philip lelyveld The world of entertainment technology

23Apr/18Off

Experience the power of Virtual Reality in the entertainment industry with CEEK and blockchain technology

14305020399_fe3e131288_bWhat is CEEK?

CEEK is and has been for some time, one of the leading fabricants and distributors of virtual reality experiences around the world, in the form of software and hardware designed for that matter. It has earned numerous awards over time.

They commercialize these gadgets and software to various partners worldwide. CEEK offers several virtual reality content channels, which can be independently created or with licenses. They use the CEEK VR Platform and their outstanding headsets.

The problems that CEEK looks to solve are the missed revenue opportunities for artists and labels, as well as connecting fans all over the globe with the chance to see their favorite celebrities in live events. CEEK VR has partnerships with relevant and prominent companies such as Universal Music, T-Mobile, Baptist Health, and Apple to search for solutions.

Blockchain technology applied to entertainment

The CEEK network, with an app powered by blockchain technology, plans to extend the reach of events in global scope for sold-out shows, as well as offer artists the ability to sell an unlimited amount of virtual tickets and digital merchandise.

With the CEEK-powered Celebrity Coin Mint, artists can issue custom minted coins, which will be used as tickets for events, opening up a world full of possibilities when it comes to earnings and revenue.

The token

With the intention of promoting the sale of tickets for concerts and events on a worldwide platform, the CEEK technology works with a native cryptocurrency that is ERC20 compliant. It is the CEEK token, and it combines another ‘special’ protocol that expands its’ functionality within CEEK virtual reality environments.

Token distribution

50% – CEEK will sell 50% of the CEEK Tokens during the private, pre-sale and public sale. Unsold tokens will be used for future Celebrity Coin Cast token.

20% – reserved to incentive the development community.

20% – reserved to the company, early contributors, and advisors.

10% – locked for three years as reserves and future reserves.

See the full story here: https://globalcoinreport.com/experience-power-virtual-reality-entertainment-industry-ceek-blockchain-technology/

23Apr/18Off

Global AR Online Pitch

GlobalAROnlinePitch_LogoGlobal AR Online Pitch Event is made up of The GFR Fund, Super Ventures and The Venture Reality Fund (The VR Fund) who are all come together to put on the Global AR Online Pitch Event. Though the deadline for submissions is April 23rd, the contest is still to run until late May as a number of different stages of review must be carried out until the winner is announced live on stage at the Augmented World Expo (AWE) USA 2018 in Silicon Valley on May 31st, 2018.

In order to participate in the Global AR Online Pitch Event, startups must meet the following criteria:

  • Pre-seed, seed or Series A investment
  • Working on a product(s) in AR space
  • Has at least an MVP (Minimum Viable Product)

See the full story here: https://www.vrfocus.com/2018/04/investors-holding-contest-for-best-augmented-reality-pitch/

23Apr/18Off

Virtual reality game shows Wellington after sea level rise

1524427803227It's hard to imagine sea level rising and creeping over city streets, but if you live in Wellington you don't have to.

The city council has developed a virtual reality simulator, allowing users to travel anywhere in the city, stand on the street, and see the impact of the rising sea levels.

You can stand in the shadow of Te Papa and watch as the whole area is swallowed by the ocean.

See the full story here: https://www.stuff.co.nz/technology/gadgets/103246531/virtual-reality-game-shows-wellington-after-sea-level-rise

23Apr/18Off

The Future of Augmented Reality (Infographic)

See the full infographic here: https://www.entrepreneur.com/article/312271

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23Apr/18Off

Now you can visit world heritage sites in virtual reality

180420-cyark-specialist-2-1300_7289884a582e95d49ebd8d3ca04f25a6.fit-560w 180420-ayutthaya-al-1300_7289884a582e95d49ebd8d3ca04f25a6.fit-560wIt’s not quite the same as being there, but now anyone with a web connection or a virtual reality headset can visit some of the world’s most celebrated heritage sites — without leaving home. Depicting famous locations through VR may also help preserve site records or even aid in reconstruction if they undergo future damage.

The Open Heritage project — a collaboration between Google and an Oakland, California-based nonprofit called CyArk — has posted online realistic 3D models of 26 heritage locations in 18 countries, including the 1,000-year-old Temple of Kukulcan in the Mayan city of Chichén Itzá in Mexico; parts of the Roman city of Pompeii, buried by an eruption of Mount Vesuvius in 79 A.D.; and the Native American cliff dwellings at Mesa Verde in southern Colorado.

The 26 locations are a fraction of more than 200 heritage sites that CyArk has documented around the world since 2003, using digital photography, aerial drones, and a 3D laser scanning technology known as LIDAR (for light detection and ranging).

One of the least accessible is Chavín de Huántar, a pre-Inca religious site in north-central Peru that is situated at an elevation of almost 4,000 meters [13,000 feet]. “That’s a 10-hour bus ride from Lima,” he said. “It does not get many tourists, but it’s an amazing site.”

See the full story here: https://www.nbcnews.com/mach/science/now-you-can-visit-world-heritage-sites-virtual-reality-ncna867881

20Apr/18Off

Buffalo Olmsted Parks Conservancy launches augmented reality app to mark 150th anniversary

The free Olmsted App offers a trivia game, a calendar of programming and events, and way-finding tools to help park-goers navigate the landmarks and amenities of the 850 acre Buffalo Olmsted Parks system.

Some of the points of interest also have augmented reality features, including the Quarry Garden area near the Parkside Lodge. "As you look at these bridges and wonder, why are there these bridges across grass? That is because 25 feet down there was a wonderful working rock quarry," Crockatt told those gathered there Friday morning for the Olmsteducation Week launch. "And over time it was covered in lush vegetation and had pools and it was called the Ledges, and it was a wonderful feature. And we're going to be able to bring that back through augmented reality."

The augmented reality features also include Olmsted characters educating park-goers about the areas around them.

See the full story here: http://www.wivb.com/news/local-news/buffalo-olmsted-parks-conservancy-launches-augmented-reality-app-to-mark-150th-anniversary/1131364299

20Apr/18Off

Ready Lawyer One: Virtual Reality Is Coming To Courtrooms

(15 sec video at link)

Lamber insists that first attorney will come along soon, promising, "As the costs associated with VR come down, along with some case precedents in some key jurisdictions, then you'll see the floodgates open."

08dc8d830d1be6d6a39a3da71a46ceb09f1fd6f8-2002-vr-clct-lab-trial-1See the full story here: https://www.law360.com/legalindustry/articles/1034403/ready-lawyer-one-virtual-reality-is-coming-to-courtrooms

20Apr/18Off

Virtual Reality Is Already Changing How We Work and Communicate

20180418193020-GettyImages-867422600Not that long ago, VR was consigned to video gaming technology, but it has quickly evolved into a tool for interpersonal connection.

The innovation can be mind-boggling. Just imagine lounging at home while socializing with your friends and business partners across the globe -- with the help of VR. This may sound unbelievable, but that is what VR has done for us.

1. The recording industry.

known in the psychoacoustic research community as head-related transfer functions (HRTFs) -- that happen naturally as sound wraps around the human head and is “shaped” by the outer and inner ears.

2. The medical industry.

surgery

3. The communication industry.

According to Jeremy Bailenson, founding director of Stanford's Virtual Human Interaction Lab,  “VR takes all the gadgets away, it takes all the multitasking away and you actually feel like you’re with someone. We call this social presence — you see their emotions, you see their gestures and it feels just like you’re in the room with them.

4. The education sector.

VR is enhancing classroom learning as well. Teachers are able to use pre-programmed avatars, or digital representations of the user, to create a virtual world -- a computer-based environment through which users interact with each other.

Abstract topics are now represented in ways that make them look simple and appealing to the students.

5. Taking prototyping to another level.

See the full story here; https://www.entrepreneur.com/article/311735

 

 

19Apr/18Off

Haptics, the uncanny valley, and how to fix it.

See the full story here: https://blogs.scientificamerican.com/observations/if-virtual-reality-feels-almost-right-its-exactly-wrong/

19Apr/18Off

Tangible and Social: Virtual Reality at Tribeca Immersive

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Tribeca Immersive includes a Virtual Arcade of VR experiences (Apr. 20-28), along with a festival of films shot in 360 degrees. Both are running at the same time at TFF this month (Apr. 18-29), and will give even hardcore VR users an excuse to leave home and experience these site-specific installations at the festival’s headquarters. ...

Another VR experience that addresses social themes while still pushing the use of technology is “The Day the World Changed,” which takes place in a recreation of Hiroshima. Gabo Arora, co-creator of the project, said it is a “social interactive Virtual Reality documentary” which addresses nuclear weapons and allows users to experience life in Hiroshima the day of the atomic bombing at the end of World War II. Rather than being a passive, lonely experience, Arora pointed out that this is a rare example of a VR experience for multiple simultaneous users. “You’re doing this with three other people, so the whole concept of going through a documentary inside the documentary with other people who are also avatars gives it a whole new relationship of what a shared experience with history can be.”

Penrose Studios has made some of the longest VR experiences at previous Tribeca Immersive events, and this year they return with “Arden’s Wake: Tide’s Fall,” which has a running time of a whopping 30 minutes. Eugene Chung of Penrose said of it, “When making narrative VR experience it is crucial never to forget that you are creating for the viewers. We are always thinking about the consumer experience here at Penrose, and with a 30-minute experience, we are currently pushing the limits and the boundaries of VR stories.”

Among these lofty projects are some outright silly uses of VR, too. People who come to the Virtual Arcade will find the farcical “Vacation Simulator,” by Owlchemy Labs. ... “At Owlchemy, we’ve always sprinted in the opposite direction of the expected… We’re using this limitless, incredible technology to simulate a satirical vacation with a bunch of floating robots.”

See the full story here: http://www.downtownexpress.com/2018/04/18/tangible-and-social-virtual-reality-at-tribeca-immersive/