Sony Pictures Buys Nurulize, a Virtual Production Software Startup
Sony Pictures Entertainment’s Sony Innovation Studios has acquired Nurulize, a startup whose software lets users edit, color and enhance volumetrically captured images in a real-time collaborative environment.
Terms of the acquisition aren’t being disclosed. Under the deal, Nurulize’s 12 employees are joining Sony Innovation Studios, which the company launched last year to give producers a way to virtually capture physical sets and use those digital assets in a variety of ways.
Nurulize’s Atom View software “enables us to integrate the highest-quality volumetric data capture with traditional workflows for film, television, and gaming, ushering a new method of content creation — the blending of the digital and the real — in truly innovative ways,” said Glenn Gainor, president of Sony Innovation Studios and head of physical production for Screen Gems.
Culver City, Calif.-based Nurulize was founded in 2013 by software development and VFX industry veterans Philip Lunn and Scott Metzger. It raised $2 million in seed funding led by Chaos Group, a CGI rendering software developer.
See the full story here: https://variety.com/2019/digital/news/sony-innovation-studios-nurulize-acquisition-1203261061/
Virtual reality app trains would-be Hajj pilgrims
“For people who come to us for performing Hajj, it is important that they go through a training first,” Maqbool said.
The training camp is for three days. An instructor is present to guide the person in their choice of language, whether it is Sindhi, Punjab, Pashto or Balochi.
Related: Karachi students create eye-controller to move cars
Labbaik VR gives a realistic depiction of the sacred sites of the Hajj, so that when they go to perform Hajj, users can perform the rites with ease and safety.
“We have tried to be accurate down to a centimeter to give users the most authentic virtual experience,” said project developer Faisal Khalid.
The startup is currently in talks with the government of Saudi Arabia for a collaboration to take their app worldwide.
See the full story here: https://www.samaa.tv/technology/2019/07/virtual-reality-app-trains-would-be-hajj-pilgrims/
Wait, Did WarnerMedia Just Make A Huge Leap Forward In the Streaming Wars?
"We have a portfolio of opportunities to drive," Jesse Redniss, GM, WarnerMedia Innovation Lab told me as he showed me renderings atop a chic terrace hovering over La Croisette at one of the company’s events during the recent Cannes Lions Festival. He continued, "What we'll be focusing on is answering the question, 'what would content look like for 170 million phones as they converge with 5G and IoT?' And then determining how the company can share such knowledge, once it's developed, between all the units so that we can continue to be a future-forward media company."
Currently, WarnerMedia has seven foundries focused on various areas, in addition to Code Labs for HBO. Redniss says that there will be numerous collaborations between them with the Innovation Lab and that the information and findings will flow between executive leaders from various departments of the company who have been selected to make up an overall Innovation Council in order to best integrate new ideas and concepts. "Our intent," explains Redniss, "is rapid iteration."
The fact that the Lab will focus on areas that expand the company's core capabilities and create additional revenue streams from VR to Gaming to AI and much more, should make for interesting developments in the industry that could heat up the streaming wars even further.
Though WarnerMedia is based at Hudson Yards, this Lab will occupy space in the Chelsea neighborhood of New York City come Q’1 of 2020. In case you missed it, this will be the company’s first innovation tech hub in Manhattan and one of AT&T’s first permanent 5G experience centers.
Virtual Reality Company Rendever Making Jump to In-Home Care
So far, virtual reality company Rendever has largely used its technology to reduce the social isolation of older adults living in senior living communities throughout the U.S. Teaming up with in-home care providers, however, may be the key to the company’s future, according to co-founder and CEO Kyle Rand.
Overall, Rendever works with more than 100 senior living communities, recently expanding its footprint to Canada and Australia.
Costs for the Boston-based Rendever’s services typically range from $300 to $400 per month for content and services plus $1,000 for the hardware kits.
“We really looked at the senior housing space as our focus,” Rand said. “It wasn’t that we were talking about VR and then starting looking at senior housing — it was the opposite. When we starting digging into the data we found that this problem of social isolation is pretty dangerous for seniors. If you look into the data there are serious co-comorbidities attached to it, as far-reaching as an increased rate of cognitive decline.”
Earlier this year, Los Angeles-based Embodied Labs created a virtual reality experience that allowed caregivers to see what it would be like to die in hospice care.
See the full story here: https://homehealthcarenews.com/2019/07/virtual-reality-company-rendever-making-jump-to-in-home-care/
Nordic XR-company Bublar Group Acquires Finnish Augmented Reality Pioneer Sayduck
Bublar Group (BUBL MTF), Scandinavia's leading listed company in AR/VR/XR technology, acquires the Finnish AR-company Sayduck, with offices in Helsinki and Vilnius.
Sayduck enables e-commerce companies to develop their digital product portfolio into 3D and allows end consumers to deploy virtual 3D models into the real-world based on the latest Augmented Reality technology.
Since 2018, Sayduck has collaborated with Shopify Inc (SHOP) (SHOP.TO), a world-leading e-commerce platform powers more than 800,000 businesses. Sayduck is Shopify's first AR-partner and the company's AR- and 3D modeling services are marketed towards Shopify's client base.
See the full story here: https://finance.yahoo.com/news/nordic-xr-company-bublar-group-104800826.html
This Hipster Barbie Account Perfectly Mocks Every Annoying Person On Instagram
See the full story here; https://www.buzzfeed.com/stephaniemcneal/hipster-barbie?fbclid=IwAR0O-CFP4ollvPpvQ83vPTc6encjNC6my9vEJ1T8PpztBUdObL4Fp4P6kUI
Ann Frank House VR Puts a New Spin on Education
Anne Frank House VR is an education based experience made by Force Field Entertainment and The Anne Frank House Museum. In the experience, you are guided through a tour of the Secret Annex where Anne hid from Nazi persecution during World War II. Excerpts from Anne’s famous diary are narrated while the user gets to explore the various rooms of the Annex and pick up certain items spread throughout. Other options include being able to go through a self-tour variant and is available in 25 different languages. All for free. Anne Frank House VR was originally released for the Oculus Go, Rift, and Samsung Gear VR back in 2018. More recently, the app was ported over to the Oculus Quest in June of this year.
Overall, I have to say the app was pretty impressive. Experiences like this could really be the future of education. The Anne Frank House Museum should also be given a ton of credit here. Trusting an established game development team to add layers of immersion to Anne’s story made it that much easier to connect with. I look forward to what other kinds of experiences can be had with educational VR. The Anne Frank House VR app is available now on Oculus Go, Samsung Gear VR, Oculus Rift, and Oculus Quest.
Reality Rebels Wants To Turn Your Home Into A Location-Based VR Playspace
The Oculus Quest’s free-roaming capabilities could be a game-changer for the at-home VR industry by allowing users to immerse themselves in larger, more complex immersive experiences; similar to that of various location-based VR experiences offered at an ever-growing lineup of immersive arcades.
If you need proof of the standalone headsets viability as a location-based VR platform, take a look at the work being done by Reality Rebels, a small team currently in development of a local multiplayer house-scale VR experience which automatically generates custom levels based on the layout of your home, office, or any other location you choose to play in.
The team, composed of one developer and four playtesters, has documented their efforts in a series of videos uploaded to their personal YouTube channel. These updates showcase new improvements and additions to the prototype experience, such as a VR elevator that transports users between procedurally-generated levels, randomized windows and obstructions, and artificial intelligence that reacts to the user’s presence as well as their environment.
and the video here: https://www.youtube.com/watch?time_continue=114&v=9JQSVZvv-3k
Using Virtual Reality Could Make You A Better Person In Real Life
HOW VIRTUAL BODIES AFFECT BEHAVIOUR
People respond differently to virtual avatars depending on who they are and the characteristics of the avatar. For example, a recent study found that women dislike their virtual avatar having male hands, whereas men are more likely to accept avatar hands of any gender.
Another study found that racial bias decreases when Caucasians are represented by avatars that have darker compared with lighter skin.
The body shape of the avatar also affects behaviour. Researchers found that game players showed increased physical activity in the real world if they regularly played games with thin avatars as opposed to obese ones.
This suggests that the identities of virtual avatars can take precedence over our usual identities.
See the full story here: http://jamaica-gleaner.com/article/art-leisure/20190707/using-virtual-reality-could-make-you-better-person-real-life
VIRTUAL REALITY STRESS TRAINING PREPARES POLICE FOR HIGH-RISK SITUATIONS
Virtual reality is also providing new opportunities in police training. In the Shotpros project, psychology-based training scenarios are being developed in order to improve decision-making and action-taking behaviours while under stress. The aim is to avoid violence and collateral damage in high-risk situations.
VIRTUAL REALITY INNOVATION FACTOR
Traditional training focuses on aspects such as being able to run fast and to use weapons skillfully. However, stress management and strategy are called for first and foremost in high-risk situations. Stress limits perception and thus the ability to make the right decisions and act accordingly.
PROJECT PARTNER RAÔUL OUDEJANS
Among the research partners, is also the team from the Center for Technology Experience at the Austrian Institute for Technology (AIT). Its task is to examine the triggers, management and regulation of stress and emotions within virtual realities – and how they are measured. AIT project team member Sebastian Egger-Lampl explains that the training principles are based on psychological research dealing with decision-making and its underlying influences. Project partners involved in this part are the experts led by Raôul Oudejans, associate professor at the Department of Human Movement Sciences, Vrije Universiteit Amsterdam, and at the Faculty of Sports and Nutrition, Amsterdam University of Applied Sciences. They also provide expertise in the training to help improve decision-making under stress.
TRAINING MATERIAL
The training material is then created based on these findings. These consist of:
- software with training scenarios in virtual reality;
- a training plan that combines real training with virtual reality training;
- project outcomes, which will be circulated as best practice in a Europe-wide virtual reality training network.
See the full story here; https://innovationorigins.com/virtual-reality-stress-training-prepares-police-for-high-risk-situations/
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