Daily Archives: February 26, 2017

Nikon D5600 Review: Hoping to Make Photo Transfers a Snap – Huffington Post

Posted: February 26, 2017 at 11:18 pm

I'm a bit of a Canon fanboy from my time working at Best Buy and Circuit City, but when given the opportunity to review Nikon's latest DSLR, the D5600, I jumped at it.

While I actually own a Canon Rebel T5i, I was excited to learn what advances have been made in the years since. Although I love my camera, I don't always use it as often as I should due to occasional issues with transferring photos. It's what I filmed the video blogs on my YouTube channel on though, and I do love the quality I can get despite my noob status.

Of course the biggest upgrade from the D5500 is SnapBridge, which maintains a Bluetooth connection to an Android or iOS smartphone or tablet. NFC and WiFi connections are also possible (the latter is required to transfer photos to the smartphone). The idea intrigued me, though it's a bit buggier than I'd have liked.

Overall, the D5600 isa great camera, but I still found it easier to transfer photos through a direct cable connection. It's still a great start in the right direction, and I'm excited at the prospect of getting a hold of Canon's version.

The Nikon D5600 is a midrange DX-format camera with specs nearly identical to the D5500: a 24MP CMOS sensor,no optical low-pass filter (OLPF) and the brand's latest EXPEED 4 processor. It has an ISO range of 100-25600, 5 fps burst shooting, and advanced depth perception usinga 39-point auto-focus system, and can also record 1080p HD video at 60 fps.

Customization options run deep down to the point you can specify when sensor cleaning should take place (at startup, shutdown, both, or neither), and Nikon's Stepping Motor provides a smooth and nearly silent autofocus.

Photo Quality and SnapBridge

If you've spent any time on my blog (or with me in real life), you're aware I'm pretty lazy. It leaks into my work, and I'll often take a minimalist approach to things. It wasn't until late in 2015 that I was in the financial position to even buy a camera - until then my blog was built entirely from smartphone pics.

Having the D5600 available, I made a conscious effort to integrate it into my routine and try to use it for photo shoots. Here are a few pics I took on it from my recent run of product reviews. Keep in mind the pics are highly compressed before uploading on my website.

Now aside from the fact I'm not the greatest photographer, I did learn a few things while using the D5600 this month. One thing I already understood is better quality photos come with larger file sizes, so I was intrigued at how well the photos would transfer to my phone and how quickly said phone would fill up and freeze on me.

It turns out SnapBridge (which itself takes up less than 30MB) already compresses the files when transferring to your phone, although these settings can be adjusted to transfer the raw file. This made it easy to upgrade my Instagram images with professional-looking photos (although once I send this thing back to Nikon, I'm going back to the old way of doing things).

Initially setting up SnapBridge was easy enough, but the problem I had the first dozen times I tried to connect and download photos was a popup to login to the WiFi network on my Samsung Galaxy. This made it impossible to actually transfer the files manually (although it was able to transfer a handful of photos automatically the first night I used it).

I was also unable to pair the devices using NFC (which the Galaxy S7 is capable of, and I've used for a variety of wireless speakers and headphones so I know works on my specific phone). A cloud storage option (called ImageSpace) is available, but I knew the phone was a loaner and didn't implement it to avoid being spammed.

When it did work, SnapBridge was very handy to have, but I spent so much time trying to coax it to work that I soon found myself just plugging the USB cable into my desktop, where the photos would ultimately need to go for some adjustments and uploading onto my blog anyway. A wireless connection to my laptop/desktop would've been much more useful in the long run.

The feature that really made good use of the WiFi connection is another app called WirelessMobileUtility that lets you use your smartphone as a remote. I often find myself needing a remote and having to make do with other ways (i.e. turning the camera on manually, positioning myself, then trimming that off the beginning). Like SnapBridge, WirelessMobileUtility was great...when I could convince my phone to stay connected.

Although buggy, the few glimpses I got into a working connection between my phone and camera were enough to see how useful it could be.

I wasn't exactly happy withmenu navigation however.Taking a video on my Canon is a one-button affair, whereas on this Nikon D5600, I found myself jumping through hoops figuring out how to do it. With only a touchscreen to navigate through some options, I would've hoped for a better experience touching the screen, but far too often I took a pic when I was trying to select an option.

Nikon's D5600 has a lot of good things going for it - greatsensors and lenses, customization options, and wireless connectivity. However, it takes two separate apps to take full advantage of the WiFi connectivity, and both were plagued with connectivity issues.

Still a great camera, I'd expect more for $800, which is about what I spent on my Canon that included a case, SD cards, tripod, and a variety of lenses/filters. I don't know that I'd trade all that in for a spotty Internet connection.

With a fixed app, refreshed approach to menu navigation, lower price point, and 4K video, Nikon would have a hit on its hands. For now, we'll make due with what we have.

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Appealing Social Security Decisions Online – Danbury News Times

Posted: at 11:18 pm

Was your Social Security claim denied by the Social Security Administration (SSA)? It is your right to appeal the decision, and now you have an even easier method of doing so. As of December 10, 2016, the SSA allows you to file an appeal online for both medical and non-medical issues to dispute adverse actions or denials of a claim. (Non-medical appeals cover issues such as disputes over Medicare premium rates and cases of overpayment.)

The online appeals process extends to recipients living outside the US. Prior to the online process, appeal options were limited and often impractical for those in other countries.

The SSA online appeal site walks you through the appeal process in a user-friendly fashion. The initial menu allows you to choose between medical decisions or non-medical decisions, as well as allowing you to resume a medical appeal that you had already started.

Before you begin the online appeal process, make sure that you have the necessary supporting documents (forms, medical reports, written statements, and legal documents) to process your appeal. Further information on required documents may be found on the SSA website.

Generally, supporting documents may be uploaded through the website, so make sure you have all of your documents in a suitable electronic form for uploading. However, SSA only accepts original or certified copies of some documents; those will need to be mailed into the SSA (or brought into the SSA office if you prefer but in that case why bother with an online appeal?).

SSA estimates that medical appeals should take from 40 to 60 minutes assuming a suitable Internet connection. Non-medical appeals should take less time, approximately 25 minutes.

The online site for non-medical appeals saves answers automatically as you proceed through the process, but you cannot exit the application and come back to complete it later. The medical appeal site also saves answers automatically, but it does allow you to take a break and return to an appeal that has been saved in progress.

The SSA will contact you if there are any questions or updates regarding your appeal. If you have a personal appointed representative for your SSA claim, make sure that his or her contact information is also included with your submitted information.

You can check the status of your appeal from the submissions page at any time. A simple click of a button will direct you to My Social Security, where you can log in to your personal page (or create one if you do not already have one established).

Keep in mind that the same time limits apply to online submissions as they do to other methods. Generally, you have sixty days from the date of receipt of the letter that informs you about the decision. The SSA assumes that you received the letter within five days of the date on the letter. If you received it later than five days beyond the letter date, keep that limitation in mind.

For any other questions regarding the general appeal process, refer to the Social Security Publication "Your Right To Question The Decision Made On Your Claim".

You still have the traditional options of appealing by phone or in person at your nearest Social Security Administration office, if you prefer. We hope you don't have to dispute a Social Security claim at all, but if you do, at least you have choices on the method to use.

Read our article on what you need to get the Social Security benefits you deserve to learn more about the four levels of appeal and the supporting documents you need to submit for your case to be re-evaluated.

Let the free MoneyTips Retirement Planner help you calculate when you can retire without jeopardizing your lifestyle.

Photo iStockphoto.com/shapecharge

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Virtual Reality For Architects | Tag | ArchDaily

Posted: at 11:18 pm

The physical properties of glass are invaluable and unequaled when it comes to the architects material palette. From the time of the cathedrals and the the brilliantly colored stained glass that served a functional and didactic purpose, to the modernist liberation of the floor plan and the exquisitely-framed horizontal views provided by ample windows, architects have turned to glass to achieve not only aesthetic but performative conditions in their projects.

Today, Architects face an increasing array of choices in specifying and designing with glass for building facades, as glass manufacturers propose a greater variety of colors, textures and patterns than ever before. A wider range of coatings and treatments has also been developed, allowing for a finer selection of glass panes with a combination of light transmittance, reflectance and absorption to meet the needs of outstanding architectural projects. These options affect the aesthetics and energy performance of the glass, and therefore of the overall building.

Thanks to advanced calculation tools, energy performance can now be anticipated accurately, but the graphic representation of glass is still a challenge, and yet a crucial need for architects.

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These 2 Virtual Reality Stocks Are Ridiculously Cheap — The Motley … – Motley Fool

Posted: at 11:18 pm

Virtual reality is often touted as the "next big thing" among tech companies. Goldman Sachs believes that the market could blossom into an $80 billion one by2025, and Facebook (NASDAQ:FB) CEO Mark Zuckerberg has repeatedly called VRa next-gen "computing platform."

However, the aging bull market and hype regarding VR-related stocks have made it tough to find fundamentally cheap companies with meaningful exposure to the VR market.So today, we'll take a look at two stocks with meaningful exposure to the VR market that still trade at fairly low valuations -- Sony (NYSE:SNE) and HTC (NASDAQOTH:HTCKF).

Facebook's Oculus Rift. Image source: Oculus VR.

Sony's big bet on the VR market is the PlayStation VR, a high-end headset it released for the PS4 console last October. At $400, it cost much less than Facebook's (NASDAQ:FB) $600 Oculus Rift and HTC's $800 Vive headsets. A PS4 costs around $250 today -- which is much cheaper than the high-end PCs that power the Rift and Vive.

Those price tags make it the cheapest high-end VR experience on the market today. Since Sony hassold nearly 55 million PS4s, it already has a built-in customer base that doesn't need new hardware. Its existing relationships with game publishers also makes it easy to secure a steady stream of exclusive VR content for its games.

Sony's PSVR. Image source: Sony.

Research firm SuperData estimates that Sony sold750,000 PSVRs last year (compared to its older, overly bullish forecast of 2.6 million). That figure doesn't sound impressive relative to its PS4 user base, but it makes it the top-selling VR headset in the world. HTC's Vive came in second at 450,000 units, followed by Facebook's Oculus Rift at 355,000 units.

750,000 units would only generate about $300 million in revenue, which translates to just 6% of Sony's G&NS (Game and Network Services) revenue and 1% of its total revenue lastquarter. However, demand for the headset could soar this year as new VR-enabled PS4 games -- like Resident Evil 7, Star Wars: Battlefront X-Wing VR, and Star Trek: Bridge Crew -- make the PSVR an essential PS4 accessory for next-gen gaming.

If that happens, PSVR sales could surge well past SuperData's original estimate of 2.6 million and make the PSVR a major growth driver for the G&NS business. Higher-quality VR-enabled games will also encourage customers to upgrade to Sony's new PS4 Pro, which features 4K gaming and a smoother VR experience.

Sony's profitability has declined in recent quarters due to the weak performance of its mobile and movie making units. However, the stock trades with an EV/Sales ratio of 0.5 -- making it very cheap relative to peers like Samsung (NASDAQOTH:SSNLF), which has anEV/Sales ratio of 1.

Many investors overlook HTC as a potential VR play for two reasons. First, the early adoption of the Vive headset has been largely overshadowed by the weakness of its core smartphone business, which has been crushed between premium players like Samsung and lower-end Android rivals like Huawei, Oppo, Vivo, and Xiaomi.That pressure caused HTC's revenue to fall14% annually last quarter, and its bottom line remains deep in the red.

Second, HTC's sponsored ADR shares only trade on the OTC market, which doesn't get as much attention as the major exchanges.

The HTC Vive. Image source: HTC.

HTC stock has declined nearly 90% over the past five years, but that drop has reduced its EV/Sales ratio to just 0.4. With an enterprise value of just NT $28.3 billion ($660 million), it remains a lucrative takeover target for tech companies that want to establish a presence in the smartphone and VR headset markets.

HTC wants to turn its smartphone business around by abandoning lower-end devices and focusing on the premium market. We've seen Sony try the same strategy before, but with very little success.

While HTC's smartphone business will likely keep struggling, the Vive might post better sales this year as more PC users upgrade their systems and more VR-enabled titles hit the market. The Vive costs more than the Rift, but its use of full-room motion sensors and software support from Valve, which co-designed the device, arguably make it a better premium VR device for hardcore gamers than the Rift.

If SuperData's figures are accurate, then HTC's Vive sales generated $360 million in revenues last year -- which would be equivalent to 14% of its 2016 sales. This means that if VR adoption picks up this year, we could see stronger sales of the Vive offset its weaker smartphone sales -- which could help HTC stage a big comeback.

Sony and HTC are fundamentally cheap and have growing VR businesses, but investors should also pay close attention to the challenges facing both companies' core businesses. I wouldn't rush to buy either stock now, but I would keep them in mind as alternative VR plays to pricier market favorites like Facebook and chipmaker AMD.

Leo Sun has no position in any stocks mentioned. The Motley Fool owns shares of and recommends Facebook. The Motley Fool has a disclosure policy.

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Popularity of Sony’s PlayStation VR Surprises Even the Company – New York Times

Posted: at 11:18 pm


New York Times
Popularity of Sony's PlayStation VR Surprises Even the Company
New York Times
There are plenty of people who are skeptical about virtual reality, a technology some have heralded as the biggest thing to come along in years in games and entertainment. Even Andrew House, global chief executive of Sony Interactive Entertainment, the ...
Sony surpasses expectations, selling 915000 PlayStation VR headsets in first four monthsTechCrunch
PlayStation VR Soars Past 900000 Units Sold AlreadyCOGconnected (press release)
PlayStation VR Is Doing Better Than Expected, Sony SaysKotaku
Polygon
all 43 news articles »

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Virtual Reality: Revisiting The Past | William Capozzi | TEDxBuffalo – Buffalo Rising

Posted: at 11:18 pm

A good many people who follow Buffalo Rising are interested in this citys architecture, not just the buildings that exist, but the ones that we have lost along the way. Buffalo has managed to save a good chunk of its historic architecture in recent years, since the city took a turn for the better. Loft developments and restaurants have helped to revive downtown Buffalo, though there is still a long way to go with infill.

Much of the recent progress has happened via the old fashioned way through vision, determination and grit. That is how our city is being rebuilt. Unfortunately, we lost a lot along the way you can finda laundry list of buildingsright here. Who knows, someday some of these buildings might be rebuilt or reimagined in the real world. At least a couple of the very significant ones such as the Frank Lloyd Wright Administration Building (learn more).

For most of the lost buildings, we will simply have to preserve and share historic images, or maybe even follow the lead of virtual reality (VR) specialist William Capozzi.Capozzi feels that we can better relive these memories, by way of VR. Can you imagine an ongoing project that would visually piece together the streets and buildings of old Buffalo? Now that would really be something?

When historic preservation cant save a building, 3-D modeling and virtual reality may be able to help. William Capozzi shows how he has captured the soul of the grand theater of his youth in Olean, NY, and how we might do the same for other spaces whose time has run out.Capozzi is a digital and traditional artist, musician, and woodworker. He has worked professionally for over 20 years as a 3D Modeler and Animator. History and passing along stories are of great interest to him.

Newell Nussbaumer is 'queenseyes' - Eyes of the Queen City and Founder of Buffalo Rising. Co-founder Elmwood Avenue Festival of the Arts. Co-founder Powder Keg Festival that built the world's largest ice maze (Guinness Book of World Records). Instigator behind Emerald Beach at the Erie Basin Marina. Co-created Flurrious! winter festival. Co-creator of Rusty Chain Beer. Instigator behind Saturday Artisan Market (SAM) at Canalside. Founder of The Peddler retro and vintage market. Instigator behind Liberty Hound @ Canalside. Throws The Witches Ball at The Hotel @ The Lafayette, and the Madd Tiki Winter Luau. Other projects: Navigetter.

Contact Newell Nussbaumer | Newell@BuffaloRising.com

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Virtual reality, other features now available at Centennial Library – UNM Daily Lobo

Posted: at 11:18 pm

Derek Luna, library technical assistant and junior civil engineering major at UNM, plays a game on the new VR system inside Centennial Library. Luna says that, aside for gaming purposes, he plans to use VR to view his architectural designs.

At an open house earlier this month, UNMs Centennial Library unveiled several permanent new features in two new working and collaboration spaces that include VR platforms, among other things.

The features are: geographic information systems; Mac, PC and Apple TV presentation platforms; and the HTC VIVE virtual reality platform, according to Karl Benedict, director of Research Data Services in the College of University Libraries and Learning Sciences.

Data Curation Librarian Jon Wheeler said analysis workstations provide applications with many common platforms for quantitative analysis, geospatial analysis and coding.

The new features take up a space previously occupied by an office and computer lab with limited access. Wheeler said that through opening up both rooms and refreshing the technology, they have provided students with novel ways to interact with library and information resources.

Through using Google Earth, an immersive lab application and exploring a Vincent van Gogh painting, Benedict said the presentations were primarily focused on the VR system, as there was high interest in its capabilities.

However, there were also individual demonstrations and instruction on the use of the analysis workstations in the analysis lab, with a particular focus on NVIVO, a qualitative data analysis application, and Jupyter Notebooks, an interactive environment for writing and sharing code.

Benedict said the $48,000 project received funding from library General Obligation Bond funds and from the librarys endowment. A remaining $7,000 will go towards finishing touches in both spaces.

We also plan on evolving and expanding the capabilities of the spaces we have developed based on user feedback and needs, Benedict said. In the long run, we plan on seeking funding to build out and upon the foundation that we have built. In many respects, the spaces and technologies that we demonstrated last week represent an experimental space where the library can work with the Universitys students, staff and faculty to define what technology-enabled collaborative research looks like in the future.

Wheeler said since the open house the UNM community has already been reacting enthusiastically by trying the VR system or practicing group presentations.

Benedict said he saw enthusiasm during the open house as well.

In particular, he recalled a student earning his Masters in Computer Science being interested in using the VR capability in the library for his research in user experience in virtual environments.

Some other researchers were interested in applying the NVIVO application in their Twitter data research projects and a team of GIS specialists from the Earth Data Analysis Center said they would like to reserve the space for technology demonstrations for the applications and products that they develop.

With more collaborative, data-intensive research comes a greater need for productive collaboration spaces and tools/technologies, Benedict said.

The development of these spaces is important as part of the librarys role as a core research and learning resource for the University and New Mexico, he said.

Some of the spaces capabilities are available in other UNM departments and facilities, he said, but access to them is limited. Keeping these resources in the library allows access to the entire University community.

Students need access to technologies and capabilities that are often too expensive or specialized for them to acquire for themselves, Benedict said. The new spaces and the tools and technologies within them allow students to access and experiment with cutting-edge software and hardware that they might not otherwise have access to.

This may also draw more students and researchers to the campus, he said.

We hope that having a technologically enabled space for presentation practice, content development and data management is in itself a benefit, Wheeler said. By being located near to a library reference and service point, students will have access not only to powerful tools but also to librarian expertise in reference, literature searching and data management.

Elizabeth Sanchez is a reporter for the Daily Lobo. She can be reached at news@dailylobo.com or on Twitter @Beth_A_Sanchez.

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The NBA preparing to dunk fans in the action with virtual reality – Digital Trends

Posted: at 11:18 pm

Getting court-side seats may have always seemed like something of a pipe dream, but now, technology is turning that dream into a reality. Virtual reality, that is. The NBA is betting big on VR technology, and last week, the league made its very first original content for VR headsets via a partnership withDigital Domain.

The NBA VR app now features on-demand episodes of House of Legends, a new talk show that gives viewers insights into their favorite NBA players careers and their views on pop culture topics. ButHouse of Legendsis really just the beginning for the NBA when it comes to VR. Really, the league is looking to do a whole lot more in this realm.

Last year, the NBA debuted a VR documentary calledFollow my Lead: The Story of the 2016 NBA Finals,but the film was actually spearheaded by Oculus. This year, however, the NBA itself is taking a front seat when it comes to creating content for its viewers.

More:Underwater virtual reality will give you anything but a sinking feeling

Back in 2015, the NBA first streamed a game in 360-degree video, and now the league is live-streaming a game every week to Gear VR and Google Daydream by way of NextVRs application. Its pretty inexpensive to access this experience just $7 a game to watch immersively rather than on your television screen.

Jeff Marsilio, the NBAs VP of global media distribution, told Engadget that this VR experience has proven hugely popular and extremely valuable to fans who are either outside the U.S. or cant exactly afford to be at the game every single week. With virtual reality, you can actually deliver something like that experience, Marsilio said, You can make people feel closer to the action. Currently, the VP noted, theres no other medium that allows for this kind of experience, but its still unclear as to whether itll be a successful strategy for the league in the long term.

All the same, if youre an NBA fan, it looks like you now have a way to enjoy all the action in a way thats more up close and personal than ever before, and its all thanks to virtual reality.

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AI System Finds Another Game to Dominate Humans – Futurism – Futurism

Posted: at 11:18 pm

In Brief

AI has been quietly invading our lives. From ouroperating roomsto our roads, and even our homes. Still, we never expected AI to infringe on onething in particular, our Super Smash Brothers. If you havent heard of Super Smash Brothers, do yourself a favor.

Super Smash Brothers is a popular video game series spanning multiple generations of gaming consoles. Unlike what we have seen AI do before with professional players inchess,poker, and the ancient game ofGo Super Smash Brothers is a particularly tricky game for AI.

In order to win, players must take full advantage of their environment, their character, and their enemys weaknesses. Players must be quick to weaken their enemies without taking too much damage so that they can knock their opponent off the stage, a feat demanding a proper strategy and a certain sense of ruthlessness.

So how did the AI do it? Software named Phillip was created by a Ph.D. student at MIT with the help of his friend from NYU. The pair constructed an AI that at first wasnt too great at the game, but eventually, after a week of consistent practice, the AI was able to react 6 times quicker than a normal human. Clocking in reaction times at 33 milliseconds compared to 200 milliseconds human reaction time, Phillip was in his own alternate reality in the game.

Phillip faced off against a tenured, five-year champion, named Gravy. In a harrowing match, Phillip bested him 8 5.

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Conversational AI and the road ahead – TechCrunch

Posted: at 11:18 pm


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Conversational AI and the road ahead
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In recent years, we've seen an increasing number of so-called intelligent digital assistants being introduced on various devices. At the recent CES, both Hyundai and Toyota announced new in-car assistants. Although the technology behind these ...

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