Believe the Hype: HypeVR’s Volumetric Video Capture is a Glimpse at the Future of VR Video
The idea is to capture not just a series of 360 pictures and string them together (like with traditional 360 cameras), but to capture the volumetric data of the scene for each frame so that when the world is played back, the information is available to enable the user to move inside the video.
At CES 2017, I saw both the original teaser video shot with HypeVR’s monster capture rig, and a brand new, even more vivid experience, created in conjunction with Intel.
With an Oculus Rift headset, I stepped into that new scene: a 30 second loop of a picturesque valley in lush Vietnam.
It was vivid and sharp—it felt more immersive than pretty much any 360 3D video I’ve ever seen through a headset, mostly because I was able to move around within the video, with proper parallax, in a roomscale area
HypeVR’s approach is different, their rig sits static in a scene and captures it 60 times per second, using a combination of high-quality video capture and depth-mapping LiDAR. Later, the texture data from the video is fused with the depth data to create 60 volumetric ‘frames’ of the scene per second. That means you’ll be able to see waves moving or cars driving, but still maintain the volumetric data which gives users the ability to move within some portion of the capture.
See the full story here: http://www.roadtovr.com/believe-hype-hypevrs-volumentric-video-capture-glimpse-future-vr-video/
The mind-blowing AI announcement from Google that you probably missed.
Using a 3-dimensional representation of internal network data, we were able to take a peek into the system as it translates a set of sentences between all possible pairs of the Japanese, Korean, and English languages.
Within a single group, we see a sentence with the same meaning but from three different languages. This means the network must be encoding something about the semantics of the sentence rather than simply memorizing phrase-to-phrase translations. We interpret this as a sign of existence of an interlingua in the network.
The Man Selling Virtual Reality to China
That rapid rate of consumer adoption gives Geiger a better opportunity to push VR in interesting directions in China than he would have in the U.S. where adoption has been slower, says Eric Hanson, who teaches at the University of Southern California’s School of Cinematic Arts, and develops VR content at xRez Studio in California.
One of his first projects is a planned VR short film called Four Dishes and a Soup. Its simple storyline — a foreigner having dinner with his Chinese girlfriend’s family — provides a way to discuss Chinese concerns about accommodating foreign culture while maintaining a sense of unity. Early in 2017, before writing the script, he will have the actors actually have dinner in a Chinese family setting and record the improvisation among them from the foreigner’s point of view using a stereoscopic camera.
And there are cultural differences he has found one needs to be sensitive to that will impact his VR work as well. Whereas a Western screenwriter might (as Calder Willingham and Buck Henry did in The Graduate) have the hero express his love by bursting into the church when the heroine is about to marry another man and declaring his love in front of a roomful of strangers, a Chinese screenwriter would have the hero challenge the man who’s about to marry the heroine but never tell her his true feelings.
There are business differences, too. The Western convention is to take out insurance to compensate investors if a film is not completed, but Chinese producers see this as unnecessary, says Geiger.
VR arcades are already doing brisk business offering shooting games and short videos for around $7 (50 yuan) per person. These could become a place to roll out exploratory content, says Eric Shamlin, executive producer of Secret Location, a studio based in Toronto and Los Angeles that won a 2015 Emmy for a VR experience it created, and who has traveled to China to explore potential partnerships.
See the full story here: https://www.technologyreview.com/s/603218/the-man-selling-virtual-reality-to-china/
Virtual-reality film pushes you into Cirque’s underwater world
“Dreams of O” was released Thursday for CES as a follow-up to October’s “Ka The Battle Within.” Both are free downloads for Samsung Gear VR headset owners all year. But
The 12-minute “O” film took three days to shoot after a day of rehearsal, with the performers playing to a 360-degree camera in a submersible box operated remotely. A virtual-reality camera doesn’t zoom in and out, so the artist swims up to it.
See the full story here: http://www.reviewjournal.com/entertainment/shows/virtual-reality-film-pushes-you-cirque-s-underwater-world
Smart augmented reality Gorilla Glass could be coming to future cars
The same glass can be used in a dashboard, which (like a tablet screen) could be touch-controlled across its entire length, while the flexibility of Gorilla Glass would also allow windows to change from clear to tinted at the driver's discretion.
All this would come with the added benefit of improved fuel efficiency according to Corning, due to Gorilla Glass's strong-yet-light make-up.
“By bringing Corning Gorilla Glass to the automotive industry, Corning is delivering lighter, tougher, and more optically advantaged solutions, enabling improved fuel efficiency, and a safer, more enhanced user experience for both drivers and passengers,” said Marty Curran, executive vice president at Corning.
See the full story here: http://www.techradar.com/news/smart-augmented-reality-gorilla-glass-could-be-coming-to-future-cars
The First Ever Augmented Reality Climbing Wall: How It Works and Why
The augmented reality climbing wall, according to its creators, Raine Kajastila and Perttu Hämäläinen of Finland’s Aalto University, comprises a projector, a depth camera and a computer system that continually analyzes climbers movements. That system is in charge of providing feedback regarding the performance of the climbers, and it adds interesting tasks and challenges for them when they’re ready.
Kajastila and Hämäläinen created the AR climbing wall you just saw for an ongoing Aalto University research project.
“We aim to study how to give meaningful AFB (augmented feedback) during climbing (and other challenging activities) visually or aurally, including (analyzing center of mass (COM) body movements) and arm trajectories, projections that follow the natural focus of attention, training of specific climbing moves, and quality of movement,” they say.
See the full story here: http://anewdomain.net/first-ever-augmented-reality-climbing-wall-how-it-works/
A Hidden Figures augmented reality app puts invisible scientific geniuses all over America
The film Hidden Figures, released late last year, follows three under-recognized female mathematicians who helped NASA launch humanity into space in the 1960s. So in order to promote it, IBM and The New York Times Company are putting literally hidden figures all around the US, waiting to be discovered with your phone. Outthink Hidden, as the project is called, is an augmented reality app that’s supposed to help people learn about marginalized doctors, engineers, and scientists. It launched at CES, and we got to check it out.
See the full story here: http://www.theverge.com/2017/1/8/14201852/outthink-hidden-figures-augmented-reality-app-ibm-nyt-ces-2017
Lumus Packed a 55 Degree Field of View into Optics Less than 2mm Thick
At CES 2017, Lumus is demonstrating its latest waveguide optics which achieve a 55 degree field of view from optics less than 2mm thick, potentially enabling a truly glasses-sized augmented reality headset.
Israel-based Lumus has been working on transparent optics since 2000. The company has developed a unique form of waveguide technology which allows images to be projected through and from incredibly thin glass. The tech has been sold in various forms for military and other non-consumer applications for years.
See the full story here; http://www.roadtovr.com/lumus-maximus-55-degree-field-of-view-thin-optics-augmented-reality/
Razer Reveals 4K Projector for Gamers Who Want to Go Big
Project Ariana employs a wide-angle fisheye lens in order to project real-time video of gaming onto a wall or other surfaces, for a more immersive experience than what is traditionally offered with monitors. A pair of 3D depth-sensing cameras detects lighting, furniture and other variables. Some say it is similar to the approach taken by Microsoft’s Illumiroom concept.
See the full story here: http://www.etcentric.org/razer-reveals-4k-projector-for-gamers-who-want-to-go-big/
CES 2017: Distinguishing Between Machine Learning and AI
As predicted, artificial intelligence has been one of the most repeated phrases of CES 2017. It seems every other vendor here is slapping the “AI” label on its technology. So much so that it inspired us to take a (short) step back and look at what AI is in relation to machine learning. The reality is: there are still very few applications that can be legitimately labeled as artificial intelligence. Self-driving cars, DeepMind’s AlphaGo, Hanson Robotics’ Sophia robot, and to a lesser extent Alexa, Siri and the Google Assistant, are all AI applications. Most of the rest, and certainly most of what we’ve seen here at CES, are robust, well productized machine learning applications (usually built on neural network architectures), often marketed as AI.
There’s a clear and substantial difference between the two…
- Machine Learning: learning machines.
- Artificial Intelligence: thinking machines.
See the full story here: http://www.etcentric.org/ces-2017-distinguishing-between-machine-learning-and-ai/
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