billion dollars in 2014 and the market has steadily grown ever since. Given all of these things that came along in 2014, I guess it did deserve the moniker “The Year of Wearable Technology.” And with a few years to mature, now you can get wearable sensors that are built into yoga pants, like the Nadi X Yoga Pants, smartwatches ranging from just a few dollars to hundreds or thousands from a variety of vendors, sleep trackers, posture trackers, sensors in everything bringing a convergence between the automated home and wearables in the internet of things. Wearable cameras like the Go Pro, smart glasses from dozens of vendors, VR headsets from dozens of vendors, smart gloves, wearable onesies, sports clothing to help measure and improve performance, smart shoes, smart gloves, and even an Alexa enabled ring. Apple waited pretty late to come out with bluetooth headphones, releasing AirPods in 2016. These bring sensors into the ear, the main reason I think of them as wearables where I didn't think of a lot of devices that came before them in that way. Now on their second generation, they are some of the best headphones you can buy. And the market seems poised to just keep growing. Especially as we get more and more sensors and more and more transistors packed into the tiniest of spaces. It truly is ubiquitous computing.
Episodio #7 - Samsung Gear S3 Frontier - Opinión tras tres meses de uso. Con el regalo de un Samsung Gear S3 Frontier por parte de mis excompañeros de trabajo con motivo de mi despedida, se satisfizo el largamente desatendido anhelo de disponer de un smartwatch en condiciones. Sin embargo, ¿se habrán cumplido las expectativas después de tres meses de uso intensivo? Todo ello, y mucho más, en el capítulo que nos ocupa. Si os ha gustado el podcast, no dudéis en recomendarlo a vuestros familiares y amigos. Actualmente estoy trabajando en el asunto de las redes sociales. Por el momento, cualquier comentario o reseña que dejéis en este blog, en Ivoox o en Apple Podcast será bien recibido. Si además tenéis cualquier cosa que comprar en Amazon, podéis utilizar el siguiente enlace referido; a vosotros os costará lo mismo, pero yo me llevaré una pequeña comisión. Enlace Amazon: https://www.amazon.es/b?_encoding=UTF8&camp=3626&creative=24790&linkCode=ur2&node=683279031&site-redirect=&tag=helanyah-21 Muchas gracias por vuestro tiempo.
Jump Chat Roll is the comedy gaming podcast where Rob and Shaun take a weekly irreverent look at some of the bigger topics in gaming, waving their opinions about and hopefully entertaining you as much as they entertain themselves.In the eighth episode of Jump Chat Roll, we take a look at virtual reality. As more studios experiment with fully immersive gaming, we look at how VR has developed over the years and whether it will ever be considered a mainstream technology. We also ask what happened to Jamiroquai, if Gmail will ever become a Minority Report-style experience, and whether a 7D experience is a D too far. As always, there's feisty language, dark humour and maybe even some serious points about gaming. Maybe.Jump Dash Roll Site - www.jumpdashroll.comTwitter - www.twitter.com/jumpdashrollFacebook - www.fb.com/jumpdashrollInstagram - www.instagram.com/jumpdashrollMusic - Mark Cooksey
Éste audio fue grabado mientras transmitía por Periscope; os recomiendo mejor ver el vídeo aquí: https://www.pscp.tv/w/1yoKMzBmQRjGQ Comparo el Apple Watch Series 3 contra el Samsung Gear S3 Frontier Introducción hasta el minuto 2´25 3´30 Diferencias físicas 5´10 Esferas 7 Resistencia de las pantallas 9´30 Carga/bases de carga 11´18 Duración de la batería 12´30 Cuánto tardan en cargarse 14´30 Diferencias al ponerlos a cargar 17´20 Seguridad 18´36 Aplicación del sueño 20 Conectividad 21´21 Recibiendo mensajes 22´40 Para el deporte 25´08 Conclusión 27´50 Recomendación de libro
I’m sure many of you are wearing an Apple Watch, Samsung Gear or other gadget on their wrist right now. This market started to gain attention when the first Apple Watch launched in 2016 - and the market has advanced in terms of technology & sales since then - but the question is, what does the future hold for the smartwatch? Is it the one size fits all model of the large vendors? Or is it better to customise the smartwatches to target specific users or use cases? In this podcast, we’ll talk to Omate’s Laurent Le Pen, a smartwatch industry pioneer, to find out how he views this evolving market. Show notes: 01:30 Introduction to Omate 02:20 How did someone from France end out starting a device manufacturer in Shenzhen? 03:50 The market segments and challenges Omate targets - Elderly Care, Children, Lone Workers 07:00 Deep dive into the Omate’s Elderly Care solution 10:50 How Omate brought together the supply and demand sides of the market, including SafeMotion, Credit Mutual Arkea and Medical Guardian, to launch their Elderly Care management solution in France and the US 12:45 Omate’s innovative Wearables-as-a-Service (WaaS) business model 15:15 The challenges in launched a wearables service in the healthcare industry 17:20 Omate’s Nanoblock children’s watch - and the importance of end-to-end security 21:10 The latest device and solution launches from Omate 24:00 What has prevented wearables from living up to the hype? 30:50 The fun round of questions, including Laurent’s side project, the Oclean smart toothbrush Laurent’s details LinkedIn: https://www.linkedin.com/in/laurentlepen/ Twitter: @llepen @omateofficial www.omate.com Follow the TechBurst Asia podcast via: www.TechBurst.Asia LinkedIn: http://www.linkedin.com/company/techburst-asia/ Facebook: https://www.facebook.com/TechBurstAsia/ Twitter: @TechBurstAsia SoundCloud: https://soundcloud.com/techburstasia Libsyn: https://directory.libsyn.com/shows/view/id/techburstasia Stitcher: https://www.stitcher.com/podcast/techburst-asia-podcast-with-charles-reed-anderson Spotify: https://open.spotify.com/show/1BpaO2GWyQqalpeWX2q82c
Episode 499 of “Cool Things Entrepreneurs Do” is co-produced in partnership with the Austin Technology Council, the largest tech industry organization in Central Texas. ATC empowers members by using insights, resources, and connections so their members can succeed and thrive. This conversation is with long-time ATC member (back to the days when it was the Austin Software Council) Jean Anne Booth - CEO and Founder of UnaliWear. In this episode Jean Anne talks to Cool Things host, Thom Singer, about business, Austin, and the changes in technology. She shares her story from working at NASA in college, to engineering jobs, to a career as a serial entrepreneur. About UnaliWear Focus groups have named our Kanega watch a wearable “OnStar for People” because we provide discreet support for falls, medication reminders, and a guard against wandering in a classically-styled watch featuring an easy-to-use speech interface rather than buttons. Thanks to our patented battery system in the band, you never have to take your watch off to charge – and unlike Apple watch or Samsung Gear, we don’t require a smart phone (because it’s built in). We combine cellular, Wi-Fi, GPS, BLE (for hearing aids and telemedicine devices), an accelerometer for automatic fall detection, and continuous speech to provide an active medical alert that works anywhere, along with data-driven artificial intelligence that learns the wearer’s lifestyle (think “NEST for people”) to provide predictive, pre-emptive support. Our naming derives from Cherokee: “Unalii” is “friend”, and “Kanega” is “speak”, so we are the friend that speaks to you. OnStar is a registered trademark of OnStar, LLC. UnaliWear has no affiliation with OnStar. About Jean Anne Booth (CEO and Founder) A serial entrepreneur, Jean Anne started UnaliWear after selling previous startups to Texas Instruments and Apple. Jean Anne was the founder of Luminary Micro, the creators of the Stellaris microcontroller platform and the first to market with ARM Cortex-M3-based microcontroller solutions. Luminary Micro was purchased by Texas Instruments in May 2009, and was one of the top VC-backed M&As of 2009. Jean Anne retired from TI in 2012 after serving as the general manager for TI’s Stellaris family of products. Jean Anne was also a founder at Intrinsity, the creators of the graphics chip in Apple iPad products. Intrinsity sold to Apple in 2010. Jean Anne holds a BSEE from the University of Texas at Austin, and an MSCE from National Technical University. https://thomsinger.com/podcast/unaliwear
Apple Watch vs. Samsung Gear? vs Garmin? Could we see more uses of solar or kinetic charging with wearables in the future? Articles: Apple Watch Series 5 review: https://cnet.co/2lXonmD Facebook Portal: https://cnet.co/2lW17p6 Amazon Music HD: https://cnet.co/2ko46Gp Follow us: twitter.com/thedailycharge Homepage: cnet.com/daily-charge Subscribe to the main show podcast: iTunes: http://apple.co/29T3fbf Spotify: https://spoti.fi/2JGNJ0l Google Play: http://bit.ly/2hkXp5P Feedburner: http://bit.ly/2tVTkqw TuneIn: http://bit.ly/2uVg9vN Stitcher: http://bit.ly/2vfeHXE Watch more episodes of The Daily Charge on Youtube (current): https://bit.ly/2LXZYbx Youtube (3:59 RIP): https://bit.ly/2IP2GOs Youtube (3:59 legacy): https://bit.ly/29LVP7F Periscope: https://www.pscp.tv/CNET/ Livestream (archives): https://livestream.com/cnet/ Twitch (archives): https://www.twitch.tv/cnet
In this weeks show, David talks about his experiences with the Samsung Galaxy Phone (S10) and Galaxy Watch (46MM) A Few Weeks In With Using The Samsung Galaxy S10 and the Galaxy Watch Galaxy S10 Well, I'm actually enjoying the experience. All the apps I need to use work more or less fine such as Microsoft Outlook. Twitter, Audible, Kindle, Amazon Alexa, Google Home, Tripview Sydney, ABC Listen. Apple Music, Google Play music, and Amazon Music all work well. Spotify has a few unlabelled buttons. Face ID for unlocking the phone almost seems easier to locate my face and unlock to that of the iPhone X. I know this is my bugbear, but the S10 still has a physical 3.5mm head phone jack which means if I BT head phones run out of power, I can still use old traditional head phone that don't need power to operate. Great feature of Samsung, I've assigned the volume up button to answer a call and the Power button to end a call. Not possible on the iPhone. The Weather icon on the home screen actually gives me the weather without having to go in to the app. Seems to be a heck of more life in the S10 battery than my iPhone X, I can get a good day and a half out of the S10. With the iPhone X, usually flat after about 12 hours. UsB C charging for the S10 which does make things a bit easier. Plugging in and using the S10 as an external drive from my clmputer is great. I have the choice of a PIN number, finger print or Face ID to unlock the phone. However, since the finger print sensor is under the screen where the Home button would be on an iPhone before the iPhone X, I had to get my son to let me know where it was and setting it up was a bit hit and miss: certainly not as easy on the iPhone 7 or 8. Mainly use Face ID or PIN number. I can use my favourite speech synthesiser of all time on the S10, Eloquence as the Samsung/Android system has lots of Text To Speech TTS synthesisers to choose from. I can choose to use either Samsung's default screen reader Voice Assistant or Android's generic screen reader Talk Back which still annoys me from time to time. You still have the magic two finger double tap for starting/stopping music, at least when running Voice Assistant. One thing that I actually turn off for Voice Assistant are the navigation sounds, drives me crazy although not to bad with Talkback these days. With Voice Assistant you have dark screen same as Screen Curtain for VoiceOver, so nice blank screen for privacy. Braille is still not that good on Samsung/Adnroid, but its there via BrailleBack which you need to download from the Google Play Store. Bluetooth keyboard is supported for navigation, but no screen reader extra commands, just navigating and activating controls. Bixby (which you can invoke by saying Hey Bixby) doesn't seem to be as powerful as Ok Google (or Siri) so I use both on the S10: i.e. Hey Bixby or Ok Google. Its nice that I can ask Bixby how many steps have I taken for the day, something which Siri doesn't really do. Excited About the Wireless Power Sharing Option on the Samsung Galaxy S10 Works very well, literally turns the back of the S10 in to a Qi wireless charger. Comparing the Galaxy Watch to the Apple Watch Both smart watch's offer phone connectivity and cellular connectivity. Two sizes - Galaxy Watch 42MM and 46MM, and Apple Watch 40MM and 44MM. Galaxy Watch band pins need to be removed to change the band. Apple Watch bands can be slid off to change by holding in spring loaded button for each side of band. Galaxy Watch battery 2 days. Apple Watch 18 hours. Both smart watch's charge by their own wireless charger. Physical controls on Galaxy Watch, clicking bezel, touch screen, Back and a Home button. Physical controls on Apple Watch touch screen, Digital Crown, and Side button. Galaxy Watch can be used with Samsung, and iPhone (less functionality on iPhone via the Samsung Gear app) Apple Watch works with the iPhone. Step count on the Samsung Galaxy Watch seems to be no where as sensitive on the Apple Watch. Ability to toggle Voice Assistant on the Galaxy Watch, same on the Apple Watch. With Voice Assistant running, you can get haptic time from the watch face on the Galaxy Watch, similar as with VoiceOver on then Apple Watch. Watch faces (i.e. the controls on the watch face screen) on the Galaxy Watch seem to not be accessible with Voice Assistant. Fully accessible on the Apple Watch. Most internal apps on the Galaxy Watch work with Voice Assistant besides the Samsung Flow (work outs), and the stop watch app. All internal apps work with VoiceOver on the Apple Watch. Samsung decides which apps work with Voice Assistant on the Galaxy Watch stopping an app from launching. Apple Watch use any app you like with VoiceOver and decide yourself whether you can use it.
We're tackling two topics in this episode of PhotoActive. First up, all-important backups! We emphasize backups all the time, but what does a good backup system look like? Then, after the break, we turn a never-ending corner and look at 360-degree photography, an interesting and creative niche. Sponsor Masters of Photography, online masterclasses with the greatest photographers in the world. Get 5% off any course with the code PHOTOACTIVE. https://mastersof.photography (https://mastersof.photography/ref/27/?campaign=PhotoActive) Hosts: Jeff's website (https://jeffcarlson.com), Jeff's photos (https://jeffcarlson.com/portfolio/), Jeff on Instagram (http://instagram.com/jeffcarlson) Kirk's website (https://www.kirkville.com), Kirk's photos (https://photos.kirkville.com), Kirk on Instagram (https://instagram.com/mcelhearn) Show Notes: (View show notes with images at PhotoActive.co (https://www.photoactive.co/home/episode-37-backups-360)) Production Note: We’ve decided to change the frequency of episode releases to fortnightly (every two weeks) due to current commitments we both have. Rate and Review the PhotoActive Podcast! (https://itunes.apple.com/us/podcast/photoactive/id1391697658?mt=2) PhotoActive Episode #27 - Flying High with Ian Schray and Drones (https://www.photoactive.co/home/episode-27-schray-drones) Backblaze Hard Drive Stats for 2018 (https://www.backblaze.com/blog/hard-drive-stats-for-2018/) Backups for Busy Creatives (https://creativepro.com/backups-for-busy-creatives/), Jeff’s article at CreativePro.com How to Back Up Your Mac to Multiple Time Machine Disks (https://www.kirkville.com/how-to-back-up-your-mac-to-multiple-time-machine-disks/), Kirk’s article at his website Take Control of Backing Up Your Mac (https://www.takecontrolbooks.com/backing-up?aff=AFL5392537175) Samsung T5 Portable SSD - 500 GB - USB 3.1 External SSD (https://amzn.to/2U7UKv4) A 360-degree photo shot by Jeff, at Facebook (https://www.facebook.com/jefflcarlson/media_set?set=a.10154023708703004&type=3) Samsung Gear 360 at Museum of Flight (https://youtu.be/gRm82Ivn46E), video at YouTube The Best 360-Degree Camera (https://thewirecutter.com/reviews/best-360-degree-camera/), The Wirecutter Ricoh Theta V 360 Spherical Camera (https://amzn.to/2SxRd7G) Our Snapshots: Jeff: Peak Design Shell (https://www.peakdesign.com/collections/covers/) Kirk: Drive Docks (https://amzn.to/2EBufsw) Subscribe to the PhotoActive podcast mailing list at the bottom of any page at the PhotoActive web site (https://photoactive.co) to be notified of new episodes and be eligible for occasional giveaways. If you’ve already subscribed to the mailing list, you’re automatically entered. If you like the show, please subscribe in iTunes (https://itunes.apple.com/us/podcast/photoactive/id1391697658?mt=2) or your favorite podcast app, and please rate the podcast. And don't forget to join the PhotoActive Facebook group (https://www.facebook.com/groups/photoactivecast/) to discuss the podcast, share your photos, and more.
FORTNITE llega a Samsung Gear y Samsung Galaxy Watch a modo sorpresa con sus esferas gratuitas. www.malditakarma.blog/blog --- Send in a voice message: https://anchor.fm/malditakarma/message
Para arrancar el primer episodio (bueno, segundo si contamos el piloto) me disperso hablando de los distintos smartwatches cuyas novedades he seguido durante estos meses como el Apple Watch, los Samsung Gear, el Fitbit Versa, el Amazfit Bip, el Pixel Watch, el Withings Steel HR y el Withings Steel HR Sport. Podéis dejarme mensajes de audio a través de Anchor que publicaré y contestaré en próximos episodios, y mensajes a través de Twitter en @afterdusk_es y @ojbaeza. Gracias por escuchar el episodio. --- Send in a voice message: https://anchor.fm/ojbaeza/message
In this episode of the Wired Educator Podcast, Kelly interviews Liz Meredith about her recent accomplishment of earning a doctorate degree in education, and why you might want to as well, professional development, the Apple Distinguished Educator Program, how the position of Director of Innovation helps a school district, and so much more! Liz Meredith is the Coordinator of Curriculum and Director of Innovation at Rolling Hills Local Schools in rural southeastern Ohio. She has more than a decade of teaching experience in middle school science and also spent two years as a curriculum writer for the Challenger Learning Center at Wheeling Jesuit University. She continues to conduct professional development workshops for other teachers on the use of educational technology in the classroom. In 2015, she became an Apple Distinguished Educator while also receiving NSTA's Distinguished Teaching Award. This past spring she completed her dissertation on the impact of social media on educational technology integration and received her Educational Doctorate. [caption id="attachment_434" align="alignright" width="198"]Liz's choice for most inspirational book.[/caption] Mentioned in this podcast: ZappyCode: Learn to Code with Nick Walter and his online coding course that teaches you how to make an iPhone app and so much more. Thank you ZappyCode for sponsoring this episode of the Wired Educator Podcast. I am a ZappyCode student, and I love and recommend the course for anyone interested in learning to code. TouchCast: Create smart videos. TouchCast allows you to create and stream video that allows any file to be shared inside the video. The possibilities are exciting and endless. This is an app Liz recommends. Daring Greatly: How the Courage to Be Vulnerable Transforms the Way We Live, Love, Parent, and Lead:this is Liz's favorite book. Liz's next purchase may be a 360 camera to create virtual tools of her school. The Samsung Gear 360looks great for under $100, and the Insta 360 Onelooks to be the most impressive with every feature imaginable at $299. Not sure which one I will choose, but I love the idea. Here's a list of other 360 cameras.. Win a a copy of John Couch's book,Rewiring Education by clicking here & subscribing to the Wired Educator Newsletter. One winner will be announced. Or Tweet why you follow @WiredEducator on Twitter or other social media for a chance to win. www.RewiringEducation.com ——————————————————————————————————————– Kelly Croy is an author, speaker and educator. If you'd like to learn more about Kelly, or invite him to your school or conference to speak please send him an email. Listen to Kelly's other podcast, The Future Focused Podcastand subscribe. Subscribe to The Wired Educator Podcastwith over 106 episodes of interviews and professional development. Visit the Wired Educator blog at www.WiredEducator.com Looking for a dynamic speaker for your school's opening day? Consider Kelly Croy at www.KellyCroy.com Order Kelly's book, Along Came a Leaderfor a school book study or your personal library. Follow Kelly Croy on Facebook. • Follow Kelly Croy on Twitter. • Follow Kelly Croy on Instagram
Daniel Bader, Andrew Martonik, and Jerry Hildenbrand unwrap all the details from "Samsung Unpacked 2018" event and discuss the flagship of the fleet: Galaxy Note 9! There were two other additions to the Galaxy product line as well — Galaxy Watch and Galaxy Home. Galaxy Watch is mostly an evolution of the Samsung Gear smartwatches we're already familiar with, but Galaxy Home brings Bixby into the smart speaker market. Join us! Show Notes and Links: Samsung Galaxy Note 9 hands-on preview: $1000 well spent Samsung Galaxy Note 9: Everything you need to know! Samsung Galaxy Watch: Everything you need to know Samsung Galaxy Watch hands-on preview: Another Gear in all but name Samsung's first Bixby smart speaker is the Galaxy Home Sponsors: Thrifter.com: All the best deals from Amazon, Best Buy, and more, fussily curated and constantly updated.
On this episode of My Tech Opinion, Phil and Shayne talk about fitness trackers, whats available on the market and how accurate they are.They also chat about:Phil’s NBN is here (for real this time)New Macbook Pro’shttps://www.apple.com/au/macbook-pro/Microsoft Surface Gohttps://www.microsoft.com/en-au/p/surface-go/8v9dp4lnknsz?activetab=pivot%3AoverviewtabFeature Topic: Fitness TrackersHardwareFitbitsMobileSmart WatchesEar BudsDedicated Monitors (Heart)Smart Watch Comparisonhttps://www.techradar.com/au/news/wearables/best-smart-watches-what-s-the-best-wearable-tech-for-you-1154074Fitness Trackers - CES 2018https://www.self.com/story/fitness-tech-innovations-from-ces-2018How accurate are fitness wearables?https://nudgecoach.com/blog/how-accurate-are-wearable-fitness-trackers
Esta semana, en Byte Podcast 571, tenemos una entrevista muy interesante con Qualcomm, en la que nos platican cómo ayudan a la escudería Mercedes AMG de Fórmula 1, y cómo esa tecnología llegará a los usuarios en el futuro. Visitamos el Museo Nacional de Antropología en México, en donde IBM celebra sus 90 años en el país con una exposición en la que participa Watson, su plataforma de Inteligencia Artificial, para crear una experiencia interactiva sin precedentes. Además, las noticias incluyen los lanzamientos de Motorola, como el Moto X4 o el Moto Z2 Play con el Motomod Gamepad, los nuevos wearables de la línea Samsung Gear, el aumento de precio a Netflix y los cursos de Khan Academy que no gastan datos con Telcel. Regresamos en dos semanas.
Ens acompanya Carlos Coronado, un desenvolupador de videojocs que va comen
We are joined by Dan White, Co-founder and CEO of Filament Games, and Brandon Pittser, Director of Marketing and Outreach at Filament Games. We discuss how Filament Games is applying their mission of creating playful experiences that improve people’s lives to game-based learning. Filament games has over 100 games they’ve produced for clients like National Geographic, The Smithsonian, McGraw Hill Education, and universities including MIT, Oklahoma State University, and the University of Wisconsin Madison. We discuss two upcoming VR titles that will launch on Samsung Gear, HTC VIVE, Oculus Rift and one recently built for Encyclopedia Britannica on Cardboard. Dan and Brandon discuss the unique gaming and education considerations that go into building different types of VR experiences, and give us predictions on how things will look in the coming years. Connect with them via email at contact@filamentgames.com, on the web at www.filamentgames.com or on Twitter @filamentgames. Make sure to visit us at http://thevrara.com
How is Mixed Reality (MR) changing the way we experience the world? We explore this question with three creators using MR to entertain, connect, and assist people with different abilities. First, we chat with Mia Tramz, Managing Editor at LIFE VR, about using virtual reality to travel the world. Then we catch up with Zach Clark, a veteran who was injured in combat and is now using HoloLens to help people with visual impairments and brain injuries navigate hospital settings. Finally, Microsoft's Dona Sarkar and Spencer Reynolds take us on a tour of becoming a virtual hologram via Microsoft's Mixed Reality Capture Studios. Episode transcript JASON HOWARD: Welcome to the Windows Insider Podcast. You are listening to Episode 11 part two, in our series on mixed reality. Today, we're talking to creators in the mixed reality space. Mixed reality, also known as MR, is the term for experiences where physical and digital objects coexist and interact in real time. We can reach these experiences through a combination of headsets, computers, and external sensors, or more sophisticated technology like the HoloLens. Microsoft, and Windows in particular, has been a leader in enabling mixed reality experiences. In fact, Windows 10 was built from the ground up to support innovations in mixed reality. To learn more about Microsoft's commitment to MR, check out part one in our series on mixed reality. Hardware and software technology are both important for mixed reality, but so is the context available on the platform. Creators in MR are using it to tell stories, enable innovation, and even provide medical care. We're still discovering all the ways MR could impact our lives. Our first guest today talks to me about the challenges and opportunities of creating entertainment content for virtual reality platforms. She's calling in from her office in New York where she develops mixed reality content for Time, Incorporated, the media giant behind more than 100 magazine brands and websites, names you've probably heard of like Sports Illustrated, and Time Magazine. MIA TRAMZ: My name is Mia Tramz. I'm the Managing Editor of Life VR, and newly Time's Special Projects Editor for Time Magazine. I develop and produce VR and AR experiences for all Time, Inc. brands. So that includes Time, but also Sports Illustrated, People, EW, Travel & Leisure, Food & Wine, Essence & Style, the list goes on and on and on. And I also lead the company's strategy in both markets. JASON HOWARD: Wow, it sounds like you have quite the reach. MIA TRAMZ: I do, I do. I get to do a lot of fun things and wear many hats. JASON HOWARD: So officially you are Managing Editor for VR Content. What's a typical day like for you. MIA TRAMZ: On the one hand, I can sit down with the editors from pretty much any of our titles from Time to People to Sports Illustrated, and brainstorm, you know, big ambitious and smaller, quicker turn VR, AR, and 360 projects, or I can go out into the world and find projects that align well with our brands, and kind of integrate those editorial teams into the development of, you know, projects that are coming to us from the outside. And then I also get to come up with a lot of projects on my own, which has been a really fun part of the job. We create for and publish across many platforms, everything from Facebook 360 to Samsung Gear to our Life VR Cardboard app, which is available for free for iOS and Android -- do my little plug -- to Oculus and Vive, which are, you know, at the higher end of the spectrum. We are also very newly a Microsoft MR launch partner, so we have a Life VR app on the new Windows MR platform. And, you know, each of those platforms requires an understanding of what works best on that particular device, understanding the different types of production that it takes to create some effective for those different platforms. So I get to work a bunch of different muscles, and I'm constantly learning and being thrown into new situations. It's a really fascinating job. JASON HOWARD: No doubt that keeps it interesting and entertaining. So you've mentioned, you know, the broad variety of platforms that you engage users across, like the Life brand itself has a long history of telling stories across a ton of different subjects, you know, everything from news to sports, fashion and food, of course. How does your approach in telling stories in the virtual reality space differ from telling stories with traditional means like video or a magazine feature. MIA TRAMZ: Well, I'll answer that in sort of an indirect way. Life VR is meant to be an extension of the Life Magazine brand. When this initiative was, you know, being thought up in our company, one of the issues they were trying to solve for was going into VR as a publishing company was distribution. It's one of the hardest parts of being a creator in the VR space right now, getting eyeballs on what you're creating. And what they decided was instead of, you know, developing separate VR apps for People and Time and Sports Illustrated, it would make more sense to create an umbrella brand that all of that content rolls under, so that if you went to go watch a Sports Illustrated experience, you might come across a People experience that you were interested in or a Time experience while you're in that environment. And that's what the Life VR app is. But the reason they gave it the Life name I think is really interesting. They went back and found the original prospectus that Henry Luce, who founded Time and Life Magazine, wrote for Life. And if you read it, it reads like a VR pitch. He's talking about taking you to places that you couldn't see otherwise, to see the shadows on the moon and the depths of the jungle and to walk through walls. And if you think about the format of Life Magazine, you know, it was those huge, beautiful, printed pages, and gorgeous, huge photographs. It was about as immersive as you could get with a print product. And he was giving you a window onto the world that you wouldn't have had otherwise. So I think in creating a Life VR brand we were taking the legacy of our storytelling, which was to transport our readers to all the places in the world that they can't get to otherwise, and really fulfilling what we think the promise of VR can be with the brands of storytelling that we're so well-known for. JASON HOWARD: So how would you convince somebody who normally prefers traditional media, for example, like a print magazine or whatnot, to give this virtual reality thing a try. MIA TRAMZ: This is a person I have to convince that I am physically with, I would just show them a few VR pieces, and that's something that I do a lot in my job. I do a lot of VR demos. And my thought there is it's pretty immediate when you see a good VR experience for the first time. There's not much selling that I would have to do. You kind of just get it. But in terms of our readership, this is something that we think about a lot. There's a lot of consumer adoption hurdles when it comes to VR. If I make a project and someone comes across in like their Facebook feed, or if they're hearing about it from a friend, that project needs to be interesting and compelling enough that they're not only going to go out and find the app to watch it and that they then have to download, but they're also either going to find or buy a VR headset to watch it in, and then they're going to take some of their TV time to sit down and watch this thing that I've produced. So from the get-go the projects have to really excite the viewer enough to do all of those things to watch them. And then once they get through all those hurdles, you have to kind of deliver on what the promise of the projects seem to be. So for example, instead of turning out a high volume of content that maybe isn't quite as ambitious, what we've focused on is tackling really big projects that if you came across them on any channel that you're getting your content from, or if you heard about it from a friend, if you heard about this project, you would feel like you had to see it. So, for example, Capturing Everest was one of our projects that we released with Sports Illustrated in May of this year, and it's the first bottom to top climb of Mt. Everest in VR as a documentary VR series. We released it in four episodes, and we start by following three really amazing climbers. One of our climbers is Jeff Glasbrenner. He was the first American amputee to summit Everest with our climb. Then we have Lisa White, who's a cancer survivor. She was in chemotherapy while she was training to climb Everest. And then after she finished, therapy went straight to Nepal in order to climb. And then we have some really amazing Sherpas and mountaineers that are helping them reach the summit. That project was both a VR experience, it was a print story and a cover story for Sports Illustrated. We published it as a series of 360 videos on Sports Illustrated's website. And then there's also a whole augmented reality feature that we launched with that issue of SI. If you came across that project, my hope is that it's so cool and it's so exciting that you're willing to go through all of the hurdles needed to actually watch it. It's really about capturing people's imagination and making the case to them that this is worth your investment of time, regardless of whether you're familiar with the technology or not. JASON HOWARD: So obviously making the path and taking the trek to go to Everest is something that while some people do, there's a lot of people that won't have that opportunity in their life. Which kind of leads me into the next thing that I want to ask you about. Life VR has done a ton of work for travel publications, including recently a virtual experience for Vancouver, BC in Travel & Leisure Magazine. Can you tell us a bit about how virtual reality will impact the future of the travel industry. MIA TRAMZ: I think what's really amazing is we can give you a sense of actually being in that place in a way that you can't get with video or with text. And I think the other really exciting thing is with Travel & Leisure in particular, it's not so much about hotels or cruise ships or things like that, there really is kind of an adventure, some spirit there that we can tap into. JASON HOWARD: I can see how that would make a big difference in getting people excited about travel. How do you see virtual reality technology changing entertainment like television or film. MIA TRAMZ: Where I think VR becomes really interesting in the film industry is when filmmakers use it as a standalone tool for storytelling as opposed to something that's augmenting a film that they're creating anyway. So I think the best example of that and the most interesting example of that right now is Alejandro Iñárritu's piece CARNE y ARENA, which is installed at LACMA in Los Angeles. This piece is different in a few ways. It's a physical installation, so it's an experience that you are walking around in. You are watching what is essentially a documentary film in VR. He has recreated an encounter between border agents, immigrants, and refugees at the Mexican-American border, and he's recreated an interaction that actually happened. You are in a way stepping into a documentary film, both visually and physically. And when you think about that, and then you perhaps add in the layer of what if you could do that sort of experience with let's say four or five or your closest friends, and you could see each other in the experience, I think the opportunities that opens up for a filmmaker get really interesting. And I think that the resources that the film industry has in terms of producing something that at that level, with how much it costs, the technology that's needed to pull that off in the way that you would want to see it, it's something that the film industry will be able to do with VR that no other industry really has the infrastructure to tackle in such an interesting way. JASON HOWARD: So we've talked here about the film industry and previously we mentioned a little bit about the travel industry. What other industries do you see virtual reality having a broader impact on. MIA TRAMZ: Well, I think healthcare and education are two really big ones, and they're ones that I'm working on within Time, Inc. I think it's important for your listeners to know that VR is not a new thing. It's been around for over three decades. And it has historically been used as a teaching tool. So for example the military and NASA have used VR for decades to train soldiers and astronauts. It's been used to treat PTSD. It's been used to provide stress relief. And I think in the medical industry now some of the more interesting applications are using VR instead of anesthesia, using VR to help patients have a better overall experience at a hospital. There's some really interesting applications where VR can have inherent value as a tool as opposed to being a means of entertainment. And I think there's been a number of studies conducted by Professor Jeremy Bailinson at Stanford's Virtual Human Interaction Lab around VR in education as it applies to elementary, middle school, and high school. When you get into how could it enhance education on the school level, how can it enhance healthcare, both from a training perspective and a patient experience perspective, I think that there is a ton of promise there for those two industries. JASON HOWARD: Well, I have to say this has been a fascinating chat. Hopefully, our listeners have learned a thing -- I know just from the conversation with you I've picked up a thing or two along the way, so thank you for that. MIA TRAMZ: You're welcome. JASON HOWARD: But before we close out, is there anything else you'd like to share. MIA TRAMZ: You know, I would love to encourage your listeners to seek out our content, either from the Life VR app, which is something you can download onto your smart phone if you have iOS or Android, or of course on the new Windows MR platform. We have a really fun, new application for that headset where you actually get to step into a 3D world that is inspired by the Life archive and see some of our most famous covers as huge buildings. It's a cityscape built out of Life Magazines, and then you can explore some of our other experiences in that environment. It's pretty cool. JASON HOWARD: Awesome. Well, Mia, thank you so much for your time. It's been a pleasure chatting with you. MIA TRAMZ: You, too. You, too. Thanks for having me. JASON HOWARD: Mixed reality has the potential to transform so many industries. And like Mia mentioned earlier, healthcare is just one of the fields that could see big changes with this new tech. Take, for example, this Windows Insider who is developing a HoloLens app to help people who have severe brain injuries. Zach Clark is a veteran who sustained a brain injury while serving as a machine gunner in the Marine Corp. A machine gunner is a highly dangerous combat position, and Zach was wounded while serving in Iraq. Now he's working to help people with similar conditions through mixed reality. Zach, welcome to the podcast. Tell us about your background and how you got started on this project. ZACH CLARK: A little bit about myself, I've always tinkered with computers, even before the Marine Corp. I would always take stuff apart, and somehow we'd lose parts. And so I became pretty good with computers. My family wanted me to find something in the computer job, and I wanted to -- you know, I wanted to fight instead. And obviously that's where it got me to where I am today dealing with my injuries and my issues. JASON HOWARD: What was your experience in combat, and how did you get injured. ZACH CLARK: One of the big pinnacle moments there, being part of a regimental combat team, we encountered a boxed laser. And they would point the lasers at the gunners that they attempted to ambush. And this is kind of like one portion of the story, because this still affects me emotionally to this day. So they hit me in the eye with a high powered box laser on the back of a truck, less than a second, and it blinded me in my right eye. It melted the film around my Oakleys. And so it really kind of messed with the medical teams, and they didn't know how to treat laser injuries. I think I was one of the first to get hit on a truck. They medevac'd me out, put an eye patch on. They didn't realize that the optical nerve ripped. So sent back to the truck, and I started doing convoys again, looking like a pirate. And one day I was on top of a 7 ton, and loading up our machine gun, which was an M2 .50 cal, and I was trying to set it down, and something with the optical nerve shorted out my brain, and I ended up going head first, falling about eight to nine feet, and then having a .50 cal slam down on my neck as well. They dealt with that. They couldn't figure out why I fell. They said the impact just from the laser itself causing the tissue to retract caused portions of my lobes to contract so hard they scarred up. And so that was kind of a pinnacle point in my life, because that's when everything kind of went downhill. JASON HOWARD: So what has been the result of that accident for you ZACH CLARK: The memory, it's unstable. I'm on about 15 to 20 different meds a day. And so working with the Insider program and doing all that has kind of kept a consistent thing for me, and that's helped my memory. But some days I can't walk, some days I can't get out of bed, all the way down to where I would be puking every day, but, you know, pardon that detail. JASON HOWARD: You spend a lot of time trying to work with your community and give back. Part of what you're doing now is developing an app for HoloLens, right. ZACH CLARK: Yes. JASON HOWARD: Can you tell us about how that project came around and what you're doing. ZACH CLARK: So that project came around with my own issues actually. I would get lost. I would have an issue with remembering my medications, remembering which area of the hospital I needed to go to that day. And so I've been kind of messing with mapping tools, geolocation, and I'm trying to develop almost like signal indicators for the hospital so that someone with my issues can put the headset on if they're in a wheelchair or whatever, and it will help guide them through, it will help remind them that they need to do this or they need to do that. I'm doing that because I had a huge issue with it, but I also still have a pretty big issue with it. And I wanted to help people with eyesight issues to where there's somewhat of a proximity. I knocked down the Christmas tree a few years ago, the tallest Christmas tree at the Crown Center because I didn't see it. I mean, there's not a lot I could do back then, but now being able to have something to develop on and develop with, I can apply my own struggles to prevent others from having that issue. JASON HOWARD: So obviously you're taking your own experience and your own situation and trying to use technology in a way that will help make that experience easier for yourself, but it also sounds like the whole concept of mixed reality can support other people, either those who are elderly or other people who have some sort of disability. It seems like there's a natural pathway here. ZACH CLARK: Exactly. JASON HOWARD: So personally it sounds like you've had quite the life experience so far. What are some of your goals for the future. ZACH CLARK: Goals for the future is get the app up and going, at least help one person a week. And right now, I mean, I'm just helping people day-in and day-out. I want to feel better, both mentally and physically. But my main goals are going to continue helping, and I will do that. JASON HOWARD: Talking to Zach and Mia about the merging of digital and physical worlds got me thinking. How does one become a hologram? Turns out Microsoft has production studios devoted to doing just that. We asked Dona Sarkar, head of the Windows Insider program here at Microsoft, to investigate. Listen as she goes on location to Microsoft Capture Studios and walks us through the technical process for capturing mixed reality content. SPENCER REYNOLDS: I'm Spencer Reynolds. I'm the Stage Manager here at Microsoft Mixed Reality Capture Studios. We have a stage here in Redmond, and we have stages in San Francisco and also a partner stage in London that we just opened both of those latter two stages within the last month or so. DONA SARKAR: So Spencer, you and I know that mixed reality best reality, but do you want to describe what that is to other people. SPENCER REYNOLDS: So basically what we're capturing here is really just living things. We're creating human holograms and living things. And so knowing that mixed reality is an awesome platform, it's that much more familiar and exciting to be in when you're there with living things that you can recognize and they look living. So what we're really exciting about capturing and creating here is people, and making holograms out of them. So that way when you're in one of these experiences, it's not so much just an environment or an experience that's all CG, you can really be in that environment with a person that you recognize or an incredible performer or any other sort of living thing that makes it that much more tangible. DONA SARKAR: What kind of living thing. SPENCER REYNOLDS: Any kind of living things. We've had all kinds of stuff between dancers and educators and undead zombies and weight lifters and, you know, baby tigers and animals are always fun. People always - DONA SARKAR: Did you just say baby tiger. SPENCER REYNOLDS: I did say baby tigers. Baby lions, sloths, llamas, all kinds of stuff. Big and small, animals are fun. But they are animals, so sometimes they're - DONA SARKAR: So they're unruly. SPENCER REYNOLDS: They can be a little unruly. They don't take direction quite as well. But they are still quite fun. But also, yeah, I mean, in addition to animals and educators and all that good stuff, you know, we find that it's not just entertainment that we use this for, we're really trying to target this for anything that you use video for today in terms of entertainment but also education and commerce and even personal memories. It's one of the most innate things that people see when they come through the stage is they're like, I want to bring my kids through, I want to bring my grandparents through, and try to get sort of a memory of somebody that's in their life that they love. DONA SARKAR: That's amazing. Who's the most famous person that you've had in here. SPENCER REYNOLDS: It's a pretty good list at this point. I'm trying to think of some of the ones that are public at this point. We had Russell Wilson come through. We had George Takei come through, Billy Corgan, which was just recently announced. A few more coming down the pipe that are not quite out there yet. DONA SARKAR: Ooh, a secret. SPENCER REYNOLDS: Yeah, secret, secret. DONA SARKAR: That is so cool. So what is the weirdest thing you've recorded. SPENCER REYNOLDS: That's an even longer list, but yeah, all kinds of wacky stuff. Weird is one thing, but definitely just exciting or interesting. There's been lots of stuff where we've been recording, and I just can't help but shake my head while we're doing a capture, just like I can't believe we're here doing this. But I wouldn't say grumpy cat is weird, but definitely - DONA SARKAR: Definitely weird. SPENCER REYNOLDS: -- definitely an odd experience seeing grumpy cat out on the stage. But yeah, I mean, also just the wide variety of like, you know, people in cosplay costumes and people just kind of being themselves doing amazing things of performance, you know, Cirque du Soleil performers, just kinds of all wild, wacky stuff where every day it's just, wow, I can't believe we're actually here capturing this wide variety of stuff. DONA SARKAR: That's amazing. So why do they come to you? What are they trying to achieve by coming in here to the studio. SPENCER REYNOLDS: Well, I mean, really this is one of the few places in the entire world where you can capture holograms of humans. And so our goal with this project is really just to create more of this content, because mixed reality is great and mixed reality again is that much more palpable when you have content that makes sense that people can relate to. A lot of our projects are both Microsoft internal projects, but more so recently external projects where it's either an agency or a creative group that wants to come through and capture somebody that's recognizable, somebody that they're going to be using for their experience. And so part of that also is just getting more of these stages accessible and out there. We don't want to own and operate stages that only we're the gatekeepers for. It's really about getting more of these stages, and also having more partner stages so that around the world these stages just become more and more accessible to people that want to get this kind of content. DONA SARKAR: That is so cool. The Windows Insiders and the two of us are giant nerds. SPENCER REYNOLDS: Likewise. DONA SARKAR: Talk to us about how this works. How does it work? Can you describe the process for how you capture footage for mixed reality. SPENCER REYNOLDS: Yeah, certainly. We have a huge stage with 106 cameras. And half of them are color cameras and half of them are infrared. So we basically record performances of the people who are out onstage, and while we're recording that, it's about 10 gigabytes of data a second. And then we take all of that data, and we put it to a render farm. And then as we process it, we basically extract out a video file that's on the order of 10 megabits a second. DONA SARKAR: Wow. SPENCER REYNOLDS: So it's a pretty big compression, but what that allows us is basically to stream this content, and sort of deliver it to a wider variety of audiences, and also across a number of platforms. It's not necessarily just for Windows or HoloLens or anything like that. I mean, obviously it looks great on HoloLens and mixed reality devices, but we like to remind folks that it works out touch devices, it works on mobile, it works on desktop. Pretty much any platform where you can change the viewpoint, this content works just as well there. We look at this technology not as something that's going to replace motion capture or replace computer graphics or anything like that, it's just another tool, it's another way of creating the content. There are definitely like pros and cons that each one of these technologies has, and so it really is fun to sort of explore those as we make more of this type of content. DONA SARKAR: All right. Let's have a walkthrough. SPENCER REYNOLDS: Yeah, indeed. Come on up. I'll warn you there's a sticky floor. We've lost a couple kids there; they get stuck. DONA SARKAR: Wow, look at this. This is very green. Yeah, this is very, very green. So why is it green. SPENCER REYNOLDS: A couple reasons. The main reason that this stage is green is because green helps with determining what's in the stage and sort of what is the background. And that's really important for us as we do processing is knowing sort of what's in the foreground and what's in the background. The green isn't necessarily required, we sort of called this setup sort of the best case scenario, this is the perfect world in terms of it's very green, and you'll notice that the lights are all nice and bright and really evenly lit. As you look around, there aren't a lot of shadows on the floor, there aren't a lot of shadows on us. The reason that we tend to shoot with very even lights is because when we go into a HoloLens experience, we don't necessarily know what the lighting is in the world. DONA SARKAR: That's right. SPENCER REYNOLDS: You don't want shadows conflicting. So we often just kind of say, okay, you're evenly lit. But for other experiences where maybe we do know what the environment is, we can try to recreate that environment. And by doing that, it gives the capture a lot more detail in terms of shadows or color that maybe matches up with the world that you're going to put that character into. And it really does take it to a whole other level of sort of embedding that character into the world. DONA SARKAR: So I know you all can't see this but this is the most green room you have ever seen, like Kermit the Frog green everywhere. And the lights are amazing. They're just like the best studio lights you've ever seen in your entire life. And they're all over the room. How many lights are in here, 50. SPENCER REYNOLDS: I want to say there are 32. DONA SARKAR: Thirty-two. SPENCER REYNOLDS: Yeah. So basically, and that's split across the foreground and the background. And so the reason we have the background so far back is just because we want to make sure that the light bouncing off of that wall doesn't sort of come back in and make everyone here in the capture area more green. DONA SARKAR: That's right. There are so many cameras pointed right here at the center stage. How many cameras did you say again. SPENCER REYNOLDS: A hundred and six cameras. DONA SARKAR: Wow. SPENCER REYNOLDS: Yeah. DONA SARKAR: That's a lot of cameras SPENCER REYNOLDS: They're all over. I mean, they're 360 and they're even up top. DONA SARKAR: They are up top, yeah. SPENCER REYNOLDS: And so yeah, half of them are color, half of them are infrared. You'll see this little box right here. This is actually an infrared emitter out of the original Kinect. DONA SARKAR: Oh, that is interesting. Yeah, we've said that, HoloLens is Kinect shrunken down, on your head, advanced. SPENCER REYNOLDS: Exactly, yeah. DONA SARKAR: Yeah, and we're seeing it actually right now. SPENCER REYNOLDS: So what's fun about this is this puts out just a really nice infrared star field speckle pattern onto the performers, and that's what the infrared cameras are looking for. They look at that pattern of dots, and then they can use that to sort of reconstruct the 3D shape of the person or the object that's out here. DONA SARKAR: So when you had the zombie in here, what was that like? Ned. SPENCER REYNOLDS: Ned. DONA SARKAR: Ned. SPENCER REYNOLDS: Yeah, Ned's the best. We love Ned. Ned's pretty fun. DONA SARKAR: Everyone, that's a zombie on a treadmill. Is there anything you think our audience should know that I haven't prosecuted you about in this amazing green room. SPENCER REYNOLDS: I mean, really it's just we now have these stages, they're open. They're open to the public for projects. And if you're interested in learning more, like we do have a website that you can just search for Microsoft mixed reality capture studio, and there's a website that's now actually out there that people can find us. And we have several research papers that have sort of been announced over the years, and we've sort of released them and not really broadcast them. So you'll find lots of fun links and just examples of things we've captured and groups that we've worked with, and also we'll just have a lot more projects coming up in the future that we're announcing through that page. DONA SARKAR: So you actually have mixed reality capture as a service. SPENCER REYNOLDS: Mm-hmm. DONA SARKAR: That's kind of amazing. SPENCER REYNOLDS: Yeah. DONA SARKAR: That is fabulous. Thank you so much for letting us crash this space - SPENCER REYNOLDS: Thank you. DONA SARKAR: -- and showing us where all the zombie magic happens. SPENCER REYNOLDS: This is the spot. JASON HOWARD: There's no limit to the kinds of content we will see in mixed reality in the coming months and years. It's going to be exciting to see what developers and designers come up with for this new technology. Thanks for listening to part two of our series on mixed reality. If you liked this episode, subscribe on your favorite podcast app and share it with your friends. And be sure to join us next time on the Windows Insider Podcast. Thanks, Insiders. NARRATION: Our program today was produced by Microsoft Production Studios. The Insider team includes Tyler Ahn, Michelle Paison, and Amelia Greim. Our website is Insider.windows.com. Support for the Windows Insider podcast comes from Microsoft, empowering every person and every organization on the planet to achieve more. Moral support and inspiration comes from Ninja Cat, reminding us to have fun and pursue our passions. Thanks, as always, to our programs cofounders, Dona Sarkar and Jeremiah Marble. Join us next month with more stories from Windows Insiders. END
Over the next two episodes, the Windows Insider podcast explores all things mixed reality. In part 1, we chat with the Hololens team about design elements in Windows Mixed Reality and how developers can get started creating immersive experiences. We also hear how virtual reality enhances social life and creates community with people from all over the world. Find out more about Windows Mixed Reality here: https://aka.ms/MoreInfo_WindowsMixedReality Episode transcript ALEX KIPMAN (from video): Now we're standing together at the threshold of the next revolution of computing. Now, the thing that excites me about this revolution is that computers will empower us to renegotiate our very contract with reality, giving us the capability to transcend time, space, and devices In this revolution we will immerse ourselves in virtual worlds of our choosing, and we'll be able to accomplish impossible things. And we'll be able to do all of this while creating lasting memories with the people that we love Our very sense of reality is set to be transformed as we enter this new era of computing, the era of mixed reality JASON HOWARD: That's Alex Kipman, Technical Fellow here at Microsoft, delivering the keynote at a recent event where he unveiled the company's vision for mixed reality And as you can tell from that clip, his vision is a bold one. Microsoft's plan for mixed reality is nothing short of transforming the way people interact with the physical and digital worlds But let's back up for a second. What is mixed reality, and what will it enable us to do? Welcome to the Windows Insider Podcast where we explore all things Windows, the Insider community, and beyond I'm your host, Jason Howard. You're listening to Episode 10, the first of a two-part series where we'll explore mixed reality Microsoft has been a pioneer in mixed reality, also known as MR, starting with the groundbreaking launch of HoloLens in 2015. The HoloLens is the world's first untethered holographic computer that enables people to have experiences that blend both the physical and digital worlds To learn about recent developments in MR I've invited a couple experts from the HoloLens team to the podcast today BECKY HARUYAMA: My name is Becky Haruyama, and I am a Principal Designer for the Windows Mixed Reality Engineering Team. And what I've been focusing on most recently is the customer experience in the physical Microsoft stores where people who are going out and looking at what is this Windows Mixed Reality, we have design and experience for them to kind of better understand why they should invest in this KATHERINE HARRIS: Yeah, and I'm Kat Harris. I am also on the Windows design team, but I am a developer and I work mainly with our open source toolkits that we provide to developers to help them really dive into working with our headsets, and making very high quality, cool, new experiences and new tools for their companies or bringing their ideas to life JASON HOWARD: So Becky, let me ask you, what is your definition of mixed reality? BECKY HARUYAMA: So we are familiar with the physical world. We live in it every day. It's made out of atoms. It's things that you can touch. And then there is this digital world that is made out of pixels. And mixed reality is the blending of those two realities together And so while that is still really abstract, if you start thinking about augmented reality and virtual reality, those are actually under the spectrum, the umbrella term of mixed reality So augmented reality is when you have digital artifacts in your physical world, so you can see your environment, you can move around inside of it, and there are digital artifacts that are around. And there's different kind of fidelities of that And then of course on the virtual reality side your environment is completely digital. And there's not really like a hard edge line, it's more of a blending of people, places, and things. And so you could have a fully digital person in a fully physical location or physical place. And so it's really like Alex Kipman talks about this dial, the mixer, that kind of mixes people, places, and things between augmented reality and virtual reality. So there is no boundary between the two, it's really a mixture of those three characteristics under the umbrella of mixed reality JASON HOWARD: So Kat, your work is focused on enabling developers to create mixed reality experiences. What are some inspiring things you've seen people do with this new technology KATHERINE HARRIS: A lot of different things. What's great about mixed reality is that it's kind of an open platform for a bunch of different industries to kind of jump into. You have the medical industry, you have education, you have training people. And it's this new exploratory like medium of giving content to people and kind of training their brains or delivering that content in a different way that they've never really experienced before And so we're enabling developers now to create new experiences that we would have never realized ourselves. Just being in the tech industry we're kind of in our own little bubble. But getting to share this technology with a bunch of different people allows them to create some really cool things I met a woman last week actually who was working in robotics, and she was using the HoloLens to control multiple robots and like control where it was going. And I was asking her, like, oh, that's so amazing. She's like, yeah, what would be really cool eventually is to be able to have a counterpart application in immersive reality, and have the headsets where people could experience like what the robot was experiencing perhaps. And that way you have one person controlling it with the HoloLens, and another person experiencing what the robot is experiencing JASON HOWARD: Wow KATHERINE HARRIS: Yeah, exactly. I was like, oh my gosh, that's so cool, I want -- I want that application now BECKY HARUYAMA: Tell him about what that event was KATHERINE HARRIS: Oh yeah. So last week, we had an event with women in VR. We invited a bunch of women creators who had HoloLens out in the field in LA, New York, Paris, and had them all come in for a two-day workshop to kind of introduce them to the new headsets, as well as showcase their awesome HoloLens applications So there was about nine or ten different applications that people were showing off. One of them was a museum application called HoloStoria where museums could use it, and you can have 3D assets, place them around your museum, scale them up, add 2D information to also display to the user. And you didn't need to know anything about programming to use it. So you could give it to curators and stuff, and they could just easily go around and create their museum add-ons or extensions to their physical locations And a couple other fun ones, there was one where you defend kittens from aliens attacking. So that's more on the gaming side One person was using AI to train a dragon. Think of a Tamagotchi, but with a dragon that could interact with your physical world. So it knew where walls were, it knew where the ground was, it could fly and burrow and avoid stuff, and you could interact with it, give it commands We also had like art installations where you could see a stage and interact with your friends and see this art installation come to life Muralize is a very popular application where you take your Instagram feed or any Instagram photo and put it on a wall, pin it there, and then you can actually have paints and stuff and paint the wall with the headset on, so you can see your art. So it's helping artists create in a new way that I would have never been able to come up with BECKY HARUYAMA: And this whole thing was kind of identifying people out in the wild who are creating amazing things on HoloLens, and then the effort was helping them kind of port these experiences over to Windows Mixed Reality immersive headsets, just to kind of enable them to have broader reach JASON HOWARD: So it sounds like developers obviously they have their hands on this, they are doing great things already. What are some of the key things that, Kat, you and your team are doing to enable developers to have a good experience in this space KATHERINE HARRIS: Yeah, there's a bunch of things that we're trying to do to meet developers where they are So we have a repository on GitHub called the Holo Toolkit. And it's a toolkit of assets and scripts that developers can use with the engine Unity. It's a game engine to use simulations or create 3D environments. And using those scripts and the toolkit they can easily get started with the basic foundations of how do you do spatial mapping, how would one do like hand gesture for tapping or gaze. And so the scripts are already given to them JASON HOWARD: Let's talk about some of the design elements in Windows Mixed Reality. Becky, can you tell us about the considerations you and your team had during development BECKY HARUYAMA: We really wanted to make sure that we had content that would be interesting to people who are gamers, people who are not gamers, men and women, different ages. And so we had that as a goal And then we were also looking at the Cliff House, which is our kind of, quote/unquote, "home" in mixed reality. It's the environment that you cruise around when you're inside the headset. And we looked at the design of the quote/unquote "architecture," and there are different spaces in the Cliff House And so we looked at what we call these different psychological fields or what are the things that you do in these different types of rooms or these different kind of locations. So we have a back patio. It's really beautiful. It's very relaxing. You're looking out over Mt. Rainier. You can go outside and there's birds chirping. So the psychological field for that is relax and dream And then we have a studio which is more your typical kind of office studio space. And that's more for creativity and productivity And then we have the deck which overlooks the water. There are these floating islands. We like to have a little bit of fantasy in with our reality. And that one's more aspirational. It's more like what's next for me. I'm about to decide what I'm going to do with my life. And so that room is learn and discover And then we have the theatre, which is this really amazing, huge space that is where you have your games and your movies and it's more about like escaping and playing So we kind of had that as our organizing principles for the way we wanted the demo to unfold. We looked at what content we needed in each of those locations to kind of ensure that we would have an experience that would really resonate with a wide group of people JASON HOWARD: Can you tell us a little bit about the history of the Cliff House and why is that the first place you land in the Windows Mixed Reality world? BECKY HARUYAMA: So one of the things that I think is really interesting when we talk about mixed reality is realizing that on our desktop our 2D screen when you go to the Start Menu, like that's kind of your center of gravity, like that's how you go back to it, it's how you move around, and that is kind of kind of the paradigm that we use So when you think about transitioning into a spatial analogy, and it's actually the thing that we're most familiar with in the world. Like we were born and we move around in the world, and it is a spatial interface, it is a spatial environment So when you think about what is a home, it's something that everyone can relate to, hopefully, that it is this place that is kind of central to who you are and to what you do. And architects and space planners really leverage these constructs that we're familiar with around what situation am I going to do in this room and in this room and in this room, and then you design kind of a place around it So having it be a home really seemed to make the most sense, because we wanted it to be familiar, and we infused some like fantasy into it, like I mentioned before with the floating islands. So it really is like this aspirational, amazing place that we wanted people to instantly understand how to move around within it But it's not your normal home. Like there are no doors, there are no windows. You can hop up onto the roof, which is my favorite place to go KATHERINE HARRIS: Same BECKY HARUYAMA: Yeah, it's so fun. It's got the best view And so it just seemed to make the most sense We weren't going to do like a forest. Ah, I'm lost in the forest, you know, or like you're on a beach. Well, okay, that's fine, but we wanted it to have a certain level of utility. We wanted it to be a place that was comfortable, and we wanted it to be neutral enough in the sense so that you could personalize it in the way which you organize all the things that matter the most to you, the apps that you like the most And it was actually inspired by a really beautiful modern house that was built in the 1950s, I believe, it was the Farnsworth House. If you look it up online, it's this really beautiful, kind of super simple, streamlined house, had a lot of glass, really simple lines. And the architect built it for his client to kind of support her hobbies, which were playing violin, reading poetry, and looking at nature. And so it was this really amazing kind of inside-out space that when everyone looks at this picture, it's like, oh, I really want to live there, that's like the most amazing house. And so that was a lot of the inspiration for the Cliff House And we picked the external environment to be inspired by our beautiful Northwest, and that's why we have Mt. Rainer there also JASON HOWARD: Nice. I actually didn't know that about the history. That's kind of cool that it's based off of an actual house that exists BECKY HARUYAMA: Yeah, well, a lot of architecture is this really interesting -- you know, you look for inspiration, and then you kind of apply it to the goals that you're trying to facilitate I mean, I think the most important thing is we wanted people to be able to identify with it, and to then make it their own. And so that was one of our main goals JASON HOWARD: So to the point of personalization and making Cliff House your own, right, do either of you have your own Cliff House that you've designed and customized and - KATHERINE HARRIS: Oh yeah, yeah. Becky, you go first BECKY HARUYAMA: Yeah, okay. So I have spent a ton of time in the headset kind of creating my own environment. And my favorite thing was when I put up the photos app, and put my own personal photos in, so it turned into like a slideshow. And so I'm hanging out in there, and I'm doing my self-hosting and kind of figuring out how we were going to create the demo for the retail stores. But then there's my family right there with me. And then we had kind of an internal contest of who could like make the craziest Cliff House. And some of the other designers made these amazing -- like they take the holograms and they would like make -- I don't know, there was like a hundred flamingos or monkeys, I don't remember what it was, or they'd like take the shopping bag and make it huge, or, you know, it's really fun, because there's a lot of scalability. You can play with the scale of things in a way that you can't do in the quote/unquote "real world." And so like playing with the holograms, and then putting your apps in the way that you want to, and like what's on the roof and -- okay, Kat, you go KATHERINE HARRIS: My favorite thing is to make the Netflix app as big as possible, so I have like an 80-foot screen BECKY HARUYAMA: Is that on the roof KATHERINE HARRIS: No. So there's like the media room, right? Well, there's a button on the side of the media room where it's just like a wooden room, but then when you hit that button, it turns into outer space. Or like not outer space, like the stars JASON HOWARD: Okay KATHERINE HARRIS: And it's beautiful. And I just like watching my new Netflix shows, and then seeing this beautiful skyline. And then it's like Netflix but then it's all my other media as well. I have a bunch of 360 video apps on the side, and then I have a bunch of games on the roof of the house, so I'll just pop up to the roof, and it's like 360, just all my favorite games. And then, of course, I use my holograms to like make it my own. So I have like a little dog hologram, a little cat hologram, just lots of pets and animals. Since I don't own any, I can have hologram ones JASON HOWARD: And no mess to clean up KATHERINE HARRIS: And no mess to clean up. I don't have to like feed them and stuff or forget to feed them, because that's why I don't have a pet, because I would -- they would die. I've killed a cactus. Never mind. That's another story JASON HOWARD: If you're ready to see the Cliff House for yourself, just go to a Microsoft Store for a free demo. You'll also be able to check out the different immersive headsets that are available now. I've tried it, and it's a ton of fun. Not to mention the fact that I scored Spartan the first time I played the new Halo mixed reality edition. Another exciting development in MR is the opportunity for socializing. This immersive technology can give you the chance to meet people from all over the world, attend live events in far off lands, and play interactive games Here to tell us more about the social side of MR is Katie Kelly from AltSpaceVR, one of the leading social platforms for virtual reality So AltSpaceVR provides an environment for people to meet up in virtual reality. Why is it important to have social spaces in VR KATIE KELLY: I think the better question is, why is it important to have social spaces in general. And I think in virtual reality having a place where you can hang out with other people is just a natural evolution of where we are with communication technology So you have Skype and you have videoconferencing and you have a phone, and we've gotten really tethered to these devices where you are only communicating through speech or looking directly at somebody on a Skype call. But you miss out on those things that we do when we're watching TV together, those natural interactions that you have when you're doing something together So what we think is that VR is the natural evolution of communication, is that you are going to have shared experiences with each other instead of being tethered by just your voice or through eye contact on a videoconference JASON HOWARD: So can you describe a little more what it's like being there in virtual reality just hanging out KATIE KELLY: Sure. When you go into AltSpaceVR, you don't know what you're exactly going to get, but our biggest goal is to get you to laugh, hopefully in the first five minutes So you can come into AltSpaceVR and you will first probably pop into our campfire. It's our communal space where there are people hanging out, and we have marshmallows and we have a forest landscape and a roaring fire, and that's where people go to hang out And so when you go in and there's going to be somebody there, they'll probably say hi, and you'll say hi back, and then you'll realize that you are talking from inside your headset, probably in your living room, hopefully with clothes on, to a random person that might be in Norway or might be in Sweden or might be in California or somewhere in the states, and then you just start talking And if you don't just start that conversation, we have lots of things for you to do to start to encourage those interactions. Our main goal is to get you to meet somebody new, and to have a good time, and hopefully make a friend And so we have games that you can play, we have dungeons and dragons, and we have chess, and we have Cards Against Humanity is our most popular, of course JASON HOWARD: That's a fun game KATIE KELLY: It's called Holograms Against Humanity in AltSpaceVR And you can go explore different environments. We have a full Mayan maze that will take you 20 minutes to get through, and you'll make some interesting friends along the way We have a disc golf course, and mostly we have events. We're really known for our events. You can come in at any point and see a community calendar of all the events that will be happening throughout the day or the week. And it spans the gamut from meetups to comedy shows to news broadcasts to live streams, our rocket launches. We do a live stream of SpaceX rocket launches. Those are some of our most popular live streams Because we've found that people want to experience these pulse moments together with other people. So what's a better way of doing that than putting on your headset, you're alone in your room in maybe rural Nebraska, and all of a sudden you're in a room watching something really cool with a bunch of people that could potentially be new friends JASON HOWARD: So as an individual, the experience, I put on my headset, and, you know, I get logged in, so to speak, right? What do I see of other people? Am I seeing actual images of them? Can they upload photos of themselves? Is it just like a representation, is it some sort of avatar KATIE KELLY: So right now you're an avatar. And we have a range of different avatars that you can customize, mostly with different colors for different robot avatars, and then we have a male and a female avatar with a couple different clothing styles, different races, different hair colors. And so that's where we are right now with our avatar system. And so when you go into a room, you see a bunch of other avatars But what's interesting, if you haven't tried VR, is it's really hard to explain how present you actually feel with other people. My father has a Gear VR that I got him years ago when I first started at AltSpace so that we could experience what it was like hanging out with somebody you knew in VR. And he's always a white avatar with red stripes, with his hands behind his back. But after probably, I don't know, 15 minutes, I completely just associated that avatar as my father. At one point, he switched avatars, and I was like, no, dad, you've got to back, now you're just in a different body. You were you when you were that avatar And we found that across the board that people really start to identify with the avatar that they are, and when I got into AltSpace and I see my friends there now, now that I have friends in VR, which is really strange to say, I recognize people based on their avatar. I'm like, Lea, hey, how's it going, and Peroxide, how's it going, so nice to see you in your red avatar JASON HOWARD: So it sounds like people from around the world are participating and joining in and getting together. Can you tell us a little bit about the people that are participating? Do you have any information about like the diversity of users kind of around the world KATIE KELLY: So our events are a testing ground for us to try a lot of things to see what people are going to like in VR. So we do a lot of things. I have done the first yoga class in virtual reality. I have held the first meditation meetup with our amazing previous community manager, Lisa Kotecki. And we've just tried to supply a lot of different things to see what people like to do And so one idea was to do meetups, and they've become really successful. So I did an LGBT meetup, and we had a good couple hundred people show up, and we talked about what it was like being gay around the world One guy was from South Africa talking about being gay down there. A couple in Australia was talking about fighting for gay rights. A man in Turkey was talking about having to prove that he was gay, because he couldn't join the military because he was gay, but they didn't believe him And then you had a girl in rural Nebraska that was 16, and she couldn't actually say the word gay because her family could hear her, because she was still in her family's house. So she messaged, she wrote a little text message to one of my coworkers that was in the space I was in. You have to use your imagination a little bit, but you feel like you're in an actual space with other people And he messaged me and said, "Hey, there's this girl here that wants to talk and tell us her experience, but she can't say the word gay. What do we do? And so I asked her, I said, what's something you just love to talk about? And she said chocolate. I said, okay, every time you want to say the word gay, say the word chocolate She told us about the first time she ever ate chocolate, who she liked to share her chocolate with, all the different kinds of chocolate that she liked. And then three weeks later, she came out to her family, because she felt like she had her community in VR that she saw once a week, and she didn't feel as different as she had felt before And those stories are happening over and over again, but those kind of moments where you wouldn't be able to find your community out in your neighborhood, you can now put on a headset and potentially find it from anybody around the world JASON HOWARD: That seems like it takes away some of that isolation, and so that you can connect with other people that are going through whatever particular experience they may be seeing or feeling or thoughts or topics or anything really KATIE KELLY: Exactly. Another example, we partnered with NBC last year to do a virtual democracy plaza. So we did a recreation of Rockefeller Plaza in VR that you could wander around, go to the ice rink. And then they brought in some of their amazing talent, Al Roker, Chuck Todd, Steve Kornacki, to do live newscasts in VR But what they also did was they brought in live streams the presidential debates into VR. So we did all four of them. And this sounds like it could go wrong in so many ways, right? Like you're inviting a very polarized nation and world to come hang out in virtual reality and watch this live together. But what we found was that people in general when they felt like they were really there with other people, they talked, they communicated. They weren't leaving mean messages on YouTube, they were actually having a conversation with somebody. So even while they disagreed, they were talking The first day after the elections, results came in, I held a casual gathering in VR asking people to talk about their thoughts. And we had Republicans, we had Democrats, we had people from outside the U.S. talking. And after about an hour, my heart felt so much better, because the main thing that people kept saying is, hey, we're in this together And I took off my headset after that moment and felt like I had gotten out of my echo chamber that I see on so many other social media accounts, and felt like, okay, I had connected with the people that I didn't necessarily know or have a face to, and I felt like we got each other. And that's what I've found in AltSpaceVR all the time JASON HOWARD: So that's interesting that you put it that way, because when you don't have some of that personal connection, you end up with a lot of what you see in social media, be it Twitter or Facebook or wherever, where when you don't know the person and it's just a flat 2D image and it's a wall of text that you're scrolling through, it's easy to sit behind your keyboard and type something that you may not necessarily say or not say it the same way if you were face-to-face with somebody or if you were in a group of people And it sounds like having this extra layer of feeling like you're there, even though you may not physically be there, it kind of takes that down and kind of resets people back to a moment of, hey, I'm actually talking to other people instead of just adding to a wall of text KATIE KELLY: Definitely. And I think what's important, too, is to acknowledge the work that the AltSpaceVR community has also done to make it a really welcoming place. I don't think it's just you're in VR now, you feel like a better person. I think we've worked, one, really hard to make sure that we are really welcoming to a diverse group of people. So we have live in VR customer support all the time. We have our community support representatives that are always there in the campfire, a living, breathing person in VR. I can't say that enough, because we're probably the first people to have that always there. And they are our first person that you talk to, first person to kind of intro you to the product if you have any questions going on. But also if you have any troubles, if any problems are arising, you can go and talk to a real person and say, hey, I'm having this issue And then on top of that we've put in some really amazing tools so that you feel like you have control over your environment. So if I am talking to you and your mic is really loud or maybe you're saying something I don't want to hear, I can mute you. And then that mutes you for the rest of the experience until I unmute you. I can also block you if I don't want to see you anymore. That will remove you from my experience, and will remove me from your experience. And then also when you block somebody, too, you can report like why did I block this person. And then you have the live 24-hour support. But then you also have a space bubble. And this one's really important I think just in VR because it's really easy for an avatar to get so close to you that you feel they're actually invading your personal space. It feels really uncomfortable. And so automatically when you come into AltSpaceVR, you have a space bubble around you that if somebody gets too close they disappear and their handle disappears. And then if you want to get closer, like if you have a couple friends, people love like cheek kisses in AltSpaceVR and fist bumps and hugs. There's this one woman, Clair, that lives in London. She's in AltSpaceVR a lot. And every time I see her like she wants to give me a hug. And I get so excited, I'm like, Clair, and we hug, and it feels like I'm getting a real hug by this woman from around the world So you should have that control, too, to be able to have those more intimate moments when you want, but if you don't, you have some tools at your disposal so you can take care of yourself JASON HOWARD: So earlier, you mentioned the concept of an echo chamber. And a lot of times that gets associated with like political thoughts and things like that. But if you expand upon it a little bit, you get to the whole like your social bubble of like the things you surround yourself with, right, the spaces you choose to participate in So how are you like creating inclusive experiences for all kinds of people? It sounds like you're already taking steps down that path KATIE KELLY: I think our events is where we start. So you can think of an event almost as the easiest way to create VR content, especially if you're not a developer. And also we should talk later, too, about all the developer tools we have. But specifically with events if you are just a random person, again maybe living in rural Nebraska, not to pick on rural Nebraska, but you can go into VR, set up an event, and you automatically have a way to talk to a lot of different people. And our community has been creating most of the events that we've had, especially the last couple months. And those have included things like book clubs and poetry meetups and writing workshops for NaNoWriMo last month. And we've had yoga classes and meditation and talent shows, talk shows. Talk shows have become really popular where you kind of have the original feeling of YouTube. You have these people that recognize the power of the platform, and they were basically unknown before, but now they're creating a presence in VR This amazing woman, Vivian, if you ever come into VR, you'll see her show. And she comes on, and she just puts together this amazing show where she'll have games and trivia and invite people from the audience to come and participate But we're creating a new medium, and it's really fascinating. And what that goes back to when it comes to diversity is that our events aren't games, they aren't attracting just a gamer audience that usually skews male. We're attracting a wide range of people because we aren't a game, we're an experience So if you come into AltSpaceVR and you want to go to an event, you might go to a meditation event or there's actually a slumber party I think on Monday night. And women and men are welcome, but it's run by a bunch of women that wanted to have an event where they could connect with other women and watch movies and TV and just hang out So that's what makes me really excited about the diversity possibility of VR is that AltSpaceVR is showing that there's a lot of people out there that want to experience VR. They just don't necessarily know where to go, and AltSpaceVR seems to be a great place for them to start JASON HOWARD: Yeah. So having this type of space, and I know we touched on a moment about ago about muting and blocking people, things like that, right? And as we mentioned before, on traditional social platforms there's the whole concept of trolling and annoying people and people that are out to in essence create an unwelcoming environment or they try to take over conversations, things like that, right? Have you seen this as a problem in AltSpaceVR as of now? Do you expect it to be a problem into the future KATIE KELLY: It's a problem in VR in general. It's a problem in real life in general So one thing that my team spends a lot of time thinking about is how do we try to address those problems as soon as possible, and give users the chance to address it themselves, which is why our mute and our block and our bubble are so important, and why are in-VR 24/7 support is really important So what we found, one, when you come into social VR I do think you're more likely to feel like you are around real people. So I think it makes it a little bit harder to cause as much grief as maybe some other social platforms, because you want to fit in. You feel like there's a little bit of a culture that you're joining, and you want to be a part of it But if you don't and you want to cause havoc, you'll figure out ways to. So we want to make sure that when that happens, we can remove that person as soon as possible or at least have the users have the tools they need to remove them from their own experience JASON HOWARD: So there's obviously some guidelines in place as for if there's a person who's continually disruptive or creating an unwelcoming environment, things of that nature, that there are consequences to those actions KATIE KELLY: Yeah, we have a list of community standards that are very important to us that include everything from respecting other people and being inclusive, but also being mindful that we are inviting people from around the world to be in this space together, so we need to work together to make sure that everybody feels welcome and kind of know the rules JASON HOWARD: So in the opening, right, you mentioned that AltSpaceVR had been acquired by Microsoft. What was that like? Like how did that happen KATIE KELLY: It has been a roller coaster I think for our team the last couple of months, but it's also been really exciting, especially where we ended up. We thought we were closing down in June, and we closed up shop and left AltSpaceVR running. We're able to keep everything there. We actually had a goodbye party planned that our users - JASON HOWARD: Wait, wait, wait, wait, like closing as in closing the doors, ending the service potentially? Like, ow, okay KATIE KELLY: Yeah, we got to a point where that was unfortunately the reality kind of where we were at. And we had a goodbye party planned, and a bunch of our users showed up. And it was really heart-wrenching. But people on my team just kept fighting for the service, and telling people like why this mattered. And then we connected with the Microsoft team, and they saw why it mattered, and they really grew passionate about what we created, and lo and behold, we were acquired by Microsoft JASON HOWARD: Wow. That's a good thing, right? I mean, with the good work that you're doing, and obviously the plans that you have for the future, it's nice that the doors didn't get closed. But anytime there's an acquisition, things seem to change a bit. How do you see this particular acquisition changing the direction of the company KATIE KELLY: The thing that I've loved the most that I've heard from the team that we now work with at Microsoft over and over again is that they want AltSpaceVR to stay AltSpaceVR, and that they in a lot of ways are coming to us and our team to kind of find out about like what we did right, and what we've learned for now So in a lot of ways we feel really respected as a team, and really excited about the potential to use the resources, the massive amount of resources that Microsoft has to improve the experience in AltSpaceVR, grow our community, make more exciting events and experiences, and yeah, just grow this thing that we like passionately spent like the last couple years working on JASON HOWARD: So you mentioned earlier developer tools as part of this platform. Do you want to highlight on that a little bit KATIE KELLY: AltSpaceVR's SDK community is a bunch of really creative, really scrappy people that with three.js and A-frame can build their own experiences and environments in AltSpaceVR You can go to AltVR.com and check out our developer community and join our Slack, and you'll basically be introduced to a lot of people that are just doing some of the coolest stuff in VR that I've ever seen So in AltSpaceVR now you can go and you can check out a desert environment that somebody made with a tiki bar. This amazing woman Faye made a karaoke room with posters that she designed all over the walls, and rainbow wallpaper and rainbow floors So basically, you can kind of let your creativity go wild, and using our SDK make your own VR experiences JASON HOWARD: So are there any community imposed limitations on what they can create? Like is there any content that's, for lack of a better word, almost forbidden or not welcome KATIE KELLY: We think about ourselves really similar to I think how we think about the Internet. So a space in AltSpaceVR is really similar to a web page. And we think that people should be able to make whatever web content they want and bring it into AltSpaceVR That doesn't mean we're going to allow our general community to go and see it. So you always have to go through at least one step to have your content on our listed events page. But you will have a URL that you can share with your friends. So if you make a room that you're really excited about, and just want to share it with your community, by all means. And you also have the chance to have private events and private spaces, and you can make it friends only So there's a lot of different ways that you can kind of customize like who you want to share your content with, but we are going to be following our community standards and our guidelines for anything that the general community is going to see JASON HOWARD: So as part of those standards are there age limitations, anything that need to be thought of before somebody potentially tries to join the community KATIE KELLY: AltSpaceVR is 13 and over. And then we have content that we will put warnings on the banner of the tile image on the event page that will tell you whether it's appropriate for 17-plus or more for adults We are a community for adults, and we have some amazing like 13 to 17 year olds in general, but in general when you come to AltSpaceVR you're going to feel like you're around other adults, and it's something that we tried to make the community really awesome for that JASON HOWARD: So we've talked a lot about the social aspect and people interacting, but more to the broad picture like what do you think the future of social VR experience is? KATIE KELLY: The future of social VR I think is really up to the imagination of what people can make there. I do think that VR in general is going to be social, no matter what, in some capacity. And so I think that the future is just becoming a place where anybody can go meet, interact, share content, do cool events, go do other VR experiences, but eventually you're going to want to do it with your friends and the people that you know. So we think that the future of VR is social, to say it so bluntly JASON HOWARD: Well, I've got my mom on Facebook, so maybe I can send her a headset and get her to come join one of these types of spaces at some point KATIE KELLY: You should. It's really fun JASON HOWARD: So just as a quick reminder, how can the listeners join the AltSpaceVR community KATIE KELLY: You can join AltSpaceVR by going to AltVR.com or go to any store on your Oculus headset, on your Samsung Gear, on your Daydream, or through Google Play, and you can look up AltSpaceVR and download us for whatever platform you have. And if you have a mixed reality headset, you can go to the Steam VR Bridge and find AltSpaceVR and download that. And we really hope to see you in VR sometime JASON HOWARD: The acquisition of AltSpaceVR is just one of the ways Microsoft is working on a catalog of immersive experiences. From games to travel to videos, there are so many ways MR can enhance our work and social lives We're going to continue exploring the subject of mixed reality in January's episode. Join us next month to find out how the traditional media industry is incorporating virtual reality, and we'll find out more about the technical process for turning people and animals into holograms. You won't want to miss it Make sure you never miss an episode of the Windows Insider podcast by subscribing wherever you get your podcasts. And if you liked this episode, be sure to review and rate the podcast so others can discover it as well Thanks, Insiders. Join us next time on the Windows Insider Podcast NARRATOR: Our program today was produced by Microsoft Production Studios. The Insider team includes Tyler An (ph), Michelle Paisan (ph), and Amelia Grime (ph) Our website is Insider.Windows.com Support for the Windows Insider Podcast comes from Microsoft, empowering every person and every organization on the planet to achieve more Moral support and inspiration comes from Ninja Cat, reminding us to have fun and pursue our passions Thanks, as always, to our programs cofounders, Donna Sarkar (ph), and Jeremiah Marble (ph) Join us next month with more stories from Windows Insiders END
Die Infos: - Das scharfe VR Headset Varjo - Playstation VR 14 Tage kostenlos - Sumerian - Handsteuerung für Maschinen - Droomflucht VR Das Thema: - Samsung Gear mit Galaxy Note 8 Die App: - Stranger Things: Face your Fears
Esta semana, en Byte Podcast 571, tenemos una entrevista muy interesante con Qualcomm, en la que nos platican cómo ayudan a la escudería Mercedes AMG de Fórmula 1, y cómo esa tecnología llegará a los usuarios en el futuro. Visitamos el Museo Nacional de Antropología en México, en donde IBM celebra sus 90 años en el país con una exposición en la que participa Watson, su plataforma de Inteligencia Artificial, para crear una experiencia interactiva sin precedentes. Además, las noticias incluyen los lanzamientos de Motorola, como el Moto X4 o el Moto Z2 Play con el Motomod Gamepad, los nuevos wearables de la línea Samsung Gear, el aumento de precio a Netflix y los cursos de Khan Academy que no gastan datos con Telcel. Regresamos en dos semanas.
¿Qué ha pasado con Android Wear? Prometía una revolución para nuestras muñecas y tres años después ha quedado en un "chof". Las plataformas de Apple, Samsung e incluso Garmin o Fitbit nos parecen mejor soluciones. — Con invitado especial Pedro Moya00:00En este cuarto episodio de Kernel hablamos de relojes inteligentes en general, y del estado de Android Wear en particular. ¿Qué ha pasado? ¿Dónde están las novedades? ¿Se ha rendido Google o los fabricantes?Lo último que sabemos del proyecto fue en el Google IO de 2016, y desde entonces las novedades han caído con cuentagotas. Mientras tanto, el Apple Watch y en menor medida Samsung Gear, Xiaomi, Fitbit y Garmin se asientan en el mercado de dispositivos inteligentes para nuestra muñeca.Con invitado especial Pedro Moya @pemoru01:29Sobre Palabra de Runner:Palabra de Runner: correr, planes de entrenamiento y material@palabraderunner03:13En el inicio de los tiempos... se hizo Android Wear05:19Samsung deja de usar Android en los nuevos Smartwatch Samsung Gear 2 y Gear 2 Neo07:48Por qué los fabricantes han abandonado Android Wear este añoQué relojes se actualizarán a Android Wear 2.0 y cuandoLo que Android Wear 2.0 se llevó. Cosas que echo en falta en la versión11:39Relojes "de lujo" con Android WearMontblanc Summit, un nuevo smartwatch con grandes dosis de lujoAndroid Wear de lujo con el nuevo Tag Heuer Connected ModularNuevos smartwatch de Guess, la marca de moda se apunta a Android WearTommy Hilfiger, Hugo Boss y Movado presentan más relojes con Android Wear19:46Nuevos procesadores Qualcomm: móviles más eficientes y smartwatches más finos23:33Fitbit IonicDile adiós a los smartwatch Pebble: Fitbit en vías de comprar la empresaEste es el primer reloj inteligente de Fitbit: ¿la mejor alternativa al Apple Watch?26:46GarminNuevo reloj deportivo de Garmin: el mejor compañero para hacer deporteLos relojes deportivos más avanzados del mundo: Garmin Fenix 5, 5S y 5X27:49¿Qué reloj inteligente regalar estas navidades?Apple Watch Series 3Fitbit IonicPara deportistas:Garmin Fenix 5Para los que quieran una pulsera simple:Xiaomi Mi Band
Today's episode features Jonny Cosgrove, CEO of meetingRoom. meetingRoom is collaboration software built for distributed teams. It improves workflow and provides augmented management intelligence to increase productivity. Teams can share the same physical space while separated by geography. meetingRoom is built from the ground up to work cross-platform and works on desktop (Windows & Mac), mobile (Android & iOS), HTC Vive, Oculus Rift, Google Daydream, Samsung Gear, HoloLens and other headsets.If you would like more information on Jonny please check out the following links below:MeetingRoom - https://www.getmeetingroom.com/Jonny's Twitter - https://twitter.com/jonnycosgroveJonny's LinkedIn - https://www.linkedin.com/in/jonnycosgrove/Humans 2.0 Twitter - https://twitter.com/Humans2PodcastTwitter - https://twitter.com/markymetryMedium - https://medium.com/@markymetryFacebook - https://www.facebook.com/mark.metry.9Instagram - https://www.instagram.com/markmetry/My Website - https://www.markmetry.com/
Today's episode features Jonny Cosgrove, CEO of meetingRoom. meetingRoom is collaboration software built for distributed teams. It improves workflow and provides augmented management intelligence to increase productivity. Teams can share the same physical space while separated by geography. meetingRoom is built from the ground up to work cross-platform and works on desktop (Windows & Mac), mobile (Android & iOS), HTC Vive, Oculus Rift, Google Daydream, Samsung Gear, HoloLens and other headsets.If you would like more information on Jonny please check out the following links below:MeetingRoom - https://www.getmeetingroom.com/Jonny's Twitter - https://twitter.com/jonnycosgroveJonny's LinkedIn - https://www.linkedin.com/in/jonnycosgrove/Humans 2.0 Twitter - https://twitter.com/Humans2PodcastTwitter - https://twitter.com/markymetryMedium - https://medium.com/@markymetryFacebook - https://www.facebook.com/mark.metry.9Instagram - https://www.instagram.com/markmetry/My Website - https://www.markmetry.com/
In this episode, Marcello Sukhdeo talks about the top smartwatch for last quarter and about Fitbit’s new smartwatch. Also, some good news for Blackberry, the KeyOne is selling faster than expected. Show Notes: The smartwatch craze is growing with Apple Watch leading the way as the top smartwatch last quarter. According to IDC, Apple Watch was the world's most popular smartwatch by a significant margin last quarter, with an estimated 49.6 per cent market share. IDC estimates Apple Watch shipments totaled 3.4 million units in the quarter, well ahead of runner-up Samsung's estimated 800,000 smartwatches shipped. Garmin trailed in third place with an estimated 600,000 shipments. "The transition towards more intelligent and feature-filled wearables is in full swing," a senior research analyst for IDC said. "For years, rudimentary fitness trackers have acted as a gateway to smartwatches and now we're at a point where brands and consumers are graduating to a more sophisticated device." That's true, we are seeing an uptrend for smartwatches which have fitness capabilities and other apps functionalities together in one device, like the Apple Watch and Samsung Gear. Fitbit Ionic Fitbit announced recently their new smartwatch. It's the Fitbit Ionic and its available for preorder at $300 US. The Ionic looks like a cross between the Apple Watch and the Fitbit Blaze, with a rectangular LCD touch screen which makes it stand out from the many circular smartwatches on the market. The screen measures 1.2 by 0.85 inches, with a resolution of 348 by 250 pixels. It's surrounded by a bezel, thicker at the bottom than at the sides or top, which gives a look of a square face. The Ionic is compatible across mobile platforms so you can use it on Android and iOS. The Ionic isn't meant to be a standalone smartwatch. While you can get all your customary call, text, and app notifications, there's no LTE connectivity for making calls or replying to texts without your phone nearby. You also need your phone for the initial setup, syncing data, customizing clock faces, and tweaking your preferences. A single charge is estimated to last four days, or up to 10 hours while using GPS. That's outstanding for a smartwatch—most only last for two days max. The Ionic is an exercise companion and wellness monitor. KeyOne Blackberry's latest smartphone, the KeyOne is selling faster than expected. This has prompted TCL Communications, that's the company that manufactures Blackberry handsets to introduce the Blackberry KeyOne Black Edition. The KeyOne is an Android-powered smartphone that comes with an excellent keyboard and some unique BlackBerry customization. It is reported that as soon as the KeyOne hits new markets, like for example in China, it often sold out in a matter of hours after launch. The new KeyOne Black Edition comes with beefed-up specs, featuring 4GB of RAM and 64GB of storage, up from 3GB RAM and 32GB of storage. Other specs remain the same: a Snapdragon 625 processor, 4.5-inch 1080p screen, 12MP rear camera, 8MP front camera, and 3,505mAh battery. Battery life is great. It will be available in Canada $799. TECH BYTES SanDisk has announced a new 400GB MicroSD card that now claims the title of the world's largest storage capacity for a MicroSD card. This beats Samsung's 256GB card from last year. The SanDisk 400GB card can transfer files at up to 100MB/s, is classified as a SDXC UHS-I card, and is rated as an App Performance Class A1 device (i.e., it'll run apps well). As is always the case with these ultra-high storage products, there is a catch — you can get one at the hefty price tag of $250.00. A bug in Instagram that allowed criminals to steal the private information of celebrities has come to light just days after hackers took over the account of Selena Gomez to post nude pictures of Justin Bieber. Instagram admitted that the bug within its application programming interface (API) allowed at least one person to gain access to the private email addresses and phone numbers of high-profile users. Instagram said that it was contacting all its “verified” account holders, which are mainly celebrities and sportspeople. The exposure of the private details of celebrities comes just days after the most popular person on the service, Gomez, who has 125 million followers, had her account compromised on Monday. Hackers posted several nude photos of her ex-boyfriend Bieber, leading to the account being suspended by Instagram. Gomez regained control of her account and scrubbed the feed of the nude images. And finally, it now official, Apple has set Sept. 12 for its most significant new product announcement in years. The event will be the first at its new Apple Park campus and will take place in a theatre named for company co-founder Steve Jobs. So mark your calendar for Sept 12 at 1 PM Eastern Standard Time to hear the latest from Apple.
It's time to get tough on crime in Prison Architect. Catherine is back this week as we build to maximum security in the 12th episode of the podcast. Can Dan handle the solitary? Does Charles rule with an iron fist? Listen and discuss the Game Club game of the week: Prison Architect. Join the Game Club Facebook Group Show your thanks to Non-Fiction Gaming for this episode by becoming a Non-Fiction Gaming Patron at Patreon.com/nfglive. It will help ensure Game Club continues far into the future! In this Episode – Building the Prison System Intro – 0:00 Nerd Week – 1:42 Gaming News – 13:20 Prison Architect Discussion – 29:56 Game Recommendations – 1:02:24 Prison Slang Quiz – 1:09:00 Next Week on Game Club – 1:15:13 Nerd Week - Charles - Wargaming Association Cell in Melbourne with terrain coming, Samsung Gear with new S8, Board Game development redesign, 30th Birthday Presents (Nerd stuff), Sweet Han Solo trade Daniel - Babysitting for my sisters kids, pulled out the Wii U. Turns out the console is successful at one thing. Back into Guild Wars 2 - New expansion coming out soon. Got invited to partake in a Gaming Marathon for charity. Catherine? VR @ MIFF, Deep Space Puzzle Room, Work, flew to Canberra, flew to Sydney News Daniel - Gamescom - Age of Empires 4, Angela Merkel playing Minecraft and Farming Simulator Catherine - VR Port https://www.kotaku.com.au/2017/08/report-skyrim-vr-port-is-a-complete-dumpster-fire/ Charles - Gencon News! (Rising Sun available to play/Star Wars Legion), Top 10 Boardgames at the link in the shownotes https://www.pastemagazine.com/articles/2017/08/gen-con-2017-the-best-games-and-more.html Game Club - Prison Architect Prison Architect is a private prison construction and management simulation video game developed and published by Introversion Software. Initial release date: 6 October 2015 Designer: Chris Delay Genre: Construction and management simulation Awards: BAFTA Games Award for Persistent Game Developers: Introversion Software, Double Eleven Platforms: PlayStation 4, Xbox One, Microsoft Windows, Xbox 360, Linux, Macintosh operating systems
Recorded August 17, 2017 Advertisements for Walt Disney World First ad in 1985 John Moschitta was the fast talking FedEx and Micro Machines actor Discussion about the future of Epcot, which leads to… Frozen in the parks Epcot ride is pretty good, but it overtook Norway Sing along show at Hollywood Studios Books about Walt Disney World - Glenn’s recommendations [Since the World Began: Walt Disney World - The First 25 Years](http://amzn.to/2vKYtoC) [Walt Disney's Epcot Center: Creating the New World of Tomorrow](http://amzn.to/2id9ESa) [The Story of Walt Disney World](https://www.ebay.com/sch/i.html?_from=R40&_trksid=p2380057.m570.l1313.TR0.TRC0.H0.Xstory+of+disney+world.TRS0&_nkw=story+of+disney+world&_sacat=0) [Walt Disney Imagineering - First Version](http://amzn.to/2vLcQZY) [Walt Disney Imagineering - Second Version](http://amzn.to/2vL2Gso) [Building a Company: Roy O. Disney and the Creation of an Entertainment Empire](http://amzn.to/2vKwPIf) Other books - Fiction: [Down and Out in the Magic Kingdom](http://amzn.to/2v8OW7v) or [Free ebook](http://craphound.com/down/download/) [Our Kingdom of Dust](http://amzn.to/2vL9c2u) [Hollow World](http://amzn.to/2vLefA1) [Habst and the Disney Saboteurs](http://amzn.to/2vLeICa) Other books - Nonfiction: [Realityland: True-Life Adventures at Walt Disney World](http://amzn.to/2whEX4P) [Project Future: The Inside Story Behind the Creation of Disney World](http://amzn.to/2vQk1yz) [Four Decades of Magic: Celebrating the First Forty Years of Disney World](http://amzn.to/2vKRTyh) [Poster Art of the Disney Parks](http://amzn.to/2v8EVH2) [Marty Sklar](https://d23.com/walt-disney-legend/marty-sklar/) [One Little Spark!: Mickey's Ten Commandments and the Road to Imagineering](http://amzn.to/2vQmjxP) [Dream It! Do It!: My Half-Century Creating Disney's Magic Kingdoms](http://amzn.to/2wY8gGB) Discussion about taking photos during Glenn’s trip to Disney Glenn rented the [Sony a6500](https://www.sony.com/electronics/interchangeable-lens-cameras/ilce-6500-body-kit) for the week Glenn owns the [Sony a6000](https://www.sony.com/electronics/interchangeable-lens-cameras/ilce-6000-body-kit) Glenn’s lenses (in order of use): [Sony SEL1018 10-18mmn F4 Wide-Angle Zoom Lens](http://amzn.to/2fTuANi) [Rokinon 8mm F2.8 UMC Fisheye II](http://amzn.to/2whPb4Y) [Sony SEL35F18 35mm f/1.8 Prime Fixed Lens](http://amzn.to/2vLmfB4) [Sony SELP18105G E PZ 18-105mm F4 G OSS](http://amzn.to/2wYhC50) Glenn’s photos from the trip: [Day 1](https://www.flickr.com/photos/dizwiz/albums/72157684525422323) [Day 2](https://www.flickr.com/photos/dizwiz/albums/72157687145453205) [Day 3](https://www.flickr.com/photos/dizwiz/albums/72157684782483020) [Day 4](https://www.flickr.com/photos/dizwiz/albums/72157684671982873) [Day 5](https://www.flickr.com/photos/dizwiz/albums/72157684625462084) [Day 6](https://www.flickr.com/photos/dizwiz/albums/72157684852278850) [Day 7](https://www.flickr.com/photos/dizwiz/albums/72157684910951770) [Day 8](https://www.flickr.com/photos/dizwiz/albums/72157684906926903) Chris wants to try the [Samsung Gear 360 Degree Cam Spherical Camera](http://amzn.to/2vQ6Pd8) Picks of the week: Chris: [PhotInfo](https://itunes.apple.com/us/app/photinfo/id597139381?mt=8) Glenn: [WD 4TB Black My Passport Portable External Hard Drive - USB 3.0](http://amzn.to/2whIzDB)
DNX - Digitale Nomaden Podcast mit Marcus Meurer & Felicia Hargarten
Die Samsung S3 Frontier sieht nicht nur geil aus, sie ist auch mit dem Apple iPhone kompatibel: Check mein Review aus! Sicher dir jetzt kostenlos das ultimative DNX Erfolgskit für Online Unternehmer mit meinen 7 Erfolgsgeheimnissen für deine persönliche und finanzielle Freiheit
Programa emitido el 7/07/2017. Reseñamos el Crash Bandicoot N. Sane Trilogy y la nueva película de Marvel, Spiderman Homecoming, sin spoilers! Además, las últimas novedades y rumores del iPhone 8, Moto X4, Samsung Gear 4, Spotify, los lanzamientos de videojuegos de julio, Horizon Zero Dawn, Zelda Breath of the Wild y joycons exclusivos de Nintendo Switch. Nuevas imágenes filtradas de Avengers: Infinity War, Captain Marvel, el Joker de Jared Leto en Wonder Woman 2, sorteos y mucho más!!! EN VIVO EN radioledonline.com o escuchanos también en vivo con tu smartphone desde las apps NOBEX, TUNE IN y STITCHER! La casa del gamer, el patio de atrás del geek y la herramienta principal para los que quieren entender un poquito más de tecnología. www.culturageek.com.ar FB: culturageek.com.ar TW: @culturageek IG: culturageek.com.ar CONDUCCIÓN: Augusto Finocchiaro Preci con Agustina Montillo, Jorge Abreu, Estefanía Barth, Jose Argañaraz, Laura Romero, Claudio Villalba y Juan Asenjo.
Entre Apple Watch, Samsung Gear, Fitbit, Polar y hasta las zapatillas de Martin McFly, parece que todos quieren un weareable o un accesorio para llevar consigo. Pero, ¿vale la pena hacer la inversión? Escucha a Andrés Londoño y Victor Aliaga del Team Platzi contarte sus experiencias con los gadgets que han podido probar. --- Send in a voice message: https://podcasters.spotify.com/pod/show/platzi-podcast/message
Entre Apple Watch, Samsung Gear, Fitbit, Polar y hasta las zapatillas de Martin McFly, parece que todos quieren un weareable o un accesorio para llevar consigo. Pero, ¿vale la pena hacer la inversión? Escucha a Andrés Londoño y Victor Aliaga del Team Platzi contarte sus experiencias con los gadgets que han podido probar.
With Gareth Myles, Gavin Fabiani-Laymond and Jay Garrett RSS Link: http://mobiletechaddicts.libsyn.com/rss iTunes Stitcher Tunein Show Notes Listener feedback: Hi Gareth, If you’d like to spruce up your Google Home or just have it better match your home decor, not only are the different coloured bases available from Google, but Slickwraps have some great ‘skins’ available: https://www.slickwraps.com/devices/cool-stuff/google/google-home.html I got the Natural Series Bamboo one and it looks fantastic. They dispatched from the US and it was with me in the UK within a week. Andrew Re:Flex 5000 For the price would have been nice if it had two adapters mounted on it for two people to use it after kids are in bed. Guess you could use a splitter, might want to try it if you have it. Some things I would like you to cover in your review. – Range claims to be 30m, how accurate is that in real world environments and if your listening to music, how well does it work if you walk around or even go into another room. – Looked like there was a battery cover, is the battery removable (replaceable) or is another expensive disposable. – How accurate is the advertised 12 hours of battery life in real world usage Joe The Nokia 6 looks like it will be a fantastic phone for repetitively little money, I love the fact that it is made from a single piece of aluminium rather than plastic. I also love the fact that it comes with stock Android. It could be interesting competition for the likes of the Moto G5 & G5 Plus. Jo News: Note 7 FE (Fan Edition) - or Fire Edition ;0, via ETNews - Englrish Play Test: Jay UBTECH Jimu Explorer robot kit My take on the NuForce uDAC-3 Gareth Glovax Pro review Honor 8 Pro SpeedLink DECUS RESPEC Gaming Mouse Review Acer Swift 1 Gavin Samsung Gear 360 camera - Review LG G6 - Review of Quad DAC G6 Samsung Galaxy S8 - Epic macro shots Bargain Basement: Lenovo Tab 3 10.1 Inch 16GB Tablet - Black. Toshiba 64 GB EXCERIA M302 Micro SDXC Card U3 Class 10 with Adapter £16.99 ZTE Blade A512 on Pay as you go £ 65 Main Show URL: http://www.techaddicts.uk Email: contact@techaddicts.uk Twitter: @techaddictsuk ; @garethmyles ; @gavinfabiani ; @GadgetyNewsCom ; @JayGarrett ; @swanny ; @girlsngadgets ; @wildlime Facebook: Tech Addicts Web: http://gavinsgadgets.com ; http://GadgetyNews.com ; http://swanny.me/ Google Plus: +Techaddicts; +garethmyles ; +gavinfabiani-laymond; +JayGarrett
Joshua Vergara is joined by Joe Hindy, David Imel and Adam Molina for another great episode of the Android Authority Podcast. The guys enjoy a lengthy discussion on the new YouTube TV streaming service - is it worth it? Maybe. The ages old debate on hardware vs software buttons gets hashed out and Josh, at least, is excited that Pebble watches and apps will no longer need Pebble servers to operate. While the team was recording, Jonathan Feist enjoyed most of the day off, a bit of wind knocked out his power - having no electricity is like taking a vacation in this job. The Android Authority Podcast - discussing topics in Android every week. Rough Timecodes: Check-in with Beyblades, free Samsung Gear 360 and Karaoke. 21:00 - YouTube TV 60:00 - Pebble services and hardware vs software buttons Relevant Links Android Authority Forums - Podcast discussionYouTube TV Pebble releases watch apps from server needs Software buttons on the Galaxy S8
We're not gonna lie: you might need to strain your ears a bit as four tech talkers crowding around an overheating 360-degree camera and one microphone might not produce the best results in audio. It's especially the case after a day of taking notes, an afternoon of crafting video and a night of chewing up Manhattan through noodles, lager, a little competitive Pac-Man and some Oreo mousse. Ricky Villacrez of GSMArena joins us to discuss as much as we can surmise about the Galaxy S8. We barely get through dealing with the all-new Samsung Gear 360 to even record the video for this show, — 'cause we like to be special — but audio podcast streamers will be able to get the more "polished" version and a "bonus" episode of random clips from throughout the evening. It's time to get charged and ready (unlike the four of us) for the Pocketnow Weekly! Watch the video recorded from 1:45am on March 30th, or check out the high-quality audio version right here. Continue the conversation on Twitter and other social media by using the #PNWeekly hashtag and send listener emails to podcast@pocketnow.com for a shot at getting your question read aloud on the air the following week! Pocketnow Weekly 246 Recording Date March 30, 2017 Hosts Juan Bagnell Jaime Rivera Jules Wang Ricky Villacrez (GSMArena) Sponsor This week’s episode of the Pocketnow Weekly Podcast is made possible by: Mara.ai Technology has changed the way we run. Thanks to Smart phones, now even casual runners can map their routes, create pump-up playlists, and track their progress. However, taking advantage of all of these technologies has always meant stopping to look at your phone, which means losing motion and momentum. That’s about to change, because now there’s MARA: a hands-free running assistant that uses voice recognition and the microphone in your earbuds to help you optimize your runs. You can tell her what kind of run you’d like to do, ask questions about your speed, pace, or location, or have her play albums and playlists from your music library. MARA can also tell you how you are doing in comparison to your past runs or warn you about changes in weather, like if it’s about to rain. She’ll even track your progress by noting all of your hotspots and rough legs, each time you run. You can connect MARA to Amazon Alexa-enabled devices and ask her about lifetime statistics, and records you’ve set while you get ready for your next run. Visit MARA.ai to download your free virtual running assistant today! Galaxy Unpacked Yep, this pretty much takes up our whole show... well, almost. Check out our complete coverage of the Galaxy Unpacked show with text and video pieces from Pocketnow. Galaxy S8 with our hands-on video | Galaxy S8+ with our hands-on video | Bixby | Pricing and availability posts | New Gear 360 | Gear VR with Controller availability | Galaxy S8 Microsoft Edition | Samsung DeX details and pricing | The Look Ahead More videos: S8 vs. LG G6 | S8+ vs. iPhone 7 Plus | S8 vs. S7 | S8 vs. S8+ | Camera Tour • See you soon! See omnystudio.com/listener for privacy information.
As we all morn the tragic loss of Apple's common business sense, the Boys are joined by first time guest Pastelito De Queso! Together they form a hot, steamy episode that tackles the dog shit re-wrapped in gold foil that is Destiny Rise of Iron, debate an article discussing what have been the top controversial video games ever released, the latest information on Samsung's Gear watch the Third, how iPhone are essentially ruining America, and the top comic book sales as of August. As always feel free to send messages and voicemail to us about what you think, whether or not you agree with us, or about things we couldn't have gotten to!Voicemail: 408-909-8082Twitter: @dementiastudioInstagram: @dementiastudiosClick to view: show page on Awesound
Today I speak with Shakhruz Ashriov, Lecturer at Westminster International University in Tashkent. He is also an expert software architect, working on next generation OS for virtual reality to aid in discovery and creation of Virtual Worlds.
On this podcast, Nora Young mentions "In the Eyes of the Animal" a virtual reality project from Marshmallow Laser Feast. The idea is to let you experience life in the forest through the eyes of animals (via Fast Company). Nora and Cathi chat about creative applications of VR for therapy or for empathy. There's so much about VR in the news lately, with Facebook saying it plans to continue to invest in the technology over the long term, and Netflix working with Samsung Gear on VR applications. Cathi Bond talks about the importance of recognizing our animal natures, and mentions this installation at High Park Condominiums. What uses would you like to see for VR? Meanwhile, Cathi Bond talks about Better Humans, a site she used to visit, which is now back in revitalized form, with funding from the Methuselah Foundation. Their goal is to work on healthy life extension and it's got Cathi and Nora talking about what a world of healthy old people might be like, and who might benefit if that were to come about. What do you think?
Carl and Richard talk to Jonathan Stark about the wearable landscape today. But first, a crazy story about a Starbucks card. Jon is the guy behind Jonathan's Card, where he put a Starbucks card online for folks to add money to and buy coffee with. Crazy! Next up is a deep dig into the spectrum of watch like devices available today - Samsung Gear, Pebble, the Apple Watch and more! The variety of programming opportunities is just getting bigger.Support this podcast at — https://redcircle.com/net-rocks/donations
Carl and Richard talk to Jonathan Stark about the wearable landscape today. But first, a crazy story about a Starbucks card. Jon is the guy behind Jonathan's Card, where he put a Starbucks card online for folks to add money to and buy coffee with. Crazy! Next up is a deep dig into the spectrum of watch like devices available today - Samsung Gear, Pebble, the Apple Watch and more! The variety of programming opportunities is just getting bigger.Support this podcast at — https://redcircle.com/net-rocks/donations
Lots of calls and advice this week covering everything from Twitter account usage, Digital Radio and the reception issues, PC Buying advice, Google Drive and privacy, Samsung Gear 2, Wireless connectivity for the man-cave
Avram Piltch talks us through some of the innovations he and his team discovered at this year's Mobile World Congress event in Barcelona, Spain. Drawing from the Best of Mobile World Congress lists from both LAPTOP Magazine and sister site Tom's Guide, he discussed the second-generation YotaPhone, the Samsung Gear and Samsung Gear Fit, the Rambus lensless camera and more.
Samsung is rolling out its Samsung Gear 2 smartwatch to help kick start the annual Mobile World Congress in Barcelona. The smartwatch runs on a Samsung-backed operating system called Tizen. Samsung says the new smartwatch will come in two models, including a lower-priced version with no camera function. The second generation of its smartwatch sees the camera being moved onto the main body of the wristwatch. The camera on the first-generation of the watch is embedded in the watch strap. The new watch will feature a slightly faster processor and a more powerful battery that Samsung says will allow for two to three days of typical use.