philip lelyveld The world of entertainment technology

3Aug/16Off

Facebook open-sources its $30,000 360 camera design

surround-360-insideThe camera rig is comprised of 17 cameras and was designed with a focus on reliability. A rugged aluminum chassis ensures that images are stable and well aligned, and the industrial cameras can run for hours without overheating.

Our seamless automated stitching technology reduces post-production retouching effort and time. After shooting your video, you can use a Samsung Gear VR headset to view the output as a 3D-360 video with no intervening hand processing or fixing.

The Facebook Surround 360 is not available for purchase, however it can be built using the design specifications found on GitHub with off the shelf components.

Provided you have all the parts ready for build and the assembly manualon hand, we expect the Facebook Surround 360 to take around 4 hours to assemble and a further couple of hours to set up the operating system.

We encourage you to join our Facebook Surround 360 Facebook Groupto learn more about the camera, get support and meet with other interested people in the growing 360 community!

See the full post here: https://facebook360.fb.com/facebook-surround-360/

3Aug/16Off

New MIT tech lets you mess with objects in pre-recorded video

q-100[Philip Lelyveld comment - this is amazing technology!  It appears to also capture and fill in background information, although that may just be an illusion from the object not moving very far.]

The system, called "Interactive Dynamic Video" (IDV), needs less than five seconds of footage to track movement possibilities. It does so by analyzing how it shifts when intentionally jostled: In the video example below, a researcher slams the table on which a humanoid figure is resting, which lets the system see how it vibrates across different frequencies. Then it extrapolates how the item should behave when viewers reach in with their cursors and jostle the object in video.

See the full story here: https://www.engadget.com/2016/08/03/new-mit-tech-lets-you-mess-with-objects-in-pre-recorded-video/

2Aug/16Off

Porn meets virtual reality, and sparks fly

920x920For Kink.com, San Francisco’s chief outpost of the porn-tech industry and the host of the conference that featured about a dozen other adult video companies, virtual reality may be a lifeline of sorts.

VR could be huge for the industry. Last year, the research firm IBISWorld projected that 2020 revenues for the U.S. porn industry should reach $3.3 billion, which means essentially flat revenue growth. Subscription websites “declined significantly” when free, user-created videos began proliferating, the IBIS report said — though higher-quality VR porn could revive subscription services.

For companies like Kink, which depends on revenue from subscriptions to its trademark bondage and other sexual fetish videos, the hope is that virtual reality becomes the premium experience that gives viewers a reason to pay more.

History is on the side of the porn industry, which has always paved the way for new entertainment technologies, from film to home video tapes to online streaming.

See the full story here: http://www.sfchronicle.com/business/article/Porn-meets-virtual-reality-and-sparks-fly-9012415.php

2Aug/16Off

New York Lottery launches new scratch-off paired with augmented reality app

newyorkARlotteryapppaymaxs“Once you scan it, there’s going to be a dragon that comes in and shows you a castle, and you can hold your phone over the ticket and go through the different windows of the castle, and behind those windows are the results of the ticket,” Gurney said. “It’s the same result if you scratched it off traditionally, it’s all preplanned, preprogrammed, but just an additional way to reveal whether you have a winner or loser and cash it in.”

“We’re seeing an average every day of 8,500 people who are interacting with the lottery through their smartphone, and that compares to the number of people who are coming into traditional retail when they have a winning ticket to about 13,500, so it’s achieving a goal in that we’re trying to interact with people differently and we can see that happening.”

See the full story here: http://statescoop.com/new-york-lottery-launches-new-scratch-off-paired-with-ar-app

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/