Best VR gaming experience Archives

Best VR gaming experience Archives

best VR gaming experience Archives

best VR gaming experience Archives

Tag: vr

This is a special edition of our Fast Forward newsletter, bringing you a summary of the major announcements from Google’s 2017 I/O developer conference. A fast read for you and a forward for your clients and team.

The highlights:

  • Google Lens brings computer vision to Google Assistant and Photos
  • Google Assistant receives major upgrades & branches out Into connected cars
  • Expansion of the Daydream VR platform propels VR development forward
  • Android O brings a more fluid user experience, with Android Go targeting the “next billion mobile users”

On Wednesday, Google kicked off its annual I/O developer conference at the Shoreline Amphitheater in Mountain View, CA. CEO Sundar Pichai took the stage to lead the main keynote address, where he laid out the key developments in several of Google’s areas of interest, including AI, voice assistants, virtual reality, and more. TechCrunch has a comprehensive round-up of everything that Google announced, but we have an exclusive take on what it means for brands.

Google Lens Adds Computer Vision To Google Services

The most significant announcement coming out of this year’s Google I/O conference is the debut of Google Lens, a set of computer vision features that allows Google services to identify what the camera captures and collect contextual data via images. Google has been using similar technology in the Google Translate app (built off their 2014 acquisition of World Lens) to automatically translate words that the camera captures in real time. Now, Google is adding this feature to Google Assistant and, later this year, to Google Photos as well.

Equipped with computer vision capabilities, Google Assistant gains the “eyes” it needs to see what the users are looking at and understand their intent. Google demoed several such scenarios on stage, including pointing the camera at a restaurant’s storefront to receive standard business information and reviews of that restaurant surfaced via Zagat and Google Maps, pointing it at an unidentified flower to ask Google Assistant to identify it, or pointing it at a concert poster to prompt Assistant to find how to buy tickets for the event. Lens allows Google Assistant to tap the smartphone camera as an input source, to inform user intent and create a more frictionless user experience.

For Google Photos, the addition of Google Lens’ computer vision capabilities makes the cloud photo storage service better at identifying the people in your photos and picking out the best shots in your photo library. This facilitates one new feature called Suggested Sharing, in which Google Photos will prompt you to share some AI-selected photos with the people that are in them with a simple tap. Users on the receiving end of the shared albums will also be prompted to add the pre-selected photos to the mix.

One additional feature powered by Google Lens is the Visual Positioning Service (VPS), which works like an indoor GPS, allowing Android devices to map out a specific indoor location and help them find a specific store in the mall or a specific item in a grocery store with turn-by-turn navigation. VPS is already working in select partner museums and Lowes home improvement stores if you happen to have one of two Tango-enabled devices. This advanced AR feature will also appear in the next Tango device, the ASUS ZenFone AR due out this summer.

The introduction of Google Lens brings the search giant up to speed in the consumer-facing AR development. Two of Google’s biggest competitors, Facebook and Amazon, recently unveiled their own take on the “camera-as-input” trend with the launch of Camera Effects Platform and Echo Look, respectively. For Google, the launch of Lens is all the more significant, as it officially branches Google’s core function, search, into the physical real world and opens the door for more offline use cases, which, in turn, massively increases the addressable market of searchable data and creates a virtuous cycle for Google to leverage those image data to fuel its AR and machine learning initiatives.

Google Assistant Grows More Capable With New Features

Beyond the major addition of computer vision capabilities, Google Assistant is getting some other new features to help it stay competitive against Amazon’s Alexa and other digital voice assistants. Among the slew of new features announced on stage, two stood out to us for their versatile uses cases and accessibility for developers.

First up, Actions, Google’s version of ‘skills’ or ‘apps’ for Google Assistant, added support for digital transactions. This allows Google Home and some Android phone users to shop online by conversing with Google Assistant, which will access payment methods and delivery addresses stored in Android Pay for a seamless checkout experience. The feature will launch first with Panera as a third-party partner.

This crucial update will allow more businesses to build mobile ordering and online shopping features into their Google Actions. Previously, Google Assistant could only make orders from partnering Google Express retailers, such as Costco, Whole Foods Market, Walgreens, PetSmart, and Bed Bath & Beyond. It also added the ability to check the inventory at local stores for product availability before users take a trip to the store.

Second, Google Assistant can now respond by sending visuals to your smartphone or TV via Chromecast. Dubbed “Visual Responses,” this important addition enables developers to surface texts, images, videos, and map navigations to user requests. Allowing for a variety of responses helps diversify Google Assistant’s replies beyond voice and add texture to the user experience. Supporting multiple displays entends Google Assistant to more platforms, allowing users to choose the optimal screen to engage with. This new feature comes just a week after Amazon unveiled Echo Show, which also introduced a visual component to Alexa’s voice-based conversational interface.

Beyond these two key updates, Google Assistant is also gaining several other features that make it smarter and more useful. They include:

  • A “proactive assistance” feature that allows Google Assistant to automatically alerts you about travel, weather, and calendar updates by silently showing a spinning light-up ring on Google Home. Users can hear the updates by asking “OK Google, What’s up?” It is unclear when this notification-lite feature will roll out.
  • Hands-free phone calls to U.S. and Canada numbers. It works similarly to Amazon’s recently released Alexa voice calling, but with the added ability to dial real phone numbers. Unlike Amazon, only outbound calls are supported for now because Google says it wants to be “mindful of customer privacy”.
  • New entertainment integrations including the free tier of Spotify, SoundCloud, HBO, Hulu, CBS All Access, and some other popular music and video content streaming services. This allows users to ask Google Assistant to play a specific show or song, provided they have installed the corresponding apps on their devices.
  • Text input for Google Assistant, which allows users to interact with the Assistant on Android devices by typing out their requests instead of speaking them out loud.
  • Google also reminded the audience that Google Assistant will be coming to connected cars, as the company announced on Monday that Volvo and Audi are building new models that will run on Android systems.

Beyond these new features, Google is also aggressively expanding the Assistant to more platforms by announcing it will become accessible on Android TV OS later this year as well as iPhones and iPads via Google’s iOS app. The update to the Android TV platform will be accompanied by a brand-new launcher, allowing users to use voice command to access the over 3,000 Android TV apps available in the Play Store. According to Google, the Assistant is currently available on over 100 million devices. Notably, that’s a fraction of the 2 billion Android devices on the market, and doesn’t reflect user adoption. (For comparison, Apple’s Siri is currently available on 1 billion devices.)

In addition, Google is also following Apple’s lead to process AI-powered apps locally on mobile devices as well as in the cloud. This improves app performance and security, and also enables Google Assistants to adjust to a user’s specific preferences more quickly.

Standalone Daydream VR Headsets Aim To Broaden Consumer Appeal

It’s been a full year since Google unveiled its VR platform, Daydream, and so far, only a handful of compatible handsets have been released.  Facing mounting competitors in the VR space, Google is taking another stab at virtual reality with new  Daydream-enabled phones from partners, and a new standalone headset form-factor.

On the handset front, Google announced that Daydream will be supported by the new Samsung Galaxy S8 phones later this summer. As the best-selling line of Android phones, it’s’ a big win for Google, even if Samsung continues to support their own platform, GearVR, which is powered by a rival, Facebook’s Oculus. Plus, the upcoming flagship phone from LG will also support Daydream VR, making the platform considerably more accessible for mainstream users.

Google is teaming up with HTC Vive and Lenovo to build an untethered, standalone VR headset, allowing an immersive experience without additional phone or PC hardware. The headsets will support inside-out tracking, using the “WorldSense” technology from its Tango AR platform to track virtual space and making sure your view in VR matches up with your movements in the real world without the need for additional cameras or sensors. This move puts Google in the company of Oculus and Intel, both of whom have showed off early standalone headsets with self-contained tracking systems.

Fluid UI Design For Android O & Android Go For Emerging Markets

Near the end of the opening keynote, Google turned the attention to the next Android mobile OS, Android O. The preview highlighted a more fluid UI design, which includes features such as a Picture-in-Picture mode for multitasking while watching videos or during video calls, a more customized notification dots system, and a machine learning-powered smart text selection that makes it easier to choose the texts to copy and paste.

In addition, Google also launched a new data-conscious version of Android O named Android Go, targeting emerging global markets where mobile connectivity is still in development. Android Go is a modified version of Android for the lower-end handsets, completed with apps optimized for low bandwidth and memory. Google says Android devices with less than 1GB of RAM will automatically get Android Go starting with Android O. It is also committing to releasing an Android Go variant for all future Android OS. Google previously created a similar low-cost Android OS to serve the emerging markets called Android One, which initially rolled out in Pakistan, India, Bangladesh, Nepal, Indonesia, and other South Asian countries in 2014.

What Brands Need To Do

Google’s announcements at this year’s I/O event are very much covered by two trends emphasized in our Outlook 2017. The introduction of Google Lens marks Google’s official entry into camera-based mobile AR feature (the Tango AR platform is too inaccessible to count), a leading element in the current meta of Advanced Interfaces. The notable updates that Google Assistant received, in particular the computer vision capabilities that Google Lens brings, make the voice assistant a more helpful and intuitive Augmented Intelligence service for users. And the expansion of the Daydream VR platforms shows Google’s continued investment in virtual reality, another facet of the evolution of advanced digital interfaces.

The integration of Google Lens in Google Assistant poses some exciting new opportunities for brands to explore. For example, CPG brands may consider working with Google to make sure that Android users can use Lens to correctly identify your products and receive the correct information. For retailers, the addition of the VPS feature holds great potential for in-store navigations and AR promotions, once it becomes available to a higher number of mobile devices.

The new features coming to Google Assistant makes it a more capable contender in the fight against Amazon’s Alexa. In particular, the support for handling transactions and the “Visual Responses” should offer brands great opportunities to drive direct sales and engage customers with a multi-media experience. For auto brands, in particular, the integration of Google Assistant into some of the upcoming connected cars bring new use cases for engaging with car owners via conversational experiences. The addition of Visual Responses means it is now possible to deliver additional content, be it videos or images, about your products via Google Asistant, adding a visual component that is crucial for marketing fashion and beauty brands.

In terms of VR, Google’s initiatives should help expand the accessibility of its VR platform and get more users to watch the 360-degree and VR content available on YouTube and other Google platforms. For brands, this means increased opportunities to reach consumers with immersive content on Google-owned platforms. As more mainstream tech and media companies rush into VR to capitalize on the booming popularity of the emerging medium, brand marketers should start developing VR content that enhances your brand messaging and contributes to the campaign objectives.

How We Can Help

While mobile AR technologies and standalone VR devices are still in early stages of development, brands can greatly benefit by starting to develop strategies for these two emerging areas. If you’re not sure where to start, the Lab is here to help.

The Lab has always been fascinated by the enormous potential of AR and its ability to transform our physical world. We’re excited that Google is bringing computer vision to android devices and it allows us to develop AR experiences delivered by Google Assistant reach millions of users. If you’d like to discuss more about how your brand can properly harness the power of AR to engage your customers and create extra value, please reach out and get in touch with us.

The Lab has extensive experience in building Alexa Skills and other conversational experiences to reach consumers on smart home devices. So much so that we’ve built a dedicated conversational practice called Dialogue. The Zyrtec AllergyCast Alexa skill that we collaborated with J3 to create is a good example of how Dialogue can help brands build a voice customer experience, supercharged by our stack of technology partners with best-in-class solutions and an insights engine that extracts business intelligence from conversational data.

As for VR, our dedicated team of experts is here to guide marketers through the distribution landscape. We work closely with brands to develop sustainable VR content strategies to promote branded VR and 360 video content across various apps and platforms. With our proprietary technology stack powered by a combination of best-in-class VR partners, we offer customized solutions for distributing and measuring branded VR content that truly enhance brand messaging and contribute to the campaign objectives.

If you’d like to know how the Lab can help your brand figure out how to tap into these tech trend coming out of Google I/O this year to supercharge your marketing efforts, please contact our Client Services Director Samantha Barrett (samantha@ipglab.com) to schedule a visit to the Lab.

 

Tags: Camera as input, Daydream, Fast Forward, google, vrИсточник: [https://torrent-igruha.org/3551-portal.html]
, best VR gaming experience Archives

VR

It started with a wish to do something different and go to a more intimate setting. Before Cortopia I was working at DICE for 7 years where I very much enjoyed my time and I’m still today very much in love with the company and the people there. But I am a restless soul and came to a point where I felt I knew the reality of working for a big media company a little too well and wanted to focus my time in a creative setting where you can make a lot of impact.

I knew Ricky, the founder of Cortopia, since his time at DICE a couple of years ago. When he asked if I was interested in helping him direct the company as its new CEO, I felt it was a perfect fit for where I were mentally at the time and here I am today with a new set of wonderful colleagues and a whole new fresh industry to conquer.

 

What’s the most exciting thing about your job?

The single most exciting part is to be able to work with passionate and driven people. In a smaller company like Cortopia the success lies within how the people decide to engage in their work. I don’t see myself as a boss with all the answers, my primary role is to make sure everyone knows their purpose, share the vision of where we are going  and feel like they have a personal and professional journey to grow with. How well the company does is directly correlated to how engaged the people within it are.

 

Cortopia secured a rather significant funding at the end of 2017, 21,5m SEK to be exact. How was this experience like and what are the goals with this new influx of capital?

Working in the still very early industry of VR and AR comes with the reality that not many companies are able to fully drive the business on profit. So funding is a common form of securing continued results and innovation. For us, we were lucky to find investors that share our vision for the future and the industry and are willing to partake in our journey for the long run. As for goals, we want to build on the success of our first game Wands and widen our VR portfolio while also venturing into AR. We will do this by recruiting industry leading talent.

 

Nice! You mention Wands, Cortopia’s hero title. Can you give a brief introduction for anyone not aware of what this game is about?

Wands in its core is a competitive, player vs. player game set in the scene of magic duels in the 13th century of London. You take the role of a wielder and load up your wands with magical spells and challenge other players around the world to show who is best by climbing the leaderboards. It is a very beautiful and intense experience that has a big following of dedicated players. What is also very cool is that the game is available on the majority of the major VR platforms out there and everyone can play everyone.

 

Given Wands’ very competitive scene, are there any plans to expand into the eSports market?

I am personally a big fan of eSports and spend a lot of time on Twitch. So yes, we are keeping a close eye on opportunities in this area to see what the future might bring.

 

What about future games? Is this something Cortopia is looking into and if so, will it also be within the VR space?

I believe we both need and will grow by putting our creative hats on and work on some new and different types of games. We have an immense talent pool with itchy fingers. Along side of this we are still very much dedicated to Wands and will keep supporting the game for a long time to come.

 

Where is the AR and VR industry going in the next years and are these two subjects relatable?

I believe both VR and AR will continue to grow at a steep rate as the technology becomes more powerful and available to the general public. VR and AR are by definition two very separate experiences but as we move into the future I am sure that from a gadget-perspective they will merge into the same device and very much replace things like smartphones and TV screens.

 

Where do you see Cortopia in 5 years given your thoughts on AR and VR?

We are breaking new grounds in how entertainment is experienced on these platforms.

 

For anyone wanting to get into the gaming industry, what are your best tips?

Education is always good and will get you a long way, but I came into the industry with no formal education in the area or previous experience in the industry. Both looking at how I landed my first job in games and what I today look at when I hire people, it mostly comes down to a genuine love for games and the will to leave ego at the door and learn on the job. I will take true humble ambition with the mindset of doing what it takes over a proven track record any day of the week.

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best VR gaming experience Archives

Tag: VR games

Yes we know, everyone has predicted that 2016 will be the year of VR. Despite of this, the sales of premium VR headsets have been sluggish as pointed out by MIT technology review. But what we believe is that 2017 is the perfect year to start working with mobile VR games content and experimenting with new VR ad formats in your brand and/or content marketing…

Already tired of reading: Play our brand new multiplayer VR Game by 3doo.

…and here is why: 

Source: MIT Technology Review

As mentioned in the blog post after f8 2016, where Mark Zuckerberg announced the news around Oculus Rift VR development, the reach of mobile VR factors were higher than True VR – at least factor 4 according to Jesse Schell, of Schell Games.

In his VR games talk at GDC, Jesse forecasted that by 2017, 32 million mobile VR headsets would’ve been purchased. His projections indicate that VR headsets sales would double every year, reaching the 2 Billion mark, as early as 2023 (he differentiates between Gamer VR and consumer devices, which he calls Mobile VR). Brands will sponsor VR native-content, leaving ample opportunities for product placement and non-intrusive ad forms.

Source: GDC presentation, Jesse Schell

But the real True VR or Gamer VR numbers end up quite different than predicted.

The most obvious answer is accessibility. The $800 Oculus Rift with Touch controllers requires a desktop computer approaching $1,000 (or more) to run, as does the $700 HTC Vive. Only dedicated PC gamers are likely to own a compatible system already –  TechnologyReview. 

So, it is crystal clear that the cost is prohibitive right now. On the other hand, Google Cardboard, Samsung Gear and Google Daydream become more popular than predicted. According to reports, the amount of monthly active users (MAU) of Gear VR alone surpassed 1 Million already in summer 2016.

So as a company who is experienced on the combination of marketing and gaming, we focused on reasons for mobile VR games not being a mainstream hit.

And we came up with 3 core reasons:

  1. Bad usability
  2. Need of installation
  3. Quality of the content

Also industry experts and leading VCs in the AR/VR space confirm that these are the core obstacles:

2017 will be the year of Mobile VR. I hope people will get past the two biggest barriers for VR, which is a lack of content and game experiences and of course the price barrier. – Shawn Cheng, principle at Vayner/RSE – early investors in Oculus, source: VRV 2016

Mobile VR will dominate in the mainstream. It’s going to get to the point where it is just as high quality as what we have for PC VR now, and it’s going to become True VR.” – Stephanie Llamas, director of research and head of VR/AR strategy at SuperData Research, source: VRV 2016

By taking these 3 cores in our focus, we started working on this issue to maintain a sustainable choice for marketers whom are in the need of an effective VR marketing tool. As a result; we have developed a technology and content which helps marketers to overcome all the 3 barriers.

But how?

1. Usability Solution: Adding 360/3D fallback to overcome usability issues

We know from our experience with Toywheel in the early mobile AR/VR market, that solving the onboarding experience has to be as easy as a child can get. So thus, we have added an option to every game that allows to run in 360 degree/3D fallback mode. This helps people to discover the possibilities and the working habit of VR even if they do not have any glasses to experience.

VR games onboarding menu – ready to run the game in fallback 3D mode

2. Need of Installation: Mobile VR html5 technology to get rid of app installs

We already knew that with the current power of html5 technology, we can achieve native-like experience in web based games. So we used this know-how and combined with VR and gave user a chance to experience VR on any mobile device without any operation system limits. Our VR games can work fluidly on iOS, Android, Windows and other platforms on any type of browser.

3. Quality Content: High performance JavaScript (JS) engine to overcome quality issues

By the power of not only Grayskull but high performance JS engine, we managed to develop finest quality VR games, with loading time of under 1 second. This become viable when the game expertise from developing physics-driven games in the 90ties is applied to the current JS technology, which comes very close to performance of the native code in the recent browser versions. Our tech also allows to sync the game for multiple players on the backend, without any performance issue for instant VR multiplayer mode.
“You are saying that you solved them all, but where are your products?” you asked, right? No? Maybe not you, but you sir, yes with the black shirt, you asked. So here is a little glimpse of what we did already and which mobile VR ad formats we’re ready to deliver today!

Mobile VR ads formats

The success of Pokémon Go, which dominated the 91bn dollars mobile games industry in 2016, demonstrates that to achieve great success with new technologies like augmented reality or virtual reality you have to actually think simple. At Gamewheel we already offering the most popular 2D casual game mechanics, which you can simply edit, brand and share through our platform. So we thought, why could not we do exactly the same with VR technology in the advertising space.

Branded VR Game: World’s first Web VR Game Ad campaign

Why not to bring the most original and truly addictive casual game invented by Atari to VR first? Click play below to try the VR multiplayer pong.

How does it work? You need to look up/down or tilt your head left/right to steer the racket which you have to hit the ball.

The advantage of this casual game is that it’s very easy to brand in the most effective way. Have a look how our first branded Web VR Game Ad campaign for the super cool app 3doo looks like:

Multiplayer 3D/VR Pong Game

You can play this game on your own or share it with your friends via messenger and then play against each other, wherever you’re, independently of the mobile device you use and in 3D or VR if you have a cardboard at hand. This is all made possible by our powerful Web VR Game engine, specifically optimized for high-performance multiplayer gaming ad campaigns. This Web VR Game Ad runs even in any interstitial banner… isn’t cool or have you seen multiplayer banners already before?

VR Game branded experience

Audi’s VR experience invites you to drive cars in a sandbox. Remember how much fun you had playing in the sandbox as a kid? With handfuls of toy cars and a wild imagination, you could create your own mini world of dunes, jumps and turns that required some serious driving skills.

In what Audi is calling “Enter Sandbox,” the real-time VR experience combines a physical installation with an immersive driving simulator, letting you test-drive the new Audi Q5 on a sandbox track you just made with your own hands.

VR Game with Brand/Product Placement

We already launched a successful driving game in AR with Toywheel, so we thought we not to repeat the success in virtual reality domain? We’re planning to launch a VR multiplayer driving game to advertising new car models. The unique part of such VR game is, there are a lot of places for different brands. The game offers level to brand, car to brand or even billboards in the game are all available to brand.

With Gamewheel Partner Network we already started collecting what our partners like Trivver and Vire.co need and how we can come up with the perfect solutions for their need on our platform. For example the partner – Trivver from LA – is working on an SDK-based approach of delivering product placements into the VR (and also 3D) games.

Jointly with Trivver we’re able to deliver VR ads on scale. How does it work?

Bidding: Digital publishers list their 3D generic content to be replaced by branded items on the ad exchange, and brands then bid on the advertising opportunity.

Product placement: The product is displayed in the immersive environment and appears in the consumer’s smart tab, an interactive screen that houses content all brands have placed in the viewer’s environment. The smart tab allows the consumer to learn more about a brand, download discount coupons and see shop locations; the information is presented in a non- intrusive way.

Targeting and predictive analytics: Advertisers use analytics to better target their audience, putting the ads that are most applicable in front the consumer, based on that consumer’s actions, in real time. Advertisers are provided with analytics reports on viewability metrics, user engagement metrics and user data (behavioral patterns and psychographic and demographic information). The information can be used to create an even more personalized experience for the consumer.

VR game ad or interactive mobile banner

Last, but not least – you can also run simple VR game experiences or gamified banners. We already have lots of experience running 2D Game ads or Playable ads – what prevents us from putting the VR game into a mobile ad banner?

Nothing.  

So, don’t you want to be on another reality too?

Let’s be a part of 2017, the year of mobile VR games! 

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