Watch Tilt Brush Tuesdays: Livestreaming 3D Art Creation with Character Artist Steve Teeps

Watch Tilt Brush Tuesdays: Livestreaming 3D Art Creation with Character Artist Steve Teeps

This week we’re back with another Tilt Brush Tuesday livestream on Twitch. Starting today, March 21st, at 5PM Pacific, we’ll be going live with Upload’s Video Producer, Az Balabanian, who will be joined by VR artist and filmmaker Danny Bittman, as well as character and 3D artist Steve Teeps.

Here is some of his past work, both in and outside of Tilt Brush:

Tilt Brush is about so much more than simple portraits or demoing VR to people for the first time — it’s also capable of producing some incredible works of art. Take a quick look at some fun we’ve had on livestreams in the past here, or at the GIF below:

Facebook Livestreaming From Gear VR Arrives In Latest Oculus Update

Facebook Livestreaming From Gear VR Arrives In Latest Oculus Update

Virtual reality can create an amazing personal experience but the difficulty has always been sharing that experience with other people. Unsurprisingly, social giant and Oculus owner Facebook is leading the charge for new social VR sharing options including direct livestreaming to Facebook from a Samsung Gear VR.

According to a blog post published today on the official Oculus website:

We want to make it easy to share memorable virtual moments with your friends and family on Facebook. Today, we’re beginning to roll out Facebook Livestreaming—direct from Gear VR.

Whether you want to share the suspense of Face Your Fears or show off your sorcery skills in Wands, you can take your friends along for the ride. Just select the ‘Livestream to Facebook’ button from the Universal Menu when you’re in VR, and you’ll instantly start livestreaming to your friends on Facebook.

As the above video demonstrates, Livestream to Facebook for Gear VR will push out an up-to-the-minute first-person view of your VR experience. It will also capture your voice and add that to the stream as well. It’s important to note, however, that currently this feature is only available to those “with a Gear outside the US,” although it will be “coming soon to everyone with the latest version of Android on their Samsung phone in the coming weeks.”

This represents the most significant marriage of services yet between Oculus and Facebook. The two companies, whiled linked financially, have never crossed over too aggressively in practical ways. Facebook has big plans to make VR a social play and Oculus is their front line for all thing immersive. It will be interesting to watch as more shared Facebook features and integrations like this pop up on Oculus platforms as the years go by.

In addition to the livestreaming, today Oculus is also announcing a new version of Rooms (1.2) that includes spherical shared 360 video domes. These domes can be placed among you and your virtual cohorts so that “friends in other areas of the Room can get a glimpse of the fun.”

Oculus Events arrives today as well and is making easier to find and interact with your friends inside your Gear VR. With Oculus Events you can “find public events and interact with others in Gear VR. You’ll find highlighted events showcased in Oculus Home, and you can check out a full roster of Oculus Events in the dedicated Events tab.”

Finally, Oculus Voice will be made available for English speaking customers only today on both Rift and Gear VR. Oculus Voice allows “voice searches from Oculus Home to intuitively navigate games, apps, and experiences.”

Oculus is working to expand voice and make even more commands possible, like inviting friends to join you in an experience.

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Summit Tech Announce Launch of VR/AR Video Calling and Live Streaming

Summit Tech have announced a new product called VRCalling, which allows users of devices such as the Oculus Rift, HTC Vive and Gear VR to share their experience with anyone who has a compatible smartphone.

The product uses Rich Communications Technology (RCS), which is already being used by some Mobile Carriers for enhancing messaging and calls with apps like joyn, Message+ and Advanced Messaging.

Summit Tech are using the RCS technology to link smartphones and VR headsets together for a range of experiences such as:

  • Immersive live-streaming entertainment by connecting to 360° streams from sporting events or music concerts.
  • Immersive meetings/training that bridge the divide between telepresence sessions and physical attendance.
  • Immersive edutainment – students can explore educational locations like museums, galleries and observatories and interact with students in distant locations through overlaid video calling and group chat.

Alido Di Giovanni, President of Summit, commented: “We want to empower operators to rapidly launch VR/AR services and secure new revenue streams. To facilitate carriers in piloting RCS VR, we are also demonstrating a white-label IMS cloud service.”

VRFocus will bring you further information on VRCalling once it becomes available.

RCS Virtual Reality and Augmented Reality Calling

NFL Director of Media Strategy Says Football in VR Is “Very Reliant On The Mobile Phone Industry”

NFL Director of Media Strategy Says Football in VR Is “Very Reliant On The Mobile Phone Industry”

Sporting events have been some of the highest profile paths into the hands of casual VR and 360-media adopters. As a result, significant partnerships with the NBA, NCAA, NFL, and others have sprouted up from interest in the platforms. While some have leaped in headfirst, the NFL is a bit more hesitant and only has documentary style and highlight packages available in the 360-degree format.

Digital Trends spoke with the NFL’s Director of Media Strategy and Business Development, William Deng, along with representatives for Voke and NextVR, about current pitfalls of live streaming, what we could see in the future, and the hesitation to fully integrate with VR.

While PC-based VR headsets provide the high-quality visual experiences that sporting events need, those options are far from being the most accessible and that’s something the NFL understands. Thus, mobile headsets are the main focus for live-streaming with Deng even going so far as to say NFL’s investment in VR is “heavily reliant on the mobile phone industry”. Unfortunately, the picture these headsets produce is a concern for Deng. “When I’m in the headset and I’m watching content or a highlight on the other side of the field, can I actually see what’s happening? Resolution today limits that ability,” he says. Jayaram of Voke also noted that, while they can capture 4K content, not many smart phones are equipped with 4K displays. When it comes to future improvements, NextVR co-founder Dave Cole points out that new panels and the Snapdragon 835 mobile chipset in Japan would be beneficial. “You won’t be able to build a bad Android VR phone, because all of the components supply will be specific to making a great VR device,” he says.

While the limitations of the mobile platform is an important obstacle, it’s not the only one. In 360-degree video, content creators have found ways to direct the users eyes in the right direction with smart structure and clever design. With live events, producers don’t have that luxury. “What’s the right balance between giving our viewers the flexibility to take advantage of this medium, and be able to access this game from different vantage points, but at the same time making sure the story-line around the game is still coming through,” Deng asks.

He also asks how one would make sure users are focusing in on where the action is happening on the field, which seems like a strange concern when the answer lies right inside football stadiums. While in attendance at a big game, even when sitting a good bit away from the action, fans that want a focused look on the action have massive screens they can look at in addition to the live action. If you want precision of live broadcasts in a live 360-degree stream, why not overlay footage from the static cameras with the free flowing 360 cameras? When it comes to a story-line, fans can enjoy the event and seek out more structured content immediately post-game just like with traditional viewing.

Replicating the ambiance and excitement of live sporting events is another element the NFL, NextVR, and Voke want to perfect and, as the technology grows, end-to-end solutions should become more possible. Despite the setbacks, the NFL seems to be invested.

“I think that we’re seeing the NFL recognizing that VR is going to be a significant part of their digital subscription media strategy,” Cole elaborates. “They’ve basically said that with the tests they’ve done and the work they’ve done with us.” Maybe a major mobile leap in capability happens in 2017 that inspires NFL to  speed up their integration, but we’ll all have to wait and see for now.

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