Authors Posts by Lukemary Slade

Lukemary Slade

Lukemary Slade
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Lukemary Slade is the Second Life avatar (created since March 8, 2007) of the editor in chief of Mondivirtuali.it, in RL a financial analyst and VR mentor always ready to talk about virtual and augmented reality, geek technologies and startups.

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Nickelodeon started the development of a new animated series consisting in a reality show in VR / AR, so far known with the working title “Meet the Voxels”.

Chris Young, Senior Vice President of the Entertainment Lab of the British television broadcaster belonging to the group Viacom Media Networks, so far known for its productions for children and teenagers like SpongeBob or Teenage Mutant Ninja Turtles.

Meet the Voxel, innovative animated sitcom in VR

The animated sitcom, which will be developed using a video game engine, marks an absolute debut for Nickelodeon in the use of cutting edge technologies of virtual cinema including real-time acquisition of the face and the whole body and propose an innovative approach to immersive narration.

Meet the Voxels pilot will be written by Jana Petrosini and Sean Gill, already co-producers of tv series like Henry Danger, Kid Danger and Game Shakers.

Are you ready to meet the Voxels?

Meet the Voxels will bring kids behind the scenes of a video game world and will follow a family of video-game characters, Voxels precisely, which should be composed of Hunter, 13-year-old star of a laser-tag video game, Maude, a 16-year-old girl fighting to pop as many bubbles as she can, their younger brother Cody, who has not found his video game calling yet, Mom, a street fighter very popular in her game and Dad, a 90’s-era console game character who quit the business years ago. Nickelodeon chris young

New generation animation work

Chris Young‘s intention is to take the real-time technology they’ve been exploring in the Lab and marry it with a creative concept that connects with kids and their passion for video games.

It will therefore be a new generation of animation work with many characters that can exist on multiple platforms from day one.

New entertainment for kids

In recent years Young has already developed a series of new forms of entertainment for young people including SlimeZone, a multi-player social VR experience that allows kids and families the opportunity to interact in a Nickelodeon-designed virtual world, The Loud House 360, a 360 degree video  wich brings viewers to explore Loud family household and The Rise of the Teenage Mutant Ninja Turtles VR Interview Experience (that debuted at San Diego Comic Con 2018), a virtual reality experience that immerses users in the Turtles’ iconic New York City world allowing them to have a conversation with Mikey and Donnie (voiced on the scene by the actors who play the roles).

If you want to see how it will end continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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    With 15 years of activity behind it, Second Life, la first generation virtual reality platform developed by Californian company Linden Lab (which later developed also Sansar, designed to be fully compatible with VR technology right from the start), remains the largest commercial success of the virtual worlds industry. Yet find some echo of it in the mainstream media (which, however, in 2007 contributed to theboom” of Second Life) it is now a rarer event than a lottery win.

    Media have no interest in virtual worlds

    The confirmation of the fact that the virtual worlds (and virtual reality technology generally speaking) still are not yet interesting for the mass market and therefore are not covered, if at all occasionally, by the mainstream media (do some reseach on Google Trends for confirmation, if you want) is due to the fact that the same difficulties are also recorded by Sansar and High Fidelity, the platform developed by the former “daddy” of Second Life, Philip Rosedale.

    Rosedale if nothing else, has not lost his ability to attract investors, having obtained 35 million dollars from a group of investors including Galaxy Digital and Blockchain Capital among other things to adopt blockchain technology for virtual currencies, asset exchanges and digital identity in High Fidelity. Rosedale High Fidelity

    Ryan Schultz: is it the fault of the echo effect?

    Of all this, namely of Second Life 15th anniversary, of the new funding obtained by High Fidelity, of the developments of Sansar, there is little or no talk on the mainstream media. Ryan Schultz, one of the most appreciated blogger interested in virtual worlds, tried to suggest the reason why.

    According to Schultz it could depend on an “echo effect”: in essence the community of virtual world enthusiasts could continue to talk a lot about it, being substantially closed to any dialogue with the outside. This would explain why Second Life has never seen, in the last decade, more than 500-600 thousand active users worldwide, although every month, tens of thousands of new users continue to register.

    mondi virtuali utenti

    Is one million users the maximum limit?

    Could it be, assumes Schultz, that the worldwide audience interested in virtual worlds is just over one million active users, coincidentally, the maximum touched by Second Life during its first years of life, in full media hype? And in this case what development will the sector have, if after 15 years more than half of them continue to prefer Second Life to any other platform, despite now virtual worlds there are at least fifty (VR mode or not)?

    Schultz’s hypotheses are the same that you have been reading for years on Mondivirtuali.it, where we tried to explain how this could be due to a mix of factors: an unhappynaming”, the idea that what is virtual it’s not as desirable as what is real, the lack of interest from videogames fans, a tecnologhy still too little developed and/or expensive, the attitude of mass markets to reward applications and technology whose use is as simple as possible.

    What do you think about it? Let us know and if you want to see how it will end continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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      artificial intellingence startup cover

      Bytedance, content platform creaded by Yiming Zhang in 2012, is the articial intellingence most promising startup (but we should better call it scaleup) in the world according toCB Insight and Fortune.

      Or at least this is what its financing partners believe, since Bytedance has so far rounded 3.11 billion dollars, going from being an engine which recommended the best daily news to a platform which distributes contents of different formats (texts, images, videos, articles with questions and answers and microblogs).

      startup intelligenza artificiale

      Bytedance, artificial intelligence giant

      In june 2018 the value of Bytedance, which among other things has launched or acquired a series of successful video apps including Tik Tok, BuzzVideo, Vigo Video, News Republic and Musical.ly, is estimated at around 30 billion dollars. Its research department on artificial intelligence, AI Lab, was founded in march 2016 and is specialized in the development of artificial intelligence app for information comprehension (texts, images and videos).

      Also in 2016 AI Lab developed together Peking University (aka Beida) Xiaomingbot, a bot with artificial intelligence capable of writing his own articles: as if to say that even journalists could have, if not days, certainly counted years. Behind Bytedance in the ranking of the most important startups dealing with artificial intelligence there is a vacuum or almost.

      Bytedance

      SenseTime, the king of facial recognition

      The second in the ranking is in fact considered to be SenseTime, another Chinese startup founded in 2014 by Xiaolan Xu which develops artificial intelligence for use in various areas such as facial recognition, deep learning and automatic driving, however, which has so far collectedjust” 1,6 billion dollars. Currently the evaluation of SenseTime isover” 4.5 billion dollars, a fraction of that of Bytedance even though we are still talking aboutunicorns” (i.e. startups or scaleups worth over a billion dollars each).

      Face++ bet on mobile apps and video games

      In third place in the ranking of the most important startups that develop artificial intelligence there is Face++ (or Megvii), hat is once again a Chinese company, founded in 2011 by Qi Yin, Wenbin Tang and Yang Mu, which operates in the field of facial recognition and video games for mobile devices whose products allow developers to easily use state-of-the-art vision technology to develop apps and “extrasensorial” mobile games. So far Face++ reounded 608 million dollars and is worth about 2 billion dollars.

      Face++

      Upstart only fourth, detached

      The first western startup in the field of artificial intelligence is only fourth in the world by value and is Upstart, Us company founded in 2012 by Anna Mongayt e Paul Gu which developed a platform that manages loans relying on machine learning technology to price credit and automate the financing process. With 585 million dollars raised so far, Upstart is valued at around 1 billion dollars.

      Italy does not invest in artificial intelligence

      The artificial intellingence speaks Chines and is more and more likely to speak it in the future: if instead of wasting time and (public) money to try to keep alive and under state control airlines and companies declined, or in useless polemics about the dignity of the work of the riders who deliver pizzas and sandwiches at home the Italian government began to invest in this sector, perhaps it would be better.

      Always that someone in thebeautiful country” concern of our future and who could control it and not just the latest feat of their favorite football players, of course. If you wanna know how this will end, continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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        Why Apple loves AR cover

        That the great giants of technology look with interest to virtual reality (VR) and augmented reality (AR) is well known, as well as that after hesitating longer than others, Apple decided to invest in a software development kit for virtual reality applicationsa, ARKit, of which at the beginning of last June a new release was announced, ARKit2, as part of the new features brought by the new iOS 12 operating system.

        Apple bets on virtual reality

        Apple seems to believe a lot to, called “a platform that allows developers to integrate shared experiences, persistent AR experiences tied to a specific location, object detection and image tracking to make AR apps even more dynamic”.

        But why did Apple, after hesitating, embrace the AR technology with great enthusiasm, even though it seems still more immature than that of virtual reality?

        Also The Motley Fool (one of the best known and appreciated American financial sites) experts asked for it, believing that the reason is simple: augmented reality applications “require a substantial amount of processing power”, since it is not trivial at all to succeed in superimposing to reality images of objects rendered realistically.

        Considerable computing power and excellent graphics performance are required, two fields in which Apple is rapidly making important progress with its own mobile chips.

        AR apps will require new hardware

        Apple: perchè ama AR (credit image Apple) If developers will acquire more experience in realizing augmented reality applicationstruly useful and compelling augmented reality applications, it might not be long before they start really pushing the limits of what current iOS hardware can do”. Rather, “most creative developers may even start clamoring for even bigger generational performance improvements”.

        The point is that augmented reality applications seem to havethe potential to raise the level of performance and capacity that customers expect from their smartphones”, which would do a lot of good to Apple according to the The Motley Fool experts,since in recent years the update cycles of Apple’s flagship products have significantly lengthened.

        Current uses don’t require more performing smartphones

        After all, there’s only so much a company can do to upgrade the user experience of viewing mobile webpages, setting reminders, playing casual games, and watching videos (that is more or less everything you can do with smartphones and tablets).

        When common use cases stop requiring new, more capable hardware, it becomes harder even for a company like Apple convince consumers to buy new devices every time.

        On the contrary, augmented reality can give rise to a completely new class of applications which would be challenging at the same time from a computational point of view and potentially attractive for the mass market.

        This, at least initially, could go back to speeding up the pace with which the typical owners of iPhones and iPads are willing to switch to new devices, for the joy of Apple.

        If you wanna know how this will end, continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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          unity project mars cover

          If you are interested in augmented reality (AR) and virtual reality (VR) as well as in the possibilities that these technologies promise in the graphic field, hold fast: at the developer conference  Unite Berlin, Unity presented new tools designed specifically for augmented reality that promise to bring AR to a higher level.

          Project Mars will come by autumn

          By autumn a new extention for Unity called Project Mars (Mixed and augmented reality studio, ed) will allow developers to create AR appswhich works in and react to real wolrd”, according to Timoni West, in charge of XR reaserch at Unity Labs. “We do not want you to think only about building on a device or building on a console – explained West – we want you to think about how to create apps that actually interact in the real world”. unity motion capture project mars

          Simulation View for AR facia expressions

          Apps, added West, “that work in the way we want augmented reality to act, sensitive to the context, flexible, customizable, to work in space”. It sounds very interesting, but what does it mean in practice? For example regarding the reproduction of facial expressions in AR the Simulation View component allows developerto see how the effects work in real time through a connected camera.

          Facial AR Remote Component for iPhone X

          Whit Facial AR Remote Component, developers and creators can capture digital recordings of high quality live movements via a video camera TrueDepth on iPhone X. Unity offers 52 different blend forms to match the actor’s facial expressions with those of the animated character. The acquired recordings can then be cropped and merged in Unity Editor, reducing the number of cuts that an actor must record to get to the final version.

          Similar device also from Unreal

          Commenting on the news on Twitter, some users have remembered how Unreal had first launched a similar device. The difference is that Unity used ARKit on iPhoneX while Unreal opted for a complete professional plant with infrared cameras and markers on the face of the actor, with prices starting at 199$.

          Unity: news or relaunch of an old plugin?

          According to other users, however, Unity just relaunched an old third-party plugin (Ulsee) which costs 500$ and captures only a single face without even using all the markers.

          Btw, many developers and creatives seemed genuinely excited by the news just announced by Unreal and it is probable that we will see a new flow of content created through these devices in the coming months.

          If you wanna know how this will end, continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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            Oculus Go sales cover

            Last May 1st saw the debut on the market of the awaited Oculus Go, the “standalone” (i.e. which does not require the use of connection cables to a PC or a smartphone to be used) virtual reality diplay of the company which is part of the Facebook group.

            Affordable prices for Oculus Go

            Since the device has a more than affordable cost (in Italy 219 eurs for the 32 GB memory version, 269 euros for the 64 GB one, in Usa prices starts from 199,99 dollars), using a  Qualcomm Snapdragon 821 Cpu and a Lcd 5.5-inch display with WQHD (2.560×1.440 pixel) resolution, many have wondered if this device could represent a turning point for virtual reality. Oculus Go sales Well, despite the hopes in this regard and rather comforting estimates made by analysts like Superdata (that talked of 1.8 million units sold by year end), for now the sales do not seem so resounding, even if you surely can not say that Oculus Go is a failure.

            Will Oculus Go hit sales estimates?

            Based on the download progress of the Oculus Go app for Android (still in the “over 50 thousand downloads” class), also assuming a similar trend in the downloads of the Oculus Go app for iPhone the number of Oculus Go sold it should be at most between 100 and 200 thousand units in the first month of sale. Oculus Go sales bis Assuming that the correct number is around 150 thousand units and that this figure remains constant until the Christmas season, this means that at the end of November about 1-1.1 million will have been sold in all and then or under Christmas, over half a million will be sold (about three times as much as sales these days) or  the goal of 1.8 million sold by the end of the year will be largely missed.

            Virtual reality is not yet a mass technology

            This would be the umpteenth confirmation that for now the technology of virtual reality it is still too sour to have amass” attraction, despite the efforts, including advertising, of large industrial groups and web giants like Facebook, after that already others like Google had to put similar dreams in the drawer for augmented reality.

            If you wanna know how this will end, continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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              adult VR and more cover

              Adult content contributed significantly to internet development and according to some, they are doing the same for virtual reality.

              This at least is what Brian Shuster declares. Shuster is the Ceo of HoloGirls VR, Canadian producer of VR adult content, after having already been among the pioneers of the internet  (he founded in 1995 his first company, World Wide Internet Network, with which he developed the first advertising network of internet becoming one of the banner pioneers), but also one of the pioneers of adult virtual worlds with Utherverse.

              Shuster has been focusing on adult content for years

              adult VR and more shuster
              Indeed Shuster is not new to these statements, as Mondivirtuali.it already told you since 2014. The owner, among other things, of Utherverse repeated for yearsthe predominance ofspicycontent compared to the overall offer of VR content is “natural”, since virtualporno producers caninnovate and develop filming and CG techniques for a real customer base, and the result is that VRporn companies are years ahead of non-adult companies in our understanding of what customers want in VR”, and can offer what they want.

              Also Piper Jaffray seems to agree

              But it is not only Shuster that bet on the virtualporno boom: also Piper Jaffray in a 2015 report had reiterated that virtual reality was the new “mega tech theme” and that adult content would have constituted by 2025 the third most important component of the whole sector, surpassed only by video games (in which Linden Labs seems to believe a lot) and by sport content (of Nfl particularly).

              Kermes: we always like what is spicy

              adult VR and more
              In truth, the latest developments on the subject of  production and use of adult content in virtual reality do not seem to have fully confirmed the forecasts made so far, as we already told you, but that does not seem to deter industry experts.

              In an interview in the New York Times, for instance, Mark Kernes, AVN Media Network senior editor who covers the virtual reality sector, explained that “sex sells, and where there is money to be made, there will be entrepreneurs who want to adopt it and make money from it”.

              The case of the adult Tripadvisor

              I can believe it, since one of the ideas that I recently saw circulating among investors of London startups  regards an escort service reviews site, a sort of “adult Tripadvisor”, confirming that yes, everything that revolves around sex, for centuries, moves a lot of money and a lot of interest.

              Then if all this can be a way to make virtual reality a mass technology remains to be seen. Btw continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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              sansar esport cover

              If Goldman Sachs experts are right, eSport (electronic sports), which already boast 350 million fans worldwide, are destined to become more and more popular in the next few years, overcoming initial skepticism.

              Goldman Sachs: eSport will grow further

              According to Ryan Nolan, global head of digital gaming of Goldman Sachs’ investment banking, “the whole ecosystem will be able to enjoy richer assessments, greater opportunities for monetization and greater diffusion over time”.

              To sniff the deal was also Linden Lab: Second Life and Sansar developer decided to collaborate with the teams of Overwatch League, the eSport championship sponsored and controlled by Blizzard (followed this year by over 10 million total viewers) where there are currently 9 American teams, one South Korean, one Chinese and one British. sansar outlaws

              Two virtual eSports arenas on Sansar

              If in reality the Overwatch League matches are hosted at Blizzard Arena, in Los Angeles, thanks to Linden Lab two teams, Outlaws and San Francisco Shock, will have their own virtual arenas at their disposal on Sansar (respectively The Hideout and Epicenter).

              In them, fans can buy skins and other merchandising to customize their avatar, just like in Second Life, but also participate in virtual parties and watch streaming games of the Ovewatch League, so far transmitted exclusively by the British channel Twitch, being also able to consult game statistics and listen to live audio. sansar san francisco shock Will eSports be that famous “killer applicationwhich has so far been lacking in virtual reality and in Sansar? If you want to find out, keep following Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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              With the debut of Ready Player One in theaters worldwide (with a budget of 175 million dollars, the movie grossed about 525 million dollars till now), mainstream media came back to take an interest in virtual reality.  Btw, a few of them went to visit the homonymous virtual installation in Sansar, and it’s a pity. Ready Player One in Sansar

              Immersive visit to the Ready Player One set

              After having visited, in recent months, another virtual installation in Sansar dedicated to an Hollywood blockbuster (Star Wars: the Last Jedi, we talked about here) through a traditional pc, this time we took the opportunity given by a visit to an old acquaintance of Mondivirtuali.it, the Second Life and Sansar builder Colpo Wrexler, to try an immersive experience through an Htc Vive VR viewer.

              Enter the Aech (one of the “High Five” of Steven Spielberg movie) garage is exciting: your brain knows that you are standing in a room with a visor on your face. But if you turn your head too quickly while you are on a flight of stairs you may feel dizzy and if you stay immersedtoo long you may feel a sense of nausea. At least it happened to me. Ready Player One in Sansar

              Will Sansar become a VR games platform?

              Beyond the fatigue and the sense of fascination for how digital reproduction is realistic, what’s left of a visit to the Ready Player One set in Sansar? As for other virtual location (for instance che Egyptian tomb of wich we already talked) there is certainly a “photographic” interest, to which it is added in this case some initial hint of interactivity that, if developed, could allow Sansar to go from being a collection of digital sets to a hyper-realistic videogames platform.

              Going around the garage of Aech, in fact, you will find many quotes from other films and TV series, from the Iron Giant, which dominates the garage itself with its shape, to Galactica, of which you can admire a Viper fighter and a silon fighter (but also look for the model of the same Battlestar Galactica), from Doctor Who (try to find the Tardis), to 2001 Space Odissy, most of which are accompanied by a short vocal description. Ready Player One in Sansar

              Many references and a little interactivity

              Sure, you can not yet enter the Tardis or drive Cameron Frye‘s daddy red sports car in Ferris Bueller’s Day Off, but the feeling that this could happen is tangible. As well as the sense of fatigue, while “walking” around the virtual garage of Ready Player One, so for this time  let’s unplug the viewer and be back to reality to greet you.

              Cya and remember to continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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              The story, controversial, of the 50 million Facebook profiles data “stolen” by Cambridge Analytics, English company that for a long time has been working on the “big data” market and ended to be subject to great controversy for its role in the Donald Trump and Brexit campaigns, refocused attention, besides the problem of the real protection of the privacy in the socials network, also the question on what possible alternatives arethere to Facebook itself.

              Is there life outside Facebook?

              Said so, the answer seems to be obvious: if you are not satisfied anymore with services that Facebook offers you, you can always turn to some other  social media platform, like Twitter, Instagram, Youtube, Snapchat, but also Flipboard, Pinterest, Tumblr, VK.

              Beside these social networks have long been online communities like Flickr (now part of Verizon group) or Deviantart that continue to be engaged and full of interactions among consumers.

              They are all big names, but nearby to them which are the “emerging” names, those that maybe like a lot to the boys, who instead are beginning to abandon Facebook and its more affirmed brothers?

              Mondivirtuali.it suggests you three, even if many others exist of them (for instance devoted to the practising sportsmen), to which can also comfortably login  from your smartphone through the respective apps.

              WattPad

              Wattpad if you love to read or write

              If you love to write and don’t want to waste time to take care of your own blog you can use Wattpad, Canadian platform already launched in 2006 where you can read and publish, even a chapter at a time, original stories (fanfictions) broken down by categories and genres.

              To refect genre and sub-genre of the story, in the “story details” you can insert some tags, so to be found more easily by other platform users. Content creators can in addition characterise may typs of copywright between extremes “public knowledge” and “all rights reserved”; many publishers have already published and spread titles selected on Wattpad.

              musically

              Musical.ly for music lovers

              The launch of Musical.ly is much more recent: the Chinese platform (but they have and headquarter even in San Francisco) was launched in 2014 and it enables through an app to creare videos in playback, lasting from 15 seconds to 1 minute, adding then songs, sounds, filters and many different effects, if you like also changhing the speed of reproduction (you have 5 different options) or reversing video playback.

              It is also possible to create micro-videos, basically animated Gifs with background music. Here too some music publishers (like Warner Music) started to follow the platform both to find new talents, both to to enhance the music of estabilshed performers like Kate Perry.

              snupps

              The catalogue for the new millenium

              If you had the need, as happened some years ago to Sari and Mar Anabtawi, to have a digital online catalogue of your assets, you can use Snupps (originally acronym for Serial Number Universal Protection Protocol System), un app launched in 2012 whose social network connetcst people around assets they love.

              Creatives and collectors are crazy about it, since they can show and take a look at from Fimo figurines to sandwiches and hamburgers from all over the world, from gadgets to comics, from video games to outfits, for each category of which you can not just search by tags, chat with other users of follow hundreds of groups, but also create your own “shelves” in which to insert the images of personal items you wanna share.

              If we have enticed you, try to register to some of these social media, maybe looking for us. Anyhow, continue to follow Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

              I più letti ultima settimana / Most read last 7 days

              Koinup.com launches a new contest for fans of graphics that use virtual worlds as an editor for their works: Virtual Diversity. Here how to apply.