philip lelyveld The world of entertainment technology

8Mar/18Off

Is Virtual Reality The Ultimate Training Machine For School Shooters?

https---blogs-images.forbes.com-erikkain-files-2018-03-Arizona-Sunshine-VR-Screenshot-4.jpg?width=960This is exactly what President Trump recently suggested. "I’m hearing more and more people seeing the level of violence in video games is really shaping young people’s thoughts," the president said in Florida recently. Thankfully, scientific studies---not to mention the Supreme Court---suggest otherwise. For the time being at least, the First Amendment remains outside Second Amendment hardliners' cross-hairs.

Writing at CNN, Jeremy Bailenson, author of Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do and director of Stanford's Virtual Human Interaction Lab, argues that VR could be a dangerously accessible way for mass shooters to learn how to kill more efficiently.

"if a possible mass-shooter wants to hone his craft, we shouldn't hand him an over-the-counter digital boot camp."

This is a rather extreme claim with frankly staggering implications. It's also incredibly silly, bordering on preposterous. Bailenson doesn't argue that we should censor or ban VR shooting games, but he does come up with some odd suggestions to make them less effective as "virtual bootcamps" despite, well, not being that at all.

Writing op/eds about virtual boot camps is only good for one thing: To provide virtual ammunition for the NRA and its toadies in government to steer the conversation away from guns and toward a scapegoat.

See the full opinion piece here: https://www.forbes.com/sites/erikkain/2018/03/08/no-virtual-reality-games-are-not-virtual-bootcamps-for-mass-shooters/#1e32a9646a2c

8Mar/18Off

Virtual Reality Offers a World Without Rules for Filmmakers

screens_feature26-1... Angel Manuel Soto, director of alien abduction drama Dinner Party...

There was a learning curve. The continuous nature of VR required constant communication with his actors to keep their performances scaled to match their spatial relationship with the camera and the narrative importance of their scene.

This also meant no downtime for any of the performers, because the VR environment demands providing audiences with something to look at in all directions, even as the director tries to redirect their attention to what's truly important.

See the full story here: https://www.austinchronicle.com/screens/2018-03-09/virtual-reality-offers-a-world-without-rules-for-filmmakers/

8Mar/18Off

Invasive Use of Facial Recognition Tech Already Widespread

Facial_Recognition_MirrorFacial recognition is getting better by leaps and bounds, and some of the examples of how it is being used are disturbing. In Russia, the website FindFace matches submitted photos to VK, that country’s Facebook knock-off. Trolls are using it to identify and harass women who appear in adult videos. China uses cameras with facial recognition to tag jaywalkers, and, in Dubai, police wear Google Glasses to identify people. In the U.S., the government facial recognition system can already identify the faces of half of all American adults.

Psychology Today ticks off more of the ways that facial recognition is being developed, many times with sobering implications. “Now researchers are developing techniques that not only identify people by their faces but also infer what’s in their minds,” using facial expressions to identify emotions and “facial structure [to] hint at our genetic makeup.”

At Carnegie Mellon University, privacy researcher Alessandro Acquisti matched student photos to Facebook profiles to harvest names, interests and other information, then used these data points and “another algorithm” to find Social Security numbers. His team was able to successfully find the first five digits for about 25 percent of the participants. Next, Acquisti’s team created a demo iPhone app that, when the phone’s camera was pointed at a stranger, displayed his name, SSN, and date and state of birth.

“Informed consent” may be an illusion, says Psychology Today...

“It’s easy to see race and class biases becoming embedded and amplified,” concluded Psychology Today.

See the full story here: http://www.etcentric.org/invasive-use-of-facial-recognition-tech-already-widespread/

7Mar/18Off

Segway’s new scooter is a cute, $1,300 rolling robot that carries your stuff and follows you around — and it’s straight out of science-fiction

  • Segway Robotics is opening pre-orders for Loomo, a robotic scooter.
  • A cross between a Segway scooter and an Amazon Echo, Loomo is a $1,300 two-wheel transport that responds to voice commands.
  • In addition to transporting you, it can take your picture on command, automatically follow you around, and act as a telepresence robot that you control remotely.

5a9dd69102957d1f008b46f7-1334-1001See the full story here: http://www.businessinsider.com/segway-robotics-opens-preorders-for-its-loomo-robotic-scooter-2018-3

7Mar/18Off

StoneFire Pizza fires up new, intense virtual reality experience (Omni)

Wisconsin's first Omni Virtual Reality opened in mid-January at StoneFire Pizza, 5320 S. Moorland Rd., and last week, we gave it a whirl.

"This is different from other virtual reality experiences because it's completely immersive," explained general manager, Nick Lee.

"Completely immersive" means the player looks and feels like they are inside the game and has to actually walk or run (in place) and move their arms around to shoot at, say, killer robots.

Attendants did a solid job helping us dress for the experience and explaining how the game worked. All first timers play the same game which, according to Lee, is the easiest and most user friendly. After that, players can choose from a few different adventures from a shooting range to a zombie attack.

See the full story here: https://onmilwaukee.com/ent/articles/stonefire-omni-virtual-reality.html

7Mar/18Off

VRcade PowerPlay enables location-based virtual reality esports

vrcadeToday, the company is launching VRcade PowerPlay, an esport game built for location-based entertainment.

VRstudios has 55 VRcades in 14 countries, where players can line up in a pay-per-play experience, much like old video game arcades. The Bellevue, Washington-based company said, “VRcade PowerPlay is an intensely athletic team esport played in free-roaming, arena-scale virtual reality.”

It pits anywhere from two to eight players together in a 60 feet by 40 feet configurable VR battlefield. The competitive matches can be dynamically configured with millions of distinct combinations of multiplayer game modes, arm cannon presets, and battlefield configurations.

See the full story here: https://venturebeat.com/2018/03/07/vrcade-powerplay-enables-location-based-virtual-reality-esports/

7Mar/18Off

VR Headset Uses Robot Arm To Feed You Candy

PucchoVR_2 PucchoVROf course the most prominent of these experiences center around interacting with virtual girlfriends, a common practice in modern Japan. We’ve seen AR girlfriend cafes, actual marriages to virtual wives, even VR ear cleaning by anime-style waifus. But out of all the many digital companion immersive experiences available, none of them gave Japanese users the one activity they’ve been desperate for: being hand-fed candy by a gorgeous idol.

Dream no more friends, as Puccho’s 4-D candy-feeding headset and VR experience is on the way.

See the full story here: http://www.virtualrealitypulse.com/edition/daily-zeiss-htc-2018-03-06?open-article-id=7919970&article-title=vr-headset-uses-robot-arm-to-feed-you-candy&blog-domain=vrscout.com&blog-title=vrscout

7Mar/18Off

Study Incorporates Smell into Virtual Reality

A new study by researchers at Northwestern University could help tech developers incorporate smell into virtual reality systems, adding a new wrinkle to technology that has, thus far, focused primarily on visuals and audio.

The mice were first introduced to a virtual environment created using both visual and olfactory cues. Researchers then shut off the visual virtual reality system, forcing the mice to navigate the room in total darkness based on smell cues alone.

Even after all visual cues were taken away, the mice were able to navigate around the room just as well as before. The study demonstrates for the first time that a mammal’s brain can form a map of its surroundings based solely on smells.

“It somewhat makes sense that you can navigate based on whatever cue is providing the most information,” Dombeck said, adding that when the lights go out, humans use nonvisual cues (such as touch and sound) in order to move around.

As for the study’s impact on virtual reality designed for humans, Dombeck said there are already companies trying to develop VR systems that involve smell, though “they don’t look like anything you would want to wear,” he said.

See the full story here: https://chicagotonight.wttw.com/2018/03/05/sniff-test-study-incorporates-smell-virtual-reality

7Mar/18Off

BBC Nile report films with Virtual Reality camera

BBC Nile doc Leithead and 360 camera 280The BBC used a Virtual Reality camera to film a news report looking at the political implications of the damming of the River Nile in Ethiopia.

Alastair Leithead, the BBC’s Africa correspondent, took a trip down the iconic river through Ethiopia, Sudan and Egypt for the two-part report entitled Damming the Nile VR.

Much of the project was shot using an Insta360 Pro, a 1.2kg VR camera with six fisheye lenses that is usually mounted on a tripod and was supervised by VR expert Phil Harper.

The camera generates immersive VR with fully spatialised audio, meaning the sound changes depending where the user looks.

The Insta360 Pro is designed to be mobile and Leithead and his team sheltered the camera with a sunhat to prevent the unit overheating between takes.

“Crucially, the trip was going to be happening anyway and it seemed like a good opportunity to help kick-start the BBC’s VR content with a journey down a scenic river,” says Leithead, in comments to KFTV. "The trip would ordinarily be too expensive if planned as a project organised solely around VR."

See the complete story here: http://www.kftv.com/news/2018/03/06/bbc-nile-report-films-with-virtual-reality-camera

7Mar/18Off

Barneys Partners With The Martha Graham Dance Company For An Unprecedented Virtual Reality Experience

You’ve never seen dance like this before—or in so many ways. This week, Barneys is unveiling a revolutionary partnership with New York’s iconic Martha Graham Dance Company, creating a piece that melds today’s most cutting-edge fashion with contemporary dance and technology that has never been employed in this way before. Filmed using 360-degree camera technology, an 11-minute dance performance is being shared online via Samsung VR. Those in New York and Beverly Hills can visit the three flagship stores to check out our store windows and for an immersive virtual reality experience that puts the viewer in the center of the action using Samsung Gear VR powered by Oculus.

See the full story here: http://thewindow.barneys.com/martha-graham-virtual-reality-film-mantle/