philip lelyveld The world of entertainment technology

8Oct/18Off

167 viewsOct 7, 2018, 11:19am AR Artist Estella Tse: How To Unveil New Realities With Art And Science

Last summer, as one of 15 Adobe AR Artists in Residence, Tse offered a vision of what those new worlds might do. At the Festival of the Impossible, sponsored by Adobe, Tse and her colleagues blended gallery artwork with AR integrations (see the video of Tse's exhibit above). Behind the scenes, Adobe was learning about the user experience of Project Aero, its AR authoring tool.

If Tse is easy with new forms, her background might explain why. Her B.A. from UCLA is in sociology, but she is also trained and experienced in illustration, visual design, web design and front-end development. None of that background is left out of her work.

"Right now, in this exploration phase, my limitations are the technology and what is available," she says. But that's why collaboration between technologists like Adobe developers and artists is so vital. "Right now, the two are so deeply entwined, they have to have space to play with each other, art and science, in order to produce something new."

See the full story here: https://www.forbes.com/sites/michaelhumphrey/2018/10/07/ar-artist-estella-tse-how-to-unveil-new-realities-with-art-and-science/#24c1b89f7529

8Oct/18Off

Varjo (Finland) Augmented Reality Headset for Over $11,000 Is Winning Investors

1000x-1-5Helsinki-based Varjo Technologies Oy announced has raised $31 million in a funding round led by Atomico. Other investors in the company include EQT Ventures and Lifeline Ventures, a Helsinki venture fund whose advisers include Ilkka Paananen, the co-founder and CEO of Finnish gaming sensation Supercell Oy.

But Varjo isn’t pitching its product, currently in the prototype stage, to the mass market. It’s aimed at the auto industry, architecture, and the military, rather than the consumer. Both BMW and the U.S. Air Force are among those signed up to test the gear.

Unlike many augmented reality goggles, which have transparent lenses, Varjo’s goggles are completely opaque and look more like virtual reality headsets from companies such as HTC and Oculus. The headset is fitted with ultra high-resolution cameras to capture the outside world, and the goggles also track a user’s eye movements. This lets the headset produce images -- both of the real world and of virtual objects -- in the center of a user’s field of vision, closely mimicking the way the human eye naturally processes light.

See the full story here: https://www.bloomberg.com/news/articles/2018-10-08/augmented-reality-headset-for-over-11-000-is-winning-investors

 

8Oct/18Off

D-Wave Offers Free Real-Time Quantum Computing For All

D-Wave_Quantum_Computing dimsBaratz said that, “anybody with an email address, basic Python programming know-how, familiarity with Ocean (open source software suite) and a desire to play around with the future of computing can sign up for the program.”

“Everything we do in the tools arena is open source because we want developers helping us to enhance and evolve and improve the tools in addition to the work that we continue to do,” he added.

D-Wave senior vice president of marketing Jennifer Houston emphasized the importance of “the learning and teaching tools and … the community and help.” “When you add all those things together, you start actually getting this robust environment for quantum applications,” she said.

See the full story here: http://www.etcentric.org/d-wave-offers-free-real-time-quantum-computing-for-all/#more-132787

and here: https://www.engadget.com/2018/10/04/d-wave-takes-quantum-computers-mainstream-with-leap/

6Oct/18Off

Penn State – NSF funds three-year study of virtual-reality engineering simulations

Omar Ashour, 04.16, Rob Frank (3) (683x1024)The VR environment, which will include concepts that are taught in a variety of courses, will move Penn State’s industrial engineering program toward a truly integrated curriculum, with a continuing theme, or story, that will reinforce key concepts as students progress through the program.

The National Science Foundation is supporting the project with a three-year grant of nearly $300,000.

“Mechanical engineering students often have physical projects that they can take from one class to another. That allows them to see many engineering concepts in the same object as they advance through the curriculum,” said Omar Ashour, assistant professor of industrial engineering at Penn State Behrend. “We can’t do that in industrial engineering. We can’t bring an entire manufacturing system into a classroom.”

See the full story here: https://news.psu.edu/story/540335/2018/10/05/research/nsf-funds-three-year-study-virtual-reality-engineering-simulations

6Oct/18Off

“Jurassic World” Hits On Formula For VR Arcade Success

https---specials-images.forbesimg.com-dam-imageserve-980908884-960x0.jpg?fit=scale[by my buddy David Bloom]

Recipe No. 1 may be the bronto-sized hit Jurassic World VR Expedition, which landed in June at more than 100 Dave & Buster's restaurants in the United States and Canada.

The four-person VR experience, based on NBCUniversal's durable dinosaur franchise, quickly became what CEO Brian Jenkins said in a September earnings call was  the restaurant/arcade chain's biggest-ever game launch.
Even though the game didn't debut until late in Q2, it already had become "meaningfully incremental" to the chain's revenues, Jenkins said. Now, Dave & Buster's plans to replicate the Jurassic World success by year's end with new titles and more of the VR hardware systems that can run them.
At this week's Hollywood Entertainment Technology Festival in Los Angeles, a string of top execs pointed to  Jurassic World VR Expedition as one smart approach that could be replicated by at least some in the infant industry.
In the meantime, Stromberg's colleague, Virtual Reality Company CEO Guy Primus, said more standardization around specific hardware platforms such as the one in Dave & Buster's will make it easier for creators and location operators to get the scale they need to make money.
"D&B has a great platform," said Primus. "Now we're building something similar for that platform, so there's some standardization."
See the full story here; https://www.forbes.com/sites/dbloom/2018/10/05/jurassic-world-vr-expedition-dave-busters-virtual-reality-success/#788186093a02
6Oct/18Off

Magic Leap’s Acquisition of Computes Strengthens Mesh Computing Capabilities by Crowdsourcing Processing Power

On Friday, Magic Leap announced the acquisition of Computes, Inc., makers of a decentralized and distributed mesh computing platform. Using a blockchain-based peer-to-peer network, Computes can leverage unused computing capacity from idle computers around the world and apply the processing power to perform the heavy lifting required for mesh computing.

See the full story here: https://magic-leap.reality.news/news/magic-leaps-acquisition-computes-strengthens-mesh-computing-capabilities-by-crowdsourcing-processing-power-0187936/

6Oct/18Off

Augmented Reality Growth Fueled by Chinese Investments

According Digi-Capital, which tracks AR investments, China-based funding for augmented reality and computer vision technologies hit $3.9 billion over the last 12 months, surging ahead of North American investment.

There was no immediate apples-to-apples comparison for North America, but the company’s managing director, Tim Merel, wrote that “North American augmented and virtual reality investment fell from nearly $1.5 billion in the fourth quarter of 2017 to less than $120 million in the third quarter of 2018. At the same time, VC sentiment on virtual reality softened significantly.”

Investment Shift

The numbers describing those investments came about 10 months after Digi-Capital identified what Merel called “a fundamental shift from early stage North American (virtual reality) investment to later-stage Chinese computer vision/AR investment.

See the full story here: https://www.pymnts.com/innovation/2018/augmented-reality-chinese-investment-computer-vision-technology/

5Oct/18Off

Facebook’s Oculus Looking to Invest in Location-Based Virtual Reality

shutterstock_340190627-e1454088906523Oculus has long supported the development of VR games and experiences with significant investments, with industry insiders telling Variety that the company in the past struck seven-figure deals with some game developers to premiere their titles exclusively on its headsets. However, up until now, these investments have all been for titles that premiered on the company’s consumer VR hardware, not in VR centers.

A new focus on location-based experiences could be explained by the lagging sales of VR headsets. Many consumers have thus far avoided high-end VR systems because of costs and complexity associated with the technology. VR arcades and location-based VR centers on the other hand have a much lower barrier of entry, and have been a way for many consumers to get a first glimpse of the technology.

See the full story here: https://variety.com/2018/digital/news/facebook-oculus-location-based-virtual-reality-1202969418/

5Oct/18Off

Augmented reality could help solve the cybersecurity talent gap

AR systems are a natural fit for cybersecurity training. Augmented reality enables a level of visualization and information sharing that can accelerate the synthesis of information. In addition, AR opens up new opportunities to gamify training and education programs. By breaking down discrete but common tasks and rewarding fast responses, we can reduce complexity and accelerate learning.

What remains to be seen is whether AR will exacerbate the talent gap. Will hackers learn how to be better criminals with AR? Will gamified AR allow criminals to learn faster?

See the full story here - https://www.scmagazine.com/home/news/augmented-reality-could-help-solve-the-cybersecurity-talent-gap/

 

4Oct/18Off

UNIVERSAL PICTURES AND RYOT PRESENT ‘FIRST MAN’: VIRTUAL REALITY EXPERIENCE, BY CREATEVR

UNIVERSAL PICTURES AND RYOT PRESENT 'FIRST MAN': VIRTUAL REALITY EXPERIENCE, BY CREATEVR

DEBUTS EXCLUSIVELY ON POSITRON VOYAGER®, THE WORLD'S FIRST FULL-MOTION CINEMATIC VR CHAIR

UNIVERSAL CINEMA AMC at CITYWALK HOLLYWOOD, LOS ANGELES, AMC METREON 16, SAN FRANCISCO, AMC GEORGETOWN 14, WASHINGTON, D.C., OCTOBER 5 - OCTOBER 14, 2018

AMC LINCOLN SQUARE, NEW YORK CITY, OCTOBER 6 - OCTOBER 14, 2018

See the full story here: https://www.benzinga.com/pressreleases/18/10/r12455290/universal-pictures-and-ryot-present-first-man-virtual-reality-experien

EXPERIENCE:

RYOT and CreateVR deployed state-of-the-art virtual reality tech to create an experience so real, it's as close as you can get to going to the moon without leaving Earth.

You begin our journey in NASA's Mission Control, where you can explore and see exclusive video of First Man, including interviews with Oscar-winning director Damien Chazelle (La La Land), and stars Ryan Gosling and Claire Foy about the courage and daring of the Apollo 11 mission.

You are then placed in Armstrong's shoes — and in his seat — inside the Apollo 11 Command Module, seconds before launch. The interior of the spacecraft is historically accurate and finely detailed in the placement and appearance of every switch, knob, dial and window.

You feel the immense, barely contained power of the Saturn V rocket as it lifts you out of Earth's orbit and into zero-gravity.

Then, you will arrive at Day 4 of the mission, in lunar orbit, and will begin the descent to the surface of the moon.

You will pilot the Lunar Module, The Eagle, next to fellow astronaut Buzz Aldrin (Corey Stoll), as you experience, firsthand, Armstrong's grit, determination and nerves of steel as you land safely on the lunar surface. Both the Earth and the moon are built to scale, so the veracity and authenticity of the experience is as close to reality as possible.