Hardware

getting-a-charge:-an-exercise-bike-that-turns-your-pedaling-into-power

Getting a charge: An exercise bike that turns your pedaling into power

Getting a charge: An exercise bike that turns your pedaling into power

I enjoy getting my exercise, but hate doing it indoors. I’d much rather get some fresh air and watch the world drift past me as I cycle or hike somewhere than watch a screen while sweating away on something stationary.

To get a bit more of what I like, I’ve invested in a variety of gear that has extended my cycling season deeper into the winter. But even with that, there are various conditions—near-freezing temperatures, heavy rains, Canada catching fire—that have kept me off the roads. So, a backup exercise plan has always been on my to-do list.

The company LifeSpan offers exercise equipment that fits well into a home office and gave me the chance to try its Ampera model. It’s a stationary bike that tucks nicely under a standing desk and has a distinct twist: You can pedal to power the laptop you’re working on. Overall, the hardware is well-designed, but some glitches, software issues, and design decisions keep it from living up to its potential.

Solid hardware

Many aspects of the Ampera are pretty well designed. Its hefty weight keeps it stable even when someone my size (~90 kg/200 lbs) is pedaling away on it. If it starts tilting, there’s a metal ring around the base that should keep it from falling over, although I’ve been fortunate enough not to test this. Despite its size, it’s still easy to move around since it tilts forward onto some wheels and rolls around easily.

That tilting is best managed by using a handle that attaches to the underside of the seat. That’s more of a mixed bag, as it limits how far back on the seat you can sit. It should be possible to install it upside-down so the handle tilts under the seat if this is a problem, though. The height of the seat is easily adjustable. It telescopes out of the base on a metal pole; pull up on a lever under the seat, and it will slide up or down to wherever you find comfortable.

Even with my relatively long legs, I had no problem finding a comfortable setting. However, to keep working while pedaling, I needed to set a standing desk at its maximum height. This is not something that you can expect to use while sitting at a more traditional desk.

As for the seat itself, it’s wide and cushy, so quite unlike a typical bike saddle. There are a few things about this that I’m not convinced by. To start with, the padding will eventually wear down if it’s heavily used, and the use of a non-cycling attachment—it bolts onto a flat metal plate—means it’s going to be harder to replace. The fabric might also be a problem if, as I do, you tend to sweat a lot while exercising. (More expensive stationary bikes, like Pelotons, can fit standard bicycle seats.)

The seat of the Ampera isn't typical cycling hardware, and incorporates a handled to move the base around.

Enlarge / The seat of the Ampera isn’t typical cycling hardware, and incorporates a handled to move the base around.

John Timmer

The pedals are fine. The texture of the polymer mostly kept my feet where I wanted them. The occasional slip was likely because I’m unused to thinking about how to keep my feet in place—the product of using clipless pedals on both my road and mountain bikes.

The two other notable features of the hardware are a ring of colored LEDs around the cranks, a USB-C port at the front of the base, and a Qi wireless charging pad in the center of the pedestal. There aren’t any controls on the hardware; everything is controlled via software.

Getting a charge: An exercise bike that turns your pedaling into power Read More »

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A Tech Investor’s Take on the Apple Vision Pro

Apple’s entrance into the XR space via their announcement of the Apple Vision Pro was one of the most anticipated events in recent XR history. After years of hype build-up and frequent delays and rumors, the device itself left a lot of questions to be answered. I mulled over those questions with Neso Brands CTO Paulo Almeida in the 10th episode of the XR Talks podcast.

Years of Watching Apple

Neso Brands is an investment company specializing in tech-augmented eyewear. Naturally, their Chief Technical Officer has been carefully watching the Apple Vision Pro rumors for longer than many companies have been involved in XR at all.

“Somehow I’ve been following it for the last seven years,” said Almeida. “The job descriptions first showed up across the internet and that started the rumors, I’m going to say back in 2014, 2015.”

However, Almeida said that he had been waiting for something like an Apple headset for even longer than that – ever since he was, like so many others, disenchanted by the Google Glass device that launched in 2013. While this device first piqued Almeida’s interest in the future of XR wearables, he doesn’t think that it’s the real spiritual predecessor of consumer XR.

“The real pioneers of this are definitely Magic Leap and their waveguide lens is the future that I was expecting Apple to actually achieve some kind of breakthrough on,” said Almeida. “Magic Leap have been the true pioneers of trying to miniaturize all of these components and to make it into something that we could call smart glasses… not over-the-head displays.” 

A Difference of Displays

Waveguide displays use a light engine and specialized lenses to project virtual content in front of the eye. Depending on the application, the wearer then looks at that content for a virtual screen application or through the lens to see their physical surroundings augmented by the virtual elements. It’s currently the dominant approach in lighter-weight, lower-cost AR devices.

As far as something like smart glasses go, Magic Leap is still pretty big and pretty expensive – and a fairly exclusive enterprise device. Campfire, also an enterprise-focused company, offers a smaller and lightweight headset that can offer VR as well as MR via the addition of a magnetic plate over the normally transparent lenses.

Micro-OLED displays essentially just put a screen in front of the wearer’s eyes. This approach has clear benefits in terms of image quality, brightness, field-of-view, and some other considerations at the trade-off of being more expensive and much heavier than waveguide displays. This is currently the dominant approach in VR devices – including the Apple Vision Pro.

Because the wearer can’t see through an OLED screen, AR and MR experiences are enabled through passthrough – which displays a video feed of the wearer’s surroundings which can then be augmented with virtual content. This is how virtually all AR/VR headsets – including the Apple Vision Pro – are able to offer both of those experiences on the same opaque screen.

An Extra Screen

There is one place where the benefits of a Micro-OLED display just don’t seem to justify the tradeoffs in terms of weight, cost, and power usage. That’s the giant screen on the front of the Apple Vision Pro that shows a virtual reproduction of the wearer’s eyes.

“I think it’s quite a useless feature, per se. Let’s put it this way: I think Apple just needed to put something there that would make the wow effect,” said Almeida. “They’re taking what I would call ‘The Tesla Approach’ of showing what they’re capable of and then saying ‘now wait a few more years, we’re now going to go into mass production, design something simple.’”

The fact that the headset is called “Pro” has led many to the conclusion that Apple is going to release a standard version of the headset, which might well do without some bells and whistles – like the virtual eyes.

“I definitely think that they should offer options with and without the front feature and I can almost guarantee most people would go without because it would probably be a good $500 or $600 cheaper, the battery would probably last a little bit longer,” said Almeida. “I wouldn’t be surprised if there was a version called the ‘Apple Vision Mini’ or ‘Apple Vision S’.”

Controller-Free Design

While the Apple Vision Pro has more screens than most VR headsets, it has fewer controllers. In fact, Apple is adamant about the Pro not having or needing controllers but getting along with eye and hand tracking as its only inputs.

“That’s one of the points where they’re definitely innovating,” said Almeida. “If there are a few hidden gems on the Apple Vision Pro, eye tracking and hand tracking are among them.”

I specifically brought up gaming as one use case where I feel that a controller is still necessary. Almeida had his perspective but toward the end of the episode, I also invited 3lbXR and 3lb Games founder and CEO Robin Moulder up from the audience knowing that she has an interesting perspective on game input.

Hardware Integrations and Third-Party Companies

A recurring point in the conversation was the room around the Apple Vision Pro itself for accessories, whether from Apple or from 3rd party developers. Almeida sees gaming and input in general as one of these opportunities.

“To play a game, having the feeling of a real-life controller in your hand is something that you need,” said Almeida. “I also think that they’re opening a path for haptic gloves.”

Almeida envisions a whole collection of different controllers for different kinds of games and interactions similar to that for headsets like VIVE. Earlier in the conversation, he had also mentioned the Apple Vision Pro’s battery life as one area that could be expanded through partnerships.

“If Apple is smart, they’re going to open the market to third-party companies for the existing hardware to expand over the existing options,” said Almeida. “In order to achieve more market and to grow as a company, Apple needs to invest in breakthrough technology and for that, they need to let third-party partners come to complement the ecosystem.”

Calling on Developers

Moulder had a different perspective on the Apple Vision Pro and seemed eager for the opportunity to develop controller-free applications.

“I am super stoked about Apple and from my perspective, there’s a whole lot to unpack,” said Moulder. “On the input side, the thing that I keep bringing up to people is that video showed the woman with her hand in her lap. (…) I’m looking at that thinking ‘If I could move my hands around in that kind of field-of-view, hand-tracking works a lot better.’”

Here we’re not talking about field-of-view in terms of what the wearer sees in the headset, we’re talking about what the headset sees around the wearer. Headsets have the ability to track the location of controllers no matter where they are but can only track the hands when the hands are in view of the cameras, which puts huge limitations on how effective hand-tracking can be.

“I don’t have to predict the location of where the hands are going to be in a bunch of nonsensical math just to make up for that limitation of the technology now,” said Moulder. “That’s really nice for us from the gaming perspective because that means we can lean into hand-tracking even more than we’re doing right now.”

Moulder said that this would mean “working with the user to train them” on more nuanced hand interactions, but it also sounds very optimistic for a controller-free headset that doesn’t feel like the 3DoF models of yesteryear. The wide range of the Apple Vision Pro does require a huge number of cameras, so it’s likely that other makers won’t emulate the move any time soon.

Parting Thoughts on the Apple Vision Pro

The Apple Vision Pro still remains something of a mystery to me. But, I have another perspective on where Apple might be going with a potential future product line built around it, and that’s exciting. I also have a whole new perspective on controller-free headsets in general, and that’s very exciting.

You can listen to the whole “XR Talks with ARPost: Episode 10 – Another Take on Apple’s Entrance” below, or on Spotify.

A Tech Investor’s Take on the Apple Vision Pro Read More »

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Unveiling the Spacetop AR Laptop: AWE 2023 First Impressions

This year’s AWE 2023 was a remarkable testament to the accelerating pace of innovation in the field of augmented reality, hosting an unprecedented 6,000 guests and 300 exhibitors.

Amidst the sea of booths, one exhibit captured sustained attention—the Spacetop laptop by Sightful. Throughout the day, from early morning until the closing hours, its stand was constantly buzzing with activity.

Unveiling the Spacetop AR Laptop - AWE 2023 First Impressions
Long lines to try Sightful’s Spacetop AR; Source: AWE

Face-To-Face With The Spacetop

Spacetop’s uniqueness stems from its design—it shuns the traditional physical screen and employs a pair of AR glasses as the display medium. The glasses are not proprietary but are a product of Sightful’s collaboration with XREAL (formerly Nreal), who provided an existing AR solution tailored specifically for Spacetop.

Spacetop AR laptop
Source: Sightful – Spacetop press kit

Field of View

With its sleek and futuristic design, the laptop certainly looks promising at a glance. However, a set of issues quickly surfaced during my hands-on experience. The most significant one is the limited field of view that’s insufficient to accommodate the entire screen.

The glasses’ restricted field of view necessitates constant head tilting which undermines the entire purpose of having large virtual monitors and results in what is known as “windowing”—a term used in spatial computing when virtual objects fail to fully overlay and appear cut off.

Attempted solutions like moving the virtual monitor further away were not effective due to the glasses’ 1080p (1920×1080) resolution. Push the screen too far back and the text becomes difficult to read. Therefore, users are forced to deal with near-placed screens that, while clear and readable, outsize Spacetop’s field of view.

Input Solutions and Design

The laptop also lacks hand tracking, a disappointing omission considering the advancements in the field. Users are left with a trackpad, navigating a vast spatial spectrum with a traditional cursor, a process that can feel slow and inadequate. Monica Chin from The Verge has reported instances of losing the cursor among the screens, then struggling to locate it – a problem no doubt amplified by the limited FOV.

Low-precision tasks such as moving tabs or resizing that could be done in fractions of a second with either touchscreen or hand tracking, here took exponentially longer. It made the whole experience of using Spacetop feel frustrating.

There are also other less obvious quibbles. For example, no screen means the webcam must be positioned down on the keyboard. This suboptimal positioning creates an unflattering, spycam-like angle.

Although users can lower their virtual screen to align with the webcam, mitigating gaze-switching between the screen and camera, ultimately the very design of the Spacetop laptop necessitates certain compromises.

Sightful in It for the Long Haul

I asked a Sightful representative about the low field of view and was informed that the company is aware of these display limitations. They assured me that they are prepared to iterate in tandem with the industry.

It seems Sightful is conscious not to portray Spacetop as a purely AR device. More than anything else, Spacetop is a screen-less laptop with a proprietary operating system, Spacetop OS (based on Android), and a unique set of AR-specific features.

In the future, the team may design the laptop to work with any glasses they deem suitable for their purpose. This is their first product and instead of playing catch-up, Sightful is eager to start early and keep perfecting the experience as better, newer glasses come into the market.

However, as things stand today, it’s hard to avoid the obvious question: Why would one choose to splash $2,000 on a Spacetop when one could simply spend $379 on the XREAL glasses (or $488 bundled with the XREAL Beam) and use them to stream from any device? The Spacetop team attempts to answer this by emphasizing their AR-first design and focus.

For instance, executing a three-finger swipe on the touchpad moves screens spatially between closer and further planes. There is also a Reality Mode button that turns the AR off allowing for full pass-through, and a range of shortcuts that enable you to snap screens in place, re-center them, and more. While these improvements and enhancements are handy, they don’t quite seem to justify the substantial premium.

Mat at AWE using Spacetop
Author believers that Spacetop’s form factor makes it socially acceptable.

Potential Is There

Initially, I had planned to log into my Twitter account from within the Spacetop, take a screenshot with its webcam, and do a live tweet, heralding the dawn of a new era in spatial laptop computing.

However, the realization that the Spacetop still has some distance to cover before it can be deemed fully user-friendly made it challenging to compose a strictly positive and genuine tweet (time constraints and burdensome trackpad navigation played a role as well).

The potential is undoubtedly there. Large field-of-view, high-resolution AR displays, along with some ultralight tracking solutions, were already being showcased at this year’s AWE and might be integrated into the next generation of glasses.

During my brief encounter with the Spacetop, I could easily envision it becoming a preferred work tool for many, not just for those working from home, but also in cafes or co-working spaces. Moreover, there’s an inherent benefit of privacy. For stock traders, artists, or anyone who values personal workspace, the ability to work on non-public screens adds a lot of appeal.

Its form factor is among the most socially acceptable options available – there’s something about having AR glasses paired with a clearly visible laptop or tablet that makes the entire setup immediately understandable to onlookers. It doesn’t seem to invite confusion or ridicule; if anything, it might invite desirability.

Spacetop screens
The author thinks that promotional materials feel misleading; Source: Spacetop press kit

For now, however, Spacetop’s primary promise of being a superior alternative to traditional laptops falls short. Its promotional materials, which depict users encircled by screen panels, feel misleading.

The current iteration is hampered by a lack of hand-tracking, a limited field of view, and clunky user interface solutions. Moreover, the price point does not seem to correspond with the value provided. However, with improvements and upgrades coming, it’s worth keeping an eye on Sightful.

Guest Post


About the Guest Author(s)

Mat Pawluczuk

Mat Pawluczuk

Mat Pawluczuk is an XR / VR writer and content creator.

Unveiling the Spacetop AR Laptop: AWE 2023 First Impressions Read More »

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The Next Frontier of XR Hardware

As we head into the next generation of XR hardware, here are some of the big developments and releases coming out of the industry.

Where Is XR Heading?

Terminology and ease of access has meant that it has been a challenge to inform the general public about XR platforms. But at last, we are seeing a shift from dedicated platform-specific hardware to agnostic all-in-one devices that makes sense for all involved.

As developers, we can design multi-purpose experiences that are fluid whilst the consumers need only to concern themselves with a single piece of kit that can do it all. That’s the direction we’re going in right now and companies are laying their cards on the table in a bid to be the dominant force driving us forward through their own varying strategies.

Think how Microsoft revolutionized personal computers, or how Apple changed the mobile phone market forever. We’re on the cusp of another life-changing piece of technology and the race is on.

There has been a multitude of devices announced, rumored, and even speculated upon. The common themes you’ll see pushed by the marketing teams are weight and resolution.

Let’s take a look at the technology coming our way.

What Is Everyone Working On?

Magic Leap 2

Magic Leap jumped the starting gun and played their cards early. The Magic Leap 2 was released in September last year with an entry price point of $3,299.

The most immersive enterprise AR device is now available.

Built for enterprise. Developed for developers. Designed for extended daily use. Learn more and order at the link in our bio. pic.twitter.com/KAOb79lneC

— Magic Leap (@magicleap) September 30, 2022

An updated version of their first MR device, it features 1440 x 1760 resolution and weighs in at a tiny 260g. In comparison to the upcoming competitors we’ll discuss, this device by far stands above the rest in terms of financial expense alongside Apple.

Reality Pro

Apple’s Reality Pro is rumored to be unveiled in the next few months and a speculated price point of $3000 puts it up there with the Magic Leap 2 for its inaccessibility to the average consumer.

With Apple being rumored to enter the field of VR/AR, there are numerous speculations of these high price tags and a focus on productivity over gaming, which has been a major drive in VR platform focus in the past few years.

It will be interesting to see what Apple brings to the field as there might not have been much of a consumer-side push for a VR device that is focused on productivity, taking calls, and using regular phone apps in VR over just gaming or fitness.

The device will supposedly make use of hand tracking or a clothes-pin like a finger module for pointing and selection. Meta, in contrast, is aiming for a more commercially viable XR product.

Quest 3

The Quest 3 is one of the most anticipated and discussed XR headsets this year, with little information being known about it even now. Zuckerberg has tipped a price point between $300-500 and the release is expected later this year.

There is currently much speculation about whether it will be packing the in-development Qualcomm’s Snapdragon XR 2 Gen 2 chip or the same XR 2 chip from the previous model. It’s a strong contender to be the headset that sets the new standard for value.

PICO 4

ByteDance was another early offering in the hardware market. The PICO 4 virtual reality headset was released mid-October last year and features 4K+ resolution, a weight of 295g, and is available in Europe and East Asia for  €399 (around $428).

Pico 4 VR headset

Arguably one of the lesser-known devices and studios, this is ByteDance’s offering as a viable competitor to Meta, specifically the Quest 2. While it packs a punch, it also has some limitations, such as low-resolution passthrough, Meta might be about to blow it out of the water. With the Quest 3 on the horizon, a lot of consumers are holding off on the PICO 4 at the moment.

HTC

HTC is about to release its offering in the form of the VIVE XR Elite with a release date of February 25 and an entry-level price of $1,099. With it being the most decorated VR headset at CES 2023, expect them to go toe-to-toe with Meta for dominance in the market.

On paper, they are fairly evenly matched and it could come down to pure user experience and well-designed software. HTC is doubling down on VR glasses for smaller experiences like in-car journey entertainment and movie watching through the VIVE Flow.

It is possible that these developments and improvements in hardware will converge into smaller wearable devices that are suited more for passthrough or passive experiences but can also be worn for work too, like the high-end VIVE XR Elite and Meta Quest Pro.

Sony

Sony is also bringing out the PSVR2, which is said to use eye tracking for menu selection and navigation of user interfaces. With the PSVR2 and Apple VR, both are moving away from controller-oriented inputs which could bring a layer of accessibility to VR.

Upcoming XR hardware - PlayStation VR2 headset

How often have we shown a friend or family VR and had to explain to them where the buttons are on the controllers for the first time? If headsets move towards using eye-tracking selection and hand tracking, controllers could become optional for devices like these, which could also bring down the hardware price for consumers and help drive adoption through the reduction of learning curves.

Why We Need to Get It Right

The metaverse remains at this point a vision for the future and will do so until an extensive commercial breakthrough is made. The metaverse is entirely dependent on engagement and interconnectivity. There is a harsh expectation of constant usage and whilst some would argue that our lives are already technologically dependent, the level of integration into our lives that we’re talking about is unprecedented.

Accessibility also remains a firm stumbling block as technology will take some time to offer true value to people and not act as a luxurious gimmick. This is likely to remain the case for the near future. We do need to evaluate moving forward which hardware ultimately works for users and developers alike. But for now, we are testing what’s possible and creatively, it is a great time to be involved.

Guest Post


About the Guest Author(s)

Rob Farthing

Rob Farthing

Rob is a Unity-certified Artist and digital programmer for XR applications with experience in pairing machine learning with augmented reality. Since graduating from the University of Portsmouth (BSc Hons 1st class) in 2016, Rob has developed a range of immersive experiences for clients such as Samsung, GSK, and Harman.

Chris Hull

Chris Hull

Graduating in Computer Animation (Hons) at Bournemouth University’s prestigious NCCA in 2017, Chris has broad knowledge across the 3D pipeline with a specialization in Application Development and XR technologies. He has worked in various industry roles and developed a broad portfolio of previous clients including Red Bull, IKEA, and The Ministry of Defense.

The Next Frontier of XR Hardware Read More »

another-ces-2023-gem:-next-gen-z-lens-waveguide-technology-by-lumus

Another CES 2023 Gem: Next-Gen Z-Lens Waveguide Technology by Lumus

Lumus has recently launched its Z-Lens AR architecture, which can help with the development of more compact AR glasses in the near future, thanks to efforts that reduced its micro-projector’s size by 50%.

Making its debut at the Consumer Electronics Show (CES) 2023, the new Z-Lens—which builds on the company’s Maximus 2D reflective waveguide technology—can be fitted with prescription lenses.

Lumus’ Waveguide Technology

According to the company, Lumus is currently the only brand that produces waveguides for outdoor use. Its luminance efficiency is 10 times better than those of Lumus’s competitors. Its design allows for a “true white” background and color uniformity. Moreover, the battery life of its micro-projector is 10 times better than other waveguides on the market.

The structure of the new Z-Lens  gives manufacturers more options regarding where to position the aperture or the opening where the light passes through. Lumus CEO, Ari Grobman, expressed optimism that this flexibility can lead to the creation of less bulky and more “natural-looking” AR eyewear.

“In order for AR glasses to penetrate the consumer market in a meaningful way, they need to be impressive both functionally and aesthetically,” said Grobman in a press release shared with ARPost. “With Z-Lens, we’re aligning form and function, eliminating barriers of entry for the industry, and paving the way for widespread consumer adoption.”

Z-Lens 2D Image Expansion

In AR glasses, the lenses that use Z-Lens reflective waveguides will serve as the “screen” onto which a tiny projector would display the AR image. Lumus’s lenses consist of waveguides or a series of cascading partially reflective mirrors. These mirrors are responsible for 2D expansion, widening the projected image horizontally and vertically.

Lumus Z-Lens new waveguide technology

Maximus’ patented waveguides reflect the light from the projector two times before the light bounces into your eye. The mini-projector—which is hidden in the temple of the eyeglass frame—has two components. First is a microdisplay that produces the virtual image and second is a collimator, which beams the light waves to the waveguide. The mirrors then reflect the light out of the waveguide to the user’s eyes.

“Our introduction of Maximus 2D reflective waveguide technology two years ago was just the beginning,” said Grobman. “Z-Lens, with all of its improvements unlocks the future of augmented reality that consumers are eagerly waiting for.”

New Z-Lens Standout Features

Lumus’s second-generation Z-Lens boasts a lightweight projector with a 2K by 2K vibrant color resolution and 3K-nit/watt brightness. The latter feature allows users to enjoy AR viewing in daylight or outdoors. Other AR lenses on the market feature sunglass-type tinting on their products to ensure that users can view virtual images. The absence of dark tints allows others to see the user’s eyes as if they’re wearing regular eyeglasses.

The first prototypes of Z-Lens have a 50-degree field of view (FOV). However, the company’s goal is to reach at least 80 degrees FOV in the future.

Z-Lens waveguide technology - Lumus

Here are the other qualities of the Maximus successor:

  • Eliminates ambient light artifacts or small light glares on the optical display that typically occur in AR eyewear.
  • Offers dynamic focal lens integration, which eases vergence-accommodation conflict (VAC). VAC can make images blurry because virtual objects appear closer to the eyes than their actual distance from them.
  •  Z-Lens architecture allows for direct bonding of optical elements for prescription glasses.
  • Provides more privacy through light leakage control. Third parties can’t view the displays seen by the wearer. Moreover, users don’t draw attention because Z-Lens don’t produce any “eye glow.”

“The Future Is Looking Up”

Waveguides already have practical applications in the military and medical professions, particularly among air force pilots and spinal surgeons. Lumus believes these wearable displays can someday overtake mobile phone screens and laptop monitors as hands-free communication tools.

“AR glasses are poised to transform our society,” Grobman said. “They feature better ergonomics than smartphones, novel interaction opportunities with various environments and businesses, and a much more seamless experience than handheld devices. The future, quite literally, is looking up.”

Another CES 2023 Gem: Next-Gen Z-Lens Waveguide Technology by Lumus Read More »

What is a Supercomputer? Features, Importance, and Examples

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