creativity

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Meme editor Kapwing grows 10X, raises $11M

Kapwing is a laymen’s Adobe Creative Suite built for what people actually do on the internet: make memes and remix media. Need to resize a video? Add text or subtitles to a video? Trim or crop or loop or frame or rotate or soundtrack or… then you need Kapwing. The free web and mobile tool is built for everyone, not just designers. No software download or tutorials to slog through. Just efficient creativity.

Kapwing Video Editor

In a year since coming out of stealth with 100,000 users, Kapwing has grown 10X, to more than 1 million. Now it going pro, building out its $20/month collaboration tools for social media managers and scrappy teams. But it won’t forget its roots with teens, so it has dropped its pay-$6-to-remove-watermarks tier while keeping its core features free.

Eager to capitalize on the meme and mobile content business, CRV has just led an $11 million Series A round for Kapwing. It’s joined by follow-on cash from Village Global, Sinai and Shasta Ventures, plus new investors Jane VC, Harry Stebbings, Vector and the Xoogler Syndicate. CRV partners “the venture twins” Justine and Olivia Moore actually met Kapwing co-founder and CEO Julia Enthoven while they all worked at The Stanford Daily newspaper in 2012.

Need to edit a meme or video? Kapwing has all the resizing, GIF, & subtitle tools you need https://t.co/FXDjShlUTq pic.twitter.com/1fEHxGoboz

— Josh Constine (@JoshConstine) September 24, 2019

“As a team, we love memes. We talk about internet fads almost every day at lunch and pay close attention to digital media trends,” says Enthoven, who started the company with fellow Googler Eric Lu. “One of our cultural tenets is to respect the importance of design, art and culture in the world, and another one is to not take ourselves too seriously.” But it is taking on serious clients.

As Kapwing’s toolset has grown, it has seen paying customers coming from Amazon, Sony, Netflix and Spotify. Now only 13% of what’s made with it are traditional text-plus-media memes. “Kapwing will always be designed for creators first: the students, artists, influencers, entrepreneurs, etc. who define and spread culture,” says Enthoven. “But we make money from the creative professionals, marketers, media teams and office workers who need to create content for work.”

Kapwing Tools

That’s why in addition to plenty of templates for employing the latest trending memes, Kapwing now helps Pro subscribers with permanent hosting, saving throughout the creation process and re-editing after export. Eventually it plans to sell enterprise licenses to let whole companies use Kapwing.

Kapwing Tools 1

Copycats are trying to chip away at its business, but Kapwing will use its new funding to keep up a breakneck pace of development. Pronounced “Ka-Pwing,” like a bullet ricochet, it’s trying to stay ahead of Imgflip, ILoveIMG, Imgur’s on-site tool and more robust apps like Canva.

If you’ve ever been stuck with a landscape video that won’t fit in an Instagram Story, a bunch of clips you want to stitch together or the need to subtitle something for accessibility, you’ll know the frustration of lacking a purpose-built tool. And if you’re on mobile, there are even fewer options. Unlike some software suites you have to install on a desktop, Kapwing works right from a browser.

Trending Memes Kapwing

” ‘Memes’ is such a broad category of media nowadays. It could refer to a compilation like the political singalong videos, animations like Shooting Star memes or a change in music like the AOC Dancing memes,” Enthoven explains. “Although they used to be edgy, memes have become more mainstream . . . Memes popularized new types of multimedia formats and made raw, authentic footage more acceptable on social media.”

As communication continues to shift from text to visual media, design can’t only be the domain of designers. Kapwing empowers anyone to storytell and entertain, whether out of whimsy or professional necessity. If big-name creative software from Adobe or Apple don’t simplify and offer easy paths through common use cases, they’ll see themselves usurped by the tools of the people.

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Virtual reality gaming and the pursuit of ‘flow state’

Maggie Lane
Contributor

Maggie Lane is a writer and producer of virtual reality experiences and covers the industry for various publications.

You need to stop procrastinating. Maybe it’s time for some…

Bulletproof Coffee, Modafinil, nootropics, microdoses of acid, caffeine from coffee, caffeine from bracelets, aromatherapy, noise-canceling headphones, meditation, custom co-working spaces or productivity apps?

Whatever your choice, workers today (especially in the tech industry) will do just about anything to be more productive.

What we seek is that elusive, perfect focus — or flow state. According to researchers, someone in flow will experience a lack of sense of self, a decline in fear and time distortion. It is peak performance coupled with a euphoric high. All your happy neurotransmitters fire, and your dorsolateral prefrontal cortex performs differently — you do not second-guess yourself, you quite simply just flow into the next stages of the activity at hand. And you happen to be performing at the highest level possible. Sounds amazing, right?

But how do we invite this state in? A detailed piece in Fast Company outlines how extreme sports (professional surfing, steep incline skiing, skydiving, etc.) are the quickest way we’ve found to tap into human flow. Yet, these hobbies are just that — extreme. They require a large amount of skill and can be dangerous. For example, Steven Kotler, a pioneer in flow state research, broke almost 100 bones as a journalist researching the topic.

It all leads back to our collective (and very American) obsession with input versus output — are we achieving the most possible with the energy we put in? For all the bells and whistles at our disposal, we as a society are steadily declining in productivity as time goes on.

In 2014, a Gallup Poll found that the average American worker only spends a depressing 5 percent of their day in flow. A 2016 Atlantic article hypothesized that the main reason we’re decreasing in productivity as a workforce is that we’re not introducing new technologies quickly enough. Tech like robotics and smartphones could add a productivity push, but aren’t being integrated into the workplace. Business models are for the large part not that different from 10 years ago. In essence, we’re bored — we’re not being challenged in an engaging way, so we’re working harder than ever but achieving less.

But what if getting into flow state could be as easy as playing a video game?

Gameplay in RaveRunner

I first met Job Stauffer, co-founder and CCO at Orpheus Self-Care Entertainment, when I was, in fact, procrastinating from work. I was scrolling through Instagram and saw a clip of Job playing RaveRunner. As I love rhythm games, I immediately requested a build. Yet, I’d soon learn that this wasn’t just a simple VR experience.

RaveRunner was built for Vive, but easily ran on my Rift. When I first stepped into the game, I felt a bit overwhelmed — there was a lot of dark empty space; almost like something out of TRON. It was a little scary, which is actually very helpful for entering flow state. However, my fear soon dissipated as before me was a transparent yellow lady (Job calls her “Goldie”) dancing with the beat — providing a moving demo for gameplay. Unlike the hacking nature of Beat Saber, where you smash blocks with lightsabers, in RaveRunner you touch blue and orange glowing circles with your controllers, and move your whole body to the rhythm of the music.

There’s a softer, feminine touch to RaveRunner, and it wasn’t just Goldie. Behind the design of this game is a woman, Ashley Cooper, who is the developer responsible for the gameplay mechanics that can help a player attain flow. “Being in the flow state is incredibly rewarding and we strive to help people reach it by creating experiences like RaveRunner,” says Cooper. RaveRunner is a game you can get lost in, and by stimulating so many senses it allows you to let your higher level thoughts slip away — you become purely reactionary and non-judgmental.

In essence — flow.

After playing in this world for an hour, I called Job and learned more about his company. Apart from RaveRunner, Orpheus has also rolled out two other experiences — MicrodoseVR and SoundSelf. I got my first hands-on demo of all three products in one sitting at a cannabis technology event in Los Angeles, Grassfed LA. Grassfed is specifically geared toward higher-brow, hip tech enthusiasts; and the Orpheus suite of products fit right in.

As I lay in a dome with meditative lighting, a subwoofer purring below me, SoundSelf gave me one of the most profound experiences I’ve ever had in VR. I chanted into a microphone and my voice directly influenced the visuals before me. It felt like my spirit, the God particle, whatever you want to call it, was being stimulated from all these sensations. It was such a beautiful experience, but also was pure flow. I felt two minutes pass in the experience. I would have bet a hundred dollars on this. But I was inside for 10. Time didn’t make sense — a key indicator of flow state.

Next up was Microdose VR. I first tried Microdose VR in 2016 at the Esalen Institute in Big Sur. Esalen is the birthplace of the human potential movement, and so it was fitting that it was there, where I initially grasped the potential of VR for transformational experiences. Every other experience I had tried up to that point had been First Person Shooters or 360-video marketing pieces. And not to slight those experiences, but I felt that VR must be able to do MORE. Android Jones’ Microdose blew my mind. Like with SoundSelf, I completely lost track of time. I was directly impacting visuals with my body movements, and sound was a big factor as well. It was the first time I could easily imagine staying in VR for hours. Most of all, it was an experience that was only possible within VR. The game was the biggest euphoric rush I’ve felt in VR, and that feeling occurred again at this event.

We have the power as consumers to play games that tie in intrinsically with self-care but often don’t have options available. Job was propelled down this path when he asked himself “if I invest one hour of my time per day into playing a video game, what will I personally gain from that time invested, and will I even have time left over to do genuinely good things for myself?”

Orpheus is pioneering the fusion of game design with traditional self-care practices like meditation, dance/exercise, listening to music and creating art: “In short, we simply want players to feel amazing and have zero regrets about their time spent playing our games, allowing them to walk away knowing they have leveled up themselves, instead of their in-game avatars alone.”

One thing that will make it easier for people to try these experiences are portable headsets such as the ViveFocus and the Oculus Quest. Being untethered will allow people to travel with VR wherever they may go. Job sees this fundamental shift right ahead of us, as “video games and self-care are about to become one in the same. A paradigm shift. This is why all immersive Orpheus Self-Care Entertainment projects will be engineered for this critically important wave of VR.”

Orpheus is not a VR-only company, although their first three experiences are indeed for VR. As they expand, they hope to open up to a variety of types of immersive experiences, and are continually looking for projects that align with their holistic mission.

At the end of the day, I love that Orpheus is attempting to tap into a part of the market that so desperately needs their attention. If we don’t make self-care a major part of VR today, then we’ll continue to use VR as a distraction from, as opposed as a tool to enhance, our daily lives.

As for me, along with the peppermint tea, grapefruit candle and music that make my focus possible, I’ll now be adding some Orpheus games into my flow repertoire.

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