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al_semenchenko

There Are Some Super Shady Things in Oculus Rift's Terms of Service - 1 views

  • If you create something with the Rift, the Terms of Service say that you surrender all rights to that work and that Oculus can use it whenever it wants
  • Oculus can collect data from you while you’re using the device
  • Furthermore, the information that they collect can be used to directly market products to you
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  • What’s most worrisome here is that the emergence of VR technology opens up an new type of data for companies to mine en masse which can be collected efficiently. The fact that Oculus, the clear leader in the new VR marketplace, is setting this precedent could be dangerous for the future of the technology.
  • the Oculus Rift is a device that is always on (much like Microsoft’s Xbox One Kinect feature) which leads to further concerns about when the information will be collected.
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    Oculus already gathering much more personal data than were possible before, and owns any UGC created with the help of Oculus.
alexbelov

Oculus announces new social features to help personalize VR experiences | TechCrunch - 0 views

  • Starting tomorrow, users on the Gear VR platform will be able to create their own user profiles and search for friends by username who they can interact with in virtual space.
  • Social Trivia, which will allow you to hang out with buddies’ avatars in a social space and compete in trivia battles. Users will also be able to create VR chatrooms of sorts with Oculus Social where they can watch videos together from Vimeo or Twitch.
  • retty soon we’re going to live in a world where everyone has the power to share and experience whole scenes as if you’re just there right there in person
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  • Alongside this launch, Oculus announced a new multiplayer game that makes use of some of these new social features.
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    Gaming and social media market landscape will very soon change a lot thanks to virtual reality.
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
  • 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
  • But Facebook, its biggest competitor, is rapidly encroaching on YouTube’s turf.
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  • social network is now seeing 8 billion daily video views. Facebook itself recently debuted 360 video. And the social networking giant owns Oculus,
  • 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

Mark Zuckerberg shows off virtual reality ping pong on the Oculus - 0 views

  • that allows people to play games with each other in real time using their hands, even if they aren't in the same room.
  • and down to simulate completely different worlds — outer space, under water and so on."
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    how VR may transform the Future of Education, imagine you don't need to  travel anywhere to be there. Additional applications of VR, e.g. Travel, Education, Entertainment etc 
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.
Ilya Vorobiev

Microsoft's 'RoomAlive' Turns Entire Room Into A Video Game - 5 views

    • Ilya Vorobiev
       
      Despite technology advances such as Oculus and Kinect, the game is still separated from real world and augmented reality associated with bulky heads. This project addresses this problem by projecting objects on real world using depth cameras and projectors, turning your room into interactive video game. 3 minute video from Microsoft - https://www.youtube.com/watch?v=ILb5ExBzHqw Actual News review video - https://www.youtube.com/watch?v=-aZWUw8CzAo
  • RoomAlive is a proof-of-concept prototype that transforms any room into an immersive, augmented entertainment experience
  • Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment
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  • showcase four experience prototypes that demonstrate the novel interactive experiences that are possible with RoomAlive and discuss the design challenges of adapting any game to any room
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.
  • One of the biggest trends right now is people watching other people play video games.
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  • 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.
  • 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.  
Maria Gurova

Microsoft HoloLens: Real life holograms unveiled as part of Windows 10 - News - Gadgets... - 0 views

  • Microsoft unveiled a new hologram platform today as part of its new operating system
  • The holographic software is built into Windows 10 already, the company said. Though Microsoft is working on its own hardware, the platform will also work for other virtual reality software like Oculus Rift and Google Glass
  • Microsoft executive built a virtual flying drone, which the company then showed could be 3D printed. Alex Kipman, who helped lead the project, called it “print preview for 3D printing”.
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    Microsoft tackles the field of VR headsets 
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