Virtual Reality Finally Catches OnWith Businesses – WSJ – Wall Street Journal (subscription)


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Virtual Reality Finally Catches OnWith Businesses - WSJ
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While consumer adoption has been slow, businesses are turning to virtual reality for training in industries from construction to medicine to sports. Executives say ...
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Sneak Peek: ‘Sword Of Baahubali’ Virtual Reality Experience Puts You Inside The Movie’s World – Forbes


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Sneak Peek: 'Sword Of Baahubali' Virtual Reality Experience Puts You Inside The Movie's World
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Even as the smash hit movie Baahubali: The Conclusion winds down its extraordinary theatrical run, the creators of the epic action-fantasy franchise are gearing up several additional entertainment projects to captivate fans anew with the characters ...

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Porn firm offers virtual reality sex classes to help ladies become … – The Sun

ITS no secret that most of the people who watch naughty videos online are men.

But now one American porn firm wants women to strap on a virtual headset and enjoy educational simulated encounters with strapping young hunks.

BaDoinkVR, a company which describes itself as the worlds premiere destination for adult virtual reality entertainment, has teamed up with a top sex educator for a new sex series called Virtual Sexology II: What Women Want.

The cutting edge experience is designed to offer lessons in how to enhance sexual pleasure and performanceboth solo and with partners.

It allows women to put on a VR helmet and disappear into a world where well-hung men are always on hand to deliver a foot rub and perform all manner of other sex acts too.

The sex scenes are filmed from the womans perspective, allowing ladies to imagine they are involved in the action.2

To mark the launch, the porn firm behind the scheme is also giving away thousands of Trinity Peanut Bullet Vibe sex toys.

We recognised that women tend to have different a mindset compared to men when it comes to adult VR, Dinorah Hernandez, director at BaDoinkVR, told The Sun Online.

With Virtual Sexology II, we strive to appeal to a large demographic of women that have been widely ignored by the adult industry.

SexologistDrHolly Richmond worked on the development of the VR porn scheme.

Her day job involves helping to solve issues around low and absent libido, desire discrepancies in couples, compulsivity issues with sex and pornography, recovery from sexual assault and abuse, alternative sexual lifestyles, and those working or who have worked in the adult industry.

Virtual Sexology is a progressive concept that offers a wide-variety of positive sexual health applications in an informative and entertaining way, she said.

Womens desire and arousal are unique to mens and extremely varied, so our approach with this endeavour was to explore not only what women want, but also how they want it.

Virtual reality pornography is becoming increasingly popular and could be available in thousands of European hotels room within six months.

A different porn firm recently called on men to strap on headsets to spice up romps with their wives

We pay for your stories! Do you have a story for The Sun Online news team? Email us at tips@the-sun.co.ukor call 0207 782 4368

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Google Announces PC-Free Virtual Reality | The Daily Caller – The Daily Caller

Google has announced virtual reality hardware that can be operated independent of a smartphone or computer.

In late May, Google announced a myriad of upcoming virtual reality innovations

At its yearly I/O conference in late May, Google announced its collaboration with Lenovo and HTC to develop a new breed of VR headsets, designed to work without a phone or separate computer, per CNETs Ian Sherr.

In his keynote speech at Google I/O, Clay Bavor, the VP of Virtual and Augmented Reality at Google, referred to these devices as standalone headsets that require no cables, no phone and certainly no big PC. Clay goes on to say that by building every part of the device specifically for VR we have been able to optimize everything. The displays, the optics the sensors all to deliver a stronger sense of being transported.

CNETs Scott Stein also noted that the headsets will have built-in WorldSense cameras that allow some room-tracking and movement, something that other higher end virtual reality headsets can only do with sensors placed throughout a designated room. Because Worldsense is integrated in the headset, Googles new VR will allow the user to enjoy a full virtual reality experience with movement in any room or space.

Previous iterations of VR headsets, like Facebooks Oculus Rift, Sonys Playstation VR, and HTC and Valves Vive headsets, required that the user be connected physically or wirelessly to their PC and consoles.

Meanwhile more portable virtual reality headsets, like Samsungs Gear VR and Googles own Daydream and cardboard headsets, rely on the users phone being inserted in the front as a screen, a costly sacrifice to the phones charge that users need for various other tasks throughout the day. Googles standalone devices may solve these issues with their new dedicated platform.

For now, there has been no announced price and only a vague promise for a release later this year. But, a dedicated VR machine with motion tracking capabilities and no need to be anchored to a PC is a promising innovation in the emerging virtual reality market. With the virtual reality industrymissing sales targets in 2016according to Fortunes Jeff Roberts, an innovation like this may usher in a new wave a virtual reality excitement and reinvigorate sales to their once projected levels.

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Rockwell Collins finds virtual reality drives seat design – Runway Girl Network

When he was 17, my son Sam took a freelance job reviewing car racing games for the Wheels section of The New York Times. Sometimes in the evening when I would tell him to stop spending so much time in front of the monitor he would reply, Ma, Im working here.

Little did I know that as Sam and millions of other adolescents around the world were gaming, the were test-driving and fine-tuning the computer graphics that would become important tools in virtual reality. Today that technology is being used to cut costs, save time and understand better how airline cabin interiors will work in actual reality.

The recent quality of whats available with virtual reality, its all thanks to the video game industry, said Glenn Johnson director of the design studio at Rockwell Collins Interior Systems, formerly B/E Aerospace.

Engineers at Rockwell Collins have been using some virtual reality in their design process for a while but two years ago, it started sharing products still in development with its clients.

In the past, what you would do is show renderings, a nice glossy picture, but thats two dimensions, Johnson explained. The customers wanted to know what it looks and feels like. With VR, the executives were reaching for their shoes, for the oxygen mask, the overhead bin, the Nespresso machine the company keeps bragging about, trying to see how easy these things were to reach.

Whatve weve been able to do is have the marketing teams and the people responsible for the on board product actually see if they could fit their shoes in the show stowage and normally we wouldnt be able to do that, Johnson said.

Take a seat at Rockwell Collins Winston-Salem facility and explore aircraft interior options and #PaxEx. Image: Rockwell Collins

At a demonstration for journalists at the companys Winston-Salem headquarters, Johnson and David Balfour, a visualization specialist, strapped the goggles on my head and sat me in a cardboard, economy-sized seat. To anyone looking, I was sitting in an empty room. But through the goggles, I was seeing the inside of a widebody airliner. I could sit or I could stand. I could walk around and explore. I headed to the galley. The only thing missing was the smell of the Nespresso.

I thought I was having the top of the line virtual reality passenger experience, but I was wrong. To collaborate, multiple people need to explore the cabin together. And if youre Johnson and Balfour youre thinking something like, if the experience is virtual, why does everyone even need to be in the same place? so they created a multi-player, multi-location environment.

With a computer powerful enough to run virtual reality, they can put their headset on anywhere in the world, Johnson told me. Our customers can walk around and view our product and we can discuss the cabin with them, talk about different aspects of the product as if we were all together.

One can see how this would cut down on attenuated revisions and changes late in the process. Sometimes, Rockwell designers discover a great idea on paper isnt so great in (virtual) reality. Other times, customers are won over by an idea they might not have been enthused about initially.

Balfour told RGN that, at a design workshop at the Winston-Salem office, two airline clients were in separate rooms but exploring the same cabin together. There was a lie-flat bed and something about it caught their interest so they gave it a try. Balfour tells the rest of the story.

These two guys were in totally separate spaces but they could see each other and talk to each other, Balfour said. They were having a conversation in virtual space lying next to each other. What was going on looked strange but they felt quite comfortable in virtual reality.

There are no photographs and no mockups, Johnson explained. Its a controlled experience.

While Rockwell Collins executives believe no other airline interiors company is using VR this extensively, increasingly aviation-related companies are hopping aboard.

This May, the International Air Transport Association (IATA) demonstrated its VR training for ground handlers and it is working on variations on that theme for aviation security and airfield driving training, according to Frederic Leger, director of airport, passenger, cargo and security products at IATA. There are many applications outside of aviation as well.

IATA showcased its use of VR for aviation security and airfield driving training.

After college, my son Sam went to work for Ford Motor Company where virtual reality goggles get a workout with engineers and designers who are testing concepts before building prototypes.

Perhaps if I had done a little gaming with Sam a decade ago, I might have seen that all the virtual driving he was doing was taking us by ground and by air to a whole new reality.

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Augmented, Virtual Reality Headed to Macs, iPhones – PCMag

Apple is giving Google's Tango AR platform a run for its money, and also plans to bring support for VR headsets to future Macs.

Apple has remained mostly silent on its augmented and virtual reality ambitions until Monday, when it announced new tools for software developers that will allow them to bring augmented reality apps to iPhones and iPads.

Called ARKit, the tool harnesses inputs from the motion sensors and cameras in iOS devices to allow apps to superimpose virtual elementsa 3D mug of steaming coffee, for instanceonto real-world objects seen through the device's camerasay, a coffee table.

Using ARKit, developers will be able to create AR apps that work with people's existing iPhones. That's in stark contrast to Google's Tango AR platform, which requires phone manufacturers to integrate Tango-compatible sensors and other hardware into their devices. The upshot is that Apple's entrance into the AR industry will make iOS devices the largest AR platform in the world, according to Apple Senior Vice President of Software Engineering Craig Federighi.

"When you bring the software together with these devices, we actually have hundreds of millions of iPhones and iPads that are going to be capable of AR," he said at WWDC on Monday.

ARKit has a lot of features that will excite developers, such as the ability to estimate lighting in the real world so that virtual objects can be covered in realistic-looking shadows. For users familiar with the AR craze that Pokemon Go ushered in last summer, however, the end results will seem like more incremental improvements: instead of having a game character floating in front of you as you move your phone, for instance, he'll be stationary on the sidewalk and will remain there even if you move your phone's camera to a different spot.

Apple iOS users will start to see apps made with ARKit when iOS 11 rolls out this fall. Meanwhile, Apple also announced that virtual reality will be coming to Macs, which don't currently support the graphics cards required to power high-end VR headsets like the Oculus Rift or HTC Vive. That changes with the upcoming ability in new Macs to support SteamVR and connect to external graphics cards via Thunderbolt enclosures. Game developers will be the first to get their hands on the external graphics cards, Apple said, and they could reach consumers next year.

Also today, Apple unveiled iOS 11 and a new version of macOS known as High Sierra. It also beefed up its Mac lineup, teased a $5,000 iMac Pro, showed off a new iPad Pro, and revealed its Echo rival, HomePod.

Tom is PCMag's San Francisco-based news reporter. He got his start in technology journalism by reviewing the latest hard drives, keyboards, and much more for PCMag's sister site, Computer Shopper. As a freelancer, he's written on topics as diverse as Borneo's rain forests, Middle Eastern airlines, and big data's role in presidential elections. A graduate of Middlebury College, Tom also has a master's journalism degree from New York University. Follow him on Twitter @branttom. More

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Virtual Reality To Be Featured At Tribecca Film Festival – Forbes


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Virtual Reality To Be Featured At Tribecca Film Festival
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Loren Hammonds (Programmer and Live Events Producer) and Ingrid Kopp (Director, Digital Initiatives), have what many would consider dream jobs traveling the world to find interactive exhibitions for New York's Tribecca Film Festival, now in it's ...

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Virtual reality takes staff, physicians through new hospital | Local … – Times Daily

FLORENCE -- A walking tour through North Alabama Regional Medical Center while it is still just a bunch of steel and construction plans was made possible with virtual reality technology.

Hospital department leaders, nurses and physicians were able to tour different types of hospital rooms to check the setup and functionality of the rooms, and make changes on the spot.

Eliza Coffee Memorial Hospital Chief Operating Officer Mike Howard said when modifications are noted during the virtual reality tour, those changes can be made immediately to three-dimensional computer renderings.

The virtual reality tours were set up in a Layton Construction trailer at the hospital site in east Florence.

"Previously, we would have had to build out these actual rooms, perhaps in a warehouse space one by one," Howard said. "This saves time and money and makes changes much more streamlined."

The new hospital will replace ECM and change names when it opens, which is expected in late 2018.

Keith Allen, vice president for real estate with RCCH Health Partners, the company that owns ECM, said utilizing virtual reality technology is new for the construction industry.

"This is the first time Layton Construction has ever used this capability on a project," Allen said.

Using virtual reality googles and a wireless, hand-held controller, users could peek inside patient rooms, the hospital nursery, or an intensive care unit room.

Howard said virtual reality models of an emergency department exam room, an endoscopy procedure room, an intensive care unit room, a labor and delivery room and nursery, an inpatient room, a robotic-equipped operating room, and a surgery recovery room were made for the tour.

He said changes were made after the first wave of care staff did the virtual tour.

"In the critical care room, we had some oversized furniture that would have been in the way of our front-line staff caring for patients," he said. "We also noticed some of the outlets and medical gases (hook-ups) needed to be moved."

Hospital staff and physicians that practice at the hospital had access to the virtual reality tour all day Friday. Also available were renderings of the inside of the hospital that showed the hallways and elongated main entrance, and lobby that mimic the shape of the Tennessee River. Architectural beams that replicate the shape of O'Neal Bridge hang from the lobby ceiling.

The first steel beam was placed the middle of March. Since then, more of the skeleton of the hospital has been assembled. The steel structure for the center column of the hospital is in the works, and portions of the wings that span from the center are being put in place.

About 2,800 tons of raw steel are being used to build the frame. The new hospital will be 485,000 square feet.

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Inside the Story: A virtual reality experience opens in NYC, Dubai … – KUTV 2News

(KUTV) Across an open field on the east side of Interstate 15 in Lindon, Utah, is a unique building containing the latest in virtual reality technology.

They call it The Void.

People suit up in a vest, helmet, and weapon, and walk through a special door to experience a make-believe world.

"When you go in wearing these goggles and this vest, you don't just see this world around you; you can actually reach out and touch it," described Curtis Hickman, co-founder of The Void.

In this virtual reality world, you become a Ghostbuster. Your job is to fight off the evil ghosts that appear all around you. And you end up face-to-face with the Marshmallow Man.

"We immerse you in it. When you walk in, you are completely untethered in this free and open world that you've stepped into," Hickman said.

The Void teamed up with Sony to bring this Ghostbuster experience.

But this is just one of several they've created. The concept is nearly three years in the making.

Their first location opened up in New York City in May of last year.

Number two opened in Dubai just last month and now The Void is coming to the little Utah County town of Lindon.

"We are here; it just made sense to open something up to let our friends here in Utah really see and experience this amazing technology we've developed," said Hickman.

The secrets of what happens behind these close doors are just that-secrets.

Much of it has to do with magic.

In fact, Hickman worked as a professional magician.

He says magic is a huge part of how this all is brought to life.

"It's all about creating an illusion of reality," he said.

But as high-tech as this experience is, this is just the beginning of what's to come from this kind of virtual reality experience.

"That's probably the most exciting part, is that everything is going to grow and expand and the technology is going to get better and the equipment is going to get smaller and lighter," Hickman said. "This is like the early days of basic video games."

But even now, the technology is so good that it becomes a little too real for customers.

"We've had people leap back and land on the equipment and just start screaming and flaring around," Hickman said.

But that's the reaction The Void is hoping to get as they bring this make-believe world to life.

"It's sort of this mix of actual reality and virtual reality that come together to create a realistic yet impossible experience," Hickman explained.

To find tickets, go to The Voids website.

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Just How Big Is The Virtual Reality Market And Where Is It Going Next? – Forbes


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Just How Big Is The Virtual Reality Market And Where Is It Going Next?
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2016 was a pivotal year for the Virtual Reality industry but just how pivotal? Almost 100 million VR units shipped, pivotal. The trouble is... most of those (96%) ...
VR Porn Stats: Gear VR Most-Used Headset, Daydream Barely ...Variety
'We're running with scissors': Why some experts worry about VR dangersPolygon

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Ancient Jerusalem Comes Alive in New Virtual-Reality App – Live Science

The "Lithodomos VR" app allows people to experience archaeological reconstructions of ancient Jerusalem, at the height of the city's splendor under Roman rule in the first century.

This story was updated at 12:29 a.m. ET on April 7.

Visitors to Jerusalem and virtual tourists alike can now see the city as it looked in ancient history, with a virtual-reality app based on archaeological reconstructions of the city at the height of its splendor under Roman rule in the first century.

The program, named "Lithodomos VR," is a paid android app for smartphones and portable virtual-reality headsets that was launched on Google Play in December 2016. The app sells for $1.99 on Google Play, and $2.99 in the Apple App Store. Developed by Simon Young, an archaeology doctoral student at the University of Melbourne in Australia, the app includes a 3D virtual view of the area around Jerusalem's Western Wall, where the ancient stone walls of the city's Temple Mount can still be seen.

By using the app on a portable VR headset and smartphone, visitors to the Western Wall can compare the modern-day view with a 3D, 360-degree reconstruction of the ancient city from the same location, when the wall and the Jewish temple above it had been newly built on the orders of Herod I (74 B.C.- 4 B.C.), the Roman-backed king of Judea. [See Photos of the VR App and Ancient Jerusalem]

Young told Live Science that the reconstruction of the first-century scene was faithful to the latest archaeological research, and will be updated as new research becomes available.

"The VR content that we are deploying on the app is the result of carefully researched material from archaeological excavations, site plans, elevation drawings, photographs of textures and [geographic information system] mapping, as well as topographical data from NASA's ASTER digital elevation models," he said. "So all the content is linked in to the real world."

The VR scenes of Jerusalem in the Lithodomos VR app are based on the archaeology of the city years after Herod rebuilt the Temple Mount around 20 B.C., Young said, and before the destruction of the temple precinct by Roman troops in A.D 70, during the rebellion against Roman rule that became known as the Jewish Revolt.

In addition to the virtual view of the ancient Western Wall, the app includes a reconstruction of a market street in the city, where the virtual houses are based on real excavations. The featured objects, such as ceramics and street furniture, were modeled on data from first-century artifacts in Israeli museums, according to Young.

"We're really making sure that rather than just being haphazardly thrown together, what you're seeing really does correspond to the research," Young said.

"I see virtual reality as a really important way of communicating what is often a lifetime of work for many archaeologists," he added, "so there's a line I dont cross."

Jerusalem's Western Wall is one of the most iconic cultural sites in the ancient city. The layers of stone blocks at the base of the wall were laid around 20 B.C., when Temple Mount and the Jewish Second Temple were rebuilt by the Roman "client-king" of Judea, Herod I.

Another virtual scene is an elevated view from a bridge to the entrance of the temple, the remains of which are known as Robinson's Arch. [The Holy Land: 7 Amazing Archaeological Finds]

"From there, you can see the slope of Mount Zion and the Roman-period settlements, as well as the back of a theater, and to the left you can see the Antonia Fortress [the barracks of the Roman garrison] and the Jewish settlement. So, you can see about 1 kilometer (0.6 miles) in every direction," Young said.

Young's career as a software developer began as he studied for his Ph.D. in archaeology at the University of Melbourne. (His thesis on ancient cityscapes was submitted in September, and he's waiting to hear the results.)

Young explained that he taught himself 3D-modeling as part of his studies on the architecture of ancient cities, and began experimenting with virtual reality when the Oculus Rift headset became available.

"I thought, I can take my 3D models and put them into this machine," he said, "and then when I put the headset on, there I was, standing in one of my buildings."

Lithodomos has also released a second, free app on Google Play and for Oculus Rift,featuring VR reconstructions of the Odeon of Agrippa in Athens, the Temple of Venus in Rome and the Arena of Lutece in Paris. The arena is a city park where a Roman theater and an arena for gladiators stood in the first century A.D.

"The idea is that when you visit an ancient site, say the Odeon of Agrippa, you take out your headset, stand in the right spot, and look around and what you will see is exactly a perfectly mapped reconstruction within a few centimeters to the real world," Young said.

In January, Young's company received investor funding of $900,000 Australian dollars ($679,000 U.S.) to develop the software and expand the range of archaeological sites that it covers, reported Venture Beat. Young plans to publish new VR scenes of famous archaeological sites every few weeks or months.

Future developments will include new software features, such as the ability to view the changes over time in VR scenes at each location, he said

"Our goal is to show the evolution of an important place through time, like the Roman forum from the time it was a cow market, right up to the sack of Rome by the Goths [in 410 A.D.]," Young said. "But, as they say, Rome wasn't built in a day."

Editor's Note: This story was updated to correct the app developer's name. His name is Simon, not Sean.

Original article on Live Science.

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Ancient Jerusalem Comes Alive in New Virtual-Reality App - Live Science

Enter Player 3 Why Nintendo Will Win the Coming Virtual Reality Console War – Monkeys Fighting Robots (blog)

In the rising tide of Virtual Reality buzz nothing is moving faster than the equipment. In particular with the gaming console giants and their takes on evolving into virtual reality. The aspects of virtual reality that are difficult to manage remain usability, content and player experience. Like anything else these issues will take time and innovation to resolve. So youre thinking this is about virtual reality tech. Yes and no. This is also about strategy. Something game console creators have been playing with for years.

Im going to go ahead and call the eventual winner of the coming console virtual reality war. Nintendo. You say what?!? PlayStation has put its best try out there and Microsoft has just let it slip that they are releasing the Kraken soon in Project Scorpio. Yes and then Nintendo mentions as a by your leave oh the Switch could have virtual reality capabilities. Well thats rather convenient.

Take a jaded look at the history of these companies when it comes to producing gaming consoles we want. Nintendo is the old dog for a good reason. Mostly patience and the ability to rope and dope the other two into putting out first so they can learn from their mistakes. It happened years ago when PS3 and XBox 360 were duking it out for console supremacy. Nintendo let them go with graphics as a main definer for enhanced user experience. Then they went with quality of game play to quietly release the Wii. Which much like the Switch, sold out immediately and then indefinitely for about a year. Remember this example as you read. Its called a pattern.

Now back to those factors from before. Lets look at usability. By the way in case you havent thought about it. The Wii was the first foray into Virtual or Augmented Reality gaming. Nintendo already has the controllers. Consider Wii the dry run. With the Wii, Nintendo explored placing real action into a game space. All of those kinks have been being puzzled over and worked on for years now. It seems to me Xbox was still solving red ring of death issues. While PlayStation never really got their Move adjustment off the ground.

When it comes to content PlayStation usually wins the war for modern adaptations. This is done so well that they never introduce a new advance without a lusted after Triple A title to sell it. Most recently this was done with the Batman VR launch. The tried and true method for PlayStation to go to market with. Microsoft has never been a really heavy content hitter beyond the Halo franchise. So they have less to build on there. Consequently this is why they usually lean to power. Nintendo has the most famous video game characters of all time. (slight audio feedback, plunk) Yes you did hear an audible mic drop with that statement.

An amazing player experience is the light at the end of the game design tunnel. The aspects of an enjoyable player experience is interpreted by each company differently and given different weight. Microsoft is the king of creating a beast which cannot be fed. The consumer says I want a console that may drop my citys electric grid, Microsoft calmly answers with hold my beer. No one does that better. The leaked specs for Project Scorpio is just confirmation of the Microsoft plan. It reminds me of Dodge selling Hemis. Yes its a magnificent engine, however is the average consumer going to need all that bang for their buck?

PlayStation is usually a bit more subtle, low-key and incorporates lived life with their console use. A lesson well learned when they became the most affordable Blu-ray player on the market just in time to capitalize on HD DVD losing the war with Blu-ray. PlayStation expects the players to live outside of the game experience. Mostly because Sony is a multimedia company. They have DVDs to sell. In that same vein Microsoft is a computer company. Guess what they have to sell.

So lets be clear, there is only one game company in this comparison. That company is Nintendo. They arent a branch, they are not a subsidiary or investment. They live and breathe games. The advantage of that is that while Sony and Microsoft are viewing this situation as an innovation for multiple tiers of their technology, Nintendo is viewing this as another way to make games. Games that will focus specifically on game play to define the quality of the player experience.

The Wii was successful because Nintendo built a console that enhanced game play. PlayStation and Microsoft were selling hi resolution interactive movies. Dont get me wrong those are great, but not a game does it make. It just so happens that a decent amount of those turned out to be really good games. When making games is the focus, graphics should not be the catalyst for innovation. It seems simplistic to state it but game play should be.

Enter Virtual Reality which is a method to incorporate created worlds into real life. This is a medium to enhance whatever experiences the user would like to enhance. The natural assumption would be that virtual reality would be benefitted by the most powerful graphics engine on the planet. Yes if youre inserting someone into a movie or a documentary. The Scorpio specs are perfect for that. However we are talking about games which are another beast.

Virtual reality game creation is a process of simplicity not necessarily of power. A well constructed game takes advantage of the tools used to play it. Nintendo is the company that has been planning in some form or fashion for this innovation without anyone being none the wiser. Repsfrom the company have gone on record in declaring that when virtual reality can be used to meet their needs it will be used. Tell me about those Nintendo Switch Virtual Reality capabilities again.

The pattern plays out the same over and over again. PlayStation sells a title with a console. Microsoft sells an engine. Then Nintendo sells a better way to play games and kamehameha waves the market. HaMeHAA!

Comment below and let me know your thoughts on the most important things to have in a good VR game.

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Cody Brown Has a Broad Vision for Virtual Reality – New York Times


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Cody Brown Has a Broad Vision for Virtual Reality
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Latest Project IRL, which was started in 2016, seeks to exploit what Mr. Brown calls virtual reality's untapped social potential. An overwhelming number of people have not discovered room-scale V.R., or high-end V.R., and they will not believe the ...

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Virtual reality app recreates Jerusalem during Second Temple – The Times of Israel

A new virtual reality app allows visitors to Jerusalem to see the city as it looked during the heyday of the Second Temple.

The paid application, called Lithodomos VR, simulates the way Jerusalem appeared during the first century CE, when Jesus lived and before the temple was destroyed by the Romans in 70 CE.

The app, launched in December 2016, will be updated as new archaeological research concerning the Temple Mount and its environs emerges, Simon Young, a doctoral researcher at the University of Melbourne who designed the app, told LiveScience on Thursday.

The VR content that we are deploying on the app is the result of carefully researched material from archaeological excavations, site plans, elevation drawings, photographs of textures and [geographic information system] mapping, as well as topographical data from NASAs ASTER digital elevation models, he said.

The application includes virtual reality scenes of Jerusalem from the period after Herod renovated the Temple, as well as view from the digitally rebuilt Robinsons Arch.

From there, you can see the slope of Mount Zion and the Roman-period settlements, as well as the back of a theater, and to the left you can see the Antonia Fortress [the barracks of the Roman garrison] and the Jewish settlement. So, you can see about 1 kilometer (0.6 miles) in every direction, Young told the site.

Lithodomos costs $1.99 for Android, and $2.99 on an iPhone.

The Israel Antiquities Authority also announced Thursday that its working on the development of an interactive digital Sanhedrin Trail crossing the Galilee. The virtual reality application allows visitors traveling certain segments of the cross-Galilee trail to view recreated heritage sites from the second and third centuries CE, when Jewish scholars were compiling the Mishnah and Gemara.

A digital reconstruction of a Roman arch along the Sanhedrin Trail in northern Israel (Tovanot Digital Projects, via Israel Antiquities Authority)

The project has already begun marking the route through the ancient city of Tiberias on the Sea of Galilee.

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Virtual reality app recreates Jerusalem during Second Temple - The Times of Israel

VR and cocktails: London is getting a virtual reality arcade – CNET

A new VR arcade will be filled with HTC Vive headsets.

London is getting a virtual reality arcade.

Other Worlds VR arcade will host gamers who don VR helmets and polish off street food and cocktails (not at the same time). It's set to be in a "secret location" somewhere in East London over the weekend of Saturday 3 and Sunday 4 June.

By day, the arcade will have events suitable for younger gamers. Bacon sandwiches, ice cream and retro cereal (this is East London, after all) will be served. Then from 4 p.m. to midnight, DJs take over, the bar opens and things no doubt get messy.

You'll be able to play on eight HTC Vive VR rigs, each with a big screen so your friends can point and laugh. There will also be retro arcade games and consoles hooked up to TVs from the appropriate era.

If you can't make it to London, Other Worlds is set to come to Birmingham, Cardiff and Manchester some time soon. Tickets go on sale on Friday. Sign up at otherworldsvra.com to find out more.

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VR and cocktails: London is getting a virtual reality arcade - CNET

Visit Philadelphia launches virtual reality "experience" – Bizjournals – Philadelphia Business Journal


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Visit Philadelphia launches virtual reality "experience" - Bizjournals
Philadelphia Business Journal
Destination marketing organization Visit Philadelphia has launched a virtual reality initiative, so residents and visitors will be able to get 360-degree tours of ...
Tour city in new virtual reality experience from Visit Philadelphia ...PhillyVoice.com
Potential Visitors Can Experience Philadelphia In Virtual Reality ...CBS Philly
Immerse yourself in Visit Philadelphia's new virtual reality tour of the ...Technical.ly

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Visit Philadelphia launches virtual reality "experience" - Bizjournals - Philadelphia Business Journal

How Google Is Revealing Unmapped Areas of the World in Virtual Reality – Singularity Hub

Technology companies left and right are developing new gadgets to advance virtual reality as an immersive entertainment and gaming platform. Others however, like VR producer Chris Milk, have hopes that the technologys potential will extend far beyond sheer entertainment.

One way this is being achieved is by using VR to transport viewers into the lives of others to create empathy and understanding, which weve seen in films such as Clouds Over Sidra and with New York Times The Daily 360.

Now, tech giant Google has taken on this challenge in their recent VR project, Rio: Beyond the Map, an effort to map Rio de Janeiros legendary favelas, which they launched at the 2016 Summer Olympics in Rio de Janeiro, Brazil.

More than 1.5 million Rio residents live in the favelasequivalent to one in every five people in the city. But for many locals and tourists alike, the favelas remain an unmapped and mysterious area.

In an attempt to breakdown this invisible wall that divides Rio, Googles Beyond the Map video experience uses 360-degree footage and a virtual host whos a favela resident to take viewers on a tour to explore the favelas and tell some of the stories of the individuals who live there.

Beyond the Map began as a project called T No Mapa (Its On the Map in English), where the company worked with a local nonprofit AfroReggae to train 150 favela residents in digital mapping techniques. These efforts over the last two years have helped Google map over 26 favelas and 3,000 local businesses. The project also helped some favela residents gain a mailing address for the first time.

A narrator in one of Googles 360 videos of the favelas says, Most people only know the favelas through the newscrime, poverty, and violence. But thats only a small part of the storythe favelas are not simply a place, they are a people, and to understand them, you must go inside and see for yourself.

She later says, When you arent on the map, you dont exist. But we do exist.

Beyond the Map is just one example of how technology like VR can amplify otherwise unheard voices and stories from around the world. As VR becomes more sophisticated and affordable, more impactful and creative projects will unfold.

Image Source: Shutterstock

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How Google Is Revealing Unmapped Areas of the World in Virtual Reality - Singularity Hub

Virtual Reality Filmmakers Tackle Smuttynose Island Murders – New Hampshire Public Radio

Imagine if you could be transported to a different place and time. Where would you go? For Daniel Gaucherand his film crew, that place is Smuttynose Island, off the New Hampshire coast. And the time? 1873, the year of the infamous Smuttynose Island murders. And they want you to be there, too, through the power of virtual reality. But filmmakers have a lot to learn when it comes to using this technology.

Its a frigid winter day. The sky is a brilliant blue. Its gusty, and the ocean looks choppy and cold. And in the distance, a lighthouse shines bright white on the rocky coast.

This is exactly the kind of place Daniel Gaucher was looking for. "I was looking for something that said New England, and had a sense of place," he says.

Gaucher is the director and co-creator of a film called Marens Rock." It's based on the true story of Maren Hontvet, who in 1873 was able to hide from a man who had already murdered two people in an incident known as the Smuttynose Island murders.

"Maren, in her night clothes in March with her tiny little dog, was able to hide in the crevice of a rock and elude this murderer all night long," Gaucher says.

But Marens Rock isn't just a historical New England horror story. Its a 360-degree immersive virtual reality (VR) film. It puts you right in the time and place of the story, and theres no turning away.

Its great in VR to have that sense of fear, that sense of whats behind you and things you dont know. A sense of dark spaces. And VR is the kind of medium that will put you right in there and tap right into those basic emotions.

Gaucher explains that during a traditional film, horror or otherwise, you can escape. If you're scared or upset, you can look away or grab onto the person next to you.

"But when you're immersed in VR, you do have to be a little bit aware of the audiences level of sensitivity because there is no escape."

And if you're not careful, a really horrifying film might have the potential to become really, truly horrific in VR.

"We're not sure that it's potentially more traumatizing than in other media, but I think if we look at the results so far and if we look at these strong illusions, there are good reasons to think that it could be traumatizing."

Thats Dr. Michael Madary. He is a post-doctoral researcher at the Johannes Gutenberg University in Mainz, Germany, and is co-author of the first code of ethical conduct for using and consuming VR technologies.

While he emphasizes that they don't know for sure if VR has more potential to traumatize than traditional media, he says creators who do use VR have a lot of responsibility.

"I guess what filmmakers might want to keep in mind is that they're using a new technology, and in effect what they're doing is running experiments."

And "Maren's Rock" certainly is an experiment. Gaucher has 20 years of professional experience under his belt, but he says just about every step in the VR filmmaking process has been like a blank slatewhether it's finding the line between what's scary and what's potentially traumatizing, or trying to direct a scene without getting in the 360-degree shot.

"The rules for the medium haven't been written yet. This is 100 years of film/AV language, and this is a whole new chapter. Were talking about having to completely re-address everything we've been taught. EverythingIve learned for 20 years is going to be different now."

But he says the uncertainty, as well as the creative and intellectual challenges that come with this new technology, is what's driven him to really delve into the medium.

"I just realized the impact that shooting in VR was going to have, specifically on post-production industry. And that as editors, we were going to have to learn a whole new language of what was acceptable and effective, and what was just too much in VR."

Gaucher is currently teaching a course on VR film production at Emerson College in Boston.

And as "Maren's Rock" makes its way through post-production, Gaucher says he and his collaborators aren't even close to finished with virtual reality.

"Theres lots of other things that are begging to be experienced, and I'm dying to keep pushing this thing forward."

Marens Rock is on track to be released around mid-May, possibly on Samsung Gear.

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Virtual Reality Filmmakers Tackle Smuttynose Island Murders - New Hampshire Public Radio

Facebook Wants You to Livestream Your Virtual Reality Gaming – Fortune

Samsung Gear 360 CameraSamsung

Facebook just made it easier for virtual reality video gamers to broadcast their car racing and space battles to their friends.

The tech giant said Friday that has debuted its Facebook livestreaming to the Samsung Gear VR headset. This means that Gear VR owners can broadcast their gaming sessions directly to Facebooks social networking service so that others can watch the action.

The Samsung Gear VR is the virtual headset created in a partnership between Samsung and Facebook ( fb ) . Facebook provides its Oculus VR software while Samsung manufactures the headsets.

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Unlike Facebooks Oculus Rift VR headset that requires a computer to operate, the Gear VR is powered by Samsung phones with the Android operating system.

Facebook users who watch one of the Gear VR livestreams will see a first-person perspective of the gaming session in real time. They can also leave comments on Facebook that appear to the left of the gaming screen.

As of now, the livestreaming feature is only available to Gear VR owners who dont live in the U.S., but Facebook said the feature would debut to everyone in the coming weeks.

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Facebook did not say when it would introduce its livestreaming feature to its Oculus Rift device. The social networking company premiered its livestreaming service to all of its users nearly a year ago.

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Facebook Wants You to Livestream Your Virtual Reality Gaming - Fortune