philip lelyveld The world of entertainment technology

22Oct/18Off

Artist Behind Famous Obama “Hope” Poster Launches VR/AR Exhibit

Last year, street artist Shepard Fairey, best known as the founder of OBEY clothing and the creator of the prolific “Hope” image featuring former President Barack Obama, launched “DAMAGED,” a wildly popular, limited run art exhibit in Los Angeles. It was the artist/activists largest solo exhibition to date, offering a selection of artwork centered around the “diverse Americans most affected by current policies and social issues.”

Captured and preserved using advanced laser scanning and volumetric photogrammetry technology, that same exhibit is now available to view from home using virtual and augmented reality. Users can download the “DAMAGED”app on a variety of major headsets to enter an immersive, VR showroom of interactive artwork, complete with over 100 minutes of narration by Shepard himself.

“DAMAGED” is now available for $4.99 USD on Oculus, Steam VR, Samsung Gear VR, iOS App Store, and Google Play Store.

See the full story here: http://www.virtualrealitypulse.com/edition/weekly-magic-leap-oculus-2018-10-13?open-article-id=9079789&article-title=artist-behind-famous-obama--hope--poster-launches-vr-ar-exhibit&blog-domain=vrscout.com&blog-title=vrscout

22Oct/18Off

Oculus Chief Scientist Dives Deep Into the Near Future of AR & VR

PhilNote: this is a write-up of his Oculus Connect presentation.

michael-abrash-oc5-keynote-presentation-9

See the full post here: http://www.virtualrealitypulse.com/edition/weekly-magic-leap-oculus-2018-10-13?open-article-id=9075927&article-title=oculus-chief-scientist-dives-deep-into-the-near-future-of-ar---vr&blog-domain=roadtovr.com&blog-title=road-to-vr

22Oct/18Off

Human-Centered Artificial Intelligence

rob_reichTo advance AI research, education, policy, and practice to benefit humanity.

See the full site here: http://hai.stanford.edu/?fbclid=IwAR0WyBWBnl2_VrkymJMWnm2YeAbjCMsd0qKA8N32p8r1ylHqUVNZ4YsApeY

22Oct/18Off

David Lynch and Showtime Are Creating a Virtual Reality Experience for Twin Peaks

red-room-content-2018 twin-peaks-vr-content-2018David Lynch wants to bring Twin Peaks viewers into his imaginary world via virtual reality.

 Last weekend in downtown Los Angeles, Showtime previewed its first Twin Peaks VR experience, which will be available for fans to buy on Steam for HTC Vive and Oculus Rift sometime in 2019. The demo, on display at the Festival of Disruption—a two-day event curated by Lynch where art, music and meditation intersect—immersed viewers into key scenes of the show. However, the full experience will eventually be a one-hour production created by Showtime and Collider, with guidance from Lynch himself.

The scene begins in Glastonbury Grove, the forest setting familiar to anyone who’s seen the show. Using a flashlight in one hand, the viewer is able to “walk” through the forest at night before coming to a small pool of water that suddenly fills with blood.

See the full story here: https://www.adweek.com/digital/david-lynch-and-showtime-are-creating-a-virtual-reality-experience-for-twin-peaks/

22Oct/18Off

2018 VR Awards: Star Wars, Vive Pro earn top honors

PhilComment: a good list of companies doing interesting things.  Who won appears to be pretty arbitrary.

https://venturebeat.com/2018/10/21/2018-vr-awards-star-wars-vive-pro-earn-top-honors/

22Oct/18Off

Virtual Reality Game Chainbreakers to Be Developed on Ethereum-based Decentraland

chainbreakers.png__740x380_q85_crop_subsampling-2[Philip Lelyveld comment; Other than promoting Libertarianism and enriching the developers, what's the point of this game and why is it using Blockchain?]

As described by Decentraland’s blog post, Chainbreakers is a “strategic role playing game” - which has been developed to capture a “fictional and stylized rendition of Ancient Greece.” The main theme, or story, of the VR game is based on the idea of “a corrupt, evil government” and those opposing its authoritarian regime.

In the VR game, these items are “represented” by non-fungible tokens (NFTs) - which are crypto tokens that represent “something unique” and are “not interchangeable.” Users may receive NFT-based rewards after successfully completing in-game tasks.

See the full story here: https://www.cryptoglobe.com/latest/2018/10/virtual-reality-vr-game-chainbreakers-to-be-developed-on-ethereum-based-decentraland/

22Oct/18Off

Teaching Platonic Polyhedrons through Augmented Reality and Virtual Reality

ACMDL_LogoThe act of teaching has become a challenge as the content becomes more democratic and present in the daily life of elementary and middle school students. Mathematics has presented great difficulty for students to understand since several of its contents, of an abstract nature, need to be presented efficiently, mainly due to the lack of appropriate didactic resources. The present work presents three software for the teaching of mathematics of Plato's Polyhedrons through the visualization of their characteristics: faces, vertices, edges, planning and separation of faces, using technologies of Augmented Reality and Virtual Reality, so that the user can manipulate and view in 3D. The goal of software development was to provide accessible, easy-to-use tools that draw students' attention to help math teachers in basic education.

Download the paper here: https://dl.acm.org/citation.cfm?id=3274243&preflayout=tabs

22Oct/18Off

‘CourtVision’ Review: We tested Steve Ballmer’s attempt to transform the NBA viewing experience

review6-1260x716Can augmented reality provide anything so indispensable that NBA fans would howl in protest if it were taken away?

Not yet. But the technology is impressive, and the potential is there.

That’s my takeaway after trying out Clippers CourtVision for two games. The experience was unveiled this week by former Microsoft CEO Steve Ballmer and his NBA team, the L.A. Clippers.

In “Coach” mode, for example, when Clippers center Boban Marjanović set a screen and cut to the basket for a pass, the system put his name and number over his head to identify him as the player with the ball, diagrammed the play in real-time on the floor (below), and showed his point total above his head after he scored.

It all happens automatically, without human intervention, which is no small technological feat. The stream is currently delayed by two minutes from the live action, to allow time for the required processing, but that’s down significantly from earlier testing, and Ballmer and Second Spectrum say the time gap will get even shorter over time.

One feature of the CourtVision app is the ability to switch the audio away from the game commentators to “Sneaker Squeaks” mode. Unfortunately, this silences only the broadcasters, not the incessant music and sound effects that plague NBA games (and other professional sports). For this basketball purist, at least, the ability to take away that modern “advance” would make the technology truly indispensable.

In the meantime, CourtVision is an impressive technological accomplishment with useful features for basketball fans, and the potential to become even more valuable as it evolves over time.

See the full story here: https://www.geekwire.com/2018/courtvision-review-tested-steve-ballmers-attempt-transform-nba-viewing-experience/

22Oct/18Off

Microsoft locates first VR/MR incubator in Nanchang, Jiangxi

Microsoft on Saturday signed a memorandum of understanding to locate an incubator project centering on virtual reality (VR) and mixed reality (MR) in Nanchang, East China's Jiangxi Province.

The deal was signed between Microsoft China and the government of the city's Honggutan New District on the sidelines of the 2018 World Conference on VR Industry being held in Nanchang.

The VR/MR incubator, the first of its kind for the company, aims to usher in and nurture innovative enterprises in the fields of VR/MR, according to the district government.

Teng Wen, vice president of Microsoft's greater China region, invited global VR/MR companies to join the project. He said VR/MR companies, projects, expertise and investments are congregating in China and in Jiangxi, which has launched an industrial base for VR technologies.

See the full story here: http://www.globaltimes.cn/content/1123859.shtml

21Oct/18Off

Global Extended Reality (XR = Augmented Reality + Virtual Reality + Mixed Reality) Marketplace 2018-2023: Focus on Connected Devices, AI Chipsets, Equipment, Applications, Services and Solutions

The marketing material for this report contains a nice list of significant players - https://www.prnewswire.com/news-releases/global-extended-reality-xr--augmented-reality--virtual-reality--mixed-reality-marketplace-2018-2023-focus-on-connected-devices-ai-chipsets-equipment-applications-services-and-solutions-300734446.html

Companies Featured:

  • 3D Systems Simbionix
  • AB Electrolux
  • ABB Ltd.
  • Adapteva Inc.
  • ADLINK Technology Inc.
  • Advanced Micro Devices (AMD) Inc.
  • Advantech Co. Ltd
  • Aeris Communication Inc.
  • AIBrain Inc.
  • Akamai Technologies
  • Alcatel Mobile
  • Allot Communications
  • Amazon Inc. (AWS)
  • Ampla Soluciones SL
  • Analog Devices Inc.
  • Apple Inc.
  • Applied Materials Inc.
  • AppliedVR
  • ARM Limited
  • Atheer Inc.
  • Atmel Corporation
  • Avegant Corp.
  • Baidu Inc.
  • BARCO
  • Bitmain Technologies Inc.
  • Blippar
  • Broadcom Corporation
  • Brocade Communications Systems
  • Cadence Design Systems Inc.
  • CAE Healthcare
  • Cambricon Technologies Corporation Limited
  • Catchoom Technologies
  • Cavium Networks
  • Ceragon Networks
  • Cisco Systems
  • Cumulocity GmBH
  • Cyber Glove Systems
  • Cypress Semiconductor Corp
  • DeePhi Tech
  • Dell Technologies Inc.
  • EON Reality Inc.
  • Facebook
  • Firsthand Technology (Deepstream VR)
  • FOVE Inc.
  • Fujitsu Ltd.
  • Fujitsu Technology Solutions
  • GE Healthcare
  • General Electric Co.
  • General Vision Inc.
  • Google Inc.
  • Graphcore
  • GROQ Inc.
  • Gyrfalcon Technology Inc.
  • Hewlett Packard Enterprise
  • Honeywell International Inc.
  • Horizon Robotics
  • HTC Corporation
  • Huawei Technologies Co. Ltd.
  • IBM Corporation
  • Imagination Technologies Limited
  • Inbenta Technologies Inc.
  • Infinity Augmented Reality Inc.
  • Inglobe Technologies
  • Integrated Device Technology (IDT) Inc.
  • Intel Corporation
  • InterDigital Inc.
  • Juniper Networks
  • Knuedge Inc.
  • Koniku
  • Koninklijke Philips N.V
  • KRTKL Inc.
  • Leap Motion Inc.
  • Lenovo Group Ltd.
  • LG Corporation
  • Magic Leap
  • Marvell Technology Group Ltd.
  • Marxent Labs LLC
  • Maxim Integrated
  • Mazor Robotics
  • MediaTek Inc.
  • Mellanox Technologies
  • Meta Company
  • Microchip Technology Inc.
  • Micron Technology
  • Microsoft Corporation
  • Mimic Technologies
  • MindMaze
  • Motorola Inc.
  • MYO
  • Mythic
  • NEC Corporation
  • NextVR
  • NGRAIN Corporation
  • Niantic Inc.
  • Niantic Inc.
  • NKK Switches
  • Nokia Corporation
  • Numenta Inc.
  • Nvidia Corporation
  • NXP Semiconductors N.V.
  • Oculus VR, LLC
  • Open Source Virtual Reality (OSVR)
  • Oracle Corporation
  • Osterhout Design Group (ODG)
  • PeerApp Ltd.
  • Philips Healthcare
  • Prologue Immersive
  • PTC Corporation
  • Qualcomm Inc.
  • Quortus
  • Recon Instruments
  • Redhat, Inc.
  • Renesas Electronics Corporation
  • Rockchip
  • Rohm Semiconductor
  • Saguna Networks
  • Samsung Electronics Co Ltd.
  • Schneider Electric
  • ScopeAR
  • Seiko Epson Corp.
  • Semtech Corporation
  • SenseTime
  • SenseVirtual
  • Sensics Inc.
  • Sentient Technologies Holdings Limited
  • Shanghai Think-Force Electronic Technology Co. Ltd.
  • Siemens AG
  • Sixense Entertainment Inc.
  • SK Hynix Inc.
  • SK Telecom
  • Smith Micro Software Inc.
  • Softbank Group Corp. (ARM Limited)
  • Sony Corporation
  • SpiderCloud Wireless
  • STMicroelectronics
  • StreamVR
  • Synopsys Inc.
  • Taiwan Semiconductor Manufacturing Company Limited (TSMC)
  • Technicolor
  • Telit Communications PLC
  • Tenstorrent Inc.
  • Texas Instruments Inc.
  • Toshiba Corporation
  • Ubimax GmbH
  • Unity Technologies
  • Upskill
  • Valve Corporation
  • Vasona Networks
  • VeriSilicon Limited
  • VIRTALIS
  • VirtaMed AG
  • Virtual Reality Company (VRC)
  • Virtually Better Inc.
  • VREAL
  • Vuzix Corporation
  • Wave Computing
  • Wevr
  • Whirlpool Corporation
  • Wikitude GmbH
  • Wind River Systems Inc.
  • WorldViz
  • Xilinx, Inc.
  • Xively
  • Yaana Ltd.
  • Zeiss VR One
  • ZTE Corporation
  • Zugara Inc.