Vrse is a leading VR company, whose mission is to tell extraordinary stories in virtual reality. Vrse uses custom-built tools and their own VR app to create and distribute the most innovative, story-driven experiences in VR today. Vrse's goal is to push VR forward with ground-breaking experiences that explore and expand the medium's potential.
What impressed me most was the level of understanding of machine learning by this organized group to train Tay so well to be the ultimate troll bot, offensive and relevant.
As someone that works in the VR industry where I think Apple can make the biggest difference would be in the self contained headset using their mobile components. Google is reportedly already doing this, http://techcrunch.com/2016/02/11/google-is-reportedly-buildi....
Think something like the Samsung Gear but an all in one headset thats nicely designed. Out of all the current available headsets, I think the PS is the best designed and best fitting. I think Apple could do better.
there are other really great headsets you can buy that would work. For example I bought a freeflyvr http://www.freeflyvr.com/. Really works well, but do your own research. There are a lot of factors like FOV, adjustable lens and size. etc.
I've tried and used sumologic . It may not be appropriate for some companies because everything is sent and analyzed on their cloud infrastructure, but is a very good product.
I disagree, on the tangram aspect. Most games have an almost auto snap feature that if you drag the piece close enough it just snaps into place. I like the fact that it takes more of hand eye coordination and understanding of physical space for the physical objects to create the shapes on screen.
Auto-snap, and most importantly inability to rotate, allowed my 1.5yo kid to solve puzzles when he wasn't yet able to solve wooden puzzles well.
After an intense period of solving those non-stop (I believe it's first time he strongly experienced the positive reinforcement of winning a game), he also easily does the wooden puzzles.
I don't have any data on whether that's indeed a win developement-wise, but I'm excited that easy software tweaks (which would be impractical in physical product — how do you stop one from rotating pieces?) can dramatically affect kid's ability to engage them.
My daughter fell in love with a similar non-rotating tangram game at that age, and that's why it came to mind... tangrams are something that tablets do really well.
That said, I do see what they mean about rotation. My son took some time to learn to play Amazing Alex (Rovio's Incredible Machine remake) because of the clumsy rotation UI in that one.
I don't know I just get the overwhelming feeling that a lot of people aren't parents in this thread. My daughter loves these types of puzzle games on our touch devices. As soon as I saw the video, I have a good feeling she will like it. Really it looks fun , and the word game looks like something we can do together. I'm excited about this product. I really could care less about the actual learning aspects and more interested in the technology + fun aspect.
Every Nexus except the S and Galaxy had the best SOC available at the time (The one and 4 had them before any other android phone). The Galaxy was the first 720p smartphone. They are high end, just not at all costs.
Also layout issues along with not being able to click on the examples link on this page. Wasn't able to actually use the examples. Android 4.4 (N4), aosp browser.
Also if you're going to use spring check out this guide. https://cloud.google.com/appengine/articles/spring_optimizat...
its relevant to aws lambda as well.