philip lelyveld The world of entertainment technology

12Aug/15Off

Ad-Blocking Results in $22B in Lost Ad Revenue, Says Report

According to The New York Times, the report notes that the loss of $22 billion in revenues this year “represents a 41 percent rise compared to the previous 12 months.” The websites most impacted by ad-blocking are gaming, social networks and technology-related.

Ad-blocking is even more commonly used in Europe than the U.S. The report notes that 77 million people use it in Europe; more than one-third of people in Poland have and use the software. German startup Eyeo, which sells the popular Adblock Plus browser plug-in, says it has about 60 million active users.

See full story here: http://www.etcentric.org/ad-blocking-results-in-22b-in-lost-ad-revenue-says-report/#more-95016

12Aug/15Off

Eyeglasses with Face Un-Recognition Function to Debut in Japan

BN-JT301_jglass_G_20150806231945Dr. Isao Echizen at Japan's National Institute of Informatics has spent the better part of two years cooking up a pair of specs that render people's faces undetectable to autofocusing cameras and (with any luck) the facial recognition tech that power the web's social services.

The Privacy Visor, created by the government-affiliated institute and an eyeglass maker in Japan’s Fukui prefecture, uses unique angles and patterns on its lens that reflect or absorb light. This prevents the recognition systems in digital cameras and smartphones from spotting a human face in a shot and focusing on it.

Tests with cameras on smartphones showed that the eyeglasses were able to trick the facial-recognition system 90% of the time.

See the full story here: http://blogs.wsj.com/digits/2015/08/08/eyeglasses-with-face-un-recognition-function-to-debut-in-japan/?mod=ST1

11Aug/15Off

The Great UHD debate – 4K vs HDR

It is hard to say which will win the marketing buzz war. Probably both will eventually become part of the UHD standard, together with other UHD features such as WCG (Wide Color Gamut) and HFR (Higher Frame Rates). The challenge of standardizing is complicated by the fact that OEMs aren’t completely on-board yet with 4K, and current TVs are mostly not HDR-ready.  

See the full story here: http://www.streamingmedia.com/Articles/Editorial/Featured-Articles/The-Great-UHD-Debate-4K-Battles-HDR-for-the-Future-of-TV-105670.aspx

11Aug/15Off

VR porn: the ins and outs of virtual reality’s XXX future

IMG_7311_RGB-750x500This is a long, in-depth story! - http://www.thememo.com/2015/08/10/virtual-reality-vr-porn-ela-darling-james-deen-sugardvd/

11Aug/15Off

Stanford researchers unveil virtual reality headset that reduces eye fatigue, nausea

[Philip Lelyveld comment - I tried it and couldn't see the effect.]

In current "flat" stereoscopic virtual reality headsets, each eye sees only one image. Depth of field is also limited, as the eye is forced to focus on only a single plane. In the real world, we see slightly different perspectives of the same 3D scene at different positions of our eye's pupil, said Gordon Wetzstein, an assistant professor of electrical engineering at Stanford. We also constantly focus on different depths.

The new light-field stereoscope technology – developed by Wetzstein along with researchers Fu-Chung Huang and Kevin Chen – solves that disconnect by creating a sort of hologram for each eye to make the experience more natural. A light field creates multiple, slightly different perspectives over different parts of the same pupil. The result: you can freely move your focus and experience depth in the virtual scene, just as in real life.

See the full story here: http://news.stanford.edu/news/2015/august/virtual-reality-headset-080315.html

11Aug/15Off

Automotive Market – Using 3D Visualization To Transform The Aftermarket

Beck Besecker of Marxent will demonstrate how 3D visualization is transforming inventory and customer decisions on Tuesday, Sept. 22, at the 2015 Technology Conference presented by the Automotive Aftermarket Suppliers Association (AASA).

”Conference attendees will learn how leading-edge brands are using Augmented and Virtual Reality to display products in 3D and increase sales, and see this rapidly emerging technology first-hand,” said Chris Gardner, AASA vice president. “As the co-founder and CEO of Marxent, Beck is among top subject matter experts in virtual reality and augmented reality solutions for sales and marketing with extensive experience building interactive marketing solutions for Fortune 500 retailers and brands.”

The 2015 AASA Technology Conference is scheduled for Sunday, Sept. 20, through Tuesday, Sept. 22 at the Marriott Suites in Clearwater Beach, Fla. It is the only event of its kind in the industry with its exclusive focus on technology professionals in the automotive aftermarket...

See the full post here: http://www.autoserviceworld.com/news/using-3d-visualization-to-transform-the-aftermarket/1003755272/?&er=NA

 

11Aug/15Off

Augmented reality baseball app shown off by Joe Girardi

portalball-augmented-reality-game-app[Philip Lelyveld comment: with all the stories today about VR in Football, its nice to see one story about another sport.]

Joe Girardi, the New York Yankee’s manager, typically makes headlines for guiding his team to hold the first place, but recently he was in the spotlight as he showed off his new augmented reality science-fiction baseball game app, called Portalball.

The application was launched mobile app development company Appetizer Mobile. It provides the user with the ability to use the smartphone camera to allow them to take part in a virtual baseball game. Within it, they need to hit balls that have been pitched to them, throw the ball, or catch it. The balls come from and are sent into portals that appear in augmented reality over the 360 degree view of the real world, which is used as the game’s playing field. This game can be played wither in solo mode, or as a multiplayer experience.

See the full story here: http://www.qrcodepress.com/augmented-reality-baseball-app-shown-off-by-joe-girardi/8530774/

11Aug/15Off

Siggraph: Can Virtual Reality Have a Successful Rollout?

But speakers such a Carolina Cruz-Neira of 
University of Arkansas at Little Rock warned that there's still a lot of development to be done, and past pitfalls to avoid. “Let’s do it really well this time,” she said, describing a few lessons learned. “I learned that hype hurts. There’s a lot of complexity [to VR], and [in the '90s] there was so much hype that we couldn’t meet the expectation of the public. I see that happening again.

"Also, creativity is still limited because you can get lost in the technology," she added. "We need to get that figured out. Also [in the '90s], tools were targeted at specific platforms. We need to be able to work cross-platform. We need to address this as a community.”

We need sensors that capture our action without putting things on us. There a lot of work to be done to give us freedom of motion.”

See the full story here: http://www.hollywoodreporter.com/behind-screen/siggraph-can-virtual-reality-have-814200

 

10Aug/15Off

Vice Sports Uses YouTube’s 360-Degree Virtual Reality for New Series

vice-the-moment-reebok-hed-2015Vice Sports has teamed up with lead sponsor Reebok for The Moment, which will spotlight athletes and give viewers a first-hand experience of extreme sports. The Moment uses YouTube's 360-degree virtual reality functionality.

The series launched today with Parkour athlete and stuntman Ronnie Shalvis as he performs, jumps and flips through Goblin Valley State Park. The 360-degree virtual view kicks in around the four-minute mark of the six-minute video. Each episode can be watched either in standard definition or using a 360-degree view on the YouTube player.

"The Moment really captures the focus and preparation required of some of the best athletes in non-traditional sports," said Will Kiersky, Vice Sports publisher. "What's even better is that we can leverage the 360-degree view on YouTube to really provide our audience with a fully immersive and interactive experience from wherever they want to watch."

And this all comes as the editorial staff at Vice voted last week to unionize, joining the Writers Guild of America, East.

See the full story here: http://www.adweek.com/news/television/vice-uses-youtube-s-360-degree-vr-new-sports-series-166305

7Aug/15Off

How VR Filmmakers Can Make Classics in Their All-New Medium

G3A0167_IL-582x388Virtual reality is clearly different than film, but it might need to emulate it for a while in order to catch on, Georgia Tech media scholar Jay Bolter says.  

Currently VR is caught in a dance between genuflection to—and disruption of—cinematic storytelling. Chris Milk’s experimentation with documenting protests in the streets of New York and Syrian refugee camps via VR, for example, is both in dialogue with and in defiance of cinéma vérité.

The Naïve Spectator Phase

And not only should we expect VR to stand on the shoulders of storytelling giants as it strives to earn legitimacy, we should also expect the self-consciousness of VR to subside as audiences adapt to its conventions. Like the first forays into VR storytelling we’ve seen in recent months, early cinema was obsessed with its proximity to reality, and even carried this obsession over to its plot lines by placing a “naive spectator” in those preliminary films.

Milk even pays homage to this in his work. In his Evolution of Verse, a train is shown rushing towards your retinas, begging you to flinch the way theater audiences did during 1895’s L’arrivée d’un train en gare de La Ciotat.

As Denise Mann, a media professor at UCLA, points out, television really began to take off when it figured out how to create stories that fit into the daily lives—and physical spaces—audiences occupy.

...television actually adapted to the contemporary structure of the American home. Soap operas, for instance, featured predictable plot lines that allowed a housewife to ignore the show for a while and complete a domestic duty without losing the thread.

Where VR finds its viewing “space” will also influence how it develops story. ... Real success, though, may depend on creating stories that really fit the activities audiences tend to do in those spaces.

 Dan Archer, a graphic novelist and fellow at the University of Missouri School of Journalism, meticulously recreated the suburban St. Louis scene and police evidence from the Michael Brown shooting to create the interactive and VR experience “Ferguson Firsthand.” But then he faced an even bigger issue: What role would the audience play?

Good animators are obsessed with this “in-betweening,” Saschk Unseld says, because “they understand the emotional impact of changing these.”

This simple understanding, which Unseld is using as a demonstration of how his team is trying to get the main character in their new film Henry to react to your (virtual) presence in his story, may be emblematic of a larger moment in VR storytelling history.

“We’re currently labeling it ‘audience-aware storytelling’ or ‘audience-aware acting,'” Unseld says. Every story requires that you relate to its hero (or antihero), but rarely—if ever—have they met your gaze while doing it. The effect is gripping. You’re still a naive spectator in Henry’s story, but the first time he looks you in the eyes (and he does), you’re also an empathetic one too.

If you believe that Roger Ebert was right when he said that films were “empathy machines” (he was), then immersing yourself in a world where a lonely hedgehog looks at you before popping his new balloon animal friend with a hug might be the starting point for some of the greatest movies we’ll ever see. 

See the full story here: http://www.wired.com/2015/08/virtual-reality-storytelling-essay/?curator=MediaREDEF