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VR for publishers

After Experimenting With 360-Degree Storytelling, Publishers Are Going All-In on VR

Since its inception in 2012, Digital Content NewFronts presentations have been all about convincing marketers to double down on digital video. But this year’s extravaganza seeks to raise the bar, with publishers adding more sophisticated virtual reality and 360-degree storytelling into the mix. For the last 18 months, publishers have toyed with Oculus Rift and Google Cardboard to produce immersive, visual storytelling. It was purely experimental. ….[READ]

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VR for automakers

Virtual reality looms as sales tool for vehicles

As automakers aim to keep sales ahead of 2015’s record-setting pace, they’re pulling out all the stops to draw in buyers. Virtual reality may be next in their bag of tricks. Audi plans to roll out Oculus Rift headsets in a number of dealerships by the end of this year. Johan de Nysschen, president of Cadillac, in February encouraged some of the company’s lowest-volume outlets to go virtual. With dealers from Brazil to Berlin already experimenting with virtual reality, automakers see twin benefits of the technology: enhance the customer experience while also shaving off some of the $2.75 billion U.S. dealers spend annually on interest to keep new vehicles on their lots. ….[READ]

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Is VR changing your brain?

How Virtual Reality Is Opening a New Window to the Mind

My first experience with virtual reality sounded a bit less poetic: “Ohh, whoa. It’s like you’re actually there. Ow, what the f— …this is weird. OK, I feel sick.” Seeing the world through a virtual reality (VR) headset is a disarming experience. I’m not one to get sick easily. I don’t mind being upside down, I love rollercoasters, and I’ve got steadfast sea legs. I scoffed at the idea that virtual reality would tip me off balance. But it did, and it only took about 30 seconds. ….[READ]

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Vision technology

Why image recognition is about to transform business

At Facebook’s recent annual developer conference, Marc Zuckerberg outlined the social network’s artificial intelligence (AI) plans to “build systems that are better than people in perception.” He then demonstrated an impressive image recognition technology for the blind that can “see” what’s going on in a picture and explain it out loud. From programs that help the visually impaired and safety features in cars that detect large animals to auto-organizing untagged photo collections and extracting business insights from socially shared pictures, the benefits of image recognition, or computer vision, are only just beginning to make their way into the world — but they’re doing so with increasing frequency and depth. ….[READ]

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The VR market boom

About 40% of gamers will buy a VR headset in the next year

The Entertainment Software Association, the trade group that represents the game industry in Washington, D.C., issued its annual report on the U.S. game industry this week. Here are some of the essential facts about the game industry. About 40 percent of the most frequent gamers say they will likely purchase their own VR headsets within the next year, according to the survey by the ESA. That’s good news, since some are warning that VR is overhyped and could be slow to take off, even as others such as Digi-Capital predict that VR could be a $30 billion industry by 2020. …..[READ]

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Welcome to your cell

6X9: a virtual experience of solitary confinement

What’s it like to spend 23 hours a day in a cell measuring 6×9 feet for days, weeks, months or even years? 6×9 is the Guardian’s first virtual reality experience, which places you inside a US solitary confinement prison cell and tells the story of the psychological damage that can ensue from isolation. We’ve created a mobile app allowing you to fully experience VR on your own, with or without cardboard viewer. If you don’t have a smartphone scroll down to watch the 360° video. ….[READ]

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Gary the Gull in VR

How A Former Pixar Executive Is Building A VR Company Based On Pixar Principles

Before Tom Sanocki formed the Seattle-based virtual reality company Limitless Entertainment, he spent 11 years at Pixar, where he designed characters for films such as Cars, Ratatouille, Brave, Monsters University, and The Good Dinosaur. His first job was creating the jellyfish in Finding Nemo. When he first arrived at Pixar, the company had just 250 employees and felt very much like a startup. Sanocki thus got a front-row seat as Pixar transformed, as he says, “from an animation company into an animation powerhouse.” ….[READ]