swag for the future

Many employers said their fresh-from-college hires frequently lack deeper and more traditional skills in research and analysis. Instead, the new workers default to quick answers plucked from the Internet. That method might be fine for looking up a definition or updating a fact, but for many tasks, it proved superficial and incomplete. It turns out that students are poorly trained in college to effectively navigate the Internet’s indiscriminate glut of information.


Porsche 912 by Dutchmann


Here are 5 great free Android apps that can do amazing things that iPhone can’t (June 2014)

These aren’t just any Android apps, of course. These are fantastic apps that take advantage of Android’s open nature to provide users with awesome features that iPhone users can only dream of.

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2014 Mercedes-Benz S63 AMG


Google Cardboard

Lo-fi simplified VR from Google I/O is an open-source solution to view steroscopic content on the web with your Android smartphone.

This isn’t the first of it’s kind (there is FOV2GO and many independent efforts) but this is certainly a decent framework and platform ready for experimentation. It’s nothing that will compete with high end technology (although that has benefited from developments in smartphone components such as gyroscopes and displays).

Below is a video from the I/O conference - it is 45 minutes long and a lot is focused on the development side, but the first 15 minutes will give you a good idea about what can be possible:

Virtual reality has made exciting progress over the past several years. However, developing for VR still requires expensive, specialized hardware. Thinking about how to make VR accessible to more people, a group of VR enthusiasts at Google experimented with using a smartphone to drive VR experiences.

The result is Cardboard, a no-frills enclosure that transforms a phone into a basic VR headset, and the accompanying open software toolkit that makes writing VR software as simple as building a web or mobile app.

By making it easy and inexpensive to experiment with VR, we hope to encourage developers to build the next generation of immersive digital experiences and make them available to everyone.

All the instructions + designs and more information can be found at the project homepage here

A kit with everything you will need with all the pieces can be ordered from Dodocase here

A collection of experiments ready for this system can be found here


1952 Ferrari 212

While Kanojia now seems determined to continue Aereo, lead investor Barry Diller seems to have given up. Diller told CNBC, “We did try, but it’s over now.” Aereo had raised $97 million in venture capital so far, $34 million of which was raised after the court case began. This is certainly a fair amount of investment, but Diller considers the abandonment of Aereo “not a big [financial] loss to us.” Though it might not be a crippling financial hit to investors, Diller is concerned what this ruling says for the future of streaming technology, “I do believe blocking this technology is a big loss for consumers, and beyond that I only salute Chet Kanojia and his band of Aereo’lers for fighting the good fight.”


Paracosm’s Demo for Project Tango Tablet

A brief insight from Paracosm showing the Project Tango tablet in action, and a taste of computational photography for all - video embedded below:

Paracosm has built an app which showcases its cloud-based 3D-reconstruction API for use with Google’s new Project Tango tablet …

According to Paracosm’s lead engineer on the project, Quinn Martin, the tablet provides a better medium for showcasing what the technology can do. 

“The device feels natural, comfortable and provides a much more immersive experience,” said Martin. Equipped with the Tegra K1, the tablet’s processing power is a big step up from the first Tango device. “When we were working on dense mapping for the Peanut (phone), we were extremely limited in what we could do. The K1 is essentially like a GPU found in a laptop. It’s the first of its kind.”

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Google’s interaction design guru explains why better haptics in our devices mean needing a better way to repair them when they break.

When you think about it, smartphones haven’t changed dramatically since the iPhone was first released in 2007. Sure, they have gotten faster, more powerful, and thinner. They have far better sound, displays, and cameras. But at the end of the day, we’re all still using our smartphones the same way we did then: by tapping a glass screen.

That’s frustrating, because there’s a world of other ways we could interact with our devices, from reaching through them to touch someone 3,000 miles away or using puffs of air to feel objects and textures in mid-air.

These methods of interacting with our devices are called haptics, and it’s the area in smartphone and mobile device design where innovation has virtually stood still since the introduction of the touch screen. Why?

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