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Posts Tagged ‘Reality’

Heavenly Vaults: Virtual Reality Ceiling Installation in a Gothic Cathedral

13 Oct

[ By SA Rogers in Art & Installation & Sound. ]

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The ceilings of Paris’ Saint Eustache Church are once again alive and flickering with a surreal display of abstract imagery as artist Miguel Chevalier projects ‘Voûtes Célestes’ onto its vaults, nave and transepts. Installed for the annual Nuit Blanche (All-Nighter) event, the live light show flashes, ripples and glows along to musical improvisations by the church’s organist, envisioning imaginary sky charts created by Chevalier in real time.

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Blankets of stars and other celestial bodies glimmer in the dark, transected by neon lines in green, red and yellow that crackle light lightning and ripple as if being blown by wind. The lights interact with the architecture of the church, blurring its actual form and creating trompe l’oeil effects. At times, the entire ceiling seems to disappear, putting on display an imaginary sky full of colorful lights.

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“These suspended universes accentuate one’s impression of the monument’s loftiness and lightness,” says Chevalier. “Visitors are invited to stroll around, to sit in the pews, and to lift up their eyes toward the heavens. These digital constellation of pixels immerse visitors in an atmosphere bathed in light while opening unto infinity.”

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“The installation releases radiant energy into this space of plentitude. Amplified by Saint Eustache’s organ music, the installation induces a spiritual and contemplative feeling of elevation. Light, color and movement create a poetics of matter and elaborate a new aesthetics of virtuality.”

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[ By SA Rogers in Art & Installation & Sound. ]

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Brutalist Reality: Tower Blocks Can Be Dystopia For Real-Life Residents

20 Sep

[ By SA Rogers in Architecture & Cities & Urbanism. ]

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Architecture enthusiasts might love the cold, harsh lines of Brutalist buildings, but for the people who actually live in the iconic London tower blocks and other modernist complexes for low-income residents, they can be – well – brutal. News that the tower blocks of Thamesmead in the city’s southeast quadrant are due for a pricey facelift drew a backlash from many Brutalist admirers, but it’s important to face the fact that these estates are far from the utopias they were promoted to be back in the ‘60s and ‘70s.

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For many of us, the stark, institutional qualities of Brutalist architecture are part of the appeal. It’s where it gets its name, after all. But the same endless planes of uninterrupted concrete, stilted proportions and labyrinthine layouts that make for a visually interesting museum, monument or even a luxury residence for a well-to-do enthusiast don’t necessarily translate well to low-income apartments. In these environments – as exploited in the recent film High-Rise starring Tom Hiddleston – the gloom of the architecture itself can become oppressive, especially when it’s not properly cared-for.

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In a recent editorial at The Guardian, Rhiannon Lucy Cosslet notes that the dream of modern “concrete utopias” for working-class people broke down quickly once people were actually living in complexes like the Alexandra Road Estate, the Barbican, Trellick Tower and Balfron Tower.

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“The lifts broke down, the stairwells were awash in urine, there was poor lighting and scant green or communal space. A visitor to the Holly Street estate in east London, quoted by Dominic Sandbrook in State of Emergency, wrote of ‘dark passages, blind alleys, gloomy staircases,’ corridors that were a ‘thieve’s highway’ and people who would ‘stick to the lit areas and walk hurriedly.’ No kind of paradise, in other words, and hardly embodying the social progressivism claimed by postwar city planners.”

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But even beyond these issues, which could arguably be ascribed to just about any poorly managed low-income housing, are the sci-fi aesthetics when rendered all too real by daily life within. French photographer Laurent Kronental spent four years capturing the ‘grand ensembles’ housing projects in Paris, which are largely occupied by elderly residents, finding a fascinating juxtaposition of that crumbling modernist utopia and its marginalized occupants (top five images). “There is an unsettling paradox of life and void,” he says.

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Could a middle ground be found with better planning, or converting some of the structures to new uses? It seems possible, but so far developers have been brutal (sorry) in flushing out existing residents to transform structures like Trellick Tower and Balfron Tower to posh residences for higher-income buyers. Both are set to become luxury housing developments, thereby eliminating the egalitarian intentions of their creators, rather than making them more livable for a broader swath of the population.

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[ By SA Rogers in Architecture & Cities & Urbanism. ]

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Getty Images launches ‘Virtual Reality Group’, adds 12,000 360° images

10 Jun

Getty Images has announced the launch of the Getty Images Virtual Reality Group – a new business division ‘dedicated to the creation and global distribution’ of VR content. At launch, the new group offers a library of more than 12,000 360-degree VR images, as well as ultra high-resolution ‘Gigapixel’ imagery from major events. 

Getty Images has announced the creation of a dedicated Virtual Reality Group, which will offer more than 12,000 360-degree and ‘Gigapixel’ images at launch.

According to Dawn Airey, CEO of Getty Images: ‘The technology is still in its infancy – as are the business models addressing how to use it – but […] we are only on the cusp of what will be a tectonic plate shift in VR’.

Although Getty Images started adding VR and Gigapixel imagery to its collection several years ago, the launch of a dedicated business division is the latest sign that the photography industry is taking VR very seriously indeed. What do you think? Let us know. 


Press Release:

The launch of the Getty Images Virtual Reality Group brings high quality VR and 360 content to everyone, satisfying the growing appetite for immersive content

Getty Images, the world leader in visual communication, has today announced the launch of the Getty Images Virtual Reality Group, a new business dedicated to the creation and global distribution of virtual reality (VR) content.

The Getty Images Virtual Reality Group brings the very latest in photographic and video technology together with Getty Images’ 21 years of experience in visual storytelling, to offer exceptional content for existing and future VR platforms. The Group provides a comprehensive offering of over 12,000 premium 360 images with new content added daily, as well as high res gigapixel content from key events and venues. High quality VR production is also being offered through Getty Images Assignments.

Quick to adapt to new image technologies, Getty images began building its collection of 360 and gigapixel imagery four years ago, pioneering the use of these techniques in its role as the Official Photographic Agency for the International Olympic Committee at the 2012 London Olympics. Fast track to today, and every Getty Images photographer at the upcoming Rio Olympic Games, will be equipped with a 360 camera. This is just one example of how Getty Images is utilizing its expertise, its access to over 130,000 annual news, sport and entertainment events and its unique relationships to generate high-end VR content, and feed the growing demand for a more immersive visual experience.

“The technology is still in its infancy – as are the business models addressing how to use it – but we can expect to see VR become a leading tool for visual storytelling. It is anticipated that over 14 million consoles will sell this year alone (TrendForce), and we are only on the cusp of what will be a tectonic plate shift in VR” said Dawn Airey, Chief Executive Officer of Getty Images.

Airey continues: “With the launch of the Getty Images Virtual Reality Group, we are embedding VR content technologies into the core of our business and ensuring that, as use of VR continues to grow, its users are further enhancing their experience with access to the world’s best imagery.”

“The diverse range of 360 degree content that we produce – from the red carpet to the stadiums of the world’s biggest sporting events and the frontline of conflict – allows people to access information and experiences that were previously off limits,” said Hugh Pinney, Vice President of Editorial Content at Getty Images. “Virtual Reality is completely transforming the way we view and experience world events.”

The Group will continue to build on Getty Images existing VR content offering, which includes 360 content captured by its award-winning news, sport and entertainment photographers as well as geo-located, interactive panoramic images from its content partner 360cities.net.

Last month, Getty Images and Google announced their latest partnership, which sees Getty Images supplying hi-res VR content from current events around the world for Google Expeditions. Getty Images partnered with Oculus Rift in June 2015 to make its 360 imagery available for users of the Oculus platform via its 360° View by Getty Images collection.

For more information, visit http://wherewestand.gettyimages.com/virtualrealitygroup.

Articles: Digital Photography Review (dpreview.com)

 
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Virtual Reality: It’s not just for gamers anymore

31 May
The Nokia OZO is a state of the art VR camera.

Virtual reality, or VR, has the potential to redefine the way we interact with images, including still images, movies, and other forms of visual storytelling. It’s already being adopted by major news organizations to take you deeper into stories, Hollywood studios that want to generate more immersive entertainment, and content creators who want to share experiences that don’t work as effectively on a flat screen.

VR is still at a stage where it’s mostly of interest to early adopters, but it’s an exciting time to get involved with this new medium. In particular, it’s great time for photographers and filmmakers to start thinking about VR as this technology will likely impact the way we share our work, tell stories, and even remain competitive in business over the next several years.

Timing is everything

My first VR experience came many years ago when a technology incubator next to the molecular biology lab where I worked asked for volunteers to test a new ‘human interface technology.’ I found myself standing in a room full of computers, wearing a large headset with wires hanging out, and with something that looked like a hockey glove on my hand. A nerdy grad student was on hand to guide me through a virtual world.

The graphics in this world consisted of nothing more than rooms full of poorly shaded spheres, cubes, and cylinders. There was no illusion of reality, but I could navigate through doors and wonder around. I later discovered that the grad student was actually from the psychology department and that I was, for all intents and purposes, a lab rat trying to find my cheese in a virtual maze. The grad student never revealed whether I did a better job of navigating the maze than the real rat, but the VR experience stuck in my mind. My gut told me it had potential.

“I was, for all intents and purposes, a lab rat trying to find my cheese in a virtual maze…”

As Mark Banas’ recent article discusses, and as my own ersatz rat experience confirms, VR has been around for a while and has even enjoyed some success, particularly in the gaming world. However, the technology behind VR may finally be sophisticated enough to give it a fighting chance of being useful to a wider audience, particularly photographers and filmmakers. When I discuss VR in this article I’ll be specifically referring to VR in this context – for photographers, filmmakers, and also visual storytellers.

I’m not a hard core computer gamer or a rabid VR enthusiast; it’s likely that some of you reading this article know a lot more about VR than I do. However, I suspect I’m fairly representative of the typical photographer/filmmaker who’s followed VR from afar with a healthy bit of skepticism, waiting for someone to make a convincing argument that VR is relevant to me.

VR has enjoyed some success in the gaming world, but as a visual storyteller I’ve been waiting for someone to demonstrate how VR is relevant to me.

That’s not to say that I haven’t experimented with VR, it’s just that until recently it never seemed terribly compelling to me as a content creator. Almost every VR experience I tried boiled down the same basic formula:

  1. Videographer places a VR camera in an iconic location and captures video from a single spot.
  2. Viewer puts on a headset and watches video until he or she gets bored.

At this point it seems like I’ve (virtually) stood around a lot of places: the pyramids of Egypt, next to the Eiffel Tower, Machu Picchu… you get the idea. But the key words are ‘stood around’. The experience can be interesting at first, but after about 30 seconds you’ve spun in a circle, looked up and down, and pretty much seen all there is to see.

But that’s not what you do when you go to one of these places, in real life. You want to explore, to learn something, to understand the story of the people or the place that you’re visiting.

Viewing an iconic place, such as Machu Picchu, using VR can be interesting. However, unless you show your audience something unique, help them understand the place, or immerse them in a compelling experience, they will quickly lose interest.

Virtual Experiences

For VR to gain any type of traction it needs to go beyond this ‘stand there and look around’ model – and, fortunately, it has. This was particularly noticeable at the NAB trade show in April where VR technology appeared to be everywhere. There was even a Virtual and Augmented Reality Pavilion that served as a hub for numerous VR companies, including makers of capture devices, display systems, and even content creators.

My personal VR epiphany occurred at a technology showcase run by Kaleidoscope VR, a VR studio. In a roped off area dozens of people sat in chairs spread across the floor, each engrossed in some virtual world. What set the experience apart from most other VR demos I’ve seen was that the focus was on putting viewers into immersive stories and experiences.

Visitors trying virtual reality at the Kaleidoscope VR showcase.

‘Content is King’ may be one of the most overused phrases in modern media, but it keeps getting recycled because it’s fundamentally true. Lack of good content is why VR always seemed dull or gimmicky to me in the past, but my experience at the VR Showcase proved that with the right content VR can be incredibly compelling.

The first ‘film’ I selected was a VR experience called ‘Notes on Blindness: Into Darkness.’ Based on the audio diaries of a man named John Hull, who recorded hours of observations about how he learned to ‘see’ the world through sound after losing his sight in 1983, ‘Notes on Blindness’ isn’t, strictly speaking, an actual film. (It is, after all, an effort to help the viewer understand what it’s like to be blind.) Instead, it uses audio and 3D animations that mimic the real world.

Each scene begins mostly in darkness, accompanied by Hull’s narration of where he is and what he’s hearing. As different sounds enter the space, he describes them and indicates directionality, using phrases like “Behind my right shoulder I hear a car starting,” or “To my left I hear somebody running,” in a way that prompts you to move your head around to look. In essence, he’s directing you even if you don’t realize it. After a while you discover that Hull is able to draw a mental picture of what’s around him based on subtle cues such as the different sounds raindrops make when hitting objects, like a window or a teacup. As he speaks, scenes are gradually revealed in a manner reminiscent of The Matrix, but also rely on your imagination to complete the mental image.

I hope I never experience real blindness, however for the first time in my life I feel like I might have a very basic understanding of what it’s like for a blind person to try to ‘see’ the world using their other senses. The experience was more powerful than I anticipated.

The trailer for ‘Notes on Blindness’ (above) will give you a rough idea of what I’m trying to describe here. The VR experience will be available for download on June 30 if you want to try it yourself.

I also viewed ‘Witness 360: 7/7,’ a VR film that follows the experience of Jacqui Putnam, a commuter on the London Tube during the terrorist bombings of July 7, 2005. Shot documentary style, you see the places Jacqui went that day, including riding on the Tube itself, and hear her vivid descriptions of what happened. When she mentions something like “The person sitting next to me,” you turn and, sure enough, there’s a person sitting next to you that roughly matches her description.

The experience was more tense than I expected. I knew what was going to happen, and yet as I stood there on the train next to everybody else – real people who just happened to be on the Tube – I kept thinking to myself ‘These people are about to die.’ The fact that I could look around and feel immersed in the situation, able to see the things Jacqui was describing, generated a visceral reaction that I’m not used to feeling while watching a documentary. It felt personal.

Despite very different subjects and creative approaches, both these VR experiences had one critical thing in common: neither one would have worked as effectively on a flat screen. They depended on a VR environment to achieve their impact. 

By now you’re probably asking how still photography fits into the VR world. Quite nicely, it turns out. Of course, the obvious applications are things like real estate photography, where 360º views can be critically important to attracting eyeballs. The real estate industry has been finding ways of doing this for years already, and new tools will only make the experience better and smoother. But it’s the creative possibilities that are really interesting.

One thing photography has always been good at is closing distance, i.e. taking you to a faraway place you may not be able to visit in person. It’s the reason we know what most of the world looks like despite never having been to most of it. VR has the potential to take this a step further. In the same way that color photography allowed us to see places differently than we could in black and white, VR will allow us to see places in an immersive way that we can’t experience with a two dimensional picture. I’m not suggesting the VR is better than a still photo any more than I would suggest that a color photo is better than a black and white one. My point is that they are different, and each allows us to experience the world in a way the others don’t.

Nice kitty. Imagine using a VR camera to put your viewer right into the middle of a pride of lions.

Photo: Jeff Keller

The key to VR still photography will be figuring out how to leverage the strengths of the medium. For example, most people enjoy a great landscape or wildlife photo. If you show me a beautiful Serengeti landscape with a lion in it I’ll probably love the photo. However, if you show me that same landscape in VR it might not be as compelling since I can’t see it all at once. However, if you let me stand right in the middle of a pride of lions eating a wildebeest you’ll get my attention, because that’s something I haven’t experienced in a normal photo.

What all of these examples highlight is how important it will be for artists to take new and different approaches to capturing, editing, and presenting their work. It’s an open canvas, and one that’s still largely undefined.

VR Requires New Grammar

As Oscar-winning cinematographer Emmanuel Lubezki told us a couple months ago, the grammar and language of VR have yet to be written. This is true in a literal sense. Words like ‘framing’ and ‘panning’ simply don’t apply to VR. New words are needed, and nobody has agreed on what those words are yet. The one thing they do agree on is that VR will require different approaches appropriate to the medium.

This can be seen in the films described above, particularly ‘Witness.’ For example, the conventional documentary formula is to intercut interview footage with b-roll, but that never happens in ‘Witness.’ The convention works in flat films because you can lock the viewer into a rectangular frame and demand their attention. But what happens when the viewer has the freedom to look anywhere they want? Maybe they will get distracted by a picture hanging on the wall, or something happening outside a window. ‘Witness’ solves this by relying entirely on voiceover while featuring a few location shots of Jacqui Putnam throughout the film. This is just one example of where traditional filmmaking techniques don’t translate easily to VR, and there are many others.

It isn’t the first time content creators have faced this challenge. In the early days of television, studios often tried to repackage shows made for radio into TV, such as American soap operas. Daytime soap operas on radio were aimed at homemakers who could listen while working around the house. Studio executives had reservations about whether soap operas would even work on TV since they would require the homemaker to actually watch a screen.

Early soap operas were produced for radio; when TV came along producers had to figure out how to take advantage of the new medium.

By Photo by G. Nelidoff, Chicago, for CBS/Columbia Broadcasting Company. (Library of Congress) [Public domain], via Wikimedia Commons

Some production elements from radio didn’t translate well to TV. For example, producers had to re-think product placement and advertisements in shows – the very reason for the existence of soap operas in the first place – because having an actress pick up a box of laundry detergent and talk about its virtues in the middle of a scene just didn’t seem believable on TV. It took a few years before the industry perfected the formula.

The reason I point this out is because we’re still in the early days of VR. It’s easy to look at VR as it exists now and think of it as a gimmick, a tool for gamers, or a toy for tech nerds. And that’s OK – people thought similar things about TV at one point, but once content creators figured out how to effectively use the medium there was no turning back. I suspect the same will be true of VR: once the language of VR is fully developed, and hardware for consuming content becomes more convenient (it will), there’s a lot of opportunity to do creative things that may not work on a flat screen.

Why VR is not 3D Television

I mentioned above that VR seemed to be everywhere at trade shows like CES and NAB this year. That’s an encouraging sign, but it’s worth noting that ubiquity of a technology at an industry trade show does not equate to commercial success. I need only mention 3D television to make my point, and several people have dismissed VR to me as just ‘the next 3D TV.’

I believe VR is a much more promising technology than 3D television, and will ultimately be more successful, for a couple of important reasons.

One advantage of VR compared to 3D TV is that viewers can at least try it with an inexpensive viewing device, such as Google Cardboard, and a smartphone.

3D television struggled with a classic chicken-and-egg situation. Networks were reluctant to invest in infrastructure to produce 3D content without some assurance that there would be a critical mass of audience; consumers were reluctant to invest in $ 1,000+ devices without some assurance that content would be available. For studios, this was potentially a very expensive experiment that carried a lot of financial risk. Also, many consumers had only recently upgraded to HDTV, and it was a tough sell to convince them to invest in new hardware so soon. By now everyone knows how this ended.

The stakes around VR are different. First, most VR content is being distributed through platforms like YouTube or on mobile devices where production standards are less stringent than for broadcast television. VR also has the advantage that the lowest common denominator for viewing content is the smartphone, meaning that most consumers already have a screen on which to watch content (alone or when combined with an inexpensive viewing device).

The lowest common denominator for viewing VR is the phone most of us already have in our pocket.

Photo: Dale Baskin Photography

On the production side of the equation, low cost capture devices ranging in price from a few hundred to a few thousand dollars are easily accessible to content creators. It’s not an unmanageable risk for someone running a successful YouTube channel, or even an indie filmmaker, to invest a small amount of money to try the technology. Similarly, it’s easy to envision news media such as The New York Times, USA Today, or even your local TV station sending reporters into the field with a $ 1,000 VR camera to bring immersive experiences to their apps and web pages.

In one particularly telling move, last November The New York Times sent free Google Cardboard to all of their print subscribers – over one million of them – to insure that they could use The Times’ new VR app. The Times followed up a few weeks ago by announcing that they would also send free Cardboard to many of their digital subscribers as well. When the barrier to entry is so low that a content producer can afford to give all their subscribers a free device on which to consume their content it’s a great indication of how accessible the technology can be.

In November the New York Times sent Google Cardboard to all their print subscribers, and a few weeks ago announced similar plans for digital subscribers.

Are we there yet?

At this point I probably sound pretty enthusiastic about VR – which I am – but I’ll also provide a reality check and let you know that we’re not quite there yet in terms of the technology.

VR depends on belief; the belief that you’re somewhere you’re not. One of the things you figure out really fast with VR is that in order for it to be believable, every part of the experience must work. This includes image quality, the general viewing experience, audio, and even the space you’re in and how you interact with it. If any part of the experience is incomplete or breaks, then the experience becomes less believable.

As photographers, you’ll notice this immediately when it comes to picture quality. We’ve become spoiled by high resolution, high dynamic range sensors that are almost magic relative to what we had just a decade ago. VR cameras aren’t there yet. Resolution is limited (usually 4K, but spread across the entire 360 degree field of view), highlights may be blown or shadows lost, and the richness of color we’re used to just isn’t there. However, in the same way that early digital photographers managed to create great photos with 2MP and 3MP cameras, VR content creators are finding ways to work within the limits of their tools.

One of the most accessible VR cameras available today is the Ricoh Theta (above) which lists for $ 260. Alternatively, the Nokia OZO (seen at the top of the article) lists for $ 60,000. The one thing they both have in common is that neither captures the same resolution, dynamic range, or richness of color we’re used to with modern ‘2D’ cameras.

Viewing devices will need to improve as well. Not only are they large and unwieldy, but the thing that makes VR so accessible – your mobile phone – is also one of the bottlenecks to the experience. Magnified by VR lenses, video looks pixelated and low resolution by today’s standards, sometimes exhibiting a ‘screen door effect’ similar to looking through a mesh screen. When Sony introduced a smartphone with a 4K display I initially thought of it as marketing overkill. In retrospect, I don’t know if they had VR in mind, but VR is a case where a 4K phone really could provide an improved experience. Suddenly, I like the idea of a 4K smartphone.

Audio is a much bigger challenge. There’s an old adage in filmmaking, which I’ve discussed on the site before, which says that an audience will forgive a bad picture, but they won’t forgive bad sound. That’s actually more true in VR than on a flat screen because having an immersive experience is absolutely dependent on it. Audio for VR is in its infancy, and spatial audio that matches what you see, including directionality of sound as you move around, is critical to creating a believable experience. One studio executive I spoke with at NAB told me the biggest challenge in creating believable sound for VR is that 70% of viewers don’t actually wear headphones when watching VR, but instead rely on the speaker built into their phone, insuring a suboptimal experience.

Immersive audio, including directional audio, is crucial for VR experiences that include sound. One challenge for content creators is that 70% of VR consumers today use only the tiny speaker built into their phone.

Finally, there’s the disconnect between the virtual world and the real world. Its frustrating when you’re immersed in a VR experience at NASA Mission Control and you reach for the control panel only to find empty space, or when you’re standing in an open field but inadvertently bump into a wall. Some of this will be addressed through technology, but it’s also one of the challenges content creators will have to address through creative choices.

The good news is that all of these things are solvable problems, and smart people are working on them.

The Future is Now

As exciting as VR is, I’m not suggesting that it will replace traditional, two dimensional media such as photography or television. There’s plenty of room for both mediums to exist side-by-side.

I recently shared this thought with a friend, who thoughtfully responded “Then what type of stories are best told in VR versus other mediums?” After thinking about it I realized this was probably the wrong question to ask. After all, if you replace the word VR in that sentence with any other form of media, like TV or print, it doesn’t make sense. You can tell a story with any medium, but the challenge is figuring out how to leverage the strengths of each for maximum impact. In that sense, VR is no different.

Also, as much as I’m excited by VR, I really don’t want to have complete control over my viewing experience for everything. I want master filmmakers and photographers to craft a story in their image, or to show me the world as they see it, without necessarily giving me the freedom to mess it up. I can’t imagine how The Godfather would be any better if I had the freedom to look around the scene instead of watching it the way Francis Ford Coppola shot it. On the other hand, I look forward to as-yet-uncreated projects that allow me to participate more freely in the experience.

What’s potentially most exciting are the VR applications that haven’t been invented yet. I can’t wait for the day when NASA puts VR cameras on landers going to Mars or the moons of Saturn, allowing me to stand virtually on the icy surface of Titan, gazing out over a methane sea.

And now if you’ll excuse me, I’m off to make my first VR film.

Articles: Digital Photography Review (dpreview.com)

 
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Brian May launches smartphone adapter for stereoscopic virtual reality viewer

25 May

Brian May, guitarist with the band Queen and a stereo photography enthusiast, has launched a kit that allows users to view 3D stereo pairs and virtual reality content on a smartphone for just £25 (approx. US $ 37). The OWL VR Smart Phone Kit is an adaptation of a traditional Victorian-style stereo viewer sold by May’s London Stereoscopic Company. Instead of inserting card-mounted stereo pairs, users fix a plate to the viewer’s aperture that holds the smartphone in place. May says that the device provides a much better value alternative to standard VR headsets, and it is more adaptable and of higher quality than low cost models. It’s in much the same vein as Google’s Cardboard VR and other budget-friendly viewers designed for Google’s VR app.

The OWL has a rigid structure but folds flat for storage, is made from ‘high-grade’ polypropylene and features ‘high quality’ lenses with adjustable focus. The adapter allows access to all the phone’s controls while it is in place, including the headphone socket so audio can be enjoyed during 3D movies and VR experiences.

Although not in continuous existence, the London Stereoscopic Company was founded in 1854. Over the years it created and sold stereo equipment and cards showing scenes from all around the world. Its fortunes have undulated along with the popularity of stereo photography, and was dissolved a number of times. It was revived in 2008 to promote and preserve the work of the photographer Thomas Richard Williams. Brian May has been one of the directors of the business since 2008.

The OWL VR Smart Phone kit will be available from June and will ship internationally. For more information visit the London Stereoscopic Company’s website.

Press release:

Virtual Reality from Brian May. It’s real.

Lifelong stereoscopy enthusiast and collector, and, incidentally, world-famous rock guitarist, Brian May this month launches the OWL VR Smart Phone Kit, a Virtual Reality and 3-D stereo image viewer that brings all the excitement of VR within reach of anyone with a smart phone.

Brian’s London Stereoscopic Company has been supplying his unique original patent OWL Stereo Viewer to 3-D enthusiasts since 2009, enabling a whole new audience to view the company’s reproductions of classic Victorian stereo cards, as well as the originals, plus recently released astronomy and Queen-focused 3-D images. The OWL has been recognised and adopted by 3-D organisations world-wide, as a high quality immersive device.

The new OWL VR Smart Phone Kit takes the existing OWL Stereo Viewer and, through use of a simple but ingenious adaptor, enables its use with a smart phone not only to view online 3-D images, but also those taken by the user, and commercially available virtual reality content. Manufactured from high-grade polypropylene, and fully collapsible to a thin flat configuration, the OWL is supplied ready for use in seconds. Its carefully positioned high-quality optical lenses, plus fully adjustable focus, present every user with the ideal optical geometry for perfect viewing of side-by-side 3-D images.

Working with any smart phone, the OWL VR Kit has a significant advantage over most other VR devices, which are usually tied to just one particular make or model of phone. And, in contrast with most of the low cost viewers available, the OWL kit offers full access to the controls on the phone at all times. Access to the headphone socket is also unobstructed. This is particularly useful when using the OWL to watch virtual reality films of concerts, or other content with a soundtrack. It also enables users to connect their smart phone to a home cinema system to generate surround sound to complement the 360° 3-D visuals.

Commenting on the launch, Brian May said, “Virtual Reality has taken the consumer electronics world by storm over recent months and masses of content is now rapidly becoming available. However, until now, users have had the choice of an expensive VR viewer that puts it out of reach of many people or a very low cost alternative that just doesn’t do the format justice.” He continues, “The OWL Smart Phone Kit changes all that; for a very modest outlay, anyone can now enjoy the VR experience, and also gain access to the fascinating world of Stereoscopy. Plus, with the apps that are available for smart phones, it’s now possible to take your own 3-D images and enjoy them instantly using this simple OWL Kit.”

The OWL Smart Phone VR Kit will be available from mid June 2016 for £25, direct from
www.londonstereo.com/lsc_shop.html

Articles: Digital Photography Review (dpreview.com)

 
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IKEA VR: Explore Interior Layouts in New Virtual Reality App

30 Apr

[ By WebUrbanist in Design & Fixtures & Interiors. ]

ikea virtual reality

A new virtual reality application from IKEA lets users try out various kitchen configurations in three dimensions. Using an HTC Vive headset, the app lets people see different setups but also change key details in each, such as the colors and materials of drawers and cabinets.

ikea interactive vr

Created in partnership with the French company Allegorithmic and employing the Unreal Engine 4 (from Epic Games), the app lets would-be buyers select from various furnishings and fixtures.

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“Virtual reality is developing quickly and in five to ten years it will be an integrated part of people’s lives,” says optimist and futurist Jesper Brodin, managing director of IKEA of Sweden. “We see that virtual reality will play a major role in the future of our customers. For instance, someday, it could be used to enable customers to try out a variety of home furnishing solutions before buying them.”

ikea meatspace digital fun

ikea home interior design

For now, the system is a test case, available to those with access to a virtual reality headset. Users are encouraged to try it out and let the company know what they think about the current setup and how it can be improved. The company hopes to enable participants not only to shop smarter but also to become a part of the creative process in developing new design ideas and interior options.

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Augmented Reality: Aerial Footage of Distorted Alien Landscapes

16 Feb

[ By Steph in Art & Drawing & Digital. ]

alien landscapes 1

“Technology can help nature understand itself,” says AUJIK, a self-proclaimed cult that melds faux mythologies, fictitious landscapes and wildly distorted architecture with a philosophy they call “animism for the Digital Age.” The quasi-spiritualist Japanese collective gives us a look into the world of their imagination via simulated drone footage, swooping us over and through their vision of nature awakened in a new way by technological integration.

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“Since the late 2000’s, the online presence of mysterious nature/tech cult AUJIK quietly spread across video platforms featuring proposed active members and fabricated histories. These virtual appearances suggest decades-old lineage through theoretical schematics outlining their transgression emission, citing faux reports arguing the life of inanimate matter and modern forms of animism from fictional anthropologists and philosophers.”

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“For AUJIK, nature is divided into Refined and Primitive categories. This separation presents a conflict that is the root of all chaos in the world, and in order to reach a sublime state, AUJIK generates rituals to harmonize the organic and synthetic realms. Refined nature consists of evolved technology such as robotics, artificial intelligence, cybernetics, DNA manipulations, and body enhancements. The Primitive includes fauna, flora, and the Earth itself with its precious stones, minerals, and metals.”

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Natural settings, rocks, plants and even living creatures become something more than themselves, infused with a new power, growing in a way that they never actually could in our current reality, bound as it is by the laws of physics. Digital forces invade and transform everything from dark forests to dense cities, warping the architecture, creating a bizarre parallel universe.

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Fujifilm XF 100-400mm F4.5-5.6 OIS WR lens moves from roadmap to reality

18 Jan

Fujifilm has officially announced its Fujinon XF 100-400mm F4.5-5.6 R LM OIS WR lens, which has been on the company’s roadmap since early 2015.

This weather-sealed lens, equivalent to 152-609mm (F6.8-8.4 equivalent) when mounted on an X-series body, has nine rounded aperture blades, 5 ED and 1 Super ED elements, and a fluorine coating. It also features a 5-stop image stabilization system and twin linear motors for fast, responsive focusing performance.

The lens is compatible with Fujifilm’s 1.4X teleconverter, giving users an equivalent focal length of 213-853mm.

You’ll be able to pick up the 100-400mm F4.5-5.6 lens in February for $ 1899.95.

FUJIFILM ANNOUNCES NEW ADDITIONS TO THE X-SERIES LINE OF CAMERAS AND LENSES

X-Pro2, X-E2S, X70 and XF100-400mmF4.5-5.6 R LM OIS WR join the X-Series; all-weather FinePix XP90 gets the shot from sand to slopes

Valhalla, N.Y., January 14, 2016 FUJIFILM North America Corporation, a leader in digital imaging, today announced new additions to the award-winning X-Series line of premium fixed and mirrorless cameras, and ultra-high quality lenses, including: the FUJIFILM X-Pro2, FUJIFILM X-E2S, FUJIFILM X70 and FUJINON XF100-400mmF4.5-5.6 R LM OIS WR.  Fujifilm also introduced the new rugged and waterproof FinePix XP90, perfect for capturing amazing images everywhere, from underwater to mountain tops.

FUJINON XF100-400mmF4.5-5.6 R LM OIS WR

The new FUJINON XF100-400mmF4.5-5.6 R LM OIS WR is a weather-sealed, superior telephoto lens that gives photographers exceptionally sharp images with a 152mm-609mm equivalent in 35mm format. The high-performance XF100-400mmF4.5-5.6 R LM OIS WR has an optical construction of 21 elements in 14 groups, and includes five ED lenses and one Super ED lens to help reduce chromatic aberration that often occurs in telephoto lenses. As a result, it delivers the highest image quality in its class.

The XF100-400mmF4.5-5.6 R LM OIS WR has been designed for handheld shooting with a 5.0-stop image stabilization system and twin linear motors for speedy autofocus that makes it perfect for shooting fast-moving subjects. The lens is also water and dust resistant and can operate in temperatures as low as 14°F, making it suitable for use in a wide range of outdoor shooting conditions. A fluorine coating has also been applied to the front lens element to repel water and dirt, further improving the toughness and functionality of the lens.

FUJINON XF100-400mmF4.5-5.6 R LM OIS WR key features:

  • Uses  21 elements in 14 groups, and 5 extra-low dispersion elements and 1 super extra low dispersion elements
    • Rounded 9 blade aperture
    • 1/3 EV (15 steps)
    • Water-repellent fluorine coating
  • Weather-sealed with 13 water and dust resistant seals at 12 points
  • Included lens hoods features a sliding window for accessing a polarizing filter and locking mechanism
  • Compatible the XF1.4X TC WR teleconverter (140-560mm F6.3-8 or 213-853mm in 35mm equivalent)
  •  Compatible with optional lens plate (MLP-75XF) and optional ARCA SWISS tripods

 

The FUJINON XF100-400mmF4.5-5.6 R LM OIS WR will be available in February 2016 for USD $ 1,899.95 and CAD $ 2,149.99.

FinePix XF 100-400mm F4.5-5.6 R LM OIS WR lens specifications

Principal specifications
Lens type Zoom lens
Max Format size APS-C / DX
Focal length 100–400 mm
Image stabilisation Yes (5 stops)
Lens mount Fujifilm X
Aperture
Maximum aperture F4.5 – F5.6
Aperture ring No
Number of diaphragm blades 9
Optics
Elements 21
Groups 14
Special elements / coatings Five ED and 1 Super ED element + fluorine coating
Focus
Minimum focus 1.75 m (68.9)
Maximum magnification 0.19×
Autofocus Yes
Motor type Linear Motor
Full time manual Yes
Focus method Extending front
Distance scale No
DoF scale No
Focus distance limiter Yes
Physical
Weight 1375 g (3.03 lb)
Diameter 95 mm (3.73)
Length 211 mm (8.29)
Sealing Yes
Zoom method Rotary (extending)
Power zoom No
Zoom lock Yes
Filter thread 82.0 mm
Hood supplied Yes
Tripod collar Yes

Articles: Digital Photography Review (dpreview.com)

 
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Impossible Landscapes: Distorted Scenes Disrupt Reality

28 Nov

[ By Steph in Art & Photography & Video. ]

impossible landscapes 4

The laws of physics no longer apply as landscapes bend and flip, air and water blend together so that porpoises swim through the sky, surfers catch waves of clouds and the moon grows to many times its normal size. Jakarta-based graphic designer Jati Putra digitally blends photographs of nature, architecture and human subjects to create otherworldly scenes.

Screen Shot 2015-11-27 at 9.46.21 AM Screen Shot 2015-11-27 at 9.47.03 AM Screen Shot 2015-11-27 at 9.47.17 AM

These creative compositions masterfully combine images that don’t really go together in the real world, but match up beautifully in mood, tone and color so the results are surreal, yet somehow almost believable. It makes it easy to imagine a world in which you can walk up to the edge of a cliff and see the moon floating in the clouds just off in the distance.

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Other manipulations create Inception-like landscapes that fold upon themselves in strange ways, the shape of the Earth and gravity temporarily suspended. But some are so subtle it takes a moment to realize that the trees in a forest are mirrored, with roots and another soil surface where the leaves and sky should be.

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Screen Shot 2015-11-27 at 9.52.54 AM

Check out more of Putra’s work at his Instagram, @jatiputra.

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LifePrint portable printer uses augmented reality app to bring photos to life

20 Nov

A portable photo printer called LifePrint, now seeking funding on Kickstarter, creates ‘living’ photos by combining a printed photograph with a digital video. An augmented reality app makes this possible, so that when a print is viewed through a smartphone’s camera, the video appears where the photo is located, making it seem as if the image – called a HyperPhoto – has come to life. Read more

Articles: Digital Photography Review (dpreview.com)

 
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