17 blog posts found matching keyword search for: Augmented Virtual Reality in Geneva
Virtual Reality is dead. Dead, out, gone. That is what the skeptics love to say in the many articles pointing to the minimal adoption and fiscal progress the industry has made overall. What these skeptics seem to overlook is the fact that this young technology has only just begun the long road of development, and as additional technologies such as augmented reality, artificial intelligence, machine learning, and hands-free capabilities get factored in, VR will become the next great technology cycle.
This fall, audio professionals from all around the world convened at the 141st AES Convention in downtown LA to check out the leading-edge audio technology and gear of 2016. Not only was the Los Angeles Convention Center jammed with countless exhibit floors, but there was also a myriad of seminars where attendees gathered to gain insight on these new developments. Some of the highlights included VR/360° audio microphones, virtual microphones and ground-breaking audio plug-ins that now change the way engineers can mix, master and record.
Pokémon Go is a bona fide cultural phenomenon. It may just be the biggest mobile game in U.S. history, and developers are now scrambling to snatch up other popular IPs to attach to similar kinds of AR games.
Virtual reality (VR) has slowly been coming into its own in the last several years. These days, anybody can buy a VR headset compatible with a smartphone and dive into an immersive game experience. VR isn’t just for gaming anymore, however-it’s also making a splash in several industries. It’s a growing market, and with 685 VR startups diligently advancing the technology, the VR market is expected to be worth about $30 billion by 2020. So what’s the next step for VR? Most likely, we’ll see a shift in the number of industries that begin to focus on using VR.
Real-time Augmented Graphics that Blend the Real and Virtual Worlds with Marker-less Camera Tracking
Augmented graphics have come a long way in the past decade, from formerly rotund weatherman Al Roker obscuring the first two days of the seven-day forecast to reporter Jessica Yellin channeling a holographic Princess Leia while discussing results of the 2008 presidential campaign with Wolf Blitzer. Fast forward ten years and the real and virtual worlds are blending into one.
From concerts and plays to exhibits and conventions, live event production designers do it all. With the wide variety of venues and client demands, production designers operate in a high-pressure industry where they have to be flexible and able to adapt to given settings, which can be difficult when you’re hundreds of miles away from the site and your design associates are unable to travel to the venue and see what you’re working with. Traditional documentation can help designers gain an understanding of what they’re working with, but it’s not the same as experiencing a physical space for themselves. However, with the rise of virtual reality (VR) technology, there is an improvement to this problem.
Still putting off adopting virtual reality (VR) as part of your marketing campaigns? Don’t. VR isn’t a passing fancy. In fact, when wielded correctly, this emerging tech can be an invaluable tool, providing a limitless landscape on which progressive marketers can make an indelible mark.
Based on the classic festive fairytale by ETA Hoffman, The Nutcracker and the Four Realms follows the adventures of a young girl, Clara, who discovers a delightful new world of adorable mice, living toys, handsome soldiers – and something a little darker. The beautifully realized film boasts some incredible visual effects work, for which a significant amount of blue/green screen was used. Read on to find out how Ncam’s augmented reality solution played a key role both on set and in post-production.
If it feels like everyone is jumping on the Virtual Reality / 360-video Hyperloop that’s because the consumer market has hurdled from zero to roughly six million units in just a few months. You can thank the casual and hard-core gamers who comprise a majority of the VR population but, while non-gaming adoption is light, platforms like Facebook and YouTube are taking it seriously.
At the 2016 NAB Show, from April 16 - 21 in Las Vegas, many companies eagerly displayed all kinds of new gadgets and technology, promising a very successful, game-changing year for the broadcast media industry. This show signaled how much technology is changing - and more so, how content consumers are planning to keep up.