Tag Archives: VR

VR Sailing At Night

Back in February we wrote about the superb Oculus Rift virtual reality sailing app MarineVerse Cup. This fully immersive and accurate simulation surprised us with its physics based playset and incredibly realistic sense of actually sailing. (Add a fan moving air into your face and body for an even more visceral experience.) It is a most welcome virtual reality experience.

MarineVerse started development with a focus on regattas while aiming to create what the developers called “a chill sailing game”. Like all robust apps, the developments and updates continued and I wouldn’t be surprised if one day we might see knot tying or rigging etc. as part of their sailing school.

Night Sailing!

The latest update allows VR mariners to try night sailing & boating and experience relaxing sailing under the stars at Akalana Island while testing navigation skills like never before.

Night Navigation Practice

Have you ever sailed at night? Can you distinguish safe water from an isolated danger mark by just looking at its lights? Often a feared outing for a novice sailor in the real world, you can learn safely, at your own pace, and without the fear of grounding your boat and risking your life.

Test your skills in MarineVerse Cup:

( The video doesn’t do it full justice; make sure to try it in VR yourself. )

To access – visit NauticEd Training Room in the MarineVerse Cup and select Navigation Rules. ( If you need a general refresher on Nav Rules, don’t miss this free NauticEd course )

Are you a MV VR skipper or a real world sailor interested in joining MarineVerse? Let them know via Discord.  https://discord.gg/marineverse

VR Sailing On Oculus Now More Real With Wave Motions

Ahoy! VR Mateys! Aaargghh!

Ever wished the MarineVerse Cup felt just a bit more like the real thing?

What is MarineVerse?

MarineVerse mission is to inspire, train and connect sailors, and share the feeling of this amazing sport with a wide global audience all via the virtual reality wonder of the Oculus Quest 2 (& the newer Quest 3) headset and hand controllers.

Through our VR sailing projects we bring entertainment and education together through virtual reality (VR). We create experiences to enable more people to sail through the creation of games, training experiences and more.

We’ve been busy over the last few weeks, rolling out some cool updates to the MarineVerse Cup simulation. 

One of the first new features you can dive into is “visual waves.”

Check out what people from our Discord chat said after giving it a try:

“Waves are awesome!” 

“Wave motion is great! doesn’t make me feel sick 🙂 it’s kind of calming, and it feels a little more like I’m in a real boat”“Strange to say I found it great in free sailing but when I raced with it I felt a bit sweaty.”

“I love the wave action. Adds realism.”

Want to try it out? Just go to the Main Menu, hit Settings -> Boat -> Enable Waves Motion. You can find more details here: 

After you’ve had a chance to test it out, I’d really like to hear your thoughts. Did you enjoy it? Please leave your comments below at the end of my article.

PS – By popular demand, you can now adjust the wind speed in Free Sail mode, giving you control over your sailing conditions like never before: 

For the Silo, Greg Dziemidowicz  Director & Lead Developer @ MarineVerse – Virtual Reality Sailing

Metaverse Trademark Applications Surging

Over 5,800 Metaverse Trademark Applications Filed Last Year = Surging 200% Year-Over-Year

In 2022, there was a significant surge in trademark applications related to the Metaverse and non-fungible tokens (NFTs), indicating the growing importance and potential profitability of these emerging industries.

According to data collected by Blockchain Centre, there were 5,850 new Metaverse trademark applications and 7,746 NFT trademark applications registered last year.

This represents a growth rate of 205.64% and 259.61%, respectively, from the previous year. The monthly trends for trademark registrations steadily increased throughout the year, with at least 300 new applications filed every month.

Increasing interest in the Metaverse

Many big companies, including Meta, Formula One, Mastercard, McDonald’s, Gatorade, and the US Space Force, have also filed applications with the USPTO in 2022, indicating their interest in virtual products and involvement with crypto and blockchain.

The rise in trademark applications related to the Metaverse and NFTs has prompted an investigation by the US Patent and Trademark Office and US Copyright Office to examine how NFTs impact intellectual property rights.

According to the research:

“Recently, several prominent brands have faced challenges when their intellectual property or products were infringed upon by NFT marketplaces or platforms.”

Despite the ongoing ‘crypto winter’, the rise in trademark applications and growing interest in metaverse products have served as a counterbalance to concerns that the market is being negatively impacted. For the Silo, Lina Alisauskaite.

Why App Developers Are Focusing On The Metaverse

Mobile apps using ‘metaverse’ in their description surge fivefold in 3 months

Various mobile application developers are increasingly aligning their products with the growing metaverse concept after Facebook popularized the term following the company’s rebranding to Meta. Although metaverse is a work in progress, several appsol are associating with the concept in their descriptions. 

Data presented by Burga indicates that between November 2021 and January 2022, a monthly average of 28 mobile applications added metaverse to their description, a fivefold growth or 460% spike from the five average recorded between June 2021 and October 2021. The highest number was registered in December 2021 at 30. 

Elsewhere, games with 107 applications lead in the number of app categories referencing the ‘metaverse’ keyword. Finance ranks second at 101, followed by social at 70. In the tenth slot, there is education with 11 apps. Data on mobile apps referencing metaverse is provided by mobile intelligence platform Sensor Tower.

Why app developers are focusing on metaverse 

Mobile phone applications adding metaverse to their description were seemingly triggered by Facebook’s rebranding to Meta in October 2021. Most companies and applications have followed suit after the social media giant also announced that it plans to invest heavily in the metaverse. The apps are aligned with the metaverse even as players in the sector explore industry standards.

Generally, the metaverse concept is a network of virtual worlds focused on social connection as a hypothetical iteration of the Internet as a single, universal virtual world supported by virtual and augmented reality headsets. 

Although the metaverse is still gaining ground, app developers are using the concept as a critical marketing tool as different sectors await the actual technical requirements for the metaverse to emerge. It can be argued that the applications are working towards having an edge once the technology’s full potential is realized. 

A significant share of the metaverse will likely be enabled by apps, which explains developers’ decision to associate with the virtual concept. Notably, apps in the metaverse are touted to potentially harness the most critical features of smartphones, wearables, headsets, and IoT. 

Furthermore, virtual interactions offer enticing financial opportunities for businesses and could potentially open new revenue streams for companies diving into this new venture. At this point, with the shift towards a digital life, the opportunities offered by the metaverse are limitless.

Why gaming apps are leading the metaverse 

It is no surprise that the gaming apps are leading in adding metaverse to their description. Notably, games have long been associated with VR and AR technology which is at the core of the metaverse. Game engines are likely to be foundational technologies and a critical building block for creating virtual world applications.

In this line, some of the big players in the tech space led by Microsoft are increasing their involvement in the metaverse. According to the company, the metaverse is all about creating games, a key driver for its acquisition of video game company Activision Blizzard. Additionally, gaming platform Roblox has long been viewed as the metaverse frontrunner. 

Besides games, the metaverse is also expected to have several implications for different industries. Metaverse technologies have found practical applications among sectors like finance. For instance, VR and AR can be deployed in finance in data visualization, which can aid in analyzing financial risks providing more precise services to customers.

Although app developers are getting ready for metaverse, realizing the concept on a large scale might be extensive. For instance, access to high-speed Internet and the cost of reliable VR hardware remains a challenge. 

Additionally, the high scale of interoperability required to build various aspects of the metaverse is yet to be achieved. In this line, tech companies will have to partner with other entities on factors such as metaverse laws.  For the Silo, Gytis Gelzinis/BURGA.

How The Online Casino Differs From The Offline Casino

The days are gone when people had to travel to different places in order to experience casino jest.

There are many casino games available online. With the help of technologies like artificial intelligence, we can have a realistic experience of playing online casino games. But, some people still like to go to traditional ground casinos. 

Image: Pixabay 

You must have often wondered which one is the best and safest. If you are also curious to know the difference between online and offline casino games, this article is a must-read for you. 

Which is more secure? 

From the security point of view, both online and offline casino gambling are equally safe. However, you need to be quite cautious while choosing to play online casino gambling since there are several gambling malicious websites claiming to be genuine.  

It is advisable, especially for the newbie gamers, to do thorough research using reliable platforms like https://onlinecasinofans.com/. The users should choose the casino on the basis of the feedback, ratings, speed, feasibility, and compatibility of the game with their device. 

If properly surveyed, you can find the best online casinos, which are even more secure than the traditional ground casinos.  

Which one is more reachable? 

We live in an era of technologies and globalization. Hence, we are able to access everything with the help of the internet. As aforementioned, there are many online casino games available that have increased their reachability.  

It can be a tedious task for you to find spare time for offline gambling. 

Whereas, you can easily play these games, sitting comfortably on your sofa couch. 

Isn’t that awesome? 

Which is more convenient? 

If you are a busy bee and can’t find time from your hectic schedule, online casinos can prove to be more convenient.   

Many of the good websites also offer trial games. They are totally free, and you can have a gaming experience similar to real casinos. No such option is available in offline casinos. 

On the other hand, if you are a partygoer and have a ground casino available near your place, just go for it. 

Which one has a better payout? 

The opportunity of winning numerous bonuses and credits offered by online casinos attracts a lot of players.  

In terms of cash deposit and withdrawal, offline gambling is better since you can cash your winnings immediately in traditional gaming. However, you need to be patient in online gaming. 

Which one has the better ambiance? 

No online casino can beat the zest of playing traditional ground casinos. Although you can access online casinos easily, the playing ambiance is confined.  

If you go for offline gambling, it is surely going to be a fun experience for you. You will get an opportunity to interact with new people, make new friends, and learn from experienced strata of gamers. 

Image: Pixabay 

Conclusion 

No doubt, online casinos are a step ahead of offline casinos in terms of many factors. However, it totally depends upon your choice and compatibility with the particular platform.  

The Evolution of F1 Racing Video Games

According to our friends ‘over the pond’ at Select Car Leasing UK, (big time racing fans- go figure!) the history of F1 Racing Video Games began with 1982’s ZX Spectrum home computer.  Cue up the time machine and take a look at this nifty info-graphic to discover the rest.

Evolution Of F1 Racing VideoGames Infographic2

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. 

How to Navigate Planning Funeral Services In Time Of Fear & Social Distancing

I’ve lost count of the social distancing lockdown days and I hope you are hanging in there. The lockdown has impacted businesses in ways never experienced before. Many are struggling to remain open. Restaurants for example, are no longer able to host and seat customers inside and have had to modify their operation by becoming take out only.

But what about other types of business? What about Funeral Services?

A new website created by former healthcare CEO Ed Michael Reggie has collected prices, locations and contacts for every funeral home in the United States, and is now sharing its institutional knowledge and perspective about this topic and the effects of the coronavirus.

The site, www.funeralocity.com, is a free resource for any consumer looking to bury a loved one. You simply type in a city or zipcode and see every home in that area, their costs and other pertinent information. There are plans in the works to expand this site for Canadians.

In this new climate we find ourselves in, there are pressing questions.

When someone dies during the Corona Crisis what are your first steps?
Funeral directors are often the only ones licensed to handle the logistics of transportation, burial or cremations, etc.

How to have a service when you can’t gather?

As the death toll spikes around the globe from the COVID-19, much of the world’s focus has been on fighting the epidemic, saving lives and keeping people healthy and safe.

Funeralocity

What isn’t being talked about is what happens after someone dies, and how grieving families can say goodbye to their loved ones at a time of social distancing, fear and panic. Funeralocity.com, North America’s only up-to-date price comparison website of funeral providers, is sharing helpful advice and insights into planning a service during such an uncertain time. Its database of 19,000 funeral homes across the US is the largest database in the world, and the site is using that institutional knowledge and expertise to guide families faced with the sudden need to bury or cremate someone who has died from the virus.

“Losing a loved one is the worst possible outcome, but it’s become a sad reality during this unprecedented time”, said Ed Michael Reggie, founder and CEO of Funeralocity.com.

The deaths that have already occurred, and the models that are preparing us for more, have put a great demand for funeral services. However, there are so many circumstances unique to this time and virus and people need to know how to navigate the process. Funeralocity prides itself in providing users the most reliable, trusted information when planning services, and we are sharing what we know with families so they can make better informed decisions.

American Funeral Director: A Conversation with Ed Michael Reggie

The important first step, says Reggie, is finding the right funeral home or cremation provider. Then the planning of a service can take place. Funeral directors are licensed by states to deal with issues related to handling the bodies after death, and whether it’s being stored, embalmed, cremated or prepared for burial.

“Unfortunately, there is greater demand for this now, which is making the process more complicated,” Reggie said. “Some funeral homes and morgues are at capacity, which has put major stress on the business.” Reggie suggests people research funeral homes and cremation providers in their areas and discuss their needs and circumstances. He created Funeralocity for this exact purpose: the site not only includes prices and locations for US funeral homes, but it can connect users to their them.

“Families at a time of loss are deep in shock and grief and having then to find a funeral home can be very stressful,” Reggie said. “We launched our site to make that process easier.”

Another important decision has already been made, sadly: States across the country are restricting public gatherings to less than 10 people, which makes having a traditional ceremony near impossible. This has made virtual funerals more prevalent, and also persuaded people to postpone services until entire families can mourn together safely.

“We need to balance our need to grieve with public safety in mind,” Reggie said. “There have already been reports of people spreading the coronavirus at funeral services. We need to be responsible, and fortunately there are options. Streaming a service is a practical and safe way to say goodbye to a loved one with your whole family participating.” Many funeral homes are offering this option, but the quality will vary and will depend on which platform/ service the funeral home is using.

Using social media is also an option that families should consider. Postings on Facebook, Instagram and other platforms allow people to express condolences without gathering in person. Mourners can post photos, videos and memories, creating more intimate remembrances that people can see from their homes.

Virtual Reality Funerals- “Real Healing”
photos: dailyundertaker.com

There are also numerous platforms that can create memorial websites, virtual photos albums and memory books that memorialize those who have passed digitally, allowing families to share.

Finally, Reggie suggests people consider donating to causes related to the COVID-19 instead of sending flowers, wreaths or food to grieving families. For the Silo, by Morgan Matthews.

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

Virtual Reality Use In Classroom Shows Deforestation Reality

“When the viewer looks down, they’ll see their arms are branches, their body is the trunk, and when they move, the tree moves too.” – Winslow Porter

Virtual Reality (VR) and Augmented Reality Markets are expected to reach US$162 billion by 2020.  How can schools use virtual reality to make learning more engaging?

Most of us don’t live in a rainforest but we do know that they are in great danger. Classrooms are looking for ways to help young learners better understand the deforestation crisis, for which we urgently need to find global solutions. What if it were possible to have first-hand experience on how we as humans are contributing to the extinction of trees?

Tree  is a hyper-realistic VR experience that transforms the audience into a living and breathing rainforest tree. The viewer can see and feel the tree’s growth from a seedling into its fullest form and witness its fate firsthand. In a collaboration between MIT Media Lab and filmmakers Milica Zec and Winslow Porter, a fully immersive virtual reality story about a tree was created. The film has been presented to date at over 70 conferences and film festivals (including Sundance and Tribeca).

The Global Search for Education welcomed Winslow Porter to talk about the reality of deforestation and how Treecan help.

People often develop a personal connection to the tree after viewing the experience.” – Winslow Porter

Winslow, what motivated you to tell this story? How did you come up with the idea?

Everything started with our first project, Giant, in which we depicted an innocent family trapped in a war-zone. Giant speaks about the destruction humans do to each other, and we wanted to continue in our second piece with how humans destroy nature. That is how the idea of Tree was born. We wanted to shift the perspective of the audience and place them in the position of nature, so that they can witness firsthand how we as humans contribute to deforestation.

What does the VR experience really add to our viewing experience in this story? Are we missing something if we don’t see this movie in VR?

In our piece, we use VR as a tool to transform the viewer into a living and breathing tree. When the viewer looks down, they’ll see their arms are branches, their body is the trunk, and when they move, the tree moves too. We use multi-sensory elements so the viewer feels the growth from a tiny seed underground, to the tallest tree in the rainforest. We use a Subpac – essentially a backpack with bass speakers in it – to vibrate along with the piece, simulating the feeling of growing and expanding. The viewer can also smell the soil and the rainforest, sense the change in temperature and feel the wind on their face when they reach their tallest height. As of now, we believe that VR is the only medium that allows us to closely replicate what it is like to be a tree.

How do people react during and after the Tree experience? What kind of emotional connection is evoked?

So far, we have brought Tree to over 70 festivals and conferences and witnessed thousands of people from across the globe take off the headset. Most people have a very emotional reaction to the piece, strongly identifying with the tree. There is no language in the piece, just the sounds of nature, which creates a universal story that anyone can relate to. After the experience, people have a stronger understanding of the deforestation happening all around the world. People often develop a personal connection to the tree after viewing the experience.

“At the end of the experience, we give each viewer the seed of the tree they just embodied with the message “take this seed as a reminder to keep our forests standing.” – Winslow Porter

Climate Change and the Environment are timely topics. In what ways do you believe Tree can add to our understanding of these issues? How would it be different from traditional ways we learn about The environment and climate change?

Since most of us do not live inside of a rainforest, it’s difficult to imagine what is really happening. Tree brings you into that environment and shifts a viewer’s perspective to shed light on a topic that many people haven’t really thought about before. We partnered with the Rainforest Alliance, which helped us remain scientifically accurate while creating the project, and also provided us with a lot of knowledge about deforestation. People often come out of the headset asking what they can do to help, so at the end of the experience, we give each viewer the seed of the tree they just embodied with the message “take this seed as a reminder to keep our forests standing.” We link them to our website and the Rainforest Alliance, so they can discover the many different ways they can help.

What can you tell us about your next project, Rainforest? What’s the story and what’s the inspiration?

Rainforest is a mixed reality game. In Tree, we focused on a singular rainforest tree, when in reality there are many plants and animals that inhabit those forests. We want to educate people on this entire wonderous world that is being threatened by extinction. To do that, we wanted to bring the actual scale rainforest into the player’s room. Rainforest allows people to play in the environment, and through entertainment and fun they can discover and learn about all the life within. They will also learn about the dangers that rainforests are facing and actively participate in the preservation of those ecosystems.


“With VR, the screen is no longer just across from us, but all around us, and viewers have the ability to be a part of the piece they are viewing.” – Winslow Porter

The global VR market is growing rapidly. As the technology improves in the next 5 years or so, what do you believe are the additional benefits for storytellers/creators as well as entertainment consumers? What are the challenges?

With VR, the screen is no longer just across from us, but all around us, and viewers have the ability to be a part of the piece they are viewing. We’re breaking the boundaries and making entertainment more visceral and real, no matter where people are. Instead of watching movies on a TV screen, the movie can be playing all around someone, even inside their home. The viewer is getting the opportunity to become a participant in these pieces and decide on where the story should go, and how it should progress. The biggest challenge is that although we’re developing these projects with ground-breaking technology, not everything is ready for mass consumption, however, that time is coming very soon. For the Silo, David Wine/CMRubinWorld.

C M Rubin and Winslow Porter

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.

 

 

US Premiere of Small Wonders: The VR Experience At Metropolitan Museum Of Art

Walking through 500-year-old artOnce I put the VR headset and headphones on, it truly felt like I was transported to another world. You could walk through the levels of sculpture and detail in the bead, which was a frieze of heaven on top, purgatory in the middle, and hell below it. There were easily 20 fully carved objects – humans, demons, and animals – in the five centimeter bead, with multiple layers of objects on top of one another to create a three-dimensional image. I was astounded to be able to see, as close as I wanted to get, the bead in all its detail.”— Stefan Palios,betakit

The Canadian Film Centre’s Media Lab (CFC Media Lab), Seneca’s School of Creative Arts and Animation, and the Art Gallery of Ontario (AGO) are pleased to announce their groundbreaking virtual reality (VR) collaboration, Small Wonders: The VR Experience. It will screen for a special four-day limited-run as part of The Metropolitan Museum of Art’s new exhibition, Small Wonders: Gothic Boxwood Miniatures, February 22-27, 2017 at The Met Cloisters (99 Margaret Corbin Drive, Fort Tryon Park, New York, NY 10040).

From February 24 to 27 during public hours, visitors can don a VR headset and explore a 3D rendering of a miniature boxwood carving from the AGO’s collection. The experience is free with general admission, reservations required, and marks a significant first for The Met Cloisters—the integrated use of VR to enhance the exhibition experience.

The exhibition Small Wonders: Gothic Boxwood Miniatures, which runs through May 21st, brings together for the first time some 50 rare boxwood carvings from museums and private collections across Europe and North America. The exhibition offers new insight into the methods of production and cultural significance of these awe-inspiring works of art. Small enough to fit in the palm of the hand, these tiny masterpieces depict complex scenes with elegance and precision. Without fail, they inspire viewers to ask how a person could have possibly made them, a question that can only be answered today and a challenge perfect for VR technology.

“Much of the success of new VR will hinge upon the quality of experiences being created. Everyone is searching for that sublime encounter one can only have in VR. With the boxwood miniatures and their high-resolution scans, we have found the perfect, transcendent landscape to explore in this medium,” says Ana Serrano, Chief Digital Officer, CFC, and Producer, Small Wonders: The VR Experience.

The AGO, CFC Media Lab and Seneca’s School of Creative Arts and Animation partnered to create Small Wonders: The VR Experience. Using one of the AGO’s micro-computed topography (micro-CT) scans of the miniatures, the creative and technical team led by interactive artist and designer, Priam Givord, developed an experience specifically for the HTC Vive platform. Viewers can explore the intricate carvings of the prayer bead from various angles and in detail otherwise inaccessible to the human eye. The soundtrack, Treasures of Devotion: Spiritual Songs in Northern Europe 1500-1540, echoes the ambience of the wider show. The result: VR enriches the contemplative and immersive experience.

Barbara Drake Boehm, the Paul and Jill Ruddock Senior Curator for The Met Cloisters said: “At first glance, the VR experience might seem anomalous in the medieval ambiance of The Met Cloisters. But, thanks to the efforts of the CFC Media Lab, Seneca and the AGO, VR opens a portal through which our visitors can tumble into a tiny world, and sense the meditative power that these centuries-old works of art were intended to convey.”

Small Wonders: The VR Experience was created by Lisa Ellis, Conservator of Sculpture and Decorative Arts (AGO); VR Creative and Technical Director Priam Givord (Interactive Artist/Designer); VR Producers Ana Serrano (CFC Media Lab) and Mark Jones (Seneca College); VR Technical Team Craig Alguire, Morgan Young (Quantum Capture) and Tyrone Melkitoy (Mobius Interactive); Composer/Vocalist Anne Azema, Artistic Director (The Boston Camerata); Narrator Gillian McIntyre; and Micro-CT Scanner Andrew Nelson, Associate Professor of Anthropology, Sustainable Archaeology (Western University).

The exhibition continues at The Met Cloisters through May 21, 2017, but the VR experience will only run during public hours, February 24–27. To learn more about the Small Wonders exhibition and to plan your visit, go to: http://www.metmuseum.org/exhibitions/listings/2017/small-wonders

At The Met Cloisters, Small Wonders: Gothic Boxwood Miniatures is made possible by the Michel David-Weill Fund. It was organized by the Art Gallery of Ontario, Toronto; The Metropolitan Museum of Art, New York; and the Rijksmuseum, Amsterdam.

Social Media

Canadian Film Centre (CFC)
@cfccreates.comfacebook.com/cfccreates CFC Media Lab (CFC Media Lab)
@cfcmedialabfacebook.com/cfcmedialab
Seneca College
@senecacommsfacebook.com/senecacollegeArt Gallery of Ontario (AGO)
@AGOTorontofacebook.com/AGOToronto

The Metropolitan Museum of Art
@metmuseum | facebook.com/metmuseum

About CFC

The Canadian Film Centre (CFC) is a charitable organization whose mission is to invest in and inspire the next generation of world-class Canadian content creators and entrepreneurs in the screen-based entertainment industry. A significant economic and cultural driver in Canada and beyond, CFC delivers a range of multi-disciplinary programs and initiatives in film, television, music, screen acting, and digital media, which provides industry collaborations, strategic partnerships, and business and marketplace opportunities for talent and participants. For more information, visit  cfccreates.com.

About CFC Media Lab

The Canadian Film Centre’s Media Lab (CFC Media Lab) is an internationally acclaimed digital media think tank and award-winning production facility. It provides a unique research, training and production environment for digital media content developers and practitioners, as well as acceleration programs and services for digital entertainment start-ups and related SMEs. The Silo founder and Digital Editor Jarrod Barker and contributor Arthur Maughan are graduates and fellows of the CFC Media Lab. Program participants have emerged as leaders in the world of digital media, producing groundbreaking projects and innovative, sustainable companies for the digital and virtual age. CFC Media Lab is funded in part by the Federal Economic Development Agency for Southern Ontario. For more information, visit  cfccreates.com.

About Seneca

With campuses in Toronto, York Region and Peterborough, Seneca offers degrees, diplomas, certificates and graduate programs renowned for their quality and respected by employers. It is one of the largest comprehensive colleges in Canada, offering nearly 300 full-time, part-time and online programs. Combining the highest academic standards with work-integrated and applied learning, expert teaching faculty and the latest technology ensure Seneca graduates are career-ready. Find out more at  senecacollege.ca.

About AGO

With a collection of more than 90,000 works of art, the Art Gallery of Ontario is among the most distinguished art museums in North America. From the vast body of Group of Seven and signature Canadian works to the African art gallery, from the cutting-edge contemporary art to Peter Paul Rubens’s masterpiece The Massacre of The Innocents, the AGO offers an incredible art experience with each visit. In 2002, Ken Thomson’s generous gift of 2,000 remarkable works of Canadian and European art inspired Transformation AGO, an innovative architectural expansion by world-renowned architect Frank Gehry that in 2008 resulted in one of the most critically acclaimed architectural achievements in North America. Highlights include Galleria Italia, a gleaming showcase of wood and glass running the length of an entire city block, and the often-photographed spiral staircase, beckoning visitors to explore. The AGO has an active membership program offering great value, and the AGO’s Weston Family Learning Centre offers engaging art and creative programs for children, families, youth and adults. Visit ago.net to learn more.

About The Metropolitan Museum of Art

The Met presents over 5,000 years of art from around the world for everyone to experience and enjoy. The Museum lives in three iconic sites in New York City— The Met Fifth Avenue, The Met Breuer, and The Met Cloisters. Millions of people also take part in The Met experience online. Since it was founded in 1870, The Met has always aspired to be more than a treasury of rare and beautiful objects. Every day, art comes alive in the Museum’s galleries and through its exhibitions and events, revealing both new ideas and unexpected connections across time and across cultures.

The Met presents over 5,000 years of art from around the world for everyone to experience and enjoy. The Museum lives in three iconic sites in New York City— The Met Fifth Avenue, The Met Breuer, and The Met Cloisters. Millions of people also take part in The Met experience online. Since it was founded in 1870, The Met has always aspired to be more than a treasury of rare and beautiful objects. Every day, art comes alive in the Museum’s galleries and through its exhibitions and events, revealing both new ideas and unexpected connections across time and across cultures.

Why The Future Of Healthcare Is Virtual Reality

Presently and in the not too distant future, virtual reality in healthcare will become the norm. In this piece, we’ll show you how VR can help detect, treat and cure patients in all sorts of different sectors, such as Surgery and Dentistry, as well as teaching the Nurses of the future.

VR will also be used to help the development of people suffering from mental disabilities such as Autism and help cure phobias and tend to soldiers dealing with Post Traumatic Stress Disorder. Via the Luminous Group, for the Silo, Georgia Davies. 
virtual reality healthcare infographic

Canada To Allow Passenger Use Of VR Headsets During All Flight Phases

The Harper government to allow passengers to use portable electronic devices during all phases of flight. With Virtual Reality headsets poised to enter the mainstream consumer market- we wonder if Occulus Rifters will be able to 'wear' their kit. CP
The Harper government to allow passengers to use portable electronic devices during all phases of flight.

Last month, The Honorable Lisa Raitt, Minister of Transport, announced an important change that will benefit travelers flying with Canadian air operators, as well as the aviation industry. Passengers will soon be able to use portable electronic devices such as cameras, electronic games, tablets and computers during all phases of flight. This includes while an aircraft takes off, climbs, descends and lands, provided the device is in non-transmitting, or flight mode, and that their airline has met certain safety conditions outlined by Transport Canada.

Previously, passengers could not use their devices at their leisure during take off and landing. This change, which is made possible through an exemption to the Canadian Aviation Regulations, means that passengers will soon be able to work or play whenever they please on flights in Canada. It strikes the appropriate balance between safety and passenger comfort that Transport Canada and airlines always strive to achieve. The use of electronic devices on any flight will be at the discretion of the air operators, who must demonstrate that their aircraft are not affected by the use of the devices and that during critical phases of flight and during emergencies, all passengers are aware of and able to follow crew instructions.

 

Quick Facts

  • Canada has an aviation safety record that remains one of the best in the world.
  • Passengers will soon be in a position to use portable electronic devices such as cameras, electronic games, tablets and computers during all phases of flights, provided their airline has met certain safety conditions.
  • As always, passengers who use transmitting portable electronic devices such as tablets, smartphones or e-readers, will need to ensure they are in a non-transmitting or flight mode before using them on an aircraft.“This is great news for air passengers, and an exciting day for the Canadian aviation industry. By collaborating with our aviation partners, we are able to offer airlines the tools they need to safely enable passengers to use portable electronic devices on airplanes, while still maintaining the highest standards of aviation safety.”Associated Links
  • The Honourable Lisa Raitt, Minister of Transport
  • Quote