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Scoop: Navigating an Expanding Multiplatform Transmedia Universe - Production Keynote | PERSONALIZE MEDIA

Scoop: Navigating an Expanding Multiplatform Transmedia Universe - Production Keynote | PERSONALIZE MEDIA | Pervasive Entertainment Times | Scoop.it
'what makes a compelling experience' combined with 'state of the industry (covered in my previous post)' combined with a 'process approach to creating service', talk instead - with a little of the navigating the new landscape for good measure.
Gary Hayes's insight:

Quote "

How and why is this relevant to my talk? The experience above had all the hallmarks of what makes compelling multi platform experience. OK, I am not saying good ‘fictional’ transmedia is all about a ‘simulation’ of reality, but there are obvious key principles of interaction leading to immersion here. I used several key words in that story that are critical to good ‘multi platform’ storytelling and good storytellers and transmedia producers would have spotted them…?

Two-way real time communicationValueCall To ActionRulesTrustAuthenticityReal FriendsOfficial channelsShared Personal StoriesLike-a-gameCliff-hangersImmersion (can it be created?)

These are all very important attributes that require a range of techniques required to build  ‘your’ own experiences, to be in the story vs looking at ‘broadcast interactivity’ –  but many do fall short, there are many distributed stories that are simply that, locked down content spread across a few platforms posing as transmedia. For me the wild fire experience was like authentic back-to-basics storytelling, episodic, growing in intensity, life or death cliff hanger decisions -  but it was much more. It was personally very relevant and pervasive (all around). Although I didn’t refer to it in my presentation it is always worth a look at the ingredients that made one of the earliest experientials work too."

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Augmented locative stories, experiential transmedia games, collaborative social TV
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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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Future of Film? #VR say hello to hyperreal rendering - Unity engine 2016 demo is terrifyingly realistic 

Future of Film? #VR say hello to hyperreal rendering - Unity engine 2016 demo is terrifyingly realistic  | Pervasive Entertainment Times | Scoop.it
Today the folks at Unity have revealed a shirt film called "Adam" to demonstrate the abilities of their Unity engine. This clip is part of a longer film that'll
Gary Hayes's insight:
Quote "Today the folks at Unity have revealed a shirt film called "Adam" to demonstrate the abilities of their Unity engine. This clip is part of a longer film that'll be released (in full) by the Unity Demo team at Unite Europe 2016 in Amsterdam. Until then, you have this - a masterpiece in its own right. This demonstrates not only the power of Unity for games, but for the future of film, too. Unity announced this week the availability of both Unity 5.4 and Unity 5.3.4 (stable), as well as the availability of beta releases to personal edition users. In Unity 5.4 this means big things not only for flat, 2D rendering, but for virtual reality rendering as well."
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Andrea Rossi's curator insight, March 21, 4:28 AM
Quote "Today the folks at Unity have revealed a shirt film called "Adam" to demonstrate the abilities of their Unity engine. This clip is part of a longer film that'll be released (in full) by the Unity Demo team at Unite Europe 2016 in Amsterdam. Until then, you have this - a masterpiece in its own right. This demonstrates not only the power of Unity for games, but for the future of film, too. Unity announced this week the availability of both Unity 5.4 and Unity 5.3.4 (stable), as well as the availability of beta releases to personal edition users. In Unity 5.4 this means big things not only for flat, 2D rendering, but for virtual reality rendering as well."
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Creative Control explores the dark side of augmented reality—with humor

Creative Control explores the dark side of augmented reality—with humor | Pervasive Entertainment Times | Scoop.it
Review: The story of an ad exec and his AR rig feels more like reality than science fiction.
Gary Hayes's insight:
Quote "This might sound like yet another melancholic take on how technology is ruining our lives, but it's not. Creative Control is fast-paced and funny. Most of the scenes, even when they show an intense or stressful moment between characters, are embedded with humor. Dickinson admits that he borrowed heavily from the 1979 Woody Allen film Manhattan. Creative Control, like Manhattan, centers around a small group of friends who work in creative fields in New York, is filmed in black and white, and uses a strictly classical music soundtrack. (One greatly appreciated change from the Allen film: the lead character is not dating an underage girl.) These touches don’t feel derivative or out-of-place. Instead, they make the film’s subject matter lighter and more palpable."
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Transmedia-SocialTV's curator insight, March 22, 7:43 AM
Quote "This might sound like yet another melancholic take on how technology is ruining our lives, but it's not. Creative Control is fast-paced and funny. Most of the scenes, even when they show an intense or stressful moment between characters, are embedded with humor. Dickinson admits that he borrowed heavily from the 1979 Woody Allen film Manhattan. Creative Control, like Manhattan, centers around a small group of friends who work in creative fields in New York, is filmed in black and white, and uses a strictly classical music soundtrack. (One greatly appreciated change from the Allen film: the lead character is not dating an underage girl.) These touches don’t feel derivative or out-of-place. Instead, they make the film’s subject matter lighter and more palpable."
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Reality Check: Virtual reality isn't a real market. Yet | ZDNet

Reality Check: Virtual reality isn't a real market. Yet | ZDNet | Pervasive Entertainment Times | Scoop.it
The reality? The vast majority of consumers aren't there yet, don't know or care about VR, and won't know or care in 2016 unless they are hardcore gamers. And only a few forward-looking enterprises -digital predators - are experimenting with VR in effective ways today.
Gary Hayes's insight:
Quote "The reality? The vast majority of consumers aren't there yet, don't know or care about VR, and won't know or care in 2016 unless they are hardcore gamers. And only a few forward-looking enterprises -digital predators - are experimenting with VR in effective ways today."
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Dr. Pamela Rutledge's curator insight, March 19, 1:49 PM

Until developers can identify and DESIGN FOR the fundamental psychological goals (social connection, mastery and control) that drive the value proposition for most consumers, VR will be relegated to niche markets, such as hardcore gamers.  VR developers face both physical and psychological challenges in figuring out the magic ingredients that can make this happen.  They need #mediapsych to understand the cognitive and instinctive (neuro) human responses to media experience--the multi-levels of 'why' behind the technology.

ESTRELLA LOOR's curator insight, March 19, 4:34 PM

Until developers can identify and DESIGN FOR the fundamental psychological goals (social connection, mastery and control) that drive the value proposition for most consumers, VR will be relegated to niche markets, such as hardcore gamers.  VR developers face both physical and psychological challenges in figuring out the magic ingredients that can make this happen.  They need #mediapsych to understand the cognitive and instinctive (neuro) human responses to media experience--the multi-levels of 'why' behind the technology.

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There’s a new social network where you can hang out with real people in virtual reality

There’s a new social network where you can hang out with real people in virtual reality | Pervasive Entertainment Times | Scoop.it
Instead of hanging out with your friends in real life, why not spend time with them in outer space? vTime, the first virtual reality social network, wants to make that possible. Developed by Starship Group, a VR/AR innovation company, the service launched on Google Cardboard on Mar. 11. and the app works on the Samsung Gear VR too.  The socia
Gary Hayes's insight:
Quote "An early review for vTime praised the app for creating complex and detailed virtual worlds, but pointed out a problem: You can’t really do anything in these worlds besides sit and talk to people. Still, the app hints at the power of virtual reality: It can enhance our lives and add new experiences to our everyday life. “The key problem we wanted to solve with vTime was a shared experience. We want to focus on communication and find a new and unique way to communicate in VR,” Starship’s managing director Clemens Wangerin told Quartz in a phone interview."
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Rob de Roy's curator insight, March 16, 1:27 PM
Quote "An early review for vTime praised the app for creating complex and detailed virtual worlds, but pointed out a problem: You can’t really do anything in these worlds besides sit and talk to people. Still, the app hints at the power of virtual reality: It can enhance our lives and add new experiences to our everyday life. “The key problem we wanted to solve with vTime was a shared experience. We want to focus on communication and find a new and unique way to communicate in VR,” Starship’s managing director Clemens Wangerin told Quartz in a phone interview."
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Virtual realty: new open house

Virtual realty: new open house | Pervasive Entertainment Times | Scoop.it
Im walking in virtual space around an apartment that isnt here. Yet here I am, crossing the kitchen and stepping on to a balcony, where I stop to admire the ocean views.
Gary Hayes's insight:
Quote "In future, as internet speeds ­improve, a buyer viewing a virtual apartment in China could be negotiating with a real estate agent in Sydney, but both would appear ­beside each other in the virtualised apartment. Selling Australian apartments off the plan in China is an obvious application."
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Fox Sports hoping to make Virtual Reality the next big thing

Fox Sports hoping to make Virtual Reality the next big thing | Pervasive Entertainment Times | Scoop.it
At Awful Announcing, we've heard about various technological advances which were supposed to be the next big thing in sports. Probably the biggest contribution to sports over the last decade has been high definition which has been a great improvement on the home viewing experience. But there have been other disastrous failures which have come…
Gary Hayes's insight:
Quote "People rejected 3D over wearing goggles to watch TV and they’ll have to do the same with VR. But Allen is hopeful that as technology improves, the weight will become lighter and less bulky:

But for this thing to really go mainstream with a mass market is when you get a form factor on the hardware side that is the equivalent to a pair of glasses. That is happening this year, with VR glasses that weigh 130 grams. They are still tethered to a mobile device, but that is a lot better than having a phone hanging inches from your face that can heat up. This is all moving fast and there’s been a huge acceleration in interest in the past three months."
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ABC and Lexus Launch Quantico VR Experience

ABC and Lexus Launch Quantico VR Experience | Pervasive Entertainment Times | Scoop.it
ABC Studios and Lexus have partnered to launch Quantico: The Takedown, a new 360-degree virtual reality scripted experience.
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Andrea Rossi's curator insight, April 4, 3:38 AM
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Soraia Ferreira's curator insight, April 4, 5:57 AM
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More immersive than 2nd Life :) VR Will Make Life Better—Or Just Be an Opiate for the Masses

More immersive than 2nd Life :) VR Will Make Life Better—Or Just Be an Opiate for the Masses | Pervasive Entertainment Times | Scoop.it
Virtual reality will dramatically transform movies and gaming, but some see an even loftier goal for the burgeoning technology.
Gary Hayes's insight:

Quote "If an outdated and cumbersome virtual world like Second Life can exert so profound an effect, what will happen when people plug into a fully immersive virtual reality? It isn’t too difficult to imagine a scenario in which our problems are allowed to fester, simply because any democratic will to address them is undercut by a populace that would rather escape to the virtual world than deal with the real one. The idea brings to mind a point Luckey made to me when he said, “Once you’ve perfected VR, you can imagine a world where you don’t need to perfect anything else.”

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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."
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Actually 'be' a bored office worker?! 8 Crazy Examples Of What's Possible In Virtual Reality #VR

Actually 'be' a bored office worker?! 8 Crazy Examples Of What's Possible In Virtual Reality #VR | Pervasive Entertainment Times | Scoop.it
Fortune got a chance to experiment with Sony's newly announced virtual reality device.
Gary Hayes's insight:
Quote "Job Simulator is the game for anyone who’s had a bad day at work and wants to rage in a generic office without the fear of getting fired. In the tongue-in-cheek game, I sat in a cubicle that resembled the typical dreary workspace of modern-corporate life. There was an old desktop computer that I could turn off and on, a bulky looking copy machine, and boring work-approved books in my cubicle’s bookshelf. Of course, I started throwing my office supplies to create some mayhem."
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CM Elias's curator insight, March 24, 6:07 PM
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Virtual reality: real motion sickness

Virtual reality: real motion sickness | Pervasive Entertainment Times | Scoop.it
If the controls and movement in a traditional video game aren't natural, it's merely annoying to players. For designers of virtual reality experiences, the same mistake could make users sick. With the release of a trio of high-definition headsets on the horizon, many VR aficionados in attendance at this week's Game Developers Conference in San Francisco are confronting that issue head on.
Gary Hayes's insight:
Quote ""The challenge is that people's sensitivity to motion and simulator sickness varies wildly," said Evan Suma, an assistant professor who studies VR at the University of Southern California, during a talk at the 30th annual gathering of game creators. It's a unique design challenge for game makers accustomed to crafting interactive entertainment appearing on flat screens in front of gamers, not completely encasing them. Despite the advancements made in VR over the past four years, there's still concern the immersive technology may force players to lose more than a battle with an alien. They could also lose their lunch."
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The Sulon Q has insane mixed reality ambitions

The Sulon Q has insane mixed reality ambitions | Pervasive Entertainment Times | Scoop.it
Earlier this week, Sulon Technologies unveiled the Sulon Q, which it claims is the world's first tether-free all-in-one headset that combines AR, VR an
Gary Hayes's insight:
Quote ""Say you have a virtual ball and you use your physical leg to kick it," said Balachand of the Sulon tech. "As you look at the ball, the leg is virtualized and it applies game physics to the ball, giving it curvature and kinematics. It bounces through the environment in real time. There's no pre-mapping. It's a virtualized version of the real world. That's how this is unique.""
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Probably, given time? #VR the most powerful artistic medium of our time

Probably, given time? #VR the most powerful artistic medium of our time | Pervasive Entertainment Times | Scoop.it
Gary Hayes's insight:
Quote "Virtual reality, too, has existed for a long time—at least in some form. In 1935, American science fiction writer Stanley G. Weinbaum planted early seeds of virtual reality with his short story Pygmalion’s Spectacles, having imagined a pair of magic goggles that could transport the wearer into a faraway place—a holographic, multisensory motion picture complete with touch and smell. By 1968, legendary computer scientist Ivan Sutherland (then an associate professor of electrical engineering at Harvard) created one of the first-ever virtual reality headsets, called the Head Mounted Display (HMD). Absent the accelerometers that now inhabit nearly all of our devices to track movements, and due to the HMD’s heft, the device and its connections had to be hung from the ceiling, earning it the nickname “The Sword of Damocles.”"
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Andrea Rossi's curator insight, March 17, 10:23 AM
Quote "Virtual reality, too, has existed for a long time—at least in some form. In 1935, American science fiction writer Stanley G. Weinbaum planted early seeds of virtual reality with his short story Pygmalion’s Spectacles, having imagined a pair of magic goggles that could transport the wearer into a faraway place—a holographic, multisensory motion picture complete with touch and smell. By 1968, legendary computer scientist Ivan Sutherland (then an associate professor of electrical engineering at Harvard) created one of the first-ever virtual reality headsets, called the Head Mounted Display (HMD). Absent the accelerometers that now inhabit nearly all of our devices to track movements, and due to the HMD’s heft, the device and its connections had to be hung from the ceiling, earning it the nickname “The Sword of Damocles.”"
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Virtual reality visors to replace windows on planes

Virtual reality visors to replace windows on planes | Pervasive Entertainment Times | Scoop.it
The 2050 aircrafts will have biofuel engines plus room for bars and lounges - despite carrying more passengers
Gary Hayes's insight:
Quote "The windowless 2050 aircraft will have biofuel engines and live image projections will replace the usual window seat view.

Radical designs shown by The Times , were drawn up by Airport Parking & Hotels and students at Imperial College London.

LCD screens will be replaced by virtual reality visors passengers pull over their heads to enjoy films or play video games in 3D."
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Bruno Renkin's curator insight, March 14, 3:21 AM
Quote "The windowless 2050 aircraft will have biofuel engines and live image projections will replace the usual window seat view.

Radical designs shown by The Times , were drawn up by Airport Parking & Hotels and students at Imperial College London.

LCD screens will be replaced by virtual reality visors passengers pull over their heads to enjoy films or play video games in 3D."
Slobodan Ninkov's curator insight, March 14, 7:22 AM
Quote "The windowless 2050 aircraft will have biofuel engines and live image projections will replace the usual window seat view.
 
Radical designs shown by The Times , were drawn up by Airport Parking & Hotels and students at Imperial College London.
 
LCD screens will be replaced by virtual reality visors passengers pull over their heads to enjoy films or play video games in 3D."
Soraia Ferreira's curator insight, March 15, 11:13 AM
Quote "The windowless 2050 aircraft will have biofuel engines and live image projections will replace the usual window seat view.

Radical designs shown by The Times , were drawn up by Airport Parking & Hotels and students at Imperial College London.

LCD screens will be replaced by virtual reality visors passengers pull over their heads to enjoy films or play video games in 3D."
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Agency Finds Consumer Interest In VR Virtually Non-Existent

Agency Finds Consumer Interest In VR Virtually Non-Existent | Pervasive Entertainment Times | Scoop.it
Agency Finds Consumer Interest In VR Virtually Non-Existent - 03/07/2016
Gary Hayes's insight:
Quote "“Consumers are open to a VR enhanced future, but believe it will take several more years to get there,” the report notes, adding, however, that among those who are aware of an interest in obtaining VR technology, they were twice as excited about it as they were about owning an Apple Watch.

According to Horizon, initial costs of VR technology are one of the factors putting consumers off. The survey found that only one-quarter (25%) of consumers are willing to spend more than $250 on a virtual reality device. Currently, Oculus Rift is priced at $599, while Samsung offers its Gear VR for $99 and Google Cardboard viewers are around $20.  "
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No longer virtual: First impressions—and many hours—with HTC’s Vive Pre

No longer virtual: First impressions—and many hours—with HTC’s Vive Pre | Pervasive Entertainment Times | Scoop.it
Near-final room-scale VR finally steps out of showrooms and into a cluttered office.
Gary Hayes's insight:
Quote "Visually, I didn't experience any eye-strain after having a screen so close to my face for multiple hours in VR. I also didn't feel any of the nausea I've sometimes experienced with earlier VR headsets. Having the visuals accurately match my motion in the real world probably did a lot to help.

The rest of my body didn't come out of long Vive sessions quite so comfortably, though. Using the Vive can be pretty hard on the neck after a while. That's not because the Vive Pre headset is unreasonably heavy—it actually feels pretty light, thanks to thick foam padding and sturdy straps that wrap the weight around your skull. But the general lack of full peripheral vision means you have to make constant adjustments to see what's going on in your blind spots in most games. That means a lot of whipping your head around—and a severe need for a shoulder massage if you're not careful."
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Facebook Virtual World - #VR Social. Inside Mark Zuckerberg’s Big Bet That Facebook Can Make VR Social

Facebook Virtual World - #VR Social. Inside Mark Zuckerberg’s Big Bet That Facebook Can Make VR Social | Pervasive Entertainment Times | Scoop.it
When Facebook acquired Oculus for $2 billion, Mark Zuckerberg called VR the social platform of the future. It seemed a stretch. But not anymore.
Gary Hayes's insight:

Quote "But Facebook bought the technology as much for what it could do tomorrow as today. Zuckerberg describes it not only as a social platform, but as the next fundamental computing environment—the step after the smartphone. “There was the PC, then web, then phone,” he says. “I think that something like VR and AR is going to be next platform.” In other words, it’s another way of interacting with our computers—and a way of interacting with the world."

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Laborious Cretin's comment, February 28, 4:54 PM
As long as they have non facebook owned also. http://www.theguardian.com/technology/2014/jun/29/facebook-users-emotions-news-feeds