philip lelyveld The world of entertainment technology

19Jun/18Off

Why Hackers Aren’t Afraid of Us

merlin_139644462_c9e1a20f-735f-45d0-8dc0-f97d8a41545c-superJumboSo what is to be done?

First, the United States must significantly improve its cyberdefenses. The wide-open vulnerabilities in America’s networks have essentially deterred the United States from credibly threatening retaliation against the Russians, the Chinese, the North Koreans and the Iranians. One way to start is to make sure no new equipment goes on the market unless it meets basic security requirements. We won’t let cars on the road without airbags, so why do we do less with the systems that connect them to the internet?

Second, we must decide what networks we care most about defending — and make those priorities clear. Mr. Mattis’s threat to turn to nuclear weapons hardly seems credible — unless the cyberattack would create an existential threat to America. That requires an intensive public review of what is critical to our nation’s survival. President Trump forfeited the perfect opportunity when he decided against a commission to learn the larger lessons from the 2016 election. Our politics have gotten in the way of our safety.

Finally, the United States needs to end the reflexive secrecy surrounding its cyberoperations. We need to explain to the world why we have cyberweapons, what they are capable of and, most important, what we will not use them for. Clearly, it is in the nation’s interests to develop global norms clarifying that some targets are off limits: election systems, hospitals and emergency communications systems, and maybe even electric power grids and other civilian targets.

See the full story here: https://www.nytimes.com/2018/06/16/sunday-review/why-hackers-arent-afraid-of-us.html

19Jun/18Off

Inaugural European Immersive Computing Summit Puts Italy On The Map For VR & AR

IMG_7409One of the presenters, Luca Prasso, shared his vision of the potential future of VR/AR. Prasso has has 30 years of experience in tech and digital media, including as a supervisor at Dreamworks during the production of Shrek. Now he works as UI/UX Prototype Engineer/Designer at Google Daydream Labs, a small rapid prototyping team tasked with looking 1-to-3 years into the future and finding aligned, innovative use cases for VR and AR. He described a process in which someone from their team would pitch a concept on a Monday, and by the following Friday a usable prototype would be in existence.

The event also spotlit more niche-focus presentations, such as Marco Mortillaro’s discussion around directorial techniques in VR gaming. In particular, Mortillaro, lead game designer of Milan-based Forge-Reply, presented his company’s approach to creating a seamless 3rd-person player experience in their Playstation VR game Theseus–sharing insights around camera placement, avoiding motion sickness, and the “consistency of gaze” method for transitioning between scenes in VR games.

The diverse range of speakers continued after a lunch of delicious Italian cuisine and a perhaps-too-early-for-this glass of wine because…“when in Venice…” A representative from MSI spoke about the future of their hardware, and a startup developer showed off his AR app to not only help people learn how to draw, but to aid muralists and street-artists with scaling up their images in real time.

And this was the beauty of EICS. Yes, it’s an event that singlehandedly put Italy on the VR/AR map.

See the full story here; http://www.virtualrealitypulse.com/edition/weekly-sony-leap-motion-2018-06-09?open-article-id=8366520&article-title=inaugural-european-immersive-computing-summit-puts-italy-on-the-map-for-vr---ar&blog-domain=vrscout.com&blog-title=vrscout

18Jun/18Off

Netflix’s Kiss Me First Is a YA Thriller Set In a Virtual Reality

friw63fbkhovebia9mcsMovies like Ready Player One and The Matrix have done it, but what about TV? Well, Netflix is about to launch a new series called Kiss Me First, and it’s also partially set in a fully functional virtual world.

Created by Skins co-creator Bryan Elsey, Kiss Me First is based on the YA novel of the same name by Lottie Moggach. It’s about a young girl (Tallulah Haddon) who, after the death of her mother, becomes increasingly involved and dependent on virtual reality. However, the deeper she gets, the more she realizes the dangers of her make-believe world. Here’s the trailer.

See the full story here: https://io9.gizmodo.com/netflixs-kiss-me-first-is-a-ya-thriller-set-in-a-virtua-1826873999

18Jun/18Off

Apple and Pixar created a new file format for augmented reality on your phone

What is USDZ?

USD stands for Universal Scene Description, and it’s a file format that’s fundamental to Pixar’s 3D animation process. You can read the technical classifications for USD here, but it's essentially a way for content creators to code 3D objects and package-save them with enough information about things like geometry and shading to stay consistent across editing applications.

USDZ takes the concept one step further and packages all the USD elements an application needs to display that 3D object, and combines them into a single, uncompressed zip file. Each USDZ file is an archive full of individual elements that applications can reference in real time to make an object appear on a screen and in augmented reality situations.

What’s the competition look like?

According to Stefano Corazza, head of augmented reality at Adobe, the company is currently working with USDZ as well as a competing format called glTF, which already has support from behemoths like Google, Microsoft, and Facebook.

Corazza says that format is primarily designed for the web and is still working on adding some of the features that are inherent to USDZ right from the outset.

Some other people in the 3D world have concerns about USDZ as well. Apple’s sheer number of iOS devices can make a file format relevant for content creators, even if it’s not the strongest candidate.

See the full story here: https://www.popsci.com/usdz-augmented-reality-apple-ios12#page-3

18Jun/18Off

8 of the Wildest Augmented Reality Glasses You Haven’t Seen Yet

ANTVR Mix8-wildest-augmented-reality-glasses-you-havent-seen-yet.w1456-2

We told you about ANTVR and its Mix headset last month, just as it was launching its Kickstarter campaign to fund the device. Well, it turns out that the campaign was a success. The China-based company blew past its goal of $50,000 and has raised nearly $200,000 as of this writing.

The company plans to sell the device for $649 and intends to ship it to early backers this December.

ThirdEye X1 Smart Glasses8-wildest-augmented-reality-glasses-you-havent-seen-yet.w1456

Produced by New Jersey-based ThirdEye Gen, the X1 is aimed at a wide array of customers, from enterprise to educational, to general consumers. Offering a 40-degree field of view at 1280 x 720 resolution, the device features a 13-megapixel camera that can shoot footage at up to 4K resolution. The device doesn't require a tether to a PC, offers a Wi-Fi connection for remote assistance communication, and allows the user to control the interface using head movements that are detected by the device's accelerometer.

The company claims that the X1, which can be outfitted with prescription lenses, gets about eight hours of battery life. We haven't tested it yet, but for $999, it looks like a pretty strong contender versus some of the better-known AR names.

See the full story here: https://next.reality.news/news/8-wildest-augmented-reality-glasses-you-havent-seen-yet-0185268/

 

18Jun/18Off

Digital practice in LTC: Impact of AI, AR and digital technologies

AI and digital technologies are not the solutions to the healthcare issues.  They are tools, resources, and means of addressing problems in healthcare. The proliferation of smart devices, the development of smart data, and the ability to connect provides a different platform on which to operate and restructure the system. Given relative inexpensive nature of smart devices and connections, relatively small investments will yield considerable results.

The real change occurs when new players are working digitally, they will find that the old model does not work with the digital technologies and gains a competitive advantage. However, the present change is nothing short of a transformation.  While we have not reached the inflection or tipping point, the critical mass continues to grow.

See the full story here: https://www.mcknights.com/guest-columns/digital-practice-in-ltc-impact-of-ai-ar-and-digital-technologies/article/773666/

18Jun/18Off

Memory aid: Virtual Reality may soon help you cram for a test

VirtualReality_UMIACS_07192016_9341BPublished in the journal Virtual Reality, the results show that "immersion aids," which permit better spatial awareness than desktop screens, draw on the power of spatial mnemonics to aid memory.

"This data is exciting in that it suggests that immersive environments could offer new pathways for improved outcomes in education and high-proficiency training," Amitabh Varshney, professor of computer science at UMD, said in a university blog.

The researchers administered memory tests to study participants using a classical memory technique called a memory palace, which will be familiar to readers of Moonwalking with Einstein.

As Catherine Plaisant, a senior research scientist and coauthor on the paper, points out, many cognitive psychologists believe we have an embodied mind that fundamentally relies on our perceptions of and interactions with the physical world to form mental structures and process information.

"This leads to the possibility that a spatial virtual memory palace -- experienced in an immersive virtual environment -- could enhance learning and recall by leveraging a person's overall sense of body position, movement, and acceleration," Plaisant explains.

See the full story here: https://www.zdnet.com/article/memory-aid-virtual-reality-may-soon-help-you-cram-for-a-test/

18Jun/18Off

Virtual Reality Preserves Disappearing Land

usgs-vr-historyIt’s a sunny day in southern Louisiana, and I’m sitting on a porch listening to 91-year-old Wenceslaus Billiot, the oldest member of the Isle de Jean Charles band of the Biloxi-Chitimacha-Choctaw, describe how the island has changed throughout his long life.

“When I was a kid, my daddy and I would go to Montagut in a pirogue to get groceries,” he says, as a breeze stirs the wooden wind chime by my side. “We used to trap [muskrat]. Then when we sold the furs, we’d go make a grocery bill for the summertime.”

There is no trapping on Isle de Jean Charles anymore, and looking out from Billiot’s porch it’s easy to see why. Not even 100 meters away—beyond the protective ring levee that girds what remains of the island—is open water. The wetlands where Billiot and his father once hunted are gone. Since 1955, the island has lost 98 percent of its land to erosion, subsidence, and a rising sea. Soon it will lose most of its inhabitants, too.

Two years ago, the Isle de Jean Charles band received US $48-million from the federal and state governments to relocate the community to a new site about 50 kilometers inland, likely within the next few years. The move made the band the first government-recognized climate refugees in the country.

Albert Naquin, chief of the Isle de Jean Charles band, hopes the project will preserve memories of his community’s culture and connection to the land in a more meaningful way than a conventional historical archive. The virtual reality archive is “going to be a lot easier than reading,” he says, “when you hear it in words from some of the folks."

See the full story here: https://www.hakaimagazine.com/news/virtual-reality-preserves-disappearing-land/

 

18Jun/18Off

The Sense of Presence Exploration in Virtual Reality Therapy

The primary objective of this concise collection is to explore the sense of presence that participants experience in Virtual Reality Therapy experiments. In this article, sense of presence is briefly defined, followed by a discussion of factors effecting sense of presence, continuing with methods to measure sense of presence and assertions concerning virtual presence, and finally, conclusions and discussions are presented.

See the full paper here: http://www.jucs.org/jucs_24_2/the_sense_of_presence/jucs_24_02_0072_0084_north.pdf

 

18Jun/18Off

From AR to Expertise: A User Study of an Augmented Reality Training to Support Expertise Development

A total of 142 participants which included trainers and students from three professional domains, namely 1) aircraft maintenance 2) medical imaging and 3) astronaut training, evaluated the prototype.

The results of this study show that the usability of the prototype is below expected standard acceptable level. The results of the questionnaire on the implementation of the instructional design methods varied show above average acceptance levels by both the trainers and the students in the three professional domains. To conclude, the prototype shows potential to be used in different domains to support expertise development.

See the full story here: http://www.jucs.org/jucs_24_2/from_ar_to_expertise