philip lelyveld The world of entertainment technology

4Dec/18Off

Framestore appoints Ian Bradley as design director

6-3-9-1293639_d73956f9b94c4719b9b1981bcbed2f63_194920Framestore has hired Ian Bradley as design director, based out of the company’s New York office.

Bradley has previously worked across projects at The Mill, Method, Psyop, McCann Worldgroup, AKQA, and 360i.

Bradley most recently art directed Magic Leap’s Mixed Reality home screen, as well as Accor Hotels’ biometric data-driven installation experience. He has also created concept art for film and advertising projects, including the Spider-Man: Homecoming title sequence, and 2017’s fully CG anthem spot for the US Marines.

His roles have ranged from concept artist across cinematic, commercial, gaming and AR experiences; illustrator and character designer for children’s entertainment; front-end interactive web design and development; and UX and UI designer for devices and applications created for non-verbal children with cerebral palsy and autism.

See the full story here: https://www.broadcastnow.co.uk/tech/framestore-appoints-ian-bradley-as-design-director/5134972.article

3Dec/18Off

I Ate at a Virtual Reality Restaurant and … It’s the Future?

Opened in July 2017, Tree by Naked is the wacky masterpiece of Muramatsu, a visual artist famous for his films and global installations, and eating there, you can tell an artist is at the helm, which perhaps set this concept apart. Fortunately, the food matches the visuals; the Tree by Naked experience comes with eight precise courses of seasonal Japanese cooking.

But once you're led downstairs (the upper level acts as a chic café during the day), darkness engulfs you, only to be abruptly disrupted by stunning, intricate shows of light that tell a story of birth and rebirth and love and life and loss and humanity and everything, as illustrated by the four seasons. There are two, eight-person seatings a night at the communal table, on which the colorful magic is projected. Even more magical? There is no need or space for small talk, as the VR is so entrancing. As a perpetual solo diner, this pleased me. Within moments of the show—and it feels like a show—I could relax, which is an option not always available at super-cool restaurants.

For one course, you wear virtual reality headsets as the seats around you become occupied by farm animals dressed in dapper human clothes as they eat meals beside you. (Don't worry, they're not real!) Plants grow in front of you. Birds chirp. You watch the seasons change. The visuals are transporting, and frustratingly hard to capture on your phone.

See the full story here: https://www.foodandwine.com/travel/virtual-reality-tree-by-naked-tokyo-japan?fbclid=IwAR1s4Psq-6qruMMgNaNSblCCIikReDPAe47AlPvRWg0NAVY0Jasfv_rxtC0

3Dec/18Off

Want to See All the Vermeers in the World? Now’s Your Chance

04virtual-vermeer-combo-superJumboMeet Vermeer, a new augmented-reality app from the Mauritshuis museum and Google, is a virtual museum containing images of all authenticated Vermeer paintings. From left, an overhead view of the galleries in miniature; a look inside the space; and “Girl With a Pearl Earring” on the wall.

The Mauritshuis museum in The Hague, which owns what is perhaps Vermeer’s best-known masterpiece, “Girl With a Pearl Earring,” has teamed up with Google Arts & Culture in Paris to build an augmented-reality app that creates a virtual museum featuring all of the artist’s works.

“This is one of these moments when technology does something that you can never do in real life, and that’s because these paintings could never be brought together in real life,” said Emilie Gordenker, director of the Mauritshuis.

She explained that some of the 17th-century paintings were too fragile to travel, while some were in private collections, and the Gardner’s was lost.

See the full story here: https://www.nytimes.com/2018/12/03/arts/design/meet-vermeer-google-app-mauritshuis.html

2Dec/18Off

MIT Open Learning launches Center for Advanced Virtuality

MIT-Virtuality-D-Fox-Harrell-announcement-MIT-00_0The new center will explore how MIT can use virtual reality and artificial intelligence and other technologies to better serve human needs.

Virtual reality (VR) technologies are having a growing impact on people's everyday lives. Sanjay Sarma, vice president for open learning, and D. Fox Harrell, professor of digital media and artificial intelligence in the Comparative Media Studies Program and the Computer Science and Artificial Intelligence Laboratory, have combined their efforts to launch MIT Open Learning’s new initiative, the MIT Center for Advanced Virtuality. The new initiative will help determine how MIT can use a group of technologies including virtual and mixed reality (collectively called extended reality or XR) to better serve human needs through artful innovation of virtual experiences, on-campus and beyond.

Harrell’s research explores the relationship between imagination and computation and involves developing new forms of computational narrative, gaming, social media, and related digital media based in computer science, cognitive science, and digital media arts.

The center — “MIT Virtuality” for short — will bring faculty, researchers, and VR professionals together to create new models for the deployment of impactful XR learning. The center will focus on creation, research, and innovation, through its Studio, Lab, Salon, and Hub functionalities.

MIT Virtuality aims to enhance the production, research, and innovation capacity of VR at MIT, while investigating the social and ethical impacts of technologies as they are being innovated. Anyone interested in more information is encouraged to visit MIT Virtuality online.

See the full story here: http://news.mit.edu/2018/mit-open-learning-launches-center-advanced-virtuality-1127

2Dec/18Off

Toyota taps Docomo 5G to remotely control its humanoid robot

Toyota taps Docomo 5G to remotely control its humanoid robot

2Dec/18Off

Google Play Gets A New Revamped UI: Focusing On User Experience

google-play-new-designThe all-new version of the Google Play comes with a more white-ish and simple UI which improves usability and the overall appearance of the app.

There are many small changes in the UI elements everywhere the app interface. However, the first thing we’ve noticed is that the navigation drawer is now exclusive to apps and games while shortcuts to the media apps like Play Movies & TV and Play Music are moved in the hamburger menu right underneath Settings.

The latest version of the app is 12.6.13, it contains several UI changes and improvements that focuses mostly on the user experience and many other UX factors.

See the full story here: https://www.androidhits.com/google-play-gets-a-new-revamped-ui-focusing-on-user-experience/

2Dec/18Off

Cartier Plugs into Virtual Reality to Sell Historical Watch Story to China

图26-更多图片-1240x826As luxury consumers increasingly seek meaningful purchases, it’s less about products they own than the story behind them.

With the help of virtual reality (VR) technology, Paris watchmaker Cartier, opened a 100-square-meter exhibition in Shanghai from November 22 to 25 that allowed consumers to immerse themselves in the narrative behind the company’s Santos watch collection; the watches cost up to about $57,800 (RMB 402,000).

See the full story here: https://jingdaily.com/cartier-vr-watch-china/

2Dec/18Off

Augmented Reality Helps Pay Tribute to Deceased Veterans

shutterstock_681312058"I love these words: 'By strangers honored, by strangers mourned,' " said Scot French as he stood in the St. Augustine National Cemetery Thursday reading the gravestone inscription for a Dr. Charles Noyes, a 27-year-old Army surgeon interred at the site.

"In a way, we are those strangers," said French, an associate professor of history at the University of Central Florida in Orlando. "We are using data to create interactive visualizations that, at a glance, tell a story."

The effort is part of a major archiving project by UCF which just launched a website cataloguing nearly all the 1,227 grave sites at the St. Augustine National Cemetery.

Launched in 2016, the Veterans Legacy Program is funded by the U.S. Department of Veterans Affairs as a way to memorialize the lives of veterans and share their stories with the general public.

Faculty and students at the UCF researched and wrote biographies of the soldiers buried or memorialized at the cemetery. They used primary sources including government records, census data and newspaper accounts to discover information about veterans' lives, including their occupations, where and when they enlisted, how they were killed and other details.

There is also an "augmented reality" mobile application which allows smartphone users to hold their device up to a headstone and pull up matching background information on that specific veteran to create an interactive walking tour of cemetery.

"That's what we're doing in digital mapping, looking for patterns ... and you can't do that unless you lift it from the printed page," said French. "A whole new frontier of research is coming to us."

For example, Lyons pulled up a heat map that was formed from the data points showing how infectious diseases like malaria killed soldiers more often than warfare in the 19th century.

To access the Veterans Legacy Program and to learn more about the stories behind the veterans buried at the St. Augustine National Cemetery go online to www.vlp.cah.ucf.edu.

See the full story here: http://www.govtech.com/products/Augmented-Reality-Helps-Pay-Tribute-to-Deceased-Veterans.html

2Dec/18Off

‘Ralph Breaks VR’ Is Brilliant, Game-Changing Virtual Reality Experience

https---blogs-images.forbes.com-markhughes-files-2018-11-RalphBreaksVR_horizontal-300x158.jpgWe are on the cusp of monumental changes to the way we think about and experience entertainment, as augmented reality and virtual reality continue to evolve and bring new opportunities for experiencing storytelling and gaming. I've written about this topic several times, and moderated a panel at SXSW a couple of years ago about the future of VR, but a few weeks ago I participated in something that has once again changed how I think about VR and the potential for crossover with various mediums and storytelling formats. The VOID and ILMxLAB developed the new virtual reality experience titled Ralph Breaks VR, to coincide with the release of Disney's animated blockbuster sequel Wreck-It-Ralph 2: Ralph Breaks the Internet, and what they've accomplished is a transcendent, game-changing virtual reality experience that is on the cutting edge of the next stage in VR evolution.

See the full story here: https://www.forbes.com/sites/markhughes/2018/11/30/ralph-breaks-vr-is-brilliant-game-changing-virtual-reality-experience/?fbclid=IwAR3p_JRniOGA-IzMTIHD-zf-ASyJtznjAQ2HO7A0OM0vPfLe6jno3K8lBcM#12887dc6af44

30Nov/18Off

Augmented reality promises to rescue dying museums – so why don’t visitors want to use it?

file-20181129-170226-uqldxvWe failed at the first step, not due to a lack of interest in the technology or in the 3D dinosaurs deployed, but due to the fundamental reluctance of visitors to download museum apps. We have since found this experience to be shared by others, such as Skybox Museum, who also struggle to get visitors to download their app deployed at their site in Manchester. In fact, the feedback we’ve received so far suggests that simply getting people to download a museum app, rather than a problem with the underlying technology, is the biggest obstacle to its success.

It turns out that the characteristics of an app are less important when it comes to getting people to download it than whether they trust the makers, and that brand loyalty and familiarity help build this trust. We also know that the potential for social interaction and pure enjoyment are more important than the usefulness or educational value of an app. People want to be entertained, engage with others and are wary of potential risks to their phones and personal data.

So when you’re asked to download an app at the doors of a museum, the default position is to decline. It’s a hard sell, especially if you have children in tow. Promoting the app in advance helps but, even if you overcome this reluctance, people still want a guarantee of fun.

What’s the answer? Games are an obvious possibility.

The alternative is to make such resources available without an app, and we are exploring this. One solution might be to enable visitors to access it through their phone’s internet browser or via a standard QR code. Another idea we are trialling is to preload the technology onto a tablet hired like an audio guide at a museum’s entrance. As the software doesn’t need downloading it can be more complex, for example using locational technology such as GPS that can prompt the user to activate the device at a given spot and offer content tailored to their visit. But this would make social interaction and downloading those fun-filled selfies harder.

See the full story here: http://theconversation.com/augmented-reality-promises-to-rescue-dying-museums-so-why-dont-visitors-want-to-use-it-107845