philip lelyveld The world of entertainment technology

30Apr/19Off

Splunk aims to use augmented reality to monitor server racks, equipment to bring data to multiple screens

splunk-ar-2 Splunk has made its Connected Experiences and Business Flow suites available and the biggest takeaway is that the machine learning analytics company is aiming to deliver data on multiple screens ranging from TV to wearables to augmented reality on mobile devices.

Connected Experiences from Splunk will take data from things like server logs and use augmented reality to deliver insights anywhere. Splunk Business Flow aims to bring data about business processes and customer experiences to the forefront.

See the full story here: https://www.zdnet.com/article/splunk-aims-to-use-augmented-reality-to-monitor-server-racks-equipment-to-bring-data-to-multiple-screens/

29Apr/19Off

The growing backlash against facial recognition tech

The story discusses the Facebook, Amazon, and Microsoft response to facial recognition.

See the full story here: https://www.vox.com/future-perfect/2019/4/27/18518598/ai-facial-recognition-ban-apple-amazon-microsoft?_hsenc=p2ANqtz-9SfyLhl7RuiIBAsIXk6NHzTD1pPyompW51ELTJA_oSi1tQ1I8mLC8vHbzU5IDoqILqQ8k6wM1ju3kpzJo7wJhMFPJMHg&_hsmi=72166487

29Apr/19Off

Artificial intelligence should get the same ethical protections as animals

p-1-90340920-artificial-intelligence-should-get-the-same-ethical-protections-as-animalsBefore we create an AI with humanlike sophistication deserving humanlike ethical consideration, we will very likely create an AI with less-than-human sophistication, deserving some less-than-human ethical consideration.

You might think that AIs don’t deserve that sort of ethical protection unless they are conscious–that is, unless they have a genuine stream of experience, with real joy and suffering. We agree. But now we face a tricky philosophical question: how will we know when we have created something capable of joy and suffering?

Discussions of “AI risk” normally focus on the risks that new AI technologies might pose to us humans, such as taking over the world and destroying us, or at least gumming up our banking system. Much less discussed is the ethical risk we pose to the AIs, through our possible mistreatment of them.

See the full story here: https://www.fastcompany.com/90340920/artificial-intelligence-should-get-the-same-ethical-protections-as-animals

29Apr/19Off

Childish Gambino Collabs With Google For Augmented Reality

https---imageproxy.themaven.net-httpss3-us-west-2.amazonaws.commaven-user-photosallhiphopnewsT01HiekQS0ifmtKBq2sBvQvI5Ak-jIVUaSx_Sx2eZpdAThe “This Is America” artist proceeded to create an AR version of himself in Playground, the creative mode in a Pixel camera.

Taking the form of a Playmoji, Gambino, real name Donald Glover, is brought to life as he dances and reacts to your photos and videos.

The new multiplayer AR app is called PHAROS AR and allows fans to journey through his universe to the tune of his latest tracks.

AR has been utilized as an outlet for artistic expression, giving fans another way to explore and interact with their content.

What’s next? Bust out your headphones and download PHAROS AR on both iOS and Android devices.

See the full post here:  https://allhiphop.com/news/childish-gambino-collabs-with-google-for-augmented-reality-klBLzyXLdUOFkrsLi0p0SA/

29Apr/19Off

One Man Spent 24 Hours Inside A Virtual Reality Version Of ‘Minecraft’

minecraft-forestAs reported by Kotaku, YouTuber Apollow, from the Disrupt YouTube channel, decided to play Minecraft in virtual reality for 24 hours. He documented the experience in a video, explaining what happened to his mind and body after a full day of virtual reality gaming.

Apollow had a few ground rules he stuck by during his 24-hour Minecraft VR binge. The first rule was simple enough — the headset always stays on. He also took meal and sleep breaks, but when doing so, he kept the headset on while choosing to mimic his real-world actions with those in-game. For example, if Apollow wanted to take a two-hour nap in real life, he would also ensure his in-game character was at home and in bed.

It’s worth noting that while Apollow did spend 24 hours in Minecraft, the game’s shorter day and night cycles meant he spent a total of 72 in-game days playing. During his 24-hour session — which he live streamed on Twitch — Apollow took three sleep breaks, with his headset and headphones on the whole time. While he was able to sleep, he instantly regretted building a chicken coop so close to his in-game home, as it made it hard for him to sleep. Oddly enough, Apollow didn’t have much trouble waking up in virtual reality, and he didn’t get sick or queasy while playing, save for when he traveled by boat.

During his lengthy play session, Apollow managed to reach Minecraft‘s traditional ending — which involves slaying a boss known as the Ender Dragon. To close out his 24-hour stint, he lit some in-game fireworks and watched the digital sunset. After his virtual reality experiment, he explained that “the next few days went so slow.”

See the full story here: https://www.inquisitr.com/5412161/one-man-spent-24-hours-inside-a-virtual-reality-version-of-minecraft/

29Apr/19Off

Augmented Reality and Virtual Reality Apps Market Forecast Up to 2024

Global-Augmented-Reality-and-Virtual-Reality-Apps-Market-1Key manufacturers of Augmented Reality and Virtual Reality Apps market are highly competitive and adopting business strategies in order to increase the demand for presence market.

Blippar, Zappar, EON Reality Inc., Reza Mohammady, Catchoom, BuildAR.com, DAQRI, AR Circuits, Virtals, Wikitude, SkyView

To know more detailed information about Global Augmented Reality and Virtual Reality Apps Market report with TOC: http://marketresearchexplore.com/report/global-augmented-reality-and-virtual-reality-apps-industry-market-research-report/182581

29Apr/19Off

Far from glitzy tech hubs, Chinese city bets big on VR

4-farfromglitzLiu Zixing craned his neck forward for help with fastening the goggles for his first-ever taste of virtual reality. He took a break from the mining ore business to travel to a VR theme park in this Chinese provincial capital not known for high technology.

"It feels like reality," Liu said after shooting down robots in a virtual fighter jet, strapped to a spinning gyroscope lit in purple. "It's just like you're riding in a plane."

Nanchang's VR Star park offers 42 rides and exhibits, including VR bumper cars and VR shoot-'em-ups. It's the highlight of Nanchang's "VR base," a sprawling complex of mostly still empty, futuristic glass-and-steel offices.

The city of 5.5 million is the capital of Jiangxi province, a relatively impoverished region nestled in the mountains of south-central China, where the regional industries are copper mining and rice.

VR is included in Beijing's "Made in China 2025," an ambitious plan to develop global competitors in cutting edge technologies including electric cars, solar and wind power, and robotics. Nanchang is one of several VR hubs across the country.

Stopping by the Nanchang VR park, he was still unimpressed.

"The image quality isn't refined, and it's hard to operate," he said after a virtual flume ride.

Even if it's a gamble, analysts say China's state-led push into VR could pay off in the future. Nanchang's VR developers are marching on despite a wave of layoffs across the industry in the past few years. Thousands attended Nanchang's first VR conference last October.

See the full story here: https://phys.org/news/2019-04-glitzy-tech-hubs-chinese-city.html

29Apr/19Off

How Augmented Reality Will Create a World of On-Demand Experts

My colleague, Jody Medich, often likes to remind people that GPS navigation is the forgotten but everyday example of augmented reality we use regularly. AR systems like these already give people superpower knowledge (as she describes it) to help them drive to new places.

“The whole point of augmented reality is that it’s interacting with your real reality. It’s merging virtual worlds and the power of computers with the world around you. It’s also an amazing and intuitive way to deliver information on demand,” said Scott Montgomerie, CEO and co-founder of Scope AR, an enterprise augmented reality company based in San Francisco.

See the full story here: https://singularityhub.com/2019/04/28/how-augmented-reality-will-create-a-world-of-on-demand-experts/#sm.00001l6emp6n76ehxz7yo4ccdrtqs

 

27Apr/19Off

Video Premiere: Kowloon Forest – a virtual reality film follows five strangers finding intimacy in a changing Hong Kong

chrome_2019-04-26_22-58-13“Set in Hong Kong, it is a film about finding intimacy in a city of density,” director Alexey Marfin told HKFP. “It uses the format of VR to inhabit the tiny personal spaces of characters.” The film is set to premiere at Osage Gallery on July 5.

Marfin takes a wry look at the social dynamics that govern residents in contemporary cities. The film’s cast includes: Toonyun, a local musician; Sara Meredith, a Hong Kong-born actress and daughter of a domestic worker, who plays a Filipina maid; Raghuram Shetty, a spiritual teacher from South India who plays a Hong Kong-Indian astrologer; and Ming Lo, a Wall Street financier-turned-actor, who plays a Chinese businessman.

In contrast to VR films that take place in sprawling environments, Marfin said he hopes to bring audiences in extremely close to characters in moments of intimacy.

See the full story here: https://www.hongkongfp.com/2019/04/26/video-premiere-kowloon-forest-virtual-reality-film-follows-five-strangers-finding-intimacy-changing-hong-kong/

26Apr/19Off

Augmented Reality Familiarity Depends On Age

olderar_gPP5XxfIt turns out that only 12% of heads of U.S. broadband households are familiar with augmented reality, according to a new study by Parks Associates.

However, by demographics, the picture is different. Of those born after 1999, a third (33%) are familiar with augmented reality and 24% of millennials, those born between 1982 and 1998, also are familiar.

This compares to 10% of those born between 1965 and 1981 and 4% of those born between 1946 and 1964. Only 1% of those older than that are familiar with AR.

See the full story here: https://www.mediapost.com/publications/article/334972/augmented-reality-familiarity-depends-on-age.html