philip lelyveld The world of entertainment technology

13Mar/19Off

Inside the Facebook virtual reality lab building 3D video chat

nfa-morgan-fb-reality-lab-needs-tracks-and-gfx-frame-298To create an avatar that looks, moves and sounds like you, 180 cameras and 500 lights capture your face from different angles, making all sorts of silly faces, reports CBS News' DeMarco Morgan, who got an exclusive look at the social media giant's new project.

"The reason is because we want to be able to understand exactly how you look from every different viewpoint," said Yaser Sheikh, who directs the Facebook reality lab in Pittsburgh creating these avatars. "Because in virtual reality, we might move and look at you from different perspectives, and it has to look as real as you do."

"It is impossible not to ask the question, is there a dark side to this?" said Peter Rubin, a senior correspondent at Wired who covers virtual and augmented reality. "It collects a lot of data about us and increasingly about the way that we look and the way behave and the way we react to things it feels much more invasive than just having our web serving monitored."

Facebook says security is a top priority. Asked if there are any concerns about hackers, Sheikh replied, "of course."

"It's something which I consider to be the existential threat to this kind of technology. If we're not mindful of this, and develop safeguards in the system itself … It really threatens the viability of this entire medium of communication," Sheikh said.

See the full story here: https://www.cbsnews.com/news/facebook-vr-video-chat-social-media-platform-is-creating-lifelike-replicas-of-real-people/

13Mar/19Off

NexTech Launches Augmented Reality Dispensary Experience for the Legal Cannabis Market

Toronto, ON – March 12, 2019 – PRESS RELEASE – NexTech AR Solutions has announced the launch of ts innovative augmented reality (AR) platform for the legal cannabis industry, AR Dispensary.

NexTech’s AR Dispensary utilizes immersive AR technology and rich 3D 360-degree photography to provide an eCommerce experience like no other in the legal cannabis industry. The white-label web-based AR solution, integrated into a dispensary’s website seamlessly through just a snippet of code, enables consumers to preview products like flowers, gear, pre-rolls and more from home or on-the-go. The platform can also support features for online ordering/pickup, and online ordering/delivery (where permitted), creating a complete digital dispensary experience.

See the full story here: https://www.cannabisdispensarymag.com/article/nextech-launches-augmented-reality-dispensary-experience/

13Mar/19Off

Nissan uses 5G to put an augmented reality co-driver in your passenger seat

FKV3zZz3iHLZfRX3axkBJF-650-80Nissan unveiled its Invisible-to-Visible technology at CES 2019 in January. The system combines data from the car's sensors with mapping and other information stored in the cloud, and presents it all in AR.

You will be able to see this presented as a 3D map inside the car, but for the personal touch, you'll also have the option of interacting with a virtual co-driver, who'll sit beside you on your journey.

Nissan has also elaborated on the idea of a 'Metaverse', which it has now defined as "a virtual world where people can interact through avatars", providing company and assistance on long journeys. Think Ready Player One, but with less fighting and more virtual back-seat driving.

See the full story here: https://www.techradar.com/au/news/nissan-uses-5g-to-put-an-augmented-reality-co-driver-in-your-passenger-seat

13Mar/19Off

Microsoft Has Been Quietly Working on the Future of Consumer AR

hololens-2-imageBut there seemed to have been another reason why Microsoft had invited Sweeney on stage. “In the years to come, Epic will support Hololens in all of our endeavors,” Sweeney promised, all but confirming that Microsoft had planned a gamer-ready Hololens device for the near future. Microsoft executives have since repeatedly said that the journey to consumer AR will take years, not decades, further underlining the company’s commitment to the space.

Hololens 2 is an all-in-one AR headset, capable of overlaying holograms over your view of the real world. It’s significantly more comfortable than the original — three times as comfortable, if we can believe Microsoft’s oddly specific math. And it features more than double the field of view of the original Hololens.

Microsoft’s Hololens 2 also comes with integrated eye-tracking technology, which introduces a range of new interaction models.

But the biggest update may be advanced hand tracking, which makes it possible to touch and interact with Holograms in a whole new way.

With its new hardware, Microsoft has significantly expanded the capability of such gestures, and is now tracking 25 joints in each hand. The resulting experience feels a lot more natural, allowing users to press buttons, grab Holograms, and even have AR hummingbirds land on the palm of their hands.

The company also used its event last month to unveil what it calls Spatial Anchors, its take on the AR cloud. As part of Microsoft’s Azure cloud computing infrastructure, Spatial Anchors allow developers to build persistent, shareable AR experiences that are tied to specific locations.

This could be used, for instance, to build multi-player AR games for mobile devices. And ultimately, the same technology will also able to power Microsoft’s own AR experiences, including those running on future versions of the Hololens.

The final leg of the stool for Microsoft’s AR efforts are the company’s Mixed Reality Capture Studios, which can be used to capture high-quality 3D holograms. Microsoft runs its own capture studio in San Francisco, and its technology powers two studios operated by partners in Los Angeles and London.

But taken together, all of these efforts hint at a future in which Microsoft wants to be able to do everything: Build mass-market AR devices with proven interaction models, power them with the necessary infrastructure for planet-scale AR experiences, and have enough content available to make them enticing for consumers.

See the full story here: https://variety.com/2019/digital/news/microsoft-hololens-consumer-ar-glasses-1203161646/

12Mar/19Off

HBO Crowns Snapchat as King of Its ‘Game of Thrones’ Augmented Reality Promotion at SXSW

The hype for HBO's Game of Thrones reached proportions as epic as the series itself this week with the latest release of the final season's official trailer, but it's a Snapchat promotion that will truly make fans at SXSW bend the knee.

Using what Snapchat calls AR Marker Tech Lenses, HBO has installed a multi-room immersive experience at the festival called "Bleed for the Throne." While interacting with the experience, attendees find four AR experiences that are unlocked by images dispersed throughout the space.

giphy-20 giphy-21 giphy-22 giphy-23See the full story here: https://mobile-ar.reality.news/news/hbo-crowns-snapchat-as-king-its-game-thrones-augmented-reality-promotion-sxsw-0194601/

12Mar/19Off

Virtual Reality-based Physical Rehab May Aid Kids with CP, Study Suggests

Physical exercises based on virtual reality may be an effective way to improve the motor performance of children and adolescents with cerebral palsy, a pilot study suggests.

The study, “Analysis of motor performance in individuals with cerebral palsy using a non-immersive virtual reality task — a pilot study,” was published in Neuropsychiatric Disease and Treatment.

There is growing interest in the use of virtual reality environments to enhance task practice in rehabilitation. Computer-assisted technology has proven to be viable and accessible, particularly to improve motor function in children with cerebral palsy.

The study enrolled 20 participants, ages 6–19, 10 of whom had been diagnosed with cerebral palsy (the other 10 were typically developing individuals). Participants were asked to follow a protocol of physical exercises based on interaction with a computer.

Researchers observed that cerebral palsy patients significantly improved their responsiveness in the last two rounds of the coincident timing task after practicing with the MoveHero exercise. “This is an interesting result that leads to the possible use of virtual tasks for the rehabilitation of individuals with cerebral palsy,” researchers said.

See the full story here: https://cerebralpalsynewstoday.com/2019/03/11/virtual-reality-based-exercises-may-benefit-cp-children-adolescents/

12Mar/19Off

Virtual reality helping students with mental health issues at CU Boulder

The University of Colorado Boulder's Counseling and Psychiatric Services office is using the technology to treat students facing anxiety, depression and phobias - such as fear of heights, flying, public speaking or insects.

"Virtual reality allows us to fully immerse students in environments that would otherwise be difficult," said CU Boulder Counseling and Psychiatric Services Director Monica Ng.

This new treatment has been very limited on college campuses until now but Ng says the exposure therapy is an evidence-based treatment to address anxiety and phobias.

See the full story here: https://kdvr.com/2019/03/11/virtual-reality-helping-students-with-mental-health-issues-at-cu-boulder/

12Mar/19Off

Meeting Old Masters, Rowing With Vikings — in Augmented Reality

15ar1-superJumboWalk through the doors of the Morgan Library & Museum in New York City these days and it’s possible to travel back more than 100 years.

Visitors can walk up to the original front doors no longer easily visible from outside the museum on East 36th Street, view a hidden staircase in its book-lined library that ascends to its upper tiers, and even meet Belle da Costa Greene, who died in 1950, having been the longtime librarian of the museum’s collector, J. Pierpont Morgan, and the museum’s first director, appointed by Morgan’s son in 1924.

Colin B. Bailey, director of the Morgan Library & Museum, said he loved that the museum’s new A.R. tour lets visitors “actually decode” the early 20th century decorative ceiling in its library by the muralist Henry Siddons Mowbray and get a close-up look at the 16th century tapestry over its grand fireplace.

Mr. Bailey said there was “no way” the Morgan could provide a written explanation of this decoration that visitors could read while simultaneously looking at it. The A.R. tour, he added, “is a wonderful way of imparting information about the history of the room, what the symbols mean.”

Referring to the museum’s entire A.R. experience, which makes 12 stops in the original, early 20th century library building, he added, “Nothing impedes the visual pleasure of stepping into these spaces.”

See the full story here: https://www.nytimes.com/2019/03/12/arts/augmented-reality-app-exhibits.html

12Mar/19Off

Austin, TX library – Using Virtual Reality Equipment for Digital Inclusion: Training on 3/27

Austin Free-Net is offering a community train-the-trainer session on Wednesday, March 27 at the Carver Branch of Austin Public Library (Meeting Room #1) from 6:30-8 PM about using VR equipment in digital inclusion.

Virtual reality is a new frontier for digital inclusion, with great potential to engage people of all ages, abilities, and walks of life in the world of technology. To encourage creativity and co-creation, the City of Austin has established a lending library of VR equipment that community organizations can borrow.

This community training session will introduce the VR equipment in the City of Austin’s lending library and Austin Public’s lending library (Merge VR Goggles and Cube, Oculus Go, HTC Vive, Samsung Gear VR, and Samsung Gear 360 camera), including procedures for borrowing the equipment, how to set it up, and how to facilitate exploration and education for a variety of audiences.

See the full story here: http://austinfree.net/using-virtual-reality-equipment-for-digital-inclusion-training-on-3-27/

12Mar/19Off

Berners-Lee says World Wide Web, at 30, must emerge from ‘adolescence’

Speaking to reporters at CERN, the physics research center outside Geneva where he invented the web, Berners-Lee said users of the web had found it “not so pretty” recently.

“They are all stepping back, suddenly horrified after the Trump and Brexit elections, realizing that this web thing that they thought was that cool is actually not necessarily serving humanity very well,” he said.

“It’s our journey from digital adolescence to a more mature, responsible and inclusive future”.

But he was optimistic because of a strong resolve among governments to avoid balkanization of the Internet, and a strong resolve among people in social networks who had - surprisingly - been shocked at people trying to hack elections.

See the full story here: https://www.reuters.com/article/us-internet-bernerslee/berners-lee-says-world-wide-web-at-30-must-emerge-from-adolescence-idUSKBN1QS2S2