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  • Get Paid Up To $5K For VR Videos (amateur or pro)

    We're building VR content to share with our User base. Virtual Reality is an exciting new platform. No one is truly an expert yet. If you are a professional or an amateur who has ideas for great content such as Storyteller, Original Series or Filmmaker. We will pay for your production in Virtual Reality. We have budgeted up to $5,000 in incremental payments for each video. If you create 5-10 minute VR video content and can produce 1-20 of these videos. We'll pay you. Payments may range depending on final product. Example for amateur production is $250 per video of 5 minutes to 10 minutes in length. To discuss this project and to get hired as an independent film maker in Virtual Reality, contact us directly using the Contact Us link on this website.

     

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  • Wireless Virtual Reality Coming in 2018

    Newly developed technology by Displaylink, permits users to cut the wires on virtual reality head mounted displays. The new product was featured at the CES in January and again at the E3 Expo in June of 2017.  We tested the wireless feature and there is no noticeable latency during game play. Displaylink the mfg plans to sell directly to the HMD (head mounted display) manufacturers, not to the public. So look for this to be either an upgrade to existing systems sold by your favorite VR maker, or an upgrade that replaces your old HMD completely. No matter what, it opens the door to more great VR experiences. Wires are a reminder to our brains when using VR that we are still here on Earth. When we cut the wires, people can completely forget where they are.

    See one of the many stories written about this new technology here: http://engt.co/2sLM5Es

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  • Lytro Adds $60M Funding for Light Field VR Capture, Content Coming in Q2

    Original article first published in Road To VR.

    Lytro have announced another hefty wedge of funding, with a $60 million series D round led by Blue Pool. What’s more, they’ve formed a content partnership Within, and the first 360 degree 3D light field content is now set to arrive in Q2 of this year.

    There are so many technologies that the advent of accessible virtual reality has encouraged to evolve. But few excite me as much as the potential for light field ‘video’. As a movie enthusiast, the idea that motion pictures can now be captured both in 3D and allow the viewer to ‘peek’ in, out and around upon viewing, blows my mind. Lytro promise to deliver VR film with six degrees of freedom and parallax at a potential resolution “greater then 6k per eye”.

    We wrote in 2015 about Lytro‘s potentially groundbreaking Immerge system, then a gargantuan domed array of light field sensor slices that capture absurd amounts of data about the light light it sees, all in 360 degrees. And, as the angle and source of the light is captured, the data recorded can be used to recreate the camera’s surroundings in three dimensions too. Clearly the potential for immersive movie making with Lytro’s new kit is immense and a perfect fit for virtual reality viewing.

     

    Now, Lytro have announced that, in addition to the $50M in funding they acquired in 2015 to develop Immerge, they’ve just received a further $60M in series D funding, in a round led by Blue Pool Capital, to continue refining Immerge and, perhaps as importantly, producing content with it.

    “We believe that Asia in general and China in particular represent hugely important markets for VR and cinematic content over the next five years,” said Jason Rosenthal, CEO of Lytro. “A key goal of this capital raise was to assemble a group of trusted capital partners to help us best understand and navigate this new market.”

    On the content front, Lytro are also announcing today that they’ve formed a partnership with creative house and content platform Within (formerly Vrse), co-founded by one of the few directors out there to have already made a name for themselves in the embryonic medium of VR film, Chris Milk. The first production from the new partnership has already wrapped, and is currently in post-production. According to a press release from Lytro, they’re planning to launch this new content at some point in Q2 2017 – that’s not long at all.

     
    SEE ALSO
     
    Within and Fox Partner to Create VR Content, Spike Jonze to Co-Produce Original VR Film

    So what else has the Lytro team been up to since we last heard from them? Well there’s been a fairly major change to the form factor and nature of the Immerge camera. Instead of the incredibly ambitious 360 ‘capture all angles at once’ system featured previously, the company have instead pivoted to a ‘planar’ (in other words, front-facing only) camera system. Lytro claim this change was made in response to feedback from their creative partners, allowing for more traditional ‘behind the camera’ (not an option with 360 filming) director / talent collaboration and tighter control over the filmed volume. To be clear though, the system will still offer 360 capture, but instead of capturing all at once, the system can be rotated, filming those different angles one at a time.

    lytro-planar-1

    Whilst this does sound like an almighty pain, because the Immerge is dealing with light fields, it should be much easier to seamlessly blend each of those views when compared with conventional spherical camera array. So, whilst it’s not quite as neat and impressive as the company’s original vision, we still get high resolution light field films which can be adjusted for different IPDs, offering parallax and freedom of movement within the captured volume. In short, it’s still pretty bloody cool!

    There is still a question however, and quite an important one. Even with ‘downscaled’ versions of the assembled films, there’s a lot of data required to deliver these experiences to a VR headset in the home. Lytro previously spoke about proprietary streaming software which downloaded data only for the portion of the movie you were looking at, but there were no further details on this kind of viewer in their latest press release. We’ll be following up on this.

    The long wait for Lytro’s potentially groundbreaking form of VR video capture seems almost to be over, and although there are still have question on how they’ll get it all to our faces, I’m more excited to see the results in action for myself than ever.

    Introduction to Light-fields

    Light-field photography differs from traditional photography in that it captures much more information about the light passing through its volume (i.e. the lens or sensor). Whereas a lytro-light-fidle-diagstandard digital camera will capture light as it hits the sensor, statically and entirely in two dimensions, a light-field camera captures data about which direction the light emanated and from what distance.

    The practical upshot of this is, as a light-field camera captures information on all light passing into its volume (the size of the camera sensor itself), once captured you can refocus to any level with that scene (within certain limits). Make the camera’s volume large enough, and you have enough information about that scene to allow for positional tracking in the view; that is, you can manipulate your view within the captured scene left or right, up or down, allowing you ‘peek’ behind objects in the scene.

     

    Lytro Immerge from Lytro on Vimeo.

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  • Virtual Reality Is HOT - Update

     

    VR is getting more popular and this is happening faster each month as millions of new users discover this new platform. Soon all five senses will be included in VR experiences. Health learning applications will be revolutionary. Training for employees and students of all kinds will accelerate learning. The Web will be VR compatible for every user. Movie and film industry will evolve as filmmakers implement this new platform of story telling. Social media will be hugely affected by Social VR. Travel to different places around the world and other planets will reset people's expectations. Gaming will never be the same.

     

    Virtual reality weather add-ons let you feel the sun and wind

    Virtual reality devices can already fool your eyes and ears. Soon your other senses will be fooled too, with the creation of a device that can bring the ...
     
    Why Intel Corporation Is So Excited About Virtual Reality
    One of the most talked-about areas in technology today is virtual reality. Many of the key hardware and software industry players seem to take every ...
     
    Stanford researchers personalize virtual reality displays to match a user's eyesight
    Researchers are developing a type of virtual reality display that adapts to differences in how we see depending on whether we need glasses or how ...
     
    Google Chrome is about to revolutionize virtual reality
    Google announced last week that the latest version of Chrome, its popular web browser, will support virtual reality (VR) on the web, allowing any user ...
     
    Virtual reality has a growing impact on college football
    Clemson is one of the college football programs that has been on the front end of the virtual reality movement in sports. Clemson's staff estimates that ...
     
    Twin Cities companies team up for virtual reality property showings
    “We've been looking at virtual-reality technology for the last couple of years and found this is going to be the best fit for Spacecrafting,” said Mike ...
     
    Game-Changing Location Based Virtual Reality Venture Dreamscape Immersive to Launch ...
    LOS ANGELES, CA--(Marketwired - Feb 13, 2017) - Prolific film producer and former studio head Walter Parkes and global live entertainment ...
     
    Intel to Break into Virtual Reality, Autonomous Vehicles
    The company envisions a future enabling self-driving cars, virtual reality and superfast 5G wireless networks. In pursuit of that goal, Intel pledged to ...
     
    UNC-School of The Arts: 'Pioneers in Virtual Reality'
    Chancellor Lindsay Bierman calls their curriculum groundbreaking and says virtual reality is one of the most rapidly exploding industries in the world.
     
    Marketers' Adoption of Virtual Reality Still Years Away
    Virtual reality is a potentially powerful new tool for marketers, but they won't use it at scale for at least three years, according to a recently published ...
     
    Virtual Reality for Business Applications
    More Than a Game: Virtual Reality for Business Applications.
     
    VR2.0: Making Virtual Reality Better Than Reality?
    IS&T International Symposium on Electronic Imaging 2017 - Plenary Talk.
     
    NZ virtual reality firm gets $37m boost
    Wellington-founded virtual reality company 8i has received a US$27 million funding injection to help launch its new mixed reality app.
     
    Virtual Reality installations at Sundance 2017
    Virtual Reality installations at Sundance 2017. The USA's biggest festival of independent cinema also explores the cutting edge of movie technologies ...
     
    Virtual Reality For Better Vision
    Researchers have recently developed a virtual reality environment that is intended to help blind people improve their navigation skills. Through use of ...
     
    Art And Tech Unite At Virtual Reality Festival
    It's hard to think about engineering futuristic worlds without trying to figure out how virtual reality (VR) will fit into this new technological era. And how ...



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  • Intel's Project "Alloy" -No PC Tether Virtual Reality

    Intel is serious about bringing its Project Alloy untethered VR headset to the masses. On Wednesday, company CEO Brian Krzanich said at the company's CES press conference that it will be available in the fourth quarter of 2017. That will be roughly a year and a half after the company announced it at the Intel Developer Forum in San Francisco.

    It’s still unknown how much a Project Alloy headset will cost, or even which company will make it. Krzanich said that the headsets will be made available through Intel’s hardware partners, but didn’t provide details beyond that.

    Project Alloy is designed to provide a way for people to experience high-quality virtual reality without having to tether themselves to a computer. It also has front-facing cameras to analyze the environment that users are in and make that a part of the VR experience as well.

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    Right now, VR enthusiasts have two options when it comes to headsets: either use a heavy-duty model like an Oculus Rift or HTC Vive tethered to a dedicated machine, or slot a smartphone into a mobile headset like Google’s Daydream View or Samsung Gear VR. Project Alloy is supposed to provide a middle ground.

    To make all of that work, Project Alloy packs an Intel processor, twin RealSense cameras, a battery, display, headphones and more into a single package that users can wear on their heads. Applications built to take advantage of Alloy can be set up in a mixed reality mode, to either overlay digital assets over a feed of a user’s surroundings, or replace those surroundings entirely with new digital imagery.

    An Intel demo showed two men playing a shooting game inside of a living room set, with their couch and armchair replaced in the game by other digital objects like a bunker.

    The HTC Vive and Oculus Rift each allow users to get up and move around while playing, but users are always at risk of tripping over cables, and must set up their rooms specifically to support the VR headsets.

    It’s not as though the rest of the VR landscape is sitting still, though. Oculus has also pledged to build a standalone Alloy-like unit.

    Article Credit: Topix Virtual Reality

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