Tags Posts tagged with "augmented reality"

augmented reality

    by -
    Wallmart AR scanner cover

    Walmart simplifies the price checking process with  AR

    Walmart, the biggest US (and world) retailer, is actively embracing the full potential of AR (augmented reality) and VR (virtual reality) to keep them ahead of their competition.

    The US multinational company has explored cutting edge ideas such as Post Mobile AR for in-store displays of Nest products, filed patents for a virtual showroom and VR headset, and has even announced plans to train every US based employee using an Oculus Go through STRIVR’s VR training program.

     

    Adding to their ongoing push towards a high-tech in-store experience, the company is now putting AR in the hands of their loyal consumers with an update to the official Walmart app that introduces an AR Scanner for in-store price comparisons.

    walmart

    Available on all devices running iOS 11.3 or higher, the new augmented reality tool allows customers to scan physical products to display up-to-date information that includes the product name, how much the item costs, customer reviews from Walmart.com, and other valuable information – all by moving your device back and forth scanning the labels on stores shelves. Think of it as using your smartphone like a cursor in the real-world.

    In a recent blog post, senior engineering manager at Walmart Labs, Tim Fields said, “Walmart store shoppers love using our mobile app bar code scanner as a price checker. Our team sees the potential of this product as so much more,” adding, “When a customer launches the scanner, they get a direct connection between the digital and the physical world that their screen and camera lens creates for them.”

    AR Scanner created during an internal hackathon

    Walmart’s AR Scanner was created by a team of employees during an internal Walmart hackathon designed to highlight how AR can improve the shopping experience for their customers. Using Apple’s ARKit 2.0, the team set out to solve the three biggest customer complaints regarding current AR shopping experiences:

    • How could Walmart make the scanning experience not only load faster, but feel faster, so customers don’t feel frustrated while standing in the aisle of the store waiting for information to pop up?
    • Would customers be more likely to make a purchase or add items to your cart if you had the ability to easily compare products by more than just price?
    • Would customers use their AR Scanning option if it was fun and simple to use?

    Using AR as part of the shopping experiences isn’t an entirely new concept. Other retailers, such as Amazon, IKEA, and Wayfair, are using AR to customers preview furniture by placing digital tables and chairs throughout their living space, while social media apps like Snapchat and Facebook use technology to let users see how they might look in a pair of new sunglasses or the latest makeup.

    Walmart’s ambition is to go beyond simple gimmicks and dig deeper into a digital AR shopping experience that could permanently alter the Walmart shopping experience.

    AR technology to add value to real worl shopping

    By bringing together multiple technologies, it feels as though Walmart is attempting to combine the advantages of online shopping with conventional, brick-and-mortar storefronts.

    <>Walmart really seems to understand the potential of using augmented reality technology to add value to real-world shopping experiences. The minimal learning curve and easy accessebility through smartphone devices make augmented reality the perfect tool for in-store shopping.

    <>Walmart’s AR Scanner is available in the latest version of the Walmart app on the Apple App Store. iPhone devices running iOS 11.3 or higher are required.

    Image Credit: Walmart / Tim Sears

    The post Walmart Adds AR Price Check Tool To iOS App appeared first on VRScout.

    Source: VR Scout

    by -
    tales for halloweenight in AR

    Unlock a terrifying AR experience with John Carpenter’s Tales for a HalloweeNight Vol 4

    When it comes to classic slasher horror films, the name John Carpenter is almost always the first that comes to mind. Ever since he introduced the world to Michael Myers in his 1978 terror classic, Halloween, very few people have been able to sleep soundly after hearing a faint crack coming from their closet.

    With extensive resume boasting some of horror’s greatest films, the legendary director is often considered the master of cinematic horror. The man is so talented, in fact, that he’s managed to terrify audiences using only two slowly repeating notes on a synthesizer, creating a unique sound that can only be described as “unsettling.”

    Carpenter’s most recent ambitions has him exploring the world of graphic novels with a series of shorts stories entitled ‘Tales for a HalloweeNight,’ available through Storm King Comics. Volume 4 of the series was just recently released and if you happen to own a copy of the 2018 New York Comic Con exclusive, then you have the ability to unlock a special augmented reality (AR) experience, built by the folks over at the ARFirm, that will have you thinking twice before gazing out the window the next rainy night.

    In an exclusive interview with VRScout, Sandy King, President of Storm King Productions and wife of John Carpenter – who has worked with the likes of Francis Ford Coppola, Michael Mann, John Hughes, and has produced horror films such as They Live, Village of the Damned, Ghosts of Mars, and Vampires: Los Muertos – talked about the role AR plays in their 2018 NYCC exclusive comic book.

    I didn’t want to overdo variants and milk the fans or even retail on doing too many covers, so we only did one variant cover for the 2018 NYCC exclusive, which was created by artist Cat Staggs.” King continues, “That’s where the collectors are, and I wanted to do something special for them. So instead of 10 covers, we used AR to give collectors more.”

    Tales for a HalloweenNight Vol 4 in AR

    Tales for a HalloweeNight Vol 4 is an anthology of short stories featuring a cover by Cat Staggs that is a short story within itself, which is why King felt that augmented reality would be very successful for this book.

    With the success of Tales for a HalloweeNight Vol 1 – 3, King was excited to get this collection of anxiety-inducing stories together and into the hands of the fans. As a bonus, it was also an opportunity for her to collaborate with others to bring an AR experience to a book produced by Storm King Comics.

    I worked with Jorge Norgaard, he’s this great art director and artist at the ARFirm. I showed him Cats artwork for the cover, and he then with Cat directly about the story she had in her head. Jorge would then send me roughs, and I’d work with him on direction,” King then adds, “and then John’s music is scored into the AR experience as well. He’s watching the cover come to life and then creating music as he hears it in his head, so we made it this whole collaborative adventure.”

    You need a copy of 2018 NYCC to unlock the AR experience

    To unlock the augmented reality experience, you will need to get your hands on a copy of the 2018 NYCC Tales for a HalloweeNight Vol 4 exclusive, which will soon be available in very limited numbers via the Storm King Productions website.  You will also need to download the Storm King Productions app, which can be found on the iOS and Android store, in order to launch the AR experience. But be warned, you may be unlocking a terrifying nightmare that could haunt you forever.

    Tales for a HalloweeNight Vol 4 includes stories from Elena Carrillo, John Carpenter, David J. Schow, Duane Swierczynski, Joe Harris, Amanda Deibert, Dennis Calero, Renae Deliz, Frank Tieri, and Sandy King, along with artwork from Jaime Carrillo, Cat Staggs, Nick Percival, Greg Scott, Megan Hutchison, Dennis Calero, Ray Dillon, and Jason Felix; including an introduction from 30 Days of Nights writer, Steve Niles.

    The latest installment of John Carpenter’s, Halloween series will be in theaters on October 19th and stars Jamie Lee Curtis returning as Laurie Strode, the sister of Michael Myers, along with Judy Greer, Andi Matichak, James Jude Courtney, and Nick Castle. The film is directed by David Gordon Green.

    Image Credit: Storm King Comics

    The post John Carpenter’s ‘Tales For A HalloweeNight Vol 4′ Brought To Life With AR appeared first on VRScout.

    Source: VR Scout

    Coca-Cola teams with NASCAR to get you off the couch and into the pit

    Thanks to a new partnership between NASCAR and Coca-Cola, racecar fans will soon be able to place a 3D AR Coca-Cola can in their real-world environment and use it to open up a portal that will transport them back in time to historic racing moments, including team celebrations in Victory Lane, racecar burnouts from champion drivers, and other thrilling moments.

    The AR experience can be launched using NASCAR’s mobile app and will be available for all 10 weeks of the 2018 Monster Energy NASCAR Cup Series Playoff as part of the organizations attempt to expand past traditional TV broadcasting.

    To encourage you to use the app each and every week, NASCAR and Coca-Cola have committed to adding new 360-content following each NASCAR Playoff race, leading up to the big 2018 Monster Energy NASCAR Cup Series Championship at Homestead-Miami Speedway in November.

    For NASCAR, this partnership with Coca-Cola would provide them with cutting-edge technology that delivers something more than a mere visual experience. Instead, they offer an interactive experience that racing fans watching from home can truly appreciate.

    In an official NASCAR press release, Tim Clark, NASCAR Digital Media VP, said, “NASCAR is always looking for unique ways to engage fans and bring them closer to the sport, especially during the most exciting time in our season.” Adding, “Together with Coca-Cola, we’re inviting fans to step right into the NASCAR Playoffs and experience the action, pageantry and emotion like never before.”

    With the racecar fan base slowly dwindling due to a lack of interest by younger sports fans, NASCAR is looking at modern technology, such as augmented reality and virtual reality, as a possible solution. For Coca-Cola, it’s an opportunity to engage with a ferociously loyal fanbase. As augmented and virtual reality technology continues to evolve, so has the approach of how the sports industry utilizes the technology.

    Virtually every major sports industry has in some capacity turned to virtual reality or augmented reality to deliver fans something more than a traditional viewing experience.  Fans want to be able to sit in the front row, access additional stats on players at any time; virtual reality and augmented reality not only allow that, but also have the ability to direct and personalize your sports watching experience.

    The NCAA allowed fans to sit court-side through virtual reality during March Madness, the NBA has teamed up with TNT to create a sport viewing experience where you could interact with the game, and engage in recaps, highlights, and stats, and, just recently, MLB conducted their first-ever ‘Home Run Derby VR Little League Challenge’.

    Sports broadcasters have also turned to augmented reality to tell a better story, using cutting-edge AR visuals to provide fans with more engaging sports updates. For example, look at how broadcasters used augmented reality to help viewers at home have a better understanding of the Tour de France.

    But what about the athletes themselves? How are they using augmented and virtual reality?

    More and more athletes are turning to immersive training as way to sharpen their decision-making as well as build muscle memory; improvements they can then take to the field, court or ice, or track.

    One of the leading companies in AR/VR sports training, STRIVR, have worked with the U.S. Olympic Ski Team, PGA Golfers, and other various sports teams on various projects in the past. Their most recent client, The Washington Capitals, won the 2018 NHL Stanley Cup. Is it coincidence that the team who won the championship also trained in virtual reality? Maybe, or maybe not.

    The NFL even turned to virtual reality to assist with employee training in areas such as workspace diversity, sexism, and racism, putting employees and even athletes in someone else’s shoes so they can see what it’s like to be on the opposite end of a problematic situation.

    AR and VR are transforming the sports industry, and surely NASCAR’s partnership with Coca-Cola to use augmented reality is just the beginning.

    This past year, Coca-Cola announced that they will be using augmented reality to take consumers “beyond the real thing”, during the Adobe Symposium in Singapore back in August. The new tagline, which is a play off of Coke’s more iconic tagline, “It’s the real thing,” will reflect the evolution and direction of Coca-Cola’s marketing moving forward.

    Up next for Coca-Cola, who by the way have been playing around with AR since 2014, will be the upcoming 2020 Olympics in Tokyo, where Coke is a big sponsor. You can bet that augmented reality and virtual reality will play an incredibly large role in how fans at home will not just watch and participate with the various games.

    Image Credit: NASCAR / Coca-Cola

    The post Coca-Cola & NASCAR Lift The Hood To Unveil New AR Experience For Fans appeared first on VRScout.

    Source: VR Scout

      by -
      Capgemini AR VR cover

      Few talk about it except among the experts, but virtual reality and augmented reality seem to really have a very promising future in business.

      According to a reasearch of Capgemini entitled “Augmented and virtual reality operations: a guide for investments” (which you can download here), 82% of companies that already use these technologies claim to have found benefits equal to or higher than expected. Capgemini benefici AR VR

      Capgemini: efficiency grows with VR and AR

      Capgemini research signals significant benefits in terms of greater efficiency and greater productivity, as well as the reduction of complexity and greater security of operations.

      Benefits that seem to interest, albeit with different degrees of intensity, both the automotive sector and the manufacturing sector in general as well as public utilities.

      Those who do not use it think to do it within 5 years

      Not only: 50% of companies that have not yet implemented these technologies plans to start exploring their potential within its own operations within the next three years.

      Added to this is that 46% of respondents believe that these technologies will be widely used by their companies within the next three years, while 38% say that their implementation will be established from 3 to the next 5 years. Capgemini ricerca AR VR

      Skills shortage slows down VR and AR adoption

      In short: if three years ago, companies wondered what AR / VR technologies could do and how they could exploit them, currently the question arises in terms of Roi (return on investment) and speed with which the software will be developed.

      Rather, point out Capgemini analysts, now there is a lack of internal expertise and a lack of sufficient back-end infrastructure that still represent strong barriers to growth.

      A key role will have internal influencers

      The conclusion of the analysts is that companies wishing to start or continue their journey in virtual and augmented reality, until a wider adoption of this technology is achieved having a key internal influencer can lead to greater awareness of the potential benefits of AR / VR technologies.

      As if to say that it could be a type of work just waiting for someone to come forward to do it. If you wanna know how it will end, keep following Mondivirtuali.it, also through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it and on Paper.li, as well as on Youtube) and maybe subscribe ours newsletter!

        by -
        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!

          by -
          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!

            by -

            Holograms and AR viewer at work

            Do you remember John Anderton, police captain who in the 2054’s Washington described in Minority Report viewed information on potential criminals simply by shaking hands in the air, hanks to a futuristic hologram system and manual controls? Well, 2054 is still far away, but the idea of replacing office equipment with holograms has made its way.

            In San Francisco, in particular, u startup, Meta, developed augmented reality devices that overlap holographic images to the real world. In this way, a user can manipulate a 3D model with his own hands, or browse web pages, send mail, write codes that float on a virtual screen.

            Chinese investors like Meta

            The idea, as stated in an interview with Bloomberg by Meta’s founder and Ceo, the thirty-one year old Israeli Meron Gribetz (who you can see in this photo of Abhi Suryawanshi), is to “abolish the tyranny of the modern officereplacing monitors, keyboards and tomorrow the same locations with holograms.

            Meta Meron_Gribetz by Abhi Suryawanshi

            Gribetz decided to start from his employees, who more and more often see their cubicles replaced with virtual reality and holograms devices. Founded in 2012, Meta collected 50 million dollars last year from Chinese investors like the Lenovo group and Tencent Holding, confirming China’s interest in the race to virtual reality and augmented reality.

            Goal: an AR more usable than an iPhone

            Meta’s ultimate goal is to make its augmented reality technology an extension of the real world that allows people to interact with holograms in the same way that they interact with real objects. Gribetz has no doubt that the AR hardware will quickly become a widespread product, so he decided to focus on perfecting the software, with the goal of making reality augmented ten times easier to use than an Apple iPhone.

            The beginnings were not the easiest: the first tests were performed on Meta engineers, whom used software that was not always compatible with holographic devices. In addition, many found it difficult to continue to develop codes while they were testing devices which for some created confusion and gave the feeling like being on a boat.

            The beginnings were not easy

            At the end Gribetz he had to give his engineers to go back to using computers and keyboards, experimenting with his new devices on smaller groups of employees of other functions like marketing or sales.

            Meta AR ologram visor

            Gradually, hand tracking and image stability have improved, while Meta employees thanks to a company hackathon developed many apps including a 3D data visualization tool and an app for holographic post-it.

            It has been realized that for now the technology of augmented reality and holograms facilitate the carrying out of some works, but they make other tasks more difficult. If convincing Meta employees to adopt holographic virtual reality devices it was in some cases difficult, you can well understand how difficult it is to convince the general public.

            The perfect office according to Meta

            This is why many companies in the sector use an evangelist” (those who are familiar with Second Life maybe will remember that for years Linden Lab too used some like Reuben Steiger), who for Meta is the vice president, Ryan Pamplin.

            If in reality the office, like that of Gribetz, isminimal”, with only a white desk with some prize on it and a few newspapers, Wearing his headset, though, Pamplin enters an ideal office, with photos of his girlfriend on the walls, a Steve Jobs holographic bust, a Tesla 3 model floating nearbye and a YouTube video of Katy Perry playing from a midair screen. John Anderton would have found it very well.

            If you wanna know how it will end, contine 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!

              by -

              Also Intel makes its moves in augmented reality (AR) business, with Intel Vaunt, a “minimalist” smart glass model which intends to do a very simple thing: give you the informations of your smartphone directly in a corner of your view.

              Kept to a minimum, that’s it Intel Vaunt: sure, it isn’t about a little thing, since Intel’s AR glasses are a footstep in ahead in comparison to the old Google Glass, never really become a successful gadget.

              Intel Vaunt

              No relations to Hololens or Spectacles

              Btw they remain for sure distant from products like HMicrosoft’s Hololens or Snap’s Spectacles, which unlike the Intel Vaunt reiterated the idea of filming surroundings thanks to an integrated camera.

              A pretty common saying in the business remembers to “keep it simple, stupid”, i.e. if you wanna create a successful product or service, you have to keep it as simple as you can, therefore Intel’s smart glasses could have a good spread, also because they will be connected, through bluetooth, to a smartphone.

              Do we really need Intel Vaunt?

              Btw, if we were to be critical, who really need to wear AR glasses to read informations on its smartphone, maybe just because it’s in his pocket?

              Is not enough to use your hands, take your phone and read the message? Or, altenatively, use a speakerphone, or a voice command, so to access to informations?

              The next thing is: Intel Vaunt projects images directly on the retina of the one who wear them thanks to a very low power laser beam 400 x 150 pixels, integrated in the frame and therefore invisible from the outside.

              What do you bet that people who believe that vaccines hurt will start to shout to the dangers poses by a gadget that “could damage the sight”?

              Intel Vaunt

              Apps and services development remains crucial

              In short, wishes to Intel and hopefully also these gadgets will find soon developers able to realize really useful and interesting apps, because the key to successfully technology adoptino often doesn’t lye in product itself, but in functions and services it gives access.

              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!

                by -

                On social media where you can find Mondivirtuali.it and in general on the web the discussion whether virtual reality and augmented reality are disapponiting  last year‘s expectations or not and if some behaviour seem to conceal some basic insecurities, the claims made by supporters of the “VR/AR revolution” seem anyway interesting and are worth supporting.

                You can’t make a buck with VR

                As explains on Facebook Massimo Morselli (VR-Italia), “when assessing a market you have to consider trends, not earnings” and since “headsets are sold, people want them and you would be able to sell more if they were cheaper, which will be as time goes by”, everything is ok, despite some indie producer’s problems, as in the case of CCP Games.

                Especially because the fact that producing VR video games doesn’t make to earn “we already known and knew, or should have knows, also the developers”, that’s why “the one who develop VR at the moment can only invest, in experience and visibility; you can’t earn unless you develop very low cost titles and you are one of the one per cent titles which is a commercial success”. videogiochi VR

                So many positive signals

                Rather, goes on Morselli, we are plenty of positive signals for VR such as the decision of Facebook to invest 2 billion dollars to buy Oculus RiftValve‘s committment to create a whole VR ecosystem and the analogous decision of Microsoft, which also has induced tens of hardware producers to develop headsets based on its own specific.

                Or the record registered by Pimax which offered on Kickstarter a high end headset, really expensive, cashing 4 million dollars in 45 days (twice what Oculus Rift obtained at times).

                OpenXR becomes the standard

                All the subjects mentioned above, of which Mondivirtuali.it have spoken in these months, have also joined OpenXR to create a single, great VR platform and are subjects, points out Morselli, able to make investments over 5 ro 10 years with no problems, if they think is worth.

                As for this last point, still the interest doesn’t seem to have declined for VR nor for AR despite the latter is still something that “doens’t exist” at least as retail products, because still too behind in developing.

                Apple will launch AR device in 2020

                Apple, in particular, for a long time appeared hesitant regarding VR and AR, seems really to bet on a device for augmented reality as possible “breakthrough” product to succeed the iPhone and aims to develop technology by 2019, so that to be able to ship the first release as early as 2020.

                The development timeline “is very aggressive and could still change” referred a source to Bloomberg, stating that Apple’s AR device will have its own display and run on a new chip and operating system (“rOS”).Tim Cook Apple VR AR

                Cook: AR less isolating than VR

                Btw, confirming that doubts which we have many times reported nare not so rare among worldwide business community, Apple’s Ceo, Tim Cook, considers AR less “isolating” than VR and as potentially revolutionary as were the smartphones a few years ago.

                In a recent conference call with financial analysts Cook stressed: “put simply, we believe AR is going to change the way we use technology forever”. A trust that Cook has never shown toward VR.

                A new release of ARKit is coming

                Waiting to see what it will throw out of the cylinder in a couple of years, already in 2018 Apple should release a new version of ARKit software, that outside software developers use to create AR apps for the latest iPhones and iPads.

                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).

                virtual reality cover

                Virtual reality days are already numbered? Judging by gaming sector signals, but not only, it seems possible.

                There are increasing doubts as what can really be the future of virtual reality platforms like Sansar or High Fidelity. The problem could be associated with the negative value attributed by most people to the very concept of virtuality. Eve Online

                CCP Games (Eve Online) cost cutting

                The latest announcement that shook, adversely, virtual reality sector has come from CCP Games, developer of the famous MMO Eve Online, which has announced the closure of two of its studios, the Newcastle one, that gave birth to Eve: Valkyrie, and the Atlanta one, that was focused on the development of virtual reality games, together with stopping to develop further VR projects.

                According to the company, basically, virtual reality didn’t get as much players as to pay back the high development costs and the same Eve: Valkyrie is actually a desert virtual world, despite the launch last September of Eve: Valkyrie – Warzone expansion with new maps and new equipment that you can play, in the multiplayer mode, cross-platform and cross-dimension (i.e. even if the player has not a VR headset). Sansar VR Cult

                Sansar and High Fidelity at risk?

                Will Sansar have the same fate? Many people wonder whether Linden Lab will have financial resources and skills enough to fully develop Sansar (having also decided to develop its own graphic engine instead of using Unreal or Unity) and to promote to the extent that it won’t look like a desert.

                This applies all the more to High Fidelity, right now lagging behind in development. But it’s not just gaming to give warnings: as pointed out blogger and well-known Second Life “residentWagner James Au, also the “VRporn” sector does not seem to register any significant rise in the users number, still an extremely tiny fraction of the sector’s worldwide traffic.

                For instance, regarding the famous Pornhub site you can estimate there are no more than 50 thousand daily users attracted by VR content, in the face of about 26 million daily users on average as a whole. Spectacles Snapchat

                Google and Snapchat disappointed by AR

                Thus two of the presumed growth “drivers” for adopting VR technology look like they’ve more trouble than estimated. Viewers‘ price ceertainly had so far an adverse impact, but beyond that there is a feeling (also confirmed by the fundamental failure of projects AR-related like Google Glass or Spectacles Snapchat) that users don’t like to have to wear on their faces devices which alter reality.

                At the end the trouble with all is “virtual” will precisely be that fact that most of people continue, rightly or wrongly, to consider virtualiy a negative value, as explained years ago a poll by Mondivirtuali?

                If you wanna know and discover 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).

                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.