Schlagwort: virtualreality

  • Going BLAM-BLAM with BAAM SQUAD

    Going BLAM-BLAM with BAAM SQUAD

    Reading Time: 8 minutes

    If onomatopoeic-named VR shooters are your kind of thing, well then, BAAM SQUAD (the title must be shouted at all times) is your jam. We yelled at Eric Song, director at 5minlab, until he gave us some answers to our questions.

    Interview by Nathan Ortega, Vive Staff

    [youtube https://www.youtube.com/watch?v=J4tNhec0CHY]

    Tell us a little about your development team’s origins.

    5minlab is a mobile/VR game developer based in Seoul, Korea. I joined 5minlab in early 2014 as a co-founder, and back then we were only a five-person team. Now we have around 20 team members.

    When excitement for VR began to pick up in 2015, we started experimenting with the technology and produced the Gear VR title Snake VR, which ended up being an unexpected success. As a result, we’ve adjusted our direction to invest more efforts in VR games. We then released Toy Clash in 2017, which was the first VR title that we invested a lot of development time and energy into. Unfortunately, it didn’t quite perform financially the way we were hoping for.

    Our next VR experience BAAM SQUAD came out in April of 2018. It has been relatively successful sales wise, and has garnered a sizable fanbase worldwide, which is great to see.

    Speaking of BAAM SQUAD – tell us what it’s about.

    For those unfamiliar, BAAM SQUAD is a single/multi playable zombie shooter following a band of four brave agents seeking to solve the mystery case of Santana town’s Sweets Factory. In the game, you need to survive as long as you can by roaming around the factory, unlocking doors to find better weapons and fending off zombies coming for your blood. As the game continues, more increasingly challenging enemies will emerge, so it is important that you keep upgrading your weapons and maintain enough ammo.

    BAAM SQUAD supports 100% free locomotion with almost no motion sickness (according to our players). As it’s part of Viveport Subscription, you should try it if you haven’t yet!

    BAAM SQUAD

    We absolutely agree! Now, BAAM SQUAD is pretty colorful and absurd – in the good way. Where did the concept come from?

    I’ve been a big fan of zombie shooters since my childhood, so the idea of making a game in this genre was always on my game development bucket list. When I started to make BAAM SQUAD, I did a little research on VR zombie shooters, and discovered that most of them focused on scaring players with realistic and gory visuals, keeping them stationary while they shot at hordes of the undead.

    I didn’t really like the idea of making players feel trapped in confined spaces only to be scared and unable to escape the encroaching threat, so I wanted us to have a different approach to the concept that focused on empowering players to move freely in a zombie scenario and do do so without fear.

    What were some key gameplay inspirations for creating such a wild and wacky experience?

    The idea of defeating zombies with arsenal of weapons is not a new concept. As mentioned previously, I’ve been a big fan of undead shooters for years, with games like Call of Duty: Zombies and Left 4 Dead as major inspirations. From the project’s inception, I wanted to bring these kinds of experiences together and take it to the next level with the fidelity that VR allows.

    We placed the game in a ‘sweets factory gone awry’ in order to provide a greater visual contrast to the zombies: the vibrant, colorful nature of sweets helps further illustrate the rotten and alarming element of the shambling undead horde.

    BAAM SQUAD combines voxel style blocky graphics with over-the-top zombie shooting action. Was this visual style and sensibility always envisioned for BAAM SQUAD or did it evolve over time during development?

    The visual style came about as a result of our initial design ideas as well as working with limited development resources.

    With only one graphic designer from the project’s beginning, we had to significantly rely upon purchasable game assets which have their own visual style. The end result was that it helped set the game apart from other zombie shooters, and the Minecraft-like characters allowed for more manageable headshots, which actually improved the player experience (we were wrestling with this particular element earlier in development and so the art style ended up solving game design issues!).

    Your previous titles were predominantly single player experiences. Were there any particular challenges in developing a satisfying co-op shooter, especially in VR?

    BAAM SQUAD is our first real-time multiplayer game ever made in the studio, so a lot of focus was on to make the user experience feel satisfying and consistent and to ensure the game stayed synced between players.

    Co-op is all about role sharing experience in a given context/situation, so if a given situation (eg. How many zombies are around players, where each player locates at) looks different for each player, the communication between them becomes almost impossible. We worked very hard to make this happen, and there were some features we decided to exclude, such as a melee attacking the zombies, in order to achieve that goal.

    Delivering a satisfying communication tool between players was also one of our goals. The result was that we introduced a voice chat feature; because you cannot type messages using keyboards while wearing a VR headset. We also made visually distinctive characters (Ben, Adam, Abe and Mery – hence ‘BAAM’ SQUAD) and locked the ability to have more than two players with the same looking character in a game, so that each player can be visually distinctive at a glance.

    How has BAAM SQUAD evolved throughout the development process? Were there any discoveries that came about from observing player behavior that has helped shape the course of the game?

    We feel lucky that a lot of players love BAAM SQUAD and that they leave a lot of useful feedback in order to improve the experience. We tend to look at this through two channels. One is our official discord community (https://discordapp.com/invite/9dqnMne) where there are more than 600 users sharing ideas, suggestions, bug reports and general issues about the game. We are also actively involved in these conversations to try deliver the best game experience. We are grateful to have such a warm hearted and nice community that loves and supports BAAM SQUAD (if you haven’t join the community, you are welcome to come in).

    The other channels we look at are YouTube and Twitch. We monitor every video we can find in order to fix bugs players encounter and what design changes we might need to make to improve the game. Although we implemented analytic tools in the game, watching a gameplay video gives much more inspiration as to how we can improve the gameplay experience.

    BAAM SQUAD

    How long did it take to complete BAAM SQUAD and how big was the development team?

    It took exactly one year from the beginning of development to an official launch. To talk about the team size, we started with one director (me), two programmers and one graphic designer. I was also in charge of designing the game and making sound assets, so we didn’t really need an extra member to do this. But as the game grew in size and became more complicated, the team needed someone to provide good UI interpretation, so I decided to have one UI designer and additionally one QA tester to make sure there are least bugs as possible before it is introduced to the players.

    So in short, we started as 4 and grew up to 6 members.

    Talk a bit about 5minlab’s other projects, specifically Toy Clash, and how your experience making a VR focused tower defense title influenced the design process for BAAM SQUAD?

    I wasn’t involved in the development of Toy Clash, so BAAM SQUAD is my first official and commercial VR title. But as a player of Toy Clash, the first impression I got was “Why do I have to be stuck at a confined area just looking at a table, given that I am in a VR space?” The reason I felt so was because I believed (and still believe) that a sense of ‘being in a particular space’ is one of the most powerful experience you can have in VR, and to enhance this experience, being able to move around is a must.

    The only problem that many VR developers (and I) have though, is that this movement very likely evokes a motion sickness. So my first goal in the project was to reduce or minimize this motion sickness while moving around in a VR space, and I believe we achieved that goal with BAAM SQUAD.

    BAAM SQUAD

    Your studio’s library of games all have a funny and irreverent tone to them. Is humor a big focus for your team when designing games, or does it happen more holistically throughout the development process?

    5minlab so far has released 4 mobile games and 3 VR games so far, and all these games have irreverent tone because each project has had different graphic designers. I can’t say humor is a big focus in designing games, but our primary goal has always been to make people fall in love with the game within 5 minutes of gameplay experience. To do this, each game has to have not only its own unique look and feel, but also can be played by all ages, genders and cultures. We are trying to make games that can appeal to as many people as possible.

    On a related note, I have to ask: Seriously, WHAT went down at Santana’s Sweets Factory? That place cannot be up to code at this point!

    That’s the top secret haha. But I can say that zombies in the factory are NOT only looking for a human flesh. Notice how they are reacting to the Gingerbread man item, which is one of the main products made in Santana’s Sweets Factory. There is something about that gingerbread man….

    What’s in the future for 5minlab? Can we look forward to more explorations into the world of VR from your team?

    We are currently working to improve the gameplay experience for BAAM SQUAD based on feedback we have from our players. We encourage everyone to join the community and talk about the game with us, especially as we continue to explore new possibilities in the world of  VR!

    Apart from it, we are also making a new game for PC and mobile platforms, which will be a completely new genre for us. Please keep your eye on us, and also on BAAM SQUAD. Thanks!

    Thanks for talking to us, Eric!


    BAAM SQUAD is available on Viveport, and as part of Viveport Subscription.

    Website: LINK

  • Mario Kart VR launches at VRZone Portal London on HTC Vive

    Mario Kart VR launches at VRZone Portal London on HTC Vive

    Reading Time: 2 minutes

    Calling all UK Mario Kart fans! The highly anticipated Mario Kart VR experience opened last week at the BANDAI NAMCO Amusement Inc. VR ZONE Portal London located within Hollywood Bowl at London’s O2 arena, following a hugely successful launch in Shinjuku, Tokyo in 2017.

    The multiplayer VR experience will offer four players at a time the chance to hop into specially designed ‘Mario Karts’, before racing through the iconic Mushroom Kingdom as either Luigi, Mario, Yoshi or Peach. 

    Running off the award-winning HTC Vive VR system, Mario Kart VR features industry-leading graphics and in homage to the original game, Vive’s Tracker technology allows players to reach up and grab classic items like banana skins to pelt their opponents with. Additionally, Mario Kart VR boasts haptic feedback capabilities, creating a truly four-dimensional experience that allows players to feel every single twist and turn.

    Mario Kart VR will later this summer be rolled out to further VR ZONE Portal locations at Hollywood Bowl centres in Tunbridge Wells and Leeds.

    The Mario Kart VR experience is bookable in advance with limited spaces on the day, with full information available at: https://www.hollywoodbowl.co.uk/vr

    To hear more and see the karts in action, check out the video below captured from official launch event:

    [youtube https://www.youtube.com/watch?v=cKA57dGKjc0?feature=oembed&wmode=opaque&w=730&h=411]


    Website: LINK

  • Pixel Ripped 1989 im Test: Kurze Hommage mit Höhen und Tiefen

    Pixel Ripped 1989 im Test: Kurze Hommage mit Höhen und Tiefen

    Reading Time: 3 minutes

    Pixel Ripped 1989 erscheint heute für Oculus Rift und HTC Vive. Auf die europäische Konsolenversion für PlayStation VR (PSVR) müssen wir uns zwar noch etwas länger gedulden, aber wir haben bereits einen Blick in die PC-Version des Spiels gewagt. Der VR-Titel entführt uns in das Jahr 1989, in welchem Videospiele noch keine hochauflösende Grafik hatten und stattdessen die Fantasie der Spieler/innen ansprach. Als Teenager Nicola dürft ihr per virtueller Konsole und Handheld dem 2D-Helden Dot im Kampf gegen den fiesen Cyblin Lord beistehen. Wir haben das erste Level erst kürzlich angespielt und waren davon äußerst angetan. Ob sich das Konzept über die gesamte Spielzeit trägt, erfahrt ihr jetzt.

    Pixel Ripped 1989 im Test

    Pixel Ripped 1

    Nachdem Start des Spiels, landet ihr zunächst in einem Klassenzimmer. Ihr seid bewaffnet mit Blasrohr und Papierkugeln, welche euch als praktisches Ablenkungsmanöver dienen. Eure Aufgabe ist zunächst mit euren Utensilien ordentlich Unruhe zu stiften, damit ihr nicht beim Zocken mit eurem Gear Kid erwischt werdet. Solange die Lehrerin abgelenkt ist, macht ihr euch mit Dot auf die Jagd nach dem Cyblin Lord, der die Grenzen der Videospielwelt überwinden und in die echte Welt gelangen kann. Dementsprechend gilt es, den Endgegner des Levels auch in der “realen” Welt zu besiegen. Das sieht nicht nur beeindruckend aus, sondern erzeugt eine tolle Immersion.

    Das Zocken auf dem virtuellen Gear Kid macht dabei so viel Spaß, dass man schnell glaubt, man schaue tatsächlich auf einen echten Handheld. Dadurch wirkt die Umgebung trotz simpler Grafik äußerst real und lädt zum Versinken in der Spielwelt ein. Im zweiten Level nutzt ihr die portable Konsole für eine Runde AR-Moorhuhn-Jagd auf dem Schulhof, während euch die dritte Runde bereits zurück ins Klassenzimmer führt. Der Alltag einer Schülerin ist manchmal eben nicht besonders spannend. Das letzte Level führt euch daraufhin direkt zum Endboss und nach dessen Bezwingung ist der Spaß auch schon vorbei. Mehr als zwei bis drei Stunden Spielzeit sind nicht drin, außer ihr stellt euch beim Spielen mit dem Handheld etwas ungeschickt an.

    Pixel Ripped 2

    Doch auch wenn die Spielzeit recht kurz ist, kann das Setting in seinen Grundzügen durchaus überzeugen. Überall findet man kleine Hinweise und Hommagen an die Videospiele der 90er Jahre, was besonders bei Kindern dieser Zeit die Herzen höher schlagen lässt. Wer in seinen eigenen Jugendtagen ähnliche Szenarien im Klassenzimmer erlebt hat und mit seiner Fantasie aus einem 2D-Spiel eine einzigartige Erfahrung zauberte, fühlt sich direkt wohl.

    Persönlich gefällt mir die Idee, dass der Spielende ständig auf seine Umwelt achten muss. Leider ist diese für meinen Geschmack nicht besonders schön gestaltet. Auch die Tatsache, dass es ohne Bonus-Level quasi nur drei unterschiedliche Szenen gibt, ist äußerst bedauerlich. Das Konzept ist großartig und die Entwickler/innen hätten mit mehr Budget sicherlich noch deutlich mehr herausholen können. Generell ist die Gestaltung des Gear Kids sowie der Neon-Szenen nämlich extrem gelungen.

    Pixel Ripped 3

    Bei der Steuerung habt ihr die Wahl zwischen Motion Controller und Gamepad. Da es keine trackbaren Controller für den PC gibt, sind eure Hände in diesem Fall an einem Punkt fixiert. Entsprechend fühlt sich das Zocken mit Motion Controllern auch deutlich besser an. Ob der DualShock-4-Controller getrackt wird, konnten wir noch nicht testen, wir gehen jedoch davon aus.

    Fazit

    Das erste Level des Games macht extrem viel Spaß, weshalb meine Erwartungen an die Vollversion vielleicht etwas zu hoch waren. Die Spielzeit ist für knapp 20 Euro doch recht kurz, besonders da sich das erste und dritte Level im Gameplay nicht sonderlich unterscheiden. Pixel Ripped 1989 ist eine solide Hommage an die frühen 90er Jahre und trifft generell genau meinen Geschmack. Zum Hit reicht es mich aber nicht.

    Stark

    • Tolle Hommage und viele Auszüge aus Klassikern
    • Spannendes Konzept
    Schwach

    • Spielzeit zu kurz
    • Zu wenig Abwechslung im Setting


    Website: LINK

  • VR-Therapie: Oxford-Studie zeigt erfolgreiche Behandlung von Höhenangst

    VR-Therapie: Oxford-Studie zeigt erfolgreiche Behandlung von Höhenangst

    Reading Time: 3 minutes

    Der Einsatz von Virtual Reality zu therapeutischen Zwecken ermöglicht eine Erweiterung der bisherigen Praxis und fügt dadurch eine digitale Komponente zur Behandlung von psychisch erkrankten Patienten hinzu. Die Möglichkeit sich seinen Ängsten in einem gefahrlosen Raum zu stellen, offenbart völlig neue Herangehensweisen in der gängigen Angsttherapie. Die Oxford University untersuchte in einer empirischen Studie, wie sinnvoll der Einsatz der VR-Therapie bei der Behandlung von Höhenangst wirklich ist.

    VR-Therapie zur Bewältigung von Höhenangst – Now I Can Do Heights mit der HTC Vive

    In einer kürzlich durchgeführten Studie der Universität Oxford unter der Leitung von Dr. Daniel Freeman, ausgebildeter Psychotherapeut, wurde die Wirksamkeit der VR-Technologie zur therapeutischen Behandlung von Patienten mit Höhenangst überprüft. Dabei wurde eine Stichprobe von insgesamt 100 freiwilligen Teilnehmern mit diagnostizierter Akrophobie gezogen. Die Betroffenen erzielten einen Score von über 29 Punkten in einem diagnostischen Fragebogen und wiesen mehr als 30 Jahre lang das Krankheitsbild auf.

    VR-Therapie-Fear-Of-Heights

    Von den insgesamt 100 Versuchspersonen wurden 49 Teilnehmer randomisiert ausgewählt, um in einem Zeitraum von vier Wochen über sechs Sitzungen verteilt, je 30 Minuten, Aufgaben zur Bewältigung der Höhenangst in einer virtuellen Umgebung auszuführen. Die Aufgaben bestanden beispielsweise aus der Rettung einer Katze von einem Baum oder dem Gang über eine Leiste über eine hohe Schlucht. Die VR-Erfahrung Now I Can Do Heights kam dabei mit einer HTC Vive zum Einsatz.

    Interessanterweise waren die Teilnehmer innerhalb der Sitzungen alleine und wurden lediglich von einem virtuellen Coach begleitet. Dieser übernahm die Aufgabe des Therapeuten und begleitete die Patienten bei ihren Erfahrungen. Währenddessen stellte er für die Expositionstherapie typische Fragen, wie beispielsweise eine Abfrage des derzeitigen Angst-Levels der Versuchsperson auf einer Skala von 1 – 10, um daraufhin Vorschläge zum weiteren Vorgehen bereitzustellen.

    VR-Therapie zur Bewältigung von Höhenangst – Oxford-Studie zeigt Erfolg

    Die Patienten wurden daraufhin in Form von Selbstfragebögen befragt. Diese sollten unter anderem Auskunft über das gefühlte Erleben von Angst, Disstress und Vermeidungsverhalten geben und damit Aufschluss über die Wirksamkeit aufzeigen. Die Ergebnisse zeigen, dass vor allem ein großes Interesse an der Therapieform besteht, weshalb eine erhöhte Motivation bei den Teilnehmern aufzufinden war. Insgesamt konnten zahlreiche positive Effekte festgestellt werden. Bei Patienten mit schwer ausgeprägten Symptomen konnte nach Beendigung der VR-Therapie ein Abfall von bis zu 25 Punkten innerhalb des diagnostischen Scores festgestellt werden. Somit wurden diese Teilnehmer, daraufhin in eine moderat ausgeprägte Kategorie eingestuft.

    Der Versuchsleiter hebt in einem Interview die Effektivität der Therapieform hervor:

    Das Schöne an den Simulationen ist, dass sie den Patienten erlauben Dinge auszuprobieren, bei denen sie im echten Leben argwöhnisch wären. […] Nach der Therapie konnten sie an Orte gehen, die für sie nie denkbar gewesen wären. So stiegen sie auf einen steilen Berg, liefen mit ihren Kindern über eine Seilbrücke oder nutzten den Aufzug in einem Einkaufszentrum ohne konstante Angst zu erleben.”

    Zwar wird die virtuelle Therapie keine echten Therapeuten ablösen, dennoch beweist sie sich als effektive Methode, um in Zukunft gängige Therapieformen zu unterstützen und gegebenenfalls sogar zu verbessern.

    (Quellen: The Lancet Oxford Study | VR Scout | Reuters)

    Website: LINK

  • Disney präsentiert im August den ersten VR-Kurzfilm “Cycles”

    Disney präsentiert im August den ersten VR-Kurzfilm “Cycles”

    Reading Time: 2 minutes

    Die Walt Disney Animation Studios präsentieren auf der SIGGRAPH 2018 den ersten eigenen VR-Kurzfilm Cycles, bei dem Jeff Gibson sein Debüt als VR-Regisseur feiert. Dabei kamen experimentelle Storyboard-Ansätze wie Motion-Capture-Verfahren und VR-Artwork-Werkzeuge wie Quill zum Einsatz, bevor das Werk schließlich in die Produktion ging.

    Disney stellt ersten VR-Kurzfilm Cycles auf der SIGGRAPH 2018 vor

    Disneys Interesse an der Virtual-Reality-Technologie bleibt beständig. Bereits mit der VR-Erfahrung Coco und diversen weiteren Projekten setzte das internationale Unternehmen erste Schritte in die immersive Welt. Mit Cycles präsentieren die Walt Disney Animation Studios nun ihren ersten selbstständig produzierten VR-Kurzfilm, der erstmals im August auf der SIGGRAPH 2018 vorgeführt wird, um in die Fußstapfen von erfolgreichen Animationsfilmen wie Frozen (2013), Zootopia (2016) oder Vaiana (2016) zu treten.

    Cycles-Disney-VR-Film

    Image courtesy: Disney

    Die Story dreht sich um einen Haushalt und das wilde Treiben darum, eine eigene Zukunft mitsamt Familie aufzubauen. Dabei werden die Zuschauer auf eine gefühlvolle Reise mit Höhen und Tiefen eingeladen, welche die glücklichen und traurigen Momente des Lebens in den Fokus setzen. Jeff Gibson, seit 2013 Lichtkünstler bei den Disney Animation Studios, führt erstmals Regie und lies seine eigene Kindheitserfahrung in das Werk einfließen. Die Erlebnisse bestehen aus glücklichen Kindheitstagen und düsteren Momenten.

    Das gesamte Team, aktuell ca. 50 Mitarbeiter/innen, produzierten den Kurzfilm in knapp vier Monaten. Dabei entfernte man sich von traditionellen Storyboard-Ansätzen und setzte stattdessen auf experimentelle Methoden. So kamen Tools wie Quill zum Einsatz, aber auch Motion-Capture-Verfahren spielten eine wichtige Rolle in der Vorproduktion.

    Gibson sieht im Einsatz der Virtual Reality massive Vorteile, wie er in einem Interview mit Variety beschrieb:

    VR ist eine unglaubliche Technologie, die oftmals hält, was sie verspricht. Wir hoffen, dass immer mehr Leute die emotionale Tragweite von VR-Filmen verstehen und ganz besonders bei “Cycles” die Emotionen fühlen, die wir uns wünschen, dass sie die Zuschauer/innen erreichen.”

    Cycles wird erstmals auf dem SIGGRAPH 2018 von 12. bis 16. August in Vancouver vorgeführt.

    (Quellen: Road to VR | Variety)

    Website: LINK

  • Stirring it up with Dungeon Brewmaster

    Stirring it up with Dungeon Brewmaster

    Reading Time: 6 minutes

    It’s often the unsung heroes of fantasy that have the best stories. Sure, you might be a brave warrior or wily mage, but does anyone talk to you about their troubles after the end of a hard day’s adventuring? Dungeon Brewmaster puts you in the leather boots of a fantasy bartender, mixing it up (literally) with a cast of larger-than-life characters in order to make a little coin.

    We caught up with Scott Ulliman of Super77, Project Lead on Dungeon Brewmaster, to talk about libations and labyrinths. (Interview questions compiled by Gustav Spangberg.)

    Give us the rundown on Dungeon Brewmaster.

    Dungeon Brewmaster is a virtual reality game that fully immerses you in a magical world, much like Harry Potter or Dungeons & Dragons. Only here, rather than playing the hero, you play the barkeep at a local tavern whose every decision shapes the town around you. Your patrons don’t differ much from those in the real world, other than sometimes being eight-foot-tall Frog Ogres at the brink of war with Barbarian War Bisons… sounds like a normal happy hour to me!

    Your job is fairly straight forward though – crafting up bizarre brews using various tools and ingredients. Do it right and you’ll have happy customers, but get it wrong and you may have patrons puking up any number of funky ingredients. If story telling, monsters, magic, cooking, craft brews, or specifically puking up hundreds of frog legs is your thing, then I think you will find a comfy home in the Dungeon Brewmaster’s Tavern.

    Dungeon Brewmaster

    With a variety of experiences in VR that involve crafting/creating food and drinks, what makes Dungeon Brewmaster unique?

    We wanted to use the cooking/brewing as a pillar for story telling. When concepting the game we were drawn to the idea of bartenders who hear these wild stories or deal with weird customers. You’ll find those things in the DBM tavern, only in a much more fantastical setting. Of course, since the task at hand is still cooking and brewing, we DID want to add our own fun twists. There are currently around 30 ingredients, most of which are quite different from what you’d find in a normal kitchen… unless you have severed cyclops heads or vials of unicorn mucus in your pantry.

    Each Brewmaster is also equipped with tools such as a cutting knife, frying pan, alchemy table, cauldron, and a hungry trash mimic who will attempt to eat anything that leaves your hands. Just like barkeeps all over, serving up brews may be your job, but helping crazy customers with their problems is where the real tip money is at!

    Is the fantasy genre new to you? What made you decide to try it out?

    Our whole studio actually played an almost 20-person session of D&D once, complete with custom art and homemade potion drinks. It’s very much in our wheelhouse, even though professionally this is our first real foray into fantasy. Couching the “bar” theme in a fantasy setting also ensured we wouldn’t alienate any age groups by being too literal with alcohol or drinking references.

    Besides, fantasy is just fun – we figured if we’re going to be spending so many hours testing the game, we’d rather have massive frog ogres barking orders at us instead of normal humans!

    What is your personal favorite potion/poison to craft? Why?

    In Act 2 of the Story mode, a big update we recently released, you get to choose between two brews: The Goddess Voice Brew or the Wee Ole’ Brew. Choosing to make one will result in a brutal war, and the other will basically throw a big party. The decision massively changes your tavern’s vibe (my favorite is definitely the party tavern). Besides those, the RootBrew Float is always an uplifting favorite!

    Dungeon Brewmaster (screenshot)

    Tell us a little bit about how players can start freestyling their own fantastical mixtures!

    Story mode itself only requires you to create a handful of the hundreds of combinations possible in the game, while Freeplay mode allows much more experimentation. There are currently a ton of crazy things that can be created, and we are updating this area weekly. Certain ingredients bestow special properties to the resulting brews – we love watching players discover all sorts of weird and hilarious concoctions! We’re also working on a system to allow players to craft truly unique custom brews with any ingredient combination. I think that sort of emergent experience can really help players feel connected to the game world.

    What’s the number one reason why someone should experience Dungeon Brewmaster?

    We’ve put a lot of time into the look and feel of the tavern and the locals who frequent it. Dungeon Brewmaster isn’t just a game about crafting the perfect Floppy Swamp Brew; it’s about being transported into a fantastic world full of crazy stories and characters. We really wanted players to feel like they’re somewhere new, where they could really let themselves get immersed in the setting.

    During the development process, was there anything that was particularly frustrating or challenging

    Our studio is full of a lot of talented people, but we’re actually very new to the game scene. We started as a motion graphics house working on everything from Nike commercials to Red Hot Chili Peppers music videos.

    A few years ago we began messing with our own game prototypes after-hours, which sort of snowballed into us creating mobile games and eventually turning to game development full time! Dungeon Brewmaster is our first VR game though, so the real challenge comes from working on a different platform with entirely different user experience expectations. The team has been amazing though, and we’re really happy with what we’ve got so far!

    What does VR add to a game like Dungeon Brewmaster? What do you think is the ‘magic’ part of the VR experience for you?

    VR is truly the heart of Dungeon Brewmaster. When you take off a VR headset for the first time, or even the hundredth time, and you have that “WOW, I forgot where I was!” moment, you understand exactly what it is that makes VR so enjoyable and unique.

    That’s the magic part, losing yourself for a moment in a new world. Other mediums can do that to a certain degree, but there’s nothing like actually being there, surrounded by this incredible content. There is no better feeling than testing a game for a few hours straight, then taking the headset off and thinking “I totally forgot I was even at work.”

    Dungeon Brewmaster (screenshot)

    Finally, what does the future hold for the team? Will you continue to add new features to Dungeon Brewmaster?

    We are adding so much more to the game! We recently launched an update that doubles the Story mode content and adds a ton more to do/create in Freeplay mode. We’re listening closely to player feedback and are currently working on the next big story arc, as well as a super fun surprise… multiplayer!

    Info on multiplayer  will come soon, but we are definitely keeping it lighthearted and completely crazy! As I mentioned previously, adding a system for players to create their own custom brews is also high on our list. Our studio (Super77) is working really hard on stuff inside and outside the DBM world, and we really can’t wait to show off what we’ve got brewing!

    Thanks for talking to us, Scott –  good luck with future development!


    Dungeon Brewmaster is available on Viveport.

    Website: LINK

  • Vive Celebrates Amazon Prime Day with a Special Deal on the Vive Pro

    Vive Celebrates Amazon Prime Day with a Special Deal on the Vive Pro

    Reading Time: 3 minutes

    Amazon Prime Day is here and this year Vive is getting in on the action. From 12 pm PT on July 16 to 8:59pm PT July 17, all Amazon Prime Members who purchase a Vive Pro HMD will receive a bonus $50 Amazon gift card and a $50 Viveport gift card. In addition, customers will also receive two free months of Viveport Subscription, included with all Vive Pro HMD purchases.

    To add to the news, Viveport just announced a new partnership with Amazon, allowing customers to purchase Viveport titles directly through Amazon. The new program supports Viveport’s mission to provide developers with the most avenues to monetize their content and reach new customers while aiding in content discovery.

    With Viveport content coming to Amazon in the upcoming weeks as developers opt in to the program, Amazon Prime members can take advantage of this new program and can soon purchase Viveport titles with their $50 Amazon gift card.

    With a collective $100 to spend on Amazon and Viveport, customers will have no shortage of fun titles and Vive accessories to choose from to get their Vive Pro journey started. To help narrow down these choices, we have a few suggestions on how to get the most out of your Prime Day deal:

    $50 on Viveport

    From Subscription Bundles to exciting titles, your Viveport gift card will give you tons of options to build out your VR content library.

    3 – month Subscription Bundle – $19.99

    With 5 picks each month, spending $19.99 on this Viveport Subscription bundle allows you to play 15 titles over three months. Viveport Subscription boasts of over 470 titles to choose from, ensuring a jam packed 3 months.

    +

    Moss – $29.99

     The critically-acclaimed, multi-award winning Moss from Polyarc Games is an action-adventure puzzle game tailor made for the VR platform. With its charming  heroine Quill, you’ll team up to explore forgotten realms, solve challenging puzzles and battle menacing enemies.

    OR 

    The Gallery – Episode 1: Call of the Starseed – $19.99

    +

    The Gallery – Episode 2: Heart of the Emberstone – $29.99

    The groundbreaking built-for-VR adventure series inspired by dark 80’s fantasy films, has been a favorite of Vive owners since Episode 1 launched in 2016. The first-person adventure titles from Cloudhead Games are sure to offer hours of fun as you navigate through puzzles and a griping narrative.

    $50 on Amazon

    While you can spend your Amazon gift card on ANYTHING (including Viveport titles!) we’ve suggested a few Vive accessories to bring your VR experience to the next level.

    Lighthouse stands – $49.95

    For those looking to keep their Vive set-up portable and shy away from drilling holes in their walls, these tripods are convenient to set up your VR play zone.

    Rebuff TrackStrap (2 units) – $39.99

    TrackStraps from Rebuff for the Vive Tracker allows precision full-body tracking in VR when attached to your feet. Combined with two Vive Trackers, Rebuff’s TrackStrap is perfect for titles such as Island 359 and Final Soccer VR.

    HTC VIVE Tracker 2018 – $99.99

    Take $50 off your Vive Tracker purchase and experience VR like never before! By attaching the Vive Tracker to specially designed accessories you can play your favorite supported games using real-world objects.

    Vive’s Amazon Prime Day offer on the Vive Pro HMD starts on July 16th at 12pm PT and runs through to 8:59pm PT July 17.

    Website: LINK

  • A New Sensation: The Glitch Mob Brings ‘See Without Eyes’ to ‘TheWaveVR’ on Rift

    A New Sensation: The Glitch Mob Brings ‘See Without Eyes’ to ‘TheWaveVR’ on Rift

    Reading Time: 2 minutes

    On Monday, we welcomed TheWaveVR to Oculus Rift. Since then, we’ve seen rave reviews (pun intended), with members of the Rift community calling it “my favorite VR experience” and “some next level sh1t.” And now, this immersive music platform takes another innovative step forward with the release of See Without Eyes—a brand-new album and live show from cutting-edge electronic artists The Glitch Mob you can experience on Rift for free, starting today at 7:00 pm PT!

    “We are excited to present the See Without Eyes VR Experience in partnership with TheWaveVR and Strangeloop Studios,” The Glitch Mob says. “This is a completely new way to experience music. We cannot wait for you all to take this journey with us.”

    During a 20-minute custom mix of the band’s third studio album, you’ll explore a number of shifting environments while interacting with other people on both Rift and HTC Vive. Those without VR headsets can also join in the fun with Facebook Live. Once the live show is complete, fans will be able to revisit a looped version of the experience in TheWaveVR at any time.

    “Imagine being able to fly through fantastical dreamscapes made from The Glitch Mob’s music alongside your friends- or meet people from around the world,” explains TheWaveVR CEO and Co-Founder Adam Arrigo. “In The Glitch Mob VR experience, players literally embody the cosmos while they create parts of the light show as the audience. Part concert, part film, part rave, part art installation, the only way to understand it is to put on the headset and take the trip.”

    Clear your living room and get the dance party started when The Glitch Mob drops the bass in TheWaveVR, tonight at 7:00 pm PT on Rift!

    — The Oculus Team

    Website: LINK

  • HP Z2 Mini Workstations Hardware Test , 360 Grad Video REVIEW

    HP Z2 Mini Workstations Hardware Test , 360 Grad Video REVIEW

    Reading Time: 2 minutes

    Endlich gibt es einen revolutionären Mini-PC für CAD-Anwendungen mit fantastischer Leistung und Vielseitigkeit in einem kompakten und eleganten Design. Die Z2 Mini – von Designprofis für Designprofis – liefert Performance und Zuverlässigkeit für die beste CAD-Erfahrung.

    Hier die Leistung des kleinen Wunderkastens im Detail:

    Betriebssystem
    Windows 10 Pro 64
    Prozessorproduktfamilie
    • Intel® Xeon® E3 Prozessor
    Prozessor
    • Intel® Xeon® E3-1225 v5 mit Intel HD-Grafikkarte P530 (3,3 GHz, bis zu 3,7 GHz mit Intel Turbo Boost-Technologie, 8 MB Cache, 4 Kerne)
    Anzahl Prozessoren
    1
    Chipsatz
    Intel® C236
    Formfaktor
    Mini-Formfaktor

    Speicherkapazität, Standard
    • DDR4-2400 SDRAM, registriert, 16 GB (2 x 8 GB)
    Speichersteckplätze
    2 SODIMM

    Hier auch die PDF von der offiziellen HP Seite: http://h20195.www2.hp.com/v2/GetDocument.aspx?docname=c05262508&doctype=quickspecs&doclang=EN_US&searchquery=&cc=at&lc=de

     



    Unser Test hat sich mit dem schneiden und rendern von 360 Grad / VR Videos beschäftigt.
    Das Fazit war sehr herausragend, wir hatten schon verschiedene Workstations im Test. Von Größe bis Lautstärke gibt es da so verschieden Ausführungen das man manchmal nicht weiß ob das , die richtige Workstation für einen ist.

    Ich muss sagen mir waren 3 Punkte wichtig:

    • Geschwindigkeit, das ding muss Power haben!
    • Lautstärke, wenn der Lüfter lauter ist als die Klima im Büro sollte man sich überlegen eine andere Workstation zu holen ^^
    • Platz, wie groß ist das Teil. Brauch ich einen Renderraum ala Disney? Und komme dann doch nicht zum Ziel.

    Mit dieser Workstation waren alle Punkte abgedeckt, und ich war Sehr positiv überrascht was das kleine Ding an Leistung von sich geben kann.

    Als vergleich, ein Durchschnittsrechner mit Intel i5 16GB ram, SSD, und einer Nvida Gaming Karte braucht für 30min. schon knapp mehrere std. für einen 360 Grad VR Clip zum rechnen. Und da ist das Spatial Audio noch nicht mal dabei!

    Bei der Workstation von HP, haben wir einen 25min clip in knapp 2STD rausgerechnet, 4k 360 Grad!!!! Die HP Z2 Mini Workstation ist wirklich zu empfehlen auch wenn man am Anfang glaubt das Sie wegen der Größe vielleicht doch nicht mithalten kann.


    Also hat HP diesmal fast alles richtig gemacht, das einzige kleine Minus ist das Display Port Kabel wie immer muss man sich selber dazu kaufen 🙂 🙂 Aber kennt man irgendwie von allen Herstellern, bei Sony PlayStation war es damals das Ladekabel für den Controller, bei Nintendo ist es das Stromkabel für die neue kleine RetroKonsole. Also das kann man schon verzeihen sage ich mal 🙂

     

    Source: http://www8.hp.com/at/de/products/workstations/product-detail.html?oid=15747847&jumpid=reg_r1002_atde_c-001_title_r0001#!tab=specs

    http://www8.hp.com/us/en/workstations/z2mini/index.html

     

  • Bring abstract concepts to life with AR expeditionsBring abstract concepts to life with AR expeditions

    Bring abstract concepts to life with AR expeditionsBring abstract concepts to life with AR expeditions

    Reading Time: 2 minutes

    Over the last three years, Google Expeditions has helped students go on virtual field trips to far-off places like Machu Picchu, the International Space Station and the Galapagos Islands. The more you look around those places in virtual reality (VR), the more you notice all the amazing things that are there. And while we’ve seen first hand how powerful a tool VR is for going places, we think augmented reality (AR) is the best way to learn more about the things you find there. Imagine walking around a life-sized African elephant in your classroom or putting a museum’s worth of ancient Greek statues on your table.

    Last year at Google I/O we announced the Google Expeditions AR Pioneer Program, and over the last school year, one million students have used AR in their classrooms. With AR expeditions, teachers can bring digital 3D objects into their classrooms to help their students learn about everything from biology to Impressionist art.

    Starting today, Expeditions AR tours are available to anyone via the Google Expeditions app on both Android and iOS. We’ve also updated the Expeditions app to help you discover new tours, find your saved tours, and more easily start a solo adventure. It’s never been easier to start a tour on your own, at home with your family or in the classroom.

    Website: LINK

  • Playstation 4 mit FIFA 18 und God of War für 288 Euro

    Playstation 4 mit FIFA 18 und God of War für 288 Euro

    Reading Time: < 1 minute

    Die wichtigsten Mixed-Reality-News auf einen Blick!

    Lass Dir die wichtigsten VR-, AR- und KI-News regelmäßig bequem ins E-Mail-Postfach schicken. Kostenlos, jederzeit kündbar.

    Datenschutz

    Bitte bestätigen Sie das Abo in der Bestätigungsmail. Falls Sie keine Bestätigungsmail erhalten habe, schauen Sie im SPAM-Ordner Ihres E-Mail-Postfachs. Danke!

    Website: LINK

  • Google Pixel 2 für 549 Euro, Nintendo Classic Mini: NES vorbestellen

    Google Pixel 2 für 549 Euro, Nintendo Classic Mini: NES vorbestellen

    Reading Time: < 1 minute

    Die wichtigsten Mixed-Reality-News auf einen Blick!

    Lass Dir die wichtigsten VR-, AR- und KI-News regelmäßig bequem ins E-Mail-Postfach schicken. Kostenlos, jederzeit kündbar.

    Datenschutz

    Bitte bestätigen Sie das Abo in der Bestätigungsmail. Falls Sie keine Bestätigungsmail erhalten habe, schauen Sie im SPAM-Ordner Ihres E-Mail-Postfachs. Danke!

    Website: LINK

  • Now students can create their own VR toursNow students can create their own VR toursDaydream Software Engineer

    Now students can create their own VR toursNow students can create their own VR toursDaydream Software Engineer

    Reading Time: 2 minutes

    Editor’s note: For Teacher Appreciation Week, we’re highlighting a few ways Google is supporting teachers—including Tour Creator, which we launched today to help schools create their own VR tours. Follow along on Twitter throughout the week to see more on how we’re celebrating Teacher Appreciation Week.

    Since 2015, Google Expeditions has brought more than 3 million students to places like the Burj Khalifa, Antarctica, and Machu Picchu with virtual reality (VR) and augmented reality (AR). Both teachers and students have told us that they’d love to have a way to also share their own experiences in VR. As Jen Zurawski, an educator with Wisconsin’s West De Pere School District, put it: “With Expeditions, our students had access to a wide range of tours outside our geographical area, but we wanted to create tours here in our own community.“  

    That’s why we’re introducing Tour Creator, which enables students, teachers, and anyone with a story to tell, to make a VR tour using imagery from Google Street View or their own 360 photos. The tool is designed to let you produce professional-level VR content without a steep learning curve. “The technology gets out of the way and enables students to focus on crafting fantastic visual stories,” explains Charlie Reisinger, a school Technology Director in Pennsylvania.

    Once you’ve created your tour, you can publish it to Poly, Google’s library of 3D content. From Poly, it’s  easy to view. All you need to do is open the link in your browser or view in Google Cardboard. You can also embed it on your school’s website for more people to enjoy. Plus, later this year, we’ll add the ability to import these tours into the Expeditions application.

    Website: LINK

  • Experience augmented reality together with new updates to ARCoreExperience augmented reality together with new updates to ARCoreDirector of Engineering, AR

    Experience augmented reality together with new updates to ARCoreExperience augmented reality together with new updates to ARCoreDirector of Engineering, AR

    Reading Time: < 1 minute

    Three months ago, we launched ARCore, Google’s platform for building augmented reality (AR) experiences. There are already hundreds of apps on the Google Play Store that are built on ARCore and help you see the world in a whole new way. For example, with Human Anatomy you can visualize and learn about the intricacies of the nervous system in 3D. Magic Plan lets you create a floor plan for your next remodel just by walking around the house. And Jenga AR lets you stack blocks on your dining room table with no cleanup needed after your tower collapses.

    Website: LINK

  • Google Lens: real-time answers to questions about the world around youGoogle Lens: real-time answers to questions about the world around youDirector, Google Lens

    Google Lens: real-time answers to questions about the world around youGoogle Lens: real-time answers to questions about the world around youDirector, Google Lens

    Reading Time: 2 minutes

    There’s so much information available online, but many of the questions we have are about the world right in front of us. That’s why we started working on Google Lens, to put the answers right where the questions are, and let you do more with what you see.

    Last year, we introduced Lens in Google Photos and the Assistant. People are already using it to answer all kinds of questions—especially when they’re difficult to describe in a search box, like “what type of dog is that?” or “what’s that building called?”

    Today at Google I/O, we announced that Lens will now be available directly in the camera app on supported devices from LGE, Motorola, Xiaomi, Sony Mobile, HMD/Nokia, Transsion, TCL, OnePlus, BQ, Asus, and of course the Google Pixel. We also announced three updates that enable Lens to answer more questions, about more things, more quickly:

    First, smart text selection connects the words you see with the answers and actions you need. You can copy and paste text from the real world—like recipes, gift card codes, or Wi-Fi passwords—to your phone. Lens helps you make sense of a page of words by showing you relevant information and photos. Say you’re at a restaurant and see the name of a dish you don’t recognize—Lens will show you a picture to give you a better idea.  This requires not just recognizing shapes of letters, but also the meaning and context behind the words. This is where all our years of language understanding in Search help.

    Website: LINK

  • Introducing the first Daydream standalone VR headset and new ways to capture memoriesIntroducing the first Daydream standalone VR headset and new ways to capture memoriesVP

    Introducing the first Daydream standalone VR headset and new ways to capture memoriesIntroducing the first Daydream standalone VR headset and new ways to capture memoriesVP

    Reading Time: < 1 minute

    Back in January, we announced the Lenovo Mirage Solo, the first standalone virtual reality headset that runs Daydream. Alongside it, we unveiled the Lenovo Mirage Camera, the first camera built for VR180. Designed with VR capture and playback in mind, these devices work great separately and together. And both are available for purchase today.

    More immersive

    The Mirage Solo puts everything you need for mobile VR in a single device. You don’t need a smartphone, PC, or any external sensors—just pick it up, put it on, and you’re in VR in seconds.

    The headset was designed with comfort in mind, and it has a wide field of view and an advanced display that’s optimized for VR. It also features WorldSense, a powerful new technology that enables PC-quality positional tracking on a mobile device, without the need for any additional sensors. With it, you can duck, dodge and lean, step backward, forward or side-to-side. All of this makes for a more natural and immersive experience, so you really feel like you’re there.

    Website: LINK

  • Premiering now: The first-ever VR Google Doodle starring illusionist & film director Georges MélièsPremiering now: The first-ever VR Google Doodle starring illusionist & film director Georges Méliès

    Premiering now: The first-ever VR Google Doodle starring illusionist & film director Georges MélièsPremiering now: The first-ever VR Google Doodle starring illusionist & film director Georges Méliès

    Reading Time: < 1 minute

    An illusionist before he was a filmmaker, Méliès discovered and exploited basic camera techniques to transport viewers into magical worlds and zany stories. He saw film and cameras as more than just tools to capture images, he saw them as vehicles to transport and truly immerse people into a story. He played around with stop motion, slow motion, dissolves, fade-outs, superimpositions, and double exposures.

    “Méliès was fascinated by new technologies and was constantly on the lookout for new inventions. I imagine he would have been delighted to live in our era, which is so rich with immersive cinema, digital effects, and spectacular images on screen,” says Laurent Manonni, Director of Heritage at The Cinémathèque Française.  “I have no doubt he would have been flattered to find himself in the limelight via today’s very first virtual reality / 360° video Google Doodle, propelled around the world thanks to a new medium with boundless magical powers.”

    Website: LINK

  • Welcome to Echo Arena’s Lobby 2.0!

    Welcome to Echo Arena’s Lobby 2.0!

    Reading Time: 2 minutes

    Today, Ready At Dawn is launching Echo Arena’s Lobby 2.0—buckle up, this is gonna be good!

    Lobby 2.0 features an overall larger space, a dedicated quarter-court Echo Arena practice area, new lobby music (because we all need practice jams), and single-player private matches open to everyone.

    As you use this space and practice your skills, you can also activate personal training discs in the lobby’s practice area and before games start in private matches. Use the button on your Arm Computer to recall it to your hand for another throw. Other players can’t see or interact with your personal disc, so you can practice to your heart’s content.

    And don’t forget your hardhats—one of the most exciting parts of the update is still under construction …

    Stay tuned for more on Echo Combat very soon. And if you haven’t already entered the Echo Games universe, dive into Echo Arena and Lone Echo on Rift today.

    Check out Ready At Dawn’s Medium post for greater detail on Lobby 2.0. Have fun checking out the new space—we’ll see you in zero-g!

    — The Oculus Team

    Website: LINK

  • Behind the scenes: Coachella in VR180Behind the scenes: Coachella in VR180Director, VR Video

    Behind the scenes: Coachella in VR180Behind the scenes: Coachella in VR180Director, VR Video

    Reading Time: < 1 minute

    Last weekend, fans from all around the world made the trek to Southern California to see some of music’s biggest names perform at Coachella. To make those not at the festival feel like they were there, we headed to the desert with VR180 cameras to capture all the action.

    Throughout the first weekend of Coachella, we embarked on one of the largest VR live streams to date, streaming more than 25 performances (with as many cameras to boot) across 20 hours and capturing behind-the-scenes footage of fans and the bands they love. If you missed it live, you can enjoy some of the best experiences—posted here.

    VR180 can take you places you never thought possible—the front row at a concert, a faraway travel destination, the finals of your favorite sporting event, or a memorable location. This year at Coachella, we pushed the format even further by adding augmented reality, AR, overlays on top of the performances—like digital confetti that falls when the beat drops, or virtual objects that extend the into the crowd.

    Website: LINK

  • How to publish VR180How to publish VR180Software Engineer

    How to publish VR180How to publish VR180Software Engineer

    Reading Time: 2 minutes

    Last year we introduced VR180, a new video format that makes it possible to capture or create engaging immersive videos for your audience. Most VR180 cameras work just like point-and-shoot models. However, what you capture in VR180 is far more immersive. You’re able to create VR photos and videos in stunning 4K resolution with just the click of a button.

    Today, we’re publishing the remaining details about creating VR180 videos on github and photos on the Google Developer website, so any developer or manufacturer can start engaging with VR180.

    For VR180 video, we simply extended the Spherical Video Metadata V2 standard. Spherical V2 supports the mesh-based projection needed to allow consumer cameras to output raw fisheye footage. We then created the Camera Motion Metadata Track so that you’re able to stabilize the video according to the camera motion after video capture. This results in a more comfortable VR experience for viewers. The photos that are generated by the cameras are written in the existing VR Photo Format pioneered by Cardboard Camera.

    When you use a Cardboard or Daydream View to look back on photos and videos captured using VR180, you’ll feel like you’re stepping back into your memory. And you can share the footage with others using Google Photos or YouTube, on your phone or the web. We hope that this makes it simple for anyone to shoot VR content, and watch it too.

    In the coming months, we will be publishing tools that help with writing appropriately formatted VR180 photos and videos and playing it back, so stay tuned!

    Website: LINK

  • Announcing high-quality stitching for JumpAnnouncing high-quality stitching for JumpSoftware Engineer

    Announcing high-quality stitching for JumpAnnouncing high-quality stitching for JumpSoftware Engineer

    Reading Time: 2 minutes

    We announced Jump in 2015 to simplify VR video production from capture to playback. High-quality VR cameras make capture easier, and Jump Assembler makes automated stitching quicker, more accessible and affordable for VR creators. Using sophisticated computer vision algorithms and the computing power of Google’s data centers, Jump Assembler creates clean, realistic image stitching resulting in immersive 3D 360 video.

    Stitching, then and now

    Today, we’re introducing an option in Jump Assembler to use a new, high-quality stitching algorithm based on multi-view stereo. This algorithm produces the same seamless 3D panoramas as our standard algorithm (which will continue to be available), but it leaves fewer artifacts in scenes with complex layers and repeated patterns. It also produces depth maps with much cleaner object boundaries which is useful for VFX.

    Let’s first take a look at how our standard algorithm works. It’s based on the concept of optical flow, which matches pixels in one image to those in another. When matched, you can tell how pixels “moved” or “flowed” from one image to the next. And once every pixel is matched, you can interpolate the in-between views by shifting the pixels part of the way. This means that you can “fill in the gaps” between the cameras on the rig, so that, when stitched together, the result is a seamless, coherent 360° panorama.

    Website: LINK

  • Chromebook tablets for versatile learningChromebook tablets for versatile learningGroup Product Manager

    Chromebook tablets for versatile learningChromebook tablets for versatile learningGroup Product Manager

    Reading Time: < 1 minute

    This past January, students in Kristine Kuwano’s third grade classroom were buzzing with excitement at De Vargas Elementary School in Cupertino, California. Tasked with writing out math equations to upload to Google Classroom, the students grabbed their new tablets from the cart, pulled out the stylus, and logged into Chrome. “They love technology and they have grown up working with touch devices, so tablets are intuitive for them,” said Kuwano.

    Since their debut, schools have chosen Chromebooks because they are fast, easy-to-use and manage, shareable, secure and affordable. We’ve listened carefully to feedback from educators around the world, and one common theme is that they want all the benefits of Chromebooks in a tablet form.

    Starting today, with the new Acer Chromebook Tab 10, we’re doing just that. It’s the first education tablet made for Chrome OS, and gives schools the easy management and shareability of Chromebook laptops. With touch and stylus functionality, this lightweight device is perfect for students creating multimedia projects—and also comes with a world of immersive experiences with Google Expeditions AR.

    Website: LINK