Throwback Thursday: Peter, Paul & Mary Release “Puff The Magic Dragon”

Throwback Thursday: Peter, Paul & Mary Release “Puff The Magic Dragon”

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On this day in 1963, American folk group, Peter, Paul and Mary, released their beloved single, “Puff The Magic Dragon.” The lyrics of the song were written by Leonard Lipton, a friend of Peter’s at Cornell University, back in 1959 while they were in school. “Puff” recounts the story of a little boy, Jackie Paper, and his imaginary dragon friend, Puff, who go on adventures together during Jackie’s childhood. But eventually, Jackie grows up, leaving Puff to retreat back into his cave, awaiting his next child companion. The song was an instant success, reaching number 2 on the Billboard Hot 100 chart, becoming another standard in a broad series of Peter, Paul and Mary folk hits that dominated the 1960s. However, as early as 1964, speculation over the song’s true meaning arose, leading many to believe that the seemingly innocent lyrics about childhood and growing up actually serve as a veiled metaphor for smoking marijuana. The group, as well as the lyricist Lipton, have since vehemently denied the allegations. But the song, to this day, remains heavily associated with drug culture.

Let’s Go Crazy – Prince is now on Spotify

Let’s Go Crazy – Prince is now on Spotify

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In the wake of the sudden passing of Prince last year, there has been an overwhelming demand for the legendary music icon’s body of work to be made available on music streaming services. As of February 12, many fans got their wish. Warner Bros, who owns the rights to much of the late musician’s work, including renowned albums 1999, Purple Rain, and Dirty Mind, has reached an agreement with Prince’s estate to allow all his music (released prior to his 1996 split with Warner Bros) to be made available on music streaming platforms including Spotify, Apple Music, Amazon Music, iHeartRadio, and Pandora. The February 12 release date coincided with the Grammy Awards, which honored Prince with a tribute performance by The Time and Bruno Mars.

Warner Bros has also announced that, on June 9th, they will release a remastered version of Purple Rain, as well as two previously unreleased Prince albums and two concert films from Prince’s personal vault at his Paisley Park recording complex.

Prince did once have his music available for streaming on some digital platforms, but, with the exception of Jay Z’s Tidal (which gives artists a larger share of profits) took his music down in 2015. An advocate for artist rights, Prince split with his long-time record label, Warner Bros, in 1996 because, as a prolific songwriter, Prince wanted to release new music as soon as it was ready, but Warner Bros refused his request. This dispute and eventual split was what prompted the singer’s infamous name change to the un-pronounceable emblem combining the astrologically inspired Mars-male and Venus-female symbols. In a press release at that time, Prince wrote: “Warner Bros took the name, trademarked it, and used it as the main marketing tool to promote all of the music I wrote…The company owns the name Prince and all related music marketed under Prince. I became merely a pawn used to produce more money for Warner Bros.”

Once the Warner Bros contract expired in the year 2000, Prince went back to using his name, creating his own record label and innovating new ways for fans to access his work, becoming one of the first artists to sell their albums online.

Listen to Prince on Spotify here.

Music Review: Mac DeMarco, “This Old Dog”

Music Review: Mac DeMarco, “This Old Dog”

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Indie rock “goofball” Mac DeMarco has announced the release of his forthcoming album, “This Old Dog,” out May 5, 2017. With the announcement of the album’s release date, the 26 year-old singer-songwriter previewed its title track, a groovy, mellow jam about getting older and settling down. Simultaneously, DeMarco released the track “My Old Man” from the upcoming album, which is a surprisingly upbeat ode about age, turning into your parents, and following in their footsteps – for better, or, begrudgingly, for worse.

Virtually Real: What Went Wrong with VR in 2016?  -Part I-

Virtually Real: What Went Wrong with VR in 2016? -Part I-

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As a lifelong gamer, I’ve had the good fortune to work with several talented development teams at Razer, Corsair and Logitech that have contributed to the evolution of gaming control over the last 20 years. So, with all the excitement for the annual Game Developers Conference (GDC) taking place in San Francisco this week, I’m sharing my thoughts on the most discussed technology in the gaming industry today: Virtual Reality (VR). What does VR look like currently? What are some problems VR Pioneers are facing? And what can we, as users, expect from VR in the future?

 

Imagine scoring front row seats to a sold out concert, strolling atop the Great Wall of China, or test driving a sports car, all without ever leaving your living room. If that sounds like Sci-Fi Fantasy, you’re right. This is a very special case of life imitating art: developers and manufacturers are hard at work to make our VR dreams of the last century a reality. Storytellers, movie makers, and artists are already tapping into the virtual field to bring their work to life – for several years now, the annual Sundance Film Festival has exhibited Virtual Reality films and art installations as part of their New Frontier initiative. Like with the introduction of film and the Cinema over 100 years ago, creative visionaries are exploring ways to develop their art alongside an emerging technology.

 

The non-technical press increasingly confuses Virtual Reality (think Tron) with Augmented Reality (think Minority Report). Virtual Reality immerses a user with a digitally rendered, three dimensional world while wearing a head-mounted display (HMD). Augmented Reality, (AR) superimposes a digital rendering over the world visible in front of us – and at its most basic, just uses the screen of a smartphone. AR has already found many applications in productivity and collaborative design, and makes use of similar technologies, however, VR will likely have an overall greater impact on the world of gaming and entertainment in the near future.

 

Virtual Reality has bifurcated into two adjacent entertainment technologies: mobile VR and PC-based tethered VR. Mobile VR relies on smartphones (mainly Android) to do the heavy computation, and can’t match the responsiveness and graphical detail of a powerful gaming PC or gaming console, such as the PS4 or Xbox.

 

The cheapest, and therefore, most accessible, mobile VR option is Google Cardboard, which is, quite literally, a piece of cardboard with embedded lenses that folds into a box you can use to cover your eyes and create a VR headset. Although the graphics are only as good as the smartphone you’re using, Google Cardboard is completely wireless (mobile), so it can be used just about anywhere, and its minimalist design and minimal cost make it very accessible. In 2016, Google unveiled Google Daydream, a more high-end VR headset that is currently only compatible with a small selection of smartphones. However, the top mobile VR headset is the Samsung Gear VR, which already boasts a relatively large library of apps and games, such as Minecraft. The primary applications for mobile VR are currently non-interactive virtual “showrooming” and social, shared-viewing experiences.

PC-based VR not only has sensors for head-tracking, but (crucially), absolute position detection for hand tracking, which allows users to pick up and manipulate objects in the virtual world, thus enabling more interactive applications and a more immersive experience. Ultimately, “Room-Scale” VR allows us to freely wander around a rendered universe (“freely” meaning the way a Jules Verne era diver might wander around with tubes sticking out of his head). The industry leader in room scale VR is the SteamVR-powered HTC Vive system, but it was Oculus Rift that started the buzz when it was bought by Facebook in 2014 for $2B. Content for Oculus has been slow coming, and the company is rapidly losing ground and influence in the industry to the HTC Vive system, and to the lower-cost, but less ambitious Sony Playstation VR.

 

The HTC Vive gives users the most complete VR experience currently on the market. Although you are tethered to a gaming PC, the Vive lets you walk around (after you clear your living room furniture, of course), as well as reach out and grab objects in the virtual reality space using controllers. The HTC Vive controllers can become a paintbrush, cartoon hands, and most usually, guns. Until recently, Oculus Rift was using Xbox controllers to navigate through their system but the company has started shipping the much anticipated Oculus Touch to close the gap between them and the HTC Vive experience.

 

But the most significant entrant is PlayStation VR, the new market leader with an estimated 800,000 units shipped last year. PlayStation VR is a more affordable alternative to the Oculus Rift and HTC Vive because it works with the PlayStation 4 console, as opposed to a costly gaming PC. Although, the Playstation 4 can’t create the same high-res experience as Oculus Rift and HTC Vive, Sony has more control over both the hardware (Playstation VR) and the software (Sony Interactive Entertainment [SIE]), which gives them usability advantage over the other VR ecosystems.

 

Before Q1 of last year ended, 2016 was already being dubbed “The Year of Virtual Reality”, with roughly 2 million VR headsets shipped in 2016, and 5 million units projected to ship by the end of 2017 (Canalys). Despite this, the brand-new gaming and entertainment platform still didn’t meet  the immense expectations of many investors. In our reality, VR is undergoing impressively steady growth. Although with the technology in its infancy, and manufacturers hyping up their “first gen’s” potential to generate media attention and sales, Virtual Reality has got a long way to go before becoming a household item.

 

In next week’s blog post, I’ll share my thoughts on the commercial and technical problems facing VR technology.  

Happy Valentine’s Day from Blackfire Research

Happy Valentine’s Day from Blackfire Research

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Blackfire Research wishes you a very happy Valentine’s Day. Whether you’re in love with your wireless home theater, surround sound system, or the ease of streaming music wirelessly from your smartphone to portable speakers, celebrate today by snuggling up on the couch and enjoying unrivaled audio enabled by Blackfire’s patented technology. (Because flowers and chocolates are so overrated.)