Showing posts with label VR. Show all posts
Showing posts with label VR. Show all posts
Start caring about VR and 360-Degree video

Start caring about VR and 360-Degree video

Why 360 VR was so impressive at CES 2016.
At the International CES mega show in Las Vegas, virtual reality hardware makers moved the needle on both consumption and creation devices for formats like VR and 360-degree video. Specifically in the area of 360 video creation technology, we saw some impressive cameras at CES.
Insta360 Pro debuted an 8K camera that can also shoot 4K video at 100 frames per second. Slow mo, high res VR, anyone? The Insta360 also employs new H.265 encoding, which can deliver better video quality at the same bitrate versus H.264 compression. The camera is priced at $3,000, which is steep, but much more competitive than the $60,000 Nokia Ozo.
Ricoh added to its lineup of cameras with the Theta R, which can livestream in 2K resolution at 30 frames per second for up to 24 hours.
At $800 the Vuze Camera will finally begin to ship in March. Its compact size and price point will be good for brands and businesses that want to dip their toes into new content
VR and 360 content can be a powerful tool for companies. For example, Delta used a 360 image to show off its new Delta Premium offering. It drove 2,700 shares and 16,000 engagements. Click on the post below to see it in 360.
The hardware for VR and 360 video is one piece, but the technical and production component is equally as important. When it comes to producing 360 video, remember:
  • Resolution matters. Here's how you need to think of 360 video. Imagine standing inside of a globe and looking straight ahead. You're only consuming about a quarter of what is happening all around you. If the camera produces video at full HD, then what you're seeing is below standard definition (SD). The higher the native resolution, the higher the fidelity of the 360 experience. That's why cameras that produce in 2K, 4K, and 8K will be so important.
  • Editing content requires new templates. When you edit 360 video, you edit the equirectangular format of it, which is analogous to the Mercator projection of a globe. That means the size and placement of text will be very important. If you put text at the top of the screen, then it will wrap around the "north pole" when it becomes 360. Experiment with text size and placement and then save it as a template to return to for future projects.
  • Don't obsess over VR headsets for delivery. Both Facebook and YouTube support 360-degree video and a variety of online video platforms do as well. The equirectangular video is simply injected with a bit of code that allows the video player to interpret the video as 360-degree content. We know that VR headsets are poised to grow and cheaper options will democratize them, but in the meantime, you have options available through Facebook, YouTube, and enterprise OVPs

Did any of the CES announcements entice you to explore VR and 360-degree video?

 Which new Daydream VR phone is right for you? :Pixel vs. Moto Z vs. ZenFone AR vs. Mate 9 Pro vs. Axon 7

Which new Daydream VR phone is right for you? :Pixel vs. Moto Z vs. ZenFone AR vs. Mate 9 Pro vs. Axon 7

Jealous that Pixel owners get to have all the VR fun? Pick up one of these newly compatible Android smartphones and you'll be Daydreamin' in no time

When Google revealed its Daydream View in October, it was announced alongside the Google Pixel and Pixel XL. These two "phones by Google" and headset were a match made in VR heaven in some ways, but that also meant you could only experience Daydream by using a Pixel.
After that, Google added compatibility to the Moto Z. Now it's expanding the list of Daydream-compatible phones a bit more with the Huawei Mate 9 Pro, Asus ZenFone AR and ZTE Axon 7.
If you're in the market for a Daydream phone, you have a few options to choose from. The six compatible phones bring different things to the table. For example, the Pixel phones will automatically get the latest Android updates as they're made available, while the Moto Z has the option to attach Moto Mod accessories. The three new phones offer their own unique features, like the dual cameras in the Mate 9 Pro, the dual SIM in the Axon 7 or Tango AR compatibility in the ZenFone AR. So which phone you pick depends on the features you want -- and the price, of course.
Luckily CNET's got your back and came up with the following chart for easy side-by-side comparison.

Which Daydream phone is right for you?

Google PixelGoogle Pixel XLMotorola Moto ZHuawei Mate 9 ProAsus ZenFone ARZTE Axon 7
Display size, resolution5-inch; 1,920x1,080 pixels5.5-inch; 2,560x1,440 pixels5.5-inch; 2,560x1,440 pixels5.5-inch; 2,560x1,440 pixels5.7-inch; 2,560x1,440 pixels5.5-inch; 2,560x1,440 pixels
Pixel density441 ppi534 ppi535 ppi534 ppi515 ppi538ppi
Dimensions (inches)5.7x2.74x0.34 (at its thickest)6.1x2.98x0.34 (at its thickest)6.11x2.96x0.25.98x2.95x0.36.25x3.06x0.35 (at its thickest)5.97x2.9x0.31
Dimensions (millimeters)143.8x69.54x8.58 (at its thickest)154.7x75.74x8.58 (at its thickest)155.3 x 75.3 x 5.19152x75x7.5158.6x77.7x8.95 (at its thickest)151.8x75x8.7
Weight (ounces, grams)5.04 oz; 143 g5.92 oz; 168g4.79 oz; 136 g5.96 oz; 169g6 oz; 170g6.17 oz; 175 g
Mobile softwareAndroid 7.1 NougatAndroid 7.1 NougatAndroid 6.0 MarshmallowAndroid 7.0 NougatAndroid 7.0 NougatAndroid 6.0.1 Marshmallow
Camera12.3-megapixel12.3-megapixel13-megapixel20-megapixel monochrome + 12-megapixel dual cameras23-megapixel20-megapixel
Optical Image StablizationNoNoYesYesYesYes
Front-facing camera8-megapixel8-megapixel5-megapixel8-megapixel8-megapixel8-megapixel
Video capture4K4K4K (30 fps)4K4K4K
Processor2.15GHz + 1.6GHz quad-core Qualcomm Snapdragon 8212.15GHz + 1.6GHz quad-core Qualcomm Snapdragon 821Up to 2.2 GHz quad-core Qualcomm Snapdragon 8202.4GHz + 1.8GHz octo-core Huawei Kirin 9602.35Ghz quad-core Qualcomm Snapdragon 8212.15GHz quad-core Snapdragon 820
Storage32GB, 128GB32GB, 128GB32/64 GB128GB32GB, 64GB, 128GB, 256GB64GB, 128GB (varies by region)
RAM4GB4GB4GB6GB6GB / 8GB4GB, 6GB
Expandable storageNoneNoneup to 2TBNoneUp to 2TBUp to 128GB
Battery2,770mAh3,450mAh2,600 mAh (nonremovable)4,000mAh3,300mAh3,140mAh
Fingerprint sensorBack coverBack coverBelow screenHome buttonHome buttonBack cover
ConnectorUSB-CUSB-CUSB-CUSB-CUSB-CUSB-C
Special featuresGoogle Assistant built-in; unlimited cloud storage; Daydream VR-readyGoogle Assistant built-in; unlimited cloud storage; Daydream VR-readyMagnetic Moto Mod snap-on accessories and dedicated accessory port on back; Daydream VR-readyDual camera; dual-SIM; curved display; Daydream VR-readyTango AR depth camera; Daydream VR-readyDual-SIM option; Daydream VR-ready
Price off-contract (USD)$649 (32GB); $749 (128GB)$769 (32GB); $869 (128GB)$624$680 (converted from Chinese price)TBD$400
Price (GBP)£599 (32GB); £699 (128GB)£719 (32GB); £819 (128GB)NA£553 (converted from Chinese price)TBD£275
Price (AUD)AU$1,079 (32GB); AU$1,229 (128GB)AU$1,269 (32GB); AU$1,419 (128GB)NAAU$930 (converted from Chinese price)TBDAU$699
Be sure to check out the Google Daydream website for a list of compatible phones as they are added, and read CNET's thoughts on the Daydream View. 

New York startup to use VR tech to rehabilitate prisoners

New York startup to use VR tech to rehabilitate prisoners

A New York-based startup is looking to bring virtual reality technology into prisons to educate and rehabilitate inmates globally.

Virtual reality (VR) technology has drawn a lot of attention for its ability to stimulate our senses and transport us to another version of reality. The value of the technology is being recognised beyond entertainment, and is percolating into industries such as education, real estate, and now prisoner rehabilitation, through New York-based startup Virtual Rehab.
The company's founder and CEO, entrepreneur Dr Raji Wahidy, firmly believes in VR's potential to rehabilitate and educate prisoners, ultimately preparing them for a better life outside of prison, reducing the number of repeat offences and re-incarceration rates, and easing the burden on taxpayers. Virtual Rehab was founded on the basis of this belief.
The startup is looking to use virtual reality technology to deliver correctional services and rehabilitation programs for sex offenders, domestic violence perpetrators, and other prisoners, as well as provide them with practical job training.
Wahidy told ZDNet that by offering presence simulation to prisoners as an interface metaphor, Virtual Rehab's technology will allow prisoners to perform practical tasks such as replacing a car battery in computer-generated worlds. The startup uses haptic feedback technology -- which provides a sense of touch -- to make the experience feel more realistic. For example, a prisoner will receive a slight shock sensation if they attempt to replace the battery before the car has cooled down after being switched off in the virtual world.
Importantly, the skills gained in virtual environments are directly transferable to the real world, Wahidy said.
Virtual Rehab will also test prisoners' reactions to real-world conflict scenarios, and score them accordingly.
"We will put them in a real-life scenario where they are confronted with some sort of family violence between a husband and a wife or a boyfriend and a girlfriend. Then we will monitor how they react, whether or not they're going to take the proper action to rectify the situation," said Wahidy, who was formerly the VP of operations at Vodafone.
"The proper action in this case would be that they try to interject and separate the two, and if they don't wish to do that, they should call 911 and ask for assistance."


Wahidy admitted that there are going to be prisoners who don't learn from their mistakes, but insisted that the percentage of people who are capable of learning is higher.
"A lot of prisoners genuinely want to integrate with society, and we need to help them rather than label them as offenders for the rest of their lives and not allow them to work or have the abilities or skill sets to work," he said.
"If we don't train them and just let the prison be a place to punish, then what good have we done?"
The total global prison population is currently sitting at around 10.5 million, of which 2.2 million are in the United States, followed by 1.6 million in China, according to the Institute of Criminal Policy Research.
In the 2016-17 financial year, the US government allocated $8.8 billion for prisons and detention. Globally, Virtual Rehab estimates that $35.2 billion will be spent on prisons and detention in the same financial year.
Citing statistics from the US National Institute of Justice, Wahidy said that two out of three offenders who leave prison return within three years, and 75 percent return within five years. This is a contributing factor to congestion in US prisons.
"Whatever they have in place now, it's not working," said Wahidy. "Every person has good in them. It's up to us to whether we enrich this small good and make it larger or make it worse by using prison as punishment."
While VR has only gained mainstream recognition in the last few years, with research indicating that it's poised for a growth spurt, the technology has been used in the medical field for decades as a tool for therapists to administer virtual reality exposure therapy. Numerous studies have found VR to be effective in treating a range of psychological disorders including phobias, post-traumatic stress disorder, and obsessive-compulsive disorder.
Wahidy said that bringing psychologists and psychiatrists into prison is not only expensive, but also not always the best way to help prisoners.
"Sitting with a psychiatrist can be intimidating," Wahidy said. "Why not experiment with virtual scenarios to teach inmates, rather than force [psychologists and psychiatrists] onto the inmates and make them open up to things that they might not be ready to talk about?"
Wahidy is not the only one who has been thinking about the application of VR technology in prisoner education and rehabilitation. Impassioned prison education advocate Christopher Zoukis, who is currently incarcerated at the Federal Correctional Complex in Petersburg, recently wrote an article exploring the idea of using virtual and augmented reality for the purposes of education and mental health treatment.
"Those focused on the punishment aspects of prison may see the use of virtual and augmented reality as giving prisoners access to expensive games and entertainment. But in reality, content would be focused on educational and vocational skills, literacy, and programs such as mental health," Zoukis wrote.
"Educating and rehabilitating prisoners ultimately reduces recidivism, translates into numerous types of costs savings, and helps integrate released prisoners into society, making them contributing members of communities."
Zoukis has received three certifications while in prison, and is currently completing a bachelor's degree in interdisciplinary studies, with plans to attend law school when he's released in 2018.
Wahidy said it's stories likes Zoukis' that prove more needs to be done to help prisoners become valuable members of society.
He is fully cognizant of the fact that Virtual Rehab will face some significant challenges. For example, some states in the US have stricter laws than others around the use of technology in prisons.
"We will work with government authorities to evaluate how much can we change from a legal and regulatory perspective," Wahidy said. "Obviously, we'll be leveraging the business case, the fact that it has proven to be effective in the medical field, and the fact that [the system] in place now is not working."
Wahidy also acknowledged that there will be challenges when expanding beyond the US and into other regions such as Canada and the United Kingdom.
"Every country has its own laws and regulations, so it has to be localised to that country. Language requirements will also need to be taken into consideration, but it's time we leverage advancements in technology and do good for people who are in dire need of our help," Wahidy said.
"It's a win-win scenario. We're going to lower our taxes, build a better community, build a better future for those who deserve a second chance in life."
Virtual Rehab is currently in discussions with government officials in all US states, as well as venture capitalists, with plans to launch around mid-2017.