philip lelyveld The world of entertainment technology

6Aug/18Off

Lufthansa tests inflight VR for passengers

[PhilNote: this is a prerecorded experience, not a live 360 camera on the plane.]

Lufthansa has tested a new inflight virtual reality experience, the ‘VR Moving Map' which has been trialed on a flight to Dubai.

The VR Moving Map allows passengers wearing special VR glasses were able to view the moving landscape below them as a 3D map and even take part in 360° virtual excursions as they immersed themselves in places of interest.

As the aircraft flew over Vienna, some passengers virtually rode the Prater Ferris Wheel or even had the chance to virtually attend one of the city's famous classical concerts. The prototype was developed by Lufthansa in cooperation with 3spin, Lufthansa's lead agency for virtual and augmented reality.

The technology was piloted on a Lufthansa Airbus A330 flying from Frankfurt to Dubai.

See the full story here: http://www.itp.net/617674-lufthansa-tests-inflight-vr-for-passengers

6Aug/18Off

Disney is Developing a “Moving Floor” to Enhance the Feeling of Walking in Virtual Reality

First off, the patent suggests using a vibration technology that will create more or less friction to the user’s feet. This will allow the platform to influence the direction of the user so that they will not contact any walls or other users.

Another method is using a number of rotating disks that can be tilted to influence the direction of the user. Each disk can be rotated independently or as a whole to help guide the user from any obstruction in the physical room.Screen-Shot-2018-08-02-at-2.25.45-PM-1200x832

Finally, there is a solution that involves magnets on the user’s shows and on a “treadmill” beneath the floor. As the user walks, that would move the magnetic treadmill, so the user could walk forever and stay in the same spot in the room.

See the full story here: https://wdwnt.com/2018/08/disney-is-developing-a-moving-floor-to-enhance-the-feeling-of-walking-in-virtual-reality/

3Aug/18Off

UCLA researcher uses virtual reality to understand how animals perceive space

Mayank+Mehta_thmbWhen healthy, we don’t appreciate this gift. However, spatial memory is one of the first functions to deteriorate in several neurological conditions including epilepsy and Alzheimer’s disease. That is why UCLA neurophysicist Mayank Mehta devotes his career to studying how the brain, and especially the cells in the region called the hippocampus, learns to create our perception of space and time.

As Mehta notes, all animals (including humans) “agree 100 percent on concepts of abstract space and time.” And all animals calculate where they are in space in the same way or else they would bump into each other and the objects around them.

Such universal perception of space-time is possible because a set of hippocampal neurons, called “place cells,” fire in an orderly fashion as any animal navigates a jungle, a living room or a maze, laying down a map of space-time without even trying.

How do they turn light, sounds, smells, for example, into a universal perception of space and time?

To resolve this question, Mehta concluded, one would need to tease apart the different sensory stimuli that constitute space-time. This is impossible to do in the real world, but it can be accomplished readily in the virtual world.

In one experiment, the researchers compared the rats’ ability to locate rewards hidden in a real world maze — where rats can use sights, sounds and odors to navigate — with their ability to locate rewards in a virtual maze, where they’re limited to using only visual cues.

First though, an interdisciplinary team that included UCLA students in neuroscience, psychology, computer science, engineering and physics had to build the virtual apparatus from scratch. They designed the hardware, including a ball-shaped treadmill, and trained the rats to become comfortable in virtual reality and to play virtual games.

The findings were surprising. The rats in the virtual maze found hidden rewards as skillfully as rats in a real maze. Rats, it turned out, can see quite well.

These studies demonstrate that the brain needs inputs from multiple sensory factors to construct a working spatial map, Mehta said. If the vision says you are moving in space, but the sounds and smells tell otherwise, as is the case in virtual reality, the neural activity becomes very strange.

See the full story here: http://newsroom.ucla.edu/stories/ucla-researcher-uses-virtual-reality-to-understand-how-animals-perceive-space

3Aug/18Off

Event Planning Platform AllSeated Launches New VR Visualization Tool

allseated-vr-1021x580AllSeated, an event planning and coordination platform, has launched a new VR tool which allows for one to one visualization of floorplans and venues for high end event planning.

AllSeated’s new VR visualization tool allows for virtual walk through a venue before locking down plans, offering up a better perspective of what the venue will look like once everything comes together. Currently, over 100 venues are enabled for the new VR platform, AllSeated says, and projects having more than 1,000 venues in their VR library by 2019.

AllSeated claims to have the capability to customize every detail of a specific event space such as furniture choices, colors, table linens and placeware, and ornament designs. This is meant to allow a client to fully see the space well in advanced of an event to allow for planned adjustments rather than the day of an event. The application is compatible with a range of VR headsets specifically noted are the Oculus Go, Gear VR, and Vive.

Alongside the VR components, AllSeated also includes seating charts, the ability to track RSVPs and menu choices, timeline creation, task lists for vendors, and offers guest mobile check-in. Venue clients can access event layout and design, invite collaborators, and customize details while using a VR headset as though they were at the venue themselves. This form of event planning is meant to make the process more time and cost effective for planners and provide clients a more enjoyable planning experience.

See the full story here: https://www.roadtovr.com/event-planning-platform-allseated-launches-new-vr-visualization-tools/

3Aug/18Off

Nickelodeon Developing Augmented Reality Series ‘Meet The Voxels’

nickNickelodeon is upping their game when it comes to original programming. The kid-centric cable channel is developing Meet the Voxels (wt), an original virtual and augmented reality series from the mind of Chris Young, Senior Vice President of Nickelodeon’s Entertainment Lab.

This marks Nickelodeon’s first project that will use its use of cutting-edge virtual cinema technology, including real-time full body and facial performance capture, which takes innovative and immersive storytelling to another level.

Meet the Voxels takes kids behind the scenes of a video game world and follows a family of video-game characters, the Voxels, on their adventures on-and-off-duty. The family members are:  Hunter, the 13-year-old star of a laser-tag video game; Maude, a 16-year-old girl fighting to pop as many bubbles as she can;their younger brother Cody who has not found his video game calling yet; Mom, a popular street fighter in her game; and Dad, a ’90s-era classic console game character who quit the business years ago. All the characters currently have working names. Nothing is set in stone yet as the series is still in development.

See the full story here: https://deadline.com/2018/08/nickelodeon-meet-the-voxels-virtual-augmented-reality-1202438400/

3Aug/18Off

Nokia’s Snake Game Slithers into Augmented Reality via Facebook AR

giphy-21 giphy-22If you're a part of Generation X or a Millennial, there's a good chance that the first mobile game you played was Snake on an old school Nokia phone. Now, you can relive that nostalgia of monochrome and push buttons in augmented reality with the Facebook Camera.

HMD Global, the company behind the current iteration of Nokia phones, has developed two augmented reality experiences for Facebook's platform. First, there's Snake Mask, which adorns users' faces with a giant pixelated snake mask.

The other AR experience is called Snake Real World, which lets users play the classic game in their physical environment.

See the full story here: https://mobile-ar.reality.news/news/nokias-snake-game-slithers-into-augmented-reality-via-facebook-ar-0186318/

3Aug/18Off

Augmented Reality Shopping Service Launched

armarket-600_OKwB8lhRather than using augmented reality to bring individual products to a specific location for visualization, this approach takes the consumer into the entire shopping environment through AR.

The service, called AR Market, gives mobile shoppers an online shopping experience similar to being in a physical store. Products can be viewed via 360-degree AR videos. Lifestyle products, fashion and consumer electronics are featured.

Plans are to add next-generation technologies, featuring AR, artificial intelligence and 3D modeling.

See the full story here: https://www.mediapost.com/publications/article/323117/augmented-reality-shopping-service-launched.html

3Aug/18Off

VR porn booths let Japan’s randy cyber-pervs watch virtual reality smut for just £10 an hour

NINTCHDBPICT000424338447But Japan has taken this immersive medium a step further, creating dedicated booths for watching virtual reality smut in peace.

The booths were discovered by sex tech blogger Charlie Forrest, who wrote: "Space is a valuable commodity, but it would seem that in Tokyo at least, so too is the privacy to masturbate."

These sex booths were created by a company called Soft On Demand, a notorious Japanese VR porn firm.

"And yes you might be right, and we didn’t ask, but we think that’s a vacuum cleaner in the picture too."

The booths are located in Tokyo's infamous Akihabara district, an area known for its geek culture and seedy stores.

The rooms are reportedly sound-proofed, but it's not clear how regularly they're cleaned – or whether the VR headsets are even wiped down.

See the full story here: https://www.thesun.co.uk/tech/6926107/vr-porn-booths-tokyo-japan-virtual-reality-videos/

2Aug/18Off

Godzilla VR Experience Heading To VR Zone Osaka

Debuting simultaneously with the launch of VR Zone’s newest Osaka location later this year, the location-based experience will allow friends to team up against the alpha predator himself using a combination of HTC Vive VR headsets and custom motion chairs equipped with dual joystick controls. Taking on the role of combat chopper pilots, users will have access to a massive arsenal of destructive firepower in which to protect the city from Godzilla’s equally devastating attacks.

Godzilla made its VR debut back in 2016 with Shin Godzilla VR available for Japanese PS VR users. The monster also dipped its toes into AR back in May with Tokyo’s Godzilla Nights event, powered by Microsoft’s Hololens.

See the full story here: https://vrscout.com/news/godzilla-experience-vr-zone-osaka/

2Aug/18Off

New Virtual Reality ETF Hopes For Real Returns

...Wednesday’s launch of the Defiance Future Tech ETF (AUGR), whose ticker symbol plays into the product’s focus on augmented reality and virtual reality technologies.

The fund comes with an expense ratio of 0.65% and lists on the NYSE Arca.

Defiance was founded by Matt Bielski, and alum of ETF issuers like ProShares and BlackRock’s iShares. Most recently, he left Direxion to form Defiance. The firm is primarily focused on the technology space.

The AUGR fund tracks the rules-based, modified equal-weighted BlueStar Augmented and Virtual Reality Index comprised of companies whose products and services are predominantly tied to the development or commercialization of augmented or virtual reality technologies.

The components are selected based on publicly available regulatory filings. To be eligible for inclusion, they must have at least $150 million in market capitalization and meet minimum liquidity requirements.

According to the fund’s prospectus, those technologies include artificial intelligence; gaming systems; graphic processing units; image and touch display manufacturing; sensors used for touch, depth, or image perception; and software or applications dependent on augmented and virtual reality.

The AUGR fund’s top five holdings comprise Nintendo, Silicon Motion Technology, Lenovo Group, Corning and “Cash & Other.” The rest of the portfolio’s 59 holdings is laden with large-cap tech names— including leading players in the AR/VR space such as Facebook, Alphabet, Microsoft, Samsung and Sony—and a decent slice of smaller, less-familiar companies.

Roughly 60% of the fund is U.S. companies, with foreign countries represented in the index including Japan, South Korea and France. The constituents include such big names as Nintendo, Disney, Sony and Snapchat, but also lesser-known names such as Dassault Systemes, Kopin and Battle Technologies, according to Bielski.

See the full story here: https://www.fa-mag.com/news/new-virtual-reality-etf-hopes-for-real-returns-40095.html

plus here: http://www.etf.com/sections/daily-etf-watch/virtual-reality-etf-debuts?nopaging=1