DNFB for medicine is discharged not final billed and is used a lot at hospitals as it represents the AR not yet billable. It is important to keep this to a minimum of days for efficiency and ability to get paid. It affects cashflow, so the lower the better. I wrote a quick diddy that sifted 147mllion rows in 2 seconds to give me my average dnfb by AR snapshot month
Fresh out the oven, version 0.8.5 of the open source space game #OutFly!
✅ New flashlight
✅ Redesigned HUD, with #Fallout-4-like bars for health/power/O2, and #car-dashboard-like warning lights
✅ New, well-balanced cruising vehicle
✅ Implemented power drain
✅ Much improved texture for #Jupiter
Btw, see how the hat of the #pizza chef doesn't cast a shadow? Because it ain't real! Just an #AR illusion, which you can toggle with <TAB> :)
Shan-Yuan Teng (https://tengshanyuan.info/) presenting his body of work on challenges in #haptics for #VR and #AR and asking the question how to move them into everyday life! (Photo by Bryan Wang, at U Toronto)
#Apple#VisionPro#AR#VR#BigTech: "The concept of the Vision Pro might have excited some developers in an Apple lab in Cupertino, but most people are never going to use computers in the way those engineers and their managers imagined. Before the 14-day return window closed, there were plenty of reports of people heading back to the Apple store or popping their headsets back in the post to get their money back. They bought into the hype, they tried the new thing, and they ultimately realized it wasn’t worth it. That’s now being reflected in the sales numbers.
Apple initially had a sales target of 3 million Vision Pro units in its first year, but slowly revised that number down to 900,000. When the product was released, estimates pegged initial sales at around 200,000 units, though it’s not clear how many of those were returned. Even people who kept their devices have recently been sharing on social media that they rarely use them anymore. It was no surprise on Tuesday when Apple analyst Ming-Chi Kuo reported Apple had slashed Vision Pro production even before its international launch, expecting to sell as little as 400,000 units this year. Kuo also suggested a cheaper version had been pushed beyond 2025, if the company makes one at all.
For some companies, selling 400,000 units would be a major achievement. But for a company like Apple that sells well over 200 million iPhones every year, along with tens of millions of Macs and iPads, it’s nowhere near the success they need it to be to justify the resources that went into it. And it’s looking ever more likely it will never get there."
#TheMetalDogArticleList #BLABBERMOUTH
Untouched By Fire
Heavy metal has traditionally been a refuge for the godless and the despised, and yet religion has still played a huge part. Although the genre has a generally scornful view of organized religion, it has consistently and purposefully borrowed from its iconography, its sense of ritual and, most signi...
Apple is cutting Vision Pro production as it fails to meet sales targets.
Analysts expected it to sell 700-800k units in 2024, but it could now be as low as 400k. A lower cost model could now be pushed beyond 2025, if it ever arrives.
Apple was never going to "save" VR.
We've spent the last decade giving Apple an unlimited runway of speculation and hype to bring a face computer to market.
Instead of doing a better job earnestly and fairly covering the tech along the way, properly educating consumers on what these things can do, now even Vision Pro can't live up to the media's imagined narrative of Apple.
Apple did nothing to earn a DECADE of media support for XR products, but think of all the projects that were criticized for not living up to some kind of imaginary Sci-Fi standard.
"Wait for gen 2 or gen 3 instead!"
Techies expect everyone else to lift off like a helicopter, but Apple gets UNLIMITED runway...
In this extended version, we added #AR feedback to the gaze-enabled #activityrecognition so that users get helpful assistance after their current activity was recognized.
#Apple#VisionPro#AR#VR#Privacy#DataProtection: "Meta’s Quest 3 headset has four external cameras. Apple ups that count to twelve: six “world-facing” tracking cameras, two high-resolution video passthrough cameras, and four eye-tracking cameras. It also has a TrueDepth 3D sensor and Lidar.
However, the privacy experts I spoke with felt the risks associated with AR/VR headsets come not from the number of cameras or sensors, but from the perspective they offer into a user’s life.
Data privacy expert Maritza Johnson said it’s “very common for most people in the U.S. to be surrounded by cameras and microphones.” But those devices, though ever-present, aren’t physically attached to the user. “A phone is not mounted to my head, [...] a big difference is in the intimacy of the device,” she said." https://spectrum.ieee.org/apple-vision-pro-privacy
Insightful analysis on the Apple Vision Pro from someone who worked at Oculus: what Apple got right that Oculus has not, why it’s intentionally “an over-engineered devkit”, and why it’s not worth buying yet.
Whenever I start singing half-remembered songs that fit the current situation, my AR glasses pop up the rest of the lyrics so I sound clever and not like a dork. #AR
What does "privacy" mean when you have half a dozen cameras or sensors strapped to your face?
It's a tough question, and one that honestly, is just starting to be understood. I spoke with privacy experts Maritza Johnson and Mike Godwin for their perspective on whether we can trust tech companies with the data AR/VR headsets like the Apple Vision Pro and Meta Quest suck in.