Large Language Models like ChatGPT have lead people to their deaths, often by suicide. This site serves to remember those who have been affected, to call out the dangers of AI that claims to be intelligent, and the corporations that are responsible.
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Top Hat is hiring for a number roles: mobile dev (iOS, Android), devops (rabbitmq, ec2, MySQL), full stack web developer (python, django, javascript, nodejs.) We are also hiring interns for the Fall (Sept-Dec) term so please feel free to apply for that as well. Salary ranges based on experience from $70k to $100k.
We're a profitable (and valley VC funded by some of the best funds in the valley) education startup that helps make class more engaging. We've got some really cool problems to work on and your work would be impacting a huge number of students daily.
Our dev team is in Toronto but we've also got an office in the US. If you're not based in Canada or the US but are willing to relocate feel free to contact us, because we do cover relocation expenses and will help you manage the work permit and VISA process.
Send your resume/github account to steph at tophat dot com.
I don't. The textarea remains hidden (off screen) in the background. It has the user's focus, so when the user types, it's receiving keystrokes as usual. Simultaneously, the render loop simply reads the text and selection state (selectionStart, selectionEnd) from the text area and renders the textarea's text and selection cursor/selection-highlight onto a canvas.
moron4hire, robertkrahn01 funny for you two to meet here. I have been working on a solution for RiftSketch that is more like Robert's approach, where I use a canvas backed by an actual textarea (Robert's canvas is cleverly backed by an Ace Editor instance). Instead of re-implementing an editor from scratch, the user keyboard inputs are received by the textarea while the canvas and corresponding 3D texture are simply a re-rendered mirror of the textarea's contents and cursor/selection state. That way you can still rely on the usual editor mechanics (cursors, text selection, keyboard shortcuts, etc.).
Oh you're factoring in head movement. I see. Well you still haven't accounted for the warping that the optics do. They stretch that 1080 pixels across a 100 degree vertical field of view, so the pixels directly in your sight (not including peripheral vision) is really only about 320.
OP here. I like where you're going with that. If you weren't already aware, you definitely need to integrate WebVR. A couple of devs from Mozilla and Google are adding VR APIs to Firefox and Chrome.
> The display technology and software is still a long way away however.
OP here. Well, I'm a bit more optimistic. Oculus now has ties with Samsung's display manufacturing, relationships with Nvidia and Facebook's cash. I wouldn't be surprised if they become the driving force behind high-density 5" displays and graphics horsepower in the next few years.
OP here. Your numbers are definitely off. The effective resolution of the DK2 is more like 320p or something. Definitely lots of room for the tech to improve there but I'm hopeful. Despite this limitation, the experience is pretty darn good if I do say so myself.
OP here. Yeah, I was definitely not aiming for a full IDE here (obviously). It more like a playground environment. Something like CodePen for VR with a focus on the live-coding experience.
Using this app is comfortable but VR will definitely need higher resolutions for anything more serious. It's not too far in the future though. If things go well, I expect VR will be the driving force behind ultra-high-density 5" screens in the next few years. Or some entirely new display tech (retinal projectors?) will replace it.
OP here. The text is comfortable to read. i.e. I made it big enough to be comfortable. I haven't experienced any of the eyestrain that others have mentioned, despite spending up to 2 consecutive hours playing with this app.
However, in addition to the low resolution in the current Oculus dev kits, text rendering is definitely hard to do in VR. How do you do crisp sub-pixel rendering when your face is ever so slightly tilted? Something that will have to be solved in future software or by sheer pixel density.
That said, it's early days for VR and the future is bright!
OP here. You definitely need to be very familiar with your keyboard for this to be a fun experience. Even switching to a slightly different key layout would throw me off. As long as you're a proficient touch-typist, it's really not a problem.
I think, typically, if you've gone to the trouble of calculating variance and correlation, you would have also calculated the median and mode of these datasets. The differences would have been obvious with those basic analyses.