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Eye control over household appliances anyone - Google files new patent for AR glasses - QR Code Press

Eye control over household appliances anyone - Google files new patent for AR glasses - QR Code Press | Pervasive Entertainment Times | Scoop.it
Google applies for new patent for augmented reality project Google has filed a new patent with the U.S. Patent and Trademark office concerning the company's highly anticipated Google Glass. Google ha
Gary Hayes's insight:
New control interface coming to Glass

The patent highlights a wireless control scheme that will be incorporated into Google Glass. This system is meant to remotely control various household electronics, such as a refrigerator or a microwave oven. The system embodies Google’s intent in making Glass an all encompassing tool that can be used for just about anything. The new patent is one of the few relating to Glass that is not heavily focused on augmented reality technology.

Glass will allow users to control electronic appliances

According to the patent, users of Google Glass will be able to operate electronics using the high-tech eyewear. This will be accomplished using a complex system of image recognition and infra-red sensors. The patent suggests that Glass will be able to launch a command interface through scanning a QR code or interacting with an RFID signal that is associated with a particular appliance. Glass wearers will be able to adjust the settings of their appliances remotely through this command interface.

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Pervasive Entertainment Times
Augmented locative stories, experiential transmedia games, collaborative social TV
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Gr8 #VR experiences - not gonna come from jaded, old school filmmakers.  Mill Creates Immersive Experiences

Gr8 #VR experiences - not gonna come from jaded, old school filmmakers.  Mill Creates Immersive Experiences | Pervasive Entertainment Times | Scoop.it
This is the first in a series of VR & AR sponsored features.  
Gary Hayes's insight:
quote "“Five years from now, we’ll have established much of what is needed for the best VR and AR storytelling. We’ll be looking to innovate on some other emerging fronts. And our talent evolves along with each change. Our original compositors for example are now our VR compositors. Our talent, tech development, creative and production evolves. It’s part of our looking-ahead philosophy, always searching, discovering, experimenting and innovating.”
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Another year or two - #AR vs. #VR: What today’s HoloLens, Vive and Rift tell us about our virtual future

Another year or two - #AR vs. #VR: What today’s HoloLens, Vive and Rift tell us about our virtual future | Pervasive Entertainment Times | Scoop.it
We recently got our paws on a pre-release Microsoft HoloLens​, by far the most advanced AR headset, and we have some thoughts on the pros and cons of its augmented worlds, how they size up next to VR and where this could all be heading.​
Gary Hayes's insight:
Quote "Once you mentally get past its laughably tiny field of view, HoloLens can transform your office into a crime scene ripe for investigation, your living room into a 3D design lab or your bedroom into a home theater with a virtual 60-inch screen for Netflix or YouTube. And remember this is a developer device with scant available software. Give app-makers another year or two and the number of experiences will dwarf what we have today."
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#VR Directors gotta think #360 & place for immersion - A virtual-reality Olympics? It's OK, but TV is still king

#VR Directors gotta think #360 & place for immersion - A virtual-reality Olympics? It's OK, but TV is still king | Pervasive Entertainment Times | Scoop.it
NEW YORK (AP) — If you want to glimpse the future of sports broadcasting, you can check out the Rio Olympics in virtual reality. But if you really want to immerse yourself in the competition, just turn on the TV. NBC, BBC and other Olympic networks around the world are offering the opening and closing ceremonies and selected events in VR, giving viewers a 360-degree perspective — that is, the ability to look up, down and all around — when they wear special headsets. It's a first in Olympics broadcasting, and NBC itself admits that its more than 100 hours of VR coverage is experimental. It's good that television networks are getting a head start on figuring out what works with the new technology. Watching the Olympics in VR can occasionally transport you, giving you the sense of actually being there in Rio. But those moments are still too few and far between. ___ THE BASICS Television networks are relying on the shared resources of the Olympic Broadcasting Services. In the U.S., viewers need a cable or satellite TV subscription, a Samsung Gear VR headset and a recent flagship Samsung Galaxy phone. The VR schedule has a haphazard feel. It offers preliminary rounds for some sports and finals for others, but focuses on just one sport on any given day. Events are shown a day after the fact, too, apart from one fencing event and two days of men's basketball expected to be live. ___ THE OPENING CEREMONY Friends who hadn't tried VR before were impressed by the opening ceremony, though the spectacle was less momentous if you'd seen enough of VR for its newness to wear off. A few scenes still stood out: — At one point, performers clad in feather-like costumes sashayed and shimmied around me as they introduced the world to Brazil's music and dance. Producers had set up a 360-degree camera right next to them on stage, giving the VR audience the sense of being in the show instead of just watching it. Alas, producers then switched to more-distant cameras. — VR cameras captured the parade of athletes from at least two vantage points on the floor, giving me the sense of standing near them as they passed by. TV shots, by contrast, were mostly bird's eye views. I even caught one of the stadium marshals next to me — I mean the camera — snapping a photo with a smartphone. — While television mostly had aerial shots looking down at fireworks, VR offered a perspective from inside as fireworks shot up from around the entire stadium. But VR doesn't do everything well, as I learned myself while recording 360-degree videos . With no zoom, shots from the stadium's seats felt distant. Television showed close-ups of supermodel Gisele Bundchen's runway walk to "The Girl From Ipanema," but in VR all you could see was a dark, empty stadium floor. She was just too far away. VR tried to compensate by showing a TV feed within the VR environment, but the virtual monitor got distracting. And when I looked down, all I could see was a computer-generated disk intended to hide the camera rig. It felt like standing on a giant dinner plate — there as an observer, but not really there. ___ COMPETITION There are currently no commercials or commentators intruding on the VR Olympics; all you get is natural sound from the venue. On the other hand, there's no way to jump directly to a specific match or athlete. Among other drawbacks, athletes sometimes looked like video-game characters. VR video wasn't as sharp as what I'm used to on TV, and 3-D rendering might have compounded that feeling of fakeness. In beach volleyball, one challenged play got shown repeatedly on television, but VR offered no instant replays or slow motion. With boxing, coverage switched back and forth between a floor-level camera and one about the height of a street lamp. That forced me to continually tilt my head to look up and down again as though nodding. Let the viewer choose the camera. For men's gymnastics, four cameras covered the six-event all-around finals, meaning you had to turn around to watch two of the events in the distance. Once again, you don't get to control the shot. You might be fixated on the pommel horse when you suddenly get a floor-exercise routine going on at the same time. Track-and-field coverage this weekend will probably have similar issues. For now, VR is most exciting behind the scenes. I could feel the joy as Japanese gymnast Kohei Uchimura won gold and hugged his support staff, surrounded by cameras. You don't get that sense of closeness when it's a straight-on television shot. I would love to see warmup areas and locker rooms in VR (for team strategizing, of course). VR works best when the room is small and people are close to the camera. ___ LOOKING AHEAD It's easy to take television sports coverage for granted. Before satellites, TV rarely covered sports live, and cameras were rudimentary. Now, underwater cameras can capture swimmers' intensity in the pool, while a computer-generated yellow line shows the world-record pace. Elsewhere, skiers and ice-hockey players have strapped on GoPros. No doubt VR cameras and production will get better. Jim Bell, executive producer of NBC Olympics, said it well just before the Olympics started: "It seems like a cool thing, but where it stands right now with the goggles and you've got to put this thing on your head, it's not there yet. I kind of like the experience of watching big events like the Olympics on a high-quality television screen, which as we like to say, is as God intended it."
Gary Hayes's insight:
Quote "With no zoom, shots from the stadium's seats felt distant. Television showed close-ups of supermodel Gisele Bundchen's runway walk to "The Girl From Ipanema," but in VR all you could see was a dark, empty stadium floor. She was just too far away. VR tried to compensate by showing a TV feed within the VR environment, but the virtual monitor got distracting. And when I looked down, all I could see was a computer-generated disk intended to hide the camera rig. It felt like standing on a giant dinner plate — there as an observer, but not really there."
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Future of Trance? The Wave Now Has $2.5 Million To Build 'Musical Metaverse'

The Wave is a VR music visualization platform aimed first at DJs. The company is announcing today that it has raised $2.5 million in early investment.
Gary Hayes's insight:
Quote "Arrigo: Our goal for funding was to get buy-in for our vision of this “musical metaverse” and to build a demo that not only demonstrated that vision, but blew people away. We wanted to make something that caused people to take off the headset and say, “I’ve never experienced anything like that.” We worked really hard to build something with a high level of experiential polish that supported our vision for the business model. We were surprised to find several of our investors, including Anjney from KPCB, were musicians themselves, and were extremely passionate about the vision."
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It's a Kinda Magic! Demystifying Magic Leap: What Is it and How Does it Work? #ar #vr

It's a Kinda Magic! Demystifying Magic Leap: What Is it and How Does it Work? #ar #vr | Pervasive Entertainment Times | Scoop.it
We take a closer look at patents, interviews, articles, and more to demystify the tech world's most mysterious upcoming device: Magic Leap.
Gary Hayes's insight:
Quote "Magic Leap has not been forthcoming with details about how their technology works. From what little we know, it is a truly novel system with capabilities far beyond the off the shelf components consumers are accustomed to. You can’t blame Magic Leap for wanting to keep it a secret. There are many companies sniffing at their heels trying to emulate what has got people so excited. It sounds like the exact technology that Apple wishes it had. A potentially revolutionary new thing that shows signs of true innovation. It feels like it is what Microsoft was striving for with HoloLens but haven’t quite got there yet. It takes inspiration from Google Glass but is clearly gone generations beyond it. So what is it and how does it work? I have gone through talks, patents, job applications, and the background of people working at the company to try to find out."
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For those that want to understand the addictive mechanics & lineage - Pokémon GO! 

For those that want to understand the addictive mechanics & lineage - Pokémon GO!  | Pervasive Entertainment Times | Scoop.it
In the rare case that you've been living under a rock for the last month, you'll be aware of the cultural phenomenon that is Pokémon GO! A cross between an augmented reality game and an alternate reality game developed by Niantic, published by The Pokémon Company and partially funded by Nintendo. At the time of writing…
Gary Hayes's insight:
Quote "Being a location based game, Pokemon Go uses the REAL world for players to explore, and goes with Nintendo’s new company mission to make “Quality of Life” products. Quite simply the best way to progress in Pokemon Go is to go outside and start walking around! This means rather uniquely that players are effectively spending a hidden currency – their own real life stamina. From a personal example I can say that on one Saturday afternoon in 3 of London’s main parks (Hyde Park, St. James Park and Regents Park) I saw literally hundreds of people walking around with their phone in hand trying to find Pokemon, a very real example of reaching critical mass and was truly amazing to see."
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#vr #experiential #more$$$ Alibaba uses virtual reality to make shopping more interactive

#vr #experiential #more$$$ Alibaba uses virtual reality to make shopping more interactive | Pervasive Entertainment Times | Scoop.it
Buy+ allows users to select apparel and accessories with assistance from a robotic shopping assistant
Gary Hayes's insight:
Quote "“An initial market for VR and AR (augmented reality) is yet to be developed [in China]. The industry needs time more time to mature,” said Zhuang, who’s also in charge of the company’s newly established VR/AR research lab. Alibaba owns the South China Morning Post. Chris Tung, Alibaba’s chief marketing officer, said the company is helping consumers to look into the future by bringing in cutting-edge technologies. However, the adoption of these would need to wait till the whole industry matures and only then can Alibaba bring VR shopping to the market, he said."
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Steampunk invention or The Rush for Augmented Reality Patents Has Gotten Silly #ar #vr

Steampunk invention or The Rush for Augmented Reality Patents Has Gotten Silly #ar #vr | Pervasive Entertainment Times | Scoop.it
When the user receives the cup of coffee that he has ordered, or upon detection by the system of some other pertinent parameter, the system may display one or more time-based augmented or virtual reality images, video, and/or sound in the local environment with the display device, such as a Madagascar jungle scene from the walls and ceilings, with or without jungle sounds and other effects, either static or dynamic.
Gary Hayes's insight:
Quote "When the user receives the cup of coffee that he has ordered, or upon detection by the system of some other pertinent parameter, the system may display one or more time-based augmented or virtual reality images, video, and/or sound in the local environment with the display device, such as a Madagascar jungle scene from the walls and ceilings, with or without jungle sounds and other effects, either static or dynamic."
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Beyond Pervasive Gaming: Educators see gold in Pokémon Go. feat: @avantgame

Beyond Pervasive Gaming: Educators see gold in Pokémon Go. feat: @avantgame | Pervasive Entertainment Times | Scoop.it
Designer: New mobile Pokemon game is 'pointless, childlike and extremely important.'
Gary Hayes's insight:
Quote ""It turns the whole world into this possibility space, where at any moment something good could happen," she said. "At any moment you could discover a new stop. At any moment you can spin the wheel and be given some amazing goodies. At any moment a monster could pop up that you’ve been searching for. At any moment you could run into somebody else who is on the same hunt, so everyone around you is a possible ally. Every mechanic of this game is designed to increase the likelihood that something good will happen, that some positive outcome is around every corner." That, McGonigal said, is a powerful motivator. Whenever the brain anticipates that something good can happen, she said, "you get that little release of dopamine," which generates a sense of motivation and desire for the anticipated outcome. "Our brain discounts the effort or energy required for you to pursue your goals.”"
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Wise words from a wise man - Less is more... The Engagement Paradox — Medium

Wise words from a wise man - Less is more... The Engagement Paradox — Medium | Pervasive Entertainment Times | Scoop.it
Why a constant stream of content ends up reaching less people, not more.
Gary Hayes's insight:
Quote "The Paradox Because here’s the paradox: The more often you give your audience new content, the smaller your active audience becomes. Sounds counter-intuitive, but here’s why: The number of people who can commit to watching once a week FAR outweighs the number of people who can commit to watching 7 times a week (or more)."
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Vivalist's curator insight, July 15, 7:06 PM
Experience & puzzle designer Steve Peters (http://www.stevepeters.org/) reflects on the challenge of pacing digital content production and broadcast timeline in the light of the recent kickoff The Runner, an ambitious project by Matt Damon & Ben Affleck on July 1st.

It is said to air "Three times a day. Every day. For THIRTY Days." and viewers / layers "might" win prize money. Just watching the trailer, I particularly like the fact that Peters recenters the discussion on pacing:
'The first thing I thought when I heard about it was “Holy crap, I’m glad I’m not on that production team! It must be hell!” They need to assemble a new episode three times a day. Every day. For thirty days. The production schedule must be nuts. Nobody can be getting any sleep. It’s madness. Now, I’m going to set aside critiquing the game itself (and there’s plenty to critique, believe me) for the sake of this article, as I just want to look at this idea of pushing content three times a day. Every day. For thirty days

... to conclude:
"So do yourselves a favor, all you digital content creators out there. Don’t succumb to the “more is better” way of doing things. Not only will the quality suffer, but your audience will shrivel away under the onslaught. Be strategic with your pacing and audience engagement. Don’t pare your potential audience down to a small sliver right out of the gate by giving them more than they can consume. In short: turn off that goddamned hose!"
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Host Biz Mod - Pokemon Go Is Driving Insane Amounts of Sales at Small Local Businesses. Here's How It Works

Host Biz Mod - Pokemon Go Is Driving Insane Amounts of Sales at Small Local Businesses. Here's How It Works | Pervasive Entertainment Times | Scoop.it
For $1.19 an hour, you can have more customers than you've ever seen in your life
Gary Hayes's insight:
Quote "Pokemon Go offers a range of in-app purchases. The one that is most important for your small business is Lures. Lures increase the rate of Pokemon generation in the area around the PokeStop where they're placed for one half hour. That may not sound that powerful, but Pokemon are scarcer than you think. Luring is an insanely powerful tool that you really have to see to believe. Here's a sample of the comments from some recent Reddit threads on the subject: We did this last night (college town), and within minutes of dropping the lure, 30 people walked in. Hoooly s#&@. I own a pizzeria that's a Pokestop and I literally did this all day. I had a ton of kids and adults (mostly adults) come in for a slice of pizza and a drink until the lure ran out. What's even more incredible is just how affordable luring is. Let's do the math. With $100 netting you 14,500 Pokecoins and an eight-pack of Lures costing 680 Pokecoins: 14,500 Pokecoins / 680 = 21 eight-packs of lures (21 * 8)/2 = 84 hours $100/84 hours = $1.19 per hour"
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Been writing on this since 2009 but here comes the flood - Virtual, augmented & mixed reality the 4th wave

Been writing on this since 2009 but here comes the flood - Virtual, augmented & mixed reality the 4th wave | Pervasive Entertainment Times | Scoop.it
Gary Hayes's insight:
Quote "VR could be big, and AR/MR could be bigger and take longer. In the long run, AR/MR could replace the smartphone in your pocket. But despite the rapid growth potential of the fourth wave, we are still talking about an early adopter "Tesla" market for the next five years (think of how many Teslas you see in Menlo Park, California compared to Lost Springs, Wyoming). With a potential installed base (again units installed in total, not annual sales) in the low single digit hundreds of millions from low-end Cardboard through high-end HoloLens, that's still only 5% of the global smartphone/tablet installed base by 2020. So high growth from a standing start, but it could take until 2025 for the fourth wave to truly cannibalize the mobile installed base at scale."
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Situated #ar Gaming Comes of Age - 15 Minutes in the Morning: Pokemon Go — Technology Musings

Situated #ar Gaming Comes of Age - 15 Minutes in the Morning: Pokemon Go — Technology Musings | Pervasive Entertainment Times | Scoop.it
Ingress is an AR/real-world game released years ago. It was Android-only for the longest time and I only had one friend that was way into…
Gary Hayes's insight:
Quote "The game is already crushing under its own weight and I hope they can stabilize it so it’s not just a flash in the pan that results in more error messages than smiles for eager players. I’m traveling internationally with two phones (due to data costs) and the experience is starkly different between devices: my android phone (with a live connection) can rarely log in successfully, has trouble obtaining data once inside, and the battery drains like water, while my iPhone (airplane mode, piggybacked on the other’s connection) works much more reliably until it occasionally crashes while capturing animals."
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Heating up, still need AAA content #VR Market In China Is "Crazy, Like Really Crazy"

Heating up, still need AAA content #VR Market In China Is "Crazy, Like Really Crazy" | Pervasive Entertainment Times | Scoop.it
As Nokia launches its $45,000 VR camera in China, the market for virtual reality there is exploding, and may surpass that of the U.S.
Gary Hayes's insight:
Quote "Many recent data points back up that prediction. Earlier this month, California’s NextVR, a leading producer and distributor of live-streamed pro sports and music events in VR, announced tens of millions of dollars in new funding from Chinese investors. Jaunt VR, a maker of a high-end VR camera and the developer of an end-to-end VR production and distribution system, set up a joint venture this spring aiming to bring cinematic virtual reality to China. Also this month, Bloomberg wrote that Chinese investors are hot on numerous types of VR apps."
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The worrying side of #VR - There Are Only Four Good Reasons to Do Virtual Reality

The worrying side of #VR - There Are Only Four Good Reasons to Do Virtual Reality | Pervasive Entertainment Times | Scoop.it
After years as a punchline, virtual reality is enjoying a renaissance. Venture capitalists plowed $1.2 billion into virtual-reality and augmented-real
Gary Hayes's insight:
Quote "VR content can also take a psychic toll. Shooting up bad guys on a video-game console is one thing. But “when you’re using your hands for murder, and you’re feeling haptic feedback as blood spatters on you, it’s just a different category.” Similarly, “if you saw Jaws in virtual reality, you might never go in the ocean again.” It’s not just that users risk being desensitized to violence, although that is one possible effect. It’s also that violence in virtual reality can simply be exhausting and unpleasant."
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8 yrs ahead of the curve but still relevant - 16 Top #ar Augmented Reality Business Models

8 yrs ahead of the curve but still relevant - 16 Top #ar Augmented Reality Business Models | Pervasive Entertainment Times | Scoop.it
As promised a more specific 'commercial' follow up to my previous post on this topic which was more 'story' centric. I am developing & producing a range of
Gary Hayes's insight:
Quote "As promised a more specific ‘commercial’ follow up to my previous post on this topic which was more ‘story’ centric. I am developing & producing a range of Augmented Reality (or if you prefer AR, ‘blended or layered media’) applications at the moment. I have also been asked to present at a few conferences and create a detailed white paper on the implications of AR for government & business looking at privacy, legal, copyright & crime issues. As readers of this blog will know I also lecture, run workshops & work with creative teams to come up with future ‘social entertainment’ based around virtual worlds and augmented reality."
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Theatre in reverse round? How Virtual Reality is Changing Storytelling Forever — The Mission

Theatre in reverse round? How Virtual Reality is Changing Storytelling Forever — The Mission | Pervasive Entertainment Times | Scoop.it
And why this is the best thing that could happen to cinema
Gary Hayes's insight:
Quote "But, in the real world, there’s no curtain call — then how do we switch from scene to scene in VR? Currently most VR experiences either chose to eliminate the problem with an abrupt ‘fade to black’ effect, or try too hard with artifices. For instance, a stranger’s hands covering your face, telling you to close eyes, and when you pop them open, woo! you’re in the next scene. Very convincing. NOT. That’s not all, hide the seams when stitching shots together is another headache. When looking up or down, there’s often a blur or some distortion about where the tripod was. Yet 6 (up to 16) GoPros mounted together still offer a higher image quality than a 360 equipment which captures spherical footage from the get-go."
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8 Drivers that will shape the future of virtual/augmented reality #vr #ar

Since Google launched Google Glass in 2013 and Facebook acquired Oculus Rift for $2 billion in 2014, virtual reality and augmented reality have received tr
Gary Hayes's insight:
Quote "3 Content: The high prices commanded by VR and AR technologies will only be acceptable if the devices come with engaging content. Both AR and VR platforms will require varied and rich content to justify the cost incurred to experience them. The content creators would create the content only if there is a significant user base and the users will only adopt the technology if there is a variety of content to consume. Along with the variety in content, quality content is also important. The vision and immersion experience would be the key drivers for content consumption. If the users see individual pixels or get eye strain and experience poor object stability or audio quality, they wouldn’t adopt the technology. Facebook, Google, and the others in the game would need to play a crucial role here. They would need to nurture the VR and AR content creators because at the end, only content will fuel the growth of VR and AR platforms. It is also important that the content creator should not be biased towards a particular application of the technology and create content only for that."
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Vasi Doncheva's curator insight, August 19, 11:13 PM
Quote "3 Content: The high prices commanded by VR and AR technologies will only be acceptable if the devices come with engaging content. Both AR and VR platforms will require varied and rich content to justify the cost incurred to experience them. The content creators would create the content only if there is a significant user base and the users will only adopt the technology if there is a variety of content to consume. Along with the variety in content, quality content is also important. The vision and immersion experience would be the key drivers for content consumption. If the users see individual pixels or get eye strain and experience poor object stability or audio quality, they wouldn’t adopt the technology. Facebook, Google, and the others in the game would need to play a crucial role here. They would need to nurture the VR and AR content creators because at the end, only content will fuel the growth of VR and AR platforms. It is also important that the content creator should not be biased towards a particular application of the technology and create content only for that."
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In 10 yrs with retinal projection we are gonna wonder what we were thinking #VR #HUDs Stock Photos - LA Mag

In 10 yrs with retinal projection we are gonna wonder what we were thinking #VR #HUDs Stock Photos - LA Mag | Pervasive Entertainment Times | Scoop.it
They tried to make headsets look cool and dramatic. They failed
Gary Hayes's insight:
Quote "Enterprising photographers have jumped on VR like it’s the next hoverboard, apparently without any real understanding of how people actually use it. As far as I can tell, they just handed knockoff headsets to moderately attractive models and told them to, “Look super excited or scared or whatever.” The results are glorious. I poured hours into curating the below images to bring you the best of the best—hackneyed CG graphics, unnatural poses, and a healthy dose of over-enthusiasm—all to help you see the potential of this new technology through the world’s most oblivious art form."
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Japan Goverment Issues Warnings as Pokemon Go finally launches in home of hit game #ar # vr

Japan Goverment Issues Warnings as Pokemon Go finally launches in home of hit game #ar # vr | Pervasive Entertainment Times | Scoop.it
Eager Japanese gamers rush to their phones as the Pokemon Go mobile game finally launches in Japan, bringing the record-setting global hit to the home of the Pokemon characters.
Gary Hayes's insight:
Quote "Japanese Government issues Pokemon safety warnings Initial attempts to download the game took some time, but before long players were hunting and capturing the virtual monsters, which showed up even in ordinary offices. "This game is just as I imagined it to be, it's really fun," said Toshinori Ishibashi, 18, who was seen playing the game in Tokyo Station. Close-up of a phone running Pokemon Go PHOTO: Japanese officials warn Pokemon gamers not to use their real names (ABC News: James Maasdorp) "It's also a great reason to go outside, so I'm really enjoying it." The game was created by Nintendo, Niantic, and Pokemon Co — Nintendo owns a third of Pokemon Co, and both have undisclosed stakes in Niantic."
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Great Primer - GOING IN CIRCLES: What you need to know about #VR Production from @storycentered

Great Primer - GOING IN CIRCLES: What you need to know about #VR Production from @storycentered | Pervasive Entertainment Times | Scoop.it
When I was a kid and we went to the movies my dad would say, “Let’s sit towards the back. I want to watch the movie not be in it!” My how…
Gary Hayes's insight:
Quote "Story first. There are great differences in approach for production in immersive journalism, live streaming, sports, documentary and animation. For our purposes, we are going to be considering narrative drama or comedy. Remember, you are working with an entirely different medium that actually can fool the brain and the body physically and emotionally into what is called “presence.” This places the viewer in the environment that the characters are experiencing, can allow the viewer to stand in the shoes of a specific character, or even change characters."
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Show me the #AR money - Augmented Reality Gets Boost From Success of ‘Pokémon Go’

Show me the #AR money - Augmented Reality Gets Boost From Success of ‘Pokémon Go’ | Pervasive Entertainment Times | Scoop.it
The sudden success of “Pokémon Go” is introducing consumers to augmented reality, a technology that blends the digital and physical worlds where many in Silicon Valley are placing big bets.
Gary Hayes's insight:
Quote "The craze around “Pokémon Go” also could spark more investment in augmented reality, said Mike Rothenberg, whose firm Rothenberg Ventures already has several such investments. “It will move everyone forward a bit,” Mr. Rothenberg said. He compared the game’s popularity to Facebook’s 2014 acquisition of Oculus VR Inc. for $2 billion, which triggered a wave of funding for virtual-reality startups. Other investors said the impact of the game may be more limited, because it is tied to a well-known brand that appeals both to children and to young adults who grew up with the characters. First Round Capital Partner Chris Fralic pointed out that the project is based on “world-class” intellectual property. “I think that is pretty unique,” he said of the game’s success. Meta Co., a startup building an augmented-reality headset, is selling a developer kit for $950 but isn’t sure when it can release a consumer version. Ryan Pamplin, the company’s vice president of partnerships, said “Pokémon Go” is “creating a lust for [augmented reality] that hasn’t existed outside some niches in the U.S.”"
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Never saw it coming :) Stories-To-Go. Locative Entertainment Futures. PERSONALIZE MEDIA

Never saw it coming :) Stories-To-Go. Locative Entertainment Futures. PERSONALIZE MEDIA | Pervasive Entertainment Times | Scoop.it
For the first time in technological history portable devices that are able to send and receive game/video media, are now location aware. This means big changes
Gary Hayes's insight:
Quote "The alarm rings. Get out of bed, have a shower, dress, breakfast, grab your briefcase, and bus ticket and out the door. Now start RUNNING! Zombies are chasing you. Or is it pirates? Or the Mafia? Games and stories have grown legs and Facebook MafiaWars and Playstation console games have jumped into the physical world. Welcome to the most exciting and entertaining commute of your life. For the first time in technological history portable devices that are able to send and receive game/video media, are now location aware. This means big changes in where we experience our stories. They will be always on. Around the next corner. We will be living inside the story world. To get a glimpse of future services in the locative, pervasive space we simply need to look at the now and extrapolate. As kids we all loved playground games: Hide and seek, capture the flag, cowboys and Indians captivated our imaginations and it was an important part of our social development. Today adults use technology to recreate those experiences for real using our own imaginary, place-based Holodecks. Fulfilling some of our adult needs in this space"
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Location, Location, Location - How the gurus behind Google Earth created 'Pokémon Go'

Location, Location, Location - How the gurus behind Google Earth created 'Pokémon Go' | Pervasive Entertainment Times | Scoop.it
The story behind the Pokéstops.
Gary Hayes's insight:
Quote "Deciding which Pokémon would appear where required a whole extra set of mapping data. Geographic markers in the map created for Pokémon Go help determine Pokémon habitat. "We assign values based on whether there is a water body in an area — so a stream, a river, a pond — whether areas are designated as zoos or parks, or other kinds of mapping designations," Hanke said. That means, for the most part, water-type Pokémon like Magikarp and Squirtles should appear near water. Although he could not disclose its origins, another data set used in the game is drawn from the geographic classification of an area based on climate, vegetation and soil or rock type. "That gets into more [geographic information system]-type of data ... and we utilise that to map Pokémon species to appropriate habitats," he explained."
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Let the battle begin. #AR vs. #VR: Pokémon GO Is Like Giving the VR Hype The Finger

Let the battle begin. #AR vs. #VR: Pokémon GO Is Like Giving the VR Hype The Finger | Pervasive Entertainment Times | Scoop.it
While “virtual reality” (VR) was touted as the next big thing in the tech world, the “augmented reality” (AR) just crashe
Gary Hayes's insight:
Quote "For instance, the Google Glass is the first one to show off what is possible in the VR world. Following this, Microsoft demoed HoloLens. When the final shippable product came out, it was good and promising. But the expectations surrounding the VR technology had double-folded by then, and the new gadgets could not live up to them. To crash the VR hope further, the VR-focused devices cost an arm and a leg. For instance, the popular Oculus Rift comes for $600, while the HTC Vive will set the buyers back by $800. In addition, VR users will also need a compatible system which will cost about $1,000 to get a glimpse of the virtual reality."
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