philip lelyveld The world of entertainment technology

28Jul/20Off

AfterNow (Philippe’s company) New Future-Focused Remote Software Platform Avoids ‘Zoom Fatigue’ by Using Augmented & Virtual Reality

Philippe Lewicki, Co-founder of AfterNow. "This private beta of our new remote platform is the first step to bringing this technology to everyone - small and medium companies, schools and universities."

AfterNow is an augmented reality company specializing in custom visualizations and presentations. As a Microsoft Mixed Reality partner, AfterNow has created and designed AR presentations for Fortune 500 companies. Though there are existing VR/AR collaboration platforms like Spatial, Glue, MeetinVR, EngagedVR, and Virbela, to name a few, AfterNow Prez Remote is designed specifically to present which makes it more effective for sales, training, and education.

AfterNow Prez Remote requires an internet connection and supports one presenter with up to 500 participants. Platforms supported are Hololens 1 & 2 and Oculus Quest. The easy-to-use platform allows a presenter to upload images, audio, videos, 3D objects, as well as enter text and organize them into Slides with transitions.

See the full story here: https://www.prnewswire.com/news-releases/new-future-focused-remote-software-platform-avoids-zoom-fatigue-by-using-augmented--virtual-reality-301101178.html

28Jul/20Off

Study: Are strong leaders as effective in a virtual world?

A new study suggests what works well with leaders, in reality, may not work in virtual reality.

Brigham Young University researchers studying 220 student teams at two different Midwestern universities to learn if in-person leadership fits the new online virtual world of meetings and teams.

The study concluding virtual teams are more action-oriented, preferring leaders who monitor timelines, provide feedback, and coordinate teamwork.

Virtual team leaders also need to stand out as the leaders and “Soft skills” used for in-person settings may not translate as well to virtual situations.

New training for the virtual age of online meetings may be needed for traditional leaders.

See the full story here: https://www.myhighplains.com/news/business/study-are-strong-leaders-as-effective-in-a-virtual-world/

28Jul/20Off

ENTERTAINMENT ROBOTS MARKET SIZE, SHARE – GLOBAL TRENDS, MARKET DEMAND, INDUSTRY ANALYSIS, GROWTH, OPPORTUNITIES AND FORECAST 2023

Here is List of Top Entertainment Robots Market Key-Manufactures: –

 

  • Kuka AG (Germany)
  • Hasbro
  • Inc. (US)
  • Microsoft Corporation (US)
  • Mattel
  • Inc. (US)
  • Sphero (US)
  • Blue Frog Robotics (France)
  • Modular Robotics Inc. (US)
  • Robobuilder Co.Ltd (South Korea)
  • Sony Corporation (Japan)
  • and LEGO (Denmark).

 

See the full story, which just describes a purchaseable report, here: https://primefeed.in/news/3448258/entertainment-robots-market-size-share-global-trends-market-demand-industry-analysis-growth-opportunities-and-forecast-2023/

27Jul/20Off

Exploring Decentraland: A Review of the Virtual World Built on Ethereum

decentralandEssentially, the world is a blockchain fueled virtual reality platform and users can explore, create, play games, collect wearables, monetize creation, leverage land plots, and 3D building techniques. After the “Bronze Age,” Decentraland moved into the “Iron Age” which involves the ability to interact with the virtual world in various ways and leverage the native cryptocurrency MANA to process payments.

...

Over the course of two weeks, my sons and I still have not explored every crevice and plot in Decentraland. Joshua and Franklin enjoyed all the things that you could ride like the Ferris Wheel, race tracks, and the many obstacles throughout the metaverse.

joshuaMy favorite place was the Crypto Valley Art Museum and the donut shop with two police cruisers sitting in front of the shop. My oldest son Joshua explores Decentraland on his own now too, as he downloaded Metamask on his own laptop and fires up the virtual world to explore.

...

Joshua is ten so he enjoyed the program a lot more than his seven-year-old brother Franklin. Overall, we all thought the experience is enjoyable and it’s very cool to see a virtual world built on top of the Ethereum network. My two sons also enjoyed the fact that they used a Metamask wallet for interaction and how the ETH chain powers the entire world.

The only issue I had with the entire Decentraland experience was the high ETH gas fees, which are a problem for every defi application right now and the expensive gear. I think that people marketing virtual wearables should come down on their prices, but I can see that happening if Decentraland gathers more users.

See the full story here: https://news.bitcoin.com/exploring-decentraland-a-review-of-the-virtual-world-built-on-ethereum/

27Jul/20Off

Come for the Network, Pay for the Tool

As high quality content and effective brand strategy move down the long tail, “community” has become an important concept for every post-Web 2.0 player. Crypto token holders, influencer fanbases, DTC brand customers, creator audiences, and new social networks are all often referred to as communities, and each has a stake in developing community for itself.

A new business type here is the paid community: a direct subscription to join in. Today, most paid communities live on the outskirts of existing social platforms. But as they become normalized, paid communities are becoming a viable business model for smaller-scale social networks aiming to be both profitable and socially sustainable.

This emerging new media thing, the paid community social network, has new rules and new risks, and just as it will require new skillsets to operate, requires a new way of understanding what both business and community mean.

paidcommunities

Meanwhile, dozens of alternative social networks have sprouted up in the last couple years. With the maturation of Javascript-based web development and plenty of front-end talent, it’s become easy to build complex web applications with tiny teams. futureland.tv, Dialup, Special Fish, and alternative dating app Bighead are among these new experiments. These alternative social networks are interesting in part because they prove that dissatisfaction with mainstream web has motivated significant movement to alternatives. But they are also interesting because of their unique user communities.

Businesses want to be active participants in their customers’ social landscape, because brand values are the last battleground for differentiation.

Bloomberg

The key point to understand about Bloomberg is that it’s both a software product and a social network. The software product determined who would join the network, but the network is what keeps users there. It’s like a multiplayer video game, or Harvard: Sure, the quests and campus are useful, but people keep showing up because of the friends they’ve made or the connections they intend to make.

“come for the network, pay for the tool.”

See the full article here: https://subpixel.space/entries/come-for-the-network-pay-for-the-tool/?fbclid=IwAR2qlZbBMzJY9bHrSPmXMdE0kKOhmoSB6uAauetBpks_3FbV5nUQE4cJefQ

27Jul/20Off

Marketers Experiment With TV Ads in Console Videogames

im-212599“Hardcore gamers, if they are used to paying $60-plus for a videogame, they may not feel aligned with an ad-supported experience,” said John Frelinghuysen, managing director of consulting firm L.E.K. Consulting, which has researched the subject of ads in games. “But as you move down to midcore or casual-level gamers, playing free games or games on subscription services, we think the market is much more ready for that.”

Executives involved in the tests acknowledged the risk of alienating gamers, but added that they have shown a willingness to accept ads in exchange for rewards. It is important that marketers run ads that speak to the audience they are trying to reach.

See the full story here: https://www.wsj.com/articles/marketers-experiment-with-tv-ads-in-console-videogames-11595768400

26Jul/20Off

Virtual reality study provides insight into how anxious individuals can reduce threat magnification tendencies

A recent study by Dino Krupić and his team used VR technology to explore individual differences in response to an induced fear of heights. Specifically, they were interested in whether threat magnification – the tendency to exaggerate the presence of danger – could explain differences in the physiological arousal and distress response to fear.

A sample of 122 participants of an average age of 22 took part in a virtual reality experience called Richie’s Plank Experience.... After the plank experience, participants were assigned to one of three conditions: listen to a mindfulness recording, watch a relaxing VR animation, or sit in silence (control condition).

Before the experiment, subjects completed the Pain Catastrophizing Scale (PCS) as an assessment of threat magnification, and the anxiety and fear scales of the Questionnaire of Approach and oculus-rift-virtual-realityAvoidance Motivation (QAAM). Moodmetric rings measured subjects’ skin conductance levels throughout the experiment and subjects rated their state of physiological arousal immediately after the plank experience. Finally, subjects rated their levels of distress before the plank experience, immediately after it, and following the relaxing condition.

Namely, anxious individuals tend to magnify or overestimate the dangerousness of threats from the environment,” Krupić told PsyPost.

The researchers propose that anxious individuals “are prone to catastrophizing”, which in turn “increases perceived physiological arousal, which then leads to a higher subjective levels of distress.” Accordingly, the authors suggest that interventions to address catastrophic thinking might be beneficial for individuals struggling with anxiety.

See the full story here: https://www.psypost.org/2020/07/virtual-reality-study-provides-insight-into-how-anxious-individuals-can-reduce-threat-magnification-tendencies-57452

25Jul/20Off

The Future of Entertainment: How Technological Advances in Entertainment Will Change Everything

techfutureLeslie Shannon, ecosystem and trend scouting head, Nokia, discussed a recent experience in Wellington, New Zealand, where she saw the city council begin to use a digital twin to render 3D model of the city they built ten years ago to mark what was going on within the city.

“I think we’ll really start seeing a union of the real and the virtual. [Wellington] started using that as the central point where all the different departments of the city council put their information into the digital twin,” reports Shannon. “Wellington is a city that is prone to earthquakes and flooding, so they were able to see ‘okay, if the water rises due to global warming, what parts of the city will be hit first?

“When we’re thinking tech, we don’t only [think about] technology,” adds Hackl. “We’re think also about the behavioral, the economic and the societal impacts that this technology is going to have.”

See the full story here: https://www.licenseglobal.com/analysis/future-entertainment-how-technological-advances-entertainment-will-change-everything

24Jul/20Off

EON Reality unveils addition of Virtual Reality World Heritage Sites to its AR and VR library

EON-Reality-World-Heritage-sites...a brand new update containing over 1,000 “world heritage sites” using immersive and interactive 360° images and 3D models.

The sites include famous locales past and present, including natural marvels like America’s National Parks and the Swiss Alps, man-made wonders such as the Golden Gate Bridge and the Great Wall of China, and historic locations such as Ancient Babylonia and the Great Pyramid of Giza.

Designed to provide educators and travelers with the ability to virtually visit and experience new places within the AR and VR library from the safety of their own homes, EON Reality states that each of the locations can have information added to them — granting organizations the ability to build pre-made lessons, as well as a blank canvas to create a learning session about a specific topic. The company added that, particularly in a time when international travel is heavily prohibited for much of the world, giving users the opportunity to take field trips and vacations to a new environment in a matter of minutes can offer a valuable experience.

See the full story here: https://www.auganix.org/eon-reality-unveils-addition-of-virtual-reality-world-heritage-sites-to-its-ar-and-vr-library/

24Jul/20Off

Sci-fi foretold social media, Uber and Augmented Reality, offers insights into the future

Dr Ryder's research highlights the worlds imagined in Pohl's works, where advertising firms are in charge, exploiting customers for profit and priding themselves on their ability to shape human desire, where social status and consumption are intrinsically entwined, and where characters become hyper-consumers, threatening the stability of the local area. An overarching theme is a concern that the boundaries between humans and machine are blurring.

"Pohl's work highlight the ability of science fiction to provide a better understanding of possible futures and the lasting impacts of modern and emerging technologies, allowing people to see what the world may become in a way easily understood by a mass audience," says Dr Ryder.

"Science fiction is an important tool for testing 'what-if' scenarios, speculating on what the future might bring. Frederik Pohl's worlds of hyper-consumption, robot workers and ecological disaster are even more relevant today than they were in the 1950s.

See the full story here: https://www.eurekalert.org/pub_releases/2020-07/lu-sfs072420.php