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Oleg Batluk

Save Yourself From the Digital Zombie Apocalypse and Get Outdoors | TakePart - 0 views

  • my attention monopolized at that moment by an electronic screen.
  • offers endlessly updating possibilities.
  • for many children growing up today, digital reality is the only reality.
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  • It is addictive
  • children grow up not caring about the natural world.
  • The list of physical and social maladies associated with sedentary behavior—an almost inevitable corollary of time spent on electronic devices
  • American Academy of Pediatrics used to recommend that parents limit screen time to less than two hours a day for children over the age of two
  • digital reality as the new normal
  • Make shutting down the devices a family thing.
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    Self-limitation from digtal monopoly to save kids from mental and physical deasess should become a family thing
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    Self-limitation from digtal monopoly to save kids from mental and physical deasess should become a family thing
Oleg Batluk

UBC students win $180,000 playing eSport League of Legends - 0 views

  • UBC become arguably the top eSports schools in North America
  • What started as a casual club fueled by passion for the game quickly became a top competitive team in North America. Now the team’s members are being rewarded for all their practice with about $30,000 each thanks to their NACC victory
  • “I would play anywhere from 4-8 hours a day, and that’s just individual. Every weekend [the team] would play around 12 hours, six on Saturday and six on Sunday. Essentially a full-time job, I would say in my first two to three years of university I probably played 30-40 hours a week
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  • The question asked now for these high-level eSports players is the same as any athlete: what’s next
  • With eSports, you practice as a team, you have to spend just as many hours as a professional athlete.
  • ou have to play on a big stage in front of a lot of people. It’s really stressful
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    Cybersportsman has to spend siginificant time of his life to be successful with the same level of stress as profeccionals from physical sports have
Maria Gurova

Virtual Reality Is the Most Powerful Artistic Medium of Our Time - 0 views

  • “When the zeitgeist is moving, art usually goes hand-in-hand with it,” says Rossin, describing a world in which we’re constantly glued to our iPhones, Androids, laptops, and tablets as much if not more than we are to the faces of fellow humans. Mediums have historically risen from the predominant technology and social relations of the time in which they exist
  • “Because of the level of sensory overload we experience on a day-to-day basis, we need to have this fully arresting experience in virtual reality in order to get a total sense of vertigo from a work of art,”
  • Enveloping, consciousness-bending experiences aren’t “just to escape life,” says Rafman. “But to create a total experience that will create a feeling that is qualitatively new. That is ultimately the most radical thing.”
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  • “Ultimately, new technology can reveal desires that already exist on a deep level in society,” says Rafman of the works, which pull from and amplify the seductive forces of video games and cinema. “This desire to escape completely into another dimension has existed for a long time.”
  • Virtual reality’s recent resurgence in prominence begins with Oculus and its visionary 23-year-old founder, Palmer Luckey. In 2012, the then-18-year-old with an affinity for retooling defunct ’90s VR headsets took a hacked-together model to Kickstarter with a funding goal of $250,000. A month later, over 10,000 individuals contributed $2.4 million to the campaign for what was at the time mainly aimed at being a gaming peripheral. Two years later, Facebook wrote a check to buy Oculus VR for $2 billion
  • “This is not a drill. It’s real. It’s a moment,” says Michael Naimark, Google’s first resident virtual reality artist (like Char Davies, he’s listed as a pioneer of VR on Wikipedia). “And the arts community can play a huge role in propagation.
  • Throughout art history, art has reflected the prevalent social relations of the time. It makes sense, then, that the most relative and innovative art forms being produced today would mirror our reality—one defined by a perceived sense of agency in a world filled with invisible algorithms and clicks baited to us by past clicks. The internet spoils us with infinite choice: opportunities to invent our personas, refashion our self-brands, optimize our lives, and enhance our experience. But with mega-corporations quietly holding the joystick, can we really self-determine our destiny?
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    on how contemporary are embraces VR, what artist can do to explore, explain and populate the exciting technology.
Maria Gurova

Developed world plays waiting game with mobile payments - FT.com - 0 views

  • High-profile mobile money launches by Apple and Samsung may have caught the headlines
  • But it is the developments in payments systems in supposedly less developed nations in Africa and Asia that point the way to the probable future for wider mobile banking.
  • the reality remains that the mobile phone as a means of payment remains relatively niche even in developed markets.
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  • But analysts anticipate a further shift as more financial services and greater interactivity are added, which is when mobile payments will become mobile banking.
  • In the UK, for example, just 1 per cent
  • the mobile phone is taking on extra roles as a place to keep money safe and move it around, as well as to acquire other financial services from trusted providers.
  • services are quickly expanding to include loan disbursement, bill payment and micro insurance.
  • In the next few years mobile banking apps will become the predominant means to access all routine banking services, from applying for a loan or overdraft increase to letting the bank know you are moving house
  • So while we are working closely with digital giants such as Apple, Samsung and Google to roll out their payment services, we’re also working with the banks to create their own payment functionality embedded within their existing hugely popular banking apps
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    The article is about a shifting consumer behaviour in mobile payments and that it's not driven by developed economies with the established finical systems but rather by the emerging regions, like Africa and Asia 
Maria Gurova

HBO NOW Pushing the Cord-Cutting Trend - App Annie Blog - 3 views

  • In 2007, Netflix changed the landscape by introducing streaming on PC, allowing customers to instantly watch shows. By 2010, Netflix video streaming became available on additional platforms, including iOS devices. Today, video streaming services Netflix and Hulu have a strong hold among combined iOS and Android Top US Apps.
  • These convenient apps have set the stage for a preferred entertainment delivery. A whole generation of consumers have grown up with video streaming, rather than (or in addition to) paying for cable television: cord cutters and cord nevers. Major premium cable networks, HBO and Showtime, are now after a piece of the pie Netflix and Hulu have carved out
  • Both HBO NOW and Showtime are taking different approaches to standalone streaming partnerships. HBO NOW has gotten more traction in part to a heavy promotion from Apple, resulting in positive metrics. Showtime’s success is less clear, being married into Hulu’s already strong performance
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  • Netflix isn’t being left in the dust completely, kicking off their original film initiative with “Beasts of No Nation”, which will launch both in theaters and streaming video on October 16th. HBO, Showtime, Netflix and Hulu will still need to compete with each other to retain users in a new “entertainment as a service” landscape where retention is not a given, but an earned currency.
  • Cable provider Comcast hasn’t felt the heat from the cord-cutting trend, having its second best Q2 in nine years. Comcast is also in an advantageous place as a broadband provider, with 22.3 million total customers in Q2. Good quality video streaming relies on broadband internet, meaning cable providers that offer bundled internet service will still be valuable
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    the rise of streaming services and how cable networks are competing with video streaming services on their battle field 
Maria Gurova

Mattel Unveils ThingMaker, A $300 3D Printer That Lets Kids Make Their Own Toys | TechC... - 0 views

  • Mattel unveiled its new, $300 3D Printer, the “ThingMaker,” which will allow children to print their own toys at home
  • While there are affordably priced 3D printers available today, the software that works with them can sometimes have a learning curve that can hinder adoption. With the new application, live now on iOS and Android, the goal was to make it easy enough for anyone to design their own toys – even younger children
  • The idea isn’t just to print an object and be done, however – instead, kids will print parts that can be assembled to form larger creations, like dolls, robots, dinosaurs, scorpions, skeletons, bracelets or necklaces, for example
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  • This process can take anywhere from 30 minutes for a small item, up to overnight (e.g. 6 6 to 8 hours) for a larger toy
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    Mattel presented a new affordable toy that allows kids to build their own toys at home using a kids-friendly app that is easy to use for a novice and a home 3D printer. The spread of this technology might put pressure on the traditional toy market and create opportunity for IPs owners to allow kids interact with their favorite franchise in the whole new way
Oleg Batluk

Футбольный клуб «Шальке 04» приобрёл команду по League of Legends - 0 views

  • Немецкий футбольный клуб «Шальке 04» объявил о приобретении киберспортивной команды Elements
  • После приобретения команда Elements сменит название и форму и с июня 2016 года будет выступать под именем Schalke 04
  • В 2015 году турецкий футбольный клуб «Бешикташ» заключил договор с командой Aces High Esports Club, которая теперь представляет спортивное объединение в турнирах по League of Legends
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