philip lelyveld The world of entertainment technology

22Mar/17Off

Concerts in Virtual Reality — Becoming More Social

1*87aAH3um53z4xnUnZMNEDgIt did seem as though the musicians seemed even smaller than the previous concert. From what I’ve heard from VR filmmakers, it seems this is a technology limitation related to the proximity of the cameras. Fortunately, it did seem an adjustment was made after the first band causing the artist to be a bit larger.

It was really fun to experience the same show at the same time- while we were 3000 miles apart. And yes, I did gloat a little that I could see Stanton Moore playing drums, from BEHIND the drum kit. As concerts in VR become more social, the appeal to see music in VR will certainly become even greater.

Regarding the sound, there was a single sound source that, while clear and comfortable, was a little disconcerting as the views change from camera to camera. As one point the singer encouraged everyone to scream and, since perspective at that point was in the audience, but the screams weren’t surrounding me, presence was broken. Recently Tim Gedemer, CEO of Source Sound gave a talk on the the complexities of sound capture for VR — over time technology improvements should enable an easier match with perspective.

See the full story here: https://virtualrealitypop.com/concerts-in-virtual-reality-becoming-more-social-b4fb6909a44b#.qg3n09blk

22Mar/17Off

Swapbots Brings Toy Collector Culture To Augmented Reality

Visual-iPad-Boy-1200x800Children have access to mobile phones and tablets nearly as much as adults these days and encounter gaming ecosystems geared toward their interests and that’s what the Draw and Code team out of Liverpool is hoping to tap into. Swapbots is their augmented effort that couples AR with toys that have exchangeable parts to bring the imagination of children to life on mobile devices.

The foundation of the Swapbots experience is the bots themselves, toys that are built with three parts: Head, torso, and lower body. Each character you get comes in those three parts and you can interchange them with other characters to create different combinations of abilities. The Swapbots app then brings those creatures to life via the camera lens on your device so that you can battle with AI or other player-created bots.

The Kickstarter has about three weeks left at the time this article was written and is really close to being funded, so it clearly is something people find interesting.

See the full story here: https://uploadvr.com/sxsw-2017-swapbots-brings-toy-collector-culture-augmented-reality/

22Mar/17Off

CONFRONTING THE “SHOCKING” VIRTUAL-REALITY ARTWORK AT THE WHITNEY BIENNIAL

Schwartz-ConfrontingFakeViolenceattheWhitneyBiennial-1200[Phil Lelyveld comment: Serious misuse of 'the empathy engine' for pointless shock value.  "If you don't let us watch violence, how can we become desensitized to it?" Bart Simpson]

Viewers are directed to a counter, handed noise-cancelling headphones and virtual-reality goggles, and instructed to grip the railing below them. The video begins with a view of clear sky glimpsed between buildings on a wide Manhattan street, as if you’re lying supine on the ground. You can almost smell spring. Then a cut, and there, kneeling on a stretch of sidewalk, is a young man in jeans and a red hoodie, an obscure, plaintive expression on his face as he holds your gaze. A man in a gray T-shirt stands over him: the artist. He takes a baseball bat and whacks his victim in the skull, then drops the bat, drags the man by his legs to the center of the sidewalk, and proceeds to bash his face in with a series of stomps and kicks. Blood gushes. The victim grunts and is silent. In the street, indifferent traffic is lined up bumper to bumper. Pedestrians mill around in the far background. The bat has rolled into the gutter; the batterer retrieves it and carries on. The camera cuts to a dizzying view from above; it feels like hovering upside down in a dream. Throughout, a man’s voice sings the two Hebrew blessings that Jews recite over the candles during Hanukkah. Abruptly, the sound cuts, then the image.

 The whole thing lasts two minutes and twenty-five seconds, if you make it that long.

The violence in “Real Violence” is not real, insofar as it is carried out on an animatronic doll enhanced in post-production. But the troubling veneer of realness is its aim.

See the full story here: http://www.newyorker.com/culture/cultural-comment/confronting-the-shocking-virtual-reality-artwork-at-the-whitney-biennial

22Mar/17Off

Disney – Catching a real ball in VR

extra_large-1490096543-cover-imageDisney Research lab has developed a particularly cool extension of this that allows users to catch a real ball while they're wearing a VR headset and fully immersed in a computer-generated world. The user, therefore, can’t actually see the real ball at all and is instead reacting to its projection as a virtual ball. Neat stuff.

"Catching and feeling the real ball in your hand makes VR much richer, more believable, more exciting, more interactive, more dynamic, more real," Günter Niemeyer, senior research scientist, said in a statement.

"With VR, we can show you the future by pre-rendering where the ball is going to be," Niemeyer added. "For some types of interactions, game designers might choose to take advantage of VR to make certain tasks easier, just as using a net to catch balls might make some games more enjoyable."

See the original post with video here: http://www.iflscience.com/technology/catching-a-real-ball-in-virtual-reality-is-suprisingly-cool/

21Mar/17Off

Dolby Uses Biosensors to Research Media’s Impact on Viewers

Dolby_Biophysical_LabDolby Laboratories, known for its proprietary high-dynamic range technology, is conducting research on how media impacts human beings. The biophysical lab, run by chief scientist Poppy Crum, was established in 2015, growing out of research begun in 2012 to better understand human reactions to audio and video. In addition to aiming thermal cameras at them, the subjects wear a 64-channel EEG cap measuring electrical activity in the brain, heart rate and galvanic skin response trackers and a pulse oximeter.

See the full story here: http://www.etcentric.org/dolby-uses-biosensors-to-research-medias-impact-on-viewers/

20Mar/17Off

Biometric Data Streams and the Unknown Ethical Threshold of Predicting & Controlling Behavior

Voices of VR Podcast – Episode #517

John-Burkhardt-150x150I also talked to John Burkhardt about some of the ethical implications of integrating these biometric data streams within an entertainment and consumer VR context. He says that the fields of advertising and brainwashing often borrow from each other’s research, and he is specifically concerned about whether or not it’ll be possible to hack our fixed action patterns, which are essentially stimulus response behaviors that could be operating below our conscious awareness.

Most of the work that iMotions does is within the context of controlled research and explicit consent of participants, but what happens when entire virtual environments can be controlled and manipulated by companies who know more about your unconscious behaviors than you do?

Burkhardt also says that these types of issues tend to be resolved by implicit collective consensus in the sense that we’re already tolerating a lot of the cost/benefit tradeoffs of using modern technology. He says that it’s just a matter of time before someone creates a way to formulate a unique biometric fingerprint based upon aggregating these different data streams, and it’s an open question as to who should own and control that key.

As I covered in my previous podcast with Jim Preston, it’s easy to jump to utopian or dystopian outcomes regarding privacy in VR, but it’s more likely to fall somewhere in between, as it is complicated and complex.

See the full post here: http://www.roadtovr.com/biometric-data-streams-unknown-ethical-threshold-predicting-controlling-behavior/

20Mar/17Off

Facebook’s secretive and ambitious hardware group is preparing for its debut next month

139232962129097591114709198955182175201609o.jpgThe group, known as Building 8, currently has four simultaneous projects underway, spanning everything from cameras and augmented reality to science fiction-like brain scanning technology, Business Insider has learned.

Facebook’s early efforts with Building 8 are an indication that the company wants to be a serious player in augmented reality, which is considered to be the next frontier of technology, according to Loup Ventures partner Gene Munster.

See the full, lengthy story here:  http://www.businessinsider.com/facebooks-building-8-working-on-camera-augmented-reality-mind-reading-projects-2017-3

20Mar/17Off

Virtual reality system for assisted living, memory care wins prize

virtualreality_1182900[Philip Lelyveld note: I am an advisor to this company.]

The Rendever system includes multiple virtual reality headsets, custom software and a tablet computer. The software syncs headsets together so users can experience a virtual world together that could include a childhood home, an exotic locale, a sporting event or a relative's wedding. The headsets can be controlled simultaneously by caregivers, using the tablet. All content is custom-made by Rendever, based on 20 million gigabytes of content from the internet.

In addition to serving as a tool for socializing, the system can be used for reminiscence therapy, according to MIT. Rendever also hopes to leverage virtual reality data to aid in diagnosing dementia.

The company said it tested the system at a Brookdale community in Massachusetts and found that overall resident happiness increased by 40%. The MIT AgeLab is helping to validate the study findings.

See the full story here: http://www.mcknightsseniorliving.com/news/virtual-reality-system-for-assisted-living-memory-care-wins-prize/article/645134/

20Mar/17Off

EVR Holdings lands deal to show Universal music gigs in virtual reality

drake-at-the-o2EVR Holdings, which is preparing to launch its MelodyVR app, will create virtual reality content for artists signed by Universal, allowing headset users to view gigs and other performances.

EVR and Universal will share the revenues generated on the MelodyVR app. Universal will also subscribe for 43 million shares in EVR, giving it a small stake. It follows a similar deal with Warner at the end of last year.

See the full story here: http://www.standard.co.uk/business/evr-holdings-lands-deal-to-show-universal-music-gigs-in-virtual-reality-a3494201.html

19Mar/17Off

[Boston] Exploring new worlds inside a 2,000-square-foot arena

Zero Latency Survival 4 - AmericaÕs Largest Multiplayer Free-Roam Virtual Reality Game Arenas Coming to Greater Boston and Philadelphia in 2017 Courtesy photo

Zero Latency Survival 4 - AmericaÕs Largest Multiplayer Free-Roam Virtual Reality Game Arenas Coming to Greater Boston and Philadelphia in 2017
Courtesy photo

The cutting-edge experience will be available later this year at a pair of virtual reality arenas that are preparing to open in the Boston area. Participants donning virtual reality headsets will be free to roam around a 2,000-square-foot space while exploring new worlds, solving puzzles and, yes, hunting down bloodthirsty zombies.

“It’s kind of like you are walking in somebody else’s shoes, your body is the controller of the game,” said David O’Connor, one of the three men behind MindTrekVR, who said a player’s ability to immerse him or herself in an alternate reality is “what makes it awesome.”
MindTrekVR will open in Woburn this summer and in Marlboro later in the year. The group also plans to open locations in New Jersey and Philadelphia in 2018. Although the company wouldn’t say how much the virtual reality experience will cost, it did say it will be marketed as luxury entertainment for millennials.

The high-tech arena, which is basically an empty room outfitted with sensors on the ceiling to track players’ location, is powered by ZeroLatency, an Australian company. 

Right now MindTrekVR has announced two games, the zombie apocalypse and another, less panic-inducing experience in which players have to walk around to solve a puzzle in an alien world where whales fly and down becomes up.

See the full story here: http://www.bostonherald.com/business/business_markets/2017/03/exploring_new_worlds_inside_a_2000_square_foot_arena