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Why are we so interested in Apple's Virtual Reality deeds? | Digit.in

Why are we so interested in Apple's Virtual Reality deeds? | Digit.in | Pervasive Entertainment Times | Scoop.it
Patent approvals, employee recruitments, analyst reports and a circulating whisper of the “next big thing” adds up to only one thing — Apple’s foray int
Gary Hayes's insight:

Quote "Apple has also recently added a $30 Virtual Reality Starter Pack by View-Master, that uses an iPhone to push for smartphone-based augmented reality content, similar to Google Cardboard. The VR kit is available for sale on Apple’s online store, and was added to the store’s product portfolio without any major announcement. Apple’s physical stores do not sell this unit, and quite unsurprisingly, this might just be Apple’s way of testing the waters by initiating a gradual user experiment of how iPhone users react and adapt to the addition of VR and AR to the devices. Additionally, some manufacturing data from the inlands of China hint at large scale orders for dual-lens smartphone cameras for an upcoming smartphone. Dual-lens camera setups are crucial for a device to gauge three-dimensional spaces, and replicate the real space within a virtual matrix. There are no confirmed reports, and these rumours might be some of the most obscure hints in recent times, but it may just be the iPhone 7."

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Augmented locative stories, experiential transmedia games, collaborative social TV
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Be WITH Nicole in #VR - Etihad Airways partners with Nicole Kidman in a virtual reality film

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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