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All I Want: The stories behind Portuguese female artists

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The stories are divided into topics that will take people through a journey that spans from understanding generations to considering the place of women in art history, as well as discussions about the body and literary production. The curators, Helena de Freitas and Bruno Marchand, worked to make sure this exhibit would not only fill a gap in the art world, but also explain why this disparity started in the first place.

All I Want is an initiative of the Ministry of Culture, in partnership with Calouste Gulbenkian Foundation, presented on the occasion of the Portuguese Presidency of the Council of the European Union 2021. After its period in Portugal, the physical exhibit will travel to France, but on Google Arts & Culture this project will be preserved and able to reach every corner. In my ideal world, every female artist would have recognition and space for their art. For now, I am happy we are starting with these exceptional Portuguese women artists and I hope this inspires other institutions in the world.

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Source: https://vrarnews.com/details/all-i-want-the-stories-behind-portuguese-female-artists-60c8572349237e5048efda73?s=rss

AR/VR

10 Million PlayStation 5 Consoles Sold Globally Sony Confirms

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Sony Interactive Entertainment (SIE) has never been shy when it comes to celebrating hardware sales milestones. With the PlayStation 5 continually out of stock, instantly snapped up when a retailer even whispers it might be getting a shipment today’s announcement is even more impressive. SIE has revealed that more than 10 million PS5’s have been sold worldwide since November 2020.

PlayStation 5

Those sales date from 12th November to 18th July 2021, making the PlayStation 5 the fastest-selling console in the company’s history. Considering the ongoing chip shortages and the pandemic those are some impressive figures, easily eclipsing sales of the PlayStation 4. This has been supported by a range of platform exclusives with Insomniac Games’ Marvel’s Spider-Man: Miles Morales selling 6.5 million copies in that same time period whilst its recent Ratchet & Clank: Rift Apart title has already sold over 1.1 million copies since its launch last month.

“I can’t express enough the deep gratitude we feel for our passionate community of PlayStation fans who have embraced PS5, and the world-class development and publishing partners who bring such incredible gaming experiences to our platforms,” said Jim Ryan, president and CEO of Sony Interactive Entertainment in a statement. “While PS5 has reached more households faster than any of our previous consoles, we still have a lot of work ahead of us as demand for PS5 continues to outstrip supply. I want gamers to know that while we continue to face unique challenges throughout the world that affect our industry and many others, improving inventory levels remains a top priority for SIE.

Those figures also bode well for SIE’s virtual reality (VR) plans. When PlayStation VR originally launched for PlayStation 4 back in 2016 it greatly benefited from the user base, as the headset was easy to set up and cheaper than rival PC VR headsets. Thanks to a free adapter PlayStation VR can be used with the new PlayStation 5 and some developers are making use of that extra power. nDreams’ upcoming title Fracked will feature uncapped dynamic resolution, improved framerate, and loading times on the console.

PlayStation 5 VR Controller

The new headset – which SIE has yet to reveal – should also benefit from this growing userbase, especially considering its not due for release this year. SIE has already teased details including the “Orb” controllers and their haptic triggers, that the headset will offer a “high-fidelity visual experience,” and that it’ll connect to the PlayStation 5 via a single cable.  

As PlayStation 5’s success continues and more details regarding the new headsets are released, VRFocus will keep you updated.

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Source: https://www.vrfocus.com/2021/07/10-million-playstation-5-consoles-sold-globally-sony-confirms/

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AR/VR

Facebook Creates New Internal Organization to Build “the Metaverse”

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Facebook Reality Labs, the company’s AR/VR research and development team, announced the creation of a special product group focused on developing its future vision for “the Metaverse.” Apparently Facebook is betting big on the idea too, as it hopes in the near future to be viewed more as “a metaverse company” than a social network.

The term ‘metaverse’ was first coined by Neal Stephenson in his 1992 sci-fi novel Snow Crash. It not only refers to the monolithic online 3D environment where a part of the story takes place, but also the sum of all virtual worlds, including virtual reality, augmented reality, and the Internet as a whole. You may also recognize the concept from Ernest Cline’s 2011 novel Ready Player One, which was brought to life in Steven Spielberg’s 2018 film adaptation.

Now, on the heels of Epic Games’ landmark $1 billion investment to kickstart its own vision for the metaverse, Facebook CEO Mark Zuckerberg says the company is also investing in ways to better position itself for a more connected future by creating “the Metaverse.”

Speaking to The Verge, Zuckerberg’s immersive, interconnected future may sound nebulous for now, but head of Facebook Reality Labs Andrew Bosworth announced in a Facebook post that it’s actually spinning up a product team dedicated to the task, bringing into the fold a number of Facebook execs.

Bosworth says its so-called Metaverse Product Group will be lead by Vishal Shah, Instagram VP of Product. Vivek Sharma, head of Facebook Gaming, will be leading the team behind the company’s still in-beta social VR platform, Facebook HorizonJason Rubin, original Oculus executive and one-time head of AR/VR content, will lead the group’s content team. Bosworth say Rubin and Vivek will continue working with Facebook Gaming partners on the company’s gaming various platforms.

Horizon | Image courtesy Facebook

Zuckerberg tells The Verge that the company’s vision for the metaverse won’t rest solely on virtual reality devices, but rather he says it’s going to be “accessible across all of our different computing platforms; VR and AR, but also PC, and also mobile devices and game consoles.”

At least as far as VR is concerned, offering support to all devices will be a marked departure for anyone who’s followed the company’s walled garden approach to VR software development over the years, which may point to where the company hopes to go in the future.

“I think a good vision for the metaverse is not one that a specific company builds, but it has to have the sense of interoperability and portability. You have your avatar and your digital goods, and you want to be able to teleport anywhere,” Zuckerberg says. “You don’t want to just be stuck within one company’s stuff. So for our part, for example, we’re building out the Quest headsets for VR, we’re working on AR headsets. But the software that we build, for people to work in or hang out in and build these different worlds, that’s going to go across anything. So other companies build out VR or AR platforms, our software will be everywhere. Just like Facebook or Instagram is today.”

As the company continues to develop for the future of pervasive all-day AR glasses and VR headsets, Zuckerberg hopes that over the next five years the company will enter a new chapter to become what he calls “a metaverse company,” shifting its image from just a social network.

“One of the reasons why we’re investing so much in augmented and virtual reality is mobile phones kind of came around at the same time as Facebook, so we didn’t really get to play a big role in shaping the development of those platforms,” Zuckerberg says.

Continuing: “And I think if we can help build the next set of computing platforms and experiences across that in a way that’s more natural and lets us feel more present with people, I think that’ll be a very positive thing.”

Not much is certain for now: creating that future of a singular, interoperable virtual continuum is likely to be a long and sustained effort that will not only require immersive devices to supplant (or augment) traditional computing platforms, but would require Facebook to take on an active role of platform holder, requiring it to reach much farther than it does currently with Oculus, or even its traditional social network.

Love it or hate it, Facebook has a pointed interest in pioneering the space and owning a big piece of it too later down the line. And yes, it’s still hiring a lot more people to make that happen.

PlatoAi. Web3 Reimagined. Data Intelligence Amplified.

Click here to access.

Source: https://www.roadtovr.com/facebook-reality-labs-metaverse/

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AR/VR

Facebook Creates New Internal Organization to Build “the Metaverse”

Published

on

Facebook Reality Labs, the company’s AR/VR research and development team, announced the creation of a special product group focused on developing its future vision for “the Metaverse.” Apparently Facebook is betting big on the idea too, as it hopes in the near future to be viewed more as “a metaverse company” than a social network.

The term ‘metaverse’ was first coined by Neal Stephenson in his 1992 sci-fi novel Snow Crash. It not only refers to the monolithic online 3D environment where a part of the story takes place, but also the sum of all virtual worlds, including virtual reality, augmented reality, and the Internet as a whole. You may also recognize the concept from Ernest Cline’s 2011 novel Ready Player One, which was brought to life in Steven Spielberg’s 2018 film adaptation.

Now, on the heels of Epic Games’ landmark $1 billion investment to kickstart its own vision for the metaverse, Facebook CEO Mark Zuckerberg says the company is also investing in ways to better position itself for a more connected future by creating “the Metaverse.”

Speaking to The Verge, Zuckerberg’s immersive, interconnected future may sound nebulous for now, but head of Facebook Reality Labs Andrew Bosworth announced in a Facebook post that it’s actually spinning up a product team dedicated to the task, bringing into the fold a number of Facebook execs.

Bosworth says its so-called Metaverse Product Group will be lead by Vishal Shah, Instagram VP of Product. Vivek Sharma, head of Facebook Gaming, will be leading the team behind the company’s still in-beta social VR platform, Facebook HorizonJason Rubin, original Oculus executive and one-time head of AR/VR content, will lead the group’s content team. Bosworth say Rubin and Vivek will continue working with Facebook Gaming partners on the company’s gaming various platforms.

Horizon | Image courtesy Facebook

Zuckerberg tells The Verge that the company’s vision for the metaverse won’t rest solely on virtual reality devices, but rather he says it’s going to be “accessible across all of our different computing platforms; VR and AR, but also PC, and also mobile devices and game consoles.”

At least as far as VR is concerned, offering support to all devices will be a marked departure for anyone who’s followed the company’s walled garden approach to VR software development over the years, which may point to where the company hopes to go in the future.

“I think a good vision for the metaverse is not one that a specific company builds, but it has to have the sense of interoperability and portability. You have your avatar and your digital goods, and you want to be able to teleport anywhere,” Zuckerberg says. “You don’t want to just be stuck within one company’s stuff. So for our part, for example, we’re building out the Quest headsets for VR, we’re working on AR headsets. But the software that we build, for people to work in or hang out in and build these different worlds, that’s going to go across anything. So other companies build out VR or AR platforms, our software will be everywhere. Just like Facebook or Instagram is today.”

As the company continues to develop for the future of pervasive all-day AR glasses and VR headsets, Zuckerberg hopes that over the next five years the company will enter a new chapter to become what he calls “a metaverse company,” shifting its image from just a social network.

“One of the reasons why we’re investing so much in augmented and virtual reality is mobile phones kind of came around at the same time as Facebook, so we didn’t really get to play a big role in shaping the development of those platforms,” Zuckerberg says.

Continuing: “And I think if we can help build the next set of computing platforms and experiences across that in a way that’s more natural and lets us feel more present with people, I think that’ll be a very positive thing.”

Not much is certain for now: creating that future of a singular, interoperable virtual continuum is likely to be a long and sustained effort that will not only require immersive devices to supplant (or augment) traditional computing platforms, but would require Facebook to take on an active role of platform holder, requiring it to reach much farther than it does currently with Oculus, or even its traditional social network.

Love it or hate it, Facebook has a pointed interest in pioneering the space and owning a big piece of it too later down the line. And yes, it’s still hiring a lot more people to make that happen.

PlatoAi. Web3 Reimagined. Data Intelligence Amplified.

Click here to access.

Source: https://www.roadtovr.com/facebook-reality-labs-metaverse/

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AR/VR

4 Use Cases of Augmented Reality in 2021

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Abhishek Dave

Augmented reality is a technology that lets you interact with 3D models, objects, places, animals, humans, everything in real life. It lets you create and visualize things from the real world in your device which can be used in different sectors like Manufacturing, Retail, Construction, Entertainment, Education, and many more for different purposes.

1) AR in Education

The best use of AR is in education where students can learn and interact with the topics, they don’t have to imagine what it feels like to be in space or how the solar system works, they can simply visualize it with Augmented Reality

2) AR for Industries

Machine elements are tricky to manufacture but even trickier to design if you can’t visualize them. With Augmented Reality, one can simply study and learn the structure of 3D models, the assembly of them, be it knuckle joint- cotter joint, anything you can visualize and learn with Augmented Reality. To perform 3D model collaboration AR is being used by many MNCs.

3) AR for Retailers

AR has turned out to be a blessing for Retailers. People can try them from the comfort of their space, they can share their looks and buy them directly from one platform. Be it Jewellery, Clothing, Eyewear, House Hold things, etc. This will definitely give your prospects some comfortable buying features.

4) AR for Marketing

The biggest benefit of AR is for Marketers. They can uniquely promote their brand using different social channels. One can host Virtual events and Expos using these technologies and market their product globally. Many international companies are using AR to run marketing campaigns to attract the masses, especially millennials, and GenZ.

Augmented Reality has unlocked the possibilities of creating and learning new things every day. We at Melzo.com are playing our part in it. If you want to create AR, VR content yourself and explore these new booming technologies then you should definitely try this free tool.

PlatoAi. Web3 Reimagined. Data Intelligence Amplified.
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Source: https://arvrjourney.com/4-use-cases-of-augmented-reality-in-2021-2a1e8fb8f3fd?source=rss—-d01820283d6d—4

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