6 Free On-Demand Workshops to Kickstart your AR/VR Development

Circuit Stream

Interested in developing AR/VR applications but don’t know where to start. Start by choosing one or more of these free workshops which will serve as a perfect introduction into XR development.

Circuit Stream

🧤 Designing UI for Hand Tracking Applications

  • Learn the best practices of designing VR experiences with hand tracking (highly recommend if you own a hand tracking device such as Quest or HoloLens2 – open to everyone!)
  • Instructor: Eric Carter

🎭 Face Tracking with AR Foundation Workshop

  • Learn how create dynamic face-tracking filters used in Snapchat or Instagram with our instructor, Nakisa Donnelly. By the end of the workshop, you might have your own mobile filter that responds to the movement of your face. Project assets are provided.
  • Instructor: Nakisa Donnelly
Circuit Stream

🏹 Bow & Arrow VR Workshop

  • Recreate a Bow and Arrow VR project simulation from scratch in Unity. This workshop serves as a good introduction to virtual reality development. Project assets are provided.
  • Instructor: Usman Mir

📲 Introduction to AR Workshop

  • Learn how to set up an augmented reality project in Unity and use SDKs like Vuforia and AR Foundation for plane tracking applications. Project assets are provided.
  • Instructor: Usman Mir
Circuit Stream

🦾 Artificial Intelligence and Unity

  • Explore the basics of artificial intelligence and different types of intelligent agents. You’ll learn how to create a project with goal-oriented action planning systems commonly used in game development and simulations.
  • Instructor: Jerry Medeiros

⚾ XR Interaction Toolkit Workshop

  • Build a mini baseball game in AR and VR without a single line of code.
  • Instructor: Jerry Medeiros

🍭  AR/VR Design Secrets

  • There’s a huge difference in how XR applications are perceived. Former Oculus Studios and HoloLens 2 design engineer explains and shows how to optimize and polish your work to look and feel complete. 
  • Instructor: Eric Carter

🎲  Unity MARS

  • MARS is a game-changer in the AR creative workflow. With its unique interface, developers can create intelligent AR apps that are context-aware and responsive to the physical environment and will work in any location with any type of data.
  • Instructor: Jerry Medeiros

How to win at virtual reality marketing

(Image courtesy Volvo Car USA.)

Low-cost virtual reality viewers — some made out of cardboard — are a minimal investment from consumer standpoint or from a company who would like to distribute their virtual reality experiences themselves. A user already has the hardware in the pocket, because the only other thing you need to do to play a VR app or see a monoscopic 360-degree video is your smartphone.

The first massive introduction of VR, was the partnership with New York Times, where Google Cardboard has been distributed to 1.2 million newspaper subscribers. 

Since, several other companies have followed suit with successful marketing campaigns that used low-cost virtual reality viewers.

The launch of the Volvo XC90

Volvo isn’t necessarily known for being at the forefront of technological breakthroughs. They are known as a reliable, steady and robust manufacturer. However, that changed with the new model of the XC90 SUV, hitting the platform of Los Angeles 2014 auto show.

The XC90 is targeted for younger buyers who are interested in buying their first luxurious car, and it needed a new kind of marketing campaign. The genius idea was to let the guest drive the car. Well, you can’t usually drive the car at an auto show. But Volvo made it work.

Volvo hired the team at Framestore to create a fully immersive experience, which included custom virtual reality apps for both the iPhone and Androids, 

Test driving a car through virtual reality makes a lot of sense. It is great to see Volvo make an app to support the launch of their XC90 SUV.  It puts you in the cockpit and takes you on an idyllic ride through the country. 

The marketing campaign resulted in 173 million impressions, 51,000 inquiries for more information and 28,000 app downloads.

Still from Volvo’s XC90 VR experience. (Image courtesy Volvo Cars.)

In addition, there were more than 1,500 media articles about the XC90. Coverage expanded beyond auto publications and included outlets focused on luxury, technology, and business, such as Monocle, Surface, Architectural Digest, Bloomberg, Elle Décor, Departures, The Wall Street Journal, Wired, Business Insider, and Popular Science.

By the end of 2015, U.S. XC90 sales reached 12,665 units sold, representing 18 percent of total U.S. sales. In 2016, sales surged with a 412 percent increase in units sold from January through September, compared to the year prior, and 41 percent of all Volvos sold in the U.S. have been XC90s.

Earlier this spring, Volvo released a 360-degree video of the XC90 virtual reality experience, which you can view below in the browser, a mobile device, or on any virtual reality headset.

You can read more about Volvo and 11 other companies that conducted successful marketing campaigns using virtual reality in the book How to Win at Virtual Reality Marketing.

Why is Google Cardboard Still Dominating the VR HMD Sales

Virtual Reality industry is funny. There’s a lot of hype and excitement, yet real case studies that have been revealed and swept the nation haven’t arrived. There has not been a “killer app” and not everyone own a VR headset yet.

SuperData VR headsets research

SuperData VR headsets research

But on another hand, the sales numbers of the virtual reality devices are increasing. Superdata came out with stats for 2016. While sales of hi-tech power duo HTC Vive and Oculus Rift were ok, the big winner among the group is Samsung Gear VR. Google Daydream haven’t hit the markets yet and so the sales numbers aren’t exactly showing in where it’s going to be situated next year.  

Also, Playstation VR had a great performance in sales. The results even surprised the company itself. By now they already have about million PSVR devices in households.

Sony Interactive Entertainment’s Global CEO, Andrew House said that the company has managed to sell 915,000 units in 4 months since official release.

Right off the bat, Sony did actually have quite a bit of advantage that played in their favor. For instance, the price difference from HTC and Oculus is substantial, but there are two other factors as well.

PlayStation VR impressed Sony with its sales results

PlayStation VR impressed Sony with its sales results

 

One, PlayStation VR didn’t need an upgrade of all the other hardware. HTC and Oculus required a powerful computer and even a bigger space if you wanted to use room scale feature. With PSVR you only had to connect with the console which has already been present in the consumer households for years.

Secondly, HTC and VIve had sat around without having a decent content to play with. The units were mostly bought by developers, 3D artists and pioneers and tech enthusiasts. Sony came prepared. Right after the release, they had aspected of games which were actually fun to play.

But let’s look at the most selling VR headset which hasn’t been mentioned yet – Google Cardboard. Google announced that they have shipped more than 10 million headsets. In fact at the start of the year 2016 Stephanie Llamas, SuperData’s director of research and insights offered the following predictions:

 

Google Cardboard: 84,400,000

Samsung Gear VR: 2,316,632

PlayStation VR: 745,434

HTC Vive: 450,083

Oculus Rift: 355,088

Google Daydream: 261,083

 

Here’s how cheap mobile headsets sales compares to their more advanced counterparts.

Google Cardboard sales vs. other HMDs (SuperData Research)

Google Cardboard sales vs. other HMDs (SuperData Research)

And this makes a lot of sense. Mobile is still the easiest way to adapt and the fact that you can experience virtual reality with a cardboard device is fascinating. If Google sold 10 millions, don’t forget about the Chinese market as well. Together with them there are supposed to be around 88 millions of VR cardboard headsets sold in 2016.

 

Leaders and VR enthusiasts can be quite dismissive to the cardboard or plastic headsets can be bought for around $15 a piece.

Not everyone likes Google Cardboard

Not everyone likes Google Cardboard

 

But if you look at it from different perspective, the Google Cardboard and it’s alternatives is the easiest low-barrier entry to the immersive environment. While it’s technically not virtual environment it still gives a viewer the sense of presence in the virtual world.

 

Collectively we are forgetting one thing. We are all trying to push VR/AR/MR into the mainstream and getting in acknowledged and validated. If 360-degree videos shot with spherical cameras are doing a good job, we should be satisfied with it.

 

Imagine Google Cardboard being a gateway drug to higher-level immersive technologies.

 

And the second reasons for the rise of low-cost VR headsets is marketing. Creative agencies caught the sniff of blood of the VR hype and they can’t fall behind on the trend. VR marketing is already established at the top agencies.

 

The simple giveaway of custom branded VR cardboard headset together with an quality 360 content app that can be launched from a smartphone is really simple way to show people something new.

 

Innovativity is the one thing that will let your company differentiate from the crowd. Putting your brand colors on a physical object that is going to be associated with viewers first immersive experience can leave a lasting impact.

 

VR marketing campaign with VR cardboard goggles is easy to execute and if you’re doubtful about how 360-degree video is performing, check out the Google’s experiment with Columbia sportswear or Sarah Hill’s case study comparison here.

360-degree vs Flat video Study by Susan Hill from StoryUp

360-degree vs Flat video Study by Susan Hill from StoryUp

 

Need help with VR marketing campaigns? Let’s connect on twitter at @dgajsek.

 

The post Why is Google Cardboard Still Dominating the VR HMD Sales appeared first on Infinityleap - Technology stops for no one..

Why Immersive Journalism and Why Now?

Ever thought how it would feel like being a witness of the actual news – to be present inside the story?

This is entirely possible with the arrival of immersive technologies. Journalism started from sharing the news on the center of the square to print media to radio and video reporting.

Each one of the medium channel offered new, additional layer of information. With the latest arrival of immersive technologies such as virtual reality (VR), augmented reality (AR) and mixed reality (MR) there’s another rich data layer on top – the presence.

Source: http://www.frontlineclub.com/orama-immersive-journalism-festival/

With print media, the readers had to imagine the scene in their heads. With video reporting they were able to see more details about world events. But with the frequency of breaking news and natural disasters that are happening all around the world even video reporting start losing its power.

The viewers had become desensitized.

Nonny de La Peña used the power of virtual reality to add another element to immersive journalism – she placed you inside the actual piece as an observer. In Virtual reality you feel like you’re there and you’re not separated by the flat tv screen.

You’re one of the witnesses on the scene.

De la Peña introduced her first creation at Sundance in 2012. She had a rough time creating the experience. Even though she was under-funded and didn’t know much about technologies she made the piece “Hunger in Los Angeles”.

The feature created strong emotional response of the participant. Since then she is known as the grandmother of VR.

 

Nonny de la Peña receiving an award at the Knight Foundation’s 2016 Innovation Award at a multi-panel event hosted by the CUNY Graduate School of Journalism.

Not only that, her work started a snowball effect. It changed careers of other journalism professionals, Dan Pacheco, lead program director of VR journalism at Syracuse said: ”I was completely floored by that experience (almost literally — I remember sitting down after taking off the goggles), and it changed the way that I think about what we do in journalism.”

To create scene in VR you have two options. Re-create it using a computer generated software (CGi), or shoot the real live environment. With first technique the task is daunting, slow and requires a lot of technical aptitude and experience. De La Peña had to rely on digital recreations, because in early 2010s there weren’t any spherical cameras that allowed for capturing 360 degree footage.

Today, there are consumer-ready and professional 360˚ cameras that storytellers can use.

Using the live recordings taken with spherical cameras, the production of the VR content is faster and easier, however it still requires standard editing and stitching. The output is a 360˚ video which is published on YouTube, Facebook or the publisher’s own player which support 360 degree format.

But what if you want to have more freedom in constructing a story in the virtual reality? What if you want to give viewers of your piece some sort of control and interaction opportunities. This was next to impossible to achieve without hiring an outside expert help who could hard-code and integrate these interactive options into the story.

360 Journalism is already being practiced and published media publishers with a large budget. New York Times introduced virtual reality through their app NYTVR to their subscribers in 2015. Together with a digital story, they distributed 1.2 million virtual reality viewers. With the acquisition of RYOT – the LA based VR and 360 Video Studio, Huffington Post soon followed. Then Time introduced their own VR platform. In 2017, CNN announced their arrival as well.

These well funded news giants are on the forefront of delivering impactful stories, but with simple tools, so can their news publishers.

It’s much different with smaller news publishers where the lack of budget and manpower prevents VR experiments. There just isn’t enough manpower to go out there, shoot the footage, edit it and publish it in a reasonable time.

The Seattle-based startup Viar360 developed a publishing platform that lets any storyteller use the opportunity to come up with a interactive story that has impact, interactivity and unique narrative. Using the simplified 4-step workflow any storyteller can turn a passive 360˚ video into a amazing cinematic virtual reality story.

And if you’re one of the news providers why wouldn’t jump on it right now?

The price of the consumer ready VR cameras are decreasing. Spherical cameras are getting smaller and cheaper. You can get a decent one in the $200 to $800 (USD) range. All of the new arrivals also have the auto-stitching features. This means no more hassling with the post-production. The 360 News you shoot on the field are publish ready in the same day with minimal post production.

The technology is already here, the tools are accessible and the entry point barrier is getting lower every day.  

Seattle Startup Viar360 Coming Out To Public with an Immersive Journalism Platform

Virtual Reality and 360˚ video have already stepped into our lives and by now there are a couple of big players who are utilizing the power of this medium. The power of VR is mostly showing in Journalism because of its unique ability to tell powerful stories with an emphasis on translating emotion from the live field to the viewer. New York Times embraced it (VR) wholeheartedly, Huffington Post acquired RYOT, Time Magazine is in VR and lately, CNN announced a step into Virtual Reality reporting. Immersive Journalism seems to have a bright future.

But what about the other digital publishers? Virtual Reality is notorious for being complex and expensive to develop. But one Seattle-Slovenian startup has solved that issue. VIAR has been developing a VR digital publishing platform for about a year and a half. During the time they have been talking to Virtual Reality producers, real estate agencies, and publishers one on one. Each had their own idea on how to use their platform, but where it really started to shine was in the journalism field.

Viar360, the platform has the power to combine 360˚ images and videos together into an interactive virtual reality story. This unique combination isn’t the only benefit. With the power of hotspots – graphic elements that can be placed on top of any 360 videos or image, they can trigger interesting effects such as informational texts, spatial audio or even embedded videos from YouTube.

viar360-logo-hq_copy

VIAR is democratizing storytelling with cinematic virtual reality publishing platform that enables everyone to create an immersive 360˚ story without the need of writing a single line of code.

The tool is giving freedom to explore new options of immersive and interactive storytelling to all creative journalists. News media don’t have time or resources to train journalists on how to delve into complicated tasks of building a VR story. Viar360 has everything ready with drag and drop interface.

Viar360 and it's simple to use story editor

With a drag-n-drop interface every journalist has the power to create a powerful story.

Viar360 is already being used in 12 top American Journalistic Schools such as Syracuse University, University of Kentucky, Penn State University, Michigan State University, University of Missouri, San Jose State University and others.

DefenseNews and Viar360 platform

Live report in 360 from a Military Trade Show

In February 2017, the platform has been picked up by Delo, Slovenian biggest national newspaper, and DefenseNews, a military digital publishing website. T

Stacey Fox, an Artist-in-Residence in the School of Journalism from MSU says: “Our students are enthusiastically crafting on a platform that allows them to create deep-dive, interactive 360-degree stories for the world.”

Using Viar360 publishing platform, LHH made an introduction of their company in completely new light.

Training Video and presentation in 360.

The company just had a public launch at SXSW 2017 and is welcoming new users to try the platform out.

 

 

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