philip lelyveld The world of entertainment technology

13Oct/15Off

A NEW REPORT SUGGESTS AR WILL BE EVENTUALLY WORTH FOUR TIMES AS MUCH AS VR.

See the full story, with more charts, here: http://www.fastcompany.com/3052209/tech-forecast/vr-and-augmented-reality-will-soon-be-worth-150-billion-here-are-the-major-pla#33052209-inline-s-3-vr-and-augmented-reality-will-soon-be-worth-150-billion-heres-who-the-players-aremanatt-infograp

13Oct/15Off

Why PTC just bought this augmented reality platform for $65 million

Internet of things software maker PTC  PTC -0.57% has acquired Vuforia from Qualcomm  QCOM -0.48%  for $65 million, with plans to increase its focus in the IoT and B2B (business to business) world.

“The idea of being able to project a digital experience onto a physical product to figure out how to service it or show operating metrics … is a killer idea.”

For example, imagine pointing your smartphone at your car and being able to see visual warnings that your wiper fluid was running low or your tire pressure was sub-optimal on a rear tire. That’s possible as information gathered by the car’s sensors can be pushed to the cloud, then retrieved and shown in a visual format on the phone. That same format could also offer simple to follow directions on how to fix the problems.

The technology platform provider plans to blend AR tech with the Internet of things.

“I think a lot of companies who make and service [products] want to be able to pass information downstream to consumers,” he says. “[But] rather than a big PDF file, they [now] can say let me augment everything you need to know and nothing more. …

See the full story here: http://fortune.com/2015/10/12/ptc-buys-vuforia-from-qualcomm/

 

13Oct/15Off

Bringing Google Cardboard and VR to the world

image00Google Cardboard is bringing virtual reality worldwide. Starting today, the Google Cardboard app is available in 39 languages and over 100 countries on both Android and iOS devices. Additionally, the Cardboard developer docs are now published in 10 languages to help developers build great VR experiences. With more than 15 million installs of Cardboard apps from Google Play, we're excited to bring VR to even more people around the world.

See the full story here; http://googledevelopers.blogspot.com/2015/10/bringing-google-cardboard-and-vr-to.html

9Oct/15Off

Virtual reality mine safety program takes out award for tech startups

6836678-3x2-340x227Western Australian - A virtual reality program that delivers mine safety training in 3D has won a national competition for tech startup companies.

Sentient Computing collected $100,000 as the overall winner of the KPMG Energise Accelerator for its MXV program.

The 12 week program helps companies develop so-called disruptive technologies for the mining, oil and gas industries.

Sentient managing director Doug Bester says companies need to cut costs, but not corners, on safety training.

The KPMG Energise Accelerator chose eight startups out of 80 applicants Australia wide, with a particular focus on the energy and natural resources sector.

"In an incubator you might do things like providing space for an organisation to grow, you might provide funding," Mr Smith said.

"The accelerator takes it one step further and actually educates and matures the organisation.

A similar program in Perth in 2014, called 'Unearthed' also attracted startups looking to innovate in the mining, oil and gas sectors.

See the full story here: http://www.abc.net.au/news/2015-10-09/tech-start-ups-in-resources-sector/6836864

9Oct/15Off

Overnight hackathon shows the promise of virtual reality as a health care tool

hack02WEb-824x549During an overnight event held at the USC Institute for Creative Technologies, teams of biomedical engineers, computer scientists, physical therapists and even toy designers took part in “Hacking Virtual Medicine,” a design, development and coding marathon that challenged participants to create virtual reality health care solutions for patients and providers.

Using game design software and smartphones enhanced with cardboard 3-D viewers on Oct. 3-4, six teams addressed problems of disease management, social isolation, on-the-job training and doctor-patient communication.

To build empathy — and encourage treatment compliance — a USC team simulated what diabetic patients might experience if they lose their eyesight due to disease progression. California Institute of Technology contestants captured the chaos of a code blue emergency in a hospital room to prepare budding physicians before they experience the real thing. And a trio with day jobs at the Walt Disney Co. designed a way to immersively display internal organs so doctors can better explain what is going on inside of bodies.

“I really feel like we are at the beginning of something big,” said Jay Iorio, director of innovation at the IEEE Standards Association. “This collaboration marks the start of bringing a really transformative technology to bear on health care, building a community of technologists and content creators, and working together to create new realities for the future.”

The event was sponsored by CBC, ICT and the IEEE Standards Association, with support from USC D-Health @HTE and Doctor Evidence.

See the full story here: http://news.usc.edu/87102/overnight-hackathon-shows-the-promise-of-virtual-reality-as-a-health-care-tool/

9Oct/15Off

‘Teleporting’ to Hawaii: How virtual reality is changing travel

 

Thomas Cook, the international travel agency, announced a trial program in August that will allow customers at one of its stores in England to don Oculus Rifts and experience a flight on one of its airplanes or tour a Sentido resort.

 

And Marriott has been touring U.S. cities this fall with its "Teleporter," a booth that invites visitors to climb inside, strap on an Oculus Rift and take a virtual tour of Wai'anapanapa Black Sand Beach in Maui and Tower 42 in London.

 

Viewers watch a 90-second video produced by Framestore, the British creative studio that has done visual effects for "Gravity" and other movies. To make the experiences feel more lifelike, fans in the booths blow soft breezes while misters recreate the feel of ocean spray.

The goggles come packed with a 100-degree field of view, extending beyond viewers' peripheral vision. They have an accelerometer, gyroscope and compass to track the position of your head and sync the visuals to the direction where you are looking -- allowing Oculus to improve on the sometimes jerky visuals of other virtual-reality systems.

See the full story here: http://www.cnn.com/2014/10/31/travel/virtual-reality-travel/index.html?eref=rss_latest

 

8Oct/15Off

Sony Acquires SoftKinetic, Which Can Track Hands for Virtual Reality

20151008-softkineticSony has acquired SoftKinetic, a computer vision startup specializing in depth-sensing cameras that can track things like what gestures your hands are making, for an undisclosed amount.

That’s a neat fit for Sony, which is working on both augmented reality smart glasses and a virtual reality headset, PlayStation VR, the latter of which is set to debut by the middle of next year.

The company’s cameras are what’s known as “time of flight,” which means they work by shining a diffused laser out into the world and measuring how long it takes that laser to bounce back, similar to the motion camera Kinect that connects to Microsoft’s Xbox. What that means in consumer terms is that a person would be able to see and use his or her hands to grip, manipulate or otherwise interact with virtual objects while wearing a headset that might otherwise make them impossible to see.

See the full story here: http://recode.net/2015/10/08/sony-acquires-softkinetic-which-can-track-hands-for-virtual-reality/

8Oct/15Off

A High-End Camera in a Small Package

light.camerax519Light, based in Palo Alto, California, plans to start taking preorders for its L16 camera on Wednesday for $1,699, though some would-be customers may pause when they learn it won’t ship to them until late next summer.

The rectangular black camera can capture images of up to 52 megapixels. Unlike most cameras, which use just one lens and image sensor, the L16 will squeeze in 16 camera modules with three different focal lengths—five 35-millimeter ones, five 70-millimeter ones, and six 150-millimeter ones. Each of the camera modules will have a 13-megapixel image sensor. The cameras will simultaneously snap their own shots from different perspectives when you take a picture, and software will combine them automatically into one image that mimics what you’d get from a DSLR camera with a large lens attached to it.

In April, Light said it would bring its first cameras, with 52-megapixel resolution, to smartphones next year through a deal with contract electronics manufacturer Foxconn, which also invested an undisclosed amount in the company

The L16 will include a display (but no viewfinder) and a battery meant to last for about 400 shots.

Photography lovers may have a hard time adjusting to the L16’s form, which is radically different from the cameras and lenses they’ve used for years. Grannan thinks they will adapt, though he admits it could take a decade for high-end digital cameras to make the shift from bulky devices we have now.

See the full story here: http://www.technologyreview.com/news/542121/a-high-end-camera-in-a-small-package/?utm_campaign=newsletters&utm_source=newsletter-daily-all&utm_medium=email&utm_content=20151008

6Oct/15Off

Samsung Patents Augmented Reality Tech With Interactive Images

samsung-patent-ar-640x480the glasses can show a keypad on the user’s hand, allowing them to “dial” numbers or type out messages just by tapping and gesturing the air in front of them. Other examples shown include the ability to play musical instruments like the piano.

That being said this is just a patent so there’s really no telling if Samsung will make it a reality. However Google themselves might be coming up with something similar.

See the full post here: http://www.ubergizmo.com/2015/10/samsung-patent-interactive-images/

6Oct/15Off

On the Case: The Law on Augmented Reality and Museums

T-Rex-in-Your-Neighborhood5

Q: If we augment a painting—such as by overlaying it with video and sound—do we need permission from the painting's copyright owner?

A: Maybe.

Q: Are there many legal cases involving augmented reality?

A: Not yet.

Q: Does the Sony decision mean that I cannot be liable for trademark infringement when using AR?

A: No.

See the full story here: https://news.artnet.com/art-world/augmented-reality-and-museums-336505