philip lelyveld The world of entertainment technology

2Aug/16Off

Virtual reality headsets helping people pick glasses (lenses)

VRChoosingGlasses_largeOptometrist Don Stack of Optical Rooms, said: “It is the first time a true simulation of what you will get prior to the glasses being made up here in Ireland. Out -doors in the sunlight we can simulate what your new prescription would look like, with various choices of tints, varying the degree of the tint, adding coatings and various styles of lenses.

See the full story here; http://www.irishexaminer.com/ireland/virtual-reality-headsets-helping-people-pick-glasses-413569.html

2Aug/16Off

Regal Inks Deal With CJ 4DPLEX to Bring More Motion-Activated Seats to Its Theaters

cj_cgv_4dx_theater_-_h_2013-2Seoul-headquartered CJ 4DPLEX has signed a letter of intent with Regal Entertainment Group to bring CJ’s 4DX 4D cinema system to 17 new Regal screens in the U.S. by the end of 2018. Details of the agreement were not revealed.

CJ’s 4DX cinema system includes motion-activated seats and such effects as wind, fog, rain and scents.

The deal calls for the installation of 4DX systems in Orlando, Fla., and Seattle within the next few months and will bring the total number of 4DX-enabled Regal screens in the U.S. to 20. The latest pact follows openings of 4DX screens in New York at Union Square Stadium 14 and E-Walk Stadium 13 & RPX earlier this year. The first 4DX theater in the U.S. opened at Regal’s L.A. Live in downtown Los Angeles in 2014.
4DX cinema systems currently operate in 268 theaters in 41 countries.
See the full story here: http://www.hollywoodreporter.com/behind-screen/regal-cj-4dplex-deal-bring-916183
2Aug/16Off

Virgin Atlantic launches awesome immersive digital experience with Microsoft to enable customers to enjoy an Upper Class flight without leaving the ground.

virgin-atlantic-vr-headsets virgin-atlantic-app-image2In collaboration with Microsoft, Virgin Atlantic has created ‘Ida’, an Immersive Digital Adventure built using a Windows 10 universal app, featuring specially created content that takes the viewer on a virtual Upper Class journey.

See the full story here: https://vrarworld.wordpress.com/2016/07/27/how-does-virgin-atlantic-use-virtual-reality-to-immerse-its-customers

2Aug/16Off

Useful nuts and bolts VR articles

The Nuts and Bolts of VR Content Creation

Recent Articles and Videos

As part of the ETC’s effort to build community and accelerate the advancement of promising entertainment technologies, I have assembled (below) descriptions and links to useful pieces addressing the nuts and bolts of VR content creation.
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I would like to thank the following people for their contributions to this list;
Eric Hanson, xRez Studio
Robby Kushner, Red Bull
Christina Heller, VR Playhouse
John Gaeta, LucasFilm
Rob Bredow, LucasFilm
I would appreciate your feedback on the list.

If you have read, seen, or heard anything about the nuts and bolts of VR content creation that you think is worth sharing with the VR community, please send me a link to it.

Thank you,
Phil Lelyveld
VR/AR Initiative program lead

Subscribe to ETCentric, the ETC’s free daily email summary of news stories related to entertainment technology, at www.ETCentric.org and download the ETCentric App to read the latest industry news on your IOS or Android device. You can find it in the App store under ETCentric.

In the Blink of a Mind
- a series by Jessica Brillhart, Principal Filmmaker for VR at Google


VR Cinematography Studies for Google
- by Michael Naimark
- seven studies exploring ways to capture people in VR, including things to think about in the process of doing it.


VES March 21,2016 event - Post Production, Parts 1, 2, 3
- three 45-minute presentation videos moderated by Sony’s Scott Squires, VFX Supervisor and Developer, Pixvana


Storyboarding in Virtual Reality
- by Vincent McCurley
- a good brief summary of basic concepts


The VR Experience Logline process
- by David Nelson, USC Mixed Reality Lab and ICT at USC
- David is developing a VR counterpart to the loglines used to summarize films.


The Storyteller’s Guide to the Virtual Reality Audience
- by Katy Newton, Karin Soukup
- Five Take-aways
1. Reality is constructed - Once the audience pokes a hole in reality, they have already fallen through it.
2. Having a body means being somebody - There is no such thing as a neutral observer.
3. Looking is doing - For better or worse, the audience directs their own gaze.
4. 360° is less than 180° - The more there is to see, the less the audience remembers.
5. 360° is more than full circle - The more complete the environment, the more it resonates.


The Problem with Reality
- Oculus StoryStudio
- Managing position and gaze within the tracking volume of a walk-around experience.


Exploring Methods for Conveying Object Weight in Virtual Reality
- by B-Reel
- creative agency B-Reel’s staff used combinations of visual and haptic cues to test methods of conveying a sense of weight.  At the end of their report they add; “When we chose to add sound to this exercise, we didn’t think much of it. But it turned out to have a huge impact on how our testers perceived weight. The thuds of heavy objects hitting the ground or rubbing against each other reinforced the differences in mass.” (July 25, 2016)


The Swayze Effect 
- by Oculus Story Studio
– “Story is King,” but “Presence is VR Magic”
- this short article describes how Oculus Studio studied the balance between narrative and presence. “[Their VR film] Lost showed us that not acknowledging the viewer can create a considerable gap in connecting with the story and action. Henry showed us that acknowledging the viewer is powerful but can contradict the intent of the story being told.” (Nov. 18, 2015)


GoPro 360 tutorials


Five Theories of Motion Sickness Triggers in Virtual Reality
- Voices of VR podcast interview with Jason Jerald, PhD
- this podcast and book by Jason Jerald describe five theories being researched (some already dismissed) regarding the underlying cause of SimSickness (July 19, 2016)


The Future of Virtual Reality, Luminaries Panel 
- GDC (Game Developers Conf.) 2016 March 24, 2016 (53 minutes)


Google IO / Google Daydream
- a one-hour talk covering lessons in prototyping in VR.  The presenters discuss process, based on 50 projects in the last year.

  1. Rapid exploratory protoyping
  2. Iterative production-oriented design
  3. Building VR design teams

Pieces discussing or illustrating interesting ideas

Sense of Presence: The Future of Virtual Reality 
- a 5 minute promo piece on the potential of VR (from Epic Games and Unreal, Oct 27, 2015)


Photogrammetry/HTC Vive Showcase
- a 6 minute silent piece beautifully demonstrating different use cases with photogrammetry in the Vive (Feb. 19, 2016)


NewFrontier: 10 Year Anniversary at Sundance
- a 4 minute overview and celebration of VR at Sundance 2016 (Feb, 2016)


A Way To Go 
- a 6 minute piece demonstrating CGI interactivity in a 360 live-capture VR experience.


Storytelling in Virtual Reality
- a 5:30 minute preview of Visionary VR’s product development vision
- at the 2:15 minute point they describe their plans to develop a PreViz tool for managing the passive, active, and interactive parts of a VR experience. (Jan. 4, 2015)


How Facebook Is Preparing for the Virtual Reality Boom
- a short article on VR file distribution, resolution, and related issues (Jan 21, 2016)


Virtual Reality in Sports Poses Unique Challenges for Producers 
- recent experiences from Jaunt, NextVR, and IM360 (Variety, July 12, 2016)


Robot provides haptic feedback in VR 
– short video showing the potential of using robotic arms for a more complete haptic VR experience (July 24, 2016)

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2Aug/16Off

Online used car dealer Vroom leverages virtual reality to bring the showroom to you

unspecified-2[Philip Lelyveld comment: they are modeling the car, not 360 capturing them.  So you won't see the details of a specific used car beyond what they program into the model.]

Online used car dealer Vroom wants to use virtual reality to put a smile on the face of car buyers while supporting their search for the perfect car.

The version launching today will cover 30 models of sports cars. By the end of the year, 300 models will be available for home inspection. While it’s true that over a million households now have access to VR headsets, Vroom will be opening popups at malls to let users who don’t have access to the expensive technology experience the virtual showroom.

From within the showroom, users can inspect vehicles and learn about models. Beyond cool features like hearing the exact corresponding engine sounds of each model, users can visualize important components including blind-spots review mirrors.

All vehicle models have been rendered from actual cars sold on Vroom. The company spends 48 hours going through cars to recondition them before sale.

Eventually Vroom plans to use 3D modeling to allow customers to visualize their cars in different colors with different packages. Individual automakers have used VR for some time, but Vroom believes their strongest asset is the ability to compare cars in one place.

See the full story here: https://techcrunch.com/2016/08/02/online-used-car-dealer-vroom-leverages-virtual-reality-to-bring-the-showroom-to-you/

1Aug/16Off

AR tech is becoming a very familiar component in style and cosmetics applications.

beauty-augmented-reality-apps-makeup-nails-768x493With Pokemon Go encouraging millions of players around the world to “catch ‘em all,” augmented reality apps are now a familiar sight. However, as popular as that game app may be, it is among beauty brands that the mobile technology is seeing notable growth.

As beauty brands rely heavily on the ability to show consumers exactly what they’re getting, augmented reality apps have considerable appeal. Shoppers are already flocking to online and mobile websites for cosmetics, top beauty boxes, skin care and styling products. With augmented reality technology, shoppers can virtually try the products on themselves. They can consider the way a color looks with their complexion or test a new and innovative look. They can also schedule beauty services on-demand from the convenience of their smartphones.

See the full story here: http://www.qrcodepress.com/augmented-reality-apps-take-off-among-beauty-brands/8532422/

1Aug/16Off

Virtual Human Interaction Lab uses virtual reality to foster empathy for homeless community

From June 24 to Aug. 1, VHIL is testing about 1,000 participants at Stanford’s White Plaza and the San Jose Tech Museum under a variety of conditions to induce empathy. Each volunteer participant is randomly assigned one of four conditions, and in virtual reality, participants wear Oculus Rift to experience what it’s like to be homeless from a first-person perspective.

“They see a series of four scenes: experiencing what it is like to go through an eviction, lose their apartment and job, sleep out of their car and eventually sleep on a bus at night to stay off the streets,” said VHIL project manager Elise Ogle ’15.

Throughout the data collection process, the researchers survey participants to assess their levels of empathy towards others, as well as their “predisposition to empathize,” Ogle said.

See the full story here: http://www.stanforddaily.com/2016/08/01/virtual-human-interaction-lab-uses-virtual-reality-to-foster-empathy-for-homeless-community/

1Aug/16Off

Virtual reality could usher the dawn of gender equity in tech

heather-owsiacki...a new study that found women are considered better developers but only if they hide their gender. “The researchers looked at approximately 3 million pull requests submitted on GitHub, and found that code written by women was approved at a higher rate (78.6 percent) than code written by men.” The study revealed there’s a huge gender bias. According to this data, women tend to be better developers than their male counterparts yet they still make up less than 25 percent of the technical workforce. What a fascinating scenario for companies to consider when reviewing talent acquisition and performance strategies and biases..

See the full story here: http://venturebeat.com/2016/08/01/virtual-reality-could-usher-the-dawn-of-gender-equity-in-tech/

1Aug/16Off

Virtual reality ‘memory palaces’ platform smashes Kickstarter target

15011017-largeAs reported in the News, Macunx VR is a platform for building memory palaces - a memory technique widely used in medieval times - in virtual reality. Its designers say it plays to the strengths of visual and spatial memories, and will make learning and remembering things easier than ever before.

The firm's campaign on Kickstarter saw 168 backers pledge a total of £11,868, which will be used to aid further development of the system. Rewards for investors are courses developed by Linguisticator, Macunx VR's parent company, and range from short memory course modules to custom-built memory palaces.

"The ultimate aim of the project is to change the way we learn large and complex subjects. Rather than watering subjects down to make them easier, we want to empower people to learn rigorous disciplines by unlocking the potential of their spatial minds."
Read more at http://www.cambridge-news.co.uk/virtual-reality-memory-palaces-platform-smashes-kickstarter-target/story-29572186-detail/story.html#Wi7yhJgY7VMgampz.99

31Jul/16Off

An Artist’s Augmented Reality App Reveals Virtual Art across Miami, and Incites Imagination

d7hftxdivxxvm.cloudfront.netDepeña describes his app, called Lapse (2016), as a “decoder or magnifying glass that reveals hidden gems throughout the built environment.” It consists of six multimedia components scattered across Miami, from downtown to the Design District, and even the rail line in between. Through the lens of your smartphone camera and your GPS location, the app presents an entirely new experience of public—though not always visible—art.

For “The Sounds,” an audio-based component, he reached out to Brad Laner of alternative rock band Medicine. “I had this idea a while ago as I was driving through an area—what if we were able to use our GPS locations and actually build a sound composition at every stop light, for instance?” What resulted is a soundscape that changes based on where you are on the MetroMover, Miami’s above-ground public rail system.

See the full story here: https://www.artsy.net/article/artsy-editorial-this-augmented-reality-app-reveals-art-in-public-spaces