Tag Archives: Augmented Reality

Video Producers Using Unreal Game Engine For AR Graphics And Sets

LAS VEGAS —  A couple of years ago, ChyronHego announced a partnership with leading game developer Epic Games to integrate the Unreal Engine with ChyronHego’s family of augmented reality (AR) graphics and virtual sets solutions. With the integration, news broadcasters and other customers of ChyronHego’s Neon and Plutonium software will be able to leverage Unreal’s industry-leading rendering and real-time special effects capabilities to add powerful new photorealistic and hyper-realistic elements to their on-air virtual sets. Only a decade ago, editDROID and other Laserdisc based systems were still commonly in use with a much more rudimentary set of effects possibilities- this new Neon and Plutonium software system is an industry wide ‘game changer’.

Here is a look at 2017’s  ChyronHego’s live use demo-

“In an environment that’s more competitive than ever, our broadcast news customers are on a constant search for innovative ways to tell a better story and captivate viewers,” said Olivier Cohen, senior product manager, virtual solutions, ChyronHego. “Virtual sets that harness the amazing graphics capabilities of world-class gaming engines are the wave of the future for news, sports, and weather broadcasting, and Epic Games is the perfect partner to take us there. The integration with Unreal is just the latest link in our CAMIO Universe strategy to place the industry’s most powerful storytelling tools at news producers’ fingertips and drive template-based, unified news and weather workflows.”

“Since we launched Unreal Engine 4, it has become one of the world’s most powerful rendering engines for the game industry — but its flexibility, real-time performance, and robust set of tools make it ideal in just about any type of content creation workflow,” said Marc Petit, general manager, Unreal Engine Enterprise at Epic Games.

Augmented Reality Broadcaster set

“ChyronHego’s AR and virtual set solutions for broadcast production are the ideal match for Unreal Engine. By partnering with one of the leading broadcast graphics providers, we can continue to expand our presence in the broadcast, film, and entertainment industries.”

ChyronHego will work to integrate the CAMIO graphic asset management server with Unreal Engine, including creating broadcast-specific camera movements. Unreal’s 3D graphics engine enables producers to generate AR graphics through the templated workflows of the CAMIO Universe. Via custom user interfaces built with ChyronHego Live Assist panels, producers can then present the AR graphics on air using ChyronHego’s Plutonium and Neon virtual set and robotic camera tracking solutions.

Unreal GFX Engine logo

Cohen added, “As one of the world’s most powerful rendering engines from one of the world’s foremost gaming companies, Unreal will bring new levels of openness and scale-ability to our virtual set solutions. Unreal Engine is easily customizable and expandable, and five million users around the world will benefit from Epic Games’ vast reach across the global community of gamers and game developers. It means news broadcasters will be able to render effects in their virtual sets that rival anything their viewers have seen in the gaming world, with special effects like real-time shaders, bumps, sliders, and highly photo-realistic objects.”  For the Silo, Lyndsey Albright. 

Supplemental- The Revolutionary Video Toaster and Amiga Computer system 1991. 

Philadelphia Artist Goes To Space With Augmented Reality Artwork Initiative

Hello Siloites (Siloers?) my name is David Bradford and I would like to share my art story with you, one involving augmented reality artwork that I have recently activated on the International Space Station and Mars as part of my Go Love Universally initiative. This is the first fine art activation of its kind in terms of distance (62,368,540 miles, to be exact) is aptly called Future. In case you were wondering, Yes there will be a Guiness World Record attempt based on this achievement. 

A picture containing outdoor, motorcycle, water, bicycle

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A look to the stars. My next (virtual) canvas with new augmented reality fine art activation, titled, Go Love Universally.

This art initiative comes at a time in which much of the world is still under travel restrictions due to COVID-19 and was designed to include everyone around the planet and those orbiting, watching from above. Born out of exploring a way to express and distribute fine art to the public while using consumer technology, I started with using bus stops as fiducial markers (QR codes) in Philadelphia, New York City, San Francisco, and London.

When I was asked to initially introduce my augmented art initiative in the Philadelphia Weekly, I said that while I’ve been social distancing, I came up with a way to share positive messages with people using AR and recognizable visual triggers found easily around Philly.

It is a way for a mass amount of people to interact with their surroundings in a safe way that also creates positive feelings through the messages being communicated.

Within two weeks of launching Go Love Universally, I took my art initiative into space, bringing the art from Philadelphia to Mars. For curious consumers of this activation, all pieces can be viewed at select locations using the Artivive app, a free augmented reality fine art app available for iOS and Android.

Steve Morrison, co-host of Philadelphia morning show Preston & Steve (93.3 WMMR), said to me: “Hey, this is pretty cool!  What if the aliens in They Live just wanted to spread positive messages?  Well, you have a potential answer with this project.  Kudos to you, Sir!”

Go Love Universally is an ongoing project, as future collaborations with artists are to be announced.

How Technology Will Shape Teaching In The Future

In the past decade and a half cellphones have evolved from contraptions you make calls from to devices that do so much more. Now they can help you organize your social life, perform your banking and act as a food diary. There’s an app to be found that is based on your entire existence!

With tablets being commonly used in schools, and the fact that ICT is a relatively new subject, technology is changing the way students are being taught.

In this piece, we’ll provide a comprehensive guide of how technology will shape the future of education and what students will be studying and using in years to come.

From making use of 3D printers, to using virtual reality as part of an immersive learning experience, the possibilities are endless!

So what are you waiting for? Take that first step to get ahead in the future by having a sneak peek in this infographic from our friends at educationcity.com.

Fast Track To The Future With Virtual Reality

Occulus Rift Xray ImageThe implications of what Virtual Reality can achieve are vast, and it is predicted that VR will seep into every area of our lives in the very near future. VR is not just a concept that excites the entertainment business, but has a very real presence in some of the world’s most essential industries. However, many people remain skeptical about the impact virtual reality will actually have and suggest that it is only an attractive concept for gamers. Although it is true that VR is a fantastic way to improve online gaming, it has already been used in the medical and manufacturing industries, proving that virtual reality is not just a tool for play. Others fear VR could replace physical social interaction and they are therefore reluctant to consider the many benefits it actually presents. By taking a selection of real-life situations in which virtual reality is already used, we can assess its impact and perhaps decide whether it is to be embraced or discarded.

Surgery

It may not surprise you to know that the health sector is one of the biggest users and advocates of virtual reality. VR is of exceptional benefit in surgical training, improving student skills whilst minimizing risk to potential patients. This type of training can improve confidence and allow students to explore surgical procedures and options that would otherwise be inaccessible to them during the initial stages of their training. Virtual reality is already used by surgical staff, trainee nurses, dentists, and in numerous other health settings, world wide, allowing students to quickly gain skills without putting themselves or other individuals at risk.

Therapy

The authentic nature of VR allows therapists to assist patients with certain phobias. VR promotes controlled environments which can quickly be changed or eradicated during a course of therapy. For example, a person suffering from arachnophobia would perhaps find it more helpful and less daunting to experience holding a spider via VR rather than in a real life situation, and of course, a virtual reality headset can be turned off immediately should the situation require it. Other phobias and aversions could be tackled through the use of VR, including water aversion, acrophobia (fear of extreme heights) or aviophobia (fear of flying).

Occulus Rift Hot Babe VR PornEntertainment

For some people, the online world is their only connection to society and if virtual reality gaming can help them continue to connect, then this can only be perceived as a positive thing. There is no denying that virtual reality is an amazingly entertaining concept and, when done well, is an excellent way to experience online gaming. Being fully immersed in a game is a highly attractive idea: whether it be one that takes you to a battlefield, or a game that allows you to feel as if you are actually being dealt cards at a plush casino in Vegas. Currently, gamers can connect with people from all over the world, or play slots in the comfort of their own home by visiting a site such as  www.luckynuggetcasino.com yet imagine the thrill of full immersion through the power of virtual reality.

Transport and Training

Again, we touch upon the benefits virtual reality provides to many aspects of training and, in this particular situation, to the world of transport. For years the aviation industry has been using simulations to help train pilots and virtual reality is a welcome advance in such training. VR flight training presents minimal risk to both the pilot and passengers whilst allowing pilots to experience the difficulties that may arise whilst being in control of the aircraft. The most spectacular example of virtual reality based vehicle training is perhaps that used by NASA to train its astronauts. The training includes various simulations including that of an astronaut having to perform repairs during zero-gravity conditions, as well as a simulated detachment from the shuttle with the astronaut having to use a powered backpack to return. NASA has even managed to use VR in space, keeping astronauts up to date with training whilst on a mission and it has been suggested that VR will be used to entertain astronauts in space in the future. Just imagine, you could soon be sharing your virtual poker table with the astronauts of tomorrow!

Supplemental- Gamers are talking about the Oculus Rift and the Playstation VR but the HTC Vive looks pretty sweet too!

A Musical Journey for Robots and their masters~ CLICK ME
A Musical Journey for Robots and their masters~ CLICK ME

Gaming Music Production And Sound Design Focusing On 3D 360 Spatiality

Zylia, the Poland-based manufacturer of audio recording technologies, will host a workshop on 3D/360 music production and sound design during GameSoundCon 2018, today and tomorrow at the Millennium Biltmore Hotel in Los Angeles. Zylia co-founder and CTO Tomasz Żernicki will lead the workshop, focusing on the use of third-order Ambisonics spherical microphone arrays, such as that in the innovative new ZYLIA ZM-1, to capture a 3D full-sphere audio scene for gaming or ambient sound production.

“Use of a spherical microphone array to enable single-device capture of a full sound scene with high spatial resolution is a recent and significant advance in audio recording technology — and one that opens the door to 3D audio production opportunities for both professionals and amateurs,” said Żernicki. “We’re excited to be sharing this technology with GameSoundCon 2018 attendees and to be providing them with useful techniques for capturing 3D sound in Ambisonics format and for working with live sound in VR applications.”

During the Zylia GameSoundCon workshop, Żernicki will demonstrate how just one spherical microphone array can record an entire 3D sound scene and then separate the recording’s individual sound sources for multitrack editing in post production. The numerous physical microphone capsules within the spherical array effectively enable users to work with software-controlled virtual microphones with adjustable direction and spatial characteristics. By isolating particular sounds, cutting out interesting areas of the sound space, and zooming in on particular sound objects, this kind of sound representation allows for soundscape modification in post production and simplifies ambient or Foley sound preparation.5 speaker binaural audio setup

Żernicki will explain how sound recorded by third-order Ambisonics spherical microphone array can be converted into the Ambisonics format and used in 360-degree movies — particularly virtual reality content on Facebook 360, YouTube 360, or game engines — in which listeners can rotate the whole sound scene. He also will discuss usage of 360 sound with the combination of binaural or surround loudspeaker reproduction.

As an audio expert, Żernicki focuses his professional interest on 360/VR music production, spatial sound processing, and recording. He holds doctorates in electrical and electronic engineering, and he takes an active role in the Moving Picture Experts Group (MPEG) standardization committee. He also has made significant contributions to audio compression standards such as MPEG-D USAC and MPEG-H 3D Audio.AES Conference for Augmented Reality Audio

GameSoundCon is dedicated to game music, sound design, and virtual reality audio. Throughout the conference, Żernicki and other Zylia experts will be on hand to discuss 3D/360 sound applications, as well as the company’s ZYLIA ZM-1 spherical microphone array, ZYLIA Studio PRO VST/AU plugin, and ZYLIA Ambisonics Converter.

Supplemental- Mark Mothersbaugh (DEVO) on making music for games.

My Road To VR Toronto Art

 My name is Olga and I’m a Virtual Reality VR artist/sculptor  based in Toronto,Ontario.  In 2016 I was hired by Google to create VR experience for YouTube Plus event. This was my first introduction to Google Tiltbrush.  I live painted the Toronto skyline in front of hundreds of people. 

 
Since then I was involved in Google projects and many other events and conferences. My VR works were featured on national media chains such as the CBC and Space Channel. I would very much like to share them with you as well. Since Russian is my native language, I often prefer to speak through video and if a picture is worth a thousand words then a video must be worth even more. 
 
The presentation “ My road to VR art”  is  about  how my  traditional art skills and experiences translated into the Virtual Reality VR world.
 
I am very passionate about this new medium. I have talent and humor and would love to work on big VR / AR art project. Perhaps there are others like me, looking to collaborate? I would be happy to hear from you.

 

 

Why You’ll Be Wearing Your Next Computer

Imagine looking in your glasses to see updates from your friends on social media. The future is coming sooner than you think and yes, you will be wearing your next computer- check out this future ready infographic from our friends at Frames Direct. 

Click Me to see more interesting Infographics by visual.ly
Click Me to see more interesting Infographics by visual.ly

Supplemental- Building the World of Tomorrow, 1939 New York World’s Fair

The first published concept of Virtual Reality: Pygmalion’s Spectales (short story) by Stanley G. Weinbaum   ‘You drink,’ said the elfin, bearded face, ‘to make real a dream. Is it not so? Either to dream that what you seek is yours, or else to dream that what you hate is conquered. You drink to escape reality, and the irony is that even reality is a dream.’ Published June 1935 ~ Wonder Stories

Click me for Music designed for Futurists!
Click me for Music designed for Futurists!

Getting Social: Living in the Age of Tech and Social Media

Owner/ CEO at ArtPlusHome.com and VeryVeniceArt.com
Owner/ CEO at ArtPlusHome.com and VeryVeniceArt.com

When you’re a 20-something, what’s the first and the last thing you do? You check your Facebook or you tweet. When you want to buy a pair of jeans and you want to ask your friends’ opinions, you post a picture on Instagram with a #needyourhelp! And who needs to go to a store when Amazon is only a click away right? Social Media and E-Commerce have permeated your personal and social lives. Nowadays, to keep up with the rest of the world, you have to have a smart phone, a tablet and at least 3 social media accounts. Your thought process can now be summarized into: Click. Like. Share. Repeat.  Information in an instant !

The coolest thing about Social Media and online stores is the ease by which you send and receive information. The idea that you can connect to a friend in Asia, check out the latest happenings in Europe, and buy the outfit you’ve been eyeing for on discount via Amazon still fascinates many. Not only does the connection happen in real-time, it is also extremely convenient for the hyperactive, multitasking yuppie. Who would’ve thought that you can talk to someone halfway around the world while riding the train? Or that now, you can buy everything you need online while working out. Literally, the world is at your fingertips.

What about Design my Home?

If social media transformed the way you connect with the world, then mobile technology is revolutionize the way you see and experience it. With its public launch in February 2015, everyone is expected to rock the new Art Plus Home Virtual app and two words are sure to be immensely popular: “Share and Buy” This new breakthrough promises to merge the real, the virtual, and the social. Indeed, the possibilities are endless. Two fields that can definitely benefit from this innovation are art and design, particularly for the home. As more and more young professionals climb the ladders of success, you find yourselves located in a condo or in an apartment at the heart of the city. And in the name of individuality, almost all of you are heavily involved in truly making your homes a place to call your own. “I’m a minimalist guy. I like a lot of black and white pieces,” shared Alex, a young accountant. “I’ve always had a penchant for quirky furniture and eclectic painting, both of which are very hard to find by the way,” explains Jessica, a law graduate.

Here lies the conundrum. In as much as you newly-empowered breed want to go all out to design your homes, you simply don’t have the time. “Designing your own place is a completely different animal. It’s almost a full-time job,” says Ashley. She went on further, “It’s almost like a cat and mouse game. You go to an art gallery to find a good painting. Then you have to go to another store for the drapes. Then you go look for a nice coffee table. They’re a perfect match in your head but after you install them in the living room, they just look horrible.” Dary Rees, an artist and a designer herself, knew exactly what Ashley meant.

It's really about using the latest in augmented reality to "try out" art pieces in your home before you buy. photo: iwearyourecho.com
It’s really about using the latest in augmented reality to “try out” art pieces in your home before you buy. photo: iwearyourecho.com

“Designing your home takes a lot of imagination. All the time, you have to close your eyes and visualize how every art piece, every furniture, and every drape will come together. That’s not easy. But it should be.” Then idea struck! Bringing together a team of people, Dary went to work. After months of development, the Art Plus Home virtual app was born. “With the Art Plus Home app, you can shop, visualize, and buy for your home in your own time and at your own convenience. You get to choose anything you like from the online gallery, superimpose them together in your space, and see how it looks – all in a matter of minutes. You can even share the design to friends! If you like the design, you can buy them right then and there. If not, you can start all over,” explains Dary. This is perfect for the Gen Y who is always on the go. You can design and buy for your home  on the way to work, after a Yoga session, or even before you go to bed. The Art Plus Home app is also ideal if you’re on the look out for the latest in art and design. Check-out gallery openings, up and coming artists, or simply browse what’s hot (and not) so you have something to talk to with your date.. The Art Plus Home app is available in Android and in iOS.

Generation Y is a new breed. You’re motivated to succeed, you’re proud of your individuality, you’re always mobile, and you’re extremely connected to the world around you. With such a personality, you’re a perfect match for the Art Plus Home app!  www.ArtPlusHome.com and download the free app at any app store.

Augmented Reality Billboards Invading Google Streetview Maps

It’s an old story- at least in terms of internet “best before” dates. In 2010 sites began reporting on new Streetview Advertising patent applications submitted by Google . The complete details of the patents were not readily made available to the press but essentially it all boiled down to a new way for Google to generate advertising revenue by superimposing digital advertisements and billboards over top of existing “real world” advertising and structures. This was justified by Google by explaining that there is a need to update Streetview images that contained existing advertisements that are no longer current.

Fast forward to today and what we are seeing is this: not only are “real world” ads being updated but new digital ads are being superimposed over Streetview structures that do not contain advertisements in the “real world”.  This is interesting. It is a form of AR (augmented reality). It is ethically questionable and here’s why……

See that fence? See those ads? Do they exist in the "real world"? It doesn't matter to Google.
See that fence? See those ads? Do they exist in the “real world”? It doesn’t matter to Google.

Absolute power corrupts absolutely-

As virtual realty becomes claimed for advertising space there will more incentive to place AR ads on spaces that are in the “real world” off limits to billboards and marquee signage. What will prevent Google from selling AR ads that will appear on the side of the Eiffel Tower? Since they own the imagery presented on Streetview existing municipal bylaws are non-applicable.

EiffelTowerGoldenArch

As head worn AR devices such as Google Glass and Sony SmartGlass begin to enter the consumer kingdom this year- the future of AR advertising is clear.

googleGlass

Reflecting On Baumgartner’s Free Fall Attempt From The Edge Of Space

Tune in here on Tuesday October 9th and watch Felix Baumgartner make his record freefall attempt.

It’s October 5, 2012 and Felix Baumgartner is about to smash the 50+ year old free fall height record and break the sound barrier along the way.

Using a lighter-than-air balloon for the ascent stage, Baumgartner will float above Roswell, New Mexico, USA  to the edge of space and then open the door of his pressurized capsule. It will be one small step for a man, and one giant fall for Felix and one giant marketing coup for RedBull.

When I was a fellow at the Canadian Film Centre’s New Media Lab  in 2009, I was asked to make three predictions about future ‘real-life’ trends. Near the top of my list was increasingly ‘extreme’ extreme sports. I think I have gotten that one right, and if you’d like to know what the other two were drop me an email.  With each leap in technology, mankind has been able to attempt more extreme feats. Technology has allowed us, the viewer, to live directly through real life participants much more vicariously than ever before, and mainstream virtual reality is just around the corner.  Like a feedback loop, technology pushes the boundaries of what the human mind can conceive and what the human body can accomplish. Symbiotically, as we achieve more and more incredible feats, technology is utilized to not only showcase these feats but to instill an empowerment. More on this later….

In the early decades of the last century, extreme sports included seemingly placid activities when viewed with today’s sensibilities.  Consider these examples: crossing the English Channel by airplane, modifying an automobile with solid rockets to reach a speed of 100 miles per hour, diving into the sea from a height of one hundred feet. In their allotted place in time, these activities were considered to be incredibly extreme and borderline committable.

Technology at that time meant that in order for a viewer to share in the participant’s experience, the viewer needed to read about the event in the newspaper, listen to the event on the radio or visit the event in person. This was a time of great internal imagination as methods and technologies in play were mystical and were not an everyday occurrence in those viewers lives. That being said, the crossing of the English Channel by airplane and other flights of fancy were made possible due to “magical signals traveling through the ether”.  Aka: wireless radio technology.  A pilot was now able to fly by honing in on radio signals. This same technology was used to broadcast news of the flight and this connectedness via the same technology  may not be symbiosis in the traditional ecological sense but is most certainly a form of  extreme mutualism. (Spinoza’s Theory of Imagination says essentially the same thing in his Extended Pattern Preservation Doctrine: The persistence of an individual [replace ‘individual’ with ‘same technology’] through time consists not in the sameness of underlying substance but, insofar as it is conceived through extension, in the persistence of a distinctive pattern of communication among moving parts. *

Our era  is markedly different.

It is one of internal and external  imagination. When Felix Baumgartner rides to the edge of space, we get to ride with him. We can watch a live stream of his progress, observe his ‘vital stats’: real-time mission statistics by watching the graphics on our smart device. We can hear the banter between mission control and Felix. We are in effect Felix Baumgartner’s mute passenger.  (We will be hosting the LIVE feed right here in this post at the window below. UPDATE due to high winds today’s rescheduled attempt has been postponed until further notice. Check #freefall on Twitter for latest updates. )

This is a much more immediate and virtual form of reality and the excitement is compounded by our anxiety and our sense of power.

We sense our power because we have the very same technology that makes this attempt possible.  If you happen to be a regular watcher of a reality television show involving a performance and a smartphone voting system you are essentially experiencing an empowerment.  You hold in your hands an actual component of the program and take part in a communal experience.  This is not just “must see t.v.”, this is  “must do t.v.”

“Fearless” Felix

Much like NASA and the current MARS mission,  Baumgartner’s team and sponsor Redbull have come to understand the necessity for hype and sensationalism in order to draw attention to their work and secure future projects. If no bucks=no Buck Rogers, then no Buck Rogers= no bucks.

Gemini and Apollo astronaut Gus Grissom. RIP Gus.

Really though, it’s not an economic strategy that I wish to point out here.

It’s the potential for an economic strategy, the potential for a social strategy, the potential for an emotional strategy and in fact all the potential strategies that our digital age has room for. Extreme human activities are by their very nature extremely emotional. They connect with us on a deep rooted, conscious and subconscious level. It’s like a modern incarnation of the primitive hunt or the ancient journey.

The development of economy and a look at where experience currently influences commerce.

If you choose to experience Felix Baumgartner’s highest free fall record attempt live on your smart device or project it into your living room like we are planning on doing here at the Silo office- you will be transformed on some level. (In the marketing and advertising world this is known as Pine and Gilmore’s Experience Economy.) That’s probably due to the fact that the natural environment, though beautiful, is incredibly dangerous and deadly and throughout our development as we have come to dominate this planet, we have developed and conquered by using technology. Is it incredulous to suggest that by using our smart device to experience these dangerous feats, we are in fact celebrating mankind’s conquering of danger and nature through technology? The very technology that we now hold in our hands? For the Silo, Jarrod Barker.

* Representation and Consciousness in Spinoza’s Naturalistic Theory of the Imagination, D. Garrett, New York University

All The World Is Indeed A Videogame

It was 2011 when I wrote this piece and everywhere I turned I saw the influence of one videogame or another. Now they’re no longer just a niche sideline favored by the odd and socially awkward; they’re as ubiquitous as music and movies and, as an industry, bring in just as much or more money too. Is it really all that surprising, then, to see the unique influence of the medium turning up in some rather unexpected places?

Consider the Rocket Racing League. Heard of it? Founded in 2005, the RRL is a private air-racing league that, if it ever manages to get off the ground, will use custom-designed canard “rocket racers” in aerial races with a twist: instead of flying through physical obstacles as conventional air racers do, RRL pilots will navigate a virtual race course created by a computer.

“The Rocket Racer pilots see the Raceway-In-The-Sky with a custom Cockpit Based Augmented Reality System projected onto a 3D helmet display,” the Rocket Racing League website The Rocket Racing League explains. “For the thousands of fans in attendance, they will witness the racing action live and in real-time on large projection screens fed by the Ground Based Augmented Reality System. For the millions of fans watching on televisions and PCs at home, they will experience the thrill of the Rocket Racing via unique remote and rocket-mounted cameras that give at-home fans the sensation of riding right alongside famed Rocket Racing League pilots.”

The system will not only challenge the fliers but also provide a unique opportunity to engage with the live audience through jumbo video screens projecting the virtual course and even viewers at home by way of a planned video game that will let armchair pilots actually take part in the races, competing online in simultaneous real-time. But what if you’re after a more visceral, in-your-face experience? That’s doable too, and it doesn’t take a million-dollar rocket plane to make it happen.

Behold “Wipeout,” the ABC game show that puts contestants through the wringer of various bizarre and rather rough obstacle courses that more often than not result in a spectacular wipeout – hence the name – and a quick trip into a mud pit. Its roots can be traced back to the 1980s Japanese show “Takeshi’s Castle,” Vintage Video of Takeshi\’s Castle better known to American audiences (in edited form) as the Spike television extravaganza “Most Extreme Elimination Challenge.” But more to the point, these shows share a more basic commonality: a powerful video game sensibility in their design.

Check out a video clip or two at the “Wipeout” website – http://www.abc.go.com/shows/wipeout and tell me that those courses don’t look like some twisted Nintendo Super Mario Bros. creation sprung to life. All that’s missing is a oversized, angry gorilla who throws barrels. And while some people just love to compete, and the big cash prize for the winner is a mighty powerful incentive, the real attraction is far simpler: it’s an opportunity to put yourself into the middle of a full-size, real-life Super Mario level. Who could say no to that?

As gamers get older and technology gets better, we’re certain to see this kind of game-inspired entertainment become increasingly commonplace. In another facet Video Games Live has become the new musical craze. The performance is a musical compilation of some of the classic 8 bit game tunes from games such as Pong. Performed by the Video Games Live orchestra. In a way, we’ve come full circle; art imitates life and, as always, life imitates art.. It gives a whole new meaning to the term “virtual reality,” wouldn’t you say? For the Silo, Andy Chalk.