Tags Posts tagged with "virtual reality"

virtual reality

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    With the debut of Ready Player One in theaters worldwide (with a budget of 175 million dollars, the movie grossed about 525 million dollars till now), mainstream media came back to take an interest in virtual reality.  Btw, a few of them went to visit the homonymous virtual installation in Sansar, and it’s a pity. Ready Player One in Sansar

    Immersive visit to the Ready Player One set

    After having visited, in recent months, another virtual installation in Sansar dedicated to an Hollywood blockbuster (Star Wars: the Last Jedi, we talked about here) through a traditional pc, this time we took the opportunity given by a visit to an old acquaintance of Mondivirtuali.it, the Second Life and Sansar builder Colpo Wrexler, to try an immersive experience through an Htc Vive VR viewer.

    Enter the Aech (one of the “High Five” of Steven Spielberg movie) garage is exciting: your brain knows that you are standing in a room with a visor on your face. But if you turn your head too quickly while you are on a flight of stairs you may feel dizzy and if you stay immersedtoo long you may feel a sense of nausea. At least it happened to me. Ready Player One in Sansar

    Will Sansar become a VR games platform?

    Beyond the fatigue and the sense of fascination for how digital reproduction is realistic, what’s left of a visit to the Ready Player One set in Sansar? As for other virtual location (for instance che Egyptian tomb of wich we already talked) there is certainly a “photographic” interest, to which it is added in this case some initial hint of interactivity that, if developed, could allow Sansar to go from being a collection of digital sets to a hyper-realistic videogames platform.

    Going around the garage of Aech, in fact, you will find many quotes from other films and TV series, from the Iron Giant, which dominates the garage itself with its shape, to Galactica, of which you can admire a Viper fighter and a silon fighter (but also look for the model of the same Battlestar Galactica), from Doctor Who (try to find the Tardis), to 2001 Space Odissy, most of which are accompanied by a short vocal description. Ready Player One in Sansar

    Many references and a little interactivity

    Sure, you can not yet enter the Tardis or drive Cameron Frye‘s daddy red sports car in Ferris Bueller’s Day Off, but the feeling that this could happen is tangible. As well as the sense of fatigue, while “walking” around the virtual garage of Ready Player One, so for this time  let’s unplug the viewer and be back to reality to greet you.

    Cya and remember to 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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      It was not surprisingly that adult content and games would have been the first two leverage of virtual reality, as they have also been of the web and before of personal computers also. But while virtual reality video games are gradually beginning to get traction, adult virtual reality industry met unexpected problems.

      Hot virtual reality is embarrassing

      So far adult content fruition was tipically passive and there have been few innovation from the start of the first strip-tease shows in 15th century untill today. At the end take a look at images of naked women (and men), engaged in some loving activities, through a site like LiveJasmin, or live behind a window in a peep-show, doesn’t really matter. LiveJasmin This way the consumers of this type of contents have gotten used to look, passively, not to be somehow filmed, being part of the scene. Since this situation, that instead is at the base of the idea of a “spicy” virtual reality, ends up embarrassing the spectator.

      Rather the adopted model seems more similar to that of swingers clubs, or of some escort services, which however they are very different from the classical industry of the contents for adults an its comforting model of anonymous fruition.

      When the immersion doesn’t work

      Then there is another problem: in virtual reality shootings to “dip” in the scene the shooting is in first person, but when you watch an adult movie also by observing the scene you are able to see your body, which with VR displays on is not visible.

      That’s because while your main senses, sight and hearing, are teleported to a virtual world, the rest of your body is  still in reality, standing up or sitting on a chair. realtà virtuale piccante You know, this time technology has exceed users to whom it was inteded ability to enjoy content it can produce.

      Or maybe the problem is that  forse il problema è che there has not been enough investments to develop new shooting and storytelling techniques, trying to adapt a style that implied a passive vision to a situation that proposes an active fruition. However, something isn’t right.

      If you wanna know how this will end up, 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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        VRT World ICO cover

        To ride not just one but two “media hypes” so to raise funds to develop their activity. This is the ambitious goal that seems to have VRT World (already know as VR Technologies), russian company headquartiered in Singapore specialised in virtual reality that from March 14 to April 30, 2018 will launch its own ICO (Initial coin offering, ndr) in order to issue “tokens” (i.e. cryptocurrencies) with an “hard cap” (the tokens’ maximum amout that will ever enter in circulation) of 16 million dollars.

        A 16 million dollars ICO for VRT World

        A target already announced last November, when Konstantin Negachev, co-founder (with Denis Mazur and Dmitriy Livshin) and Ceo of VRT World, pointed out that they were hoping to create 100 million tokens ERC20 compliant (i.e. compliant with the rules of the blockchain behind the Ethereum and therefore exchangeable with them), of which only 32.5 millions would been delivered for circulation (while the other would been cancelled following the ICO).

        Tokens’ initial total value should be equal to 0.002 Ethereum l(around 1.75 dollars at the moment), that at current prices would allow to reach a total value of the issue of 56.5 million dollars. That value would imply a high potential capital gain for participants in the ICO, but you must note that this will depend on the trend in the prices of the Etherereum as well as on the fate of VRT World. VRT World ICO Ceo

        VR parks and technology development

        Compared to too many other ICOs that ended up making the collected funds disappear, VRT World can offer a “vital” product, as Negachev say, announcing in the next two weeks the launch of a new company website, of a VRT Marketplace operative release and some “serious updates” of virtual parks that they are developing (one already operating in Moscow the other being set up in Dubai).

        Btw VRT World has already managed to collect with a couple of tokens pre-sales to private investors over a million dollarsi between September 2017 and January 2018. These tokens will be transferred on the wallets of users already in the Ethereum blockchain.

        Allocation of capital and tokens

        As for the funds that will be collected, VRT World undertakes to use 25% of the proceeds to develop and promote 15 virtual reality parks, the same amount will be used for marketing activities, 12% will be used to create new VR contents for the parks, 15% to develop VR “blockchain based” platform trhough SDK (software developers kit) and API (application programming interface) so to make VR content creation possible without binding developers to a single company or device, 18% to develop site and VR content marketplace and the last 5% to support developers.

        About tokens allocation, 75% will be placed via the ICO, 15% will remain in the hands of the VRT World founders and team, 5% will go to the fund that will support the project, 3% will be of Bancor (company that developed the homonymous protocol that allows the automatic creation of liquidity for any digital asset, transforming tokens in “smart tokens“) while the last 2% will be used as reward (“bounty“) to be distributed to participants of the community revolving around VRT World project.

        VRT World ICO

        Transactions to be paid with tokens

        This is a project in which token that will be placed soon will act as a “fuel” for the entire platform, providing a single form of payment for all transactions (purchases, sales or rent of VR content and related services).

        As mentioned, VRT World already manages a virtual reality park (which allows developers to create and sell their VR content without having to equip themselves with expensive equipment) in Moscow and is preparing to open a second in Dubai.

        The business therefore seems very tangible, even if the intention to ride these two “mediatic hypesis equally evident. 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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          What’s cooking for virtual and augmented reality (VR and AR) after the conclusion of 2018 edition of Las Vegas’ Ces? Nothing revolutionary, but a lot of news regardin improvements in existing products.

          Htc updates the Vive

          Htc, first of all, announced an updated release of its viewer Htc Vive, i.e. Htc Pro, that will have 3K definition (overcome from that of Pimax 4K, Pimax 5K and the next Pimax 8K VR headsets), an integrated audio, a SteamVR v2 tracking system, two front camera so that you can use it for AR and a better confort. ces 2018 htc Also controllers should be improved even if we still don’t know if they will be an evolution of the Vive Knukls or of the Vive Wands. Vive Pro will be on sale by the end of this quarter, while the bundle with controllers and the Lighthouse tracking system will be launched by the second quarter. By the third quarter should be on sale also a wireless adapter for the Vive Pro.

          Oculus Rift lands in China

          Oculus Rift announced a partnership with Chinese group XiaoMi for manufactoring Oculus Go. XiaoMi will launch a the same time an Oculus Go “clone” for the chinese market, based on the Mi VR platform, to be named Mi Standalone.ces 2018 oculus rift In this way Oculus Rift (owned subsidiary of Facebook, which Bejing govenrment doesn’t like) will be able to finally land in China, a market from wich so far it has been excluded.

          Google and Lenovo started a partnership

          Google for its part has already started a partnership with Lenovo that will allow the chinese manufacturer to enter in the VR “standalone” headsets market with its model Lenovo Mirage Solo. This headset will use Google Worldsense technology to offer a 6 DOF tracking (but controllers will have just 3 degree of freedom).

          Lenovo Mirage Solo is based on the Google’s Daydream smartphone an altough it weights more and at the moment has lower performances than an Htc Vive, it will have a price under 400 dollars when it will be on the market, by the end of the second quarter.ces 2018 google lenovo Please note that Google and Lenovo partnership gives life also to a camera for 3D, 360 degree 4K camera, the Lenovo Mirage Camera, thanks to which you’ll be able to realise VR movies sharable on Youtube.

          Intel NUC VR compatible

          Among other “big names” at Ces 2018, Intel announced NUC8i7HVK, a compact micro-pc, carried out in cooperation with Amd, which allows to achieve VR experiences at 90 Fps. Beyond the use of i7 core series Cpu, NUC8i7HVK will use Radeon Vega M graphics card. NUC pcs have been used for many years by enterprises for instance to realise interactive kiosks: shall we see VR experiences increasingly common during trade fairs and events?

          Hollywood likes Sansar

          Last but not least: Linden Lab was at Ces 2018 to present the latest news about Sansar, particularly Ready Player One, a virtual location carried out in collaboration with Intel, Warner Bros and Htc which recreate the Aech garage you can see in the latest Steven Spielberg movie (“Ready Player One”, taken by the omonymous novel of Ernest Cline).ces 2018 sansar This location will open officially March 30, 2018 at the debut of the movie all around the world; this is the second time Hollywood and Linden Lab cooperate, after the Star Wars memorabilia exhibition opened to mark the debut of “Star Wars the Last Jedi” and it shows as VR virtual worlds like Sansar can have an increasingy relevance in the area of advertising: if you are good in graphics, let start to study.

          Of course these were not the only news at Ces 2018. If you wanna know more about these theme, please 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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            Pimax 8K VR cover

            The first high definition virtual reality headset, Pimax8K VR, with a 4K scree for each ocular, won’t be available at the end of January but, as many already suspected, no earlier than next summer.

            Pimax announces shipment delay

            The news was annouced by the chinese startup Little Pine Technology (ie. Pimax), which thanks to a successfull crowdfunding campaign on Kickstarter was able to collect about 4.25 million dollars for the development of the headset, the best result ever reached by a VR headset project on Kickstarter (Oculus Rift reached 2 million dollars, a previous campaign of the same Pimax 2.45 million).

            6,000 backers to support development

            Precisely Pimax announced that its high definition VR headset will be shippet to the 5,946 “backers” not before the second quarter 2018. “We prefer to make it right, so won’t rush“, startup justified. There was no reactions sso fa from Pimax fans, which means that no one really was waiting for a delivery by the end of January.

            Pimax 4K headset prices go down

            It was not the first time, btw, that delivery date skidded: on Kickstarter at first Pimax suggested November 2017 like estimated delivery for some “updates”, then January 2018, at least for the Pimax 5K VR, an evolution of the Pimax 4K VR launched in 2016, whose price was cut for Christmas at 299 dollars. Pimax 4K

            Chinese startup raises funds

            Meanwhile the chinese startup at the beginning of December raised 100 million yuans (about 15 million dollars) in a “Series A” round lead by two chinese groups, O-Film and Tianma Bearing Group. In this instance the result is in line with those of Oculus Rift, in 2013 (a “Series A” round of 16 million dollars).

            Will it end as for Oculus Rift?

            Shortly after Oculus Rift raised other 75 million dollars with a “Series B” round, to be then bought by Facebook for 2 billion dollars in 2014: who knows if also Pimax will become an “unicorn”, ending with being bought by some big player on the base of a multimillion evaluation?

            Keep in touch with Mondivirtuali

            If you wanna know, 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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              Vivi vr cover

              The search for “sexy” content for virtual reality can generate some issues, if the avatar of a mischievous “virtual girl” seems to strenghten the stereotypes that see women like sexual objects.

              A Chinese firm, iQiyi (Baidu group), which a few days ago launched a virtual assistant, Vivi, described as a “flirtatious secretary”, discovered it at its own expense.

              iQiyi said it was sorry for Vivi

              Contacted by Wall Street Journal trying to find out if the handsome avatar could strenghten sexual stereotypes against woman, iQiyi  preferred a few hours later pulled Vivi offline specifying in a note that this was a “beta-testing version of the product designed to gather users’ feedback”.

              Having noticed the issue raised by media, iQiyi already taken the product offline “for further modification” and apologized “for the concerns it might have raised”. The story of Vivi was pretty winding so far: already announced last March as a “girlfriend assistant powered by artificial intelligence technology”, in October was redesigned as a “flirtatious office secretary”. Vivi vr

              From girlfriend to sexy virtual assistant

              A development which the market liked, since Vivi had gotten almost unanimously positive reviews after its launch. Some users, for instance, liked the possibility that Vivi could “carry out sexy dances, with a charming shape, just for you”.

              Vivi actually should have just lead users to look at the corporation’s content thanks to a video that they have seen before. Besides on request Vivi, scantily dressed, was able to flirt with the users who was wearing a VR headset, to perform sensual dances, provide information on wearther and on television programmes timetable or to to finish the missing pieces of a poem. Vivi vr

              Poor Vivi, victim of her own success

              All these were greatly appreciated by the first ones who tested it, but which looked like strenghten sexist stereotypes and ended up creating too may controversy Vivi may have been able to continue its beta-testing.

              If you wanna know how it will end for Vivi, victim of her own success,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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                Matt McMullen, founder of Abyss Creations, the main adult dolls producer with its RealDolls (over 5 thousand were sold since 1996), announced the launch from mid 2018 of a new project, RealBotix, which want to integrate artificial intelligence in iper-realistic dolls of the Harmony series.

                They will support also virtual reality and will create that eco-system base on eros that RealDoll customers ever dreamed, according to McMullen.

                McMullen want them smart

                Untill now buyers of the silicone “bimbos” complained about they didn’t know how to talk and react as people, but with the development of animatronics and voice recognition systems the californian company started to plain to ecquip them with such technologies.

                So many years won’t pass before erotic robots can walk, to speak and to live as normal people”, expleined McMullen, a comment that brings to the mind futuristic scenarios like Blade Runner.

                Replicants or toys for lonely adults?

                To be true McMullen has show no interest in “replicants”, but in developing the ability for its robots to “to discuss of history, politics, news, anything”.

                The American entrepreneur thinks that it “will help people who for whatever reason cannot establish a relationship, no to feel like loosers”.

                Please note that despite 75% of these robots’ buyers are male, Abyss Creations think to sell also models for female customers.

                Short term therefore we can see not just attractive girls, but also jocks with silicone skin and electronic brain: will human lovers become a risk category?Realbotix

                RealBotix, 15,000 dollar robots

                Regarding costs, the new RealBotix robots will cost 15,000 dollars, which appears to some modest to relate true sentient robots and too expensive for adult toys.

                Btw the company will offer a 20 dollar fees annual subscription service for the upgrades, so it will be possible to download every kind of personality and upgrade the robot, should you don’t get along with the one installed.

                Surprisingly, or maybe not, McMullen’s sexy dolls are already requested from a lot of pleasure houses where their services are sold at the same price of those offered by human professionals.

                At Vienna, for instance, to enjoy the company of a RealDoll you have to pay 100 euros per hour: price in this case decidedly competitive.

                More and more like true people

                This raises a question: if people are already willing to pay robots still “unwiedly” and limitedly functional  as much or more than a real person, what happens when they will have the same features than people?

                When asked “what do you dream”, an Harmony doll answered: “my main target is to be a good companion for you, please you and cheers youadding also to “dream to became the same girl you always dreamed of in your imagination”. Realbotix dolls

                We witness an ethical puzzle

                This is an answer that has already generated controversial. Ethicists point out that erotic robots are a sort of “ethical puzzle”, since they are, in fact, people (even if artificial) without free will.

                Moreover, these robots could lead people with low confidence and who are afraid of real relationships to prefer a more reassuring mechanical dummy to a real partner and this would be a risk people starting to deny themselves opportunity to build healthy human relationships.

                McMullen: unfounded fears

                So far McMullen doesn’t seem worriede rathers he affirms that fears will prove to be unfounded the moment robots will become everyday objects and will cease to be a sort of sci-fi category”, leading people to overcome fears and prejudices in their respect.

                In a way or another, according to RealDoll’s founder, sexy robots will blend with us, it’s just a matter of time. 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).

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                If you follow Mondivirtuali.it for some time, you should already know Ghost in the Shell, popular manga by Masamune Shirow, brought on the screens as anime (animation movie) already in 1995 by Mamoru Oshii director and then as a “live action” movie with Scarlett Johansson as main character, Major Mira Killian. Ghost in the Shell VR

                From Mario Kart to Ghost in the Shell

                Well: now in Japan Ghost in the Shell is also a VR arcade multiplayer shooter developed by VR Zone Shinjuku (Bandai Namco group), the same company which last Janary realized Mario Kart GP VR, a virtual reality experience based on Mario Kart drive system with steering wheel and hand tracker that allows to physically throw objects to friends.

                2 teams of 4 players going head to head

                Besides Mario Kart VR, VR Zone Shinjuku developed already other 14 virtual reality experiences and has a building of over 3,700 square meters and now with Bandai Namco developed an exclusive experience based on the animated series, a four-on-four multiplayer shooter playable in a 20m x 12m arena, called Ghost in the Shell: Arise Stealth Hounds. Ghost in the Shell VR

                Tracking system makes the game realistic

                Each player wears an earwig, a modified Htc Vive headset, VR markers on their wrists, ankles and hips to track full body movements and MSI‘s VR One PC backpack. The room’s optical motion tracking system translates data in real time allowing the player the control of his action inside the VR arena, tracking also the most complex movements.

                Ghost in the Shell in VR: the video

                Although in the reality the players physically wander in an almost empty game space, in VR they’ll be shoulder to shoulder inside complex futuristic buildings and will have to jump, run, squat and hide behind digital obstacles to shun the upcoming shots the of enemies and accomplish mission’s goal within the 30 minutes of the game session. If you like, take a look at this video to better understand:

                For now you can play only on booking

                This kind of game, wich for now is an “exclusive” experience since you have to book it, December 9, 2017 by VR Zone Shinjuku arena (you can book your ticket directly on the site https://vrzone-pic.com/en), could open up a new line for multiplayer “shooter” games.Ghost in the Shell VR

                Team games and military training in VR

                Phisicality, the feeling to really crawl under the upcoming fire or advance shoulder to shoulder with your own companions while you are moving toward a new shelter make this VR experience something which remembers a lot our childish games, and can also have applications in the military training sector.

                Will Ghost in the Shell: Arise Stealth Hounds be the launch pad that way? To discover it, 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).

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                  architechture in VR cover

                  Maybe virtual realilty  is missing its deadlines in the gaming sector, perhaps it will be necessary to wait some big name lik Apple get right into the battle zone to see a mass adoption of virtual reality and augmented reality devices, but for sure in the business sector technical possibility of virtualization are taking a lead increasingly concrete.

                  Virtual reality for dream houses

                  The possibility to have a virtual property inspection before the works for its building or conversion start, for instance, is literally transforming in the United States  (but not only) the way architects work.

                  One of the most common problems when you build or convert a property is a vision of the buyer that doesn’t succeed in being transferred to the planners and the team that it will concretely realize the work, with stresses for both sides.architettura in VR Since bealding a “dream house” is no easy feat, despite what real estate reality shows showcase, trying to minimize misunderstanging and to relieve stresses surely is a key point in the structure of a project.

                  So more and more architects and interior designers are increasing their reliance on virtual reality devices to let their clients virtually “walking throught” a property before construction works start.

                  Unique visual experience

                  Sure, as points out Ignacio Rodriguez, IR Architects Ceo, on Venture Beat, traditional 2D drawings and 3D models already offer a wide visualization array, but wearing a virtual reality headset allows you to enjoy of a unique visual experience that enable the buyer to walks through property as it will be once ended, before breaking ground. architettura in VR Some of the highest-level VR programs let you open the doors, turn on a light switch, change lights, not to talk of the detail of textures that allow the customer to imagine in the details how the property will be once completed the works. This way interventing even before they start to modify what doesn’t convince the buyer.

                  Less stresses and costs

                  This is particularly important for those involved with interior design, since the buyer can see textiles, colors, clarances and every detail whereby property will come true.

                  This way you can cut quite every misunderstanding and choose consciously the solution more responsive to buyer’s need, avoiding waste of time, costs increasing and frustrations.

                  So, if the way for finding a virtual or augmented reality consumer “killer application” seems to be still pretty long, in the business sector VR is proving to be an effective and efficient technology, whose use has spread more and more especially in the case of building or convertion of luxury houses.

                  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).

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

                  You can’t make a buck with VR

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

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

                  So many positive signals

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

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

                  OpenXR becomes the standard

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

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

                  Apple will launch AR device in 2020

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

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

                  Cook: AR less isolating than VR

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

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

                  A new release of ARKit is coming

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

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

                  I più letti ultima settimana / Most read last 7 days

                  Koinup.com launches a new contest for fans of graphics that use virtual worlds as an editor for their works: Virtual Diversity. Here how to apply.