Tuesday, July 18, 2017

Robots Need Better Positioning hardware

Security guard robot ends it all by throwing itself into a watery grave

arstechnica.co.uk

The automation revolution, where most of our jobs are replaced by robots and we spend the rest of our days floating around on rubber rings sipping piña coladas, has hit a snag: a Knightscope K5 security bot appears to have fallen down some stairs and drowned itself in a water feature.

The scene, which took place at the mixed-use Washington Harbour development in Washington DC, was captured by Bilal Farooqui on Twitter. One local office worker reported that the K5 robot had only been patrolling the complex for a few days. Knightscope said in a statement that the "isolated incident" was under investigation, and that a new robot would be delivered to Washington Harbour this week for free.

Inflection point

The Voga V is being advertised on television in on of the world's largest consumer markets today.

The extra feature of the phone is excellent -- it has a larger screen than any other smartphone, thanks to Microvision

Sport Link / Voga V

Thanks Tom

The First game started at 7:40 PM China Time, July 18, 2017.


Monday, July 17, 2017

Voga Interactive Projection device

I'm going to guess we can check box #2 of the four for 2017.

Source

Voga V huge advertising


Starts tomorrow.....

Open to a Billion viewers... 


Thanks Tom!



But with CCTV officially won the ICC China game broadcast right, not the same scene can also enjoy their home team's wonderful game. The VOGA as ICC China official only designated mobile phone, in the MWC stunning debut, it is timely and CCTV reached a cooperation agreement, won the ICC race in the event of communication resources, have to say VOGA recent action is very rapid.

Wednesday, July 12, 2017

Why is China so so Obsessed with Mobile Gaming?

This is scraped because I didn't want to lose it. The Source is available by clicking the title.

****

Why is China so obsessed with mobile gaming?
TECH & SCI
By Natalie Pang

2017-07-09 14:54 GMT+8




Enter any Chinese subway station and you’ll see riders tapping away on their phones. They’re chatting, shopping, reading and catching up on TV. But more often than not, they’re gaming.

China’s gaming industry is big money, and especially so on the mobile platform where market share is increasing. In 2015, mobile gaming raked in some 56 billion yuan (8.2 billion US dollars), a massive increase from just 6.2 billion yuan (910 million US dollars) in 2011, according to iResearch, a Chinese research firm focused on the country’s Internet sector.

Tencent’s immensely popular mobile game Honor of Kings grew to become the highest-grossing mobile game in China on both Android and Apple’s iOS platforms. The company’s 2016 annual report showed the game had over 200 million registered users and over 50 million daily active users – about the population of South Korea. According to Chinese big data service provider Jiguang, those born after 2000 take up 23.31 percent of its user base.

Most recently, the Internet giant had to issue measures to restrict playtime for the game’s young players, after reports of addiction and all-nighter gaming marathons. So what makes it so hard for users to put their phones away?



Nothin’ better to do

"I'm out of work at the moment, so apart from when I'm eating or sleeping I play "Honor of Kings" non-stop until the system kicks me out. A rough estimate would be at least eight hours," 23-year-old Zeng Xiaoxian told Reuters.

Games like Honor of King are easy to get into. Most of them are free to download, but players are often able to pay to upgrade their characters and costumes, or help advance to the next level.

Plus, the mobile platform makes gaming so much more convenient than its console counterpart.

“First of all, I don’t need a computer to game anymore,” said 28-year-old Liang Weiyi (not his real name), a product manager at a foreign car company. “I play 'Honor of Kings' because of its integration with WeChat – you get to often play with your friends.”



"Honor of Kings" promotional image

Battling it out VR style

Some of China’s most popular games are known as Massively Multiplayer Online Role-Playing Games (MMORPGs), like Honor of Kings and World of Warcraft, and they’re just the thing driving the industry.

There are two things that make MMORPGs so enticing: the roleplaying and the sheer amount of people online to play with.

The role-play aspect makes use of a user’s creativity and imagination to create and customize characters, choose where they’ll go and pick what sort of quests to complete. In short, you can do almost anything in a game.

“Honor of King might be easy to get into, but the challenging gameplay is what makes it attractive,” said 31-year-old Zhang Yingqi. “Unlike some games where you can spend money to level up, this game requires your personal intellect and skill.”

Despite the virtual reality of things, it’s still human nature to be at the top of the pack. In a game like Honor of Kings, where users get to battle with other players and go on quests, beating out friends and those around them to be at the top of the leaderboards is something that spurs users on to play.

“Beating my opponents gives me a great sense of satisfaction,” said Zhang. “That’s because you know you’re playing against a real person."



Hello, is it me you’re looking for?

Yet it’s not merely the competitive spirit driving them. With the massive numbers in an MMORPG, users can join big guilds, do various activities within the group, maintain relations and meet new people.

“Of course, beating your friends in the game is much more satisfying than beating a stranger,” says 28-year-old Li Chaoran, an avid gamer who dabbles in other mobile games like Helix Horizon and Tap Titans. “But I think what is much more satisfying is the fact that me and my friends made use of our friendship to cooperate in a game.”

“Today, gaming allows me to improve my friendship with my old friends.”

And as much as it’s about a connection with other people, it’s also about “finding yourself”.

“For youths, one of their most important tasks is self-determination – that is to answer the question of 'who am I'”, said Dr. Lei Li, a psychology professor from Renmin University of China. “Video games allow anonymity, create an identity, and put you on equal footing with other players; and these characteristics can help fulfill the self-development that young people seek.”

“In contrast, many of those users are facing difficulties and limitations in these areas in real life," said Dr. Lei. "Hence for some people, the allure of the Internet is very large.”



The brain wants what the brain wants

The accomplishment and success felt after each quest or battle targets the brain’s reward system, releasing dopamine which gives users a sense of happiness and rush.

Over time, it is possible for the brain to release less dopamine with the same amount of activity, and this in turn spurs users to go for more play time for the same hit.

The mechanics of addiction are straightforward, but there is something often overlooked: the teenage brain is still developing.

That means parts of the brain which are responsible for decision making and impulse control are not fully formed, according to neurologist Frances E. Jensen, author of “The Teenage Brain”, often making teenagers susceptible to addiction.

Dr. Lei acknowledges the sense of accomplishment felt over the internet might not be able to carry over to real life.

“In addition to young people working hard, their family, school, and society should provide more opportunities for them to help meet their growth needs,” said Dr. Lei.



Tuesday, July 11, 2017

The most important slide (short term) from the ASM

When I was in high school I had a teacher, who, when the class was being particularly thick would say "I have to spoon-feed you kiddies."

I don't look at the boards much anymore, I do glance occasionally for cool stuff other people have dug up... recently I saw something that requires an apparent spoon-feeding of what I regarded as the most important slide from the ASM presentation.

So they TOLD us -- THIS year... 

Here is your checklist:

1) Embedded in Smartphone
2) Embedded in Tablet
3) Interactive Pico Projection
4) Head Up display




I heard some concern that the timeline is now out to 2021+... which is fantastic.

Yes, the timeline is that far out now.... with NEW stuff. 

Everything they were talking about 2 years ago, is happening THIS year.


Voga V for Business


Monday, July 10, 2017

From where do you measure? (one theory, seeking more)

Had a few interesting conversations in the last couple of months about the measurement of potential growth of Microvision.

At the ASM there was something very interesting that was kind of surprising. The people in the know at the company seem to be even more excited about the 3D scanning capabilities of PicoP than they are with projection. (Don't misconstrue anything, there's a lot to be excited about with portable projection!) 

Which led to a puzzle: how do you measure the potential demand for something that doesn't really yet have a market?

I have bounced this question off several friends who are into Microvision.

Display Potential:
When we're talking displays it's fairly easy to measure the potential:
  • We have a clear stats on the number of portable computers that exist in the world. 
  • We know the growth rate of the market, and  the demand and desire for displays. 
  • We know that there will be a demand for larger displays in smaller packages.
  • If we take a known segment of this market, we can make a relatively educated guess about the limits of demand. 

That, resulted in the creation of the calculator, which could accommodate differing opinions and hopefully help everyone figure out where they think things are going to go. 

3D Scanning Potential:
So, measuring potential in an as yet untapped market is more problematic, at least for me.

One way that I'm considering it, is that you could take every machine that could move on its own that's more expensive than a certain threshold, and expect that it would eventually have one or more 3D laser scanners in it. That's still very difficult to quantify, and I'm not yet sure if it's a useful model.

One of the people I discussed this with however talked about something that does make a lot of sense and said that with 3D scanning, the company should be able to command significantly margins on what is produced.

Higher Margins:
The logic goes like this: If you have an embedded projector in a smart phone, you're still not going to use the projected image more often than you use the built in screen. Most of the time it will be in your pocket, and you'll pull it out for a quick check of something. Occasionally, you'll share big pictures or watch media.

But if you have a 3D scanner on a robot, that thing will be working 24 hours/day, 100% of the time. That's a high duty cycle, and customers will pay more for that.

Good thought as far as I'm concerned, but I'm still trying to figure out how to anticipate the number of possible installations. Seems like it would be a lot.

People who I think are smarter than I, who know more than me about the space seem to have great enthusiasm for this particular Microvision product.

Thanks Fru