Kategorie: PC

  • Update on Vive Wireless Adapter and Ryzen chipsets

    Update on Vive Wireless Adapter and Ryzen chipsets

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    We have seen and are actively looking into multiple reports of Ryzen incompatibility with Vive Wireless Adapter. Our current data shows this is occurring with a subset of Ryzen-based PCs. Our investigation will take time as we are working with multiple component manufacturers to identify the root cause.

    We will update the community as we learn more.

    In the near term, we are updating our specifications to show that certain Ryzen PCs have a compatibility issue.

    In addition, starting, 11/19, our customer service agents will honor Ryzen-related returns from our retail partners and vive.com outside of typical return windows. Please see instructions below.

    Thank you for your patience as we continue to investigate the issue.

    Customer Return Process

    For refund eligibility and processing please get in touch with our Customer Support team by emailing vive_care@vive.com. You will get a response with instructions and next steps within one business day.  To ensure proper processing we will request the following:

    • Proof of Purchase (your vive.com order number or your retailer invoice)
    • Validation of AMD equipment (our CSR reps will walk you through the steps for these requirements)

    Once the validation step is complete we will provide you with a shipping label with instructions to return your wireless adapter. Once the unit is confirmed received we will process the refund and notify customers of the completed process.


    Website: LINK

  • Free Weekend – Rising Storm 2: Vietnam, save 67%

    Free Weekend – Rising Storm 2: Vietnam, save 67%

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    Play Rising Storm 2: Vietnam for FREE starting now through Nov. 21st at 10am pacific time. You can also pickup Rising Storm 2: Vietnam at 67% off the regular price!*

    If you already have Steam installed, click here to install or play Rising Storm 2: Vietnam. If you don’t have Steam, you can download it here.

    *Free Weekend ends Nov. 21st at 10am pacific.
    Website: LINK

  • Hi-Rez Publisher Weekend – Free Bundles

    Hi-Rez Publisher Weekend – Free Bundles

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    Claim your FREE bundles for SMITE, Paladins, and Realm Royale as part of this week’s Hi-Rez Publisher Weekend*!

    To celebrate HRX at DreamHack Atlanta, Hi-Rez is offering FREE packs for SMITE, Paladins and Realm Royale on Steam!

    Watch HRX LIVE from DreamHack Atlanta on Steam November 16th – 18th.

    *Offer ends Monday at 10AM Pacific Time
    Website: LINK

  • Daily Deal – Trailmakers, 33% Off

    Daily Deal – Trailmakers, 33% Off

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    Today’s Deal: Save 33% on Trailmakers!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Sunday at 10AM Pacific Time
    Website: LINK

  • Now Available on Steam – Sunset Overdrive

    Now Available on Steam – Sunset Overdrive

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    Sunset Overdrive is Now Available on Steam!

    Sunset Overdrive transforms an open-world apocalypse into your tactical playground. Zip, grind and wall-run across Sunset City with an unconventional arsenal. Hyper-agility, unique weapons, and customizable abilities deliver an explosive and irreverent adventure in the end times.
    Website: LINK

  • A new Raspbian update: multimedia, Python and more

    A new Raspbian update: multimedia, Python and more

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    Today we’re releasing a new update for Raspbian, including a multimedia player, updated Thonny, and more. Here’s Simon with everything you need to know.

    Updating Raspbian on your Raspberry Pi || Raspberry Pi Foundation

    How to update to the latest version of Raspbian on your Raspberry Pi.

    VLC Media Player

    When I first joined Raspberry Pi, back in the dim and distant past (in reality 2014, but it does seem a long time ago now…), and I started looking at Raspbian, I made a list of the additional features and applications that I thought it needed to be a “complete” modern desktop operating system. Over the years, we’ve managed to tick off most of the items on that list, but one glaring omission has been nagging at me all this time: a decent media player. Windows has Windows Media Player; MacOS has QuickTime Player and iTunes; but we’ve had a big hole where something similar ought to be for Raspbian. It’s been a common request on the forums, and while we’ve had bits and pieces that do some of the job, like the command line OMXPlayer application, we really wanted a nice GUI-based media player.

    VLC is one of those programs that “just works” for media playback; it is cross-platform, it has a nice interface, and it plays back pretty much anything you throw at it. It was the player I really wanted to use in Raspbian — but it was unable to access VideoCore’s video decoding hardware, and the software video codecs in VLC were too slow to be anything more than irritating when running on Raspberry Pi, so it really wasn’t worth shipping it. Until now.

    After a lot of work (by people far cleverer than me), we are now able to announce that Raspbian includes a fully hardware-accelerated version of VLC. It plays most audio file formats; it uses software codecs for many video formats, and it uses VideoCore’s video engine to accelerate playback of H.264, MPEG-2 and VC-1 video. (Note that you will need to buy additional codec licences for MPEG and VC-1; if you’ve already bought a licence to enable hardware acceleration in OMXPlayer and Kodi, this licence will also enable these codecs for VLC.)

    Raspbian update screenshot

    This is still a work in progress — we’ve got most of the major bugs out, but there will most likely be the odd glitch, and you’ll probably find that Pi Zero and Pi 1 will still struggle with some content. But once you’ve updated your Pi, you should find that double-clicking on a video file will open it in VLC and play it back with decent quality.

    Thonny 3

    A couple of years ago, as part of the list of additional features mentioned above, we looked for a nicer Python development environment than IDLE, and we found Thonny — a really elegant combination of a user-friendly IDE with features that are also useful to expert developers. It’s been our standard IDE shipped with Raspbian ever since, and Aivar Annamaa, the developer, has been very responsive to our feedback and requests for new features.

    He’s recently released version 3 of Thonny, and this is now the version in Raspbian. Version 3 offers a lot of useful new debugging features, such as breakpoints and an Assistant feature that analyses your code to find bugs that Python’s syntax checker misses. There is a lot more information about Thonny 3 on Aivar’s website — it’s well worth a read.

    Raspbian update screenshot

    We’ve also made one user interface change this time. We’ve always offered the choice between running Thonny in its regular mode, and a cut-down “simple” mode for beginners, which removes the menus and gives a fixed screen layout. Up until now, switching between the two has happened via different entries in the main Raspberry Pi menu, but that was a bit clumsy. In the new version, simple mode is the default, and you can switch Thonny into regular mode by clicking the link in the top right-hand corner of the window; if you want to switch back to simple mode, select it on the General tab of the Thonny options dialogue, which is available in the Tools menu. (Thonny will always start in the last mode you selected.)

    Desktop configuration

    One of the other changes we’ve made this time is one that hopefully most people won’t notice!

    The configuration of the Raspberry Pi desktop has always been a bit of a mess. Due to the fact that the underlying LXDE desktop environment is made up of a bunch of different programs all running together, trying to set up something like the system font or the highlight colour involves making changes to several configuration files at once. This is why pretty much the first thing I did was to write the Appearance Settings application to try to make this easier than digging around in multiple config files.

    Linux desktop applications are supposed to have a global configuration file (usually in the directory /etc/xdg/) that takes effect unless overridden by a local configuration file (in the hidden .config subdirectory of the user’s home directory). Unfortunately, not all the desktop components adhered to this specification. As a result, getting the Appearance Settings application to work involved quite a bit of kludging things about under the hood, and one of these kludges was to always keep a local copy of each of the configuration files and to ignore the global versions.

    This worked, but it had the undesirable side effect that any time we wanted to update the appearance of the desktop, we had to delete all the local configuration files so they could be replaced by the new ones, and this meant that any changes the user had made to the configuration were lost. This was quite annoying for many people, so with this release, we’ve tried to stop doing that!

    Most of the desktop components have now been modified so that they correctly read the global configuration files, and for future releases, we are going to try to just modify the global versions of these files and not touch the local ones. If we update the configuration, you will see a message informing you that this has happened, but your local files will be left unchanged. To make sure you get the latest configuration, launch Appearance Settings and choose one of the buttons on the “Defaults” tab; doing this will set your desktop to our currently recommended defaults. But if you want to stick with what you’ve already got, just don’t do that! You can even try the new defaults out: press one of the defaults buttons, and if you don’t like the results, just hit Cancel, and your previous configuration will be restored.

    Raspbian update screenshot

    One final point on this: in order to get this all to work properly in future, we have had to delete a few local files on this occasion. These are files that most people will never have modified anyway, so this will hopefully not present any problems. But just in case, they have been backed up in the oldconffiles subdirectory of the user’s home directory.

    Multiple images

    When I first started working on Raspbian, the desktop image file was just under 1GB in size. This has gradually crept up over the years, and now it’s around 1.75GB. While downloading a file of this size isn’t a significant problem for someone with fibre broadband, many people are on slower connections where such large downloads can take hours.

    In order to try and address this, for all future releases we will now release two separate images. The default Raspbian release is now a minimal install — it gives you the desktop, the Chromium browser, the VLC media player, Python, and some accessory programs. Running alongside this is the “Raspbian Full” image, which also includes all our recommended programs: LibreOffice, Scratch, SonicPi, Thonny, Mathematica, and various others.

    The Recommended Software program that we launched in the last release can be used to install or uninstall any of the additional programs that are in the full image; if you download the minimal image and check all the options in Recommended Software, you will end up with the full image, and vice versa.

    Raspbian update screenshot

    Hopefully, this means that downloading Raspbian will be easier for people on slower connections, and that you can easily add just the programs you want. The full image is provided for everyone who wants to get everything in one go, or who won’t have access to the internet to download additional programs once their Pi is up and running.

    We’ll also continue to produce the existing Raspbian Lite image for people who only want a command-line version with no desktop.

    Update Raspbian

    Both the new images are available to download from the usual place on our site.

    To update an existing image, open a terminal window and use the usual commands:

    sudo apt-get update
    sudo apt-get dist-upgrade

    To install the new VLC media player from a terminal, enter:

    sudo apt-get update
    sudo apt-get install vlc

    As ever, all feedback is welcome, so please leave a comment below!

    Website: LINK

  • Daily Deal – Next Day: Survival, 60% Off

    Daily Deal – Next Day: Survival, 60% Off

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    Today’s Deal: Save 60% on Next Day: Survival!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Saturday at 10AM Pacific Time
    Website: LINK

  • HTC VIVE Announces Fourth Batch of Companies Selected for Vive X Accelerator Program

    HTC VIVE Announces Fourth Batch of Companies Selected for Vive X Accelerator Program

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    VIVE X, HTC VIVE’s global AR/VR accelerator, today announced the next group of companies selected to join the prominent program. Eighteen new start-ups from across the world will join Vive X programs in the San Francisco, London, Taipei, Shenzhen, Beijing, and Tel Aviv offices.

    Vive X has proven to be one of the most consistent and active investors in the AR/VR space, funding approximately one hundred companies since its inception in July 2016. As the AR/VR industry continues to cement itself as a mainstream technology, Vive X has curated a diverse portfolio of hardware and software companies focusing on a range of different verticals.  Round four of the program houses an increased emphasis on enterprise VR technology as the market is forecasted to reach revenue levels of $12.6 billion annually by 2025 according to Tractica. With this new focus, Vive X has invested in a class of companies that are building enterprise solutions such as training simulators, location-based entertainment models, and data visualization tools.

    “As we head into our fourth batch of Vive X companies, we’re looking toward mass-market drivers in the consumer space, but also placing a large emphasis on how companies integrate VR into their work,” said Marc Metis, Vice President, HTC VIVE. “We have selected companies in this batch that will help deliver on that promise and elevate the enterprise experience by developing toolsets that train employees, increase workplace safety, and improve collaboration and customer acquisition.”

    Vive X’s mission is to help cultivate, foster and grow the global VR ecosystem by supporting startups and providing them with operational expertise and funding. In addition to equity investment, Vive X helps participating companies by providing support in key areas including strategy, business development, engineering and marketing so they can accelerate their traction by leveraging HTC VIVE’s operational capabilities.

    If you’re interested in more information, please go to: https://vivex.vive.com.

    The companies in Vive X Batch 4 include:

    San Francisco –

    • Visby builds foundational holographic imaging software that puts the real in extended reality. Visby’s light field technology allows film and video professionals to capture and publish photorealistic video for immersive and holographic displays.
    • Primitive believes that collaboration and immersive visualization are the future of software development. The Primitive programming interface turns complex software analyses into interactive 3D structures that are displayed in immersive VR.
    • Modal was inspired by co-founder Nolan Bushnell’s success with Atari and Chuck E. Cheese’s, Modal brings social, fun and active free-roam location-based VR entertainment to a mass audience.
    • ybVR’s multi-viewpoint optimized streaming technology powers immersive live broadcasting and on-demand video content in 8K resolution.
    • MyndVR is a national health and wellness company providing Virtual Reality solutions to Assisted Living, CCRCs, Veterans homes, 55+ living communities and home health care providers.

    London –

    • Immersive Factory has developed virtual reality HSE (Health Safety & Environment) training exercises based on real-life situations. All training courses, available on a dedicated platform, have been created in partnership with key account customers including Veolia, EDF, Colas, and Suez.
    • LIV LIV empowers VR live streamers to better connect and monetize their audiences in real-time. The company has generated over half a billion streams of VR on social media since April 2018 and boasts the largest VR content creator community in the world.
    • Kagenova is developing core technologies to engineer interactive realism at scale for next-generation immersive experiences. Their first product, KageMove, allows any 360 media to be viewed with six degrees of freedom (6DOF).

    Taipei –

    • 360Stories uses immersive 360º footage to transport you to the most amazing destinations on Earth. Hear locals tell their story as they show you around their urban and natural landscapes in virtual reality. No amount of research online will truly represent the feeling of actually traveling, but surrounding yourself in 360Stories gets pretty close!
    • Z-Emotion is building a fully connected 3D design platform for the apparel, knitwear and sportswear industry for the future of digital supply chain. Furthermore it provides predictive big data analytics to the entire manufacturing process and enables smarter, faster and more effective decisions.
    • Pumpkin Studio creates AAA LBE VR game content in Unreal Engine 4. Partnering with HTC, SEGA, Smilegate and others. Our goal is to combine our knowledge of LBE to build VR games that suits the needs of all different operators.

    Shenzhen –

    • Inload Inload excels in VR Kiosk design, manufacturing and operation. The company has an in-house R&D lab, VR game studio, hardware production base and brand operation team. Its VR Kiosk business model has been expanding rapidly in many shopping malls in Shenzhen, generating positive cashflow, and is soon to be replicated across the country.
    • Yaoan – With 20 years of industrial experience in enterprise software, YaoAn has launched VR security experience hall, VR immersive training system, VR emergency drill system, security training cloud platform and other industry solutions, and has emerged to be a leader in domestic security education and training.

    Bejing –

    • ifGames is one of the first VR game studios in China. It produced China’s 1st VR large area game title “Ark of the Stars” and won numerous awards including the Chin VR and Gyro VR game of the year. ifgames’ first full-body tracking VR title “CyberCraft” is highly acclaimed by critics and is already launched in major cities in China.
    • ShinyVR was incubated in the National Defense Lab of Yanshan University, developing a molecular-level physical simulation engine SYVR, simulating key components of C919 (the first large commercial aircraft of China). The SYVR engine provides real-time simulation of large-scale complex scenarios, experiments, training and conceptual design visualization.

    Website: LINK

  • Now Available on Steam – Eternal Card Game

    Now Available on Steam – Eternal Card Game

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    Eternal Card Game is Now Available on Steam!

    Six-guns and sorcery collide in Eternal, the new strategy card game of unlimited choices and unbelievable fun. Eternal brings AAA pace and polish to the infinite possibilities of a deep strategy card game. The only limits are your own creativity.
    Website: LINK

  • The Viveport Subscription epic Black Friday pre-sale

    The Viveport Subscription epic Black Friday pre-sale

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    Black Friday is almost here, but Viveport Subscription members can get a truly epic deal right now. Whether you’re an existing subscriber or you start a free trial, from now until 11/19, you can pick up five of the best games in VR for just $1 each (or local equivalent).

    Choose between time-stopping genre-bending shooter SUPERHOT VR, high fantasy spell-slinger The Wizards, undead bulletfest Arizona Sunshine, cyberpunk slasher-and-shooter Sairento VR or the surreal comedic adventure Accounting+.

    You simply cannot get better value in VR – you can save up to $120 on the normal price of these games if you pick them all up.

    Check out the trailers for all five titles below. Then if you’re not a Viveport Subscription member, start your free trial right now. As well as picking up these games, you’ll get $10 in Viveport Wallet credit on 11/20 just for being a subscriber.

    Wait! There’s one catch – which is we have limited numbers of every game available at this price. Once they’re gone, they’re gone – so get in on this now before the offer ends on November 19th at 11:59PM Pacific time.

    Let’s recap one more time:

    – Viveport Subscription members (existing or new trial members) can pick up 5 epic games for $1 each right now until 11/19

    – This is a limited offer – once these $1 titles are gone, they’re gone

    – As a Viveport Subscription member you’ll be given $10 in Viveport Wallet credit on 11/20 (this will be sent via email)

    WHAT’S NEXT?

    Our Black Friday sale starts on 11/20, so you’ll be ready to go with $10 in Viveport Wallet credit, ready to spend on the huge selection of games and apps that will be discounted – plus some extra special deals we can’t reveal until then. Come back on November 20th to discover everything!

    [youtube https://www.youtube.com/watch?v=1LOYRXIt31Y]

     

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    Website: LINK

  • Now Available on Steam – killer7, 10% off!

    Now Available on Steam – killer7, 10% off!

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    killer7 is Now Available on Steam and is 10% off!*

    Step into the stylish and sinister world of killer7, the cult classic from Grasshopper Manufacture, Ltd., available for the first time in 13 years. Renowned for its unique gameplay and legendary storytelling from SUDA51, Hiroyuki Kobayashi, and Shinji Mikami, arrives on Steam for the first time.

    *Offer ends November 22 at 10AM Pacific Time
    Website: LINK

  • New product: Raspberry Pi 3 Model A+ on sale now at $25

    New product: Raspberry Pi 3 Model A+ on sale now at $25

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    TL;DR: you can now get the 1.4GHz clock speed, 5GHz wireless networking and improved thermals of Raspberry Pi 3B+ in a smaller form factor, and at the smaller price of $25. Meet the Raspberry Pi 3 Model A+.

    New Product Alert: Raspberry Pi 3A+

    You can now get the 1.4GHz clock speed, 5GHz wireless networking and improved thermals of Raspberry Pi 3B+ in a smaller form factor, and at the smaller price of $25. Meet the Raspberry Pi 3 Model A+.

    Raspberry Pi 3 Model A+

    Long-time readers will recall that back in 2014 the original Raspberry Pi 1 Model B+ was followed closely by a cut-down Model A+. By halving the RAM to 256MB, and removing the USB hub and Ethernet controller, we were able to hit a lower price point, and squeeze the product down to the size of a HAT.

    Raspberry Pi 3 Model A+

    Small but perfectly formed

    Although we didn’t make A+ form-factor versions of Raspberry Pi 2 or 3, it has been one of our most frequently requested “missing” products. Now, with Raspberry Pi 3 Model B+ shipping in volume, we’re able to fill that gap by releasing Raspberry Pi 3 Model A+.

    Phenomenal cosmic powers! Itty-bitty living space

    Raspberry Pi 3 Model A+ incorporates most of the neat enhancements we made to its big brother, and features:

    • A 1.4GHz 64-bit quad-core ARM Cortex-A53 CPU
    • 512MB LPDDR2 SDRAM
    • Dual-band 802.11ac wireless LAN and Bluetooth 4.2/BLE
    • Improved USB mass-storage booting
    • Improved thermal management

    Like its big brother, the entire board is certified as a radio module under FCC rules, which in turn will significantly reduce the cost of conformance testing Raspberry Pi–based products.

    In some ways this is rather a poignant product for us. Back in March, we explained that the 3+ platform is the final iteration of the “classic” Raspberry Pi: whatever we do next will of necessity be less of an evolution, because it will need new core silicon, on a new process node, with new memory technology. So 3A+ is about closing things out in style, answering one of our most frequent customer requests, and clearing the decks so we can start to think seriously about what comes next.

    Just in case

    Our official cases for Raspberry Pi 3B and 3B+ and Raspberry Pi Zero have been very popular, so of course we wanted to offer a case for this new device.

    Unfortunately it’s not quite ready yet, but as you can see it’s rather pretty: we’re expecting it to be available from the start of December, just in time to serve as a stocking filler for the geek in your life.

    Website: LINK

  • Daily Deal – Black Desert Online, 50% Off

    Daily Deal – Black Desert Online, 50% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 50% on Black Desert Online!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Friday at 10AM Pacific Time
    Website: LINK

  • The National Centre for Computing Education: your questions answered

    The National Centre for Computing Education: your questions answered

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    Last week was a very exciting week for us, with the announcement of the National Centre for Computing Education: funded programmes for computing teachers and students for the next four years, to really support the growth and profile of our subject. For me and many others involved in this field over the last decade, it’s an amazing opportunity to have this level of financial support for Computing — something we could previously only dream of. Everybody at Raspberry Pi is very excited about being involved in this important work!

    Some background

    A new Computing curriculum was introduced in England in September 2014, and it comprises three strands: computer science, information technology, and digital literacy. The latter two have been taught in schools for many years, but the computer science strand had not been taught in schools to the pre-16 age group since the 1980s.

    Two Royal Society reports have been widely influential. Firstly, the Shut Down or Restart report (2012) instigated the curriculum change. To support teachers implementing the new curriculum, the CAS Network of Excellence received a modest amount of funding from 2013–2018; the network has had a great impact on the field already, but clearly more government input was needed. The second report, After the Reboot (2017), evaluated current computing education in schools in the UK. It highlighted the challenges faced by teachers who felt unprepared to deliver the Computing curriculum, and recommended that significant government funding be provided to support teachers — and this has now happened! The new programme gives us the opportunity to reach all computing teachers, and to make massive improvements to computing education around the country.

    What is the National Centre?

    The National Centre, together with specific support for GCSE and A-Level Computer Science, is a government-funded programme of training and support for computing education. It will lead to a great education in the subject for every child from the beginning of primary school to the end of secondary school, enabling them to develop the valuable skills they need, whether or not they choose computing-related careers.

    Since last week’s announcement, I’ve received lots of questions from teachers and others about exactly what will be happening and who will be doing the work, and I’ve gathered together answers to many of these questions here. Read on to learn more about our plans.

    Key Stages 1–3 and non-GCSE Key Stage 4

    If you are a primary teacher or a secondary teacher at Key Stage 3 or non-GCSE KS4, delivering Computing, either as a classroom teacher or as a specialist, you will be able to access professional learning opportunities (CPD) and resources in your region. Initially these will be available via partners working with us, and from September 2019, you will be able to access them via 40 Computing Hubs.

    You will be able to register for a certificate and work towards it through a range of activities, working with colleagues and in your region. There will also be a range of online courses to support you at your own pace. Some of these are available now, and many more are to be launched over the next two years.

    GCSE Computer Science

    If you teach GCSE Computer Science, or you’d like to, there is a unique programme just for you. Bursaries will be available to enable you to take a series of face-to-face and online courses that best suit your needs: these will range from courses aimed at the completely new-to-GCSE teacher to advanced courses for more experienced teachers who are aiming to stretch and challenge students and to hone their subject knowledge.

    two young people coding at a computer

    The online courses will be free for everyone, forever. There will be a diagnostic test to help you plan your journey, and a final assessment to measure your success. You’ll be able to sign up for this programme from January.

    A Level Computer Science

    If you teach A Level Computer Science, or would like to, you will have access to comprehensive resources for students and teachers. There will also be a range of face-to-face events for both students and teachers. These will be starting shortly, so watch out for more news!

    It will take a few months for the Computing Hubs and CPD provision to be available at scale, but in the meantime, there is much within our existing networks that computing teachers can engage with right now: CAS hubs and other events, Code Clubs in schools, STEM Learning training, and our online courses are some examples.

    Building our team

    We also announced last week that we are looking for new team members to implement our part of the work.

    Developing resources, courses, and publications

    Our role involves developing a comprehensive set of resources, lesson plans, and schemes of work from Key Stages 1–4, drawing on the best of existing materials plus some new ones. We will also develop all the online courses. We need content writers to help us with both of these areas. We are working on producing newsletters, case studies, and other publications about evidence-based practice, and this will also be part of the new team’s work. At the Raspberry Pi Foundation, we will be leading on the A Level Computer Science programme content, so we have opportunities for people with the skills and experience to focus on this area.

    Many of these roles are available if you want to work remotely, but more senior jobs will involve regular days in Cambridge. We also have fixed-term, part-time work available. You can find all our current job openings on this page.

    Finally, as a team, we want to visit lots of schools to see what you need and listen to your thoughts, so that we can get our work right for you. If you’d like to support us in that, please get in touch by emailing [email protected].

    Hubs, face-to-face training, and certification

    STEM Learning, one of our two consortium partners, will be commissioning the 40 Hubs, and they will also be responsible for face-to-face training. The Hubs will become centres of excellence for computing, where teachers can find regional support. Existing CAS (Computing At School) communities will be linked to the 40 Hubs, and CAS Hubs will also play a really important part in the new structure. Our other partner, BCS, will be supporting certification, building on the work they have already done with the BCS Certificate in Computer Science Teaching.

    You will be able to access everything you need on the website of the National Centre for Computing Education, where you’ll soon be able to learn where to find your Computing Hub or local CAS communities and discover what is happening in your region.

    Across the consortium we have teams of people who are deeply committed to computing, to Computing At School (CAS), and to teaching; most of us have recent teaching experience ourselves. Our first priority is to work with teachers collegially to meet your needs and make life easier for you. So follow the National Centre on Twitter, talk to us, and give us your feedback!

    Outside England?

    This post has been all about teachers in England, but our free online resources will be available to anyone, anywhere in the world. If you want to talk to us about the needs in your country, do get in touch.

    Website: LINK

  • Puzzling it out in Trains VR

    Puzzling it out in Trains VR

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    Polish development team The House of Fables have taken one thing (trains) and paired it with another thing (puzzles) to create Trains VR, a VR-puzzle-train-management-sim that we’re proud to host on Viveport.

    We flagged down Adam Robaszyński-Janiec to talk about Trains VR. Full steam ahead!

    [youtube https://www.youtube.com/watch?v=bgu_WJx2ByA]

    Trains VR is pretty unique, being a puzzle game with trains. How did you come up with the idea?

    We started by making a sandbox prototype using trains during a game jam, and it was good. Then we polished it for a couple of months and brought it to a game conference, showcased it to hundreds of people. Most of them loved the game but it seemed they would enjoy it more if they had some clear goal. So we figured out that we can get the best from both worlds; we can give people the freedom of a sandbox (as there isn’t one ‘best’ or ‘only’ solution for the puzzles) and also a clear goal – to bring trains safely to stations.

    What was your motivation to create Trains VR – was it a love of model trains, puzzles or maybe a bit of both?

    I have great memories of trains as I played with them as a child, and walked with my father to watch trains passing by, etc, so that was part of it. Now that I have children I play with model trains with them and I know how messy it is (and painful if you step on a track). Also model trains take up a lot of space! VR lets us solve problems and deliver great experience with no mess and also easier handling. Placing tracks in Trains VR is kind like painting them on the board. Way easier than looking for correct track pieces in a huge box.

    Trains VR

    When you were creating that prototype, how did you model the trains? Did you use real life models?

    We used LEGO trains to make prototypes of the locomotives, actually, and wide lens cameras to catch a 180 degree view, which also helped us figure out which would be the best way to avoid motion sickness. It can’t be too open – as it would be bad nauseating experience – and can’t be to closed as it would diminish the feel and joy of the ride.

    Were you (or are you) model train enthusiasts? Did that encourage you to create Trains VR?

    I can’t say I am an enthusiast – it was rather a mix of childhood memories of playing with toy, electric trains, watching trains, traveling by train and having my own children also playing with train toys that made me want to make it. We have tracks nearby the office, so pretty often that train is passing and if they wave, trains often make their “Choo choo” noise!

    Trains VR

    Talk us through the puzzle mechanics of Trains VR. How do they get more complex as the game progresses?

    The gameplay in Trains VR is in two parts: the first one is figuring out a potential solution to the puzzle and placing your tracks. Then in the second part you verify your ideas, quickly get new ones and operate the whole table – switching tracks and turntables. We don’t have that many core mechanics (building tracks, switches, various trains, colors and tunnels) but mixing them together creates more and more complicated levels. One of the most complicated is the one where you have three trains, several stars to gain and lots of freedom on where to place your tracks. Surprisingly the more freedom you get, the more complicated the game becomes – constraints tend to give clues about how to solve the level and limit your options. We still have ideas for new mechanics that would add new layers of complexity – e.g. lights stopping trains or switches triggered by passing trains.

    Trains VR

    Players can also get into the train directly and ride around on the track. Are there any little details or Easter Eggs that people should look out for?

    There are quite a few – for those who played the game during trade show all over the world, a whistle might look familiar – you can grab the yellow handle in the top left corner and check out what will happen. Also if you get close to the wall, where the manual for the controls is, and look physically through the wall – that might be interesting. I will leave the rest for players to figure out.

    Do you have any future plans for Trains VR?

    We have quite a few ideas. The biggest demand from players is to add “free play” option – thus bringing us back to our roots. So this is an obvious candidate. We know people would like to teleport around the table (you can now teleport to four spots in the room – the controls manual poster, credits poster, achievements shelf and obviously table itself). But we want to add free teleportation wherever you want – including the game table itself with scale changed appropriately.

    What’s next for House of Fables after Trains VR?

    We have various ideas which are not yet ready to be presented – but some of them include another adventure game, some of them are around VR. We think how we can utilize the mechanics behind Trains VR for other games, so off the top of my head, there’s a rollercoaster builder and “true rail shooter” (pun intended). The closest to release though would be Solar System and World War II experiences we made for Warsaw Movie School. So stay tuned and follow us on Facebook, Twitter and our webpage.

    Thanks for talking with us, Adam.


    Trains VR is available on Viveport, and as part of Viveport Subscription.

    Website: LINK

  • Three-factor authentication is the new two-factor authentication

    Three-factor authentication is the new two-factor authentication

    Reading Time: 3 minutes

    Two-factor authentication continues to provide our online selves with more security for our email and online banking. Meanwhile, in the physical world, protecting our valuables is now all about three-factor authentication.

    A GIF of a thumbprint being scanned for authentication - three-factor authentication

    Not sure what I mean? Here’s a video from Switched On Network that demonstrates how to use a Raspberry Pi to build a three-factor door lock comprised of an RFID keyring, 6-digit passcode, and one-time access code sent to your mobile phone.

    Note that this is a fairly long video, so feel free to skip it for now and read my rather snazzy tl;dr. You can come back to the video later, with a cup of tea and 20 minutes to spare. It’ll be worth it, I promise.

    Build a Raspberry Pi Smart Door Lock Security System with Three Factor Authentication!

    https://amzn.to/2A98EaZ (UK) / https://amzn.to/2LDlxyc (US) – Get a free audiobook with a 30-day trial of Audible from Amazon! Build the ultimate door lock system, effectively turning your office or bedroom into a high-security vault!

    The tl;dr of three-factor door locks by Alex Bate

    To build Switched On Network’s three-factor door lock, you need to source a Raspberry Pi 3, a USB RFID reader and fob, a touchscreen, a electronic door strike, and a relay switch. You also need a few other extras, such as a power supply and a glue gun.

    A screenshot from the three-factor authentication video of a glue gun

    Once you’ve installed the appropriate drivers (if necessary) for your screen, and rotated the display by 90 degrees, you can skip ahead a few steps by installing the Python script from Switched On Network’s GitHub repo! Cheers!

    A screenshot from the three-factor authentication video of the screen attached to the Pi in portrait mode

    Then for the physical build: you need to attach the door strike, leads, and whatnot to the Pi — and all that together to the door and door frame. Again, I won’t go into the details, since that’s where the video excels.

    A screenshot from the video of the components of the three-factor authentication door lock

    The end result is a superior door lock that requires you to remember both your keys and your phone in order to open it. And while we’d never suggest using this tech to secure your house from the outside, it’s a perfect setup for inside doors to offices or basement lairs.

    A GIF of Dexter from Dexter's Laboratory

    Everyone should have a lair.

    Now go watch the video!

    Website: LINK

  • Daily Deal – This War of Mine, 70% Off

    Daily Deal – This War of Mine, 70% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 70% on This War of Mine!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Monday at 10AM Pacific Time
    Website: LINK

  • Daily Deal – Galactic Civilizations III, 87% Off

    Daily Deal – Galactic Civilizations III, 87% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 87% on Galactic Civilizations III Gold!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Wednesday at 10AM Pacific Time
    Website: LINK

  • I feel the earth move under my feet (in Michigan)

    I feel the earth move under my feet (in Michigan)

    Reading Time: 2 minutes

    The University of Michigan is home to the largest stadium in the USA (the second-largest in the world!). So what better place to test for spectator-induced seismic activity than The Big House?

    The Big House stadium in Michigan

    The Michigan Shake

    University of Michigan geology professor Ben van der Pluijm decided to make waves by measuring the seismic activity produced during games at the university’s 107601 person-capacity stadium. Because earthquakes are (thankfully) very rare in the Midwest, and therefore very rarely experienced by van der Pluijm’s introductory geology class, he hoped this approach would make the movement of the Earth more accessible to his students.

    “The bottom line was, I wanted something to show people that the Earth just shakes from all kinds of interactions,” explained van der Pluijm in his interview with The Michigan Daily. “All kinds of activity makes the Earth shake.”

    The Big House stadium in Michigan

    To measure the seismic activity, van der Pluijm used a Raspberry Pi, placing it on a flat concrete surface within the stadium.

    Van der Pluijm installed a small machine called a Raspberry Pi computer in the stadium. He said his only requirements were that it needed to be able to plug into the internet and set up on a concrete floor. “Then it sits there and does its thing,” he said. “In fact, it probably does its thing right now.”

    He then sent freshman student Sahil Tolia to some games to record the moments of spectator movement and celebration, so that these could be compared with the seismic activity that the Pi registers.

    We’re not sure whether Professor van der Pluijm plans on releasing his findings to the outside world, or whether he’ll keep them a close secret with his introductory students, but we hope for the former!

    Build your own Raspberry Pi seismic activity reader

    We’re not sure what other technology van der Pluijm uses in conjunction with the Raspberry Pi, but it’s fairly easy to create your own seismic activity reader using our board. You can purchase the Raspberry Shake, an add-on board for the Pi that has vertical and horizontal geophones, MEMs accelerometers, and omnidirectional differential pressure transducers. Or you can fashion something at home, for example by taking hints from this project by Carlo Cristini, which uses household items to register movement.

    Website: LINK

  • Daily Deal – Breathedge, 25% Off

    Daily Deal – Breathedge, 25% Off

    Reading Time: < 1 minute

    Today’s Deal: Save 25% on Breathedge!*

    Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

    *Offer ends Tuesday at 10AM Pacific Time
    Website: LINK

  • Going Deeper with Virtual Virtual Reality

    Going Deeper with Virtual Virtual Reality

    Reading Time: 4 minutes

    In the bizarrely funny and surreal experience Virtual Virtual Reality, on sale this weekend for Viveport users and Viveport Subscription members, players explore a series of dreamlike digital worlds in a future where society is dominated by advanced AI. Things seem serene and wholesome at first glance, but all is not as it seems outside the confines of your headset. We had a chat with the Tanya Soto at developer Tender Claws to hear how their cerebral VR odyssey came to be. 

    Interview by Nathan Ortega, Viveport

    [youtube https://www.youtube.com/watch?v=uLID0vmIymE?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the crew at Tender Claws.

    Tender Claws is an award-winning game company located in Los Angeles, California that creates experiences at the intersection of art, games, and technology. Our team includes directors, writers, designers, and coders that collaborate to blur the boundaries of design, publishing, cinema, installation and virtual reality. We are committed to a reciprocal creative process: one that requires deep attention to content and careful consideration of the affordances of a technology.

    What inspired the bizarre and colorful experience Virtual Virtual Reality?

    We’ve actually been working in VR for quite some time. For instance, Game Lead Samantha Gorman worked on art and writing projects in a CAVE Automated Virtual Environment since 2002. Due to our experience in the medium before its current resurgence, we wanted to create a project that was both love letter to and satire on the hope and hype of VR.

    VVR starts off very colorful and silly, but slowly a sinister undertone begins to reveal itself. Talk a bit about how this concept came to be?

    VVR touches on several contemporary concepts in technological development besides VR, including our relationship to AI, the digital gig economy, and mind uploading. There is a lot of really cool promise in these technologies and approaches and ways they could enhance the future. At the same time, there are also things we should be cautious about and the possibility for darker issues to emerge. In celebrating the efficiency of these technologies, VVR would not be as dynamic if it didn’t address the darker themes and undercurrents.

    Virtual Virtual Reality seems to be very satirical towards silicon valley culture, with many of Activitude’s quirks and behavior seeming straight out of a CEO keynote.

    Yeah, we looked at a lot of keynotes for inspiration. Many of the characters are uploads of former human CEOs and tech executives. . .  who have morphed into AI Managers unsure of whether they’d rather be loved or feared, trying to have it all.

    VVR sends players hopping through a variety of virtual worlds during their time with Activitude. Were there any environments or set pieces you wanted to include in the final version that just didn’t quite find a place?

    I think one thing we’re good at is collaging together different bits and pieces.  Being a small team, we end up having to be resourceful. I don’t think there was much of anything that we made that went unused in someway or another.  The greenhouse from VVR actually came from another prototype we were working on that was a kind of murder mystery with a plant-devouring possum.

    VVR is pretty trippy and surreal, with a lot going on in each environment to interact with. Are there any hidden easter eggs or secrets hidden in Virtual Virtual Reality that players haven’t discovered so far?

    People seem pretty good at finding things, though there are a few moments we wonder if people ever see. One of these times rewards the player’s obstinance. If the player never teleports during the tutorial and doesn’t play along, we wrote an extremely long fail case where Chaz goes on a rant and even employs various strategies (like the creative visualization) to get the player to teleport.  It probably almost never plays because you only have to hit a single button to skip ahead, but for really stubborn players that don’t want to go along, Chaz goes off on a whole spiel about lava and the realm of the imagination.

    What happened to the artichoke to make it so upset? Its screams are more than a little upsetting.

    His name is Hernandez. He gets cranky without his vitamin supplements.

    What’s next for Tender Claws?

    We have a couple new projects in the works!  A virtual pet fish app that feeds on your emotions and the emotions of your friends. We’re also at the early stages of exploring the intersection of immersive theater and social experiences in VR.

    Sounds exciting! Can’t wait to see what you and the team come up with next. Thanks for speaking to us!

    Virtual Virtual Reality is on sale this weekend on Viveport, and Viveport Subscription members save 60% off

    Website: LINK

  •  VIVE Sync announced to mainstream enterprise VR collaboration

     VIVE Sync announced to mainstream enterprise VR collaboration

    Reading Time: 3 minutes

    Developed By Internal 2 Bears Studio, VIVE Sync is to Pilot in December

    At a press event in San Francisco yesterday, HTC VIVE announced VIVE Sync, a virtual reality (VR) collaboration and meeting application built specifically for the enterprise. The easy to access and secure Vive Sync has been built for the entire Vive ecosystem, compatible with the Vive, Vive Pro and Vive Focus. By developing this enterprise collaboration tool, HTC Vive is continuing its commitment to bringing premium VR hardware and software solutions to businesses of all sizes. 2 Bears Studio, HTC Vive’s internal development team, will begin selecting pilot partners to integrate Vive Sync into their businesses in December.

    Vive Sync is an intuitive VR collaboration tool where internal teams can meet in a virtual shared space, improving communication and productivity amongst organizations. Supporting up to 20 employees simultaneously, teams separated across the globe can meet to share materials, hold discussions, and make real-time collaborative decisions. With dynamic and customizable avatars, individuals will be able to have immersive and realistic interactions with their colleagues no matter where they are in the world. Through Vive Sync, participants are able to easily share materials directly from their server such as standalone videos, presentations, and 2D & 3D assets. In addition, Vive Sync’s 3D drawing capabilities allows users to mark-up and interact with these materials while the ability to easily take screenshots, video recordings and voice to text support promotes continued collaboration outside of the virtual meeting space.

    “With our offices located halfway across the world from each other, we built Vive Sync as an internal solution to the many pain points of remote work and collaboration,” said David Sapienza, Executive Director of 2 Bears Studio. “What was most important to us and what separates Vive Sync from other solutions is the persistent emphasis on security and ease of use throughout the application.”

    Vive Sync integrates seamlessly into a company’s own infrastructure, ensuring a custom and secure platform. With organizations able to exercise full control over their security, employees can share confidential and sensitive materials freely with their colleagues. In addition, setting up secure meetings in Vive Sync is a simple and intuitive process. Through Outlook Office 365 integration, users can easily set up meetings in Vive Sync through their email while the QR code system capitalizes on the Vive’s front cameras to allow for a simple way to join meeting locations.  

    2 Bears Studio will begin accepting partners into its pilot program next month. Additional information on pricing will be released at a later date. For more on Vive for enterprise, please visit: https://enterprise.vive.com.

    Website: LINK