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Category Archives: Virtual Reality

Apple was granted 54 Patents today covering Augmented Reality Selfies, Face ID, Apple’s AR ‘Measure’ App & more – Patently Apple

Posted: July 21, 2022 at 12:48 pm

Today the U.S. Patent and Trademark Office officially published a series of 54 newly granted patents for Apple Inc. In this particular report we briefly cover a patent relating to future AR Selfies, Apples Face ID and their AR Measure app. And as always, we wrap up this week's granted patent report with our traditional listing of the remaining granted patents that were issued to Apple today.

Augmented Reality Selfies

Apple was granted a patent today by the U.S. Patent Office (USPTO) that covers systems, methods and apparatuses that relate to the generation of Augmented Reality or AR Selfies."

In an embodiment, a method comprises: capturing, by a first camera of a mobile device, live image data, the live image data including an image of a subject in a physical, real-world environment; receiving, by a depth sensor of the mobile device, depth data indicating a distance of the subject from the camera in the physical, real-world environment; receiving, by one or more motion sensors of the mobile device, motion data indicating at least an orientation of the first camera in the physical, real-world environment; generating a virtual camera transform based on the motion data, the camera transform for determining an orientation of a virtual camera in a virtual environment; and generating a composite image data, using the image data, a matte and virtual background content selected based on the virtual camera orientation.

(Click on image to Enlarge)

For more on this, review Apples granted patent 11,394,898.

Biometric Authentication: Face ID

Patently Apple first covered Apples original Face ID patent from a European patent filing in December 2018. Apples invention provides efficient methods and interfaces for implementing biometric authentication of biometric features. Apple noted in their patent that there was a need for electronic devices to provide a convenient and efficient method for enrolling one or more portions of a biometric feature. For another example, there is a need for electronic devices that provide a quick and intuitive technique for selectively accessing secure data in accordance with biometric authentication.

For another example, there is a need for electronic devices that provide a quick and intuitive technique for enabling a function of a device in accordance with biometric authentication.

Such techniques can reduce the cognitive burden on a user who enrolls a biometric feature and/or biometrically authenticates with a device, thereby enhancing overall productivity. Further, such techniques can reduce processor and battery power otherwise wasted on redundant user inputs.

Apples original granted patent contained 81 patent claims. In Apples third granted patent, Apple added a whopping 93 new patent claims to better protect their invention from competitors, patent trolls and copycats. To review Apples patent in general and their new patent claims specifically, review Apples granted patent 11,393,258.

Apple was also granted patent 11,391,561 covering their AR Measure App titled Devices and methods for measuring using augmented reality. This is Apples second granted patent. We covered Apples first granted patent in April 2020. In this current granted patent, Apple added 21 new patent claims to better protect their invention from competitors, patent trolls and copycats.

Todays Remaining Granted Patents

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Virtual reality gives humans a turtle’s-eye view of wildlife – AroundtheO

Posted: June 22, 2022 at 12:11 pm

A virtual reality simulation designed by a UO professor could help spur people to environmental action.

Participants in Project Shell don a virtual reality headset and take on the body of a loggerhead sea turtle, sporting flippers instead of arms. During a 15-minute immersive experience, they journey from a hatchling to an adult turtle, dodging hazards like ships and wayward fishing gear.

Participating in the simulation increased peoples empathy and concern for environmental issues, new research shows.

Embodiment of nonhuman bodies is a powerful tool that environmental storytellers can use, said Daniel Pimentel, a professor in the UOs School of Journalism and Communication who led the work. I hope that this experience can help raise awareness and hopefully engage the public in a way that trickles down to more support.

He and his collaborator, Sri Kalyanaraman of the University of Florida, report their results in the journal Scientific Reports.

Inspired by childhood trips to Disney World, Pimentel has long been interested in virtual reality as a communication tool. It can be difficult to get humans to empathize with mass animal casualty. Most people dont feel the emotional weight of a thousand far-away animals dying from warming oceans or pollution the same way they might mourn the death of a beloved pet.

Pimentel wanted to see whether he could make the threats faced by endangered wildlife feel more personal by having people experience the world from a sea turtles perspective.

His goal was to elicit a phenomenon called body transfer. Body transfer tricks the brain: People wearing the VR headset feel like sea turtles experiences are their own.

In the Project Shell simulation, participants begin by pecking their way out of an egg. Then, they grow up as a sea turtle, facing a variety of potentially deadly hazards. To make the experience even more immersive, participants sat in a special chair that oriented them to mimic a turtles paddling posture. And they wore a haptic backpack that sent vibrations to their spine when, for example, a boat zoomed by at close range in the simulation.

In a series of studies at the University of Florida and the Florida Museum of Natural History, Pimentel and Kalyanaraman evaluated the way participating in Project Shell affected peoples attitudes and environmental beliefs.

The body transfer effect was generally strong, especially for younger participants, Pimentel found. People often felt as if the virtual turtles body was truly their own.

Transforming into a turtle also affected the way participants viewed and responded to other species in the game.

When people become sea turtles, they view other sea turtles in the environment differently than they view other animals, Pimentel said. You see them as part of your in-group.

The experience also shaped peoples environmental beliefs. Overall, the experience of body transfer via the simulation increased compassion for the plight of sea turtles, Pimentels team found. And it influenced the amount of money people would hypothetically be willing to donate to marine conservation, especially when people played a version of the simulation where they encountered multiple dead sea turtles.

Pimentel is now working to expand Project Shells reach beyond museums and universities. With VR headset technology quickly becoming more affordable, he ultimately hopes the simulation could be something people download themselves and experience on their own personal device.

I want to turn as many people turtle as possible," he said.

By Laurel Hamers, University Communications

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Virtual reality gives humans a turtle's-eye view of wildlife - AroundtheO

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Virtual Events in VR: The Reality | No Jitter – No Jitter

Posted: at 12:11 pm

As someone who is super interested in virtual reality (VR), I jumped at the chance to attend the recent NICE Interactions 2022 virtual conference in VR. While the event drew 25,000 virtual attendees from around the world in a more traditional web-based video experience, NICE also offered a VR experience to interested attendees.

Attendees who registered for the VR experience received a VR headset included with the registration. NICE created a beautiful virtual conference environment in VR, where attendees could explore, meet with other attendees, watch keynotes, and attend breakout sessions and demos. While you didnt need to be in VR to watch the keynotes, I found the experience more fun and focused than watching on a PC. But it is the interaction with other attendees and speakers where VR really shines and provides the most significant advantage over traditional video-based platforms.

But, and with emerging tech there usually is a but, I must say there are a few considerable challenges ahead before we all start donning headsets to join events. Below are two of the biggest obstacles to using VR for virtual events today.

Friction in Joining the Event

While NICE did an excellent job onboarding and helping users join the VR experience, joining VR events poses several challenges, especially for new-to-VR users.

First, you must have a VR headset and know how to use it. While Meta has done a great job with the Oculus Quest 2, selling tens of millions of headsets, most business users have no experience with one. And theres a learning curve of using one that doesnt take long, but it is an entirely new experience. Joining a Zoom call is easy, but what if youd never used a computer before? How do you turn it on? How do you log in? How do you download the Zoom client? How do you know which meeting to join? Oh, its in an email, but how do you check email? So the learning curve is real, but it isnt something inherent to the technology.

Another friction point is accessing the platform where NICE hosted its event. In this case, it was AltspaceVR, which Microsoft owns. One of the things Microsoft did after acquiring AltspaceVR was beef-up security to their high standards. Making an online space safe and secure can add friction points, such as requiring Microsoft logins (some types dont work) and whitelisting users, which can cause difficulties getting into the space.

As users get more comfortable with VR technology, many of these problems will likely disappear. Joining a Zoom call is easy because we already know how to use a computer, and in most cases, we click on a calendar entry and drop into the meeting. Once more of our computing applications, such as email and calendar, are natively supported in VR, joining VR meetings and events will be as easy.

Headset Form Factor

As a VR veteran, the friction points I mentioned above are not a big issue for me. The headset form factor is a big issue for me. Im okay for about an hour. But after 90 minutes or so, I grew weary of the weight and pressure on my head and face. And while you can tether them to a power source to go beyond the two-hour battery life, they arent practical to wear for an entire day. Or even half a day. I know some folks that work all day with a headset on, but for me, a smaller and lighter headset is necessary before I can attend a virtual conference that is more than two hours in a single session.

The good news is vendors will fix this problem in the coming years. Rapid advancements in the lens, plus battery and mobile power, are driving down the size and weight. The key is that we still call these things headsets. We are at the brick cell phone stage of the market cycle, with new form factors on the horizon. When we start referring to VR glasses instead of VR headsets, we will have reached the point where we can comfortably wear the device for several hours at a time.

While these friction points are indeed real, Im confident they will resolve over time. And probably sooner than you think. Meta is releasing a new device this year optimized for work, allowing users to access their computers on several large customizable screens in VR. If the device is comfortable enough to wear for hours at a time, users will already be spending a good part of their day in VR. Joining a VR meeting while already in VR will be as easy as joining a Zoom meeting today.

Will virtual events move to VR? Yes. Will it happen today? No. But the transition is underway, as demonstrated by the successful VR experience at NICE Interactions 2022.

This post is written on behalf of BCStrategies, an industry resource for enterprises, vendors, system integrators, and anyone interested in the growing business communications arena. A supplier of objective information on business communications, BCStrategies is supported by an alliance of leading communication industry advisors, analysts, and consultants who have worked in the various segments of the dynamic business communications market.

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Virtual reality art: could we be making it in our homes soon? – Euronews

Posted: at 12:11 pm

Virtual reality is taking the art world by storm. Swiss painter Albert Oehlenrecently debuted his new work Basement Drawing at Art Basel. The interactive piece lets viewers step inside the reclusive artists studio as he creates a new drawing.

Oehlen worked with specialists like John MacInnes and VIVE Arts to create his VR piece, a medium which might seem open only to the most established artists.

But at Volta XR, an extended-reality (XR) platformXR is an umbrella term that includes virtual and augmented realitythe goal is to create a toolset that anyone can use.

If a paintbrush cost half a million dollars, you wouldnt really optimise for creativity, youd optimise for a return on investment, says Alex Kane, CEO at Volta XR.

Instead of purpose-made XR experiences, Volta XR has a creative platform that allows users to draw and manipulate elements to create their own XR experience.

Sort of like the Microsoft Paint for XR, a user can put in a camera feed, placing themselves within a digital environment that responds in real-time to sound and movement.

Its the perfect tool for creating a uniquely-generated music video. Unsurprisingly, many of the creators started in music. Multiple artists and events, including Deadmau5, Glastonbury, and Imogen Heap, have already used Volta to create XR music videos and concerts

If you look at the trajectory of live music, peoples expectations have shifted away from just musical virtuosity towards spectacle, Kane says.

In 20 to 30 years, the direction I think it goes in is that there will be a cross between a music show and an art installation. Something you have to physically enter and is wrapped around you. Its interactive, dynamic and constantly unique, adds Kane.

The importance of a version of XR that is democratised so that it can be used by the largest number of people possible is Kanes goal, believing it will open up the medium to greater creativity.

Were starting to see things with real artistic merit, he says. I think that we need more people to have the tools in their hands because thats when someone can do a weird little technique and something new can arrive out of that.

The only way that people start making things with artistic merit is getting more people to have the time to get weird with it. If youre worried about dropping a million dollars on a production studio budget, youre going to play it safe, he says.

Some of Kanes favourite experiences since launching Volta have been the times an artist has surprised him and his team, finding a weird way to use it theyd never thought of.

Its really amazing. Its kind of a proud father moment, he says.

As VR becomes more ubiquitous through fine art and publicly available production tools, it will increasingly change the way we, as a species, live with the technology.

Mark Zuckerberg's Meta is busy creating tech for interacting with entire virtual worlds. And theyre not the only ones, Microsoft, Nvidia, Unity, Roblox and Snap are all working on similar products for the future.

Games like Second Life and World of Warcraft are how many people imagine virtual reality and metaverses in the future. But John MacInnes, who produced Oehlens Basement Drawing, suggests virtual space is going to become part of our lives in a more integrated way, that we may not even notice at first.

When youre talking on your iPhone on a train to a friend in a different country, thats a virtual space, he says. It radically disrupts our sense of space in a way thats completely new, but we take it for granted. But mobile phones have only been commonly in use for the last 25 years.

In the same way, augmented and virtual devices will change our reality. 150 years ago, most people lived their whole life within 10 miles of where they were born, he adds.

How VR art will shape our future, MacInnes cant say. But what he is sure of is that it will seamlessly become part of our lives in a way we couldnt imagine living without it.

The next step of any technology is for it to become invisible. We use text messages now and we take it for granted, he says.

I enjoy being an innovator within this space and I enjoy watching the spectacle of how these technologies evolve and propagate into the wider culture and how theyre adopted and become invisible.

When a technology is important, we dont think about it anymore, he says.

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Ancient Rome comes to life with Virtual Reality Bus – Wanted in Rome

Posted: at 12:11 pm

Rome is to launch the city's first Virtual Reality Bus, an immersive 3D experience which brings to life the central archaeological area of the capital.

From 23 June it will be possible to travel among the ruins of ancient Rome and discover how they were 2,000 years ago,with the Virtual Reality Bus, a 16-seater vehicle equipped with cutting-edge technology.

Passengers on the electric bus can view the Imperial Fora, Colosseum, Palatine Hill, Circus Maximus and Theatre of Marcellus thanks to"visor free" VR displays, with all imagery created by visual effects specialists under the guidance of archaeologists.

All the 3D displays are visible directly on the OLED screens superimposed on the windows of the bus, with a system of motorised curtains that allows passengers to compare the present with the past.

The VrBus project will allow visitors to literally immerse themselves in the history of Rome", said the city's mayor Roberto Gualtieri, who described it as a "one-of-a-kind initiative" that will take tourists and Roman residents "on a journey to discover Rome's past."

Imperial Rome - Virtual Reality Bus will be active every day from 16.20 to 19.40 (last tour), departing from Piazza della Madonna di Loreto, at the Trajan's Column end of Via dei Fori Imperiali.

The tour, lasting 30 minutes, is available in Italian and English. Tickets can be bought online or at the ticket office near Trajan's Column. For full details see website.

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Harvard MedTech To Participate in Study on Virtual Reality Therapy With Johns Hopkins Medicine – Business Wire

Posted: at 12:11 pm

LAS VEGAS--(BUSINESS WIRE)--Harvard MedTech, a disruptive and innovative company pioneering the use of virtual reality paired with behavioral counseling in the treatment of trauma, has been selected to participate in a study initiated by Johns Hopkins Medicine on the efficacy of using virtual reality technology rather than general anesthesia for procedural sedation. Under the leadership of Dr. Steven Cohen, Johns Hopkins will lead the multi-center investigation during the 12-month study.

There may be significant advantages to using virtual reality technology instead of general anesthesia for pain control during these procedures, including lower costs, less risk to patients and a quicker recovery, says Harvard MedTech Senior Vice President and Chief Medical Officer Gerry Stanley, M.D. This study, under the leadership of principal investigator Steven Cohen, M.D. of Johns Hopkins, will compare the outcomes of both approaches in a controlled setting.

Harvard MedTech continues to receive national praise for its Vx Therapy solution. Vx Therapy pairs proprietary technology with behavioral health coaching in a unique approach to retrain neural pathways and change the way the brain interprets and processes physical and psychological pain. Patients learn to lessen the experience of pain, become more resilient, recover faster, and re-engage with their lives and work.

Its exciting to see an academic medical center of this caliber collaborating with the premier provider of virtual reality technology for the benefit of patients, Stanley says. Virtual reality has the ability to provide relief to patients without the associated risk of anesthesia and medications. The insights that Dr. Cohens team will glean from this study will improve the lives of countless patients.

About Harvard MedTech

Harvard MedTech is a breakthrough digital health company that is tapping the new science of how the brain works, combining specially designed virtual reality experiences, psychosocial support, digital engagement and proprietary AI algorithms to retrain neural pathways and alleviate the effects of trauma, including pain, PTSD, anxiety, depression and sleep disorders. The companys Vx Therapy model is the first to comprehensively integrate this unique combination of digital technologies with behavioral health interventions, in a virtual application that moves the points of care to the patients home. This virtual engagement drives high compliance, patient satisfaction and optimal outcomes. It also allows the solution to be affordable and scalable at a population health level. This non-invasive and non-pharmacological approach also provides data that is trackable for a clear assess of its value to patient and health care providers. Visit http://www.harvardmedtech.com for more information.

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Are We Ready For Virtual Reality And Its Impact On Our Future? – Medium

Posted: at 12:11 pm

Virtual reality has been a concept that has long captured the imagination of people. Since its initial conception, it was always seen as something that was in the realm of science fiction. However, today we are closer to the dawning of the age of virtual reality than ever before. An increasing number of companies are now investing heavily into virtual reality technology, pushing for its advancement and integration into our daily lives. While some claim that this is a natural progression for technology and will soon be an extension of our sense perception, others fear that VR gaming will make way for addiction disorders on a whole new level, not to mention its destructive potential when integrated with military applications.

The impact that virtual reality could have on our children is unimaginable. Traditional schools will be replaced by virtual classrooms. School subjects will not be taught using traditional methods. Instead, history lessons will be offered through simulation, as children journey through time and experience events firsthand.

As the technology becomes more advanced and affordable, it is predicted that VR systems will become as common in homes as televisions are today. However, unlike television viewers who passively watch shows or movies on their TV screens, VR users are fully immersed in their virtual environment they can interact with objects within it and even feel like theyre touching them if needed (a feature known as haptics). This ability to manipulate objects within a simulation opens up many possibilities for education too: Students could learn about science by dissecting virtual animals, history students could walk through ancient Rome, language learning classes would include immersive experiences of foreign cultures and mathematics classes would allow students to do complex calculations without paper or pencils!

One of the main reasons VR is so exciting is because its already being used in the gaming industry. The possibilities for creating immersive and realistic games are endless, and many developers are taking advantage of this technology to create truly amazing experiences.

VR has been used to create new genres of games. In some cases, these games have been built from the ground up using VR as their foundation. Other times, existing genres have had their tropes tweaked or completely overhauled with VR capabilities in mind. An example of this would be Resident Evil 7. Either way, there are now more opportunities than ever before for game developers to experiment with how they tell stories through gameplay, which can result in some pretty cool results!

Several industries are already using virtual reality for training and diagnosis. For example, in healthcare and the military, VR is being used to allow students to learn anatomy and procedures without practicing on real humans or animals.

In construction and architecture, VR can be used during design phases to test out how a new building will look before its built. This saves time and money by allowing designers to change plans quickly while theyre still in the conceptual stages.

The future of VR is bright, and most signs point to a positive one. The way we live will change as we begin the process of adapting to new technology. This change could be rapid or slow its impossible to tell what pace our society will choose to adapt at, but whatever happens, will be different than it was before. Our thinking patterns might also evolve as we interact with technology in new ways, but there are no guarantees here. We can only imagine how our minds might change in response to these developments!

The future of Virtual Reality could mean bringing people together from around the world through a shared experience or helping someone who has never been able to travel see the sights theyve always wanted to see without ever leaving home. What an exciting time to be alive!

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Sensory processingin a virtual Kodak Hall – University of Rochester

Posted: at 12:11 pm

June 21, 2022

A cross-disciplinary team of researchers from the University of Rochester is collaborating on a project to use virtual reality (VR) to study how humans combine and process light and sound. The first project will be a study of multisensory integration in autism, motivated by prior work showing that children with autism have atypical multisensory processing.

The project was initially conceived by Shuier Han, a postdoctoral research associate, and Victoire Alleluia Shenge 19, 20 (T5), a lab manager, in the lab of Duje Tadin, a professor of brain and cognitive sciences.

Most people in my worldincluding most of my workconduct experiments using artificial types of stimuli, far from the natural world, Tadin says. Our goal is to do multisensory research not using beeps and flashes, but real sounds and virtual reality objects presented in realistically looking VR rooms.

Tadins partners in the study include Emily Knight, an incoming associate professor of pediatrics, who is an expert on brain development and multisensory processing in autism. But in creating the virtual reality environment the study participants will usea virtual version of Kodak Hall at Eastman Theatre in downtown RochesterTadin formed collaborations well outside his discipline.

Faculty members working on this initial step in the research project include Ming-Lun Lee, an associate professor of electrical and computer engineering, and Michael Jarvis, an associate professor of history. Several graduate and undergraduate students are also participating.

Many of the tools theyll use come from River Campus Librariesin particular, Studio X, the Universitys hub for extended reality projects, as well as the Digital Scholarship department. Emily Sherwood, director of Studio X and Digital Scholarship, is leading the effort to actually construct the virtual replica of Kodak Hall.

The group recently gathered in the storied performance space to collect the audio and visual data that Studio X will rely on. University photographer J. Adam Fenster followed along to document the groups work.

Members of the team begin the setup for audio and visual data collection. From left to right are Shuier Han, a postdoctoral research fellow in Duje Tadins lab; brain and cognitive sciences major Betty Wu 23; computer science and business major and e5 student Haochen Zeng 23, who works in River Campus Librariess Studio X; and Victoire Alleluia Shenge 19, 20 (Take Five), who earned her degree in brain and cognitive sciences and is a manager in Tadins lab.

Han positions a dummy head equipped with a microphone in each ear. It will record sound from two perspectives, just as a human in the room would hear it.

Team members (clockwise from lower left foreground) Ming-Lun Lee, an associate professor of electrical and computer engineering and an expert in spatial audio, Wu, Shenge, electrical engineering PhD student Steve Philbert, and Han measure and record the location of the microphones on the Kodak Hall stage.

Philbert and Wu measure the distance between the binaural dummy head and a speaker.

Michael Jarvis, an associate professor of history, prepares a FARO laser scanner on the Kodak Hall stage. Jarvis is an expert on using 3D modeling software to digitally capture and create interactive spaces for users to virtually visit and tour. His digital history projects have included digitally capturing and analyzing archaeological sites modeling historical buildings in Bermuda and in Ghana.

Team members wait outside Kodak Hall during a visual scan.Placing a single FARO laser scanner at various points around Kodak Hall, the group made eight scans, each taking approximately 12 minutes, and together capturing roughly one billion data points that will be used to generate a 3D model of the hall interior.

Jarvis takes photos around the hall that will be stitched together to make a complementary photogrammetry model of the space, augmenting the laser scans in areas where data points are sparse or missing. Photogrammetry models, in which 2D images are used to extract information to produce a 3D model, are less accurate than 3D models made with laser scans, but they have higher resolution.

Philbert, audio and music engineering major Joey Willenbucher 23, and Tadin reposition a speaker. The speaker must be horizontally aligned with the microphone to best capture audio data.

Shenge uses a laser rangefinder, which generates the orange dot on the paper held by Tadin, to determine the optimal distance between a speaker and the binaural dummy head.

Blair Tinker (right), a research specialist for Geographic Information Systems Digital Scholarship at the River Campus Libraries, and Zeng are among those at Digital Scholarship and Studio X who will turn the visual and audio data into a VR replica of Kodak Hall that participants in Tadins study will use.

Says Emily Sherwood, director of Studio X and Digital Scholarship, Tadins project is a prime example of how research using or on extended reality requires expertise and support from a broad range of disciplines. Having a hub like Studio X helps facilitate those connections because we know what different faculty are working on and how they might be able to work together.

Studio X offers students, faculty, and staff equipment necessary for a range of projects, from creating a VR replica of Kodak Hall, to holding VR game competitions.

Tags: Arts and Sciences, Department of Brain and Cognitive Sciences, Duje Tadin, featured-post, Hajim School of Engineering and Applied Sciences, Michael Jarvis, Ming-Lun Lee, River Campus Libraries, virtual reality

Category: Featured

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Latest update on 3D cinema and virtual reality race track coming to Oxford – Yahoo News UK

Posted: at 12:11 pm

File photo.

EXCITINGplans for an immersive 3D cinema and virtual reality racing caf to come to the Oxford Castle areawereunveiled earlier this year.

The plans are for several retail units inside the Oxford Castle Quartertobe revamped into an auditorium with a 3D cinema by developers GatewayAttractions Ltd..

Plans have also been submitted by the company for a new cafe at the site of the old Pizza Express next door.

READ MORE:Huge plans for 3D cinema and virtual racing track at Oxford tourist attraction

The Fuel Caf will have a virtual reality motor racing area upstairs and serve pizza, waffles and crepes on the ground floor.

Oxford Mail: Oxford Castle Quarter.

Oxford Castle Quarter.

After recommendations from the planning committee, the plans have been updated.

Concerns were raised about a free-standing stage that was planned for the 3D cinema, in unit 4,as it would cover up theexternal walls of the Old County Hall which is a Grade II listed building.

It would also break up theexisting double-height space.

This has now been removed from the application.

There were also concerns about the signage not fitting in with the castle area, and this has been revised to be more in line with the area.

In terms of lighting, the planning authority also specifiedwarm white LEDs should be used notcool whiteas proposed.

At unit 6, formerly Pizza Express, where the VR cafe is planned permission was given to remove the modern walls to make space for a V.I.P area on the condition that the original mid-19th wall to which partitions are currently attached to is looked after.

New plans fora video screen hung over the stair, utilising existing light fittings was also questioned, and has been removed from the planning application.

In terms of the outside, the company's logo was planned to go in the window was described as 'too garish' due to the colour with preference given to a matte design, and a new design has been submitted.

Story continues

The same issue was raised with the planned signage, the authorities asking for a 'less ornate'design to match the castle area, with developers revising this.

For the former prison site, at the C Wing Rotunda building,multiple issues were raised with plans for the stairs and an 'exessive number of signs'.

Plans for modern replacement steps have been removed from the application, with revisions on the number of signs.

Lastly, for unit 5, which was formerly a tapas bar, information for how stairs would be repaired was requested and an idea for an art plinth to go outside the building has been removed after the authority worried it would clutter the area.

Oxford Castle Quarter is a significant part of Oxford's heritage with the Castle mound still standing from the 11th centuryOxford Castle, which became the infamous Oxford Prison.

The planning applications can be found at the Oxford City Council planning portal.

This story was written by Shosha Adie.

She joined the team in 2022as a digital reporter.

To get in touch with heremail: Shosha.Adie@newsquest.co.uk

Follow her on Twitter: @ShoshaAdie

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How Augmented Reality is Bringing Designer Fashion into a New Era – Prestige Online Thailand

Posted: at 12:11 pm

Until June 24, you can slip into the outfits of the worlds greatest fashion houses, including Balenciaga and Versace, thanks to new technologies. British Vogue and Snapchat have joined forces to offer the first-ever immersive and interactive augmented reality fashion exhibition that lets you experience the history and creations of several luxury brands like youve never seen them before.

Is technology in the process of transforming fashion and culture experiences? Such is the theme of the Vogue x Snapchat: Redefining the Body exhibition, curated by Edward Enninful, Vogues European Editorial Director, and launched at the Cannes Lions festival of creativity. For the first time ever, clothes from seven of the worlds leading luxury fashion houses are transformed through immersive digital experiences and personalised Snapchat lenses, making designer fashion accessible to all.

At the Centre dart La Malmaison in Cannes, seven spaces have been fitted out, and transformed, to pay tribute to the creative universes of Dior, Gucci, Balenciaga, Kenneth Ize, Richard Quinn, Stella McCartney, and Versace. These are all houses chosen for their subversive vision of fashion, trying, through their collections, to challenge stereotypes, norms and conventions related to age, body shape and gender. And it is precisely this creative aspect that visitors to the exhibition can now discover through augmented reality experiences.

It has always been important to me to make fashion accessible for all. Using augmented reality, Vogue x Snapchat: Redefining the Body is an exhibition that invites everyone regardless of race, gender, sexuality and size to experience and enjoy fashion from some of the worlds very best designers and luxury brands. It doesnt get better than that, explains Edward Enninful. Not content with just discovering exclusive archive garments from these great fashion houses, thanks to a simple Snapchat scan, visitors will be able to try them on virtually, as will Snapchatters around the world via Snapchats Lens carousel and the Dress Up tab in Lens Explorer.

Theyll also be able to access all of the exhibitions augmented reality experiences, from Balenciagas opaque dark space to Stella McCartneys digital bees pollinating mushroom spores, Guccis illusionistic mirrored set design, and the opulence of Versaces space, in which its legendary Medusa comes to life. Through this exhibition, and augmented reality more broadly, we hope to introduce new levels of accessibility, creativity, and expression to the fashion and design world, said Evan Spiegel, co-founder and CEO of Snap Inc.

Augmented reality appears today as indispensable to, even inseparable from, the fashion industry, which is evolving at pace with the latest technologies. After news of Meta launching its first digital fashion store, with brands such as Balenciaga, Prada and Thom Browne, this exhibition seems to herald the advent of fashion that spans the physical, digital and virtual realms, allowing users of social networks and metaverses to dress their avatars, but also to access iconic clothes that would previously have been out of reach.

As part of this exhibition, Vogue and Snapchat have joined forces with DressX, the virtual fashion specialist, to create a capsule collection of limited edition merchandise.

This story is published via AFP Relaxnews.

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