Showing posts with label Virtual Reality. Show all posts
Showing posts with label Virtual Reality. Show all posts

Wednesday, September 2, 2009

Bobba scheduled for September launch

Ooops... found and saved this post as a draft, now can't remeber where i got it. Sorry, but thanks for this on a new virtual world for mobiles... one step close to a unified, 3D, virtual reality

Bobba scheduled for September launch

August 31, 2009

After successfully developing it’s three year wireless research project, Mini Friday (a successful mobile virtual world), Sulake - the parent company of Habbo - has confirmed that Bobba is scheduled to launch in September. Bobba is Sulake’s newest addition to it’s virtual worlds. Unlike Habbo, which runs on a computer, Bobba is a virtual world accessible from mobile devices. The mobile virtual world has some visual similarities to Habbo, but Bobba is targeting an older demographic of 16 years and older.

Bobba images

Mika Salmi, Sulake’s Chairman of the Board, told Reuters that the new world will be the first virtual world that can be accessed directly from the iPhone or iPod Touch, either via a wireless connection or an operator’s network. In another comment to Reuters, Sulake’s Chief Executive Timo Soininen said “Bobba is still very much in the early development phase … Our aim is to build a virtual world, which is virtually platform free — it can be accessed practically anywhere, with all kinds of devices.”

Bobba opened public testing earlier this year and can currently be accessed from mobile phones running the Nokia Symbian operating system. The virtual world currently has over 28,000 registered accounts.

More on the story can be found in this article.


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Thursday, August 20, 2009

A Second Chance for Second Life

My personal feeling is that virtual worlds are yet to have their real day in the sun. 3D web and mash-ups with AR are only a matter of time.... and bandwidth (please Australia, sort that out).

Thanks WSJ for this post.

Northrop, IBM Use Virtual World as Setting for Training, Employee Meetings

When American soldiers and police officers from across the U.S. want to learn how to operate Northrop Grumman Corp.'s Cutlass bomb disposal robot, they go to the military contractor's secure Space Park installation.

But they don't have to jump in a car or hop on a plane to get there. That's because Space Park exists only in cyberspace, or more specifically, in the computer-generated world called Second Life.

Virtual reality "is not a fly-by-night technology. It's not a passing fad," says Matt Furman, a Northrop Grumman software developer who helped build Space Park, where customers can spend hours training.

Launched in 2003, Second Life burst onto the scene as an escapist's three-dimensional domain where colorful avatars -- digital alter egos that users create -- could travel and socialize with other "residents." But it hasn't lived up to the early hype among consumers and marketers.

IBM Corp.

IBM is among the corporations that have used Second Life to create venues where employees can gather.

Second Life averages about one million monthly users, a small number compared with other online services like social-networking site Facebook Inc.

But Second Life is getting a renewed lease on life as a setting for trade shows, employee meetings and other corporate events for the likes of Northrop Grumman, Cigna Corp., Intel Corp. and Wells Fargo & Co.

Linden Research Inc., the San Francisco company behind Second Life, is targeting business users with new products and services, including a feature that will let users call into virtual meetings from their cellphones. It is also testing hardware that companies can plug into their computer networks to create private virtual venues.

Such uses are a departure from Second Life's initial corporate appeal. Initially Second Life attracted the likes of Nike Inc. and Coca-Cola Co., which saw the three-dimensional world as a digital marketing test bed.

Nissan Motor Co., for example, built a virtual vending machine that dispensed cars that avatars could test drive, or even fly. But interest began to wane, Nissan says, and it pulled out of Second Life last year. "There were a lot of things competing for our marketing dollars," a spokesman says.

The marketers are being replaced by corporations that are using Second Life to host virtual conferences for employees or business partners.

Few have jumped in as deeply as International Business Machines Corp. Last year, IBM hosted an annual gathering of its leading thinkers in Second Life. The October event would have otherwise been scaled back because of the recession.

The three-day event, which peaked at about 250 concurrent users, helped demonstrate the promise of virtual reality to many IBMers who were still doubtful, says Neil Katz, one of IBM's distinguished engineers.

"We turned hard skeptics into skeptics and skeptics into true believers," he says, noting the venues have since been used for other IBM events.

After creating an avatar, Second Life allows users to gather in a virtual setting and speak using headsets or chat through text messages. Users can also share documents, watch presentations or draw on a white board.

Companies that don't have the technical capabilities of IBM can hire a virtual conference organizer like Dan Parks, a real-life conference planner who has created Virtualis, a Second Life "island" on which he has built a giant dome, various exhibit halls, ballrooms, an outdoor entertainment center and even a yacht.

"Anything your mind can imagine, we can create in here," Mr. Parks says. For about $7,000, he will run a two-day conference for 75 people from around the world. A similar event in real life would cost about $150,000, he says.

No one expects virtual events to supplant real life. Conference planners say virtual meetings work well when the aim is to share knowledge or train people, but they fall short when networking is the goal.

"Companies that are moving to virtual meetings need to think through why they are doing so. Saving money can't be the only reason to do so," says Joan Eisenstodt, a meetings and hospitality consultant at Eisenstodt Associates LLC.

The appeal of virtual events has strengthened in the recession. Event planners say a growing number of companies are using Second Life, as well as rivals ActiveWorlds Inc. and Forterra Systems Inc., to cut costs. IBM says it saved about $350,000 by hosting its October conference in Second Life.

While Linden isn't focusing solely on the corporate market, it is taking steps to make Second Life more business friendly, says Linden CEO Mark Kingdon.

For example, the company recently created a site to introduce Second Life to business users and it is redesigning the "first hour experience" to make it easier for users to create accounts. Linden is also planning to launch a service allowing people to call into virtual meetings from their landlines or mobile phones.


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Thursday, July 16, 2009

Cross Reality: When Sensors Meet Virtual Reality

Food for thought on where the world is heading. Thanks Mashable

Written by Richard MacManus / July 14, 2009 12:00 AM / 3 Comments

During my recent visit to MIT in Boston I met with Joseph Paradiso, Associate Professor and Director of the Responsive Environments Group at MIT Media Laboratory. He showed me some demos of what his lab is up to, focusing mostly on what is termed "Cross Reality". This is when sensor/actuator networks meet online virtual worlds.

Paradiso co-authored a paper that has just been released in the July-September edition of the IEEE Pervasive Computing Magazine. The paper outlines and analyzes Cross Reality experiments done within Second Life, the most popular virtual world with 15 million current subscribers. In this post we'll give you a layman's overview of the paper, because we think this trend is important to the Web's future.

What is Cross Reality?

Cross Reality is about connecting "location-specific 3D animated constructs" in virtual worlds to in-building sensor installations.

The paper notes that "the convergence of shared 3D virtual worlds with popular web-based data sources to form a "Second Earth" has been broadly predicted." It's also been the topic of many a science fiction novel. So it's interesting to see the latest practical experiments in this "hyper reality."

It should be noted that there are already commercial applications. The paper points to IBM's visualization of datacenter operation and VRcontext's ProcessLife technology. The latter "uses high-fidelity 3D virtual replicas of real plants or factories to remotely browse and influence industrial processes in realtime."

Billowing Power Strips

In one of its projects, MIT created a cross reality environment called "ShadowLab," which is a Second Life map of the Media Lab's third floor animated by data collected from a network of 35 "smart, sensor-laden power strips" (a.k.a. PLUGs). MIT chose to use power strips "because they are already ubiquitous in offices and homes," plus they have power and can be connected to a network.


Virtual DataPond in the Virtual Atrium (left) and a real DataPond in the real Media Lab Atrium (right)

MIT added other features to the power strips via expansion boards - such as motion sensors, temperature sensors, and memory cards for local data logging.

Ubiquitous Sensor Portals

MIT has also created a whole portal network that maps sensors to virtual worlds, called the Ubiquitous Sensor Portal. There are 45 portals currently in the Media Lab, each one featuring a myriad of environmental sensors - such as motion, light and sound level, vibration, temperature, and humidity. They have a small touch-screen display and audio speaker, for user interaction.

The Portals also act as base stations for an 802.15.4 network inside the lab, "enabling wireless communication with a variety of wearable sensors." Each portal has an extension into Second Life, allowing people to visit the Media Lab virtually. This isn't just a one-way process either; as well as affecting virtual worlds, portal interactions can push virtual phenomena into the user's physical space.


Two views of the virtual extension of a Portal into Second Life; the first shows sensor data over time, the second streaming real-time audio/video into Second Life.

Mobile

MIT expects that handhelds and mobile devices will play an important role in future Cross Reality applications, "both as a source of data to animate their users' environments and avatars and as augmented reality terminals through which local sensor networks can be explored and programmed." The lab has already begun to experiment in this area, with a Star Trek-inspired device it calls a Tricorder (image to right) and a newer device called the "Ubicorder." Both devices provide a real time interface to sensor data.

MIT expects the mobile area of cross reality to expand rapidly "once smart phone Augmented Reality becomes better
established." ReadWriteWeb has been following this trend closely; read our recent Augmented Reality analysis here and here.

Conclusion

The projects of the Responsive Environments Group at MIT are enabling real world data, increasingly being provided by sensor/actuator networks, to be plugged into virtual and physical interfaces.

The group is still exploring both the technical and practical sides of this, so it's uncertain what it will lead to in the commercial world. But we're certain it will fuel future startup innovation in the coming year or two. Watch this space!


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Tuesday, July 7, 2009

Augemented reality

OK... i've been totally slack and not posted a damn thing for ages, apart from those annoying delicious links which are mostly of use to me, but anyway, trying to get back on track now.

Starting with a nice little, practical summary of AR that our Interactive CD, Fred Hass wrote:

Technologies

There are two main ways to achieve Augmented Reality in a browser.

1: Total Immersion:This French company has been the leader in the Augmented Reality field for commercial use. If you are after the best quality 3D this is the one to go with.
Pros: Higher quality 3D
Cons: Costly licence fee, no community, single vendor, custom code language, large file size, new plugin required
Links: Official Site

2: Flash: Can be integrated into any flash site and works with Flash 8+
Pros: No plugin, small file size, open source, community, flash is a common skill
Cons: Lower quality 3D
Links: FLART

There is also various other technologies which could be used but all have limited web capabilities.

Many universities have Augmented Reality research labs and I think we'll start to see this technology get more mature over the next few years as commercial applications for it start to materialize.

EXAMPLES

Living Sasquatch - Papervision - Augmented Reality
http://vimeo.com/4233057?pg=embed&sec=

Mini Augmented Reality
http://www.youtube.com/watch?v=HTYeuo6pIjY&feature=player_embedded

Doritos Sweet Chili
http://www.youtube.com/watch?v=tJ_4tYUIQ8Y

Eminem Augmented Reality Screencast
http://vimeo.com/4666030

Assassins Creed 2 Teaser
http://www.youtube.com/watch?v=ky7unZQl5nc&feature=player_embedded

Augmented Reality Mobile Game: Catapult
http://www.youtube.com/watch?v=Lfp8id6bpDU&feature=player_embedded

Augmented Reality Snow Flakes
http://vimeo.com/2577927

Augmented Reality Toys.v2
http://vimeo.com/3853814


More Reading

I got most of the examples and more info from the following sites/articles.
http://en.wikipedia.org/wiki/Augmented_reality
http://www.notcot.org/tag/augmented%20reality/
Yotube Search
http://replicatorinc.com/blog/2009/04/augmented-reality-going-mainstream/
http://blog.zeusdidit.com/web-design/augmented-reality-campaign
http://www.nickburcher.com/2009/05/augmented-reality-5-more-examples-of.html
http://adverlab.blogspot.com/2009/05/augmented-reality-microsites-first.html
http://www.adverblog.com/archives/003689.htm
http://www.basderks.nl/blog/?p=118
http://www.regalatucorazon.cl/
http://www.squidder.com/

There are also two blogs dedicated to AR which have even more examples

http://augmentedblog.wordpress.com/
http://www.augmentedplanet.com/