ARKit AR-Enabled Dance Practice (Video)

A simple, smart application of AR to learn how to do something we personally have had no hope of learning through any other mechanism thus far.

This particular effort uses Apple's ARKit, and so far at least, it looks promising. Though they could go ahead and just add an option for two left feet for us.

Read more here.

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Gorillaz App Wins Cannes 2017 Gold Lion with VR, AR Experiences (Video)

Gotta love this app. Though as far as this recap video goes, I'm not sure what's better: The app's performance, or the voice talent's accent. Kudos to all involved.

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'Ghostbusters' Hyper-Reality Gameplay from THE VOID Looks Hyper-Cool (Video)

 

It's hard not to get amp'd over this trailer for the "Ghostbusters: Dimension" AR game.

I can't tell how much of this is just video or actual game play, but if it's anything like this promo fro THE VOID and Sony Pictures, this game looks hyper-righteous.

It's important to understand that THE VOID develops experiences at specific venues, versus video games for home.

This is a critical difference, since the experience can be controlled within a locked environment. As the New York Times reported a couple weeks ago, THE VOID has also developed a vest that provides smells and haptic feedback within game play.

It also makes up for the lack of interest consumers seem to have over buying AR & VR gaming equipment for home.

It is interesting how Wired ad the NYT call this VR; from this video at least, it appears to be AR-based, which helps explain how people move about without the disorientation that comes with VR goggles.

THE VOID, of course calls it "hyper reality."

We'll go with that, just so long as it's as fun as it looks.


Headset Removal: Google Research Gives You Your Face Back in VR

Hungering for a little face time while in virtual reality?

Here are some fun, but currently impractical, ways to let others see what you're experiencing in virtual reality—and even see your face.

Think green screen and 3D scans. You won't bother to try this at home, folks. But someday...

Read more, here.

 


'Field Trip to Mars' Features Goggle-Free, VR-Enabled School Bus (Video)

 


After winning a Cannes Lion last summer, word's out that Lockheed Martin's 'Field Trip to Mars' is up for Creativity's A-List Awards. Well worth taking for a spin.


Honda's 'Candy Cane Lane' VR Experience Brings Some Holiday Magic to Sick Kids (Video)

 


This little piece of Christmas spirit is from RBA. For every "Like" this video gets on Facebook, Honda will donate $1 to CHOC Children's and the PEdiatric Brain Tumor Foundation, up to $100,00. Well done by all.


'Let's Be Evil' Trailer: Tech Gone Bad? (Video)

 

Another day, another dystopian vision for a future, this time from the POV of "Glassholes."

Get the inside scoop, here.

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Excedrin Uses VR to Show What a Migraine Feels Like (Video)

 

Yup, sounds about right. The idea here is to help those who don't get migraines to understand what those of us who do experience (minus the actual pain part).

Call it VRetched. Or maybe just Virtual Hell. By whatever name, it's an interesting way for the pain relief brand to use virtual reality to drive home the problem it aims to solve.

Now show me how fast Excedrin can make it all go away, and then you'll really have something.

Read more here.

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The Rise of Feature-Length VR/AR Movies: Q&A with Omelet's Steven Amato

Steven Amato Headshot Ready for full-length augmented reality and virtual reality movies?

In recent weeks I've been thinking a lot about what we are currently calling VR—namely branded entertainment intitiatives such MINI USA's ambitious cinematic shorts "Backwater" and "Real Memories," AT&T's "It Can Wait" and Target's "How on Hallow Hill."

As I point out in a recent conversation with Charlie Kraus of Limelight networks, there's just one problem: None of these are actually VR. They're 360-degree videos.

True VR is (or will be) far immersive because these videos, while incredibly cool, are missing one key element: interactivity.

I'm not talking visual navigation. I'm talking about the ability to pick up an object. Crouch low or jump high. The ability to move in relation to the virtual environment.

True VR is more like a first-person video game, whether the environment is photo/video-realistic or clearly fantastical, as with video games.

While this current wave of "VR" is an important step in that direction, it's critical that we don't lose sight of the "Holodeck"-like vision on which VR is based.

The evolution of VR will bring us 360-movies and eventually, truly interactive VR—or even better, AR or "mixed reality," that brings fictitious dramas to life within real world environments—for the ultimate movie-going experience.

Dawn of Awesomeness

As blockbuster movie fans (myself included) gear up for this week's 3D IMAX release of "Batman vs. Superman: Dawn of Justice," I found myself thinking about a conversation I had a while back with Steven Amato, co-founder of Omelet LA.

In this short clip (from a source interview for my book,  THE ON-DEMAND BRAND), I ask Amato about the future of feature-length mixed reality experiences, and what it could also mean for brands using VR/AR to develop branded content in a world where you might not just sit inside that MINI in "Backwater"—but actually drive it. And where you don't just watch Batman & Superman clash with each other and their villains—you join them.

CLICK HERE TO LISTEN: OMELET'S STEVEN AMATO ON THE FUTURE OF FEATURE-LENGTHY 'MIXED REALITY' MOVIES

(Approx: 1:50 sec)

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