Showing posts with label vr content. Show all posts
Showing posts with label vr content. Show all posts

Wednesday, May 17, 2017

Museums Started Adopting Virtual Reality Technique

A virtual reality presentation model named theBlu has been added to the Natural History Museum of Los Angeles County, in between megamouth shark, bison diorama, and a bunch of excited school kids.
In general admission fees of $12, with an extra $10 fee, visitors can put on a VR headset and explore the ocean with blue whales swimming over the head or a group of silvery fish darting by. Visitors can use virtual flashlights to further explore the abyss.
Senior project manager and developer from the VR presentation model say that for the young audience, this thing is attractive. Experiment with VR technology in order to get more people in the door and interested in a wider collection is going on.
Image courtesy:-www.wareable.com

This appeal is not restricted only to tech-savvy teens. Several older adults also come to have a look. This is the first time they were doing anything like this and they were thrilled by the idea.
This kind of exposure is something the virtual reality industry is chasing as a whole. Despite the promise made by VR as the next big thing in technology industry, it’s still to get mainstream.
Venues apart from home are a great space for the public to have their first experience in VR, according to the CEO of the company behind the Blu.
Image courtesy:-www.i.ytimg.com

Wevr gave a loan to the museum, the computers, and headsets. But, the company's broader vision is to make fans of this technology. At some point, perhaps, people will get inspired for buying their own headset and also to subscribe to the VR content produced by Wevr.
Some institutions are coming up with VR tours which allow users to explore the galleries in 3D and 360 degrees for the users that are already comfortable with VR. It enables them to go where people are. It’s no worry that VR will replace what is real. The more the image is digital to publish online, the great attendance it would gather. People when come to know that something exists, they want to experience it in real, original way. And that real life feeling is something VR isn’t yet able to replicate.

The experience is partial; it’s a glimpse or a hint, like seeing something which makes you want to see more. In VR tours, the sounds of museums get missed, the footsteps and whispers of echoes and conversations. 

Friday, October 7, 2016

Immersive Virtual Reality Content: Too Much For Parents and Kids??

There is already quite a bit written regarding virtual reality and children but the focus is on the risk involved in children viewing VR content on the eyesight. Most VR headset manufacturers are setting age limit for the users. Samsung Gear VR headset and Oculus Rift have 13+ age requirement. HTC however has set a warning against kids using vive. This tactic is like better safe than sorry rather than searching for the VR’s impact on growing eyes.


Talking about motion sickness and risk of hitting objects in actual life when moving to a virtual one, kids face the same issues as adults face it. Recently, the creator of Mario Bros has taken quite a cautious approach in Virtual Reality related with kids saying that more R&D needs to be done to ensure that they are safe and the parents do not have to worry.

Picture courtesy:-www.psfk.com 

Mental v/s Physical & Psychological impact of VR on kids

There has been enough concern related to physical impact of VR on kids. The emotional impact is more relevant to be considered upon. The Stanford University is studying about this impact of VR on kids for more than a decade. In the year 2009, it displayed the results which aimed on the memory of children and VR. A children’s’ group played with whales underwater through VR and asked about it afterwards. Around 50% of them said that they remember the incident as if it happened in reality.

During the trailers of fantastic beasts and where to find them, kids during a scary scene take off their glasses and put their fingers into their ears. They have earlier tried only child friendly games or educational ones in VR, so they understand it as fiction or had experience something like visiting natural history museum. They feel like they are visiting something they know or familiar. The movie episode would make anyone wonder that how they would react to a story told in VR.

Picture courtesy:-www.vrheads.com

How different is storytelling in VR?

The difficulties of storytelling in VR are explained through creation of computer animated VR short interactive movie called Invasion in which a bunch of aliens come to invade earth. In that, rather than humans, earth has 2 citizens- 2 bunnies which contain the viewer as well. The story loose pace & composition when it becomes interactive but sound and visual clues were created to follow the path & also to inspire the viewer.

Interactivity is an added layer to the story which can turn out to be good as well as bad.

VR driven experiences are Virtual but emotions are real

A kid is alone in this VR world and taking off the headset is not the first thought which occurs through his mind. The whole immersive experience can turn quite terrific for a child. The parents say that a quick switch off of TV doesn’t work.

The VR content aimed at minors, especially young children must come with strict guidelines such that any physical risks doesn’t involve. Children’s aren’t the only ones who find these experiences of VR very immersive . Other platforms as well before VR like violence are big sellers for the games. It is now upon the owners of the platforms to decide what is good and what is bad. The application store owners also are with the duty of not only censoring but warn.



Monday, August 1, 2016

Evolve Your Future With Virtual Reality

Virtual Reality is not just evolving technically but also culturally. This is the point we have reached. Walking the other day I noticed teenagers coming towards me wearing the latest sneakers, sunglasses and having their Samsung gear VR on the top of their heads like a fashion accessory. This might not be the intention to use a VR headset but it made me smile.

As people bring their first headset, I wonder how much of their enthusiasm is because they are experiencing it for the first time. People’s first experiences in VR drive them to dive deeper and stay longer.


First Step V/S Long Lasting?

VR technology is new. It will change significantly in the coming years and since it is in its start, many people haven’t even had their first VR experience yet. Thus it’s easy to think of the content as temporary.

Even in this early stage, when VR is reaching wider audience, It’s crucial to offer lasting and meaningful stories whether it’s in 360 degree films or games.

It is important to shift our thinking and focus less on spectacle. The content which is made should not be seen as the byproduct of our own learning process. Like cinema from past 5 decades-so much is still gripping, compelling and emotionally captivating today. To be a part of the long term virtual landscape, we should design VR content accordingly.


Beyond The Wow Factor

Offering an engagement which will still be there when the viewer has gotten over the initial excitement is what we mean going beyond the wow factor. Talking only about branded projects specifically, technical innovation is the key motivating factor in advertising campaigns adapting to new technology. But innovation in VR shouldn’t be just a trick for your ad campaign.

Your ad campaign can create VR innovation now that VR is truly buzzing but along with it, it must be able to tell a powerful story or offer rich experience for it to have a shelf life.

Image Courtesy:-www.roleplayerguild.com

Limitations

Doing it in a meaningful way is challenging. Teams often remain busy dealing with finding out basic production methodology to dive deeper in the narrative. It’s true that for cinematic VR, you quickly realize how complex it is to make use of the full 360 degree space because it simply not always possible. With cinematic VR especially, everything feels flat and far away-the beauty and emphasis of it is hard to recreate without depth of field to speak of and no close ups.

VR is still young and it’s worth the risk with the ultimate goal of really surprising the people. So focus not on protecting the viewer too much but instead bring them into the process of letting them see early alpha and beta versions of the work and encouraging them to find and play within their own boundaries or vocabulary.

Who Is The Viewer


What role does the viewer have in virtual reality? Storytelling in any shape is built on general foundation however what is uniquely powerful about virtual stories is that we can give the audiences an active role in them. Having your viewer disembodied in a virtual story represents a missed opportunity; they must feel involved and be given a character to play or a task to perform- a reason for them to come back for more.

Image Courtesy:-www.3dwiggle.com

Evolve With The Technology

Virtual reality technology is advancing at a lightning speed, in the meantime. The next gen VR is already under way. As it will evolve more, we will see less short spectacular moments and more lasting journeys involving complex & meaningful activity.

The line between pre rendered and dynamic VR is disappearing. And VR makers should be thinking of ways to extend current stories in near future so they can evolve with the technology. True potential of VR experiences is that the story will know you’re there and will react differently to you than to someone else.

Building The Future Of VR, Today

Will you make it differently if you knew your project will be viewed by people in 10 years time? The future is heavily reliant on the content the industry is developing right now. It’s the content which makes an audience return and it needs to be diverse and multi layered. Also it should be able to make a lasting impression on the people with a new headset.

As we embark on the second generation of VR experiences, we should aim at a content which can last longer than the first gen headsets will.


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Exploring Data Visualization of VR

VR has the potential to revolutionize the content industry and using it, has discovered the whole new way to analyze human behavior as audiences consume media. Analytics about consumer media have always been regarding understanding demographics, gauging performances and calculating ad revenue. New VR introduces the opportunity for exploring and understanding how people can get engaged with content.


With earlier video, VR allows us to track where the people look. This generates wonderful amount of data which represents everyone’s experience in a field of VR content. VR analytics is a platform which was made to harness this data and exposing it in many innovative ways. The aim was to make the data as meaningful and accessible as possible and provide unprecedented access to understanding and monetizing user engagement.

Picture Courtesy:- www.nytimes.com

One way to expose the data was through heatmap visualizations of where people looked at in VR. Using color variants superimposed onto the real 360 degree video (VR) screen, the representation of density of viewers looking at each area throughout the video was possible. The result consisted of beautiful fluid heatmap visualization which describes how people engaged with the scene.

Statistical method of cluster analysis was used to further analyze this data to find the “hotspots” which are important areas of interest throughout any immersive experience. Performing the calculations and finding those hotspots need to be distributed over a number of machines in the cloud because it involves so much data and processing, and the computation takes hours.

Picture Courtesy:- cdn.pocket-lint.com

After cluster analysis is done, the movement types exhibited by people at these hotspots are analyzed and conclusions about audience’s response have been made. There are endless opportunities to explore this type of data and it has all just started.

One industry that will be greatly affected by VR analytics is marketing and advertising. It can be determined what people see if we know where they are looking for. For enabling the platform to identify objects in VR, this information helps in knowing what people look at them and their behavior.  This data becomes meaningful on a large scale. The platform makes the kind of analysis possible like if a brand wants to know what percentage of people see an ad placement or how different genders respond to a scene.

 Young handsome man in glasses and virtual headphones

It’s a big challenge to create an immersive narrative in VR, especially since viewers may divert their attention from the story so easily. As the heatmap describes, slight movement along the right of the screen drives half the viewers to follow in that direction. When the screen turns on, you can see everyone quickly shifting their focus. Behavior in VR can be studied this way and the platform will help guide storytelling process for future content.

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Friday, July 29, 2016

Virtual Reality: An Immersive Media and Computer Simulated Technology

What is Virtual Reality?
Virtual Reality is a technology that represents and simulates a user’s environment and physical presence in a way that allows them to interact with it. Virtual reality synthetically creates sensory experiences like touch, hear, sight, smell, etc. On computer though, it is felt by only two – sight and sound. Contemporary virtual realities are displayed either with specially designed virtual reality headset or on a computer screen. Some simulations focus on real sounds through speakers and headphones targeted through VR users. Furthermore, it offers virtual existence of users with the concept of teleexistence, telepresence or virtual Artifact (VA) through keyboard or a mouse, which covers remote communication environments. The captivating environment can be same as real world in order to form a lifelike experience.


Virtual Reality does not necessarily have to be on headset as it works amazingly on your mobile devices and tabs too which utilizes its gyroscope for natural navigation. A large number of Real Estate projects have been done by us utilizing this technology, so that we can give a unique experience to our customers.

• Creates Emotional Connection
• Engage More Buyers
• Build Buzz in Market
• Attract and Retain Customers
• Increase the Sale/Service
  • Real Estate– The virtual real estate projects can help your consumers visualize the project as if it’s in real world.
  • Entertainment– It’s about attracting and engaging consumers with your product or brand.
  • Games
  • Art Galleries
  • Museums
  • Theater
  • Theme parks

  • Education – Education has moved ahead from books, pencils and pens nowadays. Increasing use of interactive technology at young age has opened the doors to virtual classrooms for teaching and educating the students.
  • Health Care – Phobia treatment, robotic surgery, patient therapy and skill training for doctors and nurses are the various ways in which healthcare industry uses virtual reality.

  • Retail – The realistic displays of virtual world of fashion can be as glamorous as the real one with :-
  • Virtual 3D models to help with designing
  • 3D portfolios
  • Virtual Fashion Stores
 Source Url:-




Friday, July 22, 2016

Pokémon GO, An Augmented Reality Game Surmounting Social Media Mixed With HoloLens

Augmented Reality is not a new concept and many were still not familiar with it, not until Pokémon GO. As the game is demonstrated, Augmented Reality has a lot of potencies. Apart from gaming, Microsoft’s HoloLens are other technologies which are state of the art of AR.


 How AR Operates?

Specifically aiming at Smartphones, for example, Augmented Reality operates by use of an application that searches for marker usually a one with black n white barcode. Once the marker is identified, a 3D object is imposed onto it. The user can walk around the marker and can view 3D objects from every angle with the help of the phone’s camera in order to track the relative position of the device. This requires a lot of horsepowers as the phone tracks the markers position so that the 3D object look clear and right.


In the field of AR, games such as Pokémon GO work differently. Pokémon GO shows a 3D object above the camera view along with some tricks rather than using a real time holder with an object placed on its top. This way the game doesn’t have the ability to walk anywhere around the Pokémon unlike with the android authority logo. One can freely walk and it can still appear which doesn’t involve any tracking of distance as long as you are going the right direction. As it doesn’t require physical objects to be placed in the real world, this may end up being a common way AR is used in mobiles.

Smartphones right now are capable only of basic augmented reality function with the help of devices like Microsoft HoloLens known as Heads-up Displays (HUDs). AR has a great potential and scopes the way devices are being used. It’s peak time for other technologies related to AR now that it is used by Pokémon GO.


The game has finally been launched and will let iOS and android users can catch a virtual Pokémon in the real environment. It is available in some countries only for now but it will get launched in others as well for free.

Augmented Reality game imbibes the data from your Smartphone’s GPS and camera so as to project Pokémon within your area with inducing you to get to find it. Interaction among the players should also be there and you can also combat with them. A portable device which vibrates and helps you make alert of any sign of Pokémon when you are unaware is also available named Pokémon GO Plus. It will get launched soon.


Today when AR and VR devices are too familiar and mundane, Pokémon GO is still within the boundaries of mobile devices. A Dutch company has created a video in which they have plugged in Pokémon GO into Microsoft HoloLens. Rather than flickering on a mobile device screen, users can use their gestures to play it. In the video, a tap is enough to toss a Pokeball and carry out actions. They can also experience Pokémon interacting with the environment like climbing a leg. However HoloLens is not a unit which is standalone, the game is still restricted to mobile phones.

The Data collected by Similar Web shows that Pokémon GO’s android application is trending to overtake twitter in the terms of the number of daily users. This fad has become more social with the rise of web gaming which requires players to get out and play interact with fellow gamers as well.
  

This data is based only on android users. The game application is popular on iOS equally. However, there are other sites which need to make room for it apart from twitter. The average usage time of the app was 43 minutes and 23 seconds 15 days ago which is higher than Instagram, Whatsapp, messenger and Snapchat.


The data is promising for the future of AR and gaming. Even as it is new, Pokémon GO is a strong contender in social media as well as a strong indicator of more augmented reality to come.

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Tuesday, May 24, 2016

Know Virtual Reality: Deep Insight

Virtual Reality helps to create a replication of environment so that we feel a part of them. You will be capable to climb rocks, dive several miles under the sea, Scale Mountains, and reach the peak of the Everest through it. Perhaps in business terms how to utilize it we are going to tell you.  Our brain should understand light or energy to create a world full of shapes and colors for us to interact in. 




We hardly take time to be grateful for it and eventually make supposition that what we see is real but it could not be additional from the truth. All we are doing is interacting with virtual reality throughout the day and never actually seeing it. Our spiritual eyes are capable of this feat not our human eyes.

You can make 360 degree solution to give more information to your targeted audience as it is a better idea to engage them. It’s useful for promoting the business. Each site can promote dissimilar creation, information or value. When you decide to buy a real estate, an agent helps in placing the desired property type.

Enough budgets are required when you do this to make the action smooth. Virtual reality Asia helps to duplicate and create environments so that you feel a part of them while climbing team or see the snow capped mountains; you only have to wear a pair of glasses.

Virtual Realism is necessary to cover wide range of genres and regulation. You should know the applications which suit your requirements. To up your profit limits and make your first business startup a noisy success this is what needs to be done. Virtual reality techniques are used on broad level to devise amusing games for all. Virtual Reality Singapore helps people to take part in situations which they can’t be a part of. Like everyone does not have the energy, time, will or wish to be a hiker in reality.

At the end of the day, concerned thing is the end result and how much cost cutting can you do on each feature of the business set up. It’s all about making a surrounding to real platform and showing it to your audience. What is necessary when you do this is making enough budgets to make the process smooth.

Managers can behavior meetings reasonably using this software as many people can be present at a web meeting at the same time across the web. The requirement for such move comes only from the need to decrease expenses and increase profit margins within their business environments.