Annual BBC report says the service is struggling to keep up with Netflix and Amazon
BBC director general Tony Hall says the BBC is going to have to reinvent itself, and that this year, they’ll be working to increase efforts in online video and its iPlayer application, focusing on personalization, UX improvements, and more content. The companion radio application will also receive some upgrades, which will include a “growing range of podcasts.” The report notes that iPlayer will need to be more than just a place for people to catch up on something they missed live: it needs to be a destination for viewers and listeners.
The report concludes with a stark plea: there is only so much that the BBC can achieve with cutting costs, and if it wants to remain competitive in a marketplace dominated by US streaming companies, it will need new revenue to survive.
See the full story here: https://www.theverge.com/2018/3/28/17173218/bbc-annual-report-budget-amazon-netflix
Disney’s ultra-realistic Millennium Falcon flight simulator will need 8 GPUs to run
Disney is building a real-time, ultra-high-res flight simulator for the Millennium Falcon and they’re powering it with eight daisy-chained high-end Nvidia GPUs.
Each and every implementation of the sim will be powered by a Boxx workstation running eight Nvidia Quadro P6000 GPUs connected via Quadro SLI, so this definitely won’t be something available to consumers. Disney had to build multi-GPU workflows, which they helped Epic Games integrate into the company’s Unreal Engine which will continue to use that code moving forward.
This whole experience will be just one part of Star Wars: Galaxy’s Edge, a new section of Disneyland Park at the Disneyland Resort in California and Disney’s Hollywood Studios at Walt Disney World in Florida, which will encapsulate a lot of the nerd canon of the Star Wars universe into awesome experiences that take Disney’s theme parks and resorts to new technical ends.
See the full story here: https://techcrunch.com/2018/03/29/disneys-ultra-realistic-millennium-falcon-flight-simulator-will-need-8-gpus-to-run/
The immersive audio you’ve never heard that could revolutionize virtual reality
Built around a 360-degree sphere, so-called immersive or spatial audio tech is being designed by the likes of Dirac, DTS, Dolby and THX primarily for virtual reality (VR) headsets, but who can ignore the world’s 2.5 billion smartphones? The race is on to produce the definitive format for 3D audio.
Designed primarily for VR, but also for mobile devices, immersive audio has three parts to it.
The first is channels...
The second part of immersive audio is ambisonics.
“Ambisonics are spherical sounds that are captured using specific microphones that capture sound pressures coming from every direction,”...
The third part of immersive audio is audio objects.
An audio object is a mono track accompanied by metadata that specifies the exact position of that sound....
See the full story here: https://www.techradar.com/news/the-immersive-audio-youve-never-heard-that-could-revolutionize-virtual-reality
How an L.A. Hospital Is Using Virtual Reality to Prep Staff for High-Stress Scenarios
I’m in the Culver City offices of BioflightVR, testing a virtual reality simulation that Children’s Hospital Los Angeles relies on to help train doctors.
In my case, the effect is the opposite: The ordeal has made my heart race and my palms sweat, but that’s sort of the point, says company president and CEO Randy Osborn, who’s talking me through the simulation (“You win,” he laughs after guiding me to the right meds to save our patient). Unlike medical training with mannequins—the method of choice to practice for pediatric emergencies of this sort—the immersive nature of VR intensifies the experience. Even if the animation isn’t always Pixar-worthy, you’re pulled into the scene, owing to what designers call “psychological fidelity.” They want medical residents to feel stress, but not so much that it’s incapacitating.
See the full story here: http://www.lamag.com/mag-features/childrens-hospital-los-angeles-vr/
Regal Cinemas to debut trailer for Moviebill augmented-reality platform
This Friday, at Regal Cinemas nationwide, Ready Player One opening weekend audiences will be the first to preview a trailer for Moviebill, a new Augmented Reality (AR) platform.
Moviebill is a collectible 28-page magazine with accompanying mobile application, offfering exclusive content focused on the cover-story movie's opening weekend.
Audiences at Regal Cinemas will have exclusive access to the limited run of each issue, which will be handed out to audiences starting on opening night of each movie covered. Moviegoers will receive their Moviebill from directly from ushers when their ticket is taken, giving them time to explore materials both on the page and in the AR space as the movie begins. Additional posters, banners and other in-theatre displays will offer readers the opportunity to unlock new and different experiences beyond the pages of Moviebill.
"Each Moviebill is designed as a collectible souvenir that is meant to go home with the moviegoer," noted co-founder James Andrew Felts.
See the full story here: http://www.filmjournal.com/news/regal-cinemas-debut-trailer-moviebill-augmented-reality-platform
Butterfly brings back the house call with technology that connects medical imaging experts to patients in need virtually anywhere.
Butterfly Network conquered the problem of affordability of ultrasound systems by leveraging semiconductor technology and replacing the piezoelectric crystals with the world’s first commercial Ultrasound-on-a Chip™. Butterfly iQ received FDA clearance for 13 indications, the broadest ever for a single ultrasound probe, making it the only whole-body ultrasound imager. Priced at under $2k, the iQ also is the first personal ultrasound device, paving the way for all healthcare professionals to have a window into the body.
See the full story here: http://virtual-strategy.com/2018/03/25/butterfly-network-announces-the-worlds-first-augmented-reality-telemedicine-technology/
Virtual Reality Funerals Give the Living a Little Taste of Death
Beijing’s biggest funeral parlor held an open day last Thursday that featured a virtual reality simulation of death, reported The Beijing News — though it left some wondering why you would want to experience death prematurely.
Visitors could don VR glasses and earphones to experience having a seizure at work, a failed paramedic rescue, and entrance into the afterlife. Funeral parlor employee Dong Ziyi told The Beijing News that the immersive experience “enables people to better cherish the beauty of life.”
In addition to the death experience, visitors can use VR to explore funeral services with a five-minute session that goes through corpse delivery and storage, mortuary preparations, the memorial service, and cremation — a tour that would take an hour in real life.
See the full story here: http://www.sixthtone.com/news/1001982/virtual-reality-funerals-give-the-living-a-little-taste-of-death
States that are passing laws to govern “smart contracts” have no idea what they’re doing
“Smart contract” is also a misnomer from a legal perspective—it doesn’t necessarily have anything to do with a legal contract. A smart contract is simply an “if-then” statement that runs on a blockchain.
See the full story here: https://www.technologyreview.com/s/610718/states-that-are-passing-laws-to-govern-smart-contracts-have-no-idea-what-theyre-doing
Researchers Exploit, Saccadic Suppression, Natural Quirk of Human Vision for Hidden Redirected Walking in VR
There’s a number of ways to implement redirected walking, but the strengths of this saccade-driven method is that it’s hidden from the user, widely applicable to VR content, and dynamic, allowing the system to direct users away from objects newly introduced into the environment, and even moving objects, the researchers say.
The basic principle behind their work is an exploitation of a natural quirk of human vision—saccadic suppression—to hide small rotations to the virtual scene. Saccades are quick eye movements which happen when we move our gaze from one part of a scene to another. Instead of moving in a slow continuous motion from one gaze point to the next, our eyes quickly dart about, when not tracking a moving object or focused on a singular point, a process which takes tens of milliseconds.
Saccadic suppression occurs during these movements, essentially rendering us blind for a brief moment until the eye reaches its new point of fixation. With precise eye-tracking technology from SMI and an HTC Vive headset, the researchers are able to detect and exploit that temporary blindness to hide a slight rotation of the scene from the user. As the user walks forward and looks around the scene, it is slowly rotated, just a few degrees per saccade, such that the user reflexively alters their walking direction in response to the new visual cues.
See the full story here: https://www.roadtovr.com/researchers-exploit-natural-quirk-of-human-vision-saccade-hidden-redirected-walking-vr-gtc-2018/
Virtual reality turns Paris into moveable feast for San Francisco seniors
Dreams of otherworldly escape became reality for a group of seniors living in San Francisco’s Tenderloin neighborhood on Tuesday. Pastries, coffee and French music set the mood at the Curry Center on Turk Street, as the seniors got their first taste of virtual reality with a 360-degree “trip to Paris.” Once the initial novelty of the Seine and the Eiffel Tower began to wane, seniors began requesting other destinations such as Rome, Mesopotamia and even an underwater shark experience. The event was part of ongoing community outreach efforts by Zendesk, a San Francisco software company, in the mid-Market area to engage seniors at risk of community isolation.
See the full story here: https://www.sfgate.com/business/article/Virtual-reality-turns-Paris-into-moveable-feast-12788110.php
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