Augmented World
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Augmented World
News on Augmented Reality, Virtual Reality, Mixed Reality, UX/UI Designer, Internet of Things, Artificial intelligence, Quantum Computing, continually updated from thousands of sources around the net.
Curated by Mirko Compagno
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Tutto il meglio della realtà virtuale e aumentata

Tutto il meglio della realtà virtuale e aumentata | Augmented World | Scoop.it

Dopo la bufera per il prezzo di lancio di Oculus Rift, qualche considerazione a freddo sulle esperienze virtuali disponibili oggi. E su quelle che ci aspettano

Tanto tuonò che piovve. Virtualmente, sia chiaro. Mentre rimane difficile sapere se sarà Oculus Rift a traghettarci in massa verso lidi immersivi a 360 gradi, è il prezzo dell’headset virtuale di Facebook – 599 dollari per gli States, 742 euro tasse e spedizione incluse dalle nostre parti – a produrre la prima rivoluzione fra il pubblico, in subbuglio dopo l’annuncio: un costo non alla portata di ogni tasca, cui va sommato quello di un computer dai requisiti minimi non proprio minimali, quantificabili fra i 1000 e i 1500 euro aggiuntivi.

Per farla breve, oggi il biglietto per immergersi nel futuro sintetico costa quasi 2mila euro. Confort di alta gamma non compresi nel prezzo.

Eppure, nonostante anche le impressioni di Wired non siano univoche – si passa dall’ottimismo dell’edizione americana ai nostri toni più prudenti – pare che tutti concordino sul fatto che liquidare il Rift spacciandolo per l’ennesima chimera del virtuale sia una bocciatura quantomeno frettolosa.

E non tanto perché sulle superbe potenzialità economiche dell’infante, analisti e attori in gioco convengano (Cta e Gfk prevedono che, nel solo 2016, il fatturato globale della VR toccherà i 540 milioni di euro, una crescita del 440% anno su anno); piuttosto perché a prescindere dal Rift, dal Vive Pre (in uscita ad aprile e con un prezzo che le ipotesi vorrebbero sui 1500 euro), da PlayStation VR (800 euro secondo un leak di Amazon Canada, smentito da Sony), ebbene a prescindere da qualsiasi visore magari ancora da progettare, una e una sola cosa è certa: il nostro domani sarà virtuale. E almeno aumentato.

Mirko Compagno's insight:

La quotidianità sarà sempre più pervasa da contenuti alternativi o integrati di qualsiasi tipo, ma comunque immateriali. Si tratti di un altrove – VR –, o di qualcosa sovrapposto al circostante – AR -, pensare a un mondo in cui materico e digitale siano separati sarà retaggio d’altri tempi. Non è un caso aumentino gli psicologi che, come Matteo Lancini nel suo Adolescenti navigati (Erickson), fanno notare quanto i più giovani percepiscano le propaggini digitali come un continuum con la propria identità, meglio un evidente “prolungamento del sé”.

Lungi dalle premonizioni, la cosa appare una logica conseguenza di quanto testato negli ultimi 2 anni. E soprattutto di quanto fatto intravedere da aggeggi ancora acerbi e dall’appeal massivo tutto da dimostrare.

Vero, Oculus potrebbe non essere il nostro Virgilio fra le lande virtuali, ma Caronte lo è di sicuro. Senza gli occhialoni concepiti dal 23enne in infradito di Long Beach, lungi dal tornare fra i trend tecnologici più chiacchierati del mondo, realtà virtuale e aumentata sarebbero rimaste quella chimera pseudo-scientifica di mezzo secolo fa, tradotta in hardware da esperimenti grotteschi. O un’oscura tecnologia maneggiata tuttalpiù dall’esercito e, ça va sans dire, dall’industria del porno.

Ecco perché qui di seguito raggruppiamo le 5 esperienze virtuali più interessanti al momento. Non tanto le più belle e meglio realizzate, sia chiaro: piuttosto, quelle che anche in fieri dimostrano come potranno trasformarsi alcune nostre certezze.

Che i videogiochi predicano il futuro si è ribadito più volte. È dunque opportuno partire da loro per immaginare l’impatto delle nuove tecnologie visive, soprattutto perché proprio dall’ambito ludico queste hanno mosso i loro nuovi passi verso la conquista del mondo. Nondimeno, perché proprio a una frazione di giocatori Luckey si è detto interessato almeno nella prima fase di diffusione dei suoi occhiali.

Se e quando quella porzione possa diventare la totalità per poi estendersi a tutti è il dilemma dell’industria. E i pareri sono antitetici, come dimostrano da un lato gli entusiasmi di Sony, Valve, Microsoft e pure Google, e di contro la reticenza di colossi come Electronic Arts, che per almeno 2 anni, ha dichiarato, non crederà ad alcun miraggio virtuale.

Tant’è, già oggi titoli come l’italiano Assetto corsa, o la simulazione spaziale di Frontier Developments, Elite: Dangerous – attualmente la miglior esperienza fruibile via Oculus –, sono la prova di come generi classici possano rinascere grazie a un visore VR, e offrire esperienze senza precedenti né paragoni in quanto a immersività, divertimento e percezione.

Sembra allora già doveroso criticizzare l’impatto percettivo di “videogame a 360 gradi”, soprattutto se – come per esempio dimostrato da Star Citizen – i giochi promettono di riscrivere le dinamiche di community online, o di generare transazioni reali e mercati grigi mai così verosimili, insomma di avere conseguenze più umane dell’umano: a un anno dalla sua pubblicazione, l’universo spaziale creato da Cloud Imperium già alimenta compravendite di mezzi digitali a tiratura limitata, contrattazioni su servizi in game, o forme di associazionismo sintetico “in anticipo”, delineando orizzonti relazionali tutti da scoprire. E di cui sarà necessario valutare l’impatto soprattutto sul pubblico più giovane.

Che cosa accomuna i Dallas Cowboys, i San Jose Sharks e un pilota di mech corazzati? Tutti e tre rivelano quanto domani sport e universi sintetici saranno non solo contigui, ma sempre più sovrapposti. Talvolta indistinguibili.

L’anno scorso, i mastini di Dallas sono stati la prima squadra professionistica a utilizzare caschetti virtuali per allenarsi. Merito di StriVRLabs, compagnia fondata dagli ex giocatori Nlf Derek Belch e Trent Edwards insieme con Jeremy Bailenson, attuale direttore del Virtual Human Interaction Lab della Stanford University, con lo scopo di affinare la pratica sportiva tutelando l’incolumità degli atleti. In altri termini permettendo il perfezionamento degli schemi di gioco senza che i campioni ci rimettano l’osso del collo.

Di più hanno fatto Otoy, New Deal Studios e Immersive Media, che ad aprile 2014 avevano permesso per la prima volta ai possessori di Oculus o Gear VR di vedere in diretta i San Jose Sharks contro i Los Angeles Kings da qualsiasi posto in arena preferissero, linea di porta e panchina delle riserve comprese. Il tutto rimanendo comodamente seduti in poltrona, a casa propria. Un’anteprima di come, presto, anche il ruolo dello spettatore potrebbe rinnovarsi.


A tal proposito, Rigs – Mechanized Combat League promette di essere la sintesi fra nuovi modi di praticare lo sport e tifarlo. Il tripla A in produzione per Guerrilla Cambridge non solo consentirà di vivere in prima persona e attraverso PlayStation VR una nuova disciplina in grado di mescolare calcio, pallacanestro e tiro al bersaglio corazzato – i giocatori competono pilotando robot di 3 metri super armati; a detta del suo game director, Piers Jackson, sarà uno spettacolo coinvolgente come pochi, qualcosa di divertente anche solo da guardare. Come i migliori sport “tradizionali”. Un cocktail futuribile – e buonissimo – di agonismo, tecnologia e spettacolo. La fusione definitiva di eSport ed esperienza in prima persona, si sia atleti in campo o tifosi sul divano.

Per non dire dell’intrattenimento audiovisivo

Non che per cinema o musica la voglia di essere dentro l’esperienza sia da meno. Lo suggeriscono gli accordi di Facebook con 20th Century Fox, che al lancio del visore renderanno disponibile su Oculus Store un centinaio di titoli della major (fra cui Alien, Die Hard o Cast Away), così come la volontà di produrre – si vedano il recente The Walk di Robert Zemeckis, ma anche un progetto simile dedicato a The Martian di Ridley Scott – intere sequenze fruibili a 360 gradi.

In ambito musicale, le riprese dei concerti di Paul McCartney o dei Coldplay realizzate da JauntVr o NextVr sono il corrispettivo della pulsione al protagonismo celebrata da Guitar Hero Live, ultimo nato in casa FreeStyleGames. Il titolo rinvigorisce la serie di Harmonix Music Systems titillando, attraverso l’esperienza in soggettiva e la condivisione in rete, le più intime fantasie da rockstar dell’utente. Non è un caso se lo sviluppatore si sia detto molto interessato ai futuri orizzonti della realtà virtuale.

Non solo; progetti come The Nepal Quake Project, una testimonianza da dentro la tragedia commentata da Susan Sarandon e realizzata dalla media company Ryot, dimostrano come anche il giornalismo potrebbe ricalibrarsi sul desiderio condiviso di vivere i fatti più che di sentirseli raccontare. Il “New York Times” ha già spedito ai suoi lettori un Google Card Board.


A scuola, dal medico al museo. Non che sia obbligatorio divertirsi

L’intrattenimento, in effetti, sembra solo un ambito di un futuro fatto di virtualità stereoscopica. E, a dirla tutta, nemmeno quello principale. Lo scorso settembre nientemeno che la Sorbonne ha ospitato il gotha mondiale della realtà aumentata e virtuale: studiosi, filosofi, sviluppatori, inventori. La quattro giorni, ribattezzata Immersion 2015, itinerante e da anni organizzata dal movimento internazionale immersiveeducation.org, è l’apice di una sensibilità sempre più spiccata nei confronti di quanto ar, vr, intelligenza artificiale e robotica possano produrre se integrate.


Senza toccare vette accademiche, progetti come Relive – Future of Health Award 2012, oggi gratuito su Steam -, The Apollo 11 Experience, ma anche la collaborazione fra il duo di artisti digitali Streamcolors e il museo milanese Poldi Pezzoli – che inventa un nuovo modo di visitare spazi e collezioni e che ha a che fare con la virtualità tridimensionale solo in nuce – lo ribadiscono: lungi dal farci giocare a Farmville o Minecraft in 3d, o dal trasformarci in piloti galattici con Eve: Valkyrie – il gioco compreso bel bundle iniziale di Oculus -, ci ritroveremo realtà virtuale e aumentata in ogni ambito del nostro tran tran quotidiano.

Dalla guerra al porno: con tutta la tua vita in mezzo.

E a chi, ancora scettico, non credesse allo Smart Helmet per operai del futuro presentato due settimane fa al CES da Daqri – 9 telecamere incorporate e un chip Intel per elaborare informazioni sovrapposte alla realtà lavorativa di ogni giorno – non rimarrebbe che consigliare una panoramica sulle due industrie più all’avanguardia di tutte: quella militare e il porno.

Circa la prima si rimanda a un reportage che ben più di anno fa raccontava novità da lasciare attoniti. Ai profeti del porno di certo sarà dedicata più di qualche riga prossimamente.

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Augmented reality’s place in retail and more from NRF 2016

Augmented reality’s place in retail and more from NRF 2016 | Augmented World | Scoop.it

Mobile technology a hot topic, while big data and security take a back seat. The customer continues to be the brightest star in retail, according to presenters and exhibitors at the National Retail Federation’s Big Show in New York this week.

Mirko Compagno's insight:

Retailers like Kroger and Macy’s presented sessions titled “Getting personal through customer science” and “Delivering personalized shopper journeys.” On the show floor, about 34,000 attendees experienced the latest and greatest in technology designed to help engage customers throughout the purchasing process.

Big data, which has been a strong theme at the show for the last few years, was less prevalent. Hershey’s and American grocer wholesaler Supervalu shared an interesting business case on micro-insights that allow retailers and suppliers to grow business by better understanding shopper motivations.

On the other hand, mobile technology and the concept of the connected consumer was a hot topic. Payment is increasingly added to the mobile conversation, as applications that make transactions easier are being developed and offered to consumer.

Retailers are also seeing benefits from providing unique experiences for their customers, even if those experiences don’t directly lead to a sale. Outreach effort is a critical way to stay relevant to the consumer.

For instance, it may seem counter-intuitive for a supermarket retailer to offer free yoga classes when they don’t typically sell mats or apparel, but these kinds of experiences are becoming all the more important as millennials choose to forgo traditional shopping trips in favour of shopping online.

One session at the conference gave the example of Target’s Cartwheel app, with which shoppers receive personalized deals based on their shopping history and can scan products while in store to see if there are deals available. The presenter, Google’s retail industry director Julie Krueger, said it was a “wonderful way to reward customers and add a little thing to the shopping experience.”

As always, there were a few real innovations presented. Augmented reality, for one, can be best described as incorporating stock images into an actual view on a digital device. For example, adding stock decorations from a catalog to a dinner table for a consumer or enhancing a store aisle set with images of new products or signage. IBM has an app that uses augmented reality technology to provide shoppers with personalized information while browsing the shelves.

Gamification is used by retailers to make otherwise onerous tasks like training and labour scheduling fun. LevelsPro, a start-up from Brooklyn, provides technology that helps retailers engage their employees through the playing of games that provide incentives to work smarter.

One interesting no-show at NRF this year was enterprise security. Last year, after a series of spectacular data breaches, dozens of vendors were promoting the safety of their systems and several more were presenting specific applications that addressed issues like payment fraud and cyber attacks. This year, the issue was barely discussed in the sessions and only a few exhibiters had signage on their booths around the issue, even as cloud solutions that have long worried retailers and other in terms of security have proliferated.

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What Google Sees In Augmented Reality

What Google Sees In Augmented Reality | Augmented World | Scoop.it

Mountain View’s annual revenue is around $69 billion at this point. It makes almost all (89 per cent) of that money-mountain from ads. It might like you to think of it as an alphabetic spectrum of moonshot technology bets — whether that’s hacking death, accelerating life science research, building autonomous cars or making terrifying robots — but at base Google’s business is all about profiling people for ad delivery. So its business model is all about your eyeballs.

Mirko Compagno's insight:

 

Seen from that perspective, it’s entirely unsurprisingly how multi-pronged a push Google is making to stoke the VR market right now. I’m bundling virtual reality and augmented reality together here, into one general ‘sight-disrupting’ package. Sure there are differences in immersion level between AR and VR but in general the two technologies are about injecting something digital into a user’s field of view. And Google plays in both areas, skewing more towards the AR side right now.

 

Firstly there’s Google’s unloved face wearable, Glass. Publicly confirmed in April 2012, and made available to developers the following year. It’s stalled as a product right now but is still apparently under development. A patent emerged recently showing a glasses-less version of Glass, still with a tiny screen positioned above the wearer’s left eye (as my TC colleague Romain Dillet pointed out, this version of Glass resembles a monocle.)

 

Whatever the next incarnation of Glass, it looks pretty clear there will be one. And that’s rather surprising given how little general consumer interest Google managed to drive for the first wave of Glass. Indeed, it managed to inspire the polar opposite sentiment among non-nerds — generating a pejorative descriptor (‘Glassholes’) to describe wearers of the gizmo. Not a great start then.

 

Next, at a cheaper price-point, and generally designed as more of a crowd-pleaser, there’s Google Cardboard. Announced in June 2014, this is Google’s budget VR headset. It’s literally made from cardboard and a couple of lenses — just pop in your smartphone, fire up the Google cardboard app and experience a degree of immersion within various digital arenas, including Google’s StreetView virtual world tour and 360 degree YouTube videos.

 

Google has also worked with GoPro on a VR rig to encourage the capture of 360 degree content exclusively for “high profile YouTube celebrities” who maintain a large number of followers.

Cardboard is a low risk bet for Google to try to drum up mass market interest in VR, and an equal and opposite push to try to get more people making content for VR by building a market for such content. Content, like cardboard, is cheap yet critical if VR is to become anything close to mainstream.

 

And then there’s Google’s moonshot bet in the category: Magic Leap. Google is an investor in the AR company that has yet to release any products but continues to attract vast amounts of VC funding. Just this week it emerged Magic Leap is raising an $827 million Series C funding round — which brings the total raised since it was founded back in 2010 to around $1.4 billion. Sure it’s not Uber levels of funding. But for a company not yet really explaining its product — let alone selling anything — it’s pretty stand out.

 

Mountain View is one of multiple investors here, but Google’s Sundar Pichai also sits on the Magic Leap board. And Google led a $542 million investment round in the company last year. So it’s actively spearheading the funding drive. Discussing Magic Leap this March, Pichai said Google sees broad use-cases for the augmented reality tech, stressing it sees much wider applications than mere gaming. The tech itself remains under wraps but will reportedly rely on some kind of lightweight wearable, and — unlike Glass or Cardboard — won’t involve looking through or at a screen.

 

The founder of Magic Leap, Rony Abovitz, has talked about a “dynamic digital light field signal” which apparently tricks your brain into thinking whatever digital object it’s seeing is actually embedded into — not pasted onto — the real world. He’s also talked about Magic Leap turning the world into “your new desktop” or “your new silver screen”. And creating a kind of “cinematic reality“.

 

The latter’s motivation to invest in VR is clear. Web advertising is embroiled in a tricky transition to mobile devices where ads on small screens are always an unwelcome irritant for device users. Add to that, more of people’s attention is being siloed into apps anyway, rather than directed at general web browsing. And if all that wasn’t bad enough, the specter of ad blocking is rearing its head on mobile too. Google is staring at a seismic shift in digital consumption that threatens to undermine its core business model.

 

As connected mobile devices continue pulling people’s attention away from the search-driven web, Google really needs a way to bring a wider web back into the frame — and an ability to insert artificial content into a real-world view is a tantalizing prospect for the company. One which envisages an opening up of the digital display canvas again, with space for marketing messages to stretch their legs again. Hence Google betting on VR from all angles: big (Magic Leap), budget (Cardboard) and business-oriented (Glass).

 

From a consumer point of view, if you thought virtual reality was going to be all flying whales, adorable robots and slayable zombies magically manifesting in your living room, think again. The big entity driving developments here is a company whose overriding interest is finding new ways to insert adverts into your field of view. So Magic Leap’s greatest trick might actually turn out to be an ability to camouflage advertising as something that engages the eye for long enough to disgorge a marketing message. At least that’s what Google will be hoping.

 

But if consumers hate adverts interrupting their web browsing or mobile usage, it seems unlikely they’re going to be delighted by ads jumping directly into their eyeballs. Web users reserve a special kind of hatred for pop-ups. So even 3D lifelike pop-ups aren’t about to get a pass. Especially as the VR user will undoubtedly be hoping to see something a lot more entertaining than an artificial polar bear that pops open a Coca Cola. Or a virtual clown pointing across the street at an actual McDonalds.

 

All three of Google’s ‘disruptive’ VR bets will only be as effective as the length of time they remain wrapped around wearers’ eyeballs. So if advertisers have their wicked way with this tech, any ‘honeymoon period’ for the kind of hyper immersive augmented reality Magic Leap is apparently cooking up could turn out to be very brief indeed.

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Google Glass no longer best option for enterprise workplaces

Google Glass no longer best option for enterprise workplaces | Augmented World | Scoop.it

Other options superior for quality control, hazardous environments

A report from independent research and advisory firm Lux Research Inc. has identified Google Glass coming up short in many usage cases, with smart glasses like Sony’s SmartEyeglass and Osterhout Design Group’s R-7 better suited for the needs of industrial workers, customer service reps and quality control agents.

The report categorized more than 70 enterprise deployments of smart glasses, focusing on three aspects of core criteria – access to information, real-time communication, and documentation.

Mirko Compagno's insight:

“Google Glass is in the game only for real-time communication,” the report concludes. “Google Glass is a truly viable option only in real-time communication applications such as online sales support. Even there it faces competitors like Vuzix, which is the best fit in this segment -- light enough to be worn all day and meeting the need for live video streaming.”

We agree with the Lux Research report on a number of counts. Back in summer 2013, we were fortunate enough to be invited into Google’s Glass Explorer program, where we received a first-generation Glass unit with 1GB of RAM and running XE1 firmware. We tried out the device for the next couple months, working all the way up to the XE5 firmware, and couldn’t help but conclude that development progress for many critical features was taking way too long. Core functionality was also very “experimental” to say the least. In one example, sending a text message or tweet using voice recognition was risky because the API would not always predict correctly and there is no “backspace” button, thus requiring several voice attempts to finally send a correct message.

Before ending its Explorer Program in January 2015, the company ended its consumer development with XE22 firmware (released October 2014). Nearly twenty-two updates later, the latest release finally allowed Android users see their notifications on the Glass interface.

"As next-generation glasses such as Epson's Moverio BT-2000 and Meta Pro emerge, the field will become even more competitive, ending a period of high premiums for hardware. Software and service will become the primary way to maintain margins," said Tony Sun, Lux Research Analyst and lead author of the report titled, "Better Than Google Glass: Finding the Right Smart Glasses for Enterprise."
the inevitability of augmented reality slide

While most of the 70 smart glasses evaluated by Lux Research are still in pilot programs, many of them are expected to be deployed for the needs of factory workers, distribution centers, oil fields, field services, aerospace, construction, healthcare, and other industries. In fact, Garner estimates that smart glasses may begin to save the field service industry $1 billion per year in 2017.

During its CES 2016 keynote, Intel unveiled a pair of smart glasses that can help wearers see inside objects, for example. The X-ray like glasses were co-developed by virtual reality firm Daqri and aim to increase safety, productivity and well-being of workers in a variety of industrial settings.

"Smartglasses with augmented reality (AR) and head-mounted cameras can increase the efficiency of technicians, engineers and other workers in field service, maintenance, healthcare and manufacturing roles," said Angela McIntyre, research director at Gartner. "In the next three to five years, the industry that is likely to experience the greatest benefit from smartglasses is field service, potentially increasing profits by $1 billion annually. The greatest savings in field service will come from diagnosing and fixing problems more quickly and without needing to bring additional experts to remote sites."
Other examples of smart glasses for enterprise use include video collaboration with experts in remote locations for faster repairs. Gartner says employees at remote sites can communicate and share video with experienced workers to obtain advice on diagnosing and fixing local problems. In healthcare industries, the glasses can be used for telemedicine and expert consultations with doctors in remote areas for guidance on how to perform medical procedures.

Lux’s analysis concludes that ODG’s R-7 is the “best all-around device” because it is only one of few on the market that does not need a wired controller and meets industrial standards for hazardous environments. The report also concludes that Sony’s SmartEyeglass “stands out for customer service and quality control” because it is light, small and competitively priced. The device also comes in a close second place behind the Meta-1 for warehousing, assembly and installation work.

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How Facebook Is Preparing for Virtual Reality's Boom Time

How Facebook Is Preparing for Virtual Reality's Boom Time | Augmented World | Scoop.it

The technical challenges in streaming a 360 video is huge.

Facebook is preparing for a world in which video is no longer flat.

The social network’s push into virtual reality with its Oculus Rift along with similar initiatives by Microsoft and Google is expected to create a flood of video for the devices. Meanwhile, companies like GoPro FB 4.01% are developing cameras that people can use to film themselves in 360 degrees while skydiving and snowboarding.

Mirko Compagno's insight:

To deal with the likely influx of huge video files, Facebook has built its own streaming technology that it says will work quickly and without straining its data centers. The social network discussed some of that innovation at its video technology conference on Thursday, joined by prominent streaming services like Netflix NFLX -1.59% and YouTube.

Facebook executives spent a significant amount of time discussing 360 video, which lets viewers put themselves into the scene and gives them a view in any direction they choose. This 3-D view is considered to be an improvement over the two-dimensional video widely used today.

Three-D videos are closely related to virtual reality, albeit with slight differences, explained Jay Parikh in an interview with Fortune. Virtual reality is more immersive than 360 video in that people can interact with the content itself, he said. For example, in a virtual reality game like the upcoming Minecraft VR game, users can pick up objects and build towers in a virtual environment that seems to surround them.

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In anticipation of its users uploading 360 video to its servers, Facebook FB 4.01% has developed video processing and encoding techniques to help efficiently deliver the images. Because 360 video files are much bigger than for regular video, Facebook had to figure out a way to shrink them to reduce the load on its servers, said Facebook software engineer David Pio.

Part of the reason the files are so big is because of the way the 360 videos are formatted to accommodate the screens of computers and mobile devices. Think of 360 video as being a traditional rectangular image that is stretched and wrapped around an imaginary sphere, so that people can view it at different angles, Pio explained.

However, this creates some problems with how the video looks because some parts appear distorted as the image stretches to accommodate the sphere. Pio likened this to how land near the North and South Poles appears stretched on a globe and doesn’t accurately reflect its true size.

Additionally, stretching makes file sizes larger than they need to be. An excess of pixels end up having to be streamed.

To shave them off, Facebook instead decided to wrap the video around an imaginary square rather than a sphere. Essentially, each side of the square displays a portion of the 360 video and represents a different viewing perspective. Facebook’s video system then stitches the chunks back together and streams it without the distortion and excess imagery.

Facebook has worked on similar techniques to reduce the size of 360 videos when displayed through virtual reality devices like the Oculus. In this case, the 360 video files must be even bigger because the devices require files to be displayed at higher resolutions than traditional flat screens. This bulk results in file sizes that can lead to buffering, or long loading times, for people with slow Internet connections.

To solve this problem, Facebook developed a way to stream the 360 videos to VR devices that involves cutting the video into chunks. Only images in the viewer’s line of sight are streamed.

While gawking at a 360 video of the Eiffel Tower, for example, you’d want the monument to appear clearly while you may not care about how the buildings to the left look because they only appear in your peripheral vision. However, when you move your head, those buildings would appear sharper.

Facebook essentially cuts the video into 30 sections that represent different viewing perspectives of the scene. Additionally, each section has five different resolutions that Facebook’s servers can stream to viewers depending on their Internet connection.


In effect, Facebook’s system automatically streams the right viewing perspective of the video at its highest quality each time a person turns his or her head with the rest of the video streaming in chunks at lower qualities.

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Star Wars entra nella realtà aumentata grazie a Google Cardboard

Star Wars entra nella realtà aumentata grazie a Google Cardboard | Augmented World | Scoop.it

La partnership tra Google e Disney per promuovere il nuovo e attesissimo capitolo di Star Wars prosegue a gonfie vele e dopo aver realizzato skin per tutti i servizi offerti dall’azienda di Mountain View, ora tocca a Google Cardboard, il visore fai-da-te per la realtà aumentata.

Mirko Compagno's insight:

 

Google e Disney, in collaborazione con Verizon, hanno realizzato una serie di esperienze per la realtà aumentata che tutti gli utenti dotati di Google Cardboard potranno ammirare a partire dal prossimo 2 dicembre attraverso l’app ufficiale per iOS e Android.

 

Gli episodi realizzati saranno direttamente collegati a Star Wars: Il risveglio della Forza, in uscita in Italia il prossimo 16 dicembre, ma al momento non sono stati diffusi maggiori dettagli sul loro contenuto. Se non avete ancora avuto modo di provare con mano i Google Cardboard, questa potrebbe essere l’occasione perfetta per acquistare o realizzarne un paio.

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