Thanks for the tip. I use Reader view in Safari on the Mac, but Apple has obscured it on mobile by making the icon look like only a font-size option. Heaven forbid they use consistent icons in their own products.
There are multiple apps in the App Store that do this. I spent last year implementing pose detection in an exercise app and we used both Apple’s pose detection and a 3rd party’s. The pose (each point of the human form) itself was sent to a machine learning backend at around 30 fps, analyzed, and data returned at about the same speed using gRPC. Each exercise had a set of specific feedback for both positioning (“Stand facing the camera with you arms at your side/Stand sideways to the camera/etc”) and form correction (“Raise your right arm higher above your head etc”). Feedback was spoken out loud to the user and there was a relatively complex set of rules governing which feedback got priority and how often feedback was spoken. I also implemented an on-screen “skeleton” of the user’s human form points that rendered on top of the camera view. Pretty fun project from a tech point of view.
The signal to noise in fitness apps is high. The mainstream ones don’t do this, or if they do the implementation is so bad it’s not worth using, and discovery of anything else is fraught with shitware that wants a subscription to “unlock” it’s unknown potential.
Did you mean to say signal-to-noise [ratio] is _low_? Meaning that you get way too much noise for the amount of signal. Or did you mean to say it needs to be high (I.e. low noise) to be useful?
For every good fitness app that does what it promises (-> signal) there are at least 50 bad fitness apps that promise too much and let you pre-pay for the (broken) features you wanted, money you'll never get back (-> noise).
The amount of noise in Fitness apps is so high, nobody really dares to try out small apps. Therefore cool implementations from small devs like the workout-correction might stay unnoticed for years.
Fantastic. This combines both nostalgia for early web design and many of the games I had in my youth (Mattel Football, Baseball etc plus Coleco's Head-to-Head series).
Behind Jaggi Lines! was actually a development version that was pirated heavily amongst Atari owners. I played it on my Atari 800. It was the first game that actually made me jump out of my chair, scaring me. I can remember the moment vividly. Great game!
While I understand the desire for Kickstarter to police this kind of thing, the burden ultimately sits with the owner of the trademark being infringed upon to pursue legal action or risk losing the trademark. Frankly I'm a little surprised at the response here on HN given that Kickstarter is an early stage company with limited resources. Why should they focus on something where there are already laws in place and avenues to pursue infringement? Who's to say they should be the arbiter on what constitutes infringement?
You probably should consider the definition of mainstream, since a price-point really has nothing to do with its meaning. http://www.answers.com/mainstream