philip lelyveld The world of entertainment technology

16Dec/16Off

Felix and Paul to Make Virtual Reality Experiences Based on 20th Century Fox Movies

felix-paulAward-winning virtual realty studio Felix & Paul has teamed up with the Fox Innovation Lab to develop and produce virtual reality experiences based on movies and characters owned by 20th Century Fox. First announcements about upcoming projects are expected early next year.

Felix & Paul is best known for its cooperation with Cirque du Soleil, and has also made VR experiences about subjects including Bill Clinton, Lebron James and President Obama’s celebration of the National Parks Centennial.

See the full story here: http://variety.com/2016/digital/news/felix-paul-fox-vr-1201942052/

16Dec/16Off

How Game Mechanics Change In Virtual Reality

photo_by-cerevrumHere are four key examples:

  • movement system limitations
  • ways to avoid movement system limitations
  • body ergonomics and tracking system
  • motion-controller possibilities

There are a number of ways to avoid the motion sickness effect while completing game scenarios and still to move around game actively. A frequent response is movement via teleportation. Some players, however, find teleportation breaks the feeling of immersion.

However, some game developers decide to challenge the motion sickness issue by creating completely new ground for game mechanics. Take the project Budget Cuts for example. The whole game is based on the teleportation feature. It is not perceived as a least-evil solution but rather plays an integral part of the game. Thus, the developers implemented teleportation into game scenarios in a way that fits inside the world.

Isn’t it a cool move: to turn avoiding a limitation into a main feature of the gameplay?

...Players can also be constrained in movement by having a virtual platform to stand on. While the player can’t move beyond the platform, the platforms themselves can move in space. That’s how Hover Junkers does it. These are all different ways to reduce the possibility of motion sickness by making it one of the central features of the game.

Tracking systems introduce sometimes quite interesting game practices, for example, doing actual squats and dodging bullets. When doing physical puzzles a user is expected to place their controllers in different positions. New experiences can be created with fairly basic actions as well. For example, picking apples and “eating” them by bringing your hand to your mouth to regenerate health, or  moving an arm to a shoulder to grab a sword.

In the end, locations and environments in VR become more impressive.

See the full story here: https://uploadvr.com/virtual-reality-changes-game-mechanics/

16Dec/16Off

Virtual Reality Arrives on WordPress

512217-the-best-wordpress-hostingNative virtual reality support is coming to WordPress, the Web publishing platform that powers everything from small-time blogs to major sites like CNN and Best Buy.

WordPress is starting small with VR, initially making 360-degree photos available to its users, along with a beta experiment for 360-degree videos. The WordPress VR viewer is powered by WebVR, itself an experimental bit of code designed to offer in-browser access to content intended for VR headsets like the Oculus Rift, HTC Vive, Samsung Gear VR$95.25 at Amazon, or Google Cardboard.

The end result is an experience very similar to what you'd expect from Google Street View, at least on a desktop browser. You click the play icon on a VR-enabled photo to load the viewer, and then you can click and drag around the scene. There's also an option to go full screen.

If you're browsing on a mobile device, though, you can tap on a button in the lower-right corner of the photo to enter VR mode. Slip your phone into a Google Cardboard viewer, and you can look around the 360-degree sphere just by moving your head.

While plenty of closed-source websites have implemented the WebVR API or something similar, WordPress support is notable because it will let bloggers experiment with the format by dropping in a few lines of code, rather than building a VR viewer from scratch.

See the full story here: http://www.pcmag.com/news/350360/virtual-reality-arrives-on-wordpress

16Dec/16Off

Samsung says a new Gear VR is coming soon, and it’s working on its own HoloLens

stock-samsung-gear-vr-old-0176-0-0Wearable Zone has a long writeup of Hong’s appearance at this week’s Virtual Reality Summit in California, from a talk titled “Future of Artificial Intelligence, Augmented Reality and Virtual Reality and Samsung’s New Challenge.” In the talk, Hong said that Samsung is working on a “light field engine” that can produce “really, really realistic” holograms. “It looks really touchable,” he said. Augmented reality has “much better business development” possibilities than virtual reality, said Hong, echoing a similar statement by Apple CEO Tim Cook earlier this year. The technology should apparently appear at the 2017 Mobile World Congress in February.

Samsung has previously patented a holographic TV, but Hong spoke specifically about wearable computing, and Samsung is considering working with other companies in order to implement it.

See the full story here: http://www.theverge.com/2016/12/16/13980394/samsung-gear-vr-2-augmented-reality-headset

16Dec/16Off

The LA River Virtual Reality Experience

http://larivervr.org

16Dec/16Off

Yu Yuan’s Mission is to Improve Lives Through Virtual Reality

mtuxnzi1IEEE Senior Member Yu Yuan, who chairs the IEEE Digital Senses Initiative, believes so much in the benefits of virtual reality, augmented reality, and human augmentation technologies to enhance and extend people’s sensory capabilities that he’s devoting his life to helping advance them. In April he launched Senses Global Corp. in Shenzhen, China, to focus on these three areas.

What are some of the challenges you’re facing?

Fundamental challenges for AR include not only making virtual objects look real but also allowing smooth interactions between virtual objects and real things. For example, a virtual object thrown against a real wall should cover the wall appropriately as it reaches the wall and bounces back.

Developers are solving this problem with SLAM [simultaneous localization and mapping], a series of complex computations and algorithms that employ sensor data to continuously scan and learn about the environment. At the same time, a person should also be able to augment the environment with useful digital content—which depends on the person’s location in the space.

Eye-tracking technologies are also being applied to understand in which direction or at which object a person is looking. This could allow for fine-tuning in both the pictures being rendered on the head-mounted display and the interactions between the objects and the person.

The grand challenge for VR is to mimic human senses. Developers are doing fairly well with sight and hearing, but touch, smell, and taste are far from perfect. A perfect immersive virtual world won’t be created until we learn how to use non-invasive or even invasive brain-machine interface technologies to mimic all the senses perfectly.

What will your startup focus on?

We are building our intellectual property portfolio in the areas of VR, AR, and human augmentation technologies. Senses Global will also serve as an integrator and broker. We help other tech companies, especially those at the startup stage, to find partners, clients, and investors.

My company also joined the IEEE-SA as an advanced corporate member—as a way to participate in standards development and build relationships with other companies. I understand the importance of collaborating with others.

See the full story here: http://theinstitute.ieee.org/members/profiles/yu-yuans-mission-is-to-improve-lives-through-virtual-reality

16Dec/16Off

Strapping on the Sacred: When Religion Enters Virtual Reality

3p8b9i88zx0nlw0rFor Benek, the primary ecclesiastical service VR will enable is remote church attendance. He imagines that with the addition of augmented reality, or AR, a community could gather regardless of physical location. Although the pews may be mainly empty, with AR contact lenses, they would appear filled with all those who could not make it in person.

But the possibilities of virtual religiosity extend beyond increasing church attendance. It is easy to imagine entirely virtual chapels; spaces that defy physics and approach the divine. For centuries, religions have employed architecture to induce spiritual experiences or represent the glory of a deity; imagine the possibilities of a space untethered by the strictures of reality. Of course, different religions deal with representation and transubstantiation differently, so VR spaces would differ as much as physical sacred spaces. You can take a VR tour of the Masjid Al-Haram mosque, but don't expect recreations of the Prophet's life. Likewise, the Second Temple is being recreated in virtual reality, but Judaism's strong anticonist tradition would prohibit any depictions of YHWH.

One could argue that rituals like the Stations of the Cross already constitute a virtual reality. As one passes by a series of stained glass windows, they imagine movements layered on the glazed surface. Inherited stories take on life through their visual representation. But VR blows that open. Instead of imagining the Passions of the Christ, one could theoretically experience them—perhaps even from the vantage point Jesus himself (although that might constitute blasphemy).

See the full story here: http://archinect.com/features/article/149982444/strapping-on-the-sacred-when-religion-enters-virtual-reality

16Dec/16Off

City Wants to Fund Virtual-Reality ‘Lab’ to Propel NYC to Forefront

The VR/AR industry in New York has seen more than $50 million in investment in the past year, according to a statement from EDC, but the city lacks a central hub for companies to develop new technology, bring together innovators and investors, and find ways to use the technology in a variety of ways, Torres-Springer said.

Torres-Springer said the hope is that the VR/AR industry will launch far beyond its current use in video games and entertainment, and help make advances in other industries that are cornerstones of the city’s economy.

Among the companies getting started on virtual reality in New York is Datavized, a Brooklyn firm that is experimenting with new ways to use virtual reality to present data.

“The last time an enabling technology like this hit New York was the boombox, and the minute the boombox dropped below $100, we got hip-hop,” McGrory said.

See the full story here: https://www.dnainfo.com/new-york/20161215/flatiron/virtual-reality-augmented-reality-companies-new-york-lab

16Dec/16Off

An Abandoned Landfill in West Covina Could Become a Virtual Reality Park

wcshutterstock_448710505-copy“Our master plan will include a hotel and retail space as well as a performing arts center, a community art center and a K9 training facility.”

“There’s not going to be Disneyland-type rides,” says Singpoli spokesman Frank Girardot. “It’s more virtual reality. Amusement park is a bit overstated.”

See the full story here: http://www.lamag.com/askchris/abandoned-landfill-west-covina-become-virtual-reality-park/

16Dec/16Off

Augmented Reality Supermarket Opens In Milan

ar_supermakt1Carlo Ratti, designer, MIT professor, and author of the book, The City of Tomorrow: Sensors, Networks, Hackers, and the Future of Urban Life, is brimming with ideas about how data-driven tech can change our world. One of them, the concept of a smart, interactive supermarket, first presented at the World Expo in 2015, has already made it from prototype to reality.

Opened this week in Milan, Italy, “The Supermarket of the Future” debuts in the latest store of Coop Italia, the country’s largest grocery chain. The 10,800-square-foot shop holds some 6,000 products, which are all organized on interactive tables and shelves. When a customer moves to grab a specific product, relevant information such as nutritional value, presence of allergens, and waste disposal instructions are displayed on sleek screens suspended above as “augmented labels.”

See the full story here: http://www.vrroom.buzz/vr-news/business/augmented-reality-supermarket-opens-milan