philip lelyveld The world of entertainment technology

12Sep/17Off

motion simulator is making VR feel real

https://futurism.com/videos/a-motion-simulator-is-making-vr-feel-real/

See the full post here: https://futurism.com/videos/a-motion-simulator-is-making-vr-feel-real/ and  here: https://twitter.com/search?q=motion%20simulator%20vr&src=typd

12Sep/17Off

Zuckerberg’s $1 Billion Bet on Making Facebook ‘Video-First’

“Our read-through is that Facebook is likely willing to spend billions of dollars to buy rights for content that might otherwise appear on TV,” said Pivotal Research analyst Brian Wieser.

Facebook is also focusing on sports, bidding more than $600 million “for the digital rights to stream cricket matches in India from 2018 to 2022, according to a tweet by the Indian Premier League.” Facebook lost that bid to 21st Century Fox’s Star India, “which bid $2.6 million for broadcast and digital-streaming rights.”

Full story here: http://www.etcentric.org/zuckerbergs-1-billion-bet-on-making-facebook-video-first/

12Sep/17Off

Pimax 8K & 5K VR Headsets Coming to Kickstarter Later This Month

pimax-8kPimax, the China-based VR headset manufacturer, just released a preview of their Kickstarter page for its new 8K and 5K VR headsets.

To be frank, the Pimax headsets aren’t actually 8K or 5K resolution, instead integrating dual 3840×2160 LCD panels and dual 2560×1440 OLED panels respectively. Both are still higher resolution than consumer VR headsets today though, and have a much higher field of view (FOV) at 200 degrees horizontal, almost the entire 220 degree natural range of human eyes.

Road to VR’s Frank He, who tried the headset, said its 200 degree FOV was “impressive,” and that resolution-wise, he couldn’t discern sub-pixels “no matter how hard [he] looked.” To He, the screen door effect (SDE) was also diminished to the amount of “looking at a slightly textured surface or film.”

See the full story here: http://www.virtualrealitypulse.com/edition/daily-google-htc-2017-09-11?open-article-id=7191052&article-title=pimax-8k---5k-vr-headsets-coming-to-kickstarter-later-this-month&blog-domain=roadtovr.com&blog-title=road-to-vr

11Sep/17Off

Chinese video site offers virtual escape from ‘boring’ reality

bilibilicomiFeeling trapped in her "boring" life as a member of China's modern workforce, "Yaorenmao" escapes online, where she prances and preens in cosplay outfits for her 1.3 million fans.

Her alternative world is bilibili.com, a Shanghai-based video-sharing platform that has attracted more than 150 million Chinese users with its eclectic mix of user-generated videos and animation largely inspired by the Japanese world of ACG (animation, comics and games).

You can never leave

"I worked like a normal person after graduation (from university), but normal life and work are just too boring," she said, withholding her real name and occupation to keep her two lives separate.

Fans accumulated, often sending gifts or money, which she ploughs back into increasingly elaborate costumes and settings, including a 10,000 yuan ($1,500) trip to Japan to shoot videos during the picturesque cherry blossom season.

Her fans approach her amateurish work "with a generous heart and encourage me because they want to see me getting better and better. It's as if they are getting better and better themselves," she told AFP.

Spurred in part by a shortage of engaging youth-oriented content in China where Facebook and YouTube are blocked, and media and entertainment outlets are heavily censored, Chinese ACG is developing into a multi-billion-dollar industry, analysts say, drawing investment from tech titans such as Tencent and Alibaba.

Bilibili chairman Chen Rui told AFP Chinese millennials born in the internet age are increasingly inhabiting the virtual world.

Analysts estimate China's ACG world has more than doubled in the past four years to around 300 million fans whose spending within the subculture averages more than 1,700 yuan ($255) per year, and some predict the industry could one day rival its Japanese forebears.

Bilibili offers a bewildering array of material—70 percent of it user-generated—including role-playing, quirky personal videos like Yaorenmao's, amateur commentary on lifestyle, tech, beauty, fashion and entertainment, games, and of course Japanese anime series.

Bilibili launched an annual Shanghai convention in 2013 that drew just 800 people. This year's event in July attracted more than 100,000 uploaders like Yaorenmao and fans, most in their teens or early 20s, and many dressed flamboyantly in comic-character costumes.

See the original story here: https://phys.org/news/2017-09-chinese-video-site-virtual-reality.html

11Sep/17Off

Apple and Microsoft’s Upcoming Events Will Push AR and VR Further Ahead

Apple (NASDAQ:AAPL) will hold its annual iPhone event next week, where the company is expected to launch the all-new iPhone 8 (along with incremental updates for a new iPhone 7s and 7s Plus), a new version of its Apple Watch, and perhaps even a new 4K Apple TV. Microsoft (NASDAQ:MSFT) will have its own event in mid-October, in which the company will debut the latest update to its Windows 10 platform, called the Fall Creators Update.

There's plenty of things going on at both of these events to talk about, but what I want to focus on specifically here is how the companies will likely spur on augmented reality (AR) and virtual reality (VR) adoption through the software updates at these events.

Microsoft is tweaking its software to make it easier for users to use plug-and-play virtual reality headsets with Windows 10.5b285907-42e1-4c4d-9247-2e7b1727237f_edited_large

Right now, high-end VR systems typically have separate sensors that have to be set up with desktops in order to track movement, but the new third-party devices that will debut alongside the Windows 10 update have integrated sensors that were developed by Microsoft for its Hololens augmented reality headsets.

Microsoft said in a recent blog post that third-party hardware makers will debut new, relatively inexpensive virtual reality headsets at the event and that they'll range from $299 for just the headset device to $499 for a headset with controllers.

Microsoft also says it will adjust how the software processes VR content based on how powerful a PC is. Essentially, there will be two tiers of Windows computers in the coming months: Windows Mixed Reality PCs and Windows Mixed Reality Ultra PCs. The former will consist of desktops and laptops with an integrated graphics card and will process VR content at 60 frames per second. The latter are desktops and laptops with their own discrete graphics processor that will be able to send 90 frames per second to the VR headsets.

Adding augmented reality to iOS 11 means that millions of Apple's customers, and potentially hundreds of millions of Apple devices, will soon have access to some of the most sophisticated AR apps on the market.

In an interview with Bloomberg Businessweek back in June Apple CEO Tim Cook said of AR that, "The first step in making it a mainstream kind of experience is to put it in the operating system. We're building it into iOS 11, opening it to ­developers -- and unleashing the creativity of millions of people."

See the full story here: https://www.fool.com/investing/2017/09/09/apple-and-microsofts-upcoming-events-will-push-ar.aspx

10Sep/17Off

VR’s biggest question — How real is too real?

halp-796x4791) Immersion

VR is known for its immersive quality, engaging the viewer fully in the film, game or experience. This immersion means that senses and emotions are heightened for the viewer in ways that are not typical to any other medium. A specific example is, when content becomes violent or scary in VR, the viewer can’t simply look away or leave the room. VR content creators can leverage this to engage viewers, immersing them in other worlds, concepts, storylines or, as in advertising and marketing, taking brand awareness to entirely new levels.

2) Cognitive attention

As I mentioned above, VR is the only medium that commands 100 percent of its audience’s attention and requires active watching. This new level of viewer engagement is what really appeals to brands and original content creators. Where ethics fit into this particular aspect is in examining the duration and level of stressful events occurring in any VR experience and the potential psychological implications of such content.

I foresee VR content creators and distributors eventually taking similar precautions that amusement parks do, where a waiver is signed or included in your ticket purchase, relinquishing responsibility for the inherent risks.

3) Ratings

A rating system has been adopted by most VR App stores, led by Oculus. The International Age Rating Coalition (IARC), which assigns age ratings to games and mobile apps, was applied to all VR experiences in March 2017. The implementation of a global rating system across all VR experiences will put the responsibility on consumers to decide what type of content they want to consume or allow others to consume. The standardization takes the pressure off of content creators and leaves it in the hands of consumers.

See the full story here: https://thenextweb.com/contributors/2017/09/09/vrs-biggest-question-real-real/#.tnw_PhReG00l

10Sep/17Off

Virtual Reality Awards in Venice

Short film "Arden's Wake" by American Eugene YK Chung won the Best Virtual Reality Award at the 74th Venice Film Festival Saturday evening.

"Arden's Wake" is a 16-minute-long animation feature telling the story of a little girl who lives with her father on the water.

"This is a new art form, and it is an incredible honor that the world's oldest film festival has embraced for the first time this art form in official competition," he said.

A Best VR Experience Award (for interactive content) went to "La camera insabbiata" by artists Laurie Anderson and Hsin-Chien Huang, a VR installation that allows viewers to lose themselves in a fully interactive, and immersive animation journey.

A Best VR Story Award (for linear content) went to "Bloodless" by South Korean filmmaker Gina Kim. Based on a true story, the 12-minute-long VR film tells of the last moments of life of a sex worker, who was brutally killed by an American soldier in a U.S. army camp-town in South Korea in the early 1990s.

See the full story here: http://news.xinhuanet.com/english/2017-09/10/c_136597393.htm

10Sep/17Off

The Challenges of Producing A High-End VR Series

trinity-vrOne of the most important elements we wanted to integrate into the series was the ability for viewers to move through the story. At UNLTD, we believe the era of “fixed” or stationary VR experiences is over – where the viewer is pretty much stuck in one place and the action moves past us.

However, when you add movement to a live 360 image, the complexity of the post-production process rises exponentially (like really, really exponentially). This happens both in terms of both stitching the images together and then creating visual FX.

To further enhance the viewer’s ability to move through the story, we decided to “double-shoot” everything, using our own Sputnik Motion-VRcam for all the live action shots, as well as an array of volumetric cameras capturing depth and RGB information on the actors and close-range set. We then scanned the entire location architecture for 3D mapping. Combining all these different assets, we’ve built fully interactive environments where we can match and then switch back and forth seamlessly between the live action-action and volumetric environments.

Although volumetric camera technology is really in its infancy, we’re convinced that all camera capture technology will be volumetric within the next few years.

We believe that true blockbuster “must see” style experiences will drive the mainstream adoption of VR. If we’re to succeed, VR production studios need to push the creative and budget limits and release content at the highest level, competing with anything that film, television or games have to offer.

See the full story here: https://uploadvr.com/challenges-producing-high-end-vr-series/

8Sep/17Off

A BRAVE BOMB-DISPOSAL ROBOT YOU CONTROL IN VIRTUAL REALITY

...a robot called Taurus from SRI International has already begun its takeover of one of the most dangerous jobs on Earth: bomb disposal.

But now SRI has taken its already brilliant bot and made it ... brillianter, by outfitting Taurus with virtual reality. Before, Taurus’ operators watched a 3-D monitor to see the world through the robot’s eyes, then manipulated controls that translated their movements into the movement of the robot’s hands and graspers. Now by strapping on a VR headset, the user can use Oculus Touch controllers as manipulators.

See the full story here:

8Sep/17Off

VR company Upload settles sexual harassment lawsuit

upload_collective.0San Francisco-based virtual reality startup UploadVR, which is now going by Upload, settled a sexual harassment and wrongful termination lawsuit yesterday with its former employee. Anonymous sources told TechCrunch that the lawsuit ended, which Upload later confirmed in a statement. No further details about the settlement were provided.

Upload responded to a request for comment by linking back to a letter from their COO, Anne Ward, in which she says, “Above all else I want to make it clear that Upload is a place where everyone is welcome. Everyone. We will not tolerate discrimination on the basis of age, race, color, religion, gender, gender expression, disability or sexual orientation.”

See the full story here: https://www.theverge.com/2017/9/7/16269282/virtual-reality-uploadvr-hostile-wrongful-termination-unfair-pay