philip lelyveld The world of entertainment technology

12Sep/15Off

MIT Created a Camera That Will Never Overexpose a Photograph

neveroverexposeIn conventional camera sensors collect photons like buckets collecting raindrops. When a “bucket” gets filled up, any additional “water drops” (i.e. photons) will be discarded, and that information is lost. In the resulting photo, that pixel will show up as pure white.

With the modulo camera, each bucket is emptied whenever it fills up during an exposure. This means that when the exposure ends, all the buckets have some kind of useful information in them. By taking into account the number of resets for each bucket, the camera can figure out the relative brightness for each pixel.

See the full story here: http://petapixel.com/2015/08/18/mit-created-a-camera-that-will-never-overexpose-a-photograph/

10Sep/15Off

Google’s New Project Is So Insanely Advanced It Will Blow You Away

googlesnewprojectissoinsanelyadvanceditwillblowyouaway_1433768153_280x140Google’s Project Soli has invented a new interaction sensor using radar technology that can capture motions of your fingers at up to 10,000 frames per second.

This chip is actually a miniature gesture radar that captures even the most complex hand movements at close range, at unbelievably hyper speeds and replicates hand gestures. Given the micro size of the chip, it can almost be fitted into literally anything. This technology, if the project is successful, can make the need to touch a device to operate it redundant.

See the full story here: https://www.facebook.com/richard.saul.wurman?fref=ts

10Sep/15Off

Watch Disney Animation legend behind Aladdin and Ariel draw in VR

The film, directed by Ashley Rodholm, shows how virtual reality allows Keane to finally bring his characters to life. "When you draw, you're expressing something that's real, visceral," he says in the short. "By making a line, it's sort of a seismograph of your soul." Instead of a paper and pencil, Keane draws life-sized versions of Ariel and Beast in the short with an HTC Vive headset and the 3D painting app Tilt Brush app (which is now owned by Google). And rather than just being static on a page, he's able to walk around his characters as if they were fully three-dimensional. Most impressively, the short, which was shot in a day, only documents Keane's second time using VR tech. There's still plenty of room for improvement.

See the full story here: http://www.engadget.com/2015/09/10/glean-keane-vr/


Glen Keane – Step into the Page from Future Of StoryTelling on Vimeo.

6Sep/15Off

Four trends spotted at the IFA tech conference

Smartwatches are looking less dorky.

UHD TVs are looking brighter, and so are UHD’s prospects.

The electronics industry will stop at nothing to make your home smart.

Sometimes we can’t have nice things.

An international show like IFA can also expose some of the U.S. electronics market’s issues. The variety of smartphones on display here, for instance, exceed what American shoppers get because in so many other markets, people haven’t had to wait for their wireless carrier to start selling a particular model.

I also saw a Grundig refrigerator that included four cameras on the inside, so you can see if you really need more milk by checking the video feed on your phone in the grocery store. You can also save and share still images from them, should you feel the urge to open the door to take a fridge selfie.

See the full story here: http://www.usatoday.com/story/tech/personal/2015/09/06/four-trends-spotted-ifa-tech-conference/71807722/

 

5Sep/15Off

The reality of marketing a VR game in a 2D world

 

12ae08691c084d1eb1aaf237407bea43Experiential is obviously the way to go? Well yes, and now that we’re fast approaching launch expect the major headset players to attend the main consumer shows such as EGX or Paris Games Week in a big way, or set up their own hands-on events, such as HTC’s current tour of the Vive in North America. These experiential opportunities will be the key focus for the hardware manufacturers to get headsets on as many heads as possible, and create the evangelists and desire for their product.

 

However experiential isn’t going to be an available option for everyone, especially your smaller studios.

In reality, once VR has become a part of all our lives and everyone is interacting with content on a daily basis, much of the marketing will be done within the headset where it’ll be at its most effective and where viewers can interact with what you’re selling to them. Technology will have figured out a way to do this cheaply and effectively – as we do now with our 2D assets – and the next thing you know we are all Wade Watts living in a virtual world…

In the meantime: Stick to your 2D trailers, maybe do a bit of picture-in-picture if it works for your product and you have the resource. Otherwise, don’t worry, the VR early adopters will get it and it’ll come down to how good your content looks, not how fancy the marketing is. Then cross your fingers that the first parties do a great job with their experiential events and come this time next year everyone is a virtual reality expert.

See the full story here: http://www.develop-online.net/opinions/the-reality-of-marketing-a-vr-game-in-a-2d-world/0210245?utm_source=KZero+Website+Subscribers&utm_campaign=b2fbd6b504-Template_for_VR_News_Weekly36&utm_medium=email&utm_term=0_6f364169c5-b2fbd6b504-117770001

5Sep/15Off

VRstudios raises $1.3M, quietly looks to build virtual reality powerhouse in Seattle

Screen-Shot-2015-09-04-at-9.59.41-AM-290x300We’ve heard about part of the company before, called VRcade. But there’s more to the story. VRstudios is a larger organization that has three product lines: VRcade, which focuses on video games, VRdesign, which is for architects, and VRsolutions, which offers custom services for VR deployments.

Jamie Kelly and Dave Ruddell, who co-founded VRcade, are listed as VRstudios president and CTO, respectively.

See the full story here: http://www.geekwire.com/2015/vrstudios-raises-1-3m-as-it-quietly-builds-virtual-reality-powerhouse-in-seattle/

5Sep/15Off

Here’s Why Google Should Buy Vuforia From Qualcomm

20150904-qualcomm-vuforiaAs Re/code’s Ina Fried wrote yesterday, Qualcomm is thinking about spinning off or selling its augmented reality platform, Vuforia.

That would be a big deal for the nascent community of software developers making applications for AR, which is expected to grow to a $120 billion market by 2020. In May, Apple bought Vuforia’s biggest competition, Metaio, shutting down the public face of the company and bringing its team in-house. Vuforia now claims to have more than 175,000 developers registered on its platform.

According to several executives working in augmented reality, if Qualcomm is going to sell Vuforia to another company (and not spin it out into an independent entity as it did with Gimbal), the best home for Vuforia would be Google.

Other possible acquirers active in the AR space include Intel, which has a computer vision platform called RealSense; HP, which runs an AR platform slightly smaller than Vuforia called Aurasma; or Microsoft, which is exploring how Windows 10 might support augmented reality — and its close cousin, mixed reality — via the upcoming HoloLens glasses.

That might be Apple, but it’s something Google has proven it can do. In addition, Google has the market clout of Android and the technical expertise of initiatives like Project Tango and Google Glass, the latter of which is said to be getting an overhaul behind closed doors under the leadership of Nest CEO Tony Fadell.

See the full story here: http://recode.net/2015/09/05/heres-why-google-should-buy-vuforia-from-qualcomm/

3Sep/15Off

Google, Microsoft, and other tech giants team up to create next-gen video codec

In a rare moment of cooperation, seven of the technology industry's most prominent software makers have banded together to create a next-generation standard for encoding and decoding video streams. The Alliance for Open Mediaconsists of Amazon, Cisco, Google, Intel Corporation, Microsoft, Mozilla, and Netflix, and it's working to deliver next-generation tools it says will be royalty-free and open source.

Companies like Netflix and Amazon can pay millions of dollars a year to license codecs, which allow streaming media files to be transmitted and displayed on our devices. But competing formats, a lack of standards, and battles over patents have created headaches for companies that would rather organize — and optimize — around a single codec. The Alliance for Open Media was likely driven in part by demands for royalties from the industry group HEVC Advance, which is making patent claims on a successor to the popular H.264 codec that is capable of transmitting 4K video at half the current bandwidth.

"The new Alliance is committing its collective technology and expertise to meet growing internet demand for top-quality video, audio, imagery, and streaming across devices of all kinds and for users worldwide," the organization said in a press release. The main goal right now is to develop a next-gen video codec in the next two years that will incorporate all the latest work from Cisco's Thor project, Google's VP9 and VP10 codec work, and Mozilla's Daala initiative. That way, there will be a single technology created by those responsible for much of the backbone of modern Web traffic, along with help from some of the biggest web video providers. The alliance expects to add more members starting next to year to bolster its position against competing codecs in the marketplace.

See the full story here: http://www.theverge.com/2015/9/2/9252753/alliance-for-open-media-next-generation-codec

The Alliance for Open Media press release is here: http://aomedia.org/press-release/alliance-to-deliver-next-generation-open-media-formats/

2Sep/15Off

Magic Leap files 97 patents!

The secretive company has applied for 97 patents, providing a small hint at the futuristic tech it’s developing.

The group of patents, published between August 20 and 27, include devices and techniques for capturing and manipulating light and images. Several discuss “outside light,” which refers to the light from objects that bounces off the eye and creates what the brain interprets as an image. Glasses or a contact lens could interfere, and change what the eye sees. And because Magic Leap is in the business of augmented reality, it could use some of the technology it seeks to patent to dim some of the light from real objects to make the virtual ones it projects appear more real.

Also, as Re/Code notes, the patents discuss displaying light at different focal points.

See the 97 patents here: http://appft.uspto.gov/netacgi/nph-Parser?Sect1=PTO2&Sect2=HITOFF&p=1&u=%2Fnetahtml%2FPTO%2Fsearch-bool.html&r=0&f=S&l=50&co1=AND&d=PG01&s1=%22magic+leap%22.AANM.&Page=Prev&OS=AANM/%22magic%2520leap%22&RS=AANM/%22magic%2520leap%22

See the full story here: http://fortune.com/2015/09/01/magic-leap-patents-contact-lens/

2Sep/15Off

Marines Explore ‘Augmented Reality’

150805-N-PO203-143-300x206While virtual reality puts the user in a completely computer-generated environment, augmented reality superimposes computer-generated elements — say, a tank, a helicopter, or a building — on the real world. That lets troops go through the actual, physical motions of the skill they’re training for and build muscle memory, without restricting the targets and support units.

The system tested in Quantico, the Augmented Immersive Team Trainer (AITT), is primarily meant to train troops to call in airstrikes and artillery barrages. That’s one of the hardest kinds of training to do live. Real aircraft and artillery batteries are expensive and often unavailable when other units want to train with them. Real bombs, missiles, shells, and targets can be used only once. Augmented reality training replaces all these costly components while keeping the crucial one — the human being — with his boots on the actual ground.

AITT could be used for other training in the future. After four years of development and testing, the service will conduct “a large-scale demonstration [and] assessment” this October. The project will move from the Office of Naval Research to the regular Marine procurement system, which will decide whether to buy augmented reality in bulk.

See the full story here: http://breakingdefense.com/2015/09/marines-explore-augmented-reality-training/