Showing posts with label Immersive Technology. Show all posts
Showing posts with label Immersive Technology. Show all posts

Nazara Publishing Launches Pokerverse VR

Nazara Publishing Launches Pokerverse VR

Pokerverse VR, an immersive multiplayer poker experience for Meta Quest and Apple Vision Pro, is now available worldwide. Developed by Hyderabad-based studio YesGnome and published by Nazara Publishing, this marks Nazara’s debut in Virtual Reality / Metaverse gaming.

Pokerverse VR is a free to play game, designed to offer entertainment, social interaction, and skill-building. Featuring real-time multiplayer, natural VR controls, and AR/VR flexibility, it allows players to step into a futuristic poker lounge or bring the game into their real-world environment.

With Pokerverse VR, we’re taking our first step into immersive gaming experiences at Nazara Publishing,” said Nitish Mittersain, Jt MD & CEO of Nazara Technologies. “As platforms like Apple Vision Pro and Meta Quest gain traction, we see exciting possibilities in this space. We’re actively exploring future titles with developers who want to build for the next era of gaming.”

We wanted to reimagine poker as an immersive, social experience that felt tactile, intuitive, and global from day one,” said Sridhar Muppidi, Founder of YesGnome. “It’s been an exciting journey building Pokerverse VR, and we’re thrilled to partner with Nazara Publishing to bring this vision to players across platforms.”

Key Features of Pokerverse VR:
  • Live Multiplayer Tables – Instantly sync with players across the world.
  • AR/VR Modes – Choose between full virtual environments or augmented overlays in your real space.
  • Smart AI Bots – Practice solo with challenging AI opponents.
  • Natural VR Controls – Gesture-based interaction to check, call, or peek at your cards.
  • Custom Raise Panel – Fine-tune betting strategy in real time.
  • Floating Menu – In-game access to settings, audio, and VR/AR toggle.
  • Progression System – Earn XP to unlock levels and track performance.
  • Daily Rewards – Stay engaged with free chips every day.
Nazara Publishing is a game publishing division of Nazara Technologies, committed to supporting innovative Indian developers in emerging gaming platforms. It aims to support Indian and global game developers by providing resources, expertise, and a strong network to bring gaming experiences to a wider audience. While no additional VR titles have been announced yet, the company is actively scouting high-potential projects for future collaboration.

Pokerverse VR is now available on:

A Divine Collaboration: PVR INOX & ISHA Present Mahashivratri 2025 Live in Cinemas

PVR INOX, India’s leading cinema exhibitor, is delighted to announce its association with ISHA to bring the grandeur of MahaShivRatri celebrations to audiences across the country. The live telecast from ISHA’s Coimbatore campus will be screened at select PVR INOX cinemas on February 26, 2025, from 6:00 PM onwards, continuing through the night until 6:00 AM.

A Divine Collaboration: PVR INOX & ISHA Present Mahashivratri 2025 Live in Cinemas

MahaShivRatri, known as ‘The Great Night of Shiva,’ is one of the most sacred and spiritually powerful nights of the year, marked by an all-night celebration of music, chants, meditation, and deep inner stillness. While thousands gather at the Isha Yoga Center to be part of this phenomenal spiritual event, PVR INOX is now making it possible for devotees, seekers, and families across India to experience this night together—without having to travel.

Communities can come together in their own city, in the comfort of their nearest PVR INOX cinema, to collectively experience the magic of MahaShivRatri on the big screen. Audiences will witness spellbinding performances by world-renowned artists, the soul-stirring Rudra mantra chants, profound guided meditations, and inspiring discourses by Sadhguru himself. Adding to the spectacle will be the Adiyogi Divya Darshanam, a breathtaking light and sound show projected onto the majestic 112-foot Adiyogi.

Speaking on this unique collaboration, Mr. Gautam Dutta, CEO-Revenue & Operations, PVR INOX Limited, expressed enthusiasm:
At PVR INOX, we constantly strive to create unique and immersive experiences for our audiences beyond just cinema. Bringing the sacred energy of MahaShivRatri to the big screen in partnership with ISHA Foundation is a truly divine and transformative initiative. This collaboration allows devotees to experience the magic of this cosmic night in the comfort of their own city while staying deeply connected to the spiritual heart of Coimbatore. We are confident that this initiative will redefine how communities come together to celebrate and experience devotion on a grand scale.

A carefully curated selection of priority cinema locations has been finalized in collaboration with ISHA, audiences can partake in this divine night at key PVR INOX locations across India, including Delhi, Mumbai, Bengaluru, Pune, Hyderabad, and more.

Govt Approves NCoE for Animation, Visual Effects, Gaming, Comics and Xtended Reality

Govt Approves NCoE for Animation, Visual Effects, Gaming, Comics and Xtended Reality

The Indian government has recently approved the establishment of the National Centre of Excellence (NCoE) for Animation, Visual Effects, Gaming, Comics, and Extended Reality (AVGC-XR). This initiative aims to position India as a global hub for content creation and attract foreign investments.

The NCoE will be set up in Mumbai, Maharashtra, and will function as a Section 8 Company under the Companies Act, 2013. It will offer specialized training programs, foster research and development, and support startups in the AVGC-XR sector.

This move is expected to significantly boost the media and entertainment industry, creating numerous job opportunities and enhancing India's soft power globally.

AVGC-XR sector today plays an indispensable role in the entire realm of Media and Entertainment including filmmaking, Over The Top (OTT) platforms, gaming, advertisements and several other areas including health, education and other social sectors thereby encompassing the overall structure of the country’s growth story. With rapidly evolving technology and increasing internet penetration all across the country, coupled with one of the cheapest data rates, the usage of AVGC-XR globally is poised to grow at an exponential Pace.

Ashwini Vaishnav, Minister of Information and Broadcasting, said on a social media post, "Films like RRR, Baahubali, The Lion King and Avatar have demonstrated the immense potential of animation and immersive technology!"

"India’s Animation, Visual Effects, Gaming and Comics (AVGC) sector is poised for explosive growth, with vast opportunities for employment and innovation.," the Minister said.

NCoE will also foster research and development and will bring together experts from various fields like computer science, engineering, design and art that can lead to major breakthroughs in the field of AVGC-XR.

This Centre will also extensively focus on creation of India’s IP for both domestic consumption and global outreach, overall leading to creation of content based on India’s rich historical and cultural heritage.

Further, the NCoE will function as an incubation centre by providing resources for nurturing startups and early-stage companies in the AVGC-XR field. Also, NCoE will serve not only as an academic accelerator but also a production/ industry accelerator.

The key goals of NCoE

The National Centre of Excellence (NCoE) for Animation, Visual Effects, Gaming, Comics, and Extended Reality (AVGC-XR) has several key goals:

1. Skill Development: Providing specialized training programs to develop a skilled workforce in the AVGC-XR sector.

2. Research and Development: Fostering innovation and research in emerging technologies related to animation, visual effects, gaming, comics, and extended reality.

3. Industry Support: Supporting startups and small businesses in the AVGC-XR sector through incubation, mentorship, and funding opportunities.

4. Global Competitiveness: Positioning India as a global hub for AVGC-XR content creation and attracting foreign investments.

5. Job Creation: Generating employment opportunities in the media and entertainment industry.

6. Cultural Promotion: Enhancing India's soft power by promoting Indian culture and creativity globally through high-quality content.

The NCoE for AVGC-XR will also position India as a content hub for providing state-of-the-art content thereby enhancing India’s soft power globally and attracting foreign investment into the Media & Entertainment Sector.

Infosys and The FT Unveil the ‘FT Money Machine’ for Apple Vision Pro Headset

Infosys and The FT Unveil the ‘FT Money Machine’ for Apple Vision Pro Headset
  • A digital twin of the landmark economic simulator ‘The Moniac’
  • The FT Money Machine leverages Apple Vision Pro to deliver an immersive and interactive experience making economics education more effective and accessible
Infosys and The Financial Times have launched the ‘FT Money Machine’, an immersive extended reality experience that revives the historic Monetary National Income Analogue Computer (MONIAC). This innovative project uses Apple Vision Pro to create an interactive and educational tool for learning about economics.

The FT Money Machine allows users to explore and manipulate economic scenarios using intuitive gestures like eye tracking, hand movements, and voice commands. This experience bridges the gap between historical analog computing and modern digital learning, making economics education more engaging and accessible.

It leverages the creative design and build expertise from WongDoody, Infosys’ human experience agency, where WongDoody helped ensure that the FT Money Machine app exceeds user expectations in a seamless blend of historical significance and cutting-edge technology.

Infosys and The Financial Times have taken economist Bill Phillips’ original invention, a hydraulic analog computer created in 1949 that used water to model and study economic systems, as the foundation for a unique Extended Reality (XR) project which revolutionizes how we learn about economics and ensures education at scale.
 
Hydraulic Analog Computer Created in 1949
Bill Phillips' Hydraulic Analog Computer Created in 1949


Emphasizing on 'learning by doing', the new XR app, accessible through Apple Vision Pro and available in the Apps Store, faithfully recreates the Moniac’s functionality while adding new, interactive features. This approach bridges the gap between historical analogue computing and modern digital learning, offering an unparalleled educational experience to the global student community.

Users of The FT Money Machine will not only experience the full operation of The Moniac but also can explore and create their own economic scenarios in free play mode. They will be able to interact with the machine using intuitive gestures such as eye tracking, hand movements, and voice commands, allowing them to adjust variables like consumption, taxation, and investment to see real-time impacts on the economy, as well as understand complex economic interactions, predict outcomes of various policy decisions, and enhance economic modelling techniques.

To try out the FT Money Machine, you'll need access to an Apple Vision Pro headset, as the experience is designed specifically for this device. Here are the steps you can follow:

1. Acquire an Apple Vision Pro: Ensure you have the Apple Vision Pro headset, which is required for the immersive experience.

2. Download the Experience: If available, download the FT Money Machine application or experience from the App Store or the respective website.

3. Set Up the Experience: Follow the instructions provided to set up the FT Money Machine on your Apple Vision Pro.

4. Engage with the Experience: Use the intuitive gestures like eye tracking, hand movements, and voice commands to explore and manipulate economic scenarios.

Keep an eye on any updates or announcements from Infosys and The Financial Times for more detailed instructions and availability.

Nokia Invents Groundbreaking 'Immersive' Phone Call Technology for Future

Nokia Invents Groundbreaking 'Immersive' Phone Call Technology for Future

Nokia's CEO, Pekka Lundmark, has made what's being touted as the world's first 'immersive' phone call. This groundbreaking call utilized a new Nokia-invented technology that enhances the call quality with immersive audio and video, providing a three-dimensional sound experience that makes interactions feel more life-like.

The call was enabled by the new Immersive Voice and Audio Services (IVAS) codec technology which is part of the upcoming 5G Advanced standard. The IVAS codec allows consumers to hear sound spatially in real-time instead of today’s monophonic smartphone voice call experience. Lundmark demonstrated the distinctive acoustic dimensions that can be experienced with the new IVAS technology to Lindström while calling him from Nokia’s campus in Espoo.

The IVAS codec allows consumers to hear 3D spatial sound in real-time instead of today’s monophonic smartphone voice call experience. Nokia is a leading contributor to the IVAS codec which is part of the upcoming 5G Advanced standard.

Innovation in immersive spatial communications also paves the way towards enhanced extended reality and metaverse applications.

This future technology is seen as a significant step in the evolution of phone calls, offering a massive improvement in call quality even on regular smartphones with 5G connectivity. It's an exciting development that could change how we experience voice calls in the future.

The immersive phone call technology developed by Nokia is not yet available to the public. It's part of the upcoming 5G Advanced standard and Nokia intends to secure licensing opportunities to ensure wider availability. However, it is expected that this technology will take several years to become readily available to the general public. So, it seems we'll have to wait a bit longer to experience this innovative communication advancement.

Infosys and TTV Launch Junior Leaders Program

Infosys and TTV Launch Junior Leaders Program
Junior Leadership Program to empower the next generation of young leaders through immersive digital learning opportunities

Infosys has launched a new initiative for Infosys Springboard with Table Tennis Victoria to nurture young leaders from within the sport.

Founded in 1925, Table Tennis Victoria (TTV) is the State Sporting Organisation for the Sport of Table Tennis in Victoria, Australia.

The Junior Leadership program offers promising young leaders an immersive learning experience to enhance their digital skills and community awareness. Participants will leverage a bespoke version of Infosys Springboard, the company’s digital learning and collaboration platform, to learn important skills such as inclusion, leadership, technology, and design thinking.

The Program's participants will be selected from a cohort of over 700 competitive and recreation players under the age of 18 from both metropolitan and regional Victoria. Participants will spend a day at the Infosys Living Lab in Melbourne, with hands on learning experiences across the Metaverse, Artificial Intelligence, Virtual Reality, and how these technologies are shaping sports, our communities, and the world.

The program will further engage young people in volunteering and community leadership by supporting participants to deliver a table tennis project, in collaboration with their table tennis club, coach, or community organisation.

The program will not only grow the participants’ skills at an individual level but will also guide and grow Table Tennis Victoria in volunteer recruitment, increased female and junior participation, improved tournament structures, and performance pathways. Table Tennis Victoria will use this program as a foundation to establish a junior advisory committee in line with meeting the child safe standard of empowering young people. The first cohort of junior leaders will participate in the program in April 2024.

Ashok Mysore, Vice President, Infosys and Regional Head, Delivery and Operations, Australia and New Zealand said, "We are excited to collaborate with Table Tennis Victoria. Through a bespoke version of our digital learning and collaboration platform, Infosys Springboard, and our Living Lab in Melbourne, budding leaders in Victoria will have access to important digital and leadership skills.”

Andrew Weiss, Chief Executive Officer (interim), Table Tennis Victoria said, “In table tennis we are always looking for new ideas to improve and develop the sport across Victoria. Creating a Junior Leadership Program allows the youth of our sport to take on more responsibilities and have more of an influence on how we operate, bringing a fresh new perspective on how we do things. This program in collaboration with Infosys will give our younger generation the opportunity to voice their thoughts and opinions about what young people really want in the sport, giving them a seat at the table.

Molina Asthana, Board Member, Table Tennis Victoria said, "We are delighted to collaborate with Infosys, and look forward to seeing the next generation of leaders from our Table Tennis community advance their skills using the Infosys Springboard digital learning platform.”

About Table Tennis Victoria

Table Tennis Victoria (TTV) is the state governing body for the sport of table tennis in Victoria. TTV is the largest state body in Australia with approximately 60 affiliate members (clubs & associations) and over 4,500 individual annual members (competitive and social registered players).

To learn more, visit: https://www.tabletennisvic.org.au/


Infosys Brings AI-First Technologies To Australian Open 2024 for A More Immersive Experience

Infosys Brings AI-First Technologies To Australian Open 2024 for A More Immersive Experience
  • Infosys and Tennis Australia launch digital platforms to empower fan, player, and media with all-new generative AI features
  • Infosys also launched an all-new Gen AI experience ‘Rafa Forever’ inviting millions of fans missing Rafa at AO to celebrate the legend fans missing Rafa at AO to celebrate the legend
Infosys (NSE, BSE, NYSE: INFY), a global leader in next-generation digital services and consulting, is advancing it’s AI footprint at the 2024 Australian Open (AO) with generative AI technologies for fan engagement, player performance, and digital content creation. Infosys and AO are also leveraging a digital skilling platform to build future leaders in Australia.

Infosys is leveraging its AI-first set of services, solutions, with Infosys Topaz, to evolve the AO experience. Infosys Topaz is delivering the large language models and cognitive core to accelerate Tennis Australia’s AI journey. The AO Grand Slam experience has been reimagined in many new ways such as:

AO 2024 Bracket Challenge vs AI: Fans test their predictive mettle against AI through AO’s all-new Bracket Challenge on AO’s website, a Tournament Challenge that went live on Jan 11, in which fans made predictions for the entire tournament & challenge themselves against AI, and a Daily Challenge to predict the day’s match winners.

Infosys Match Centre gets more cognitive with Gen AI Story Cards: For fans experiencing the Infosys Match Centre, the Key Stats feature provides contextual insights in a card-like format as the match progresses. AI Match Bytes, using Gen AI, creates match story visual cards and narrates the story of a match to fans. Win Predictor tracks the probabilities of victory as the match progresses on court.

Graffiti-inspired AI art and VR under one roof: The Fan Zone pays tribute to the iconic graffiti of Melbourne with a series of graffiti portraits, created using generative AI technology powered by Infosys Topaz. Inside the Fan Zone, fans can get up close with Iga Swiatek and Rafael Nadal through Augmented Reality selfies and face off against Rafa in the ultimate VR tennis match up. They will also go home with bespoke giveaways inspired by the graffiti portraits of Rafael Nadal.

Amplifying human potential on court and beyond: AI is watching match action at AO 24 to feed players and coaches winning insights to unlock the keys to victory through a series of features. For the media team, the AI Shot of the Day enhances Tennis Australia’s ability to quickly post the highlights from each day’s play, packaged as social media ready clips, enabling engagement without the time-consuming task of scouring through match footage manually.

Off the court, Infosys and Tennis Australia are also collaborating for AI-enabled digital skilling, by giving year 10 and 11 students from metropolitan Melbourne, regional Victoria and New South Wales access to curated learning powered by Infosys Springboard. The students will also get a
glimpse of a generative AI future by visiting the Infosys Fan Zone.

Beyond the transformation for Australian Open, to celebrate the tennis legend and Infosys ambassador Rafael Nadal, who misses out on this year’s tournament due to injury, Infosys has also launched an all-new Generative AI experience ‘Rafa Forever’ (Infosys.RafaForever.com), through which fans can imagine their personalized creative masterpiece to celebrate the tennis legend, with Generative AI technology.

Craig Tiley, CEO of Tennis Australia, and Australian Open Tournament Director, said, “For the past six years, Infosys has helped Tennis Australia to raise the bar and serve up new experiences for fans using digital technologies. We’re excited to see the leaps being made with AI at AO 2024. AI is enabling new dimensions of interactivity for fans and insight for players, not to mention the speed and scale it brings to our content delivery."

Andrew Groth, Executive Vice President Asia Pacific, Infosys, said, “Our association with AO has enabled us to push the boundaries of innovation across key digital and physical touchpoints, to create experiences that inform and engage as much as they entertain. This year, we are leveraging Infosys Topaz to bring a host of AI-first experiences to serve players, fans, and the media, and shape the future of the game. We have also enjoyed our ambassador Iga ÅšwiÄ…tek, take to the courts to compete in the first grand slam of the year. We are also excited to see our purpose in play at the Australian Open, even as our technologies continue to empower and manifest the next opportunity for everyone.

Follow all the action from the tournament on AusOpen.com and discover more about the partnership at Infosys.com/AusOpen.

About Infosys

Infosys is a global leader in next-generation digital services and consulting. Over 300,000 of our people work to amplify human potential and create the next opportunity for people, businesses and communities. We enable clients in more than 56 countries to navigate their digital transformation. With over four decades of experience in managing the systems and workings of global enterprises, we expertly steer clients, as they navigate their digital transformation powered by cloud and AI. We enable them with an AI-first core, empower the business with agile digital at scale and drive continuous improvement with always-on learning through the transfer of digital skills, expertise, and ideas from our innovation ecosystem. We are deeply committed to being a well-governed, environmentally sustainable organization where diverse talent thrives in an inclusive workplace.

Sony Announces Metaverse Technologies and Hardware to Empower 3D Content Creators

Sony Announces Metaverse Technologies and Hardware to Empower 3D Content Creators

Sony Corporation Announces Development of Spatial Content Creation System, Equipped with High-Quality XR Head-Mounted Display and Controllers Dedicated to Interaction with 3D Objects

Sony Corporation announced development of an immersive spatial content creation system, which includes an XR head-mounted display equipped with high-quality 4K OLED Microdisplays*² and video see-through function, and a pair of controllers optimized for intuitive interaction with 3D objects and precise pointing. The system is aimed at supporting creators in sophisticated 3D content creation. Sony plans to collaborate with developers of a variety of 3D production software, including in the entertainment and industrial design fields. At launch, Sony is exclusively partnering with Siemens, a leader in industrial technology, to introduce a new solution for immersive design and collaborative product engineering using software from the Siemens Xcelerator open digital business platform.

The system will be available later in 2024. Sony and its partners will announce further details including specs, launch date and regions, pricing, sales channels, and software compatibility.

This spatial content creation system, equipped with an XR head-mounted display with 4K OLED Microdisplays and Sony's proprietary rendering technology, enables real-time, high-definition and realistic rendering of textures of 3D objects and facial expressions of human characters. In addition to video see-through functionality and spatial recognition with six cameras and sensors in total, the system features a ring controller that allows users to intuitively manipulate objects in virtual space, as well as a pointing controller that enables precise pointing, allowing creators to craft in virtual space with controllers and keyboards, all while wearing the head-mounted display. Creators will not only be able to see real-scale 3D models in an Extended Reality (XR) environment with the high-definition display, but also create and modify 3D models in it. Through integration with third-party 3D creation applications, it also supports remote, real-time review between locations, making this an intuitive and immersive tool for the entire process of spatial content creation.

The device features Snapdragon® XR2+ Gen 2 Platform, the latest XR processor by Qualcomm Technologies, Inc. The processor unlocks the power of the 4K OLED Microdisplays to deliver stunning image quality, as well as provides user and space tracking for seamless XR experiences, offering creators a high-performance platform for their creative Workflow.

Sony has released technologies that support workflow and quality of spatial content creation and facilitate use of 3D CG in various creative fields. Mobile motion capture system "mocopi™," with small and lightweight sensors and a dedicated smartphone app, enables full-body motion tracking, using Sony's proprietary technologies. Spatial Reality Displays provide highly realistic, three-dimensional content without the use of special glasses or Virtual Reality (VR) headsets, for spatial content creation and review process. By introducing this system and collaborating with 3D creation software developers, Sony aims to further empower spatial content creators to transcend boundaries between the physical and virtual realms for more immersive creative experiences.

Sony Announces Metaverse Technologies and Hardware to Empower 3D Content Creators
System in use for 3D CG creation

Sony Announces Metaverse Technologies and Hardware to Empower 3D Content Creators
System in use for film production with 3D technologies

Siemens partnering Sony 

"Siemens is partnering with Sony to enable immersive engineering, a critical building block for the industrial metaverse. Together, we are creating an environment where it will be possible to experience the realities of physics, without the bounds of time to profoundly improve how our customers work and collaborate," said Cedrik Neike, Member of the Managing Board of Siemens AG and CEO of Siemens Digital Industries.

"We designed our Snapdragon XR2+ Gen 2 to deliver 4K display resolution, cutting-edge graphics, and unparalleled performance to enable creators to build innovative spatial content that will transform all industries for the better," said Said Bakadir, Senior Director, Product Management of Qualcomm Technologies, Inc. "It's exciting to see Sony enter the enterprise space with their spatial content creation system and utilize Snapdragon XR technologies
to unleash more realistic, detailed, and precise Mixed Reality (MR)/VR experiences that will help developers and creators push forward an even more immersive future.
"

Main Features

High-Quality XR Experience for Creative Uses

The head-mounted display is equipped with large-size, high-definition 1.3-type OLED Microdisplays with 4K resolution and a wide color gamut that covers up to 96% of DCI-P³*³*⁴. Detailed and realistic rendering of textures of 3D objects and facial expressions of human characters allows creators to go through the whole process of modeling to review, all while wearing the head-mounted display.

By supporting split rendering*5, which distributes the rendering load between computers and the head-mounted display, the system is capable of stable and high-definition rendering of large-size 3D models.

Through our collaboration with Qualcomm Technologies, Inc., Sony is among the first to adopt their latest Snapdragon XR2+ Gen 2 platform. The processor unlocks the power of the 4K OLED Microdisplays to deliver stunning image quality, while on-chip AI enables enhanced user and space tracking for seamless XR experiences, merging physical and digital spaces for easy navigation and intuitive interaction within the XR creative spaces.

Controllers that Provide Intuitive Spatial Content Creation Experiences

The system includes a ring controller that allows users to intuitively manipulate objects in virtual space. It also comes with a pointing controller that enables stable and accurate pointing in virtual spaces, with optimized shape and button layouts for efficient and precise operation. By holding the pointing controller in the dominant hand and attaching the ring controller to the fingers of the other hand, creators can model 3D objects using both controllers and a keyboard, while wearing the head-mounted display.

The pointing controller enables accurate pointing in virtual spaces

Intuitive manipulation of an object with the ring controller

Designed with Comfort, for Seamless XR Creative Experiences

The head-mounted display provides comfort and stability required for extended creative use, by fine-tuning the balance of the device's center of gravity, and the design and material for pads that come into direct contact with the user's head. Additionally, the flip-up mechanism of the display part allows creators to easily and seamlessly move between physical and virtual spaces, without having to recalibrate the device when removing and wearing the entire device.

Sony Announces Metaverse Technologies and Hardware to Empower 3D Content Creators
Optimal balance for extended creative uses

Sony Announces Metaverse Technologies and Hardware to Empower 3D Content Creators
Flip-up mechanism of display part

Immersive Creative Experience Through Integration with 3D Creation Software

Sony seeks to collaborate with various 3D production software developers, in both entertainment and industrial design fields. At launch, Sony will exclusively partner with Siemens to bring innovative immersive engineering capabilities to the manufacturing industry, through integration with the new NX™ Immersive Designer software, a product engineering solution from the Siemens Xcelerator portfolio of industry software. The integration of powerful hardware and software will empower creators in industrial design and product engineering field, by providing a more immersive design, review, and collaboration tools. The video showing immersive spatial content creation experience, enabled through thise partnership, is are available on the following webpage. The link will be moved to official YouTube channel of Siemens Digital Industries Software.



*1: The images shown are for illustration purposes only and may not be an exact representation of the final product.
*2: As capability of the device. Actual resolution varies depending on application and type of usage.
*3: DCI-P3: An RGB color space standard established by Digital Cinema Initiatives, an American consortium that works on standardizing digital cinema systems.
*4: Actual color space usable depends on application and type of usage.
*5: Only works with compatible applications, when used in tethered mode. (wired and wireless) Resolution, refresh rate and color space may differ depending on application.

Accenture Invests in VÅ« Technologies, the World's 1st Virtual Studio Network for Filmmaking

Accenture Invests in VÅ« Technologies, A Virtual Studio Network for Filmmaking

Accenture Invests in VÅ« Technologies to Help Companies Use Virtual Production to Create New, Immersive Experiences

VÅ« Technologies, a virtual production company and World's first & North America’s largest network of virtual studios, has received an undisclosed amount of investment from global professional services provider Accenture, through the company’s global investment and engagement program through Accenture Ventures.

VÅ« helps companies create immersive, engaging experiences through a combination of real-time computer-generated imagery and live-action filming.

VÅ« is the latest company to join Project Spotlights initiative of Accenture Ventures, an engagement and investment program focused on working with companies that create or apply disruptive enterprise technologies.



VÅ« helps companies visualize and transform creative production at pace and scale. VÅ« also uses a proprietary generative AI workflow tool called VÅ«.ai that augments pre-built virtual environments and designs workflows based on image and text prompting.

The client list of VÅ« include Amazon, CBS Sports and Disney, among others.

VÅ«’s immersive studio network and technology platform are well-positioned to help meet the needs of Accenture clients seeking innovative ways to create branded film and video content.

Companies using virtual production studios can save up to 40% in travel time and transportation costs, leading to a reduced carbon footprint. Virtual production can also offer greater control of the creative process, mitigating such disruptive factors as times of day, weather conditions, and difficult-to-access locations.

The virtual studio network recently launched – VÅ« One, an innovative all-in-one production studio solution that removes the complexity of virtual production. Fueled by cutting-edge Virtual Studio technology, VÅ« One is engineered to make virtual production accessible to all. It brings an entire ecosystem of creative tools and applications, including Vu.ai, the company’s own generative AI workflow tool that enhances pre-built virtual environments and creates workflows based on image and text prompting.

Massive potential exists for companies to combine virtual production and state of the art technologies to create shared, immersive experiences for customers, employees, and other key stakeholders,” said David Treat, co-lead of Accenture’s Metaverse Continuum business group. “With technologies such as digital twin environment simulation, volumetric video capture and motion control robotics, VÅ«’s end-to-end capabilities can help our clients create powerful new experiences that attract and engage audiences.”

Accenture’s investment in VÅ« represents a significant milestone in our journey to democratize creative content production,” said Tim Moore, CEO of VÅ«. “We are excited to work with Accenture and leverage their global reach to bring the benefits of virtual production and large format simulation to their clients and partners. By combining cutting-edge technology with immersive creative techniques, we aim to empower Accenture’s clients to create engaging experiences while optimizing production costs and reducing environmental impact. This collaboration reinforces VÅ«’s dedication to exploring new horizons of creativity and innovation in an ever-evolving, competitive landscape.”

Norway's Munch Museum and TCS to Create Interactive AI-Powered Museum Experiences

Norway's Munch Museum and TCS to Create Interactive AI-Powered Museum Experiences

Tata Consultancy Services and Munch Museum (MUNCH) Collaborate to Create Interactive AI-Powered Museum Experiences Showcasing Edvard Munch’s Art and Celebrating His Innovative and Inclusive Spirit

Tata Consultancy Services (TCS) (BSE: 532540, NSE: TCS) has partnered with the Munch Museum (MUNCH) in Oslo to create immersive and interactive drawing experiences for local visitors and global audiences. Scientists from TCS Research will leverage their expertise in AI and Machine Learning (ML) to bring Edvard Munch’s artworks and creative process to life through the power of digital innovation.

MUNCH contains the world's most extensive collection of art dedicated to the renowned Norwegian artist, with 26,724 artworks, non-art objects and writings, parts of which are spread across 11 galleries on 13 floors. The museum approached TCS to collaborate on creating the first-ever real-time drawing experience based on Munch’s extensive collection as a way of honoring his inventive and inclusive spirit, and engaging new audiences with this fascinating part of Munch's artistry.

TCS and MUNCH will work together on designing, developing, and testing pioneering AI and ML technologies connected to the museum’s database of approximately 7,000 original drawings. In addition to collaboration through pathbreaking research, TCS will also provide IT consultancy, collaborative workshops, and talent exchanges to help create immersive museum experiences that showcase the future of art. These experiences will allow museum visitors to get closer to Munch’s unique worldview by immersing in the aesthetic quality of his paintings and drawings.

TCS will provide MUNCH access to its Research teams, partners from its Co-Innovation Network (COIN™), tools, and methodologies. The collaboration will offer the museum an opportunity to work with TCS’ Pace Ports™, a global network of co-innovation and research hubs to rapidly design and prototype next-generation digital solutions. 

This partnership will also enable MUNCH and TCS to assess joint business opportunities for partners and clients by exploring strategic priorities and art technology use cases.

Tone Hansen, Director at MUNCH, commented: “Edvard Munch was a restless innovator who explored the human condition through his experimental art, and we wanted to honor his dream of sharing his art with everyone. TCS has a reputation for digital innovations, and it has been thought provoking to see how powerful AI and ML technologies can be used to bring an artist’s work to life in ways they could never have imagined. We believe this partnership will help us further extend our work in engagin a global audience interested in experiencing our museum and the fascinating oeuvre of Edvard Munch.”

Dr Harrick Vin, Chief Technology Officer, TCS, said: “We are excited to be a part of MUNCH’s futuristic vision, and the possibility of using generative AI in an area that is as personal and intimate as art appreciation. Applications such as this truly bring to life the scenarios that the current generation of AI systems have made possible. We are delighted to partner with the museum as it provides an intimate insight into Munch’s worldview and by using AI, we make learning about art a more inclusive and enjoyable experience for everyone.”

About MUNCH

MUNCH is home to the world's largest collection of works by Norwegian artist Edvard Munch and houses more than 26,000 works that Edvard Munch bequeathed to the City of Oslo. MUNCH preserve and manage the collection, and displays iconic artworks from the permanent collection, alongside digital content, temporary exhibitions and an extensive program of art and cultural experiences across thirteen floors - available for the public worldwide. For more information, visit: www.munchmuseet.no/en/ 

“PUMA and the Land of Games”: New Virtual Place on Roblox for PUMA Fans to Connect and Compete

Business Wire India

PUMA in partnership with Wonder Works studio launches a vibrant and immersive sports-based experience on Roblox, a global online platform connecting millions of people through shared experiences. PUMA and the Land of Games experience features Roblox newest Layered Clothing technology, where players can customize their characters with hyperrealistic clothing that fits any avatar body type to wear PUMA from head to toe. As they explore the experience, fans will unlock new zones and additional PUMA sportswear pieces.

This press release features multimedia. View the full release here: https://www.businesswire.com/news/home/20220523005611/en/

 
PUMA in partnership with Wonder Works studio launches a vibrant and immersive sports-based experience on Roblox
PUMA in partnership with Wonder Works studio launches a vibrant and immersive sports-based experience on Roblox, a global online platform connecting millions of people through shared experiences. (Photo: Business Wire)

“PUMA and the Land of Games” offers the global Roblox community to bring out their inner athlete through sports mini games and training activities like lifting weights and track running. This immersive experience gives an insight into what it is like to sign with the PUMA brand as an athlete.




Virtual Reality Makes Inroads in to Rural Maharashtra; Immersive Media Startup Tellme Awarded in Shining Maharashtra Exhibition

Virtual Reality Makes Inroads in to Rural Maharashtra

Immersive media like virtual reality are making inroads into a number of businesses, ranging from education and entertainment to aviation and tourism.

This component of the ‘MetaVerse’ is spreading not just in urban India but rural areas. Thanks to the efforts made by India Tourism Mumbai and the content and technology powered by the start-up TellMe, visitors at the recent Shining Maharashtra Exhibition held at Phaltan had a memorable encounter with VR: Meta Quest.

The showcase of VR in tourism and culture provided a unique opportunity to visitors of all ages. From youth to seniors, stunning views of exotic places like Dal Lake in Srinagar, Gateway of India, and Malshej Ghat near Pune were experienced.

On popular demand, particularly from women and seniors, an immersive darshan of Shree Mahalaxmi of Kolhapur and several other temples was also given.

Audiences of all ages responded with a lot of enthusiasm to the footage seen and described their experience as one of actually being there – but virtually. Students, in particular, were enthusiastic at seeing more and were also inquisitive to know if their education curriculum can be shown in VR.



The exhibition by TellMe served as good validation of these concepts in the Metaverse. In response to the positive feedback from the exhibition visitors, the organisers of Shining Maharashtra 2022, the Swaraj Foundation, Phaltan, felicitated TellMe and Indiatourism with the ‘Best Interactive Stall Award’.

“We are working on creating high quality and immersive digital content of points of interests pan-India. We use all modes of photography- 360 degree panoramas, videos, aerial shoots using drones, and high quality 2D videos,” explained Srinivasa Rao, Director and Promoter of TellMe. The Pune-based startup is working on cutting edge technologies in the field of digital content and geospatial data.

"The response and excitement generated in all demographic groups has motivated us to accelerate our plans. We will also cater to the educational content segment which is much in demand to make subjects like history and geography more interesting,” he added.


TellMe being awarded in Shining Maharashtra

This media technology can also cater to the needs of those who are seniors or differently abled. “We took our VR headsets to old-age homes and were pleasantly surprised to see the eagerness and appreciation of the content,” Srinivasa observes.

“The emotions expressed while they were viewing the content was unbelievable. A senior citizen actually folded her hand with reverence while viewing Mahalaxmi of Kolhapur in the aarti video played on VR,” he added.

Srinivasa thanked India Tourism Mumbai for taking the initiative of exhibiting VR in all the road shows and exhibitions.

How Immersive Technologies are Empowering the Fight Against COVID-19

“I feel like I’m playing PAC-MAN,” IEEE Member Todd Richmond told a grocery store employee when food shopping recently. “I turn down a row, see people, turn back around and immediately head for another aisle.”

The grocery shopping experience, like the rest of the world, has been turned upside-down by the COVID-19 pandemic. But as we navigate through this unprecedented crisis, many technologists like Richmond have one eye on the future.

“I can imagine an augmented reality app being developed in the future that helps people deal with social distancing more efficiently,” says Richmond. “In theory, such an app would essentially map out where a user is in relation to where other users are – it would pull data on higher risk areas based on population density and other factors, enabling the user to navigate around a particular area more safely.”

The world, as we know it has changed forever and is going through a transformational phase. It has fundamentally changed the way we operate. In the past couple of weeks, the pandemic has not only brought about uncertainty but has disrupted businesses across sectors, especially Healthcare. Today the virtual environment has taken center-stage. People have had to go on an overdrive to quicken the pace of adaptation to new-age technologies in order to fight against the pandemic. 

Uniquely challenging times call for uniquely innovative solutions, such as the one Richmond outlined. Here are some other ways that augmented reality and virtual reality (AR/VR) technologies can help combat COVID-19 and other challenges moving forward.

VR is empowering doctors and care providers



One thing that sets COVID-19 apart from other viruses impacting the respiratory system is the damage it can do to the lungs of those infected.

Healthcare experts have found that those infected with the virus sometimes have difficulty breathing, and in serious cases, run the risk of their lungs becoming inflamed. If the respiratory illness worsens, a pneumonia can develop that affects all areas of the lungs.

“Virtual reality and 3D imaging technologies can be leveraged to better spot the unique characteristics associated with COVID-19,” IEEE Senior Member Jacob Scharcanski explains. “By making this data – focusing on lung imagery for COVID-19 and other viral infections – available to physicians, we might be able to do a better job of spotting the virus and its impact on patients earlier, which would be extremely beneficial in terms of activating on an appropriate treatment.”

IEEE Member Anderson Maciel notes that immersive technologies have been utilized in medical education for over two decades now.

“Immersive technologies have been leveraged in medicine for some time now,” says Maciel. “Applications range from helping educate physicians prior to delicate surgeries to enabling patients to virtually interact with doctors in an appointment.”

Moving forward, AR/VR technologies are poised to potentially augment care providers’ ability to understand specific illnesses, such as COVID-19, providing unprecedented insight into how to combat them.

Educating and enabling the public



“In my opinion, the best application for AR/VR in terms of combatting new, still rather unknown infectious diseases is focused on improving the behaviors that lead to infection and spread,” says Maciel.

“Virtual reality in particular is ideally suited to train average citizens – who don’t have any medical experience and are most likely to unknowingly spread a virus – in everyday behaviors because of the feeling of presence that it provides,” explains Maciel. “People immersed in virtual scenarios tend to behave as they would in the real world, which is not true with other educational methods, such as public service announcements and digital campaigns focusing on informing the public on best practices. Short of placing a citizen in an actual dangerous scenario, virtual reality is the best there is for accurately providing experiential knowledge.”

Beyond education, Maciel highlights how immersive technologies are supporting citizens throughout the COVID-19 pandemic by enabling a sense of normalcy. For those practicing social distancing and remaining home, Maciel says AR/VR can also be used to augment fitness-focused games, enable virtual travel, optimize social gatherings and more.

Richmond also shines a light on AR/VR as a tool to help manage future disruption. “Once multi-person VR and telepresence-focused technologies are further along, the ability to connect in shared virtual spaces will be a massive shift in how we connect remotely.”

With social distancing measures still firmly in effect, the type of multi-person VR platform Richmond outlined would go a long way in keeping us connected – yet apart.

Market Reports

Market Report & Surveys
IndianWeb2.com © all rights reserved