Archive of many, many presentations from Unity conferences from 2007-2015. Unity is, by far, the most frequently used software to develop games and VR.
Designing interactive/narrative experiences for mixed reality is unlike any other medium, and understanding what works and what doesn’t work has been an interesting path. Classic console and video games do not necessarily translate well, and the exciting opportunity for an entirely new form of entertainment seems to be at our fingertips. Graeme Devine here discusses the thought process at Magic Leap and what the road travelled thus far has taught him.
Graeme Devine and Gordon Bellamy Fireside Chat, VRX USA conference, November 2015
Most people who interact with AR for the first time have a mind-blowing experience but fail to consider classroom applications. In our elementary school classrooms, we use AR to create active learning experiences hitherto inconceivable, and in the process redefine the learning space!
"As captivating as it is well designed, this unique website provides an interactive and cinematic experience that details the stages of invention, popularity, public disenchantment, and the eventual rebirth of the chemistry set. We love that users are kept engaged throughout the entire experience, progressing through the timeline by completing brief games and activities. Brimming with interesting facts, images, and quotations, this resource can be considered among the best examples of digital humanities for its use of digital tools and technologies to highlight the historical, cultural, and scientific facets behind this now iconic artifact.
"Have you ever wondered about the origins of the chemistry set or its evolution from the Young Chemists Pocket Companion of 1797 to the modern kits we know today? Stinks, Bangs and Booms answers those questions and more as it traces the rise and fall of the American chemistry set through four interactive chapters: Inception (1791), Heyday (1920-1960), The Decline (1960-1979), and The Resurgence (1980-Today). The engaging online interface was created by Bluecadet and draws upon the plentiful research and archival material of the Chemical Heritage Foundation. Interactive elements and mini-games keep readers interested and users have the opportunity to delve a little deeper or move on to the next section. One particularly interesting activity, featured in the Heyday chapter, includes listening to the short oral histories of professors, business leaders, and others as they remember their first chemistry sets. While most site visitors will be intrigued by the American chemistry set's colorful history, educators and librarians are sure to find many exciting uses for this amazing website."
Sketchfab now has native apps for HTC Vive, Oculus Rift, Gear VR, and Google Cardboard on iOS and Android, as well as preliminary WebVR support - see our VR page. This is the place for all related product updates and questions!
Dennis is the CEO and Founder of x.ai, whose artificial intelligence driven personal assistant lets people schedule meetings using plain English and nothing more than a CC to amy@x.ai. Founded in 2014, x.ai is backed by blue chip investors, including IA Ventures, Firstmark, and Two Sigma Ventures, and located in New York City.
Dennis is a pioneer and expert in the analytics, optimization and big data space and has been since its inception – he is also a fully-fledged entrepreneur and successfully delivered a number of company exits. He’s an accredited Associate Analytics Instructor at the University of British Columbia, the Author of Data Driven Insights from Wiley and a frequent speaker on the subject of Analytics and Data. A native of Denmark, Mortensen currently calls New York City his home.
Communication today is faster and more ephemeral than ever. We fire off emails, skip the punctuation in our texts, and watch our photos and messages vanish in seconds on Snapchat.
Digital tools have made communicating with others easier but not necessarily more thoughtful, and this bothered Sonny Caberwal, an entrepreneur. “We’re in a rush to make everything disappear,” he said.
Receiving a physical, handwritten thank-you note or letter these days feels special, but it also requires some work. “You have to assemble all the pieces,” Mr. Caberwal said — including paper, a pen, the recipient’s address, an envelope and a stamp — and then the note has to be written and mailed, all of which is time-consuming. He wanted to enable people to do that more easily, by harnessing technology to create a product that still felt very personal and worth keeping.
His company, Bond, harks back to a time of fountain pens, creamy sheets of writing paper and wax-sealed envelopes. Mr. Caberwal, founder and chief executive of the New York City start-up, describes it as “the opposite of Snapchat.” Bond was started in 2013, and has about 50 full-time employees and several high-profile backers, like Gary D. Cohn, the president of Goldman Sachs, and the rapper Nasir Jones (known as Nas).
Storyboards are commonly used in film, web and game design as a quick, effective way to communicate spatial position, sequence, motion and interaction when you’re trying to pre-visualize a scene. They’ve also been used to frame a scene, but what do you do when there’s no frame?
Storyboard used in an early concept for Cardboard Crash, before understanding that there is no frame in VR. For VR we can still storyboard a scene, but instead of objects being defined relative to the frame, we define them relative to the audience. This approach should come naturally to practitioners of user-centered design, but may feel foreign to those used to directing audience attention. Instead of controlling what the audience sees in VR, we work with probabilistic areas of user attention based on ergonomic data.
Science House, New York, NY A journalist and entrepreneur, Rita uses the Internet and digital environments to innovate work, education, and outreach. In th
The imagination age is a theoretical period beyond the information age where creativity and imagination will become the primary creators of economic value. This contrasts with the information age where analysis and thinking were the main activities.
"The concept holds that technologies like virtual reality, user created content and YouTube will change the way humans interact with each other and how they create economic and social structures. A key concept is that the rise of the immersive virtual reality, the cyberspace or the metaverse will raise the value of imagination work of designers, artists, video makers and actors over rational thinking as a foundation of culture and economics.
"Imagination Age" has been popularized as a cultural and economic philosophy by artist, writer and cultural philosopher Rita J. King in her November 2007 essay for the British Council, "The Emergence of a New Global Culture in the Imagination Age" where she began using the phrase, "Toward a New Global Culture and Economy in the Imagination Age".[4] King further refined the development of her thinking in a 2008 Paris essay entitled, "Our Vision for Sustainable Culture in the Imagination Age"[5]
"After a stroke, the earlier the better when it comes to rehab: research has shown the sooner a patient is able to begin the recovery process, their chances improve for regaining lost function. But could virtual-reality rehabilitation promote better success in the real world?
At this past week’s World Congress for Neurorehabilitation at the Pennsylvania Convention Center, we’re zooming along a railway in a mine cart, leaning out one side and then the other to collect gold coins.
“She increases her speed by using this rowing motion,” says Dr. Karen Kerman, a pediatric neurologist at Hasbro Children’s Hospital in Providence, RI.
It’s a game with a serious purpose.
“We’re working on her balance and ability to control her trunk while engaging in upper limb activities,” Kerman explains. “This is important for a patient who is having problems with balance or control after a stroke or with Parkinson’s so they can correct their posture so as to avoid a fall or other injury.”
The patient’s motion is translated to the computer screen with a Kinect sensor — the same thing the Xbox uses. But MindMaze, the Swiss company where Kerman is medical director, aims to use the games on this system — called IOMI — to help patients transition from the hospital to a clinic and back home, using the virtual-reality rehab every step of the way."
Yesterday, Google announced Daydream, a platform that represents its most serious push yet into VR.
What we're seeing here is a very real attempt to democratize virtual reality in a way we have not seen before. It all started with Cardboard, of course, but Daydream is so much more. Google is essentially doing for VR what Android did for smartphones: It's offering a basic set of specifications that other companies can use. There's no need for them to come up with their own software or spend precious resources to come up with the right hardware design; all of that is already taken care of. Hell, Google's even making its own Daydream headset just like it did with its Nexus devices.
In contrast to Cardboard, which is just a low-cost viewer, the Daydream platform encompasses designs for an actual headset, with the build quality of a Samsung Gear VR or Oculus Rift. It has headstraps and looks like it's made to be worn hands-free. There are even designs for a Wiimote-like motion controller. While Samsung's Gear VR works only with Samsung's own phones, a Daydream headset would be compatible with many more handsets. The potential here is huge.
VR consumer adoption and growth – Is the hype justified?
There has been huge hype and huge investment in VR over the past 2 years, but has it been warranted? What will the market look like in the next 5 years? Will it consolidate? Will big players see a real ROI and if so, when? Is there space for this many big players?
This session is a selection of short presentations followed by an expert panel exploring the VR and AR ecosystem and analyse where the short, medium and long term wins might be.
Panelists include:
-Stephanie Llamas, Head of VR/AR Strategy, SuperData Research -Michael Goodman, Director – Digital Media Strategies, Strategy Analytics -Stewart Rogers, Director, Marketing Technology, VB Insight -Adam Cox, Senior Analyst, Futuresource
Panel chaired by: Pete Carkeek, MD, VR Intelligence
Will learner-centred AI be banned from classrooms like smartphones?I was struck by a statement in this promotional video for IBM’s Watson AI technology tha…
How to 3D Sculpt in your Browser (no expensive or complicated software to be downloaded), and then optimise and texture the model using free/opensource software.
Welcome to Sculptfab. The sculpting software that runs in your browser!
Discovered this last night… Sketchfab has an experimental browser based sculpting tool! More info on how they got around to it can be seen here. In brief, it started as a project called SculptGL by Stéphane Genier. As the project is under MIT license, the Sketchfab team decided to put together a quick hack to improve the user interface.
For something that runs in your browser its pretty robust! and runs fairly smooth. I played with it a lot! Did a bunch of models right away.
I’ve long been interested in the potential of 3D virtual worlds for online education so I was delighted when I first found Edorble. I had my own 3D virtual classroom set up within about 5 minutes and was ready to start inviting students and trainee teachers. I think Edorble has huge potential for education, so I was really delighted when Gabe Baker – CEO of Edorble agreed to be interviewed.
What’s your elevator pitch? We want to make online classes and meetings more personal, playful, and powerful. We do this with Edorble, a private 3D world that is purpose-built for online education and collaboration. Online, it can be difficult to have a sense of togetherness and to do simple things like break into small groups, raise hands, or watch videos and content together. We make all of that, and more, easy in Edorble.
We are very excited to announce the release of our apps for Virtual Reality – available for Oculus, HTC Vive, Gear VR and Cardboard – as well as initial WebVR support on Sketchfab.
These apps provide a dedicated Virtual Reality experience and make Sketchfab available on more headsets. The apps are a curated showcase of models, and already a great illustration of what Sketchfab + VR means. Our goal is to scale them to let you browse the entire Sketchfab gallery in VR within the apps.
The other great news is that with our WebVR support, you can now explore ALL Sketchfab models in VR – not only with Cardboard, but with any VR headset. This now also includes positional tracking on all platforms that support it (Oculus and Vive). And it’s just a click away from any model – press the VR button to get started!
By now, you're probably tired of hearing about how virtual reality is the next big thing for movies and games. But here's one you may not have heard yet: that virtual reality could be the next big thing for culinary experiences.
Potentially, the technology could help us consume our favorite tastes while avoiding unwanted side effects – whether food allergens or just extra calories. As someone who has long had a fraught relationship with the rotation of wonders at my local doughnut shop (think seasonal confections like Pumpkin Fool), the idea holds an undeniable appeal.
Kelsey Ramsden is Canada's Top Female Entrepreneur ranked by Profit and Chatelaine Magazines. In her work she balances venom and virtue, book and stree
IMAX is getting into the virtual reality business.
On Thursday, the company announced that it is teaming up with Google to build cinema-quality virtual reality video cameras.
It is also planning to launch virtual reality "locations," The Wall Street Journal reports.
The cinemas — if you can call them that — will be opened in shopping malls, much like traditional movie theatres. There are six reportedly planned for this year, including in Los Angeles and China.
By partnering with manufacturers to build Android phones to a common baseline that can support high fidelity VR, Google was able to design a minimal headset and controller that could serve as a standard to deliver quality VR—without all the cords or gaming PCs.
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