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4HlPUHi9GpQ | My name is Jennifer Doudna. I'm a professor at University of California, Berkeley, and I work on something called gene editing. I think in the future it will be possible to use gene editing to help species that are under tremendous pressure from the environment in different ways. And you know the example that I like to think about actually is protecting trees, trees that are under real duress due to the bark beetle. What if we could actually put protective genes into the trees that would protect them or possibly going the other way make modifications to the bark beetle so they don't have the capability to attack the trees. I think scientists have been really tethered to a few model organisms that could be manipulated genetically and now with this tool we have a way to change the DNA in essentially any type of organism. And so what we're seeing in the scientific world is that this is opening up opportunities to understand life in many new niches. Being able to make a single letter change in the DNA of the human genome in a way that would for example cure genetic disease. The gene editing technology that is available today is already you know sufficient to cure the defect that causes sickle cell anemia in cells that are cultured in the laboratory. By 2021 we will certainly see more clinical trials going forward. Right now the trials that are approved are all for cancer and therefore doing a particular type of editing that might be impactful in treating cancer namely being able to program a patient's own immune cells to target and destroy their cancer cells. But I think that going forward we will see increasing efforts to address genetic diseases of the blood of the eye of the liver and then probably farther down the road diseases that affect other tissues. The opportunities to really understand and we hope in the future to effectively treat or even cure genetic disease in humans is just profound. You know there's a lot of interest in what's called de-extinction. The idea that you could bring back an organism that is no longer walking the earth by using gene editing to make modifications to a genome of an existing organism let's say that it reintroduces genes that have been lost. Whether you could really bring back a dinosaur you know that's a much harder challenge. We don't really know the DNA sequence that would encode a dinosaur and you know in Jurassic Park you may remember that the premise of Michael Crichton's story was that you know that there were insects trapped in resin that contained blood from dinosaurs that had DNA still available for sequencing and unfortunately DNA just is a chemical that doesn't last 65 million years so I think you know being able to do that is not so likely but you know maybe it's possible to by sort of bootstrapping piecing together information we have about amphibians about birds it might be possible to start sort of walking in that direction and I don't know how close you could get to a real dinosaur but certainly we'll learn a lot about the genetic traits that are encoded in DNA that give rise to some of the traits that we think dinosaurs had. Another area that is a little bit farther afield but I think again might intersect in interesting ways with gene editing is imaging being able to visualize cells at a level that has been impossible in the past so what if you could really look inside of a cell and see molecules watch them behaving watch them functioning I think this is going to be incredible and I think this will probably really again be a very transformative type of effort that will happen over the next few years is to really start allowing us to see the cellular world in ways that have been impossible before. | [
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uJOUuFrLWG8 | There's a saying in photography that the best camera is the one that you have on you. So what if that statement was literally true? What if you could wear a camera almost all the time? That's the promise of Snap Spectacles. And they're pretty awesome. Now Spectacles are the first hardware product from Snap Inc, the company formerly known as Snapchat, and they really deliver on that promise. Even for someone like me who carries around a camera all the time, I'd really consider bringing these with me as well. And a part of that is that they tie right into the Snapchat app. Every video you shoot on these glasses gets sent right to your phone, and from there you can edit it and upload it or share it to your friends. I've spent about a week with Spectacles and I've found three really good use cases for them. One is experiential videos, two is face-to-face interactions with the people that you know and love, and three is making videos that look and feel like memories. Now Spectacles are good at experiential videos because they leave your hands free. It lets you interact with whatever you're doing without having to juggle a camera. There's also a really wide angle lens on this, not quite as wide as a GoPro, but it works in the same way as sort of stretching the image and making everything look a little bit more exciting, especially if it's only at arm's length. Landscapes and open scenes look pretty good in Spectacles, but where you're really going to see it shine is when you're holding something in your hands or playing around with something at arm's length. Spectacles are also really good at filming interactions with people and that's because Snap went out of its way to make sure that everybody knows that you're recording and that's what this whole recording light is about. Instead of an ominous red light that's telling everybody that you're filming them, it's this friendlier white wheel of lights that spins and sort of lets everybody participate in the experience if they want. Hi dude, can I get a Schachburger fries and a large iced tea? You got a drink tray? I needed that. Part of that is the fact that the camera shoots at 60 frames a second. Another part is the wide angle lens, but it's really actually all about the fact that the camera sits there right at eye level. It's almost impossible to get that point of view with basically any other camera and it makes a world of difference. Even if you're not in the video in the end, being able to capture something the way that you saw it is a really powerful thing. There were boring videos that I shot of me pouring coffee or opening the door that I still felt an emotional connection with that I wouldn't normally feel if I had shot them with anything else. And then of course there were more emotionally impactful moments like greeting my dog at the end of the day or going out on a date with my girlfriend where it really shines. So there's two big problems with spectacles. They don't really ruin the experience, but you are going to have to live with them if you want to use these. One is if you shoot a lot of videos with spectacles, transferring those videos can be a pain in the ass. Right now we've spent a good chunk of the day shooting this video and shooting videos on spectacles and it is now trying to import 83 videos. The problem as it builds a bunch of those videos up and waits to transfer them is it takes a lot longer. If you shoot maybe 5 or 10 videos, it'll take you about 10 seconds of video to transfer, but if you shoot 83 of them, it sort of bogs down and it's taking a lot longer than 10 seconds. It's taking like 20 or 30 seconds. The other big problem with spectacles has to do with the user interface. 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3Gt_1E0HzHo | Virtual reality headsets are sometimes described as a computer that you wear on your face. Which is not entirely untrue. But what if there was a virtual reality headset that had all the components of an all-in-one PC and you didn't have to be tethered to a separate computer? That's what Intel is pushing with Project Alloy, its new prototype design for merged reality experiences. Now this isn't a headset that Intel is going to sell directly to consumers, but instead it plans to partner with companies like Microsoft to create a headset that it thinks is going to offer a unique experience. I don't know about you, but I could use a little break from actual reality lately, so we went down to Intel's headquarters in Santa Clara to try on Project Alloy and find out a little bit more about what merged reality is supposed to be. This is Project Alloy. It's a prototype headset that Intel has built to show potential hardware partners what it's capable of. It has a bunch of processors and Intel's RealSense cameras built directly into it. And it runs on a battery, so you don't have to be tethered to anything, although it could work that way too. The mobility of Project Alloy along with this concept of merged reality are really what's supposed to set it apart. Merged reality means that you can bring real world objects into a virtual environment and then make them virtual too. And you can also see other people in the room in your virtual world. It's kind of bizarre and cool and disorienting. If Microsoft's HoloLens is all about augmented reality, meaning you can see all of the real world with a layer of computing over it, and Oculus Rift is all about virtual reality, meaning you're entirely in a virtual world, this lies in this crazy place in between. So for example, while we were shooting this video, I found myself in a completely virtual environment, but one where I could still see my verge colleagues and the other people in the lab. I could use physical objects to play a virtual game. If someone handed me a piece of paper and pen, I could still see well enough to write a note with it while I had the VR headset on. I could even check the time on a real physical watch or take a selfie while I was wearing the headset. So a VR headset like this is arguably safer because it means you're not blocking out everything around you and maybe you'll be less likely to walk into something. It also means you don't need complex sensors or fancy hand controllers in order to have a more interactive experience. The model I tried is only version one of Project Alloy. It was pretty clunky and honestly didn't fit all that well. It also felt heavy on my head, even though Intel says that in an ideal world, Project Alloy headsets won't weigh more than around one and a half pounds. And a lot of the real world objects that appeared in my virtual world, whether it was a person standing in front of me or even my own hands, were sort of pixelated and difficult to see. But Intel says a second, updated Project Alloy headset is coming sometime in the new year with better internals and a sleeker design. It will have the newer Intel Core processor, Kaby Lake, an improved computer vision chip from Movidius, and the option for a discrete graphics card. Intel also has a series of dedicated labs set up in its offices where the company is constantly testing things like latency. In other words, how many milliseconds it takes for real world stuff to show up in your computerized world. So far, only Microsoft has publicly committed to working with Intel on this project, but Intel is hoping that Project Alloy is intriguing enough that other companies will want to jump on board as well. So right now, VR is kind of all over the place, right? You have these super simple experiences where you can just throw your phone and a piece of cardboard or even a cloth headset and use it that way. And then you have really advanced VR experiences that usually require tethering to some sort of computer system. Intel is hoping to strike the balance between something that offers mobility and something that's powerful, which so far has been really difficult to achieve. But in alternate reality, I guess anything's possible. Throwing your phone and a piece of card bearer... Card bearer... Card bearer... That card-beared headwear. Super cool, you know what I mean? Yeah. Yeah. belong to the Phantom Authors & Timersставля One. | [
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K93ZoIjngcI | Daydream View, Google's new VR headset, isn't very much like any of its competitors. The PlayStation VR, Oculus Rift, HTC Vive, Cure VR, or even Google's own cardboard. It's soft, squishy, and feels more like clothing than electronics. But the Daydream Team spent a long time getting to that point. We went to Google's offices in Mountain View to see how they did it. The View is supposed to be one option among many for Google Daydream headsets. But it's Google's way of setting a tone for the entire platform. And to do that, the company looked not to electronics, but to clothes. The headset draws on a lot of different types of soft goods of clothing. For example, the head strap, it adjusts much like you'd adjust a pair of ski goggles. The outer part of the headset, kind of the body of it, it's sort of rigid, right? It's soft, but it also holds its form. So something like a comfortable pair of shoes. And then just the material, which the whole thing is clad in, I think is reminiscent of a super comfortable t-shirt, right? Or something that you just wear out and about. This was the starting point of Daydream View, because technically, it's all you need in a headset. Just strap a phone to one side and put a pair of lenses on the other, and you have something like a very simple Google cardboard. The problem is, this doesn't feel very good. The Daydream Team needed to end up with something more like the Samsung Gear VR, with padding, a strap, and a controller. And they needed to do it without weighing down users' faces or making it too tough to get to their phones. The first step was 3D printed mockups. These were heavy and stiff, but they let the team figure out a shape that would fit the most people, including ones with glasses. Then they experimented with finding the lightest materials possible, ending up with a combination of plastic, foam, and fabric. 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Take, for example, the fabric that's covering the Daydream View. It's got a distinct texture because solid collars made it look too much like hard plastic from a distance. So Google set up a laser system that would let manufacturers precisely align the texture in the right way for each headset. The Daydream View isn't just the headset. It's also a custom controller that works kind of like a VR laser pointer. If Google has its way, all kinds of companies are going to be making their own very unique looking Daydream headsets. But the controllers are all going to look pretty much like this. But it could have looked very, very different. These are all possible shapes that Google thought about for its controller. The Daydream team even had people come by and model their dream VR controller in clay. A lot of the designs look cool and way more futuristic up until you put them into your hand. Then you realize they're actually awkward and uncomfortable. Or they didn't fit into the headset tray, one of the first things the Daydream team decided they'd do. You could almost say the final remote's a little boring compared to all these. But it's the result of constant refining to figure out even little things like how high the buttons should be. Meanwhile, the team was testing the software with something they called the Garage Door Opener, all the guts that made it into the Daydream remote in a big black box. We're usually excited when headsets get high-tech new features, and Google hopes that Daydream will have them in the future. But they'll probably be on the phone, not the headset. One of the things that was very important to us with Daydream Vue was that it's simple. It's easy to get in and out of. And the more kind of active elements you add to the headset, the more complex it becomes in terms of cost and manufacturability. But also most importantly, setup. Imagine plugging lots of little things in and connecting things and so on. We want it to be simple. We want it to be frictionless to get in and out of VR. And the really simple, largely passive headset design really helps with that. Now that Daydream Vue is out in the world, all Google's decisions are getting put to the test. Are wearers going to think it's as universally comfortable as it's supposed to be? Will making it out of fabric help people get over the fundamental weirdness of virtual reality? The answers so far are we don't know and probably not. But Google is taking VR someplace it's never been. If only, as we've just seen, with a lot of stops along the way. | [
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"text": " You could almost say the final remote's a little boring compared to all these."
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},
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"text": " If only, as we've just seen, with a lot of stops along the way."
}
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BRcHD3TenxI | For 40 years, the desktop PC has been an uninspiring box that sits at your desk. Apple's iMacs showed that desktop computers could be beautiful too and there have been some Windows machines that have gotten close. But now Microsoft is trying its own hand at a desktop PC and it's the wildly different Surface Studio. This PC sits on a desk looking pretty, just like an iMac, but the Surface Studio doesn't just sit still. This beautiful 28-inch display transforms into a drawing board with just a push. It's all part of a fancy hinge that lets the display float. You can draw on it from any position or touch the display to interact with apps just like you do with a tablet. In fact, it really feels like a giant tablet that you can draw on and it's exactly what the Surface Studio is designed for. You could combine that natural drawing mode with a new accessory, the $99 Surface Dial. It's funky and it looks like a volume knob on an old school radio, but it's a useful tool to use while you're drawing. There's something really futuristic about it, but it really jumps into outer space when you stick it on the screen. You can tap on the top, crank the dial around or tap and hold to access menus and controls. In apps like Sketchable, the Surface Dial creates a radial menu. It's used to alter various inking controls. It feels oddly natural to use it while you're drawing and I found myself tweaking the brush size and colors a lot. The only disappointing part of the dial is the lack of app support. There's nearly 20 apps that support it right now, but the controls are really limited to just zoom functions in several of them. I'd also like to see Microsoft improve the base of the dial so it sticks to the display better. Even at the near flat angle, it slowly creeped down the display on the model I was testing. Aside from the studio's creative assets, it's a PC at heart. The stunning 28 inch display is truly one of the best monitors I've ever used, even though it's glossy and slightly reflective. It's just 13mm thin and it has a beyond 4K resolution that really makes what you see on the screen feel lifelike. There's even a 3 by 2 aspect ratio, just like the Surface Pro and Surface Book. And I love the vertical space to read articles or write documents. Overall, it just feels really good when you tilt and pull the display towards you. You can see every detail in photos, documents and videos. Underneath the display is where all the PC components are housed. On the model I was testing, there's a 6th generation quad core Intel Core i7 processor, 32GB of RAM, a 2TB Rapid Hybrid drive and an Nvidia GTX 980M graphics card. That's actually a lot of old tech for such a futuristic looking PC. It means Microsoft has opted for last years Intel chips, last years Nvidia chips and no full solid state disk. Despite this, it was still very capable. I found it coped well with games like Gears of War 4 or Forza Horizon 3. You're not going to be able to play either on the top settings, but they're perfectly playable on the studio if you don't care about maxing out all the details. Having all that power at the base means there's some compromises with the Surface Studio. All of the ports are at the rear, which means it's hard to access them if you have the studio placed against the wall. The PC aspects of this Surface Studio are exactly what you'd expect from a Windows All-in-One and there's very little to fault here. The questions I have around it are based on its price and use cases. At a starting price of $3000, it's up there with Wacom Cintec, but for that extra $200, you're getting a full PC and not just a monitor. For creatives, that's a tempting offer, but you're really buying the Surface Studio because of its display. It's stunning and there's nothing quite like it on the market right now that has the same aspect ratio, touch and pen all while being almost pixel perfect and super thin. It's an engineering marvel of a monitor, but I really wish Microsoft sold it separately because I want to dock my Surface Book to it. And if I'm investing in a desktop PC, I really want to be able to upgrade it and use it for gaming and more powerful work. I can't do either of those things with the Surface Studio. That doesn't discount what Microsoft has attempted to do here. It's truly something unique and a hint of exciting innovation we haven't seen for some years, but it has a small target market that will need to weigh up whether this beautiful set of floating pixels is worth the high price. Probably would be cooler if I wasn't getting that C stand in the shot too though. Max this is a sick shot dude, look at the camera. Get this stillmachine? | [
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eKuj8kqgeqw | So games are a really important part of our lives and as the years go on that's only going to heighten. Games are only going to become more important to us and the biggest shift I think we're going to see is them moving from being a discrete experience to an indiscreet experience. So when I was 15 years old and I wanted to listen to music I really had a couple of choices. I could sit up all night and hope they played music I liked on the radio. I could go down to the record store. I could buy a cassette tape, go home, put it in my boombox and sit down and listen and I really had to make a conscious decision. So now by virtue of the fact that almost every device I own plays me music and services like Spotify curate and personalize that music for me in context it pretty much surrounds every minute of my day from the minute I get up in the morning to the minute I go to bed at night. So music has really moved from being this discrete experience I had to make a conscious choice to engage in to something that surrounds everything I do. So when we think about games today already we've got more people playing more games and more platforms in more geographies around the world than ever before. It's not just a console business, it's not just a PC business, it's not even just a mobile business. We've now got VR and AR and streaming and so as we fast forward that to the future, think about what the world looks like with a 5G network streaming latency-free gaming to every device you own. It's really easy to imagine that games would permit our lives much the way digital music does today. From the minute I get up in the morning everything I do has an impact on my gaming life both discrete and indiscreet. The amount of eggs I have in my internet-enabled fridge might mean my sims are better off in my game. The length of distance I drive in my Tesla on the way to work might mean that I get more juice in need for speed. If I go to soccer practice in the afternoon by virtue of internet-enabled soccer boots that might give me juice or new cards in my FIFA product. And I think what we start to see is less about is it a shooter, is it a sports game, is it open world, is it closed world, is it linear story, is it multiple you know forked story and more about this one existing world where we all play a part. So this world where games and life start to blend I think really comes into play in the not-discretive future and almost certainly by 2021. | [
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fm-EVGLq4EI | My name is Manuela Veloso, I'm the current head of the Machine Learning Department at Carnegie Mellon University. In the future, I believe that there will be this coexistence between humans and these artificial intelligence systems that will be hopefully of service to humanity. And these AI systems will involve systems that only handle the digital world, but there will be also systems that move around like drones and robots and autonomous cars. So you will have this intelligence in the physical world too, not only on your cell phone or on your computer, but also more present around us in any environment. So what I'm very much working on is the fact that I would like these machines to be able to explain themselves. So to be accountable for the decisions they make, to be transparent. When my robot arrives to my office slightly late, you can say, why are you late? Or which route did you take? Because this problem, these issues that the robot, when it moves in the building, I cannot see the robot. And therefore when it appears in front of my office, I would like to know more about what did it do, what it actually encountered on its experience by itself coming from my lab to my office. That makes us eventually, the humans, trust more these robots, trust more these machines, because these AI systems, they are able to explain what's behind their decisions or what's behind their inferences or what's behind their suggestions. But I do believe the same way that humans have limitations, I speak with an accent, I don't play squash as well as someone else, that these robots will also have limitations. Alexa, for example, cannot scramble eggs, which is perfectly fine, because it doesn't have the ability to move from place to place. So there is this concept of AI systems, they have to be in symbiosis with everything else, with other information on the web, with other AI systems, with humans next to them, with humans remote, and becomes now not a problem of actually developing the AI system to be self-contained and with all the knowledge there and all the capabilities, but no. It's just an AI system that can recognize and tell when it does not know, or it needs more information, or I think this with some probability. But it's not that it can solve all the problems up front, but it can rely on all these other sources around it. The general AI problem is extremely challenging and extremely exciting now, because there is so much data. There is so much data and there are so many people using the digital devices. We have seen great success on these intelligent assistants, but eventually, more and more, as the time goes, we are doing a lot of research on these AI systems, having impact on problems more broad in society, deciding traffic in a big city, or making great predictions about climate, and making recommendations about all sorts of decisions and supporting humans in great decisions they have to make about complicated and very complex systems. I really think that the autonomous systems, the research we do in autonomous systems, autonomous cars, autonomous robots, it's a call to humanity to be responsible. It was invented by us, by humans. It didn't come from the sky, from aliens. It's our own discovery. It's the human mind that conceived such technology. So it's up to the human mind also, and humanity, to make good uses and responsible uses and beneficial uses of this technology. And I have a lot of trust that this will happen. | [
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T-59XHKt9xU | Apple has finally put a touchscreen on the Mac. Sort of. This is the MacBook Pro, and this is the Touch Bar. It's a thin touchscreen strip that runs from one edge of the keyboard to the other, replacing the not very functional strip of function keys that have been there for years. At its simplest, the Touch Bar is a set of digital buttons that change from app to app. You get archive and send buttons in Mail, forward and backward buttons in Safari, and so on. But the Touch Bar is much more than that. In fact, it's often better to think of the Touch Bar as a little touchscreen portion of every app, and as a series of ever-changing keys on your keyboard. I've been using the Touch Bar for a week now, and I have mixed feelings about it. In some apps, the Touch Bar makes itself immediately useful, creating clear keyboard shortcuts and letting me get my work done faster. But there are a lot of other places where the Touch Bar is too complicated, or just fails to make itself useful. On the right side of the Touch Bar is an always-available set of buttons for controlling brightness and volume and activating Siri. You can change these, which is good, because I never use Siri, and would rather put something I do use there, like Spotlight. These buttons take a little getting used to, but I'd almost completely adjusted to them within a day. They aren't better than physical keys, but they aren't any worse either. That brings us to the middle of the Touch Bar, which is where the real action is. Third-party developers will be able to customize this to suit their apps, but for the time being I've only been able to test what Apple's apps are doing. I found the Touch Bar most useful when it just served as a simple series of buttons. That way I could get used to them just like anything else on the keyboard. In Mail, I quickly picked up where the Archive and Spam buttons were, and used them to just jam through my inbox. There's this emoji key when you're typing, which everyone I showed to loved. And there's this great button in Photos that flips between your edited image and the original. I love that. Other buttons help provide some context, so Maps lets you filter by coffee shops or restaurants or hotels, and Safari will show you a preview of every tab you have open. I never actually used that, but I can imagine other people liking it. It's the more complicated controls that can be hit and miss. Here's two examples from Apple's Photos app. When you're using the healing brush, a slider pops up that lets you adjust its size. So I can do that with one hand and move the cursor with the other. It's great, but elsewhere it gets to be too much. Here there are three different sliders to switch between. It's not entirely clear what each of them does, and I keep accidentally hitting these little check marks beside them. The sliders are useful, but not necessarily easier than on-screen controls. Other times it's even more complicated. Buttons behave in unpredictable ways. So this one pops out, this one pops over, this one drills down into a new set of scrolling buttons. Apple's essentially built a new set of menus into your keyboard, which, yeah, can be about as awful as it sounds. And then elsewhere the touch bar can just be kinda useless. The word predictions that pop up when you're typing are particularly odd. They're so slow that they don't even update until you've finished typing. And some apps make puzzling use of space. You should really be able to customize the touch bar for how you want to use it, but not every app lets you do that. The touch bar can be useful, but it's going to take Apple and third-party developers a while until they figure out best practices for it. When that happens, I think the touch bar really will help people better use the apps they're already in all day. But it's not going to revolutionize the Mac, and I suspect the future looks a lot more like a dull but useful row of virtual buttons than a strip of DJ controls. Okay, so we already have a video covering the MacBook Pro without a touch bar, and you should check that out for a detailed look at the computer's hardware. I'll just give you the quick version. This is one of the nicest laptops Apple has ever made. Which is to say, it's one of the nicest laptops anyone's ever made. It's impressively small, has an incredible screen, and I even love the shallow new keyboard. Now for the differences. This higher-end version has a Touch ID fingerprint sensor. It's better than typing in a password, though for some reason MacOS doesn't always give you the option to use it. Having four USB-C ports instead of two is a bit more convenient, but not that much more convenient because you're still going to need new adapters and cables for everything. For the most part, this is a fast laptop, but if you're looking for serious pro work, your mileage will vary. I was able to get pretty smooth playback editing 1080p video in Premiere, but I wasn't able to handle 4K. This laptop is well made in the way that Mac laptops always have been, and I'm sure a lot of people will like it for that reason alone. But it feels like this incarnation of the MacBook Pro is shooting for a future it can't quite reach. One where it can be impressively thin and powerful enough for pros. Where it can be super light and have all-day battery life. Where its ports and keyboard work perfectly to the needs of every user. That future might be out there, but it's not in this machine. Thanks for watching guys, and I look forward to see you next time! | [
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"text": " In fact, it's often better to think of the Touch Bar as a little touchscreen portion"
},
{
"start": 36.519999999999996,
"end": 39.64,
"text": " of every app, and as a series of ever-changing keys on your keyboard."
},
{
"start": 39.64,
"end": 43.64,
"text": " I've been using the Touch Bar for a week now, and I have mixed feelings about it."
},
{
"start": 43.64,
"end": 48.239999999999995,
"text": " In some apps, the Touch Bar makes itself immediately useful, creating clear keyboard shortcuts"
},
{
"start": 48.239999999999995,
"end": 49.76,
"text": " and letting me get my work done faster."
},
{
"start": 49.76,
"end": 53.46,
"text": " But there are a lot of other places where the Touch Bar is too complicated, or just"
},
{
"start": 53.46,
"end": 55.16,
"text": " fails to make itself useful."
},
{
"start": 55.16,
"end": 58.879999999999995,
"text": " On the right side of the Touch Bar is an always-available set of buttons for controlling brightness"
},
{
"start": 58.879999999999995,
"end": 60.959999999999994,
"text": " and volume and activating Siri."
},
{
"start": 60.959999999999994,
"end": 64.92,
"text": " You can change these, which is good, because I never use Siri, and would rather put something"
},
{
"start": 64.92,
"end": 67.22,
"text": " I do use there, like Spotlight."
},
{
"start": 67.22,
"end": 70.32,
"text": " These buttons take a little getting used to, but I'd almost completely adjusted to them"
},
{
"start": 70.32,
"end": 71.32,
"text": " within a day."
},
{
"start": 71.32,
"end": 75.28,
"text": " They aren't better than physical keys, but they aren't any worse either."
},
{
"start": 75.28,
"end": 78.6,
"text": " That brings us to the middle of the Touch Bar, which is where the real action is."
},
{
"start": 78.6,
"end": 82,
"text": " Third-party developers will be able to customize this to suit their apps, but for the time"
},
{
"start": 82,
"end": 84.56,
"text": " being I've only been able to test what Apple's apps are doing."
},
{
"start": 84.56,
"end": 89.24000000000001,
"text": " I found the Touch Bar most useful when it just served as a simple series of buttons."
},
{
"start": 89.24000000000001,
"end": 92.28,
"text": " That way I could get used to them just like anything else on the keyboard."
},
{
"start": 92.28,
"end": 96.08,
"text": " In Mail, I quickly picked up where the Archive and Spam buttons were, and used them to just"
},
{
"start": 96.08,
"end": 97.36,
"text": " jam through my inbox."
},
{
"start": 97.36,
"end": 101.32000000000001,
"text": " There's this emoji key when you're typing, which everyone I showed to loved."
},
{
"start": 101.32000000000001,
"end": 104.92,
"text": " And there's this great button in Photos that flips between your edited image and the original."
},
{
"start": 104.92,
"end": 105.92,
"text": " I love that."
},
{
"start": 105.92,
"end": 110.06,
"text": " Other buttons help provide some context, so Maps lets you filter by coffee shops or restaurants"
},
{
"start": 110.06,
"end": 113.28,
"text": " or hotels, and Safari will show you a preview of every tab you have open."
},
{
"start": 113.28,
"end": 117.24,
"text": " I never actually used that, but I can imagine other people liking it."
},
{
"start": 117.24,
"end": 120.28,
"text": " It's the more complicated controls that can be hit and miss."
},
{
"start": 120.28,
"end": 122.96000000000001,
"text": " Here's two examples from Apple's Photos app."
},
{
"start": 122.96000000000001,
"end": 127,
"text": " When you're using the healing brush, a slider pops up that lets you adjust its size."
},
{
"start": 127,
"end": 130,
"text": " So I can do that with one hand and move the cursor with the other."
},
{
"start": 130,
"end": 132.52,
"text": " It's great, but elsewhere it gets to be too much."
},
{
"start": 132.52,
"end": 134.96,
"text": " Here there are three different sliders to switch between."
},
{
"start": 134.96,
"end": 138.2,
"text": " It's not entirely clear what each of them does, and I keep accidentally hitting these"
},
{
"start": 138.2,
"end": 139.84,
"text": " little check marks beside them."
},
{
"start": 139.84,
"end": 143.86,
"text": " The sliders are useful, but not necessarily easier than on-screen controls."
},
{
"start": 143.86,
"end": 145.72,
"text": " Other times it's even more complicated."
},
{
"start": 145.72,
"end": 147.52,
"text": " Buttons behave in unpredictable ways."
},
{
"start": 147.52,
"end": 152.24,
"text": " So this one pops out, this one pops over, this one drills down into a new set of scrolling"
},
{
"start": 152.24,
"end": 153.24,
"text": " buttons."
},
{
"start": 153.24,
"end": 157.04,
"text": " Apple's essentially built a new set of menus into your keyboard, which, yeah, can be about"
},
{
"start": 157.04,
"end": 158.58,
"text": " as awful as it sounds."
},
{
"start": 158.58,
"end": 161.24,
"text": " And then elsewhere the touch bar can just be kinda useless."
},
{
"start": 161.24,
"end": 164.44,
"text": " The word predictions that pop up when you're typing are particularly odd."
},
{
"start": 164.44,
"end": 167.2,
"text": " They're so slow that they don't even update until you've finished typing."
},
{
"start": 167.2,
"end": 169.2,
"text": " And some apps make puzzling use of space."
},
{
"start": 169.2,
"end": 172.64,
"text": " You should really be able to customize the touch bar for how you want to use it, but"
},
{
"start": 172.64,
"end": 174.23999999999998,
"text": " not every app lets you do that."
},
{
"start": 174.23999999999998,
"end": 177.92,
"text": " The touch bar can be useful, but it's going to take Apple and third-party developers a"
},
{
"start": 177.92,
"end": 180.57999999999998,
"text": " while until they figure out best practices for it."
},
{
"start": 180.57999999999998,
"end": 184.32,
"text": " When that happens, I think the touch bar really will help people better use the apps they're"
},
{
"start": 184.32,
"end": 185.64,
"text": " already in all day."
},
{
"start": 185.64,
"end": 189.48,
"text": " But it's not going to revolutionize the Mac, and I suspect the future looks a lot more"
},
{
"start": 189.48,
"end": 194.51999999999998,
"text": " like a dull but useful row of virtual buttons than a strip of DJ controls."
},
{
"start": 194.51999999999998,
"end": 198.79999999999998,
"text": " Okay, so we already have a video covering the MacBook Pro without a touch bar, and you"
},
{
"start": 198.8,
"end": 201.44,
"text": " should check that out for a detailed look at the computer's hardware."
},
{
"start": 201.44,
"end": 202.8,
"text": " I'll just give you the quick version."
},
{
"start": 202.8,
"end": 205.60000000000002,
"text": " This is one of the nicest laptops Apple has ever made."
},
{
"start": 205.60000000000002,
"end": 208.56,
"text": " Which is to say, it's one of the nicest laptops anyone's ever made."
},
{
"start": 208.56,
"end": 212.72,
"text": " It's impressively small, has an incredible screen, and I even love the shallow new keyboard."
},
{
"start": 212.72,
"end": 213.82000000000002,
"text": " Now for the differences."
},
{
"start": 213.82000000000002,
"end": 216.46,
"text": " This higher-end version has a Touch ID fingerprint sensor."
},
{
"start": 216.46,
"end": 219.72000000000003,
"text": " It's better than typing in a password, though for some reason MacOS doesn't always give"
},
{
"start": 219.72000000000003,
"end": 220.92000000000002,
"text": " you the option to use it."
},
{
"start": 220.92000000000002,
"end": 225.06,
"text": " Having four USB-C ports instead of two is a bit more convenient, but not that much more"
},
{
"start": 225.06,
"end": 227.92000000000002,
"text": " convenient because you're still going to need new adapters and cables for everything."
},
{
"start": 227.92,
"end": 231.88,
"text": " For the most part, this is a fast laptop, but if you're looking for serious pro work,"
},
{
"start": 231.88,
"end": 233.16,
"text": " your mileage will vary."
},
{
"start": 233.16,
"end": 237.6,
"text": " I was able to get pretty smooth playback editing 1080p video in Premiere, but I wasn't able"
},
{
"start": 237.6,
"end": 238.76,
"text": " to handle 4K."
},
{
"start": 238.76,
"end": 242.6,
"text": " This laptop is well made in the way that Mac laptops always have been, and I'm sure a"
},
{
"start": 242.6,
"end": 244.88,
"text": " lot of people will like it for that reason alone."
},
{
"start": 244.88,
"end": 248.6,
"text": " But it feels like this incarnation of the MacBook Pro is shooting for a future it can't"
},
{
"start": 248.6,
"end": 249.6,
"text": " quite reach."
},
{
"start": 249.6,
"end": 252.51999999999998,
"text": " One where it can be impressively thin and powerful enough for pros."
},
{
"start": 252.51999999999998,
"end": 255.22,
"text": " Where it can be super light and have all-day battery life."
},
{
"start": 255.22,
"end": 258.48,
"text": " Where its ports and keyboard work perfectly to the needs of every user."
},
{
"start": 258.48,
"end": 261.36,
"text": " That future might be out there, but it's not in this machine."
},
{
"start": 261.36,
"end": 291.2,
"text": " Thanks for watching guys, and I look forward to see you next time!"
}
] |