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Demise of Proprietary Games Machines? 2013: The Year of the Microconsole? - What Games Are

Demise of Proprietary Games Machines? 2013: The Year of the Microconsole? - What Games Are | Pervasive Entertainment Times | Scoop.it
We all expect this year to be about the renewal of big consoles. But maybe it's actually going to be the year when a different kind of console shines forth.
Gary Hayes's insight:

“Microconsole” is a term that I'm using to describe a new brace of low-cost, accessible and physically small game console. It's derived from the term "microcomputer". In case you're too young to remember them, microcomputers were cheap, easy-to-develop-for computers on which inexpensive games were sold. They had names like the BBC Micro, the Commodore 64, the Sinclair Spectrum and the Amiga (sort of) and were largely the reason why the “bedroom coder” came into being. They were also particularly popular in Britain, which is why so many old school legends of game development come from these tiny islands.

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Forget all the technical hot air, it's time for content... Democratizing VR: Why It Starts With 360 Photos

Forget all the technical hot air, it's time for content... Democratizing VR: Why It Starts With 360 Photos | Pervasive Entertainment Times | Scoop.it
Until recently, 360 photography has not been considered virtual reality, because not all 360 images and videos work inside a VR headset, an
Gary Hayes's insight:
Quote "360 degree photos introduce a new phase in digital photography, the most popular form of computer-mediated communication today. A quick adoption of the new format among large professional communities such as teachers and journalists can contribute to new ways of communication and learning, and open access to geographically distant or otherwise hard-to-reach locations. When early adopters share the new tools and knowledge in their own networks, content creation for 360 and mobile VR will explode."
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Is 'Quality' Virtual Reality Too Expensive for Gamers? #VR #earlydays

Is 'Quality' Virtual Reality Too Expensive for Gamers? #VR #earlydays | Pervasive Entertainment Times | Scoop.it
While this year may be dubbed as the year of virtual reality gaming, the reality is that the tech necessary for VR gaming is too expensive for most gamers.
Gary Hayes's insight:
Quote "Usually a new technology really takes off when one or two system-selling killer apps hit the market. It only takes one unique experience to kickstart hardware sales and attract massive interest from more risk-aware major game publishers. By now, there hasn’t yet been this one huge VR title with a potential to serve this role like Angry Birds or Wii Sports did at their time. Yet, we are still very early in the VR life cycle. There’s still time for those killer apps to come, especially as the interest in VR is just boiling."
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Laborious Cretin's comment, June 8, 11:31 PM
I agree that high end VR is a bit to expensive right now, but that will change as the video cards drop in price and new video cards and chipsets come out. I would say this is the time for the Dev. part as they can afford to invest in higher end systems. Couple A.I. on video cards and they may have 2 video cards in machines soon. Similar to SLI only split for one rendering video and one devoted to A.I.. That will bring the cost up a bit more, but again as time goes by a good system will be cheaper in theory. Consoles will have a new generation soon also to try to keep up with VR and A.I. advancements. In a way it reminds me of when tribes 2 came out and few people could run it at first. Then soon after more and more people could run it. Dev's have a chance to develop on VR and figure some things out they may want to do before it becomes mainstream.
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Microsoft Hololens opens up & why Windows 10 might be a significant #VR dev platform  | CINEMABLEND

Microsoft Hololens opens up & why Windows 10 might be a significant #VR dev platform  | CINEMABLEND | Pervasive Entertainment Times | Scoop.it
Microsoft has announced that their Windows Holographic Platform is opening up to developers, enabling them to not only build apps with augmented reality and virtual reality capabilities, but also to build their own AR and VR hardware that automatically works with Windows 10.
Gary Hayes's insight:
Quote "Bringing VR support and AR support to the top level through an operating system is an ambitious move by Microsoft. It means that they really want to embrace the future of the alternate reality market, no matter who is making the hardware."
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Be WITH Nicole in #VR - Etihad Airways partners with Nicole Kidman in a virtual reality film

Be WITH Nicole in #VR - Etihad Airways partners with Nicole Kidman in a virtual reality film | Pervasive Entertainment Times | Scoop.it
The actress in 360 degrees.
Gary Hayes's insight:
Quote "The actress takes viewers through one of the United Arab Emirates airline’s new Airbus A380s on a flight between New York and Abu Dhabi. Tour the cabins with the actress herself, her film director and even an opera signer. You can interact with the airline’s Savoy-trained Butler in The Residence (the airline’s private three-room cabin); the inflight chef in first class; as well as their flying nanny."
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Yup, all tech, whoops & no real content - Why the Virtual-Reality Hype is About to Come Crashing Down

Yup, all tech, whoops & no real content - Why the Virtual-Reality Hype is About to Come Crashing Down | Pervasive Entertainment Times | Scoop.it
Virtual-reality headset makers think 2016 will be the year of VR. Content-creators, however, tell a different story. VR isn’t ready for prime time.
Gary Hayes's insight:
Quote "Such collaborations are promising, but they are a sign virtual reality is still in its early days. WEVR, a startup with aspirations of becoming the “HBO of VR,” hasn’t yet decided how it will make money, Mr. Batt says. “I think we are undeniably in a hype cycle,” notes Mr. Pinnell, referring to the trajectory for new technologies described by the research firm Gartner Inc. In the hype cycle, a promising technology ascends to a peak of expectations, then descends into a “trough of disillusionment” after which it can achieve modest, sustained growth."
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360 video cam options - Virtual Reality by Nokia, Kodak & Sphericam - ON THE COUCH ep. 30, pt1 cinema5D

360 video cam options - Virtual Reality by Nokia, Kodak & Sphericam - ON THE COUCH ep. 30, pt1 cinema5D | Pervasive Entertainment Times | Scoop.it
Nokia, Kodak and Sphericam ON THE COUCH at NAB 2016 with their different virtual reality camera solutions, talking about VR cinematography. 
Gary Hayes's insight:
Quote "In this first part of episode 30, I talked to representatives from 3 very different VR camera manufacturers: firstly Kim Grönholm from Nokia, a lead engineer for the OZO camera, the highest-end solution of the three, then George Krieger from Sphericam, and Kevin Cruz from Kodak with the SP360 camera. Knowing that I still know very little about the new evolving area of VR and 360 degree filmmaking, we started off by talking about current applications of VR cinematography. Further topics are the practical difficulties of actually shooting VR without the crew actually showing up in the shots – and the difficulties of designing cameras for VR with all the challenges that stitching and moving the cameras so close to each other poses. Will VR ever become mainstream, and what’s the future of it? We talk about how it is still evolving and which applications we will see in the near future. Is the Star Trek holodeck finally just around the corner?"
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When you physically go 'somewhere' for a Virtual Experience #VR Void - theme park The Void in Times Square

When you physically go 'somewhere' for a Virtual Experience #VR Void - theme park The Void in Times Square | Pervasive Entertainment Times | Scoop.it
The most talked about experience in technology over the last six months has to be The Void, an immersive virtual reality theme park based in Utah that transports users to another world the
Gary Hayes's insight:
Quote "Madame Tussauds Wax Museum in Times Square will be the venue for the first Void experience outside of its home base in Utah. Visitors will move through a virtual exploration of the props, costumes, locations, and vehicles from the film. "After exploring the iconic Ghostbusters Headquarters, guests experience the epic finale, in which visitors take part in a ghost hunt of their own, saving New York City from a paranormal villain. This supernatural encounter will also include figures of the Ghostbusters crew from the new movie, all of whom are prepared to help visitors wage battle against nefarious paranormal activity.""
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Too much of a good thing - Podcast: The social impact of virtual reality | ZDNet

Too much of a good thing - Podcast: The social impact of virtual reality | ZDNet | Pervasive Entertainment Times | Scoop.it
Jason Perlow speaks with the CEO of Sensics on the potential impact of VR and AR technologies on the human brain.
Gary Hayes's insight:
Quote "This feels also a lot more real than video games. Not just from an addiction perspective, but virtual reality affects centers of the brain that are completely different than in how we respond to video games. There's more of a sense of you are experiencing the real thing."
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Virtual Reality Ad Campaign Successes: Tourism Australia broadens the immersive marketing lens #vr

Virtual Reality Ad Campaign Successes: Tourism Australia broadens the immersive marketing lens #vr | Pervasive Entertainment Times | Scoop.it
Tourism Australia has asked a bold new question in its latest content campaign: Can immersive marketing tactics change the face of the tourism industry?
Gary Hayes's insight:
Quote "The results speak for themselves. A recent Nielsen survey shows intent to visit Australia amongst Americans viewing the video content was three times higher than the industry average for similar tourism campaigns. Featuring global ambassador and Australian actor Chris Hemsworth, a variety of videos were promoted in the US on Facebook with 360 footage including flying over the Twelve Apostles and Great Ocean Road, soaring above the Three Capes Walking Track in Tasmania and swimming with sea lions off Port Lincoln in South Australia."
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Social #VR begins - The wildest experiences at Silicon Valley's Virtual Reality expo (pictures) - Page 2

Social #VR begins - The wildest experiences at Silicon Valley's Virtual Reality expo (pictures) - Page 2 | Pervasive Entertainment Times | Scoop.it
One of the most impressive demos at SVVR was from a company called High Fidelity: a pair of people played a game of Tic-Tac-Toe on a whiteboard in a shared VR e... - Page 2
Gary Hayes's insight:
Quote "High Fidelity One of the most impressive demos at SVVR was from a company called High Fidelity: a pair of people played a game of Tic-Tac-Toe on a whiteboard in a shared VR experience. I got to try the whiteboard myself, and it was pretty uncanny. High Fidelity is the brainchild of the same Philip Rosedale who founded Second Life, a virtual world that was ahead of its time."
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Content, content, content!  Take a Look At New York’s Virtual Reality ‘Invasion!’ #VR

Content, content, content!  Take a Look At New York’s Virtual Reality ‘Invasion!’ #VR | Pervasive Entertainment Times | Scoop.it
A slew of virtual real movies at Tribeca. Baobab Studios premiers its first virtual reality movie, Invasion!
Gary Hayes's insight:
Yay content - QUOTE  "On April 16, Baobab Studios is premiering Invasion! exclusively in virtual reality on Oculus Rift, HTC Vive, and Samsung Gear VR. Just under seven minutes, the computer-animated film is told from the perspective of a cute white bunny, who is out to save the Earth from destruction by invading aliens. Ethan Hawke narrates."
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Fausto Cantu's curator insight, April 19, 1:34 PM
Content, content, content!
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And likely amateur content 1st: #VR about to go mainstream, but a lack of content threatens to hold it back

And likely amateur content 1st: #VR about to go mainstream, but a lack of content threatens to hold it back | Pervasive Entertainment Times | Scoop.it
Technology is surrounding us; its surface is becoming more complex, pliable and familiar to the eye. Virtual reality is no longer creeping into the..
Gary Hayes's insight:
Quote "Today’s VR equipment still has some kinks to iron out, but the hardware is nearly complete enough for consumer use. However, for VR to make a proper splash, today’s software developers must focus their efforts on creating content that consumers will use on their headsets. Developers should focus their efforts on these varieties of VR content to help users maximize their devices: Virtual entertainment: VR has the potential to remake storytelling, from how we watch movies to how we play games to how we pass time while waiting for a flight. In anticipation, large entertainment studios have partnered with VR companies, and some VR companies are even forming their own entertainment studios. Magic Leap’s enigmatic CEO, Rony Abovitz, has been tight-lipped about the features of his VR device, but he’s already dreaming of virtual concerts and cartoons."
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Archana's curator insight, April 4, 4:25 PM
Quote "Today’s VR equipment still has some kinks to iron out, but the hardware is nearly complete enough for consumer use. However, for VR to make a proper splash, today’s software developers must focus their efforts on creating content that consumers will use on their headsets. Developers should focus their efforts on these varieties of VR content to help users maximize their devices: Virtual entertainment: VR has the potential to remake storytelling, from how we watch movies to how we play games to how we pass time while waiting for a flight. In anticipation, large entertainment studios have partnered with VR companies, and some VR companies are even forming their own entertainment studios. Magic Leap’s enigmatic CEO, Rony Abovitz, has been tight-lipped about the features of his VR device, but he’s already dreaming of virtual concerts and cartoons."
CM Elias's curator insight, April 5, 3:59 AM
via @GaryPHayes:
Quote "Today’s VR equipment still has some kinks to iron out, but the hardware is nearly complete enough for consumer use. However, for VR to make a proper splash, today’s software developers must focus their efforts on creating content that consumers will use on their headsets. Developers should focus their efforts on these varieties of VR content to help users maximize their devices: Virtual entertainment: VR has the potential to remake storytelling, from how we watch movies to how we play games to how we pass time while waiting for a flight. In anticipation, large entertainment studios have partnered with VR companies, and some VR companies are even forming their own entertainment studios. Magic Leap’s enigmatic CEO, Rony Abovitz, has been tight-lipped about the features of his VR device, but he’s already dreaming of virtual concerts and cartoons."
Vincent Monney's curator insight, April 5, 9:12 AM
Quote "Today’s VR equipment still has some kinks to iron out, but the hardware is nearly complete enough for consumer use. However, for VR to make a proper splash, today’s software developers must focus their efforts on creating content that consumers will use on their headsets. Developers should focus their efforts on these varieties of VR content to help users maximize their devices: Virtual entertainment: VR has the potential to remake storytelling, from how we watch movies to how we play games to how we pass time while waiting for a flight. In anticipation, large entertainment studios have partnered with VR companies, and some VR companies are even forming their own entertainment studios. Magic Leap’s enigmatic CEO, Rony Abovitz, has been tight-lipped about the features of his VR device, but he’s already dreaming of virtual concerts and cartoons."
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Not only, but Facebook has a lesson to learn from Nintendo’s massive 1990s virtual reality failure

Not only, but Facebook has a lesson to learn from Nintendo’s massive 1990s virtual reality failure | Pervasive Entertainment Times | Scoop.it
On Monday, Mar. 28, Facebook's Oculus started shipping its first virtual reality headset to consumers. But it may have a hard time convincing US users to try it out: The last time a large multinational company tried to bring virtual reality gaming to the world was 21 years ago, and it was a categorical failure. In th
Gary Hayes's insight:
Quote "Back then, Nintendo was as much a household name as Facebook is today. The company stuck to its core area of expertise—videogames—but its characters appeared in movies, TV shows, cartoons, and just about every piece of clothing and merchandise imaginable. After revitalizing the videogame market with its 1985 Nintendo Entertainment System, Nintendo followed up with two more smash hits: the Game Boy and the Super Nintendo. The next step, some believed, was to translate the gaming company’s success to a new medium."
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Fausto Cantu's curator insight, March 31, 9:08 PM
Quote "Back then, Nintendo was as much a household name as Facebook is today. The company stuck to its core area of expertise—videogames—but its characters appeared in movies, TV shows, cartoons, and just about every piece of clothing and merchandise imaginable. After revitalizing the videogame market with its 1985 Nintendo Entertainment System, Nintendo followed up with two more smash hits: the Game Boy and the Super Nintendo. The next step, some believed, was to translate the gaming company’s success to a new medium."
Lionel Reichardt / le Pharmageek's curator insight, April 1, 2:15 AM
Quote "Back then, Nintendo was as much a household name as Facebook is today. The company stuck to its core area of expertise—videogames—but its characters appeared in movies, TV shows, cartoons, and just about every piece of clothing and merchandise imaginable. After revitalizing the videogame market with its 1985 Nintendo Entertainment System, Nintendo followed up with two more smash hits: the Game Boy and the Super Nintendo. The next step, some believed, was to translate the gaming company’s success to a new medium."
Rise Zone's curator insight, April 1, 7:01 AM
Quote "Back then, Nintendo was as much a household name as Facebook is today. The company stuck to its core area of expertise—videogames—but its characters appeared in movies, TV shows, cartoons, and just about every piece of clothing and merchandise imaginable. After revitalizing the videogame market with its 1985 Nintendo Entertainment System, Nintendo followed up with two more smash hits: the Game Boy and the Super Nintendo. The next step, some believed, was to translate the gaming company’s success to a new medium."
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#VR The Top 10 Companies Working on Education in Virtual Reality & Augmented Reality - Touchstone Research

#VR The Top 10 Companies Working on Education in Virtual Reality & Augmented Reality - Touchstone Research | Pervasive Entertainment Times | Scoop.it
Virtual Reality and Augmented Reality technologies are quickly changing the landscape of education with the help of some key companies.
Gary Hayes's insight:
Quote "Virtual Reality and Augmented Reality are the next big step forward in education, and these technologies are good for educators and students alike. Educators will be able to capture the attention of their students like never before and get them more actively involved in the classroom. Students are always trying to do what’s cool and what’s new; utilizing VR and AR technology in classrooms will appeal to students because it’s the latest and greatest thing and it’s very cool to use. Using VR and AR technology will not only make learning more interesting and exciting to students but it will also increase retention because it engages them in a way which textbooks simply cannot compete with. These technologies give us a window into the future of education, and it probably won’t be long until it is standard for classrooms to come equipped with some form of VR or AR technology."
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Fausto Cantu's curator insight, June 9, 12:06 AM
Top ten de empresas de Realidad Virtual trabajando en educación
Bruno Renkin's curator insight, June 9, 1:05 AM
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The usual first movers - Björk's new virtual reality experience may be better than Björk in real life

The usual first movers - Björk's new virtual reality experience may be better than Björk in real life | Pervasive Entertainment Times | Scoop.it
As a DJ, Björk is a stunning virtual reality experience.
Gary Hayes's insight:
Quote "During "Notget," an intricate, anxious gem of a song from her most recent album, Vulnicura, the HTC Vive virtual reality system and headset tracks the viewer throughout a square of the room, allowing you to move around the experience and for it to react to your presence."
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Predictable Franchising? Star #VRs -  ILMxLAB Discuss #VR Storytelling with Star Wars & Beyond

Predictable Franchising? Star #VRs -  ILMxLAB Discuss #VR Storytelling with Star Wars & Beyond | Pervasive Entertainment Times | Scoop.it
Ben Lang sits down with John Gaeta and Vicki Beck to discuss Lucasfilm’s focus on immersive storytelling with the formation of ILMxLab last
Gary Hayes's insight:
Quote "On that subject of the rich trove of intellectual at the lab’s disposal, in the form of Lucasfilm’s most popular franchises – Star Wars and beyond – Gaeta is quite clear that the lab isn’t interested in milking those beloved IPs in VR and AR just for the sake of it. “We think that immersive platforms like VR and AR are not to be left in the realm of marketing fodder only, we think that that is a platform unto itself, an equal to cinema for example – or it will be at some point,” an encouraging standpoint in the wake of a seemingly endless wave of VR-centric marketing initiatives."
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Welcome to the Holodeck. A reason to leave the #VR Hud at home. First look at THE VOID

At THE VOID you will walk into new dimensions and experience worlds without limits. From fighting intergalactic wars on alien planets, to casting spells i
Gary Hayes's insight:
Quote "At THE VOID you will walk into new dimensions and experience worlds without limits. From fighting intergalactic wars on alien planets, to casting spells in the darkest of dungeons, THE VOID presents the future of entertainment. Only limited by imagination, our advanced Virtual-Reality technologies allow you to see, move, and feel our digital worlds in a completely immersive and realistic way."
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Basic lesson in... Learn The Difference Between Virtual, Augmented And Mixed Reality

Basic lesson in... Learn The Difference Between Virtual, Augmented And Mixed Reality | Pervasive Entertainment Times | Scoop.it
Do You Know The Difference Between Virtual, Augmented And Mixed Reality? The way we tend to see our reality are apparently made to change by many technolog
Gary Hayes's insight:
Quote "Mixed Reality (MR), on the other hand, refers to the ability to mix digitally rendered objects into our real environment. Wikipedia defines mixed reality as “the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. Mixed reality takes place not only in the physical world or the virtual world, but is a mix of reality and virtual reality, encompassing both augmented reality and augmented virtuality.” While MR experiences can definitely occur on a smartphone, headsets will likely control this space with a more immersive experience. Currently, Microsoft’s HoloLens, is the most popular MR device in development. It can accurately mix in digital objects into your existing environment, as it can scan the room and understand the space it is in."
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Fausto Cantu's curator insight, May 25, 3:51 PM
Diferencias entre Realidad Virtual, Realidad Aumentada y Realidad Mixta
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The #VR revolution may start Facebook'ized - will turn panos into “360 Feed Photos” & Gear VR’s 1M users

The #VR revolution may start Facebook'ized - will turn panos into “360 Feed Photos” & Gear VR’s 1M users | Pervasive Entertainment Times | Scoop.it
Those panoramas trapped on your phone will finally get a better viewing experience, both on News Feed and the Oculus-powered Samsung Gear VR. Facebook is also..
Gary Hayes's insight:
Quote "360 Photos made from panoramas could democratize VR content creation by allowing people to make it with no special equipment. They’ll just need an iPhone running iOS 6 or later, an Android running v4.2 or later or one of many 360 photo apps available for download. In fact, many people will have already created this content, which before was tough to view."
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Nice to see a user creative aspect of #VR Google unveils virtual reality paintbrush

Nice to see a user creative aspect of #VR Google unveils virtual reality paintbrush | Pervasive Entertainment Times | Scoop.it
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Be careful where you are looking! Eye-tracking technology the next big thing in #AR and #VR

Be careful where you are looking! Eye-tracking technology the next big thing in #AR and #VR | Pervasive Entertainment Times | Scoop.it
The San Francisco-based firm, Eyefluence, states its technology enables users to ‘to transform intent into action through their eyes,’ and will revolutionise head mounted displays.
Gary Hayes's insight:
Quote "The technology's eye interaction relies on image processing and eye-tracking algorithms to work out a 'gaze vector' to see where the user is looking and for how long. It factors in tiny movements made by the eyes, called saccades, to work out where the eye's gaze is moving to next. By analysing these biological factors, Eyefluence said the technology can enable users to interact with the virtual and augmented worlds as fast as they can think. The technology would enable users to wear a virtual reality headset, such as Facebook's Oculus Rift, without the need for hand gestures or controllers to select and navigate. Read more: http://www.dailymail.co.uk/sciencetech/article-3570892/Eyefluence-headset-uses-LASERS-let-control-virtual-worlds-using-just-eyes.html#ixzz47kL6udsi Follow us: @MailOnline on Twitter | DailyMail on Facebook"
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Apple? Facebook's Oculus Rift Won't be the iPhone of Virtual Reality -- The Motley Fool

Apple? Facebook's Oculus Rift Won't be the iPhone of Virtual Reality --  The Motley Fool | Pervasive Entertainment Times | Scoop.it
CEO Mark Zuckerberg insists his company's infatuation with hardware is a necessary, albeit temporary step, on the way to building the next great computing platform.
Gary Hayes's insight:
Quote "Going for massive market share That stands in notable contrast to the computing model Apple (NASDAQ:AAPL) has long championed. Since its inception, the Cupertino tech giant has steadfastly embraced an integrated hardware-software approach throughout its entire product portfolio. Apple designs the iPhone and Mac, and also develops the software that powers them. That approach has allowed it to consistently deliver top-notch user experiences -- ones its competitors have had a difficult time replicating."
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Too busy to take #VR hud off? This is how calls and texts look in virtual reality, via the HTC Vive

Too busy to take #VR hud off? This is how calls and texts look in virtual reality, via the HTC Vive | Pervasive Entertainment Times | Scoop.it
Now you'll never need to miss a call or text while in VR using the HTV Vive.
Gary Hayes's insight:
Quote "To get VR calling and texting working, in addition to the HTC Vive headset, you'll need an Android smartphone, the Vive Windows Desktop app and Steam and SteamVR installed on a Windows PC. Remaining connected to the outside world with minimum interruption to your ongoing VR exploits could change the way that many use VR, for everything from gaming to remote working situations (education, medicine, etc.). Yes, the set-up is elaborate and just unwieldy enough to discourage many users. But that's not the point. People, VR phone calls and texts are real!"
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#VirtualReality bubble popping begins - VR Hype: My Opinion Piece in Today's Wall Street Journal

#VirtualReality bubble popping begins - VR Hype: My Opinion Piece in Today's Wall Street Journal | Pervasive Entertainment Times | Scoop.it
"Virtual Second Thoughts" is the title of my opinion piece in the Wall Street Journal today (both online and the print edition), pointing out the eerie similarities between the media and investor hype around Second Life during 2006-2008, an
Gary Hayes's insight:
Quote "Leading corporations, organizations and universities came calling. Where the New York Times is now pedaling VR content, Reuters set up a news bureau in Second Life; where advertising agencies now clamor to create VR-based marketing campaigns, American Apparel, NBC, Toyota and others hosted private islands in Second Life. Where executives with Facebook and Google now make grandiose predictions for VR, execs with IBM, Amazon and Dell invested ample time and resources in Second Life."
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Lets keep #VR real & practical - The Breathless Rhetoric of Virtual Reality - The New Yorker

Lets keep #VR real & practical - The Breathless Rhetoric of Virtual Reality - The New Yorker | Pervasive Entertainment Times | Scoop.it
David Sax on the breathless rhetoric surrounding the Oculus Rift and other virtual-reality systems.
Gary Hayes's insight:
Quote "Curious, I called Gordon up, to ask whether he thinks virtual reality will be any different. He was predictably skeptical. “We had a period of about thirty years where we went all the way from offices filled with typewriters and reams of paper and file cabinets to the modern flat-screen, paperless office,” he told me. That transformation spurred productivity, and, in turn, growth, in numerous ways, for instance by freeing workers from some repetitive tasks and jobs. “I don’t see V.R. as [bringing the] same kind of productivity gain as that,” Gordon said."
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AfricanaUofA's curator insight, April 2, 1:25 PM
Quote "Curious, I called Gordon up, to ask whether he thinks virtual reality will be any different. He was predictably skeptical. “We had a period of about thirty years where we went all the way from offices filled with typewriters and reams of paper and file cabinets to the modern flat-screen, paperless office,” he told me. That transformation spurred productivity, and, in turn, growth, in numerous ways, for instance by freeing workers from some repetitive tasks and jobs. “I don’t see V.R. as [bringing the] same kind of productivity gain as that,” Gordon said."