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Link to bioRxiv paper: http://biorxiv.org/cgi/content/short/2023.05.05.539385v1?rss=1 Authors: Fromm, C., Huxlin, K. R., Diaz, G. J. Abstract: This study tested the role of a cross-modal feature based attention (FBA) cue on perceptual learning and spatial transfer. The trained task was figure-ground segregation in the motion domain. The experiment involved a pre-test, ten days of training, and a post-test. Twelve visually intact participants were immersed in a virtual environment delivered to a Vive Pro Eye. Participants identified the location and motion direction (MD) of a peripheral 10{degrees} aperture of semi-coherently moving dots embedded at randomized locations within whole-field random dot motion. The aperture contained both randomly moving dots and signal dots which had global leftward or rightward motion. To manipulate motion coherence, a 3-up-1-down staircase adjusted the direction range of the signal dots in response to segregation judgments. The dot stimulus was preceded by a 1s white-noise spatialized auditory cue emitted from the fixation point (neutral group), or from an emitter moving in the direction of signal dots at 80{degrees}/s in a horizontal arc centered on the fixation point (FBA cue group). Visual feedback indicated the selected and true aperture locations, and correctness of the MD judgment. Analysis measured MD discrimination within the aperture as well as segregation ability, both measured in terms of direction range threshold (DRT). At trained locations, MD DRT improved similarly in FBA and neutral groups, and learning was retained when the pre-cue was removed ({Delta}DRT from pretest to posttest: 61{+/-}10{degrees} ; (SD) FBA, 74{+/-}10{degrees} neutral), and transferred to untrained locations (41{+/-}10{degrees} FBA, 45{+/-}10{degrees} neutral). DRT for localization also improved in both groups when pre-cues were removed (49{+/-}10{degrees} FBA, 44{+/-}10{degrees} neutral), but only the FBA group showed full transfer of learning to untrained locations in the segregation task (32{+/-}10{degrees} FBA, 23{+/-}10{degrees} neutral). In summary, transfer occurred for both MD and segregation tasks, but the segregation transfer required the presence of the cross-modal FBA cue during training. Copy rights belong to original authors. Visit the link for more info Podcast created by Paper Player, LLC
Sonos Roam: el altavoz más económico de Sonos hasta la fecha es portátil, resistente al agua y adapta su sonido según dónde lo llevemos Hay marcas que tienen pocos dispositivos, pero todos ellos ofrecen un nivel altísimo. Una de ellas es Sonos, que ahora presenta un nuevo altavoz portátil. Es el nuevo Sonos Roam, un altavoz inalámbrico con bluetooth y WiFi que recoge algunas de las características del Sonos Move y las replica en un cuerpo más ligero y móvil. El Sonos Roam es también el altavoz más económico de la compañía, caracterizado por ofrecer productos normalmente ubicados en la gama alta. Un altavoz compatible con Alexa, Google Assistant o Apple AirPlay 2 y que cuenta con un cuerpo resistente al agua y al polvo. El Sonos Roam está diseñado para escucharse tanto verticalmente como horizontalmente. El altavoz cuenta con certificación IP67 de resistencia al agua y al polvo, gracias a tapas de silicona, promete hasta 10 horas de reproducción continuada con una sola carga y hasta 10 días de duración en reposo. Estará disponible a partir del 20 de abril en color blanco y negro por 179 euros. Lo último de HTC Vive es un rastreador facial para capturar las expresiones de nuestra cara en realidad virtual HTC, que es uno de los grandes exponentes de la realidad virtual, acaba de lanzar un curioso y peculiar accesorio para sus gafas de VR: un rastreador facial. En pocas palabras, es un dispositivo que se acopla bajo las gafas y que, según explican desde la compañía, es capaz de rastrear hasta 38 movimientos faciales en los labios, la mandíbula, los dientes, la lengua, el mentón y las mejillas. Con el objetivo de conseguir avatares más realistas. Su nombre es Vive Facial Tracker y es compatible con las gafas de la serie Vive Pro. Está más enfocado al mundo empresarial que a los juegos y su precio es de 139 euros. Se puede comprar ya en la web de HTC Vive. La idea del Vive Facial Tracker es mejorar un poco las comunicación no verbal, aunque ya hay plataformas de realidad virtual que permiten crear avatares y reaccionar en tiempo real con emojis o expresiones faciales, el objetivo de Vive Facial Tracker es permitir a los interlocutores ver las expresiones del resto de personas. El Vive Facial Tracker funciona con las Vive Pro Eye y otros modelos de la serie Vive Pro. Su enfoque es claramente profesional, aunque también podría llegar a tener potencial en videojuegos. --- Send in a voice message: https://anchor.fm/elgordocircuito/message
Link to bioRxiv paper: http://biorxiv.org/cgi/content/short/2020.07.29.220889v1?rss=1 Authors: Sipatchin, A., Wahl, S., Rifai, K. Abstract: Background: Adding an eye tracker inside a head-mounted display (HMD) can offer a variety of novel functions in virtual reality (VR). Promising results point towards its usability as a flexible and interactive tool for low vision assessments and research of low vision functional impairment. Visual field (VF) perimetry performed using VR methodologies evidenced a correlation between the reliability of visual field testing in VR and the Humphrey test. The simulation of visual loss in VR is a powerful method used to investigate the impact and the adaptation to visual diseases. The present study presents a preliminary assessment of the HTC Vive Pro Eye for its potential use for these applications. Methods: We investigated data quality over a wide visual field and tested the effect of head motion. An objective direct end-to-end temporal precision test simulated two different scenarios: the appearance of a pupil inside the eye tracker and a shift in pupil position, known as artificial saccade generator. The technique is low-cost thanks to a Raspberry Pi system and automatic. Results: The target position on the screen and the head movement limit the HTC Vive Pro Eye's usability. All the simulated scenarios showed a system's latency of 58.1 milliseconds (ms). Conclusion: These results point towards limitations and improvements of the HTC Vive Pro Eye's status quo for visual loss simulation scenarios and visual perimetry testing. Copy rights belong to original authors. Visit the link for more info
In our 21st podcast, we talk about a wide variety of topics centered around the postponed GDC, the Vive Pro Eye bundles that are coming out, and the upcoming games for the Viveport Infinity subscription. All of this and more in our 21st edition of the Daily VR Gear podcast!
Im MIXEDCAST #184 tauchen wir tief ein in den Vive Cosmos. Den MIXED.de-Podcast gibt es bei Soundcloud, Spotify, iTunes, in der Google Podcast-App oder als RSS-Feed. Mehr Infos und alle Folgen: mixed.de/podcast Bitte unterstütze unsere Arbeit mit einem Werbefrei-Abo für die Seite: mixed.de/abo Oder einem Einkauf über unseren Amazon-Link (ohne Aufpreis für Dich): amzn.to/2Ytw5CN mit einem deaktivierten Werbeblocker oder einer positiven Bewertung bei iTunes, Spotify und Co. Danke! Abspeck-VR mit Sven Sven versucht seit gut zwei Monaten, mit VR-Sport abzuspecken. Uns verrät er exklusiv (!) sein Trainingsprogramm und was er damit erreicht hat. Spoiler: Die Pfunde sind noch nicht gepurzelt, aber er fühlt sich trotzdem fitter. Schadet die Hardware-Fragmentierung dem VR-Markt? HTC hat sein neues VR-Portfolio vorgestellt: Die Cosmos-Brille gibt's jetzt in vier Variationen, hinzu kommen die älteren Modelle wie Vive Pro oder Vive Pro Eye. Wer durchschaut das? Andere Hersteller sind da nicht eindeutiger: Pimax zum Beispiel hat zahlreiche Modelle am Markt, bei Windows Mixed Reality gibt's mehr VR-Brillen als Kunden. Selbst Oculus' Produktstrategie ist mit Oculus Go, Quest, Quest am PC und Rift S durchaus erklärungsbedürftig. Überfordert das Otto Normalverbraucher? Tschüss, Daqri Das hervorragend finanzierte AR-Unternehmen Daqri ist pleite. Nach ODG und Meta ist Daqri schon der dritte hochgehandelte AR-Brillenhersteller, den es erwischt hat. Ehemalige Angestellte berichten über Fehler des Managements - und ein Produkt, das keines war. Wir verabschieden uns von Daqri.
Animator Chance Glasco is famous for his work on video games, most notably the Call of Duty Franchise. His newest venture, Doghead Simulations, is using Virtual Reality to replace and improve conference calls, video calls, and screen sharing. Imagine being worlds apart, yet able to meet together face to face, sharing data and information in real-time, through a virtual reality environment that works across a variety of platforms and operating systems. TRANSCRIPT: Intro: 0:01 Inventors and their inventions. Welcome to Radio Cade the podcast from the Cade Museum for Creativity and Invention in Gainesville, Florida , the museum is named after James Robert Cade, who invented Gatorade in 1965. My name is Richard Miles. We’ll introduce you to inventors and the things that motivate them, we’ll learn about their personal stories, how their inventions work, and how their ideas get from the laboratory to the marketplace. James Di Virgilio: 0:38 I’m James de Virgilio in for Richard Miles . And today I get a chance to talk with a rather famous, and I heard you said this in a podcast Chance, a famous, but maybe not famous on the street, developer who’s now doing some really interesting things. His name is Chance Glasco. He’s sitting down with me here at the Cade Museum, and we’re going to talk about a couple of things today, a Chance. Let me give you your bio. You’re the Co-founder of Infinity War, that’s what you’re famous for, which produced Call of Duty and the really good Call of Duty games. I think it’s important to say in there , and then you are now the Co – founder since 2016 of Doghead Simulations. And we’re going to spend quite a bit of time talking about this today. What, first of all, why start Doghead? You were in Brazil for a while . You had kind of given yourself a little mental space. Why come back with this project? Chance Glasco: 1:25 So after , um, 13 years of Call of Duty, 15 years of the game industry, I was just burned out. As you probably heard. The game industry is a lot of hours, a lot of crunching late nights. Yeah. They feed you, but you’re there 12 hours a day, sometimes six days a week, and whatnot, it just kind of takes a toll on you. And you, you know, at a certain point, doesn’t matter how much someone pays you. If you can’t enjoy your life, what does it matter? Right. And so I guess I kind of pulled like a Dave Chappelle in a sense , right. I just kind of left the country and went to another place, which was Brazil , uh, lived there for , uh , overall, I close to three years, about two years in Rio and then , uh, six months or so, and , um , San Paulo and , uh , yeah , just enjoyed it and just kind of relaxed, recovered, and started working on a VR project remotely with a buddy of mine, Albert Perez, who’s another Co – founder of Doghead. He was in Seattle, I was in Rio and we were working on this game called Bear Tinder. And it was actually a , um, animal bartending game. You’re in virtual reality, you’re a bear. And then animals come in and they order drinks and you actually reach behind you, grab the bottle, you know, and grab everything, start mixing stuff, get points, serve them. And eventually ended up with just this crazy drunk animal bar. So like, why am I not doing a drunk animal game now? Well, investors, would probably be the correct answer, right? You’re a money guy. So, you know, like if someone came to you, with the background of Call of Duty is like, Hey, I’ve got this great idea. You can get drunk with a goat and a chinchilla in VR, or, Hey, I’ve got this idea that can revolutionize communication education. Like the investors are going to go with the second choice, most likely. James Di Virgilio: 2:55 That’s for sure. So you were working on something very creative and fun. Chance Glasco: 2:58 Yeah, something as far as from Call of Duty as I can get basically. James Di Virgilio: 3:02 And now it’s morphed into something a little more serious, a little bit more professional, more buttoned up maybe? Chance Glasco: 3:06 So, the segue from that was , uh , we were collaborating and I think we were initially using Skype and, you know , um, Skype is not, I don’t know how Skype managed to get worse over the years, but we were very frustrated and it wasn’t just the software itself. It’s just that we had I had five megabit down internet, you know, I was like two streets from a favela. It was not like this, you know , broadband one gigabit experience I was having , um , you know , uh, there’s a lot less bandwidth used if we did this in VR. Cause the video uses a lot of bandwidth. But in, in VR, if you’re in a social situation while we’re sending audio, just like you would on a video conference call. But instead of saying video, we’re sending the XYZ coordinates of your hands and your head. Cause that’s all being tracked. And then applying that to an avatar. And so not only did it solve our bandwidth issues, it was just a much better experience for conferencing remotely. You get in there and in good VR, actually, most of you are now , uh, we’ve gotten to the point where you’ve experienced presence. It’s a sense of actually being somewhere, you put this thing on your head, your subconscious mind buys into it. Your conscious mind knows you’re in VR, right? And so we were like, wow. Or I feel like I’m here with you. Like we’re hanging out in VR. You feel their presence, social presence enters the equation. Once you network other people in there. And they’re like, well, now that we’re hanging out and we’re talking, wouldn’t it be cool if we could like, you know, maybe bring up a PDF or think of a 3D model that we’re working on for the game or something. Um, and so the tool that was fixing our collaboration issues ended up being a product kind of classic story. James Di Virgilio: 4:35 That is a classic story . That’s what I was thinking. As I heard you say, this is, so you just try to solve a problem you had with your Co-founder and then you stumbled upon what is now the primary development piece for, for your studio. The first thing that came to mind for me was what you just said is have done VR before. I have a hard time having my subconscious buy into it. I recognize him in a , in an environment that seems a little bit blurry or it seems a little bit weird and I’m doing things in there. But to hear you say that it’s tracking movements that you actually felt like you were able to read the mannerisms of your Co – founders seems amazing. It seems to transformational. Are you finding that the marketplace desire or something like this for a video conferencing solution? Or is this a hard , a high hurdle to overcome? Chance Glasco: 5:16 I mean, this is something that the market demands, but they don’t know they demand it yet or they do. They just don’t know what it is. They just know that they don’t like video conferencing. But think about like, like Henry Ford, I don’t know exact quote, but something like, “If I would ask people what they wanted , they would’ve said a faster horse.” People like , Oh , want better video conferencing. This isn’t very good. You don’t like video conferencing, not because, Oh , it’s pixelated or you don’t like, because you’re not there with them. It doesn’t matter how good you make video conferencing. You’re still looking at a set of boxes on a screen. And that screen might fill , you know, 30% of your field of view . And then you’re like, well, who’s talking, I don’t know all this people. Let me look at, Oh, that person’s mouth is moving while the audio is coming out. Okay. So I guess they’re talking right. Well in VR, if like, let’s say this was Rumi , right? This is our software we’ve met we’re in this environment. This is the 3D rendering. If I’m looking off to the right and I hear you talk, I’m going to hear you out. I’m sorry if I’m looking to the right. Uh , and I hear you talk, I’m going to turn my head left because I heard you out of my left ear. I know you’re to the left of me. Right. That’s natural. That’s what we’re used to experiencing. It doesn’t happen via conferencing. You’re just scanning like this little boxed area of who’s talking, right. Body language. You don’t really get that in , um , in video conferencing. Um, yeah, you can see like their upper body, but there’s no depth. You don’t get everything below that. And it just doesn’t really translate. And so when you’re in VR, people typically will just kind of circle up if they’re in a group, just like you would in real life, like a semicircular circle. When they’re talking, I can see multiple people this way, this person talks, I can turn my head left. You know? So it’s just, we’re basically, we’ve recreated that in person experience using VR. James Di Virgilio: 6:49 It’s , it’s a couple of interesting things. One, you just mentioned that sort of circle, which I think whenever I come out of a movie, people tend to form a circle and you discuss the movie, like it’s the natural human. This is how, and you’re seeing people naturally in the VR world where they could go anywhere they want, right. They can take their avatar and turn away from you, but they don’t, they’re actually forming the same social formation you’d form in the flesh. Chance Glasco: 7:12 You’re utilizing 3D space. Video conferencing, it’s just a 2D panel in front of you, you know? And so when you utilize 3D space, you can do more of it . James Di Virgilio: 7:20 I think one of the most interesting things that I, that I read that you had , um, you had said, and I think this is totally true, is when you put the VR headset on, you’re not distracted and with video conferencing or conference calls, I think anyone listening to this podcast knows that you’re on mute or you’re typing an email or you’re browsing the internet and you’re half listening, but the VR set is fully immersive. So you’re actually in the space with the person, much like you would be one on one. Chance Glasco: 7:45 Yeah. There was actually a study from source enter call that I realized that 70% of people in video conferencing are doing something completely different. And at least one of the things , and it was emailing, it was texting, it was playing games, going into the bathroom, like all kinds of stuff. Right? So when you’re in VR and a hundred percent of your reality is being rendered. It’s not like AR where you’re rendering, you know , 3D over the real world. You’re completely blocked out to the real world. And so, and you had headphones and you’ve got headphones on. Right? And so, because of that, you know, you’re not, if I reached in and grab my phone, and get my phone out I’m not going to see my arm. I’m not going to see my hand. I’ll see my 3D avatar hand, but I’m not going to have a phone in it because that’s in the real world. Right? So it’s just a much better way to focus. And especially when with school, like if you think about online school, I don’t know if you’ve done any online classes, but people don’t have like memories. They don’t reminisce about online school. Hey, remember that time I typed that funny joke and hit enter, and then you type ha ha ha ha. And hit enter. Hell yeah. That was hilarious. Like you never have you ever , never have conversations about the online school, but what if you’re in a , what if your friends is what Harvard is doing? Harvard is using our software to teach Egyptology to Harvard students. And , um, I , uh , university in China. So you have Chinese students and Harvard students in a Egyptian pyramid, a 3D model and different pyramid with the PhD in Egyptology teaching them. They’re gonna remember that. They’re not going to remember the video of the guy talking and the text chat, you know? James Di Virgilio: 9:13 Yeah. You’re absolutely right. I took a lot of online courses at the University of Florida. And then just remember maybe a weird thing the professor did, but there’s no collaborative field. Chance Glasco: 9:22 It’s kinda de-humanized. James Di Virgilio: 9:23 Yeah. It is. It’s a guy on a screen talking that’s that’s fascinating. So they actually feel this. So Harvard is , is presumably one of your? Chance Glasco: 9:31 Yeah, Harvard, Full Sail University, Michigan, I’m sorry. University of Michigan, Wolverines? Yeah. I don’t sometimes there’s like, you know , it was like Florida State can say let’s just rearrange state’s names and the word state into five different colleges and expect you to remember their names. James Di Virgilio: 9:48 So, so your technology is potentially changing the landscape of video conferencing and allowing for an immersive, almost realistic experience anywhere across the world? Chance Glasco: 9:56 Yeah. I wouldn’t say, I said replacing rather than changing, you know , it’s like for instance, we had, you know, we have the first to telegram right? Then like a phone call and then we had , um, you know, audio conferencing and video conferencing. But for the history of human beings, we’ve been communicating from a very complex exchange of facial expressions, body language. Um, there’s all these little details that come together. And when we’re having a conversation , uh , my little shots of either serotonin and dopamine are coming from your little micro reactions in your face, you’re nodding your head, these things. So we’ve basically for the sake of convenience , um, you know, over pretty much during your , um, your lifetime in my lifetime have stripped away all of those human aspects of communication for the sake of convenience. Right? And so what we can do with the VR technology is we can actually rehumanize social media, you know, where we’ve got your body language , um, the new headsets , uh, the new Vive Pro Eye has eye tracking and that’ll probably be a standard feature in the future for most headsets. So now we have like how you’re moving and what exactly like what exactly you’re looking at. You know, just having one to one eye movement in VR , I have an avatar that’s the eyes are moving, how the real person’s moving. That adds emotion that has empathy. And so we’re kind of fooling your brain in a sense to feel. I mean , I don’t know if fooling is the right word where we’re just transferring more of those human aspects into your digital environment. So to give a sense of empathy. James Di Virgilio: 11:16 Now, is anyone else doing this? Is this is this patent protected and how, where are we in that ? Chance Glasco: 11:21 I mean, you can’t, you know, you can’t really patent protect the idea of people being networked in VR, you know , and that in itself is not necessarily a completely unique idea. I mean, we’ve had network games for awhile , but most of the companies that have are known are focusing more on the social, social aspect, not this, like we’re a private invite kind of system like Slack, right? You’re going to get to create a team and you invite people via email. Um , you’ve got other companies that are more of like an AOL chat room. I’m like in the early days we were just going in there and you’re talking to people I’m just more focused on some entertainment. And we realized there was a , a gap of like, Hey, what if you want to be productive? What if you want to get drunk together and actually be productive rather than just be like, Hey, where are you from? You know, that stuff, you can do that in Rumi, but you have to be invited to that team to speak to someone. James Di Virgilio: 12:05 And Rumi is the name? The actual application? Chance Glasco: 12:08 Yeah. Are you MII? Um , in Doghead Simulations is our company name dogheadsimulations.com is our website. But if you, I recommend if you’re gonna get Rumi, get it off of steam because there’s an auto updater. If not, you can go to our website and get it. And it’s free. It’s free up to five users. And so pretty much any small project can use it without paying anything. James Di Virgilio: 12:28 And this works on a wide variety of VR headsets and it also works on non-VR. Chance Glasco: 12:32 So we worked with work on pretty much every PC and Mac made in the last five years for non-VR mode. Uh, we support every major PC, VR headset, you know, the vibe, the Oculus, everything that’s steam, VR, everything, windows, all the windows headsets. And we also support the Oculus Go and the newest head site , which the museum just purchased a bunch of was Oculus Quest. And that’s what I’m really recommending for people right now. It’s not the most high fidelity headset because you’re, you’re not tethered to a PC. It’s basically a cell phone processor that’s in there, but it’s, there’s no wires and it’s easy to use. You put it on. It goes, it’s an amazing experience for $399. You didn’t pick them at best buy once they’re in stock again. But that’s the one that I think is really going to break through. It just came out like two weeks ago, maybe three. It’s a really, I think take VR into the mainstream. James Di Virgilio: 13:16 A couple of years from now, if we look back on this conversation and this time period, what would you like to see Doghead Simulations accomplish? Chance Glasco: 13:22 Yeah. There’s a lot of things I’d like to see. For instance, you could , you know, you can record your screen and have a video of a meeting, but imagine if we actually recorded your position in space, your body language, what you’re doing, all the audio, you could actually revisit a VR meeting almost like the time machine. You go into that environment. And all the avatars are playing back exactly what people were doing, what they’re saying, what they’re interacting with. And that’s cool because I imagine like, Oh, I missed that meeting, you know, last month, let me just go back into it. It’s exactly the same experience they would have with exception that if you talk to these people who quote unquote, they’re not going to respond because they’re basically recordings at this point. James Di Virgilio: 13:57 That’s amazing. I’m really looking forward to using the technology I played around on your website. And I know beforehand, as we, as we wrap up the show, we want to talk a little bit about your background. You and I both had played some baseball and I heard on a different podcast. You talked about wanting to be a baseball player or an astronaut. And instead you wound up going down this path of developing, you know, one of the most famous games of all time, one of the most popular games of all time. And now you’re working on this. I know that no one’s success path is linear. It’s not a , it’s not a bottle rocket of success, not a rock show success. Tell me a little bit about what it was like for you coming through these different dreams you had and realities you had and going to Full Sail and kind of, what did that look like? What does your picture look like? What’s the story of Chance? Chance Glasco: 14:38 I was born in Tulsa, Oklahoma, and I ended up well, it’s complicated. Technically I was kidnapped to Florida and missing for several years. But that’s a whole other podcast, but I ended up staying in Florida in the end. Um, and , uh, I went to Full Sail University. I , um, I’m a graduate of Satellite Beach High School, a class of 99′ of Satellite Beach , uh, spent most of my childhood in Brevard County , uh, Titusville, Cocoa and, you know, Indian Harbor all at that area. And then , um, I find out about Full Sail. I was like, Oh, this is a really cool school. It’s different. So I went of there, checked it out, I was like, I definitely didn’t go here. Didn’t have any money. Took about 40 grand in loans out to cover living expenses and school and all that stuff. I graduated 15, 16 months later, get an internship working at 2015 on Medal of Honor Allied Assault. And then that was successful that we didn’t like we work for. So 22 of those 30 people left, we started Infinity War and had to create a franchise that would compete with Medal of Honor, which we ended up calling Call of Duty. So that’s a , and then that kind of segues into what we talked about earlier is 13 years of that. But the success thing it’s like, it kind of just creeps up. You know, it’s like after when a Call of Duty one came out, no one heard of the franchise, cause it didn’t exist before they just need some Medal of Honor people made a new game. And so that was ended up like at first, not very popular, but because the reviews were so high people started buying it and they just hadn’t heard of it. And then multiplayer kind of made it stick and then Call of Duty two ee had Microsoft ask us to make a launch title for the Xbox 360. So that doubled our sales because we’re now on two systems PC and in 360 and then Cod Four broke us into like basically we’re up there with a Halo and GTA when it comes to sales and then buy Call of Duty, Modern Warfare two. It was, we were beating an Avatar, the box office, you know, so we went from, you know, one of the top three game franchises to , uh , biggest grossing entertainment franchise in probably that decade or somthing so. James Di Virgilio: 16:28 Which is just simply amazing. And here you are with me at the Cade Museum having a conversation and what you’ve had, like you said, many of these conversations, and one last question for you, Chance, if you could go back and tell your, your first entrepreneurial self, so you leave the company you’re working for, you start a infinity , what would you give yourself as a word of wisdom? What would you say, Hey, you’re going to have all the success and things are gonna happen to you, but you kind of anchor to this. What would you tell your previous self? Chance Glasco: 16:53 It sounds really good. Seemingly really good opportunities come along , um, and be careful with it , what your , your choices are. You know, it’s kind of like, you know, someone gets offered, what they think is like a really good record deal. They’re like, Oh wow, we got a record deal or whatever. And then they realize , you know, two years down the road that they were kind of blinded by the fact that there is a record deal and thought, you know, it’s magic or something and made some bad decisions. Maybe, maybe they should have waited for a different record company. Right? I don’t know that’s too cryptic, but? James Di Virgilio: 17:21 Maybe patience with not every opportunity. Chance Glasco: 17:25 Patience, yeah like sometimes when you get some amazing opportunity, that’s the first of many amazing ones and that’s not even the best one, but there are times where you do have to take that. I guess sometimes you look back and say, I should have done that. James Di Virgilio: 17:35 Sure. And there’s no, there’s no, I think your story illustrates what so many others illustrate. Is there’s no perfect path. You can’t make every right decision. Chance Glasco: 17:42 Yeah, yeah. Something that I think will resonate with you when I talk to students a lot, like when I do a lot of talks at Full Sail or universities is especially as I’m talking to usually game developers, people that are like that, you know, a lot of people don’t realize that if, if they’re not active, if they’re not exercising and eating healthy that their brain is not going to function like it should, you know, they’re going to like, Oh, I got to put down another Coca-Cola for my brain. It’d be home , you know, functioning. Right? And so something that I got really into when I was like, it was 2010, I got really into Brazilian jujitsu from watching MMA. And so I would end up going to the lunchtime to train. And it’s like, as a game developer, you’re behind a computer, you’re basically not moving for, you know , 10 hours a day or so. And so you kind of have to balance that with an extreme opposite. And so for me, I found that when I was putting myself in a situation where basically someone’s trying to choke me or break my arm or something, not quiet , you know, you , you know, that’s not going to happen, but you’re trying to get someone trying to put you to that point. Right? That it was so opposite to what I was used to, that it was like, this it’s extremely good balance. Like , yeah, I could have just gone out and gone running, but it wasn’t different enough from sitting in front of a computer. I needed something to really push me . And so also jujitsu, it’s very, it’s creative, it’s very technical. There’s a lot of problem solving. It’s not just brainless and I’m not, you know , attacking other martial arts, like just, you know , striking tons and tons of times over and over repetition. There’s a lot of variety within it. So , uh, that’s, that’s kept me kind of sane through that sitting in front of a computer. And so anyone that even like for me, I grew up a computer nerd, you know, I was programming when I was 14, I was a dork. I was kind of like, you know, into theater and like, you know, not athletic person at all, I still am not. But even if you’re not like find something to balance that desk life, because it’ll, it’ll make you a happier person and it’ll prove your life and other ways too. James Di Virgilio: 19:27 I think that’s why it’s Harvard did a study talking about the different things our brains need each day. And one of them is exercise and others music. But especially if you’re an entrepreneur and you’re spending so much time on one task , it’s essential that your brain gets other space to do things. And something like jujitsu, is deep. You can go very far into that. You can lose yourself into that. And that makes a lot of sense. And I think that’s wise , he is Chance Glasgow. He is the Co-founder of Doghead Simulations. I’ve had so much fun spending some time with you today on behalf of Radio Cade on behalf of Richard Miles, who’s not here doing the interview today. I’m James Di Virgilio. I look forward to talking with you next time. Chance Glasco: 20:01 Thank you guys. Outro: 20:04 Radio Cade would like to thank the following people for their help and support, Liz Gist of the Cade museum for coordinating and vendor interviews. Bob McPeak of Heartwood Soundstage in downtown Gainesville, Florida for recording, editing and production of the podcasts and music theme. Tracy Collins for the composition and performance of the Radio Cade theme song, featuring violinist, Jacob Lawson and special, thanks to the Cade Museum for Creativity and Invention located in Gainesville, Florida.
In Folge #162 des MIXED.de Podcasts geht's um Facebooks mögliche AR-Brille und HTCs neue VR-Brille Cosmos. Bitte unterstütze unsere Arbeit mit einem Werbefrei-Abo oder einer positiven Bewertung bei iTunes, Spotify und Co. Danke! https://mixed.de/abo/ Facebook bastelt an diversen AR-Brillen Dass Facebook an einer AR-Brille arbeitet, ist offiziell bestätigt. Jetzt gibt's neue Gerüchte zu zwei verschiedenen Prototypen: Eine Smartphone-Variante soll in Zusammenarbeit mit der Brillenmarke Ray Ban entstehen, eine Highend-Variante mit eingebauten Displays soll ebenfalls in der Mache sein. Diese soll das Smartphone ersetzen statt ergänzen. Die eigentliche Frage dürfte sein: Wer zieht freiwillig eine Facebook-Brille auf? Mehr: https://mixed.de/bericht-facebook-arbeitet-mit-ray-ban-an-smartphone-brille/ HTC enthüllt Preis und Veröffentlichungsdatum für Vive Cosmos HTCs neue VR-Brille Vive Cosmos erscheint am 3. Oktober und kostet 800 Euro. Sie richtet sich laut HTC - anders als die Vorgängerbrillen Vive, Vive Pro und Vive Pro Eye - rein an Endverbraucher. Industriekunden können weiter die älteren Geräte kaufen mit etwas höherer Präzision beim Tracking. Allerdings ist der Endverbrauchermarkt für PC-VR mini - und die Konkurrenz mit unter anderem Oculus Rift S und Valve Index recht stark. Kann HTC mit Cosmos erfolgreich eine Nische in der Nische belegen? Mehr: https://mixed.de/htc-vive-cosmos-erste-tests-zur-neuen-vr-brille/ Mehr: https://mixed.de/vive-cosmos-alles-was-wir-ueber-htcs-neue-vr-brille-wissen/
Vive Pro Eye launches in US, costs four times as much as Rift S HTC had the hottest VR headset out of the gate in 2016, but the thinning margins on consumer hardware thanks to Oculus have pushed them into the enterprise business. Today, the company released the Vive Pro Eye headset, its latest enterprise play that integrates eye-tracking camera to give users an additional input mode and a way for users to signal attention. It's available in a bundle with SteamVR 2.
In this episode we discuss about our excitement for the Oculus Quest and all the launch titles ready to drop on release date. We also go through a few games we've been playing as well as catching up on all the latest news!VR Roundtable Paypal Donations: paypal.me/vrroundtableThe VR Roundtable Merch Store: https://teespring.com/stores/vr-round... (Alternate link: https://tinyurl.com/VRRMerch)Note: The podcast is live streamed on YouTube and the audio extracted for the audio podcast directories.As always, thanks for listening!!e-mail: vrroundtable@gmail.comYoutube: https://www.youtube.com/vrroundtableFollow us on Twitter @VR_RoundtableFollow us on Facebook at https://www.facebook.com/VRRoundtableFollow Gary on Twitter @ReckonerVRFollow Steve on Twitter @Scubasteve2365Follow Anthony on Twitter @VRGameRankingsFollow Chris on Twitter @Virtually_Chris
Episode 72 of the FReality Podcast
Chris and Ian discuss Facebook, Amaxon Alexa and Google Assistant, Apple and CES 2019 https://www.digitaloutbox.com/podcasts/episode347/DigitalOutbox-347-190119.mp3 Download iTunes MP3 Shownotes Facebook shared private user messages with Netflix and Spotify Uber loses latest legal bid over driver rights Alexa user gets access to 1,700 audio files from a stranger More than 100 million Alexa devices have been sold Microsoft is calling an audible on smart speakers Microsoft Bing not only shows child pornography, it suggests it Epic Games, the creator of Fortnite, banked a $3 billion profit in 2018 Netflix shows Bird Box and Elite drive subscriber growth Some iPad Pros could come bent out of the box Apple stocks tumble after company cuts forecasts for key quarter DuckDuckGo debuts map search results using Apple Maps Apple is putting iTunes on Samsung TVs Withings brings EKG readings to its hybrid smartwatch Nvidia launches the $349 GeForce RTX 2060 HTC announces new Vive Pro Eye virtual reality headset with native eye tracking HTC announces a PC-powered VR headset called the Vive Cosmos Google’s plan to take on Alexa: new features, new devices, and a Trojan horse
Vi gör en återblick på året som var och tar upp intressanta händelser under året relaterat till data, teknik och företagande. Vi blickar sen framåt och gör en del spaningar från CES (Consumer Electronics Show) i Las Vegas om de senaste trenderna inom data och teknik. Bland annat nämner vi eye tracking i HTC:s nya VR-headset Vive Pro Eye, 5g och Internet of Things. Dagens spaning: Boken "Bad Blood: Secrets and Lies in a Silicon Valley Startup". Nämnt i avsnittet: - Kodsnacks intervju med Dataspaning - Market Makers intervju med Henning - Datainspektionens hemsida om Dataskyddsförordningen (GDPR) - Utdrag av Facebooks skandaler för 2018 - FAANG aktierna - FANG+ index - PSD2 - The Lean Startup av Eric Ries. - Zero to One av Peter Thiel. - Microsoft köpte Github - Mindshare - IBM köpte Red Hat - Enterprise Linux - Linuxdistribution - Ubuntu Linux - Debian - Fedora - OpenShift - Kubernetes - Kaggle - Techradars genomgång av CES nyheter - Avsnitt 6 av Dataspaning - Eyetracking och brödrostiga bilder - Avsnitt 7 av Dataspaning - En virtuell framtid? - Genomgång av grafikkort för maskininlärning - AWS - Google Cloud Platform - DigitalOcean - Microsoft Azure - CUDA - 5G - Apple will skip 5G in 2019, report says - Huawei - Google och EU - Microsoft och EU - Övergång till python 3 - Intels 10 nm Ice Lake processorer från CES - LG:s 'instant' öl - folding@home - Avsnitt 8 av Dataspaning - Kvantteknologi, från forskning till industri med Kristofer Björnson - Årets förvillare 2018, Vetenskap och Folkbildning utser Thomas Eriksson som årets förvillare. - Myers–Briggs Type Indicator Vi har för närvarande inga externa samarbeten och alla åsikter är våra egna. Inget vi pratar om är någon typ av investeringsrekommendationer. Medverkande i avsnittet: - Henning Hammar, doktorand i fysik på Uppsala Universitet, driver även tjänsten Börslabbet, @investerarfys - Daniel Constanda, IT-konsult i finansbranchen på Clara Financial Consulting, @DanielConstanda - Martin Nordgren, jobbar på Tobii, tidigare på Dirac, @martinjnordgren Kontakta oss:dataspaning.se @dataspaning @ Twitterdataspaning@gmail.com
Im VRODOCAST #126 sprechen wir über die wichtigsten Ankündigungen auf der CES 2019. Mit Blick auf VR war die CES in erster Linie eine HTC-Show. Vive Cosmos, Vive Pro Eye und mehr Auf der CES 2019 waren VR und AR wie in den Vorjahren allgegenwärtig. Hersteller HTC nutzte die Bühne für zwei große Ankündigungen: Noch 2019 erscheint die neue VR-Brille Vive Cosmos, die sich an eine breitere Nutzerschaft richten und sowohl mit PC als auch Smartphone betrieben werden soll. Außerdem kommt Vive Pro Eye auf den Markt, die erste marktreife VR-Brille mit Eye-Tracking. Während Vive Cosmos neue Verbraucher in den Viveport Store locken soll, richtet sich Pro Eye an Unternehmen und Marktforscher. Dank der Blickverfolgung können beispielsweise besonders aufwendige Grafiken berechnet oder Produktdesigns analysiert werden. Zum Abschluss des Casts gehen wir noch einige weitere Highlights der CES durch, zum Beispiel Rücksitz-VR im Audi. Alles CES-News zu VR, AR und KI gibt es in unserem CES-News-Stream zum Nachlesen: https://vrodo.de/tag/ces-2019/ Die wichtigsten Informationen und Fakten zu Vive Cosmos haben wir hier gesammelt: https://vrodo.de/vive-cosmos-alles-was-wir-ueber-htcs-neue-vr-brille-wissen/ Über den Podcast: https://vrodo.de/podcast/
This week, Dwayne reports from CES, Apple's iPhone problem, is your weather app spying on you? Vehicular robot-slaughter?... and much, much more. What We're Playing With Dwayne: CES Update Nvidia launches the $349 GeForce RTX 2060 Amazon's Ring unveils a $199 Door View Cam, which captures peephole video and detects knocks, alongside several new devices for smart outdoor lighting and more HTC unveils Vive Pro Eye, a new VR headset with eye-tracking capabilities, coming in April, and teases the Vive Cosmos, a new consumer-friendly headset Sony says its new 4K and 8K TVs launching later this year, which run Android TV, will support AirPlay 2 and HomeKit Google makes over a dozen announcements for Google Assistant at CES, including Google Assistant Connect for third-party developers and flight check-ins CES 2019: 'Award-winning' sex toy for women withdrawn from show The Google Assistant Ride 360° Tour at CES 2019 Audible Book of the Week Ethical Hacking by Lakshay Eshan Sign up at AudibleTrial.com/TheDrillDown Music Break: Digital Love by Daft Punk Hot Topics Apple's iPhone sales problem goes beyond China Lawsuit Accuses Weather Channel App of Misleading Users and Profiting From Their Location Data A Major Hacking Spree in Germany Gets Personal Album Sales Are Dying as Fast as Streaming Services Are Rising Music Break: Get on Your Feet by Gloria Estefan Final Word A Fake Nude of Alexandria Ocasio-Cortez Was Debunked By Foot Fetishists The Drill Down Video of the Week Self-Driving Tesla Mows Down And “Kills” AI Robot At CES Tech Show Subscribe! The Drill Down on iTunes (Subscribe now!) Add us on Stitcher! The Drill Down on Facebook The Drill Down on Twitter Geeks Of Doom's The Drill Down is a roundtable-style audio podcast where we discuss the most important issues of the week, in tech and on the web and how they affect us all. Hosts are Geeks of Doom contributor Andrew Sorcini (Mr. BabyMan), marketing research analyst Dwayne De Freitas, and Vudu product manager Tosin Onafowokan.
HTC has announced yet another VR headset, this one an improvement over their current HTC Vive Pro, the Vive Pro Eye. The big selling point is the ability to track where your eyes are looking, which might have some huge connotations for games. YouTube - http://youtube.com/PrettyDece Support Pretty Dece! - http://PrettyDeceShow.com/listenersupport Twitter - https://twitter.com/prettydeceshow Instagram - https://www.instagram.com/PrettyDeceShow/ --- Support this podcast: https://anchor.fm/prettydece/support