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2
Nov

Twitch will show you more (but higher-quality) ads


Like it or not, Twitch is about to make it harder to escape ads… but you might not mind it as much as you think. It’s introducing SureStream video technology that has Twitch hosting ads itself, saving it from having to insert promos from third-party sources. This will increase the chances that you see ads during a stream, especially if you use ad blocking software. Sorry, folks, you’ll probably have no choice but to subscribe if you want to guarantee uninterrupted viewing. There will be some upshots if you do have to sit through commercials, though.

As Twitch won’t have to rely on outside ads nearly as often, you should see fewer freezes and other technical problems stemming from the switch to and from third-party providers. Twitch will also have greater control over the quality of the ads you see: you should get more consistent volume levels, higher overall visual quality and quicker removals of “problematic” (read: glitchy) spots. And of course, partnered streamers should get a “more reliable” source of income. If you can’t justify a subscription, you can at least find some comfort in knowing that your favorite streamers could receive more ad money.

SureStream starts rolling out today, and should reach everyone sometime in the “coming months.” Twitch isn’t shy about its underlying goals — this will ideally “attract and retain” advertisers worried that they might not reach you, and help serve more ads overall. However, the streaming giant is clearly betting that the reduced anguish when you do see ads will make up the difference, or at least soften the blow.

Source: Twitch Blog

2
Nov

Russia is ditching Microsoft because it’s an easy target


We know that Russia wants to give Microsoft products the boot, but now it’s clearer as to why. A senior US intelligence official talking to NBC News not only supports talk of Russia endorsing a plan to purge Microsoft software from the government (starting with Moscow), but explains why. Reportedly, Vladimir Putin and crew are picking on Microsoft because it’s an easy target for anti-American sentiment. It’s a huge company that rules the tech sector, and it’s not hard to persuade Russians that the firm is collaborating with US spies despite evidence to the contrary.

For its part, Microsoft maintains that it doesn’t work with “any government” on surveillance, or conduct any espionage itself. Its soon-to-be-acquired job site, LinkedIn, is currently fighting a Russian attempt to block access.

The NBC source doesn’t say when (or if) this transition would happen, or say whether other American companies are on notice. Russia has more than a few incentives to kick Windows and Office to the curb, though. National pride is the most conspicuous reason, as domestic software could both foster the local economy and spite the US. However, it’s also a matter of control. If Russia makes the software, its government has more power to control that software — officials would have an easier time blocking content and inserting surveillance tools. While this could reduce the chances of US agencies snooping on Russian activity or launching counterattacks, it would primarily be helpful for quashing political dissent.

Source: NBC News

2
Nov

DOJ sues DirecTV for conspiring against LA Dodgers (updated)


The Department of Justice announced on Wednesday that it is bringing suit against DirecTV for its role in an alleged collusion scheme involving the broadcast rights to Los Angeles Dodgers games. Specifically, the DOJ asserts that DirecTV and three of its competitors — Cox, Charter and AT&T — shared “agreed to and did exchange non-public information about their companies’ ongoing negotiations” with SportsNet LA, the only channel authorized to show Dodgers games.

The DOJ filed suit in U.S. District Court for the Central District of California and alleges that the four companies essentially gave each other a heads up as to their individual progress in negotiating with SportsNet LA and whether they’d actually carry the channel should they be successful. Doing so, the DOJ argues, allowed the companies to not only gain unfair bargaining leverage but also minimize their subscriber losses should only one company be successful.

What’s more, the DOJ is saying that the reason that none of these companies have yet to carry SportsNet LA is a direct result of their collusion and in doing so, they’ve prevented a large swath of fans from watching the games over the past three seasons. “As the complaint explains,” Deputy Assistant Attorney General Jonathan Sallet of the Justice Department’s Antitrust Division stated. “Dodgers fans were denied a fair competitive process when DIRECTV orchestrated a series of information exchanges with direct competitors that ultimately made consumers less likely to be able to watch their hometown team.”

Update: AT&T released the following comment to Engadget: “We respect the DOJ’s important role in protecting consumers, but in this case, which occurred before AT&T’s acquisition of DIRECTV, we see the facts differently. The reason why no other major TV provider chose to carry this content was that no one wanted to force all of their customers to pay the inflated prices that Time Warner Cable was demanding for a channel devoted solely to LA Dodgers baseball. We make our carriage decisions independently, legally and only after thorough negotiations with the content owner. We look forward to presenting these facts in court.”

Source: US Department of Justice

2
Nov

Google Wallet launches a streamlined web app


Google Wallet may have killed off physical debits cards earlier this year, but the service is now making it easier to send and receive money with the card you already have. With the launch of the Google Wallet web app, all you need to accept online payments from friends is a browser and debit card tied to your Google account.

Of course, users can still use the Google Wallet app for iOS or Android Pay to pay their friends or accept funds on their mobile devices as well, and thanks to automatic transfers there’s no need to cash out before the money shows up in your bank account. Finally, while Google Wallet is mostly aimed at person-to-person payments like Venmo, Squarecash and Paypal, Android Pay is also rolling out new integrations with hundreds of thousands of websites to simplify commercial check-out processes across the web.

Source: Google Wallet

2
Nov

3D audio is the secret to HoloLens’ convincing holograms


The streets of Microsoft’s campus are lined with tall fir trees. A drive through lush, green urban woods reveals dozens of nondescript buildings. Minibuses shuttle employees across the company’s 500-acre headquarters in Redmond, Washington. Inside Building 99, a concrete-and-glass structure that houses Microsoft Research, Ivan Tashev walked through the quiet halls toward his lab, where he devised the spatial sound system for HoloLens.

Tashev leads the audio group at Microsoft Research, which is the second largest computer science organization in the world. For HoloLens, a mixed-reality headset that places holograms in your immediate environment, his team devised a sound system that creates the illusion of 3D audio to bring virtual objects to life.

Mixed reality, like virtual reality, is a medium best known for its visual trickery. When you first try on the HoloLens, the thing that instantly grabs your attention is the holographic display: the aliens crawling out of the walls in RoboRaid or Buzz Aldrin walking on the surface of Mars. The device tricks your brain into seeing things that are only visible through the headset. But what makes the holograms seem realistic is the spatial sound system that allows you to engage with the projections. You hear the alien enemies before they break out of the walls, and you can find the astronaut talking to you as he walks across the red planet.

“Spatial sound roots holograms in your world,” says Matthew Lee Johnston, audio innovation director at Microsoft. “The more realistic we can make that hologram sound in your environment the more your brain is going to interpret that hologram as being in your environment.”

The HoloLens audio system replicates the way the human brain processes sounds. “[Spatial sound] is what we experience on a daily basis,” says Johnston. “We’re always listening and locating sounds around us; our brains are constantly interpreting and processing sounds through our ears and positioning those sounds in the world around us.”

The brain relies on a set of aural cues to locate a sound source with precision. If you’re standing on the street, for instance, you would spot an oncoming bus on your right based on the way its sound reaches your ears. It would enter the ear closest to the vehicle a little quicker than the one away from it. It would also be louder in one ear than the other based on proximity. These cues help you pinpoint the location of things. But there’s another physical factor that impacts the way sounds are perceived.

Before a sound wave enters a person’s ear canals, it interacts with the outer ears, the head and even the neck. The shape, size and position of the human anatomy add a unique imprint to each sound. The effect, which is called Head-Related Transfer Function (HRTF), makes everyone hear sounds a little differently.

These subtle differences make up the most crucial part of a spatial sound experience. For the aural illusion to work, all the cues need to be generated with precision. “A one-size-fits-all [solution] or some kind of generic filter does not satisfy around one-half of the population of the Earth,” says Tashev. “For the [mixed-reality experience to work], we had to find a way to generate your personal hearing.”

His team started by collecting reams of data in the Microsoft Research Lab. They captured the HRTFs of hundreds of people to build their aural profiles. The acoustic measurements, coupled with precise 3D scans of the subjects’ heads, collectively built a wide range of options for the HoloLens. A quick and discreet calibration can match the spatial hearing of the device user to the profile that comes closest to his or hers.

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Drone concept for RoboRaid. Image: Microsoft

Back at the Microsoft campus, on a bright, sunny morning in late August, Tashev walked into his lab at Building 99. Dressed in black pants and a platinum gray shirt that matched his hair, he pulled open the heavy doors to a concealed room where he carries out the acoustic measurements. The walls, covered with large foam wedges, insulate the space from the rest of the building. The floor is made up of a wire mesh that sits atop another layer of sound absorbers at the bottom. The structure soaks up all sounds and vibrations to create an anechoic chamber, or a space that is devoid of echoes.

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The Harvard anechoic chamber built in 1943. Image: Harvard University Archives

After a few minutes, the echoless chamber starts to feel uncomfortable, even unnatural. The blood pumping through the heart becomes more audible. The ebb and flow of the air in the lungs comes into focus. It’s a feeling that is often experienced inside anechoic rooms, which have been around for many decades. Dr. Leo Beranek, the director of Harvard’s electroacoustic lab, built the first one in 1943 to test broadcasting systems and loudspeakers and to improve noise control during WWII. Since then, similar spaces have been designed to test microphones and to measure HRTFs for multi-directional audio systems.

At Microsoft Research, Tashev’s chamber has a black leather chair at the center of the room where the HRTFs of 350 people have been measured. After a pair of small orange microphones has been placed inside the ears of a subject, a black rig, equipped with 60 speakers, slowly rises from the back. As the contraption moves in an arc over the person, it stops at brief intervals to play sharp, successive laserlike sounds. The microphones capture the sound waves as they enter the ear canals of the participant.

By playing sounds all around the listener, the team is able to capture the precise audio cues for both right and left ears in relation to 400 directions in the room. These measurements give them a pair of HRTF filters for each sound source. “If we know these filters for all possible directions, then we own your spatial hearing,” says Tashev. “We can trick your brain and make you perceive that the sound comes from any desired direction.”

Your browser does not support the audio element

Hit play to hear the sounds Microsoft Research used for acoustical measurements.

To place a hologram at a particular location, a corresponding audio filter is applied. When the HoloLens projects those specific sounds, the HRTF clues baked into them trick the human brain into spotting the source almost instantly.

Despite the realism, the paraphernalia required to generate spatial sound has kept it from replacing stereo and surround systems for the masses. Apart from the precise acoustic measurements, it also requires constant head-tracking. The orientation of the head has a direct impact on the way sounds reach the ears. If you’re looking away from the bus on the street, for instance, it will sound different than if you’re looking straight at it.

For HoloLens, however, the team did not need to tackle the head-tracking problem from scratch. The holographic visuals work in part because one of the six cameras in the device monitors the user’s head movements at all times. The audio system simply taps into that information.

Microsoft is not the first or only company with the ability to create personalized audio. For most 3D audio experiences in VR, creators have been relying on HRTF databases that are publicly available or turning to research labs where audio personalization has been possible for a number of years. At Princeton University, Edgar Choueiri, a professor of mechanical and aerospace engineering, has been using the microphone-in-ears technique for the past few years. And VisiSonics, a company based in the University of Maryland’s research lab, has been measuring HRTFs to build its own library.

But Microsoft’s audio system stands apart for its engineering, which makes the audio calibration invisible to the HoloLens user. While the personalization isn’t as perfect as it tends to be inside a controlled lab, it is a lot less tedious.

The first time you wear the device, you start with a wizard that guides you through a calibration for the eyes. For the holographic effect to work, the computer around your head needs to measure the distance between your pupils. It asks you to close one eye, hold your finger up and tap down on a projected image in front of you. You repeat the same for the second eye for the system to calculate the interpupillary distance. But that’s not all the system is doing. Baked into this process is an algorithm that correlates the eye measurements with the numbers from Tashev’s research that scanned and measured the eyes and ears of hundreds of subjects to build a generic average. Essentially, the distance between the eyes becomes an indicator of the distance between the two ear canals of the person using the device.

The idea is to make the information-gathering process as inconspicuous as possible. “I think we succeeded because today the final user doesn’t even know when or how the personalization of the HRTFs happens,” says Tashev. “We made it transparent for the user.”

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The efficiency of software also extends to the hardware in the HoloLens. While the dynamism of spatial sound is best maintained and experienced over headphones, the HoloLens team needed to steer clear of any occlusions to keep the mixed-reality effects intact. “We quickly realized that the user would like to hear the environment around them in addition to the sound from the holograms,” says Hakon Strande, senior program manager at Microsoft. “So we needed something that was outside the ear but close enough to make sure the sound reached the ear at a certain level of loudness.”

Strande describes one early iteration of the HoloLens that had small tubes folding down from the band to direct air into the ear canals. Another concept swapped the tubes for earbuds that popped into the ears of the user. But the team eventually engineered a pair of thin, red speakers that sit on a band right above the user’s ears.

“Most people don’t realize that [the speakers] are there,” says Strande. “The first time they try the device and when they hear the sound in the space around them they think there are speakers located in the room around them that are playing the sounds. That’s how convincing the effect and simulation is at this point.”

Microsoft’s spatial audio, while active and effective in the HoloLens, isn’t limited to the device. It’s essentially baked into the operating system so it can work across devices that rely on Windows 10. With new VR headsets announced for the operating system at the Surface event in October, perhaps the spatial-audio technique will translate from a holographic mixed reality to a fully immersive virtual space.

“Audio is important in mixed reality and in VR because it ties the experience together,” says Strande. “It is often the second thing that game and app developers think about but without audio you don’t suspend disbelief. To bring something to life, it has to have a sound aspect to it — especially if they’re holograms that are moving around you.”

2
Nov

Gawker settles with Hulk Hogan for a reported $31 million


Since Gawker lost its court battle with Hulk Hogan back in June and filed for bankruptcy, it’s been unclear just how much the former professional wrestler would get given the massive $140 million judgment awarded him. But today, the media company’s cofounder and CEO Nick Denton announced that they’ve settled with the celebrity for $31 million.

In a blog post, Denton explained the rationale behind the lower number: In short, everyone needs to move on. The four-year legal battle stretched resources, such that appealing both the Hogan case and his lawyer Charles Harder’s other two cases involving Gawker stories would exhaust more time and money. As part of the settlement, all three posts have been taken down, which Denton called “the most unpalatable part of the deal.”

They didn’t pursue the appeals process due to the large financial elephant in the room: Peter Thiel. The tech billionaire had bankrolled Harder to take on Hogan’s case, spending his own money to avenge Gawker’s outing him as gay in 2007. Denton was convinced that Thiel would continue dragging the fight out and even likely fund other cases if the media company won its appeal, as the billionaire said he would do in a New York Times op ed.

But the other big reason to settle the four-year case: Everyone needs to move on. Instead of extending the litigation, Hogan will retire comfortably and the article’s writer A.J. Daulerio, who was also named a defendant in the case, will be able to proceed. Shed of the Gawker site and name, the newly-branded Gizmodo network (including Jalopnik, Jezebel, Kotaku, Lifehacker and Deadspin) can forge ahead under ownership by Univision.

So the saga is over, as Denton wrote in his post. All the writers involved, including him, can move on. But the specter of Thiel’s then-secret machinations to bring down a media company that crossed him remain. The billionaire appointed himself a First Amendment gatekeeper: At a National Press Club Q&A on Monday, Thiel told reporters that Gawker’s employees were not journalists and didn’t deserve Constitutionally-bound right of freedom of the press.

Except, they do, because the law of the land says so. Thus Thiel hit them where he could, in the pocketbook, bankrolling court cases from the shadows because, in his esteem, Hogan was too poor to prevail in the court system alone. As he told the National Press Club: “If you’re middle-class, if you’re upper-middle class, if you’re a single-digit millionaire like Hulk Hogan, you have no effective access to our legal system. It costs too much.”

For Thiel, an investor in Facebook and Palantir, the Hogan case probably cost him less than 1% of his net worth to fund, Denton estimated. Perhaps that is the lasting legacy of this whole sad debacle. As he concludes in his post:

“It’s a shame the Hogan trial took place without the motives of the plaintiff’s backer being known. If there is a lasting legacy from this experience, it should be a new awareness of the danger of dark money in litigation finance. And that’s surely in the spirit of the transparency Gawker was founded to promote. As for Peter Thiel himself, he is now for a wider group of people to contemplate.”

Via: CNBC

Source: Nick Denton

2
Nov

An artwork controlled by a colony of bacteria


The Tate Modern’s Turbine Hall has always been a vacuous space. Five storys high, with 35,000 sq ft. of space for artworks, it’s been home to some of the London museum’s most memorable exhibitions. Its latest, by sheer spirit of invention, is no exception.

Anywhen is an immersive artwork by French avant-garde artist Philippe Parreno. Billed as an exhibition that challenges your perception of time and space, it’s essentially, as The New Scientist puts it, a “factory-sized [children’s] mobile.” It features an ever-changing mix of sound, light and shadow, augmented by fish-shaped balloons, a transforming array of suspended speakers and a cinema that seemingly appears at random.

Except, it’s not random. The individual elements of Anywhen are at the whim of bacteria. Bioreactors sit in the corner of the Turbine Hall, housing a colony of yeast cultures. Data on the colony’s movements, temperature and growth is being collected by scientists from University College London, and is fed into an algorithm that controls the artwork’s many elements. As the cultures mature over the course of the exhibition, they’ll forever change the patterns that play out. The artwork a visitor to the Tate Modern will see today will not be the artwork on display next year.

This isn’t the first time that Parreno has experimented with bacteria for art. Back in April he collaborated with Barbara Gladstone for a New York show that also utilized bioreactors. Speaking to The Art Newspaper, Parreno explained that he “liked the idea that this colony of bacteria can actually control your surroundings and affect the huge space of the Turbine Hall.” While he created each element, the moments that visitors will experience are being dictated by the colony. “The bacteria that control your surroundings by responding to information coming from its surroundings.”

The Big Picture is a recurring feature highlighting beautiful images that tell big stories. We explore topics as large as our planet, or as small as a single life, as affected by or seen through the lens of technology.

2
Nov

Microsoft Debuts ‘Teams’ Chat-Based Workspace and Slack Competitor


Microsoft today debuted its latest product, Microsoft Teams, which is a chat-based workspace designed for Office 365 users.

Designed to compete with chat platforms like Slack and HipChat, Microsoft Teams provides a chat interface that integrates with Office 365 apps and services and other third-party services like Zendesk, Asana, Hootsuite, and Intercom.

According to Microsoft, Teams is designed to provide a “modern conversation experience” in the workplace. It supports both persistent and threaded chats, along with public and private conversations. Skype integration allows teams to quickly initiate voice and video conferences, and each digital workspace can be highly customized with emoji, stickers, GIFs, extensions, open APIs, and more.

At Microsoft, we are deeply committed to the mission of helping people and organizations achieve more–and reinventing productivity for the cloud and mobile world is core to our ambition. We built Microsoft Teams because we see both tremendous opportunity and tremendous change in how people and teams get work done.

Teams are now more agile and organizational structures more flat to keep communications and information flowing. With Microsoft Teams, we aspire to create a more open, digital environment that makes work visible, integrated and accessible–across the team–so everyone can stay in the know.

Word, Excel, PowerPoint, SharePoint, OneNote, Planner, Power BI, and Delve are built into Microsoft Teams, and it supports Microsoft’s cross-application membership program, Office 365 Groups, so people can easily move from conversations to collaborating on documents.

Microsoft Teams is designed for Microsoft’s enterprise customers, and it includes enterprise-level security with two-factor authentication, single sign on through Active Directory, and data encryption. Teams is available for Windows, Mac, Android, iOS, and the web.

Ahead of Microsoft’s announcement, competing chat platform Slack took out a full page ad in the New York Times welcoming Microsoft to the chat space, offering some “friendly advice,” and signaling that it’s worried about competition from Microsoft.

In the piece that ends with a warning that “Slack is here to stay,” Slack says an open platform, love, and thoughtfulness and craftsmanship are essential to a successful communication product.

One final point: Slack is here to stay. We are where work happens for millions of people around the world.

So welcome, Microsoft, to the revolution. We’re glad you’re going to be helping us define this new product category. We admire many of your achievements and know you’ll be a worthy competitor. We’re sure you’re going to come up with a couple of new ideas on your own too. And we’ll be right there, ready.

A preview of Microsoft Teams is available in 181 countries and 18 languages starting today for Office 365 enterprise customers (Business Essentials, Business Premium, El, E3, and E5). It will officially launch early next year.

Tags: Microsoft, Slack, Microsoft Teams
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2
Nov

Second and Third-Generation Apple TV Models Not Working for Some Users


Some second and third-generation Apple TV owners have started experiencing a mysterious bug over the last few days, which seems to have essentially disabled the device for a number of users. Affected Apple TV models are only able to display Computers, Music, and Settings, with no other channel options available.

Customers who are seeing the issue have had all of their menu options suddenly disappear, leaving them unable to watch Netflix, Hulu, and other Apple TV channels.

Image via MacRumors reader Gabbisonn
This seems to be a bug that’s been around for awhile, but has become more prevalent over the last day or two. MacRumors has received several complaints via email, and there are threads outlining the problem both on our forums and on Reddit.

Restarting the Apple TV, resetting a router, and resetting the Apple TV don’t seem to work. A region change offers a temporary solution, but ultimately, the channels disappear again for many users. Some users have partially fixed the issue by changing DNS settings, but this doesn’t work for all users. A MacRumors reader describes the problem:

All I see is a computer and settings option. In the settings option I have access to everything except the main menu setting. There’s absolutely nothing in there as an option. I’ve restarted my Apple TV as well as my AirPort Extreme. I’ve reset the Apple TV and I inserted all the info back in like my iCloud acct etc. it obviously is logging onto the Internet since I was able to connect my iCloud account. One other strange thing is that my iTunes won’t recognize the Apple TV when I plug it in directly to my Mac mini via a USB cable. It just doesn’t show up. What the heck happened? Apple do you have an explanation for this one?

Not all Apple TV users are affected by the issue, but it appears to be fairly widespread. Only the Apple TV 2 and 3 are impacted — the fourth-generation Apple TV is functioning fine.

Apple’s support staff told a Reddit user that a fix was in the works, and to expect a software update in the near future. A MacRumors reader received similar information, with Apple suggesting a fix would be pushed within the next few hours.

Related Roundups: Apple TV, tvOS 10
Buyer’s Guide: Apple TV (Caution)
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2
Nov

Play-Doh Touch Shape to Life Studio Release Date, Price and Specs – CNET


Play-Doh’s about to meet your iPad. Yes, that Play-Doh. Hasbro’s 60 year old brand is getting its first iOS app and a new connected play kit called Play-Doh Touch. And it’s kinda, sorta, a scanner for kids. But maybe it’s also Hasbro’s newest way of trying to explore app-enabled gaming.

The Play-Doh Touch Shape to Life Studio, coming to Apple stores today, is a set of familiar Play-Doh mini-tubs, along with some shapes and enough bits and pieces that kids could just play like they always do. But it also comes with a plastic tray that acts as the scanning surface. The Play-Doh Touch app, created by the development team that created Monument Valley, uses the iPhone or iPad camera to take a quick picture and scan in the creation. The result then turns into a semi-3D, semi-2D onscreen creation, complete with wiggly limbs and googly eyes, with a pretty uncanny success rate. I’ve been playing around with the kit at the office, and it’s entertaining…but it could have done more. Maybe it will.

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Scanning my triceratops in.

Sarah Tew/CNET

Little Play-Doh tubs, plastic stamps, cookie-cutter shapes — it’s all familiar to me as a dad. But the extra white platter that comes with the Shape to Life Studio, that’s new. So is the iPad app, of course. I launch it, scan my little Play-Doh figure into a game I’m playing. Now my pink triceratops is hopping around and making eyes at me.

Connect an iPhone, iPad or iPod Touch, download the app, and the set works almost like a junior scanner — but one with serious limits.

You can’t do all that much with your Play-Doh Touch creation right now, other than have it hop and squiggle through explorational worlds. There’s some customization in the form of scanning in things that can decorate the background. I covered the landscape with orange leaves. Then I added my MetroCard, which also scanned in just fine. You could conceivably use Play-Doh Touch’s app without using Play-Doh at all.

Some of the cut-out shapes and creature molds included can unlock features in the game, such as extra worlds, characters or hidden easter eggs. Using the pieces that way, Play-Doh Touch feels a bit like preschool Skylanders. But the nice thing about Touch is that it uses free-form creative materials. Take away the iPad or iPhone app, and it’s still a regular Play-Doh set.

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What if it could do more than connect to a game, though?

Sarah Tew/CNET

It’s cute and it’s fun. And other people I showed it to found it charming. It’s not a full 3D scanning tool but sometimes it feels surprisingly close, and that’s what’s so fascinating about it. Play-Doh Touch approaches the edges of what could be a kid-accessible scannable future. It reminded me of the 3D Paint and phone-scanning apps that Microsoft showed off a week ago, but in a preschool realm.

Play-Doh’s app uses your creations for gameplay purposes, though, and pretty limited ones at that. But maybe the future will go beyond that. I’d love to see a repository of scanned objects that kids could turn into art or animation. Hasbro’s Play-Doh Touch creators wouldn’t confirm what was coming next, but it sounded like what I was discussing wasn’t too far off base. We may be headed for a camera-ready augmented world pretty soon…and it might be coming from a lot of directions at once. Even Play-Doh.