Tags Posts tagged with "technology"


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    A new multiplayer location-based VR arena

    Since the launch of its official Kickstarter back in 2014, Virtuix’s omnidirectional treadmill, referred to as the Virtuix Omni, has struggled to find a place in the constantly changing landscape that is the VR industry.

    As a result, the company is exiting the at-home virtual reality market in search of greener pastures in which to implement its unique treadmill-based locomotion solution.

    Developed in partnership with Funovation, a developer of small-footprint attractions, Virtuix is launching a brand new location-based attraction, the Omniverse VR Arena.

    All in one VR e-sports market

    Designed as an all-in-one virtual reality e-sports market, the futuristic-looking arena features four individual VR set-ups, each of which equipped with four Omni platforms running on the companies improved Omni 2.0 motion technology.

    Powered by the Omniverse content platform, players will have access to 18 treadmill-compatible experiences in which to compete, with another seven currently in development.

    These include Omni Arena, Karnage Chronicles and Quivr, just to name a few. VR Arena features a seamless jump-in, jump-out experience, with only one staff member needed in order to operate the venue properly.


    VR Arena incorporates 2 years of customer feedback

    Social media integration also allows players to share gameplay footage and photos with friends online (this content will be watermarked with the venue’s logo and digital signature).

    VR Arena incorporates two years of customer feedback,” stated Jan Goetgeluk, Ceo of Virtuix, while speaking with VentureBeat. “We’ve listened to the concerns of our existing customers, particularly regarding the Omni’s player setup time and labor needs, and we’ve worked hard to address them.”

    VR Arena benefits from the maturity of the Omni, which is now a tested and proven technology. To date, we’ve shipped more than 3,000 Omni systems to over 500 entertainment venues in 45 countries, resulting in more than 500,000 Omni play sessions.”

    Virtuix will sponsor ongoing contests at arena locations, with over $5,000 USD in cash prizes available each month. The best-of-the-best can also duke it out for an annual prize pool of a whopping $50,000 USD.

    VR Arena will make its initial debut at  IAAPA Attractions Expo 2018 in Orlando, Florida, November 13th to November 16th. Visit here to sign up for a VIP demonstration, as well as a fast-pass to skip those pesky lines.

    Image Credit: Virtuix / Funovation

    The post Virtuix & Funovation Introduce Omniverse VR Esports Arena appeared first on VRScout.

    Source: VR Scout

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    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

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      Powered by VR, The Wild’s cross-platform 3D design platform works much like Google Docs

      Last month, the developer of The Wild finally opened the gates to its cloud platform for collaborative 3D design across VR and AR.

      Founded by Gabe Paez, The Wild seeks to do what Google Docs does for collaborative word processing, but instead of fulfilling the role of an organizational tool, this app is meant to serve more creative purposes. 

      The magic of being human is connecting in spaces,” Paez said over a crowd of attendees at Portland’s local monthly Design Reality conference September 24th. “Why not design and experience something not only as we experience spaces by ourselves, but by how we experience those spaces together?

      On the stage, a woman held up an iPad with The Wild app loaded onto it. She pointed the camera directly at Paez, who was then standing off to the side in front of a pitch-black section of wall. On the opposite side of the room, Mischa, The Wild’s product manager, stood wearing an HTC Vive headset and a pair of Wand controllers.

      With the app connected between the two devices, Mischa was overlaid into the physical space behind Paez, where he was both designing inside of The Wild’s 3D environment and sharing screen space with Paez in real-time.

      An ideation tool for “spatial designers,” as Paez defines his target user base, The Wild is designed to support content hooks from major manufacturers and asset repositories. If you wanted to pull down a specific car model or piece of furniture for scale, you could do that. When importing your own content, you’re also able to port meshes and textures as you would with any other 3D design software.

      The Wild even comes with support for PBR textures. Since the collaborative software platform is targeted towards professionals, it does come with an entry fee, getting a seat.

      Seats are referred to as “Editors”, which have the ability to manipulate and directly interact with The Wild’s 3D environments. The Wild’s environments can also be exported for others to view without purchasing a seat.

      The primary industry that The Wild seeks to benefit first is AEC (architecture, engineering and construction), where “most of an architect’s job right now is to nail down details that are extremely rote; things that algorithms are better at,” according to Logan Smith of Bevel Space, who also spoke to the crowd at Design Reality.

      What happens when architects get freedom to play, create and share in real-time? Where previously, spatial design needed to be communicated in 2D language; with VR and AR, ideas can now be fully formed and natively communicated instantaneously.

      Beyond developing a platform for 3D designers to work creatively, The Wild seeks to bridge barriers for more efficient communication.

      According to Shaan Hurley, a 21 year veteran of design at Autodesk 3D spatialization software similar to The Wild is what helped the company refurbish the Towne Storage building in Southeast Portland earlier this year.

      Everything from the reconstruction of the building to the planning process was done in VR,” said Shaan in front of the Design Reality audience, mere minutes before Paez took to the stage.

      Even the move from Autodesk’s previous office, in Lake Oswego, OR, was facilitated with the use of VR and AR. Employees could see the refurbished Towne Storage building, explore its hallways, and even visualize parking spots. Unlike in 2D, the spatial communication provided by VR created comfort in all of Autodesk’s stakeholders.

      With unlimited 3D cloud storage, real-time collaboration, dynamic lighting/global illumination and more advanced features, The Wild presents a significant contender in 3D spatial design. If you’re interested in exploring The Wild for yourself, you can set it up today on HTC Vive, Oculus Rift, Windows Mixed Reality, any AR-ready device, and/or desktop.

      Image Credit: The Wild

      The post ‘The Wild’ Is A Platform For Collaborative 3D Design In VR & AR appeared first on VRScout.

      Source: VR Scout

      Darryll Swann launches Moshpit XR Studios

      Moshpit XR Studios, a new virtual reality game studio, was recently founded by Grammy Award-winning producer Darryl Swann. Under Swann’s direction, Moshpit XR Studios first VR release, Moshpit, is set to serve as a VR music platform allowing artists, bands and DJ’s to be discovered by millions of fans.

      Moshpit, a virtual reality 3D audio music-based video game, was conceived by Swann in the late 90s as the game-console market ramped up, and was in talks with many game developers including Sam Houser of Rock Star Games.

      For two decades, we’ve seen a steady decline of an antiquated music industry business-model, and I am motivated to contribute in growing the model by developing a compelling and innovative opportunity for artists to get discovered by, and connect with fans thru the Moshpit platform” said Swann.

      As technology has evolved since the late 1990’s, Moshpit has turned into something much bigger than my original vision of a simple RPG music game. It’s now an action-adventure music-discovery platform wrapped up in an entertaining VR experience.”

      “Utilizing Darryl’s music industry expertise and connections, with Moshpit, artists will now have a creative venue from which to present their talent to new audiences around the world.”


      Utilizing Darryl’s music industry expertise and connections, with Moshpit, artists will now have a creative venue from which to present their talent to new audiences around the world.” explained Jeff Roberts, CCO/CMO of Moshpit XR Studios. “YouTube is no longer the only alternative in town and we are excited about the opportunities this will create within both the VR and music industries for artists, fans and gamers alike.”

      Swann’s experience includes writing with and producing Macy Gray, working side-by-side record producers Rick Rubin and Will-I-Am of the Black-Eyed-Peas, among many others. Moshpit XR Studios is expected to release the Freemium form of Moshpit this Christmas 2018.

      This initial release will provide users a playable demonstration of Moshpit’s game platform and technology, while exposing them to various environments, gameplay and precedent-setting character counts.

      About Moshpit XR Studios

      Los Angeles based Moshpit XR Studios is quickly becoming an innovator in the electronic-entertainment software industry. Established in 2016, Moshpit XR Studios specializes in the development of content for emerging immersive platforms including virtual-reality, augmented-reality and 3D-audio. Under the direction of a talented team of partners, Moshpit XR Studios’ first VR release will be available this December and is setting benchmarks for technical achievement. For more information please visit MoshpitXRStudios.com

      The post Grammy Award-Winning Producer Launches VR Game Studio  appeared first on Virtual Reality Reporter by VR Reporter

      Source: Virtual reality reporter

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        Macy’s further embraces immersive technology expanding its in-store VR program

        Clothing giant Macy’s is teaming up with Facebook and 3D streaming company Marxent to collaborate on bringing in new brands and marketing opportunities using virtual relity. The retailer will even be providing headsets for use in stores.

        We are focused on providing customers with fresh experiences, and we are always looking for new ways to engage our customers in store, online and via our mobile app,” said Hal Lawton, president of Macy’s, according to Anne Flynn Wear of FurnitureToday.com. “Our technology enhancements are practical applications that will engage our customers while also driving sales.” Macy’s hopes that implementing immersive technologies all along their supply chain will give customers an easier shopping experience and increase revenue.

        The Market @ Macy’s” is a new area within stores. It “rotates a handful of brands in and out — to two more Macy’s locations, at Lenox Square Mall in Atlanta and Century City in Los Angeles, in November, bringing the total to 12 across the U.S.,” according to CNBC’s Lauren Thomas. “These shops are located at what Macy’s says are some of its most-trafficked stores, including Herald Square in New York.”

        The company’s partnership with Facebook will add 150 clothing brands to its repertoire which advertise on the social platform. Late November, the clothing chain is scheduled to add two new pop-up shops featuring their immersive campaign.

        Macy’s is using AR extensively for furniture ad campaigns as well. “With VR technology, we can offer a full range of furniture with as little as 5,000 square feet of space – down from 20,000 square feet previously,” said Ceo Jeff Gennette according to Wear. “This will enable us to expand furniture sales at our smaller stores.”

        Linked here is a video of Macy’s AR furniture experience, which appears to be similar to SIMS and design-based games that’ve been popular since the ’90’s.

        Former Macy’s advertising strategy employee Irene Stolyarov thinks using virtual reality for the company’s furniture department “is an awesome idea.” She continued, “those are all big ticket items and cost lots so its important to be able to get a feel for how they look in real life. Something like VR would be great [at Macy’s] if it meant I could get a feel and not have to actually go in store.”

        Stolyarov said its effectiveness will depend on how immersive the technology is: “The fabric and that sort of stuff is really important. […] You should be able to touch it and feel like you are in the store doing the same.”

        Currently the Email and Push Marketing Specialist at San Francisco-based vintage clothing platform ModCloth, Stolyarov worked for Macy’s from 2015 to 2017. She has used VR to market camping gear at ModCloth and said it was an exciting new option in clothing sales strategy. ModCloth currently doesn’t have software for VR or AR set up but is exploring options for immersive technology in the future.

        Other retail companies embracing VR and AR include department stores like JC Penny and Nordstrom which are exploring immersive technologies in their physical locations. Meanwhile, Walmart is stocking 30 percent more toys and hosting toy events in an attempt to bid for children’s games and toys following the closing of Toys ‘R Us.

        And some stores, including Macy’s itself, are creating “Instagram-worthy” exhibits with experiences for shoppers like ice cream and bouncy-ball rooms reminiscent of pop-singer Ariana Grande’s Spotify Sweetener experience or the Museum of Ice Cream.

        Macy's via CNBC

        The company added virtual mirrors to 50 stores in the makeup department and apps for shoppers to use AR on their phones to try on makeup at home as well.

        These immersive techniques appear to be working. Coresight Research said that online retail sales for Macy’s are expected to grow nearly 16 percent over winter 2018 as compared to one year ago, Thomas wrote.

        And customers who used VR whilst shopping increased their basket size by 60 percent according to Wear.

        Image Credit: Digital Commerce 360 & CNBC respectively

        The post Macy’s Brings VR Ad Campaign To 69 Stores In Conjunction With Facebook & Marxent appeared first on VRScout.

        Source: VR Scout

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        BeatReality Vive Focus

        Available on the Vive Focus — HTC’s China-only replacement for its discontinued Daydream headset — Beat Reality generates a colorful filter that allows you to experience any locale with literal rose-tinted glasses.

        Created by Enea Le Fons and Anthony “SkarredGhost” Vitillo as a result of their #30DaysInVR collaboration, the app presents a mixed reality (MR) overlay that adjusts color and brightness based on sound.

        For example, playing percussive music makes your entire view come to life, as if everything in front of you were made of pulsing neon filaments.

        While it’s only been released on the Vive Focus so far, Western audiences may soon have access to Beat Reality and/or similar visualizer apps with the proliferation of MR passthrough cameras on standalone headsets, similar to features we’ve seen on hardware such as Magic Leap One Creator Edition, Oculus Quest and the Lenovo Mirage Solo.

        Taking a deeper dive into the creation of Beat Reality, I interviewed co-creator Anthony Vitillo over a series of emails. In this interview, Vitillo shares tips for other immersive developers and the challenges the creators faced during development.

        VRSCOUT: For somebody who isn’t familiar with MR, how would you describe Beat Reality?

        VITILLO: “Beat Reality is a Mixed Reality experience that turns the world into your dance floor wherever you are; at home, in the office, etc. You can turn on your stereo, raise the volume, put your Vive Focus on and launch Beat Reality to enjoy the music as if you were in a discotheque. The experience will show the reality around you, but modified so that it beats following the rhythm of your music. It’s a synesthetic experience that will mix your visuals with what you hear.

        I’ve tried it in the office putting on some 90s dance music and it was [a lot of fun]. Well, maybe not for the people in the nearby offices, but for me [it was] for sure. I could see the edges of the world around me, all pumping with bright colors following [the music], a bit like when you are in a disco and everything is dark [minus] the spotlights that cast light following the music.

        Of course it can also be used in actual dance floors: various underground DJs that have tried it, have found it amazing. Also artists find it interesting, because it can modify your reality in an original way. It’s a new way to [enjoy music].”

        How would you pitch Beat Reality to a friend or family member?

        “I’ll define it as ‘An innovative portable discotheque.’ A new way to enjoy music. With some magic, [it] can make you have the sensation of being in a futuristic dancefloor wherever you are.”

        I understand this isn’t your first time writing an mixed reality app. What did you learn from your previous project?

         “Well, I have a failed startup on my shoulder[s]. It was called Immotionar, and it was focused on full-body virtual reality using Kinect. Everybody was amazed by our product and we won some awards, but we failed. The reasons are many, and I have described them in our post mortem, but one of them was that we spent too much time creating something that people were not interested in buying.

        The lesson is: start small, throw some little apps and ideas in the wild and adjust them with user feedback. And if things do not work, abandon them immediately. Fail as fast as you can. Especially with VR, [where] succeeding is harder than in other more mature sectors.

        And this is what we are doing with Beat Reality: it is not a monster project with thousands of features, but a simple experience that does few things, and do[es] them well. We have lots of ideas to improve it, but we are also waiting to see the [user feedback] to decide what [the priorities are]. So, my philosophy is now doing [things slowly], one step after the other, investing only in projects and features [that] people are really interest[ed] in using.”

        What inspired you to write Beat Reality?

        “Well, the actual inventor is Enea Le Fons, the guy [behind] #30DaysInVR. We became friend[s] during the #30DaysInVR initiative and sometimes we talk about XR together. He is a creative and [always has] tons of ideas. He is also very fond of underground dance music and makes jam sessions, DJ sets and all kind[s] of stuff.

        One day, among other things, he told me that it would have been cool to see [the world as being made of edges] pumping [to] the rhythm of music. I think he had no idea that some days later I could come up with an actual prototype of this […] with the Vive Focus. He got super excited; I’ve rarely seen him so happy. After that, we started iterating that prototype to transform it into something that could be amazing for our users.”

        The Vive Focus controller, as seen from inside Beat Reality.

        Are you planning to port the app to the Oculus Quest or Mirage Solo?

        “Maybe. I’ve heard that Google is opening the Daydream platform to MR apps and also Oculus is working on some kind of passthrough for the Quest, even if the 4 cameras are positioned in the corners and […] are in an ideal arrangement for [Mixed Reality passthrough]. Carmack has said they are working on this. Let’s see what the god of gaming will do.

        We’re not planning, [for sure], to port it in the very short term. As I’ve said, we are now more focused on getting the first [feedback] from Viveport users. But in the future… [sic]”

        What was your greatest challenge while developing for the Vive Focus?

        “There’s almost no documentation. When looking for problems related to Vive Focus on Google, I always only find my own blog as an answer. It’s like this meme. Maybe using Baidu and searching in Chinese would be a little better, but I am still not at [a] master Chinese level.

        The Vive Wave SDK is interesting, but it is a new project and needs time to become mature. And the Focus should be launched in the Western market to be able to create a greater community around it.”

        Is there any hidden feature of Beat Reality that you’d like readers to know about?

        “Well, we are launching an update that will introduce two new modes: one to have a pixelated vision and the other to have a Matrix-like ASCII vision. If you use Beat Reality for some minutes [sic], you will unlock these two new amazing modes.

        Then something that people don’t always realize is that it is possible to shoot photos and GIFs inside the app! [By] connecting the Focus to the PC, it is possible to download them and share them with your friends on social media. Enea has made a lot of GIFs and they are really incredible. He [shoots] GIFs everywhere: in the car, in the house, alone, with friends, etc… you can find them at this GIPHY channel and see how this Beat Reality-vision can really make you feel reality in a new way.”

        What lessons did you learn from writing Beat Reality that you would share with other developers?

        “Well, I’d advise to try to break things. This is something that I love making… [sic] they give me an SDK and the first thing that I think is: how can I make with it something that is not allowed with it? And then I [go] crazy [trying] to realize it. With the Vive Focus, I already made a Unity Plugin to preview live in the headset what you are doing inside Unity. I made a plugin to make AR for the focus. And now I’m developing some Mixed Reality apps (Beat Reality, but also ‘Enter The Matrix’ that makes you see the world […] as in the movie The Matrix).

        I’m also experimenting with the beta of the Gesture SDK for the Focus, and I’ve already broken the rules shooting a selfie with the Vive Focus. When Mister President (Alvin Wang Graylin) saw the last one, he told me ‘Nice, but that thing has been done [sic] by us to stay on your head, not in your hand!’

        “Partnering with a creative genius like Enea, I’ve understood that [it] is for sure important to make ordinary things to earn money (I do consultancies on B2B AR and VR projects at New Technology Walkers), but it is also great to make extraordinary things in our “free-time” to push VR forward.

        So, I advise [every one] of you to spend some time each week to break the rules and try to do something different. And then share what you have made with the community […] breaking the rules requires creative solutions and a lot of trial and error. So, you have to [put in] a lot of effort to find the right road to do stuff.

        For instance, the first idea on how to make the edge vision would have required a complicated process that employed the use of OpenCV, but that would have had a terrible framerate on the headset. But then, after various thoughts and trials, I found the right path with a completely different GPU method.

        Don’t give up, continue pushing, try every possible road to arrive at the solution. In the end either you realize that what you are trying to do is impossible (in this case, do something else) or you will solve it and you will feel a great satisfaction. VR is a new field; there [are] a lot of new things we can create with it!”

        What are your closing thoughts on the launch of Beat Reality?

        “It has been a very interesting ride, and however it will go, I would have been happy [for] having done it. At the moment I’ve heard no negative feedback on Beat Reality, apart from it feeling a bit too little, but that’s a happy problem, because it means that people are liking this alpha version and want more from it.

        I really hope that people will understand how it is important to exploit Mixed Reality (something that has been underlined also by Oculus at its OC5 event) and how it is important to create VR applications that are not just games and do not try always to follow the rules.”

        Is there anything else you’d like to add?

        “I want to thank you, Gabriel, for having given me the opportunity to have this interview; Enea for the wonderful collaboration we had together; my (business) partner Massimiliano Ariani for the help he gave us; and Mister President for being so inspiring and supportive during the whole development of the project.”

        Beat Reality launched on September 14 for the Vive Focus. If you’re able to get your hands on one, the app is free on the Viveport app market and you can play with it immediately. Also, you’re invited to go ahead and follow Anthony Vitillo (aka SkarredGhost) on his official blog over at https://skarredghost.com, where he posts all kinds of useful mixed reality development information in his regular blog posts.

        The post Vive Focus App Turns Your Living Room Into A Dance Floor appeared first on VRScout.

        Source: VR Scout

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        Despite the limited enthusiasm with which the mass market has so far accepted virtual reality and its viewers, Facebook does not seem to want to slow down, indeed: in the latest Oculus Connect (OC5) a new version of the viewer has been announced, intermediate between the mobile Oculs Go and the top of the range Oculus Rift.

        Oculus Quest will cost 399 dollars

        Oculus Quest, this is the name of the new viewer, will be available from spring 2019 at the price of $ 399 in America (the price and release date in Italy must still be announced), that is $ 50 less than the Rift plus the Touch controller. If Rift requires a wired connection to a PC, Quest will be without cables, even if this led to choose the Snapdragon 835 as Cpu.Oculus Quest

        50 games ready for the launch

        Facebook promised that the contents available for the Rift will all have aporting” on Quest and that at the time of launch will be available over 50 video game titles including somebest sellers” like Robo Recall, The Climb and Moss.

        Among the new titles was announced Vader Immortal: A Star Wars VR Series, which will be developed on three episodes (the first already available at the launch of the Quest) and which will tell a storyuntold” from Star Wars series, which confirms itself among the most appreciated franchisees by companies engaged in the VR sector (as we already saw with Sansar).

        A good compromise between Go and Rift

        Compared to Oculus Go (currently on sale from 219 euros in Italy), Oculus Quest can be considered an enhanced version, since it preserves the design but uses a more versatile processor (Go uses the Snapdragon 821) and, ensuring the taking over of the user’s position in a space, is able to offer more satisfying immersive experiences.

        How Htc will react?

        In short: Oculus Quest fills a commercial void and could help expand the audience of virtual reality devices users. Now the competition moves are expected, starting from Htc.

        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 on Flickr, on Pinterest, on Scoop.it on Paper.li and also on Youtube too) and maybe subscribe our newsletter!

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          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!

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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.


            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.


            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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