philip lelyveld The world of entertainment technology

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

26Apr/19Off

Ultra-Precise Location Tech, Augmented Reality Are Transforming the Images We See

90While GPS technology revolutionized how people navigate the world, its successor - ultra-precise location technology - will enable them to create a 3D-image of a single location, opening the door for new business possibilities, including painting a town red through augmented reality.

One such company, Humatics, has developed some of the most competitive examples of the technology by combining its own proprietary hardware and software with data analytics, which the firm uses to create indoor 3D replications of a given environment.

“Where GPS places us within the natural world, micro-location places us within the built environment,” the company explains on its website. “Unlike GPS, it works in cities, indoors, and underground. Rather than depending on a single, global coordinate frame, micro-location creates a multitude of small, local but highly precise coordinate frames, tied together by software and networks.”

Another start-up, Scape Technologies, combines GPS technology with multiple camera images to pinpoint a specific location and map it in 3D in less than 5 seconds.

See the full story here: https://it.toolbox.com/article/ultra-precise-location-tech-augmented-reality-are-transforming-the-images-we-see

26Apr/19Off

Randal Kleiser Releases Virtual Reality Series ‘Defrost’

000068.19838.16502_defrost_still5_-_h_2016Director Randal Kleiser's experimental 12-episode virtual reality series Defrost was released today for download or streaming on select VR headsets, including Oculus Go, Oculus Rift, Mi VR and Pico VR.

It's a self-financed project made with stereoscopic 3D and 3D spatial sound. Tech-savvy writer-director Kleiser (Grease) debuted the pilot in 2015 and then produced a complete series. Episodes were previewed at events such as Sundance, Cannes and Comic-Con. Kleiser produced the series with Tanna Frederick.

The episodes, about five minutes each, are told through the eyes of Joan Garrison, a woman who wakes up in 2045 after being cryogenically frozen for 30 years and is reunited with her family. The cast includes Harry Hamlin, Carl Weathers, Veronica Cartwright, Christopher Atkins, Bruce Davidson and Frederick.

See the full story here: https://www.hollywoodreporter.com/behind-screen/randal-kleiser-releases-virtual-reality-series-defrost-1204769

25Apr/19Off

ETC@USC Immersive Media Challenge – launch event deck

Here is the deck explaining the Immersive Media Challenge.  The IM Challenge is open to all USC students and recent grads. The core of the challenge is;

1 - Come up with a concept for an engaging experience that should be buildable in 3-5 years

2 - Explain what needs to happen that will make building it possible

190425 IM Challenge launch deck copy

25Apr/19Off

Baidu’s Facemoji Keyboard Brings Sanrio Anime Characters to Life via Augmented Reality

01374ec2b83fa0cad23344845183aadaSanrio, the global lifestyle brand best known for pop culture icon Hello Kitty, and Baidu, Inc. (BIDU), the leading Chinese-language internet search provider, have partnered to bring the immensely popular Aggretsuko™ and Gudetama™ characters to millions of users via augmented reality on Baidu’s Facemoji Keyboard app. This marks the first partnership between Sanrio and Baidu, and signifies a joint effort to bring Sanrio’s beloved characters to fans in the United States in a fun, engaging way.

Facemoji Keyboard users can access the Aggretsuko AR Emoji free for the first three months, then for $3.99 per download. The Gudetama AR Emoji will also be available for purchase at $3.99.

See the full story here: https://finance.yahoo.com/news/baidu-facemoji-keyboard-brings-sanrio-130000686.html

 

25Apr/19Off

Fable’s Neil Gaiman VR Experience ‘Wolves in the Walls’ Gets Sequel at Tribeca

epovSan Francisco-based immersive entertainment startup Fable is premiering the second part of “Wolves in the Walls,” a VR experience based on the Neil Gaiman children’s book by the same name, at the Tribeca Film Festival this week. “Wolves in the Walls: It’s All Over” effortlessly connects to the existing story, and immerses viewers in the world of an imaginative 8-year-old.

“Wolves in the Walls,” of which a first part premiered at Sundance in 2018, is the story of Lucy, an 8-year-old girl who is convinced that there are wolves living in the walls of her family home. She hears their noises, she fears their presence — but no one else in her family believes her.

“Wolves in the Walls: It’s all Over” also continues to play with interactivity, which includes the manipulation of objects. At one point, viewers get to take a canning jar to listen to the sounds in the walls. In another instance, we help Lucy and her Mom to fill jars with jam — an overwhelming process that some involves strange, one-of-a-kind automated machinery. And then there is “Wolf Slayer,” the in-experience video game played by Lucy’s brother, which we get to play along with for a little while.

“Wolves” parts 1 and 2 run a total of 20 minutes  together, and Billington said that he was expecting part 3 to add another 20 minutes to the story. To make the piece interactive, the team had to produce an extra 20 minutes of material that viewers may or may not see, based on the choices they make during the story.

“We call it a twigging narrative,” he joked, adding: “We see choice and interactivity slightly differently.” Shamash explained that the focus was on the main character of Lucy, and her decisions, as opposed to decisions that viewers may make for her. “This is her quest, her journey,” she said.

“we create moments” as a mission statement during its first offsite meeting after spinning out of Facebook.

Some of these moments may be stories, others may be just small interactions with virtual characters, he suggested.

Key to both those future plans and a story like “Wolves in the Walls: It’s all over” is the ability to create emotional connections with characters, argued Shamash. That’s because a virtual beings like Lucy, be it in stories or other contexts, becomes more believable when you feel for them. Said Shamash: “It should have its own soul.”

See the full story here: https://variety.com/2019/digital/news/wolves-walls-tribeca-1203197492/