'Face-sensing' headsets show your real-life expressions in VR. TheWaveVR releases social VR music beta and raises $4 million. TheWaveVR has released the beta version of its social VR music platform on the Steam Early Access on the PC.
The company has also raised $4 million in a new round of funding led by Upfront Ventures. The Austin, Texas-based startup has created a social VR music platform where performers can create music while wearing a HTC Vive or Oculus Rift headset and spectators can watch the whole experience. The whole point is to help the music industry — usually a laggard in exploiting digital technology — to create new revenue streams. TheWaveVR is a VR platform for people who love music, enabling them to view, host and socialize in live and recorded shows worldwide, anytime, anywhere. TheWaveVR wants to enable musicians and artists to reach a much broader audience by creating a VR venue where artists can perform live music by simply importing their tracks, customizing the visuals of the venue, and sharing virtual shows.
Above: TheWaveVR Image Credit: TheWaveVR. Empathy is overrated. Michelle Kondrich Does empathy make the world a better place?
It certainly looks like it. After all, empathy drives people to treat others’ suffering as if it were their own, which then motivates action to make the suffering go away. I see the bullied teenager and might be tempted initially to join in with his tormentors, out of sadism or boredom or a desire to dominate or be popular, but then I empathize — I feel his pain, I feel what it’s like to be bullied — so I don’t add to his suffering.
Maybe I even rise to his defense. But spotlights have a narrow focus, and this is one problem with empathy. Empathy distorts our moral judgments in pretty much the same way that prejudice does. Further, spotlights only illuminate what they are pointed at, so empathy reflects our biases. Empathy is limited as well in that it focuses on specific individuals. What people did in response to the Newtown massacre also reflects the limitations of empathy. Consider Willie Horton. Powerful Illusions: Addressing the Code of Ethics for VR. 360 Camera Analysis: How To Get The Best Bang For Your Buck. Create Your Own Interactive VR Characters With Limitless' Toolset. How Traditional Storytelling Is Ruining Virtual Reality Film - Motherboard.
I spent much of the past two weeks with a screen strapped to my face, watching filmmakers' best stabs at telling a story in virtual reality.
The cinematic VR showcased at the recent Tribeca Film Festival ran the gamut from live-action documentary to animated science fiction. Very few of these experiences were any good. But the real crowd-pleasers, animated fiction like Allumette and Invasion, racked up waitlists as long as eight hours. Looking at the difference between the good and bad VR, I started to glean some insight into the nascent artform. No one has even come close to mastering the medium, but it's clear that holding on to the traditional rules of storytelling is a surefire way to make disappointing VR.
Even borrowing the term "film" to describe immersive storytelling isn't an entirely accurate description, and we don't yet have a word to replace it with. Yes, everyone recognizes that this sounds like some trippy shit. The VR showcase at the 2016 Tribeca Film Festival. How Traditional Storytelling Is Ruining Virtual Reality Film - Motherboard. Interaction vs. Immersion: The Challenges of Mobile VR. There is a difference between interaction and immersion.
It’s something that I’m learning in theatre, and now it’s something that I’m coming to understand in regards to virtual reality (VR). I see the debates between 3DOF (3 degrees of freedom) vs. 6DOF (6 degrees of freedom) and what constitutes as a “real” VR experience. * 3DOF — being able to move your head and look around in a fixed position* 6DOF — being able to move your head and look around, and also move about the space I think developers sleep too much on mobile VR. How to Design the Best UI for Room-Scale VR – Virtual Reality Pop. As virtual reality becomes more and more mainstream, we, the designers and developers, are starting to build in bullet-proof techniques and processes to make VR environments and experiences fun, believable, practical and seamless.
Here are some things I’ve learned about designing a user interface (UI) for room-scale VR interactive experiences. What types of UI elements are there in VR? Most of our notions of VR originate in cinema and gaming. There are small particularities in the building of a 360-degree environment, but I have found it’s always useful to start with something you know and then adapt for the new medium. How to Shoot Virtual Reality: Seven Basics to Launch You Toward Virtual Virtuosity - MovieMaker Magazine. What works and what doesn’t on a virtual reality set?
The technology has landed at a price point accessible to low-budget independent moviemakers, and for VR-makers, sharing the experiences is essential if we are to push the art form forward. Here are some standard practices evolving right now. 1. Acquire the Right Gear There are a variety of affordable VR camera options in the consumer and prosumer markets. Currently, the Kodak Pixpro SP360 4K Action Cam gives the most bang for the buck and comes with a variety of helpful accessories. Whichever camera you decide is best for your project, you’ll want to see footage shot on it before purchasing it. 2. While many stories could, technically, be shot in VR, some subjects will lend themselves to the medium more than others.
Storyboarding in Virtual Reality – Virtual Reality Pop. Virtual Reality Predictions for 2017 As Facebook VR Finally Emerges. The 2017 VR Conference, Expo, & Festival Schedule. Interactive & 360° Music Videos. 25 resources for bringing AR and VR to the classroom. VR in Education: What’s Already Happening in the Classroom. Augmented Reality – The Past, The Present and The Future. Augmented reality has come a long way from a science-fiction concept to a science-based reality.
Until recently the costs of augmented reality were so substantial that designers could only dream of working on design projects that involved it – today things have changed and augmented reality is even available on the mobile handset. That means design for augmented reality is now an option for all shapes and sizes of UX designers. Augmented reality is a view of the real, physical world in which elements are enhanced by computer-generated input. These inputs may range from sound to video, to graphics to GPS overlays and more.
ENTiTi Creator - augmented & virtual reality content creation platform. NYT VR: Virtual Reality by The New York Times. Immersive Video for Virtual Reality. Immersive Video for Virtual Reality.