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and in other transmedia mash-up news, how TV & Video Games have a rich future ahead TNW

and in other transmedia mash-up news, how TV & Video Games have a rich future ahead TNW | Pervasive Entertainment Times | Scoop.it
Defiance, a science fiction television series that launched alongside a massively multiplayer online video game earlier this month, is an experiment in cross-media storytelling.

The ...
Gary Hayes's insight:

Quote "

Creating truly cross-media experiences isn’t easy. It takes considerably more resources and a collective team that can explore new ideas but also agree and execute upon a single vision.

That could be a difficult transition, given the traditional leadership and ‘final say’ that has been enjoyed by directors in the media industry for many decades.

“The experiments in cross-media content will only increase as technology continues to develop.”

Scheduling could also be problematic. The time needed to write a books, develop a video game and shoot a TV show varies; George R.R Martin takes a number of years to write each instalment in the Game of Thrones series, for example, which would be tricky to coincide with an annual TV season.

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Pervasive Entertainment Times
Augmented locative stories, experiential transmedia games, collaborative social TV
Curated by Gary Hayes
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Man drops 15lbs in 50 days wearing a virtual reality headset, oh and doing some #VR exercises

Man drops 15lbs in 50 days wearing a virtual reality headset, oh and doing some #VR exercises | Pervasive Entertainment Times | Scoop.it
50 days ago one man set out to see how much fit he could be through VR related exercises alone. Today, that man is ready to show his results to the world.
Gary Hayes's insight:
Exergaming still gonna be big
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The #VR Empathy Machine Continues - UN advisor wants you to feel like a refugee—in virtual reality

The #VR Empathy Machine Continues - UN advisor wants you to feel like a refugee—in virtual reality | Pervasive Entertainment Times | Scoop.it
U.N. Creative Director Gabo Arora wants people to feel and see humanitarian issues like the Syrian refugee crisis through virtual reality storytelling.
Gary Hayes's insight:
Quote "Started in early 2015, United Nations Virtual Reality (UNVR) was created to fund-raise and impact peace building. The app, backed by UNVR's offices in 150 countries, aims to make real humanitarian tragedies virtual. The UN's virtual reality lab has made people feel a "greater empathic response" through films. UNVR showed "My Mother's Wing" in the streets of Tel Aviv, Israel, to raise awareness about the aftermath of the wars in Palestine."
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Mixed Reality #VR Begins HBO's 'Westworld' VR Experience Is Fun, Engaging & Surprisingly Terrifying

"Welcome to Westworld," the woman, smiling and in a white dress of course, greets us as my editor and I approach the registration area.
Gary Hayes's insight:
Quote "The Westworld demo was a very calculated and , most likely a very expensive, vote of confidence for the emerging immersive industry from one of the most significant entertainment brands around. Other major organizations are hopping aboard the VR train as well and this mass approval is a strong vote of confidence for the overall longevity of the tech."
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Part #VR training Part game? - Channel Your Inner Lumberjack With This New VR Game | Nerdist

Part #VR training Part game? - Channel Your Inner Lumberjack With This New VR Game | Nerdist | Pervasive Entertainment Times | Scoop.it
We live in a world where people may actually think that a chainsaw’s primary purpose is to mow down aliens, demons, or zombies. While Ash Williams might agree
Gary Hayes's insight:
Quote "Working with DigitasLBi Nordics, Husqvarna has released Limberjack, a virtual reality game for the HTC Vive. In this game, you become a lumberjack, tasked with cutting 24 limbs off a log in the fastest time possible. This process is conveniently known as “limbering.” Peder Sandqvist, head or VR and AR for DigitasLBi, stated that he and his team worked with experienced Swedish lumberjacks to learn everything they could about logging when developing the game. They wanted to make the experience of wielding the Husqvarna 369 chainsaw as realistic as possible. They even had the lumberjacks test the game themselves to ensure accuracy."
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It's year zero for #VR film 'Jesus VR' Claims First Ever Feature-length VR Film at Venice Film Festival

It's year zero for #VR film 'Jesus VR' Claims First Ever Feature-length VR Film at Venice Film Festival | Pervasive Entertainment Times | Scoop.it
Jesus VR: The Story of Christ, an upcoming feature-length 360 film, is getting its first public preview at this year’s Venice Film Festival. Hailed as the world’s
Gary Hayes's insight:
Quote "“We are particularly pleased about the opportunity to present the first feature film in the world made entirely for virtual reality. Jesus VR will serve to demonstrate the narrative and dramatic potential of the new technology, which has since been limited to short movies,” said Alberto Barbera, director of the 73rd Venice Film Festival. “The fact is of particular value, considering this is the year in which the recently renamed Venice Production Bridges is presenting six VR projects among the 40 proposals of audiovisual projects in search of funding, which includes films, documentaries, TV series and web series. The Venice exhibition is paying particular attention to the big changes that are helping to redefine the horizons of the production of motion pictures.”"
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Mature Enough? Arizona Univ Letting Students Earn A Bachelors Degree In #VR - originally begun in 1991

Mature Enough? Arizona Univ Letting Students Earn A Bachelors Degree In #VR - originally begun in 1991 | Pervasive Entertainment Times | Scoop.it
An Arizona university is bringing back a long dormant bachelor program in order to allow students the chance to major in virtual reality studies.
Gary Hayes's insight:
Quote "According to a release from UAT, the institution originally began offering this unique degree tract all the way back in 1991. The VR scene was present at that point in history but it did not poses anywhere near the traction and mass-market potential that it does today in a post-Oculus world. Because of this resurgence in VR’s popularity, and its potential as a viable job market, UAT made the decision to bring back the VR major 25 after it was shuttered."
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David W. Deeds's curator insight, August 28, 6:59 PM

This is big! Thanks to CM Elias.

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Good listen... Caitlin Burns: Virtual Reality And The Human Connection – Up Next

Good listen... Caitlin Burns: Virtual Reality And The Human Connection – Up Next | Pervasive Entertainment Times | Scoop.it
Gary Hayes's insight:
Quote "Caitlin Burns has produced interactive experiences for some of the biggest companies in the world, including Sony, Disney and UNICEF. Now as the COO of Datavized, she designs data-driven storytelling that packs a real punch. Today Caitlin demonstrates why exploring virtual reality – and all media – within a cultural and human context will define the industry landscape over the next few years. She also reveals how traditional media players can use the transmedia approach to stay relevant and inspire audiences."
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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 getting serious? Sony Is Taking Yet Another Step Into Virtual Reality -- The Motley Fool

#VR getting serious? Sony Is Taking Yet Another Step Into Virtual Reality --  The Motley Fool | Pervasive Entertainment Times | Scoop.it
Sony Pictures will begin developing and distributing virtual reality content to go along with some of its films.
Gary Hayes's insight:
Quote "This isn't the first time Sony has recognized that it needs to help develop VR content if its forays into this market are to succeed. The company has partnered with more than 230 developers to create 50 VR titles for its PS4 console and its upcoming VR headset by the end of the year. That's particularly notable, because Sony has already sold more than 40 million PS4 consoles (and will likely sell more with its new PS4 Pro release). Those consoles are compatible with Sony's mid-priced $399 VR headset. And pairing a relatively inexpensive VR headset with millions of compatible consoles and hundreds of content developers is a recipe for success. All of this means that by the end of this year, Sony will have two versions of its console that are compatible with VR titles; it will have launched its own headset; and it will have built out a substantial library of games and films. In short, Sony is quickly becoming a formidable player in this space."
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The Big #VR Play. Virtual Reality and Social Media: Are We Ready for Dynamic Social? | Adobe

The Big #VR Play. Virtual Reality and Social Media: Are We Ready for Dynamic Social? | Adobe | Pervasive Entertainment Times | Scoop.it
Smart brands see the value in using social media to create deep, meaningful interactions. Here’s how virtual reality will change everything.
Gary Hayes's insight:
Quote "AR and VR will change how consumers communicate with brands, creating truly social interactions with companies and their employees. As a result, traditional social-media departments will likely transform from groups of writers who string together interesting tweets and posts — hoping for text-based interactions — to groups that facilitate virtual interactions with customers for more dynamic experiences. As we approach the second wave of hype surrounding VR and AR, there are high expectations for these emerging technologies. Facebook created a social VR team, Google has invested over $500 million in AR, and many technology vendors have released AR and VR headsets. Yet, many brands remain hesitant because these virtual technologies both require tremendous resources and costs. Deciding whether to invest is challenging. Be realistic, take a step back, and ask whether these technologies will, ultimately, help you achieve your business objectives."
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Creating #VR Content? 10 Commandments every virtual reality experience creator should follow

Creating #VR Content? 10 Commandments every virtual reality experience creator should follow | Pervasive Entertainment Times | Scoop.it
Thou shall cast thy fury at developers who do not keep these design rules dear.
Gary Hayes's insight:
Quote "7. Thine kingdom need not be be realistic Unfortunately, realism doesn't work that well with VR. What you have to aim for is coherence and consistency - if you turn your head, the view should move, but if you need to walk forward, it doesn't have to be exactly like real life with head-bouncing and swaying from side to side as you take a step. That would just make everyone throw up. The less perfect the VR experience is, the less the player will expect, and the easier it is to fool them into seeing everything as real."
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Dr. Pamela Rutledge's curator insight, September 13, 8:13 PM

Good "rules" but above all else, it has to have a good story.  

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Halloween Haunt now admitting patients to a virtual reality mental hospital

Halloween Haunt now admitting patients to a virtual reality mental hospital | Pervasive Entertainment Times | Scoop.it
A new virtual reality experience coming to Halloween Haunt admits visitors to a mental hospital where a psychiatric patient with demonic powers is on the loose.
Gary Hayes's insight:
Quote "The VR experience follows a demonically possessed patient named Katie, who unleashes chaos throughout the hospital and takes mental control of the medical staff. A panic button attached to the wheelchair is available if the action becomes too intense. The young Katie, clad in a hospital gown and cursed with supernatural powers, may remind many visitors of Eleven from “Stranger Things,” the central character in the horror-science-fiction series recently released on Netflix."
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See how small ur problems really are, & how united we must become, company offers live #VR from space

See how small ur problems really are, & how united we must become, company offers live #VR from space | Pervasive Entertainment Times | Scoop.it
SpaceVR plans to launch a foot-long satellite equipped with virtual reality cameras to give Earthlings a view of the planet that few humans have experienced. “Our long-term vision is live virtual reality space tourism,” said Chief Technology Officer Blaze Sanders, who grew up longing to be an astronaut. The four-employee company took a step toward launch this month when it signed a deal with NanoRacks, a Houston-area company that handles the logistics of launching payloads aboard private-company rockets like SpaceX’s Falcon 9. The startup plans to offer two one-minute recorded virtual reality space videos per week, for a $35-per-year subscription. Using a virtual reality headset, from the rudimentary Google Cardboard up to a higher-quality and more expensive HTC Vive, subscribers could feel like they are floating in space. SpaceVR is one of a growing number of commercial space startups developing and launching small satellites weighing 22 pounds or less. [...] Dick Rocket, an analyst who tracks about 1,000 commercial space firms, remained skeptical that SpaceVR’s inexperienced team can expand the business to become profitable. [...] building the company to handle a global marketplace, including a fleet of satellites and a larger sales team, “requires raising capital and I’m not convinced they can in this climate,” he said. “While gaming is intrinsically linked to virtual reality, VR uses in other areas such as tourism, training, advertising, entertainment and education is something that we will see more of in the upcoming years,” Jijiashvili said in an email. A large variety of high-quality VR content will be the key driver of interest in this new medium, and initiatives such as the SpaceVR satellite will contribute to this. Inside the company’s combination office-apartment on the 21st floor of a high-rise overlooking downtown San Francisco, Holmes, Sanders and lead engineer Varun Vruddula are designing the 8-pound, solar-powered satellite, which they expect will last only about six months before tumbling back toward Earth and burning up in the atmosphere. Ron Goedendorp, NanoRacks vice president of space opportunities, said his firm helps companies sort through various layers of government regulatory and logistical hurdles for space-bound nano-satellites and scientific experiments.
Gary Hayes's insight:
Quote "“We want every person on Earth to visually experience the overview effect, which is what happens when you look down at your home planet for the first time and see how small your problems really are,” said Sanders, 29. “Just let them relax, let them enjoy the beauty of the Earth.” SpaceVR is one of a growing number of commercial space startups developing and launching small satellites weighing 22 pounds or less. About 48 percent of the 262 spacecraft launched in 2015 were these so-called nano-satellites, or CubeSats, according to a report by the Space Foundation, a Colorado commercial space educational group."
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How Point-of-View #VR experiences could change the justice system forever - #virtualreality #law

How Point-of-View #VR experiences could change the justice system forever - #virtualreality #law | Pervasive Entertainment Times | Scoop.it
Lawyers in Canda are aiming to defend their client by asking the judge to don a virtual reality headset and experience the life of a pig.
Gary Hayes's insight:
Quote "The potential for bias is worrying, especially if the VR video was constructed from witness testimony, not CCTV footage or other quantitative data. To avoid bias, feasibly both the defence and prosecution could recreate an event from different perspectives. If the jury or judge experience the life of a distressed pig on its way to be slaughtered, should they also be immersed in the life of a sweaty trucker, just trying to do his job and panicked by a protester feeding his pigs an unknown substance from a bottle?"
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Video Games & #VR marriages made in heaven, films less so. Games poised to evolve...

Video Games & #VR marriages made in heaven, films less so. Games poised to evolve... | Pervasive Entertainment Times | Scoop.it
I grew up with the video games of the eighties, the ones Ernest Cline memorializes in Ready Player One, the kinds of games that the kids in Stranger Things might play. Centipede, Moon Patrol, Road Blasters, and Punch-Out!! were my favorites. There were two arcades in my hometown, Mount Vernon, Washington, one in each mall.…
Gary Hayes's insight:
Quote "It’s incredible that at the very moment when games have reached a level of sophistication that makes it increasingly harder to deny they’re art, VR comes along to offer a whole new vessel for the kinds of immersive worlds gamers have been enjoying for years. Video games these days tend to be built using either Unity or Unreal Engine, coding languages that work equally well for flat-screen or VR experiences. It’s an easy leap into VR. The problems that cinematic thinkers are encountering as they explore VR are problems that game designers solved a long time ago. The concept of agency, empowering the viewer to perform actions in an environment, is alien to filmmakers accustomed to dictating the movements and dialogue of actors. Agency is a given for a game designer. That’s what makes it a game. In a game like Assassin’s Creed, the agency is two-fold–you can both control your avatar’s movements and the angle of observation. This means that you have simultaneous control over first-person and omniscient points of view, something that you’re simply incapable of in other narrative art forms."
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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."