philip lelyveld The world of entertainment technology

29Jul/20Off

Tired of Zoom? Try having random video chat with strangers on Omegle

  • Omegle, a website that pairs random visitors through video and text chat, has spiked in popularity over the last four months.
  • Recordings of Omegle videos have helped creators generate content on other platforms and go viral.
  • Omegle has been a boon for Gen Z influencers, who have used the site to host impromptu virtual meet-and-greets and events.

Though the site has been around for more than a decade (it was founded in 2009, a few months before Chatroulette, by tech entrepreneur Leif K-Brooks, who was 18 at the time and did not respond to a request for an interview), it has recently seen a resurgence, particularly with teenagers feeling alienated by months of remote learning and limited face-to-face socializing.

It’s been really popular for TikTokers to search their names and see the fans’ reaction when they see them pop up onscreen. It’s a big trend.”

See the full story here: https://economictimes.indiatimes.com/small-biz/startups/features/tired-of-zoom-try-having-random-video-chat-with-strangers-on-omegle/articleshow/77190380.cms

29Jul/20Off

The next chapter in analytics: data storytelling

[PhilNote: this sounds like rebranding of presentation skill basics. Training techies to communicate more clearly and not make so many assumptions about their audience.]

Enter data storytelling, a skill set handcrafted for the era of big data. While interpretations vary, most experts describe data storytelling as the ability to convey data not just in numbers or charts, but as a narrative that humans can comprehend.

Just as with any good story, a data tale has to have a beginning, a middle, and an end. It needs to be presented without bias and with the proper empathy and context so business users can absorb and leverage the insights for more intelligent decision-making.

“If you want people to make the right decisions with data, you have to get in their head in a way they understand. Throughout human history, the way to do that has been with stories,” saidan MIT Sloan lecturer who teaches Communications & Data Storytelling as part of the school’s Masters of Business Analytics curriculum.

Would-be data storytellers are coached to anticipate an audience’s likely response to analysis, Kazakoff said. Students learn to structure their planning and presentation to address the needs of a specific audience — whether it’s a colleague, a customer, or a boss — so they’re able to take away the right insights and initiate appropriate actions.

“Being literate with data and able to explain the stories it reveals is as important a form of literacy as being able to read, write, and speak clearly,” Kazakoff maintained. “It’s a core skill, not a job function, and it cuts across all division and roles at a company.”

See the full story here: https://mitsloan.mit.edu/ideas-made-to-matter/next-chapter-analytics-data-storytelling?utm_source=thedownload&utm_medium=email&utm_campaign=analytics

29Jul/20Off

Toronto’s Sidewalk Labs failure – podcast

In 2017, municipal organizations in Toronto tapped Google’s sister company Sidewalk Labs to redevelop a disused waterfront industrial district as a high-tech prototype for the “smarter, greener, more inclusive cities” of tomorrow. But within three years the deal had collapsed.

Journalist Brian Barth says the Sidewalk fiasco symbolizes the contrast between Silicon Valley’s hard-charging, individualist, libertarian ethos and a Canadian business style that emphasizes collaboration, respect, and social responsibility. In this edition of Deep Tech, Barth talks about the tensions that led to Sidewalk Labs’ departure and the strategies Canadian CEOs are following to build a more open and inclusive tech sector.

Listen to the podcast here: https://www.technologyreview.com/2020/07/29/1005708/canadas-narwhals-skewer-silicon-valleys-unicorns/?truid=33b587ecf0755237a213721d72ba90e8&utm_source=the_download&utm_medium=email&utm_campaign=the_download.unpaid.engagement&utm_term=subs&utm_content=07-29-2020

28Jul/20Off

AfterNow (Philippe’s company) New Future-Focused Remote Software Platform Avoids ‘Zoom Fatigue’ by Using Augmented & Virtual Reality

Philippe Lewicki, Co-founder of AfterNow. "This private beta of our new remote platform is the first step to bringing this technology to everyone - small and medium companies, schools and universities."

AfterNow is an augmented reality company specializing in custom visualizations and presentations. As a Microsoft Mixed Reality partner, AfterNow has created and designed AR presentations for Fortune 500 companies. Though there are existing VR/AR collaboration platforms like Spatial, Glue, MeetinVR, EngagedVR, and Virbela, to name a few, AfterNow Prez Remote is designed specifically to present which makes it more effective for sales, training, and education.

AfterNow Prez Remote requires an internet connection and supports one presenter with up to 500 participants. Platforms supported are Hololens 1 & 2 and Oculus Quest. The easy-to-use platform allows a presenter to upload images, audio, videos, 3D objects, as well as enter text and organize them into Slides with transitions.

See the full story here: https://www.prnewswire.com/news-releases/new-future-focused-remote-software-platform-avoids-zoom-fatigue-by-using-augmented--virtual-reality-301101178.html

28Jul/20Off

Study: Are strong leaders as effective in a virtual world?

A new study suggests what works well with leaders, in reality, may not work in virtual reality.

Brigham Young University researchers studying 220 student teams at two different Midwestern universities to learn if in-person leadership fits the new online virtual world of meetings and teams.

The study concluding virtual teams are more action-oriented, preferring leaders who monitor timelines, provide feedback, and coordinate teamwork.

Virtual team leaders also need to stand out as the leaders and “Soft skills” used for in-person settings may not translate as well to virtual situations.

New training for the virtual age of online meetings may be needed for traditional leaders.

See the full story here: https://www.myhighplains.com/news/business/study-are-strong-leaders-as-effective-in-a-virtual-world/

28Jul/20Off

ENTERTAINMENT ROBOTS MARKET SIZE, SHARE – GLOBAL TRENDS, MARKET DEMAND, INDUSTRY ANALYSIS, GROWTH, OPPORTUNITIES AND FORECAST 2023

Here is List of Top Entertainment Robots Market Key-Manufactures: –

 

  • Kuka AG (Germany)
  • Hasbro
  • Inc. (US)
  • Microsoft Corporation (US)
  • Mattel
  • Inc. (US)
  • Sphero (US)
  • Blue Frog Robotics (France)
  • Modular Robotics Inc. (US)
  • Robobuilder Co.Ltd (South Korea)
  • Sony Corporation (Japan)
  • and LEGO (Denmark).

 

See the full story, which just describes a purchaseable report, here: https://primefeed.in/news/3448258/entertainment-robots-market-size-share-global-trends-market-demand-industry-analysis-growth-opportunities-and-forecast-2023/

27Jul/20Off

Exploring Decentraland: A Review of the Virtual World Built on Ethereum

decentralandEssentially, the world is a blockchain fueled virtual reality platform and users can explore, create, play games, collect wearables, monetize creation, leverage land plots, and 3D building techniques. After the “Bronze Age,” Decentraland moved into the “Iron Age” which involves the ability to interact with the virtual world in various ways and leverage the native cryptocurrency MANA to process payments.

...

Over the course of two weeks, my sons and I still have not explored every crevice and plot in Decentraland. Joshua and Franklin enjoyed all the things that you could ride like the Ferris Wheel, race tracks, and the many obstacles throughout the metaverse.

joshuaMy favorite place was the Crypto Valley Art Museum and the donut shop with two police cruisers sitting in front of the shop. My oldest son Joshua explores Decentraland on his own now too, as he downloaded Metamask on his own laptop and fires up the virtual world to explore.

...

Joshua is ten so he enjoyed the program a lot more than his seven-year-old brother Franklin. Overall, we all thought the experience is enjoyable and it’s very cool to see a virtual world built on top of the Ethereum network. My two sons also enjoyed the fact that they used a Metamask wallet for interaction and how the ETH chain powers the entire world.

The only issue I had with the entire Decentraland experience was the high ETH gas fees, which are a problem for every defi application right now and the expensive gear. I think that people marketing virtual wearables should come down on their prices, but I can see that happening if Decentraland gathers more users.

See the full story here: https://news.bitcoin.com/exploring-decentraland-a-review-of-the-virtual-world-built-on-ethereum/

27Jul/20Off

Come for the Network, Pay for the Tool

As high quality content and effective brand strategy move down the long tail, “community” has become an important concept for every post-Web 2.0 player. Crypto token holders, influencer fanbases, DTC brand customers, creator audiences, and new social networks are all often referred to as communities, and each has a stake in developing community for itself.

A new business type here is the paid community: a direct subscription to join in. Today, most paid communities live on the outskirts of existing social platforms. But as they become normalized, paid communities are becoming a viable business model for smaller-scale social networks aiming to be both profitable and socially sustainable.

This emerging new media thing, the paid community social network, has new rules and new risks, and just as it will require new skillsets to operate, requires a new way of understanding what both business and community mean.

paidcommunities

Meanwhile, dozens of alternative social networks have sprouted up in the last couple years. With the maturation of Javascript-based web development and plenty of front-end talent, it’s become easy to build complex web applications with tiny teams. futureland.tv, Dialup, Special Fish, and alternative dating app Bighead are among these new experiments. These alternative social networks are interesting in part because they prove that dissatisfaction with mainstream web has motivated significant movement to alternatives. But they are also interesting because of their unique user communities.

Businesses want to be active participants in their customers’ social landscape, because brand values are the last battleground for differentiation.

Bloomberg

The key point to understand about Bloomberg is that it’s both a software product and a social network. The software product determined who would join the network, but the network is what keeps users there. It’s like a multiplayer video game, or Harvard: Sure, the quests and campus are useful, but people keep showing up because of the friends they’ve made or the connections they intend to make.

“come for the network, pay for the tool.”

See the full article here: https://subpixel.space/entries/come-for-the-network-pay-for-the-tool/?fbclid=IwAR2qlZbBMzJY9bHrSPmXMdE0kKOhmoSB6uAauetBpks_3FbV5nUQE4cJefQ

27Jul/20Off

Marketers Experiment With TV Ads in Console Videogames

im-212599“Hardcore gamers, if they are used to paying $60-plus for a videogame, they may not feel aligned with an ad-supported experience,” said John Frelinghuysen, managing director of consulting firm L.E.K. Consulting, which has researched the subject of ads in games. “But as you move down to midcore or casual-level gamers, playing free games or games on subscription services, we think the market is much more ready for that.”

Executives involved in the tests acknowledged the risk of alienating gamers, but added that they have shown a willingness to accept ads in exchange for rewards. It is important that marketers run ads that speak to the audience they are trying to reach.

See the full story here: https://www.wsj.com/articles/marketers-experiment-with-tv-ads-in-console-videogames-11595768400

26Jul/20Off

Virtual reality study provides insight into how anxious individuals can reduce threat magnification tendencies

A recent study by Dino Krupić and his team used VR technology to explore individual differences in response to an induced fear of heights. Specifically, they were interested in whether threat magnification – the tendency to exaggerate the presence of danger – could explain differences in the physiological arousal and distress response to fear.

A sample of 122 participants of an average age of 22 took part in a virtual reality experience called Richie’s Plank Experience.... After the plank experience, participants were assigned to one of three conditions: listen to a mindfulness recording, watch a relaxing VR animation, or sit in silence (control condition).

Before the experiment, subjects completed the Pain Catastrophizing Scale (PCS) as an assessment of threat magnification, and the anxiety and fear scales of the Questionnaire of Approach and oculus-rift-virtual-realityAvoidance Motivation (QAAM). Moodmetric rings measured subjects’ skin conductance levels throughout the experiment and subjects rated their state of physiological arousal immediately after the plank experience. Finally, subjects rated their levels of distress before the plank experience, immediately after it, and following the relaxing condition.

Namely, anxious individuals tend to magnify or overestimate the dangerousness of threats from the environment,” Krupić told PsyPost.

The researchers propose that anxious individuals “are prone to catastrophizing”, which in turn “increases perceived physiological arousal, which then leads to a higher subjective levels of distress.” Accordingly, the authors suggest that interventions to address catastrophic thinking might be beneficial for individuals struggling with anxiety.

See the full story here: https://www.psypost.org/2020/07/virtual-reality-study-provides-insight-into-how-anxious-individuals-can-reduce-threat-magnification-tendencies-57452