VRDL360 Surpasses Funding Goal For Live-Streaming Camera

VRDL360 Surpasses Funding Goal For Live-Streaming Camera

The VRDL360 is seeking to make virtual reality more accessible to the everyday consumer and aims to pack numerous features into one device. 

A Los Angeles-based startup called VR Dongli, founded by Zidane Xu, who has background working on the world’s first street-view project, is seeking to get in on the virtual reality game. The company launched a fundraising campaign on Indiegogo in June and, despite the historically disappointing failures of crowdfunding hardware projects, this one has already surpassed its goal of $25,000.

Capabilities

There have been a lot of new high-tech cameras coming onto the market lately. The VRDL360 claims to pack numerous high-end features into just one device. The camera is expected to be a virtual reality device that allows users to take 360-degree footage for an immersive experience. It’s also planned to be Wi-Fi enabled, so you could livestream 3K video from the device to YouTube and Facebook.

VR Dongli says it will be able to livestream videos without having to downsize — something that would set it apart from competitors. The company also plans to integrate the camera with various social media channels, including Twitter, to make social sharing easy. The camera is supposed to come with a companion mobile app, which is intended to be used for social sharing and to let you create custom VR experiences. This would be done through the use of various effects and features, such as fisheye, perspective, VR and little planet, which would compress your imagery into a tiny planet-like ball. The company claims you could even use your smartphone like a remote control and operate the camera with the app.

Technical Specs

The  company claims that the VRDL360 would be able to take 32-megapixel (mp) photos and shoot 3K video with its two 16 mp CMOS Sony sensors and f/2.0 aperture lenses. The camera is also expected to have an ISO reach of 100 to 1,600 for low-light settings.

VR Dongli says the camera includes autofocus, auto shutter speed and image stabilization features, as well as a variety of camera modes. Its 2000 mAh lithium battery is also said to last for about two hours. The company claims the camera’s memory is expandable and that you could use it with either iOS or Android. According to the company’s design plans, just four buttons on the device would be used to operate it.

The camera is planned to be 1.85 inches in width, 5.11 inches in height, 0.7 inches in depth and weigh about 0.23 pounds, which would make it smaller than many smartphones.

Availability

VR Dongli says it plans to start shipping the camera to its Indiegogo backers in September and eventually sell it at retail for $219. A $99 pledge to the crowdfunding promises you one of the cameras plus some accessories.

Cameras are getting more high-tech, and they’re becoming more affordable too. Everyday people can now own devices with virtual reality, 360 video, livestreaming and many more capabilities.

We haven’t tried the camera for ourselves and crowdfunding campaigns are notoriously risky for hardware backing, so pledge at your own risk.

 

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Google Offers Insights Into 360-Degree Videos On YouTube

Google Offers Insights Into 360-Degree Videos On YouTube

Any 360-degree video on YouTube with more than 1,000 views will now have heatmaps for creators showing the most popular portions of the scene.

A similar feature has been a part of other 360-degree video hosting platforms in the past, but its inclusion on YouTube should offer a very helpful new tool to creators and distributors making panoramic videos.

In addition, Google-owned YouTube released a few insights into the behavior of people watching these videos. In a blog post, the company revealed viewers spend “75% of their time within the front 90 degrees of a video.” It is also noted, however, that “while a lot of time is spent focusing on what’s in front, for many of the most popular VR videos, people viewed more of the full 360-degree space with almost 20% of views actually being behind them.”

This information shouldn’t come as too much of a surprise to seasoned 360-degree video creators, but hearing it come from Google definitely adds more weight to the advice.

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The Pro2 Adds 2D Print Images To Matterport’s Robust 3D Camera

The Pro2 Adds 2D Print Images To Matterport’s Robust 3D Camera

Matterport has positioned itself as one of the most prominent VR companies, growing the company on a foundation of a large library of real places scanned into 3D that are being made available for VR as well. They’re able to do this with their proprietary camera and, now, they’re introducing a new model that not only brings improved 3D and VR scans but also 2D prints for a robust all-in-one solution.

Matterport’s new Pro2 is priced $3,995, which is over $500 cheaper than their original camera but it comes packed with more functionality. This 134-megapixel 3D camera comes with complete solutions for those wanting to use it for Real Estate: GPS-tagging of scan locations, automatic generation of interactive floor plans, and more. The kicker is, this same device can harness those same 134-megapixels to provides 4k 2D images in addition to 3D scans.

“As real estate professionals, we must embrace technology to stay competitive,” said John De Souza, President at Cressy & Everett Real Estate, in a prepared statement about the new camera. “Matterport has helped my team win listings and reach more buyers.”

The Pro2 versatility is a benefit for creators, small teams and large. Large teams can send out staff equipped with a multi-tool that improves fficiency and small teams can spend limited funds on hardware that serves multiple purposes.

To learn more about how Matterport is impacting the Real Estate market via VR, check out this feature from one of your writers.

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Watch Dancing With The Stars Two Part Finale In 360 Degrees

Watch Dancing With The Stars Two Part Finale In 360 Degrees

Major television series and networks regularly utilize 360-degree and VR to promote franchises, but we haven’t quite reached a time where they’re comfortable with providing alternate viewing methods on a consistent basis. Companies have opened their arms to Netflix and Hulu to a point, but we may be on the verge of a new simultaneous broadcast format.

In its 24th season, ABC’s Dancing With The Stars is coming to a close this week with back-to-back episodes that serve as a two part finale and ABC is taking advantage of immersive media by airing a 360-degree feed alongside the live television broadcast.

Considering the popularity of the show, it can be argued that the immersive tech industry would have benefited a great deal even if ABC decided just to use the 360-degree broadcast with one of the regular episodes during the season. Coupling this exclusively with the season finale episodes, which we can assume will be their most watched for the season, is an even more potent boon. This plays into the idea of VR and 360-degree media being premium formats but also welcomes a large audience that’s likely filled with people not very aware of the content they can see in those formats.

The broadcast will be powered by Nokia’s OZO+ cameras, which are also being utilized by Disney for behind the scenes footage for major franchises, and can be viewed on both Facebook and YouTube. Part 1 of the finale airs today at 8 pm – 9 pm EST and part 2 airs tomorrow, March 23, and will be an extended episode lasting from 8:30 pm to 11 pm EST. The familiarity and widespread popularity of broadcasting like ABC’s Dancing With The Stars is another solid avenue for the VR industry to take into households and hopefully, there will be an uptick in interest after.

Intel: Untethered VR Is “The Next Level Of eSports”

Intel: Untethered VR Is “The Next Level Of eSports”

The VR ecosystem is far from settling into a rhythm, with developers still experimenting to learn what does and does not work. Nevertheless, players and companies are keeping their eyes open for competitive experiences that could leave a lasting impact on the industry and possibly gain ground in eSports. Companies are also embracing VR and 360-degree video as a spectator platform, such as with SLIVER.tv’s efforts to create a universal spectator platform.

After this year’s IEM (Intel Extreme Masters), which is an eSports collaboration between ESL and Intel, esports-pro.com caught up with Intel’s eSports Marketing Manager, George Woo. Intel championed VR in a big way at IEM and the publication reached out to him to discuss the current eSport climate, Intel’s position as a leader, and how untethered VR could be the next step for the industry.

Esports Pro noted that, coinciding with eSports’ immense growth, very notable brands like Nissan and Dominoes have become visibly involved with the industry.

Woo explains that this the audience growth plays a large part in this (256 million viewers in 2016 with a projected 345 million by 2019). “We’re learning how to address those audiences and create those amazing experiences, pushing the boundaries of innovation,” Woo says. “And this year is all about VR.

“Are we going to say we’re going to have eSports in VR next year? No. But what we want to do is get this top of mind, get people experienced with the head units, start with the experience showcases, and the next iteration is broadcast – in which we did League of Legends and CS:GO with Sliver.TV.”

When speaking of his 10-year projection, Woo not only believes there will be a significant VR presence that Intel leads the charge for, he also thinks we could have gamers competing in untethered VR headsets. “We want to change that model, and that’s why we are continuing to push on this because we know it’s an open canvas and we can change that scope,” he says. “We want it to be untethered, almost like a laser tag environment. People running around and being physical but in a virtual space. That could be it. You might talk to ESL and they’d have a different vision, but Intel wants to continue to look at that as the next thing, the next level of eSports.”

Woo and his team at Intel can see the potential in VR, taking significant steps even though they “know there’s no audience or community” and he hopes a preemptive strike will lead to the creation of a great AAA title in the eSport realm. 360-degree and VR live stream production companies are carving out their place in the VR industry right now, but that big VR hit game that draws in competitors hasn’t quite arrived.

For a deeper dive into how the ESL and Intel are bringing VR to eSports, check out our feature: The Future of Play.

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Photogrammetrie Tutorial für Einsteiger

Wenn es um Virtual Reality geht, dann ist Photogrammetrie ein spannendes Thema. Denn sie erlaubt uns die echte Welt akkurat zu digitalisieren und in VR erlebbar zu machen. Theoretisch kann für Photogrammetrie teure Hardware zum Einsatz kommen, doch es sind auch schnelle und einfache Scans mit jedem Smartphone oder Digitalkamera möglich. Und genau das möchten wir uns heute genauer anschauen – und präsentieren euch eine Möglichkeit, wie ihr Objekte aus eurem Zimmer in die virtuelle Welt holen könnt.

Photogrammetrie Tutorial für Einsteiger

Mit aktuellen Programmen ist das Erstellen von virtuellen Objekten aus Fotos kein Hexenwerk mehr. Aktuell gibt es verschiedene Programme, die das Zusammenfügen der Bilder übernehmen. Während es natürlich teure Software für gehobene Ansprüche gibt, gibt es auch Software die ihr komplett kostenlos ausprobieren könnt. Wir haben uns letztendlich für ReMake von Autodesk entschieden. Zum Fotografieren haben wir eine GH 4 von Panasonic und ein Moto Z von Lenovoverwendet. Ihr seid bei der Wahl der Kamera aber völlig frei und wir konnten sogar bessere Ergebnisse mit dem Smartphone erzielen, da diese weniger Unschärfe in der Tiefe ins Bild bringt.

Ihr benötigt zum Einstieg also Folgendes:

Nachdem ihr ReMake installiert habt, meldet euch bitte innerhalb der Software mit eurem Autodesk-Konto an, damit ihr auch Zugriff auf die Ultra-Verarbeitung in der Cloud erhaltet.

Aufnahme der Bilder

Autodesk empfiehlt, dass ihr euer Objekt aus möglichst vielen verschiedenen Winkeln und Positionen heraus fotografiert. Die Software kann überlappende Punkte anschließend in den Fotos erkennen und daraus ein Objekt generieren. Im Idealfall bewegt ihr euch mehrere Runden um euer Objekt und schießt aus verschiedenen Höhen Fotos. Hierbei sollten einige Fotos entstehen, denn alle 5-15 Grad müsst ihr den Auslöser betätigen.

Autodesk ReMake Kamera

Mögliche Positionen (Quelle: Autodesk)

Doch nicht jedes Objekt funktioniert wirklich gut. Wenn euer Objekt transparent oder spiegelnd ist, dann kann es passieren, dass die Software die Bilder nicht korrekt zusammenfügen kann. Zudem solltet ihr darauf achten, dass ihr euch möglichst nah an dem Objekt befindet, denn so könnt ihr mehr Details einfangen. Es muss auch nicht stets das gesamte Objekt auf jedem Bild sichtbar sein. Aber wenn ihr mehrere Ausschnitte je Position benötigt, müsst ihr auch deutlich mehr Fotos machen.

Im Idealfall nutzt ihr bei den Aufnahmen ein Stativ, damit ihr immer aus einer ähnlichen Position und Höhe heraus agiert. Die besten Ergebnisse erreicht ihr, wenn ihr das Objekt vor einen weißen Hintergrund stellt und anschließend in alle Richtungen dreht und wendet.

Remake Shot

Quelle: Autodesk

Wenn ihr kein Objekt, sondern einen Raum in die virtuelle Welt bringen wollt, dann solltet ihr euch nicht auf einer Stelle drehen, sondern die Wände mit gleichem Winkel ablaufen. Dies wird auch sehr einfach in der Anleitung von Agisoft erklärt.

Verarbeitung der Dateien

Nun startet ihr einfach ReMake von Autodesk und klickt unter „Create 3D“ auf „Photos“ und wählt „Online“ und „Local Drive“.

Local Drive

Anschließend sucht ihr den Ordner mit den Bildern, fügt diese ein und klickt auf „Create model“, um die Verarbeitung zu starten.

MI VR Scan

Da wir uns in diesem Fall für die Verarbeitung in der Cloud entschieden haben, werden anschließend die Bilder hochgeladen und verarbeitet. Dieser Prozess kann durchaus 1-2 Stunden in Anspruch nehmen, doch dafür wird euer PC in dieser Zeit nicht mit zusätzlichen Rechenaufgaben belästigt.

Bearbeitung des virtuellen Objekts

Die Funktionen von ReMake sind aktuell überschaubar, aber ihr sollt das Projekt auch in anderen Programmen weiter bearbeiten. Wenn ihr jedoch schnell ans Ziel kommen wollt, dann könnt ihr die geraden Flächen mit den „Surface Tools“ glätten und die Anzahl an Polygonen verringern.

Controller DK 1 HTC Vive

Wenn ihr dies erledigt habt, oder einfach nicht machen möchtet, dann könnt ihr die Datei auch direkt exportieren. Da wir uns das Objekt in VR anschauen wollen, wählen wir unter „Export model“ die Voreinstellungen für einen Unity-Export aus.

Schuh exportieren

 

schuh

Objekt in VR betrachten

Unity kann kostenlos verwendet werden, ist schnell installiert und registriert. Wenn ihr Unity auf eurem Rechner habt, dann startet ihr ein neues Projekt und geht unter „Window“ auf „Asset Store“. Hier ladet ihr euch das „SteamVR Plugin“ herunter und zieht das Prefab für die Kamera in die Szene.

Assett import 2

CameraRig

Anschließend klickt ihr mit der rechten Maustaste auf den Datei-Explorer des Programms und fügt ein neues Asset hinzu.

Assett import

Jetzt wählt ihr euer Modell aus und zieht es in die Szene. Anschließend müsst ihr das Objekt vermutlich vergrößern, damit es sichtbar wird und mit dem beiliegenden Material versehen.

Objekt vergrößern

Wenn ihr eine HTC Vive, Oculus Rift oder OSVR-Brille angeschlossen habt, dann müsst ihr nur noch auf Play drücken. Anschließend sollte euer Scan in der VR-Brille erscheinen.

Daydream Scan

 

Der Beitrag Photogrammetrie Tutorial für Einsteiger zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Steam Launches VR Video Section With Alien, Lego Batman And More

Steam Launches VR Video Section With Alien, Lego Batman And More

Valve Software’s Steam store is the undisputed leader of PC game distribution, though the marketplace is also a portal for buying VR games, software and even traditional movies. Through a partnership with Seattle-based startup Pixvana, Valve is also launching a VR video section aimed at bringing many of the benefits of distributing a 360-degree video on Facebook or Google’s YouTube to PC users consuming content through Steam.

Steam’s 360 Video Player is launching in beta today, integrating Pixvana’s SPIN VR video streaming technology for VR videos. The end result should be a “one-click” solution for watching 360-degree content, using a Rift or Vive headset to check out the video in VR. Soon, they will also add the ability to use a mouse to look around a video on a flat 2D screen.

“Pixvana’s SPIN SDK has been a great asset in our efforts to empower VR content creators and provide an integrated solution for experiencing linear VR content on Steam,” said Valve’s Sean Jenkin in a prepared statement.

The 360 Video Player is built using Pixvana’s software development kit (SDK) for playback and streaming of the content in multiple formats. Pixvana notably developed its own adaptive streaming technology that efficiently delivers video quickly at a high quality. Capturing, editing, and delivering 360-degree videos is a hard problem for filmmakers and content production companies to overcome, and the team-up between Valve and Pixvana aims to give these creators another route beyond Facebook and YouTube for delivering their content at a sweet spot of speed and quality both inside and outside of VR.

“We’re working hard to help all content creators and consumers create immersive experiences that look sharp and feel life-like. We are excited to partner with Valve to bring these solutions to a vast audience so that people everywhere can experience VR’s true potential,” said Pixvana Co-Founder and CEO Forest Key, in a prepared statement.

Some of content available initially includes the Alien: Covenant VR experience, LEGO Batman: The Batmersive Experience, and others.

Here are the features included in the initial launch, according to an FAQ:

Content Creators

  • Ingestion of MP4 H.264, PNG and JPG Sequences, AAC and WAV audio files.
  • Creation of experiences using the Pixvana SPIN Studio.
  • Configuration of the 360 output format including mono, stereo, equirectangular and FOVAS / Frustum (for up to 16K delivery). Stereo FOVAS support coming soon.
  • Export of configured 360 video directly to Steam.
  • Steam store page and delivery of the video to Steam customers.

Consumers

  • Find ground-breaking 360 videos in the Steam store just like any other Steam content.
  • Instant playback of the 360 video in a SteamVR Headset.
  • Tracked Input and Keyboard control of video playback.
  • Integrated Steam playtime tracking and other native Steam features.

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USA Today’s VRtually There Gets A Full Second Season

USA Today’s VRtually There Gets A Full Second Season

As companies maneuver through content plans that include VR and AR, it is encouraging to see renewed interest with a doubling-down of efforts. Such a thing hopefully signals that the teams making the calls for immersive content truly value the medium.

Back in October of 2016, we reported on USA Today launching their cleverly named VR news series VRtually There. The show transported viewers to unfamiliar places, even giving us an intimate look at the Toughest Mudder endurance event, and USA Today has now announced the release of the second season.

The press release for the newly announced 2nd season of VRtually There revealed some exciting statistics for the first season. “With over ten million views of ‘VRtually There,’ we are bringing together amazing advances in VR technology and an even higher ambition to tell the most gripping stories and bring new experiences to our audience in VR,” says David Hamlin, Executive Producer of VRtually There. “We are focused on  five content areas that we know our audience enjoyed based on prior performance, and are even more unique and thrilling for viewers.”

We don’t have any specific insight on the five content areas that VRtually There’s second season will focus on but, considering it mirror’s the debut episode, it stands to reason that the Hawaii hang-gliding focus on the first episode of season two means extreme sports did well with USA Today’s VR audience. In addition, the episode will give viewers a look at a Goodyear blimp that will be retired after 50 years in service and elephant seals in a California state park.

To tune into these stories you can get the Google Play app, check the VRtually There YouTube channel, or view on USA Today’s VR webpage. This new season will run from today, May 9th, through July 2017.

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Visit North Korea’s Pyongyang in VR With SceneThere

Visit North Korea’s Pyongyang in VR With SceneThere

The utilization of media to expose users to other cultures is undergoing a bit of a minor renaissance currently.

“VR can create a feeling of presence,” says co-founder and CEO of SceneThere Marcus Olsson, in a prepared statement. “But until now the viewer has never been able to move around and explore the topic at hand. Our platform moves beyond that and allows viewers to walk around the city themselves.”

The platform he speaks of is one that transports users to Pyongyang, North Korea, a place that is especially inaccessible to tourists at current times. The experience is narrated by an expert on the area, features a wealth of perspectives to view the capital from, and is giving users a rare opportunity to form their own opinion on the polarizing country.

“We wanted to show how our VR  platform can transcend borders and let you move around and experience a country or a topic first hand,” says Olsson. “I’d initially been invited to North Korea to speak about entrepreneurship and, because of that, I could film situations with my 360 camera that I wouldn’t have been able to do as a journalist.”

Olsson took full advantage of the opportunity, filming from 57 different positions along 10 locations in Pyongyang. SceneThere has only been around since 2016, but they leaped headfirst into impactful experiences. Previously, they gave users an informative look into the living conditions of a Brazilian favela and they’re tapping a specific talent to make this North Korean experience educational as well.

Andray Abrahamian is the executive director of Choson Exchange, a non-profit with the mission of educating entrepreneurial North Koreans in business practices via workshops, mentorships, and more. His work has made him an expert in Northeast Asian relations and the political economy of Korea, making him an invaluable source of information that is made available to anyone that uses SceneThere’s journey around Pyongyang. He narrates your time within the virtual space and gives insight into not only the landmarks but the traditions of the country.

This serves as just one example in the growing collection of ways VR and 360-degree media can take us into places we possibly wouldn’t be able to experience otherwise. You can download the experience for Gear VR or use the web viewer on SceneThere’s website.

 

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Watch Original 360-Degree Content On Digital Domain’s New App

Watch Original 360-Degree Content On Digital Domain’s New App

Yesterday Digital Domain unveiled a 360-degree camera and production toolset that will better equip creators for VR broadcasting and publishing. Today they’re putting the content itself at the forefront, announcing a new application that will collect both Digital Domain’s original creations and their live-broadcasted events. Their growing collection of in-house produced content and experiences from partners warrants the new application, available today.

“In 2016 we saw significant advances in devices for virtual reality experiences,” said Amit Chopra, the Executive Director and CEO of North America at Digital Domain, in the press release for the announcement. “From mobile phones to room-scale VR systems, there are more ways than ever to explore virtual reality. However, there’s now a tremendous demand for new and engaging VR content for the audiences using those devices. At Digital Domain, we’re leveraging our visual effects artistry and technology to produce VR storytelling experiences that inspire audiences. Our new app is our platform for sharing our live streamed and curated VR experiences with the world.”

This new application bridges the gap between Digital Domain and their audience, simplifying the experience and bringing it to all the major VR devices. Many similar apps spring up from different production and creative groups, so how does this one differ?

“The Digital Domain app is about premium content, including both live streaming events and episodic content. It is unique in the market from that perspective,” says Vice President of VR Platform and Apps for Digital Domain Dhruv Gupta, whom we reached out to via email. “You will also see innovations in the type of content we offer, beyond just passive video. It is serialized content that will drive consumers to come back to their VR devices again and again. If VR is to displace the television, it will be serialized content that makes it happen, and we will continue to release new episodic series throughout 2017.”

The need for serialized content is a popular sentiment in VR right now. It also helps that the premium content gets tons of views and Gupta shared with us that they’ve achieved that milestone with Gorilla Doctors and World Surf League content among others.

You can check it all out for yourself right now as the app was released for free today and already includes a solid collection of content including the trailer for their original series Monkey King, which is slated to release this quarter. Download it for iOS, Android, and Gear VR.

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