Journaliste chez Adsvark Media / FrenchWeb - We Love Entrepreneurs
Journaliste chez Adsvark Media / FrenchWeb - We Love Entrepreneurs
Clay Bavor, VP of VR for Google, took the stage to share intriguing new information for immersive technology. He made a blockbuster announcement for the new standalone VR headset Google is working on with HTC and also shared that the S8 will finally be getting Daydream support.
Not to be left out, AR also got some shine from Bavor and there are some cool things down the pipeline.
First up, the 2nd gen AR phone will go on sale this summer. The new Asus ZenFone AR is a far cry from the first Tango-equipped device, adopting the small form factor prevalent across the mobile phone industry currently. Bavor didn’t spend very time on hardware before he shifted right into new technology that could send shockwaves across the mobile industry.
“AR is most powerful when it’s tightly coupled to the real world,” says Bavor. “The more precisely, the better.” Google has been working with the Google Maps team to get precise location data for indoors. The result is Visual Positioning Service, or VPS, which uses your phone to find distinct visual features in your surroundings to triangulate and get you to your desired space.
The example on stage showed a VPS equipped phone take a user directly to the specific screwdriver he or she needed in a Lowe’s store. The visual representation of how this works showed the phone’s camera marking “feature points” with different color dots. It recognizes where items are in the space down to within a few centimeters. Then the user interface shows navigation-like elements as the user is guided down aisles.
Bavor followed the demo up with an anecdote on how an audio-based version of VPS could help those with impaired vision and “transform how they make their way through the world”.
He also revealed that VPS will also be one of the core capabilities of Google Lens, which we recently covered as well. A lightweight pair of AR equipped glasses with Lens tech and VPS would be incredible to experience and, hopefully, we’ll see that initiative come to fruition in the near future.
Lastly, Bavor tackled AR’s capacity as an educational tool. With over 2 million students served by the Expeditions VR experience, which gave teachers a way to travel with their students without leaving the classroom, Google is now adding an AR mode to give students an augmented way to learn about things seen in the classroom.
The video shown displayed a classroom where each student was equipped with phones on selfie sticks as they watched an augmented volcano erupt on their desk and a tornado take shape in the class. The AR mode got the students up, moving, and excited about the things popping up in their learning environment.
Implications are that Google is gearing up to take Tango and AR the extra mile as they add more and more functionality. It will be interesting to see what happens next.
Tagged with: Google I/O
Avez-vous déjà regardé des films dans lesquels des robots se battent, pilotés de l'intérieur, pour leur pays ou contre des monstres ? Si ces scènes épiques vont ont marquées, préparez-vous : des ingénieurs Chinois viennent de dévoiler le 3ème robot de combat : leur "robot-gladiateur" le Roi Singe (King Monkey) !
Silicon Valley is Mike Judge and Alec Berg’s biting comedy about the American tech industry, now in its fourth season. Every week, we’ll be taking one idea, scene, or joke and explain how it ties to the real Silicon Valley and speaks to an issue at the heart of the industry and its ever-lasting goal to change the world — and make boatloads of money in the process.
Spoilers ahead for the third episode of season 4, “Intellectual Property.”
What started as a silly and somewhat racially insensitive joke from last week’s episode has turned into Silicon Valley’s latest clever skewering of the tech industry’s fanciful obsessions. The show has always had a knack for tapping into lowbrow humor — who could forget season 1’s elaborate dick joke...
Hahna Alexander shares the journey the self-charging work boots that deliver actionable insights to increase efficiency and improve safety. At the core of SolePower’s development is a patented kinetic charger that generates power every step. Hahna is a 2017 winner of Toyota Mothers of Invention.
Human conversations drive habits and bots do too.
In building and testing our bot at Everist, we’ve applied many habit building principles to drive behavior change.
This is what we’ve learned so far.
My co-founder Scot goes for a run every afternoon around 3pm. Before he does, he usually says, “hey, I’m going for a run.” I realized recently that just hearing him say those words causes me to get up and get a cup of coffee.
Think about that. A person says something and it triggers a physical reaction. I am aware that I usually have an afternoon coffee, but I only noticed it was on cue after hearing a similar habit described in this video.
If you work with other people, you might be saying a version of the same thing to the same person every day. Something like: “good morning, Jen.” The next time you do this, try to see what the recipient of your greeting does after you say it. Is your conversation a habit cue for them? If they get few other interruptions to their day, you could be influencing their behavior.
Habits are actions that we take without having to consciously decide to take them.
The part of the brain associated with habits is called the basal ganglia. It is separate from the part of the brain that makes decisions, the prefrontal cortex. Once you establish a habit, your basal ganglia doesn’t need to consult with your prefrontal cortex before taking action. (For an explanation of this concept, Thinking Fast and Slow by Daniel Kahneman is the go-to).
Think about a simple action like turning on the light when you enter a room. You reach for the switch automatically, sometimes even when the light is already on. It’s not a conscious decision.
Every habit follows a psychological pattern that Charles Duhigg calls a Habit Loop. Something that serves as the cue, a routine happens without much thinking, then there’s a reward. For turning on the lights, the cue is that it’s dark, the routine is the action of flipping the switch and the reward is that the lights come on. We’re basically rats.
Duhigg says, “when a cue and a behavior and a reward become neurologically intertwined, what’s actually happening is a neural pathway is developing that links those three things together in our head.” The reward we get from completing a habit is linked to the cue we get next time it’s time to perform the action.
The point of establishing habits is to move as much action as possible to your subconscious mind. It follows that digital products influencing behavior should require little conscious effort.
In Hooked, Nir Eyal takes the idea of the habit loop to designing products that become habitual.
Nir notably changes “reward” to “variable reward”. Variable rewards are what make Facebook or Pinterest so sticky. After you take the action (in this case to open the app), your reward (seeing your timeline) will never look the same. That unpredictability keeps you coming back for more.
Without a strong reward, notifications stop causing you to take action. Nir adds “investment” as the final step in the loop to emphasize the need for strong rewards to drive the next cue.
Bots are able to facilitate every part of the Habit Loop/Hook.
🔔 Cue/Trigger………………………Broadcast message from bot
✅ Routine/Action ………………….User action
🎁 Reward/Variable Reward ………Response from bot
💰 Investment ……………………….User becomes engaged
The most successful bots organically follow this process and have more engaged users as a result. If their end goal is not to build a habit, using the bot becomes the habit.
Below are some of the characteristics about bots that make them a useful tool for habit building with examples of bots already helping users build habits.
Bots can live where you’re already chatting with real humans like Facebook Messenger or Slack. This makes them more literally accessible in that you don’t have to download another app.
But also, everything from the color of the icon and the format of the message makes the interaction feel more familiar, friendly and accessible. This drives a more positive association to the habit cues.
Healthybot on Slack helps you build and track healthy habits at work. Healthybot lives within Slack which makes you more likely to read the its messages and track your progress without leaving the context of work.
Bots should have a personality and feel like a familiar person or character. The personification of the tool helps drive stickiness of the habit. Conversation is a more human way to influence behavior than push notifications, for example.
Penny, a bot that helps you build better spending habits, establishes personality really well. She is funny and supportive but her personality doesn’t distract from her function.
Habits related to money already carry a lot of baggage so keeping it positive and friendly is really helpful in helping users stick to using it. A good indicator of an established personality is when you call the bot “she” or “he” without even noticing as I’ve done here. :)
Chatbots provide the perfect level of accountability.
Humans are okay at holding each other accountable, but all relationships also come with lots of confusing context. When we interact with someone, we don’t just focus on the interaction. We are also thinking: “does this person like me”; “do I like this person”; “last week this person interrupted me in a meeting”.
There’s a natural level of judgement you feel when you interact with humans. This feeling sometimes drives you to complete an action, but it doesn’t help you to develop a habit.
You might try to hold yourself accountable to completing an action habitually. You can do this by using calendar reminders or push notifications, for example. But that experience is impersonal. It’s clear that no one else is seeing your progress or cares.
Chatbots have the opportunity to tow this line between I care a little bit what this thing thinks of me because it has a personality and I still know I’m smarter than it and don’t assign any other human baggage to our relationship.
It’s the right balance to influence a habit since they are subconscious but also require real action.
At Everist we’ve built Evie to influence productivity habits like prioritization and reflection at work. Our most interesting find in testing was that people felt MORE accountable to the bot than to a human.
The most engaging human conversations are ones where you’re constantly surprised about what you hear. It’s the same with bots.
Within a conversational interface, we can provide strong variable rewards that would be disorienting in a visual context.
This is as simple as making the user feel heard by understanding their answers. The more unique and customized the rewards get, the deeper the investment the user makes.
Joy on Facebook Messenger is a bot that that helps build a habit of reflection. It asks simple questions like, “how are you today?”. The bot runs sentiment analysis on your answers and reflects back to you how you’re feeling. This is surprising and delightful every time.
People are more overwhelmed and distracted than ever. With so many constant digital distractions, we spend lots of time trying to decide what to do next. This makes building habits a crucial skill.
As we all speculate and try to figure out the right place for bots, habit building is a use case that could be native to the medium.
It is a fundamental shift in how we approach behavior change and there are opportunities in every industry to leverage it. Fields as diverse as healthcare, finance and government are already building bots with habits in mind.
What do you think? Could this be the superpower of bots?
Are there more examples of bots doing this well?
If you liked this post please hit us with a little ❤ below.
Cela fait longtemps que les psychothérapeutes utilisent des « jeux de rôle » pour aider leurs patients à mieux gérer leurs difficultés à affronter la société. Mais ces « jeux de rôle » n’ont pas grand-chose à voir avec les autres jeux de rôle, dont Donjons et Dragons est l’archétype, ceux joués sur tables avec des dés et qui précipitent les participants dans un univers fictionnel appartement généralement à la fantasy ou à la science-fiction.
Mais, nous raconte Kotaku, c’est en train de changer. Plusieurs équipes de psychologues, aux Etats-Unis, utilisent aujourd’hui D&D dans un but thérapeutique.
Adam Davis et Adam Jones ont fondé à Seattle le Wheelhouse Workshop, où sont organisées de telles parties de jeu de rôle. La journaliste de Kotaku, Cecilia D’Anastasio, nous donne l’exemple d’un adolescent, Frank, qui se révélait incapable de communiquer dans son environnement scolaire, et qui restait toujours isolé. Ils lui firent jouer le rôle d’un nain barbare, bruyant et sans manières. Ils firent asseoir Frank dans la position de son personnage, les jambes écartées et les coudes confortablement installés sur la table. En jouant ce personnage, explique Cecilia D’Anastasio, Frank a pu expérimenter d’autres manières d’interagir avec autrui.
Le jeu pourrait également aider les enfants qui se sentent désorientés dans la société, et même aider à mieux gérer l’autisme. Cecilia D’Anastasio raconte avoir rencontré la mère d’un enfant peu flexible, qui avait du mal à dévier de ses idées. Mais, lors d’une partie de D&D au Wheelhouse Workshop, les aventuriers constituent une « compagnie » qui doivent avoir à gérer des problèmes collectivement. On ne peut pas en faire qu’à sa tête. Parlant de son enfant à la journaliste de Kotaku, elle lui a expliqué qu' »il m’a effectivement dit qu’il n’était parfois pas d’accord avec ce que ses compagnons d’aventure avaient décidé…, et plus tard, il a fini par convenir que leur décision était la bonne… C’est une surprenante amélioration de sa flexibilité. »
En Pennsylvanie, le Bodhana Group s’occupe de cas particulièrement difficiles. Ces thérapeutes sont en charge d’un groupe exclusivement constitué de garçons au comportement difficile, certains ayant même commis des agressions sexuelles. Pour les aider, Jack Berkenstock, qui dirige l’équipe, conçoit des parties de Donjons et Dragons spécifiquement adaptées à ces jeunes.
Berkenstock s’efforce de concevoir des jeux où les actions des joueurs ont des conséquences, par exemple, il n’empêcherait pas un joueur trop impulsif de se précipiter dans un repaire de dragons. Si son personnage est sévèrement blessé, c’est une répercussion naturelle. Lorsque ses joueurs effectuent un raid sur un village d’orcs, il prend soin de montrer comment cela affecte les enfants orcs ou leurs mères. « Je crois que vous pouvez explorer les conséquences de vos actions dans un environnement où personne ne se blessera physiquement », a déclaré M. Berkenstock.
D&D va-t-il se professionnaliser et s’intégrer officiellement au catalogue des pratiques thérapeutiques ? Comme le conclut intelligemment la journaliste de Kotaku, certainement pas, et cela vaut mieux ainsi : « D&D n’a jamais été et ne sera jamais commercialisé comme un outil thérapeutique. C’est juste un jeu. C’est aussi pour ça qu’il pourrait fonctionner avec les enfants qui ont besoin d’aide. »
A new Bluetooth-enabled bottle cap called Pillsy is designed to prevent people from forgetting their pills. The device launches today for $39 and will remind you to take both medicine and vitamins, or really, whatever you need daily.
Pillsy syncs with a companion iOS / Android app that pulls information about different drugs from an FDA database. You can enter the name of a medication, the dosage amount, and what time you want to take it every day. Reminders will then come in the form of a text message, phone call, or lockscreen reminder. Of course, all this medical information is sensitive, so Pillsy says it’s HIPAA-compliant, meaning it can’t sell your data.
None of this functionality is actually more...
Vous connaissez Steam, et son quasi monopole sur le marche des jeux vidéos? Vous voulez passer à autre chose, qui respecte plus les créateurs, et qui n’ait quasiment aucune sélection à l’entrée? Bonne nouvelle ! Un tel site existe, et comme vous l’avez deviné, il s’agit d’itch.io ! itch.io : Un site destiné aux indépendants […]
Cet article itch.io: La caverne d’ali baba des jeux indépendants ! est apparu en premier sur .
Baidu recently made an astonishing breakthrough in machine learning. They’ve achieved zero shot learning by programming a bot to teach another bot how to read. But in a surprise twist, they ended up with an AI that is able to understand language at amazingly complex levels.
HTC has announced an announcement: something’s happening on May 16th, according to a flyer sent out with the tagline “Squeeze for the brilliant U.”
What on earth could that mean? Well, we’ve already heard word of an upcoming phone codenamed Ocean and likely to be officially called the HTC U, and it’s said to have a feature called “Edge Sense” involving touch sensors embedded in the frame around the phone — in other words, you could interact with the phone by squeezing it.
This isn’t a wildly new concept. Nearly five years ago my former colleague Jeff Blagdon and I saw a “Grip UI” prototype from Japanese carrier NTT Docomo that was designed to show off use cases for the same technology — it could launch apps, perform voice searches, and...
New York-based 3D capture startup GeoCV, raised $1.8 million in seed investment from Runa Capital, Emery Capital, and several New York angel investors.
The company scans interior spaces using a 3D camera equipped smartphone and proprietary software. The space can be viewed in 3D from any angle in virtual reality (VR), or in a web browser.
Unlike the company’s competitors like Matterport, that offer 3D scanners at a price of $5,000, GeoCV utilizes $500 smartphones with 3D cameras such as Lenovo Google Tango.
“Our goal is to become the world’s №1 solutions provider for 3D capturing,” said Anton Yakubenko, GeoCV co-founder and CEO in an official statement.
“Real estate is a beachhead market, where agents can include a 3D virtual tour in their listing. Other brick and mortar industries such as construction, interior design, insurance and property management will follow. User-generated content creation tools are the longer-term future when everyone has a 3D camera in their pocket and can easily view in AR and VR.”
GeoCV was founded in 2014 by 3D computer vision experts with 12 years of experience in the industry. The company has previously raised $700,000 and is an alumnus of San Francisco-based Rothenberg Ventures River River accelerator for VR companies, and New York-based Starta Accelerator.
Disclaimer: We publish affiliate links. If you purchase a product by using these links we may receive a small commission to support our service. We are an independent publisher committed to bring the latest trends, products and services on Virtual and Augmented Reality.
This is a video of Russian humanoid robot F.E.D.O.R. (Final Experimental Demonstration Object Research) blasting away with two handguns. But don't worry, guys, this totally isn't a Terminator. "The robot of the F.E.D.O.R. platform showed skills of firing using both arms. Currently the work on fine motor skills and decision algorithms is underway," [Deputy Prime Minister Dmitry] Rogozin wrote on his Twitter. âAccording to Rogozin, training to shoot is a way of teaching the robot to instantaneously prioritize targets and make decisions. "We are not creating a terminator but artificial intelligence which will have a great practical importance in various fields," he added...(Read...)
The Internet Archive is an indispensable resource for web users, backing up websites and documents, but also providing copies of historical software, such as the earliest home console and arcade games. Now, there’s a new collection that should delight anyone who grew up in the 1980s: an entire collection of Macintosh programs, which you can play right in your browser.
Earlier today, the site released a new software library: emulated programs from Macintosh computers dating from 1984 through 1989. The collection is a wonderful dose of nostalgia for anyone who grew up using these computers at home, work, or school. The best part is that you can emulate the programs right in your browser.
The collection is pretty remarkable...
Google announced that it's working even harder to bring VR to entry-level price points, by adding WebVR support to Google Cardboard and launching its WebVR Experiments showcase for anyone to access and experience VR.
The post Google adds WebVR support to Cardboard and Chrome, and debuts WebVR Experiments appeared first on Digital Trends.
Gentrification oblige, Berlin est une ville dans laquelle les loyers sont de plus en plus élevés. Pour dénoncer le phénomène, l’architecte Van Bo Le-Mentzel du collectif berlinois Tinyhouse propose des mini-maisons à louer contre cent euros par mois. Dans ces 6,4 m2 et 3,60 mètres de hauteur sous plafond, tiennent une kitchenette, un poêle à bois, un lit, un bureau, un canapé et des toilettes.
Vingt de ces micro maisons ont déjà été installées dans les jardins du Bahaus Archiv, le musée berlinois. L’idée derrière est évidemment très politique. Les membres du collectif défendent l’idée que tout le monde devrait avoir le droit de vivre en ville. Tinyhouse compte pousser le projet plus loin en développant d’ici 2019 un complexe résidentiel de mini-maisons. A quand un tel projet à Paris?
Par Margaux Couturier.
Get close and personal with virtual objects.
The post These Might Be the Most Realistic Virtual Objects Ever appeared first on Futurism.
En Australie, Heineken met les passants au défi avec un affichage publicitaire qui leur propose de gagner des places de formule 1.
Jusqu’où iriez-vous pour assouvir votre passion ? En Australie, la célèbre marque de bière Heineken propose une expérience surprenante aux amateurs de formule 1. La marque a eu l’idée d’installer un panneau publicitaire qui interagit avec les passants.
Une jeune femme, diffusée en temps réel sur le panneau-vidéo, communique avec les passants et leur propose de gagner des places pour le Grand Prix Rolex d’Australie. Mais en échange, ils vont devoir remporter des défis. Une idée amusante et originale qui témoigne de la volonté de Heineken de surprendre ses consommateurs et de leur offrir une vraie expérience inoubliable.
Cet article Heineken crée un panneau publicitaire qui défie les passants provient du blog Creapills, le média référence des idées créatives et de l'innovation marketing.
This video puts together a collection of some of the craziest urban climbing stunts from death-defying daredevils Jumping Buddah, Roof Runnerz, Oleg Cricket, Ivan Kiral, Sergey Tracer, and James Kingston...(Read...)
At BEEVA we have been working with chatbots for some time now. In addition to the design framework I previously published, I’m going to share seven things that I brought from my UX design background that helped me approach the chatbots universe.
It’s the first heuristic from Jakob Nielsen and one of the first you will find in every usability checklist. Applied to the chatbot interaction, it’s a must to have a kickass welcome message that sets user expectations and makes it clear which functionalities the chatbot will cover. It may seem obvious that chatbots only cover a small scope, but if you don’t make the scope clear, users will crash with everything your chatbot is not able to meet their expectations.
In addition to the welcome message, we need to remind users where they are and what they are doing. Users that are not paying attention to our chatbot can get lost many times on a single conversation.
It’s a concept commonly underrated on interfaces, but it’s one of the fundamental basis of chatbots. It was perfectly studied on Designing for emotion, and the best example ever designed is the personality crafted for Mailchimp (here).
Because the interaction is happening on a chat, the user implication level is really high, and many users will receive the conversation as something real. Because of this, it’s extremely important to work on the chatbot voice and tone, the bot’s humor, and even its hair color.
My advice here is to create a user persona profile with your chatbot’s personality to guide all of your messages. If you have no clue about where to start, here is a template you can use.
Words. That’s it… nope!
There are already some great articles talking about the interaction elements we have nowadays (this one with seals is my favourite one).
We could also make a timeline about the evolution and adoption of the different interaction elements, but the conclusion would be the same. The trend is to avoid any conversational interaction, replacing it with all sort of complex interactions, and transforming the old chat into something like an embedded web page.
Here you have an interesting article explaining how Google paved the way some time ago: How Google’s AI paved the way for the next generation of bots.
We have experienced real conversations bringing headaches and malfunction problems. This can be avoided by offering the users buttons and links to click on. Artificial intelligence and NLP are able to do amazing magic, but they don’t meet user expectations yet. You can read more about it here.
Every platform has different elements, and they change all the time, so you better update your knowledge before starting a project.
Even in a chat we need to decide which information will be offered first and which information we are hiding. We can understand the chatbot flow like a screen flow with little information in every step, and different interaction elements on each part, where some actionable “buttons” are just words users can type.
Because of that I treat the information architecture as in any other interface by defining which interaction elements I will show on every step.
We need to design the navigation map for our chatbot in which we’ll define what will happen in every single step.
We should be thinking about every possible scenario on every step: which interaction element the user will be using, what will happen if they misunderstand any step like “What if they want to go backwards,” “What about skipping steps?” etc.
You can find more about how I do it on my Design framework for chatbots.
The same way we can find interface design tools, chatbots tools are beginning to spread. I differentiate them in two groups: low fidelity and high fidelity.
In the first group, there are tools that help us explain our chatbots and in a short time, we can get great results and be ready for testing much more quickly. There are a bunch of these, but my chosen ones are:
For high fidelity tools, we end up developing a real chatbot without writing a single line of code, but obviously with limited functional complexity. About them I would recommend:
There are already a few players willing to become the Google Analytics for chatbots. Here are some of them, plus some other tricks that will help you understand what’s going on with your chatbot:
Chatbots are one of the buzzwords nowadays, and they may eventually replace most of the interfaces we are used to. It will take time, and maybe the definitive chatbots and virtual assistants won’t look like those we have today. Don’t worry though, as a UX designer you are already a master of most of the things you need to work on its design.
7 Things You Know in UX That Will Help You Design Chatbots was originally published in Chatbots Magazine on Medium, where people are continuing the conversation by highlighting and responding to this story.
Il y a des chiens de chasse, des chiens de sauvetage, des chiens policiers, des chiens de traîneaux, des chiens de concours, des chiens qui font des tours, des chiens qui ne font rien du tout. Il y a maintenant un chien peintre : il s'appelle Hunter et vient de Edmonton en Alberta, Canada. Alors que votre chien ne sert qu'à vous lécher le visage et à vous coûter un max de fric, Hunter se spécialise dans l'expressionnisme et rapporte du blé à ses maîtres en vendant ses toiles sur Etsy.
Ses maîtres s'appellent Kenny et Denise, sont respectivement ingénieur informaticien et professeure. Ensemble, ils ont patiemment appris à Hunter à se servir d'un pinceau, d'une palette et d'un châssis pour qu'il puisse exprimer ses doutes, ses joies et son mal-être de chien japonais déraciné.
« Comme tous les chiens, il aime faire des tricks, surtout si ça lui rapporte une friandise. Mais avec lui, cela va plus loin. Quand il apprend quelque chose de nouveau, on voit vraiment qu'il est fier de lui. Ce n'est pas juste la bouffe qui le motive. On sent bien qu'il aime apprendre et découvrir de nouvelles choses, même si au début il n'y arrive pas. Je pense que c'est quelque chose que partagent la plupart des artistes et la plupart des chiens. »
Inutile de vous dire que la carrière de Hunter fait un carton… essentiellement en ligne pour le moment, aucune galerie ne s'étant encore proposée.
« On ne pense pas qu'il est particulièrement doué, pas plus que d'autres chiens ou espèces. On a déjà vu des chiens faire des choses que Hunter ne pourrait vraiment pas réaliser. Comme avec les humains, cela dépend vraiment de la personnalité et de ses goûts. Et puis, il faut être patient et vraiment s'investir dans la passion de son chien. Il faut les encourager sans cesse à repousser leurs limites ».
Sur IndieGoGo, l’entreprise Nimuno commercialise le premier adhésif de l’histoire compatible avec les briques LEGO et plein d’autres pièces de jeux de construction. L’idée est grandiose ! Les briques se fixent sur le scotch de génie, qu’on peut couper, tordre, plier, coller, décoller et recoller partout. Murs, angles, meubles, vitres… n’importe quelle surface devient un véritable terrain de jeu.
A l’origine du projet: Anine Kirsten et Max Basler, deux designers industriels du Cap en Afrique du Sud. Trois jours seulement après le lancement de son financement participatif sur IndieGoGo, Nimuno a déjà rempli ses objectifs avec quasi 12 000$ récoltés sur les 8 000$ demandés. Il reste un mois avant la fin de l’opération et l’entreprise annonce déjà développer de nouvelles couleurs. Comptez 8$ par rouleau de ruban adhésif, pour une sortie prévue en juillet 2017
Par Margaux Couturier.
HTC might not have a big western developers conference like Oculus does with Connect, but it’s planning a big show for China in just over a weeks’ time.
The Vive Ecosystem Conference 2017 is set to take place from March 27th – 28th in Shenzhen, China. HTC has told UploadVR that it’s planning some new announcements for the show, though we don’t have any specifics just yet. A keynote speech is set to take place on the first date of the show at 9:00 AM GMT+8 where, according to a rough translation of an invitation, the company will “announce new strategic cooperation and the latest initiatives to build the global VR ecosystem.”
Exactly what that means is up for speculation, but HTC is no stranger to strategic alliances in China and the rest of the world; it setup the VR Venture Capital Alliance (VRVCA) to bring together investors to fund VR startups and is working closely with others to establish VR within China. On the ecosystem side, it’s quite possible that we get an update on the new Vive Tracker add-on, which is rolling out to selected developers now and will be on sale soon. Don’t expect big new Vive games and experience to be revealed, then, but there could be some interesting announcements.
The second day of the event looks to be a more educational experience with seminars about the best practices for VR. There will be an experience area too where we’d expect attendees will get hands-on with the latest Vive demos.
We’ve reached out to HTC for more info about the event. We’re not sure if there will be a livestream though, if there is, it’s likely to all be in Chinese. Still, those that like to keep a close eye on the Vive ecosystem will want to pay attention to any news coming out of the event here.
Your weekly guide to Virtuality — Newsletter #57
Although augmented reality (AR) remains as the minority portion of the market in terms of shipments, International Data Corporation (IDC) expects AR to bring in significantly more revenue over the course. AR headset sales will grow from $209 million in 2016 to $48.7 billion in 2021. Meanwhile, VR headsets grow from $2.1 billion in 2016 to $18.6 billion in 2021. Both markets are expected to grow at a compound annual rate of 58%, reaching 99.4 million units in 2021… (Read more on IDC Blog)
This is Haptical weekly newsletter #57. We bring you an in-depth look at the latest Virtual, Augmented and Mixed Reality technologies, services & products.
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Worldwide VR / AR headset market to hit 100 million devices was originally published in Haptical on Medium, where people are continuing the conversation by highlighting and responding to this story.
Adam Savage gets up close with the one-of-a-kind 3D-printed endoskeleton Weta Workshop made for the upcoming Ghost in the Shell. Chatting with Weta Workshop technician Jared Haley in the studio’s 3D modeling room, Adam learns about the experimentation and prototyping necessary to make this gobsmackingly beautiful prop, which is made of several hundred individual pieces!
The post Weta Workshop’s Ghost in the Shell Major Skeleton is a Masterpiece [Video] appeared first on Geeks are Sexy Technology News.