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Thread: We got a few Oculus Rift Developers Kits

  1. #21
    Platinum Baron Von Strucker's Avatar
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    Quote Originally Posted by Muck Ficon View Post
    Have they specified when they are going to release a commercial version of the Oculus Rift?
    why do you care you will never be able to afford one unless welfare is looking for test subjects and they have no rats left.
    all hail Hydra



    Originally Posted by DanDruff:Since I'm a 6'2" Republican with an average-sized nose and a last name which doesn't end with "stein", "man", or "berg", I can hide among the goyim and remain undetected unless I open my mouth about money matters.

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    Platinum cmoney's Avatar
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    Quote Originally Posted by Muck Ficon View Post
    Have they specified when they are going to release a commercial version of the Oculus Rift?

    This thing is crazy : http://www.theverge.com/2013/12/18/5...eality-headset

    The problem with Oculus is that you feel fucking sick after 10 mins in the thing if you are moving alot. This invention just beams the shit into your eye and claims no disorientation.
    :freelewfather

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    Quote Originally Posted by cmoney View Post
    Quote Originally Posted by Muck Ficon View Post
    Have they specified when they are going to release a commercial version of the Oculus Rift?

    This thing is crazy : http://www.theverge.com/2013/12/18/5...eality-headset

    The problem with Oculus is that you feel fucking sick after 10 mins in the thing if you are moving alot. This invention just beams the shit into your eye and claims no disorientation.
    That looks amazing. Seems much more appealing to the average person than an Oculus rift.
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    Does anybody know if u can get a work visa for playing online poker in the UK
    I have had Issues with credit cards in Europe
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    you're more consumed with accumulating wealth than achieving spiritual enlightenment
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    Saw AAPL getting hammered today... They lost 22 billion mkt cap. today. Ppl attributing to Samsung unveiling Gear, a device which serves as an adapter, turning phablets into virtual reality 3-D screens.

    AAPL just taking profit prior to iPhone6 release. Releases never match hype.

    Samsung's Gear VR is a portable Oculus Rift for the Galaxy Note 4

    http://www.theverge.com/2014/9/3/609...ement-hands-on

    Alongside the new Galaxy Note 4 phablet, Samsung is today announcing a new accessory, the Gear VR. The Gear VR is a virtual reality headset powered by the Note 4. Samsung built it in partnership with Oculus, maker of the Oculus Rift........
    Last edited by Sanlmar; 09-03-2014 at 09:48 AM.

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    Quote Originally Posted by cmoney View Post
    Quote Originally Posted by Muck Ficon View Post
    Have they specified when they are going to release a commercial version of the Oculus Rift?

    This thing is crazy : http://www.theverge.com/2013/12/18/5...eality-headset

    The problem with Oculus is that you feel fucking sick after 10 mins in the thing if you are moving alot. This invention just beams the shit into your eye and claims no disorientation.
    The missus, who does machinema stuff got an oculus rift about 3 weeks ago. It's impresive, but as you say a bit disorientating. Was obvious that porn would be the thing it would be best for. There's already loads of people avatar fucking on second life etc, the market for proper vr cybersex would be huge.
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    I stay to myself and keep out of trouble and/or potentially problematic scenarios

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    Perhaps the first killer app?



  7. #27
    Platinum cmoney's Avatar
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    Quote Originally Posted by 4Dragons View Post
    Perhaps the first killer app?



    Possibly. I still dont know how most people are going to be able to play these type of games for any length of time. The motion sickness is brutal in these fast-paced shooter games. If they cant solve the motion sickness part of VR, it is really going to used mostly for slow moving exploratory applications. I know everyone has a different tolerance for motion sickness, but I have seen guys that dont get sick deep sea fishing bail out after several minutes.
    :freelewfather

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    Quote Originally Posted by cmoney View Post
    Quote Originally Posted by 4Dragons View Post
    Perhaps the first killer app?



    Possibly. I still dont know how most people are going to be able to play these type of games for any length of time. The motion sickness is brutal in these fast-paced shooter games. If they cant solve the motion sickness part of VR, it is really going to used mostly for slow moving exploratory applications. I know everyone has a different tolerance for motion sickness, but I have seen guys that dont get sick deep sea fishing bail out after several minutes.
    I had a chance to play the early versions of VR where you stood up in a booth and had a headset and joystick and the sense of vertigo was pretty good. I can't wait to get a hold of one of the new sets. Google cardboard is fun to dick around with, but it's way too choppy. The thing is, watching that Eve clip, that I was trying to imagine being in a headset and just kept thinking that what was there.. there was no getting away from it. Playing DOOM in a OR headset would be brutal.
    Last edited by 4Dragons; 01-30-2016 at 06:00 AM.

  9. #29
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    Quote Originally Posted by cmoney View Post
    Quote Originally Posted by 4Dragons View Post
    Perhaps the first killer app?



    Possibly. I still dont know how most people are going to be able to play these type of games for any length of time. The motion sickness is brutal in these fast-paced shooter games. If they cant solve the motion sickness part of VR, it is really going to used mostly for slow moving exploratory applications. I know everyone has a different tolerance for motion sickness, but I have seen guys that dont get sick deep sea fishing bail out after several minutes.
    Agree vr seems to be one of the biggest letdowns technologically in the past 30 years. Seems like perfectly made for video games but no one seems to be able to capitalize on it.

  10. #30
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    Anyone for iVR? Sounds like a fertility procedure.

    http://www.ft.com/cms/s/0/d9d3b86c-c...1cd71622e.html

    Apple builds secret team to kick-start virtual reality effort


    Apple has assembled a large team of experts in virtual and augmented reality and built prototypes of headsets that could one day rival Facebook’s Oculus Rift or Microsoft’s Hololens, as it seeks new sources of growth beyond the iPhone.

    The secret research unit includes hundreds of staff from a series of carefully targeted acquisitions, as well as employees poached from companies that are working on next-generation headset technologies including Microsoft and camera start-up Lytro, according to people familiar with the initiative.

    The company’s latest acquisition in the area is Flyby Media, an augmented reality start-up that lets mobile devices “see” the world around them. Flyby’s team worked closely with Google in developing software for its 3D positioning technology Project Tango.
    Apple has been building prototypes of possible headset configurations for several months.

    Apple joins a growing focus in Silicon Valley on VR and AR as companies from Facebook and Google to Microsoft and Samsung eye the next big technology platform.

    The news comes after the Financial Times reported that Apple had hired Doug Bowman, a leading VR researcher.
    Tim Cook, chief executive, declared earlier this week that the technology had broad appeal. “It is really cool and has some interesting applications,” Mr Cook said on Tuesday, as Apple reported iPhone sales growth had slowed to a halt.

    Apple has experimented with virtual-reality headsets in the past. Under co-founder Steve Jobs in the mid-2000s, a small team created prototypes and filed patents on putative devices, before abandoning the idea as the technology was deemed immature.
    Some VR patents were revealed early last year, after a series of Apple job advertisements appeared seeking software engineers to “create high performance apps that integrate with virtual reality systems for prototyping and user testing”.

    Apple’s interest in the sector has been rekindled after the emergence of Oculus, which was acquired by Facebook for $2bn in 2014. Oculus’ first headset prototype used smartphone panels for its display and its founder Palmer Luckey partially financed his research into VR by repairing broken iPhones.

    After buying Israeli motion-sensing company PrimeSense in 2013, Apple stepped up its recruiting and dealmaking in VR and AR with the purchases of Metaio and Faceshift.

    Apple is still seeking further acquisitions in optical technologies to enable it to complete its project, said people familiar with its plans.

    The company’s hiring spree has accelerated over the past year, particularly after the Metaio deal. In addition to Mr Bowman, a computer science professor from Virginia Tech, Apple has recruited several former employees from Lytro, a Silicon Valley start-up that launched the first consumer camera to use “light field” optics to capture a scene, as well as Microsoft’s Hololens team.
    It is unclear when Apple plans to release a headset, or whether its device will compete with the likes of Google’s Cardboard and Samsung’s Gear VR in mobile virtual reality, or push for a more ambitious augmented-reality device akin to Microsoft’s forthcoming Hololens and Magic Leap.

    The skills and technologies it has assembled in imaging and positioning might also be useful for its secret car project. People familiar with the company’s plans say that the VR/AR project is a separate unit.

  11. #31
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    Also does anyone remember this hoax? People were so pumped for comeback of Nintendo and instead we got the "wii".


  12. #32
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    Entirely relevant

    http://thenextweb.com/insider/2016/0...-reality-porn/

    A deep dive into the business of virtual reality porn


    I walk up to a large, white mansion. I knock on the door and a woman in a white shirt and black skirt opens the door. She greets me by saying “hello handsome” as if we’ve met before.

    She grabs the vacuum cleaner I’m holding in my hand and smiles before saying, “I’ve been meaning to replace my sucker for some time.” She invites me inside.
    The next thing I know I’m sat in an open-plan living area. The fire is on, I can see Hollywood from the terrace to my left. The woman meanwhile is attempting to clean the shaggy carpet using my vacuum cleaner – although it doesn’t appear to be plugged in.
    Within second, my host is in between my legs and is unbuttoning her shirt. I look around, I can see the garden off to the right and what looks like the kitchen. I look back. This time the woman is rubbing my groin. I appear to be the best vacuum cleaner salesman of all time.




    The above isn’t the description of some tawdry fantasy of mine. It was the experience I just had wearing Google Cardboard and watching virtual reality porn. For the entire duration of the scene I could quite happily explore my surroundings with a simple turn of the head.
    The video in question was produced by BaDoink, a porn production company that feels so strongly about the medium that it has abandoned producing regular movies in favour of virtual ones. It’s a bold move.
    But the porn industry has pedigree when it comes to picking winners in the tech space (VHS over Betamax, Blu-ray over HD-DVD) – and in some cases, been partly responsible for the death of a few along the way (Laserdisc, anyone?). If companies like Badoink are going all-in on VR, the rest of the world could soon be following suit.
    This is the story of how porn is taming VR – and quietly converting the concept into a fully-fledged – and profitable – industry.






    The rise of VR

    We’ve had virtual reality before. There have been many iterations on this concept of creating worlds like our own throughout history. The term ‘virtual tourism’ was first coined when machines that merged two stereoscopic images were installed in public spaces way back in 1939 – it wasn’t until 1991 that consumers had their first taste of alternate realities we now refer to as VR today.


    A company called and our collective imagination.
    But in 2012, a student by the name of Palmer Luckey went to E3 and showed off a very early prototype of his head mounted display called Oculus. James Cormack, the co-founder of id Software was so impressed by what Luckey had achieved he announced that Doom would be compatible with Heads Up Displays (HUD), including Oculus.
    From that moment, VR has exploded into our consciousness once more. Companies across the world have been falling over themselves to make hardware. At the bottom end of the market is Google’s cardboard – a $25 make-it-yourself headset designed to work with your smartphone. At the top end is Luckey’s Oculus, a $599 PC-powered device complete with hand held tools to allow you to see your hands in virtual reality.
    As a result, Juniper Research forecasts that wearable VR HMD (Head Mounted Display) shipments will hit three million this year and balloon to ten times that amount by 2020. In terms of revenue that will make the headset industry worth $4 billion, less than eight years after Oculus was first seen by the world.
    But the problems still remain when it comes to content: if there’s nothing to watch on your shiny new VR headset then why buy it in the first place? Enter porn.
    Turning tech blue

    “Whenever you become comfortable with a new platform or piece of technology, the first thing you look for is porn,” explains Todd Gilder, BaDoink’s CEO.
    “Every two months since July 2015 we see between 50-200 percent jumps in join volume, and it’s sustained,” he continues. That spike in sales could be attributed to a marketing video released on YouTube showing people watching VR porn in a park in San Francisco.


    Users fell over themselves trying to find superlatives to explain the experience as the above video attests. “Google Cardboard is like a gateway drug,” says Gilder. “Once people see how good this technology is, they immediately want to upgrade to a better headset.”
    Shortly after the video went viral, the company started handing out 10,000 Google Cardboards to the public, for free. They ran out within 24 hours.
    Since then, BaDoink has recorded close to 100 scenes in VR so far and is currently producing two a week. Each of those videos can be downloaded into formats compatible with Oculus, Gear VR or Cardboard-style headsets.
    There are other porn production companies dabbling in the space; Naughty America and Kink.com are two more that have started producing fetish and alternate VR content.But at the time of writing, the VR arm of Kink remains in Beta and Naughty America still makes the bulk of its content using traditional methods.
    There are also a few ‘Tube sites’ – websites that collect content from others – such as VRSmash. But none of the above have committed quite so whole-heartedly to VR as BaDoink.


    “Our business model has always been technology focused,” Gilder tells me from Barcelona, the home of the company’s main development offices.
    “Content is secondary to the tech. You can’t be a studio in this sector and not have a really, really super-strong tech team that’s staying on top of every technological innovation. It’s five percent content, 95 percent technology. It’s the only way to stay competitive and to grow. The overwhelming majority of the guys I work with in Barcelona are developers. We have 30 plus developers and the rest are execs like me.”
    Those developers spend most of their time pouring over security and stability but also analyzing the user data that floods in whenever someone watches a video. “People who are first to engage with this new platform tend to have a lot of things to say,” says Gilder.
    “They’re feeding back a ton of information and I would go so far to say that this whole platform is being crowdsourced.”
    Browsing through the online catalogue, it’s easy to see most of the audience thus far appears to be white, straight and male. Most scenes are boy/girl with the viewer taking on the role of the former. However, there are a few where the girl gets to be front and centre.

    Most of the content is filmed using a 180-degree field of view, which is achieved by filming with two Sony A7rii cameras with 8mm fisheye lenses bolted together in a custom rig.



    ‘Why not do 360 degree films?’ I ask Todd. “Most of our scenes are 180-degree field-of-view because, let’s face it most of our watchers are lying down and don’t need to see what’s behind them.”
    The company has produced some films where you can turn your head around to see what’s happening using an array of GoPros that create a full field of vision – apart from straight down.
    In one video I saw, the viewer is lying down while two couples go to town on each other around you. You can choose which couple to watch by looking in their direction.
    But filming in VR presents a number of challenges, both for the performers and directors.
    Staying out of the picture

    In order for the viewer to feel like they’re actually in the scene themselves, the cameras need to be at eye-level of the actor.


    That means for performers like Isiah Maxwell, they spend more time looking at ceilings than they do at the person they’re with. “I have to subtract myself from the equation because I’m not supposed to be present. I have to keep my focus on staying out the picture versus focusing on the girl,” Maxwell tells me.
    “One of the biggest challenges is directing the models to work in a manner they’re not used to,” explains Dinorah Hernandez, BaDoink’s VR content manager.
    “It’s a completely different way of shooting and it could be a little challenging for everyone involved. On the one hand, the male model’s movement is very restricted. He has a camera blocking his view. He needs to stay as quiet as possible and he has to remain aroused throughout the entire process.”
    The women on the other hand, have to do the vast majority of the work.
    “She has to take complete control of the scene, make a lot of eye contact with the camera, hit all of her cues and mind the framing along the X, Y and Z axis. If the framing is wrong, visual distortion can occur and she can end up completely cropped out of the picture. We’ve been able to correct these issues with proper casting and plenty of rehearsal.”
    I asked Christie Stevens, the star of the video I watched about her experiences of shooting in VR.


    “It’s a lot more limited as far as what positions we can do,” she explains.
    “I also have to change how I pose and move because the angles look different through a VR lens. It also takes a lot more energy on my end because the male talent can’t move much or talk at all, so all the dirty talk is up to me. Normally there’s a flow between partners but with VR the majority of the performance is put on me, or the female performer. I also have to train myself exactly where to look into, at, or above the camera.”
    Because of these restrictions, shoots often take twice as long as regular scenes to perform, which can put a strain on the performers.
    “VR is definitely more difficult physically,” explains Stevens. “And the constant eye contact with the camera can be straining. I did a boy/girl/girl VR scene recently though and it was easier with another female performer there to share the work. When one of us got tired we’d just switch out.”
    There’s also the increased cost. “A normal scene costs $3,000. A VR scene is $6,000 – but all of that extra cost is post-production,” says Gilder.
    “In traditional porn filmmaking, one or more cameras move about the scene. This allows for a variety of options and camera angles in the editing room, as opposed to VR, where mistakes are slightly more obvious and can undermine the consumer’s viewing experience,” says Hernandez.
    To keep the viewer engaged, there’s an entire production suite tucked away out of view.



    I asked Sam Burton of Euclid VR who handles the shooting for BaDoink about the setup. “The challenge with VR is shooting something that both looks good and can easily be delivered to headsets.”
    In addition to the cameras, there are two 4k external recorders, a proprietary head mounted display monitoring system so the director can see in real-time how everything looks as well as the lights, monitors, still-image capture and promo-content being created all at the same time.
    Because BaDoink is now demanding content on a weekly basis, it’s forced companies like Euclid to evolve much faster than they normally would have.
    “A good example of how working with BaDoink has improved our methods is our HMD monitoring system,” explains Burton.
    “Monitoring is a tricky thing in VR. It’s easy enough to get an image displayed on a flat monitor, but it doesn’t really give you a clear idea of what the image will look like in a headset. We developed the HMD monitoring system so that a producer, director, etc who’s never seen VR before can see what they’re shooting as it will look in final delivery. Before this innovation, we were literally setting up camera and hoping for the best. “
    Despite all of this, the impact of producing VR content as opposed to regular porn has brought dividends to BaDoink.
    “Normally, in adult, given multiple subscription options, subscribers overwhelmingly opt for monthly membership. But with VR, we are seeing over 50 percent opt for the year-long subscription right out of the gate. In our 12 years of offering adult pay sites to consumers, we’ve never seen anything like it,” Gilder explains.
    With BaDoink managing to make a profit out of VR within a year of deciding to abandon regular film means the future of the medium looks bright. That also means, eventually Hollywood is going to have to start thinking about how the giant studios will deal with the challenge of shooting stories when the viewer can easily ignore what the director wants them to see.
    “We don’t think any publicly traded company would want to tell its shareholders they’re working with a porn studio,” concludes Gilder. But the lessons being learned by companies like BaDoink means they’re rapidly becoming the go-to experts in an industry that is about to be worth billions.
    From a personal point of view, speaking to the people involved in this burgeoning industry I couldn’t help but feel VR is a really interesting concept. But beyond that I struggle. Can I imagine myself strapping on a headset whenever I wanted to watch porn? Not really.
    The people I showed it to were definitely impressed by it, almost giddy in fact. But when I asked them if they could see themselves becoming regular users, none of them said “yes”. It was more a “maybe” and “possibly”.
    That’s not a very scientific analysis, but for me, VR porn is something for people who really like porn. It’s an enhancement, not a replacement. It’s immersive but not necessary. Yet, it’s a question that virtual reality in general is facing, not just porn.
    Are we going to get used to wearing Heads Up Displays whenever we want to watch something or will it just stay a niche experience? Only time will tell.
    But for now, virtual reality and porn are having a great time together.

  13. #33
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    Quote Originally Posted by cmoney View Post
    Quote Originally Posted by Belly Buster View Post
    The public awareness of this doesn't seem like it is mainstream just yet.

    Is there any chance to get in the ground floor (ok maybe the 5th floor) with some investment. Do they have the patents to this technology? Will there be a big player (Microsoft/Sony) that can get this stuff to work with a bit of backward engineering?

    Computer games are ripe for the next paradigm - maybe this is it.

    The best bet is to make some kind on indie game that take advantage of the Oculus hardware. I have pretty much played every demo they have for it and this is what I found.

    1. IT would be RIDICULOUSLY sick if Grand Theft 5 Auto worked with the Oculus Rift.
    2. I think it will become popular in the MMO worlds like Warcraft and these other ones.
    3. People will use it for porn.
    4. The best market for the device are games and applications that allow you to explore.
    5. There could be a lot of therapeutic uses for the device. Because you really feel you are somewhere else it could help people with heights, phobias (maybe such as spiders) and things along those lines.
    6. It will be awesome for simulators. for example, flight simulators.


    Ironically, I dont think 1st person shooter games are going to what is the most popular. The Oculus Rift is more built for exploring than it is for fast action type games. This is because I think a lot of hard core gamers are not going to be able to stomach the motion sickness that comes with a lot of use the device. I understand that some people get more motion sickness than others but with the 1st person shooters I have to say it is pretty intense.

    If I was going to built an application for this it would be some kind of crazy lazer light show in a type of virtual planetarium that would sync up to music. You could then fly around and look at the wave lengths as they pulsed to the music. I would also add a lot of other visual elements. There are great opportunities to build virtual environments where people can go into with the Oculus and just check out. It doesnt have to be an environment where they are running around shooting people. In fact, the best ones I have seen are the ones where you are basically a god flying over landscapes, mountains or taking a spacecraft and trying to land it on mars.

    btw, you bring up an interesting point about patents. I am not sure what the status is on patents with this technology but virtual reality has been around forever now and until now has pretty much failed every time. This makes me think that either Oculus has a patent pending on their technology or that this concept is so old that any patent that was originally filed for it is more than 20 years old. Patents only last for 20 or so years depending on filing date.
    Link it up to a google earth or create a virtual vacation site

  14. #34
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    http://www.fastcompany.com/3056558/s...ore-intimate/1

    Sports Illustrated Swimsuit VR Couldn't Be More "Intimate"

    Supermodel Hannah Davis is used to doing photo shoots with tons of people around, surrounded by crew members fixing her makeup, hair, and eyelashes and giving her all manner of direction about what to do while the camera clicks.




    But when the 2015 Sports Illustrated Swimsuit issue cover model was on a beach in the Dominican Republic not too long ago, there was no one else to be seen. It was just her, the sand, and the waves. And an odd jumble of GoPros mounted on a pole.
    Welcome to the SI Swimsuit virtual reality shoot.


    "I felt like I had no direction, so I just had to do my own thing," Davis told Fast Company excl
    usively. "Being myself, [I was] really alone. Everyone’s hiding, being really quiet. ‘Am I doing it right? Am I doing it wrong? Is there right and wrong?' It’s a very bizarre experience."


    Davis, along with fellow Swimsuit cover models Irina Shayk and Nina Agdal, represented SI's first-ever foray into virtual reality. That the magazine started out with VR for the annual Swimsuit issue, almost certainly the most popular parade of nearly-nude women this side of the new Playboy, highlights how the technology transports people into scenes and brings them closer than ever before to subject matter.


    The goal of the VR project? "We wanted to answer the question we get asked every day," says SI’s creative director Chris Hercik: "What is it like to be on a Sports Illustrated [Swimsuit] photo shoot?"


    Thanks to a series of special VR cameras that braved heavy waves and even an aggressive jellyfish, "Now we’re able to say to them, you can be standing there, seeing what we shoot," Hercik says.

    For anyone who hasn’t been around a teenage boy in the last 50 years, the SI Swimsuit issue has earned what Hercik called "iconic" status. Last year, both in print and in its digital forms—including a daily Swimsuit section on SI.com, it had more than 70 million adult viewers. That includes more 18- to 34-year-old males than watched the 2015 Super Bowl, and even 16 million women.


    Hercik pointed out that SI broke new ground four years ago with the first-ever fashion shoot in Antarctica, and then again two years later with the first zero-gravity photo shoot, both featuring supermodel Kate Upton.


    Turning to VR to bring Upton’s fellow cover models Davis, Shayk, and Agdal to the masses is SI’s latest move. As Hercik put it, "Holistically, [Swimsuit] is a brand that is reaching audiences on every platform, and VR is just another way to enhance that experience."


    SI is making its VR experience available via the iOS or Android Swimsuit app, and it can be viewed either with a VR viewer like Google Cardboard, or on higher-end hardware like Samsung’s Gear VR or, later this year, on the Oculus Rift or HTC Vive. The magazine is folding half a million custom Cardboard headsets into special newsstand editions of the Swimsuit issue, as The New York Times did last year.


    The project was produced by Wevr, a Los Angeles-based VR studio that recently closed a $25 million round of funding and unveiled its own innovation, a cross-platform VR network known as Transport.


    Initially, viewers will get five free videos—more will be added later, for a fee—that each showcase one of the models on location. There will also be a video aimed at VR virgins in which Agdal demonstrates how to get intimate with the technology.
    "What happens with the VR version of Swimsuit [is that] when you put the headset on, you are sitting right there," says Anthony Batt, the cofounder of Wevr. "We’ve been looking at the pictures for years. Then you watch video, and now you’re standing in [the middle of] it. So there’s this immediate connection . . . We’re re-creating the covers, where you can actually stand in them. It’s a pretty beautiful experience."
    Where’s The Crew?

    During a normal SI Swimsuit photo shoot, the set is heavy with crew, from the model and photographer to photo editors and many, many others.
    Not so during some of the VR shoots, since the special camera rig that the magazine used captured everything around it, in 360 degrees. That's why the VR shoots featured just the models and the camera, and no one giving direction. That meant the models had to get creative.


    "This experience felt a little more organic, because it’s just you on a beach," Davis says. "They’d get everything set up, and I’d do my thing for a few minutes."


    One thing that was different than a normal shoot, she says, is that she was asked to move around the camera in slow motion, so she did just that.
    The models "were having fun with it," Hercik says. "They were playing around coming [toward] the camera, acting as if it’s a viewer standing right there.


    In other words, with that VR headset on, Swimsuit fans can tune the world out and pretend it’s just them and Hannah Davis, alone on a world-class Caribbean beach.


    Just The Beginning

    Though it’s too early to tell how the Swimsuit VR project will perform, SI has every expectation it will be a big hit, and already expects that the 2017 version will be "even more immersive," Hercik says.


    As a medium, VR is evolving quickly, and there’s every reason to believe it will be substantially more advanced a year from now than it is today. No one really knows how quickly the technology will take off, but many people think that 2016, with the release of the Oculus Rift, the Vive, and Sony’s PlayStation VR, will be the year that VR really goes mainstream. Analysts say things may go a little slower, but predict that the market for VR hardware and content will be worth $30 billion by 2020. Content alone could be a $5.4 billion business by 2025.


    For SI, the Swimsuit VR project is just the beginning. Hercik says the project is 100% exploratory when it comes to seeing how the publication can apply virtual reality across all the areas it covers. Sports, of course, are considered a natural VR subject, and there have already been interesting experiments, such as a live VR broadcast of the NBA champion Golden State Warriors opening night game, which showcase the genre’s potential.


    For now, though, SI’s VR efforts are all about swimsuits. Here’s betting the VR powers that be couldn’t be happier about that, because the project may make readers happier than ever before.


    "I think if you’re a true fan, you can’t really get any closer than this," Davis says. "It’s as if you’re there with me on the beach, walking on the water, looking up into the sky, seeing what I see. I don’t know where we go from this. How can we make the fan experience more intimate than this? I don’t know."

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    http://thenextweb.com/insider/2016/0...ing-this-fall/

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    Gamestop CEO says Playstation VR launching this fall


    During a television news interview, Gamestop CEO Paul Raines let the cat out of the bag about PlayStation VR.
    On the Fox Business channel program Mornings, Raines talked about a survey showing nearly 70 percent of Americans would enjoy doing their taxes more if it were like a video game. He then mentioned (at the 2:40 mark) the likely arrival of PlayStation VR, saying: “we will launch the Sony product this fall, and we are in discussions with two other players.”
    The other players, he went on to say, are Oculus and HTC.

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    Plutonium sonatine's Avatar
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    100% balls deep committed to PS4 VR.
    "Birds born in a cage think flying is an illness." - Alejandro Jodorowsky

    "America is not so much a nightmare as a non-dream. The American non-dream is precisely a move to wipe the dream out of existence. The dream is a spontaneous happening and therefore dangerous to a control system set up by the non-dreamers." -- William S. Burroughs

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    Quote Originally Posted by sonatine View Post
    100% balls deep committed to PS4 VR.

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    Swedish kids hekka living it up




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    Quote Originally Posted by sonatine View Post
    100% balls deep committed to PS4 VR.

    It will be interesting to see how the PS4 VR experience shapes up.. The problem I see is that hardware wise the PS4 was already outdated when it was released when compared to your average new PC at the time. Now it is basically a dinosaur spec wise as compared to the minimum specs required for sets like the HTC or Rift. I never understood why consoles were not developed with expansions slots in mind. I get you want to to sell the PS5 and so expansions maybe potentially hurt that. However, we are now living in a world where 5-10 years between new generation console launches just isnt going to cut it anymore.

    I see the majority of VR being popular in mobile. This is the tier I actually think a lot of people will jump on. You always need to have a phone and the computing power is only getting better. These other headsets are going to be popular but still niche as you need to shell out 500-900 just for the headset, and this is assuming you have a computer that can handle it.

     
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      sonatine: goddamnit.
    Last edited by cmoney; 03-01-2016 at 02:06 PM.
    :freelewfather

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    Quote Originally Posted by cmoney View Post
    Quote Originally Posted by sonatine View Post
    100% balls deep committed to PS4 VR.

    It will be interesting to see how the PS4 VR experience shapes up.. The problem I see is that hardware wise the PS4 was already outdated when it was released when compared to your average new PC at the time. Now it is basically a dinosaur spec wise as compared to the minimum specs required for sets like the HTC or Rift. I never understood why consoles were not developed with expansions slots in mind. I get you want to to sell the PS5 and so expansions maybe potentially hurt that. However, we are now living in a world where 5-10 years between new generation console launches just isnt going to cut it anymore.

    I see the majority of VR being popular in mobile. This is the tier I actually think a lot of people will jump on. You always need to have a phone and the computing power is only getting better. These other headsets are going to be popular but still niche as you need to shell out 500-900 just for the headset, and this is assuming you have a computer that can handle it.

    I agree with this in that I think that the marketing will be won by the company that can get their hardware into everyone's hands, much the same that Sony won with Blu-ray vs HD-DVD by Toshiba. Sony won because they put a Blu-ray player in every single Playstation and everyone went to the store and started buying Blu-ray movies, even though HD-DVD was a far superior format. The first adopters will control this market because.. College. 1 kid will get it and everybody else will want in and device compatibility/ availability will be #1, affordability #2, UX #3.

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