philip lelyveld The world of entertainment technology

23Mar/15Off

Virtual training could be NFL preparation’s sea change

In the next year or two, an NFL quarterback will step onto the practice field, put on a headset and run through the game plan against a holographic defense that looks, moves and thinks like the upcoming opponent.

At least that's the prediction of Brendan Reilly, the 28-year-old CEO of Eon Sports and a relative football novice who spent most of a year touring the country to show coaches beta versions of his virtual reality software and ask: How do we make this better?

"They all know how to make (players) bigger, faster, stronger," Reilly told USA TODAY Sports recently, sitting in the cramped room inside a shared office space that serves as company headquarters. "It's, how do we take that next leap in understanding? How do we apply fighter pilot training to quarterbacks?

Others are looking to enter the football space, too. Los Angeles-based augmented reality developer Daqri enlisted the help of former NFL punter and noted tech geek Chris Kluwe to get a conference call with the NFL about its Smart Helmet, which was built for the industrial workplace but has a sensor package the company says could be applied to training and practice quickly.

For instance, Reilly said, Philadelphia Eagles coach Chip Kelly wanted his offensive linemen to be able to see and process the game from a three-point stance. So developers integrated various types of motion tracking to follow head movement. Carolina Panthers quarterback Cam Newton wanted an improved field of vision, because turning his head in a real game would tip the defense.

See the full story here: http://www.usatoday.com/story/sports/nfl/2014/12/12/virtual-training-reality-practice-eon-sports-brendan-reilly/20284053/

20Mar/15Off

Reality Check: Comparing HoloLens and Magic Leap

The most impressive part of the HoloLens demos was the use of sensors to track where I was looking and gesturing, as well as what I was saying. My gaze was effectively a mouse, accurately highlighting what I was looking at. An up-and-down motion with my index finger—dubbed an “air tap” by the HoloLens crew—functioned as the mouse click to do things like paint a fish or place a flag in a certain spot on Mars. (I screwed this up a number of times; mostly because I wasn’t holding my finger up high enough.) Simple voice commands like “copy” and “rotate” worked well, too.

HoloLens is also really good at having virtual objects follow the user around. As I chatted with a Microsoft employee over Skype, the simple diagram he drew about how to connect a light switch hovered in the air near the electrical box on the wall, while his video-chat window remained in my field of view, even as I moved about. This fits neatly with the idea that augmented reality could help employees in the field make repairs to things like air conditioners (see “Augmented Reality Gets to Work”).

It’s clearly incredibly hard to make this kind of stuff work in a convincing way on a headset—once you’ve figured out how to make good-looking virtual images, there’s the task of cramming all of the necessary computer hardware into a wearable device, making sure it looks good as the wearer is walking around, and figuring out a way to power it. This raises big questions about how good augmented reality can really get, and how useful it will be in the near future. If it doesn’t wow you, both in form and function, why would you buy it?

[Philip Lelyveld comment: Apple has recently hired a number of people from the fashion industry.   It is thought that they are working on the design of Apple's VR and AR products.]

See the full story here: http://www.technologyreview.com/news/535806/reality-check-comparing-hololens-and-magic-leap/?utm_campaign=newsletters&utm_source=newsletter-daily-all&utm_medium=email&utm_content=20150320

19Mar/15Off

WEVR Launches $1 Million VR Grant Program, Up to $50,000 Available for VR Storytellers

VRthBlu_encounter_panorama5a-700x394[Philip Lelyveld comment: One of the initiatives that the ETC member companies, including the major Studios, have asked the ETC to pursue is to work with students and faculty to help build out the VR storytelling language and experiment to find what works in VR storytelling.  This WEVR effort compliments that as a side benefit of their goal of building out WEVR's library of content.]

WEVR, the Venice, Ca. company formerly known as WemoLab, announced OnWEVR today, a new $1 Million grant program that could net prospective VR content producers anywhere between $5,000 to $50,000 in project funds.

“There really aren’t many funding opportunities for VR storytellers, so we wanted to create something very lightweight that helps producers, helps us, and helps the VR community.”

The proposed project must be a VR experience a few minutes in length and use WEVR’s VR media player software.

See the full story here: http://www.roadtovr.com/1million-vr-grant-program-wevr-5000-50000-available-vr-storytellers/

18Mar/15Off

Otoy reveals free rendering software for super-fast virtual reality and ‘holographic cinema’

otoy-art-6Otoy has released its OctaneVR virtual reality rendering software for virtual reality, augmented reality, and holographic cinema. And it’s available for free for commercial use.

Otoy is all about providing cloud-based production tools so that artists, movie makers, and game creators can create awesome computer-generated images, films, or games.

The goal of OctaneVR is to create art at the same fidelity demanded by consumer VR and AR devices coming to market this year. OctaneVR will be released on Windows, OSX and Linux for free for an unspecified period of time. It supports apps that show scenes in full virtual reality, where you can turn around 360 degrees and see a virtual world.

Otoy’s new tools include the Orbx Media Player, which will work with the Samsung Galaxy Gear VR mobile headset, with support for Microsoft HoloLens and HTML5 WebVR coming in the fourth quarter of 2015.

See the full story here: http://venturebeat.com/2015/03/17/otoy-reveals-rendering-software-for-super-fast-virtual-reality-and-holographic-cinema/

18Mar/15Off

Some companies see virtual and augmented reality as a way to make money from a new type of ads.

mediaspike.1x519Founder and CEO Kevin Hart describes what the company has been showing off at the SXSW festival this week: a computer-generated drone seemingly hovering in the air about 20 feet away, with a banner flying below it, visible only when viewed through the camera lens of an iPad. As you move closer to the virtual drone, he says, it will get appropriately larger by taking into account motion sensors on the iPad to determine your location and position, allowing you to walk under and around it.+

A company that has already had some success merging virtual ads with the real world is Blippar. A smartphone app created by the company can be used to view sponsored augmented-reality content, such as virtual footballers on Pepsi cans, or virtual nail polish shades from Maybelline.

See the full story here: http://www.technologyreview.com/news/535556/virtual-reality-advertisements-get-in-your-face/?utm_campaign=newsletters&utm_source=newsletter-daily-all&utm_medium=email&utm_content=20150318

17Mar/15Off

The director of Creative Control explains his augmented reality nightmare

AlexiaRassmussen_CourtesyofGhostRobot.0Emily Yoshida: There are so many tech-oriented films this year at SXSW, and a lot of tech-nightmare films. But then you walk outside after watching of one of these dark visions of technology, and the overall SXSW vibe is "Everything about the future is going to be amazing! Lets get even MORE internet!"

Benjamin Dickinson: "This is gonna change everything! After this, there will be no more human suffering, because we'll all be able to play video games on our glasses! We'll never have to deal with the confusing aspects of life, like death, or overly complicated emotions!" That narrative's ridiculous. Have you seen the ad that Microsoft did for the HoloLens?

But the idea of "hipsters" being a counter-culture, or somehow outside the mainstream seems silly to me. I feel like it all converged years ago.

It converged in 1971. That's what's so funny about it to me; this idea that hipsters are not authentic. Basically what people are saying is that they're counterculture consumers, which is an oxymoron. Again, the disinformationist Reggie Watts prefers to call hipsters "aesthetic bohemians." Which is a more accurate term.

See the full interview here: http://www.theverge.com/2015/3/17/8231381/sxsw-creative-control-benjamin-dickinson-interview-vr-movie

17Mar/15Off

Usens Pi: Headset offers virtual reality you can control with your hands

diagrm0897-2For $279 you can buy a version of the headset (which has about two hours of battery life) that allows you to place your iPhone 6 or Android phone into the headset for VR functionality (much like the Samsung Gear VR). And for $359 you get the all-in-one version of the device (with about one and a half hours of battery life), which has its own built-in display (no mobile phone necessary).

"AR is not the main focus with Oculus," says Fei. "Compared to the HoloLens, we are more similar, but we have a solution that is much cheaper and more realistic from a technology point of view. And we are more open to supporting Android and iOS."

Fei believes that delivering AR through the Impression Pi's video display is better than having someone place a lens over their eyes, as with the HoloLens or Google Glass.

"[AR lens overlays] always have a dark grey cover, making the real world harder to see," says Fei. "The other drawback is that the viewing angle is extremely small and needs to be adjusted to the viewer's eyes carefully." (Fei claims the viewing angle on the Impression Pi is 90 degrees.)

See the full story here: http://mashable.com/2015/03/16/impression-pi/

17Mar/15Off

Vive by Value – The Best Virtual-Reality Experience So Far

vivie_cropped-2Vive is distinguished from its two major rivals in a key way: it comes with two 6-by-6-inch laser tracking boxes that track your body as you move around a room. In this way you’re able to physically wander the simulated scene. Draw near to a wall in your home and phantom barriers shimmer into view within the virtual world to warn you of impending collision.
...
You interact with the simulated worlds via two remote controls, which appear as virtual devices inside the game, mapping to your own gestures and movements. In an extraordinary art demo, a virtual palette of paints sticks to one of your hands, while the other holds a brush.
....
In another of the demos you must cook a meal as if you were a chef in a restaurant: walking between the fridge and the cooker, breaking eggs into a saucepan, chopping up tomatoes, and so on.
...
The freedom of movement Vive affords its user within the simulation separates it from Oculus Rift and Morpheus, in which you can, at most, lean for a better view of the virtual world. Of course, in a conference setting within a specially built room, free of clutter and furniture, the technology was shown in its best light. How well the design will translate to the untidiness of the home is unclear. Nevertheless, Vive is an astonishing development in the rapidly evolving virtual-reality landscape, one that lends early credence to Yoshida’s bold claim of an emerging medium.

Read the full story here: http://www.technologyreview.com/view/535941/the-best-virtual-reality-experience-so-far/

14Mar/15Off

Archaeologists See and Smell the Past With Augmented Reality

history-appEve built the augmented reality system with a smartphone, an open-source microcontroller, and a video game development software. He scouted historic sites, filming his path and recording all his observations. Then, he recreated the landscape in a coordinate-based mapping program. Finally, using video-game building software, he created the structures and placed them into their proper locations on the map.
He could not only see the huts from an ancient tin-mining village, he could actually walk inside and see what the view from their front door was.
Seeing is just a part of the experience Eve wants to create. He also developed Dead Man’s Nose, a prototype device that emits odors, like the smell of a campfire and roasting meat, as you pass by specific locations. When you pass a pinpointed smell location, it fires up a small fan that wafts the odors in your direction. The device is a little noisy and clunky (it accompanies you in a camera bag slung around your neck), but some 300 different scent formulas can be loaded into the device, from woodsmoke to farmyard.
Eve has also pinned sounds to specific GIS locations, which play more loudly the closer the user walks toward their source. So when you pass a virtually rendered hut, for example, you might hear the murmurs of its occupants, or the sounds of the sheep in the distance. When all these sensory elements work together, history takes an amazingly tangible form.
See the full story with video here: http://blogs.discovermagazine.com/crux/2015/03/13/archaeologists-augmented-reality/#.VQT-KUJiBrg

13Mar/15Off

Step into the Cube: Virginia Tech’s giant virtual reality room

An interdisciplinary research project is keeping VR weird

IMG_7847.0A 50 x 40-foot box isn’t even big enough to fit the scoreboard in Virginia Tech’s Lane Stadium. But for me, the room looks like the giant venue, full of 60,000 spectators in the midst of evacuating. The audience is represented by tiny boxes, torrents of them streaming through a simple replica of one wing, mixing and jostling each other as they pass. If I walk slowly, I can match their pace. A little faster, and my speed multiplies, until walking briskly in the Cube shoots me through the stadium and straight into empty blue space.

Originally built as a black-box theater, the Cube is shared between ICAT and Virginia Tech’s Center for the Arts, used for both art projects and scientific research. This doesn’t necessarily have to involve VR; in 2013, the Cube theater hosted a live performance called Operacraft, where K-12 students used Minecraftavatars — projected onto a wall — to perform an opera sung by Virginia Tech musicians.

One of the Cube’s biggest selling points is its sound system, which creates deafening 360-degree audio with 124 standard speakers, four subwoofers, and nine additional speakers that project hyper-targeted sound, like the aural equivalent of a spotlight. It’s possible to create things that could never be replicated with an ordinary sound system, like an experimental composition by ICAT media engineer Tanner Upthegrove that sends metal and chainsaws whirling around the room and wouldn’t feel out of place in Hellraiser. Close your eyes in another demo — a recording from inside a tornado — and you can almost feel the tremors as wind rips away nails and wood.

See the full story, and a 5 minute movie, here: http://www.theverge.com/2015/3/13/8204193/virginia-tech-icat-vr-research-oculus-rift