Is Apple’s Vision Pro worth the money?
Let me preface this article by saying that this is not intended review the Apple Vision pro. Instead, it is intended as an analysis of Apple’s technology and the design behind the Apple Vision Pro headset. The Vision Pro’s hefty price tag also begins at $3500 and goes up from there depending on selected features. Let’s explore.
Price Tag vs Danger Target
The first elephant in the room to address with this Virtual Reality (VR) headset is its price tag. Because there is presently only one model of this headset, anyone who sees you wearing it knows the value of this headset instantly. This means that if you’re seen out and about in public wearing one, you’ve made yourself a target not simply for theft, but for a possible outright mugging. Thieves are emboldened when they know you’re wearing a $3500 device on your person. Because the Vision Pro is a relatively portable device, it would be easy to scoop up the entire device and all of its accessories in just a few seconds and walk off with it.
Like wearing an expensive diamond necklace or a Rolex watch, these items flaunt wealth. Likewise, so does the Vision Pro. It says that you have disposable income and wouldn’t really mind the loss of your $3500 device. While that previous statement might not be exactly true, it does have grains of truth in it. If you’re so wealthy that you can plop down $3500 for a Vision Pro, you can likely afford to buy another one should it go missing.
However, if you’re considering investing in a Vision Pro VR headset, you’d do well to also invest in a quality insurance policy that covers both loss from theft and damage both intentional and accidental. Unfortunately, a loss policy won’t cover any injuries you might sustain from a mugging. Be careful and remain alert when wearing a Vision Pro in public spaces.
The better choice is not wear the headset in public spaces at all. Don’t use it on trains, in planes, at Starbucks, sitting in the lobby of airports or even in hotel lobbies. For maximum safety, use the Vision Pro device in the privacy and safety of your hotel room OR in the privacy and safety of your own home. Should you don this headset on public transportation to and from work, expect to get not only looks from people around you, expect to attract thieves looking to take it from you, potentially forcibly. With that safety tip out of the way, let’s dive into the design of this VR headset.
What exactly is a VR headset useful for?
While Apple is attempting to redefine what a VR headset is, they’re not really doing a very good job at it, especially for the Vision Pro’s costly price tag. To answer the question that heads up this section, the answer is very simple.
A VR headset is simply a strap on 3D display. That’s it. That’s what it is. That’s how it works. Keep reading much further down for the best use cases of 3D stereoscopic displays. The resolution of the display, the eye tracking, the face tracking, the augmented reality features, these are all bells and whistles that roll out along side of the headset and somewhat drive the price tag. The reality is as stated, a VR headset is simply a strap on video display, like your TV or a computer monitor. The only difference between a TV screen or monitor is that a VR headset offers 3D stereoscopic visuals. Because of the way the lenses are designed on VR headset, the headset can use its each-eye-separate-display feature to project flat screens that appear to float convincingly both at a distance and at a scale that appears realistically large, some even immensely large like an IMAX screen in scale.
These VR flat screens float in the vision like a floating displays featured in many futuristic movies. However, a VR headset is likewise a personal, private experience. Only the wearer can partake in the visuals in the display. Everyone else around you has no idea what you’re seeing, doing or experiencing…. except they will know when using the Vision Pro because of one glaring design flaw involving the audio system (more on this below). Let’s simply keep in mind that all that a VR headset boils down to is a set of goggles containing two built-in displays, one for each eye; displays which produce a stereoscopic image. Think of any VR headset as the technological equivalent of a View Master, that old 1970s toy with paper image discs (reels) and a pull down lever to switches images.
How the video information is fed to those displays is entirely up to each VR headset device.
Feeding the Vision Pro
For the Vision Pro, this device is really no different than any of a myriad of other VR headsets on the market. Apple wants you to think that theirs is “the best” because Apple’s Vision Pro is “brand new” and simply because it’s brand new, this should convince you that it is somehow different. In reality, the Vision Pro doesn’t really stand out. Oh sure, it utilizes some newer features, such as better eye tracking and easier hand gestures, but that’s interface semantics. We’ll get into the hand gesture problems below. For the Vision Pro’s uses, getting easy access to visual data from the Vision Pro is made as simple as owning an iPad. This ease is to the credit of Apple, but this ease also exists because the iPad already exists allowing that iPad ease to be slipped into and then leveraged and utilized by the Vision Pro.
In reality, the Vision Pro OS might as well be an iPad attached to a strap-on headset. That’s really how the Vision Pro has been designed. The interface on the iPad is already touch capable, so it makes perfect sense to take the iPadOS and extract and expand it into what drives the Vision Pro, except using the aforementioned eye tracking, cameras and pinch gesture.
The reason the Vision Pro is capable of all of this is because they’ve effectively married the technology guts of an iPad into the chassis of the Vision Pro. This means that unlike many VR headsets which are dumb displays with very little processing power internally, the Vision Pro crams a whole iPad computer inside of the Vision Pro headset chassis.
That design choice is both good and bad. Let’s start with the good. Because the display is driven by an M2 chip motherboard design, like an iPhone or iPad, it has well enough power to do what’s needed to drive the Vision Pro with a fast refresh rate and with a responsive interface. This means a decent, friendly, familiar and easy to use interface. If you’re familiar with how to use an iPad or an iPhone, then you can drop right into the Vision Pro with little to no learning curve. This is what Apple is banking on, literally. The fact that because it’s so similar to their already existing devices makes it simple to strap one on and be up and running in just a few minutes.
Let’s move onto the bad. Because the processor system is built directly into the headset, that means it will become obsolete the following year of its release. As soon as Apple releases its next M2 chip, the Vision Pro will be obsolete. This is big problem. Expecting people to drop $3500 every 12 months is insane. It’s bad enough with an iPhone that costs $800, but for a device that costs $3500? Yeah, that’s a big no go.
iPhone and Vision Pro
The obvious design choice in a Vision Pro’s design is to marry these two devices together. What I mean by this marriage is that you’re already carrying around a CPU device capable of driving the Vision Pro headset in the palm of your hand. Instead, Apple should have designed their VR headset to be a thin client display device. What this means is that as a thin client, the device’s internal processor doesn’t need to be super fast. It simply needs to be fast enough to drive the display at a speed consistent with the refresh rates needed to be a remote display. In other words, turn the Vision Pro into a mostly dumb remote display device, not unlike a computer monitor, except using a much better wireless protocol. Then, allow all Apple devices to pair with and use the Vision Pro’s headset as a remote display.
This means that instead of carrying around two (or rather three, when you count that battery pack) hefty devices, the Vision Pro can be made much lighter and will run less hot. It also means that the iPhone will be the CPU device that does the hard lifting for the Vision Pro. You’re already carrying around a mobile phone anyway. It might as well be the driving force behind the Vision Pro. Simply connect it and go.
Removing all of that motherboard hardware (save a bit of processor power to drive the display) from inside the Vision Pro does several things at once. It removes the planned obsolescence issue around the Vision Pro and turns the headset into a display device that could last 10 years vs a planned obsolescence device that must be replaced every 12-24 months. Instead of replacing the headset each year, we simply continue replacing our iPhones as we always have. This business model fits right into Apple’s style.
A CPU inside of the headset will still need to be fast enough to read and understand the cameras built into the Vision Pro so that eye tracking and all of the rest of these technologies work well. However, it doesn’t need to include a full fledged computer. Instead, connect up the iPhone, iPad or even MacBook for the heavy CPU lifting.
Vision Pro Battery Pack
The second flaw of the Vision Pro is its hefty and heavy battery pack. The flaw isn’t the battery pack itself. It’s the fact that the battery pack should have been used to house the CPU and motherboard, instead of inside the Vision Pro headset. If the CPU main board lived in the battery pack case, it would be a simple matter to replace the battery pack with an updated main board each year, not needing to replace the headset itself. This would allow updating the M2 chip regularly with something faster to drive the headset.
The display technology used inside the Vision Pro isn’t something that’s likely to change very often. However, the main board and CPU will need to be changed and updated frequently to increase the snap and performance of the headset, year over year. By not taking advantage of the external battery pack case to house the main board along with the battery, which must be carried around anyway, this is a huge design flaw for the Vision Pro.
Perhaps they’ll consider this change with the Vision Pro 2. Better, make a new iPhone that serves to drive both the iPhone itself and the Vision Pro headset with the iPhone’s battery and using the CPU built into the iPhone to drive the Vision Pro device. By marrying the iPhone and the Vision Pro together, you get the best of both worlds and Apple gets two purchases at the same time… an iPhone purchase and a Vision Pro purchase. Even an iPad should be well capable of driving a Vision Pro device, including supplying power to it. Apple will simply need to rethink the battery sizes.
Why carry around that clunky battery thing when you’re already carrying around an iPhone that has enough battery power and enough computing power to drive the Vision Pro?
Clunky Headset
All VR headsets are clunky and heavy and sometimes hot to wear. The worst VR headset I’ve worn is, hands down, the PSVR headset. The long clunky cables in combination with absolutely zero ventilation and its heavy weight makes for an incredibly uncomfortable experience. Even Apple’s Vision Pro suffers from a lot of weight hanging from your cheeks. To offset that, Apple does supply an over-the-head strap that helps distribute the weight a little better. Even still, VR headset wearing fatigue is a real thing. How long do you want to wear a heavy thing resting on your cheekbones and nose that ultimately digs in and leaves red marks? Even the best padding won’t solve this fundamental wearability problem.
The Vision Pro is no different in this regard. The Vision Pro might be lighter than the PSVR, but that doesn’t make it light enough not to be a problem. But, this problem cuts Apple way deeper than this.
Closing Yourself Off
The fundamental problem with any VR headset is the closed in nature of it. When you don a VR headset, you’re closing yourself off from the world around you. The Vision Pro has opted to include the questionable choice of an aimed spatial audio system. Small slits in the side of the headset aim audio into the wearer’s ears. The trouble is, this audio can be heard by others around you, if even faintly. Meaning, this extraneous audio bleed noise could become a problem in public environments, such as on a plane. If you’re watching a particularly loud movie, those around you might be disturbed by the Vision Pro’s audio bleed. To combat this audio bleed problem, you’ll need to buy some Airpods Pro earbuds and use these instead.
The problem is, how many people will actually do this? Not many. The primary design flaw was in offering up an aimed, but noisy audio experience by default instead of including a pair of Airpods Pro earbuds as the default audio experience when using the Vision Pro. How dumb did the designers have to be to not see the problem coming? More than likely, some airline operators might choose to restrict the use of the Vision Pro entirely on commercial flights simply to avoid the passenger conflicts that might ensue because the passenger doesn’t have any Airpods to use with them. It’s easier to tell passengers that the device cannot be used at all instead of trying to fight with the passenger about putting in Airpods that they might or might not have.
It goes deeper than this, though. Once you don a headset, you’ve closed yourself off. Apple has attempted to combat the closed of nature of a VR headset by offering up front facing cameras and detecting when to allow someone to barge into the VR world and have a discussion with the wearer. This is an okay idea so long as enough people understand that this barge-through idea exists. That will take some getting used to, both for the Vision Pro wearer, but also for the person trying to get the wearer’s attention. That assumes that barge-through even works well enough to do that. I suspect that the wearer will simply need to remove the headset to have a conversation and then put it back on to resume whatever they were previously doing.
Better Design Choice
Instead of a clunky closed off VR headset, Apple should have focused on a system like the Google Glass product. Google has since discontinued the production of Google Glass, mostly because it really didn’t work out well, but that’s more because of Google itself and not of the idea behind the product.
Yes, a wearable display system could be very handy, particularly with a floating display in front of the vision of the user. However, the system needs to work in a much more open way, like Google Glass. Because glasses are an obvious solution to this, having a floating display in front of the user hooked up to a pair of glasses makes the most obvious sense. Glasses are light and easy to use. They can be easily put on and taken off. Glasses are easy to store and even easier to carry. Thick, heavy VR headsets are none of these things.
Wearing glasses keeps the person aware of their surroundings, allowing for talking to and seeing someone right in front of you. The Vision Pro, while it can recreate the environment around you with various cameras, still closes off the user from the rest of the world. Only Apple’s barge-through system, depending on its reliability, has a chance to sort-of mitigate this closed off nature. However, it’s pretty much guaranteed that the barge-through system won’t work as well as wearing a technology like Google Glass.
For this reason, Apple should have focused on creating a floating display in front of the user that was attached to a pair of glasses, not to a bulky and clunky headset. Yes, the Vision Pro headset is quite clunky.
Front Facing Cameras
You might be asking, if Google Glass was such a great alternative to a bulky headset, why did Google discontinue it? Simple, privacy concerns over the front facing camera, which led to a backlash. Because Google Glass shipped with a front facing camera enabled, anyone wearing it, particularly when entering a restaurant or bar, could end up recording the patrons in that establishment. Because restaurants and bars are privately owned spaces, all patron privacy needs to be respected. To that end, owners of restaurants and bars ultimately barred anyone wearing Google Glass devices from using them in the establishment space.
Why is this important to mention? Because Apple’s Vision Pro may suffer the same fate. Because the Vision Pro also has front facing cameras, cameras that support the barge-through feature among other potential privacy busting uses, restaurants and bars again face the real possibility of another Google Glass like product interfering with the privacy of their patrons.
I’d expect Apple to fare no better in bar and restaurant situations than Google Glass. In fact, I’d expect those same restaurants and bars that banned Google Glass wearers from using those devices to likewise ban any users who don a Vision Pro in their restaurants or bars.
Because the Vision Pro is so new and because restaurant and bar owners aren’t exactly sure how the Vision Pro works, know that if you’re a restaurant or bar owner, the Vision Pro has front facing cameras that record input all of the time, just like Google Glass. If you’ve previously banned Google Glass use, you’ll probably want to ban the use of Vision Pro headsets in your establishment for the same reasons as the ban on Google Glass. Because you can’t know if a Vision Pro user has or has not enabled a Persona, it’s safer to simply ban all Vision Pro usage than trying to determine if the user has set up a Persona.
Why does having a Persona matter? Once a Persona is created, this is when the front facing cameras run almost all of the time. If a Persona has not been created, the headset may or may not run the front facing cameras. Once a Persona is created, the front facing LED display creates a 3D virtual representation of the person’s eyes using the 3D Persona (aka. avatar). What you’re seeing in the image of the eyes is effectively a live CGI created image.
The Vision Pro is claimed by Apple not to run the front cameras without a Persona created, but bugs, updates and whatnot may change the reality of that statement from Apple. Worse, though, is that there’s no easy way to determine if the user has created a Persona. That’s also not really a restaurant staff or flight attendant job. If you’re a restaurant or bar owner or even a flight attendant, you must assume that all users have created a Persona and that the front facing cameras are indeed active and recording. There’s no other stance to take on this. If even one user has created a Persona, then the assumption must be that the front facing cameras are active and running on all Vision Pro headsets. Thus, it is wise to ban the use of Apple’s Vision Pro headsets in and around restaurant and bar areas and even on airline flights… lest they be used to surreptitiously record others.
Here’s another design flaw that Apple should have seen coming. It only takes about 5 minutes to read and research Google Glass’s Wikipedia Page and its flaws… and why it’s no longer being sold. If Apple’s engineers had done this research during the design phase of the Vision Pro, they might have decided not to include front facing cameras on the Vision Pro. Even when the cameras are supposedly locked down and unavailable, that doesn’t preclude Apple’s own use of these cameras when someone is out and about used solely for Apple’s own surveillance purposes. Restaurant owners, beware. All of Apple’s assurances mean nothing if a video clip of somebody in your establishment surfaces on a social media site recorded via the Vision Pro’s front cameras.
Better Ideas?
Google Glass represents a better technological and practical design solution; a design that maintains an open visual field so that the user is not closed off and can interact and see the world around them. However, because Google Glass also included a heads up display in the user’s vision, some legislators took offense to the possibility of the user becoming distracted by the heads up display that they could attempt to operate a motor vehicle dangerously while distracted. However, there shouldn’t be a danger of this situation when using a Vision Pro, or at least one would hope not. However, because the Vision Pro is capable of creating a live 3D image representation of what’s presently surrounding the Vision Pro user, inevitably someone will attempt to drive a car while wearing a Vision Pro and all of these legislative arguments will resurface… in among various lawsuits should something happen while wearing it.
Circling Back Around
Let’s circle around to the original question asked by this article. Is the Vision Pro worth the money?
Considering its price tag and its comparative functional sameness to an iPad and to other similar but less expensive VR headsets, not really. Right now, the Vision Pro doesn’t sport a “killer app” that makes anyone need to run out and buy one. If you’re looking for a device with a 3D stereoscopic display that acts like an iPad and that plays nice in the Apple universe, this might suffice… assuming you can swallow the hefty sticker shock that goes with it.
However, Apple more or less overkilled the product by adding the barge-through feature requiring the front facing camera(s) and the front facing mostly decorative lenticular 3D display, solely to support this one feature “outside friendly” feature. Yes, the front facing OLED lenticular display is similar to the Nintendo 3DS’s 3D lenticular display. The lenticular feature means that you probably need to stand in a very specific position for the front facing display to actually work correctly and to display 3D in full, otherwise it will simply look weird. The front facing display is more or less an expensive, but useless display addition to the wearer. It’s simply there as a convenience to anyone who might walk buy. In reality, this front display is a waste of money and design dollars, simply to add convenience to anyone who might happen along someone wearing this headset. Even then, this display remains of almost no use until the user has set up their Persona.
Once the wearer has set up a Persona, the unit will display computer generated 3D eyes on the display at times, similar to the image above. When the eyes actually do appear, they appear to be placed at the correct distance on the face using a 3D lenticular display to make it appear like the real 3D eyes of the user. The 3D lenticular display doesn’t require glasses to appear 3D because of the lenticular technology. However, the virtual Persona created is fairly static and falls rather heavily into the uncanny valley. It’s just realistic enough to elicit interest, but just unrealistic enough to feel creepy and weird. Yes, even the eyes. This is something that Apple usually nails. However, this time it seems Apple got the Persona system wrong… oh so wrong. If Apple had settled on a more or less cartoon-like figure with exaggerated features, the Persona system might have worked better, particularly if it used anime eyes or something fun like that. When it attempts to mimic the real eyes of the user, it simply turns out creepy.
In reality, the front facing display is a costly lenticular OLED addition that offers almost no direct benefits to the Vision Pro user, other than being a costly add-on. However, the internal display system per eye within the Vision Pro sports around 23 million pixels between both eyes and around 11.5 million pixels per eye, which is slightly less than a 5K display per eye, but more than a 4K display per eye. When combined with both eyes, the full resolution allows for the creation of a 4K floating display. However, the Vision Pro would not be able to create an 8K floating display due to its lack of pixel density. The Vision Pro wouldn’t even be able to create a 5K display for this same density reason.
Because many 5K flat and curved LCD displays are now priced under $800 and are likely to drop in price even further, that means you can buy two 5K displays for less than than half the cost of one Vision Pro headset. Keep in mind that these are 5K monitors. They’re not 3D and they’re relatively big in size. They don’t offer floating 3D displays appearing in your vision and there are limits to a flat or curved screen. However, if you’re looking for sheer screen real estate for your computing work, buying two 5K displays would offer a huge amount of screen real estate for managing work over the Vision Pro. By comparison, you’d honestly get way more real estate with real monitors compared to using the Vision Pro. Having two monitors in front of you is easier to navigate than being required to look up, down and left and right and perhaps crane your neck to see all of the real estate that the Vision Pro affords… in addition to getting the hang of pinch controls.
The physical monitor comparison, though, is like comparing apples to oranges when compared with a Vision Pro headset (in many ways). However, this comparison is simply to show you what you can buy for less money. With $3400 you can buy a full computer rig including a mouse, keyboard, headphones and likely both of those 5K monitors for less than the cost of a single Vision Pro headset. You might even be able to throw in a gaming chair. Keeping these buying options in perspective keeps you informed.
The Bad
Because the headset offers a closed and private environment that only the wearer can see, this situation opens the doors to bad situations if using it in a place of business or even if out in public. For example, if an office manager were to buy their employee a Vision Pro instead of a couple of new and big monitors, simply because the Vision Pro is a closed, private environment, there’s no way to know what that worker might be doing with those floating displays. For example, they could be watching porno at the same time as doing work in another window. This is the danger of not being able to see and monitor your staff’s computers, if even by simply walking by. Apple, however, may have added a business friendly drop-in feature to allow managers to monitor what employees are seeing and doing in their headsets.
You can bet that should a VR headset become a replacement for monitors in the workplace, many staff will use the technology to surf the web to inappropriate sites up to and including watching porn. This won’t go over well for either productivity of the employee or the manager who must manage that employee. If an employee approaches you asking for a Vision Pro to perform work, be cautious when considering spending $3500 for this device. There may be some applicable uses for the Vision Pro headset in certain work environments, but it’s also worth remaining cautious for the above reasons when considering such a purchase for any employee.
On the flip side, for personal use, buy whatever tickles your fancy. If you feel justified in spending $3500 or more for an Apple VR headset, go for it. Just know that you’re effectively buying a headset based monitor system.
Keyboard, Eye Tracking and The Pinch
Because the Vision Pro is affixed to your head, Apple had to devise a way to obtain input within the VR environment. To that end, Apple decided on the pinch motion. You pinch your thumb and forefinger together in a sort of tapping motion. Each tapping motion activates whatever you are looking at (eye tracking). Whenever the headset “sees” (using its many cameras) your pinching motion, it activates wherever your eyes are focused. This means that in order to open an application from the iPad-ish icon list, you must be looking directly at the icon to activate it. If your eyes flutter around and you perform the pinch motion the instant your eyes look someplace else, the app will not activate. You might even activate something unintentional.
Keep in mind that this is still considered a beta product, which weird coming from Apple. This is the first time I can recall Apple explicitly releasing a beta product for review.
That said, there are definitely some improvements that could be had with this eye tracking system. For example, the system could detect and count linger time. The longer the eye lingers, the more likely it is that the user wants to activate the thing that the eyes lingered on the longest, even if the eyes are not currently looking at it. This means that even if your eyes dart away at the moment you pinch, the system would still understand that you want to activate the icon that was lingered on the longest. As far as I understand it, the OS doesn’t presently work this way. It only activates the icon or control you are presently looking at. Adding on a fuzzy eye linger system could reduce errors when selecting or activating the wrong things.
If you need to move a window around or expand the size of it, you must be looking directly at the control that performs that action. Once you’re looking at that specific control, the pinch and move will activate the control for as long as the pinch and move continues.
Unfortunately, this system falls down hard when you want to use the on-screen keyboard. This keyboard only works if you poke each key with your forefingers on each hand. This means hunt-and-peck typing. If you’re a touch typist, you’re going to feel horribly out of place being forced into using single finger hunt-and-peck. The Vision Pro will need to make much better improvements around keyboard typing.
On the flip side, it seems that the Vision Pro may want you to use the microphone and voice to input longer strings of text instead of typing. This means that for web searches, you’re likely going to fill in fields using voice dictation. I will say that Apple’s dictation system is fair. It works in many cases, but it also makes many mistakes. For example, most dictation systems can’t understand the difference between its and it’s, preferring to use it’s whenever possible, even though the selected usage is incorrect. Same problem exists with the words there, their and they’re and several similar type words when dictating. Typing is usually the better option over dictating long sentences of text, but it also means you’re going to need to pair a Bluetooth keyboard. Then, type on that keyboard blind because the Vision Pro won’t show you your hands or that keyboard in the VR display when the keyboard is sitting in your lap. Even if the keyboard is sitting on a desk, it might not show the keyboard properly without looking down at the keyboard instead of the window into which you’re typing.
For example, I would never attempt to blog an article this long using a VR headset. Not only would the headset eventually become too uncomfortable on my head, dictating everything by voice would get to be a pain in the butt because of all of the constant corrections. Even Apple’s active correction system leaves a lot to be desired, changing words from what you had actually wanted into something that doesn’t make any sense after you read it back. These problems will immediately be carried into the Vision Pro simply because these systems already exist in Apple’s other operating systems and those existing systems will be pulled into the Vision Pro exactly as they are, warts and all.
What Apple needs to create is a psuedo Augmented Reality (AR) keyboard. A keyboard where the VR system uses AR to pick up and read what you’re typing. Sure, the keyboard could be connected, but the AR system could simply watch the keys you’re pressing and then input those key presses via camera detection rather than via Bluetooth. In this way, the on-screen keyboard can still present and show which key is being typed in your vision, yet give you the option of touch typing on a keyboard.
Pinch Motion
The Apple chosen VR pinch motion seems like a fine choice and might become a sort of standard across the industry for other VR headsets and applications. Many VR headsets have struggled to produce a solid standardized input system. The pinch is a relatively easy, intuitive control and it works well for most use cases in the Vision Pro, but it’s definitely not perfect for all use cases. The cameras around the Vision Pro unit seem sensitive enough that you don’t have to hold your hands directly out in front in an awkward position like many VR headsets require. Instead, you can sit comfortably with your hands in your lap or on a desk and the unit will still pick up your pinch taps. You will need to move your hand(s) around, though, to activate resize and movement controls as well as when typing on the on-screen keyboard.
However, I do think it would be great for Apple to offer a lighted wand or other physical object that can supplement, augment and/or replace the pinch control. For people who don’t have access to fine motor controls with their hands, an alternative control method using an external device could be ideal for accessibility purposes.
VR Motion Sickness
One thing that cannot be easily overcome is VR motion sickness. It doesn’t matter what headset manufacturer it is, this problem cannot be easily overcome by software. Apple has done nothing to address this issue with the Vision Pro. If you have previously encountered VR sickness while wearing a headset, you’re likely to encounter it with the Vision Pro eventually. The transparent effect of showing you your present surroundings might help reduce this problem. If you replace your present surroundings with a forest or beach scene or some other fantasy environment, your body will be at odds with what your eyes are seeing.
VR motion sickness is typically exacerbated by rapid movements, such as riding a VR roller coaster or riding in a high speed car chase in VR. These are situations where the mind sees motion, but the body feels nothing. This disparity between the physical body sensations and the motion the mind is experiencing can easily lead to VR motion sickness.
If you stick to using the Vision Pro strictly for computer purposes, such as an extended monitor or for other productivity or entertainment purposes, you might not experience sickness. If you wish to get into full 3D virtual gaming, the reason most people want to purchase a VR headset, then you’re inviting motion sickness.
Keep in mind that VR motion sickness is not the same as real motion sickness. I can ride on planes, boats and even buffeting roller coasters, all without any sickness or issues. However, the moment I strap on a VR headset and begin riding a VR roller coaster or ride around in a fast VR car, the VR sickness begins to kick in. When it arrives, the only solution is to take off the headset and let it subside. It also means exceedingly short VR sessions. When the VR sickness comes on, it comes on rapidly. Perhaps even as fast as 5 minutes after experiencing a lot of motion on the VR screen.
If you’ve never bought into or tried a VR headset in the past, you should make sure you can return the headset should you experience VR sickness while using it.
Overall
The Vision Pro is a pricey VR headset. While the Vision Pro is not the most expensive VR headset on the market, it’s definitely up there in price. The question remains whether the Vision Pro is a suitable or efficient alternative to using a keyboard, mouse and monitor when computing. This author thinks that the presently clumsy, slow input systems utilized in VR headset systems (yes, that includes the pinch), when compared to a mouse and keyboard input, doesn’t make a VR headset the most efficient product for computing.
The best use cases for 3D stereoscopic VR headsets is for immersive 3D virtual gaming (assuming you can get past the motion sickness) and consuming movies and TV shows. The floating large screens in front of your vision are ideal for presenting flat and 3D movies as well as TV shows which make you feel like you’re watching entertainment in a theater environment. This aspect is actually quite uncanny. However, for consuming music, a VR headset is a fail. You simply need earbuds, such as Apple’s Airpods for that. You don’t need to spend $3400 to listen to music, even if the Vision Pro is capable of layering reverb and echo effects onto the music to make it sound more spatial.
Personally, I want to hear the music as it was crafted by the musician. I don’t want third party added effects that are more likely to detract from and muddy the final music product. If a musical artist as recorded a Dolby Atmos version of their music, then playing that version back exactly in its original recorded spatial form is perfectly fine, but devices shouldn’t layer anything else on top.
Overall, the Vision Pro is a fair addition to the VR headset space. However, it’s no where near perfect and it needs a lot of nuanced tweaking in subsequent models before it can become a real contender. This first released model is both overkill and naive all at the same time, adding bells and whistles that, while interesting, add to the hefty price tag without adding substantial benefit to the final product.
The built-in main board M2 computer ensures that the unit will become obsolete in 1-2 years and need to be replaced, adding yet more computer junk to our already overflowing landfills. Apple needs to firmly grasp and get behind product longevity in this product rather than planned obsolescence every 12 months. Decoupling the main board and placing it into the battery case would go a long way towards longevity AND allow for easy replacement of that battery and main board. This change alone would enable a Vision Pro headset’s display to remain viable for years to come, all while simply replacing an obsolete computer and battery that drives it. This one is a big miss by Apple’s design team.
Rating: 2.5 out of 5 (Apple tried to do too much, but actually did very little to improve VR. Apple’s design increases landfill chances; not a green product.)
Recommendation: Skip and wait for the next iteration
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Safety: NVIDIA Shield Tablet Recall

If you have purchased an NVIDIA Shield Tablet in 2014 or 2015, it may be subject to a battery fire recall. This safety notice is very short. Let’s explore.
Which Tablets Are Vulnerable?
NVIDIA is recalling Shield tablets produced in 2014 and 2015 containing a Y01 battery type and that falls within certain models and serial numbers. To determine which battery type is in your NVIDIA Shield tablet, navigate to the following location on your in tablet’s Settings:
Settings => About tablet => Status => Battery
Under ‘Battery’, this area will display the type of battery installed. If the battery shown is type Y01, you should submit for a replacement tablet under this recall. If your tablet’s battery shows B01, then your tablet is not part of this recall.
My tablet is vulnerable! How do I submit for a replacement under this recall?
Good question.
Here is the link to NIVIDA’s web page regarding this recall. If you don’t trust clicking random links in pages, I don’t blame you. If would prefer to copy and paste the URL directly into your browser’s address bar, here’s the unclickable NVIDIA Shield Recall URL:
https://www.nvidia.com/en-us/shield/support/tabletrecall/
To submit your request for replacement, you’ll need to supply the following data to NVIDIA’s replacement form on the above NVIDIA page:
- Tablet Serial Number
- First Name
- Last Name
- Email Address
- Phone Number
- City
- State
- Zip
- Country
- Address 1 and/or Address 2
Then you must agree to the following:
I understand when I turn on my replacement tablet, my original tablet will be deactivated remotely and rendered unusable.
Once you have received the replacement tablet and you turn it on, your old tablet will be permanently remotely disabled. If you have personal data that you wish to keep on your affected tablet, such as photos, you should backup your tablet’s data before attempting to power on the replacement. It is also recommended to reset the affected tablet to factory default settings (which wipes all data from the tablet) before powering on the replacement tablet.
Good luck!
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Are folding smartphones practical?
Today, let’s explore folding smartphones. Are they practical? Do they have a place in the market? Will they last? Are they innovative? Let’s explore.
Tablets vs. Folding Smartphone
Looking at the Huawei Mate X and the Samsung Galaxy Fold folding devices, two things become abundantly clear, First, they fold open into the form factor of a tablet. Second, they command a price that’s way, way higher than an actual tablet.
There are also additional problems with these phones. When the phone is folded open, you can’t hold it to your ear and use it as you would a phone. You must fold it closed to regain the phone form factor. Because the larger screen is the primary reason to buy this device, this makes the folding aspect of this device less about being a phone and more about being a tablet. Or, let me put that another way, it’s a gimmick. Why is it a gimmick? Because in addition to the tablet size, you also add creases and marks to the plastic surface each time you fold and unfold the phone. Ultimately, it becomes less about being a tablet and more about the novelty of the folding screen.
For a product that’s supposed to be a premium, top-tier device, I don’t know about you, but I want my surface to be (and remain) pristine. I don’t want to feel surface bumps or lines running down the center of the fold area. I certainly don’t want this stretching and bending plastic to get worse over time. Yet, that’s where these phones clash with…
Materials Science
In other words, this is where these phones meet reality (or physics). To fold any type of material, that material will become marred and marked by the folding action. As the folding continues, the problems will increase with the surface becoming more and more marred. It’s simply the nature of folding something. It’s a limitation of the way physical objects operate when folded. It’s nature.
When applied to a phone’s case design, you will continue to see see the fold area gain marks, bumps and imperfections due to the folding action. To me, this doesn’t say “premium”. It says “cheap”. Plastics see to that “cheapness”. After all, plastics are some of the cheapest materials around today… and plastics are the only substances capable of holding up to any level of folding with a minimum of problems. However, a minimum of problems doesn’t mean zero problems.
The only way this could change is if materials could be made out of a polymer that can heal itself under these folding stresses and stretch and relax appropriately during the fold. To date, no one has been able to produce such a material. This means that folding screen surfaces will inevitably become marked and marred with each fold and unfold action. Over time, it will eventually become a sheer mess of marks… which also assumes the folding action of the OLED screen itself will survive that many folds. Just consider how a paperback book’s spine looks after you’re done reading it. That same effect happens to plastic, even the most resilient of plastics.
OLED Screens and Electronics
I’m not a materials scientist. With that said, I’m also unaware of any specific clear plastic sheet materials that can survive being folded and unfolded many times. Silicone might work, but even then silicone might degrade or break over time. Considering how many times people might utilize a folding screen per day, it could be folded and unfolded perhaps hundreds of times in a single day. If you unfolded the screen just once per day, in 1 year you’d have unfolded the screen 365 times. If you multiply that times 100, that’s likely over 36,500 folds per year… probably more.
While notebook manufacturers have more or less worked out the folding problem with LCD screens (they use flexible ribbon cables), notebooks hinges and components do eventually wear out from regular opening and closing.
In a phone, the problem will be ten times greater. Not only will the phone wear out faster than a non-folding model, the phone will be worth far, far less at the end of your use. No one is going to want to buy a used folding phone that looks like a used paper back book.
Since the hinges on these devices have to be uniquely designed for a smaller phone form factor and to avoid getting in the way of the screen surface, these designs are likely ripe for defects… particularly the first generation phones. And all for what?
A Tablet?
The single unique benefit of the folding phone is to turn the screen into the size of a tablet. While single body phablets worked great when they arrived, this idea of making the screen even bigger in a phone doesn’t make much sense. Yes, it’s unique. Yes, it’s probably a way to make more sales. But, is it really a good idea? Not really.
Tablets already do what they need to do and they do it well. Arguably, the best tablet I’ve seen created by Samsung is the Galaxy Tab S. It had the perfect form factor for watching movies. It fit in the hand nicely. It had a perfect weight. It also had that amazing OLED screen. It had everything you could want in a tablet.
Now, with folding screens comes a whole new paradigm of software to drive the folding action. When unfolded, it’s basically a tablet. When folded, it becomes a phone form factor. To move between the small folded screen and the larger unfolded screen seamlessly between apps, app support must be built. This requires whole new set of OS libraries and software to support that action.
Unfortunately, neither Android nor IOS supports this folding screen usability. Instead, Samsung has cobbled together some early drivers and software for its Galaxy Fold. With the Huawei’s Mate X, it’s not even that far along. If you buy into one of these convertibles, you’re going to be sorely disappointed when moving between the small and large screens within the same app. Some apps might update properly, many more will not.
That doesn’t mean the OSes won’t catch up, but it will take some time. It also means growing pains until the OS technology catches up.
Phone and Tablet Together
Tablets and phones should be married. I’ve said that for quite some time. There’s no reason to carry around two devices when you can carry around one. However, it doesn’t need to fold. Carrying around a tablet as both a tablet and a phone is perfectly fine. Simply marry the innards of a phone into a Tablet and voila, a new device. I’d be perfectly fine carrying around a tablet the size of the iPad Mini as my primary phone. It’s small enough to be portable and large enough to do what I need to do on a tablet. There’s no need to fold it in half.
Gimmicks
Unfortunately, technology has moved away from producing useful new features and has moved firmly into adding gimmicks to sell new devices. From FaceID to the ever growing number of unnecessary cameras to now this folding action. For cameras, one camera is fine. Two borders on a gimmick. Adding three or more cameras is most definitely a gimmick to part you from your money. You don’t need multiple cameras on a phone. One is enough.
Folding is also a gimmick. The idea of folding isn’t new. We’ve had folding books, folding paper and folding binders… heck, there are even “folders” so named to hold paper in filing cabinets.
Folding a phone? Not necessary. Gimmick? Definitely. It’s particularly a gimmick because of the problem with materials science. If you know your phone is going to end up looking like trash at the end of one year’s use, then why bother? I know phones are designed to last one year before buying another, but that purchase cycle is insane. I’ve never fallen into that manufacturing and purchasing trap. I expect my phones to last at least 3 years, sometimes before even needing a battery change.
I’ve always held onto my phone for at least 1-2 new phone release cycles before buying a new one. Lately, it’s been 2-3 cycles because I’m currently invested in the Apple universe and I vehemently dislike the iPhone X’s design. I have an iPhone 7 Plus. I abhor the notched screen. I dislike that Apple invested in a costly OLED screen not only include that notch, but also reduce the color rendition to mimic an LCD screen. If you’re planning on degrading an OLED screen’s rendition, then use the cheaper LCD screen technology. An OLED screen offers a very intense saturated look. Some people don’t like it, but many do. The point to offering a screen capable of that level of color saturation is to make use of it, not hide it.
With the iPhone X, I dislike that there’s no TouchID button. I also dislike that the screen isn’t flush to the full edge of the case. There’s still a small black bezel around the entire screen except near that ugly, ugly notch. I also don’t like the introduction of the rounded display corners. It worked on the Mac back in the day, but not on a phone. Keep the corners firmly square.
Worse, at the time the iPhone X arrived, my iPhone 7 Plus’s screen was still larger than the iPhone X. It wasn’t until the iPhone X Max arrived that we got a comparable screen size to the 7 Plus. I digress.
Gimmicks are now firmly driving the phone industry rather than outstanding design and usability features. The last outstanding iPhone design that Apple produced was arguably the iPhone 7. It solved all of the glass design problems around the iPhone 4, the small screen of the iPhone 5 and the bendgate problems of the iPhone 6. It is arguably, indeed, the best phone Apple has yet designed. Then, they introduced the abomination known as the iPhone X.
At the same time as the iPhone X, Apple introduced the iPhone 8. The iPhone 8 seems much like an extension of the iPhone 7, but with wireless charging. Yes, wireless charging would have been great IF Apple hadn’t cancelled the AirPower charger base they had promised. Now that that product is non-existent, the point to wireless charging an iPhone has more or less evaporated. Sure, you can wireless charge an iPhone with a Qi charger, but at such a slow rate it’s not worth considering.
The AirPower’s whole reason to exist was to charged the phone (and other devices) supposedly faster than a Lightning cable. Perhaps Apple will finally release their fast charging specs to the industry so that Qi chargers can finally build in this faster charging feature and offer similar charging times as the aforementioned, but now defunct AirPower base. But, we know Apple, they’ve just shot themselves in the foot and they won’t do anything about it. Now that the AirPower is dead, so likely too is the hope of super fast wireless charging.
AirPods 2
This whole situation with the AirPower (and really this is more about Apple’s failure to deliver a workable product) is made far, far worse with the release of the the AirPods 2. It’s like Apple has some big sadistic streak towards its customers by cancelling a completely necessary product in one breath, then announce the AirPods 2 “with wireless charging case” in the next.
One of the primary reasons the AirPods 2 exist is for the wireless charging case. Unfortunately, even with Lightning, the charging speed of the AirPods is still incredibly slow. Considering how much slower Qi chargers operate, it will take infinitely more time to charge the case of the AirPods 2. You don’t want this if you’re trying to get out the door to your destination. This means that those who had banked on the wireless charging capability for purchase of the AirPods 2 with the wireless charging (a case that costs $80 separately or adds $40 to the price of standard AirPods) because of the AirPower’s faster performance has now been misled by Apple. Thus, this makes the primary selling point of the AirPods 2 now worthless.
If anything, the cancellation of the AirPower wireless charging pad clearly shows Apple’s failure as a company. Not only did the engineers fail to design and deliver a seemingly simplistic device, Apple as a company failed the consumer by not carrying through with their ecosystem continuity plans. Plans that, if they had come to fruition, could have seen to the existence of a much wider array of wireless devices aided by the AirPower.
The AirPods are pretty much a case of “you-can’t-have-one-without-the-other”. Failing the delivery of the AirPower means you’ve failed the delivery of the AirPods 2 by extension. It’s this double whammy failure that will hit Apple hard.
In fact, it’s even worse than a double-whammy for the future of Apple. It impacts future iPhone sales, future iPad sales, future Apple Watch sales and, in general, any other wireless charging device Apple might have had in its design queue. The failure to deliver the AirPower base is a major blow to Apple’s innovation and the Apple ecosystem as a whole.
Apple’s Apathy
The management team at Apple appears to be apathetic to this wider problem. I can hear them now, “Let’s just cancel AirPower”. Another person says, “But, it’s going to be needed for many future devices”. Another person says, “Don’t worry about that. Just cancel it.”
Apathy is the antithesis of Innovation. These two concepts have no symbiotic relationship. There was a time when Apple (or more specifically, Steve Jobs) would push his teams to deliver amazing designed products with features 5-10 years ahead of their time. Now Apple can’t even deliver a similar product that already exists in the marketplace by other manufacturers.
You can’t run a business on apathy. You can only run a business on doing. If Apple is smart, they’ll announce the cancellation of AirPower, but quickly announce an even better wireless charging alternative that’s even faster than the AirPower. Without a solid, reliable and performant wireless charging system, devices like the now-wireless charging AirPods 2 are left hanging. The Apple Watch is left hanging. And… Apple’s flagship product, the iPhone X is also being left hanging without a net.
Innovation and Gimmicks
While I know I got off on an Apple tangent, it was to prove a point. That point being that gimmicks like wireless charging cases, must have functional sister products to bring that product to life. Without such symbiotic sister products, a half-product is very much simply an on-paper gimmick to sell more product.
Clearly, Apple is now firmly in gimmick territory in its attempts to make money. So is Samsung, Huawei and even LG. It’s more about innovating and making truly new and exciting products we’ve never seen, than it is about adding more cameras, or bigger batteries or making it thinner or adding a pencil or even, yes, folding. These featires are the “accessories” that add value to an innovative product, but these are not primary driving factors.
If you want to wow the industry, you make a product no one has ever seen before. We’ve seen both the Huawei Mate X and the Galaxy Fold before, in tablets and in phones. Marrying the two together doesn’t make innovation, it makes iteration. There’s a substantial difference between iteration and innovation. Iteration is taking two existing concepts and marrying them together. Innovation is producing a product that has never before existed like that ever. Tablets already exist even if they don’t fold.
The iPad as Innovation
The iPad is a game changing, innovative device. The only even close product would have been in the early 90’s with Grid’s GRiDPad. The only similarity between the iPad and the GRiDPad is the fact that they were both tablets by function. Both have completely different philosophies on what a tablet is, how it works and how it looks. The GRiDPad failed because it didn’t know what to be at a time when it needed a clear reason to exist. This is particularly true when such a form factor had never before existed. People need to be able to wrap their head around why a tablet needs to exist. With Grid, they couldn’t.
The reason Apple’s iPad succeeded was not only because of the form factor, but because Apple also put an amazing amount of time and thought into how a tablet form factor works, feels in the hand and how the touch interface works. They gave people the understanding of how and why a tablet is useful… something Grid failed to do with the GRiDPad. It also didn’t hurt that Apple had a solid, robust operating system in MacOS X that they could tweak and use as a base to drive the user interface. Grid, on the other hand, didn’t. They didn’t build an ecosystem, they didn’t have an app store, they didn’t have a proper operating system, they didn’t really even have apps. There was the tablet, but on the other side of the equals sign there was nothing.
Apple’s design thought of nearly everything from top to bottom and from form to function to ecosystem. Apple offered the consumer the total package. Grid got the form down, but not the function. Apple nailed nearly everything about the iPad from the start.
In fact, Apple nailed so much about the iPad from the beginning, Apple has not actually been able to improve upon that design substantially. Everything that Apple has added to iOS has been created not to improve upon the touch UI, but to add missing features, like cut and paste and Siri. In fact, Siri is as equally important innovation to the iPad, but it’s not truly needed for the iPad. It’s much more important innovation for the iPhone, because of the hands free nature that a phone needs while driving. Siri is, in fact, the single most important achievement to create a safer driving experience… something you won’t be doing on an iPad, but you will be doing on an iPhone or Apple Watch.
Steve Jobs
The Apple achievements I mention wouldn’t have been possible without Steve Jobs. Steve was not only a truly masterful marketer, he was also a visionary. He may not have personally designed the product, but he knew exactly what he wanted in the device. He was definitely visionary when it came to simplicity of design, when combined with everyday life.
You definitely want simplicity. You want easy to access software systems. You want intuitive touch interfaces. You want to be able to get in and out of interfaces in one or two touches. You don’t want to dig ever deeper in menu after menu after menu simply to get to a single function. Steve Jobs very much endorsed Keep-It-Simple-Stupid (or the KISS) philosophy. For example, the creation of single button mice. The placing of a single button on the front of the iPad. These are all very much the KISS design philosophy. It’s what makes people’s lives easier rather than more complicated.
Unfortunately, after Steve Jobs’s death in 2011, that left a huge KISS gap at Apple, which as only widened since. Even iOS and MacOS X have succumbed to this change in design philosophy. Instead of adopting KISS, Apple has abandoned that design goal and, instead, replaced it with deeper and deeper menus, with more complicated UI interfaces, with less simplistic user experiences and with buggier releases. The bugs being simply an outcome of dropping the KISS design idea. More complicated software means more bugs. Less complicated software means less bugs.
Some might argue FaceID makes your life simpler. Yes, it might… when it works, at the added cost of privacy problems. Problems that were solved just as simply with TouchID, adding none of those nasty privacy issues.
Samsung and Apple
While Samsung played catch-up with Apple for quite a while, Samsung got ahead by buying into component manufacturing, including the manufacture of OLED screens. In fact, Samsung became one of the leaders in OLED screen fabrication. If there’s an OLED screen in a product, there’s a high likelihood it was made by Samsung.
This meant that most OLED Android smart phones contain a Samsung part even if the phone was designed and produce by LG or Huawei or Google. This component level aspect of Samsung’s technology strategy has helped Samsung produce some of the best looking and functioning Android smart phones. For this same reason and because of the Apple and Samsung rivalry, Apple shunned using OLED for far too long. Because of the ever continual Samsung vs. Apple argument, Apple refused to add OLED screens into their devices… thus stunting Apple’s ability to innovate in the iPhone space for many years.
The OLED screen also allowed Samsung to produce the first “phablet” (combination phone and tablet). Bigger than most smart phones, smaller than a tablet. It offered users a larger phone screen to better surf Twitter, Facebook and Instagram. It was an iterative improvement to be sure, definitely not innovative in the truest sense. However, it definitely leapfrogged Samsung way ahead of Apple in screen quality and size. This is where Samsung leaped over Apple and made a serious niche for themselves… and it is also what propelled Android phones front and center. The “phablet” is what firmly propelled Samsung ahead of Apple and it is what has firmly kept them there.
In fact, Apple is now so far behind Samsung that it is now playing continual catch-up with it screen technologies, with wireless charging, with smart watches and with pretty much every other “innovation” Samsung has offered in since 2015.
One might argue that the AirPods were something new an innovative. Sure, but they were simply an iterative improvement over the EarPods (the wired version). The part of the AirPods that are, in fact, innovative is not the ear buds themselves, but the magnetic charging case. This case design is, in fact, the thing that sets these earbuds apart from every other set of wireless earbuds. This case, in fact, is one of the last few KISS design bastions I’ve seen come out of Apple. Unfortunately, as sleek as the case design is, the software behind it is equally as clumsy and not at all KISS in design.
The AirPods pair fast and easy using an instant recognizing system, but actually using the AirPods can be a chore. Sometimes the AirPods fail to connect at all. Sometimes one of them fails to connect. When a phone call comes in and you place an earbud in your ear, the phone still answers on the internal speaker even though the earbud is connected. When you try to move the audio to the earbud, the option is not even available. Sometimes you hear dropouts and stuttering while listening to music just inches away from the phone. Yes, the software is entirely clumsy. It’s so clumsy, in fact, it’s really something I would have expected to see from Android instead of iOS.
Commitment to Excellence
When Jobs was operating the innovation arm at Apple, the commitment to excellence was palpable. Since Jobs’s has left us, Apple’s commitment to excellence has entirely vanished. Not only are their products no longer being produced with the Jobs level of expected excellence, it’s not even up to a standard level of industry excellence. It’s now what one might expect to get from McDonald’s, not a three star Michelin rated restaurant. Apple, at one point, was effectively a three star Michelin-rated restaurant. Today, Apple is the Wendy’s of the computer world. Wendy’s is better than most and they make a good hamburger, but it is in no way gourmet. This is what Apple has become.
Samsung fares even worse. Samsung has never been known for its commitment to excellence. In fact, for a long time, I’ve been aware that Samsung’s products, while pretty and have great screens, are not at all built to last. They have small parts that wear out quickly and eventually break. Sometimes the units just outright fall apart. For the longest time I steered clear of Samsung products simply because their commitment to excellence was so far below Apple (even at where Apple is today), I simply couldn’t trust Samsung to produce a lasting product.
Recently, Samsung has mostly proven me wrong, at least for the Galaxy S5 and the Galaxy Tab S. This smart phone and tablet have held up amazingly well. The OLED screens still look tantalizingly sharp and crisp. The processors are still fast enough to handle most of what’s being pushed out today… which is still much better than the speed of an iPhone 4S or iPhone 5 released around the same time. Apple’s products simply don’t stand up to the test of time. However, Samsung’s older products have. That’s a testament to the improved build quality of Samsung devices.
However, commitment to excellence is not a commitment to innovation. The two, while related, are not the same. I’d really like to see Apple and Samsung both commit to excellence in innovation instead of creating devices based on gimmicks.
Full Circle
We’ve explored a lot of different aspects of technology within this article. Let’s bring it all home. The point is that innovation, true innovation, is what drives technology forward. Iterative innovation does not. It improves a device slightly, but it waters down the device in the process. You don’t want to water down devices, you want to build new, innovative devices that improve our lives, make our homes better, faster, safer, easier… and make access to information quicker and, overall, help improve our daily lives.
We don’t want to fight with devices to hear our voices over a fan. We don’t want to have to guess the phrase to use with Siri through iterative trial-and-error to make it give us specific information. We don’t want to have to flash the phone in front of our faces several times before FaceID recognizes us. We don’t want to dig through menu, after menu, after menu simply to enable or disable a function. That’s not easy access, that’s complication. Complications belong on smart watches, not on phones.
In short, we need to get back to the KISS design philosophy. We need to declutter, simplify, make devices less obtuse and more straightforward. Lose the menus and give us back quick access to device functions. We need to make buttons bigger, rather than smaller on touch screens. Teeny-tiny buttons have no place on a touch screen. We’ve gone backwards rather than forwards with touch interfaces on tablets and phones… yes, even on iOS devices.
Folding phones are not simple. In fact, they are the opposite of simple. Simple is making phone usability easier, not more tricky. Adding a folding screen adds more complication to the phone, not less. Lose the folding. We need to shorten, simplify and reduce. We need to make mobile devices, once again, Steve Jobs simple.
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How much data does it take to update my PS4 or Xbox One or Switch?
It seems this is a common question regarding the most recent gaming consoles. Let’s explore.
Reasons?
- If the reason you are asking this question is because you’re concerned with data usage on your Internet connection or if your connection is very slow, you’ll find that this answer will likely not satisfy you. However, please keep reading.
- If the reason you are asking this question is because you want to predict the amount of data more precisely, then skip down to the ‘Offline Updates’ section below.
- If the reason you are asking this question is because you’re simply curious, then please keep reading.
Xbox One, PS4 and Switch Update sizes
The PS4, Xbox One and Switch periodically patch and update their console operating systems for maximum performance, to squash bugs and to improve features. However, this process is unpredictable and can cause folks who are on metered Internet connections no end of frustration.
How much data will it need to update?
There is no way to know … let’s pause to soak this in …
How much data is needed is entirely dependent on how recently you’ve upgraded your console. For example, if you’ve kept your console up to date all along the way, the next update will only be sized whatever the newest update is. With that said, there’s no way to gauge even that size in advance. Not Microsoft, not Sony and not Nintendo publish their update sizes in advance. They are the size they are. If it fixes only a small set of things, it could be 50-100 megabytes. If it’s a full blown point release (5.0 to 5.1), it could be several gigabytes in size. If it’s a smaller release, it could be 1GB.
If your console is way out of date (i.e., if you last turned it on 6 months ago), your console will have some catching up to do. This means that your update may be larger than someone who updates their console every new update. This means that if the base update is 1GB, you might have another 1GB of catch up before the newest update can be applied. This catch-up update system applies primarily to the Xbox One and not to the PS4 or Switch.
Xbox One vs PS4 vs Switch Update Conventions
Sony and Nintendo both choose a bit more of an one-size-fits-all update process when compared to Microsoft. Because of this, we’ll discuss the Xbox One first. Since the Xbox One is based, in part, on Windows 10, it follows the same update conventions as Windows 10. However, because the Xbox One also uses other embedded OSes to drive other parts of the console, those pieces may also require separate updates of varying sizes. This means that for the Xbox One to update, it has a process that scans the system for currently installed software versions, then proceeds to download everything needed to bring all of those components up to date.
Sony and Nintendo, on the other hand, don’t seem to follow this same convention. Instead, the Switch and PS4 typically offer only point-release updates. This means that everyone gets the same update at the same time in one big package. In this way, it’s more like an iPhone update.
For full point-release updates, the Xbox One also works this same way. For interim updates, it all depends on what Microsoft chooses to send out compared to what’s already on your Xbox One. This means that the Xbox One can update more frequently than the PS4 by keeping underlying individual components updated more frequently if they so choose. This is why the Xbox One can offer weekly updates where the PS4 and the Switch typically offer only quarterly or, at least, much less frequent updates.
Size of Updates
If you want to know the size of a specific update, you have to begin the update process. This works the same on the PS4, the Xbox One or the Switch. This means you have to kick off the update. Once you do this, the download progress bar will show you the size of the download. This is the only way to know how big the update is directly on the console.
However, both the PS4 and the Xbox One allow you to download your updates manually via a web browser (PC or Mac). You can then format a memory stick, copy the files to USB and restart the console in a specific way to apply the updates. This manual process still requires you to download the updates in full and, thus, uses the same bandwidth as performing this action on the console. This process requires you to also have a sufficiently sized and properly formatted USB memory stick. For updating the PS4, the memory stick must be formatted exFAT or FAT32. For updating the Xbox One, it must be formatted NTFS. The Nintendo Switch doesn’t provide offline updates.
Cancelling Updates in Progress
The Xbox One allows you to cancel the current system update in progress by unplugging the lan and/or disconnecting WiFi. Then turning off the console. When the console starts up without networking, you can continue to play games on your console, but you will not be able to use Xbox Live because of the lack of networking.
Once you plug the network back in, the system will again attempt to update. Or, you can perform an offline update with the Xbox One console offline. See Offline Updates just below.
You can also stop the PS4 download process by going to Notifications, selecting the download, press the X button and select ‘Cancel and Delete’ or ‘Pause’. Note, this feature is available on 5.x or newer PS4 version. If your PS4 version is super old, you may not have this option in the Notifications area. You will also need to go into settings (Xbox One or PS4) and disable automatic updates otherwise it could download these without you seeing it.
How to disable automatic updates:
- PS4: How to set up auto-update downloads on your PS4
- Xbox One: How to enable/disable auto updates
- Nintendo Switch: How to enable/disable automatic software downloads*
With that said, you cannot stop system updates on the Nintendo Switch once they have begun. Nintendo’s downloads are usually relatively small anyway. Trying to catch them in progress and stop them may be near impossible. It’s easier to follow the guides above and prevent them from auto-downloading.
Also note, any of the consoles may still warn you that an update is available and prompt you to update your console even if you have disabled automatic software downloads.
*This setting on the Nintendo Switch may exclude firmware updates, your mileage may vary.
Offline Updates
The Xbox One allows you to update your system offline using a Windows PC. This type of update is not easily possible with a Mac. Mac computers don’t natively support formatting or reading NTFS properly, but there are tools you can use (Tuxera NTFS for Mac).
To use the Offline System Update, you’ll need:
- A Windows-based PC with an Internet connection and a USB port.
- A USB flash drive with a minimum 4 GB of space formatted as NTFS.
Most USB flash drives come formatted as FAT32 and will have to be reformatted to NTFS. Note that formatting a USB flash drive for this procedure will erase all files on it. Back up or transfer any files on your flash drive before you format the drive. For information about how to format a USB flash drive to NTFS using a PC, see How to format a flash drive to NTFS on Windows.
- Plug your USB flash drive into a USB port on your computer.
- Open the Offline System Update file OSU1.
- Click Save to save the console update .zip file to your computer.
- Unzip the file by right-clicking on the file and selecting Extract all from the pop-up menu.
- Copy the $SystemUpdate file from the .zip file to your flash drive.
Note The files should be copied to the root directory, and there shouldn’t be any other files on the flash drive.- Unplug the USB flash drive from your computer.
You can also update your PS4 console offline using Sony’s system updates. Here’s the procedure for PS4 offline updates. Note, the USB memory stick must be formatted either exFAT or FAT32. The PS4 doesn’t support any other types of stick formats. This means, if you buy a USB stick intended to be used on Windows, you will need to reformat it properly before you can use it on the PS4.
Update using a computer
For the standard update procedure, follow the steps below.
The following things are needed to perform the update:
- PlayStation®4 system
- Computer connected to the Internet
- USB storage device, such as a USB* flash drive
- There must be approximately 460 MB of free space.
- On the USB storage device, create folders for saving the update file. Using a computer, create a folder named “PS4”. Inside that folder, create another folder named “UPDATE”.
- Download the update file, and save it in the “UPDATE” folder you created in step 1. Save the file with the file name “PS4UPDATE.PUP”.
Click to start the download.
- Connect the USB storage device to your PS4™ system, and then from the function screen, select
(Settings) > [System Software Update].
Follow the on-screen instructions to complete the update.- If your PS4™ system does not recognize the update file, check that the folder names and file name are correct. Enter the folder names and file name in single-byte characters using uppercase letters.
Nintendo Switch Updates
Nintendo doesn’t offer offline updates at all. The Nintendo Switch only supports Internet updates. There is currently no way to download or update your Switch via USB stick or SD card. The Nintendo Switch is the newest of the consoles, so it’s possible that Nintendo could offer an offline update mechanism some time in the future. However, knowing Nintendo, don’t hold you breath for this feature.
Offline Updates are Point Release Only
These offline update processes apply point-release updates only and not interim updates. Interim updates must still be applied directly from the console. Interim updates scan your system, find what’s needed, then download the patches. This can only be performed on the console. This means you could find that after installing a point release, the Xbox One may still require an additional update or two.
Updates and Internet Connectivity
Game consoles require updates to keep them current. The primary reason for most updates is to keep yours and your friend’s games in sync when playing multiplayer games. This prevents you from having a network edge over another player. When all game consoles are running the same version, all multiplayer activities are on the same playing field.
For this reason, Xbox Live and the PlayStation Network (PSN) require all users to update to use networking features. If you declined or postpone any updates, both the Xbox One and the PS4 will deny you access to networking features. You must update both the console and the games to continue using networking.
If you don’t intend to use the network features such as multiplayer or leader boards, then you don’t need to worry about this. However, if you’re not using the networking features, then there’s no reason to buy Xbox Live or PSN. So far, Nintendo doesn’t yet offer a network capable of multiplayer gaming like Xbox Live or PSN, but as soon as they do I’m quite sure they will enforce the same requirements.
Pushing off Updates
While you can postpone updates to your console, it’s not always the best idea. I get that some people are on metered networking connections and can’t afford to download 20GB sized updates. But, at the same time, this is how consoles work. If you’re looking for a console that supports offline updates, then you’ll want to look at the PS4 or the Xbox One. You might want to skip the Switch if this is a show stopper for you.
As we move into the future, these consoles will continue to assume more and more connectivity is always available. Don’t be surprised to find that both the Xbox One and PS4 discontinue their offline update feature at some point in the future.
Though, Sony will still need to provide a way to install the operating system when a hard drive is replaced. However, that won’t help you with updating your console offline.
If you have a reason to want to know your download sizes more precisely, other than what I mention above, please leave a comment below and let me know.
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CanDo: An Amiga Programming Language
At one point in time, I owned a Commodore Amiga. This was back when I was in college. I first owned an Amiga 500, then later an Amiga 3000. I loved spending my time learning new things about the Amiga and I was particularly interested in programming it. While in college, I came across a programming language by the name of CanDo. Let’s explore.
HyperCard
Around the time that CanDo came to exist on the Amiga, Apple had already introduced HyperCard on the Mac. It was a ‘card’ based programming language. What that means is that each screen (i.e., card) had a set of objects such has fields for entering data, placement of visual images or animations, buttons and whatever other things you could jam onto that card. Behind each element on the card, you could attach written programming functions() and conditionals (if-then-else, do…while, etc). For example, if you had an animation on the screen, you could add a play button. If you click the play button, a function would be called to run the animation just above the button. You could even add buttons like pause, slow motion, fast forward and so on.
CanDo was an interpreted object oriented language written by a small software company named Inovatronics out of Dallas. I want to say it was released around 1989. Don’t let the fact that it was an interpreted language fool you. CanDo was fast for an interpreted language (by comparison, I’d say it was proportionally faster than the first version of Java), even on the then 68000 CPU series. The CanDo creators took the HyperCard idea, expanded it and created their own version on the Amiga. While it supported very similar ideas to HyperCard, it certainly wasn’t identical. In fact, it was a whole lot more powerful than HyperCard ever dreamed of being. HyperCard was a small infant next to this product. My programmer friend and I would yet come to find exactly how powerful the CanDo language could be.
CanDo
Amiga owners only saw what INOVATronics wanted them to see in this product. A simplistic and easy to use user interface consisting of a ‘deck’ (i.e, deck of cards) concept where you could add buttons or fields or images or sounds or animation to one of the cards in that deck. They were trying to keep this product as easy to use as possible. It was, for all intents and purposes, a drag-and-drop programming language, but closely resembled HyperCard in functionality, not language syntax. For the most part, you didn’t need to write a stitch of code to make most things work. It was all just there. You pull a button over and a bunch of pre-programmed functions could be placed onto the button and attached to other objects already on the screen. As a language, it was about as simple as you could make it. I commend the INOVATronics guys on the user-friendly aspect of this system. This was, hands down, one of the easiest visual programming languages to learn on the Amiga. They nailed that part of this software on the head.
However, if you wanted to write complex code, you most certainly could do this as well. The underlying language was completely full featured and easy to write. The syntax checker was amazing and would help you fix just about any problem in your code. The language had a full set of typical conditional constructs including for loops, if…then…else, do…while, while…until and even do…while…until (very unusual to see this one). It was a fully stocked mostly free form programming language, not unlike C, but easier. If you’re interested in reading the manual for CanDo, it is now located at this end of this section below.
As an object oriented language, internal functions were literally attached to objects (usually screen elements). For example, a button. The button would then have a string of code or functions that drove its internal functionality. You could even dip into that element’s functions to get data out (from the outside). Like most OO languages, the object itself is opaque. You can’t see its functions names or use them directly, only that object that owns that code can. However, you could ask the object to use one of its function and return data back to you. Of course, you had to know that function existed. In fact, this would be the first time I would be introduced to the concept of object oriented programming in this way. There was no such thing as free floating code in this language. All code had to exist as an attachment to some kind of object. For example, it was directly attached to the deck itself, to one of the cards in the deck, to an element on one of the cards or to an action associated with that object (mouse, joystick button or movement, etc).
CanDo also supported RPC calls. This was incredibly important for communication between two separately running CanDo deck windows. If you had one deck window with player controls and another window that had a video you wanted to play, you could send a message from one window to another to perform an action in that window, like play, pause, etc. There were many reasons to need many windows open each communicating with each other.
The INOVATronics guys really took programming the Amiga to a whole new level… way beyond anything in HyperCard. It was so powerful, in fact, there was virtually nothing stock on the Amiga it couldn’t control. Unfortunately, it did have one downside. It didn’t have the ability to import system shared libraries on AmigaDOS. If you installed a new database engine on your Amiga with its own shared function library, there was no way to access those functions in CanDo by linking it in. This was probably CanDo’s single biggest flaw. It was not OS extensible. However, for what CanDo was designed to do and the amount of control that was built into it by default, it was an amazing product.
I’d also like to mention that TCP/IP was just coming into existence with modems on the Amiga. I don’t recall how much CanDo supported network sockets or network programming. It did support com port communication, but I can’t recall if it supported TCP/IP programming. I have no doubt that had INOVATronics stayed in business and CanDo progressed beyond its few short years in existence, TCP/IP support would have been added.
CanDo also supported Amiga Rexx (ARexx) to add additional functionality to CanDO which would offer additional features that CanDo didn’t support directly. Though, ARexx worked, it wasn’t as convenient as having a feature supported directly by CanDo.
Here are the CanDo manuals if you’re interested in checking out more about it:
- Original CanDo Manual
- Searchable CanDo Manual
- Original CanDo ProPak Manual
- Searchable CanDo ProPak Manual
Here’s a snippet from the CanDo main manual:
CanDo is a revolutionary, Amiga specific, interactive software authoring system. Its unique purpose is to let you create real Amiga software without any programming experience. CanDo is extremely friendly to you and your Amiga. Its elegant design lets you take advantage of the Amiga’s sophisticated operating system without any technical knowledge. CanDo makes it easy to use the things that other programs generate – pictures, sounds, animations, and text files. In a minimal amount of time, you can make programs that are specially suited to your needs. Equipped with CanDo, a paint program, a sound digitizer, and a little bit of imagination, you can produce standalone applications that rival commercial quality software. These applications may be given to friends or sold for profit without the need for licenses or fees.
As you can see from this snippet, INOVATronics thought of it as an ‘Authoring System’ not as a language. CanDo itself might have been, but the underlying language was most definitely a programming language.
CanDo Player
The way CanDo worked its creation process was that you would create your CanDo deck and program it in the deck creator. Once your deck was completed, you only needed the CanDo player to run your deck. The player ran with much less memory than the entire CanDo editor system. The player was also freely redistributable. However, you could run your decks from the CanDo editor if you preferred. The CanDo Player could also be appended to the deck to become a pseudo-executable that allowed you to distribute your executable software to other people. Also, anything you created in CanDo was fully redistributable without any strings to CanDo. You couldn’t distribute CanDo, but you could distribute anything you created in it.
The save files for decks were simple byte compiled packages. Instead of having to store humanly readable words and phrases, each language keyword had a corresponding byte code. This made storing decks much smaller than keeping all of the human readable code there. It also made it a lot more tricky to read this code if you opened the deck up in a text editor. It wasn’t totally secure, but it was better than having your code out there for all to see when you distributed a deck. You would actually have to own CanDo to decompile the code back into a humanly readable format… which was entirely possible.
The CanDo language was way too young to support more advanced code security features, like password encryption before executing the deck, even though PGP was a thing at that time. INOVATronics had more to worry about than securing your created deck’s code from prying eyes, though they did improve this as they upgraded versions. I also think the INOVATronics team was just a little naïve about how easily it would be to crack open CanDo, let alone user decks.
TurboEditor — The product that never was
A programmer friend who was working towards his CompSci masters owned an Amiga, and also owned CanDo. In fact, he introduced me to it. He had been poking around with CanDo and found that it supported three very interesting functions. It had the ability to decompile its own code into humanly readable format to allow modification, syntactically check the changes and recompile it, all while still running. Yes, you read that right. It supported on-the-fly code modification. Remember this, it’s important.
Enter TurboEditor. Because of this one simple little thing (not so little actually) that my friend found, we were able to decompile the entire CanDo program and figure out how it worked. Remember that important thing? Yes, that’s right, CanDo is actually written in itself and it could actually modify pieces that are currently executing. Let me clarify this just a little. One card could modify another card, then pull that card into focus. The actual card wasn’t currently executing, but the deck was. In fact, we came to find that CanDo was merely a facade. We also found that there was a very powerful object oriented, fully reentrant, self-modifying, programming language under that facade of a UI. In fact, this is how CanDo’s UI worked. Internally, it could take an element, decompile it, modify it and then recompile it right away and make it go live, immediately adding the updated functionality to a button or slider.
While CanDo could modify itself, it never did this. Instead, it utilized a parent-child relationship. It always created a child sandbox for user-created decks. This sandbox area is where the user built new CanDo Decks. Using this sandbox approach, this is how CanDo built and displayed a preview of your deck’s window. The sandbox would then be saved to a deck file and then executed as necessary. In fact, it would be one of these sandbox areas that we would use to build TurboEditor, in TurboEditor.
Anyway, together, we took this find one step further and created an alternative CanDo editor that we called TurboEditor, so named because you could get into it and edit your buttons and functions much, much faster than CanDo’s somewhat sluggish and clunky UI. In fact, we took a demo of our product to INOVATronics’s Dallas office and pitched the idea of this new editor to them. Let’s just say, that team was lukewarm and not very receptive to the idea initially. While they were somewhat impressed with our tenacity in unraveling CanDo to the core, they were also a bit dismayed and a little perturbed by it. Though, they warmed to the idea a little. Still, we pressed on hoping we could talk them into the idea of releasing TurboEditor as an alternative script editor… as an adjunct to CanDo.
Underlying Language
After meeting with and having several discussions with the INOVATronics team, we found that the underlying language actually has a different name. The underlying language name was AV1. Even then, everyone called it by ‘CanDo’ over that name. Suffice it to say that I was deeply disappointed that INOVATronics never released the underlying fully opaque, object oriented, reentrant, self-modifying on-the-fly AV1 language or its spec. If they had, it would have easily become the go-to deep programming language of choice for the Amiga. Most people at the time had been using C if they wanted to dive deep. However, INOVATronics had a product poised to take over for Amiga’s C in nearly every way (except for the shared library thing which could have been resolved).
I asked the product manager while at the INOVATronics headquarters about releasing the underlying language and he specifically said they had no plans to release it in that way. I always felt that was shortsighted. In hindsight for them, it probably was. If they had released it, it could have easily become CanDo Pro and they could sold it for twice or more the price. They just didn’t want to get into that business for some reason.
I also spoke with several other folks while I was at INOVATronics. One of them was the programmer who actually built much of CanDo (or, I should say, the underlying language). He told me that the key pieces of CanDo he built in assembly (the compiler portions) and the rest was built with just enough C to bootstrap the language into existence. The C was also needed to link in the necessary Amiga shared library functions to control audio, animation, graphics and so on. This new language was very clever and very useful for at least building CanDo itself.
It has been confirmed by Jim O’Flaherty, Jr. (formerly Technical Support for INOVATronics) via a comment that the underlying language name was, in fact, AV1. This AV portion meaning audio visual. This new, at the time, underlying object oriented Amiga programming language was an entirely newly built language and was designed specifically to control the Amiga computer.
Demise of INOVAtronics
After we got what seemed like a promising response from the INOVATronics team, we left their offices. We weren’t sure it would work out, but we kept hoping we would be able to bring TurboEditor to the market through INOVATronics.
Unfortunately, our hopes dwindled. As weeks turned into months waiting for the go ahead for TurboEditor, we decided it wasn’t going to happen. We did call them periodically to get updates, but nothing came of that. We eventually gave up, but not because we didn’t want to release TurboEditor, but because INOVATronics was apparently having troubles staying afloat. Apparently, their CanDo flagship product at the time wasn’t able to keep the lights on for the company. In fact, they were probably floundering when we visited them. I will also say their offices were a little bit of a dive. They weren’t in the best area of Dallas and in an older office building. The office was clean enough, but the office space just seemed a little bit well worn.
Within a year of meeting the INOVATronics guys, the entire company folded. No more CanDo. It was also a huge missed opportunity for me in more ways than one. I could have gone down to INOVATronics, at the time, and bought the rights to the software on a fire sale and resurrected it as TurboEditor (or the underlying language). Hindsight is 20/20.
We probably could have gone ahead and released TurboEditor after the demise of INOVATronics, but we had no way to support the CanDo product without having their code. We would have had to buy the rights to the software code for that.
So, there you have it. My quick history of CanDo on the Amiga.
If you were one of the programmers who happened to work on the CanDo project at INOVATronics, please leave a comment below with any information you may have. I’d like to expand this article with any information you’re willing to provide about the history of CanDo, this fascinating and lesser known Amiga programming language.
App-casting vs Screen Casting vs Streaming
A lot of people seem to be confused by these three types of broadcasting software, including using AppleTV and Chromecast for this. I’m here to help clear that up. Let’s explore.
Streaming and Buffering
What exactly is streaming? Streaming is when software takes content (music file, movie file, etc) and sends it out in small chunks from the beginning to the end of the file over a network. While streaming, there is a placeholder point in time entry point to begin watching. In other words, when you join a streaming feed, you’re watching that feed live. If you join 20 minutes in, you’ll miss the first 20 minutes that has already played. The placeholder point is the point in time that’s currently being played from the media.
What about broadcasting? Is it the same? Yes, it is a form of streaming that is used during app-casting and screen casting. So, if you join a live screen casting feed, you won’t get to see what has been in the past, you only get to see the point forward from when you joined the stream already in progress.
Streaming also uses buffering to support its actions. That means that during the streaming process, the application buffers up a bunch of content into memory (the fastest type of storage possible) so that it can grab the next chunk rapidly and send it to the streaming service for smooth continuous playback. Buffering is used to avoid access to slow devices like hard drives and other storage devices which may impair smooth playback. Because of buffering, there may be a delay in what your screen shows versus what the person watching sees.
Streaming encodes the content to a streaming format at broadcast time. It is also decoded by the client at the during streaming. Therefore, the endpoint client viewer may choose to reduce the resolution of the content to improve streaming performance. For this reason, this is why if you’re watching Netflix or Amazon, the resolution may drop to less than HD. However, if you’re watching content across a local network at home, this should never be a problem (unless your network or WiFi is just really crappy).
Note, I will use the word stream and cast interchangeably to mean the same thing within this article.
Screen Casting (i.e., Screen Mirroring)
Screen casting is broadcasting the screen of your device itself. For example, if you want to broadcast the screen of your MacBook or your Android tablet, it will broadcast at whatever resolution your screen is currently running. If your resolution is 1920×1080, then it will stream your screen at HD resolution. If your screen’s resolution is less than this, it will stream the content at less than HD. If your screen resolution is more than this, it will stream at that resolution. Though, with some streaming software, you can set a top end resolution and encoder to prevent sending out too much data.
Because screen casting or mirroring only casts in the resolution of your screen, this is not optimal for streaming movies (unless your movie is 1080p and matches your screen’s resolution). If your screen runs at a lower resolution than the content, it is not optimal for watching moves. If you want to watch UltraHD movies, this is also not possible in most cases (unless your PC has an extremely advanced graphics card).
For many mobile devices and because screen resolutions vary, it’s likely your screen resolution is far less than the content you want to watch. For this reason, app developers have created App-casting.
App-casting
What exactly is app-casting? App-casting distances itself from the screen resolution by streaming the content at the content’s resolution. App-casting is when you use AppleTV or Chromecast to stream content from an app-cast enabled application on your computer or mobile device. Because the content dictates the resolution, there are no pesky screen resolution problems to get in the way. This means content streamed through applications can present their content at full native resolutions.
For Netflix, ABC TV, NBC TV, Hulu and Amazon, this means you’ll be watching those movies and TV shows in glorious full 1080p resolution (or whatever the app-casting receiver supports and also based on the content). For example today, AppleTV and Chromecast only support up to HD resolution (i.e., 1080p). In the future, we may see UltraHD versions of AppleTV and Chromecast become available. However, for now, we’re limited to HD with these devices.
Though, once an UltraHD version of AppleTV and Chromecast arrive, it also means that streaming to these devices means heftier bandwidth requirements. So, your home network might be fine for 1080p content casting, UltraHD content streaming may not run quite as well without better bandwidth. To stream UltraHD 4k content, you may have to upgrade your wireless network.
Note that Google has recently announced an UltraHD 4k Chromecast will be available in November 2016.
Chromecast and AppleTV
These are the two leading app-streaming devices on the market. AppleTV supports iOS app streaming and Chromecast supports Android OS streaming. While these are commonly used and sold for this purpose, they are by no means the only software or hardware solutions on the market.
For example, DLNA / UPnP is common for streaming to TVs, Xbox One and PS4. This type of streaming can be found in apps available on both iOS and Android (as well as MacOS, Linux and Windows). When streaming content from a DLNA compatible app, you don’t need to have a special receiver like AppleTV or Chromecast. Many smart TVs today support DLNA streaming right out of the box. To use DLNA, your media device needs to present a list of items available. After selection, DLNA will begin streaming to your TV or other device that supports DLNA. For example, Vizio TVs offer a Multimedia app from the Via menu to start DLNA search for media servers.
Note that you do not have to buy an AppleTV or Chromecast to stream your tablet, desktop or other device. There are free and paid DLNA, Twitch and YouTube streaming apps. You can stream both your display and possibly even your apps using third party apps. You’ll need to search for DLNA streaming app in whichever app store is associated with your device.
DLNA stands for Digital Living Network Alliance. It is an organization that advocates for content streaming around the home.
App-casting compatibility
To cast from an application on any specific operating system to devices like Chromecast or AppleTV, the app must support this remote display protocol. Not all apps support it, though Apple and Google built apps do. Third party applications must build their software to support these external displays. If the app doesn’t support it, you won’t see the necessary icon to begin streaming.
For example, to stream on iOS, a specific icon appears to let you know that an Apple TV is available. For Android, a similar icon also appears if a Chromecast is available. If you don’t see the streaming icon on your application, it means that your application does not support streaming to a remote display. You will need to ask the developer of that software to support it.
There are also third party casting apps that support streaming video data to remote displays or remote services like Twitch or YouTube. You don’t necessarily need to buy an AppleTV or Chromecast to stream your display.
Third Party Streaming Apps
For computers or mobile devices, there are a number of streaming apps available. Some require special setups, some support Twitch or YouTube and others support DLNA / UPnP. If you’re looking to stream content to the Internet, then you’ll want to pick one up that supports Twitch or YouTube. If you’re wanting to stream your data just to your local network, you’ll want to find one that supports DLNA.
You’ll just need to search through the appropriate app store to find the software you need. Just search for DLNA streaming and you’ll find a number apps that support this protocol. Note that apps that don’t require the use of Chromecast or AppleTV may tend to be less robust at streaming. This means they may crash or otherwise not work as expected. Using AppleTV or Chromecast may be your best alternative if you need to rely on having perfect streaming for a project or presentation.
Basically, for stability and usability, I recommend using an AppleTV or Chromecast. But, there are other software products that may work.
iPhone Risk: Your Employer and Personal Devices
So, you go to work every day with your iPhone, Android phone or even an iPod. You bring it with you because you like having the convenience of people being able to reach you or because you listen to music. Let’s get started so you can understand your risks.
Employment Agreements
We all know these agreements. We typically sign one whenever we start a new job. Employers want to make sure that each employee remains responsible all during employment and some even require that employee to remain responsible even after leaving the company for a specified (or sometimes unspecified) period of time. That is, these agreements make you, as an employee, personally responsible for not sharing things that shouldn’t be shared. Did you realize that many of these agreements extend to anything on your person and can include your iPhone, iPod, Android Phone, Blackberry or any other personal electronic device that you carry onto the property? Thus, the Employment Agreement may allow your employer to seize these devices to determine if they contain any data they shouldn’t contain.
You should always take the time to read these agreements carefully and thoroughly. If you don’t or can’t decipher the legalese, you should take it to an attorney and pay the fee for them to review it before signing it. You might be signing away too many of your own personal rights including anything you may be carrying on your person.
Your Personal Phone versus Your Employer
We carry our personal devices to our offices each and every day without really thinking about the consequences. The danger, though, is that many employers now allow you to load up personal email on your own personal iDevices. Doing this can especially leave your device at risk of legal seizure or forfeiture under certain conditions. So, always read Employment Agreements carefully. Better, if your employer requires you to be available remotely, they should supply you with all of the devices you need to support that remote access. If that support means you need to be available by phone or text messaging, then they should supply you with a device that supports these requirements.
Cheap Employers and Expensive Devices
As anyone who has bought an iPhone or an Android phone can attest, these devices are not cheap. Because many people are buying these for their own personal use, employers have become jaded by this and leech into this freebie and allow employees to use their own devices for corporate communication purposes. This is called a subsidy. You are paying your cell phone bill and giving part of that usage to your employer, unless your employer is reimbursing you part or all of your plan rate. If you are paying your own bill without reimbursement, but using the device to connect to your company’s network or to corporate email, your device is likely at high risk should there be a legal need to investigate the company for any wrong doing. This could leave your device at risk of being pulled from your grasp, potentially forever.
If you let the company reimburse part or all of your phone bill, especially on a post-paid plan, the company could seize your phone on termination as company property. The reason, post-paid plans pay for the cost of the phone as part of your bill. If the company reimburses more than 50% of the phone cost as part of your bill, they could legally own the phone at the end of your employment. If the company doesn’t reimburse your plan, your employer could still seize your device if you put corporate communication on your phone because it then contains company property.
What should I do?
If the company requires that you work remotely or have access to company communication after hours, they need to provide you with a device that supports this access. If they are unwilling to provide you with a device, you should decline to use your personal device for that purpose. At least, you should decline unless the employment agreement specifically states that they can’t seize your personal electronics. Although, most employers likely won’t put a provision in that explicitly forbids them from taking your device. Once you bring your device on the property, your employer can claim that your device contains company property and seize it anyway. Note that even leaving it in your car could be enough if the company WiFi reaches your car in its parking space.
Buy a dumb phone and use that at work. By this I mean, buy a phone that doesn’t support WiFi, doesn’t support a data plan, doesn’t support email, doesn’t support bluetooth and that doesn’t support any storage that can be removed. If your phone is a dumb phone, it cannot be claimed that it could contain any company file data. If it doesn’t support WiFi, it can’t be listening in on company secrets. This dumb phone basically requires your company to buy you a smart phone if they need you to have remote access to email and always on Internet. It also prevents them from leeching off your personal iPhone plan.
That doesn’t mean you can’t have an iPhone, but you should leave it at home during work days. Bring your dumb phone to work. People can still call and text you, but the phone cannot be used as a storage vehicle for company secrets (unless you start entering corporate contacts into the phone book). You should avoid entering any company contact information in your personal phone’s address book. Even this information could be construed as confidential data and could be enough to have even your dumb phone seized.
If they do decide to seize your dumb phone, you’ve only lost a small amount of money in the phone and it’s simple to replace the SIM card in most devices. So, you can probably pick up a replacement phone and get it working the same day for under $100 (many times under $30).
Request to Strike Language from the Employment Agreement
Reading through your Employment Agreement can make or break the deal of whether or not you decide to hire on. Some Employment Agreements are way overreaching in their goals. Depending on how the management reacts to your request to strike language from the Employment Agreement may tell you the kind of company you are considering. In some cases, I’ve personally had language struck from the agreement and replaced with an addendum to which we both agreed and signed. In another case, I walked away from the position because both the hiring and HR managers refused to alter the Employment Agreement containing overreaching language. Depending on how badly they want to fill the position, you may or may not have bargaining power here. However, if it’s important to you, you should always ask. If they decline to amend the agreement, then you have to decide whether or not the position is important enough to justify signing the Agreement with that language still in place.
But, I like my iPhone/iPad/iPod too much
Then, you take your chances with your employer. Only you can judge your employer for their intent (and by reading your employment agreement). When it comes down to brass tacks, your employer will do what’s right for the company, not for you. The bigger the company gets, the more likely they are to take your phone and not care about you or the situation. If you work in a 1000+ employee company, your phone seizure risk greatly increases. This is especially true if you work in any position where you have may access to extremely sensitive company data.
If you really like your device, then you should protect it by leaving it someplace away from the office (and not in your car parked on company property). This will ensure they cannot seize it from you when you’re on company property. However, it won’t stop them from visiting your home and confiscating it from you there.
On the other hand, unlike the dumb phone example above, if they size your iPhone, you’re looking at a $200-500 expense to replace the phone plus the SIM card and possibly other expenses. If you have synced your iPhone with your computer at home and data resides there, that could leave your home computer at risk of seizure, especially if the Federal Government is involved. Also, because iCloud now stores backups of your iDevices, they could petition the court to seize your Apple ID from Apple to gain access to your iDevice backups.
For company issued iPhones, create a brand new Apple ID using your company email address. Have your company issued phone create its backups in your company created Apple ID. If they seize this Apple ID, there is no loss to you. You should always, whenever possible create separate IDs for company issued devices and for your personal devices. Never overlap this personal and company login IDs matter how tempting it may be. This includes doing such things as linking in your personal Facebook, Google, LinkedIn, Yahoo or any other personal site accounts to your corporate issued iPhone or Apps. If you take any personal photographs using your company phone, you should make sure to get them off of the phone quickly. Better, don’t take personal pictures with your company phone. If you must sync your iPhone with a computer, make sure it is only a company computer. Never sync your company issued iPhone or iPad with your personally owned computer. Only sync your device with a company issued computer.
Personal Device Liabilities
Even if during an investigation nothing is turned up on your device related to the company’s investigation, if they find anything incriminating on your device (i.e., child porn, piracy or any other illegal things), you will be held liable for those things they find as a separate case. If something is turned up on your personal device related to the company’s investigation, it could be permanently seized and never returned. So, you should be aware that if you carry any device onto your company’s premises, your device can become the company’s property.
Caution is Always Wise
With the use of smart phones comes unknown liabilities when used at your place of employment. You should always treat your employer and place of business as a professional relationship. Never feel that you are ‘safe’ because you know everyone there. That doesn’t matter when legal investigations begin. If a court wants to find out everything about a situation, that could include seizing anything they feel is relevant to the investigation. That could include your phone, your home computer, your accounts or anything else that may be relevant. Your Employment Agreement may also allow your employer to seize things that they need if they feel you have violated the terms of your employment. Your employer can also petition the court to require you to relinquish your devices to the court.
Now, that doesn’t mean you won’t get your devices, computers or accounts back. But, it could take months if the investigation drags on and on. To protect your belongings from this situation, here are some …
Tips
- Read your Employment Agreement carefully
- Ask to strike language from Agreements that you don’t agree with
- Make sure agreements with companies eventually expire after you leave the company
- NDAs should expire after 5-10 years after termination
- Non-compete agreements should expire 1 year after termination
- Bring devices to the office that you are willing to lose
- Use cheap dumb phones (lessens your liability)
- Leave memory sticks and other memory devices at home
- Don’t use personal devices for company communication (i.e., email or texting)
- Don’t let the company pay for your personal device bills (especially post-paid cell plans)
- Prepaid plans are your friend at your office
- Require your employer to supply and pay for iDevices to support your job function
- Turn WiFi off on all personal devices and never connect them to corporate networks
- Don’t connect personal phones to corporate email systems
- Don’t text any co-workers about company business on personal devices
- Ask Employees to refrain from texting your personal phone
- Use a cheap mp3 player without WiFi or internet features when at the office
- Turn your personal cell phone off when at work, if at all possible
- Step outside the office building to make personal calls
- Don’t use your personal Apple ID when setting up your corporate issued iPhone
- Create a new separate Apple ID for corporate issued iPhones
- Don’t link iPhone or Android apps to personal accounts (LinkedIn, Facebook, etc)
- Don’t take personal photos with a company issued phone
- Don’t sync company issued phones with your personally owned computer
- Don’t sync personal phones with company owned computers
- Replace your device after leaving employment of a company
Nothing can prevent your device from being confiscated under all conditions. But, you can help reduce this outcome by following these tips and by segregating your personal devices and accounts from your work devices and work accounts. Keeping your personal devices away from your company’s property is the only real way to help prevent it from being seized. But, the company could still seize it believing that it may contain something about the company simply because you were or are an employee. Using a dumb prepaid phone is probably the only way to ensure that on seizure, you can get a phone set up and your service back quickly and with the least expense involved. I should also point out that having your phone seized does not count as being stolen, so your insurance won’t pay to replace your phone for this event.
Windows 8 PC: No Linux?
According to the rumor mill, Windows 8 PC systems will come shipped with a new BIOS replacement using UEFI (the extension of the EFI standard). This new replacement boot system apparently comes shipped with a secured booting system that, some say, will be locked to Windows 8 alone. On the other hand, the Linux distributions are not entirely sure how the secure boot systems will be implemented. Are Linux distributions being prematurely alarmist? Let’s explore.
What does this mean?
For Windows 8 users, probably not much. Purchasing a new PC will be business as usual. For Microsoft, and assuming UEFI secure boot cannot be disabled or reset, it means you can’t load another operating system on the hardware. Think of locked and closed phones and you’ll get the idea. For Linux, that would mean the end of Linux on PCs (at least, not unless Linux distributions jump thorough some secure booting hoops). Ok, so that’s the grim view of this. However, for Linux users, there will likely be other options. That is, buying a PC that isn’t locked. Or, alternatively, resetting the PC back to its factory default state of being unlocked (which the UEFI should support).
On the other hand, dual booting may no longer be an option with secure boot enabled. That means, it may not be possible to install both Windows and Linux onto the system and choose to boot one or the other at boot time. On other other hand, we do not know if Windows 8 requires UEFI secure boot to boot or whether it can be disabled. So far it appears to be required, but if you buy a boxed retail edition of Windows 8 (which is not yet available), it may be possible to disable secure boot. It may be that some of the released to manufacturing (OEM) editions require secure boot. Some editions may not.
PC Manufacturers and Windows 8
The real question here, though, is what’s driving UEFI secure booting? Is it Windows? Is it the PC manufacturers? Is it a consortium? I’m not exactly sure. Whatever the impetus is to move in this direction may lead Microsoft back down the antitrust path once again. Excluding all other operating systems from PC hardware is a dangerous precedent as this has not been attempted on this hardware before. Yes, with phones, iPads and other ‘closed’ devices, we accept this. On PC hardware, we have not accepted this ‘closed’ nature because it has never been closed. So, this is a dangerous game Microsoft is playing, once again.
Microsoft anti-trust suit renewed?
Microsoft should tread on this ground carefully. Asking PC manufacturers to lock PCs to exclusively Windows 8 use is a lawsuit waiting to happen. It’s just a matter of time before yet another class action lawsuit begins and, ultimately, turns into a DOJ antitrust suit. You would think that Microsoft would have learned its lesson by its previous behaviors in the PC marketplace. There is no reason that Windows needs to lock down the hardware in this way.
If every PC manufacturer begins producing PCs that preclude the loading of Linux or other UNIX distributions, this treads entirely too close to antitrust territory for Microsoft yet again. If Linux is excluded from running on the majority of PCs, this is definitely not wanted behavior. This rolls us back to the time when Microsoft used to lock down loading of Windows on the hardware over every other operating system on the market. Except that last time, nothing stopped you from wiping the PC and loading Linux. You just had to pay the Microsoft tax to do it. At that time, you couldn’t even buy a PC without Windows. This time, according to reports, you cannot even load Linux with secure booting locked to Windows 8. In fact, you can’t even load Windows 7 or Windows XP, either. Using UEFI secure boot on Windows 8 PCs treads within millimeters of this same collusionary behavior that Microsoft was called on many years back, and ultimately went to court over and lost much money on.
Microsoft needs to listen and tread carefully
Tread carefully, Microsoft. Locking PCs to running only Windows 8 is as close as you can get to the antitrust suits you thought you were done with. Unless PC manufacturers give ways of resetting and turning off the UEFI secure boot system to allow non-secure operating systems, Microsoft will once again be seen in collusion with PC manufacturers to exclude all other operating systems from UEFI secure boot PCs. That is about as antitrust as you can get.
I’d fully expect to see Microsoft (and possibly some PC makers) in DOJ court over antitrust issues. It’s not a matter of if, it’s a matter of when. I predict by early 2014 another antitrust suit will have materialized, assuming the way that UEFI works comes true. On the other hand, this issue is easily mitigated by UEFI PC makers allowing users to disable the UEFI secure boot to allow a BIOS boot and Linux to be loaded. So, the antitrust suits will entirely hinge on how flexible the PC manufacturers set up the UEFI secure booting. If both Microsoft and the PC makers have been smart about this change, UEFI booting can be disabled. If not, we know the legal outcome.
Virtualization
For Windows 8, it’s likely that we’ll see more people moving to use Linux as their base OS with Windows 8 virtualized (except for gamers where direct hardware is required). If Windows 8 is this locked down, then it’s better to lock down VirtualBox than the physical hardware.
Death Knell for Windows?
Note that should the UEFI secure boot system be as closed as predicted, this may be the final death knell for Windows and, ultimately, Microsoft. The danger is in the UEFI secure boot system itself. UEFI is new and untested in the mass market. This means that not only is Windows 8 new (and we know how that goes bugwise), now we have an entirely new untested boot system in secure boot UEFI. This means that if anything goes wrong in this secure booting system that Windows 8 simply won’t boot. And believe me, I predict there will be many failures in the secure booting system itself. The reason, we are still relying on mechanical hard drives that are highly prone to partial failures. Even while solid state drives are better, they can also go bad. So, whatever data the secure boot system relies on (i.e. decryption keys) will likely be stored somewhere on the hard drive. If this sector of the hard drive fails, no more boot. Worse, if this secure booting system requires an encrypted hard drive, that means no access to the data on the hard drive after failure ever.
I’d predict there will be many failures related to this new UEFI secure boot that will lead to dead PCs. But, not only dead PCs, but PCs that offer no access to the data on the hard drives. So people will lose everything on their computer.
As people realize this aspect of this local storage system on an extremely closed system, they will move toward cloud service devices to prevent data loss. Once they realize the benefits of cloud storage, the appeal of storing things on local hard drives and most of the reasons to use Windows 8 will be lost. Gamers may be able to keep the Windows market alive a bit longer, otherwise. On the other hand, this why a gaming company like Valve software is hedging its bets and releasing Linux versions of their games. For non-gamers, desktop and notebook PCs running Windows will be less and less needed and used. In fact, I contend this is already happening. Tablets and other cloud storage devices are already becoming the norm. Perhaps not so much in the corporate world as yet, but once cloud based Office suites get better, all bets are off. So, combining the already trending move towards limited storage cloud devices, closing down PC systems in this way is, at best, one more nail in Windows’ coffin. At worst, Redmond is playing Taps for Windows.
Closing down the PC market in this way is not the answer. Microsoft has stated it wants to be more innovative as Steve Balmer recently proclaimed. Yet, I see moves like this and this proves that Microsoft has clearly not changed and has no innovation left. Innovation doesn’t have to and shouldn’t lead to closed PC systems and antitrust lawsuits.
When an application starts up in MacOS X Yosemite, it bounces the application dock icon a few times, then stops bouncing once the application has started. For me, this is perfectly fine because at least there’s a positive response. Positive response is never a bad thing in operating system design.






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