Tags Posts tagged with "virtual reality"

virtual reality

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    Sansar cover

    Sansar, the new virtual reality platform developed by Linden Lab actually in “creative beta“, has already over 270 virtual “experiences” loaded into its atlas, from simple “sand boxes (literally made like a sandy desert) to simple work plans, up to good quality installations, some of which created by Italian users like Colpo Wrexler or Christower Dae, known names to the Italian community which used and still use Second Life. egyptian tomb Sansar Studios

    Sansar, first impressions

    The “first 30 seconds impression” (after a couple of minutes of waiting needed to load the scene) is positive: the avatars to chooose to start having your own digital identity in the new Linden Lab‘s virtual world are not very dissimilar to the Second Life basic avatars, but they are already quite customizable enough since you can vary the parameters for yours shape and anatomical details (eyes, hair, mouth, nose etc), as well as your clothing (certainly we are far from Second Life’s fashion virtuale fantasy, but give time to the platform to grow and you will see that we could get to similar or superior levels). Sansar tomba egizia ingresso

    Sansar can also be used without VR devices

    Browsing (we tried the platform in worst-case conditions, ie through a portable PC, a couple of years old, connected through wi-fi, with features barely in line with the minimum recommended requirements) is sufficiently fluid, even if not available at the time of testing a VR viewer and its controllers and having decided to try a minimal configuration, even without a mouse, it was not always easy to move the avatar inside closed environments. Very nice the sounds and the lights (and their shadows).Sansar tomba egizia prima stanza

    The Egyptian tomb is perfect

    For this very first “immersion” in Sansar I choose, through the proposed scenes, an ancient Etyptian tomb, carefully reconstructed thanks to a partnership with the Sorbonne University and with the Egyptian Ministry of Antiquities (as already revealed by Inara Pey) very pleasant to visit, albeit relatively modest. I can not comment for now about the larger dimensions that will characterize each individual “experience” compared to Second Life’s sims, but if you think about how SL was in its early stages, before 2007 (and how it has basically remained Opensim), the passing of a decade is evident and in favor of Sansar, as obvious as it is. Sansar tomba egizia seconda stanza

    No: Sansar won’t be SL 2

    For those who are asking for it, no: Sansar won’t ever be a “new” Second Life (platform designed to stay online for many years), but it could become a platform robust and flexible enough to be used, along with other programs, for the development of virtual video games or movies, or simulation experiences that might be applied both in the field of education both in the professional field (for instance for staff training). Sansar tomba egizia uscita These first impressions live from Sansar end here, also because the California company is asking not to divulge too much information about it, but 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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      Sansar cover

      Here we are: sthese day Sansar is sending the confirmation to access requests for its online virtual reality platform to all those who have asked to be able to access through www.sansar.com site. Technically is the awaitedopen creator beta”, in fact it could be a real pre-opening to the public, given the criteria for selection seem to have been much wider compared to last year when a few hundred creatives had been able to access to start testing the system (still in development: at this time, for example, the alpha channel is missing, as well as dynamic textures, Which means in the new Linden Lab‘s virtual world there is no way to recreate water).

      Sansar loginSansar’s system requirements

      Probably the requirements for accessing the new platform will do the selection: a user who connects via a pc“regular” pc desktop needs to have at least a 64 bits operative system (Windows 7 SP1 or newer), DirectX 11, Cpu Intel Core i3-2100 or Amd Phenom II X4 945, at least 4 GB RAM, at least 3G free space on disk, a video card Nvidia GeForce GTX 450, or Amd R9 280, or Intel HD Graphics 5500 with at least 2GB dedicated video memory.

      Recommended bandwith is at least 10 Mbps the minimum 5 Mbps, optional, but recommended a microphone for voice chat and high-quality headphones recommended for an immersive spatial audio experience and Xbox One or Xbox 360 game controllers (but if you don’t have them you can use the mouse to controll your avatar). By the way, if you really want to “live” Sansar in virtual reality mode, the stalk rises and minimum requirements are: Cpu Intel i5-4590 or equivalent, at leat 8 GB RAM, at least Nvidia GTX 970 or equivalent video card, while everything else remains the same.

      Sansar sandboxSansar and Second Life are really different

      The VR option is actually one of the cards on witch Linden Lab focus to make Sansar “the” the new generatin reference platform for virtual worlds fans, a platform which for many years will live with the “oldSecond Life but which will have many differences both in the business model (it will cost much less to rent the new “scenes” in confront to the old sims, also having much more space available, but Linden Lab will apply a sort of “consumption tax”, ie a commission on every transaction between users, the Sansar dollars will also worth around triple than Linden dollars, since the first listing should be 1 US dollar for 100 Sansar dollars) as well obviousley as it is concerned the technical and “immersion” characteristics.

      The problem upstream, which seems to have curbed Linden Lab so far, is that the sales of VR viewers and controllers for now I have grown so much less explosive than forecasted, due to very high costs of the devices. Some recent signals show the availability by the manufacturers (like Facebook, which owns Oculus Rift) to reduce the price of devices, but for now some consulting firm like eMarketer forecast that 10,7 million VR users (ie who used at least once a month a VR device of any kind) present in the US at the end of 2016 won’t exceed 22.4 million at the end of the year, and then climb to 36.7 million next year and to 49.2 million at the end of 2019, also thanks to the spread of lso thanks to the spread of VR videos.

      Virtual reality, no boom for now

      Encouraging numbers, but they represent only between 3% and 5% of the US population and yet it is not clear if on other markets (Asia?) sales may be better, or slower. Moral of the story: for now, if you want, try to ask for access to Sansar, begin to get used to its scenes, if you are creatives try to make some content (which must be created externally using programs like Unreal Engine or Unity and then imported in Sansar).

      But do not wait a boom like that of Second Life in 2007: that will eventually arrive in two or three years if the VR and the AR have really got their feet around the world. 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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        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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            anti terrorism VR cover

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

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

            Eon Reality develops counterterrorism apps

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

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

            Europe is developing Auggmed

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

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

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

            Develops even for augmented reality

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

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

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

              China loves Transformers

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

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

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

              Virtual reality centers and live shows

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

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

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

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

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

              From gaming to interactions and commerce

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

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

              Virtual reality for education service providers

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

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

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

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

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                Half Life 2 VR cover

                For the few who didn’t know, Half-Life 2 is a “first person shooter” (Fps) sci-fi videogame developed by Valve Software Corporation launched in November 16, 2004 (several months in advance because of the hacking of source codes), lucky follow-up of Half-Life, launched in 1998 and followed by two expansions (Half-Life: Opposing Force and Half-Life: Blue Shift).

                Like its predecessor Half-Life 2 received two subsequent expansions (Episode One, in 2006, and Episode Two, in 2007) which sold so far over 12 million copies. Half-Life 2 VR preview

                Half-Life 2, graphics and flexibility

                Strengh in the game, which see Gordon Freeman as the main character, besides the excellent graphics (Half-Life was based on a heavy modified version of Quake Engine, Half-Life 2 on Source Engine, whose quality was so better that it was used also for the remake of Half-Life), was the flexibility which lead to the birth of a series of mods and expansions like Half-Life 2: Deathmatch (which introduced the multiplayer mode), Half-Life 2: Lost Coast (additional level published in  2005 after being initially rejected for the basic release), Half-Life 2: Survivor (arcade version) and Half-Life 2: CTF (inspired by multiplayer games of the “capture the flag” kind, with new weapons and “power up”). Half-Life 2 preview 2

                 Half-Life 2, nuova mod VR

                Since the beginnigs Half-Life series received a fervent support by independent game developer, encouraged by Valve Software, who developed a development software kit ad hoc, so to develop new mods both in single player both in multiplayer mode.

                Now, after and independent remake ofHalf-Life (Black Mesa) a new modder group announced on Stream to be developing a mod to play Half-Life 2 and its two expansions even in VR mode.

                The new mod will be free and could be e a nice bonus for VR viewers like Oculus Rift, even if it’s not clear when it will be availabl (“soon” is the only indication). If you wanna know how it will go to end, 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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                Improbable SoftBank cover

                Do you remember Improbable Worlds, British startup funded by American venture capitalist Andreessen Horowitz, together with Hong Kong’s firm Horizon Ventures, and Singapore’s fund Temasek Holdings, who in March 2013 provided 22 million dollars in a “series A” round?

                A 502 million dollars bet

                Well: these days Improbable raise 502 million dollars more in around “series B” lead by Japanese SoftBank Group (round involving even the alreaady mentioned venture capitalist). It’s one of the biggest venture capital agreement ever realized in Great Britain and that’s saying a lot about the expectations Improbable raised with its distributed operating system SpatialOS used for building virtual spaces shared on a mass scale. Improbable SpatialOS

                Breakthrough technology for the gaming industry

                Virtual reality technology of Improbable Worlds seems able to revolutionize the gaming industry, but also to help explore disease, to improve cities, to understand economies and to solve complex problems. SoftBank beyond betting on the new likely “unicorn” is also closing Vision Fund, a 100 billion dollars fund investing in innovative startups already subscribed by Apple and Saudi Arabia.

                A founders meeting promoted the agreement

                As revealed Bloomberg, operation was born from a meeting between Herman Narula, Improbable Worlds co-founder and Ceo, and SoftBank founder and Ceo, Masayoshi Son, who is trying to establish SoftBank (which traditionally invested in telecommunications and gaming in Japan) as a frontrunner investor in emerging technologies. SoftBank Masayoshi Son

                SoftBank will help Improbable grow

                Improbable for its part was looking for an investor that could provide enough capital to continue to grow (Improbable is planning to hire more people on London and San Francisco) without having to sell out to some global tech giant, has appened to many European startups that in recent years have been acquired by US tech giant (for instance: Sweden company Mojang, developer of Minecraft, bought in 2014 by Microsoft for 2.5 billion dollars).

                Surely we will hear more about Improbable Worlds, therefore if you wanna know how the story ends continue to follow Mondivirtuali.it, even through our account on Twitter and our fanpage on Facebook (but remember: Mondivirtuali is also on Flickr, on Pinterest, on Scoop.it, on Paper.li and also on Youtube).

                I più letti ultima settimana / Most read last 7 days

                Apple Faceshift cover

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                Even Apple comes into play VR: Cupertino bought Faceshift, a Swiss startup that deals with “motion capture” to offer features and services that integrate and improve everyday life.
                cosplay sexy cover