Once in place, an internal mirror redirects the camera view-point to an area on the table in front of the iPad that’s roughly the size of an open magazine. It’s that area that Osmo uses for gameplay.
Top educators from over 2000 schools nationwide, including the Bay Area's best preparatory institutions, are raving about Osmo's natural ability to foster creative, social, and emotional learning - and how much their students love it.
Easy to learn. Jump right into play. Made for kids from 6 to 96, from the young to the young at heart.
Osmo is crafted with reflective artificial intelligence, a groundbreaking technology that bridges the real and digital realms for unlimited possibilities of play.
If your child is one of the 11.5 million kids who plays on PBSKids.org each month, you can now be clairvoyant about what they are watching and playing — even if you are halfway around the world.
The new free iOS app called "PBS KIDS Super Vision" connects to your child's Web experience on www.pbskids.org.
Parents can see, in real time, exactly which games and videos their kids are exploring on the site. Parents get a code from the website to enter into their device to make the syncing work. Once connected, it is as if you were standing over your child's shoulder. The app shows you the title of what your child is watching or playing as it happens, and spells out what kids can learn from that activity. It offers suggestions for fun, educational activities away from a screen.
Parents can see, in real time, exactly which games and videos their kids are exploring on the site. Parents get a code from the website to enter into their device to make the syncing work. Once connected, it is as if you were standing over your child's shoulder. The app shows you the title of what your child is watching or playing as it happens, and spells out what kids can learn from that activity. It offers suggestions for fun, educational activities away from a screen.
"When kids are glued to the screen, they're totally disconnected from the world around," Pramod Sharma, co-founder of Tangible Play, which makes Osmo, told. "Taking part with two hands is a fundamentally different experience."
Osmo launched with a set of games that demonstrate the idea in a few fun ways. One word game shows a picture, while kids compete in getting the letters that make it up into the play area. Another challenges kids to make shapes with Tangrams, tracking the pieces carefully and giving feedback as the player moves them around.
The most interesting is probably the one called Newton. Tiny balls drop from the top of the screen and it's the player's job to get them some place or another. How? Draw slopes or buckets on a piece of paper and the game detects them as you adjust them in real-time. Or use your hands, or a nearby spoon — the app makes sense of it and puts it in the game as a line drawing.
The demo we saw worked well and looked like genuine fun — and testing with teachers and kids has been very promising, Pramod said. Kids play together, promoting social intelligence, and aren't limited to touching the screen.
Kids have an incredible natural interest in smartphones and tablets. Pramod Sharma, who is a parent, says they’re sucked into the interactivity and engagement. And, like many parents, he’s concerned about too much screen time.
“When I see my daughter glued to the screen for a long period of time, the disconnect from the real world makes me pretty nervous,” Sharma said. “To me, technology is not doing justice here.
Technology should enable a better experience than kids glued to the screen.” Sharma worked on Google’s book-scanning project, which gave him a window into how physical and digital worlds can combine. He knew he could do something to address his concerns, so he left Google to co-found Tangible Play.
The start-up is launching a crowd-funding campaign Thursday for Osmo, a remarkable gaming device that bridges the digital and real worlds. Tangible Play wants to raise $50,000 for manufacturing costs and plans to ship the device in late summer.
Technology should enable a better experience than kids glued to the screen.” Sharma worked on Google’s book-scanning project, which gave him a window into how physical and digital worlds can combine. He knew he could do something to address his concerns, so he left Google to co-found Tangible Play.
The start-up is launching a crowd-funding campaign Thursday for Osmo, a remarkable gaming device that bridges the digital and real worlds. Tangible Play wants to raise $50,000 for manufacturing costs and plans to ship the device in late summer.
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