Wednesday, March 26, 2014

Through an Oculus, Clearly: Stop Freaking Out About Facebook

Orlovsky_and_oculus_rift

By now, we know that the reaction to a major Facebook acquisition among the chattering technorati follows a pretty simple script. It happened with Instagram in 2012, it happened again last month with WhatsApp, and it happened yet again Tuesday with the $2 billion deal for the virtual reality gurus at Oculus VR.
First comes the stage where we all have a good laugh. Facebook bought what now? For how much? No. Seriously? What are they smoking in Menlo Park? The memes and jokes fly thick and fast. We comb our cultural history for anything that matches the pattern of an accurate prediction. The Oatmeal called itThe Simpsons called it.
Then Zuckerberg will get on the phone with analysts and journalists, and explain very matter-of-factly why the purchase is worth whatever he paid for it — not now, but many years in Facebook's future. He makes an awful lot of sense: yes, virtual reality probably is the next big platform after mobile. There are murmurs of unease. Crap, Zuck was right about Instagram, he's probable right about this.
A few hours later later, after the value of the technology or app in question has had time to sink in, comes the full-blown freakout. Zuckerberg is no longer a dolt; Zuckerberg must be stopped. Facebook is going to turn us into drooling zombies. You're going to be full-time immersed into aMatrix-style virtual-reality "Planet Facebook" filled with manipulative corporate sponsors while keeping your body alive by sucking on a "QuenchTube" through a "small nipple in your mouth,"suggested Verge editor Josh Topolsky.
Hey, I'm as much of a sucker for a good sci-fi scenario as the next futurist, but let's get real about this one. That's just not how the future happens. If you want to talk about technologies that were supposed to turn us into drooling idiots, try television. Try games consoles. If you look at them objectively, as numerous studies have done, it turns out those technologies are actually pretty good at informing us and improving our reactions. (See: Everything Bad is Good For You.)
Yeah, but Facebook's going to ruin Oculus Rift, right? They're going to plaster it with ads and make it focus on gaudy, commercial apps that help its bottom line? Well, no. Facebook has a history of funding its big purchases well and letting them run themselves independently, like the world's luckiest startups. Look at Instagram: Kevin Systrom is firmly in charge, user numbers are skyrocketing, and the service has barely begun to introduce sponsored photos, which it may well have had to do by now anyway. (See: every app that wanted to make money ever.)
Look at WhatsApp: founder Jan Koum staked his word on the fact that Facebook will not touch WhatsApp user data, ever. You know why that's guaranteed? Because if it doesn't happen, Zuckerberg won't be able to convince the next hot startup that he wants to buy that he isn't just blowing smoke when he says they'll be independent.
Zuck is playing a wider game here, and the stakes are high. If Facebook ever got a reputation among the Silicon Valley community for being a rapacious corporate monster that goes back on its word and forces you to do so as well — well, there would be a few more giant companiesaround here that they'd much rather sell to.
Okay, you say, but surely there's some pressure that will be applied, pressure to put friend requests here, or targeted ads there — subtle backroom pressure that Oculus VR's leadership won't be able to withstand. To which I say: have you met John Carmack, Oculus' CTO? I interviewed Carmack half a dozen times over the last decade and a half, back to when he was the mastermind behind Quake and Doom. The two words I invariably used to describe him are "evil" and "genius."
Carmack never does anything by half-measures. He built his own space startup, for crying out loud. He's in the Elon Musk and Jeff Bezos realm of influence. If it ever came down to corporate politics, he'd give that young whippersnapper Zuck a run for his money. Come to think of it, I'd even put a small wager on Carmack taking over Facebook from within.

I do agree with entrepreneur and blogger Anil Dash, above, that Facebook would do well to address the fact that Oculus VR began as a Kickstarter company. The payout would be an elegant solution, so long as it isn't seen as a crass bribe, and who knows — it may convince the creator of Minecraft to stop freaking out about Facebook.
It would also encourage more Kickstarter campaigns, annointing the crowdfunding service as a legitimate form of venture capital, which would be a rising tide that lifts all Silicon Valleys boats (except for its established VCs, who may freak out themselves).
But it's not something Facebook needs to do, legally or even ethically. Oculus fulfilled its obligations to its backers long ago. If its backers thought it would never do any of the things a for-profit company does, perhaps they missed the part where it became a for-profit company. Perhaps they missed the hiring, last year, of the evil genius. Besides, again, they're missing the point.
Weep not, for the Oculus you know is not dead. Dry your eyes, because you ain't seen nothing yet through them. The number one reason why Oculus "sold out" to Facebook: because this way, it can remain independent and improve exponentially — first and foremost, in bringing down the cost and the size of those clunky headsets, and encouraging way more developers to join the platform.
I've tried Oculus a number of times, and really like the demo app where you zoom around the solar system. But even that felt a bit too low-res; all I could think was it'll be nice when it's finished. But Oculus was stuck paying way too much money for way too little gadgetry; now it has purchasing power, and how. What happened Tuesday was one giant leap into Oculus' future.
Not convinced? Read the Reddit threads where Oculus founder Palmer Luckey is taking on all-comers. "I am not going to close off, I am 100% certain that most people will see why this is good in the long term," he writes. "Any change at Oculus will be for the better." He lists three short-term reasons why, in as much detail as he can:
1) We can make custom hardware, not rely on the scraps of the mobile phone industry. That is insanely expensive, think hundreds of millions of dollars. More news soon.
2) We can afford to hire everyone we need, the best people that fit into our culture of excellence in all aspects.
3) We can make huge investments in content. More news soon.
Where will this end? Not in Topolsky's dystopian vision, but where all technology ends up — in the casual mundanity of everyday life as you pretty much know it, just one step removed. It ends with "honey, have you seen my Oculus glasses?"
It ends with you using them the same way you'd use Skype — zipping in and out of the virtual world for meetings, making it much easier to work from home or catch up with far-flung family.
It ends with you donning your Oculus glasses about as frequently as you'd use your Xbox or PlayStation. Games nerds will be addicted; the rest of us will use it every now and then, for fun.
That's not a very sexy story to tell, granted; fearful future freakouts are so much wilder. If you simply don't trust Facebook because it's had a hard time communicating its privacy settings, if you don't trust Oculus to stand firm in the unlikely scenario that they're strong-armed, if you think the combination of the two is the beginnings of The Matrix, then knock yourself out.
Just be aware that the sci-fi reality you're spinning with that story is as unreal and unlikely as anything you'd see in VR

Sunday, March 23, 2014

4 Side Jobs to Pad Your Paycheck

Sidejobs

Whether you need to put a kid through college or you’re tired of rocking Ramen noodles every night for dinner, you’ve come to the decision that you might need to find a supplemental job. Ideally, you’d like to find a flexible job within your career field — something that you can do around your current nine-to-five schedule.
In our increasingly digital and connected world, there are a variety of side jobs that can be performed remotely from home or that offer flexible schedules, enabling the "side gig" to become a viable source of additional income (provided that your current company does not require you to sign a non-compete agreement). Here are four fields to consider if you're trying to pad your paycheck.

1. Freelance writing

pen and paper
If you want to release your inner Kerouac, you can flex your writing muscles as a side job. Writing opportunities abound online, depending on your previous experience and skill level. You can pen anything from a how-to blog post to a ghostwritten manifesto for the hottest new startup in town. Writers are always in demand, and not just for the usual suspects (media companies, publications, etc.); a number of fields utilize writers — marketing, social media, public relations and education, to name a few. Getting your foot in the door can be the trickiest part, but once you're in, establishing a network and a solid portfolio of your work can help you rise through the ranks.

Degrees/Experience Required: Some writing jobs will require a bachelor’s degree, while others will prefer a degree in journalism. If you specialize in a certain style of writing (such as medical writing, for example), you may need advanced degrees. One important thing to consider: When you’re a writer, experience often counts for more than education — and who you know is also a factor. Writing for other magazines, websites or blogs can often open doors faster than a 4.0 GPA. Working your way up from smaller, niche publications to establish a premise for your work is one way to get the ball rolling. Be prepared to provide a variety of writing samples, or even to complete an assignment or two before landing your first job. 

Types of Jobs Available: Unless you’re facing daily deadlines, you can write whenever you want, especially if you get "inspired" at 3 a.m. Writers are hired for both full-time or part-time jobs, but many writers choose to freelance for a variety of companies, allowing them to completely customize their schedules. Job titles in the writing field include technical writer, blogger, freelance writer and freelance editorial assistant, among others.

2. Medical coding

One of the most popular remote jobs, medical coding helps physicians and health organizations receive reimbursement from insurance companies; it is a key piece of the medical billing process. Medical coders are the financial side of the medical field, often detail-oriented and possessing strong communication skills. 

Degrees/Experience Required: Each job in the medical coding field can have its own specific requirements. Almost all require a high school degree, while others want potential job candidates to have more advanced degrees in nursing and medical coding certification. Solid data-entry skills are a must, along with the ability to read and interpret health records. Coders must generally possess a thorough knowledge of anatomy and medical terminology, as well as familiarity with insurance plans and regulations. Here's a helpful checklist of resources to familiarize yourself with if you're interested in the field.

Types of Jobs Available: When you’re a coder, you control when and how you work. Medical coders can choose from full or part-time jobs, as well as enjoy flexible schedules, work-from-home and per diem opportunities. Some jobs available in this field include medical records clerk, claims analyst, inpatient medical coder and coding specialist.

3. Tutoring

Tutor and student
If staring out at a sea of faces in a classroom isn’t your thing (but teaching still is), you can find your groove as a tutor. Providing a one-on-one learning experience for students of any and all ages, tutors often provide assistance in specific subjects.

Degrees/Experience Required: To work as a tutor, you’ll most likely need a bachelor's degree, along with any degrees affiliated with your area of expertise. Most employers prefer tutors to have previous tutoring and/or teaching experience.

Types of Jobs Available: Tutors typically work around a student’s schedule, so after school, evening and weekend appointments are common — it's important that you're willing to accommodate this type of work schedule. But tutors are no longer limited by location; many teach their students virtually, allowing a student in Burbank, Calif., to learn how to multiply mixed fractions by lessons from a tutor in Boise, Idaho. Job titles that are commonly associated with tutoring jobs include regional tutoring coordinator, SAT (or other standardized-test-specific) tutor, education and training assistant and homework help center associate.

4. Freelance graphic design

As visual creatures, graphic designers create images that help convey the needs of their clients. Whether it’s to promote a company’s service or product, or help to create or hone a brand’s identity, graphic designers bring their artistic skills, knowledge of trends and creativity to the table.

Degrees/Experience Required: Experience and an expert eye for the 'next big thing' is what potential employers are looking for when hiring graphic designers. While some companies require a bachelor's degree and agency experience, all graphic designers should be fully fluent in programs such as Quark and the Adobe Creative Suite (InDesign, Illustrator, Photoshop, etc.). Similar to writing, graphic design is another field where your portfolio, connections and prior experience may weigh more heavily than education, depending on the job or specific client.

Types of Jobs Available: Graphic designers can work either full-time or part-time positions. They can opt to work remotely or in an office, depending on the job. Many times, the available positions are contract jobs, ranging from a few months to up to a year or more. Some job titles associated with graphic designers include art director, commercial artist, mobile visual designer and creative director.

Saturday, March 22, 2014

Hands On With Sony's Vision for Virtual Reality

Morpheus-front

When Sony announced that it is developing its own virtual reality system, the gaming world's dreams came one step close to a retail reality.
Sony showed off its Project Morpheus headset to developers and press during the Game Developers Conference in San Francisco on Wednesday, and Mashable spent some quality time checking it out.
Oculus Rift, the only other virtual reality alternative, came out with a second-generation version on Wednesday. The two have stark differences and striking similarities.

Four years in the making

Sony's research and development team has been working on Project Morpheus since 2010. While the developer kit we saw at the booths doesn't necessarily represent the retail product, it's clear Sony took its time.
morpheus headset

The Project Morpheus virtual reality headset, as seen at the Sony booth at the Game Developers Conference.
The Morpheus headset is covered in blue lights that make it feel futuristic, even if they don't serve a purpose. It matches the tone of the DualShock 4 and PlayStation Move controllers precisely.
The headset fits around your head using a plastic strap that goes around the bottom of the skull, along with an elastic band on top. This plastic band solves one of the problems of Oculus Rift: easily adjusting the headset while you're wearing it. It settled in comfortably over my eyes, and even though I only wore it for two four-minute sessions, it was light and not cumbersome. The weight was never balanced too far forward on my head and the eye cups fit easily over a pair of glasses, minimizing neck strain. When I saw photos of myself wearing the headset, I didn't realize how far forward it had sat on my face, at least during my brief testing period.

The demos

During its first of two demos with the Morpheus, Sony showed an underwater simulation calledThe Deep, which puts players in shark-infested waters.
It was more of a hands-off experience, and players mostly had the option of shooting ineffective bullets at angry sharks swimming toward them — but it was a great display of the technology. The headset, which has a 1080p resolution, displayed images of the underwater world that were sharp and crisp. It was hard not to compare it to the next-generation Oculus Rift developer headset, which looked similar in graphical capability. (The OR's previous generation only offered a resolution of 640 x 800 per eye.) There was very little motion blur, even when I moved my head quickly, and the latency seemed to clear up. This headset was easily comparable to the kits Oculus VR will send this summer to developers who preorder them.
man wearing project morpheus

A man wears the Sony Project Morpheus virtual reality headset during GDC.
The Morpheus' motion tracking for the head position generally worked well, but in two demos, it required recalibration as the game lost track of my body's position. For anyone who has used an Oculus Rift, this problem isn't uncommon, but it's a sign that Sony is experimenting with the same types of problems. During a simulated dive underwater, my hand — holding a DualShock 4 — stopped syncing up with where the game thought it was, so I had to hold the controller a bit strangely while finishing.
A second Morpheus demo, The Castle, had similar issues tracking my positioning. Players held two PlayStation Move motion controllers that represented their right and left hands. Moving them around and grasping objects sometimes worked perfectly, but was also prone to problems. I found some trouble grabbing and picking up weapons, as my hand seemed to pass right through them.
Still, it was good to see Sony facing some of the same problems that Oculus Rift demos have shown in the past. Virtual reality poses one of the biggest problems in gaming, and with two companies on the playing field, developers and consumers will be the ones to reap the rewards

10 Famous Tech Figures Portrayed on Film

what is the most Photos Get Likes in Instagram ?

Bieber

Instagram photos that include faces are far more likely to get likes from followers than those without, a new study suggests.
According to a report conducted at Georgia Tech, people are more drawn to photos that feature the face. In fact, of 1.1 million randomly-selected Instagram photos analyzed with face detectionsoftware, those with faces were 38% more likely to get Likes and 32% more likely to get comments.



Justin Bieber

Justin Bieber takes a selfie with a fan at a premiere in Los Angeles.

"We are naturally attracted to faces," researcher Saeideh Bakhshi of Georgia Tech toldMashable. "We are social animals and want to see other people — it's comforting to us and makes us safe. This is engrained in us at a very early age, when babies are looking for the support of their parents."
"We didn't think online engagement would necessarily translate to this instinct, but it does make sense — it's a part of human nature," she added.
What's interesting about the findings is that the amount of faces in the photo, age or gender didn't influence engagement levels. In addition, male users are just as likely to get comments and likes than female Instagram users.
And although it makes sense that those with more followers received more interaction on the platform, those who post too frequently see a dip in engagement. The more you upload, the less likes and comments you get.
"The more Instagram pictures you post, the more people lose interest," Bakhshi said.
The takeaway? Your Instagram followers actually like your selfies. Just don't post one every day.
Have something to add to this story? Share it in the comments.

Bonus: 12 Most Cliché Photos on Instagram