philip lelyveld The world of entertainment technology

30Jun/16Off

Starbreeze acquires French virtual reality, augmented reality and toys-to-life technology company ePawn

Picture1ePawn is a next generation VR and toys-to-life company merging real life gaming experiences with their digital counter part through its gaming boards and mats in table and room scale sizes. ePawn's patented technology captures everything that happens on the game board and feeds digital applications with information. Up to 40 objects equipped with off-the-shelf NFC (Near Field Communication) tags can simultaneously be put into play on a game board and ePawn's technology will calculate their position, orientation and altitude in real-time and at the millimeter level. ePawn has developed several versions of its technology to fit many gaming-related markets, such as video games, toys, board games and greatly enchanted augmented reality support between for example a toy and a mobile device.

See the full story here: https://globenewswire.com/news-release/2016/06/30/852854/0/en/Starbreeze-AB-Starbreeze-acquires-French-virtual-reality-augmented-reality-and-toys-to-life-technology-company-ePawn-for-4-MEUR-in-Starbreeze-shares-and-1-5-MEUR-in-cash.html

30Jun/16Off

To Be The Very Best: Pokémon Enters Into Augmented Reality

pokemon2_custom-02f54fb1e786c32a6a1fa684fd17f327e95a3f83-s1500-c85Halfway through your walk to school, a wild Charmander appears. Just a few throws of a Pokéball, and it could be yours. Will you stop to catch it?

Nintendo is betting you will. Not just that, they're betting that you've waited most of your life to see a Pokémon in the real world.

The challenge for the app's developers, according to Will Mason, co-founder of the virtual reality industry website Upload, is "normalizing the linkage between digital and physical."

Like Ingress, Pokémon Go will create interactions based on users' locations.  If it sounds like a fantasy version of Google Maps, that's because it is: Hanke was involved in developing Google Maps, Google Earth and Street View, and he wanted to apply those technologies in new ways.

Rather than the linear adventure narrative of the core games (like Pokémon Red and Blue, or Diamond and Pearl), Go at times resembles a game of capture-the-flag. Players pledge allegiance to one of three teams, and battle with Pokémon to gain control of Gyms.

The central conceit should ring familiar, though. Wander anywhere outside, and the app will alert you when you come near a Pokémon  either through an alert on your phone, or on the forthcoming Pokémon Go Plus, a Bluetooth-connected device that looks and works like a tricked-out Fitbit.

"We try to be true to the canon of Pokémon and the way things should work in that world," Hanke says.

That is, Pokémon will appear, behave and fight the way they do in the games and TV shows. Water-types, for instance, will appear only near bodies of water like rivers or lakes. Rare Pokémon in the games will similarly be scarce in the Go version.

While using AR in public  like wearing Google Glass may currently be distracting or even awkward, society could get used to the notion. Proto-AR products like Pokémon Go, its developers believe, may pave the way to a world where that tech becomes ingrained in people's daily lives.

See the full story here: http://www.npr.org/sections/alltechconsidered/2016/06/30/483857216/in-pokemon-go-an-app-to-become-the-very-best

30Jun/16Off

Deadmau5 Launches Virtual Reality Game

deadmau5-press-photo-2016-billboard-1548After picking out a ride, it's on to the business of performing. "Users maneuver live-action obstacles to get deadmau5 to his concert destination on time. The culmination of the experience is a concert in which the artist performs his new track, 'Saved' in front of a live audience shot in the artist's hometown of Toronto."

See the full story here: http://www.billboard.com/articles/news/dance/7423876/deadmau5-launches-virtual-reality-game

30Jun/16Off

Look inside the new Ghostbusters virtual reality exhibit at Madame Tussauds New York

The walkthru attraction is made up of three floors and allows visitors to wear a VR headset and their own "proton pack" so they can track down ghosts.

In another section, guests can tour rooms that look like a subway set from the film and the Ghostbusters headquarters. It features props from the movie, costumes, gadgets and wax figures of the lead cast members in character.

See the full story here: http://www.telegraph.co.uk/news/2016/06/30/look-inside-the-new-ghostbusters-virtual-reality-exhibit-at-mada/

30Jun/16Off

Jesus in VR: Virtual-Reality Movie About Christ Story Set for Christmas 2016 Release

jesus-vr_film_autmn-vrJesus Christ is coming to VR screens: Autumn Productions and virtual-reality production firm VRWERX have slated the release of “Jesus VR – The Story of Christ” for Christmas 2016.

The 90-minute film will be available on all major mobile and premium VR platforms including Google Cardboard, Samsung Gear, Oculus Rift, PlayStation VR and the HTC Vive, according to the companies. Pricing has not yet been set.

The film’s religious adviser is Father William Fulco, who also consulting on “The Passion of the Christ.”

Producers promise a you-are-there VR experience for the entirety of Jesus’s life and death, from his baptism to the Sermon on the Mount, and from the Last Supper to his crucifixion.

“This is the most powerful story of all time and virtual reality is the perfect way to tell it.”

See the full story here: http://variety.com/2016/digital/news/jesus-vr-story-of-christ-virtual-reality-1201771737/

30Jun/16Off

Some Rio Olympics events will be broadcast in virtual reality

NBC has promised to broadcast 85 hours of the 2016 Rio Olympics in virtual reality. The opening and closing ceremonies, plus men’s basketball, gymnastics, track and field, beach volleyball, diving, boxing, and fencing events will all be available for the Samsung Gear VR headset, through a special section of the NBC Sports app. Besides needing a Samsung smartphone, viewers will require a paid TV subscription, as they would to watch NBC’s non-VR broadcasts online. NBC’s VR programming will be released with a delay, from August 6th — the day after the opening ceremony — to August 22nd, after the closing. While virtual reality video can often be viewed as flatscreen 360-degree video without a headset, it’s not clear whether that will be the case here.

See the full story here: http://www.theverge.com/2016/6/30/12065406/summer-olympics-2016-nbc-gear-vr-virtual-reality-video

30Jun/16Off

Lenovo phone – project tango video

See the full story here: http://www.itpro.co.uk/smartphones/26818/qualcomm-looks-to-get-into-augmented-reality-with-new-chips-on-project-tango

30Jun/16Off

Jake Zim promoted to SVP VR at Sony Pictures

Jake Zim, who was previously the senior vice president of digital marketing, will become the senior vice president of virtual reality, according to this week’s announcement. Zim previously worked on VR marketing for the company’s films, including a recent VR promotion for the new Ghostbusters movie coinciding with its release.

Sony  SNE -0.12%  noted in the announcement that Zim will develop a “slate of narrative VR content for the motion picture group,” but did not elaborate on what that content will be. Presumably, it will involve more marketing promotions similar to what it created for Ghostbusters.

See the full story here: http://fortune.com/2016/06/28/sony-pictures-virtual-reality/

30Jun/16Off

Google Daydream VR: Google’s Way of Addressing Virtual Reality

FINALDaydreamRefernceDesign.0-1200x675 daydream-ready-smartphone-android-vr-1200x676[Philip Lelyveld comment: Google Daydream is supposed to standardize VR across android platforms, avoiding the multi-version android problem of a few years ago.]

With the introduction of Google Daydream, Google’s VR division finally showed the world what Google’s vision for VR is and perhaps where we can expect VR to go. Google’s Daydream platform makes several nods to Facebook’s Oculus platform in their UI and use of a controller, both of which look strikingly similar to what Facebook’s Oculus has done with the Rift.

Google’s Daydream VR platform is a way for Google to finally reign in many of the VR devices and decisions under one performance profile, and more importantly experience, before there is too much fragmentation. Google appears to be trying to prevent the mess that they had with Android in the early days when it came to different operating system versions and hardware specs. Daydream will enable device makers and developers to both deliver a certain level of experience based on the Daydream software and hardware specifications. In fact, Google has developed both a reference platform for Daydream as well as announced plans to develop their own Daydream device that will likely serve as a platform for Daydream developers.

 Additionally, Daydream devices will start to trickle out in the fall from the likes of Samsung Electronics, HTC, LG Electronics, Xiaomi, Huawei, ZTE, ASUS and Alcatel. That’s quite the lineup of OEMs already committed to Daydream and the most interesting addition being Samsung, who already has a VR play in partnership with Facebook’s Oculus in the GearVR. Perhaps Samsung wants to enable both platforms on their devices if they can and hedge their bets by supporting both platforms on their devices.
Google needs to address the fact that they believe that 60 FPS is a good enough experience for VR even though there are going to be applications that will call for 90 FPS, especially in games.
30Jun/16Off

Virtual Reality Aimed At The Elderly Finds New Fans

vr-elderly-2_wide-af9c501d8fea7232e366e38b699ee41ee4040334-s1500-c85 vr-elderly-1_custom-aa4ab6fece5ea9c4ec9dcec4d209653b6483d4c3-s1500-c85Virginia Anderlini is 103 years old, and she is about to take her sixth trip into virtual reality.

In real life, she is sitting on the sofa in the bay window of her San Francisco assisted-living facility. Next to her, Dr. Sonya Kim gently tugs the straps that anchor the headset over Anderlini's eyes.

But in the virtual world, Anderlini is on a Hawaiian beach, and it's sunset, and she is surrounded by a glistening sea and a molten, purple-red sky. If she looks up, she sees the fronds of an enormous palm tree, and falling rainbow specks that dance in the air like the light from a disco ball.

For a virtual reality entrepreneur, Kim has an unusual target audience: the elderly. Anderlini is the first private client for Kim's Aloha VR program, which Kim envisions as a way to help people relax, an alternative to endlessly watching TV and a change of scenery for those who can't get out much.

"When I was driving back home from that visit, I couldn't stop sobbing," Kim says. "As a single woman without any kids, I thought, when I'm her age, who's going to call me? Who's going to take care of me?"

That interaction led Kim to found One Caring Team in 2014. Staffers regularly phone seniors at home to check on their mood, medications and appointments, and prompt them to chat about positive subjects, like what makes them happy or what they could do to bring joy to someone else.

"There are over 100 clinical research papers that are already published that show proven positive clinical outcomes using VR in managing chronic pain, anxiety and depression," she says. "And in dementia patients, all those three elements are very common."

Kim's company has created a handful of virtual environments for demonstration purposes, but it will take time and money to build more. So, for now, they also buy off-the-shelf programs to give the clients a little variety. (They recently teamed with the Virtual World Society, a group that intends to use VR to promote social good. The group's founder, the University of Washington's virtual interface pioneer Dr. Tom Furness, is now One Caring Team's acting chief technology officer.)

See the full story here: http://www.npr.org/sections/health-shots/2016/06/29/483790504/virtual-reality-aimed-at-the-elderly-finds-new-fans