philip lelyveld The world of entertainment technology

1Mar/18Off

These Augmented Reality Sculptures Make Any Environment An Art Installation

Rianbrownorso_lakeeerie7Los 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

 

1Mar/18Off

Midwifery students use virtual reality to learn the stages of pregnancy with 3D female figure

r0_0_4000_2667_w1200_h678_fmaxMIDWIFERY 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/

1Mar/18Off

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

28Feb/18Off

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/

28Feb/18Off

CryptoHunt Aims To Mix Cryptocurrency With Augmented Reality

cryptohunt_01Those 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/

28Feb/18Off

This blockchain-based platform creates entire cities in virtual reality

MARK.SPACE, a blockchain-powered platform that allows for the creation of 3D websites compatible with VR, poses an interesting solution.

Tokenization of the virtual space

The VR environment created by MARK.SPACE consists of ‘Cities;’ including districts, blocks and units. The bridge between the virtual and the real world economy is the MRK token, which is the internal currency of the platform. This token will allow users to purchase and sell physical goods as well as services on the MARK.SPACE platform.

Currently, the fourth round of the sale is being held, which started on February 15, 2018 and has already raised $9.12 million at the time of the writing of this article. The price of each MRT token during this round has been set at $0.10. There is a hard cap of $35 million. A whitepaper with details of the sale as well as the project has been released by MARK.SPACE.

See the full story here: https://thenextweb.com/virtual-reality/2018/02/26/this-blockchain-based-platform-creates-entire-cities-in-virtual-reality/

28Feb/18Off

Moss Review: Virtual Reality Done So, So Right

42e5f10b1e471870c1e8c899484745f12dcba0feLeaning forward, craning my head down, I come face to face with Quill, an adorable mouse with a scarf around her neck and a sword in her hand. Having just worked together to dispatch a small army of mechanized insects, Quill smiles up at me and raises her paw. I reach out with my controller, giving her a high five. Moss, for PlayStation VR, is utterly enchanting.

Moss is most easily described as a fairy tale, only one that the player gets to take an active role in telling.

As "The Reader," you soon learn that you have the ability to influence Quill, guiding her along paths, up and over obstacles and into battle. At the same time, you'll be manipulating various parts of the environment; pushing, pulling, twisting and sliding all manner of objects in order to help Quill move from one page of her story to the next.

At its heart, Moss is a puzzle platformer with some brief bursts of combat thrown in for good measure. The objectives start out nice and simple, but eventually grow in size and complexity.

Each locale has been lovingly crafted with a sometimes staggering attention to detail, all ready to be explored by a brave little mouse and her trusty companion, the ever-present Reader.

Each page of the adventure is a diorama, one you can fully explore simply by leaning into the world and seeing what secrets it hides.

Wanting a better view of the higher platform, I finally stood up from my couch and marveled all over again at the wonders of VR gaming. There was plenty to see up there, so long as I was willing to move around move and take the time to look.

I've been vague about the game's mechanics simply because discovering all of the ways you can interact with Quill, the world and even her enemies is a large part of the fun in Moss.

See the full story here: https://www.cinemablend.com/games/2317271/moss-review----virtual-reality-done-so-so-right

 

27Feb/18Off

AI Helps Identify People at Risk for Suicide

Technology from Facebook, Cogito and others shows promise, but critics raise privacy concerns.

The algorithms identified common traits among suicidal patients - such as a history of using antidepressants and injuries with firearms - and could predict with 80% to 90% accuracy whether someone would attempt suicide in the next two years.

See the full story here: https://www.wsj.com/articles/ai-helps-identify-people-at-risk-for-suicide-1519400853

26Feb/18Off

Augmented Reality: Google partners with three OEMs to bring AR to China

1467449641-4567Most services in do not work due to the censorship, but Xiaomi, and have all signed on to release devices that will include support over the coming months, the report added.

These devices would be "higher-end" The is "trickier since the Play Store is not available in the country and the third-party app store is fragmented", Xiaomi, and would release through their own app stores.

Recently, partnered with Tencent, invested in China-based startups and announced an AI lab in

also gained a large tech presence in via the completion of its acquisition of a chunk of and it opened a presence in

See the full story here: http://www.business-standard.com/article/technology/augmented-reality-google-partners-with-three-oems-to-bring-ar-to-china-118022400233_1.html

26Feb/18Off

Google’s ARCore hits version 1.0, brings augmented reality to 100 million devices

ARCore-logo-800x444Flagship smartphones from Google, Samsung, OnePlus, and LG are now compatible.

Just like Apple's ARKit, ARCore allows normal smartphones to run augmented reality apps. ARCore apps will either overlay 3D objects on top of the phone's camera feed or allow you to use the phone as a camera in a 3D world, moving your viewpoint around as you move the phone.

Google's blog post lists the following phones as compatible: "Google’s Pixel, Pixel XL, Pixel 2 and Pixel 2 XL; Samsung’s Galaxy S8, S8+, Note8, S7 and S7 edge; LGE’s V30 and V30+ (Android O only); ASUS’s Zenfone AR; and OnePlus’s OnePlus 5." All together, that's about 100 million devices that can run augmented reality apps. In the future, Google says, "Samsung, Huawei, LGE, Motorola, ASUS, Xiaomi, HMD/Nokia, ZTE, Sony Mobile, and Vivo" will bring ARCore to their upcoming smartphone releases.

Another interesting tidbit is that Google is also launching ARCore in China.

See the full story here: https://arstechnica.com/gadgets/2018/02/googles-arcore-hits-version-1-0-brings-augmented-reality-to-100-million-devices/