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Category Archives: Virtual Reality
Virtual Reality Could Transform Pornography But There Are Dangers – IFLScience
Posted: May 23, 2017 at 10:51 pm
Judging by the statistics, a lot of people must have received virtual reality technology for Christmas. Views of virtual reality pornography on one website spiked at 900,000 on Christmas Day 2016, three times what they were a month previously. Today, daily views are almost 250% higher than a year ago.
Virtual reality porn has arrived and with it has come the potential to create whole new immersive experiences. Aside from the headset devices available today, further developments could mean not just 360-degree 3D graphics but also technology that replicates taste, touch and smell.
This new use for virtual reality has been greeted with some of the same moral panic often seen when digital technology impacts sexuality, such as children being exposed to internet porn at a younger age or teenagers sexting each other explicit photos. While these are serious concerns, its worth remembering that every new sexualised use of technology has been threatened to corrupt childhood innocence, from the introduction of mainstream cinema to video tapes.
My colleagues Gavin Wood and Madeline Balaam and I have just published a study into how people might use virtual reality to access pornography as the technology develops. Several media reports focused on the potentially negative uses we highlighted, such as creating revenge porn and consent issues. But we also found that virtual reality has the opportunity to create new, more positive ways of experiencing pornography.
For our study, we asked participants to write a story about an imaginary character called Jack who was about to have his very first virtual reality pornography experience. By analysing the stories, we identified two main themes, one positive and one more worrying.
Some stories illustrated a perfect scenario that completely immersed Jack in a euphoric sexual experience that was beyond his wildest dreams. The seemingly limitless imagination that can be applied to VR porn experiences could potentially open the door to a whole world of new sexual experiences.
But some of the stories also portrayed Jacks experience as precarious, something so good that it started to take over his life or replace his real relationships. This suggests that virtual reality could affect not just pornography but also disrupt the ways we typically think about sex in real life.
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Baseball coming June 1 to virtual-reality headsets – Miami Herald
Posted: at 10:51 pm
Miami Herald | Baseball coming June 1 to virtual-reality headsets Miami Herald Baseball games will soon arrive on virtual-reality headsets. Video in the new At Bat VR app won't be in VR. Rather, the app places you behind home plate and shows you graphical depictions of each pitch. That includes a colored streak red for strikes ... |
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Baseball coming June 1 to virtual-reality headsets - Miami Herald
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Montreal schizophrenia patients face their demons through virtual reality – CBC.ca
Posted: at 10:51 pm
A pilot project at Montreal'sPhilippe-PinelInstitute has patients withschizophrenia confrontingvoices that torment them by way of a virtual reality experience.
The project, developed by psychiatrist and researcher Alexandre Dumais, allows patients to create computer-generated avatars that look and talk like the demons they face inside their heads.
Richard Breton, 52, has been struggling with hallucinations and paranoia since he was diagnosed with schizophrenia in his early 20s. (Radio-Canada)
Richard Breton, a 52-year-old father of two, has struggled withschizophrenia since his early 20s. He told CBC's French-language service that his episodes of psychosis and paranoia at times put his life at risk.
Tormented by voices and hallucinations despite medication and traditional therapy, Breton turned to Pinel'spilot project.
He was the first participant in the project, inspired by aU.K. study conducted in 2010.
Bretondescribed the appearance of his internal tormentor to a design technician, and with the help of a virtual reality headset, came face to face with that tormentorprojected before his eyes.
"The patient can'tavoid it," said Dumas. "It allows patients to manage their emotions while they're being persecutedand learn to confront [the avatar]."
Patients describe their demons to a design technician and provide a list of phrases for the avatar to say. (Radio-Canada)
Dumas stays closely connected to the patient during the interaction, reading off a list of phrases submitted by the patient the kinds of things the personhears the tormentor say.
"You're not a good father. Nobody loves you," the avatar tells Breton, in a satanic voice.
In the beginning,patients find the interaction very difficult. But over six sessions, the psychiatrist helps them to respond to the insults they're hearing andto develop defence mechanisms.
"I'm a good person," Breton has learned to respond. "Give me any trouble, and I'll make you go back inside."
For Breton, wrestling with a projection of his inner demon has worked.
"I'm able to fight it," said Breton. "The voices havediminished from 80 to 90 per cent."
He credits the project with helping him return to work and engage in more social activities.
"The voices were too invasive," he said of his life before this experiment. "I isolated myself because every time I went out, the devil caught up with me."
Richard Breton says the voices he hears have diminished 80 to 90 per cent since he participated in the pilot project. (Radio-Canada)
Nineteen patients at Pinel have taken part in the pilot project since it was launched in September 2015. Fifteenhave reported seeing a significant improvement.
"The numbers speak for themselves," said Dumas. "It worked in Britain, it works here."
Some patients have found the lack of realism of the animated avatar distracting, which limited the effectiveness of the therapy.
For that reason, a second phase of the project is being launcheda collaboration between Montreal virtual reality company Ova and the Pinel Institute, tocreate more vivid iterations of the patients' descriptions of their inner demons.
Dr. Alexandre Dumas, a psychiatrist and researcher at the Philippe-Pinel Institute in Montreal, said the results of the six-session virtual-reality pilot project show great promise in treating even the most intractable cases of schizophrenia. (Radio-Canada)
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Cannes 2017: Alejandro Irritu’s virtual reality project is festival’s true disrupter – Los Angeles Times
Posted: May 22, 2017 at 3:43 am
Since virtual-reality entertainment began gaining currency several years ago, two key questions (among many) have emerged: Will the mainstream film community embrace it? And what form will that embrace take?
The first question is increasingly heading to an emphatic yes. That point has been underscored over the past few days at the Cannes Film Festival, where organizers for the first time invited a VR project to its official selection: a piece by Alejandro G. Irritu, the Oscar-winning director of Birdman and The Revenant.
Titled Carne y Arena, the project has both Hollywood bona fides it is partly funded by the studio heavyweight Legendary Entertainment and the stamp of the art house community, for which Cannes is a holy site.
Answers to the second question about form, however, remain far more ambiguous.
Installed in an airplane hangar about 20 minutes outside of town, Carne y Arena tells the story of Latin American immigrants who are attempting to cross into the United States via the Arizona desert when they are spotted and caught by U.S. authorities. Irritu and his frequent cinematography collaborator Emmanuel Lubezki, who goes by Chivo, located real people who suffered the torturous journey and had them reenact it on camera; they then shot their stories with VR's 360-degree sweep and in-your-face urgency.
Until you feel it until you feel what it's like to be 20 years old, not left wing or right wing or any wing you can't really talk about it.
Alejandro G. Irritu, director of the VR project 'Carne y Arena'
(A version of the piece will come this summer to the Los Angeles County Museum of Art, where its expected to run for several months, welcoming one museum patron at a time and making the five to seven people allowed into the precipitation portion of Rain Room seem like a flash mob. Carne also will open in a few weeks at the Fondazione Prada in Milan; the arts institution was a backer as well.)
Viewers experience the film in a highly curatorial way. The piece is flanked by an art installation on-screen testimony, a reconstructed holding pen while the movie itself is a walking VR piece that allows viewers to wander around the desert at will (or at least as much as the room, a sand-strewn space the size of several volleyball courts, allows).
Displayed in an Oculus Rift headset, the six-minute piece begins with a desperate group of immigrants straggling into sight, led by their "coyote" smugglers. But the windswept quiet is soon jolted by the sight (or heavens-rattling sound) of a military helicopter. In an instant, the terrain is turned into a Children of Men-style horror show. As guns are pointed and orders barked, the immigrants drop to their knees. So too can a curious viewer, if he or she chooses; the virtue of VR is the ability to walk up to and around a film's subjects, almost like one holds an invisibility force field.
This is very different from the rhetoric and the politics, Irritu said in a joint interview with Chivo at the festival Sunday. Until you feel it until you feel what it's like to be 20 years old, not left wing or right wing or any wing going through something like this, you can't really talk about it.
The subject matter is not new to VR. Border stories have been explored for years by many of the medium's preeminent filmmakers (especially the former USC pioneer Nonny de la Pea), so the air of novelty put forth by those promoting the project will be met by VR veterans with a measure of skepticism.
What Irritu has done differently is offer a sense of scope and scale much like a studio director who adapts the techniques of an independent filmmaker to a bigger canvas. There is an almost unprecedented vastness to the desert, which can seem peaceful until the cavalry arrives and turns it into a kind of wasteland prison. The use of a comparatively large budget (undisclosed) and whiz-bang technology (new and changing by the minute) also offers a level of hyper-realism that would have been unthinkable to filmmakers working with different tools or a shallower pocketbook.
We came in with two cameras thinking we'd block everything and then shoot it. And we realized that was very naive.
Emmanuel Lubezki, cinematographer
Beyond the question of the border story, whether documentary-style pieces are ideally suited for VR generally remains to be seen. Dropping a viewer into the action is one of the chief assets of the medium, making the documentary style a no-brainer.
Whether it also is the most compelling not to mention the most commercial approach is another matter. Given their resumes, Irritu and Chivo might have seemed likely to press a fictional narrative something live-action VR has been sorely missing though, when asked, the pair hedged on whether they'd try that next.
Still, the filmmakers seem well disposed to VR from a technical standpoint, having used 360-degree camera techniques in The Revenant and Birdman, in which they at once broke cinema's frame and worked within it. This time around they had no frame to break, just a cover-every-pixel process they described as being as vexing as it was liberating.
It's a completely different medium. You can't use the tools weve developed in film for over 100 years, Chivo said. We came in with two cameras thinking we'd block everything and then shoot it. And we realized that was very naive.
To hear the pair talk with fresh wonderment about the form the need for new grammar and the obsolescence of old techniques, the flouting of convention and the different rules of consumption is to listen to conversations that many in the VR community have long had and in a sense moved past.
Still, such remarks are noteworthy, offering a glimpse at the crossover dynamic that occurs when the artistic establishment in one form begins discovering another, like when rock musicians first stumbled upon an already thriving world of hip-hop beats.
Hollywood and VR still need to work out cultural differences too. The notion is highlighted by the unusual layers of Hollywood bureaucracy around seeing Carne at Cannes, which clashes with the informality and filmmaker accessibility that has until now characterized the space.
Even the simple matter of what to call these new pieces was complicated by the number of emails sent to journalists exhorting them to call Carne an art installation instead of a film.
Certainly the presence of Carne at Cannes makes for a complex juxtaposition. Much of the Sturm und Drang at the festival around digital technology has been centered on Netflix, which with two films in competition has provoked a backlash from French theater owners and plenty of headlines. But in a way, streaming services are not the real disrupters. They may upset theater owners, but they keep intact many of the film industry's long-standing rules and players. Hollywood in the Netflix age is doing what it has always done, it has just delivering film differently.
VR, though, upends the game much more significantly, changing the very way stories are told and since hardly every filmmaker is as game as Irritu and Lubezki who will tell them too. That is far more anathema to the ideology of Cannes, which reveres cinema and its masters like few others. This makes it all the more surprising that festival director Thierry Frmaux enthusiastically persuaded a skeptical Irritu to bring the piece here (at least as the filmmaker explained it), instead of the other way around.
If (when?) VR takes off as a storytelling medium, the idea of people gathering in plush theaters named after French artistic greats to watch two-hour slices of edited film could seem as quaint as the masses gathering for the latest Bizet debut.
In that regard, Irritu and Chivo are ahead of the curve when they say that VR could soon become a much bigger part of film fans' diet.
I think it could be less than 10 years when kids look at a movie on a [traditional] screen and say, You used to watch things on that? Chivo said.
In the meantime, filmmakers are ranging around to match content and medium.
We are using the highest technology to express the stories of the people treated like the lowest in society, Inarritu said. It is virtual reality to express a bad reality."
What other kinds of reality and whether it needs to be real at all still needs to be sussed out. Maybe at future festivals.
See the most-read stories in Entertainment this hour
Twitter: @ZeitchikLAT
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‘Bjork Digital’ Virtual-Reality Art Exhibition Arrives in Los Angeles … – Variety
Posted: at 3:42 am
Bjrk is in Manhattan for the time being, but her avatar showed up in Los Angeles Friday as a surprise guest at a press confab to preview Bjrk Digital, a virtual-reality art exhibition thats having its west coast premiere in downtown L.A. through June 5.
Woo-woo! exulted an enthusiastic Bjrk, waving her arms after one of a handful of reporters inside the exhibits host venue, the Magic Box at the Reef, inquired whether the colorful, surreal image being seen on screen via Skype was really a live representation of Bjrk. (Director/collaborator Andrew Thomas Huang, who was present in the flesh, assured the assembled that her avatar was indeed a live motion-capture feed.)
Part of the idea of this project, said Bjork, has to move with the exhibition in as simple a way as possible the fact that it was just headsets that you put in an empty room, and the magic all happens inside the headsets. So we on purpose put nothing on the walls. Bjrk Digital has been exhibited in a few cities worldwide, but the L.A. engagement represents only its second installation in the U.S., following an American premiere in Houston last December.
My intention also is to reach intimacy with the listeners, and to show that there are so many different ways of being intimate, she said. And one of them is the VR. In certain ways its distant for sure, but in certain ways its even more intimate than a concert and even more intimate than a CD. That can be attested to by attendees who experience Bjrks in theirs, either as a realistic 2D figure or a computerized 3D animation.
Ushers shepherd ticketholders in small groups from room to room, which offer increasingly immersive experiences. The first room puts a virtual toe in the water, as patrons spend a few minutes playing around with a Biophilia app on iPads. Then the show really gets underway in a space where a video for Black Lake or two separate but closely related videos, actually can be seen on a pair of ultra-wide screens on opposite sides of the darkened room, which is decked out with 50 surround speakers.
Then begin the VR experiences, at first in 2D. Stonemilker, Quicksand, and Mouth Mantra all unfold in rooms with 24 stools each, allowing everyone to spin in a circle, at will, to take in 360-degree views of Bjrk by the Icelandic seaside, or in a starfield or from inside of her body. Mouth Mantra was filmed inside her mouth, offering a tongues-eye-view perspective of what Jonah or Pinocchio might have felt like, albeit with trippy special effects turning her teeth into swirly dominoes. (Warning: its during the literally cheeky Mouth Mantra that virtual-reality virgins may be likeliest to feel a little queasy.)
The climax of the exhibition comes as patrons are herded into two-person booths for a pair of 3D virtual reality videos, Family and Notget, this time standing up, with the headsets tethered overhead to keep you from wandering too far or bumping into your stallmate.
After that comes the last experience: a room with a lot of floor pillows and a two-hour loop of Bjrks older MTV-style videos. Even her earliest video work was groundbreaking, but watching something in a 1.33:1 aspect ratio after whats come before is a little like leaving Wonderland and settling down in front of a kinescope.
Actually, theres one more unofficial room: the merch space, a paradise for anyone who wants to pick up posters, T-shirts, deluxe vinyl, or, especially, her new 34 Scores book of sheet music for piano, organ, harpsichord or celeste, currently available only at the exhibition.
With the score book coming out now, thats also another side of me in which Im trying to be even more intimate with people, Bjrk explained. They can stay at home and play their piano and sing along with my songs with their loved ones, which we sort of do a lot in Iceland, especially after a couple of drinks or maybe its more screaming than singing, actually.
Bjrk Digital is being presented in conjunction with the L.A. Philharmonic, which is bringing her in to do a sold-out, one-off show at Disney Hall on May 30. There wont be any screens at that show, just reality-reality, she explained.
I kind of am very fond of extremes, as you probably noticed, she said. So thats going to be a 32-piece orchestra and me singing, and theres going to be no electronics; I decided to have no visuals, so its just all about the ears. And then Im going to come back in July with Arca, with a 15-piece orchestra for the opening night of the FYF Festival in Exposition Park on July 21 and were going to perform sort of stompers, if you will. Thats going to have a lot of visuals and surprises and special effects and more celebrational and outdoorsy and festive.
Shes spending the year performing in three different styles or settings, not counting the digital exhibition. I do these orchestra shows, which I feel are very intimate, to sing for two hours with just the strings, which is actually double harder and double more intimate because I cant really hide behind anything. Its very naked. And then I also really enjoy especially doing those festivals with Arca, where we play more of my old songs and its kind of more of a communal experience where you can lose yourself. Bjrk has also toured as a DJ, representing another side of me, which is music nerd. Ive got a pretty big record collection, and Im doing four-hour-long sets where I will start with world music or classical music and itll be a journey and usually end in some high-energy R&B bouncing or techno Ive been trying to break it up and not do it always the same way, and stay vulnerable, but also stay excited.
And after all this: I am right now starting to work on my next project. And it probably happens not on earth, partly. I dont want to give too much away, but yeah, probably, mm-hm, she said, chuckling as she cut her virtual revelations short.
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How will virtual reality affect fashion? – The Australian Financial Review
Posted: at 3:42 am
Is that a real Philip Treacy hat that our international fashion editor is wearing?
I know I should move, but which way should I go? I am standing inside an enormous hat, which if I reach out and touch it with hands which are not mine, yet are held by mine shatters into a million pieces. I feel half human, half robot and entirely discombobulated. This is my first experience of fashion VR.
VR means virtual reality. You know that, pretty soon, we'll be seated on our sofas at home strapped into our Oculus Rift headset and headphones while watching movies so immersive, that wildebeests will be stampeding across the carpet. As for how VR will work for fashion, everyone is, like me, taking baby steps. We know the potential for immersive experiences in a business of creativity is enormous. We just don't want to step off the cliff.
Will VR become the norm for huge advertising campaigns? Will you not only watch them, but experience them, be inside them? Perhaps you and your friends will soon head to the Westfield mall for a shared multi-sensory experience. China already has an emerging culture of social VR, with groups going to VR venues in the same way you would go bowling.
Perhaps the potential lies in in-store experience. Will there be people in headsets, walking through the Gucci store, experiencing a reality entirely unlike those who have just popped in to buy a sweater? While my experience involved walking around on my own two feet within an assigned space "wired up" for VR, will Positron Voyager chairs which look like giant eggs and have full motion and are already in use for cinematic VR become the norm in your nearest Chanel? Or will this technology lead us somewhere else entirely?
It is these sort of questions which were posed at South by South West (SXSW), the annual music and tech conference held in Austin, Texas, in March. SXSW is becoming of increasing interest to the fashion world: this year's speakers ranged from Vint Cerf, one of the inventors of the internet, to Marc Jacobs, formerly creative director of Louis Vuitton.
Thus do I find myself in a three-metre-square area on the fourth floor of an ugly convention centre, yet thinking I am inside a Philip Treacy hat. I'm experiencing the world premiere of Spatium, created by film director Roland Lane and VR director Alex Lambert, in association with Inition, a leader in immersive technologies. Lane's aim is to push fashion imagery as far as it can go. No wonder then that for his fashion collaborator he went to Treacy, the milliner who has spent his whole career making the impossible possible.
The actual hat recreated in Spatium was first worn IRL (in real life) by Madonna. I appear to be wearing it now, which makes me question what is happening in my brain. It is all too "down the rabbit hole" for me; it blows my middle-aged mind.
When fashion collides with technology, it is always unsettling at first, like when water slams against land, because the two forces are each so powerful. Then they find harmony and it becomes normal. Like e-commerce.
The movie industry is ahead on this. Tom Cruise was at SXSW, virtually, with a zero gravity experience which had people not on the edge of their seats but thinking they were falling off them. Sadly, I wasn't savvy enough to book a Positron Voyager full-motion rotating chair in Ballroom B at the Austin Convention Centre in advance. But everyone who did Cruise's self-funded VR experience, apparently costing $US18 million ($24 million), said it was "awesome". For fashion, hang on to your hat and your headset. We, too, are in for an exciting ride.
International fashion editor Marion Hume is based in London.
Follow AFR Mag on Twitter and Instagram.
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Virtual reality app to teach road safety to children – BBC News
Posted: at 3:42 am
BBC News | Virtual reality app to teach road safety to children BBC News An app using similar technology to Pokemon Go is being developed to help teach road safety to primary school children. Pupils will be able to learn road-crossing skills through the "virtual reality" game. The app has been developed by University of ... |
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Why Virtual Reality Will Never Be a Mainstream Entertainment Platform – Variety
Posted: May 20, 2017 at 6:50 am
CNBC | Why Virtual Reality Will Never Be a Mainstream Entertainment Platform Variety Virtual reality makes for a fantastic demo, and it's become an au courant accoutrement at film fests. At the Cannes Film Festival this week, Alejandro G. Irritu is showing his VR documentary on illegal immigration. The director said virtual-reality ... Google's virtual reality chief Clay Bavor explains why 'comfort is so important in VR' Virtual Reality Has Yet To Make A Big Impression |
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Major League Baseball to launch virtual reality viewing experience – MarketWatch
Posted: at 6:50 am
Major League Baseball Commissioner Rob Manfred on Thursday announced the leagues premier live-game streaming app MLB At Bat will launch a virtual reality experience for watching games.
The new app, MLB At Bat VR, will be available for download on June 1 for any device that supports Googles Daydream VR.
Also read: Facebook, MLB strike deal to stream 20 Friday-night baseball games
The experience doesnt transport viewers to the field for a live view of a game from behind second base. Instead the main screen shows the live game stream, just like youd see on TV, with either the home or away team feed. But the app makes its mark with the up-to-date stats and data it uses to fill the side panels and a strike zone box that pulls in data from each pitch and at bat.
The app was built by the gaming and VR team at MLB Advanced Media. MLBAM is the MLBs interactive media and internet company from which video streaming business BAMTech was spun off. BAMTech helped build Time Warner Inc.s TWX, +0.64% HBO Now streaming platform and is currently working on one for Walt Disney Co.s DIS, +0.79% ESPN.
Virtual reality has been heralded for years as the technology of the future for how people will consume and engage with entertainment content. The majority of virtual reality experiences to date have been for gaming, though, there are some applications used in film and TV.
In March, market research firm International Data Corporation said the global market for virtual and augmented reality headsets is expected to grow nearly 10-fold, to 99.4 million units shipped through 2021. Thats compared with 10.1 million headsets shipped in 2016.
Check out: Warner Bros., IMAX to create virtual reality experience for Justice League, Aquaman
Also see: Mark Zuckerberg sees augmented reality shaping Facebooks future
The MLB VR app itself is free and that alone will give users basic features like stats and scoreboards. A $3 a month At Bat premium membership offers full features, like highlights and 360 video, and the MLB game of the day. MLB TV premium members get everything plus a live stream for every game for $25 a month.
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Virtual reality helps people empathize with women visiting Planned Parenthood – Mashable
Posted: at 6:50 am
Mashable | Virtual reality helps people empathize with women visiting Planned Parenthood Mashable That's why the nonprofit organization whose clinics see their share of anti-abortion rights protesters created a virtual reality film called Across the Line last year to simulate a trip to a women's health clinic punctuated by painful encounters ... Planned Parenthood to close four Iowa clinics after legislative defunding |
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