Tags Posts tagged with "technology"

technology

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    It is easy to say drones, but from the entry into force in Italy of the (UE) regulation 2018/1139 laying down common rules in the field of civil aviation, occurred on 11 September 2018, to carry out a professional activity with drones (legally defined Sapr, i.e Sistemi aeromobili a pilotaggio remoto, Remote piloted aircraft systems) weighing more than 300 g and up to 25 kg it is now necessary to have a license”, i.e. a Remote pilot certificate (Rpc, in Italian Attestato di pilotaggio remoto, Apr).

    Enac update Apr achievement mode 

    drones piloting

    The problem in this regard is that the Italian sector authority is responsible for implementing European legislation (that we point out is fully in force), i.e. the Ente nazionale civile (Enac), has varied several times the ways in which this certificate can be obtained and in particular what concepts should be taught to future drone pilots and for how long.

    At the time of writing this article, at least 16 hours of theoretical teaching are still required to obtain the basic pilot attestation, but soon according to some drafts circulated in December the theory hours could drop to 8, while for the critical certificate (ie the level above the basic level) it would pass from the current 12 hours to 6 hours of theoretical teaching.

    Less hours of theory to reduce the costs of license

    drones piloting mountain

    The Enac proposal aims to lighten the cost for future drone drivers. Note that if you want to blow up a drone weighing more than 25 kg you do not need the Apr, but the Pilot license, also in this case obtainable by attending a course at an Enac authorized school.

    It is good to remember that drones in general must never be driven more than 150 meters in height and 500 meters away from the pilot (but there are more restrictive limitations for airport areas and other critical areas), must always be insured and that thelicense” (Apr) it is valid only for sight flights or “extended view” flights, while in the case of a remote control flight, the pilot license must always be available and that in any case to pilot a drone professionally it is necessary to be adult.

    If you liked this article, share it with your friends. If you want to stay up to date on the latest geek technologies, continue to follow 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 our newsletter!

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      realdoll stories cover

      Mondivirtuali.it has already talked about how what were once simple “inflatable dolls” are more and more sophisticated and realistic, like the RealDolls, which evolved into RealBotix.

      Someone in Italy (in Turin to be precise) has decided to exploit this product to give life to recreational activities for adults, so to speak, with the brand Lumidolls, already present in Barcelona and Moscow, even if he had some administrative problems.

      The Everard Kunion dolls

      engineer and realdoll

      I would not have thought, however, to find out that in England a 62-year-old bachelor engineer, Everard Kunion, had a family with nine of his wife, daughters and sister-in-law in silicone.

      Kunion had fallen in love with a former schoolmate years ago, after 50 years of non-dating, ending up developing a real mania for the woman, in the meantime married to Mr. Taylor.

      Eventually a court told it to keep a safe distance from the woman and Kunion was resigned to the idea of just staying in the company of his
      family dolls”.

      Kunion is not an isolated case

      Deerman realdoll

      That of Everard Kunion is not even a case so isolated: looking online I discovered that in America a man, “Deerman”, after losing his wife
      because of cancer and having found that the women he liked were not interested in him, after a few years ended up buying a doll similar to his wife, named Erica.

      Or there is Phil, who has quit smoking for a year to be allowed (these dolls never cost less than 1,000 pounds / dollars) his Jessica doll. Phil realizes she’s a doll, but he just does not care what people think of his lifestyle choice.

      In the end the cases that emerged were so numerous that a Dutch photographer, Benita Marcussen, decided to create a series of shots dedicated to Men and Dolls. But it’s not just men who like the company of an adult doll.

      Dolls also for ladies

      angela realdoll

      Angela, for example, bought her first doll, Anna, in 2014 and has two spare faces for her friend, so she can change her look and personality according to circumstances.

      It is said that the case of Angela is so rare, but in general the community of adult doll owners is very conservative and tends not to be known so it is impossible to say how many in the world, both men and women, have now as unique life companions one or more dolls.

      If you want to stay updated on this and other stories, continue to follow 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 our newsletter!

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        Pimax 8K VR cover

        The wait is over: Pimax, Chinese group that develops virtual reality viewers of which we already talked about, first started the pre-orders and then officially launched on the market its new 8K and 5K Plus viewers (as well as a new release of the 5K, the “Business Edition” or 5K BE).

        All prices of VR viewers

        Prices are not really chea: 900 dollars for 8K viewer, 700 dollars for 5K Plus and 1,000 dollars for 5K BE. To make a comparison, Htc Vive Pro costs 800 dollars, Htc Vive 500 dollars, Oculus Rift costs 600 dollars, Oculus Quest 400 dollars and Oculus Go 200 dollars, while Playstation VR costs 500 dollars.

        Delivery Times

        As for the delivery time, while the specimens booked in the pre-order phase will be shipped in the second half of January 2019, so around 90 days after pre-order, viewers ordered from now on should be shipped from mid-February onwards (and in any case after all the copies sent to the members of the campaign have been handed over Kickstarter and then all the viewers of the pre-orders). Pimax 8k Kickstarter

        On Kickstarter it was a success

        Pimax 8K was developed thanks to the funds raised by the most successful Kickstarter campaign ever (4.236 million dollars collected in 2017), while Pimax 5K BE was offered to campaign supporters instead of 5K as originally planned. Here are the technical specifications of the two new Pimax viewers.

        Technical specs of Pimax 8K and 5K Plus

        Pimax 8K

        • Displays: Clpl (Customized low persistence liquid)
        • Resolution: 3.840 × 2.160 per display (7.680 × 2.160 total), equivalent to two 4K dispalys
        • Input content: upgraded from 2.560 × 1.440
        • Motion to photon latency: <15ms
        • Refresh Rate: 80 Hz with Brainwarp support
        • Field of view (Fov): about 200 diagonally degree
        • Audio: 3,5 mm audio jack, integrated microphone
        • Output: Usb 2.0/3.0, DP 1.4
        • Tracking: SteamVR 1.0 and 2.0
        • Content: all those in SteamVR and Oculus Home
        • Fitting: adjustable head strap (optional luxury strap), IPD adjustment, VR frame
        • Minimum recommended Gpu: Nvidia GeForce GTX 1080Ti and AMD equivalent or higher

        Pimax 5K Plus

        • Schermi: Clpl (Customized low persistence liquid)
        • Resolution: 2.560 × 1.440 per display (5.120 × 1.440 total), equivalent to QHD
        • Input content: 2.560 × 1.440 native
        • Motion to photon latency: <15ms
        • Refresh Rate: 90 Hz with Brainwarp support
        • Field of view (Fov): about 200 diagonally degree
        • Audio: 3,5 mm audio jack, integrated microphone
        • Output: Usb 2.0/3.0, DP 1.4
        • Tracking: SteamVR 1.0 and 2.0
        • Content: all those in SteamVR and Oculus Home
        • Fitting: adjustable head strap (optional luxury strap), IPD adjustment, VR frame
        • Minimum recommended Gpu: Nvidia GeForce GTX GTX 1070 and AMD equivalent or higher

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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.”

          JEFF ROBERTS, CCO / CMO

          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