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alexbelov

Scienverse To Launch Social VR World | Virtual Reality Times - 0 views

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    Chances are that soon we will interact with VR worlds similar as we interact with social media today. Scienverse is a combination of an open platform of 3rd party VR apps and a social network aiming to consolidate all VR apps in one place and compatible with all VR headsets. Provides virtual space for people to interact.
Maria Gurova

YouTube's Grand Plan to Make VR Accessible to Everybody | WIRED - 0 views

  • Today, YouTube is unveiling 360-degree virtual reality videos and a virtual movie theater for all YouTube videos, available to anyone with a Google Cardboard headset. The goal is to “democratize virtual reality” and “bring VR to everybody
  • social network is now seeing 8 billion daily video views. Facebook itself recently debuted 360 video. And the social networking giant owns Oculus,
  • But Facebook, its biggest competitor, is rapidly encroaching on YouTube’s turf.
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  • expects that library of content to grow “very rapidly,” especially as the company works with YouTube creators to get more VR content up on the platform
  • According to Variety, these YouTube stars are even more influential among US teens than Hollywood celebrities.
  • The one stumbling block is that not that many people have the equipment to experience VR. Google says some 1 million folks already own the Cardboard viewer
  • it’s convenient that the company is launching these virtual reality features right before The New York Times ships 1.3 million Google Cardboard sets this weekend, as it debuts its new VR documentary, “The Displaced.”
Maria Gurova

Facebook will give video makers a cut - 0 views

  • "There's a certain class of content which is only going to come onto Facebook if there's a good way to compensate content owners for that,"
  • "We've recently rolled out the business model for this. We'll give a revenue share on a portion of the views to content owners
  • To grasp the scope of change unraveling in content creation, which is increasingly fragmented, consider all the mobile apps on your smartphone.
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  • Studies consistently show users thumb through only a handful of apps on a regular basis
  • This is why tech bellwethers — from social media platforms such as Facebook to traditional hardware companies like Apple — are churning out news products, designed to court and engage audiences to their brand-ecosystems.
  • Facebook plans to announce the launch of Notify, a standalone news app, the Financial Times reports. Featured content will come from media partners including Vogue, The Washington Post and CBS.
  • Professional content already is splintered across content creators and technology platforms
  • Apple News, for iOS 9. The mobile app aggregates news from a wide range of sources into a mobile-friendly format,
  • Twitter Moments is a feature on Twitter that links tweets in a traditional story format, from beginning to end.
  • Snapchat has been partnering with publishers for Snapchat Discover. The app, widely popular with millennials, includes a "Discover" feature that showcases stories from publishers including Vice, People, CNN and National Geographic
  • For example, with instant articles Facebook directly hosts outside publishers' articles on its social network — and Facebook pockets the traffic
  • Facebook on Wednesday also said its daily video views have reached 8 billion, though some tech analsyts including Pfeiffer wonder if a single view is measured by only a few seconds on an autoplay setting.
  • Facebook in fact is testing its own, site-specific video hub, as Re/code has reported.
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    social media is rapidly moving towards serving as a one-stop destination for all consumer media needs 
Maria Gurova

Virtual Reality Is the Most Powerful Artistic Medium of Our Time - 0 views

  • “When the zeitgeist is moving, art usually goes hand-in-hand with it,” says Rossin, describing a world in which we’re constantly glued to our iPhones, Androids, laptops, and tablets as much if not more than we are to the faces of fellow humans. Mediums have historically risen from the predominant technology and social relations of the time in which they exist
  • “Because of the level of sensory overload we experience on a day-to-day basis, we need to have this fully arresting experience in virtual reality in order to get a total sense of vertigo from a work of art,”
  • Enveloping, consciousness-bending experiences aren’t “just to escape life,” says Rafman. “But to create a total experience that will create a feeling that is qualitatively new. That is ultimately the most radical thing.”
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  • “Ultimately, new technology can reveal desires that already exist on a deep level in society,” says Rafman of the works, which pull from and amplify the seductive forces of video games and cinema. “This desire to escape completely into another dimension has existed for a long time.”
  • Virtual reality’s recent resurgence in prominence begins with Oculus and its visionary 23-year-old founder, Palmer Luckey. In 2012, the then-18-year-old with an affinity for retooling defunct ’90s VR headsets took a hacked-together model to Kickstarter with a funding goal of $250,000. A month later, over 10,000 individuals contributed $2.4 million to the campaign for what was at the time mainly aimed at being a gaming peripheral. Two years later, Facebook wrote a check to buy Oculus VR for $2 billion
  • “This is not a drill. It’s real. It’s a moment,” says Michael Naimark, Google’s first resident virtual reality artist (like Char Davies, he’s listed as a pioneer of VR on Wikipedia). “And the arts community can play a huge role in propagation.
  • Throughout art history, art has reflected the prevalent social relations of the time. It makes sense, then, that the most relative and innovative art forms being produced today would mirror our reality—one defined by a perceived sense of agency in a world filled with invisible algorithms and clicks baited to us by past clicks. The internet spoils us with infinite choice: opportunities to invent our personas, refashion our self-brands, optimize our lives, and enhance our experience. But with mega-corporations quietly holding the joystick, can we really self-determine our destiny?
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    on how contemporary are embraces VR, what artist can do to explore, explain and populate the exciting technology.
evgeny lavrov

Forty years from now ... | Smarter Cities | guardian.co.uk - 0 views

  • people won't have to go anywhere to have a great evening out
  • Our entertainment will come to us.
  • turn her bedroom into a virtual evening out.
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  • 3D holographic imaging
  • "By 2050, you'll be able to invite your aunt from Australia for Sunday lunch
Maria Gurova

Frustrated? Confused? Learning software could watch your face for signals and match con... - 0 views

  • they were able to show that automated facial expression recognition could be nearly as accurate as human recognition in analyzing a wider range of student movements and gestures.
  • emotionally-aware software isn’t without ethical and privacy questions, but it opens the door to technology that’s even more engaging and that fits more seamlessly into our lives.
  • types of technologies could be used to generate more personalized digital experiences
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  • Those
  • emotion-sensing technology could build on the already booming field of adaptive learning software that assesses students’ mastery and delivers content appropriate to their skill level.
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    New face expression technology that is used for learning within computing classes, but can also be used in media and entertainment 
Vladimir Antonov

Zwift launch new online multiplayer turbo training game - Cycling Weekly - 0 views

  • Startup tech company Zwift have launched a new online cycling that looks to change the way we train indoors
  • online multiplayer cycling game that looks to revolutionise indoor training
  • The game allows cyclists from all over the world to meet and ride together in virtual reality, possibly putting an end to tedious and lonely turbo training sessions
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  • Zwift’s software can then convert the signal into power data, which is calculated by considering rider weight, the virtual terrain and even drafting into account to convert the power to speed within the game.
  • the virtual environment is impressive as it gives off sound effects from your surroundings and from the other riders that pass or are around you, making it a supremely immersive training session
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    It's not new development, but it confirms that VR (kind of, just a game for now) is not somewhere there, it's here and I can use it for a reasonable price Next steps could be VR treadmill (for bad weather), VR swimming-pool (to be placed inside a garage or basement) etc, literally all kinds of sports that could be replicated indoor with VR 
al_semenchenko

Hardly Pocket Change: Mobile Gamers Spend An Average Of $87 Dollars On In-app Purchases... - 1 views

  • Slice Intelligence just revealed that people who bought products in mobile video games last year spent an average of $87 dollars on their “free-to-play” games. This redefines how we view hardcore gamers: people who purchase games for traditional consoles and PCs spend only $5 dollars more on average on their gaming entertainment.
  • The mobile game with the largest average in-app spend is Game of War, where players spend, on average, $550
al_semenchenko

Can You Teach a Coal Miner to Code? - Backchannel - Medium - 1 views

  • As America switches from an industrial economy to a digital one, its bluest collar workers are facing the toughest challenge of their lives. Can miners really learn how to code?
  • Say what you will about the long-term environmental effects (Justice, for one, is very pro-coal) but the impact on the area’s one-source economy has been brutal.
  • The Rusty Justice seminar concludes for today. The coders swivel back to their computers, and Michael announces weekend plans to no one in particular: “Looks like I better learn C#.”
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  • What they’re building in its place is all so fragile and new. Parrish is worried even about the effect of U.S. Secretary of Labor Thomas Perez coming to shake the coders’ hands, or reporters like me coming to do stories. “We just don’t want all the notoriety to give the false illusion that we developed all the skills.”
  • BitSource would like to hire a second class of coders at the beginning of the new year. He, Parrish, and Hall want to fill up their buildings, create an incubator for entrepreneurs, a makerspace for craftsmen, and, someday, if they play their cards incredibly well, a bonafide Pikeville tech scene. You know, make Bloomberg in his smart suit eat crow for once.
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    Due to technoligical advensments many job will become absoulete but workers will be able to learn new professions quickly.
isoldatenkova

Millennials don't deserve NYC - 0 views

  • They’re the greatest generation — of couch potatoes.
  • A growing number of 18- to-34-year-olds, the world’s largest age group, prefer to unwind by staying in, watching Netflix and ordering Seamless, rather than by getting down at a club or bellying up to a bar.
  • on average, millennials stream 2.7 hours of TV shows a day, while the earlier generation, Gen X, does about 1.8 hours.
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  • Millennials, it seems, have discovered that the need to socialize face-to-face is waning, as food, shopping, friends, entertainment and even sex are all an app tap away.
  • The study also found that millennials spend about 3.1 hours a day on their mobile devices, compared with Generation X’s 1.7 hours.
  • You know, the whole ‘Netflix and chill,’ whatever you think about it . . . it’s kind of a trend,” he says.
  • They’re not consuming alcohol, but they’re consuming a lot of media — and it’s depressing them,
alexbelov

Dan Brown Is Releasing a Young Adult 'Da Vinci Code' and No One's Sure Why - 1 views

  • Penguin Random House announced Wednesday it will release an abridged young adult version of The Da Vinci Code for teenage audiences.
  • The plot of the novel will remain largely the same but will be protracted for younger readers.
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    This is an interesting approach: to tailor the same book for different audience needs. If we follow this path further we can get different versions of books or movies for each generation.
Oleg Batluk

Studio Wildcard: 'We're the anti-eSports eSport' | Develop - 0 views

  • Multiplayer Online Survival Arena – is something the team believes offers a truly unique experience.
  • ost eSports are really regimented, there are rules you have to know to play the game and there is a much more different mindset behind a controlled match. Whereas for us, there’s not really rules – it’s a sandbox and anything can happen.
  • In our first three tournaments, we watched a lot of people get killed by monkeys and piranhas, and there were all sorts of random things happening. And yet the same person won all three tournaments – for us, that validated everything because there’s obviously a skill to being prepared for whatever scenario happens
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  • t’s much more entertaining to watch a sport like this where you don’t have to know what the rules are
  • We’re starting some VR projects around Ark
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    Multiplayer Online Survival Arena is a new eSport concept with tournament with no fixed rules where anything can happen
Vladimir Antonov

Зал аплодировал, когда они заказали пиццу голосом, без Google и приложений | ... - 1 views

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    Команда Viv не просто хочет создать более совершенный ИИ. Таким образом в компании хотят стать абсолютным посредником между бизнесом и его клиентами. Первым поколением подобных "платформ" стали поисковики, давшие возможность компаниям вроде Google генерировать миллиарды с помощью каталогизации сайтов для обычных пользователей.
Maria Gurova

How To Get More People Into Movie Theaters (Without Higher Ticket Prices) - 3 views

  • Its newest toy is called Barco Escape and right now it’s essentially three theater screens in one space — the main screen and then additional screens on the left and right walls. The effect is a 270-degree image that makes viewers feel like they are in the middle of the action.
  • It’s the kind of premium experience that most people would expect to pay extra for but Schilowitz says part of the point of Escape is to give viewers a more theme-park like experience without charging any more for a ticket.
  • Schilowitz hopes to engage brands to make 270-degree short films to show before the actual movie. Think Red Bull's Red Bull's many extreme sports videos. Now picture them in an immersive experience.  The money coming from brands could help offset the costs of the Escape screen.
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  • One of the biggest trends right now is people watching other people play video games.
  • Schilowitz believes you could take that experience into the theater. Have two people playing a virtual reality game while strapped into Oculus Rift-type devices and people would pay to watch the game on the big screen if top- ranked players were competing.
  • Escape will also be used to show things like concerts which can be better experienced with a wider screen. A Lady Gaga and Tony Bennett show will debut in Escape theaters in 2015.
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    The new technology that may transform all that real estate Theaters owns into the arcades of the future.  
Vladimir Devyatkin

2014 Consumer Electronics Trend Report - 1 views

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    Technology is meaningless, unless it changes the way we behave. Connected Cars and Automotive tech, Screens of every size…awesome technology to help us live more connected lives. We'll learn about how processing power will impact consumer electronics, take a trip to the future of manufacturing, and spend some time learning about connected health and wellness, sports and fitness and the quantified self movement.
Maria Gurova

National Study: Mobile Devices Are Changing Parenting, Childhood, And Family Values - F... - 0 views

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    how parenting becomes easy with all of the technology available 
Maria Gurova

A New Version Of Monopoly That Isn't About Getting Rich And Bankrupting Your Friends | ... - 0 views

  • "Unlike Monopoly, the goal of Commonopoly is not the exhaustion, through monopolization, of a virtual stock of goods, but rather the expansion and preservation of a self-propelling sustainable system of recycling, production and distribution," the creators write.
  • Commonopoly, which has recently resurfaced in a couple of places online, demands that players brainstorm alternative economic systems through activities placed around the board.
  • Commonopoly also triggers another recent memory. In 2012, a team of psychologists from the University of California, Berkeley, designed several experiments to measure how wealth impacted unethical behavior.
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  • The results of the other experiments came to the controversial conclusion that those with wealthier backgrounds were more likely to cut off other drivers, lie in negotiating, or cheat.
Maria Gurova

Pixar Vets Reinvent Speech Recognition So It Works for Kids | WIRED - 0 views

  • Though characters like Woody and Buzz Lightyear are wonderfully realistic and lovable, the relationship that kids have with them is largely one-sided. Kids can hear these characters talk—not only through movies, but games, toys, and other movie merchandise—but they can’t engage them.
  • It was this idea that inspired Jacob to team up with his former Pixar colleague, Martin Reddy, and launch a new company, ToyTalk. The San Francisco-based outfit develops mobile games that let kids have conversations with animated characters—dialogues that can last for hours
  • Known as PullString, it’s equal parts speech recognition engine and script writing tool, and it’s quite a departure from other speech rec tools developed by the likes of Microsoft, Google, and Apple. It’s tailored specifically to kids, whose sentence structure, pitch, and vocal tone have posed challenges for traditional tools.
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  • “The way kids talk and communicate is very different from how adults do, both in terms of how they use language and the fundamental frequencies that come out of their throats,
  • But as he points out, the way today’s children use technology will likely dictate the tech landscape for decades to come. If you can get kids hooked on speech technology young, they’ll stay with it forever.
  • Kids don’t want to ask a monkey character in a game what the weather will be on Tuesday. They want to sing him a song or ask him about life in the zoo.
  • While ToyTalk uses existing third party technology for its raw speech recognition, it works with those partners to develop better recognition models using ToyTalk’s own data. Now, ToyTalk has a trove of some 20 million children’s utterances, which Jacob believes is the largest database of kids conversation in the world
  • “Virtual assistants are awesome when they can answer every question. In our case, it’s the opposite,” Jacob says. “I have to know a lot of things that I’m not able to answer, and redirect the conversation to something that is within character.”
  • And Jacob says some toy companies are already testing PullString to power apps based on existing characters.
  • this technology could give kids a whole new way to play that falls somewhere in between the playground and the imaginary friend. “I think at some deep level if we succeed, we’ll inspire the imagination of kids to talk about things they might not otherwise talk about,”
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    the voice rec technology developed by ex-Pixar guy that is targeted to kids. It considers all nuances of kids speech behavior and analyses millions of kids conversations to make interaction with favorite characters within all possible media truly engaging
Maria Gurova

Screen Addiction Is Taking a Toll on Children - The New York Times - 0 views

  • Screen Addiction Is Taking a Toll on Children
  • “The average 8- to 10-year-old spends nearly eight hours a day with a variety of different media, and older children and teenagers spend more than 11 hours per day.”
  • Before age 2, children should not be exposed to any electronic media, the pediatrics academy maintains, because “a child’s brain develops rapidly during these first years, and young children learn best by interacting with people, not screens.”
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  • They need time to daydream, deal with anxieties, process their thoughts and share them with parents, who can provide reassurance.
  • Texting looms as the next national epidemic, with half of teenagers sending 50 or more text messages a day and those aged 13 through 17 averaging 3,364 texts a month, Amanda Lenhart of the Pew Research Center found in a 2012 study
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