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Daily Archives: August 18, 2017
Students learn critical thinking, problem solving during PLCC Robotics Camp – North Neighbor News
Posted: August 18, 2017 at 5:17 am
Carolynn Mostyn TheSuburbanite.com correspondent
Middleschoolers Owen Garee,of Green,and Dylan Snyder,ofLake,were working together to make the final adjustments to their robot for competition at Portage Lakes Career Center during the VEX Robotics Camp.
Two camps ran July 24 through 28 at the school. The first was a beginner camp and the second an advanced camp. Many of the campers attend both camps.
The team of Garee and Snyder found after programming the robot and making a trial run that the robot's wheels were not steady and were"whacky and wiggly," they said. They then tightened all of the bolts and nuts to keep the robot going in straight lines and staying on the course.
The camp instructors are high school teachers and college students working with IST (Integrated Systems Technology).
Michael James, atech teacher at Elgin High School near Marion,said they put competition into the days at camp.
"Anytime a kid can have competition they will learn and do better," he said.
Jamessaid critical thinking, problem solving and working as a team are important lessons the campers learn.
"If you look at any engineering or any project, you have to work as a team. It is not just 'hey I can do it all myself,' " he said.
James added they do, sometimes, match kids up as teams but for the most partthe kids just sit down and start working together.
"It is amazing how few problems you have with that," Jamessaid. "A lot of them are kids from different schools and they don't know anyone. They start making friends."
The team of instructors travel all over the state doing camps throughout the summer.
Jarrett Taylor and Ben Casper were working to program code their robot to follow the course and pick up a cone and place it on top of another one. The boys explained that instructors are keeping score of each team's progress of different tasks to earn a ranking within the 12 teams.
The students at camp were from various school districts in the area and are going into sixth through ninth grade. This is the fourth year the robotics camp has been held at the career center.
Maria Schlenk, programming and software development instructor for PLCC, said on the first day the kids worked from an instruction book and parts and pieces to build their robots. Once they completed the robots, they use a game controller to drive them around and play with them. The second day, they competed going through mazes and picking things up.
"That was fun for the kids," she said.
Students also began programming the robots, writing a program in a language calledRobotics C, whichtells the robot how to move and what to do. Robots then areoperated autonomously (without a human controlling them).
The STEM camp is primarily engineering and the students are hands-on inbuilding the robots and using their creativity. During the programming or coding, logic, thinking step-by-step and control comes in to play.
"It is thinking logically, critically and problem solving," said Schlenk.
She said the students sometimes want to hurry and get the robot together so they can play with it. That is when they find out that the wheels might fall off and parts don't work. But they learn, Schlenk.
"The more work you put in ahead of time the better the first results," she said. "Take time to do it right the first time and you won't have to redo it. They also learn interpersonal skills. You have to model teamwork and teach teamwork."
The last day of camp parents are invited to watch the competition between the teams.
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Students learn critical thinking, problem solving during PLCC Robotics Camp - North Neighbor News
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Kids equipped for futureafter success with robotics – The West Australian
Posted: at 5:17 am
Pilbara students proved their mastery with robots at the RoboCup Junior WA competition in Perth last week.
Six teams from Wickham, Tambrey and Baynton West primary schools excelled at their first time at the annual educational robotics tournament, competing in dance and rescue challenges with a range of advanced robots.
A four-person team from Tambrey Primary, consisting of Year 6 students Ben Gillon, Daniel Dang, George Ralph and Trey Jankowski, won gold in the competition primary dance competition, beating 54 other teams.
Their creative dance, The 4 Wall-Es, involved several robots acting out Pixar film Wall-E.
Two Pilbara teams also collected medals in the primary rescue category.
Kade Higgins and William Kinninmont, of Wickham Primary School, won silver while Bailey Smith, of Baynton West Primary, took home bronze.
It comes after the first Pilbara RoboCup Junior event, which was also the first in regional WA, was held at Wickham Primary School in June.
Scitech Statewide director Nick Wood said the Pilbara students had excelled at their first showing at the Perth event. The Pilbara teams demonstrated a high skill level and strong problem-solving abilities I think that is testament to the efforts of students, teachers and the school communities to make robotics and coding part of the core school activities, he said.
All the Pilbara schools Scitech work with have done a fantastic job integrating technology into the classroom, and the students are going from strength to strength in coding and computing as well as literacy, numeracy and problem solving.
Tambrey Primary principal Troy Withers said its teams gold medal in the primary dance vision was a fantastic result and the school community was very proud.
Theyve gotten a fair bit out of it and had to get out of their comfort zone, he said. That division was about combining their own physical movement with what the robots were doing, but they pulled it off really well.
Mr Withers said the teams success had inspired other students to take more interest in robotics.
Wickham Primary deputy principal and STEM co-ordinator Melissa Reimers said the results showed how much robotics and STEM talent there was among children in the Pilbara.
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Kids equipped for futureafter success with robotics - The West Australian
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Matrix Design, LLC – Robotics Online (press release)
Posted: at 5:17 am
Matrix Design, LLC Posted 08/17/2017
New Modular Robotic Deburr Demo Cell Includes interchangeable stations and FANUC robot
South Elgin, IL - Matrix Design, LLC will be exhibiting at Gear Expo 2017 from October 24-26 in Columbus, OH. Thousands of gear industry professionals are expected to attend the event to discover cost-effective solutions and new technologies.
Gear Expo, owned by the American Gear Manufacturers Association, offers learning opportunities and educational options designed to give technology professionals and those that serve the industry tools to succeed in the future. This event takes place at the Greater Columbus Convention Center where attendees will get a one-stop shopping experience that covers all their manufacturing needs including automation, forgings, bearings, heat treating, inspection, and more than 75 other product categories.
Matrix will exhibit in booth #422, a 20 x 20 space, and will feature their brand new Deburr Demo cell. Here, attendees will have the opportunity to see live advanced robotic deburring technologies. This modular-designed automation system includes four interchangeable stations arranged in a quadrant formation around a single M-20iA35M FANUC robot, each featuring various deburring solutions that address the unique challenges associated with deburring.
We are very excited to unveil our new robotic deburring applications system, says Jeff Bennett, Vice President of Sales and Marketing. This new system will allow us to demonstrate our automated deburring technologies to manufacturers as well as qualify new potential deburring applications. Matrixs staff will be on hand to present, answer questions, and to help end users understand how manufacturers operations can benefit from increased productivity, improved safety and work environment, decreased costs, and consolidation of processes.
About Matrix Design Matrix works closely with end users to develop, build, and install robotic automation systems. Specializing in machine tending, deburring, and a range of material handling systems, Matrix has built a reputation for designing and delivering the most optimal and robust industrial automation systems to manufacturers worldwide.
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Chris Selley: NY wants to soak the rich to build transit. Even Ontario’s NDP won’t support that for Toronto – National Post
Posted: at 5:16 am
Public transit in New York City is an amazing mess right now. Hurricane Sandy did roughly US$5 billion in damage; five years later, much of it remains unfixed or patched over. In 2019 theyre shutting down the L train for 15 months to fix tunnel damage. Its going to screw an estimated 225,000 commuters, and not just by a little bit. This year alone, three trains have jumped the tracks at Penn Station. And everyone agrees there needs to be a new tunnel under the Hudson River before things can really be called adequate. The current estimated price tag is a fairly staggering US$13 billion.
Naturally there is constant bickering between City Hall and Albany on who should pay and how. To fund the citys contribution, Mayor Bill de Blasio is currently proposing an income tax hike, from 3.9 to 4.4 per cent, on the citys wealthiest residents. Governor Andrew Cuomo, who has been cool on approving millionaire taxes in the past and in any event has a Republican-controlled Senate to deal with returned de Blasios serve with some musings about congestion pricing.
This is all very similar to the dynamic between Toronto City Hall and Queens Park, with two fairly major differences: New York actually has a massive transit network to break down in the first place; and while de Blasio needs Albanys approval to hike the income tax, New York City does actually tax income. Indeed, it has all kinds of taxes that Toronto doesnt: on sales (4.5 per cent), on hotel rooms ($3.50 per day plus 14.75 per cent) on parking in Manhattan (8 per cent) and, of course, on driving into the city ($15 via the Holland Tunnel).
You might think thats too much or not enough, but to look at New York City, it surely seems reasonable that it has the tools. Its New York, for Gods sake the greatest city in the world, if you ask me. Why would Albany be pulling any strings in the first place?
Meanwhile, the City of Toronto Act explicitly prohibits a sales tax. Only in this years budget did the province propose allowing a hotel tax. The act allows road tolls subject to provincial approval, which Premier Kathleen Wynne recently provided to Mayor John Tory, and then withdrew when her 905 caucus pitched a fit. The city can implement a parking tax, but staff have claimed its quite complicated.
Not to say that Toronto lacks means to raise money for its giant wish list of capital projects property taxes, notably, are lower than in surrounding municipalities, and the money they bring in is as good as any other money. But there is no obvious reason it should have fewer powers than New York. And its remarkable how little disagreement this situation generates in the provincial legislature especially since it happens to be in Toronto.
There is no obvious reason Toronto should have fewer powers than New York
The Association of Municipalities Ontario (AMO) held its annual conference in Ottawa this week, where it reiterated its call for a one-per-cent sales-tax hike to fund infrastructure and transit projects in the jurisdictions where its raised. A Nanos Research poll presented at the AMO conference suggests a small majority of Ontarians, 71 per cent in the GTA and 74 per cent in the City of Toronto, might support the idea. But all three parties shot it down, one after the other.
That makes perfect sense for the Tories, who absolutely believe they can never be seen supporting a new tax (and may never again get the chance to implement one). And it makes some sense for the Liberals, who have an existing infrastructure plan to which they can point. But New Democrat leader Andrea Horwath continues to promise to help cities, and Toronto specifically uploading services, restoring the TTCs operating subsidy, more money for child care without specifying where the money is going to come from. She even conceded this week it would cost the provincial treasury quite a lot.
She objects to the HST hike because people out there are struggling. (Struggling people tend to get rebates, but never mind.) She doesnt support road tolls because theyre supposedly inegalitarian. So what, then? A municipal income tax would be quite spectacularly unpopular, the Nanos poll suggests but I wonder if de Blasios millionaire tax might be rather less so. If thats not in the NDPs wheelhouse, I dont know what the NDP is anymore.
Im not saying its a good idea, mind you. But even just proposing to allow cities the option to use more revenue tools would spice up Ontarios policy stew considerably. And it might help turn the upcoming election between a premier hanging on for dear life and a leader of the opposition trying to make as little noise as possible into something more like a legitimate contest of ideas.
National Post
Email: cselley@nationalpost.com | Twitter:
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Ashes to Ashes, Dust to … Interactive Biodegradable Funerary Urns? – WUWM
Posted: at 5:16 am
Earlier this summer, a modest little startup in Barcelona, Spain, unveiled its newest product a biodegradable, Internet-connected funeral urn that turns the ashes of departed loved ones into an indoor tree. Just mix the cremains with soil and seedlings, and the digital-age urn will automatically water and care for your memorial sapling, sending constant updates to an app on your smartphone.
At first glance, the concept seems gimmicky evidently, we're running out of ideas for smart appliances. But the Bios Incube system can also be seen as the latest example of a gradual transformation in modern culture.
Technology is fundamentally changing how we deal with death and its attendant issues of funerals, memorials and human remains. Much of this change is for the good. Some developments are a little spooky. But one thing is for sure: You can do a lot of cool things with ashes these days.
The Bios Incube system, which went on sale in June after a successful crowdfunding campaign, is the latest iteration of a much older idea in which ashes are essentially used as compost for a memorial tree or plant. But the Incube system adds some high-tech twists. The biodegradable urn is placed within a 5-gallon planter with an elegant, off-white, minimalist design vibe call it the iUrn.
Actually, that's the Incube. Fill it with water and an internal irrigation system kicks in while separate sensors monitor the progress of your plant, taking constant readings on temperature, humidity and soil conditions. This information is wirelessly beamed to the included smartphone app, allowing the bereaved user to better care for and nurture the seedling as it grows into a tree.
Roger Molin, co-founder of Bios Urn, says the company offers two versions of its system. One provides the basic biodegradable urn and planter at $145. The more expensive version if you want all the high-tech bells, whistles, atmosphere sensors and smartphone apps tops out at $695.
"Interestingly enough, we have found so far that most have opted voluntarily for the high-tech option," Molin says.
He has a theory on that.
"Most of us are connected to the digital world, and we have become used to it," he says. "Perhaps by tying together this process with technology, there can be a sense of comfort that comes from using a familiar process with a new experience. We hope that it will push people in a new direction and perhaps make this process easier for those experiencing loss."
The Bios Urn concept is indeed part of a larger transformation in which technology is changing how we think about death and dying, says Candi Cann, author of the book Virtual Afterlives: Grieving the Dead in the Twenty-first Century.
"Their approach implies a different sort of afterlife than the religious one an afterlife that theoretically we can partake in," says Cann, who teaches religion and world culture at Baylor University.
"Recent theories on mourning reveal that having continued bonds with the deceased allow us to navigate everyday life while renegotiating our relationships with loved ones who are no longer present," she says. "So in this way, the Bios Urn might actually foster a healthy type of mourning that allows us to look after the dead in an active, daily way."
Caring for the dead via a smartphone app may seem strange, Cann says, but it makes perfect sense for those of us living in a perpetually connected world: "The generation today has grown up with online spaces and smartphones, so this is their medium."
Cann has done extensive research on modern mourning rituals around the planet, and the various ways that technology is impacting how we deal with death and dying. The Internet has certainly changed the way we do things. Obituaries are posted online, funeral arrangements are sent by email or text, and social media platforms like Facebook now offer a range of memorial pages and legacy contact options.
In general, this is all good healthy progress, Cann says. "Smartphones and social media spaces have forced a decline in the importance of a controlled obituary narrative, as more people can contribute to the communal memory of a person and the meaning of their life," she says.
A recurring theme in Cann's work concerns an odd and abiding reticence in mainstream Western attitudes toward death: In short, we just don't like to talk about it. Our aversion leads to a lot of unhealthy sublimation in the culture. "I would argue that the reason we see so much death in the media and in video games is precisely because we are not having real conversations about death," Cann says.
Technology is helping in that arena, too. Cann points to online communities like Death Cafe, which use Internet forums to arrange local meetups for people wanting to talk about death.
Then there is the issue of what to do with the remains. We humans have been navigating this dilemma since the dawn of civilization, but recent technological advances have opened up some options. You can have ashes incorporated into jewelry, blended into oil paintings, mixed into tattoo ink, submerged into coral reefs or even pressed into vinyl records. And don't forget about the festive fireworks option.
While developing the Bios Urn system, Molin explored how other cultures are processing cremains, like Tokyo's unique Ruriden columbarium, which utilizes LED Buddha statues and digital smart cards.
"I've seen some interesting things in China and Japan," he says. "Both have run of out burial space in larger cities and have created interesting ways of commemorating those who have passed."
Cann says that these new modern rituals, facilitated by various technologies, can help us get a little friendlier with death.
"In Brazil, I went to a public crematorium that cremates a body every 15 minutes, and is an actively used public park and picnic space," he says. "Families were playing and picnicking among the ashes. If we see deathscapes as friendly places, rather than where the dead are banished, we might be able to utilize them in healthier and more creative ways."
Looking to the future, however, Cann addresses more worrisome technologies.
"One of the areas I'm thinking more about is the use of artificial intelligence and digital avatars," Cann said. "These are people intending to upload themselves, via AI, into digital avatars."
Proponents of this idea contend that uploading the mind into a computer is entirely plausible. But science fiction has some cautionary tales in this area any technology that promises to defy death is usually nothing but trouble. Ask Dr. Frankenstein. Even speculating on this sci-fi scenario can get a bit dodgy, Cann says.
"Whenever people focus more on extending life rather than examining its quality, death loses its importance," Cann says. "If we are spending more time trying to deny death or prolong dying, then I think we are not living well."
In this light, the Bios Urn seems like a fairly gentle step forward. Technology can't yet provide us with digital immortality, but it can help us grow a memorial tree in our living room. What's not to like?
Glenn McDonald is a freelance writer, editor and game designer based in Chapel Hill, N.C. You can follow him @glennmcdonald1.
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Ashes to Ashes, Dust to ... Interactive Biodegradable Funerary Urns? - WUWM
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Film Review: Patriots QB Jimmy Garoppolo vs. the Jacksonville Jaguars – Pats Pulpit
Posted: at 5:16 am
Football is back! The first preseason game of the year ended in defeat for the Patriots, but more important than the score of the game is how individual players looked. With the debate surrounding the Patriots backup quarterback situation this off-season, how Jimmy Garoppolo and Jacoby Brissett perform this preseason could influence the plans for the position moving forward. With this in mind, I asked Patriots fans to decide which of the backups they wanted to see a film breakdown of. 60% of voters decided on Jimmy Garoppolo, so here we (after a slight NFL Gamepass-related delay) go.
With Tom Brady getting the night off, Jimmy Garoppolo was tabbed as the starter for the first preseason game against the Jacksonville Jaguars. Garoppolo put up impressive numbers, completing 22 of 28 attempts for 235 yards and two touchdowns. While the media provided effusive praise, Garoppolos performance doesnt quite live up the numbers. Lets take a closer look.
The biggest takeaway from the fourth year quarterbacks performance is that he showed an impressive feel for the pocket and where pressure was coming from.
The Jaguars get immediate pressure up the middle, and Garoppolo sees it and rolls away from the pressure as soon as he sees it. This isnt always the right thing to do, but in this situation Garoppolo had no other choice. He keeps his eyes downfield and finds his man to pick up a first down from third and long.
The touchdown everyone has seen by now is another good example of his pocket management. Dante Fowler gets inside leverage on LaAdrian Waddle (not a good look for Waddles roster hopes) and forces Jimmy to bail from the pocket. An argument could be made he shouldve stepped up with Jamil Douglas helping out on Fowler, but Fowler wouldve had an opportunity to get a hand on Jimmy if he did. Garoppolo resets his feet and looks downfield, making the throw for the touchdown to Austin Carr.
This wasnt a perfect playfading and throwing off his back foot is a recipe for disaster, and the throw wasnt particularly accuratebut when you evade pressure the way he did, and the result is a touchdown, those can be forgiven.
Beyond his pocket movement, Garoppolo flashed the ability (if inconsistently, more on that later) to make some impressive throws into tight windows.
Crowded pocket, hands jumping in his face, tight window, third and long, money throw. High enough the underneath LBs cant reach, behind his TEs ear so the safety cant come in and break it up, in a place that only his receiver can go get it, and Jacob Hollister did just that. First down.
30 yards down the field, 25 yards across the field. Find the length of the hypotenuse. Nearly 40 air-yard throw to the sideline, he may have been a little late getting to the target, but delivers a strike for a big first down on a deep comeback.
Lastly, probably my favorite throw he made on the night. Get to the top of your drop, set, back-shoulder throw the CB cant do anything about in 1-on-1 coverage, easy first down on a throw thats more difficult than it looks.
Garoppolo made some atrocious throws in this game, speaking to the inconsistency mentioned in the above section. He started the game off very slowly, which can be argued as just shaking off some rust and getting into a rhythm, or as struggling against the Jaguars starters and picking on the backups.
Garoppolo has a chance to put his team in the red zone, and correctly attempts to make a back-shoulder throw with a safety closing over the top and the defender step for step on Devin Luciens inside shoulder. Garoppolo cant even give Lucien a chance to make the play, however, as he leads him out of bounds.
The pocket movement here deserves to be in the Good section, but the throw lands it here. After a pump fake and stepping up in the pocket to evade the initial pressure, Jimmy finds his tight end wide open and completely misses him.
This couldve been 6. This shouldve been a big play. This was almost an interception. Garoppolo is late getting the ball out and not only underthrows his man, but leads him so far inside the ball almost landed in the safetys (who started about 10 yards to the right of the play) hip pocket.
I mean...come on. Yes, Dion Lewis managed to get a hand on it. Working from a completely clean pocket with a receiver more than 3 yards clear of any defender and facing directly at you, only ~9 yards away, there is no excuse for that ball to land anywhere other than his numbers.
Finally, a completed pass, but this is how you get your receivers killed. Open window to throw in and Garoppolo leads Hollister too far. Hollister makes a great play on the ball, and then pays the price for doing so, getting hit in the head twice immediately after catching the pass. (*Note: There was an issue uploading this gif, I had to use a different site to do so. It needs to be clicked on or hovered over to play, it will not autoplay like the others)
The Patriots did not ask Jimmy Garoppolo to do a whole lot. Most of his completions came on screens and dump-offs. He made some impressive throws but for every good one he had, he cancelled it out with an equally bad one. He heated up as the game went on, but as already mentioned, its tough to tell whether to attribute that to Garoppolo settling in, or him finding success against the Jaguars backups (Jacksonville played most of their defensive starters in the game).
Ultimately, my biggest takeaway was Garoppolos pocket movement. He was under pressure quite frequently in this game and generally knew when to step up and maneuver in the pocket and when to bail and try to extend the play with his legs. This was the one area of his game I came away from pre-season week 1 truly impressed with. This game provided us with more of the same from Garoppolo: Enough flashes to provide hope for the future, enough downside to question if hes actually a part of it.
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Film Review: Patriots QB Jimmy Garoppolo vs. the Jacksonville Jaguars - Pats Pulpit
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Visit Chernobyl in virtual reality on PlayStation VR – Mashable
Posted: at 5:16 am
Image: Sergey Dolzhenko/Epa/REX/Shutterstock
If you've always wanted to visit the abandoned location of the Chernobyl disaster, you'll be able to do that from the safety of your home soon with PlayStation VR.
The Chernobyl VR Project is coming to PS VR "in the near future," according to a PlayStation Blog post, sending people into the abandoned area of land around the site of the Chernobyl disaster.
In 1986, there was a disaster at the Chernobyl Nuclear Power Plant near Pripyat, Ukraine, resulting in more than 30 deaths and sending radiation into the air. The area was evacuated and has been largely abandoned by humans ever since.
The Chernobyl VR Project is an "interactive journey" to the abandoned area of Ukraine, allowing players to experience the surreal scene that has gone largely untouched since the '80s.
Here's a glimpse of the game, which is already available on Samsung Gear VR, HTC Vive and Oculus Rift.
The game takes a tour through the nuclear power plant, the iconic amusement park, a school, a hospital, and more.
"The Chernobyl exclusion zone, filled with a vast number of abandoned buildings, offers stories at every turn," developer Dawid Biegun said in the blog post. "You can spot everyday objects left behind by the populace during the evacuation, as they were told theyd return in a few days. 30 years later we came across rooms that seemed frozen in time, untouched since they were originally vacated."
While capturing footage for the project, the developers carried a Geiger counter to make sure they didn't step into radiated areas. They saw some of the structures falling apart while they were there, which further instilled their desire to document the area.
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Visit Chernobyl in virtual reality on PlayStation VR - Mashable
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Is Virtual Reality the Future or Another Disappointing Technology? – Motley Fool
Posted: at 5:16 am
When Facebook (NASDAQ:FB) bought Oculus in 2014, Samsung released Gear VR in 2015, and HTC released the Vive in 2016, it seemed like the world of virtual reality was upon us. Soon, we would all have VR headsets and we could live in a world of our own with the convenience of being at home. But Oculus Rift, Gear VR, and HTC Vive haven't exactly become household devices, and there are signs companies are starting to realize the disappointment.
Facebook recently lowered the price of its Rift headset from an original $800 to $399 for a short-term sale, ultimately settling on $499 recently. You don't discount a product that's selling like hotcakes, indicating that Oculus's flagship product isn't living up to expectations. According to SuperData, HTC Vive isn't selling much better. Is VR doomed to disappoint, like 3D TV did, or is the industry just setting up for growth?
Image source: Getty Images.
Rather than becoming a big business, VR has thus far been a small hobby for VR companies. According to Venture Beat and data from SuperData, the immersive VR systems of HTC Vive and Oculus Rift are selling fewer than 100,000 units per quarter. And while Gear VR and Alphabet(NASDAQ:GOOG)(NASDAQ:GOOGL)subsidiary Google's Daydream are selling more units, they're less expensive and less advanced and may be given away for free.
Data source: SuperData via VentureBeat.
To attract developers and content creator, hardware companies need to increase adoption rapidly. And they're not doing that today.
The problem with early VR systems is that they're either not powerful enough or so powerful they're difficult to use. Samsung VR uses common Samsung headsets, as does Google Cardboard, which limits their processing power. Sony (NYSE:SNE) Playstation VR requires a console and Oculus Rift and HTV Vive require high-powered computers, which aren't exactly items the average person has in their home today. The hardware dynamic doesn't make VR easy to adopt, even for early adopters.
Compounding the problem facing VR is that content is very limited. There aren't a plethora of immersive games people can spend days playing, like you could do on a console, or video content that would make movies a viable reason to go VR. And this is where we get into the chicken-and-egg challenge VR companies will face going forward.
If there was either amazing hardware or amazing content in VR, it may drag the other along, creating a virtuous cycle of adoption. But hardware isn't amazing yet and content that could attract users hasn't emerged yet.
The two biggest video game content creators haven't even gotten into the game. Activision Blizzardand Electronic Artshave looked into VR, but aren't developing much content yet. EA CEO Andrew Wilson recently said:
People seem to have come to terms of the fact that VR while an unbelievably wonderful innovation for how you consume interactive entertainment and all forms of entertainment for that matter is going to take a couple of years at least to going to get to a point where it is truly a mass-market consumer opportunity.
In other words, content creators think VR will be big someday but not today. And they're not going to take a chance investing on the bleeding edge.
VR is definitely an interesting technology, but hardware costs need to come down and content and quality need to improve to grow the industry. I think the early phase of growth will be in location-based VR, much like arcades were the home of the video game industry in the 1970s. Once computing power catches up, maybe it will make sense for VR to be something everyone has in their home.
The bottom line is that VR just doesn't move the needle for most big companies yet -- and it may not for years to come.
Suzanne Frey, an executive at Alphabet, is a member of The Motley Fools board of directors. Travis Hoium has no position in any stocks mentioned. The Motley Fool owns shares of and recommends ATVI, Alphabet (A shares), Alphabet (C shares), and Facebook. The Motley Fool recommends EA. The Motley Fool has a disclosure policy.
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UPS is training drivers with virtual reality – Aug. 15, 2017 – CNN Money – CNNMoney
Posted: at 5:16 am
The delivery company announced Tuesday that it will add virtual reality tests to its driver training program starting next month. UPS expects virtual reality will make its drivers safer and smarter.
"It's a game-changer for training." Laura Collings, UPS training and development manager, told CNN Tech. "Nothing can really replace real-world training, but virtual reality complements it in a way that engages our employees."
During the virtual reality tests, new trainees will experience trips around city environments. They'll have to identify hazards along the way by shouting out "hazard left" or "hazard right." The virtual reality tests last about three to six minutes.
UPS (UPS) wants its drivers constantly scanning roadways to be aware of potential trouble ahead. Virtual reality allows UPS to include a heavy dose of hazards in training, that a driver might not otherwise see when practicing in the in real world.
For example, in one instance a ball rolls out onto the street ahead of the virtual driver. UPS wants its drivers to immediately watch for a child that may dart into the street to recover it. The drivers are also taught to identify other problems, such as a billboard, tree or building that blocks their view.
Related: UPS drivers may tag team deliveries with drones
With virtual reality, drivers have a chance to learn lessons and make mistakes without doing any damage.
Drivers of UPS package delivery trucks spend a month training. The first week is spent at a driver training center, followed by three weeks in the field shadowing an experienced driver.
UPS drivers used to train by having to identify hazards in virtual environments that were displayed on computer screens. But UPS executives wanted the more immersive experience that virtual reality provided.
The company told CNN it sees additional chances down the road to use virtual reality, such as for training mechanics on how to service an engine.
CNNMoney (Washington) First published August 15, 2017: 11:24 AM ET
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6-Point Checklist for Investing in Virtual Reality – Motley Fool
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Virtual Reality (VR) is one of those technologies that's been promised for years, but has -- until recently -- failed to live up to the hype. There's plenty of evidence pointing to a bright future for VR, but investors need to know a few things first -- like how big the market will be, what the risks are, who the key players are, and why they should to play this strategy out over the long term. So, let's take a look at six things you should know before investing in VR.
Grand View Research estimates that that the global VR market will be worth $48.5 billion by 2025.That's the top-end of some estimates and others range from$7.5 billion and $22.5 billion.The VR market was worth just $1.8 billion last year, which means virtual reality is poised for huge growth no matter which estimate is more accurate.
Image source: Getty Images.
VR investors need to keep in mind that this technology will likely need more time to get off the ground, mainly because of virtual reality's expensive hardware costs. Consider that when Facebook's (NASDAQ:FB) Oculus launched its high-end Rift headset. It priced the device at $599 and its Touch controllers at $199. That's a hefty price tag for most consumers and Oculus ended up dropping the price of its VR package twice to its current $399 price tag for both the headset and controllers.
But most consumers still don't have an extra $400 to just spend on VR equipment, and these price points are going to keep mainstream consumers away from high-end VR tech for a while.
Additionally, high-end VR equipment requires lots of processing power to deliver high-quality graphics with low latency (so that the virtual world moves smoothly as a user looks around). NVIDIA Corporation (NASDAQ:NVDA) noted last year that less than 1% of PCs were capable of running high-end VR, and while that percentage has likely gone up this year, investors need to remember that most consumers won't be using high-end virtual reality for many years.
One of the great things about VR investing is that there are several avenues investors can take in order to benefit. If you're interested in chipmakers, then you can invest in NVIDIA, which makes graphics processing units (GPUs) that are the go-to high-end chips that PC makers choose for their graphics processing needs. NVIDIA makes about 53% of its total revenue from the gaming segment (chips for gaming processing), which makes the company a keyer in the VR space.
If you're looking for a solid hardware and software VR play, then there's Alphabet's (NASDAQ:GOOG) (NASDAQ:GOOGL) Google. The company has focused its attention on the mobile VR market, and it's already getting far out ahead of its competition. Google's Cardboard and Daydream View headsets are by the far the best selling mobile VR headsets on the market, accounting for 69% of mobile VR headsets sold last year.
Additionally, the company's Daydream platform -- where users can download more than 100 VR apps -- is one of the first, and only, of its kind. Google is quickly building its mobile VR dominance in the same way it did with Android and is already figuring out how to earn money from VR through advertising.
I've already mentioned Facebook, NVIDIA, and Google, but plenty of other technology companies are looking to virtual reality for more growth. Sony (NYSE:SNE) has an advantage in the console market after the company released its PlayStation VR headset that works on current versions of its PlayStation 4. The company has already sold 60.4 millionPS4s to date and has already sold more than 1 million VR headsets since its launch last October.
The sheer number of PS4 consoles on the market make Sony an attractive VR hardware play, and considering that the company's Game and Network Services segment (which includes its console sales) accounts for the majority of its total revenue,then Sony could certainly benefit if headset sales continue to expand.
Intel (NASDAQ:INTC) has also made several moves indicating that the company wants to be a serious virtual reality player. Most recently, the company has started hiring engineers that can build high-end graphics processors. The company may still be a few years away from fully realizing those ambitions, but in the meantime Intel is working on a VR headset, called Project Alloy, that can has all the internal processing power built into it. This means that the headset doesn't need to be tethered to a PC in order to deliver a high-end VR experience.
One thing VR investors should remember is that many companies that are betting on VR are also making plays in the augmented reality (AR) space as well. Augmented reality is the digital overlay of information onto the real world and its so entwined with VR that investors may end up benefiting from both.
For example, I mentioned earlier that Google is doing quite a lot in VR, it also just relaunched its Google Glass device, which is being tested out by healthcare professionals, factory workers for General Electric, and package distribution for DHL. Because VR and AR share similar tech (like headsets, displays, 3D digital information, and graphics), there'slots of overlap between the two that could end up being a hidden benefit for VR investors. IDC expects the combined total spending for AR/VR products and services to skyrocket from $11.4 billion this year to $215 billion by 2021.
Facebook CEO Mark Zuckerberg has said that VR could take at least five to 10 years to truly take off.It's worth remembering that this timeframe is coming from one of the most forward-thinking tech billionaires of our time. So if Zuckerberg is playing the long game with his company's VR investments, then you can expect that you'll probably have to do the same.
And as with any investment, picking a good VR stock starts with finding a solid business that you can stick with over the long-haul. All of the companies listed above have lots of potential in VR, but none of them are betting on it entirely or even earning significant profits from it right now. Rather, each company is creating a long-term strategy right now so that they can benefit from VR later -- and investors should take a similar approach.
Suzanne Frey, an executive at Alphabet, is a member of The Motley Fool's board of directors. Chris Neiger has no position in any stocks mentioned. The Motley Fool owns shares of and recommends Alphabet (A and C shares), Facebook, and Nvidia. The Motley Fool owns shares of General Electric. The Motley Fool recommends Intel. The Motley Fool has a disclosure policy.
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