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CD Projekt RED Could be Fined 10% of its Annual Income by Polish Government if Cyberpunk 2077 Patches Don’t Fix the Game

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Poland’s Office of Competition and Consumer Protection is keeping an eye on how the Cyberpunk situation is developing.


Cyberpunk 2077’s launch has been a major fiasco, especially with the game’s botched base console versions, and from it being delisted from the PlayStation Store to CD Projekt RED’s share prices tumbling to the company even being sued (which they plan on defending against with “vigorous action”), CDPR have certainly been having a rough go of it of late. As it turns out, things might get even worse for them in the future.

As reported by Polish newspaper Dziennik Gazeta Prawna (via GamesIndustry), Poland’s Office of Competition and Consumer Protection (UOKiK) is keeping an eye on how CD Projekt RED are going to rectify the issues persistent in Cyberpunk 2077 in the coming months.

“We will check how the manufacturer is working on the introduction of amendments or solution to difficulties preventing the game [to work] on different consoles, but also how it intends to act in relation to the persons who filed complaints and are dissatisfied with [their] purchase due to the inability to play games on owned equipment despite previous assurances [that it would],” UOKiK spokesperson Małgorzata Cieloch said in a statement.

Additionally, if CD Projekt RED should fail to address the issues with Cyberpunk 2077 with upcoming patches, the company might even be faced with monetary punishments, which could either be a 10% of their annual income being paid in fines, or stipulate that they have to allow refunds (or even both).

CD Projekt RED have major updates planned for Cyberpunk 2077with one each coming this month and in February. The developer has said that these updates should ensure that the game becomes “playable” and “stable” on base PS4 and Xbox One consoles.

Cyberpunk 2077 is currently available on PS4, Xbox One, PC, and Stadia, with PS5 and Xbox Series X/S native ports due out this year.


Source: https://gamingbolt.com/cd-projekt-red-could-be-fined-10-of-its-annual-refunds-by-polish-government-if-cyberpunk-2077-patches-dont-fix-the-game

Gaming

Artificial intelligence in the online game industry

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Artificial intelligence (AI) has become an integral part of the gaming industry. In particular, the development of virtual reality (VR) has brought about many changes. These changes have enabled game developers to build better games. There is fierce competition within the industry to incorporate the latest technology. Online casinos are no exception. The online casino Gaming Club uses AI to provide a great user experience. As a result, we are able to meet all the needs of our players and provide complete security measures and customer service.

What is the future of online games? Consider the expected changes. First of all, regarding voice recording, the use of AI will greatly improve work efficiency. Recording by a voice actor is very costly and time-consuming. The use of synthetic voices will be a new option for developers. It’s still a long way off, but in the future, we’ll likely adopt a dialogue system. There are writers to create stories and dialogues, but in the future, it is likely that dialogue systems that mimic real-life will be adopted. The hand tracking function will also change significantly. The headset camera improves the ability to recognize hand movements. Users will be able to enjoy a more realistic experience than ever before. AI is also used for various data analysis. Behavioral data analysis will have a significant impact on the developer’s game design. Text analysis, sentiment analysis, and review analysis can help you better understand user psychology.

The impact of AI on the online game industry is immeasurable. There are still many unknowns, and we must adapt to those changes. Industries that are sensitive to the latest trends, such as online casinos, will make tremendous progress. Keep an eye on the transformation brought about by AI

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Blockchain

Gaming Giant Atari Doubles Down on Ethereum, Joins Decentraland

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The information on or accessed through this website is obtained from independent sources we believe to be accurate and reliable, but Decentral Media, Inc. makes no representation or warranty as to the timeliness, completeness, or accuracy of any information on or accessed through this website. Decentral Media, Inc. is not an investment advisor. We do not give personalized investment advice or other financial advice. The information on this website is subject to change without notice. Some or all of the information on this website may become outdated, or it may be or become incomplete or inaccurate. We may, but are not obligated to, update any outdated, incomplete, or inaccurate information.

You should never make an investment decision on an ICO, IEO, or other investment based on the information on this website, and you should never interpret or otherwise rely on any of the information on this website as investment advice. We strongly recommend that you consult a licensed investment advisor or other qualified financial professional if you are seeking investment advice on an ICO, IEO, or other investment. We do not accept compensation in any form for analyzing or reporting on any ICO, IEO, cryptocurrency, currency, tokenized sales, securities, or commodities.

See full terms and conditions.

Source: https://cryptobriefing.com/atari-doubling-down-ethereum-joins-decentraland/

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AI

Remote Learning Boosting Adoption of Innovative Technologies for Education 

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History Maker from Schell Games is an example of augmented reality being incorporated in an innovative new software supporting history education. (Credit: Schell Games)

By AI Trends Staff  

With remote learning happening for students of all ages during the pandemic area, new technologies incorporating AI—including voice, augmented reality and virtual reality—are being used more widely to enable teaching.   

“Some 1.2 billion children have been out of school during the pandemic year, and that has led to technology driving change in education,” said Robin Raskin, founder of Solving for Tech, moderator of a recent Consumer Electronics Show session on New Technologies Accelerating Education.   

Caitlin Gutekunst, senior director of marketing and development.

Creativity, Inc. provides design and engineering services for toy, technology, and learning companies. Clients include Disney, Netflix, Fisher-Price, Mattel, and Pearson. The company is working on building out new products that leverage voice interactions, said Caitlin Gutekunst, senior director of marketing and development. Consumers today interact with voice assistants on some 4.2 billion devices and the number is expected by Juniper Research to grow to 8.4 billion by 2024, she said.  

“Voice is an interface, a new way for people to navigate and find information more easily,” she said. “Teachers are finding that voice provides new learning opportunities for students,” and can improve accessibility catering to the different learning styles of students, she said. The company envisions voice being used in more devices such as wearables and augmented reality/virtual reality (AR/VR) headsets.  “We believe in binding entertainment with learning to make it fun for kids,” she said. The company developed Toy Doctor, an Alexa skill in which a child works as a doctor to help patients including Fuzzy the Teddy Bear and Rubber Ducky in a musical adventure.  

Melanie Harke, Senior Game Designer, Schell Games

Melanie Harke, a senior game designer with Schell Games, builds educational games using VR and AR. “It is still in an early adoption phase, but once you have a device you can travel to distant lands or practice dangerous procedures in a safe environment,” she said. “Immersion is the cornerstone; it makes it powerful,” she said, enabling it to be used to practice physical activities or improve muscle memory.  

History Maker is Virtual Reality Content Creation Tool  

The company has produced HoloLab Champions, a chemistry lab practice game show, enabling students without access to a real lab to gain experiences. Players are scored on accuracy and safety, helping to prepare them for real lab experiences.  

The company’s newest product is History Maker, a virtual reality content creation tool aimed at middle school students. The game enables students to step into the shoes of a historical figure, such as Ben Franklin, Abigail Adams, Abraham Lincoln, Mark Twain and Barack Obama. Students create the scene, pick their props, upload and recite their script and export the performance to share with classmates and teachers.  

“The pandemic has accelerated things, with more students participating in remote learning and more effort going into making the experiences better for kids. Having something immersive like VR can help,” Harke said. The company has made progress since entering the education market in 2016, but still, “It is early days for VR in education,” she said.  

Spatial makes a AR/VR tool that can be used to create a lifelike avatar and a virtual classroom where the teacher has the necessary tools to present an immersive experience for students. “A lot of remote learning is happening in work settings. Tools like Spatial will be important to helping people feel connected,” said Aaron Dence, product manager with Spatial.   

The product uses AI and machine learning to “tweak” a two-dimensional selfie photo to create a three-dimensional lifelike avatar. Colleges are looking at the technology to help create immersive learning experiences, such as the streets of Harlem in the 1950s, for a history class at the University of Arizona, and physicians and students working together at Teikyo University in Tokyo.  

AR/VR Education Software Revenue Growing  

Revenue for VR/AR educational software was estimated to be some $300 million in 2020, according to a report by Goldman Sachs, and is expected to grow to $700 million by 2025, according to a report in edu plus now. The quality of content is improving and the cost of hardware is correlating, making the technology more accessible to education institutions worldwide, the report stated.  

Use cases for AR/VR in education include virtual field trips, medical education, and training, classroom education and student recruitment, according to an account from [x]cube LABS.  

For medical education, applications can show complicated processes such as the human brain and visualize the abstract notions in digital reality. It equips students to merge the theoretical and practical parts of lessons. For recruitment, virtual tours enable students to explore the school or university campus remotely, thereby reducing expenses, increasing student engagement and helping them make a decision about the university.  

“Augmented and virtual reality is redefining the teaching and learning process. Immersive technology has the potential of being the most prominent breakthrough in the education industry,” the authors state. 

Learn more at Creativity, Inc., Schell GamesSpatial, in edu plus now and from [x]cube LABS. 

Source: https://www.aitrends.com/education/remote-learning-boosting-adoption-of-innovative-technologies-for-education/

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AR/VR

DOCOMO’s XR Studio opening in Odaiba, Japan to include the new Mantis Vision Volumetric Studio 3iosk

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In Augmented Reality and Virtual Reality News

January 21, 2021 – Mantis Vision, a provider of 3D image and volumetric video capture solutions, has today announced that its ‘Mantis Vision Volumetric Studio 3iosk’ volumetric video capture technology will be included within DOCOMO’s new ‘docomo XR Studio’ in Odaiba, Japan when it opens later this month. DOCOMO is Japan’s largest telecommunications company.

Esta Chiang, Volumetric Pipeline Technical Director of Mantis Vision, said: “Mantis Vision has seen many new volumetric video content creations this year, and we’re excited to see what new applications emerge from the new 3iosk Studio”.

Volumetric video capture utilizes an array of cameras to record people or objects in motion from all angles, in order to turn them into realistic 3D holograms. The resulting digital content can then be viewed from any angle on mobile devices and computers. The technology is already in use in a range of industries, including entertainment, sports, music videos, and gaming.

The Mantis Vision Volumetric Studio 3iosk captures dynamic 3D volumetric videos that can be shared as 3D assets in augmented and virtual reality (AR/VR), virtual production or social media. With its small footprint and no green screen or render farm required, the Mantis Vision Volumetric Studio 3iosk is designed for use in commercial settings including retail stores, museums, events, theme parks and shopping malls. Based on patented technology and proprietary Volumetric Cameras (VoCams), Mantis Vision states that its Volumetric Studio 3iosk setup has “the fastest workflow from scan to share, with exceptional data quality and an easy-to-use interface.”

An example of Mantis Vision’s live volumetric capture demo.

In addition, the 3iosk studio offers real-time live-streaming capability, allowing viewers to have live interactions with 3D holograms. The same solution can be used for live virtual concerts, interviews, E-sports and mixed reality training, according to the company.  

Through the opening of its XR Studio, DOCOMO will help to promote volumetric video technology, as well as collaborate with content creators, and will continue to explore new methods that utilize XR technology.

For more information on Mantis Vision and its volumetric capture solutions, please visit the company’s website.

Image / video credit: Mantis Vision

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

Source: https://www.auganix.org/docomos-xr-studio-opening-in-odaiba-japan-to-include-the-new-mantis-vision-volumetric-studio-3iosk/

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