...but Romo walked me through how it’ll work. I’ll admit: I was skeptical going in. Now? I’m a convert. This is the gathering space of our virtual reality future. As Edward Miller, the head of visual content for the VR news platform Immersivly, put it, this could well be “the beginning of [the] social sports broadcast.”
Strapping on an Oculus headset and some headphones, I was no longer in a cramped Altspace conference room. I was in a vast, high-ceilinged modern masterpiece of a parlor. With a futuristic cityscape out the window and a fireplace crackling off to the side, the room hosted a huge TV and a massive circular seating area around it, complete with comfy-looking cushions. Come Sunday, this is where dozens of people will come to watch the Seahawks and Patriots duke it out to be the NFL’s top dog.
If you watched the Super Bowl in the lobby of a hotel, you might be able to barely hear what someone on the other side of the room was saying, but if someone standing right next to you was speaking, you’d hear them loud and clear. That’s how it works in Altspace’s world, too.
Plus, it’s directional: ...
Tech has some limits
The company’s tech does have some limits. Because of the demands of processing all the audio and users’ voices, Altspace can generally handle only a few dozen people in a single space. Romo said he hopes for the Super Bowl, they’ll be able to get 75 together seamlessly. That means they’ll be running numerous instances of the Super Bowl party to accommodate everyone who wants in. Today, there’s 2,000 people on Altspace’s waiting list, but this weekend, it’s opening its doors to everyone.
Rothenberg Ventures ‘River’ VR Accelerator Ups Ante to $1.3 Million, Announces Seed Investments in 13 Startups
[Philip Lelyveld comment; I've met with FOVE. Emblematic Group is USC SCA's Nonny de la Pena's company. I've advised Vantage VR. ]
Each company gets $100,000.
Creating a VR headset with eye-tracking
DeepStream VR (Healthcare)
VR games for pain relief and rehabilitation
Emblematic Group (Journalism)
Recreating non-fiction events in VR
Platform for mental health practitioners to help patients cure fears using immersion therapy in VR
SDK (Training and Travel)
Industrial training and travel in VR
Platform for exploration, discovery and creativity, developer of World of Comenius
EmergentVR (Social Media)
Application to create, edit and share 360 VR experiences with the world using mobile phones
Vantage VR (Entertainment)
180-degree viewing experience for concerts and live events
360-degree capture camera and system
Game studio of developers and artists from Disney and Call of Duty
High quality content focused on artistic and cultural expression
Immersive learning experiences about exploring the ancient world
Thotwise (Entertainment) – Game studio focusing on exploration and suspense, developer of The Hum
[Philip Lelyveld comment: this is major because it sets a bar that Microsoft Hololens, (Google) Magic Leap, Daqri (for warehouses, hazardous situations) and others will now have to beat. The pre-order cost is $667,]
When the Portola Valley, Calif.-based startup launched its 2013 Kickstarter campaign, it fast became a darling among the early adopters, raising $2 million and logging 1,500 preorders. The headsets, which are shipping now, have a 3-D see-through display, two cameras, Dolby 3-D audio and 360-degree head tracking. The technology projects digital items, like a ball for example, into the physical world and allows people wearing the eyewear to play catch with the digital image.
Although many early endeavors in augmented reality have focused on consumer applications like gaming, the initial crop of Meta users have included enterprise applications including showrooms, warehouses and first responders going through emergency simulations.
Mr. Hamer acknowledged the technology is complex and there are still a number of hurdles to surmount before it is ready for mainstream adoption. Still, it has made progress since the company, known as Meta Company Corp., was founded in 2012.
The infusion will be used to hire more hardware and software engineers and nurture a developer community to create applications designed to run atop the headsets. The funding will also help bankroll roadshows, hackathons and developer workshops.
Felix and Paul Studio.... Gear VR ... Herders, Strangers with Patrick Watson, ... The films aim to give you a fly-on-the-wall perspective of daily life, and although there’s that niggling feeling of voyeuristic taboo to overcome, the films demonstrate just how private these experiences can feel when done right.
Lost by Story Studio ... The film explores the possibilities afforded by rendering the experience in real-time, as opposed to a set of pre-recorded sequences.
The prominence of virtual reality has been one of the biggest stories of the 2015 Sundance Film Festival, and now Oculus itself is stepping into the fray to highlight the importance of storytelling in VR. The company has pulled back the curtain on Oculus Story Studio, an internal team focused on exploring the potential of what it calls "VR cinema" — and the group's first movie is debuting this week.
Called Lost, the project is a real-time computer generated VR experience for the Crescent Bay prototype, and is directed by Saschka Unseld, a former Pixar animator who created the 2013 short The Blue Umbrella. Lost runs roughly five minutes in length, but in what Unseld touts as one of the project’s innovations, it changes the pace of its storytelling based on the action taken by the viewer. "It could be three-and-a-half minutes and it could be 10," he says. "It all depends on you."
The Oculus story team is small, currently just around 10 people. Iribe and Unseld say the goal is to stay nimble so they can shift as the medium evolves creatively in the months ahead
[Philip Lelyveld comment: there is so much innovation at the studios and in the industry that breaks out of the intended rationale for and limitations of UltraViolet that its demise will barely be noticed.]
Known as UltraViolet, the venture is backed by most of the major studios but has so far failed to persuade big digital retailers to work with it. As a result, entertainment executives say they no longer see UltraViolet as the only path to a system where consumers can buy movies from any outlet and play them on any device.
When viewing close-by objects, there are six major depth cues that help us perceive three dimensions:
- Perspective foreshortening: farther away objects appear smaller
- Occlusion: nearer objects hide farther objects
- Binocular parallax / stereopsis: left and right eyes see different views of the same objects
- Monocular (motion) parallax: objects shift depending on how far away they are when head is moved
- Convergence: eyes cross when focusing on close objects
- Accommodation: eyes’ lenses change focus depending on objects’ distances
See the full story here: http://doc-ok.org/?p=1172