philip lelyveld The world of entertainment technology

9Feb/18Off

Trimble and Microsoft Hololens; This Is What A Mixed Reality Hard Hat Looks Like

trimble-mixed-reality-hard-hat3-1140x760Which is how Microsoft finds itself in the somewhat unlikely position of endorsing a hard hat. They have been working with Trimble to come up with a design complete with MSA V-Gard hard hat, suspension system, and quick-release accessory clips. All of which allow workers to wear the HoloLens comfortably without voiding the warranty of the $3,000 device.

It also meets basic impact protection requirements of ANSI Z87.1, CSA Z94.3 and EN 166 (the most common protective glass certification standards) and IP50 rated testing, meaning the device will be able to perform protected from dust. And while that might not sound like the sexiest list of features, it seems to have got this construction crew excited enough in the demo video below.

The application they are using is called Trimble Connect. It turns data into 3D holograms, which are then mapped out to scale onto the real-world environment. This gives workers an instant sense of where and how various elements will fit and exposes mistakes early on in the process.

The Hard Hat Solution, which is expected to be released later in the first quarter of 2018, will build upon what has been Microsoft’s HoloLens strategy from the very start, focusing on enabling Industry 4.0 efficiencies and capturing the lion’s share of the enterprise market.

See the full story here: http://www.virtualrealitypulse.com/edition/monthly-htc-google-2018-01?open-article-id=7789927&article-title=this-is-what-a-mixed-reality-hard-hat-looks-like&blog-domain=vrscout.com&blog-title=vrscout

9Feb/18Off

NextVR’s Latest Tech is Bringing New Levels of Fidelity to VR Video

nextvr-ces-2018-3-768x432NextVR, on the other hand, is one of only a handful of companies pushing the limits of production and playback quality, now approaching a level of quality and features that could properly be called ‘VR video’ rather than plain old ‘360 video’.

Cole says that, in the best case scenario with 8 Mbps bandwidth, the company can now stream 20 pixels per degree, up from 8.5 pixels per degree previously. Keep in mind, that’s also in stereo and at 60 FPS. The company plans to roll out this higher-res playback to supported devices (we understand Windows VR headsets only, to start) early this year, but I got to see a preview running on Samsung’s Odyssey VR headset which offers a solid step up in pixel count over headsets like the Rift and Vive (1,440 × 1,600 vs 1,080 × 1,200).

In addition to improved quality, NextVR is also adapting their pipeline for volumetric capture and playback, allowing the viewer’s perspective to move positionally within the video (rather than just rotationally). Adding that extra dimension is huge for immersion, since it means the scene reacts to your movements in a way that appears much more natural.

Since the company is using stereo orthogonal projection, Cole explained, wherein the scene’s pixels are projected on a 3D mesh and transmitted to the host device, new frames needed for positional tracking are generated locally and displayed at the headset’s own refresh rate (meaning, just like rotational tracking, even though the footage is 60 FPS, you’ll see 90Hz tracking on a 90Hz headset).

See the full story here: http://www.virtualrealitypulse.com/edition/daily-oculus-google-2018-02-07?open-article-id=7812156&article-title=nextvr-s-latest-tech-is-bringing-new-levels-of-fidelity-to-vr-video&blog-domain=roadtovr.com&blog-title=road-to-vr

9Feb/18Off

CoverGirl launches augmented reality beauty experience with no app required

Designed to be used directly in browsers rather than through an app, the mobile-web try-on experience will allow users to virtually apply makeup via their mobile device or desktop computer, using the live camera feature.

See the full story here: https://www.gadgetsnow.com/tech-news/covergirl-launches-augmented-reality-beauty-experience-with-no-app-required/articleshow/62849492.cms

9Feb/18Off

Apple Patents Optical System for Use in Both VR and AR Headsets

  • The patent application goes into detail describing an optical system for use in a head-mounted display. This head-mounted device could be used for either virtual or augmented reality purposes — both are mentioned, but the emphasis, interestingly, is being placed on virtual reality.
  • Additionally, Apple notes that long-term use of a head-mounted device can be uncomfortable. The patent also describes its methods for mitigating this issue — namely the use of more efficient lenses that aren’t bulky or heavy.
  • Basically, Apple has invented a system that can display images or other content on a head-mounted device that incorporates more efficient and comfortable-to-wear technology.

AR-VR-Apple-HeadsetOf course, since it is just a patent application, there’s no guarantee if we’ll ever see the tech described hit the market. So take these rumors with a grain of salt.

See the full story here: https://www.idropnews.com/news/apple-patents-optical-system-use-vr-ar-headset/62706/

See the 15 page patent here: http://appft.uspto.gov/netacgi/nph-Parser?Sect1=PTO2&Sect2=HITOFF&u=%2Fnetahtml%2FPTO%2Fsearch-adv.html&r=27&p=1&f=G&l=50&d=PG01&S1=(20180208.PD.+AND+apple.AANM.)&OS=pd/20180208+and+aanm/apple&RS=(PD/20180208+AND+AANM/apple)

9Feb/18Off

How We Achieved an Olympic Feat of Immersive Journalism

09insider-roberts-olympics-image5-blog427On Monday, The New York Times published its first augmented reality feature. The article, written by John Branch, includes four AR moments and is a preview of the Winter Olympics in Pyeongchang, South Korea.

Readers are able to meet world-class Olympic competitors — the figure skater Nathan Chen, the big-air snowboarder Anna Gasser, the short-track speed skater J.R. Celski and the hockey goalie Alex Rigsby — midperformance. Through your phone, the room around you looks just as it is, except the athlete is in it with you.

Another advantage is the mode of interaction we provide. Instead of the abstractions of pinch-to-zoom or swipe or click, we simply ask readers to treat the graphic as a physical object. If you want to see the form from another angle, you simply walk around to that area. If you want to see something up close, simply lean in to that spot. News becomes something you can see, literally, from all sides.

For the AR experience, we placed these scans into context — for example, placing Nathan Chen at the 20-inch height off the ground he would be midquad, based off photo reference and sometimes motion capture. In your space, this will truly be a distance of 20 inches because this is all true to scale.

Launching John Branch’s article was not just about this single piece of journalism. It was also about exploring what visual journalism may look like in the near future. We are extending stories beyond the inches of a screen — and in so doing, envisioning a world in which devices begin to disappear and the spaces around us become the information surfaces themselves.

See the full story here: https://www.nytimes.com/2018/02/08/insider/olympics-immersive-journalism-augmented-reality.html

9Feb/18Off

Interactive Sculpting Using Augmented-Reality, Mesh Morphing, and Force Feedback: Force-Feedback Capabilities in an Augmented Reality Environment

Abstract:

This article describes an innovative methodology to integrate force-feedback capabilities into an augmented-reality (AR) environment to perform real-time morphing of geometrical surfaces with functionalities. The methodology addresses the interactive sculpting applied to engineering problems with geometry modification and optimization. The objective is to give the designer a computer-aided design (CAD) tool that allows for the modification of a component shape directly touching its virtual representation. The proposed approach is based on the use of radial basis function (RBF) morpher to achieve reliable and robust results in real-time computation. The methodology combines the potentialities of the video-based AR with the use of a force-feedback device. The mixture of such ingredients produces a high level of realism and enhances the interaction level between the user and the objects to be edited, moving a step forward in comparison with standard computer-aided engineering (CAE) methodologies.
9Feb/18Off

How virtual reality may help to treat fear, paranoid thoughts

In a paper published in The Lancet Psychiatry, the researchers state that to their knowledge, theirs is the first randomized controlled trial of virtual reality (VR)-based cognitive behavioral therapy (CBT) that has attempted to improve social functioning and decrease paranoid thoughts in people with psychotic disorders.

"The addition," explains lead author Roos M. C. A. Pot-Kolder, from Vrije Universiteit Amsterdam in the Netherlands, "of virtual reality CBT to standard treatment reduced paranoid feelings, anxiety, and use of safety behaviors in social situations, compared with standard treatment alone."

The study compared two groups of similar people with psychotic disorder: one (the intervention group) received the usual treatment plus VR CBT, and the other (the "waiting list control group") continued to receive the usual treatment.

Altogether, 116 participants took part in the trial. They were randomly assigned in equal numbers to either the intervention group or the control group (58 in each group).

The main difference between CBT and traditional forms of psychotherapy, such as psychoanalysis, is that CBT focuses primarily on current problems and how to solve them and less on trying to understand the past.

See the full story here: https://www.medicalnewstoday.com/articles/320884.php

The full paper is here: https://www.sciencedirect.com/science/article/pii/S2215036618300531

9Feb/18Off

Design Interactive and Atheer Partner to Release New Joint Augmented Reality Solution for Microsoft HoloLens: AUGMENTOR™ powered by Atheer AiR™ Enterprise

AUGMENTOR™ powered by Atheer AiR™ Enterprise allows any procedure to be authored from Atheer’s web accessible portal or in the field through DI’s tools in the HoloLens. (PRNewsfoto/Atheer)

AUGMENTOR™ powered by Atheer AiR™ Enterprise allows any procedure to be authored from Atheer’s web accessible portal or in the field through DI’s tools in the HoloLens. (PRNewsfoto/Atheer)

It brings together the AUGMENTOR™ purpose-built augmented reality troubleshooting application developed for the Microsoft HoloLens by Design Interactive (DI) and Atheer's AiR™ Enterprise augmented reality solution for industrial enterprise customers.

Atheer's award-winning AiR™ Enterprise is a breakthrough enterprise-class AR application that uses smart glasses to connect a worker's physical and digital workspaces – and provides a Web console that can be used for online step-by-step "taskflow" creation as well as secure, cloud-based data storage of those taskflows (allowing taskflow content to be accessible across the enterprise).

Any employee wearing a compatible head mounted display can livestream what they see to a remote expert.  The expert can guide the employee and send them relevant drawings or procedures.

See the full story here: https://www.prnewswire.com/news-releases/design-interactive-and-atheer-partner-to-release-new-joint-augmented-reality-solution-for-microsoft-hololens-augmentor-powered-by-atheer-air-enterprise-300596030.html

8Feb/18Off

The NYT debuts its first augmented reality-enhanced story on iOS

img_0091AR can also be used to create unique experiences within more traditional apps, too, as The New York Times is showcasing with today’s launch of its first-ever AR experiment for storytelling.

In The NYT’s iOS app for iPhone and iPad, the company is debuting its first AR-enabled article, offering a preview of the Winter Olympics.

The article focuses on top Olympic athletes, including figure skater Nathan Chen, snowboarder Anna Gasser, short track speed skater J.R. Celski, and hockey goalie Alex Rigsby.

In the app, NYT readers can view the athletes appear in the room beside them, zoom in and out, and walk around in 360 degrees to see them from every side.

This lets you get up close and personal with the Olympians, where you’re able to see things like how high Chen’s skates are off the ice when performing a jump, the offset of Celski’s skates, or how far open Alex Rigsby’s glove is when making a save.

To get started, you’ll need to give the app access to your iPhone or iPad’s camera, when requested, then point your phone at some non-reflective surface, like the floor in the room, for example. When you see the image, you can tap to place it into position, then walk up to it and around it. You can even bend down and look up at the image, too.

See the full story here: https://techcrunch.com/2018/02/06/the-nyt-debuts-its-first-augmented-reality-enhanced-story-on-ios/

8Feb/18Off

Intel’s new smart glasses hands-on (7 minutes)

 

URL link - https://youtu.be/bnfwClgheF0
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