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DIGITAL MEDIA FROM THE INSIDE OUT: My focus is digital content -- production, distribution, collaboration, innovation, creativity. Some posts have appeared across the web (HuffPo, Tribeca's Future of Film, The Wrap, MIPblog, etc.). To receive these posts regularly via email, sign up for my newsletter here.

Entries in GoogleGlass (2)

Wednesday
Apr302014

A New Way to See: Shawn Hardin on Glass & Rift

Shawn Hardin is the cofounder and CEO of Mind Pirate, a tech startup delivering an application and cloud platform for the development and distribution of wearable computing apps, called Callisto. The company is focused on making it as easy as possible for OEMs and developers to deploy great apps across, and take full advantage of, a range of wearable devices. You can follow Hardin on Twitter @shawnhardin. I serve on Mind Pirate's Board of Advisors. This post appeared in today's Venture Beat

 As a technology executive since the early ’90s, I’ve enjoyed a front-row seat to the digital revolution. I’ve observed the meteoric rise of the Internet, broadband, social media, and mobile and watched their consumer adoption soar from 9 percent to 90 percent. Today, we’re on the cusp of a similar inflection point for wearable technology and augmented reality.

We all love smartphones. But it’s not realistic to assume the phones we now carry around in our pockets represent the final form factor for mobile.

In fact, the phone is about to explode. It will evolve into many different pieces, with wearable devices for many different parts of the body, including your wrist, ears and eyes. A couple years ago, an episode ofFuturama joked that the “eyePhone” would replace the iPhone. As we know now, that transition is already underway, as devices such as Google Glass and Oculus Rift demonstrate.

Yes, the devices are different. But they’re also quite closely related. And if you view Glass and Rift as steps along the same continuum, you start to see a very clear picture of the wearable-computing future.

Click to read more ...

Saturday
Jan042014

#googleglassmovie

A month ago I blogged about initial reactions to my new Google Glass wearable computing device, mostly the back story about why I decided to dive into this new world and my initial experiences. 

Well, I've been wearing Glass for about a month now, capturing still images and videos and entertaining my friends. Brilliant of Google to get people like me to pay them for the privilege of evangelizing their product, but hey, it's been fun being the first kid on the block with a new toy. 

My experience with the device was limited to image and video capture, primarily because connectivity is so difficult, especially as I use an iPhone not an Android device. Other problems remain, and I'm sure others will solve them. I'll also leave until another time my comments on the social dimension of this new class of wearable devices, except to say that my encounters wearing Glass produced more curiosity and astonishment than fear or snearing. Subterfuge is not that easy with a glowing cube attached to your forehead.

So herein I offer my first month with the Google Glass camera, a frenetic period with lots of travel, conferences, meetings, and of course the year-end holidays. I reduced my month into five minutes, along the way remembering how to user iMovie and why media editors have a right to be crazy. 

The image quality is, to my eye, pretty damned good for an amateur like me. What's great is the sponteneity of image capture -- especially after Google introduced its "blink" function that allows you to take a still image by blinking, without needing to power up the device. You don't have to find the camera in your pocket, open the app, aim and frame. You just blink. Like one of my friends said, "it's creepy." 

The hands-free essence of the wearable camera turns your body into a steadycam or a dolly, like the shot of my hand holding catfood while following the cat, and the 360-degree pivots that are so fun when you wear the camera. It's a more fragile version of the GoPro, a product I've never used beyond trade show demos. 

The worst thing about Glass' camera is the lack of an actual viewfinder. I couldn't frame shots as easily as I do with my cameraphone. As a result, you'll notice that many of my shots slice off the tops of heads because the camera is positioned slightly above the normal field of vision. 

Now that I'm used to wearing the damned things, I'm going to try to shoot interviews at CES and see if I can create a movie with more content.