Volume 4, Issue 3 — March 15, 2018
By Mark Coxon
I was recently in Jacksonville for our annual sales meeting. One of the highlights of that meeting was when our guest presenter, Amahl Hazelton, director of communications for Destinations at Moment Factory, shared a plethora of interactive AV experiences they developed around specific public spaces.
Now, I have heard the term “place-based entertainment” many times in my career, with the idea being that through the use of creative technology and space, you turn the “place” into a true “destination.” So even though I was familiar with the concept, Amahl actually introduced me to a new term describing the design and realization of these spaces.
If you want to see some amazing examples of some placemaking, feel free to look at the sizzle reels on Moment Factory’s site as they are very well done.
Placemaking really extends beyond traditional AV, however, as it not only requires an understanding of technology, it also requires some insight into human psychology and behavior and why they visit the public spaces they do. It also requires a unique understanding of urban planning and architecture as well as the historical context of the space at hand and how that can be leveraged to create a destination.
When I was on the integration side, anytime I was able to speak to someone about a lobby project, a visitors’ center, an interactive tour, etc., I always talked to the potential client about creating a true destination.
I define a destination as an experience so compelling that you’d travel to see it, even if you weren’t interested in the company, product, service or subject matter.
For instance, I go out of my way to walk into the SalesForce lobby just to see their amazing large format content, even though I really have no other business at SalesForce. In this case, their lobby goes from something you had to walk through to accomplish your goal elsewhere in the building, to the lobby visit becoming the actual goal itself. It becomes the destination. This is really a subset of placemaking called creative placemaking.
Creative placemaking is just one more way that AV companies can focus on experience and leverage their technical expertise to partner with content creators and architects to create amazing destinations.
Many integrators already have the right connections inside their government and corporate accounts. Many times there may be separate decision makers for these spaces as well. Integrators may have to leave the IT department and walk down the hall to marketing or the C-Suite as well. Either way, integrators today have amazing opportunities to expand their services beyond operations centers and huddle, conference and boardrooms and out into the public spaces as well to leverage a new focus on experiences and create true destinations.
Now it’s just time to capitalize on them.Leave a Comment
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|Nine Tips to Bridge the Cybernetic Design Gap|
By Raymond Kent
Director of the Innovative Technology Design Group, DLR Group/Westlake Reed Leskosky
Before you commit to incorporating augmented or virtual reality into your design process, consider these scenarios that could harm, rather than help, your final outcome.
Much like Doctor Who’s TARDIS, the toolbox for design just got a lot bigger on the inside. What was once relegated to testing labs, tinkerer’s garages, and a relatively small segment of the gaming industry has now exploded onto the landscape of everyday tech with the promise to change practice in everything from product design to education to entertainment to architectural design. Unlike other technologies we have seen, augmented and virtual reality are looking to have staying power in a truly disruptive way.
A quick primer on this technology and its current capabilities:
Augmented reality (AR) is a live, direct or indirect view of a physical, real-world environment whose elements are supplemented by computer-generated sensory input such as sound, video, graphics, or GPS data. The most recent successful AR example is a little game you may have heard of: Pokemón GO. Thanks to the app, millions of users were chasing virtual creatures around the actual globe using their smart phones. The app generated millions of dollars in sellable data for the game’s creator and launched AR technology into the mainstream.
Virtual reality (VR), unlike augmented reality, currently relies on a head-mounted display (HMD) that blocks out all external visual and auditory stimulus and provides a computer-generated simulation of a three-dimensional image or environment with which users interact using special electronic equipment. Having the largest presence in gaming/entertainment, medical, and military applications, products such as the HTC Vive or Oculus Rift are providing immersive environments that transport the user into the intended scenario.
Both technologies have a long history dating back to the 1960s, and for much of their collective history, they were seen as clunky and expensive. Over the last several years however, investments from deep-pocketed sources coupled with advancements in computing power and the rise of smart devices, have gotten us much closer to the kind of technology we associate with legendary science fiction lore.
Designing with the Tech of the Future
As designers we have the opportunity to leverage this technology and delve more deeply into the design process in new ways. At DLR Group, we’re exploring how we can use this technology as an internal collaborative and iterative process in partnership with our clients, as a part of the product for the client in the form of a marketing/fundraising tool, or as an immersive way to experience the final environment.
There are a variety of ways to engage in AR/VR and a myriad of price points to go with it, each with advantages and drawbacks. Wading into this world can no doubt be a daunting task for any design team, but enticing possibilities for collaboration and new design techniques far outweigh the hesitancy. Below are some key considerations when deciding to launch an augmented or virtual reality design project:
1. Define Your Objectives
There are several key factors to consider outside of which technology you to use. In some ways the technology takes a back seat to the actual experience you’re working towards. As powerful as AR/VR technology is, the goal should always tie back to the core mission, brand, or business objective. This drives back to the most basic of questions: Why is using this type of platform necessary, and what do you expect of the outcomes?
2. Select the Technology
Once you’ve outlined your objectives, you should review the available technology to consider which one makes the most sense for your project. Does augmented or virtual reality make better sense? Are you using an existing technology you already have? Will it require custom software or off-the-shelf products to allow you to accomplish your goals? These considerations are critical to success as the outcomes may not translate between platforms; content developed for Oculus Rift will not translate to Google Cardboard.
It’s also crucial to understand the technology of any partner firms. Misunderstandings here can be akin to making a video call to someone using a rotary phone, as well as options for user control devices, which can range from gaming controllers, wands, gesture technology, or even thumb wheelsI It’s important to consider the user, the environments, and which control capabilities exist.
3. Try Before You Buy
First-time users are often awestruck when they initially experience new AR/VR technology. It’s exciting to try new things, but sometimes in their excitement, users lose their ability to deliver actionable contributions or feedback. It’s helpful to schedule training sessions with the team to acclimate everyone on how to best maximize your use of the technology. This could–and often should–include leveraging similar examples or test runs of the current project for your team to try out for themselves before any required constructive meeting.
4. Understand First-Person Design
Just as in the real world, in AR/VR, users see things from a different perspective. The iterative and interactive nature of AR/VR allows each user to contribute to the environment in their own unique way. This feature is exciting, but it is important to design the framework and boundaries for the environment, rather than have it be endless. If it’s too large, the team gets lost. If it’s too small, you could wind up virtually tripping over each other.
5. Separate the Good From the Bad
Investing in quality content will make the experience of designing in AR/VR much more effective, more dynamic, and more memorable. Know your comfort level with creating content, and find the right partner with the right experience to help fill any gaps. The teaming requirements should tie directly back to the original objectives, and how best to achieve them.
6. Mobile vs. Dedicated Environments
Incorporating a mobile platform for design use requires additional levels of consideration. Mobile app developers will tell you that some of the biggest challenges are creating apps for multiple platforms and multiple versions of operating systems, even on the exact same device. This complicates mobile AR/VR apps significantly, as there are essentially two layers to the app design. The first is the actual app design, which considers experience navigation and other out-of-experience control features such as settings. The second is the experience design itself, and how to navigate within the experience. Items such as breadcrumb threads and content libraries often have to be split between AR/VR modes and within the app itself. So the ability to develop or use the tools across both environments to leverage the experience in the design process is imperative.
7. Duration and Timing of Delivery
Setting realistic expectations for the development, setup, and delivery of the experience so users get the most out of the design process is crucial, particularly if you work on billable time. Even if you clearly define your objectives, select the right technology, and put the right people in place, you can’t completely absolve yourself of delays or complications. A timely approach will allow users to reap the unique, unmatched benefits this technology can produce.
Developing the necessary tools to achieve your goals can take an average of 12-to-16 weeks for simple scenarios, and as much as three-to-six months before design even begins. The good news is set-up can work in tandem with other initial developmental design processes, such as programming and schematic design, which often mimics the timeframe of AR/VR setup. There are also several shortcuts that can shorten the set-up time, including purchasing stock 3D video capture or computer-generated elements, purchasing pre-written modules of code or complete software add-ins such as Enscape for Revit.
8. Understand the Technology Will Evolve Faster Than Your Project
Thanks to large infusions of investment capital being pumped into the market, technology developers are spinning out new technology and software almost daily. This is exciting, but can make for an uneasy landscape. You and your team can chase the proverbial technology tail forever, trying to dazzle and incorporate what new thing just came out. Keep in mind that your main objective is to deliver an experience and a narrative rather than showcase the technology. The AR/VR landscape can be an incredibly powerful design and presentation tool, but it is not a cure-all for unwanted or inadequate design ideas. What it can do is provide solid dimensional collaboration and communication opportunities that present the material in a more intuitive way than 2D drawings or images on a screen.
9. The Environment for the Environment
The last consideration for using AR/VR in the design process is where you will be using this technology. Mobile applications have the least number of controlled environments and offer the most flexibility, but the output can be affected by the real world environment, e.g. sunlight glare, ambient noise, poor acoustics in the space. AR in a dedicated, enclosed, controllable environment requires special consideration to maximize the technology’s ability to display content. Depending on the sophistication of the technology, it may require fixed objects within the room to lock onto where the AR visual field sits.
The computing power required for many of these system is much greater than for standard applications. Poor or limited bandwidth will hamper the experience and can cause latency issues or crashes. The rule of thumb when working with this technology is that you should double the expected bandwidth required whenever possible.
Following these best practices can put your design project on a good path for success. I recommend starting off with unique aspects within a smaller project’s total design project so you can acclimate to the process, and get a feel for how it will be beneficial. Doing this on multiple projects will allow you to build your skills and improve your design portfolio across greater platforms. Happy designing!
This content is reprinted with permission from DLR Group.Leave a Comment
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|THE ISE 2018 Awards Are Announced|
By Gary Kayye
You can’t enter a product in them.
You can’t ask us to nominate you.
And, you can’t get an award by advertising or sponsoring us or paying for it. And, there are NO Awards entry fees!
We sent reporters to EVERY booth/stand at ISE 2018 and we selected the TOP products in every possible product category for our 2018 Best of ISE Awards. No other publication — or entity for that matter — goes to very booth at the ISE show and sees every new product demo’d or launched at ISE in Amsterdam annually — so these are THE BEST of THE BEST.
So, if you are wondering which products were the best at ISE and outperformed the others in their respective categories, this is it: the 2018 Best of ISE Awards. And if you are a manufacturer who won an award, be proud! You were hand-selected by our editors and reporters after evaluating every new product shown at ISE in your product category. We didn’t just pick these “on the show floor” during the show or by using spec-sheets distributed prior to the show — we picked these by actually looking at each and every product and comparing them to the competition. In fact, this is why it took us en entire month to award these… You truly are the BEST of ISE!
Finally, as the ISE show is really four shows in one — it’s a HomeAV show, a ProAV show, a Digital Signage show and Rental & Staging show — we’ve decided to separate the awards into different categories, based on their application. So, for 2018, there are five awards categories:
Conferencing, Collaboration & Meeting Rooms: The biggest trend in meetings rooms is collaboration and collaboration include both wired and wireless system, video, audio and far-site connectivity. This category of the Best of ISE products serves every aspect of the typical meeting room or huddle room space:
Network AV & Signal Distribution: Everything’s going AV-over-IP — but not quite yet. This category includes both AV-over-IP products as well as other ways of getting signals from source to display:
Digital Signage & Public Spaces: The fastest growing segment of AV over the past half-dozen years to so been digital signage. So, it makes sense for this to have its own category of award-winning products:
Rental, Staging & Live Events: If you’re one of the 30,000 or so AV’ers in the rental, staging or live events markets, you’ll love this category of new award-winning ISE products aimed specifically at making your job easier or adding to the wow-factor of your application:
Education and Installed Large Venue Products: These are, exactly as it’s titled, new products at ISE that were aimed specifically at the education and large venue (lecture halls and auditoriums) markets. So, if you design, sell or integrate AV technology aimed at the education segment of AV, you’ll want to check out these award-winning ISE products aimed at learning environments or giant rooms:
Overall Winners: This category of winners represent the best of the best at ISE 2018. These are the 28 best new products at ISE 2018 that work for any and every application of AV:
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|Vivitek Adds New NovoCast to NovoConnect Family of Wireless Content ProductsA new era of presentation flexibility comes to smaller classrooms and teaching spaces thanks to Vivitek’s introduction of NovoCast. NovoCast brings wireless presenting for up to eight participants in a classroom.
With NovoCast, anyone in a classroom that’s using the system can connect to a projector or flat panel display and instantly share content and collaborate to the main screen wirelessly, without having to rely on the school network. NovoCast enables teachers and students to connect from tablets, phones or laptops using WiFi; so whether it’s a teacher delivering a lesson.
As NovoCast is a wireless presentation system designed and based on the principle of BYOD, anyone can connect and share content using the Windows, Mac, Android, iOS or Chromebook device.
It also has a teacher moderator feature. Once lessons are up and running, NovoCast’s moderator and content preview functionalities enable students to participate, while giving the teacher full control over the content that is displayed. This prevents any inappropriate material being displayed during the lesson, along with any unpleasant surprises for both teachers and students.
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|How Wearables, Augmented Reality and Virtual Reality Will Make a Difference in EducationFor decades, new technologies have promised to transform education. Every year, educators are bombarded with top-ten technology lists that promise to transform their practice, their classrooms and even school as we know it. Often, these market-driven approaches represent attempts by technologists to solve what they view as problems in education. While many such solutions are effective in solving specific problems or in meeting certain needs, they typically work within the current realities of the present-day education system. Rarely do they support transformational change.
With the spread of wearables, augmented reality and virtual reality, education stakeholders again face the question of how developing technologies may support learning. These technologies have the potential to impact learning in significant ways. However, evaluating their uses requires sifting through the hype and developing a critical filter for assessing their potential value.
As highlighted in KnowledgeWorks’ 2015 forecast, The Future of Learning: Education in the Era of Partners in Code wearables, augmented reality and virtual reality could be used to support the creation of responsive learning environments, or learning biomes. This provocation raised the possibility that these developing technologies might facilitate the creation of more inclusive, positive group learning environments that would support students in cultivating the knowledge, skills and dispositions that they will need to succeed in the future.
This paper explores the potential for wearables, augmented reality and virtual reality to help create more responsive learning environments that:
- Increase student engagement
- Enhance the personalization of learning
- Increase understanding of others’ experiences and perspectives
- Help develop greater levels of self-awareness
- Foster critical thinking
- Increase student agency
In exploring these technologies’ future potential for education, the paper presents a frame for understanding how such technologies add a layer of “digital depth” atop physical reality. It also takes a closer look at each technology, with emphasis on its relevance to education. Building upon this analysis of the technologies’ potential relevance to education, five future vignettes illustrate some ways in which wearables, augmented reality and virtual reality could support the creation of responsive learning environments. The future vignettes are followed by insights and implications for education stakeholders to consider in evaluating potential uses of these and other emerging technologies in education and an action guide for exploring these technologies’ potential in specific settings.
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|Leyard and Planar Expand Planar Simplicity Series LCD Display Line with 4K ModelsLeyard and Planar announced the Planar Simplicity Series 4K, expanding the Planar Simplicity Series line of LCD digital signage displays to include five new 4K models. The displays are designed for retail, museums, corporate communications, quick serve restaurants and small companies with a limited budget that would like to capitalize on the benefits of digital signage.
The Planar Simplicity Series 4K features:
- Wide variety of sizes (43”, 55”, 65”, 75” and 86”)
- Exceptional clarity with four times the resolution of Full HD
- Whisper-quiet fanless design
- Native 4K resolution at up to 60Hz support for smooth video and mouse tracking
- Integrated signage tools, such as USB playback with scheduling and LAN distribution, eliminating the need for third-party hardware
- Built-in speakers
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|ATEN Introduces Thunderbolt 3 Docking Station|
ATEN Technology today announced the UH7230 – Thunderbolt 3 Multiport Dock solution. The UH7230 Thunderbolt 3 Multiport Dock quickly connects peripherals and displays video content from a laptop. The Thunderbolt 3 Multiport Docking Station allows users to add an additional monitor for enhanced multitasking, such as designing and viewing of movies, or photos in high definition.
Thunderbolt 3 provides high speed data transfers, powerful performance and lightweight in a single form factor. So, while more laptops – like MacBooks and Ultrabooks – are adopting the interface, many users are still faced with the challenge of connecting multiple devices with legacy interfaces due to lack of the proper port.
UH7230 key features include:
- Support of dual 4K or 5K resolution for graphics-intensive multitasking – allows users to connect one 5K display or two 4K displays (one DisplayPort and one Thunderbolt 3 USB-C port) with nearly 16 million more pixels than HDTVs. Whether editing video or digital media, designing graphics, or using applications that require high-definition visuals, users will benefit from astonishing resolution, contrast, and color depth.
- Blazing fast speed to boost productivity – with up to 40Gbps bandwidth, users can transfer files faster (a 4K movie takes less than 30 seconds) and reduce waiting, freeing up more time to accomplish other tasks.
- USB Power Delivery 2.0 for Mac and Windows laptops – supporting up to 85W of power delivery, the UH7230 is an intuitive central hub for not only connectivity expansion, but also for charging a laptop and USB accessories. The UH7230 can provide power to matched USB-C Windows or Mac laptops with PD Profile specifications of 20V/4.25A, 15V/3A, 9V/3A, and 5V/3A.
- Simplified workspace via a single cable – using the (included) single Thunderbolt 3 cable, the docking station expands connectivity up to 8 ports, including audio, Gigabit Ethernet, DisplayPort, Thunderbolt 3 USB-C and USB 3.1 Gen 1 ports to accommodate a user’s most demanding computing needs. A Thunderbolt 3 port is also provided to daisy chain up to 5 additional Thunderbolt 3 devices, such as data storage.
The UH7230 Thunderbolt 3 Multiport Dock is now available for $220. More information is here.Leave a Comment
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|Carousel Digital Signage Intros tvOS App for Apple TV Deployments With Jamf|
Carousel Digital Signage Software is now available on Apple TV through the company’s Carousel App, which can be downloaded from the Apple App Store. The new Carousel App will allow anyone running a digital signage network, whether they are a small school district or a large enterprise network operating across hundreds of locations, can now use Apple’s Apple TV as a media player.
Because of an integration partnership between Carousel Digital Signage and Jamf, a device management provider that specializes in helping IT departments bring the Apple experience to corporate, education and government organizations, it allows the Carousel App and Apple TVs running on a digital signage network to be easily monitored and managed as remote IT appliances.
Jamf is the leading Apple device management solution in K-12 schools, making the education sector particularly well-suited for the Carousel App. But the same capabilities and benefits can be applied to corporate campuses and other enterprise-class deployments that want to add our digital signage, or transition their network to a lower cost, more reliable and easily managed solution.
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|Wainhouse Releases Evaluation of Zoom Rooms for Touch, Digital Signage and Scheduling Display|
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Considering adding video-enabled collaboration spaces to your enterprise for conference rooms, huddle rooms, or other areas? Check out this Wainhouse Research Report, authored by Wainhouse senior analyst and partner Ira M. Weinstein
This report focuses on Zoom Rooms, Zoom’s all-in-one conference room solution, and covers Zoom Rooms’ specifications, uses and off-the-shelf hardware compatibility. Weinstein also gives an in-depth evaluation based on extensive testing of three Zoom Rooms features: Touch/Whiteboarding, Digital Signage and Scheduling Display.
Zoom Rooms for Touch allows users to easily interact with the Zoom Rooms user interface and each other. “Throughout our testing, Zoom Rooms’ touch UI worked perfectly… the whiteboarding and annotation features offer customers a cost-effective alternative to dedicated ideation/digital whiteboarding solutions,” says Weinstein.
Zoom Rooms Digital Signage comes free to customers with at least one Zoom Rooms license and offers a cost-effective method to create dynamic workplace signage. Fully customizable with the ability to display images or URLs and even join meetings, Zoom Rooms Digital Signage is perfect for all workspaces including lobbies, cafeterias and conference rooms.
“The digital signage functionality was quick and easy to configure… the ability to use this same system to join meetings and for wireless content sharing is a major plus,” says Weinstein.
Zoom Rooms Scheduling Display is a convenient way to check the status and schedule of any Zoom Room or any other meeting space. Scheduling Display works through a simple app and can be installed outside the room on an iPad with a housing case. The intuitive app clearly shows if a room is available or busy, and allows users to reserve a room in seconds.
The entire report is here.
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|Hitachi Expands Collegiate Series Projector Line with Three New ProjectorsToday, Hitachi America announced the expansion of its Collegiate Series of projectors with the addition of three new high-brightness, low-maintenance projectors — the CP-EU4501WN, CP-EW5001WN and CP-EX5001WN. With these additions, the Collegiate Series now offers twelve different projector models ranging from 3,500 to 5,800 lumens.
All three of the newest models in the series have two digital inputs (HDMI and one HDMI/MHL), use 3LCD projection technology and claim a contrast ratio of 16.000:1. They offer brightness levels ranging from 4,500 to 5,200 lumens and resolutions ranging from XGA (1024×768) to WUXGA (1920×1200). The expanded Collegiate Series comes with a 1.6x zoom lens, moderator control mode (for wireless projection), multi-projector capability and projector monitoring from a remote location.
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|Ever Wondered If Anyone Would Provide a Simple Solution to Fix Bad Mic Levels on DSLR Cameras?|
Sescom just launched two DSLR attenuating line (with 43dB Pad) to mic level cables that provide properly matched mic level signals.
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Sescom SES-43DB cables, featuring two conductor shielded cable, reduce professional two-volt line level audio signals from sources such as mixers, tape recorders and CD players by 43dB to an unbalanced DSLR microphone level input. Available in two models, with RCA male plugs or with XLR female plugs, both models are also terminated with a 3.5-millimeter stereo plug. The cable features Canare two-conductor shielded cable assembled with a slim profile Switchcraft TRS 3.5-mm stereo plug and two Rean RCA male plugs. Inside the Sescom SES-43DB-MZ2P is where the magic happens as Sescom’s exclusive circuitry on both audio channels reduces professional two-volt line level audio signals by 43dB to match the “sweet spot” of an unbalanced microphone level input. Its sleek low profile design avoids clunky XLR type attenuators that can produce heavy strain on the cameras mic input connector.These are worth $39.
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|LG & Cisco Team Up to Create Turnkey Videoconferencing SolutionsWhat’s it like preparing for a videoconference at your business?
Is it a smooth, seamless process that automatically sets the technology at your service as soon you enter the room? Is the video quality stunningly realistic?
Or do you have to start from scratch every time, locating plugs and remote controls, pushing a number of buttons and maybe figuring out why a particular component isn’t working properly?
If it’s the latter, as we’ve often seen, we have very good news that can make your videoconferences, meetings, presentations, content delivery and room/device integrations a lot simpler, and smarter.
LG’s commercial AV group has teamed up with Cisco to create a seamless integration between the industry-leading Cisco Spark Room Kit Series and LG Commercial UHD Displays to transform the experience from complicated to conversational.
Cisco Spark Room Kits are powerful collaboration solutions that integrate with select LG commercial displays to bring more intelligence and usability to your small to medium-sized meeting rooms – whether registered on the premises or through the cloud.
The Room Kit includes camera, codec, speakers and microphones integrated into a single device – and is ideal for rooms that seat up to 7 people. The Room Kit Plus features a separate quad-camera bar and can accommodate larger and deeper rooms of up to 14 people. Both kits offer sophisticated camera technologies that bring speaker-tracking capabilities to every room.
In a nutshell, with the LG/Cisco solutions you can walk into a conference room and get going – as simple as that, even if you’re a first-time user. The system will greet you with a welcome screen and is a much more engaging experience for everyone. You control everything through the intuitive Cisco Touch 10 control unit, so there’s no need to use separate remote controls or learn different user interfaces. And the biggest benefit? Now you can be free to focus entirely on collaborating and not on the technology.
Currently there are six Cisco-certified commercial displays available from LG, from 49- to 98-inches, with dual screen sharing option and 24/7 rating. LG’s IPS screen technology means colors are more vivid, text is sharper and a wide viewing angle ensures all participants see a clear picture. What’s more, LG commercial displays use on average 31 percent less power compared to conventional RGB panels for lower power consumption, lower running costs and superior eco credentials.
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|Nureva Announces the Dual HDL300 Now for Larger SpacesNureva Inc. announces the Dual HDL300 audio conferencing system, which is optimized for meeting spaces up to 20′ x 40′ (6.10 x 12.19 m) and a maximum operating range of 30′ x 50′ (9.14 x 15.24 meters). The dual system is the second model in the HDL300 audio conferencing system product line, which launched in June 2017. Powered by Microphone Mist technology, the Dual HDL300 system fills a room with up to 16,384 virtual microphones that pick-up sound throughout the space, regardless of where in-room meeting participants are standing or the direction they are facing. This ensures that remote participants have a natural audio experience and can collaborate effectively. The system consists of two wall-mounted integrated microphone and speaker bars that plug into a single connector box, which is connected to a laptop or meeting room computer.
The single HDL300 system, which is optimized for spaces up to 20′ x 20′ (6.10 x 6.10 meters), is widely recognized for its remarkable audio pickup, simple installation and autocalibration capabilities. The new Dual HDL300 system was developed in response to customer demand to bring these capabilities into larger, dynamic spaces where the challenge of delivering quality audio conferencing is even greater. These spaces include briefing centers, training rooms, conference rooms, learning labs and a range of multipurpose rooms. They often involve participants moving around the room — speaking from many locations and facing almost any direction. Powered by the next generation of Microphone Mist technology, the system can handle the audio requirements of these spaces without the complexity and cost of more elaborate solutions. The technology uses sophisticated algorithms to simultaneously process and integrate sound from two sets of virtual microphones that fill the room and feed the sound to remote participants. This, combined with simultaneous echo cancellation, position-based automatic gain control and sound masking, creates a clear and natural audio experience.
The Dual HDL300 audio conferencing system will be available for order in March 2018 through a global network of value-added dealers and distributors and will ship in June 2018. The European MSRP is US $6,499.
The HDL300 is here.Leave a Comment
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|Vivitek Launches Qumi Q38 1080p Pico Projector|
Vivitek has announced the expansion of its Qumi series of industry leading LED pocket projectors, with the introduction of the Qumi Q38. The Q38 is 1080p resolution and weighs just under 750 grams.
With the Qumi Q38 you can project up to 130” at 600 lumens brightness, 10,000:1 contrast ratio and it has a 30,000 hours LED light-sourcee. Additionally, there are integrated dual-2-watt speakers, as well as the option to pair the device via Bluetooth to a compatible sound system. Together, those features all help to amplify the large-screen viewing experience, while bringing content to life.
What’s more, the Qumi Q38 features a built-in wireless connection that enables users to seamlessly connect to the web and project Full HD digital content. For those who prefer to project directly from the projector, easy access to online streaming content provider apps is possible, enabling users to watch movies or television shows via services such as Netflix and YouTube, using a smartphone as a hotspot. Similarly, the projector’s PC-Free Reader enables users to preload media and document files onto the projector’s internal 8GB memory (5GB user availability) or to display content via a connected USB memory drive.
- Highly portable thanks to thin streamlined design, lightweight size and an embedded battery that lasts up to two hours
- Screen size up to 130” diagonal projection and 1080p resolution
- Built-in wireless connection to mirror iOS or Android smartphones and tablets, as well as Windows and Mac OS personal computers.
- Preloaded premium application store offers a wide range of popular apps and games for download and customization of the Q38
- PC-Free Reader to preload media and document files onto the Q38
- Maintenance free projector thanks to lampless design with environmentally friendly LED illumination source lasting up to 30,000 hours
- Texas Instruments’ DLP chip technology
- Advanced Quad-Core CPU running and Android operating system
The Qumi Q38 is available in red, black and white at £499. Here are the details.Leave a Comment
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|Spectrum Adds SIM32 Front-Loading Tablet and Laptop Storage Cart for Education|
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Spectrum Industries has introduced the SIM32 Cart, which has the smallest footprint of any Spectrum design. The SIM32 measures 24 inches wide, 22 inches in diameter and 37 inches in height. The small cart can store 32 laptops or tablets. The SIM32 can also store and charge iPads, Chromebooks and notebooks. Plastic dividers are used to separate and protect devices. The SIM32 offers easy accessibility and storage of electronics due to its front-loading door. This system keeps cords organized and offers a large storage space. Rotated and staggered power outlets built into the SIM32 can fit most AC plug adapters. The SIM32 is composed of heavy steel making it one of the toughest carts on the market and also comes with a single-bolt latch for security.
There are two available models of the SIM32, one with a power switch and one with the eLogix Timer. The eLogix Timer available contains a power switch and LEDs that help identify which electronics are charging. The SIM32 is ETL listed to UL 60950-1 standard.
Here are all the details.
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For all you REGULAR readers of rAVe AVBuyers.Club out there, hopefully you enjoyed another opinion-packed issue!
For those of you NEW to rAVe, you just read how we are — we are 100 percent opinionated. We not only report the news and new product stories of the ProAV and HomeAV industries, but we stuff the articles full of our opinions. That may include (but is not limited to) whether or not the product is even worth looking at, challenging the manufacturers on their specifications, calling a marketing-spec bluff and suggesting ways integrators market their products better. But, one thing is for sure, we are NOT a trade publication that gets paid for running editorial or product stories. Traditional trade publications get paid to run product stories — that’s why you see what you see in most of the pubs out there. We are different: we run what we want to run and NO ONE is going to pay us to write or say anything good (or bad).
To send me feedback, don’t reply to this newsletter. Instead, write directly to me at email@example.com or for editorial ideas, Editor-in-Chief Sara Abrons at firstname.lastname@example.org.
A little about me: I graduated from Journalism School at the University of North Carolina at Chapel Hill (where I am adjunct faculty). I’ve been in the AV industry since 1987 where I started with Extron and eventually moved to AMX. So, I guess I am an industry veteran (although I don’t think I am that old). I have been an opinionated columnist for a number of industry publications and in the late 1990s I started the widely read KNews eNewsletter (the first in the AV market) and also created the model for and was co-founder of AV Avenue, which is now known as InfoComm IQ. rAVe [Publications] has been around since 2003, when we launched our original newsletter, rAVe ProAV Edition.
rAVe ProAV Edition is our flagship newsletter with what we believe is a reach of virtually everyone in the ProAV market. rAVe HomeAV Edition, co-published with CEDIA and launched in February 2004, is, by far, the largest ePub in the HomeAV market. We added rAVe Rental [and Staging] in November 2007, rAVe ED [Education] in May 2008 and then rAVe DS [Digital Signage] in January 2009. We added rAVe GHGav [Green, Healthcare & Government AV] in August 2010 and rAVe HOW [House of Worship] in July 2012. rAVe Radio, our podcast network, was launched in 2012. AVBuyers.Club, our first publications targeted at end users, launched in May 2015. You can subscribe to any of those publication or see ALL our archives by going to: http://www.ravepubs.com
To read more about my background, our team and what we do, go to http://www.ravepubs.com.Back to Top
Copyright 2018 – rAVe [Publications] – All rights reserved – All rights reserved. For reprint policies, contact rAVe [Publications], 210 Old Barn Ln. – Chapel Hill, NC 27517 – (919) 969-7501. Email: Sara@rAVePubs.com
rAVe contains the opinions of the author only and does not necessarily reflect the opinions of other persons or companies or its sponsors.