Global VR Cinema Network Launched
VRrOOm Launches World’s First Global VR Cinema Network At BIRTV. Founded by ex-THX executive, VRrOOm officially announced on August 26 an exclusive partnership with CFEC, a China Film Group (CFG) company. The future network of VR cinemas, a key component of the company’s VR ecosystem, was introduced at the Beijing International Radio, TV & Film Exhibition (BIRTV).
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Founder and CEO Louis Cacciuttolo, China market veteran and global cinema expert, announced the launch of his new company VRrOOm, a fully dedicated Virtual Reality (VR) ecosystem, today at the Beijing International Radio, TV & Film Exhibition (BIRTV).
The first VRrOOm Sanctum theatres will be installed inside traditional cinemas this fall in Beijing and Shanghai thanks to an exclusive partnership sealed with Chinese film industry leader China Film Group’s affiliated company CFEC. The goal is to expand the network at high speed and have dozens of sites installed across key cities of China by the end of 2017. VRrOOm also reached an agreement with French cinema chain CineMovida and two more VRrOOm Sanctum theatres are due to open in France in November. More projects are also currently under discussion in the US and in Europe.
https://virtualrealityreporter.com/global-vr-cinema-network-launched/
VIRTUAL REALITY FILMMAKING BOOTCAMP SEPT 17 & 18th IN NEVADA CITY.
Sign up to learn about this cutting edge technology at the Connected Communities Academy. Learn how to use a 360 Video camera in the beautiful setting of our very own Yuba River.
Boot Camp dates: Weekend of September 17th and 18th.
Time: Total 12-16 hours based on completion of project.
Cost: $250
https://www.wildandscenicfilmfestival.org/virtual-reality-workshop-opportunity/
Has Samsung perfected the mobile VR headset?
“When you first put on the new Gear VR, one of the most obvious changes is that there’s more space inside the mask. This gives the headset a roomier feel, but it also has the unexpected happy byproduct of eliminating lens fog.”
Read more at http://www.inquisitr.com/3456172/gear-vr-has-samsung-perfected-the-mobile-virtual-reality-headset/
How virtual reality pigs could change the justice system forever
Researchers have already been looking into the ways VR can be used in courts, with particular focus on recreating crime scenes. In May, Staffordshire University launched a project that aims to “transport” jurors into virtual crime scenes, whilst in 2014 researchers at the Institute of Forensic Medicine in Switzerland created a 3D reconstruction of a shooting, including the trajectory of a bullet. Although this will help bring to life complex evidence that might be hard to understand or picture in context, the use of VR in this way is not without its flaws.
Then there is the matter of which crimes get the VR treatment. Would courts allow the jury to be immersed in a VR rape? Despite how harrowing and farfetched that sounds, a virtual reality sexual assault was already screened at the 2015 Sundance Film Festival.
For now, legal professionals have time to consider these issues. By October, Kranjc’s lawyers may or may not have been allowed to use VR in court. If they are, they may change legal history. If they’re not, Kranjc may be found guilty, and faces six months in jail or a $5,000 fine.
See the full story here: http://www.newstatesman.com/science-tech/future-proof/2016/08/how-virtual-reality-pigs-could-change-justice-system-forever
EDTECH: Elite Business Schools Are Betting On Virtual And Augmented Reality
The world’s elite business schools are pouring resources into virtual and augmented reality, as they place bets on the next big innovation in online learning.
Technavio, the consultancy, forecasts that augmented reality, which layers an interactive image directly on top of physical reality (think Pokémon GO), will be one of the most disruptive forces in e-learning over the next four years. Souped-up smartphones have improved access to the latest AR apps, which are cheaper than ever before, notes Jhansi Mary, lead analyst at Technavio.
The most obvious application of VR is in subjects such as engineering, where students can handle virtual structures. Penn State University, for instance, has banked funding for a VR project to bring engineers’ learning to life.
But business schools are exploring the tech too, to provide more immersive distance learning experiences. “We’re keeping a close eye on it,” says Michael Koenig, senior assistant dean at the Darden School of Business. They say VR and AR could be used to better teach so-called soft skills online, such as negotiation. It could also improve student engagement, networking, and replicate the on-campus experience — something currently lacking in digital learning.
...as prices come down as the technology improves, VR “will almost certainly be used in education”, says Patrick Mullane, executive director of HBX, Harvard Business School’s digital learning initiative.
There remain big questions over whether VR can offer the same interaction as being physically present in a classroom.
When Hurricane Sandy struck the Northeast in 2012, executive students couldn’t get to Sloan’s Cambridge campus. So instead, they went virtually, using the AvayaLive Engage technology Sloan had begun testing out a year before.
So Sloan has started thinking about true virtual reality, says Peter Hirst, associate dean of executive education — headsets. “The next generation of VR — that’s going to replace the traditional notion of sitting in front of a computer,” he says.
So Sloan has started thinking about true virtual reality, says Peter Hirst, associate dean of executive education — headsets. “The next generation of VR — that’s going to replace the traditional notion of sitting in front of a computer,” he says.
Sloan’s success with VR caught the eye of Stanford University’s Graduate School of Business. Enticed, the school created a virtual campus of its own. Students on Stanford GSB’s LEAD program can immerse themselves in a 360 degree learning environment, also powered by AvayaLive Engage.
“Jumping into this space, no one knew what to expect,” says Fernando.
The results however, have proved promising. Avatars give students the chance to interact with each other more naturally than video-conferencing. Learning from peers is critical to executive education and simulation can help replicate the on-campus experience. Fernando says: “We want to make sure our participants are forming a community. And that’s as critical as the specific content of the learning.”
See the full story here: http://www.businessbecause.com/news/mba-distance-learning/4140/schools-bet-on-virtual-and-augmented-reality
Penn State Athletics launching virtual reality channel
Penn State Intercollegiate Athletics and EON Sports VR today (Aug. 25) announced a partnership to create a virtual reality (VR) channel — LionVision VR — for the Nittany Lions’ loyal and passionate alumni and fans.
Through EON Sports’ proprietary technology, Penn Staters can view dynamic content via their iOS or Android smartphones. LionVision VR will provide fans with behind-the-scenes views of practice, pre- and postgame locker room coaches talks, and a wide array of iconic Penn State experiences, while immersed inside a customized virtual reality environment. LionVision VR sales will launch Aug. 25.
To access LionVision VR, Penn State fans will have the opportunity to purchase an annual subscription to LionVision VR for $29.95 in this first year.
See the full story here: http://news.psu.edu/story/422698/2016/08/25/athletics/penn-state-athletics-launching-virtual-reality-channel
Oculus is Working on a ‘Chaperone’-like Boundary System for Touch
The idea of a virtual boundary to keep the user inside a real-world safezone isn’t radical, but it’s not something Oculus has talked much about up to this point. With the impending launch of the Touch VR controller coming by year’s end, implementation of such a system is critical.
See the full story here: http://www.roadtovr.com/oculus-touch-chaperone-vr-boundary-wall/
Best Buy Bets Big on Virtual Reality with First Mainstream Test
Best Buy is going all out to promote sales of the Oculus Rift and Sony PlayStation VR, with what’s regarded as the first mainstream test of VR products. The Oculus Rift demonstrations, which began their rollout in May, will be in 500 stores in time for the holiday season, with an added 200 demonstrations for PlayStation VR starting in October. The genesis of the push to VR began with chief executive Hubert Joly, who had a “mind-boggling” VR experience with a man-eating shark. He’s betting the U.S. public will be equally smitten.
Best Buy has priced the Oculus Rift at $600.
The obstacles to mainstream acceptance are the costs required to upgrade or buy computers with the graphics capabilities required to play back VR and the pricey VR headsets. It’s also unproven whether anyone besides hardcore gamers will buy into the technology. According to Deloitte, “about 2.5 million VR headsets will be sold in 2016.”
See the full story here: http://www.etcentric.org/best-buy-bets-big-on-virtual-reality-with-first-mainstream-test/
6 Reasons Why Virtual Reality Will Thrive in Film and Entertainment
IMAX in VR
VR is Better Than 3D
A Stanford study found that people who watched a VR film about the dangers of deforestation used 20% less paper than those who watched a regular movie about the same topic. The study demonstrates that people have a much greater emotional response to VR. By the time virtual reality entertainment loses its initial appeal, more advanced creative content will be available to enhance the VR experience and publicize it a lot more.
Brand New Experiences
VR Arcades
Technology is Always Changing
Mobile VR and 360 Videos
One of the most potentially biggest gains for VR is just how accessible it can be. Smartphones can act as a viewing platform for the ever growing number of headsets around the world. As smartphones become more powerful and VR apps become more adapted towards them, smartphones can eliminate the issues of cables and sweaty foreheads from giant computer processors.
See the full story here: http://uploadvr.com/6-reasons-vr-will-thrive-film-entertainment-industries/
VR in Best Buy

Best Buy has provided in-person demonstrations for Oculus Rift basically since there were real Oculus Rift headsets to demonstrate – the retailer announced back in May it would provide demos at 48 locations in the U.S. Now, it’s doubling down on that bet, with a plan to give customers a taste of VR in 500 locations in time for the holiday shopping season, according to Bloomberg.
Lest you think Best Buy is leaning entirely on Oculus to wow consumers with virtual goodies, the retailer is also going to be running demos of PlayStation VR in 200 locations, on a rotating basis among a number of stores. Sony’s PlayStation-based offering doesn’t come out until October, however, so Oculus could be the only game in Best Buy town for at least a little while.
See the full story here: https://techcrunch.com/2016/08/24/best-buy-bets-on-vr-for-the-holidays-with-500-stores-demoing-oculus-rift/
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