philip lelyveld The world of entertainment technology

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/

3Nov/16Off

HTC set to bring VR to ‘thousands’ of arcades in Asia by end of 2017

viveland-frontdefense-2HTC wants to bring the arcade back to America with a modern VR twist by focusing efforts on movie theaters where people are already used to paying a premium for a quality entertainment experience.

Even while looking to a future in American markets, there’s quite a bit of work to do with the Chinese market in terms of getting large and small entertainment centers onboard with a way to easily purchase commercial licenses for games. Viveport Arcade is initially launching in China and Taiwan and will roll out to thousands of locations by the end of 2017.

“Viveport Arcade will represent a more than $100 million market opportunity for VR developers in the next two years,” said Rikard Steiber, President of Viveport and SVP of Virtual Reality at HTC. 

VR arcades are already a reality in China and across Asia and that presents a huge market for HTC as they build up brand loyalty and a user base for future systems.

See the full story here: https://techcrunch.com/2016/11/03/htc-set-to-bring-vr-to-thousands-of-arcades-in-asia-by-end-of-2017/

2Nov/16Off

Starbreeze buys presenz – a pseudo light field processing approach

img_0852Starbreeze recently acquired Nozon, a Belgium-based VFX studio known for their PresenZVR technology, a rendering technique that allows viewers to move around a little bit with correct perspective while watching VR movies, similar to a light field render.  This providesphoto-realistic experiences on low end hardware, all while maintaining positional tracking.

See the full story here: http://www.starbreeze.com/2016/10/starbreeze-acquires-visual-effects-studio-and-presenz-technology-creator-nozon-for-7-1-meur/

See Presenz here: http://www.nozon.com/presenz

2Nov/16Off

You Can Experience Bacon in Virtual Reality Now

Starting today, heading to BlackLabelBacon.com (preferably armed with a Google Cardboard and your mobile device, but desktop works fine) puts you at the apex of the Salty Sea, The Vastness of Variety, Jalapeño Volcano and the Cherry Woods. Pick one, and prepare to experience bacon like you never have before.

By making your way through the black-and-white, somewhat spooky worlds, you can experience the sights (and sounds!) of a whole new dimension of bacon. Eventually, you’ll stumble across a strip of the good stuff, creating a bacon explosion that will likely inspire you to head to Hormel’s website and get a few packs for yourself.

However, bacon lovers will be quick to spot that the experience is missing one crucial component: smell.

See the full story here: http://www.extracrispy.com/culture/1320/you-can-experience-bacon-in-virtual-reality-now

2Nov/16Off

Voices of VR – The Art of Dying VR/AR Art Show

the-art-of-dying-681x341Philip Lelyveld comment; the show experience sounds amazing.  The host's experiences with death are powerful.  The webcast is a bit light, though.

Listen to it here: http://www.roadtovr.com/art-dying-vrar-art-show

2Nov/16Off

L’Oreal turns to virtual reality to train hairdressers

q-100-4The French cosmetics company teamed up with VR software maker 8i to create a new virtual reality curriculum for the Matrix Academy, L'Oréal's training program for fledgling hairstylists. Together, the two developed an immersive, room-scale VR experience where trainees can walk around and observe a virtual hairdresser style a virtual client's hair from every angle. They can even step into the hairdresser's position to get a first-person view of the process.

Prior to teaming up with L'Oréal, 8i was having issues creating virtual hair, especially the frizzy type. But the two managed to find a way to fix that.

See the full story here: https://www.engadget.com/2016/11/02/loreal-virtual-reality-hairdressing-classes/

2Nov/16Off

Google’s big bet on virtual reality is launching on November 10

Pricing info at the linkgettyimages-612442682

See the full story here:http://www.businessinsider.com/google-daydream-view-vr-headset-launching-november-10-2016-11

2Nov/16Off

Virtual reality plus treadmill training may help reduce falls linked to aging, Parkinson’s disease

"Falls often start a vicious cycle with many negative health consequences," said Dr. Mirelman. "The ability of older people to negotiate obstacles can be impaired because of age-related decline in cognitive abilities like motor planning, divided attention, executive control and judgement. But current interventions typically focus almost exclusively on improving muscle strength, balance and gait.

"Our approach helps improve both physical mobility and cognitive aspects that are important for safe walking," Dr. Mirelman continued. "We found that virtual reality plus treadmill training helped to reduce fall frequency and fall risk for at least six months after training -- significantly more than treadmill training alone. This suggests that our use of virtual reality successfully targeted the cognitive aspects of safe ambulation to reduce the risk of falls."

The TAU-TASMC team, in collaboration with partners across Europe, collected data from 282 participants at five clinical sites in Belgium, Israel, Italy, the Netherlands and the UK between 2013 and 2015. The participants, all aged 60-90, were able to walk at least five minutes unassisted, were on stable medications and, critically, had reported at least two falls in the six months prior to the start of the study. Nearly half of all participants (130) had Parkinson's disease, and some (43) had mild cognitive impairment.

Participants were assigned to treadmill training with virtual reality (146) or treadmill training alone (136). The virtual reality component consisted of a camera that captured the movement of participants' feet and projected it onto a screen in front of the treadmill, so that participants could "see" their feet walking on the screen in real time.

The game-like simulation was designed to reduce the risk of falls in older adults by including real life challenges such as avoiding and stepping over obstacles like puddles or hurdles, and navigating pathways. It also provided motivation to the participants, giving them feedback on their performance and scores on the game.

While the incident rate of falls was similar in the two groups prior to the intervention, six months after training the rate of falls among those who trained with VR dropped by almost 50%. In contrast, there was no significant reduction in the fall rates among subjects who did not train with the VR.

"Treadmills are widely available, and the additional cost of treadmill training plus virtual reality is only about $4,500.

See the full story here: http://www.news-medical.net/news/20161101/Virtual-reality-plus-treadmill-training-may-help-reduce-falls-linked-to-aging-Parkinsons-disease.aspx

2Nov/16Off

Paper or digital? The hybrid Slice Planner gives you the best of both worlds

adc3760e5cd3b3292dd3f85a3284f0abDo you drive yourself a little bit bonkers switching back and forth between digital and paper planners? That’s a common problem with people who want the syncing and flexibility of digital planners and the immediacy and “realness” of paper. The hybrid Slice Planner, currently in a Kickstarter campaign, is designed for people who need to manage busy lives yet want the best of both digital and paper planning tools. In addition to calendar syncing, Slice Planner enhances planning with utilizing computer vision (CV) and augmented reality (AR) technologies.

A key to Slice Planner’s concept is using a clock-face diagram on the paper side of the hybrid planner. According to the designers, 65 percent of the population are visual thinkers, so a clock face helps them focus on tasks and time. The radial clock-face diagram also enables the AR and CV features.

See the full story here: https://www.yahoo.com/tech/slice-planner-uses-augmented-reality-122829638.html