34 blog posts found matching keyword search for: AR in Mississippi
Over the last few weeks, I’ve ziplined in Maui, toured the Louvre, and visited the Metropolitan Museum of Art in New York City — all without leaving my apartment. Virtual reality (VR) and Augmented Reality (AR) are having a moment under the COVID-19 pandemic by allowing us to feel closer to one another, moving us beyond the confines of social distancing, and connecting us to our coworkers and the world despite the necessary, but frustrating restrictions keeping us all at home and making remote working challenging.
All The World’s A Stage: A Chat With Nexus Studios’ Co-Founder, Chris O’Reilly, On The Future of AR With Enhanced Location Technology
Imagine if you could use any physical environment as a stage for a compelling and interactive digital experience. That is what augmented reality in 2020 is like, according to Chris O’Reilly, the Co-Founder of Nexus Studios, (with offices in Los Angeles and London) whose interactive team have spent much of the last year consumed with the developing potential of AR. For him, it is an extraordinary technology where buildings come to life, imaginary creatures believably walk among us, and a myriad of alternate versions of reality are made to exist on top of another. More than stories, these are worlds that we will be able to experience, intertwined with our own and at any moment, powered by new technologies and our imagination.
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.
The XR Alliance was founded with a simple desire to close the barrier for entry faced by many potential VR creators with a desire to enter the field. Contestants will have their scripts read by a panel of judges made up by some of the leading figures in VR, AR and mixed reality. Winners will receive the opportunity to join the XR Development lab, where they'll be paired with an experienced mentor and granted the opportunity to further turn their idea into a realized product. We talked exclusively with Jessie Kim, Co-Founder & CEO of Prosper XR to learn more.
The Cloud and High Performance Computing Enables Modern Workflows and High Resolution Virtual Reality 360-Degree Video
This piece explores insights on digital storage for media and entertainment applications based largely on the 2020 SMPTE Technical Conference. This includes looking at increasing use of cloud storage and other services for media and entertainment applications as well as VR/AR content including 360 degree and volumetric imaging
Large and unstructured data, such as that obtained with video, is often 50 times larger than the average corporate database. This “unstructured” data is projected to surpass 100 Zetabytes worldwide by 2020. Out of the several influencing factors driving this trend, the fact that content resolutions are rapidly rising is fuelling this growth even further. Not only is 4K going mainstream, but 8K and high dynamic range (HDR) content are becoming a more likely choice for a variety of applications such as corporate video, sports, and VR/AR.
As technology continues to progress at a rapid pace, post-production is set to change dramatically. Besides great new software features, compute (and therefore render) power continues to increase with faster processors and more powerful xPUs (GPUs, TPUs, etc.). This means real-time editing of HD, 4K, 8K, AR and VR is fast becoming a reality, ultimately shortening post-production timeframes.
The recent Fortnite World Cup Finals, staged by Epic Games at the Arthur Ashe Stadium in New York City, was a landmark event for the esports movement. Its $30m prize purse saw what is already forecast to be a $1bn esports industry next year truly break through to widespread mainstream coverage. And one of the key elements to its sophisticated broadcast operation was a ground-breaking deployment of Ncam technology that allowed for an unprecedented level of augmented reality coverage rendered in real-time at 1080p60 in Unreal Engine 4.
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.
The buzz about eSports has been growing steadily for a few years now, but, even when you’re used to it and the opportunity it represents for the production sector, the numbers are still impressive. Take the Super Bowl as an example. The final total audience number for Super Bowl LIV is estimated by Nielsen to have been somewhere between 135 to 140 million once you factor in events such as parties and all the offline viewing. At Ncam, last year we worked on an eSports event in Cologne, Germany, that had a live audience of 25,000 and an online audience of 300 million unique viewers over its four-hour runtime, and all of those watched for an hour or longer.