Tags Posts tagged with "augmented reality"

augmented reality

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    anti terrorism VR cover

    The repetition of bloody attacks such as those in London of these last months, is bringing some companies operating in the field of virtual reality and increased to develop counterterrorism applications.

    An example is given by the US multinational Eon Reality, founded in 1999 by Dan Lejerskar, Mikael Jacobsson and Mats Johansson in Irvine, California, which has grown throughout the world over the years (with offices, among others, in Paris, Manchester, Moscow, Doha, Singapore, Seul and Melbourne). anti terrorism VR

    Eon Reality develops counterterrorism apps

    Precisely thanks to a new counterterrorism application Eon Reality won, for the second year, the InnovPlus Award promoted by Singapore’s Ial (Institute for adult learning). The project used virtual reality platform AVR to create an improvised explosive device recognition and defusal application for anti-terrorism training and VIP protection.

    The goal of the project is to create a realistic simulation for security personnel to give them a realistic training experience without the danger. This is just an example how virtual reality and aumented reality could help security forces to raise the alert level against further terroristic attacks quickly and with relatively small investments. Auggmed anti terrorism VR

    Europe is developing Auggmed

    Europe is developing Auggmed (Automated serious game scenario generator for mixed reality training), a three-year project of 5.5 million euros developed under the Horizon 2020 program which has already produced the first prototypes, with good feedbacks from the end-users.

    Even in this case, the goal is to enable single and team-based training with different levels of experience so that all end-users involved can respond in the most efficient way to terrorist and criminal threats.

    Auggmed, a completely mobile platform with an operating system simply involves downloading the software to a touchscreen or laptop that runs on a Windows operating system and has a reasonable processor and graphics card, automatically create scenarios tailored to the needs of individual users in training and offers new ways to learn decision-making skills, emotional management techniques and analytical thinking while under pressure.

    Develops even for augmented reality

    A more immersive experience requires a VR headset such as Htc Vive (that in the coming months should go from the cable-related release to one  equipped with sensors and antennas) and by the coming year the consortium of 14 partners behind Auggmed should integrate the platform with a Google Glass-type AR headset.

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

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    Movie franchisee Transformers is one of the longest running, since the first movie of the series (the animation movie Transformers: the Animated Movie) debuted in 1986, just two years after the debut of the cartoon produced by Japanese Toei Animation and Tokyo Movie ShinSha and the American Sunbow.

    China loves Transformers

    Over the years the Transformers (whose fifth movie, The Last Knight, will be released in Italian theatres on June, 22 and in American theatres on June, 23, while two further movies are scheduled in 2018 and in 2019) grossed over 3,7 billion dollars at box office all over the world, developing a fans’ community particularly strong in China.

    It is therefore not by chance if DMG entertainment and Hasbro decided to launch now amusement centers dedicated to the Transformers, able to offer an “highly-immersive, interactive” digital simulation experiences based on the Transformers’ universe both in virtual reality (VR) both in augmented reality (AR).

    The first of these centers (the sector of virtual amusement parks seems to have great potentialities in China for some years) should open in Shanghai later this summer, then the centers will expand to other China cities regularly over the next five years. Transformers VR

    Virtual reality centers and live shows

    The Transformers used for digital simulations will have the shape of the “Generation One”, still the most loved by fans of the whole world, but with a photorealistic rendering so to increase the digital experience immersivity. As reports a press release you will fight the evil Decepticons on Cybertron alongside Optimus Prime or have a driving experience with Bumblebee.

    In the same time DMG, together S2BN, is also working on a live show, Transformers Live, a cross between an action-adventure spectacle, a theme park attraction and a theatrical show, featuring shape-shifting robots, aerial stunts and large-scale special effects. A custom-built theater seating 4,000 will host the live show, so the experience promises to be really “mythical”.

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

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      In a recent studio about the five main “supertrends” which can influence long term investments, Credit Suisse examined among others the perspectives of some of the most promising technologies, like virtual reality and augmented reality. Thanks to devices like Samsung Gear, poin out the experts, virtual reality grown a lotin recent years.

      Samsung Gear sold 5 million units last year, topping the estimates (ranging from 2 to 5 millions), on total estimated sales of 8-10 million of virtual reality devices if you consider also Oculus Rift, HTC Vive and Sony Playstation VR. “While the numbers look healthy, we believe that lower hardware price points could support an even higher adoption of the technology” pointed out analysts. VR AR Credit Suisse

      From gaming to interactions and commerce

      According to the experts virtual reality and augmented reality will move beyond technology and gaming enthusiasts into areas such as consumer applications and manufacturing. If so far the focus was on gaming, in the next 5 years it should translate on interaction, extending then on commerce in the following 5-10 years.In this way it shold go from a potential market of 8 billion dollars (video games), to 68 billion (interaction), upt ot 600 billion dollars (commerce).

      At the same time from big VR glasses, PCs and video games, we should translate to slim VR glasse, the start of AR, holograms and gloves, and then to a VR integrated in daily life, in buying/selling houses through VR/AR, up to a real mass market. “Another very interesting area for VR/AR is education, with several startups such as Immersive VR, Alchemy VR, Curiscope and even Alphabet making inroads“. VR AR future

      Virtual reality for education service providers

      VR/AR trechnology is helping education service providers to offer more enriching and interactive experiences. The primary idea for virtual worlds is that they enable immersive learning, which will assure higher attention and active involvement from students.

      Long term outlook for the AR/VR market is then “very positive” according to Credit Suisse who think that virtual reality and augmented reality market can potentially become even larger than the current smartphone market (600-700 billion dollars), growing at the same pace as the latter in 2001 – 2015.

      The very fact that Apple, analysts conclude, is working on incorporating AR capabilities in its new flagship iPhone 8 confirms that virtual reality and augmented reality trend has consistent long-term growth potential.

      If you wanna know hot it will develop, continue to follow Mondivirtuali.it even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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        Icaros VR cover

        It was among the most admired novelties at 50th Ces of last January in Las Vegas, but after a few months Icaros VR, an equipment that connects fitness and virtual reality technology, seems to have already found its market, showing that Johannes Scholl and Michael Schmidt, two German startuppers who found Icaros GmbH, had the right idea to successfully start up.

        200 Icaros VR already settled

        During recent months already 200 gyms and fitness centers installed Icaros VR all around the world, from London to Tokyo, despite the equipment is not really cheap (according to Bloomberg, adding transport and other costs every machine can costs around 10 thousand dollars).

        These numbers are so encouraging that Scholl and Schmidt already started the development of an home version of Icaros VR, far more cheaper (it should costs around 2 thousand dollars) whose launch on the market is scheduled by next year beginnings. Icaros VR

        How to make fitness less boring

        Other equipement like Icaros VR promise to resolve one of the problems taht from years have afflicted gyms and fitness centers: how to make gymnastic exercises less boring. According to its creators, combine the additive ability of the video games with virtual reality technology could be the correct solution.

        They are not only the German startuppers to think in this way: american company VirZOOM planned to transforme cyclettes into virtual reality controllers that allow the users to ride horses or drive Formula One cars during their rides, while a Finnish augmented reality  startup, added Bloomberg, overlays digital images onto rock-climbing walls, letting climbers play games while ascending.

        The lesson of Pokemon Go

        Other startups are developing applications to let people lose weight and to stay healty with home workouts built around VR archery, shooting and boxing games. The start to this proliferation of virtual reality workouts was, after all, the success (however ephemeral) gained last summer by Pokemon Go, which lead million of boys zig-zagging through neighborhoods and parks around the world in search of Pokemons using their smartphones in augmented reality mode.

        By the way fitness experts are still skeptical, since this kind of high-tech gadgets seem to get traction enough only with those who exercise already, but it doesn’t seem to succeed in convincing those new in the game to start a regular fitness activity. So trying to trick the brain into doing something the body resists could not being the best solution, at the end.

        Icaros VR benefits
        The basic problem remains the motivation

        That’s especially true because the intrinsic motivation in similar activities remains high only until the reward has been taken away. But once you collect all your Pokemons, or virtually drove all possible Formula One cars, or virtually won the box world championship, what’s the reason to exercise anything more?

        Therefore who knows if will Icaros VR, for which Scholl and Schmidt are already thinking about developing a second generation machine for professional gyms (able, for example, to offer more intense cardio exercises and muscle-building), actually succeed to fly high for long or will it end with to fall to the ground as the homonym mythological character (and also Pokemon Go)?

        In the months or in the years to come the answer: for now if you wanna keep up with virtual reality, augmented reality and geek technologies news and giveaways, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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          Apple AR cover

          Sentence to grow so to avoid to be climbed over by its rivals? Many financial analists suspect this is one of the reason why Apple, whose stock prices hit recently a new record high at Wall Street over 141 dollars, keeps on investing in new technologies which pparently have little to do with smartphones, music players and computers.

          Apple drawn to augmented reality

          Apple, which have a 735 billion dollars market cap, has to deal with Alphabet (parent company of Google), 592 billion $ market cap, the “oldMicrosoft, which still stands over 500 billion $, and Facebook close to 404 billion $ market cap, all of them busy to invest billion of dollars in acquisition and research and development of virtual reality (VR) or augmented reality (AR) technology.

          For Apple augmented reality especially is a potential hazard: according to analysts smartphones within the next few years will widely integrate such technology and those which didn’t succeed in doing it would risk of getting cut from a market which, as Mondivirtuali already told you is estimed to be worth up to 80 billion dollars a year within 2024.

          Apple iPhone and augmented realityAR features with the new iPhone

          This way, for Tim Cook, since 2011 Apple Ceo, the path seems to be just one: adding augmented reality features (such as the integration with the Apple 3D maps, demos of which have been being seen for four years now) already with the new iPhone, so to quickly build a mass market and improve customers loalty to Apple’s ecosystem, waiting to develop “ad hoc” gadgets like the Google Glasses.

          According to sources cited by Bloomberg, Apple already built up a team of its hardware and software veterans and talented outsiders with previously experiences with Oculus Rift and HoloLens, after the acquisitions of many startups with knowledge of AR hardware, 3D gaming and virtual reality software over recent months.

          Tim Cook has more doubts on VR

          About VR, Tim Cook last year seemed quite sceptic, affirming to believe that, at the end, a few people will want to be “enclosed in something”, but you never know. What do you think about? Please leave a comment and if you like share this article, you will help us to cover always better the items you prefer!

          Then if you wanna keep up with virtual reality, augmented reality and geek technologies news and giveaways, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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            Italian way to virtual reality cover

            Does it exist an “Italian way” to virtual reality (VR) and augmented reality (AR) development? The question was asked in an interview through Skype arrenged by Sergey and Mikhail Doudy, the blogger bros behind VR Otaku, think thank specialized in market researches on VR/AR that you can follow on Twitter.

            AR/VR in Italy has two main problems

            SeedUp teamBased on my personal experience like financial analyst and seed investor through SeedUp, I can say that yes, it exists and is peculiar in respect to the way virtual reality and augmented reality industry is developing in other countries like for instance the United States of America.

            In Italy we have a couple of problems that slow the growth of VR/AR industry: the infrastructural gap and the cultural gap. The infrastructural gap is tied to the need to have di data communications networks with ultra broad band/high performances to be able to market  VR/AR services on a large scale.

            In Italy untill 2014 broad band networks covered just 1,4% population, versus 6,3% in France or 7,9% in Spain. By 2020 coverage in Italy should growth to 85% population (partly 30 Mbps, partly 100 Mpbs).

            Infrastructural and cultural gap to fill

            virtual reality like Matrix?Only then (unless investments are not further postponed) it will be possible to see if the virtual reality and augmented reality will be mass market successful.

            For that to happen it will be necessary, however, to fill even the evident cultural divide: how many in Italy (and in the world) really know virtual reality and its possible uses and benefits?

            And how many, instead, still attribute a negative meaning at the word “virtual” and fear that technology in general entails risks and disadvantages (alienation, escape from the reality, job losses etc) which can outweight the potential benefits?

            Once filled the infrastructural and cultural divide Italy has, by the way, very interesting assets that could allow to get worldwide successes in the field of virtual reality and augmented reality.

            Just think to our artistic and cultural heritage, to the possibility of making tourist promotion, to enrich cultural experience, to allow the fruition and at the same time the maintenance of the historical and archeological sites available in Italy.

            Virtual reality: leveraging on formidable assets

            virtual reality - SpinvectorOtherwise, think about how fashion sector could make research and promotion, about how Italian architects and engineers could plan from interior design to large structures without having to move a single brick.

            In short Italy thanks to virtual reality and augmented reality could leverage on assets that the whole world envies us but frequently are not sufficiently valorized, to to preserve, study, promote and to make them being used better, creating wealth and employment opportunities for thousand of young (and older) workers.

            Give us your opinion

            I really think Italy can do it, even if the game is on. What do you think? Please leave your opinion in the comments and if you like share this article, you will help us to always better follow items you like!

            Then if you wanna keep up with virtual reality, augmented reality and geek technologies news and giveaways, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

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              VR Touch cover

              If at Ces 2017 a bit of tired was noticed about virtual reality and augmented reality (VR/AR) sector, one of the few really interesting news has been launched by an Italian startup, Go Touch VR, founded by four haptic experts: Eric Vezzoli, Thomas Sednaoui, Vincenzo Giamundo and Zlatko Vidrih.

              VR  Touch improves user’s immersion

              Go Touch VR TeamGo Touch VR officially launched last 5 January, during Ces 2017, its futuristic VR Touch wearable device.

              Powered by a patent-pending technology, the device will enable the users to learn, design, manipulate and interact in VR sphere just akin to real life and vice versa.

              We are committed to add on the touch sense in VR space to improve user immersion“, stated Eric Vezzoli who together with his three partners, in the past, has been working long on a project involving haptic feedback on touch screens.

              Just the absence of the needed “touch” feel in the existent VR scene prompted the four startuppers to project a device able to extend “360 degree solution for advanced high performance haptic integration in VR/AR systems”.

              The illusion to touch virtual objects

              In short VR Touch is a a wearable ring that will successfully create the illusion of touching virtual objects. “Our device will ensure real contact under your fingers -pointed out Vezzoli – matching up with the very virtual contact as would be felt by you in the virtual reality”.

              Basically, when we try to touch an object, the brain expects a sensation of touch: “This very science is the backbone of our haptic design and it led us to bring in the anticipated sensation with our VR Touch to complete your VR experience. Our haptic ring follows a scalable concept involving 1-10 fingers”.

              Feelings was never so realistic in VR

              VR Touch devicesGiven the natural interaction with VR Touch, users will benefit from shorter learning time for the hand interactions as well as greater control over hand interaction and better dexterity with object manipulation.

              What distinguishes Go Touch VR’s wearable from competitors is that there are already gloves to interact with virtual reality, but none of these devices is able to offer the needed real touch sensation since they use just vibration as a feedback.

              VR headsets and graphic engines compatibility

              VR Touch is fully wireless and is fully compatible with Intel Real Sense, Leap Motion and all the VR headsets, also supporting all major graphic engines like Unreal Engine, Unity and CryEngine. VR Touch will assure embedded tracking, embedded gesture recognition so that you can enjoy precise contact while interacting with virtual objects in a way that was not possible earlier.

              Wishing Go Touch VR to be able to make its mark in the more and more crowded and competitive virtual reality and augmented reality devices sector, we just wanna suggest you to continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube). Share this article, you will help us to follow always better topics that you are interested in

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                Intel Ces 2017 VR cover

                Do you remember the excitement that looked like to pervade the Ces last year about virtual reality and augmented reality? After 12 months, many promises stayed up and the proposed novelties this year appear unable to subsequently turn on the imagination.

                Perhaps is too early to say that technological revolution is destined to remain a lot below the expectations created by the media hype, but the risk to enter a phase of disappointment is high.

                VR, many announcements and a little substance

                Lenovo Ces 2017 VR headsetAmong the new proposals of the Ces 2017 in Los Angeles there is Lenovo which announced a VR viewer whose strength seems to be a lower price than those of Oculus Rift and of Htc Vive, which however has not been definite yet and whose prototype on deisplay does not yet work.

                Then there are producers like Osterhout Design Group which have proposed updated version of their AR glasses, which don’t really seem very different from those of 12 months ago and that will cost, when they will arrive on the market, around June, 1,500 dollars (not exactly a price that can induce the buyers).

                There is the risk of a decrease of enthusiasm

                Intel Ces 2017 VR conferenceEven a colossus like Intel, that is developing is own VR viewer, for now has made a presentation for 250 journalists using super powerful portables and Oculus Rift viewers.

                You know: despite the promises, till now we are seeing a few new contents and new products, so much that more than an investor begins to be worried since enthusiasm around VR and AR could fade away once more, as happened on several occasions in the last years.

                Two exciting news for virtual reality

                Theory Ces 2017 hypersuitTo be true a couple of real news there are at Ces 2017 regarding virtual reality: a prototype, Hypersuit, created by French Theory to use together Htc Vive or Oculus Rift viewer to give the feeling to whom uses it (in an arcade, not certainly in the living room of your home) to fly like Icarus, and some controllers to wear above the shoes, called Taclim, which will gave you the feeling to litterally walk inside a virtual world, developed by Japanese Cerevo.

                Really not bad, but to turn on virtual reality and augmented reality as a mass market we need a lot more, so that to overcome an impasse that actually a lot of people this year notie in other sectors as well, from drones to smartphones.

                If you want to know how this ends, continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube). Share this article, you will help us to follow always better topics that you are interested in!

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                  GVRA cover

                  Game risks to get tougher for startups in virtual reality (VR) and augmented reality (AR) sector. After a couple of years marked by continuing announcements of startups focused on raise money to develop VR and AR content and platforms, the big names of the world high-tech industry like Google, Htc, Oculus/Facebook, Samsung, Sony and Acer have chosen to go in not only at first-hand, each one with its own product or service, but also to start a a non-profit organisation, the Global Virtual Reality Association (Gvra, here is the site).

                  Gvra is born

                  gvra logoGvra declared mission is to “unlock and maximize VR’s potential”, which could mean uniform standards both in terms of hardware both of software, which would be very welcome by the developers.

                  Until today a game bought in Oculus Store can’t be used on a Htc Vive VR viewer or on a Playstation VR console, sensors shich shall be used for Htc Vive VR aren’t the same as thos of Oculus Rift, indeed if you wanna download an app or VR movie on your smartphone you have to state which viewer you wanna use and which smartphone type you’ll put inside it.

                  Universal standard is coming?

                  An universal standard would therefore be desirable, but don’t get your hopes up: not only video games’ exemple shows us that frequently big business prefer to develop proprietary platforms and softwares rather then to join a standard alone, but the fact that Valve (to which Htc Vive VR’s development is due) is not among the Gvra’s founders raises some suspicious about it.

                  Some concerns remain

                  gvra membersIn a note the newborn association explain that “the association’s members will develop and share best practices, conduct research, and bring the international VR community together as the technology progresses”, also serving “as a resource for consumers, policymakers, and industry interested in VR”.

                  If it will be just a “think thank” called to do public relations in support of the VR technology that its members will decide to develop, the risk is that it may prove to be a means to retain power into the hands of big business at the expence of startups, without any particular benefit for the users.

                  If you wanna know how this ends, keep following Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube). Share this article, you will help us to follow always better topics that you are interested in!

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                  AR VR trends cover

                  It has been the meteor of summer 2016: Pokemon Go in the short time went viral, just as quickly to drop. What lesson have we learnt from Nintendo‘s game?

                  Pokemon Go AR lessonFirst of all that virtual reality/augmented reality (AR/VR) technologies are ready to be “mass market” and probably won’t be relegated to videogames or entertainment apps alone.But also that AR/VR technologies alone don’t change the rules.

                  Pokemon Go stalled out quickly since, despite some good ideas (like to have the whole world as your playground, leading players to better “discover” territory around themselves) it suffered from technical problems and too poor gameplay rules to be able to fascinate for a long time.

                  Pokemon Go got us thinking about where AR/VR is going and how it cann be more profitable. According to a recent Datamation‘s report, at least 5 trends are sufficiently clear by now. First of all, AR market will growth fast, even more than the VR market: AR/VR market whould be worth $150 billion by 2020 (hardware and software), AR will make up $120 billion of the market share, VR about $30 billion.

                  If you also think about the controversy that VR has brought with it since Second Life debut (“it estranges from the reality”, “it brings to life a fictitious experience”, “it prevents from having authentic social relationships” etc) to me it looks like the AR, not being an immersive and therefore “alienating” technology, will meet less resistances than the VR.

                  Google TangoFurthermore, while VR is set to be linked to headsets (both that they are connected to personal computer, like Oculus Rift or Htc Vive, both to game consoles like PlaystationVR, both smartphones, like Samsung Gear or Google Daydream), despite AR can see the development of headset like Microsoft Hololens, will essentially be a mobile technology.

                  That’s because, actually, VR is already smartphone-compatible and already there are some AR-mobile service like Google Tango (which will be integrated in the new Lenovo Phab2 smartphone) or product like iPhone 7 that with its dual cameras seems to be the first real AR integrated smarpthone.

                  Part of the reason mobile AR will be so successful is due to its practical use, starting from marketing which we are already seeing the first applications even for the retail market. But think about the day, not too far, when you will be ablo to scan with your smartphone logos and products to learn more about them the company manifactures, their features or their prices.

                  Beside marketing the AR (and to a lesser extent the VR) is going to impact on the way of doing business, for instance by making much easier and cheaper design, maintenance,  the information flow between diffent funtions and offices. Many people suspect actually that no matter how popular AR can be for consumers, its success will also depend on whether or not it will be popular in the business world.

                  AR platformsFinally, probaly AR’s success will depend on not referring to just one or a few platforms, as it happened for pcs and smartphones, it will be used through a multitude of both proprietary both opensource platforms.

                  That may not be true for VR, which depending more heavily from hardware could create an oligopoly similar to the one existing for smartphones (where Apple, Google and Samsung dominate the market). You know: Pokemon Go’s one hit wonder give us a lot of better informations regarding where AR/VR is going.

                  If you’d like to keep in touch about the latest news regarding AR and VR technologies, keep following Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube). Share this article, you will help us to follow always better topics that you are interested in!

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