philip lelyveld The world of entertainment technology

15Jun/15Off

The OPEN 2015: Augmented reality check at Tanjong Pagar Railway Station

22625547Called 15 Stations, it’s a project under the Singapore International Festival Of Arts’ pre-fest event The OPEN where visitors can explore the iconic place using an augmented reality app.

 Written by Christopher Fok and developed together with students from Nanyang Technological University’s School Of Art, Design and Media (NTU-ADM), the app can let you explore three “routes” at the station, which you can access via three- and two-dimensional “triggers” such as posters or the facade of the railway station itself.
The first route looks to the station’s past and will incorporate images from the National Archives.
Another route was inspired by the story of a real-life regular passenger in the 1970s...
The final route, meanwhile, looks to the future,...The students have created eight animation works imagining the possible futures of the station, including its conversion into a church, a garden, a village or a “friendship station”.
15Jun/15Off

AltspaceVR Opens Its Virtual Reality Chat Room

Cameras on our computers and Leap motion trackers affixed to our headsets translate our mannerisms and gesticulations into the virtual world. 

Backed by Google Ventures, the VR communication platform lets dozens of people from anywhere in the world share a virtual space.

After several weekend-long experiments, Altspace is permanently thrusting open the doors of its VR chat room. 

“People cluster together,” Romo says. “If you design the physics of the interaction correctly, people follow the patterns they do in real life.” Binaural, directional audio means you can tell if someone behind you is talking, and you’ll hear their voice fade if you wander away. And through a new partnership with SensoMotoric Instruments, AltspaceVR will soon be able to track your eye movements so you can squint at someone when you’re skeptical, or look up at someone with puppy-dog eyes inside VR.

Led by Romo, a former SpaceX propulsion lead analyst, its 15-person team is trying to build a social software bridge between the fragmented VR headset makers. AltspaceVR runs on a MacBook Pro with a suped-up graphic chip, meaning you won’t need a hard-core gaming PC to run it.

Despite some rough edges and a limited set of things to do, beta users have shown a remarkable willingness to stay in AltspaceVR. At one point, a group watched all of Terminator 2. The average usage over a weekend-long chat room test has been 25 minutes, “which is just crazy, crazy good,” says Romo, noting Netflix’s average session is around 20 minutes. Twenty percent of users in the last test spent over two hours inside the land of make-believe.

Watching eSports and other video content has been popular, but Romo imagines intellectual symposiums and celebrity meet-and-greets. AltspaceVR sticks you in a robot avatar for now, but could one day let you walk around in your own skin if you’ve been VR-scanned by a booth like the xxArray.

See the full story here: http://techcrunch.com/2015/06/12/vr-chat/

15Jun/15Off

Residence Inn trials augmented reality

Hotel chain Residence Inn by Marriott is to pilot image recognition and augmented reality technology that will allow guests to scan beverage coasters to access interactive experiences, including games and food and drink suggestions, on their smartphones. The chain is using visual discovery platform Blippar for the service and will test it in Boston, Austin, Los Angeles and Washington DC.

See the full story here: http://www.nfcworld.com/2015/06/11/335938/residence-inn-trials-augmented-reality/

15Jun/15Off

VC Investments Pour Into Virtual Reality Startups, But Payoff Looks Distant

Rothenberg Ventures in San Francisco started investing in VR about a year and a half ago after investment director Dylan Flinn “fell in love” with the developer version of the Oculus Rift. “We see VR as the next evolution of human-computer interaction, said Flinn, whose firm has invested in AltspaceVR, which is creating a social VR platform, and 3D modeling startup Matterport.

See the full story here: http://www.forbes.com/sites/roberthof/2015/06/11/vc-investments-pour-into-virtual-reality-startups-but-payoff-looks-distant/

15Jun/15Off

Mediamation VR4D 2-seater experience

image.phpIn concert with the 4D theater presentation, MediaMation unveiled what they dubbed in a tag line - 'VR4D' "The Ultimate Immersive and Interactive Entertainment Experience." Introducing a demonstrational prototype created in partnership with developer RUST LLC, the twin seat 'EFX' system harnessed two Oculus VR Rift DK2 (Development Kit 2) head-mounted displays (HMD) - enabling players to take part in a sweeping space-based travel game. This configuration allowed players to use their head positioning to spot and collect virtual "gems." The aforementioned technology was promoted in MMI marketing messaging as "game-changing," and was linked to future projects using immersive pods, thus adding interactivity and immersion to their 4D and 5D experiences.

See the full story here: http://www.mediamation.com/pdf/MMIStingerReportcoverageJan2015.pdf

14Jun/15Off

Mark Bolas Siggraph video – near-field VR study/demo

This video of USC SCA’s Mark Bolas’s team’s work will be of interest to ETCentric readers working in rendered VR and CGI in general.  This team has students working under the direction of Vangelis Lympouridis running 1-week long experiments on what works and what doesn’t work in VR animation.  If the results are worthwhile, the ETC will create opportunities for the student projects to be shown to the ETC Board and membership.

12Jun/15Off

Industrial Light & Magic wants to bring virtual reality to the movies

635696295459748978-ilm1ILM's Experience Lab, or ILMxLab, will combine the technical assets of ILM, Skywalker Sound and Lucasfilm to create immersive experiences that allow fans to participate in their favorite movie worlds.

Although video games pegged to movies have promised a similar experience, this new tech will be different: non-competitive and using photo-realism rather than animation.

The division's debut products will be Star Wars-based and debut later this year. The company is also working with other filmmakers to bring their projects into the virtual space. Disney, which bought Lucasfilm in 2013 for $3 billion, may use the resulting assets for everything from marketing to theme park attractions.

Enter ILMxLab, which is testing a variety of iPad- and Oculus Rift-based technology that allows movie aficionados to enter specific scenes of a movie and navigate through them at will. ILMxLab executives say the tech is most likely to make its debut in association with J.J. Abrams' Star Wars: The Force Awakens in December.

"What we're aiming for is to open the two-dimensional world of the movies and allow fans to walk into those worlds with the same visual fidelity," says John Gaeta, ILMxLab's creative director.

In an exclusive demo for USA TODAY, Gaeta fired up a Star Wars-inspired scene where R2D2 and C-3PO are hiding from Storm Troopers in a dusty village. Instead of just watching the scene on a screen, a visitor holding an iPad can turn 360-degrees and see all around the main characters' world.

The difference between a video game and ILMxLab's world are immediately apparent. Rather than the goal being beating a rival, the end game is to put the viewer inside the movie in order to explore story lines perhaps not pursued by the director in the feature film itself.

"Apple, Google, Intel, they all have moonshot projects around AR and VR, but they're still just figuring it out," Gaeta says. "Our standards for world-building are very high, and we intend to use our technology to give people experiences that they haven't yet dreamed of."

See the full story here: http://www.usatoday.com/story/tech/2015/06/12/ilm-creates-xlab-for-bring-virtual-reality-to-movie-experience/71064884/

12Jun/15Off

Occipital wants to interrupt virtual-reality scenes with what’s coming at you in real life to prevent surprises and spills

occipital.1x299 occipital.2x299Occipital’s sensor works by projecting a laser pattern onto your immediate environment. Its infrared camera picks up that pattern and uses it to measure the distance to objects in the scene so that software can rebuild those objects in three dimensions. To add bits of the real world to a virtual one, Occipital takes video captured by the regular camera on the iPad (or, in a demonstration I saw using a different kind of sensor mount, an iPhone) and measures its depth; when an object in the real world—say a trash can—comes within a preset distance, the software will basically cut out the image of the can and insert it atop the 3-D virtual scene.

I got a look at what Occipital is trying to do during the Augmented World Expo in Santa Clara, California, this week. Powers placed a Homidoheadset onto my head—basically a generic version of Samsung’s Gear VR headset, which requires a smartphone to show virtual reality apps—into which he had slid an iPhone 6 that was connected to an Occipital 3-D sensor and had a wide-angle lens atop its normal rear camera. The view within Occipital’s virtual world was odd: I was standing within a vast, mostly empty gray room with yellowy dust particles slowly falling all around me, but after walking forward a few feet, the gray expanse was interrupted by a pixelated-looking black railing that appeared in front of me. Unlike the room, the railing was the real thing, marking the edge of the floor we were standing on in the Santa Clara Convention Center.

A moment later, Powers walked in front of me, and when he got within three or four feet, I could see him from head to torso, roughly, through the goggles: pixelated and rendered in black and white, but looking more like an actual human than an animated one. It was strange, but compelling.

See the full story here: http://www.technologyreview.com/news/538336/how-to-avoid-real-objects-while-in-a-virtual-world/?utm_campaign=newsletters&utm_source=newsletter-daily-all&utm_medium=email&utm_content=20150612

12Jun/15Off

Oculus’s Virtual-Reality Headset to Simulate Touch, Gestures

oculus-touch-vr-input-controller-with-rift-700x394The touch controllers unveiled Thursday by Oculus founder Palmer Luckey are designed to enable people to pick up guns, throw Frisbees or carry out other actions within the fantasy scenes they see through a virtual reality headset called the Rift. The controllers also will make it possible to point, wave inside the video games being played on the Rift, according to Luckey.

The half-moon shaped controllers, called Oculus Touch, will be showcased along with the Rift headset next week in Los Angeles at the Electronic Entertainment Expo, or E3, a major video game conference.

It's a lightweight device that will fit on top of a person's head like a helmet.

The Rift's price hasn't been announced yet, although Oculus has previously said the headset and a personal computer need to power the technology will cost less than $1,500. The Rift package will also include a wireless controller and adapter for the new alliance with Microsoft, which is branching into another emerging niche of technology niche known as "augmented" reality with its own HoloLens headset.

The Rift's initial target market will be avid video game players.

See the full story here: http://www.inc.com/associated-press/oculus-virtual-reality-headset-to-simulate-touch-gestures.html

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10Jun/15Off

Augmented reality promises ‘superpowers’, and people are listening

This story focuses on easily described consumer AR products.  For me the most important thing at the show was the Google Project Tango and Qualcomm Vuforia combo; which lets you scan a space with a tablet/phone then do all sorts of things with it - like put virtual objects in the real space and interact with them, or measure the distance between two objects, or build a virtual building then walk inside it and look out through the windows. (It will compete with Intel RealSense)

See the full story here: http://www.usatoday.com/story/tech/2015/06/09/tech-expo-spotlights-our-augmented-future/28754693/