philip lelyveld The world of entertainment technology

27May/22Off

ALTERED STATE MACHINE ANNOUNCES THE FIRST-EVER METAVERSE AI BOXING GAME “MUHAMMAD ALI — “THE NEXT LEGENDS”

Altered State Machine (ASM), the leader in web3 artificial intelligence, in partnership with Muhammad Ali Enterprises and Authentic Brands Group (ABG), today unveil details surrounding 'Muhammad Ali — The Next Legends.' In the world's first metaverse boxing game, thousands of unique boxers, in NFT "forms" with NFT "brains," will train and compete in a world rooted in the historic legacy of Muhammad Ali.  ...

When 'Muhammad Ali — The Next Legends' launches, players will be able to collect unique NFT boxers powered by ASM's artificial intelligence, train them and compete for the first time in a fully AI, web3 combat experience. Players will eventually need to unite two NFTs to play the game – an ASM Brain, which is also an NFT, with their boxer. ...

Following in the footsteps of the 3-time world champion, the goal of the game will be to train and develop your boxer and win matches against other boxers to eventually become "The Next Legend." Each 3D boxer is completely unique in both the physical character model and its mental ability. Minting dates for boxers and additional game details about the game will be revealed in the coming months. ...

See the full story here: https://www.prnewswire.com/news-releases/altered-state-machine-announces-the-first-ever-metaverse-ai-boxing-game-muhammad-ali--the-next-legends-301555538.html

27May/22Off

Reality is Scarce

PhilNote: Matt Miesnieks has written a long and interesting piece describing his team's new start-up and how it fits in with Web 3.0

...

8 principles for connecting the real & virtual

  • People are the killer app. I’ve lived through two platform shifts in my career in tech. We’re now shifting from mobile into The Metaverse (in all its 3D, crypto, spatial, XR, decentralized messiness). When these shifts are in their early stages the mass-market skeptically asks, “What are the use cases? What’s the killer app?”. The reality is that there is no killer app for a platform shift. It’s the same use cases we already have today on today’s devices. What drives the shift is that the new platform enables people to express themselves in a new way. We’re most excited about the new forms of social expression that will reflect between the real world & the metaverse.
  • The Spirit of Place is what we want to capture, not the geometry, the textures, the semantics etc. Those are all the bricks that make a digital house, we want to build a home.
27May/22Off

NFT Projects by Brand and Blockchain: A List for Marketing Experts

This article is being updated frequently. 

A big part of doing a research is collecting data, and I have spent countless hours doing that since Q3 2021. I have been reviewing NFT drops sponsored by or created by corporations to learn from their experience. Back in March, I published How To Create a Successful NFT Strategy For Your Company based on that work. ...

I thought it would be a good idea to create a new piece exclusively dedicated to list companies and their NFT projects, and to keep it as much updated as I can. So… here it is....

Disney NFT: Golden Moments (no link, you need to download the app)

  • Partner: Veve, app-based marketplace for licensed digital collectibles.
  • Blockchain: Immutable X (recently migrated from GoChain).

Fox NFT: Maskverse

  • In-house: Fox founded Blockchain Creative Labs (BCL) and established a $100 million fund to develop blockchain projects.
  • Blockchain: Eluvio.

Paramount NFT: Star Trek Continuum

  • Partner: Recur.
  • Blockchain: Polygon.

Warner NFT: The Matrix Avatars / Space Jam Goon Squad / Bat Cowl Collection

See the full story here: https://bootcamp.uxdesign.cc/nft-projects-by-company-a-list-for-marketing-experts-looking-for-answers-8837fd141aec

26May/22Off

Paul Roquet’s new book traces the very different trajectories of virtual reality in the U.S. and Japan.

In the U.S., for instance, virtual reality (VR) has its deep roots as a form of military training technology. Later it took on a “techno-utopian” air when it started getting more attention in the 1980s and 1990s, as MIT Professor Paul Roquet observes in a new book about the subject. But in Japan, virtual reality has become heavily oriented around “isekai,” or “other world” fantasies, including scenarios where the VR user enters a portal to another world and must find their way back. ...

... And in the popular imagination, VR becomes this space where we can fix things like sexism, racism, discrimination, and inequality. There’s a lot of promises being made in the U.S. context.” ...

In Japan, though, ... virtual reality developed more in relation to forms of popular entertainment such as manga, anime, and video games. Roquet believes its Japanese technological lineage also includes the Sony Walkman, which created private space for media consumption.

 One survey in Japan showed that 87 percent of social virtual reality users were male, but 88 percent of them were embodying female lead characters, and not necessarily in scenarios that are empowering to women. Men are thus “everywhere in control yet nowhere to be seen,” Roquet writes, while “covertly reinscribing gender norms.”

See the full story here: https://news.mit.edu/2022/immersive-enclosure-virtual-roquet-0526

25May/22Off

Niantic’s Real-World AR Map Is Now Open To Developers

... It was back in 2021 that the company made its Lightship Augmented Reality Developer Kit available to developers worldwide. During today’s event, Niantic officially launched its Lightship VPS, allowing developers to anchor their original AR experiences to specific locations throughout the real world and track both the position and orientation with “centimeter-level precision.”

Niantic accumulated scans from existing developers, surveyors, and players and used the data collected to begin constructing its AR map. Once enough data on a specific location has been accumulated, Niantic can activate it on Lightship VPS so developers can begin developing their own location-based AR experiences for said location. ...

According to Niantic, all the system needs is a single frame from the user’s smartphone camera in order to pinpoint their specific location. Lightship VPS currently supports 30,000 locations across six major cities: San Francisco, Los Angeles, Seattle, New York, London, and Tokyo. The company plans on expanding to 100 global cities by the end of the year. ...

See the full story here: https://vrscout.com/news/niantics-real-world-ar-map-is-now-open-to-developers/

24May/22Off

Artificial intelligence is breaking patent law

... Another challenge is even more fundamental. An ‘inventive step’ occurs when an invention is deemed ‘non-obvious’ to a ‘person skilled in the art’. This notional person has the average level of skill and general knowledge of an ordinary expert in the relevant technical field. ...

But if AIs become more knowledgeable and skilled than all people in a field, it is unclear how a human patent examiner could assess whether an AI’s invention was obvious. An AI system built to review all information published about an area of technology before it invents would possess a much larger body of knowledge than any human could. Assessed against all knowledge, almost everything would seem obvious4. If everyone has access to such AI tools in future, then the ‘inventive step’ criterion of patentability would be close to impossible to achieve, and almost nothing would be patentable. A complete rethink would be required. ...

 Patents are registered separately in each jurisdiction, and enforcement disputes must normally be resolved by the legal system of the country of registration. ...

Instead, an AI-IP treaty could include dispute-resolution mechanisms, perhaps adjudicated by a specialist international court. Inspiration can be found in Europe’s new Unified Patent Court, which is due to commence in the next year (www.unified-patent-court.org), and various arbitration courts around the world. ...

See the full article here: https://www.nature.com/articles/d41586-022-01391-x

24May/22Off

Under a major Royal Mail shakeup, 500 AI-powered drones could soon deliver the mail.

The UK postal service wants to use 200 artificial intelligence-powered robots to provide better service to remote communities in places like the Isles of Scilly, Orkney, and the Hebrides, following successful trials in the Shetland Islands.

Fortunately, because drones do not deliver directly to the door, they will not be replacing the local postman. They will instead make it easier for postal workers to do their jobs. ...

The drones resemble smаll plаnes аnd pilot themselves using аrtificiаl intelligence, but they cаn be аssisted by а remote operаtor. ...

See the full story here: https://technotrenz.com/entertainment/under-a-major-royal-mail-shakeup-500-ai-powered-drones-could-soon-deliver-the-mail-1892439.html

23May/22Off

HoloToyz: Rebooting augmented reality for Generation Alpha

... HoloToyz partnered with Nickelodeon and is preparing to launch a range of tattoos, stickers and books for the popular Paw Patrol series in the coming months.

The company has also started discussions with Sega to create a Sonic the Hedgehog range this summer, in time to ride the wave of popularity the ’90s gaming character is experiencing via a cinematic reboot. ...

The first HoloToyz products hit the market in December 2020 and they are currently available in more than 14 countries. ...

See the full story here: https://www.siliconrepublic.com/start-ups/holotoyz-augmented-reality-toys-ar

23May/22Off

Men twice as likely as women to consider an AI ‘companion’

Galloping advances in Artificial Intelligence (AI) mean that the possibilities for romances and relationships with a computerised partner could be pulled from the realms of science fiction into reality.

The research for the Faraday Institute and the Theos think tank has exposed a major gender divide in attitudes to AI.

While 28 percent of men would consider getting an AI companion, only 13 percent of women would. ...

Perhaps unsurprisingly, young people were much more open to the idea of such a companion than older generations. The YouGov polling found that while 29 percent of those aged 16 to 29 would consider it, this was true for a mere eight percent of people aged 70-plus. ...

Kathleen Richardson, Professor of Ethics and Culture of Robots and AI at De Montfort University said: “Unfortunately, technology in these areas is being significantly shaped by men who have a very particular set of assumptions, motivations, priorities and goals. All too often, these risk excluding women and eroding human relations in a way that will ultimately harm both men and women.”

See the full story here: https://www.express.co.uk/news/science/1614014/AI-companion-research-men-women

23May/22Off

Social entertainment drives ‘digital/physical’ development phase

... The rise of social entertainment has been personified by the popularity of the hospitality-centric entertainment venues seen with Topgolf, Puttshack, FlightClub, Swingers and other brands.

However, this new phase of entertainment experience is better described as "competitive socializing" — a term first coined in the U.K. as far back as 2015 and initially defining pubs incorporating a circus entertainment vibe, or bowling and food and beverage brands. ...

The twist for the current adoption of competitive socializing is the inclusion of guests' engagement, be it the use of tracked balls and scoring seen in the new generation of crazy golf properties such as with "Lucky Putt" from Creative Works, or the use of augmented reality projection technology in the "Smarts: Interactive Darts" platform, from 501 Entertainment. ...

Escape rooms lead change

One aspect of the social entertainment explosion that has been hard to pigeonhole was that of the escape room experience. A law unto itself, the closest affiliation had been with the "scare" attraction scene, and even LARP'ing (live action role playing). ...

The market expands

Another aspect of the social entertainment scene has been the number of new players. One of those is Toca Social, the company associated with the football players' training operation, which opened its flagship social entertainment experience a few months back in The O2 in London.

What some have described as "Topgolf for football!," the facility comprises 17 football simulator booths, using tracking software and a projected screen, with players demonstrating their shooting skills through a variety of mini games, scoring points. ...

See the full compilation here: https://www.vendingtimes.com/blogs/social-entertainment-drives-digitalphysical-development-phase/?fbclid=IwAR2IUQ5AH7_P1jJuu6ripBi9a077_uINZwKLwcXjhCQseq2mCiaGnGbm71s