philip lelyveld The world of entertainment technology

6Sep/18Off

Bitcoin Art Merges Canvas and Augmented Reality

Scoland-based tech artist, Trevor Jones, has revealed that he will be launching a new series of oil paintings ‘fuelled’ with augmented reality and inspired by cryptocurrency culture at the Dundas Street Gallery in Edinburgh in October. The exhibition, titled “DISRUPTION: The Art of Blockchain” will feature 14 large paintings and accompanying media covering various aspects of crypto and investing. These include portraits of some known figures as well as artwork with titles such as The Ecstasy, The Agony, The Hodler and The Day Trader. Viewers can download an app to scan each piece and trigger the AR features.

See the full story here: https://news.bitcoin.com/the-daily-bitcoin-art-merges-canvas-and-augmented-reality-bitmain-ipo-update/

6Sep/18Off

A Hologram Hits the Runway

insider-graham-15-superJumboOur subject was the model and activist Ashley Graham. She had a strict cutoff at noon, and we were leaving extra time for things to go wrong.

As part of “Ashley Graham, Unfiltered — an interview conducted by Joanna Nikas, a New York Times Styles editor, that explores issues around body image — readers who have downloaded the New York Times app (iOS) onto their iPhones or iPads can project a hologram of Ashley into their space as she demonstrates poses and her runway walk.

This is a new video format, with a new production process. Rather than record Ashley from just a few perspectives, she is captured from all angles using more than 100 cameras positioned around her on a stage that is essentially a giant green-screen in-the-round. The images from the cameras are then composited and processed together to create a single “hologram” that, when viewed through the screen on your phone or tablet, can be placed into your own physical environment.

We recorded Ashley Graham at Metastage, a brand new volumetric video studio in the Culver City Studios complex. “Having Ashley as one of our first captures was a testament to how far we’ve come with female empowerment in business,” said the studio’s chief executive, Christina Heller. “We had a strong, vivacious supermodel performing on a state-of-the-art volumetric capture stage run by women. The energy was fun and inclusive, just like it should be.”

The capture zone is confined to an 8-foot-diameter circular area, for instance, which required some creative problem solving — such as designing walk patterns that would fit and look natural in a small space. “It was like a math problem,” Joanna noted. Before she even stepped onto the stage, we worked with Ashley on a piece of circular carpet outside the dressing room area, drawing patterns and arrows on paper as if planning a football play.

We also needed to work within specific styling guidelines from the studio. No super-skinny stiletto heels, for example, and hair needed to be contained to a unified shape, as small flyaway strands are confusing to the capture system.

...personal space. We’ve solved this for now by having the hologram go transparent once a certain threshold of closeness is crossed.

To find other augmented reality projects, readers can choose the “Immersive AR/VR” tab in the NYTimes app.

See the full story here: https://www.nytimes.com/2018/09/05/insider/ashley-graham-hologram-augmented-reality-video.html

5Sep/18Off

Fighting AI-Created Video Forgeries

Toward that end, the research team is training the same adversarial neural networks to spot video forgeries. They also strongly recommend that developers clearly watermark videos that are edited through AI or otherwise, and denote clearly what part and element of the scene was modified.

To catch less ethical users, the US Department of Defense, through the Defense Advanced Research Projects Agency (DARPA), is supporting a program called Media Forensics. This latest DARPA challenge enlists researchers to develop technologies to automatically assess  the integrity of an image or video, as part of an end-to-end media forensics platform.

The DARPA official in charge of the program, Matthew Turek, did tell MIT Technology Review that so far the program has “discovered subtle cues in current GAN-manipulated images and videos that allow us to detect the presence of alterations.” In one reported example, researchers have targeted eyes, which rarely blink in the case of “deepfakes” like those created by FakeApp, because the AI is trained on still pictures. That method would seem to be less effective to spot the sort of forgeries created by Deep Video Portraits, which appears to flawlessly match the entire facial and head movements between the source and target actors.

“We believe that the field of digital forensics should and will receive a lot more attention in the future to develop approaches that can automatically prove the authenticity of a video clip,” Zollhöfer said. “This will lead to ever-better approaches that can spot such modifications even if we humans might not be able to spot them with our own eyes.

See the full story from Siggraph 2018 here: https://singularityhub.com/2018/09/03/the-new-ai-tech-turning-heads-in-video-manipulation-2/#sm.0001knpfynlghdb1pml1xux42h8fy

5Sep/18Off

Video The waterslide with virtual reality

See the video here: https://www.bbc.com/news/av/technology-45348076/the-waterslide-with-virtual-reality

5Sep/18Off

Virtual Reality Transporter – St. Louis Science Center

Saint-Louis-Science-Center-Virtual-Reality-Transporter-OvalSpacewalk: Danger in Orbit
Prehistoric Undersea Adventure

$10/experience, $9 for members.

See the full story here: https://www.slsc.org/exhibits-attractions/virtual-reality-transporter/

5Sep/18Off

Impact of Spatial Cognitive Abilities on the Effectiveness of Augmented Reality in Construction and Fabrication

Modular construction has emerged to help address the challenges posed to the construction industry by stagnant productivity rates and a shortage of skilled labor as it allows for greater automation and for work to be completed in a controlled fabrication shop environment as opposed to on a construction site. This requires tighter tolerance controls than traditional stick-built construction because the components must fit together easily with minimal on-site intervention.

The results of the completed study show that the use of an augmented reality software can increase productivity and minimize the impact of rework for both expert (pipe fitter) and drawing-literate (engineer) users. The revised workflow created through the usage of such a software essentially eliminates traditional rework. It was found that all users can benefit from the use of such a tool but that users who have lower spatial cognitive skills benefit the most.

See the full story here: https://uwspace.uwaterloo.ca/handle/10012/13705

4Sep/18Off

VR SPOTLIGHT: STIFLED BRINGS ECHOLOCATION TO VIRTUAL REALITY

Stifled 1It seems a bit counterintuitive to play a VR horror game about losing the ability to see, but Stifled is proof that sometimes it’s what you can’t see that scares you the most.

Stifled is a game that forces you to navigate using sound. Although it’s not perfect, it’s an interesting concept to explore, even if the VR implementation isn’t as fleshed out as it should be.

Stifled is about sneaking around in the pitch black with various nasty creatures that want to see you dead. The twist is that your character and the creatures are both equally blind in the darkness, but the moment anything makes a sound, the area around the source is illuminated, which allows you to see the environments in an artistic take on echolocation.

This system is incredibly cool in practice, especially when you enable the optional microphone support, which lets Stifled listen to every sound you make as you progress through the story.

Although the echolocation mechanic is undeniably unique, the groundbreaking game design kind of slows down from there.

See the full review here: https://www.gamecrate.com/vr-spotlight-stifled-brings-echolocation-virtual-reality/20648

4Sep/18Off

‘Screaming nightmare’: William Shatner boldly goes into VR

3160He is involved with Ziva Dynamics, a VR company, through which he has experienced “nightmarish footage” involving strange creatures that creep up on the user.

“It’s so real: it’s the stuff of nightmares … We’ve got to be really careful because you could put somebody into a psychosis,” he said.

See the full story here: https://www.theguardian.com/culture/2018/aug/31/a-screaming-nightmare-william-shatner-boldly-goes-into-vr

4Sep/18Off

New attraction opens in Central Fresno to honor William Saroyan

Fresno

Saroyan's home of 16 years has been converted into a high-tech interactive museum in the middle of a residential neighborhood in Central Fresno.

The museum is complete with a hologram of Saroyan, re-creations of stones he collected, and a virtual reality highlighting the literary icon's work.

See the full story here: https://abc30.com/society/new-attraction-opens-in-central-fresno-to-honor-william-saroyan/4113313/

4Sep/18Off

The Art of Virtual Reality

chalkworld_danceroomOnce the preserve of game developers, space agencies, and military training facilities, virtual reality (VR) is fast becoming a formidable means for artistic expression, as evidenced by a suite of new works by notable artists making waves at museums over the past year.

These include Laurie Anderson’s story-centric The Chalkroom, which debuted at the Massachusetts Museum of Contemporary Art (Mass MoCA)in 2017, and Jon Rafman’s apocalyptic View of Harbor—in which an incoming tsunami sweeps viewers out to sea—at the Institute of Contemporary Art in Boston this past spring. And at Art Basel Hong Kong in March, a pair of immersive works by Marina Abramović and Anish Kapoor were presented by Taiwanese company HTC, maker of the Vive Virtual Reality System, a top-of-the-line consumer market headset.

Victoria Chang, director of HTC Vive Arts

“VR has become increasingly important in the museum setting, primarily as a didactic tool enabling us to re-create known places and provide visitors with virtual visits to distant or fragile places or places that no longer exist,” says Mass MoCA curator Denise Markonish, citing the Ochre Atelier at Tate as a prime example. “It’s only recently that we’ve begun to consider the medium as a means in itself to create original and often surreal environments born of an artist’s imagination.”

“What has made VR so exciting for me as an artist is its neural and muscular interface and the relationship it forges between my brain and my physical activity,” says the Danish-Icelandic artist Olafur Eliasson, whose Rainbow (2017) is among the VR Museum’s offerings. “Instead of being merely a consumer or observer of art, VR encourages you to become a producer and participant.”

See the full story here: https://robbreport.com/shelter/art-collectibles/art-of-virtual-reality-2813207/