 Your new post is loading...
 Your new post is loading...
Pour faire face aux mutations des usages majeures qui se succèdent et s’accélèrent, voici cinq recommandations aux médias et producteurs de contenus !
La réalité virtuelle est encore compliquée et chère à produire. Pourtant, les reportages immersifs se multiplient. Créant une forme d'engagement nouvelle pour l'information.
Here’s everything we know about Snapchat’s new camera sunglasses, Spectacles
Le média qui explore le futur. Retrouvez tous les jours l'actualité du monde qui vient.
Comment écrire des balados à succès comme Serial qui rejoint des millions d’auditeurs? Un retour sur ce qui fait la force d’une bonne narration, du feu de camp à l’écran.
HoloGrid, the upcoming augmented reality collectible card game from Tippett Studios is much more than just an adaptation of Star Wars: HoloChess.
Trois recueils de nouvelles paraissent mardi sous forme d’e-books. Près de 10 ans après la publication du dernier tome, l’univers imaginé par J.K. Rowling ne cesse de se développer.
As it turns out, the secrets to VR and 360 video storytelling for filmmakers may hide on-stage with the classical theater experience.
Créativité du digital VS. puissance du broadcast
|
WILL VR HELP SHAPE A BETTER SOCIETY?
ave been slowly popping up in places like Best Buy and the Microsoft store in the U.S., Steiber says the broader access to the technology has a good ch
High Fidelity will allow you to build infinite shared worlds in virtual reality
Via Gary Hayes
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 [...]
Par Jérôme Derozard, consultant et entrepreneur. Billet invité. Pour Mark Zuckerberg, le "réseau social du futur" passe par une VR sociale qui place au centre les personnes et non les applications.…
Today, Starbucks is becoming a media company. The company this morning debuted its first-ever original content series called "Upstanders" which aims to..
The key question for brands looking to thrive in the 21st century is: what is our brand doing?
Via Simon Staffans
Pinchas Gutter survived a Nazi death camp – and now his story will live on through a hologram that can answer your questions
Marché en ébullition aux Etats-Unis, les contenus sonores, souvent produits à la manière des séries télé, ne sont plus l'apanage des radios. Après Arte, «Télérama», «Libération» et d'autres médias, Slate se lance à son tour dans les podcasts.
Jeux vidéo, chaînes de télévision, presse... tous les médias s'essaient à la réalité virtuelle (VR), avec une inconnue : l'intérêt du public pour cette nouvelle forme de narration, qui immerge directement le spectateur au coeur des contenus, à l'aide d'un casque adapté.
elf is being designed to look as though it exists in multi
|