Daily Archives: February 28, 2017

Frshly uses robotics and algorithms to deliver fresh, hot food to customers – Phys.Org

Posted: February 28, 2017 at 8:09 pm

February 28, 2017 by Julie Jacobs The Frshly dispenser. Credit: New Jersey Institute of Technology

Six different cuisines with 30 combos all served hot within 90 seconds, and patrons need only pick, swipe and eat. That's what Frshly, a fully automated "vend-caf" and the brainchild of NJIT alumnus Satish ChamyVelumani, provides to a growing number of hungry consumers on the move through India's railway system and airports. It's an offer the tech startup, established in 2013, calls "plated happiness."

Here's how Frshly works: Customers desiring fresh, hot food from popular local restaurants choose from a selection of stocked menu items at a Frshly state-of-the-art dispensing machine. The company's proprietary technology, a "recipe" of robotics and algorithms, then enables the quick procurement, takeaway-friendly wrapping and prompt delivery of the order. To ensure that the food is always fresh, Frshly restocks the dispensing machine regularly.

The meals "are packed according to the given specifications for every mealtime at the participating restaurant kitchens and then are transported to the Frshly outlets where they are stacked," explained ChamyVelumani. "This is as good as any convenience store where products are pre-stacked based on predictive demand analysis."

Customers also can place an order, as well as specify a pickup location and time, via the free Frshly app, available from the Apple and Google Play stores. The app secures their meal until they collect it, at which time the dispenser reheats and serves it. The cost for Frshly meals ranges from Rs 59-159 in Indian currency (approximately $1-$2.50).

ChamyVelumani has introduced Frshly in three cities in India: Bengaluru, Chennai and Secunderabad. Each market features different cuisine.

"The idea is to serve the brands from the cities in which we operate," ChamyVelumani noted. "Frshly is an ecosystem for multiple restaurants to get on board and reach out to new customers. Even though Frshly is an aggregation platform, the brands that participate are curated based on the market demand."

In addition to train stations and the Chennai International Airport, the company also has a presence at information technology parks and large information technology companies and commercial technical support locationsa pipeline ChamyVelumani describes as strong.

Food for Thought

The Frshly journey, from "back of the napkin" concept sketches to the first customer making a selection, took ChamyVelumani two-and-a-half years to complete. He faced some challenges along the way, particularly with building the interface between the ordering app, the dispenser and the enterprise resource planning system.

"With Frshly, every single thing had to be developed from scratch," he said. "There were a lot of dependencies. We are talking about an entire ecosystem here, including hardware."

Fortunately, pitching Frshly to the Indian Railways Network and airport authorities proved much easier. Indian Railways had been searching for an innovation in the food and beverage space and Frshly fit the bill. A successful pilot in Chennai Central Railway Station followed and since then Frshly has opened two more stores in India, with a third and possibly more poised to launch this year. Frshly may even find its way soon inside the compartments on long-distance trains.

First-Gen Entrepreneur

"First" is certainly a recurring theme of the Frshly story. The business is a first of its kind and the first commercial venture for ChamyVelumani, who is the first in his family to become an entrepreneur. All in all, he said, it "has been a great ride so far."

Before returning to his home country to start Frshly, he worked in the manufacturing industry in the U.S. for 11 years in a variety of engineering roles at 3M Purification Inc. (formerly CUNO Incorporated). And just before joining 3M, he earned his M.S. in manufacturing systems engineering at New Jersey Institute of Technology (NJIT); he also holds an MBA in global enterprise management from Rensselaer Polytechnic Institute.

"I was working in India as a mechanical engineer for about two years, mostly doing 2D drafting and 3D modeling. I became bored of that work and I didn't think those jobs were paving the way for me to achieve my future dreams. I wanted to get a broader exposure to manufacturing and through my friends I heard about the manufacturing systems engineering course that was offered at NJIT," offered ChamyVelumani, who arrived at the university in 2000. "Overall, the course work was an eye opener. I particularly enjoyed my design-for-manufacturing classes with [Professor Sanchoy] Das."

Feedback and Future

To further improve service, ChamyVelumani and his Frshly staffabout 60 people including store ownersare fielding recommendations for new cuisines and meal quantities from customers, who on the whole have appreciated the convenience of getting their favorite food brands at the touch of a button.

Looking ahead, Frshly is expanding its operations into Singapore this March and also working to set up stand-alone dispensers for several large food brands. ChamyVelumani's vision for his company includes moves into other Asia Pacific countries, the Middle East and ultimately North America.

ChamyVelumani encourages aspiring entrepreneurs to dream big and work hard. He credits his NJIT education with helping shape him into who he is today.

"My master's program put an entire business sense of things in my head," he reflected. "I always say this: 'It is not the subjects that we study, but it is the application that makes the difference.' NJIT helped me with learning the application."

Explore further: Why restaurants want you to order food on your phone

More information: For more information on Frshly, visit gofrshly.com

Swipe, click, food. The ability to order food with the click of a few buttons on a smartphone is becoming widespread - even fast-food companies are getting in on the action. But the technology - which in some cases tracks ...

US drone delivery service Flirtey on Monday announced that its self-piloting flying machines have whisked flu medicine, hot food and more from 7-Eleven convenience stores to customers' homes.

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The food delivery market just got more crowded with the launch Tuesday morning of a new on-demand meal app by Uber.

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Apple said Wednesday it has asked the Indian government for permission to open its first stores in the country, paving the way for its feted brands to join the fast-growing smartphone market.

The sight of propeller-like rotating blades positioned high up the pole of a tall horizontal-axis wind turbine (HAWT) may be familiar to many. Often grouped in wind farms, HAWTs provide significant amounts of energy for local ...

The United States shares 5,525 miles of land border with Canada and 1,989 miles with Mexico. Monitoring these borders, which is the responsibility of U.S. Customs and Border Protection (CBP), is an enormous task. Detecting, ...

A University of Central Florida professor has invented a way to use light to continuously monitor a surgical patient's blood, for the first time providing a real-time status during life-and-death operations.

The smartphone revolution is poised to go onto the next levelwith "superphones" equipped with artificial intelligence now on the horizon.

The number of mobile phone users globally will surpass five billion by the middle of this year, according to a study released Monday by GSMA, the association of mobile operators.

Thousands of ants converge to follow the most direct path from their colony to their food and back. A swarm of inexpensive, unmanned drones quickly map an offshore oil spill.

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Robotics team off to championships – The Wilton Bulletin

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Wilton Librarys robotics team, Singularity Technology, recently qualified in the CT State Competition to move to the Super-Regional Competitions in Scranton, Pa., in March. Standing left to right: Rohit Singhal, Albert Wei, Alex Cameron, Harris Patnaik, Rishabh Raniwala; kneeling left to right: Navod Jayawardhane, Khloe Rackley, Emilie McCann, Cathy Campbell, Nickia Muraskin.

For the first time ever, Singularity Technology, Wilton Librarys robotics team, has qualified to compete in the FIRST Tech Challenge (FTC) Super-Regionals Championship, a global robotics competition, to be held in March in Scranton, Pa.

The library team had an outstanding performance at the FTC CT State Championships on Feb. 18 at Greens Farms Academy in Westport. Earning second place in the state competition, the team was recognized for excelling in all facets of the challenge, including innovative and successful robot design and the embodiment of the FIRST value of Gracious Professionalism.

We are so excited to have come this far, said team captain Nickia Muraskin of Singularity Technologys performance against 23 other teams from around Connecticut.

FTC competitions are alliance-based. That means teams are partnered with one another for every match. Alliances change from match to match and former partners turn into adversaries. Its all part of FTCs goal of developing team-building skills and cooperative approaches to problem solving among the young engineers which they summarize with the trademarked terms Gracious Professionalism and Coopertition.

Albert Wei, the teams software captain, finds wisdom in Gracious Professionalism.

To me, it is less about the robot that we make and more about the way we act, he said. It has motivated us to integrate as many people as we can into our building process, because our product turns out better when everyone works together.

Susan Lauricella, Wilton Librarys teen services and maker space manager noted, This has been such a wonderful learning and bonding exercise. The group has grown in experience in the last year or so and really has come together as a team in the true sense and spirit of the word.

The Singularity Technology team consists of 10 middle and high school students: Cathy Campbell, Alex Cameron, Navod Jayawardhane, Emilie McCann, Nickia Muraskin, Harris Patnaik, Khloe Rackley, Rishabh Raniwala, Rohit Singhal, and Albert Wei. Members meet and work at the library with volunteer mentors Tom Abend and Paul Lauricella and library staffers Susan Lauricella and Thomas Kozak.

Part of the teams success comes from their integration of various sensors and custom 3D-printed designs. The team uses online CAD programs and the 3D printer in the librarys Innovation Station to create everything from bevel gears to cap ball holding parts, all in SingulTechs signature blue and green. Team member Rishabh Raniwala is most proud of how far our coding has come, its been a huge improvement over last year.

This year, the team made a strategic decision to focus on two specific challenges with the robot: lifting the cap ball and pressing infrared beacons in both autonomous and teleop modes.

Our cap ball lifting and beacon-pressing mechanisms are incredibly reliable, said team member Harris Patnaik. Much more so than those of our competitors.

Our team needs to spend a lot of time practicing driving in high-stress situations, so we can be prepared for anything that could possibly go wrong, added Emilie McCann, the teams build captain. Additionally, we have to create lots of promotional materials not only for our own team, but for FIRST as a whole.

The team is most grateful for the support of Jet Blue, Wilton Hardware, Glenn Hemmerle and McHancock County LLC, as well as Wilton Library for the initial funding. Anyone wishing to support the teams push to the Super-Regionals may make an online donation through Wilton Librarys website, http://www.wiltonlibrary.org, and specify Robotics in the comments field.

FIRST (For Inspiration and Recognition of Science and Technology) is a nonprofit organization with the mission to inspire young people to be science and technology leaders, by engaging them in exciting mentor-based programs that build science, engineering, and technology skills, that inspire innovation, and that foster well-rounded life capabilities including self-confidence, communication, and leadership.

To learn more about the FIRST Tech Challenge, visit http://www.firstinspires.org/robotics/ftc or http://7034st.wixsite.com/singultech to see more of the team and its robot.

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We Need to Update Our Rules for Robotics – Futurism

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As robots become integrated into society more widely, we need to be sure theyll behave well among us. In 1942, science fiction writer Isaac Asimov attempted to lay out a philosophical and moral framework for ensuring robots serve humanity, and guarding against their becoming destructive overlords. This effort resulted in what became known as Asimovs Three Laws of Robotics:

Today, more than 70 years after Asimovs first attempt, we have much more experience with robots, including having them drive us around, at least under good conditions. We are approaching the time when robots in our daily lives will be making decisions about how to act. Are Asimovs Three Laws good enough to guide robot behavior in our society, or should we find ways to improve on them?

Asimovs I, Robot stories explore a number of unintended consequences and downright failures of the Three Laws. In these early stories, the Three Laws are treated as forces with varying strengths, which can have unintended equilibrium behaviors, as in the stories Runaround and Catch that Rabbit, requiring human ingenuity to resolve. In the story Liar!, a telepathic robot, motivated by the First Law, tells humans what they want to hear, failing to foresee the greater harm that will result when the truth comes out. The robopsychologist Susan Calvin forces it to confront this dilemma, destroying its positronic brain.

In Escape!, Susan Calvin depresses the strength of the First Law enough to allow a super-intelligent robot to design a faster-than-light interstellar transportation method, even though it causes the deaths (but only temporarily!) of human pilots. In The Evitable Conflict, the machines that control the worlds economy interpret the First Law as protecting all humanity, not just individual human beings. This foreshadows Asimovs later introduction of the Zeroth Law that can supersede the original three, potentially allowing a robot to harm a human being for humanitys greater good.

A robot may not harm humanity or, through inaction, allow humanity to come to harm.

It is reasonable to fear that, without ethical constraints, robots (or other artificial intelligences) could do great harm, perhaps to the entire human race, even by simply following their human-given instructions.

The 1991 movie Terminator 2: Judgment Day begins with a well-known science fiction scenario: an AI system called Skynet starts a nuclear war and almost destroys the human race. Deploying Skynet was a rational decision (it had a perfect operational record). Skynet begins to learn at a geometric rate, scaring its creators, who try to shut it down. Skynet fights back (as a critical defense system, it was undoubtedly programmed to defend itself). Skynet finds an unexpected solution to its problem (through creative problem solving, unconstrained by common sense or morality).

Less apocalyptic real-world examples of out-of-control AI have actually taken place. High-speed automated trading systems have responded to unusual conditions in the stock market, creating a positive feedback cycle resulting in a flash crash. Fortunately, only billions of dollars were lost, rather than billions of lives, but the computer systems involved have little or no understanding of the difference.

While no simple fixed set of mechanical rules will ensure ethical behavior, we can make some observations about properties that a moral and ethical system should have in order to allow autonomous agents (people, robots or whatever) to live well together. Many of these elements are already expected of human beings.

These properties are inspired by a number of sources including the Engineering and Physical Sciences Research Council (EPSRC) Principles of Robotics and recent work on the cognitive science of morality and ethics focused onneuroscience,social psychology,developmental psychology, andphilosophy.

The EPSRC takes the position that robots are simply tools, for which humans must take responsibility. At the extreme other end of the spectrum is the concern that super-intelligent, super-powerful robots could suddenly emerge and control the destiny of the human race, for better or for worse. The following list defines a middle ground, describing how future intelligent robots should learn, like children do, how to behave according to the standards of our society.

Human morality and ethics are learned by children over years, but the nature of morality and ethics itself varies with the society and evolves over decades and centuries. No simple fixed set of moral rules, whether Asimovs Three Laws or the Ten Commandments, can be adequate guidance for humans or robots in our complex society and world. Through observations like the ones above, we are beginning to understand the complex feedback-driven learning process that leads to morality.

Benjamin Kuipers, Professor of Computer Science and Engineering, University of Michigan

This article was originally published on The Conversation. Read the original article.

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How to file your social security appeal online – WZZM13.com

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moneytips.com , KSDK 9:35 AM. EST February 27, 2017

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.

This article was provided by our partners at moneytips.com.

To Read More From MoneyTips:

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Comparison: 3 Platforms Paying You in Bitcoin for Uploading Images – Nigeria Today

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Recently, three different startups have begun offering a way for anyone to earn bitcoin by uploading content such as images and videos. Bitcoin.com examines the differences between the three platforms.

Also read:New Image Hosting Service Pays Thousands of Uploaders in Bitcoin

Loopnroll allows users to publish photos, short videos and animated gifs along with music that plays while viewing. For each view that a post gets, a small amount of bitcoin is earned by its poster. Our site is about one year old, but the BTC feature is just a few days old, the Loopnroll team told Bitcoin.com, adding that There are about 10,000 posts on the site.

According to the website, the company shares about 50% of our profit with users, and previous days earnings are automatically sent daily to users bitcoin wallets with no minimum payout. Your earnings will primarily depend on: number of views and geo-location of viewers, the website says. A view from Sweden is worth a few times more than a view from Somalia, the team clarified.

Of the three platforms, Loopnrolls interface looks the most like Imgur, the worlds most popular such website.

File Army launched its website in January, and an Android app shortly thereafter. Users upload images and earn money when their posts are viewed, liked, and also when someone follows their account. Occasionally, bonus money is offered from various activities such as logging in, opening newsletters and more, the site says, adding that they are working on introducing pay-to-moderate soon. Users are paid daily without any minimum payout size. Currently, JPG/JPEG, GIF, PNG and BMP are the supported file formats.

The service has a unique pay scale based on the amount and quality of traffic which is graded over time, according to the sites FAQ page. The scale potentially allows the service to pay power users more than its competitors because Users producing high-quality traffic can earn higher rates, the startup explained.

In File Armys payout structure, there are overall 9 grades of pay. A new user starts off at the rank of Corporal and gets promoted or demoted depending on the quality of their traffic. Corporals earn $1 per 4,000 views, $1 per 100 likes and $1 per 50 followers. However, Corporals have a cap of $2 per day. Meanwhile, the maximum one can earn is $1 per 750 views, $1 per 50 likes, and $1 per 5 followers. This level is referred to as the Emperor and has a daily cap of $5,000.

One drawback to this system is that earnings received must be received in File Armys official bitcoin wallet called Bitcoinwallet.com. This web-based service is another project by File Armys founder Price Givens, who has also created Fiatleak.com and a few other online businesses.

File Armys platform has a white background, and instead of the familiar side menu, visitors have to swipe left or right to view more posts.

The service that has been paying bitcoin for uploaded images the longest isSupload, which describes itself as free image hosting that splits the profits with you from advertising. Bitcoin.com has already profiled Supload back in December.

The service also looks similar to Imgur with a few slight differences, and allows users to upload images and videos. Currently, jpg, png, webp, gif are supported file types for images and mp/4, webm, mov, avi, and gif are supported for videos, which must be restricted to 30 seconds.

The site pays 50% of its profits generated from ads displayed on its website and the minimum payout is $1, which can be withdrawn at any time.

Which of the three platforms do you prefer? Let us know in the comments section below.

Images courtesy of Shutterstock, LoopNRoll, File Army, Bitcoinwallet.com, and Supload

Bitcoin.com is a unique onlinedestinationin the bitcoin universe. Buying bitcoin? Do ithere. Want to speak your mind to other bitcoin users? Ourforumis always open and censorship-free. Like to gamble? We evenhave a casino.

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Virtual Reality – New York Times

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Market for Virtual Reality Art Gets Tested at Moving Image Fair – artnet News

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I can count on two hands the collectors who are buying immersive media works, said Moving Image fair co-founder Edward Winkleman at a preview on Monday, kicking off Armory Arts Week in New York. But Im encouraged for the future by the number of lawyers and doctors who are buying virtual reality headsets for their kids, and might want to use them for something more than gaming!

Winkleman started the Moving Image fair seven editions ago with his partner, Murat Orozobekov, to give video works a commercial platform and a place where they could have the concentrated viewing an art fair offers. Launched in New York, the fair has since gone global, adding an Instanbul edition. Over the last two years, the founders have turned their focus strongly to virtual reality and augmented reality, which make a strong showing at this small fair, with about a third of the 28 offerings engaging these technologies.

Winkleman and new-media curator Barbara London (a longtime Museum of Modern Art staffer, whose swan song there was a 2013 sound-art exhibition) chatted before the preview about the demands of presenting, selling, and conserving art in newer mediums. Even for video art, collectors and dealers are still hashing out templates for purchasing contracts that can cover issues like optimal presentation environments and terms for possible future conservation, which can include upgrades to newer technologies. Otherwise, said London, the piece dies.

Still from Naoko Tosa, Genesis Yellow (2016), courtesy Ikkan Art Gallery, Singapore.

Those kinds of questions go into overdrive with virtual or augmented reality, in which, Winkleman pointed out, there are many moving parts, including computer coding and headsets, which, in a single piece, may come from various companies. And hardware is changing rapidly in what he described as an arms race among makers of products like the Oculus Rift and the HTC Vive, both in evidence at Moving Image.

The headset-driven, immersive, VR works on offer engage a range of artistic interests. Uponentering the fair, the first you encounter is Jakob Kudsk Steensens Oculus Rift piece, Primal Tourism: Island (2017), a virtual visit to the island of Bora Bora, in which a tiny room of plywood and plastic becomes a French Polynesian paradise. Elsewhere, theres Rebecca Allens narrative study of hallucination and of the interior of a human brain, presented by Londons Gazelli Art House.

World and Place Evaporating(2016), by Christopher Manzione and Seth Cluett,impressed even tech geeks present with an eerie but subtly integrated moment in which, with the use of a camera mounted on the front of the headset, the participants own hands become visible as she wanders in a virtual forest.

All that work comes at prices that, Winkleman pointed out, are comparable to those for video works. The VR and ARworks come in editions of between three and eight, and prices range from $5,000 to $25,000. Steensens Bora Bora piece is tagged at $7,000, as is Manzione and Cluetts installation; both are in an edition of five. The priciest work in this category, at $25,000, isTamiko Thiel and Zara Houshmands Beyond Manzanar (2000), in which viewers use a joystick to explore World War II-era internment camps. It comes in an edition of three.

Installation view of Tamiko Thiel and Zara Houshmand, Beyond Manzanar (2000). Image courtesy Moving Image.

Behind the sometimes very impressive effects, some of the artists are engaging topics that stimulate artists in more traditional mediums. Steensens trip to Bora Bora, for example, partly imagines that setting (and hes imagining it too, since hes never been) in a post-ecotourism environment, after years of continuing climate change.

John Craig Freemans geolocated augmented reality piece (its based on some of the same tech that brought you Pokmon Go) overlays scenes from St. Petersburg, Russia with the topography of New York as you look at it on your phone or tablet. Freeman is exploring questions about the nature of the public sphere and public monuments in the digital era. (Its echo of suspicions that Russian intelligence helped nudge the president into the Oval Office is a nice bonus.)

For me, the most compelling piece was one without any such overt topical concerns. Brenna Murphys mesmerizing installation Lattice~Domain_Visualize (2017), on view with Portland, Oregons Upfor Gallery, places the participant in a swirling, kaleidoscopic, bright-hued tower that seems to extend nearly infinitely above and below, with a rushing soundtrack. It comes in an edition of three plus an artists proof, with a price tag of$8,500 including computer, HTC Vive, and floor prints.

In a 2014 interview with Art in America, Murphy expressed a hope for some kind of utopic digital commons, where we can use our connectivity to transcend our current state and bring a more advanced outlook to our place in the world. That belief in the possibilities of the new medium comes across in the exhilarating encounter withthe piece itself, in which digital means add up to an experience that can get mystical.

Moving Image New York is open through March 2 at Waterfront New York Tunnel, 269 11th Avenue, between 27th and 28th Streets, Monday-Wednesday 11 a.m. to 8 p.m., Thursday 11 a.m. to 4 p.m.

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Virtual Reality: Growth Engine for Fashion? – The Business of Fashion

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LONDON, United Kingdom When Apples iPhone first appeared nearly 10 years ago, few could fathom the extent to which it would transform our daily lives. Today, much like mobile before it, a rising technology platform has the potential to create what Canadian media theorist Marshall McLuhan called new patterns of human association, unleashing a tsunami of innovation.

For years, Virtual Reality (VR) and Augmented Reality (AR) a view of the real world that has been augmented by layers of computer-generated content have been the stuff of science fiction. Both still have their fair share of sceptics. Yet, driven by Moores Law and the rapid advancement of processors, screens and other commodity components coming out of the smartphone supply chain, VR and AR are finally poised for mainstream adoption with some calling them nothing less than a new medium of human experience.

Back in 2014, early VR pioneer Chris Milk explained the profound power of VR: You read a book; your brain reads letters printed in ink on paper and transforms that into a world. You watch a movie; youre seeing imagery inside of a rectangle while youre sitting inside a room, and your brain translates that into a world. And you connect to this even though you know its not real, but because youre in the habit of suspending disbelief. With virtual reality, youre essentially hacking the visual-audio system of your brain and feeding it a set of stimuli thats close enough to the stimuli it expects that it sees it as truth. Instead of suspending your disbelief, you actually have to remind yourself not to believe.

So what does this mean for fashion?

In the past decade, the fashion industry has driven growth largely by tapping emerging markets, opening hundreds of new stores, particularly in China. But as Chinese demand has cooled, many have sought new growth online, which Luca Solca, head of luxury goods at BNP Exane Paribas, has called the new China.

A number of things have changed in the luxury industry. As you know, the luxury industry was growing 8 percent before now it is growing 2 to 4 or 5 percent in the next year and its going to stay there, said Olivier Abtan, a partner at the Boston Consulting Group. Now, in this slow growing market [brands are] considering digital very seriously, he added.

For some, virtual and augmented reality technologies offer a powerful new digital growth channel. When one thinks how engaging VR could be, I imagine that this will indeed be even more important than mobile in the grand scheme of things, said Solca. However, it took 20 years for e-commerce to reach an inflection point, he cautioned. Id imagine VR would need a similar amount of time to really shape our everyday experience in the same way as our mobile phones.

But momentum in the VR/AR space is building quickly. Late last year, HTC Vive announced a venture capital alliance for virtual reality technologies; comprising 27 firms, the initiative has amassed $10 billion dollars of deployable capital. Last October, digital distribution platform Steam reported adding 1,000 new VR users daily, with over 600 VR apps already on the platform. And technology heavyweights are doubling down in virtual and augmented reality. See Facebooks Oculus Rift to Snapchats Spectacles.

In this early stage of development, accurate projections of future market size are difficult. But according to Goldman Sachs, revenue from VR- and AR-related hardware and software is expected to reach from $80 billion to $182 billion by 2025.

Virtual reality and augmented reality could certainly become a powerful channel for brand-consumer interactions, much like mobile and social are today. But current pricing ($600 for an Oculus Rift headset, $800 for an HTC Vive) will slow mainstream consumer adoption for the moment, according to Goldman Sachs.

In the meantime, there are plenty of enterprise opportunities for fashion companies. The obvious first step in the apparel industry is designing and development tools, and we are working with a lot of brands and a lot of supply chain companies behind the scene on this, said Ari Bloom, CEO of Avametric, a San Francisco-based startup working in VR/AR. You think about the ability to have a more digital experiences: the amount of time and money you can save not having to sample thousands of garments to get to three or four hundred!

Virtual simulations of store environments could also be useful to retailers. In VR, specifically, you can [test] two different environments and that is really powerful, explained Bloom. ShopperMX, a virtual reality platform developed by Chicago-based firm InContext Solutions, allows retailers to experiment with signage, product display and layout without the time and resource commitment required to build and test these elements in the physical world.

But over the next decade, it is ultimately consumer adoption of VR/AR that will drive the most opportunity for fashion companies and already some brands are dipping their toes in the space. In October 2015, Tommy Hilfiger became the first major fashion retailer to deploy virtual reality headsets in its stores, inviting shoppers to immerse themselves in a 360-degree experience of the labels Autumn/Winter fashion show. This year, American accessible luxury brand Coach is following suite, installing VR headsets in stores in 10 malls across the US to provide consumers with full access to its latest runway show.

Gap, too, is experimenting. Last month, the retailer unveiled an augmented reality dressing room that allows consumers to try its ranges digitally. The experience, built with Bloom and Avametric in collaboration with Google, has its drawbacks. For a start, it only works with Google Tango smartphones, which have yet to be widely adopted by the market. But the specific limitations of the Gap experience aside, AR has lower barriers to adoption than VR, which is costly and comes with a steep learning curve for consumers. And in recent cycles, AR applications mostly geared towards trying on clothes have spread relatively quickly as fashion brands and retailers jump on the bandwagon.

Unsurprisingly, beauty brands have been early to AR. Within the last year, Sephora, Charlotte Tilbury and Rimmel have all launched AR applications that allow users to try on products via a filter on their phones.

But do these applications offer real value? Or are they just marketing gimmicks?

The number one difficulty has been that there are a lot of false prophets at this stage, said Tom Adeyoola, chief executive of London-based virtual fitting room company Metail, whose augmented reality try-before-you-buy solution aims to drive concrete business results. According to research conducted by Metail in conjuction with Tufts University and the Kellogg School of Management, the companys AR application can boost sales by 22 percent.

Its bigger potential lies in the power of data collection, however, illustrating how consumer-facing VR and AR applications can drive back-end benefits. Our big partner in India is using data that is coming through to re-cut their clothes to match the fact that India is not a one-size demographic people are taller in the North and shorter in the South. They are starting to rethink and recut clothes, said Adeyoola. For another retailer, for example, we saw that only 20 percent of their customers matched the clothes that were cut. By resourcing the garments, they could do a better job of matching that demographic.

For the moment theres little doubt that VR and AR remain in their infancy. And much like e-commerce 10 years ago, when fashion and luxury brands were reluctant to sell online, there are those who doubt the potential of these new technologies. But if the consumers are there, they have no choice, says Abten. If consumers complete their transition into VR/AR channels, brands even the luxury ones will have no choice but to embrace.

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City Seeks Space For Its Virtual Reality Hub – DNAinfo

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The city plans to create the nations first publicly funded virtual reality lab. View Full Caption

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This hub is gettingcloser to reality.

The citys Economic Development Corporation and the Mayors Office of Media and Entertainment are planning to create the nations first publicly-funded virtual reality and augmented reality lab, announcing Monday a request for proposals for a space that will include $6 million in public and private funding.

The city is looking for bidders who will be able to provide space for VR and AR entrepreneurs with affordable, shared access to tools and technologies and gather academic, start-upand business communities to increase the talent pipeline and funding opportunities, as DNAinfo previously reported.

Proposals are due April 7.

VR and AR are fast-growing sectors in the media and entertainment space, and with this new facility we are positioning New York City to be a primary hub for new and growing VR/AR companies, MOME Commissioner Julie Menin said.

EDC President James Patchett said the lab would spur innovation.

By investing in growing companies with emerging technologies, we can create good-paying, 21st century jobs for New Yorkers, he said.

Theres been a recent uptick in virtual and augmented reality offerings across the city, from Samsungs flagship store in the Meatpacking District and the virtual reality arcade in the World Trade Center Oculus to the pop-up vr bar in Park Slope, occupying a small Union Street storefront for the winter months in a space normally run by the Peoples Pops in warmer weather.

There's also a virtual reality training lab coming to The Bronx's CUNY on the Concourse, a branch of Lehman College , which will offer an 11-month program starting in April to teach students about topics including 3D graphics, web design and animation.

The VR/AR industry has seen more than $50 million worth of investment and 125 percent increase in job demand over the past year, according to city officials. But the industry is still fragmented and funding still a challenge, they say, without a central hub to anchor it.

The focus on virtual and augmented reality is part of the de Blasio administrations pledge to foster 100,000 good jobs over the next 10 years in industries like tech, life sciences and high-end manufacturing.

Earlier this month, the administration released plans for a Union Square Tech Hub thats projected to create 600 jobs and includes awork and event space called Civic Hall for community organizations, tech companies, government agencies and entrepreneurs.

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Top NFL Draft prospect Jonathan Allen has a passion for virtual reality gaming – FOXSports.com

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The 2017 NFL Draft is just a few months away, which means were getting close to discovering the next elite rookies and the cities in which theyll play. With the Senior Bowl behind us and the Scouting Combine up this week, the draft class is beginning to take shape.

One of the biggest prospects set to take the field in Indianapolis at the Combine is Alabama defensive lineman Jonathan Allen a unanimous All-American and winner of the Lombardi Award, which is given to the college football player who best demonstrates outstanding performance and skill in their position. It was the latest award on a long list of accolades for Allen, who also won the Bronko Nagurski Trophy, the Chuck Bednarik Award and the Ted Hendricks Award.

In his four years at Alabama, Allen racked up 152 tackles. He made a living in the backfields of every team he faced, recording a whopping 44.5 tackles for loss and 28 sacks 22.5 of which came in his final two seasons in Tuscaloosa.

Most people are familiar with his stellar play on the field which has made him a projected top-five pick but his interests off the field are lesser known.

Allen is a big-time gamer and has a huge passion for all things technology.

It started in high school, my freshman year. My dad was a big computer guy. So, at the time, I hadnt really gotten into it yet, but he was just showing me and I started to play some of the difficult games, Allen said in an interview with FOXSports.com last week. It grew in my freshman year of college when I got my first computer and my love for computer games just built up from there.

Allen, who stands at 6-foot-3, 291 pounds, doesnt look like atypical gamer. Hes not exactlya big nerd a phrase used by teammate Dalvin Tomlinson this season.

Allen isa physical specimen who became a human highlight reel this season after he Superman sacked Texas A&M quarterback Trevor Knight. His athleticism has been on display for the past few years at Alabama, and it certainly will be in Indianapolis at the Combine.

But outside of being a workout monster, Allen remains active in the next wave of video games: virtual reality.

Recently, the virtual reality thing came out so Ive been really interested in that, he said. Its still fairly new, so there arent a lot of games out for it yet. I have it for the PS4 and computer. I have cameras set up for the computer I mapped out the room so its fun, I really enjoy it.

PlayStation VR has taken off in terms of popularity sinceit was released to the public back in October. Like most virtual reality units, its still in its infancy. Games are being developed and produced at increasingly rapid rates, though VR is still not at the forefront of video game sales.

Allen mostly plays first-person shooters on his PlayStation VR, but the computer offers a slightly wider array of options with more to come in the near future.

Its still a pretty new thing, but Im expecting within the next couple of years thered be some more games to come out, he said.

Many hardcore gamers believe computers are best suited to handle the requirements of playing high-end games, typically boasting better processors and video cards than consoles like the Xbox One and PlayStation 4. Allen has a PS4 for more mainstream games like Battlefield, but his computer allows him to play Total War and use three monitors in addition to the virtual reality cameras.

Its also portable, which lets him take it on the go when hes training outside his home in Alabama.

I have a triple monitor so I have three monitors all connected playing as one, he said. Then I have the cameras mounted on the walls to track your movements for the VR. So its a pretty cool setup.

Its at my house here in Alabama. But I bought my computer, so thats with me here in Florida right now.

Allen spent his time leading up to the Combine training in Orlando, Fla., with Tom Shaw a coach who spent time with the likes of quarterbacks Tom Brady, Peyton Manning, Jevon Kearse and Simeon Rice, among many others.

While Allen has focused all of his attention on gearing up for the NFL Draft and getting his body in shape for the grind of an NFL offseason, he does believe he has a future in technology particularly with a focus on video games.

Its definitely something Im interested in, he said. After football, Im not really sure which path Im going to take. I feel like its such a wide-open field, and there are so many different angles I can approach it from. So Im not really sure, Ill have to do some more research, but its definitely something I could see myself getting into later down the line.

The unanimous All-American obviously has his entire NFL career ahead of him one that figures to be lengthy with many Pro Bowl appearances but developing video games and exploring the future of virtual reality is a passion Allen will always have.

Thats something Id definitely be interested in developing games, testing games, he added. Its all just a part of it. Anything I can get my hands on, Im definitely cool with. Then from there it can just grow and build. So Im interested in any way I can get involved because thats where my hearts at. I love it.

Allen currently projects to be one of the very top prospects in the2017 draft, with many mock drafts linking him to the Chicago Bearsat No. 3. Making it to the NFL is obviously a dream of Allens, and hes ready to make it happen:

This is what Ive been preparing for my whole life. Im excited. Im ready.

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