Tag Archive for: tech

Episode 380 Jamie Chadwick

talkRADIO, Marcus Bronzy and How To Kill An Hour

CLCKR Smartphone Stand

We’ve been testing the CLCKR phone stand and it is really really good! It has made using our phone even easier, why? Well for us we’re people who love to consume content on the go, as well as at home. The CLCKR grip helps with this. As it provides a firmer and safer use of our smartphone. Not only that it looks really good too and doesn’t add any unnecessary bulk to the device.

It can be used on any device thanks to the 3M adhesive. While if you decide for whatever reason (we don’t know why you would!) want to take it off, it won’t leave any residue behind!

With CLCKR you can use it to;

  • Position your phone in portrait or landscape mode to video call with friends or family
  • Hold your phone comfortably and take brilliant selfies
  • Utilise the secure grip to make calls or use your phone on-the-go
  • Stand your phone up and use it as a second screen while working
  • Binge-watch your favourite films or TV shows hands-free 

NHS Rainbow CLCKR

Now, there’s a Rainbow version!

The Rainbow version of the Universal CLCKR has been designed to show care and gratitude to our care workers and NHS workers. The rainbow is now a recognised symbol of support for those fulfilling care and key roles during the COVID-19 crisis. Furthermore the rainbow symbol also has traditional associations with hope and peace. The Rainbow version is limited edition and is the perfect way to show support.

“Like everyone else, we’ve been moved by the important work carried out by frontline workers during this time to keep us safe. The show of support for them at our doorsteps, on our balconies and out of windows has been a highlight of our weeks in lockdown. At CLCKR, we wanted to do our bit to help and we look forward to contributing all UK profits from online sales of the Rainbow CLCKR to the COVID-19 fundraising appeal by NHS Charities Together.”  Phil Mulholland, Chief Marketing Officer & Managing Director, CLCKR

The Rainbow CLCKR stand and grip is available to pre-order now, priced at £12.99, with all UK profits going to the NHS Charities Together COVID-19 Urgent Appeal.

Case Version

Want to use the CLCKR without attaching it to your phone? Don’t Fret as there’s a case version of the CLCKR! Simply attach the case to your phone and you’re away! No need to stick or attach anything to the back of your phone!

Purchase the CLCKR case by clicking here!

Purchase the original CLCKR by clicking here!

To purchase the Rainbow Version of CLCKR please click here! 

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SO REAL

We recently chatted with Kelly Vero of SO REAL a company who have the fastest 3D Model tech tool in the business. They produce some awesome content. Content that is built at cinematic quality and game/VR ready assets which can be usde in games film and all XR!

They do this by using their patent pending scanning and conversion tech, the SO REAL tech then automates the productionof digital twins of 3D real life objects. It’s so incredibly cool, you really cannot tell which is real and which is computer generated. Check out the image at the bottom of this article for an example.

The SO REAL tech also does a whole host of things such as:

  • Game- / XR-Ready Guarantee
  • Cinematic Quality
  • Huge, Growing Portfolio
  • Physics Parameters
  • Cool Features. Such as: Built-in Physics Parameters, X-Ray Vision Mode and Shatter Effect

SO REAL: Why?

Immersion > Empathy > Understanding > Peace & Commerce

The guys over at SO REAL are all about making the world smaller. They want to allow you to immerse yourself in the content you engage with. If you want to understand or learn another language or culture, what better way to immerse yourself in it. (Other than flying to another country to experience a new culture first hand)

Well immersion helps with a few things other than making your carbon footprint smaller:

  • Immersive experiences are the next best thing.
  • Immersion leads to empathy.
  • Empathy leads to understanding.
  • Understanding leads to peace.

Their Mission Statement

By mass-producing cinematic-quality, XR- / game-ready 3D objects, we enable global access to immersive experiences and thus accelerate the journey to global understanding.

They believe that by making the world smaller and immersing individually you are able to emerge together as one. Aritsts and business people are the true ambassadors of the world and by immersing your content with SO REAL it would help with understanding others more. Therefore as SO REAL state that if it doesn’t WOW you, it’s not complete. You have to BUSHIDO, which is samurai code for commit and deliver, walk the talk! Collaborate with others and find a way to complete the task at hand. Plus humour. Having fun and laughing accelerates the speed of adoption of anything new that you are learning!

Check out what they promise to both their customers and their investors:

The SO REAL Promise (USP) for customers

Each SO REAL object:

  1. is game- / xR-ready.
  2. is of cinematic quality, (but we can make them more cartoony if you’d like).
  3. has astonishingly precise topology.
  4. has the physics parameters already built in.
  5. has optional cool features not available anywhere else:
    • Superman X-Ray Vision Mode built in. (Yes, you can look inside the objects!)
    • Shatter Effect. (precalculated shatter points and shards)

SO REAL’s proprietary automation technology reduces production time of 3D objects by orders of magnitude. As we can produce 100’s of new objects per week, we deliver you never-ending VARIETY.

The SO REAL promise For INVESTORS

SCALE!

SO REAL has 2 stages of multipliers.

STAGE 1, the rocket booster:
With very little effort, we create 1000’s of objects each of which can be sold 1000’s of times.

STAGE 2, the afterburner:
After a few years, the SO REAL automation tool will be a robust, stable product of its own. By licensing it to 3rd parties, 1000’s of 3D artists can also create 100’s or even 1000’s of 3D objects per year, each of which can be sold (by SO REAL) 1000’s of times.

 

An example of their work is below, can YOU tell the difference?

Above all we think that SO REAL are doing some fantastic work and we cannot wait to see what they come up with over the next few years. It’s an incredible piece of tech that we LOVE!

Check them out here

Listen to our interview with Kelly Vero here

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Episode 344 Punching Michael B Jordan w/Rory Reid

Buzz Lightyear Controller Holder

Are you a Buzz Lightyear or Toy Story Fan? Are you a gamer or tech lover? Have plenty of controllers or a smartphone that you wish you could display in all its glory? Well the Exquisite Gaming Buzz Lightyear controller hodler  is just for you!

Buzz holds his hands out to be able to hold and display all over your favourite pieces of tech! Furthermore it even charges your control pads for you too! So it looks good and is practical as well!

Features

  • x1 Cable Guy Styled on “Buzz Lightyear” from Toy Story 4 franchise.
  • X1 6ft (2m) Micro USB & Type C adaptor charging Cable
  • Compatible with most PlayStation, X-Box, Switch & retro console controllers
  • Holds all mobile phone devices
  • Includes 2m (6ft) micro USB charging cable
  • Styled on “Buzz” from the Toy Story franchise
  • Official licensed merchandise

Purchase a Buzz Lightyear controller holder by clicking here!

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Exoskeleton

Exoskeleton helps man walk again!

 

Technology is amazing. A paralysed man has been able to move all of his limbs for the very first time in 4 years. All thanks to a mind controlled exoskeleton suit French researchers are reporting.

Thibault, 40, said that his first steps felt like “the first man on the moon”. While his movements, are far from perfect, the robo-suit can only be used in the lab. While researchers are saying that this could one day improve patients quality of life.

Thibault had surgery to place two implants on his brain. Which cover part of the brain that control movement. A total of 64 electrodes on each implant read brain activity and beam instructions to a computer nearby. Software on the computer then reads the brainwaves and sends the instructions back to the exoskeleton. The exoskeleton isn’t light, Thibault has to be strapped into the exoskeleton to use it. All he has to do is think “walk” and it will set off a chain of movements in the suit to move his leges forward. He can even control each of the arms too!

Ease of use

Thibault fell from 15M at a nightclub 4years ago, this left him paralysed. He spent the following 2 years after the accident in hopsital. However, in 2017 he took part in an exoskeleton trial with Clinatec and the University of Grenoble.

At first he used the brain implatns to control a virtual character in a computer game. Before moving on to walking in the suit.

“It was like [being the] first man on the Moon. I didn’t walk for two years. I forgot what it is to stand, I forgot I was taller than a lot of people in the room.

It took a lot longer to learn how to control the arms.

“It was very difficult because it is a combination of multiple muscles and movements. This is the most impressive thing I do with the exoskeleton.”

The exoskeleton

The exoskeleton weighs 65kg and is very sophisticated, however it won’t completely restore function just yet. Yet it displays an advance on similar approaches which allows people to control a single limb with thoughts.

Thibault needs to be strapped in and attached to a ceiling harness. This minimises the risk of him falling over. Therefore while amazing, the device needs a lot of work before can be used outside the lab.

“This is far from autonomous walking,” Prof Alim-Louis Benabid, the president of the Clinatec executive board, told BBC News.

“He does not have the quick and precise movements not to fall, nobody on earth does this.”

Thibault was successful 71% of the time where he needed to use the exoskeleton to move his upper and lower arms and rotate his wrists to touch specific targets.

“We have solved the problem and shown the principle is correct. This is proof we can extend the mobility of patients in an exoskeleton….This is in [the] direction of giving better quality of life.”

Prof Benabid, who developed deep brain stimulation for Parkinson’s disease, speaking to the BBC.

What next?

French scientists say they’ll continue to refine the tech, at the moment they’re limited by the amount of data that they can read from the brain. Send to a computer, interpret that data and then send it back to the exoskeleton.

The amount of time they have is very miniscule. They’ve got 350 milliseconds to go from thought, to movement. Otherwise operating the system becomes difficult to control.

The good news is that out of the 64 electrodes available on each implant to the researchers, they’re only using 32. This means that there is a lot of potential to read the brain in much more detail. Using more powerful computers and sophisticated AI to interpret the data from the brain.

While it’s not possible to move fingers with the exoskeleton, they hope to advance it to such a stage they can move and pick up objects. While he has already used the implant to control a wheelchair.

Dangers

Transhumanism is ways of using exoskeletons to enhance human abilities. This includes military applications.

Professor Benabid told the BBC his thoughts on this:

“We are absolutely not going in the direction of these extreme and stupid applications..

Our job is to repair the injured patients who have lost function.”

The Experts…

Professor Tom Shakespeare from the London School of Hygiene and Tropical Medicine was very complimentary of the technology. Stating that the study presents a “welcome and exciting advance”.

While also stating that the tech may be a while off before becoming a viable alternative:

“A danger of hype always exists in this field. Cost constraints mean that hi-tech options are never going to be available to most people in the world with spinal cord injury.”

Tom Shakespeare also said that only 15% of people with disabilites have a wheelchair or other assistive devices.

Details of the exoskeleton have been published in The Lancet Neurology journal.

 

 

 

(BBC)

 

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AMAZING Tech from BakkerElkhuizen

We all love a tablet and for many of us it’s integral to our day to day lives! It’s more than just a bigger smartphone, it’s a convenient work horse. They’re being used intensively and are more for taking notes and reading reports. However, this can lead to strain on the neck and shoulders. By putting a tablet on the desk, it causes us to naturally bend over. Plus typing on a touchscreen will give us some unwanted strain! Furthermore there’s not that satisfying click that tactile keys give you! Typing on a touchscreen for a long time is hard too! While using the right accessories will help prevent that! We’re looking at you BakkerElkhuizen!

BakkerElkhuizen FANTASTIC HEALTHY TECH!

We’ve seen the Ergo-Q Hybrid from BakkerElkhuizen and it is fantastic! It’s a 2 in 1 stand that works with both tablets and laptops under 17″.  It even has 4 different height settings, giving access to both landscape and portrait modes in tablets.

Plus the UltraBoard 950, a wireless keyboard, helps users to type whilst using the stand. It helps to work on the go and has an incredible 4 and a half weeks worth of battery power with each charge.

The keys of the UltraBoard 950 Wireless has a super light touch and has a scissor mechanism. Which helps to give fantastic feedback to typers. It’s only 19mm thick too! Making the reach distance to a mouse smaller. Thus reducing pressure on forearms. Not to mention easy to transport!

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Top 10 Virtual Turkeys – Thanksgiving 2019

 

Thanksgiving is TODAY! Thanksgiving is known for Turkey and we thought we would share a piece from another tech outlet inside.com, who have run down the Top 10 Virtual Turkeys of yesteryear. What is that I hear you ask? Well it’s pieces of tech that have flunked over the years, otherwise known as a Turkey!

Enjoy!

This piece originally appeared in a newsletter from inside.com [InsideAR Nov.27th 2019] and was written by Alice Bonasio

Alice Bonasio is a journalist and consultant obsessed with the immersive technology space, including AR/VR/MR/XR and any other acronyms that fit into the realities spectrum. Over the past 15 years, Alice has advised a wide range of start-ups and corporations on digital transformation and communication strategy and is the Founder and Editor-in-Chief of Tech Trends. She also regularly contributes to publications such as Quartz, Fast Company, Wired, Playboy, The Next Web, Ars Technica, VRScout and many others. 

Top 10 Virtual Turkeys – Thanksgiving 2019

10.

The Nintendo Virtual Boy is widely considered one of the company’s greatest failures. Yet it has also become a cult object!  Learning a bit more about it also provides us with useful context on how the company has approached its latest (and much better received) efforts with the Nintendo Labo VR.   So while the console itself has been a failure. It was also ahead of its time in many respects. With the technology developed by Nintendo has since been incorporated into many of its products to this day. And should you come across one at a garage sale somewhere, snap it up quickly! As fewer than 800,000 units were made worldwide, making it a valuable collector’s item.

Dissecting the Turkey

The Virtual Boy was is a 32-bit table-top video game console touted as the first of its kind to offer stereoscopic 3D graphics. That promised to totally immerse the players in their own private universe. Content fell well short of expectations, however, with only 22 games ever being released for the system. (A problem arguably still plaguing VR today) At the time of its release in 1995, Nintendo of America projected hardware sales of 1.5 million units and software sales numbering 2.5 million by the end of the year. Nintendo had shipped 350,000 units of the Virtual Boy by December 1995. Around three and a half months after its North American release. Panned by critics and plagued by health and safety concerns, sales fell well short of expectations and production ceased by early 1996.

The Virtual Boy created an illusion of depth through the effect known as parallax. In a manner similar to using a head-mounted display, the user looks into an eyepiece made of neoprene on the front of the machine. Then an eyeglass-style projector allows viewing of the monochromatic (in this case, red) image. Nintendo claimed that a color display would have made the system too expensive and resulted in “jumpy” images. So the company opted for a monochrome display.

9. 

Morton Heilig was known as the father of virtual reality, and for good reason. His Sensorama machine, which he patented in 1962, is one of the earliest examples of multimodal technology. Heilig was a multimedia creator in a time when the term hadn’t yet been invented. His concept of multi-sensory theater-like experiences was laid out in his 1955 paper The Cinema of the Future. Where he talks about being inspired by the concept of  “feelies”. Movies enhanced with sensory elements. Imagined in Aldous Huxley’s seminal Science Fiction tale Brave New World.

It’s probably fair to say that Heilig was ahead of his time. As he never did get funding to take his design into commercial production, so eventually abandoned it. Heilig died in 1997, yet his website – which bizarrely still says it’s “under construction” lists the Sensorama machine for sale to a serious collector or museum. The reported price tag on this piece of VR history is $1.5 million.

Dissecting the Turkey

He went on to build the Sensorama prototype to showcase that concept in practice. To experience a two-minute immersive experience, the user would insert a token, straddle a bucket seat, grasp a pair of handles, and place their eyes on viewing holes (safe in the knowledge that the clever design even incorporated UV lights that sterilized the equipment after each use) surrounded by vents.

There were five films to choose from, all shot by Heilig himself using a 3D camera he also invented and built from scratch, which filmed side-by-side 35mm simultaneously, had capacity for two 400 ft magazines, and yet was small enough to be used as a hand-held device. Intriguing titles included Belly Dancer, Dune Buggy, and, I’m a Coca-Cola Bottle. In Motorcycle, the simulation took you for a ride through New York as you felt the wind on your face, heard the noises of the city, and even smelt the food in the snack shops and the exhaust from the bus in front of you.

8.

It seems strange to call something that happened just five years ago a “throwback,” but if tech time works like dog-years, in the immersive space things can move so fast it can feel more like fly-years. So as I cast my mind back when I first unwrapped my Samsung Gear VR and plugged what now seems like a very old and clunky phone on its front, it seems like another world from the sleek experience I can get from an Oculus quest for not that much more money.

This is why we’ve seen such a sharp fall in demand for mobile VR. Which finally caused Samsung to drop support for the Gear VR on its latest Samsung Galaxy models. Although it held on as long as it could.  Yet the fact we seem to be moving on from mobile VR shouldn’t make us overlook the contribution that the format. The Samsung Gear VR in particular – have had on the ecosystem. Although far from perfect, the price point and accessibility they offered bridged the gap between the ultra-basic cardboard introductions to the medium and the full-blown setups required by the HTC VIVE and Oculus Rift. There are still not many VR devices out there that can claim to have been sold out on the day of their release.

Dissecting the Turkey

The Samsung Gear VR was developed as a collaboration between Samsung and Oculus. Although the Samsung Gear VR consumer edition was released in November 2015. Samsung had obtained a patent in 2005 detailing the use of a mobile phone as the display for an HMD. However, mobile phone technology at the time limited the degree of quality and performance possible. Samsung continued to research VR and HMD internally.

When in use, a compatible Samsung Galaxy device acts as the headset’s display and processor. While the Gear VR unit itself acts as the controller, which contains the field of view. As well as a custom Inertial Measurement Unit (IMU) for rotational tracking, which connects to the smartphone via USB-C or micro-USB. The Gear VR headset also includes a touchpad and back button on the side, as well as a proximity sensor to detect when the headset is on.

7.

Thirty-three years ago the National Film Board of Canada commissioned a production called Transitions to be showcased at the country’s Expo 86 in Vancouver, the first-ever IMAX presentation using polarized glasses.  It was also the first full-color 3D IMAX film.  In an article published in The Province newspaper in June 1986, film critic Michael Walsh described how the experience was sure to be “every small child’s single most treasured memory of Expo 86”

So perhaps when we look at the past five years or so since this latest wave of enthusiasm for immersive technologies has started. It is useful to ponder on how long the technology has been enthusing people for

The difference now is that they no longer need an IMAX setup to do so. Although a portmanteau of random special effects would probably not be enough to keep audiences interested for long nowadays. Walsh’s experience also demonstrates how engaging content is key to getting people to embrace it.

Dissecting the Turkey

From a fixed position, McNabb’s camera puts dressed lumber, a gymnast and that wonderful teddy bear within our apparent reach.  Parallel tracking shots follow voyageur canoes along a wilderness river and a historic steam locomotive across the country. When McNabb tracks forward, the audience drives down a rural road behind a vintage automobile. Trots around a track just inches ahead of a harness racehorse and, briefly, sits astride a speeding motorcycle.”

 

 

 

6.

The Forte VFX1 Headset was the most advanced, complex and expensive consumer VR system. That appeared on the market during the mid-1990s VR craze. It was released in 1995 and cost about $599. It comprised a helmet, a handheld controller, and an ISA interface board. For those keen on indulging in some retro gaming, you can still occasionally find operational headsets for sale. One sold on eBay recently for $240! There is a surprising amount of content available for it, including classic games such as Duke Nukem 3D.

Dissecting the Turkey

The helmet – which in looks and functionality comes pretty close to what was portrayed in the 1992 classic “Lawnmower Man”. Featured Two Degrees of Freedom (2DOF). Head tracking with internal sensors for pitch (70 degrees). Roll (70 degrees), and yaw (360 degrees) in addition to stereoscopic 3D and stereo audio.

It even had cool features which we see in modern VR headsets. Such as a “smart visor” that could be opened to allow the user to look at the outside world. Without taking off the whole thing.  The visuals, which by all accounts were very impressive for the time. Were delivered by dual 0.7″ 263 x 230 LCD displays capable of 256 colors. Optics comprised dual lenses with adjustable focus and interpupillary distance, with a 45-degree diagonal Field of View (FOV).  The helmet also included built-in stereo speakers and a condenser microphone.

A hand-held controller called the Cyberpuck offered three buttons and internal sensors for pitch and roll.  Audio, video, and tracking information was transmitted via the VIP Board. A 16-bit ISA card that received video input from the video card’s 26-pin VESA feature connector. Making this complex setup work was not for the faint-hearted though. As it required a lot of calibrating and setup with good old MS-DOS. For starters, the system’s “VIP” card needed to be installed into an ISA slot of the host PC. This worked together with the PC’s video-card connected via VESA bus to provide stereoscopic imagery on both screens of the HMD.

5.

After Nintendo Labo announced the release of its VR software system, which includes a cardboard headset brings to mind some of the similar formats that populated our childhood experiences, such as the View-Master. Though the View-Master wasn’t technically considered virtual or augmented reality. The 3-D stereoscope film reels of everything from planets in the solar system to movements of dinosaurs captured my attention with each flick of the plastic lever.

Dissecting the Turkey

Originally created in 1939, the View-Master quickly became popular for looking at high-quality images of tourist destinations. Shortly after the advent of color photographs. After going through a few iterations and discoveries of practical uses. The View-Master ultimately became visual entertainment for children.

As a way to stay modern with the times. View-Master traded in its iconic film reel for and SDK to create the View-Master Virtual Reality Viewer. Though View-Master is doing what it must to continue providing visual stimulation to children. I will never forget how important the View-Master was to my childhood.

4.

As far as I’m concerned, 2016 was a pretty good year for VR. People were starting to get really excited about the technology and some significant advances were being made, and I wrote my first article about VR Porn for Playboy. But it was also the end of an era. As Disney announced that it would be closing down its pioneering Indoor Interactive Theme Park, DisneyQuest. It was a relatively early proof of concept as to the appetite for location-based VR entertainment. Something that companies like The VOID are now reviving in a big way.

Not only that, but DisneyQuest was also the launchpad for many prominent careers in the immersive field. As those who worked for the company are still shaping the industry ecosystem. Case-in-point being Avi Bar-Zeev, who after working for them in the 90s moved to Microsoft and then Apple. Where he was rumored to be involved in the development of their AR glasses.

Dissecting the Turkey

Originally opened in 1998, the Orlando five-story indoor interactive theme park cost an estimated $90 million. Boasting (for the time) cutting edge computer graphics and HMDs.

Multi-sensory rides such as “Aladdin’s Magic Carpet” and “Ride the Comix” proved really popular for years. But by the end of the ’90s it was suffering from a lack of investment. Before finally closing its doors permanently and making way for a new attraction on July 3, 2017.

 

3. 

Most people associate Morton Heilig with the iconic Sensorama machine. Yet he invented something even before then. Eight years before the Sword of Damocles which is widely credited with being the first-ever VR headset. Yet in 1960 Heilig patented yet another pioneering VR invention: The Telesphere Mask, which to me looks much like an aluminum version of the Gear VR. And in a very real way, it actually was. The only real difference is that instead of connecting to a yet-to-be-invented smartphone. It linked to miniaturized TV tubes.

Heilig describes it in the patent filing as  “a telescopic television apparatus for individual use where the spectator is given a complete sensation of reality, i.e. moving three-dimensional images which may be in color, with 100% peripheral vision, binaural sound, scents, and air breezes.”

Dissecting the Turkey

The amazing device was (unlike the Sword of Damocles) light enough to wear on your head. With adjustable ear and eye fixings. Like Sensorama, the mask proved a commercial failure way ahead of its time. Even as the second coming of VR dawned in 2016. It remained an obscure footnote in the history of immersive tech. Morton’s widow, Marianne Heilig, repeatedly tried to donate the historic piece to a museum that would display it. But was flatly rejected by places such as the Hollywood Museum even when she offered it for free.

In an interview for Tech Radar back in 2016 she said the whole thing made her feel very sad and demoralized:  “I’ve almost given up on this whole thing, but I’m not just going to give it away after a lifetime of struggle. I’m still working just to pay interest on the debt because I refuse to go bankrupt,” she told Holly Brockwell at the time

2. 

While 3D cinema is still a thing, especially in Asia. Major manufacturers such as Samsung have pulled 3D TV from their offering. Signaling the demise of the once-promising format. Given the fact that a lot of the companies involved in developing these 3D display technologies, are also involved in making AR/VR headsets. We are also likely to see some of the key innovations “recycled” into new products.

It is difficult to envisage a future where we are still buying giant screens to put into our homes for much longer. However, when displays are already emerging that allow for high-resolution immersive content to be consumed anytime, anywhere.

Dissecting the Turkey 

The buzz around 3D TV hit its peak around 2010. With companies hailing its immersive powers as the future of entertainment. The fact that all that investment has turned into one massive flop. Certainly fuels arguments for VR naysayers who are keen to draw parallels between the two.

There are certainly some lessons to be learned around the fact that no matter how cool a technology might be. If it doesn’t hit a sweet spot between practicality, price, and compelling content. It won’t snare consumers! Certainly not in the numbers needed to make it “the next big thing.”

However, the straight-up comparison is rather unfair if we look at the broader spectrum of immersive technology! (i.e. XR and Spatial Computing rather than narrower AR/VR applications) as opposed to 3D TV’s very narrow utility scope.

1.

Back in the early 90s, Sega attempted to get into VR. In a very similar way in which Sony has done with the PSVR. Building peripheral virtual reality hardware for its most popular console. But things did not go well for the gaming giant. The Sega Genesis VR headset was a gigantic flop that never even got a proper release.

Given that this all happened 26 years ago! (Don’t know about you. But as someone who can still clearly remember losing myself in those Mega Drive games. That makes me feel old). It does put into perspective just how far things have advanced over the past few years. There’s no doubt that for anybody who bothers to look into the history of VR. That it’s a slow burner with plenty of pitfalls that will trip even the mightiest companies.

Dissecting the Turkey

So what went so terribly wrong? In 1991 Sega began development on a home VR headset, the Virtua VR, which was later rebranded as Sega VR. The company introduced the headset  – with its rather sleek (in a retro sort of way). Wrap-around-glasses design – at the 1993 Consumer Electronics Show. With an announced target price of $200. It got broadly covered in the press. Becoming one of the most eagerly anticipated holiday product releases of the year.

Yet when it came to testing the device in action. There were severe problems with it causing widespread motion sickness. Something that the VR industry has been working hard to address even to this day. In the end, it seems to have been a classic case of PR panic! That caused the company to simply cut its losses and pull the plug on the release of the Sega VR. Some of the technology developed was eventually repurposed onto the company’s arcade machines. But it certainly steered clear of the consumer VR market since.

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Old Honda How To Kill An Hour

Turning An Old Banger Into A Tech-Lovers’ Dream Whip

Old Honda How To Kill An Hour

 

It’s easy to feel embarrassed about the car you drive, nowadays. Even vehicles which fall into the budget category have far more features at their disposal than those which were found just a few years before. When you have something which has been around for a couple of decades, though, this only gets worse, and can leave people feeling bad about their only mode of transport. To help you out with this, this post will be exploring some of the work which can be done to give your banger an edge against even techiest of cars.

 

Finding The Car

 

The first stage in this journey will involve finding the car you want to transform, unless you already have one. Companies like Foxhayes Car Sales have been in this business for a very long time, making them a good direction to go in for anyone working to get their hands on a secondhand car. It’s always worth reading reviews for both the dealership and the car model you’re considering before you buy.

 

Giving It A Brain

 

Modern cars will have more than one computer at the heart. These systems control anything from entertainment to braking and steering, but you won’t need all of that. Instead, a single computer should do the trick, and there are loads on the market which are designed to occupy your stereo slots. You may need to buy a fascia to replace this in your car, but this will be worth it to give yourself a touchscreen, sat nav, and a range of other features.

 

Letting It Speak

 

This next option is a bit of a double whammy. While most cars have decent speakers, it will be a good idea to swap these out, with most models having convenient kits and guides available online. Along with speakers, though, having a tool like Google Assistant can also be very helpful. This can either be handled through your phone or the computer itself, but this will require an internet connection.

 

Connectivity

 

Next up, it’s time to think about connectivity, and how you’re going to keep your digital life moving forwards in a stone-age vehicle. WiFi hotspots are a good place to start, with loads of cell phone companies offering data packages which will be perfect for your time on the road. Along with this, it will also be worth converting the car’s 12v lighter port into a couple of USB connections, as this will make it easier to charge your devices.

 

The Gift Of Sight

 

One of the key features found on a lot of modern cars are sensors. Being able to avoid collisions, making it easier to park, and offering security in the case of an accident are all great benefits, and all of them can come from installing a simple camera system into your car. It will take some work to do this, but this will be well worth it.

 

With all of this in mind, you should be feeling ready to take on the challenge of turning an old car into something worthy of a tech-lover’s dream.

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