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01
https://youtu.be/_VCvUziZx5I
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https://twitter.com/msfeldstein/status/1797113504459378976
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> I think [being] exposed to cultures (…) makes you more understanding and empathetic. (...) The movie “A Separation” [is] a story of a couple getting divorced in Iran, and you realize [how] much we have in common with each other. (...) There was a time when something like “Baby Reindeer” would not even be seen in the United States. And if it did, it’d be on PBS once. > You don’t have to adapt your storytelling to America to work. If your movie, if your film works, if your TV series works in the home country, it’s got to be very authentic. And I think what international audiences pick up on is that authenticity. When you try to engineer something to travel, it really appeals to no one. > Look, if there’s one quote that I could take back, it would have been in 2012, I said we’re going to become HBO before HBO could become us. (...) What I should have said back then is, We want to be HBO and CBS and BBC and all those different networks. (...) It’s a boutique business. And we’re currently programming for about 650 million people. > No advertising was our counterposition to television, the way that no late fees was our counterposition to video stores in our DVD days. What don’t people like about TV? Watching the ads and waiting a week for the next episode. We realized though, (...) we didn’t [give] a choice to people who didn’t mind advertising at all. > You know, in a world of on demand and total control, the novelty of a big live event, if it’s a Super Bowl or the Tom Brady roast, is that people get very excited that they’re all watching it at the same time. (...) That is saying, well, there’s some real value in people gathering around the TV at the same time. > A.I. is not going to take your job. The person who uses A.I. well might take your job. (...) Think about this gigantic leap from hand-drawn animation to computer-generated. (...) For several decades, the studios wouldn’t license movies to television. So every advancement in technology in entertainment has been fought and then ultimately has turned out to grow the business. https://www.nytimes.com/2024/05/25/magazine/ted-sarandos-netflix-interview.html
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https://techcrunch.com/2024/05/30/autobiographers-app-uses-ai-to-help-you-tell-your-life-story/ ✍️
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(спросили про две других — одна с пруфом, другая без)
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(вторая любимая цитата про технологии после Сегаловича и до Гибсона, и в AI ложится хорошо!)
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https://youtu.be/UI-t21QcXM4 👍
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> Когда люди с деньгами и властью начинают управлять чем-то в спорте, [это] не работает. (...) Можно потратить больше всех денег, (…) подстроить регламент под себя – и все равно проиграть. Из-за четко сформулированных правил и прямого эфира жизнь всегда может показать себя со стороны чистой, неконтролируемой реальности. > Сатья Наделла – фанат крикета; игра в юности научила его многому, что он применяет в работе. (...) Про сильные и провальные решения корпораций мы обычно узнаем спустя лет десять из книг; в спорте они происходят каждый день, с деталями, объяснениями, наглядными результатами. > Стадион – место, где ты можешь быть близок с совсем не похожими людьми, потому что у вас есть одно стремление. Для многих в мире это чуть ли не единственный опыт общественного действия. (...) И это часть местной идентичности, которая становится твоей после осознания: да, я житель этого города, я остаюсь, это моя судьба. > Победы – понятная история, но болельщики могут читать о своей команде, чтобы вместе пережить позор, вместе излить гнев, вместе пожаловаться на безысходность. Не знаю, существуют ли люди, регулярно читающие обзоры устройств, чтобы убедиться, насколько бездарный пылесос они приобрели. > Технологии создали бесконечную машину контента. (...) Спорт – одна из немногих индустрий в мире, где это не очень важно. Никому не нужны сгенерированные Реброн или Лоналду. (...) Гол, бросок, сейв совершенно не интересны без контекста; а контекст всегда про значимость этого эпизода для реальности. https://www.sports.ru/tribuna/blogs/insignificance/3243457.html
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Возможно, будет весело! (фидбек → @alextcn)
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Привет! Мы сегодня запустили экспериментальную квиз-игру Riddle Me This!. Игроки с помощью промпта должны как можно точнее матчить картинки и набрать максимум очков за 7 раундов Помимо прохождения созданной игры, можно создать свою и поделиться ей с друзьями Играть здесь: https://riddlemethis.xyz
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https://helloweather.com/ 🌦️ (от ex-head of design Бейскампа)
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https://n10.app/
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https://x.com/tantacrul/status/1794863603964891567 😭
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https://youtu.be/9M6zT0mRvW0 Заинтригован! (планшет с позиционированием как у Kindle Scribe / Remarkable, но 60 фпс и меньшей чёткостью из-за RLCD вместо E-Ink + Android-аппами)
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https://youtu.be/9M6zT0mRvW0 Заинтригован! (планшет с позиционированием как у Kindle Scribe / Remarkable, но 60 фпс и меньшей чёткостью из-за другой технологии дисплея + Android-аппами)
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https://youtu.be/1eiRhBRVt_s 💙📞
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У Spotify новый фирменный шрифт. Ох и помотало же их за десять лет. → https://newsroom.spotify.com/2024-05-22/introducing-spotify-mix-our-new-and-exclusive-font/
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(not on product, но очень нравится: https://t.me/r30min/22)
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https://overcast.fm/+m_rq3K9uY (Часть, где начинаются беседы с персонажами — прекрасная)
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сегодня в будущем
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Ну и вот вам видос, считаю что это отличный релиз и понятно почему Apple хочет такое. Ждем завтра Google и ответочку. Все еще я вижу в этом большой enterprise business и не очень понимаю как они собрались сделать b2c ибо видеокарт на всех все еще не хватает. Плюс ждем чтобы самим попробовать, как показывает практика демо это одно, а вот живое использование это другое. И еще немного мыслей Сэма Страница модели
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https://overcast.fm/+OHO8A2Cv8
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https://medium.com/design-pub/приемы-жкх-верстки-и-её-подражателей-c12c1c6ce0ba
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https://x.com/sdw/status/1788276255671902309?s=46
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Ролик показался самой классной частью киноута: интересно, что часть аудитории восприняла его строго наоборот! https://t.me/niketasfm/2051
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> Vision Pro high-fidelity passthrough experience parallels Apple’s introduction of the iPhone’s original retina display. (...) “Gaze + pinch” input modality is the VR equivalent of the iPhone’s capacitive multi-touch. (...) Optic ID as an overlay on top of live passthrough is a beautiful design decision that only enhances [presence]. > Apple’s decision to over-spec the Vision Pro does, however, lead to the inevitable consequence of a headset weighing above 600g, (...) that makes it difficult for most people to wear it for more than 30-45 minutes. (...) [It] helps prepare the world to receive a more mainstream Apple VR headset that could have product-market fit. > With this in mind, it’s easy to understand two particularly important decisions Apple made for the Vision Pro launch: designing an incredible in-store Vision Pro demo experience [and] launching an iconic woven strap that photographs beautifully even though this strap simply isn’t comfortable enough. > Apple made the Vision Pro display intentionally blurry in order to hide pixelation artifacts and make graphics appear smoother. (...) This is the kind of thing that our hardcore VR engineers at Oculus would have fought against to the end of the world, and I doubt we could have ever shipped a “blurred headset”, LOL! > Apple’s anti-VR stance is a risky move because it negates most of the traditional immersive content. (...) The Vision Pro aspires to become your “spatial iPad Pro”. (...) It's also [a few fixes] away from being a suitable [external monitor]. (...) Carrying a MacBook Air and a Vision Pro [could] give you a reasonably good workstation. > I returned my Vision Pro for a full refund. (...) Apple’s high-risk decision to completely exclude immersive [VR games] — plus their inexplicable failure to create exciting momentum by not having high-quality AR apps at launch — don’t leave them with many options. (...) The only low-hanging fruit is to make productivity really good. https://hugo.blog/2024/03/11/vision-pro/
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(статья выше крайне biased, но и соцсети сломаны beyond repair! так и живём)
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(статья сверху крайне biased, но и соцсети сломаны beyond repair! так и живём)
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> Something went [wrong] for adolescents in the early 2010s. (...) Rates of depression and anxiety in the United States [rose] by more than 50 percent. (...) Friendship, dating, sexuality, exercise, sleep, academics, politics, family dynamics, identity—all were affected. (...) Those were the years when adolescents in rich countries traded in their flip phones for smartphones. > The changes started slowly in the late 1970s and ’80s, [as] many parents in the U.S. grew fearful that their children would be harmed or abducted. (...) In the 1990s, American parents began pulling their children indoors. (…) Young people who are deprived of opportunities for risk taking and independent exploration will, on average, develop into more anxious and risk-averse adults. (...) Shared adventures and shared adversity bound young people together. > Real-world [interactions] are characterized by four features. (...) [They] are embodied, meaning that we use our hands and facial expressions. (...) Synchronous, [so] we learn subtle cues about timing and conversational turn taking. (...) [They] involve one‐to‐one communication, or sometimes one-to-several, [and] take place within communities that have a high bar for entry and exit, so people are strongly motivated to invest in relationships and repair rifts when they happen. > Online interactions can bring out antisocial behavior that people would never display in their offline communities. (...) Kids going through puberty online are likely to experience far more social comparison, self-consciousness, public shaming, and chronic anxiety. (...) All this is made worse by the fact that so much of digital public life is an unending supply of micro dramas. > Girls have much lower rates of addiction to video games and porn, but they use social media more intensely than boys do. (...) Even at the peak of teen cigarette use, in 1997, nearly two-thirds of high-school students did not smoke. (...) [Social media] applies a lot more pressure on nonusers, (…) which puts [them] at risk for anxiety and depression. > Our ultimate goal should not be to remove screens entirely, nor [return to] 1960. [It should be keeping] young people anchored in the real world. (…) If parents don’t replace screen time with real-world experiences involving friends and independent activity, then banning devices will feel like deprivation, not the opening up of a world of opportunities. https://www.theatlantic.com/technology/archive/2024/03/teen-childhood-smartphone-use-mental-health-effects/677722/
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> Something went [wrong] for adolescents in the early 2010s. (...) Rates of depression and anxiety in the United States [rose] by more than 50 percent. (...) Friendship, dating, sexuality, exercise, sleep, academics, politics, family dynamics, identity—all were affected. (...) Those were the years when adolescents in rich countries traded in their flip phones for smartphones. > The changes started slowly in the late 1970s and ’80s, [as] many parents in the U.S. grew fearful that their children would be harmed or abducted. (...) In the 1990s, American parents began pulling their children indoors. (…) Young people who are deprived of opportunities for risk taking and independent exploration will, on average, develop into more anxious and risk-averse adults. (...) Shared adventures and shared adversity bound young people together. > Real-world [interactions] are characterized by four features. (...) [They] are embodied, meaning that we use our hands and facial expressions. (...) Synchronous, [so] we learn subtle cues about timing and conversational turn taking. (...) [They] involve one‐to‐one communication, or sometimes one-to-several, [and] take place within communities that have a high bar for entry and exit, so people are strongly motivated to invest in relationships and repair rifts when they happen. > Online interactions can bring out antisocial behavior that people would never display in their offline communities. (...) Kids going through puberty online are likely to experience far more social comparison, self-consciousness, public shaming, and chronic anxiety. (...) All this is made worse by the fact that so much of digital public life is an unending supply of micro dramas. > Girls have much lower rates of addiction to video games and porn, but they use social media more intensely than boys do. (...) Even at the peak of teen cigarette use, in 1997, nearly two-thirds of high-school students did not smoke. (...) [Social media] applies a lot more pressure on nonusers, (…) which puts [them] at risk for anxiety and depression. > Our ultimate goal should not be to remove screens entirely, nor [return to] 1960. [It should be keeping] young people anchored in the real world. (…) If parents don’t replace screen time with real-world experiences involving friends and independent activity, then banning devices will feel like deprivation, not the opening up of a world of opportunities. https://web.archive.org/web/20240313131003/https://www.theatlantic.com/technology/archive/2024/03/teen-childhood-smartphone-use-mental-health-effects/677722/
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http://lawsofsimplicity.com
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> Polish is something only the person who creates it will notice. It’s a paradox; polishing something makes it invisible. (...) Next time you flip a wall switch or plug something into an outlet, take a second and look at the two screws holding the face plate down. (...) Professional electricians will (almost) always line the screw slots up vertically. > A traditional go board isn’t square. It’s very slightly longer than it is wide, with a 15:14 aspect ratio. This accounts for the optical foreshortening that happens when looking across the board. (...) Subtle adjustments go into the shape of letters in a typeface: round letters like ‘e’ and ‘a’ are slightly taller than square letters like ‘x’ or ‘v’. > The polish paradox is that the highest degrees of craft and quality are in the spaces we can’t see, the places we don’t necessarily look. Polish can’t be an afterthought. It must be an integral part of the process, a commitment to excellence from the beginning. The unseen effort to perfect every hidden aspect elevates products from good to great. https://matthewstrom.com/writing/the-polish-paradox/
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> Instead of repetition, you create texture. (...) Steal a technique from gaming and create multiple variations of the same sound. Create 8-12 variations by varying pitch, volume, timing, or mix and randomly play one variation for every new key press. (...) If you’re a sound skeptic, trust me, try this one thing and it’ll blow your mind. > As with visual design, sounds for actions should never be considered in isolation but in how they relate to one another. (...) Opposing actions—open vs close, prev vs next, send vs receive—(...) should sound like similar opposites. A sound might be played in reverse or the emphasis may be moved from the beginning to the end. > Sound within the software world can feel like an echo chamber where most sounds follow what’s been done before—beeps, clicks, pops. If you want to sound like something new, go beyond software. Movies, games, and music all use sound in very sophisticated ways that can be co-opted for software. > Haptics shape our perceptions of a sound. Think of a keyboard key stroke or swinging a hammer. Sound can make the same action feel soft or precise, clean or jumbled, heavy or light. Haptics can also be a substitute for sound in moments where it may be too much or just impractical. https://www.notboring.software/words/the-sound-of-software 🧡
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> In researching keyboard options for the Vision Pro, I ended up building the convertible Apple laptop-tablet that I so desperately want the company to make. (...) It’s a Mac with an iPad display that I can detach and use as a tablet whenever I want; it’s an iPad that transforms into a Mac when docked. And, it’s the ideal keyboard and trackpad accessory for the Vision Pro. > The best part of using macOS and iPadOS together [is that] doesn’t feel weird at all. Quite the opposite: thanks to Apple’s consistent design language, (...) they are holistically consistent. (...) Sidecar is surprisingly resilient: (...) I sometimes forget I’m using a wireless display that’s actually an iPad running a different operating system. > You can also scroll any macOS window with two fingers, pinch to zoom, or use the Apple Pencil to click any UI element. (...) Another nice use case for occasional touch interactions? Ripping the “display” apart from the MacBook and using the Apple Pencil to navigate and click around macOS. > I’m fully aware that what I’ve done is absurd, even if it worked out well in the end. (...) [Yet] it’s so liberating to use a convertible Apple computer that can be both a laptop and tablet. (...) An official Apple one can’t come soon enough. https://www.macstories.net/stories/macpad-how-i-created-the-hybrid-mac-ipad-laptop-and-tablet-that-apple-wont-make
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> In researching keyboard options for the Vision Pro, I ended up building the convertible Apple laptop-tablet that I so desperately want the company to make. (...) It’s a Mac with an iPad display that I can detach and use as a tablet whenever I want; it’s an iPad that transforms into a Mac when docked. And, it’s the ideal [keyboard and trackpad] for the Vision Pro. > The best part of using macOS and iPadOS together [is that] doesn’t feel weird at all. Quite the opposite: thanks to Apple’s consistent design language, (...) they are holistically consistent. (...) Sidecar is surprisingly resilient: (...) I sometimes forget I’m using a wireless display that’s actually an iPad running a different operating system. > You can also scroll any macOS window with two fingers, pinch to zoom, or use the Apple Pencil to click any UI element. (...) Another nice use case for occasional touch interactions? Ripping the “display” apart from the MacBook and using the Apple Pencil to navigate and click around macOS. > I’m fully aware that what I’ve done is absurd, even if it worked out well in the end. (...) [Yet] it’s so liberating to use a convertible Apple computer that can be both a laptop and tablet. (...) An official Apple one can’t come soon enough. https://www.macstories.net/stories/macpad-how-i-created-the-hybrid-mac-ipad-laptop-and-tablet-that-apple-wont-make
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Media files
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> In researching keyboard options for the Vision Pro, I ended up building the convertible Apple laptop-tablet that I so desperately want the company to make. (...) It’s a Mac with an iPad display that I can detach and use as a tablet whenever I want; it’s an iPad that transforms into a Mac when docked. And, it’s the ideal [keyboard and trackpad] for the Vision Pro. > The best part of using macOS and iPadOS together [is that] doesn’t feel weird at all. Quite the opposite: thanks to Apple’s consistent design language, (...) they are holistically consistent. (...) Sidecar is surprisingly resilient: (...) I sometimes forget I’m using a wireless display that’s actually an iPad running a different operating system. > You can also scroll any macOS window with two fingers, pinch to zoom, or use the Apple Pencil to click any UI element. (...) Another nice use case for occasional touch interactions? Ripping the “display” apart from the MacBook and using the Apple Pencil to navigate and click around macOS. > I’m fully aware that what I’ve done is absurd, even if it worked out well in the end. (...) [Yet] it’s so liberating to use a convertible Apple computer that can be both a laptop and tablet. (...) An official Apple one can’t come soon enough. https://www.macstories.net/stories/macpad-how-i-created-the-hybrid-mac-ipad-laptop-and-tablet-that-apple-wont-make/?ref=spyglass.org
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https://www.doesthedogdie.com/ 🐶
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> Determine why I am confident in my perspective. Is it because I worked on a similar problem previously? Is it because of research? (...) If you can’t explain why you’re confident, then it’s extremely unlikely you’ll convince others. (...) [You might also] have to start by trying to invest into the relationship before delivering feedback. > Determine the size of the “feedback pipe” between you and the other party. (...) You can deliver a much higher volume of lightweight feedback than heavy feedback. (...) You might have built up a backlog of dozens of pieces of valuable feedback. You have to figure out the order, (...) each piece might take months to work through. > [If it’s being delivered to an uninvolved party], that’s not feedback, (...) that’s just commentary. (...) It polarizes the team. (...) It also frames you as an observer of the problem rather than part of the solution. (...) If you do want to complain, ah, I mean provide commentary, external friends and colleagues are the best recipients. https://lethain.com/constraints-on-giving-feedback/
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A (Mostly) Complete 3 Hour History of Xbox 360 | Past Mortem Greatest Hits | SSFF

A mega collection of the history of Microsoft and the Xbox 360. From the Red Ring of Death, the HD DVD drive, Xbox Live and Netflix, all the way to the disaster of the Kinect and the Xbox One. This is a compilation of all the Past Mortems we've made on Xbox over the years. Enjoy, and stay powerful! ☠Subscribe! ☠ ►

https://go.stopskeletons.com/subscribe

☠Support us on Patreon! ☠ ►

https://bit.ly/SSFFpatreon

☠T-Shirts and Merch! ☠ ►

https://www.pixelempire.com/collections/stop-skeletons-from-fighting

☠Credits☠ All Videos Written by Derek Alexander & Grace Kramer All Videos Shot by Grace Kramer & Derek Alexander Original Music by Hellstar.Plus ☠ ►

https://hellstarplus.bandcamp.com/album/ssff-trax

Bumper Animations by Studio Goblin ☠ ►

https://www.studiogoblin.co.uk

0:00 - History of the Red Ring of Death (Edited by Derek) 27:39 - History of the Xbox HDDVD Drive (Edited by Daisy Del Carmen) 53:32 - Why was there a Netflix Disc? (Edited by Mom Milph) 1:08:53 - GameRoom, Xbox's Forgotten Retro Failure (Edited by Adam McVay) 1:34:35 - History of the Xbox 360 Kinect (Edited by Derek) 2:01:16 - The Disastrous Launch of the Xbox One (Edited by SoberDwarf & Derek) In this video, we're taking a look back at the Xbox 360, discussing its greatest hits and discussing its eventual demise. We'll discuss the various hardware iterations, the launch titles, and the various add-ons and games that have been released over the years. From Red Ring of Death to Kinect, we cover it all! If you're a gamer or a fan of Xbox 360, then this video is for you! We take a look back at the console's history and discuss its many successes and failures. From Netflix on Xbox to the Kinect disaster, we cover everything in this (mostly) complete history of Xbox 360! Remember when Microsoft tried to make HD DVD happen? How did it fare next to Sony and Blu-Ray? Also, why subscriptions like Xbox Live and Game Pass are so important for Xbox. Did you know that Netflix was on Microsoft's xbox 360 before any other console? It was exclusive, the only way to watch Netflix on gaming consoles was through hacks and tricks or using a disc. In the era of console stream wars! #StopSkeletons #Xbox #Xbox360 #ConsoleHistory #GamingHistory #RedRingofDeath #Microsoft

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Michael Feldstein (@msfeldstein) on X

Flicker free display is easy on the eyes Use in direct sunlight Blue-light free A calmer computing experience

> I think [being] exposed to cultures (…) makes you more understanding and empathetic. (...) The movie “A Separation” [is] a story of a couple getting divorced in Iran, and you realize [how] much we have in common with each other. (...) There was a time when something like “Baby Reindeer” would not even be seen in the United States. And if it did, it’d be on PBS once. > You don’t have to adapt your storytelling to America to work. If your movie, if your film works, if your TV series works in the home country, it’s got to be very authentic. And I think what international audiences pick up on is that authenticity. When you try to engineer something to travel, it really appeals to no one. > Look, if there’s one quote that I could take back, it would have been in 2012, I said we’re going to become HBO before HBO could become us. (...) What I should have said back then is, We want to be HBO and CBS and BBC and all those different networks. (...) It’s a boutique business. And we’re currently programming for about 650 million people. > No advertising was our counterposition to television, the way that no late fees was our counterposition to video stores in our DVD days. What don’t people like about TV? Watching the ads and waiting a week for the next episode. We realized though, (...) we didn’t [give] a choice to people who didn’t mind advertising at all. > You know, in a world of on demand and total control, the novelty of a big live event, if it’s a Super Bowl or the Tom Brady roast, is that people get very excited that they’re all watching it at the same time. (...) That is saying, well, there’s some real value in people gathering around the TV at the same time. > A.I. is not going to take your job. The person who uses A.I. well might take your job. (...) Think about this gigantic leap from hand-drawn animation to computer-generated. (...) For several decades, the studios wouldn’t license movies to television. So every advancement in technology in entertainment has been fought and then ultimately has turned out to grow the business. https://www.nytimes.com/2024/05/25/magazine/ted-sarandos-netflix-interview.html
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The Netflix Chief’s Plan to Get You to Binge Even More

Ted Sarandos helped lead Netflix to victory in streaming, but the war for your attention isn’t over.

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Autobiographer's app uses AI to help you tell your life story | TechCrunch

Can AI help you tell your story? That's the idea behind a startup called Autobiographer, which leverages AI technology to engage users in meaningful

(спросили про две других — одна с пруфом, другая без)
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(вторая любимая цитата про технологии после Сегаловича и до Гибсона, и в AI ложится хорошо!)
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Testing the Third Thumb

Learn more here:

https://www.cam.ac.uk/stories/third-thumb

How easily could you get to grips with a third thumb? The Plasticity Lab at the MRC Cognition and Brain Sciences Unit (@MRCCBU) tested Dani Clode's robotic Third Thumb device @royalsociety Summer Exhibition and showed that the public found it surprisingly easy. Testing technology on a diverse range of people is essential for ensuring new technologies are inclusive and can work for everyone, they say.

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> Когда люди с деньгами и властью начинают управлять чем-то в спорте, [это] не работает. (...) Можно потратить больше всех денег, (…) подстроить регламент под себя – и все равно проиграть. Из-за четко сформулированных правил и прямого эфира жизнь всегда может показать себя со стороны чистой, неконтролируемой реальности. > Сатья Наделла – фанат крикета; игра в юности научила его многому, что он применяет в работе. (...) Про сильные и провальные решения корпораций мы обычно узнаем спустя лет десять из книг; в спорте они происходят каждый день, с деталями, объяснениями, наглядными результатами. > Стадион – место, где ты можешь быть близок с совсем не похожими людьми, потому что у вас есть одно стремление. Для многих в мире это чуть ли не единственный опыт общественного действия. (...) И это часть местной идентичности, которая становится твоей после осознания: да, я житель этого города, я остаюсь, это моя судьба. > Победы – понятная история, но болельщики могут читать о своей команде, чтобы вместе пережить позор, вместе излить гнев, вместе пожаловаться на безысходность. Не знаю, существуют ли люди, регулярно читающие обзоры устройств, чтобы убедиться, насколько бездарный пылесос они приобрели. > Технологии создали бесконечную машину контента. (...) Спорт – одна из немногих индустрий в мире, где это не очень важно. Никому не нужны сгенерированные Реброн или Лоналду. (...) Гол, бросок, сейв совершенно не интересны без контекста; а контекст всегда про значимость этого эпизода для реальности. https://www.sports.ru/tribuna/blogs/insignificance/3243457.html
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10 мыслей о том, что спорт значит в жизни людей. Возвращение Михаила Калашникова – легенды Спортса

Почему спорт так важен.

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Возможно, будет весело! (фидбек → @alextcn)
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Привет! Мы сегодня запустили экспериментальную квиз-игру Riddle Me This!. Игроки с помощью промпта должны как можно точнее матчить картинки и набрать максимум очков за 7 раундов Помимо прохождения созданной игры, можно создать свою и поделиться ей с друзьями Играть здесь: https://riddlemethis.xyz
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Riddle Me This — Match AI generated images

Solve visual riddles with real-time generative AI. Type a prompt to precisely match generated images.

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