Virtual reality helps scare residents to flee looming storms, research says
In the study, college students were told about a looming storm.
Some were shown traditional warnings, and others saw a virtual reality simulation of a hurricane, with 360-degree viewing of rising water and flying debris and surround sound of roaring wind.
Nearly 90% of those who watched the simulation said they would evacuate but only about 70% who saw traditional media said the same.
See the full story here: https://www.reuters.com/article/us-usa-climate-virtualreality/virtual-reality-helps-scare-residents-to-flee-looming-storms-research-says-idUSKCN1TM2QF
Netflix hacks – A Netflix hack lets you feel the action in a scene by vibrating your phone
The hack was created by syncing Netflix content with haptic effects using Immersion Corporation technology.
Another hack, called The Voice of Netflix, taught Netflix to speak using the voice of Netflix’s favorite characters. The team trained a neural net to find words in Netflix’s content, which could then be used to create new sentences on demand.
A third favorite was TerraVision — a practical hack that sounds like a business opportunity.
The hack lets filmmakers drop into an interface a photo of a look they like for a film location, then get back the closest results from a library of location photos. The hack used a computer vision model trained to recognize places for its reverse-image search functionality.
The final highlight was a silly hack that plays “walk-out music” — like the music that kicks in when Oscar speeches go too long — when someone overstays their allotted time in a booked conference room.
See the full story here: https://techcrunch.com/2019/06/20/a-netflix-hack-lets-you-feel-the-action-in-a-scene-by-vibrating-your-phone/
China’s Communist Party Is Making Its Own (Virtual) Reality
The local Zhongshan Communist Party branch is in possession of a toy not yet available to its big-city counterparts. Thanks to a multimillion-yuan agreement with Xijian (also called Seengene in English), China’s leading augmented reality start-up, Zhongshan’s apparatchik need no longer dread assigned readings of party ideology. After a cadre dons the RoboCop-like headset and opens the bright-red “Guidelines of the Chinese Communist Party,” select passages of text come alive—commands such as “the party rules all” burst out, with flowery backgrounds and moving animations to match.
Augmented Reality Will Be A Given For The Cars of The Future
One of the most interesting examples so far has to be GMC’s 2020 pickup, which will offer a Transparent Trailer Rear Camera View option.
This option makes the trailer ‘invisible’ to the driver and instead superimposes a view from the trailer’s back camera to show them what’s happening in all the blind spots they can’t see just by using the rearview mirrors.
Aside from external cameras, we’ve seen the emergence of interactive dashboards across a number of concept cars this year.
Toyota... has developed a system that can put to use the back car windows. The passengers can interact with them in different ways like drawing or using them to find out more information about the objects far away or zoom in on the scenery.
See the full story here: https://techthelead.com/augmented-reality-will-be-a-given-for-the-cars-of-the-future/
The Fall and Rise of VR: The Struggle to Make Virtual Reality Get Real
It is tempting to write off virtual reality as yet another overhyped fad. Yet that would ignore the technology industry’s long history of fallen pioneers paving the way for someone else’s breakthroughs. The Apple Newton and the Polaroid Polavision died, after all, so that the iPad and camcorder might live. It took a decade for smartphones to become ubiquitous. Early VR headsets themselves date back to the 1960s, while Nintendo and Sega in the 1990s forayed into the consumer market with the ill-fated Virtual Boy and Sega VR systems, respectively.
Facebook’s initial vision for VR was far grander than games. It thought cinematic virtual reality would be a breakthrough application and that Facebook itself, rather than third-party developers, would create the masterpieces. Facebook established the Oculus Story Studio in 2015 as an in-house film department dedicated to making movies for virtual reality. Yet despite winning an Emmy for its animated short “Henry,” Facebook shuttered the studio in 2017. Yelena Rachitsky, a Facebook executive producer who’d been with the defunct studio, says Facebook realized its clout was better deployed encouraging an ecosystem approach. “I think there is just a reality that a lot of the creativity doesn’t necessarily happen within a big corporation,” she explains. “It’s the creators out there who aren’t limited or confined by specific corporate structures [who] I think have the innovative and creative thoughts that are going to continue to push the boundaries in VR.”
Hollywood also figured prominently in Facebook’s VR dreams. Edward Saatchi, whose father, Maurice, cofounded the ad agency Saatchi & Saatchi, was a founding member of the Oculus Story Studio. He says the goal was to create VR content that could “inspire an industry.” Five or so years ago, Hollywood directors approached then Oculus CEO Brendan Iribe, intrigued by the technology’s prospects, says Saatchi, who now heads a “virtual beings” company called Fable.
“Our goal was to get film schools teaching VR movies, to have film festivals accepting VR movies, to have famous directors do VR movies,” Saatchi explains, noting that director Alejandro González Iñárritu, whose Birdman won an Academy Award for Best Picture in 2014, took home another Oscar for his 2017 VR short, Carne y Arena. “So, in that sense, we succeeded. Except it didn’t become a mainstream thing. There just isn’t any evidence that anyone is willing to pay for narrative VR content outside of a theme park.”
In retrospect, Mark Zuckerberg was so enamored with the theoretical potential of VR that it appears he spent billions without having thought through how to make a business of it.
Indeed, Zuckerberg and his minions have described VR as the logical next step in the social experience Facebook itself created for billions of people.
Jeremy Bailenson, a Stanford professor and founding director of the university’s Virtual Human Interaction Lab, stands beside me. He begins explaining what I have just witnessed: a VR training module for Verizon store employees to learn how to deal with armed robberies. “If you work at a Verizon store, there’s so much expensive material that’s right near the door,” he says. “They have dozens of robberies at gunpoint each year. They want to train their employees to be safe.”
Since late 2018, roughly 1,500 of these managers have undergone Strivr’s training experiences. When surveyed, 95% said they better understood the factors they would need to consider during an actual burglary attempt.
It turns out that while VR movies or virtual hangouts may not be ready for prime time, the technology is ideal for certain practical applications. VR is gaining traction in fields like surgical training, STEM education, industrial design, architecture, real estate, and more. At Facebook’s F8 developer conference in April, Oculus announced an expanded Oculus for Business program slated to begin in the fall. It includes access to enterprise-grade headsets, such as the new Oculus Quest, and “a dedicated software suite offering device setup and management tools, enterprise-grade service and support, and a new user experience customized for business use cases.” Microsoft and HTC, meanwhile, have pushed heavily into industrial enterprise with the mixed-reality HoloLens headset and the HTC Vive, respectively. “Our bigger market is on the consumer side,” says HTC’s Dan O’Brien, general manager of the Americas for the Vive product line. “But our more aggressive growth area is enterprise.”
“When a company tells us, ‘I need to know that the trainee looked at that bucket on the floor,’ we can tell you that they did not look at it,” says Strivr CEO and cofounder Derek Belch, a former graduate student of Bailenson’s. “That means they’re not going to look at it in the real world. Like, unequivocally.”
Why don’t more people use virtual reality—besides the issues of price, discomfort, and lack of good content? Because VR requires you to completely abandon reality. And, honestly, who has time for that?
“In the future, our AR glasses will merge the physical and digital worlds, blending what’s real with what’s possible, resulting in the next mainstream, must-have, wearable consumer technology,” promises a Facebook Research web page.
Dreamscape Immersive is a Los Angeles–based LBE “exhibitor” that’s raised $36 million from the likes of 21st Century Fox, Warner Bros., and AMC. It hopes to entice customers with immersive narratives, a kind of interactive moviegoing experience, says Hollywood veteran Walter Parkes, a Dreamscape cochairman. Parkes says he finds LBE more compelling than typical in-home VR—in other words, a single user wearing a headset—because users are an “actual character in a real, rendered world with other people able to be in touch with all of [their] senses.”
When I enter the Alien Zoo at Dreamscape, inside a Westfield mall in Los Angeles, I’m thinking about how people typically describe their VR experiences. They fly over the Manhattan skyline or dive into the Pacific or head for outer space. And they always use the word “I.” I, too, am now in space. But there’s a significant difference: It’s not “I”, it’s “we.”
Our Dreamscape minder instructed us to shake hands to confirm this astonishing mix of the physical and fake, and then we set off for a safari on a vibrant planet occupied by brontosaurus-giraffes and gigantic praying mantises that make Jurassic Park seem positively Neanderthal. It’s a mind-blowing experience—and absolutely worth paying for. Now all virtual reality needs to do is to persuade hundreds of millions of people to arrive at the same conclusion.
See the full story here: http://fortune.com/longform/virtual-reality-struggle-hope-vr/
Virtual Reality Immerses Viewers in Monarch Butterflies’ 3000-Mile Migration
The Monarch Effect , an interactive, virtual reality experience, will debut today during National Pollinator Week in Washington, DC. Created by Environmental Defense Fund and the National Corn Growers Association, The Monarch Effect immerses viewers in monarch butterflies' incredible 3,000-mile migration through North America.
Monarch populations have plummeted 90% over the past two decades due to habitat loss, pesticide use, and extreme and variable weather. The species is a bellwether for the overall health of ecosystems and working lands.
See the full story here: https://finance.yahoo.com/news/virtual-reality-immerses-viewers-monarch-butterflies-3000-mile-165200035.html
Rampage Room Plans August Opening, Adds Virtual Reality Arcade
Break rooms are becoming increasingly popular across the country as a fun way to relieve tension and stress. At Rampage Room, customers 18 and older can book one of a variety of packages, priced for length of time and number of items. After putting on the provided protective gear, patrons choose a tool of destruction such as a baseball bat or sledgehammer then let loose on items of their choosing, from glasses and plates to printers and televisions to garden gnomes.
See the full story here: https://onwardstate.com/2019/06/19/rampage-room-plans-august-opening-adds-virtual-reality-arcade/
Stanford Research Study – Does greater immersion in virtual reality lead to a better experience?
"The Effects of Immersion and Real-World Distractions on Virtual Social Interactions" was coauthored by Jeremy Bailenson, Catherine Oh, and Fernanda Herrera, Stanford University, CA. The researchers designed a study in which participants interacted with a virtual agent in either an immersive or non-immersive virtual environment with three levels of real-world distractions: no distractions; passive exposure to the sound of a ringing cell phone; actively answering a ringing cell phone. Whereas increased immersion had a positive effect on feeling present in the virtual reality interaction, it had a negative effect on recognition and recall.
"This very important study highlights again the critical need to understand the role of realism during the VR experience. The clarity of the latest PlayStation characters, for example, or those seen in recently released movies and video clips begs the question of whether the uncanny valley has been overcome," says Editor-in-Chief Brenda K. Wiederhold, Ph.D., MBA, BCB, BCN, Interactive Media Institute, San Diego, California and Virtual Reality Medical Institute, Brussels, Belgium. "Despite over 20 years of research, we still do not fully understand how levels of realism can differentially affect human perception and the underlying psychological milieu. Many VR clinicians have shown that in certain cases, less granular or admittedly more cartoonish avatars and graphics produce better clinical outcomes. On the other hand, in certain types of surgical training, realistic VR is both justified and necessary. There remain many unanswered issues and a lack of good objective measures for our feeling of presence, and this paper plays a crucial role in furthering our knowledge."
See the full story here: https://phys.org/news/2019-06-greater-immersion-virtual-reality.html
Snapchat Showcases Its Creative Chops at Cannes Lion with Marker Tracking & Landmarker AR Lens
On Monday, Snap did just that by opening an augmented reality exhibit at the La Malmaison art gallery featuring the digital creations of innovative Los Angeles-based artist Alex Israel.
Inside the La Malmaison, Snap and Israel have installed five "Snap-Portraits" that are brought to life via Snapchat's Marker Tracking. Influenced by Israel's passion for his hometown, the portraits host virtual palm trees, pelicans, and a gym, among other experiences.
Snapchat's financial fortunes are reliant on the advertising industry, so events like Cannes Lions are critical to ensuring that account executives and creative teams continue to look to Snapchat to promote their brands.
Tech Firms and Investors Develop AI Ethics, Best Practices
“I see explainability as a core component of having an ethical guardrail around AI,” said managing partner Andreas Roell, who added that he wants every entity to also have a “designated AI ethics officer.”
A tech accelerator run by Innovation Works in Pittsburgh “introduced a voluntary ethics component to its 27-week program for startups, in collaboration with Carnegie Mellon University,” and all 12 companies in the program participated.
Kozyrkov believes the four principles of teaching human students can apply to safe and effective AI: think about what you want to teach your students; incorporate relevant and diverse perspectives; create well-crafted tests; and build safety nets for when something goes wrong. “It’s time for us to focus on machine teaching, not just machine learning,” she said.
See the full story here: http://www.etcentric.org/tech-firms-and-investors-develop-ai-ethics-best-practices/
and the original source here: https://venturebeat.com/2019/06/14/googles-chief-decision-scientist-humans-can-fix-ais-shortcomings/
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