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Top 10 New Products from the Consumer Electronics Show 2017 By David Ryan for America's Backbone Weekly Our expert reviews top technology trends from the CES Show in Las Vegas. Learn more about new technologies that your business may need in the year ahead. ...Read More »
PNY's Partner, NextComputing, Showcases Portable Professional VR Development Solution at CES Global Press Event NextComputing will present its deployable virtual reality development solution at the Gigabyte(tm) CES pre-show Global Press Event, January 4, 2017, at Caesar's Palace in Las Vegas. This solution combines the power and flexibility of NextComputing's Radius Edge portable workstation computer with a Gigabyte motherboard, NVIDIA(r) Quadro(r) VR-Ready graphics, and professional VR applications such as Assimilate SCRATCH VR and Autodesk LIVE. Visitors will be able to experience these solutions at the Global Press Event on the Oculus Rift HMD. This combination of VR technology enables media producers and virtual design & construction professionals to develop virtual content with minimal setup, and provides the performance needed to step inside their design and better communicate their vision. ...Read More »
CES 2017 By Dr. Neale Foster, COO and VP Sales, ACCESS Europe The Consumer Electronics Show is turning 50 in 2017, giving us an opportunity to look back on how the automotive and video worlds have evolved. Younger readers might not remember it, but in the 1970s, watching TV was a lot less diverse than today. Germany was divided with radically different TV cultures and the rest of Europe consisted almost entirely of public broadcasters, with British TV airing just three channels. Today, consumers can access channels from a number of sources (cable, IP, Over-The-Top, satellite, terrestrial) and across a wide range of topics. In addition, the rise of new video sources like YouTube and the move that social media platforms are turning into smaller scale broadcasters is providing viewers with access to even more content. This has led to the requirement for quality Electronic Programme Guides and search engine, as well as a need for better user experience solutions. ...Read More »
Content Insider #497 - New Consumer By Miles Weston When millenial marketing types entered the business world social media, customer relations were just beginning to mature and they had a firm hand on what it took to reach, persuade/convince the consumer. Then the Gen Zers came along and devices, constant connections weren't somthing to be learned they were things they were born with...it was all second nature to them. They wanted more out of the relationship with products/services beyond simply buying them and leaving the building. And they wanted it on their terms! The old tools, tricks (those from last month/year) no longer work and they expect marketing to use all of that data they're gathering to understand them as individuals not part of a mob. It takes more thinking and work but the results are worth the extra effort. ...Read More »
The Top 7 Things We Learned About IoT This Year By David Ryan for America's Backbone Weekly 2016 was a game changer on the IOT front, here are the highlights from the past year. ...Read More »
Mio Garden - A Meditation on VR By Tom Westerlin, Creative Director, Nice Shoes Creative Studio Nice Shoes Creative Studio recently entered the exciting world of Virtual Reality, debuting our immersive and interactive meditative experience "Mio Garden." Creating the Mio Garden was a very personal journey for me. I was coming from a chaotic work environment and a stressful time in my life, so when Harry Dorrington and Angela Bowen asked me to join Nice Shoes Creative Studio to build a virtual reality Zen garden I jumped right in. We set out to create a relaxing experience focusing on beauty and interactions that put the user in a tranquil state of mind. This is just what I needed at that moment, a release from the overwhelming, fast-paced world. Everyone else tends to need a break like that too, and I thought it could be achieved through interactive meditation. ...Read More »
Content Insider #495 - Social Shift By Miles Weston Back in the dark ages when social media was in its infancy people set up locations where other people could go to exchange information, ideas, likes/dislikes. Then they discovered they needed to make a living doing their work and people who invested in them wanted to make money. BAM! marketing entered the picture to advertise their stuff. In no time social media places became overwhelmed with ads and other marketing messages to convince folks to buy. Of course listening to the online community wasn't part of the bargain. The unruly online community took up arms and took back their domain asking - no demanding - that companies listen to them, hear them, answer them or else! Customer folks are reasonable as long as the conversation flows both ways. If not...you'll hear about it! ...Read More »
Virtual Reality And Post Architecture By Daniel Fraga It is hard to find VR content that doesn't derive at least some of its value from the technological novelty that the medium represents. The so-called "gimmick" value still stops us from perfecting a form of expression that is truly native to the medium. It's time to change that. This text is part of what I believe is necessary for this transition towards the goal of a full-fledged VR artistic practice. Key to that will be the concept of Ontological Design: design that is focused on the human experience and its essence. This text frames an intention to move past the current status quo in VR content. We aim towards creating content that has a transformational function on its user. We move towards the creation of ontologically transformative artistic artifacts - in other words, we design people through virtual space. We are (post) Architects. ...Read More »
Virtual Reality In Industry Training Streamlines Safety By Allison Crady Using the same virtual reality technology that has simulated a realism rush in the gaming industry, engineers and construction leaders can revolutionize the world of construction training. One in every five worker deaths happen in the construction industry. Over half of the injuries caused are a result of human error, because there's never been a safe way to train for ultra-hazardous situations... until now. The immersive reality presents impressive potential for significant safety improvement. Imagine having the ability to rehearse extremely dangerous situations without any risk. Imagine designing buildings and walking through them... before they're built. ...Read More »

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