Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak

Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak

By Dot Cannon: Public Speaker & New-Media ReporterSociety & CultureEducationArts
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Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak episodes

  • Contents: Love–and 21st-Century Tech
    (Photo courtesy of Ross Porter, and used with permission.)

    When he made the DQ Music Box, Ross Porter didn't set out to become a maker.



    With his invention, the "Dementia Friendly Music Player", he just wanted to give his father some happiness.

    But today, he's teaching others how to create the player--open-source.

    (Photo courtesy of Ross Porter, and used with permission.)

    Ross enlisted the help of fellow makers, especially nonprofit Makers Making Change, to make his vision a reality.  Along the way, he says, the makers gave him new ideas and ways to make his original idea even better.

    Currently, he has two models of the "Dementia Friendly Music Player", which are very easy for a loved one with dementia to use.  The basic box, shown above, is laser-cut.

    (Photo courtesy of Ross Porter, and used with permission.)

    Meanwhile, this cathedral-style "radio" case is--can you believe it?--3D printed!

    The DQ Music Box, Ross says, is easy to make in under two hours.  In fact, in 2017, Ross taught a group attendees to make the players in that amount of time.

    And--he's going to be doing that again.  This time, he has a brand-new model he's completing!

    (Photo courtesy of Ross Porter, and used with permission.)

    Gorgeous? Warm-looking?  Ross plans to exhibit this cherry wood model of the DQ Music Box at the Makers Making Change exhibit during the 2018 Seattle Mini Maker Faire, on August 18th and 19th.

    Ross talked about the experience of creating the DQ Music Box, how it works and what fellow makers can learn from his experiences at the Seattle Mini Maker Faire.
    On this edition of Over Coffee® , you'll hear:

    *
    How Ross first came up with the concept for his "Dementia Friendly Music Player";

    *
    What the process was like, of designing the first one with the help of the maker community;

    *
    How to make the "DQ Music Box" (Ross has provided his pattern open-source, so you can get started making one today!)

    *
    What Ross's parents thought of the gift;

    *
    How the "Dementia-Friendly Music Player" works, for someone with dementia;

    *
    What Ross's experience was like, teaching people to make the "DQ Music Box" at the Seattle Mini Maker Faire;

    *
    Where to find Ross as he exhibits his brand-new player at this year's Seattle Mini Maker Faire in August;

    *
    A "legalese" consideration for makers; (this is NOT legal advice, and for informational purposes only!  Please contact a legal professional with any legal questions.)

    *
    Ross's advice to fellow makers, on exhibiting at a Maker Faire;

    *
    Some of the resources Ross would recommend to fellow makers;

    *
    One of Ross's favorite stories, from people who made his "DQ Music Box" for loved ones.


    Going to the Seattle Mini Maker Faire, Saturday and Sunday, August 18th and 19th?  Look for Ross and his new cherry wood model of the "DQ Music Box" at the Makers Making Change exhibit!
     
    22 min
  • Contents: Love–and 21st-Century Tech
    (Photo courtesy of Ross Porter, and used with permission.)

    When he made the DQ Music Box, Ross Porter didn't set out to become a maker.



    With his invention, the "Dementia Friendly Music Player", he just wanted to give his father some happiness.

    But today, he's teaching others how to create the player--open-source.

    (Photo courtesy of Ross Porter, and used with permission.)

    Ross enlisted the help of fellow makers, especially nonprofit Makers Making Change, to make his vision a reality.  Along the way, he says, the makers gave him new ideas and ways to make his original idea even better.

    Currently, he has two models of the "Dementia Friendly Music Player", which are very easy for a loved one with dementia to use.  The basic box, shown above, is laser-cut.

    (Photo courtesy of Ross Porter, and used with permission.)

    Meanwhile, this cathedral-style "radio" case is--can you believe it?--3D printed!

    The DQ Music Box, Ross says, is easy to make in under two hours.  In fact, in 2017, Ross taught a group attendees to make the players in that amount of time.

    And--he's going to be doing that again.  This time, he has a brand-new model he's completing!

    (Photo courtesy of Ross Porter, and used with permission.)

    Gorgeous? Warm-looking?  Ross plans to exhibit this cherry wood model of the DQ Music Box at the Makers Making Change exhibit during the 2018 Seattle Mini Maker Faire, on August 18th and 19th.

    Ross talked about the experience of creating the DQ Music Box, how it works and what fellow makers can learn from his experiences at the Seattle Mini Maker Faire.
    On this edition of Over Coffee® , you'll hear:

    *
    How Ross first came up with the concept for his "Dementia Friendly Music Player";

    *
    What the process was like, of designing the first one with the help of the maker community;

    *
    How to make the "DQ Music Box" (Ross has provided his pattern open-source, so you can get started making one today!)

    *
    What Ross's parents thought of the gift;

    *
    How the "Dementia-Friendly Music Player" works, for someone with dementia;

    *
    What Ross's experience was like, teaching people to make the "DQ Music Box" at the Seattle Mini Maker Faire;

    *
    Where to find Ross as he exhibits his brand-new player at this year's Seattle Mini Maker Faire in August;

    *
    A "legalese" consideration for makers; (this is NOT legal advice, and for informational purposes only!  Please contact a legal professional with any legal questions.)

    *
    Ross's advice to fellow makers, on exhibiting at a Maker Faire;

    *
    Some of the resources Ross would recommend to fellow makers;

    *
    One of Ross's favorite stories, from people who made his "DQ Music Box" for loved ones.


    Going to the Seattle Mini Maker Faire, Saturday and Sunday, August 18th and 19th?  Look for Ross and his new cherry wood model of the "DQ Music Box" at the Makers Making Change exhibit!
     
    22 min
  • Girls Make VR: Crafting the Future


    Girls Make VR started by using virtual reality to solve TWO social problems.



    The first?  The underrepresentation of women in the tech field.

    And the second: the "divide" among us, in terms of education and future opportunities.

    Then, along the way, the program took on additional issues, such as poverty and homelessness.

    Georgia Van Cuylenburg is the Founder and Executive Director of  Los Angeles nonprofit Arts Bridging the Gap.  Arts Bridging the Gap's mission: the creation of top-quality arts programs for underserved youth.

    And one of those programs is Girls Make VR, for which Robyn Janz is Program Director.



    Girls Make VR, created in 2016 to educate young women from low-income areas, prepares them to be leaders in the tech field.  The program partners with top companies, including Samsung and the Entertainment Software Association.

    Since its inception as a workshop during VRLA 2016, Girls Make VR has expanded.  At the time of our interview, their after-school program was just about to wind up for the semester.   Robyn and Georgia had just taken some of their young students to VRLA 2018, for their third VRLA onsite workshop --and counting.

    And for Fall semester 2018, they're reaching out to other schools, to see where else their classes can get young women working on their future tech skills.

    During Day Two of VRLA 2018, Robyn and Georgia talked about Girls Make VR, their experiences as innovators and educators, and their goals for the future.
    On this edition of Over Coffee®, you'll hear:

    *
    How Georgia and Robyn first became inspired to make creative innovation their life's work;

    *
    The story of the Girls Make VR program;

    *
    How Georgia first came to start her nonprofit, Arts Bridging the Gap;

    *
    The workings of a program which Arts Bridging the Gap devised, to create empathy between young people from both affluent and low-income backgrounds;

    *
    How Robyn came aboard with Arts Bridging the Gap;

    *
    Robyn's discovery of her VR calling through her professional background in a seemingly-different field;

    *
    The landmark teaching experience that showed Robyn she was on the right path;

    *
    How the Girls Make VR environment encourages participants to leave fear behind as they learn;

    *
    A special invitation which Girls Make VR received (and which happened shortly after we recorded this podcast!);

    *
    What students experience, in a Girls Make VR class session;

    *
    How an exciting United Way partnership put the young students to work, addressing a current social crisis, while giving them a "work experience" that prepared them for the future;

    *
    What's next, for the Girls Make VR program;

    *
    What VRLA 2018 was like, for Robyn, Georgia and their Girls Make VR students;

    *
    How to support Robyn and Georgia in all the amazing things they're doing!


     

     
    41 min
  • Girls Make VR: Crafting the Future


    Girls Make VR started by using virtual reality to solve TWO social problems.



    The first?  The underrepresentation of women in the tech field.

    And the second: the "divide" among us, in terms of education and future opportunities.

    Then, along the way, the program took on additional issues, such as poverty and homelessness.

    Georgia Van Cuylenburg is the Founder and Executive Director of  Los Angeles nonprofit Arts Bridging the Gap.  Arts Bridging the Gap's mission: the creation of top-quality arts programs for underserved youth.

    And one of those programs is Girls Make VR, for which Robyn Janz is Program Director.



    Girls Make VR, created in 2016 to educate young women from low-income areas, prepares them to be leaders in the tech field.  The program partners with top companies, including Samsung and the Entertainment Software Association.

    Since its inception as a workshop during VRLA 2016, Girls Make VR has expanded.  At the time of our interview, their after-school program was just about to wind up for the semester.   Robyn and Georgia had just taken some of their young students to VRLA 2018, for their third VRLA onsite workshop --and counting.

    And for Fall semester 2018, they're reaching out to other schools, to see where else their classes can get young women working on their future tech skills.

    During Day Two of VRLA 2018, Robyn and Georgia talked about Girls Make VR, their experiences as innovators and educators, and their goals for the future.
    On this edition of Over Coffee®, you'll hear:

    *
    How Georgia and Robyn first became inspired to make creative innovation their life's work;

    *
    The story of the Girls Make VR program;

    *
    How Georgia first came to start her nonprofit, Arts Bridging the Gap;

    *
    The workings of a program which Arts Bridging the Gap devised, to create empathy between young people from both affluent and low-income backgrounds;

    *
    How Robyn came aboard with Arts Bridging the Gap;

    *
    Robyn's discovery of her VR calling through her professional background in a seemingly-different field;

    *
    The landmark teaching experience that showed Robyn she was on the right path;

    *
    How the Girls Make VR environment encourages participants to leave fear behind as they learn;

    *
    A special invitation which Girls Make VR received (and which happened shortly after we recorded this podcast!);

    *
    What students experience, in a Girls Make VR class session;

    *
    How an exciting United Way partnership put the young students to work, addressing a current social crisis, while giving them a "work experience" that prepared them for the future;

    *
    What's next, for the Girls Make VR program;

    *
    What VRLA 2018 was like, for Robyn, Georgia and their Girls Make VR students;

    *
    How to support Robyn and Georgia in all the amazing things they're doing!


     

     
    41 min
  • Kindsouls: The Caring Element


    Kindsouls is an application.  It's also a relatively-new social network with a shared goal.

    But those descriptions barely do it justice.

    Through an app, members operate as "a community of kindness".  They encourage one another, offer everyone a place to share thoughts and feelings, and send loving messages of support.

    Kindsouls CEO Omeed Tabiei is no stranger to social innovation.  As an attorney and serial entrepreneur, his resume includes working with the Washington, D.C. small-business community as managing director of Think First Local DC, and as corporate counsel to Hyperloop, in Los Angeles.

    And with Kindsouls, which just did its full launch in March, Omeed is using technology to help others navigate through the sometimes-crazy experience that is daily life.

    Omeed talked about his background, the experience that led him to create Kindsouls and how the application works.
    On this edition of Over Coffee®, you'll hear:

    *
    What first inspired Omeed to use his unique talents to work to make a difference;

    *
    How Kindsouls first got started;

    *
    How the app works;

    *
    What the first days were like for Omeed, after the app launched;

    *
    How the application uses artificial intelligence to screen out bullies;

    *
    An upcoming innovation Omeed and his team will be adding, at the end of Summer, 2018.

    *
    The ways in which Omeed has found Kindsouls most inspiring and encouraging in his own life;

    *
    A surprising finding from a recent study about kindness;

    *
    Who Omeed considers to be his main inspiration, in the area of kindness, and why.


     
    30 min
  • Kindsouls: The Caring Element


    Kindsouls is an application.  It's also a relatively-new social network with a shared goal.

    But those descriptions barely do it justice.

    Through an app, members operate as "a community of kindness".  They encourage one another, offer everyone a place to share thoughts and feelings, and send loving messages of support.

    Kindsouls CEO Omeed Tabiei is no stranger to social innovation.  As an attorney and serial entrepreneur, his resume includes working with the Washington, D.C. small-business community as managing director of Think First Local DC, and as corporate counsel to Hyperloop, in Los Angeles.

    And with Kindsouls, which just did its full launch in March, Omeed is using technology to help others navigate through the sometimes-crazy experience that is daily life.

    Omeed talked about his background, the experience that led him to create Kindsouls and how the application works.
    On this edition of Over Coffee®, you'll hear:

    *
    What first inspired Omeed to use his unique talents to work to make a difference;

    *
    How Kindsouls first got started;

    *
    How the app works;

    *
    What the first days were like for Omeed, after the app launched;

    *
    How the application uses artificial intelligence to screen out bullies;

    *
    An upcoming innovation Omeed and his team will be adding, at the end of Summer, 2018.

    *
    The ways in which Omeed has found Kindsouls most inspiring and encouraging in his own life;

    *
    A surprising finding from a recent study about kindness;

    *
    Who Omeed considers to be his main inspiration, in the area of kindness, and why.


     
    30 min
  • Living Popups: AR Plus Storytelling


    "Showing (is) better than talking," says Living Popups CEO Cheryl Bayer.

    And that's exactly what she and her team are doing.

    Living Popups is an interactive augmented-reality platform and media company.    The products Cheryl and company produce are episodic AR features.  And these projects, created with humor and imagination, have a number of purposes.

    For example, "Leonardo da Vinci" might fly into frame on a gyrocopter, in a museum.   Or, in an educational application, villainous pig "Napoleon" might pop out of the cover of George Orwell's classic "Animal Farm".  (He'll offer his views on dictatorship--and not surprisingly, he considers it a good thing!  However, he does think it's in need of a few "tweaks".)

    In addition, readers of Charlie Fink's Metaverse: An AR-Enabled Guide to VR & AR, get to see Living Popups' work firsthand throughout the pages.  The book festures an episodic augmented-reality series, starring the author's avatar and his two roommates.  This particular series, according to Living Popups' website, garnered a nomination for a 2018 Auggie Award, for "Best Art or Film".   (Here is the link to our earlier interview with Charlie, about his new book.)

    Best of all, at VRLA 2018, in the Los Angeles Convention Center in May, Cheryl and her crew introduced "The Aug-mentors".  This was the first-ever AR episodic series to be shown during a live event!

    Cheryl, who is both an entertainment and education professional, talked about her background, the creation of Living Popups and her experiences with the Aug-mentors at VRLA 2018.
    On this edition of Over Coffee®, you'll hear:

    *
    What first sparked Cheryl's interest in working in the entertainment industry;

    *
    How she first began working with AR as a means of storytelling;

    *
    How Charlie Fink's book, Charlie Fink's Metaverse, became Living Popups' first AR project;

    *
    Cheryl's experience with "The Aug-Mentors", as she and her staff presented it during VRLA 2018;

    *
    What you'll see, when you watch "The Aug-Mentors" (and how to get the first nine episodes if you didn't attend VRLA!);

    *
    The essential element involved, in creating augmented reality;

    *
    The creative process behind Charlie, Ripley and Wade, the three augmented-reality characters in the episodes of Charlie Fink's Metaverse, as well as the characters in The Aug-Mentors;

    *
    How Cheryl's work with her award-winning kids' enrichment facility, Creative Space, expanded into what Living Popups is doing in the educational field;

    *
    The teachers Cheryl remembers, who inspired her most;

    *
    A preview of the educational products Living Popups will be releasing, in September 2018 and January 2019;

    *
    Her advice, for fellow innovators.

    25 min
  • Living Popups: AR Plus Storytelling


    "Showing (is) better than talking," says Living Popups CEO Cheryl Bayer.

    And that's exactly what she and her team are doing.

    Living Popups is an interactive augmented-reality platform and media company.    The products Cheryl and company produce are episodic AR features.  And these projects, created with humor and imagination, have a number of purposes.

    For example, "Leonardo da Vinci" might fly into frame on a gyrocopter, in a museum.   Or, in an educational application, villainous pig "Napoleon" might pop out of the cover of George Orwell's classic "Animal Farm".  (He'll offer his views on dictatorship--and not surprisingly, he considers it a good thing!  However, he does think it's in need of a few "tweaks".)

    In addition, readers of Charlie Fink's Metaverse: An AR-Enabled Guide to VR & AR, get to see Living Popups' work firsthand throughout the pages.  The book festures an episodic augmented-reality series, starring the author's avatar and his two roommates.  This particular series, according to Living Popups' website, garnered a nomination for a 2018 Auggie Award, for "Best Art or Film".   (Here is the link to our earlier interview with Charlie, about his new book.)

    Best of all, at VRLA 2018, in the Los Angeles Convention Center in May, Cheryl and her crew introduced "The Aug-mentors".  This was the first-ever AR episodic series to be shown during a live event!

    Cheryl, who is both an entertainment and education professional, talked about her background, the creation of Living Popups and her experiences with the Aug-mentors at VRLA 2018.
    On this edition of Over Coffee®, you'll hear:

    *
    What first sparked Cheryl's interest in working in the entertainment industry;

    *
    How she first began working with AR as a means of storytelling;

    *
    How Charlie Fink's book, Charlie Fink's Metaverse, became Living Popups' first AR project;

    *
    Cheryl's experience with "The Aug-Mentors", as she and her staff presented it during VRLA 2018;

    *
    What you'll see, when you watch "The Aug-Mentors" (and how to get the first nine episodes if you didn't attend VRLA!);

    *
    The essential element involved, in creating augmented reality;

    *
    The creative process behind Charlie, Ripley and Wade, the three augmented-reality characters in the episodes of Charlie Fink's Metaverse, as well as the characters in The Aug-Mentors;

    *
    How Cheryl's work with her award-winning kids' enrichment facility, Creative Space, expanded into what Living Popups is doing in the educational field;

    *
    The teachers Cheryl remembers, who inspired her most;

    *
    A preview of the educational products Living Popups will be releasing, in September 2018 and January 2019;

    *
    Her advice, for fellow innovators.

    25 min
  • Metaverse: A Look Into 2030


    What if you went downtown--and saw augmented-reality information on today's meal specials appear on your favorite restaurant?

    That's just one of the scenarios which AR/VR consultant, author and futurist Charlie Fink says is entirely possible.

    In his new book Metaverse: an AR Enabled Guide to VR and AR, Charlie explores the ways in which augmented and virtual reality may become part of our daily lives in the not-too-distant future.

    And he doesn't just write about it.   He literally illustrates it!  An augmented-reality app by Living Popups adds another dimension of information and entertainment to Charlie Fink's Metaverse.

    Charlie, who estimates the date for widespread integration at 2030, says the "killer apps" of the future are...us.  People. he says in Metaverse, will drive adoption of virtual and augmented reality into daily life.  The future vision he presents in his book is both exciting, and a little scary.

    People will be able to occupy each other's physical reality, Charlie writes--while they're thousands of miles apart.   Artists will have new means of both creating, and sharing, their work.  But consumer adoption of AR and VR will happen slowly, with today's avenues to the technology not even close to what will be needed.



    In his keynote speech at VRLA 2018, Charlie talked about his background (his areas of expertise include both the entertainment industry and startups), his introduction of Metaverse at CES 2018, and some of the ways we might expect augmented and virtual reality to shape our future world.
    On this edition of Over Coffee®, you will hear:

    *
    How Charlie first encountered VR as an entertainment-industry professional in 1992;

    *
    The fundamental differences that distinguish virtual reality from augmented reality;

    *
    How Charlie foresees augmented reality changing the workplace;

    *
    What types of technology will provide the means to making augmented reality widespread;

    *
    The ways in which VR is freeing artists to create in new dimensions;

    *
    How the app works, that goes with Metaverse;

    *
    Some of the biggest obstacles currently preventing the integration of AR, VR and mixed reality into daily life;

    *
    What conclusions Charlie reached, from writing his book.


     
    28 min
  • Metaverse: A Look Into 2030


    What if you went downtown--and saw augmented-reality information on today's meal specials appear on your favorite restaurant?

    That's just one of the scenarios which AR/VR consultant, author and futurist Charlie Fink says is entirely possible.

    In his new book Metaverse: an AR Enabled Guide to VR and AR, Charlie explores the ways in which augmented and virtual reality may become part of our daily lives in the not-too-distant future.

    And he doesn't just write about it.   He literally illustrates it!  An augmented-reality app by Living Popups adds another dimension of information and entertainment to Charlie Fink's Metaverse.

    Charlie, who estimates the date for widespread integration at 2030, says the "killer apps" of the future are...us.  People. he says in Metaverse, will drive adoption of virtual and augmented reality into daily life.  The future vision he presents in his book is both exciting, and a little scary.

    People will be able to occupy each other's physical reality, Charlie writes--while they're thousands of miles apart.   Artists will have new means of both creating, and sharing, their work.  But consumer adoption of AR and VR will happen slowly, with today's avenues to the technology not even close to what will be needed.



    In his keynote speech at VRLA 2018, Charlie talked about his background (his areas of expertise include both the entertainment industry and startups), his introduction of Metaverse at CES 2018, and some of the ways we might expect augmented and virtual reality to shape our future world.
    On this edition of Over Coffee®, you will hear:

    *
    How Charlie first encountered VR as an entertainment-industry professional in 1992;

    *
    The fundamental differences that distinguish virtual reality from augmented reality;

    *
    How Charlie foresees augmented reality changing the workplace;

    *
    What types of technology will provide the means to making augmented reality widespread;

    *
    The ways in which VR is freeing artists to create in new dimensions;

    *
    How the app works, that goes with Metaverse;

    *
    Some of the biggest obstacles currently preventing the integration of AR, VR and mixed reality into daily life;

    *
    What conclusions Charlie reached, from writing his book.


     
    28 min

About Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak

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Would you like to know more about the art of twenty-first century "cool stuff" that's changing our world? Such as: robots, space exploration, new media, wearable technology and other innovations that…