Tuesday, August 29, 2017

GOOGLE ARCORE GIVES ANDROID USERS AUGMENTED REALITY WITHOUT TANGO

https://www.theverge.com/2017/8/29/16219696/google-arcore-augmented-reality-platform-announce-release-pixel-samsung

GOOGLE ARCORE GIVES ANDROID USERS AUGMENTED REALITY WITHOUT TANGO

Last week in San Francisco, Google showed me an app called OzOz is a kind of augmented reality picture book: it places animated characters from The Wizard of Oz into the physical world, as viewed through a smartphone camera. I’d tried it a few months earlier at Google I/O, running on the Tango AR platform, and the content hadn’t changed. But the experience was far more interesting — because for the first time, it could run on a phone that I use every day.
This version of Oz was built on a system called ARCore, which debuts today as a limited preview. As its name suggests, ARCore is Android’s equivalent to Apple ARKit: a baked-in augmented reality platform for developers. Where Tango’s custom hardware requirements have left it languishing on mediocre smartphones, ARCore is less powerful but more accessible. It’s launching on the year-old Google Pixel and Samsung Galaxy S8 phones, supported by Android 7.0 Nougat as well as its recently released successor Android Oreo. An official launch is loosely planned for this winter, when Google promises ARCore will work with 100 million existing and upcoming devices.
Google is under obvious pressure to compete with Apple’s lightweight version of AR, which has produced a small wave of clever experiments since its announcement in June. But the company’s head of augmented and virtual reality, Clay Bavor, describes ARCore as an intentional long-term outgrowth of Tango. “Our approach with Tango was to un-constrain ourselves,” Bavor says. “That really let us learn a lot, figure out what the use cases are, and push forward the technology — out ahead of what would have been possible with standard smartphone hardware.” Google released a couple of consumer products with Tango, but they’ve had little mainstream appeal. Meanwhile, he says, Google was taking key pieces and adapting them for ordinary phones, where they could work without Tango’s two extra cameras.
Now that Google considers ARCore good enough for a wide release, Tango-branded devices — like the Asus ZenFone AR that came out just a few weeks ago — seem to be a thing of the past. “I think Tango fades into the background as more an enabling technology that kind of works behind the scenes,” says Bavor. It’s not technically dead; Google will supposedly keep pushing for new and better cameras based on Tango tech, like a depth sensor. But these would be added to phones as an element of ARCore, not a discrete feature.
As Google describes it, ARCore has three basic components. The first is motion tracking, which estimates a phone’s relative location based on internal sensors and video footage — so you can pin objects in one place and walk around them. The second is environmental understanding, which uses the camera to detect flat surfaces. The third is light estimation, which helps virtual props cast accurate shadows and otherwise fit in with their surroundings. Google is also showcasing a few semi-interactive tricks. In a simple demo app, you can set a little Android mascot down in a virtual forest, where it’ll wave when you hold your phone to its face. And in Oz, the Cowardly Lion jumps in fear if you turn the lights out.
These are the same kind of capabilities you’ll find in Apple’s ARKit, and I haven’t spent enough time with either platform to rigorously compare their quality. But my controlled demo at Google’s offices was one of the best experiences I’ve had with phone-based AR. Objects didn’t jitter when I walked around them, the way I’ve seen even some official ARKit demos do. Props were surprisingly good at popping back into place when I turned the camera away or covered it up, although they couldn’t recover when I lowered the phone and strolled around the conference room.
Android developers can make augmented reality apps without ARCore, just like iOS developers can do without ARKit, and Google isn’t building for every possible use case. ARCore focuses on detecting planes, not human bodies or facial features, although characters in Oz do respond when the camera sees a face. But Bavor promises that for basic AR tracking, Google has optimized ARCore’s performance more than an outside developer could do. “The level of quality, the capability, the things it can do, I think will be several levels above the other solutions out there.”
Photo by Nikhil Chandhok / Google
Google is also trying to make it easy to build for ARCore. Experienced developers can use Java/OpenGL, Unity, and Unreal, and people who are new to 3D design can export ARCore objects from Google’s Tilt Brush VR painting app, or the VR modeling tool Blocks, which Google launched last month. Google is also releasing two experimental, AR-focused builds of Chromium: an Android-based web browser using ARCore, and an iOS-based one based on Apple’s ARKit. I used the Android browser to test a limited version of shopping site Wayfair’s furniture preview tool, which exists as a dedicated app for Tango. It wasn’t quick to load, but once it did, it worked about as smoothly as the app-based equivalent.
Not all Tango tools adapt so well to ARCore. One app called Constructor, for example, relies on Tango’s dedicated infrared depth-sensing camera to create detailed 3D meshes. “The environment understanding, as good as it is, is really kind of detecting surfaces to place things on, as opposed to the full 3D structures,” says Bavor. ARCore also has to estimate scale based on the camera feed, while Tango directly measures distance. Things like Wayfair’s furniture previews might be less accurate as a result, although AR director of product Nikhil Chandhok says that “for all the apps that we think that users want,” the difference is negligible.
ARCore Oz
What do users want? After three years, Tango developers have found some fun and interesting things to do with AR. Bavor says that people “light up” when they place impossible objects into the world, and interior design apps seem like a natural fit. On ARCore, someone even hacked together an app for Google’s complicated espresso machine — if you hold up your phone, you’ll see instructions like “Put your grounds here” or “Don’t touch this piece, it’s hot” overlaid on the camera image.
But the best AR apps might not emerge until other Google products advance, too. Combined with more accurate mapping data, Bavor says, ARCore could let your phone point out specific buildings or street corners. He also brings up Google’s recently announced “visual positioning service,” which is supposed to pinpoint indoor locations within a few centimeters. With VPS, you could conjure an AR prop and come back to it much later, or even leave it for someone else to find.
Google’s augmented reality program could also intersect with its push for visual search. One of the ARCore team’s members is Jon Wiley, formerly the lead designer of Google Search. Now the company’s director of immersive design, he thinks combining ARCore with a visual search tool like Google Lens could pull human-computer interaction more toward the “human” side of the spectrum. If smartphones are going to follow our thought processes and not the other way around, they need to see the world like we do, Wiley says. “Getting the phone and getting the real world to line up is an incredible technical challenge, but it also offers the opportunity to have a much more intuitive interface.”
For an example of how this might work, imagine searching for instructions — say, a guide to that complicated espresso machine — by showing Google a picture of the object. Visual search could identify it automatically, and augmented reality could offer an overlay of instructions, instead of a link to a YouTube video or written manual. “We're working very closely with the Google Lens team, and I see ARCore as one of the many ingredients that will go into experiences like Lens,” says Bavor. “Not anything to announce on that right now, but let's just say we think ARCore is going to make all that stuff more interesting, more powerful, and more useful for people.”
None of this will be happening in the near future, and we shouldn’t assume too much yet about ARCore’s ultimate reach. Google says it’s working with Huawei, Asus, and LG, among other manufacturers, to reach its 100 million goal this winter. But the company promised a similar laundry list of partnerships for the Daydream VR platform, and several of those phone makers still haven’t delivered. That said, ARCore is in a better position than Daydream. It’s being released right away on the popular Galaxy S8, and you don’t need special accessories to use it. ARCore can also benefit from the work iOS developers have done with ARKit, if it’s easy enough to port their apps to Android.
For all the work Google has done on Tango, its biggest opportunity isn’t making Android the most “powerful” AR platform. It’s growing the entire AR space enough that people are constantly using it with services like Maps and Lens, regardless of operating system. “We're here to build great products that a lot of people use, and that likely means for those applications, being where the users are. And that includes iOS,” Bavor says. Augmented reality offers an entirely new way of looking at the world — and no matter what kind of window you’re looking through, Google is designing the tools to interpret what you see.
Update 12:30PM ET: Google tells us that ARCore will run on Pixel phones running Android Nougat, not just the newer Oreo.

Sunday, August 27, 2017

HTC might spin off Vive business or sell entire company

HTC might spin off Vive business or sell entire company

12

Nothing seems to be working

HTC has brought on an adviser as it explores several paths for the struggling company’s future, according to Bloomberg. One idea under consideration spinning off or selling the Vive virtual reality business. Earlier this week, HTC lowered the price of its Vive headset by $200 in an attempt to make the immersive VR device accessible to more consumers.
Another option for HTC, which Bloomberg reports to be significantly less likely, is a sale of the entire company. But finding a single buyer for all of HTC won’t be easy, which makes separating the Vive and smartphone sides of the business a bit more practical. HTC’s financial earnings continue to trend downward, though the company has managed to curtail operating losses in recent quarters.
HTC’s latest flagship smartphone, the U11, has earned strong reviews for its fast performance and excellent camera, but it lags behind the latest products from Samsung and LG in design. (The red color sure is nice, though.) It’s also only sold by one major US carrier, Sprint, which limits its exposure compared to rivals whose flagships can be found on several mobile providers. ComScore estimates HTC’s US marketshare to be a little over 2 percent. HTC’s last phone before that, the U Ultra, received negative reviews and was never sold by US carriers.
HTC’s latest flagship Android smartphone is the U11.
 Photo by Vlad Savov / The Verge
The Vive, however, has been a bright spot for HTC, recording sales of over 190,000 units in the first quarter according to IDC. A standalone version of the Vive is coming to China, and HTC has also been confirmed to be working on a standalone VR headset that will run Google’s virtual reality software.
But the phone business continues to flounder. With the U11 now on the market, HTC will next manufacture the Google Pixel 2, which is rumored to be announced on October 5th. Unlike last year, when HTC produced both Pixel smartphones, this time LG is believed to be handling the larger Pixel, which will have a more impressive display than the smaller model.

CALL FOR ARTISTS

WAC - WEB ART CENTER

NEWS LETTER #01-2017
August 26 2017

7TH PORTRAIT

Seven Portraits make the balance of 35 years of the artistic career of José Vieira.
Each portrait covers, more or less, a period of five years, corresponding, to an artistic stage. Each fase or period is a part of the evolution of the artistic carrear of the artist. In each image we see the artist handing an object, simbol of the artistic phase developed in.
The seven images will be held on line, at the Web Art center from September 1st to December 31 2017.

7th Portrait, by José Vieira
WAC - Web Art Center
September 1st - December 31 2017

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CALL FOR ARTISTS
THE WOMAN BODY SELFIE EXPERIENCE - Woman Body seen by herself

The female body has always been one of the most represented themes in art history, commonly by male artists.
Looking for a new look at this type of representation the WAC intends to develop a virtual project having as its theme the way the woman sees herself and how she relates to her own nudity.
Photographic or video projects based on artistic self-representation are intended.
As selection jury women artists or curators who have, in some way, this concern as the theme or interest in the same will be invited.

Forms of participation:

Photography - minimum size: 2000x1000 pxls, jpeg, 72 dpi.
Video - minimum settings: 1280x720 mpeg4, H264, time 1mn.

DEAD LINE: SEPTEMBER 23

The virtual exhibition will run in parallel with that of the Fonlad Festival
.

The Woman Bodie Self Experience
WAC - Web Art Center
October 1st - November 30 2017

Thursday, August 10, 2017

CALL FOR VOLUNTEERS - JUMP INTO VR FESTIVAL


CALL FOR VOLUNTEERS - JUMP INTO VR FESTIVAL

  •  to 
  • Jump Into the Light

    180D Orchard Street, New YorkNY (map)
  • PLEASE FILL OUT THE FORM BELOW if you are interested in volunteering during Jump Into VR Fest (SEPT 15-17, more info below). 

    https://goo.gl/forms/kwGOsuAAuX0HtXKo1
    Confirmed volunteers will gain full access to the 3 day festival (except VIP events). Our team will select and place volunteers based on experience level with VR gears and availabilities. However, please note that we are open to all experience levels and there will be volunteer training session in August 2017.
    Please feel free to ask any question in the comments section below.

    Thank you for your interest and see you soon in the metaverse! 

    About the VR Festival:

    New York City - NY - Jump Into VR Festival kicks off this year on Sept 15-17 in New York City’s Lower East Side. The inaugural festival will highlight the latest developments in the VR/XR (virtual reality/extended reality) ecosystem through a series of workshops and presentations with industry experts and thought leaders, as well as cutting edge VR art showcases and experimental performances.

    Jump Into VR Fest is an initiative of Jump Into the Light, VR Cinema & Playlab and realized in partnership with Littlstar (a leading global network for 360° videos) and Hotel Indigo Lower East Side. Over the course of three-days, Jump Into the Light’s Orchard Street venue will become a VR playground featuring room scale and multi-player arena VR/XR experiences (HTC Vive, Oculus, Hololens), demo booths, and a CAVE (Cave Automatic Virtual Environment). Next door, Hotel Indigo will be transformed into a VR gallery hosting cinematic VR experiences, presentations, and new media art installations.