‘CourtVision’ Review: We tested Steve Ballmer’s attempt to transform the NBA viewing experience
Can 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/
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
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.
- 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.
Lightweight gloves help you touch virtual objects
A group of scientists from EPFL and ETH Zurich ... "DextrES," isn't like the other VR gloves also currently in development. First, it's lightweight and doesn't have a bulky exoskeleton or heavy components. It's made of nylon, is only 2 mm thick and weighs 8 grams per finger. Plus, it needs very little power that it could eventually run on a battery.
Shea explained that the system needs very little power to work, because it blocks movement instead of creating it.
See the full story with video here: https://www.engadget.com/2018/10/20/lightweight-vr-gloves/
Conference on virtual reality opens in east China
Jack Ma, founder of Alibaba Group, said at the opening ceremony that VR should not be just a novel application, but should integrate with other technologies and the real economy.
"Only when it fuses with the Internet, big data and cloud computing, will VR develop from a toy to a key technology that can solve real problems. We look forward to especially how it will change education and medicine," he said.
China's VR market expanded 164 percent year-on-year to reach 16 billion yuan in 2017. The market is likely to exceed 90 billion yuan by 2020, according to the Ministry of Industry and Information Technology, which has promised support for the research and development of core VR technologies.
In the rush to embrace VR, the province of Jiangxi in 2016 launched China's first industrial base for VR, and the city of Nanchang now boasts over 60 VR firms, according to Liu Qi, Party chief of Jiangxi.
See the full story here: http://www.xinhuanet.com/english/2018-10/19/c_137544740.htm
and here: http://www.ecns.cn/news/sci-tech/2018-10-20/detail-ifyyzeyv7660506.shtml
Gartner’s top 10 strategic technology trends for 2019
The Intelligent Digital Mesh
Autonomous Things
Augmented Analytics
AI-Driven Development
Digital Twins
Empowered Edge
Immersive Experience
Blockchain
Smart Spaces
Digital Ethics and Privacy
Quantum Computing
See the full story here: https://www.information-management.com/list/gartners-top-10-strategic-technology-trends-for-2019
Virtual reality experience forces people to lose their jobs and homes, boosts empathy
A new study by Stanford scientists focused on using VR to boost empathy by putting people in the shoes of someone who they might otherwise only read or hear about. Specifically, the used virtual reality to give everyday people a crash course in losing absolutely everything.
The team used a VR experience that they call Becoming Homeless to show people what it’s like to find your life in ruins. In the virtual world, the “player” experiences a range of hardships including losing their job and ultimately giving up their homes.
What they discovered is that people who can experience something first-hand, even in virtual reality, tend to have a lot more empathy for individuals who are actually experiencing those hardships here in the real world.
See the full story here: https://bgr.com/2018/10/18/becoming-homeless-virtual-reality-experience-stanford/
The Digital Transformation To Keep IKEA Relevant: Virtual Reality, Apps And Self-Driving Cars
Space10 Innovation Lab
Space10 is IKEA’s research hub and exhibition space launched in 2015 that brings together designers, artists, and technologists to innovate tomorrow’s new products and solutions. From developing autonomous urban farming to upcycling products and materials into other uses, and autonomous vehicle design to 3D printed meatballs and more, Space10 is churning and testing out ideas that might make it to an IKEA catalog in the not-too-distant future. The goal of Space10 and its partners is to create better and more sustainable ways of living.
See the full story here: https://www.forbes.com/sites/bernardmarr/2018/10/19/the-amazing-digital-transformation-of-ikea-virtual-reality-apps-self-driving-cars/#4852702776be
The Face Of Entertainment Is Changing Because Of Augmented Reality
Revitalising Print Publications?
There are already examples of publishers relying on AR to create a more innovative, fully immersive experience.
The Future of Film and TV
Have you ever watched The Ring? Now imagine the most memorable scene in which the girl crawls out of the well. How about crawling out of the TV and into your reality? This is precisely what could be accomplished through the use of AR technology.
Music, Audio Files and Augmented
While AR may seem like a highly visual technology, there have already been attempts to change the way in which people listen to music or access audio information. AR earbuds are already a thing. Doppler Labs is the company making such equipment and marketing its earbuds as “the first earbuds with Real-World Sound Control.” Now, what exactly does this mean?
Certain real-world sounds (like background traffic noise) could be filtered out while other sounds will come through.
See the full story here: https://www.vrfocus.com/2018/10/the-face-of-entertainment-is-changing-because-of-augmented-reality/
How OTT video streaming service Popcornflix engagement skyrocketed with Unreel: case study
Popcornflix is an over-the-top (OTT) advertising-supported video on demand (AVOD) streaming service. With more than 25 million lifetime downloads and hundreds of thousands of active monthly users, Popcornflix is a well-established and successful business. As the consumer-facing arm of Screen Media Ventures, Popcornflix has the rights to more than 3,000 films, and more than 60 complete TV series. Screen Media Ventures is one of the world’s largest privately held premium video collections in the world.
The Problem
Popcornflix’s rapid proliferation onto OTT platforms brought about several issues that needed to be addressed:
1) Inconsistent user interface (UI) and user experience (UX): The UI and UX in the apps on which Popcornflix content ran were severely uneven.
2) A Fragmented User Base: Popcornflix was not yet a true cross-platform streaming service, as it lacked the ability to track a user’s actions across multiple properties. This prevented Popcornflix from capturing data that could have been used to keep its users more engaged and to inform content strategy.
3) Too Expensive to Update: A wide number of platforms, each with its own design, made it complicated and prohibitively expensive to update each platform’s app regularly to keep up with new features and trends.
The Solution
Enter video streaming service provider Unreel, which provided an answer for each of Popcornflix’s woes. This partnership enabled Popcornflix to focus on its core competency: acquiring and curating great video content.
Instant Growth
The first step of the Unreel and Popcornflix partnership was to launch a new mobile and desktop streaming site to see how it would perform. Replacing the old Popcornflix site with the new Unreel-powered version produced significant improvements.
See the full story here: https://sociable.co/mobile/ott-video-streaming-popcornflix-unreel/
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