philip lelyveld The world of entertainment technology

4Nov/16Off

Apple Car Program Might Be Focused on Augmented Reality, Analyst Claims

A man drives a car load of apples as merchants buy and sell wholesale vegetables in the International Fruit and Vegetable Market in Kabul, Afghanistan, Saturday August 3, 2013. Much of the produce sold in Afghanistan is imported from Pakistan or Iran. As The US prepares to pull most of it's forces out of the country by it's 2014 deadline, the threat of civil war and an unstable business climate makes many Afghans concerned about their countries future.

A man drives a car load of apples as merchants buy and sell wholesale vegetables in the International Fruit and Vegetable Market in Kabul, Afghanistan, Saturday August 3, 2013. Much of the produce sold in Afghanistan is imported from Pakistan or Iran. As The US prepares to pull most of it's forces out of the country by it's 2014 deadline, the threat of civil war and an unstable business climate makes many Afghans concerned about their countries future.

"All of Apple’s past successes were related to human-machine interfaces, such as mouse for Mac, click wheel for iPod, and multi-touch for iPhone and iPad," the report reads, according to MacRumors. "Assuming Apple successfully develops AR, we predict the firm will enjoy the following competitive advantages: (1) redefining existing key products and leading competitors by three to five years. For instance, this could happen for iPhone, iPad and Mac; (2) eliminating obstacles of Apple Watch and Apple TV by offering an innovative user experience; and (3) entering new business fields, such as autonomous driving system."

Kuo believes 2017 will see a massive increase in the AR industry as it passes virtual reality as the market's primary focus. The analyst also predicts that the AR-VR market will be a $40-50 billion industry by 2018, and jump to $150 billion in 2020—in large part because of increased interest in AR.

See the full story here: http://www.thedrive.com/news/5840/the-apple-car-program-might-be-focused-on-augmented-reality-analyst-claims

4Nov/16Off

Westfield World Trade Center Hosting Tribeca Virtual Reality Arcade

ka-the-battle-within-image-2-1024x576Today Tribeca Enterprises has announced a collaboration with Westfield World Trade Center in New York City to bring virtual reality (VR) to visitors with the Tribeca Virtual Reality Arcade. Starting from tomorrow those going to the center will be able to enjoy four immersive experiences across eight viewing stations for free.

The four available experiences will be Baobab Studios’ Invasion!; Invisible by Jaunt, Samung, 30 Ninjas and Doug Liman; KIDS from Here be Dragons and KÁ The Battle Within by Felix & Paul Studios.

See the full story here: https://www.vrfocus.com/2016/11/westfield-world-trade-center-hosting-tribeca-virtual-reality-arcade/

4Nov/16Off

Utah officers train for stressful situations in 300-degree virtual reality simulator

“The actors respond to the officer’s tone of voice, whether the officer chooses his first response to take a weapon out to fire, so they are inside technically sophisticated video streaming around them,” Wallentine said.

VirTra’s goal is creating critical decisions for officers, solving crisis communications with high-stress levels that physically raise your heart rate so an officer comes out armed with new tools to bring into the field.

The program in Utah has been so successful they are sharing it with other states, including an Arizona agency next month.

See the full press release here: http://www.virtra.com/utah-officers-train-stressful-situations-300-degree-virtual-reality-simulator/

4Nov/16Off

Virtual reality: Hybrid Virtual Environment 3-D comes to the cinema

With two doctoral students, Sana Boudhraâ and Davide Pierini, he wanted to measure the virtual reality experience and compared VR headsets with an immersive projection system using a concave-spherical screen, developed by his research team and called Hybrid Virtual Environment 3D (Hyve-3D). He immersed 20 subjects of various ages in both types of virtual environments and noted their reactions and behaviour. "Ultimately, the people much preferred the virtual reality without headsets, because they could interact with other viewers and share their impressions in real time. They appreciated the social aspect of the experience," said the researcher, who published his findings in the ACM Digital Library on October 28...

"But the reality of VR can sometimes be unsettling for the viewer: contact with a column near the seat, screens that fog up in the heat of the action, or a sudden itchy eye, can quickly ruin the show."

See the full story here: https://eurekalert.org/pub_releases/2016-11/uom-vrh110216.php

4Nov/16Off

Cinerama Dome to Install “The Whole Shebang” for ‘Billy Lynn’s Long Halftime Walk’

billy_lynns_long_halftime_walk_-_still_-_h_-_2016Next week, efforts begin to install cutting-edge projection technology at ArcLight Cinemas’ Cinerama Dome for screenings of Ang Lee’s Billy Lynn’s Long Halftime Walk in an unprecedented 4K, 3D, at 120 frames per second per eye. The film is set to bow at the theater on Nov. 10.

To install this unique system at the Dome — the only Los Angeles theater capable of showing the film in this format — ArcLight teamed with projector maker Christie, which will provide two of its Mirage 4K laser projectors (which are not yet used in cinemas). The Dome also will use the Dolby 3D system and 7th Sense media server.

See the full story here: http://www.hollywoodreporter.com/behind-screen/cinerama-dome-install-shebang-billy-lynn-s-long-halftime-walk-943868

3Nov/16Off

Art & Design Students Produce Virtual Reality Musical

Students in a Georgia institution that were among the first to experiment with virtual reality have just had a premier of their first VR musical. The project undertaken at the Savannah College of Art and Design brought together 116 people from 14 different programs over the course of 20 weeks to create a 360-degree narrative, "Say It With Music."

The story is set in a restaurant and follows "an unexpected romantic connection between two servers." As a SCAD website about the project explains, viewers use sound cues to drive the narrative and can experience a 360-degree perspective that captures multiple plot lines.

See the full story here: https://campustechnology.com/articles/2016/11/03/art--design-students-produce-virtual-reality-musical.aspx

3Nov/16Off

Virtual reality game could help low back pain sufferers get moving

motorlab_rcs_3_1Exercise and movement are important for those with chronic low back pain (CLBP), but sufferers are often reluctant to engage in exercise for fear of increasing the pain. This phenomenon led Thomas, a physical therapy professor at Ohio University’s College of Health Sciences and Professions, to seek a new method of working with these patients.

Thomas’s ingenious solution is a virtual reality dodgeball game that keeps patients so deeply engrossed in the game that they don’t think about pain or fear as they dodge and duck to block the balls headed their way.

See the full story here: https://www.ohio.edu/chsp/news-story.cfm?newsItem=811B9A14-5056-A874-1D8CF008C32146F7

3Nov/16Off

Startup GoMeta Releases Augmented Reality App, Raises $2 Million in Seed Round

GoMeta’s app is called Metaverse, and it’s built to allow anyone to interact with its augmented reality universe. Essentially, users can create Pokemon-Go style games and other experiences within the app. And you don’t have to know code to interact and build in the Metaverse. Using a builder within the app, users can create geo-specific “experiences” and drop them onto a virtual map of the real world. Just like with Pokemon Go, the user can walk up to experiences in real life, see a virtual tag on their smartphone, and tap on the tags to interact.

See the full story here: http://www.nbcsandiego.com/news/local/Startup-Releases-Augmented-Reality-App-Raises-2-Million-in-Seed-Round-399842451.html

3Nov/16Off

Zynga Attorney: Augmented Reality Games Pose Hard Legal Questions

Not long after the July launch of Pokémon Go, players were robbed, there were complaints of trespassing and a couple of gamers walked off a cliff. These incidents underscore that player safety has to be a major concern for companies getting into the augmented reality space, says Davis Han, who will be speaking on Nov. 10 at the IP Trademark, Copyright & Licensing Counsel Forum, hosted by ALM Media in Manhattan. "If you're going to use augmented reality like Pokémon Go does, you're sending users out into the real world," she says. "You have to think about whether you are sending them to places where they could be in danger, or onto private property."

"So the question becomes: Did we do enough to warn them? And, what do we have to do to document that we have informed consent?"

And because you want to balance a sufficient warning with what the user is looking to do, which is to enjoy playing the game, you also have to ask how warnings will be given, Davis Han says.

Another issue that has to be considered is the amount and type of data collected with augmented reality games, Davis Han says.

Companies also have to think about whether they are going to engage in pay-for-play advertising, Davis Han says. It's easy to see how augmented reality games could steer gamers toward brick-and-mortar businesses that are willing to pay for the foot traffic.

See the full story here: http://www.corpcounsel.com/home/id=1202771415223/Zynga-Attorney-Augmented-Reality-Games-Pose-Hard-Legal-Questions?mcode=1202617073467&curindex=0&slreturn=20161003183842

3Nov/16Off

Phil Lelyveld at Singularity Univ. Global Summit

 

Watch the video of my VR presentation at the August 30, 2016 Singularity University Global Summit, along with the talks by Jacki Morie and Brent Bushnell, at the link below.

 

 

https://exponential.singularityu.org/summit/videosday3/

https://exponential.singularityu.org/summit/videosday3/