MasterCard is bringing the future of commerce to life with virtual and augmented reality commerce experiences and payment enabled wearables at the.
Arnold Palmer Invitational Presented by MasterCard (API) in Orlando, FL. Soon, golf fans may be able to shop for Graeme McDowell’s equipment and G-Mac apparel, while teeing off with him on a virtual fairway. Or, while out on the course, golfers might simply tap their golf glove at the point-of-sale to buy refreshments from the beverage cart—no wallet required.
Category: virtual reality
studioforcreativeinquiry.org/projects/the-networked-virtual-art-museum
studioforcreativeinquiry.org/projects/iten-interdisciplinary-teaching-network
Directed by Carl Loeffler, The Networked Virtual Art Museum was a pioneering project that investigated telecommunications and virtual reality, and provided a basis for multiple users located in distant geographical locations to be conjoined in the same virtual, immersion environment. The project employed telecommunication hardware, as well as the hardware associated with virtual reality: data eyephones and multi-directional navigation devices. The immersion environment was an art museum with galleries offering various exhibitions.
Considered as a whole, the project was on the advancing edge of telecommunications thru the exploration of immersion environments, networked over long distance, while supporting multiple users. The use of agents, and the articulation of physics and other details like reflective mirrors, places the project at the forefront of the design of virtual worlds. The Networked Virtual Art Museum utilized the WorldToolKit, a virtual world development software, that was available from Sense8 Corporation. The Virtual Research head mounted display, and the Ascension Technology 6-D mouse (The Bird), and 486/50 compatible with DVI and MIDI comprised the basic system hardware.
https://youtube.com/watch?v=hX0UELNRR1I
A few weeks ago DJI unveiled its newest drone, the Phantom 4, the first craft to offer robust obstacle avoidance at a price the average consumer can afford. It relied on computer vision to power its autonomous flight, and since DJI had shown off this kind of tech before, we assumed that all the hardware on the Phantom 4 was homegrown, or backed by a giant like Intel. But today the chipmaker Movidius announced that its latest offer, the Myriad 2, was at the center of the onboard processor powering the Phantom 4’s incredible new abilities.
As it turns out this isn’t the first time Movidius has partnered with a big name to develop cutting edge technology. Back in 2014 its first chip, the Myriad 1, was revealed as the brains inside of Google’s first generation of Project Tango tablets. After a decade toiling in relative obscurity, the small 125 person company is suddenly poised to emerge as a leader at the intersection of several major markets — from drones to phones to virtual reality — which are looking for ways to enable cheap, power-efficient computer vision.
“The company was founded in late 2005, so we’ve had a long gestation,” says CEO Remi El-Ouazzane with a laugh. In its early years it found some business converting old movies into 3D, helping to shore up content offerings for the 3D TV market that never took off. In 2010 its chips were put to use as an engine for 3D rendering, but it was competing with plenty of established chip makers in that market. It wasn’t until 2013, and its partnership with Tango, that the company realized how widespread the application of computer vision could be, and focused in on optimizing for what it believed would be the next wave of devices.
Chipset maker Qualcomm Technologies has introduced a virtual reality (VR) software development kit (SDK) targeting VR-capable Android smartphone and headset makers.
The Snapdragon VR SDK offers access to optimized VR features, to simplify development and to help developers with attain improved VR performance and power efficiency with the Snapdragon 820 for Android smartphones and upcoming VR headsets.
Qualcomm will be offering the SDK in the second quarter of 2016 through the Qualcomm Developer Network.
Special thanks to archive.org for hosting these episodes. Downloads of all these episodes and more can be found at: http://archive.org/details/computerchronicles
The realities of VR.
NEW YORK, March 7, 2016 /PRNewswire/ — Horizon Media, the largest and fastest growing privately held media services agency in the world, announced today its most recent research on consumer interest in virtual reality devices. The research was fielded in Finger on the Pulse, the agency’s proprietary online research community comprised of 3,000 people reflective of the U.S. population, and with the social media expertise of Horizon’s Distillery social intelligence team. The research shows that despite extensive media coverage of Oculus Rift, Samsung Gear VR, Google Cardboard and other virtual reality devices, fully two thirds of consumers are unaware of the technology.
Virtual reality – often referred to as “VR” – has been readily embraced by the mainstream media as the shiny, new, technological advancement. Marketers are also understandably excited about the possibilities unleashed by VR technology. But while there is interest among consumers, the survey findings suggest that companies would be well served to walk before they run when incorporating virtual reality activations into marketing plans, at least until the technology reaches greater awareness and scale.
Consumers are open to a VR enhanced future, but believe it will take several more years to get there. Unaided awareness of the major devices is fairly low at just 33%. However, more than a third (36%) say they are interested in owning some sort of virtual reality device. In addition Horizon’s Distillery social intelligence team found that 9% of online discussion around the topic is related to positive purchase interest. In fact, compared to the Apple Watch before its release, VR got much more love from Finger on the Pulse panelists. Twice as many consumers consider VR “an exciting new innovation to own” (82% for VR vs. 44% for Apple Watch), and twice as many say “everyone is going to wish they owned one” (55% for VR vs. 24% for Apple Watch). A strong majority of consumers (81%) also believe that five years from now, anywhere from a quarter to half of the population will own a VR device.
You may have heard of Magic Leap, future purveyors of “cinematic reality” (augmented reality) headsets. This is a company without a single commercial product, and yet it’s worth $4.5 billion. Many are invigorated by the company’s potential, but a tour of its most recent, 160,000-word, 350-page patent application — especially with current events in mind — could suggest other, less exciting applications for the emerging technology.
No one really knows what to expect from the company: by design, it’s mysterious. (Out of silence comes allure.) We’ve seen two videos, we’ve investigated its job postings, and we know that wealthy organizations love throwing money its way. But we do have access to Magic Leap’s patent applications, and it published its most recent one in late January.
People are excited about VR and AR. With reason, too: the demos, previews, and new releases we get to watch are striking. The games we imagine playing in the future are enthralling. The mere idea of a virtual or augmented world, either distinct from or mixed with the actual (boring, depressing, what-have-you) world, is enough to invigorate all of our wayward souls.