Google and LG Display have joined forces to design the clearest OLED display to date. The 4.3-inch screen, which Google recently revealed at Display Week, is designed to push the boundaries of VR image quality with an incredible 1,443 ppi resolution. For comparison, Japan Display Inc unveiled its slightly smaller 1,001 ppi LCD screen earlier this month, which outclassed both the Oculus Go (538 ppi) and HTC's Vive Pro (615 ppi).
Qualcomm to unveil dedicated chip for VR and AR headsets
Qualcomm Inc. plans to unveil a dedicated chip to power standalone virtual-reality and augmented-reality headsets as it seeks to break into new businesses beyond smartphones, according to people familiar with the matter.
The announcement will happen as early as next week at the Augmented World Expo in Santa Clara, California, the people said. They asked not to be identified because the plans aren’t yet public. The chip, to be called Snapdragon XR1, will be a system-on-a-chip with a main processing unit, a graphics processor, security functions and components to handle artificial intelligence tasks. The chip will also tackle voice control and head-tracking interaction with headsets.
See the full story here: https://mybroadband.co.za/news/hardware/261349-qualcomm-to-unveil-dedicated-chip-for-vr-and-ar-headsets.html
Google and LG Display have made the highest resolution VR screen yet
The display offers an impressive 120Hz refresh rate, which is also a step up from the 90Hz achieved on Oculus Rift and Vive Pro. Measuring in at 4,800 x 3,480 pixels per eye, these numbers indicate a serious jump in visual fidelity, but it's still nowhere near to matching human optics. In a research paper, Google's Staff Hardware Engineer Carlin Vieri said humans are capable of seeing 9,600 x 9,000 pixels per eye, and that our field of view can reach roughly 160 degrees horizontally and 150 degrees vertically. Google's prototype screen can manage 120 degrees.
To bridge that gap, Google researchers have implemented a technique called "foveated rendering." It processes whatever image the user is looking at in high resolution, and allows objects in a viewer's peripheral vision to lose focus. One benefit of this technique is that it shrinks the amount of data processing placed on the GPU.
At this stage, consumers will need to wait for Google and LG Display to eliminate issues such as lag, latency, and motion-blur before making their prototype available to everyone.
See the full story here; https://www.engadget.com/2018/05/25/google-and-lg-display-have-made-the-highest-resolution-vr-screen/?sr_source=Facebook
WIRED EXCLUSIVE: FACEBOOK OPENS UP ABOUT FALSE NEWS
The first new announcement is a request for proposals from academics eager to study false news on the platform. Researchers who are accepted will get data and money; the public will get, ideally, elusive answers to how much false news actually exists and how much it matters. The second announcement is the launch of a public education campaign that will utilize the top of Facebook’s homepage, perhaps the most valuable real estate on the internet. Users will be taught what false news is and how they can stop its spread. Facebook knows it is at war, and it wants to teach the populace how to join its side of the fight. The third announcement—and the one the company seems most excited about—is the release of a nearly 12-minute video called “Facing Facts,” a title that suggests both the topic and the repentant tone.
The film, which is embedded at the bottom of this post, stars the product and engineering managers who are combating false news, and was directed by Morgan Neville, who won an Academy Award for 20 Feet from Stardom. That documentary was about backup singers, and this one essentially is too. It’s a rare look at the people who run News Feed: the nerds you’ve never heard of who run perhaps the most powerful algorithm in the world.
See the full story here: https://www.wired.com/story/exclusive-facebook-opens-up-about-false-news?mbid=nl_052418_daily_list1_p4&CNDID=52793295
Augmented Reality: Present and Future of IP Law (Thailand)
Effects on Intellectual Property Rights
Intellectual property laws are probably among the most impacted branches of law, not only because AR/MR is a much-hyped, newfangled technology that has been attracting a great deal of funding for research and development, but also because it is a new medium.
See the full story here: https://www.lexology.com/library/detail.aspx?g=944bad85-f6ef-418a-bd38-be7895c2bb43
Global Nail Care Products Market 2018-2022: Emergence of Augmented Reality to Enhance Shopping Experience
Key vendors
- Coty
- Este Lauder Companies
- L'Oreal
- Revlon
- Shiseido Company
See the full story here: https://www.prnewswire.com/news-releases/global-nail-care-products-market-2018-2022-emergence-of-augmented-reality-to-enhance-shopping-experience-300654312.html
Stepping into a Virtual Reality Classroom for Teacher Training
Using Virtual Reality (VR), teacher training can be facilitated in a comfortable and individual virtual space where teachers can practice pedagogical approaches and new ways of integrating Information and Communications Technology (ICT) at their convenience and as frequently as possible. It reduces the hassle of high costs associated with training venues, per diems during training periods, travel to training sites or missing school days. While introduction of technology does not completely eliminate the need for in-person and personalized trainings, the VR for teacher training pilot was first envisioned as the project began sketching out a sustainability plan of the existing Connect To Learn Myanmar project, launched in 2015.
Connect To Learn Myanmar is a project headed by Ericsson in partnership with the Earth Institute and with funding support from Qualcomm® Wireless Reach™. It provides ICT solutions to 31 schools with in-person teacher training under the broader vision of increasing quality of instruction and student participation, especially for girls, in secondary schools in marginalized communities. With the project period ending in 2019 and funding support for in-person teacher trainings ending as a result, the project proposed digital content housed through a VR environment, which can continually be used by teachers even after project wrap-up with Ministry of Education oversight.
See the full story here: http://csd.columbia.edu/2018/05/23/stepping-into-a-virtual-reality-classroom-for-teacher-training/
Here’s Oculus’ Latest Varifocal Headset Prototype
Facebook Reality Labs, the new name for what was previously Oculus Research, is at Display Week 2018 today talking about its latest work in VR optics. During his talk this morning, the team’s Douglas Lanman showcased the company’s latest prototype to utilize varifocal displays.
A varifocal display alters the focus to match the way your eyes see in the real world, offering a more comfortable experience. Lanman revealed that Oculus had been working with the tech for three and a half years now, producing a number of prototypes in that time.
...video showcases the third prototype to incorporate this design, which Lanman described as having everything “dialed to 11”, with eye-tracking “better than anything you’d ever expect” and displays moving “faster than the human eye.”
The final video shows that same prototype running without its shell. Lanman described it has “nearly vibration-free, nearly silent”, suggesting Oculus is closing in on perfecting the design.
Viewers Not Warming to Recommendations by Video Services
According to research from UserTesting, the personalized viewing recommendations offered by video streaming services are failing to gain traction with most consumers. While results varied across services, only 29 percent of participants indicated that they watch content recommended to them. In addition to relevant recommendations, the study rated services based on metrics such as speed, availability of content, episode scanning, and overall ease-of-use. With a total score of 89.5, Netflix led the field, followed by Hulu (86.8), Amazon Prime (85) and YouTube TV (80.7).
UserTesting found that 45 percent of viewing “takes place on TV or via streaming media devices like Roku, Apple TV or Amazon Fire TV,” reports TechCrunch. “Thirty-seven percent preferred laptops, and 11 percent said their smartphone or tablet was their primary streaming device. For some services, TV viewing is even higher — Hulu recently said that the majority — 78 percent — takes place on TVs.”
See the full story here; http://www.etcentric.org/viewers-not-warming-to-recommendations-by-video-services/
Nvidia Emphasizes Software at Technicolor Experience Event
At the Technicolor Experience Center in Culver City, Nvidia held an event highlighting its decisive move into software, with artificial intelligence, virtual reality and other areas. Vice president of developer programs Greg Estes noted that the company has 850,000 developers all over the world in universities and labs as well as companies like Adobe. Its developer program provides hands-on training in AI and parallel computing, impacting the media and entertainment industry, as well as smart cities, autonomous vehicles and more.
Andrew Edelsten, Nvidia director of developer technologies for deep learning, described the company’s efforts in AI, including its Deep Learning Institute, which has trained 100,000 developers in AI. He defined deep learning as the ability to add “hidden layers” to neural networks to solve complex problems. “We’re focusing on what makes deep learning successful,” he said, stressing that deep learning is not magic. “If a human being can’t map it, neither can DL,” he warned. He encouraged developers to pick a task that will bring a return on investment. “Put your ideas through the wringer,” he advised.
He focused on the ways that AI and VR can be used to create an end-to-end platform for self-driving cars, and to create simulations to train robots. The team is also experimenting with cable physics that helps articulate virtual hands. “We can now simulate things that are right and don’t just look right,” he said.
See the full story here; http://www.etcentric.org/nvidia-emphasizes-software-at-technicolor-experience-event/
MIT’s Super-Efficient Dispatching Algorithm Minimizes a City’s Taxi Fleet
By giving due weight to minimizing the distance between a taxi’s destination and the origin of its next potential trip, the model moves more passengers per vehicle over a given period of time.
A perfect solution would lay to rest the famous Traveling Salesman Problem, which tries to find the shortest path a salesman must take to hit every spot on his route. That problem quickly becomes intractable, however, as the number of spots increases. You could solve it for Mayberry, but not for Manhattan.
Instead, the MIT researchers created what they call a vehicle sharing network, similar to the network they used in 2014 for optimizing ride sharing. It looks like a graph in which each node represents a trip and each line linking two nodes represents a pair of trips that one vehicle can handle. Manipulating the layout of the graph provides ways of improving (if not perfecting) the solution.
See the full story here: https://spectrum.ieee.org/cars-that-think/transportation/mass-transit/mit-finds-mathy-way-to-minimize-taxi-fleet
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