[Hype Pro 4 0 38

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Saija Grzegorek

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Jun 12, 2024, 11:23:06 PM6/12/24
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The Gartner hype cycle is a graphical presentation developed, used and branded by the American research, advisory and information technology firm Gartner to represent the maturity, adoption, and social application of specific technologies. The hype cycle claims to provide a graphical and conceptual presentation of the maturity of emerging technologies through five phases.[1]

Hype (in the more general media sense of the term "hype"[3]) plays a large part in the adoption of new media. Analyses of the Internet in the 1990s featured large amounts of hype,[4][5][6] and that created "debunking" responses.[3] A longer-term historical perspective on such cycles can be found in the research of the economist Carlota Perez.[7] Desmond Roger Laurence, in the field of clinical pharmacology, described a similar process in drug development in the seventies.[citation needed]

Hype Pro 4 0 38


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There have been numerous criticisms[8][9][10][11] of the hype cycle, prominent among which are that it is not a cycle, that the outcome does not depend on the nature of the technology itself, that it is not scientific in nature, and that it does not reflect changes over time in the speed at which technology develops. Another is that it is limited in its application, as it prioritizes economic considerations in decision-making processes. It seems to assume that a business' performance is tied to the hype cycle, whereas this may actually have more to do with the way a company devises its branding strategy.[citation needed] A related criticism is that the "cycle" has no real benefits to the development or marketing of new technologies and merely comments on pre-existing trends. Specific disadvantages when compared to, for example, technology readiness level are:

An analysis of Gartner Hype Cycles since 2000[11] shows that few technologies actually travel through an identifiable hype cycle, and that in practice most of the important technologies adopted since 2000 were not identified early in their adoption cycles.

After piecing together the elements for some text animation - I decided to add a couple of sound effects. Grabbed some OGG files - dragged them into the resources, then added some timeline events to play them.

Changed to MP3 files just in case ... same thing. Tried previewing in Chrome. Nope... no sound there either. Soooooo.... I went through the security and accessibility settings and permissions in the system options. Hype is listed and checked that permissions for file access and all that stuff was as it should be. NOPE - no sound in hype or from hype previews. yet the audio works as it should in all other applications.

I spent much of the day working on a new YouTube video. It's taking way longer than I thought it would. I was starting to get depressed. I started doubting myself. Is this information really going to be useful?

Basically, web browsers are stricter. They don't like auto-playing audio. They block it. Specific user action is required. And here's what I learned today... or forgot and relearned just today HA HA ...once the browser blocks audio in your Hype project, it's over. Subsequent button presses don't unmute the project.

To allow audio, I don't play anything until the user presses something. Another example is Circles with Grandma. It's built with Hype. No audio is played until the start button is pressed. It makes a bloop sound, which unlocks the audio.

Although, that is odd about the sound not playing in the Hype app itself. I just tried playing the project locally and was shocked to realize that the coconut hit sound does not play in the Hype app. However, it worked fine in Safari preview and Brave (Chromium) preview.

So, there are two parts to the problem. The first is the local issue. I don't remember if it ever played audio locally. The second issue is playback in the browser. The latter should work. There are two examples mentioned in this thread. The template should play audio in the browser.

I'm not really worried about browser compatibility. As I mentioned - i'm just trying to create an animation. My only issue - is that audio isn't playing in the Hype App. So - blatant self promotion aside - I appreciate the coincidental similarity to your 'article'... but i'm not sure how your response really helps.

I also use Hype for video animation, mainly, but Hype is intended for the Web and there we have the problems that have indicated the colleagues.
The Hype team knows there is a problem with the sound and they intend to fix it in an upcoming update. No date yet.

Okay, now, to the practical stuff. What is recommended and what I use (and it works very well) is to use an MP4 file with audio only. The video with audio is accepted by Hype in its own layer. I usually put a still image with the opacity at 0. I also disable the video controls.
This allows to synchronize the animation with the audio and the export to video is complete (video and audio).

I thought you would have liked the story. Oh well. There was a template included in the article there. (The Hype project is playing on that page too.) It totally proves that audio can work in the browser. Wasn't that the main problem?

It's a little bit hacky, but what you could also do to bypass the non-autoplay feature in the browser, is to create a silent MP3 file or use this one - silencemp3.zip (28.0 KB). Then on the first user interaction play that audio. Once you've initialised audio via interaction once, then you should be able to auto-play audio from there.

Another solution would be to create an Audio object with Javascript and play it via the code. I'm not sure, but I don't think the browser will stop the audio then. If you do use Javascript to control the audio, then will also make muting/unmuting easier, especially if it's in sync with a timeline animation. This is because you can turn down the volume of the file playing. Stopping the audio via a timeline action or user action stops the playback and will not continue from where you last stopped if you play the sound again.

Yup -- this is a good technique. Even several seconds between the 'touch' or 'tap' that warms up the audio and the automated playback will result in more reliable playback in Safari 14.1.1 desktop and iOS:

When Ive used hype for motion graphics, my workflow has been to assemble the audio in premiere, export as mp3 then bring into hype to add the visuals.
I then export the mp4 from hype and bring it back to Premiere where its simple to sync up the audio, because they both start at frame 1

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It appears that the US government is pouring money into "quantum" because China seems to be doing the same. China is doing it presumably to compete with the US and EU, all racing to build a QC. The same "logic" probably applies to the major Big Tech companies (company G does it because company M does it and vice versa). Certain deeptech VCs want "quantum" in their portfolio not so much because they believe it will actually work (whatever "work" even means in this context), but to spice up their portfolio with cutting edge quantum stuff. It is often a purely PR move to lure unsuspecting investors, who have no idea what's going on, but don't want to miss out on the world-changing QC efforts.

One can argue that there is nothing wrong with this modus operandi, as even if quantum computing does not deliver on its promises verbatim in the visible future (it won't) or never materializes at all, something good will still come out of this activity. This is actually true and there has already been some intellectually lively research activity with a number of exciting ideas (of relevance to fundamental science) spun by the QC hype. But there is also way too much noise and intellectual junk.

The problem is that the aforementioned situation with the wild influx of quantum money creates incentives for people with no relevant background or abilities to jump into the quantum field, and take advantage of it while the quantum bonanza lasts. There are many "quantum" startups and initiatives, which are promoted and often led by individuals with no relevant expertise or education. It is virtually impossible to make a meaningful impact in this high-end scientific research without proper education and experience. A successful company in the "quantum technology space" can not pop up like Facebook or TikTok or a similar dumbed down platform, based on a code written by a college drop out. What's needed is years of education, work, and dedication. But what's going on is that there is an army of "quantum evangelists," who can't write the Schrdinger equation (or maybe don't even know what it is), but promote the fairy tales about the bounties of quantum computing revolution, which is supposedly just around the corner. They raise millions of dollars for their startups, which are guaranteed to go down the drain.

One may counter, by asking: who cares? So, VCs want to fund quantum startups to spice up their portfolio, so why is it a problem if some people get rich in the process and some investors lose money. Taken out of context, it is not a big problem per se, but it seems to produce a "chain reaction" of potentially more damaging consequences. I list some such (presumably undesirable) scenarios:

3. Arguably, the worst possible outcome would be damage to the reputation of science as a whole. It's bad enough that some fields of science (epidemiology, climate science, etc) have been unnecessarily politicized and where some research results and conclusions can not be just published and discussed in an open and unbiased manner. Fortunately, for the exact sciences, like math and physics, it has not been really a problem there just yet. However, now some STEM fields are facing a different danger. The manifestly false promises of quantum computing, routinely made by unqualified individuals, and the high potential for fraud in the less-than-transparent business schemes of the QC companies operating in a fake-it-until-you-make-it market all but guarantee an eventual collapse. Investors will be eventually asking questions, customers will be eventually asking questions, but there will be no good answers. The likely downfall of this enterprise could irreparably damage the reputation of science and scientists across the board. But for now, the quantum house of cards is simultaneously both alive and dead.

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