FoxNext VR Selects ‘Planet of the Apes’ for its First VR Game
VentureBeat reports that, in “Crisis on the Planet of the Apes,” “players can expect to band together with other captive apes, confront human violence and channel primate instincts to survive.”
“VR has always held the promise of bringing together the cinematic storytelling of film and the deeply immersive interactivity of games,” said FoxNext VR Studio senior vice president/general manager Brendan Handler. “‘Crisis on the Planet of the Apes’ VR takes this potential to the next level. We set out to give the fan a lead role in this dark Planet of the Apes world — to feel the ape’s strength, power and movement as he fights his way to safety.”
See the full story here: http://www.etcentric.org/foxnext-vr-selects-planet-of-the-apes-for-its-first-vr-game/
Song Made By AI Gets Stunning 360° Music Video
Taryn Southern is an artist, singer, producer and popular YouTuber. Danny Bittman is one of the most prolific creators of immersive art in the world today. And together they have created Life Support — a piece of music composed and created entirely by artificial intelligence.
Danny Bittman: Taryn and I first worked closely for a month to define the story. We ultimately wanted to display someone who was plugged into a fantastical motion based immersion system, I.E their life support system, but we wanted to convey that some kind of balance between VR and RR is necessary in order to maintain sanity.
I wanted to keep the streak going though, so I used the virtual overlay in conjunction with Adobe Premiere’s live 360 previewer. It was quiet a dream as a traditional filmmaker to utilize my old workflows while working with this new Medium. Actually, the only difference between traditional film editing and this 360 workflow was that instead of having a 2D monitor taking up my UI space, my world became my monitor. I had so much more room in Adobe for my timeline and color correction nodes.
We knew most people would be watching this video on their phones, not on headsets – so we wanted to be cognizant to create a great visual experience for them. The downside, of course, is then you have to make choices that can negatively effect the headset experience.
At the end of the day, while Taryn focuses of music and I focus on visuals, we are both just trying to figure out how to partner with emerging technology to prototype and polish our ideas faster. While Taryn worked with Amper’s AI to create Life Support, she still used her creativity to select, tweak, and add to the ideas her computer generated.
High Fidelity Takes Us Dancing In A Virtual Reality Club
Yes, I went dancing in the dance club in VR, and talked to a bunch of people all at once. I even allowed strangers to touch my avatar in VR so that I could physically feel what it was like to have a sense of touch in the cyber world.
The experience felt real, as the movements of the real dancers were in sync with their virtual characters. High Fidelity made it possible by bringing down the latency, or interaction delays, to about a tenth of a second. The quick interaction, combined with the lights and the sound of music and voices, made the dancing experience more believable in VR, Rosedale said.
We saw a dancer floating in the air, like they do in Ready Player One. And we saw a dancer upside down, defying gravity, walking on the bottom of a crystal disco ball. We gathered around Rosedale and struggled to listen to him amid the dance music. But I could hear him. The audio seemed to come from different directions, but I had trouble identifying which avatar was talking until I saw the avatar’s lips move in sync with the voice.
High Fidelity brought in a half-dozen dancers and equipped them with HTC Vive VR headsets. They also had Vive Trackers, or sensors that were attached to their legs, hips, and backs. Those sensors captured their full body movements, and High Fidelity translated those moves into much better action on the dance floor. I could only wave my arms around, but those dancers were moving everything.
See the full story here: https://uploadvr.com/high-fidelity-takes-us-dancing-virtual-reality-club/
Paul Allen Wants to Teach Machines Common Sense
“To make real progress in A.I., we have to overcome the big challenges in the area of common sense,” said Mr. Allen, who founded the software giant Microsoft in the 1970s with Bill Gates.
But these machines struggle with other basic tasks. Though Amazon’s Alexa does a good job of recognizing what you say, it cannot respond to anything more than basic commands and questions. When confronted with heavy traffic or unexpected situations, driverless cars just sit there.
A.I. “recognizes objects, but can’t explain what it sees. It can’t read a textbook and understand the questions in the back of the book,” said Oren Etzioni, a former University of Washington professor who oversees the Allen Institute for Artificial Intelligence. “It is devoid of common sense.”
Mr. Allen helped fund Cyc, and he believes it is time to take a fresh approach, he said, because modern technologies make it easier to build this kind of system.
Mr. Lenat welcomed the new project. But he also warned of challenges: Cyc has burned through hundreds of millions of dollars in funding, running into countless problems that were not evident when the project began. He called them “buzz saws.”
See the full story here: https://www.nytimes.com/2018/02/28/technology/paul-allen-ai-common-sense.html
Who is seeding the AR Cloud
Technologically speaking, enabling spatial computing needs a Universal Visual Browser (UVB) that can detect the world around it with hyper-precision, and filter contextually relevant data to be displayed to the user based on location, activity, or time of day. The UVB will interface with everything we own, everyone we know, and everywhere we go.
The big dog of computer vision is Amazon Web Services (AWS) which offers Amazon Rekognition (sic) – "Image Detection and Recognition Powered by Deep Learning."
In November 2017, AWS introduced Rekognition Video, which extracts even more data, correctly identifying the activity, direction, and intention of people and objects, making the system capable to tracking subjects that are obscured.
"Blippar is where AR and AI meet," says Tayeb. "It's not enough to identify a woman and a stroller. A universal visual browser will also understand the relationship. The stroller could have a baby inside it and the woman is possibly the mother. It's not just visual, it's contextual. That's what makes Blippar unique."
Toronto based startup Vertical.ai, a 2015 Y- Combinator graduate which has raised 2M to use computer vision and simultaneous localization and mapping (SLAM) to build an AR Cloud, just announced the launch of Placenote. an app that allows mobile developers to build AR apps that permanently place virtual objects in the real world for others to discover. If Blippar works at the city scale, Placenote works best at the room scale.
“One of the big things holding back engaging AR is for content to feel like it’s actually physically part of the world,” 6D.ai CEO Matt Miesnieks told TechCrunch in an interview.
Miesnieks describes 6D.ai as "Waze for AR". The app would take all those rooms, all those locations, all those cities, and stitch together buildings, objects, landmarks and other camera data to create a world map, both inside and outside the home, school, office, or wherever the app is used. In addition to the providing developers the 3D structure of the world without needing depth cameras, 6D.ai will semantically identify 3D objects to enable intelligent AR applications. Miesnieks told me in an email 6D.ai will have significant company news within the next four weeks. The company first garnered attention when Tim Cook visited Oxford in 2017 and expressly asked to see Prisacariu's project.
Dent Reality of London is announcing a family of developer tools to make it simple to create AR location experiences, beginning with "Point Of Interest" experiences.The toolkit uses Computer Vision to identify the surrounding landscape, and then precisely overlays digital content.
Charlie Fink is a former Disney & AOL exec and Forbes columnist. In the 90s, he ran VR pioneer Virtual World. He's the author of Charlie Fink's Metaverse, An AR Enabled Guide to VR & AR.
See the full story here: https://www.forbes.com/sites/charliefink/2018/03/01/who-is-seeding-the-ar-cloud/#50055e7f5ae2
These Augmented Reality Sculptures Make Any Environment An Art Installation
Los Angeles-based artist Nancy Baker Cahill recently released 4th Wall, an iOS appthat allows audiences across the globe to view her drawings in their own environments through the wonders of augmented reality. With AR, they can become a part of many different environments, at least temporarily. Over the last few weeks, her work has turned up in some surprising places, a few of which have been documented on the app's Instagram feed. They've flown through the sky above Malawi, dangled over a London street, and floated down the Los Angeles River. One even traveled the baggage carousel at Los Angeles International Airport. With an app, Cahill's drawings can go anywhere.
"It really is a new iteration of public art," says Cahill by phone. To create this project, the artist herself stepped inside AR's cousin, virtual reality.
See the full story here: https://www.good.is/articles/nancy-baker-cahill-vr-ar
Midwifery students use virtual reality to learn the stages of pregnancy with 3D female figure
MIDWIFERY students at the University of Newcastle are going beyond textbooks, dolls and diagrams to learn about the stages of pregnancy via a virtual window into the human body.
The world-first virtual reality technology, developed by the university’s School of Nursing and Midwifery and IT Innovation team, is giving students a visual insight into the internal stages of childbearing, and its effect on the human body.
“At the moment we teach with dolls and pelvises, and I can tell you firsthand from being a student, as well as an educator, the position of the placenta is one of the hardest things to learn, and yet it’s absolutely one of the most imperative things to know."
With a digital headset, students can explore and observe the gestational stages of a detailed, life-sized 3D female figure without any visual barriers.
See the full story here: http://www.theherald.com.au/story/5258905/world-first-virtual-reality-tech-gets-under-the-skin-for-students/
Remove terror content in 1 hour or else, EU warns tech giants
The commission last year called upon social media companies, including Facebook Inc., Twitter Inc. and Google owner Alphabet Inc., to develop a common set of tools to detect, block and remove terrorist propaganda and hate speech.
The European Union issued internet giants an ultimatum to remove illegal online terrorist content within an hour, or risk facing new EU-wide laws.
The European Commission on Thursday (March 1) issued a set of recommendations for companies and EU nations that apply to all forms of illegal internet material, "from terrorist content, incitement to hatred and violence, child sexual abuse material, counterfeit products and copyright infringement."
"Considering that terrorist content is most harmful in the first hours of its appearance online, all companies should remove such content within one hour from its referral as a general rule," the EU watchdog said.
See the full story here: http://www.straitstimes.com/world/europe/remove-terror-content-in-1-hour-or-else-eu-warns-tech-giants
Brian Eno Brings Interactive Music Composition to Augmented Reality in ‘Bloom: Open Space’ Event
"Bloom: Open Space," an interactive audio-visual exhibit taking place this week in Amsterdam, gives attendees the opportunity to compose melodies and musical patterns by interacting with holograms via hand gestures.
The experience is available via the Bloom app for HoloLens, a collaboration between Eno and collaborator Peter Chilvers, a musician and software designer. (There's also an iOS version of the Bloom app.)
The installation is open daily from 2 p.m. to 10 p.m. through Feb. 25 at The Transformatorhuis (Trafo House) in Amsterdam. Admission is about $13, plus applicable fees, for attendees 13 years old and up.
See the full story here: https://hololens.reality.news/news/brian-eno-brings-interactive-music-composition-augmented-reality-bloom-open-space-event-0183074/
CryptoHunt Aims To Mix Cryptocurrency With Augmented Reality
Those interested in a new way to earn some extra Cryptocurrency will be pleased to know that it is getting the gamification treatment with CryptoHunt.
CryptoHunt is a location based augmented reality (AR) videogame that is designed to make the act of farming Cryptocurrency a more social and fun activity. By using a similar setup to that of Pokémon Go, players will be able to walk about, earning real value coins as they explore, hunt and solve riddles to collect the CryptoHunt tokens.
A demo for CryptoHunt allows users on both iOS and Android to create an account and start exploring the title in real time.
See the full story here: https://www.vrfocus.com/2018/02/cryptohunt-aims-to-mix-cryptocurrency-with-augmented-reality/
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