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alexbelov

Reality Substitution Project is a Unique Approach to Virtual Reality | Virtual Reality ... - 0 views

  • Reality Substitution Project is a Unique Approach to Virtual Reality
  • The tech project, named RealiSM, has developed a user-friendly virtual world capture system that effectively shoots actual videos of real-world situations, and these videos are to be generated as virtual content on a supported head-mounted display (HMD).
  • Initially developed for the medical field, RealiSM aims to be utilized in the laboratory to facilitate research of the human memory and the peri-personal space (perceived space available to a person within his reach).
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  • This is how things get interesting for the RealiSM project: the prototype works as an integrated video recording, editing, and playback system – all working hand in hand to generate what they call reality substitution. A custom-built camera rig, consisting of 18 high-definition cameras which are pointed in all directions, seamlessly shoots a 360-degree spherical imagery that is stitched together in all three dimensions of space. These 18 high-def cameras are paired with 4 omnidirectional microphones, able to pick up sound from all directions relative to the prototype. The 3D spherical video capture is then processed and is rendered by a custom-built HMD that also features a front camera to orient the user’s presence in both the virtual and outside environments.
  • Aside from the usage focus of the prototype in the medical field, it is also seen as a potential tool for bringing immersive, real-time teleconferencing – bridging the gap caused by time zone issues between the two ends of the communication medium; and also to enhance entertainment experiences – particularly in games – by introducing extremely immersive and true-to-life visuals and audio experiences.
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    Reality substitution is a new approach to VR experience. The system  aptures videos of real world situations and generates VR content. The technology can be applied in medical research, therapy, gaming and teleconferencing.
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.”
al_semenchenko

Gamasutra - Exploring a future of 'transmogrified reality' game design - 0 views

  • many developers are concerned about the dangers (physical, mental, or cultural) of asking their audiences to strap on a vision-obscuring headset for hours at a time. 
  • Long-time game designer and current Google game design chief Noah Falstein's personal favorite is "transmogrified reality" --  an approach to game design that relies on new 3D-sensing phones and tablets, combined with inexpensive head mounts, to seamlessly integrate the virtual with the real.
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    There are still many challenges for designers to adopt capabilities of VR and be able to deliver compelling product. One of the solutions requires much more than just a VR headset. Noah Falstein presents his concept of "transmogrified reality". An environment filled with various devices that work together to create new user interactions in VR-world that are not just possible, but also convenient.
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.
alexbelov

CableRobot Simulator Brings Real Movement to Virtual Reality | Virtual Reality Times - 0 views

  • Called the CableRobot simulator, it comprises of a platform that is safely tucked inside a fiber roll cage, which is made of very lightweight carbon. The platform can seat a single person with or without a VR headset.
  • ts initial target use is mainly for industries, but VR enthusiasts are hopeful that the CableRobot simulator will be developed to adopt video games such as racing games which demands physical movements in order to provide a realistic gaming experience in VR.
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    A robot that simulates motion for VR environment and can create acceleration up to 1.5g in response to VR experience. Potentially useful for research training, research and gaming.
Maria Gurova

Imax's Richard Gelfond on Virtual Reality, Woody Allen and Reservations Over Netflix - ... - 0 views

  • Given Imax receipts typically account for about 10 percent of the average tentpole's box office, studios and top filmmakers frequently shift their release dates to land a big-screen berth
  • Looking forward, the company is making a big push into virtual reality, partnering with Google on a camera, and will launch its first VR space in Los Angeles this year. On the content front, Michael Bay is in talks to create original VR content for Imax
  • Any regrets about partnering with Netflix to release the low-grossing Crouching Tiger 2? I have no regrets about experimenting because, especially with the windows changing distribution patterns, with digital distribution and over‑the‑top alternatives evolving quickly, the industry is going to have to experiment and learn.
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  • If someone came to us and said, "Would you launch a TV series in Imax day-and-date?", that's definitely something we would consider
  • We have over 300 theaters open; we have over 200 theaters in backlog [where a theater has been approved and the space designated, but it hasn't been built yet]. We just announced a 10‑theater deal.
  • Wanda, which accounts for the largest number of Imax screens in China, has its own giant-screen technology. Worried? I'm not very worried.
  • If the public wants an experience that's better than a standard 35mm but not as good as an Imax, there's a category they fit in.
  • In 2015, you announced the creation of the Imax China Film Fund to invest in Chinese tentpoles.
  • We can leverage those relationships, plus the Imax technology, plus the Imax release windows, and create value by investing in the right films.
  • We could get into original programming, but we're not going to be a small participant in a $200 million movie. Could I see there being a $10 million or $20 million film that is with an Imax filmmaker who loves Imax and plays well to the Imax audience and has the right ancillary distribution afterward? Yes. That's something we're exploring.
alexbelov

Physical web is coming soon - 0 views

  • Google is moving forward with its plans to allow Bluetooth beacons to broadcast location-based information and URLs to your phone. The Bluetooth-based technology is designed so that a subway can tell you when the next train is coming, or a nearby parking meter can alert you how to pay when you park. This seamless interaction with, what Google calls, the "physical web" has long been promised, but an upcoming update to Chrome for Android will make it more of a reality.
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    Location-based information including URLs can be easily broadcasted to the phone by "beacons" that can be placed onto any physical objects and work for years without battery replacement. This means that every noteworthy physical object can potentially have its web page soon and brings new possibilities to advertising. A deeper link will be established between the reality and the cyberspace.
alexbelov

Experiencing the News: Immersive Journalism | Virtual Reality Times - 2 views

  • Immersive journalism is an emerging genre in which sound, video, and reporting are melded together and presented with virtual reality technology to put the consumer in the scene, usually experiencing it from the point of view of the participants.
  • The larger concept is the cultivation of empathy, using the information—sight, sounds—point-of-view—to cause the user to see things he or she wouldn’t have seen otherwise.
  • It isn’t unreasonable to suggest that the way stories are told and received may fundamentally change in the next twenty to thirty years.  There are many ways to tell stories and to engage an audience.  Immersive journalism places emphasis on engagement through perspective, placing the user inside of the experience.
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    Immersive journalism revolutionises documentary storytelling via use of VR. Placing the user inside of the experience IJ provokes deep emotions, empathy and engagement.
Oleg Batluk

Save Yourself From the Digital Zombie Apocalypse and Get Outdoors | TakePart - 0 views

  • my attention monopolized at that moment by an electronic screen.
  • offers endlessly updating possibilities.
  • for many children growing up today, digital reality is the only reality.
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  • It is addictive
  • children grow up not caring about the natural world.
  • The list of physical and social maladies associated with sedentary behavior—an almost inevitable corollary of time spent on electronic devices
  • American Academy of Pediatrics used to recommend that parents limit screen time to less than two hours a day for children over the age of two
  • digital reality as the new normal
  • Make shutting down the devices a family thing.
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    Self-limitation from digtal monopoly to save kids from mental and physical deasess should become a family thing
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    Self-limitation from digtal monopoly to save kids from mental and physical deasess should become a family thing
Ilya Vorobiev

IllumiRoom: Immersive Experiences Beyond the TV Screen - 4 views

    • Ilya Vorobiev
       
      PhD student that worked for Disney Imagineering and Microsoft Research made prototype of system that extends viewing experience of TV-set by surrounding it with augmented reality objects. It turns your room, physical environment into context of game or movie that you are viewing on TV.
  • IllumiRoom a proof-of-concept system that augments the area surrounding a television with projected visualizations to enhance traditional viewing experiences
  • directly extend the viewing experience, turning a 40 inch television into a 15 foot television
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  • can enable augmented reality experiences where virtual objects interact with the physical environment (e.g. furniture)
  • can augment and distort the physical environment (e.g making a living room look like a cartoon)
Olga Bykova

(71) Storytelling: How will the craft of storytelling change in the future? - Quora - 4 views

  • The "tools" of storytelling will change,
  • in the future Storytelling will not change
  • The "tools" of storytelling will change
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  • Transmedia Storytelling
  • Virtual Reality
  • Interactivity and Video Games
  • Audience Participation
  • Enhanced Perception
  • Expanded Sensory Experience
  • Stories emerging from a bottom up, rather than a top down process
Anton Vorykhalov

IMAX Raises $50 Million for VR Efforts | Digital Trends - 0 views

  • IMAX is going VR, so put on your headsets and hold on
  • Late last week, IMAX announced that it had “completed the first phase of a $50 million virtual reality fund between IMAX and other strategic investors to help finance the creation of at least 25 interactive VR content experiences over the next three years for use across all VR platforms including in IMAX VR centers.” That means that at some point in the near future, we’ll be able to enjoy higher-quality VR content on really, really giant screens.
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

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 
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.
Ilya Vorobiev

Gest: Work With Your Computer using Hands - 1 views

  • lets you work with your hands in a more intuitive way
    • Ilya Vorobiev
       
      One of the key problems of next generation computers and VR systems is human computer interaction (HCI). Nowadays keyboards and touch interfaces are not suitable for such cases.  Gest is a Kickstarter project that enable you to interact with computer using hands. It also provides APIs for developers that can be used for games creation
  • Gest is a new way of working with your computer
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  • We think virtual reality and augmented reality are the next big things—but we also know they won’t succeed without a good way to interac
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.
zolotarev

Virtual and Augmented Reality Users 2019 - 0 views

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    It's anticipated that in 2021 the penetration of VR among US citizens will rise from 10.6% in 2018 to 17% from 10.6% , AR - from 18.2% to 25.4% respectively. Many industry practitioners believe that AR experiences will migrate from mobile devices to HMDs or glasses within the next five years, especially if major technical challenges-including battery life, continuous network connectivity, a viable app distribution system and cultural acceptability-can be overcome.
Maria Gurova

Developed world plays waiting game with mobile payments - FT.com - 0 views

  • High-profile mobile money launches by Apple and Samsung may have caught the headlines
  • But it is the developments in payments systems in supposedly less developed nations in Africa and Asia that point the way to the probable future for wider mobile banking.
  • the reality remains that the mobile phone as a means of payment remains relatively niche even in developed markets.
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  • But analysts anticipate a further shift as more financial services and greater interactivity are added, which is when mobile payments will become mobile banking.
  • In the UK, for example, just 1 per cent
  • the mobile phone is taking on extra roles as a place to keep money safe and move it around, as well as to acquire other financial services from trusted providers.
  • services are quickly expanding to include loan disbursement, bill payment and micro insurance.
  • In the next few years mobile banking apps will become the predominant means to access all routine banking services, from applying for a loan or overdraft increase to letting the bank know you are moving house
  • So while we are working closely with digital giants such as Apple, Samsung and Google to roll out their payment services, we’re also working with the banks to create their own payment functionality embedded within their existing hugely popular banking apps
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    The article is about a shifting consumer behaviour in mobile payments and that it's not driven by developed economies with the established finical systems but rather by the emerging regions, like Africa and Asia 
Oleg Batluk

Retail Asia Expo 2016 - Brand-New Internet Retailing Expo Introduces Cutting-Edge Techn... - 0 views

  • The Expo will bring the latest and finest products, solutions and strategies to feed retailers' hunger for impressing their customers and expanding their online territories
  • internet retailing business
  • Augment Paris HQ
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  • Imagine the needs and benefits of visiting a local physical retail store being replaced by AR. Even more accurately, it aims to improve and bring a brand-new shopping experience to consumers by using a digital model of a product to simulate its existence in everyday reality
  • The Alibaba Group, one of the world's biggest online commerce companies, will be participating in RAE's brand new feature: the Internet Retailing Theatre
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