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Pinch interface connects the displays of multiple devices simultaneously

Pinch interface connects the displays of multiple devices simultaneously | relevant entertainment | Scoop.it
Pinch is an interface which connects the displays from multiple touch devices together. It is currently under development by a research group at the Tokyo University of Technology.
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There’s now a drone racing league that feels like pod racing from Star Wars

There’s now a drone racing league that feels like pod racing from Star Wars | relevant entertainment | Scoop.it

“Today, the Drone Racing League (DRL) announced its inaugural racing season. The league hopes to be the Formula 1, NASCAR and MotoGP of drone racing, and has secured backing from venture capital firms and celebrities to make that a reality.”

Vivalist's insight:

I recently watched the XCD drone racing event highlights and have to admit I was rather disappointed. It failed to deliver the excitement of pod racing the way a Star Wars extravaganza could.

There, the only excitement came from pod crashing into neon lights that delivered trippy psychedelic visuals. Fortunately, technical difficulties provided countless occasion to enjoy crashes.

 

And to me, that’s where the potential for broadcasted drone racing holds: non lethal crashes for all to enjoy!

Joke apart, First Person View (FPV) videos of racing and freestyling drones are mesmerizing! Admittedly, as with VR, motion sickness would have to be addressed, but assuming image stabilization and overall definition will not cease to improve, this is only a matter of time before we can experience these races in Virtual Reality!

 

“Some of the biggest issues plaguing the fledgling sport right now are technical. The video feed between a drone and the video goggles needed to pilot is currently rather grainy. Higher quality HD videos cause the feeds to lag, which can lead to acute motion sickness for drone pilots and a sense that you’re watching a beat-up old VHS recording for the audience. The DRL’s solution to this problem is a bold one: Forget live viewing (at least for now).”

Live is crucial to compete for the increasingly volatile audience’s attention as well as other mundane activities such as betting, nurturing local rivalries and crunching stats for the sake of fantasy sports virtual competition.

 

And live video game streaming on Twitch proved to be key to trigger viewers’ engagement. But, there seems to be a number of people who enjoy eSports’ replay, walkthroughs and let’s play videos on demand while maintaining community engagement.

 

And although “First-person drone racing, where racers fly drones using video goggles connected through radio to the drone, is a burgeoning sport,” the DRL structure borrows to Formula One and downhill ski racing. And those fast paced and action packed races broadcasting doesn’t rely on one camera angle, it’s a mix of views so FPV is not the only thrilling option drone racing could consider.

Other sports broadcast such as rugby provide 15+ different camera angles to choose from.

 

And yet, being at the stadium adds to the experience: the chants, waves, live social interactions with perfect strangers, and the fact that wherever you are seated, you still have a rather complete look at the action (with more or less granularity). However, for large racing events such as F1 and downhills, being at one specific place provides only a glimpse of what the action is for each competitor. This can be frustrating.

 

Drone racing would allow both the experience of a live venue event while providing additional features to online (and possibly non-live) broadcasting.

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Keith Stuart on AI, acting and the weird future of open-world games

Keith Stuart on AI, acting and the weird future of open-world games | relevant entertainment | Scoop.it

What all of [the mentioned below] AI researchers agree on is that the future of open world game design is going to be less about lots of scripted stuff being fed to the player, and more about the player collaborating with the computer to create fresh, personal stories together.

Vivalist's insight:

'Michael Cook, a computational creativity researcher at Goldsmiths University, began development of ANGELINA, a computer program capable of designing its own games using assets drawn from image search engines. He thinks the future of this genre is about handing creative power to the machine itself.'

 

'Julian Togelius is a university professor who has spent the last five years researching the concept of procedurally generated content in games. In the Togelius infinite world, you'll be able to drive a car in one direction for several miles and find that the game has built a city at the end of the journey, just for you. What's more, that city will be populated with characters who act like real humans rather than bizarre automatons. It will be the player's interactions with these characters that creates the stories.'

 

'Jeff Orkin [thinks] "last year's Shadow of Mordor did a great job of producing memorable moments through their Nemesis system, which created randomised enemies with a memory of past encounters with the player that they could vocalise in their taunts. This is a step in the right direction. Contextual dialogue ties events together, and explains to the player what the NPCs are thinking, and how decisions made in previous encounters have led to the current situation. However, giving every NPC the ability to dynamically voice contextual dialogue is an intractable problem in an open-world game." [...]

Orkin explains, "by recording several gameplay sessions of each scenario, cross referencing them with other similar scenarios, and doing some tagging and clustering to associate semantic meta-data, we can generate a vast dialogue database to draw from depending on the context."

He also foresees a future of community contributed dialogue, with players able to record their own voice performances, which the GroupPlay system could add to the game.'

 

'Mark Riedl heads up the Entertainment Intelligence Lab at the Georgia Tech School of Interactive Computing. For the past three years he's been working on a project named Scheherazade, a crowd-powered automated story generation system, which creates its own interactive fiction by studying groups of plot lines developed by humans.'

 

'What both Orkin and Riedl are working toward then is a concept known as drama management, a program of interlocking AI systems that serve quests and narrative adventures to players - often via intelligent NPCs - within a dynamic open world. "This is a growing and exciting area of research," says Cook. "A lot of work is being done on making game worlds both rich and unpredictable, as well as making them more controllable by designers. At the Experimental AI for Games workshop this year we had a paper called 'Toward Characters Who Observe, Tell, Misremember, and Lie' by folks at UC Santa Cruz.

[...] For me this is a powerful new concept in AI systems - and it's a system, not a script. We're familiar with characters in games lying to us, but only when a writer or designer decides they should. This is a changing, malleable system that demands a new kind of thinking from players. Open world games are falling prey to over-scripting and over-design - they're more like really big closed worlds than truly open ones. We need these kinds of unpredictable and organic AI systems to add life back to our open world games."

[...] 

" a deeper system, combining the Nemesis concept with the Talk of the Town technology would provide a world filled with dynamic Machiavellian plotters. And that means a very different set of games.

"If NPCs possessed social reasoning, then open-ended action games can be about power dynamics," says Riedl. "They may support strategies in which the player forges and betrays lasting relationships with NPCs instead of just shooting. Think of an interactive version of The Wire, House of Cards, or The Sopranos. These TV shows are about the weaving and unweaving of complex interpersonal relationships as a means to an end. This provides new, complex strategies that may complement the action-oriented aspects of the game. NPCs with innocuous beginnings could become regular companions, or grow into mortal enemies. An indication of success would be the player having a strong emotional response to the procedurally generated actions of an NPC, or to the betrayal or demise of a favourite character."

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#VR Presence - This Startup Is Solving Virtual Reality's Biggest Problem

#VR Presence - This Startup Is Solving Virtual Reality's Biggest Problem | relevant entertainment | Scoop.it
Altspace, a Redwood City, Calif.-based startup, is working on a cure to virtual reality's digital loneliness.

Via Gary Hayes
Vivalist's insight:

"It’s developing a virtual reality platform in which people can connect with one another in a kind of digital lobby."


It's an interesting step towards the "real" change with VR: remote presence - eventually leaving the "lobby" to join a Metaverse

http://www.fastcodesign.com/3030126/facebook-really-is-building-the-metaverse


If you consider functionalities such as 3D  full body scanning as shown at CES 2016 by http://8i.com/, you quickly see where it is heading. And this is the real disruption... a parallel world.

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Gary Hayes's curator insight, January 20, 2:08 AM

Quote "In another experiment, AltspaceVR is hosting live stand-up routinesfeaturing talents from Jash, a comedy network founded by Sarah Silverman, Michael Cera, and Reggie Watts. The events have the potential to show just how real virtual reality is. Perhaps more than any other performing art, stand-up comedy is something you have to see with others to fully appreciate. For the audience, that “you had to be there” element will be in effect. But will it be enough? There’s something about the guy laughing uncontrollably behind you at a comedy show that can tickle your funny bone even more than the actual joke. But the question is, can you virtually catch a case of the giggles?"

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3 lessons on procedural storytelling from Moon Hunters

3 lessons on procedural storytelling from  Moon Hunters | relevant entertainment | Scoop.it
Across short play sessions, players retell the same myth with different characters the way that a storyteller might continually recast Pandora, The Monkey King, or other ancient heroes. It's a tradition dating back across many cultures, including Polynesian storytelling and classical myth making.

In searching for an opportunity to have players experience “the multiple truths of storytelling,” Short hit upon 3 fundamental lessons for investing players in a randomized quest.
Vivalist's insight:

Extensive dialogue trees and multiple truths according to context - deep bro

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Physical theme park meets #VR Headsets - release your inner astronaut with the world's first virtual reality rollercoaster

Physical theme park meets #VR Headsets - release your inner astronaut with the world's first virtual reality rollercoaster | relevant entertainment | Scoop.it
The Galactica rollercoaster will be the first to combine a physical track with a virtual reality headset.

Via Gary Hayes
Vivalist's insight:

There is no indications on the tech behind it, but 3,5 G force is a lot.

I wonder how they would deal with liability - especially in a theme park that made the headlines for the wrong reasons recently.

 

To be followed. But Theme Park rides are clearly the way to go with VR, going around issues such as motion in physical space and cost of acquisition.

 

Ubisoft seems to be in good position to do this proper as its Rabbids are already featured in a tech-savvy park in France

http://blog.ubi.com/rabbids-time-machine-ride-2014s-best-attraction/

A,nd they recently announced a "new generation theme park" in Malaysia

http://blog.ubi.com/ubisoft-announces-plans-for-next-generation-theme-park-in-malaysia/

and various innovative entertainment experiences recently featured in different industry shows

http://vrfocus.com/archives/19753/hands-on-with-rabbids-vr-ride/

 

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Gary Hayes's curator insight, January 14, 10:00 PM

Quote "

“Galactica uses groundbreaking technology to give riders a breathtaking and completely unique rollercoaster experience,” said Gill Riley, marketing director at Alton Towers Resort. “Tim Peake captured the imagination of millions of Brits last year when he set off on his mission to the International Space Station—and now our visitors can become astronauts too.

“There is nowhere else in the world that people can experience the feeling of a flying rollercoaster combined with soaring through the universe.”

Following the launch of Samsung’s Gear VR in December, Facebook and Sony both plan to launch their own VR headsets in 2016. The surge of interest in VR has been countered by warnings that less than 1 percent of personal computers used globally are powerful enough to support VR technology."

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Explore the World's Largest Model Train Set Close Up with Google Maps

Explore the World's Largest Model Train Set Close Up with Google Maps | relevant entertainment | Scoop.it

The newest bit of gimmicky fun from the folks over at Google takes the company's ubiquitous Street View cameras and miniaturizes them to give you an unprecedentedly close look at Hamburg's famed Miniatur Wunderland, the largest model train set in the world. 

Vivalist's insight:

"The cameras used for pulling this off—seen above—were developed as a joint project between Google and Ubilabs. And with over 8,000 miles of track and more than 200,000 plastic denizens, Miniatur Wunderland has plenty for them to explore. So hop on over to the Google Maps page for the project and check out everything from the functioning airport to the mini Las Vegas strip."


This is a crazy set-up! all those vehicles that are controlled by computer are wonderful!

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L'étrange histoire de Sad Satan, le jeu qui a fait flipper le deep web

L'étrange histoire de Sad Satan, le jeu qui a fait flipper le deep web | relevant entertainment | Scoop.it

D'abord une légende urbaine avant de devenir accessible à tous, retour sur l'histoire incroyable d'un jeu moche et étrange où l'on croise Charles Manson, Hitler et Margaret Thatcher

Vivalist's insight:

Très bon article illustrant la passion des gamers... Reddit, 4chan et le crowd-investigation. Only in gaming :)

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100 Dancing Drones Set World Record

100 Dancing Drones Set World Record | relevant entertainment | Scoop.it

Intel CEO Brian Krzanich asked marketing director of perceptual computing Anil Nanduri what he would do with 100 flying drones. Nanduri put that challenge to a small group of artists and technology researchers at Ars Electronica Futurelab in Hamburg, Germany.

Vivalist's insight:

'To transform the idea into reality, Horst Hoertner, senior director of Futurelab, said he focused on the future.

“It’s the only thing that can be created,” he said. “Everything else is already created. Hope and curiosity is the drive that helps you get things done that have never been done before,” he said.'

 

The article doesn't simply praise the Interl PR stunt, it mentions regulatory issues surrounding disruptive technologies and this quote from the Futurelab director is a great echoe of Tesla's:

“Let the future tell the truth, and evaluate each one according to his work and accomplishments. The present is theirs; the future, for which I have really worked, is mine”
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How Fox's "The Martian VR Experience" Became Hollywood's Most Ambitious VR Experiment

How Fox's "The Martian VR Experience" Became Hollywood's Most Ambitious VR Experiment | relevant entertainment | Scoop.it

"You’re building the plane while you’re flying it," says Ted Schilowtiz, 20th Century Fox’s futurist—and per his business card its "consiglieri"—of the Hollywood studio’s production of rich VR experience based on its recent mega-hit film, The Martian. "We didn’t have all the answers when we started, and we still didn’t have all the answers when we finished, but we know we created something meaningful. In scope and scale; it feels like a significant entertainment product."

Read: A significant stand-alone entertainment product.

Vivalist's insight:

I referred to Fox's tech lead in VR experiences' production.

http://sco.lt/4mVlVh

But this article elaborates on the "business" aspect of the 20min interactive VR experience built around its movie The Martian.

It's not a marketing stunt - they want to charge for it :)

 

UPDATE: http://sco.lt/7A5sMj >; 10 years till mainstream, now about 1500$ a setup... who's going to p(l)ay it and where? Can't wait to see how this unfold logistically. Arcade of the 21st century with padded walls, 360° treadmill and "4D" cognitive suits?

 

The article also mentions the never-ending quest for VR story telling.

On this front, I tend to be more on the Pixar's Catmull views.

http://sco.lt/56PKyX

But I'd love to be proved wrong. Let's say that the story telling in the Martian VR experience is more of an interactive opportunity for the movie wtachers to go deeper - testing themselves in the hero's shoes. It's not story telling to me... but an empathetic immersive trip.

 

"Nancy Bennett, the chief content officer at Two Bit Circus, a media production company in Los Angeles that often works in VR. [illustrate how Fox might transcend the "real" story telling issue]

"Fox Studios is [...] using VR for what VR is best for, an exploration of an environment that is established by a movie, but takes it to the next level, that’s the right thing to do, and it’s interesting."

 

I'm interested!!! but I'd like to see how this project perform business wise as it's one of the first Hollywood VR project that is scheduled for market distribution - not marketing VR experience funneling to a movie, more the other way around :)

 

 

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Incredible iPhone gadget turns any surface into a musical instrument

Incredible iPhone gadget turns any surface into a musical instrument | relevant entertainment | Scoop.it

Mogees transforms anything into a musical instrument,

giving you an entire world of new creative possibilities.


Via Great Gift Ideas, Sílvia Dias
Vivalist's insight:

Too bad this bad boy is not Android friendly (yet?) because the whole concept is very inspiring. I wonder if there is nuances in the percussive strokes or just basic "yes-no" input triggers...

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Disney's robot car drives up walls

Disney's robot car drives up walls | relevant entertainment | Scoop.it

Disney Research and ETH Zurich designed a prototype called VertiGo robot. It can drive up walls, adjusting its thrust to stick to the surface even if it has to travel over uneven surfaces like bricks using two tilting propellers.

Vivalist's insight:

Can't help but wonder why Disney fund such research, but I find it as interesting as watching miniature off-roading such as this

http://www.roadandtrack.com/car-culture/videos/a27745/watching-rc-cars-go-off-roading-is-incredibly-entertaining/

 

There is a great future in remotely operating cool gears - for fun or even more serious matters. And maybe the turnover of video gamers employed for search 'n' rescue wouldn't be as high as US Army drone pilots quitting so fast they can staff the demand.

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Rear Window at Christmas: behind Google's new interactive animated short

Rear Window at Christmas: behind Google's new interactive animated short | relevant entertainment | Scoop.it

This animated short — called Special Delivery and released today — is the latest project released for Spotlight Stories, a smartphone-based video platform run by Google’s Advanced Technology And Projects (ATAP) group. It’s an interactive YouTube video compatible with Android phones, with a non-interactive 360-degree video version for iOS or web users. A collaboration with UK studio Aardman Animations, the project is another small step towards turning a Google experiment into a new artistic medium.


Via The Digital Rocking Chair
Vivalist's insight:

"Aardman’s animation, though, had to look good from several different possible camera angles. It couldn’t be linear, and it had to progress at the viewer’s pace. In Special Delivery, some vignettes only begin when you look closely at them, and major story events will wait until you’re paying attention. Instead of a screen, the team had to imagine something more like a stage. They even built a circular cardboard "set" as a storyboard, blocking out the movement of their characters in physical space. 

"You’re giving away the camera to the audience, which is a bit nerve-wracking," says director Tim Ruffle. "After a while, you kind of get the idea that you’re trying to create an experience for people, rather than creating a show."

That’s a sentiment that’s heard more and more often, from directors exploring the nascent field of virtual reality video."


The article mentions the VR limitations and its differences with 360° casual immersion. It also meditates on the line being blurred between motion pictures and video game.

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The Digital Rocking Chair's curator insight, December 24, 2015 1:34 PM


Adi Robertson:  "The scene is a snowy apartment building out of the 1950s, rendered in a bright, slightly retro palette. A janitor trudges across the courtyard, then stops, wary. Someone is out there. Someone large, nimble, and wearing a floppy red hat. Then you turn your phone."

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Is This The Most Technologically Advanced Book Ever Published?

Is This The Most Technologically Advanced Book Ever Published? | relevant entertainment | Scoop.it

A GOOGLE VENTURES-BACKED STARTUP PARTNERS WITH NASA, MICROSOFT, AND SATELLITE MAKERS ON A CHILDREN'S BOOK OF GALACTIC AMBITION.

Vivalist's insight:

"We don’t want to use technology for the sake of technology"


Here is a great effort of book personalization by a London-based startup backed by Google Ventures among others.

 

For more info on Google Ventures, here is an interesting recap of the initiative in The Verge http://www.theverge.com/2015/12/9/9878984/googles-ventures-logo-gv-rebranding

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OpenLedger and MUSE bring blockchain benefits to music industry

The MUSE platform is a brand-new third-generation blockchain based on the Graphene Toolkit and specifically tailored to meet the music industry’s needs. It can be viewed as a membership organisation in the cloud that acts as a global database for copyright-related information. It is designed for all music-related payments – including royalties, music sales, merchandise and concert ticket sales. 


Via jean lievens
Vivalist's insight:

"One [interesting] feature worth mentioning are the Tokens: limited and tradeable tokens that artists can use to give fans a VIP pass into their world, offering anything from discounts on merchandise to concert tickets and backstage passes, and even advertiser give-aways. Tokens are a tool that helps the undiscovered artist gain exposure while helping the already discovered artist engage with his or her fan base."

 

more on the future of Blockchain technology (and it's development backed by Big Bank and Silicon Valley VCs) in this article referring to Aite reports 

http://www.weforum.org/agenda/2015/12/whats-the-future-of-blockchain/

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Borne VR à remonter le temps installée à Paris.

Borne VR à remonter le temps installée à Paris. | relevant entertainment | Scoop.it

C’est ce que proposera désormais la ville de Paris, à travers sa première borne VR à remonter le temps. Son aspect vous rappellera sans doute les jumelles que l’on trouve sur les points de vue de nombreux lieux touristiques, pour admirer de plus près le paysage. Ici, point de grossissement de l’environnement réel mais une plongée dans les méandres du passé, à travers une reconstitution immersive en 3D. Les lunettes fixées sur la borne s’apparentent aux casques VR que nous évoquons quotidiennement sur ce blog. Elles permettent de visionner un film à 360°, développé par un studio parisien sur base d’illustrations et de plans d’époque.

Vivalist's insight:

ça paraît prometteur, surtout sur un site comme La Bastille que beaucoup de touristes s'étonnent de ne pas trouver à l'endroit indiqué :)

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Sequenced - Focus-reactive animated 360° experience

Sequenced - Focus-reactive animated 360° experience | relevant entertainment | Scoop.it

Sequenced is the first animated series on 360° for virtual reality helmets. The story adapts in real time to the user’s focus: the characters and environment react to the users presence in the scene. Taking place in a near future, the first episode of Sequenced will come out in 2016 for iOS, Android, Oculus Rift and HTC Vive.

Vivalist's insight:

"Gaze interactive, The proprietary technology developed in house since 2013 to create the dynamic narrative is under development and will become available for Unity developers and designers around the same time as the release of Sequenced. More information on gaze interactive.com"

 

"Gaze is a proprietary tool for designers, developers and storytellers of all kinds willing to investigate the creation of interactive experiences for mobile devices and VR helmets.

Gaze helps and simplifies the development of unique interactive scenes by enabling the whole virtual environment to react to the user’s position and orientation in space. Based on triggers and actions, the characters and props come to life, aware of the user’s presence, creating a truly magical experience."

 

This seems like a legit tech to fuel narrative perspectives according to "player's" behaviours. I'm curious to see in what extent the story line is impacted by various reactions, how does it arch?.. or not...

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Teach Kids Chemistry With This Homemade Periodic Table Battleship Game

Teach Kids Chemistry With This Homemade Periodic Table Battleship Game | relevant entertainment | Scoop.it
If you teach or have kids of your own, here’s a great way to get them into chemistry. On the homeschooling blog Teach Beside Me, Karyn Tripp shows how to create a Battleship-esque game with a periodic table.
Vivalist's insight:

I would see it more as Guess Who? but I like the idea, because learning this thing is SO boring.

Also, you could have the Biological Pathways Maps as RPGs :)

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GTA 5 Mod Brings Motorhead's Lemmy to Los Santos

GTA 5 Mod Brings Motorhead's Lemmy to Los Santos | relevant entertainment | Scoop.it
Play as Lemmy himself in this tribute mod; drink, smoke, and play guitar to your heart's content.
Vivalist's insight:

Only in GTA! Lemmy wouldn't play acoustic guitar but this is a great tribute to the Man.

 

Entire memorial stream w/ comments here:

https://www.youtube.com/watch?v=t-DpbdXWKJ4

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Le casque VR open source, une alternative à un Oculus Rift très cher?

Le casque VR open source, une alternative à un Oculus Rift très cher? | relevant entertainment | Scoop.it
Oculus s'est pris les pieds dans le tapis (pas virtuel) en annonçant le prix de son casque de réalité virtuelle à 599$. De quoi s'intéresser au casque open source OSVR, développé par un conglomérat de fabricants.
Vivalist's insight:

Article in French. More on the OSVR blog: http://www.osvr.org/blog/

 

Occulus and the rest of the high-end market are probably going to take quite a blow from this initiative - which seems better than cardboard & Gear but not as advanced yet way cheaper than Vive, Playstation, and the recently announced (without pricetag) http://www.starvr.com/

 

Open Source + Virtual Reality = 2 pillars of the 21st centuty disruptive blast coming our way

 

Way to go!

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The 7 Best Ideas From CES 2016 - curated by FastCo + my personal extra one

The 7 Best Ideas From CES 2016 - curated by FastCo + my personal extra one | relevant entertainment | Scoop.it
The Consumer Electronics Show holds thousands of new ideas. But these are the ones that will matter into the future.
Vivalist's insight:

Top 3 to me

last one on volumetric 3D full body capture is my #1 pick in this selection as it opens huge potential for entertainment and "telepresence" - likely whatFacebok realized when it bought Occulus.

 

#2 is Vive Chaperone that paves a way to VR UI working on the real world interaction issue. It was only a question of time and it'll get better and better.

 

#3 is Samsung still playing the cheap-yet-satisfying card, making entry level VR kit compete with high-end at the point where the bang-for-buck ratio could likely lean toward the cheap ones.

 

lots of VR obviously but I'll had drone racing http://xdcracing.com/ as IMO, this is the future of mechanical sports entertainment - that and kickass robots going at it.

 

UPDATE: hurray for French Tech ;)

http://techcrunch.com/2016/01/03/french-startups-are-also-taking-over-ces/#.piy7lo:VPpI

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Augmented Reality Versus Virtual Reality: The Battle Is Real

Augmented Reality Versus Virtual Reality: The Battle Is Real | relevant entertainment | Scoop.it

VR is for content, AR is for the real world.

"Both VR and AR tinker with our reality — but AR enhances it, while VR diverts us from it."


Via The Digital Rocking Chair
Vivalist's insight:

The article explore the differences between the two "mediums". Stressing the fact that "VR’s biggest strength is also its greatest weakness. The immersive nature of VR hinders users from interacting with their surroundings. [It]  has already started to revolutionize the way we watch content, but will never be the technology we turn to in our everyday lives."


Whereas AR brings layers of info on our daily lives, the tech has not delivered yet due to the issue of visualization. But "Microsoft is working on HoloLens AR headset glasses. Developer kits are scheduled to hit the market in early 2016. Google invested in a company called Magic Leap, whose technology beams lasers into the viewer’s iris to activate AR. That future will become a reality in another year’s time."

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Jakob Stoltzfus's curator insight, January 5, 12:04 PM

Virtual Reality is so close to being a consumer thing, it's exciting!

LOPEZ Gaetan's curator insight, January 7, 10:55 AM

YEEESS

Cheryl Doig's curator insight, January 7, 2:26 PM

This article provides a good intro to the difference between AR and VR. Expect to see some big changes in both areas, with AR in particular, affecting organisations. #immersivelearning

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Commons Game - Initial Design Schematic

Commons Game - Initial Design Schematic | relevant entertainment | Scoop.it
the commons game idea is to enact a creative ecosystem of commoners to learn about the commons and commoning.

Via jean lievens
Vivalist's insight:

Interesting initiative to promote commons through exchange game mechanics and community development.

 

The presentation links to a very intesting blog article on commons http://bollier.org/commons-short-and-sweet

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'Teslasuit' is a Tactile Skin that Lets You Feel VR

'Teslasuit' is a Tactile Skin that Lets You Feel VR | relevant entertainment | Scoop.it

UK based Tesla Studios recently launched a Kickstarter for their Teslasuit. It uses EMS (Electro Muscular Stimulation) fed to your nervous system via a skintight suite covering the user’s body. The latest prototype delivers a simulation of a sense of touch or pressure on your skin, so if someone pokes you in VR, you feel it at the corresponding point on your body.

Vivalist's insight:

> NOT Elon Musk's Tesla related <

 

"The team claim the system is compatible with all VR headsets, but we’re currently waiting on answers to precisely what this means in practice. According Tesla Studios, the suit itself is powered by a suit-mounted processing unit, packing a Quad Core 1Ghz processor and 1GB RAM and a 10000mAh battery. The unit runs a proprietary OS called Tesla OS. The processing units are designed to be modular, with Haptics, Motion Capture and Climate Control all receiving their own units, linked to the main processing unit – worn on the belt.

[...] Questions remain around VR headset integration and how software interfacing, which will presumably have to be specifically integrated to get the most out the the hardware, will work."

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Rescooped by Vivalist from Transmedia: Storytelling for the Digital Age
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AI Storytelling and Its Future in Games

AI Storytelling and Its Future in Games | relevant entertainment | Scoop.it

Decisions made by AI "cannot make sense of what we are trying to accomplish or why” says Associate Professor Mark Riedl. His Entertainment Intelligence Lab at Georgia Institute of Technology's research into computational narrative intelligence is one potential way of overcoming that barrier by opening the possibility for AI to “create rapport with humans by sharing virtual vignettes.”

In keeping with this, Scheherazade-IF was not designed with entertainment-oriented games in mind and may not be suitable for that role.  Riedl says that this is the result of the median-based model of this system, which means that its stories would “largely avoid the dramatic twists that one would want in a strongly-story driven game.” The team has, however, discussed ways to make the system’s vignettes more dramatic, although practical application of such theories has not yet been attempted.


Via The Digital Rocking Chair
Vivalist's insight:

The article explore previous attempts to integrate AI decision making into story telling in games and their limitations.

 

But it's easy to see great potential in addition to procedural game world creation. So these vast world can be realistically populated.

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The Digital Rocking Chair's curator insight, December 27, 2015 1:33 PM


Damien Lawardorn:  "The real reason behind its creation [Scheherazade-IF], says Riedl, “is to probe the bounds of questions of how to get a computer to reason about, create, and understand narrative.” Given that humans are raised on stories, and make them a part of our everyday lives, Riedl’s goal is vital for any artificial intelligence if we want it to understand us."

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Le Dernier Gaulois

Le Dernier Gaulois | relevant entertainment | Scoop.it
Une bande dessinée d’un nouveau genre vous plonge dans les dernières heures de la civilisation gauloise. Quelques minutes avant la bataille d’Alesia, Apator, chef guerrier, voit défiler sa vie.
Vivalist's insight:

Expérience de scrolly telling inspirée accompagnant un docu TV "traditionnel".

 

+ d'info sur la production

http://www.benhoguet.com/sortie-de-la-bd-interactive-le-dernier-gaulois/

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