Pervasive Entertainment Times
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Pervasive Entertainment Times
Augmented locative stories, experiential transmedia games, collaborative social TV
Curated by Gary Hayes
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"Unscripted #VR is boring" The first major virtual reality TV series, 'Invisible,' from director Doug Liman

"Unscripted #VR is boring" The first major virtual reality TV series, 'Invisible,' from director Doug Liman | Pervasive Entertainment Times | Scoop.it
Invisible is notable because of its auspices - with Liman, Conde Nast and Jaunt behind it, it's a collaboration of Hollywood, media and tech powerhouses - but also because it's really the
Gary Hayes's insight:
Quote "Among the reasons is VR's potential for multiple events to happen simultaneously. Filmmakers have long found this both promising and vexing, and sought to take advantage of VR's ability for action to take place all around the viewer without distracting from the main event. This 360-degree world — Liman and Wallack dubbed it "the multiverse" — ups the chance for viewer distraction. This is not a huge concern in an experiential piece. But with scripted VR it can be more of a problem. "You can't control whether people are going to look — what do you do when they look away from a key point in your story?" Liman said. One scene early in the series, set in a hospital, seeks to walk this very fine line as it features several critical conversations happening at once. Whether audiences will swivel between them quickly enough — or at all — remains to be seen."
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Lots of coulds, but are they shoulds & needed? Another Long List of Augmented Reality Use Cases

Lots of coulds, but are they shoulds & needed? Another Long List of Augmented Reality Use Cases | Pervasive Entertainment Times | Scoop.it
This enormous list of future use cases for augmented reality are likely to arrive within the next 10 to 15 years.
Gary Hayes's insight:
Quote "These underscore most of the AR use cases in the list, so it’s helpful to understand them: 

1 Sentiment analysis: scan a person, or a group of people, and run apps to analyze body language, micro-expressions, language, and behavior. Get real-time feedback on how that person or group appears to be feeling or reacting, and adjust accordingly. 

2 Facial recognition: scan a face and match it to an existing identity database to learn a person’s name and background information just by looking at him or her. 

3 Object identification: use computer vision to detect and identify objects and track their physical location. This includes tracking the AR user’s location in relation to objects. 

4 Information augmentation and display: once an object or person is identified, automatically search for information about it and display it to the AR user. 

5 Porting from mobile phones to AR headsets: generally, AR moves a user’s attention from downward-facing on a phone to forward-facing in a headset. Almost anything that can be done on a phone (or any display device, really) will be done in AR. 

6 Processing, sensing, and scanning: AR devices will contain their own processing units. To start, they’ll be big, clunky, and may be housed externally and connected to the headset, but they’ll get much smaller until they’re an indistinguishable part of the AR glasses. They’ll also be able to track wearers’ movements and locations and take rapid 3D scans of wearers and environments to project them elsewhere."
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"In the next 10 years the Internet will become #VR" Philip Rosedale (SLife) is back & he's delving into VR

"In the next 10 years the Internet will become #VR" Philip Rosedale (SLife) is back & he's delving into VR | Pervasive Entertainment Times | Scoop.it
High Fidelity will allow you to build infinite shared worlds in virtual reality
Gary Hayes's insight:
Quote "High Fidelity's structure is intended to resolve two of Second Life's most persistent problems: scale and latency. Because Second Life was built on Linden Lab's servers, there was often a lag between action and response, and no more than 40 or so avatars could be in one place at any time. But Second Life was built before cloud computing. Why doesn't High Fidelity use Google Cloud or Amazon Web Services? Because these giant server farms are too small for what Rosedale has in mind. "In the next ten years we'll see the internet become VR," he says. "That's not a hosted service. The internet is not a hosted service."
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rosiefuture's curator insight, October 26, 2016 11:28 PM
Philip Rosedale (SLife) is back & he's delving into VR
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Social game world meet #VR, give them hands & a body and...I was sexually assaulted in #VR. A big problem

There I was, being virtually assaulted in a snowy fortress with my brother-in-law and husband watching.
Gary Hayes's insight:
Quote "A few minutes later I started a new QuiVr game, and hit multiplayer mode. In multiplayer mode, other real-time players appear beside you. Every player looks nearly identical with a floating helmet, a persistent bow in one hand, and another free-floating hand. Keep that free-floating hand in the back of your mind. So, there I was shooting down zombies alongside another real-time player named BigBro442. The other players could hear me when I spoke, my voice the only indication of my femaleness. Otherwise, my avatar looked identical to them."
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Laborious Cretin's comment, October 24, 2016 7:53 AM
I wouldn't call that assault as much as a griefer of a type. The online gaming world has degraded some over the years. From political and social groupings to sexist or racist and RL threats. I'm shocked at some of the stuff I see in MMO games these days in local chat. Though what she wrote about seems tame. More of a problem maker type person to block or such. Not like the VR had life like bodies with force feedback and/or tactile feedback systems hooked up. That should be happening some place out there about now, and just imagine the problems that will cause. LOL
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#VR Potatoes. In the future we'll take holidays in virtual reality worlds, full of ads, says report

#VR Potatoes. In the future we'll take holidays in virtual reality worlds, full of ads, says report | Pervasive Entertainment Times | Scoop.it
The future of transport and tourism ma
Gary Hayes's insight:
Quote "The technology has endless applications and the workplace of the future may well only exist in virtual reality, eliminating the need to commute to the office, the HSBC analysts said. Meanwhile, physical transport will become totally autonomous. With less traffic and more AI-driven vehicles, the era of car collisions and deaths on the road will end sometime around 2040, according to the HSBC report. Key to this change is the development of “haptics” — technology that engages all the senses in the virtual world, rather than just sight and sound, to make it feel more real. “With technology rapidly advancing and R&D efforts going into the development of better ‘haptics’, where one will be able to ‘feel’ in the virtual world, we believe that it’s likely that the next generation of ‘VR natives’ may find it preferable to utilise VR to travel virtually rather than physically,” HSBC said."
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Early days now but The High-end VR Room of the Future Looks Like This - UploadVR

Early days now but The High-end VR Room of the Future Looks Like This - UploadVR | Pervasive Entertainment Times | Scoop.it
Today’s VR systems are both fantastic and restrictive: they blow you away, but it’s clear how far they have to go. The HTC Vive is arguably the best out there, but having to buy a souped-up laptop just to run it, paying full price for brief games that feel more like demos, and trailing a huge cable off your head and fumbling to mount trackers on your ceiling…it’s not ideal. But it’s still incredible enough to give a taste of where it’s headed.
Here’s my best guess of what the future high-end VR setup looks like. I’m an early-stage VC focused on virtual and augmented reality, so I pieced this together based on the forward-thinking pitches and demos I’ve been lucky enough to see through my work, plus a lifetime of burning through sci-fi and video games. Check out the bottom of this post for a list of VR inspiration.
Side note that AR will be much bigger than VR, in both the diversity of use cases and market size (analysts predict $30B for VR versus $90B for AR by 2020), but I still believe that most homes will have a dedicated VR space for total immersion.
Body movement
Let’s start from the ground up. Forget the room scale debate: the VR setup of the future moves with you. Maybe it uses an omnidirectional treadmill that adjusts speed and incline based on viewer inputs. To be truly immersive, it needs to be around 8 feet by 8 feet, given that the average sprint stride length for men—the longest possible stride variant—is 93 inches. That gives users more than enough space to walk, run, and even sprint while in VR. Or maybe a section of the floor itself serves as the treadmill, raised up as a platform that controls pitch, yaw, roll, and speed.

Of course, not everyone wants to—or can—be on their feet for long periods, and plenty of immersive entertainment, like watching movies, is sedentary. VR experiences will support a seated and reclining mode when appropriate and shouldn’t be more complicated than pulling up a standard chair. Movement in these modes will likely employ similar mechanics to those we’re beginning to see today, like teleportation via gesture or gaze.
Tactile feedback
Next up is the bodysuit. To mimic the tactile feedback that you experience in real life, you’ll need sensors and haptics all over your body or at least in significant areas, like the face, hands, and feet. Focused, acute pulses simulate sharp points; broader, more distributed ones can simulate sensations like dipping into water. For those who want to push immersion further, optional climate controls mirror environmental conditions (within a safe temperature range).
The first hardware generation attempting to solve the body feedback problem will likely use full bodysuits with haptic responses aligned to the VR experience. The suit’s gloves will simulate gripping objects by restricting finger movement: wrap your hands around a hard plastic cup in VR, and your gloves will freeze at the point where you can’t squeeze any further. Squishier objects will have [...]
Gary Hayes's insight:
Quote "The first hardware generation attempting to solve the body feedback problem will likely use full bodysuits with haptic responses aligned to the VR experience. The suit’s gloves will simulate gripping objects by restricting finger movement: wrap your hands around a hard plastic cup in VR, and your gloves will freeze at the point where you can’t squeeze any further. Squishier objects will have more give. It’s possible that putting on a full suit will be too much effort for most people, and they’ll find that hand and facial coverage is enough to give them the immersion level they want. Humans have more nerve receptors in our fingers than anywhere else in the body (besides our feet and lips), so covering tactile input in the hands may be enough to make the mind suspend its disbelief while in VR."
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Get used to it, not the whole film, a few bonus #VR experiences 'Blade Runner 2049' film

Get used to it, not the whole film, a few bonus #VR experiences 'Blade Runner 2049' film | Pervasive Entertainment Times | Scoop.it
Follow-up to Ridley Scott’s 1982 sci-fi classic is expected in 2017
Gary Hayes's insight:
Quote "Variety reports that the film will be exclusively distributed with bonus virtual reality experiences from Oculus, the VR company owned by Facebook. "Blade Runner has always pushed the boundaries of cinema, visionary art, design and story and bringing the sequel to this beloved sci-fi property to VR gives us an opportunity to push those boundaries further," says Oculus head of experiences Colum Slevin. "We look forward to giving audiences a new way to experience this iconic title in an entirely new and reimagined way." Read more at http://www.nme.com/filmandtv/news/-blade-runner-2049-film-to-be-released-on-virtual-/418985#214MssAHdsiWskUy.99"
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Get ready to move your Facebook experience into a MUVE, Social Virtual World, Zuckerberg shows FB in #VR

Get ready to move your Facebook experience into a MUVE, Social Virtual World, Zuckerberg shows FB in #VR | Pervasive Entertainment Times | Scoop.it
On stage at Oculus Connect 3, Facebook CE
Gary Hayes's insight:
Quote "On stage at Oculus Connect 3, Facebook CEO Mark Zuckerberg took the world on a tour of how Facebook will work in virtual reality. Facebook owns Oculus, so they have invested loads of time and money into the emerging technology, and now they have something to show for it. Here’s how it’s going to work:"
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Simple. #AR will be ubiquitous #VR will be niche. #AR Rises in Virtual Reality's Shadow - Lovesick Cyborg

Simple. #AR will be ubiquitous #VR will be niche. #AR Rises in Virtual Reality's Shadow - Lovesick Cyborg | Pervasive Entertainment Times | Scoop.it
The hype about virtual reality masks the fact that Silicon Valley is betting big on the future of augmented reality
Gary Hayes's insight:
Quote "“It’s just really, really tough to ship hardware to hundreds of millions of people and to convince hundreds of millions of people to spend tens or hundreds of dollars to buy your AR or VR goggles,” Ng said in an interview on the Sinica Podcast."
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Man drops 15lbs in 50 days wearing a virtual reality headset, oh and doing some #VR exercises

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

The #VR Empathy Machine Continues - UN advisor wants you to feel like a refugee—in virtual reality | Pervasive Entertainment Times | Scoop.it
U.N. Creative Director Gabo Arora wants people to feel and see humanitarian issues like the Syrian refugee crisis through virtual reality storytelling.
Gary Hayes's insight:
Quote "Started in early 2015, United Nations Virtual Reality (UNVR) was created to fund-raise and impact peace building. The app, backed by UNVR's offices in 150 countries, aims to make real humanitarian tragedies virtual. The UN's virtual reality lab has made people feel a "greater empathic response" through films. UNVR showed "My Mother's Wing" in the streets of Tel Aviv, Israel, to raise awareness about the aftermath of the wars in Palestine."
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Dr. Pamela Rutledge's curator insight, September 29, 2016 1:19 PM

VR taps into the psychological power of presence ("being there") and our brains react as if we were "really" there, experiencing events physically, emotionally and cognitively.  VR has tremendous potential for applications where the goal is to see the world through another's eyes.  The end result is not just empathy, but to break down barriers by emphasizing our shared humanity, not individual differences.

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Mixed Reality #VR Begins HBO's 'Westworld' VR Experience Is Fun, Engaging & Surprisingly Terrifying

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

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

"#VR 's a Man's World" - showing the immaturity of the medium - the lack of female representation in VR | Pervasive Entertainment Times | Scoop.it
In an industry where talented women work tirelessly to provide quality work, a board of white males masks their impact.
Gary Hayes's insight:
Quote "At the heart of all these issues, Luciana believes that the solution is through teaching others: “There are so many cultural-social shifts we need to take place, and I think one of the most important ways we can do that is through education, and confront stereotypes about women in tech/VR with campaigns like #heforshe and #Ilooklikeanengineer… But then again we are talking about inclusion, not just diversity – we are talking about talent and equal opportunity, not just diversity for diversity’s sake.” After years of built-up sexism which manifests as unconscious bias, followed by the number of men who work in the industry, it is important to make sure industry practitioners are educated on the great women who work alongside them. As Luciana states it is not ‘diversity for diversity’s sake’; it is vital to highlight the strong figures who have always played an influential role for the last few years."
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Keep the Game Fresh or...'Pokemon Go' is dying and Niantic Labs is doing little to stop the bleeding

Keep the Game Fresh or...'Pokemon Go' is dying and Niantic Labs is doing little to stop the bleeding | Pervasive Entertainment Times | Scoop.it
Gary Hayes's insight:
Quote "Unfortunately, all the updates coming to “Pokémon Go” recently have been largely superficial. Niantic has tweaked the capture rates for some Pokémon, and changed how some of the menus and achievements look in-game. But by and large, the game has still stayed the same since July. We’ve reached out to Niantic to learn more about these issues, and any features coming in future updates, but the company was not immediately available to respond. If Niantic wants to bring “Pokémon Go” back to its former glory, it needs to meet the needs of its most hardcore fans, first and foremost. Many people stopped playing because they reached a plateau, making it difficult to 1) level up more, and get more items like lures, and 2) catch more Pokémon they don’t have. Niantic needs to fix these issues to make playing feel like less of a grind, but it also needs to add more features to keep things fresh. More events like the Halloween one would be great, but it’d be even better if those events were longer than just four days."
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Mainstream Time? The real-world uses for virtual reality - BBC News

Mainstream Time? The real-world uses for virtual reality - BBC News | Pervasive Entertainment Times | Scoop.it
VR is increasingly being used in real-world situations by schools, charities, hospitals and... kitchen retailers.
Gary Hayes's insight:
Quote "Healthcare has become one of the big adopters of VR - using it both as teaching aid and to treat phobias. Surgeon Dr Shafi Ahmed became one of the first to offer a live virtual surgery experience in April 2016 at the Royal London hospital. Some 5,000 people in 14 countries tuned in to watch the operation to remove a tumour. Now the start-up he co-founded, Medical Realities, is launching Virtual Surgeon as a product, hoping that such surgery can reduce the cost of training doctors, reach a much wider audience and ultimately "democratise medicine". Meanwhile, in the US, VR has been used to help soldiers deal with post-traumatic stress disorder and for arachnophobics to overcome their fear of spiders. In one study, 23 people were encouraged to approach a virtual spider and by the end of the experiment, 83% showed significant improvement in how they could tolerate the situation."
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Content with meaning? 'Death Is Only the Beginning' of This #VR Experience | The Creators Project

Two young artists create their a VR piece that tackles current world problems by way of a phenomenological afterlife realm.
Gary Hayes's insight:
Quote "“We’ve had so many different types of reactions,” Montemayor says. “People were getting very emotional, some crying, opening up, raising conversations about psychedelics or consciousness, for example. This is what we wanted to do, plant these seeds of awakening to raise conversations and also to raise awareness of about what’s happening at the moment in the world.” Their first VR piece, self-taught by way of the internet, was a year in the making, albeit with low resolution. But all of that is changing fast: “I think the beauty and potential of this technology is limitless,” says Montemayor. “Your brain receives the message much stronger. I’ve never experienced such impact in my work then when I’ve worked with this technology. It really takes people out of their daily lives, or their own bubble, and brings them an immersive type of experience.”"
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Caveat: 360 video is NOT Virtual Reality - #VR In The Movies: Compilation 360 YouTube Experience

Created by Rishi Kaneria (@rishikaneria) Special thanks to Bill Newsinger for allowing me to use his composition “Memory Thirteen
Gary Hayes's insight:
Quote " Virtual Reality is an exiting new frontier in technology that is only now finally becoming available to the masses. With the release of the Oculus Rift, the HTC Vive and now the PlayStation VR they say 2016 is the year of virtual reality—but the idea of VR has been bouncing around the collective imagination of filmmakers for years. This video is a brief look at the movies that have portrayed VR over the years. And because the medium is the message: it is a 360 video. Think of it as a 360 supercut. This video is just a short experiment for me, but I look forward to seeing how other far more talented video essayists may put this new format to use to tell their stories and convey their ideas and insights using the unique affordances that VR and 360 provide."
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Fausto Cantu's curator insight, October 19, 2016 12:49 AM
Caveat: 360 video is NOT Virtual Reality - #VR In The Movies: Compilation 360 YouTube Experience
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The real #VR catalyst. Fully immersive gaming on an installed base - Sony joins virtual reality race

The real #VR catalyst. Fully immersive gaming on an installed base - Sony joins virtual reality race | Pervasive Entertainment Times | Scoop.it
Lower price and pool of PS consumers give group an edge over rivals such as Facebook and Google
Gary Hayes's insight:
Quote "Research firm IHS Technology forecasts Sony will sell 1.4m VR headsets in 2016 and generate $134m in spending on VR entertainment. Overall, researchers at SuperData project global VR revenues will have risen from $2.9bn to more than $40bn by 2020. Still, users such as Mr Fujiyama, who plays a VR game for up to 10 minutes every day, say further improvements to images and the device size are needed, to ensure players do not feel sick, and to bring VR to children. “It does make me dizzy when images move too fast. VR is a great innovation but I think it will take time for mass market acceptance,” Mr Fujiyama added."
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Was great to be a part of this earlier in the week #VR Virtual Reality Development Hack: Top 5 Takeaways

Was great to be a part of this earlier in the week #VR Virtual Reality Development Hack: Top 5 Takeaways | Pervasive Entertainment Times | Scoop.it
All around the world, agencies for international development are becoming attuned to the value of immersive storytelling technologies-- like 360° video, virtual reality, augmented reality, an
Gary Hayes's insight:
Quote "More than 40 food and nutrition experts, virtual and augmented reality practitioners, and marketers joined us in conversations around how to leverage emerging storytelling tools to address this complex international development challenge. Producers framed the hack as a creative exercise, splitting attendees into five teams. Check out their ideas on LAUNCH's open-source wiki."
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Will be interesting to see which Game Genres rise to the top in #VR Virtual reality's driving force

Will be interesting to see which Game Genres rise to the top in #VR Virtual reality's driving force | Pervasive Entertainment Times | Scoop.it
It is, in purely technical terms, a bit of a shit. The left-hander of Surtees climbs slowly uphill, propelling you into the wilderness of Brands Hatch's Gr…
Gary Hayes's insight:
Quote "I've been toying around with VR for a short while now, and I haven't been wholly convinced just yet. There are too many barriers in place at present, from the expense to the space required and through to the fact that so much of it still feels like shallow novelty that can be too easily tossed aside as a faddish distraction. The biggest challenge right now, though, is that VR's still not convincingly figured out the controller problem. PlayStation VR's appropriation of Move and the imminent (and expensive) release of Oculus Touch will help, while Vive's full-body immersion works well enough if you've the space, but there's still an abstraction present in both."
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Still no mass appeal & Why Tech Companies Pumping Billions Into VR Could Actually Kill It

Still no mass appeal & Why Tech Companies Pumping Billions Into VR Could Actually Kill It | Pervasive Entertainment Times | Scoop.it
Investors think VR and AR could be the next iPhone. And it's hobbling the potential of both technologies.
Gary Hayes's insight:
Quote "HISTORY DOESN'T ALWAYS REPEAT ITSELF THE WAY YOU EXPECT When you look at the $1 billion acquisition for Oculus, or a $750 million dollar investment in Magic Leap, you’re seeing bets based on the assumption that these gadgets won’t just be modestly successful when they arrive—they’ll be almost ubiquitous, as the iPhone was. We don’t know how much Microsoft has spent on Hololens, but the very design of the gadget speaks to the expectation that it’ll be a product for the masses. It isn’t tethered to a big computer—it’s meant to be mobile. Its industrial design is also surprisingly slick and lust-worthy. But as well designed as it is, the fact that it’s not tethered means that it’s far too underpowered at present to deliver on the true promise of AR—the promise of having almost limitless data about everything within your gaze, or being able to look through the eyes of another person. Today, most AR and VR demos relegate these devices to the role of a very fancy display gadget for trade fairs, or a novel gaming device for very, very simple games."
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#VR getting serious? Sony Is Taking Yet Another Step Into Virtual Reality -- The Motley Fool

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

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

Creating #VR Content? 10 Commandments every virtual reality experience creator should follow | Pervasive Entertainment Times | Scoop.it
Thou shall cast thy fury at developers who do not keep these design rules dear.
Gary Hayes's insight:
Quote "7. Thine kingdom need not be be realistic Unfortunately, realism doesn't work that well with VR. What you have to aim for is coherence and consistency - if you turn your head, the view should move, but if you need to walk forward, it doesn't have to be exactly like real life with head-bouncing and swaying from side to side as you take a step. That would just make everyone throw up. The less perfect the VR experience is, the less the player will expect, and the easier it is to fool them into seeing everything as real."
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Dr. Pamela Rutledge's curator insight, September 13, 2016 8:13 PM

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