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    Webvr cover

    While virtual reality and augmented reality hype seems to proceed in a swinging way, with a debate regarding times and content needed to let VR become “mainstreamthat has been going on for months, the most carefull commentators (like VRScout) have noticed how actually to earn more and more space is WebVR.

    WebVR will make VR accessible to all

    WebVR is an open standard based on a Javascript Api that makes it possible to experience VR in your browser, so to make it easier for everyone to get into VR experiences, no matter what device you have. Of course in order to enjoy the content ofdel WebVR you need two elements: a headset (you can choose among Google Cardboard or Google Daydream, Samsung Gear VR, Oculus Rift, Htc Vive, but even Playstation VR or Windows Mixed Reality) and a compatible browser.

    Standard born from an idea of 23 years ago

    On some sites you don’t even have to use a VR headset to be able to see 360 degree videos, thus experiencing an even partial form ofvirtual reality“. WebVR was born 23 years ago with the development of the Virtual Markup Reality Language (VRML), which ultimately didn’t take off, but paved the way for the VR web as we know today.

    By greatly lowering the barriers for the development of VR content also available to the mass of web users, WebVR could be the Trojan horse which will lead gradually to the mass adoption of VR technology, which at the end (point out VRScout) not always need to function as a “high-end” experience like the one offered by VR headsets and immersive platforms like Sansar.

    No media stress

    Non avendo sperimentato alcun tipo di hype mediatico, WebVR developers were able to focuse on their business without excessive stress from the outside taking advantage of a very cost-effective tool to build quick VR or AR prototypes.

    More, WebVR is a “technology agnostic” system, i.e. an open system able to work with different industry standard formats, so that if some startups disappear in the middle of the development of a project, its employees and customers would not be empty-handed. Webvr bis

    High-tech giants watch over

    Big names of the high-tech industry as Mozilla, Google, Samsung, Facebook, Intel, Microsoft and, recently, Apple are part of the WebVR Community Group which decides the standards adopted by the WebVR. Mozilla, with A-Frame, has begun since 2015 to insert a VR content development tool, along with a series of resources posted on the site MozVR, other like React VR, Argon.js, PlayCanvas, JanusVR and Primrose created additional tools to ease the development of VR content.

    A tool to experiment

    Furthermore Google, Oculus and Samsung publilshed their own WebVR content and made available open source resources for developers, while on the browser front are already WebVR friendly Chrome for Android, Firefox Nightly, Samsung Internet, Microsoft Edge, Chromium, Servo and Oculus Carmel.

    The most interesting areas for developing WebVR content seem to be at the moment the educational and touristic ones, but areas of experimentation are much more and is not excluded that we will soon hear about new buzzs.

    If you want to 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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      Vive Standalone cover

      After many rumors, Htc officially announced at ChinaJoy 2017 its first VR viewer designed for the Chinese market, Vive Standalone, which unlike Htc Vive VR that we are accustomed to knowing is not connected by cables to a computer and that will use Viveport as the official content platform. VivePort

      A VR viewer for the Chinese market

      The new visor doesn’t need a pc nor a smartphone to work ad will use Qualcomm Snapdragon 835 cpu for mobile virtual reality platforms already announced at the beginning of the year at Ces 2017 specifically developed to support VR/AR viewers as well as IP cameras, tablets, smartphones, portable Pcs and other mobile devices based on different operating systems like Android or Windows 10.

      It is not the viewer announced last year

      Please note that this viewer is not the one Htc announced in May 2016 at Google I/O 2016, so we have to wait for more news in the coming months. Htc viewers family seems therefore destined to expand rapidly and this could allow a significant increase in sales volumes, which in turn would make it possible a reduction in the selling price of the device, at the moment the most expensive on the market (around 877 euros/dollars). Vive Standalone

      Prices will drop to boost sales

      Exactly the high prices have so far curbed the diffusion of the VR viewers, even if the interest remains high; in the first quarter of the year, for instance, the best seller was Sony Playstation VR viewer with 375K units sold, followed by Htc Vive (95K) e Oculus Rift (64K). To try to revitalize its sales, Facebook a few months ago announced a discount of selling prices of both the viewer and the controllers (the combo kit now costs 708 euros).
      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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        accelerator vr cover

        Some of you will know already that in addition to the project Mondivirtuali.it I’ve been involved or almost two years in the Italian startups accelerator SeedUp, specialised in the realization of ad hoc acceleration paths focused on pre-seed and seed investing, ie the stages in which the startup is made, business plan is defined and validated and the very first investiments for further development of the company are started.

        Even SeedUp look at virtual reality

        Well: among the areas that SeedUp is considering, considerng them very promising, beside green economy, food, fintech and insurtech there is also technology, particularly the development of apps and services for smartphones, virtual reality (VR) and augmented reality (AR). The VR / AR field is very competitive and you need very strong skills (and adequate capital): if you think to be successful simply by offering more or less graphically curated content for some public bodies or private companies you risk not to go a long way. VR AR main investors

        Rothemberg Ventures believes more than all of us

        It is interesting, then, to take a look at what are the main investors in this field and on whom they have bet so far. The first posting is, as recently stated a report by CB Insight, an old acquaintance of Mondivirtuali, ie Rothemberg Ventures, which has so far invested in 37 rirtual and/or augmented reality startups including, lastly, Vicarius Surgical, a “medtech” startup which aiming to use VR in the medical field.

        Even BoostVC bet on blokchain and VR

        Second place was ranked BoostVC, an accelerator which wagered in particular on blockchain technology and VR, with 24 startups accelerated so far. Their last bet is Vizor, a Finnish startup which has developed a platform for the creation of virtual reality content.

        Vive X has already 24 startups in its portfolio

        Third in the CB Insight rankings has been placed Vive X, an accelerator built up by Vive, producer of th VR viewer HTC Vive, even this one well known to Mondivirtuali’s followers. Vive X invested in 24 startups, among which an enterprise tool developer (Snobal) and an athletic trainer for soccer (Soccerdream), both of course using VR technology. VR startups

        A wealth of investors and startups

        Behind these three accelerators ranked The Venture Reality Fund, Precence Capital, Techstars, Colopl, Intel Capital and Y Combinator which have bet (sometimes together) on names like Skully, Upload, Rogue Initiative, Owlchemy Labs, Limitless, Eonite Perception or The Wave VR just to name a few. Keep these names in mind, because is possible that the next “unicorn” which will excite Wall Street’s fantasy may emerge among them. 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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          Minority Report 15 years cover

          Second Life is celebrating these days its 14th birthday (SL14B), but was a film launched 15 years ago, Minority Report, that had a wider impact on our everyday life. In the Steven Spielberg‘s movie, launched in June 2002 in Us and then all around the world, Tom Cruise was a 2054 cop member of the “precrime” (a special police department which apprehends criminals thanks to the foreknowledge of three “precogs“), he used driveless cars, he was able to handle computers through simple gestures, and in all the movie film you can see a lot of devices for biometric recognition and ad hoc advertising. Minority Report driveless cars

          A year before Second Life

          Were all technologies considered science-fiction at the time, but became real in a few years, with a much wider impact on everyday life than that of Second Life, the virtual reality platform designed by Philip Rosedale which has never been able to overwhelm the traditional web nor to have the impact of social media like Facebook, Twitter or similar. Think about driveless cars: in 2014 Google started to back the first projects, then arrived Apple, Uber, Tesla and producers like Ford, General Motors, Bmw, Audi and Fiat Chrysler Automobiles. So that in 2054 scenes like that in which Cruise was trying to escape on a motorway populated only by driveless car may not be so unusual. Minority Report precog

          Precognitive algorithms

          The concept of “precognition”, or foreknowledge, is no more so abstruse, at least at a software level: the Carnegie Mellon University has already developed a predictive program, CrimeScan, while according to a study of UpTurn cited by Cnn, about twenty major US police districts would already have adopted precognitive algorithms ni their investigative activities. It’s at least since 2014 that we are trying to develop algorithms which, analyzing tweets and posts published on social network like Twitter and Facebook, could be able to predict or intend to commit crimes by their authors or however dangerous situations. In the case of Twitter, in particular, as already noted Ubergizmo, geo-localized tweets analysis, their frequency, the presence of certain words is already able to predict 19 of 25 different types of crime.

          Yesterday virtual, today real

          So: while we waited for virtual worlds to become real, other geek technologies have shifted from science fiction to concrete reality but this could be just the beginning, should virtual reality and augmented reality continue to grow. 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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          One of the most attractive areas for using virtual reality (VR) technology, as well as video games, seems to be entertainment and amusement parks in particular. Abroad, especialy in China, the idea to match virtual reality and attractions has been spreading for a few years now and investments are growing, while in Italy 2017 seems to be the key year.

          One of the first to offer a virtual reality experience to its guests is Cinecittà World, a themed park open every day from 11 am to 7 pm near Rome, that last June 17 officially opened 3 attractions, based on VR viewers and latest generation traking systems. VR labyrinth Cinecittà World

          VR labyrinth haunted by skeletons

          Particularly in the Far West area guests can now try the VR Labyrinth, a “virtual arcade” where you have to try try to get out of hand from a labyrinth haunted by skeletons. The harmless labyrinth with real walls, once the viewers are worn, turns into an insidious underground journey full of surprises, not all reassuring! War of the Worlds Cinecittà World

          Take part in the war of the worlds

          In the Cinecittà World area, instead, once the VR viewer is worn, you have to defend New York from an alyen attack the War of the Worlds style: grabbing a machine gun and throwing grenades guests will fight alien spaceships, threatening robots, UFOs and other hostile creatures trying to provoke the end of the world. Can you avoid it? msc meraviglia cinecittà world

          Water bombs challange on Msc Meraviglia

          Last but not least, in a few days it will open even a third attraction, dedicated to cruise lovers: thank to Msc Meraviglia between flying deck chairs and headshots that really bathe you will be able to virtually challange your friends with strokes of water bombs on the deck of a cruise ship faithfully reproduced between the two theaters of the Adventure Land area.

          If you want to know more about it, here is a short introductory video.

          Do you wanna stay up to date regarding the latest new about virtual reality and augmented reality, virtual worlds and geek technologies in general? Then 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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            There is excitement in Linden Lab: in recent days, the official Twitter account of Sansar (@SansarOfficial)  announced many times (the first time May 21, then May 26, finally June 6) that the “creator beta” of the new virtual reality platform of the developer of Second Lifewill open this summer” and that you can still apply for early access through https://www.sansar.com. Sansar opens creator beta

            Sansar: creator beta will open this summer

            At the opening of creator beta Sansar won’t have a support for Linux and Mac users, even if they’ll be able to access Sansar through Bootcamp, whic btw is an app to install Windows on Mac, since MacOS system is not yet able to run virtual reality.

            For now, Sansar works on PCs (Windows) with Oculus Rift and HTC Vive viewers. Given accumulated delays compared to initial forecasts (after the opening to the first test users already in 2015 the public opening should have been due by the end of 2016), it’s not excluded that even the creator beta there will be not at the end of June but at the end of Augusto or in September. Sansar opens creator beta

            Will it be worth to open to the public in 2018?

            At that point, however, the new consoles and virtual reality viewers generation could be at the doors: virtual reality now requires high resolutions (2160×1200) and high FPS (not less than 90) to offer experiences really without disturbance and fatigue to the sight, so performance 5 times higher than current ones, as already promises AMD for the next consoles generation will make the difference.

            Wil Linden Lab try to open to public with a system still “calibrated” on a tools generation destined to go out of the market by next 12-18 months, or will it prefer to wait still a half a year or two, also to take advantage of the expected fall in viewers’ price?

            If you wanna know, 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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                Alice Cittone Oralcare pro

                Having years’ professional experience gained with social media platform like Second Life, Alice Cittone (aka Alice Mastroianni) decided to capitalise on her professional experience to launch an app, Oralcare.pro, developed in 2015 in collaboration with Irish software house AddWare Europe Ltd, which has both developers both project managers involved in the growth of European projects on a daily basis.

                Oralcare.pro appNot enough prevention and dental hygiene

                As explain to Mondivituali.it Alice Cittone, Oralcare.pro “stems from my personal experience, for 14 years, as  dental hygienist and from all I saw and I still see. I realized that everyone has a smartphone, but tends to skimp on prevention and dental hygien. Yet studies and research increasingly demonstrates that working for dental prevention preserves our body from serious risks as heart attak, abortion and surgical failure, or at least it decreases the risks”.

                50% of population – goes on Alice – got the so called “periodontal disease” or periodontitis, which tipically threatens 30 to 40 years old people, i.e. those more involved into social networks, with smartphones. So was born idea of oralcare.pro app, a tool that you can leave to your patients to improve compliance at home. A programme helping with some reminders and that reveals relevant informations also relating to sex, piercing, make-up and more. Plus an area where to find a dental hygienist near you”.

                Oralcare.pro databaseThe fist dental hygienist pubblic database

                Connected to all this there is a network for dental hygienists only where you can register to be in the database, since in Italy there are less than 10 thousand dental hygienists, “but no one knows who we are”, point out Alice, underling as the one linked to Oralcare.pro is “the first public Italian dental hygienistd atabase: public, free, apolitical and unconstrained”.

                Participants in network may use services as the connection to Sipmo (Società italiana di patologi e medici orali, i.e. Italian oral pathologysts and doctors company) oral pathologysts for the project to mouth cancer ongoing prevention, or replacement serch service for illness, parenthood, study and more. Finally, we triggered a few days ago an insurance convention to provide a professional insurance and legal protection service”.

                Oralcare.proOralcare.pro, a broad target market

                The potential target market for Oralcare.pro is 38% Italia population, i.e. those people who get prevention and dental hygiene regularly, “or, maybe, we should say 29%, since not all this 38% know our professional”, Alice adds, “although it is among the jobs that provide more certain in Italy to date. Indeed, all dental hygienists find a job a month after graduation, with a turnover ranging from 30,000 to 100,000 euros per year”.

                Interesting market niches for the app are both dental hygienitst patients both passionates about fashion, concludes Alice. Alice and AddWare Europe ambitions are to get Oralcare.pro to grow up, starting to engage dental sector companies both to allow a better communication with dental hygienists both to develop the app making it even more useful. Soon, finally, a partnership with Bolzano University will start following a dissertation devoted to Oralcare.pro (you can find more informations on Alice’s blog).

                So far we only have to whish Alice Cittone and her team, but if you wanna keep in touch 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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                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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                Haptic VR cover

                What can make virtual reality more involving? Especially if you think about apps for gaming, user’s experience is the key: to be successfull a  videogame must be not just exciting, but able to capture the player’s imagination so to trigger the “suspension of disbelief” mechanism. Haptic VR Teslasuit

                Virtual reality increasingly haptic

                If a player cannot imagine himself/herself inside the game, he/she will walk away very soon. Sofar player’s traditional experience is based on the senses of sight and sound, but in the future virtual reality games will be able to engage the player through the sense of touch to increase immersive game experience.

                How? Through controls able to let the player feel touches, vibrations, and full-body physical assaults. The ability to let players feel the recoil of a weapon, or the blow of a sword and so on, is called haptic feedback. Haptic VR Null Space

                Haptic engines for new sensations

                To succeed in reproducing this developers working on controls and devices for virtual reality video games will use “haptic engines” specially-designed embedded in gloves, vests, and other wearables able to convert gaming actions into phisical sensations.

                By using a combination of engines of varying sizes and powers, haptic feedback devices can provide sensations ranging from a tickle to a sharp blow.

                There are already startups like Go Touch VR (which we already described), NullSpace or Teslasuit which are developing such devices, others, still in an alpha phase, were seeing in the latest months in many startup contests in Italy (Shocking T, from an idea of Gianpaolo Greco and Stefano Nicosia, aka MinDBlinD Setsuko in Second Life, is a good example). Haptic VR touch

                What do you think about?

                Virtual reality will be increasingly an haptic experience? Several experts are ready to swear, but whaat do you think? 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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