Watch a video of the safety features available when you’re in Facebook Horizon. Do you feel safe now?
http://www.vrroom.buzz/vr-news/social-xr/facebook-horizon-safety-video-fails-make-us-feel-safe
Watch a video of the safety features available when you’re in Facebook Horizon. Do you feel safe now?
http://www.vrroom.buzz/vr-news/social-xr/facebook-horizon-safety-video-fails-make-us-feel-safe
Tridify wird aus dem MegaGrant von Epic, dem Entwickler von Unreal Engine, für einen neuen Dienst unterstützt, der das standort-unabhängige BIM-Streaming komplexer und interaktiver Modelle ermöglicht.
Tridify erhält eine Zuwendung aus dem MegaGrant des Gaming- und 3D-Visualisierungsspezialisten Epic für die Entwicklung eines neuen Dienstes für das BIM-Streaming. Der Service ermöglicht es AEC-Fachleuten, interaktive BIM-Modelle, die mit Unreal Engine gerendert wurden, per Streaming auf jedem mobilen Gerät zu betrachten. Der Dienst soll die Zusammenarbeit in allen Phasen des Bauprozesses zu verbessern. Bestehende Workflow ließen sich effizienter gestalten und die Darstellungsqualität verbessern, wenn große BIM-Modelle remote gemeinsam genutzt werden.
Der Dienst überwindet bestehende Hindernisse bei der gemeinsamen Nutzung großer BIMs und soll mit Modellen jeder Größe und auf jedem Gerät funktionieren. Bislang war die Zusammenarbeit schwieriger, weil sich große Modelle auch durch die Einschränkungen mobiler Geräte kaum standortunabhängig visualisieren ließen. Jetzt können die Benutzer von durchgehenden Arbeitsabläufen profitieren und von jedem beliebigen Standort aus nahtlos mit komplexen Modellen interagieren.
Das neue BIM-Streaming von Tridify stellt automatisch jede IFC-Datei mit Unreal Engine dar und streamt sie über eine URL an die Benutzer. Da das Modell direkt auf ein Gerät gestreamt wird, braucht es keine zusätzlichen Anwendungen. Der Service wird im Laufe des Oktobers über eine Reihe von Paketen zu unterschiedlichen Preisen verfügbar sein und stellt eine Ergänzung zu den bestehenden BIM-Publishing-Tools von Tridify dar.
Alexander Le Bell, CEO von Tridify, ist sich sicher, dass der Dienst das Problem löse, wie sich komplette Modelle von Großprojekten wie Flughäfen, Krankenhäusern oder Einkaufszentren ohne technische oder finanzielle Barrieren mit jedem Projektbeteiligten und überall gemeinsam nutzen lassen.
Die Benutzer können verschiedene Modelle aus Architektur, HVAC, Sanitär oder Elektrizität kombinieren oder einfach ein komplettes BIM-Modell streamen. Zukünftige Werkzeuge sollen dann auch noch Mark-up, Annotations, Mess- und Schnittebenen umfassen.
Weitere Informationen: https://www.tridify.com/ und https://www.unrealengine.com/en-US/
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Foto: Franck Boston/Shutterstock.com
BIM-Streaming: Große 3D-Modelle aus Unreal Engine mobil visualisieren
A spatialized work for hundreds of musicians that will have its world premiere in a Virtual Reality environment.
The North Carolina State University Department of Music, with additional support from the Raleigh Civic Symphony Association and the Concert Singers of Cary, has commissioned acclaimed composer Lisa Bielawa to create Brickyard Broadcast, a spatialized work for hundreds of musicians that will have its world premiere in a Virtual Reality (VR) environment designed by the digital media teams at the NC State University Libraries, in two events on November 12, 2020 at 6pm ET and November 13, 2020 at 2pm ET. The Brickyard Broadcast VR environment will remain online, accessible to the public for free. Details about the November premiere events will be announced in early October.
Brickyard Broadcast uses technology and interactivity to reinterpret the North Carolina State University Brickyard, the university’s beloved and iconic gathering area outside of D.H. Hill Jr. Library, as a virtual space in which the musical performance will unfold. Hundreds of audio recordings will be integrated, created over the course of the fall 2020 semester by individual student and community musicians playing and singing in isolation under the guidance of Lisa Bielawa; Dr. Peter Askim, Director of Orchestral Studies, NC State Department of Music; and Dr. Nathan Leaf, Director of Choral Activities, NC State Department of Music. Musicians from NC State University choirs, NC State’s Raleigh Civic orchestras, and the Concert Singers of Cary will be participating. Jason Evans Groth, Digital Media Librarian; Colin Keenan, University Libraries Specialist; and Kyle Langdon, University Library Specialist and Audio Engineer, will lead the creation of the VR environment and the online premiere performances.
Brickyard Broadcast represents an energizing and participatory artistic process designed to help address the challenges faced by orchestras and choirs during this prolonged period of social distancing. Rather than staging a synchronous performance via remote platforms, Brickyard Broadcast allows musicians to create sonic-visual avatars of themselves that can come together virtually in a playful, interactive common space which mirrors their own campus common space, opening up the gathering to anyone in the world who wishes to join them there.
The piece will be a 20-minute work that viewers can experience either from start to finish in a curated sound experience or in a self-guided modular way. Nine separate musical groups will animate the various areas of the virtual Brickyard, creating an immersive sound experience for anyone who visits the site, accessible either with VR interface or, in a 3-D stereo version, via any personal web device.
While Brickyard Broadcast will be developed expressly for VR premiere, because it will have been designed expressly for the landscape of the Brickyard at NC State, it has the potential to be mounted as a physical performance with groups performing at varying distances from each other on the Brickyard itself. In either case, whether online or in person, every audience member’s experience will be completely unique, depending on how they choose to move among the sounds they hear.
Organic to this sound experience will be the texts that the choirs are singing – fragments taken from the writings of various thinkers from a broad historical range who mused on the phenomenon of people gathering in common space, and the indomitability of song: Gertrude Stein („A refusal to sing is one thing, to go on with a song is not wrong.“); H.G. Wells („It takes a multitude to make such a stillness“); Wallace Stegner („There it was, there it is, the place where during the best time of our lives friendship had its home and happiness its headquarters“); plus Anne Bradstreet, Phyllis Wheatley, Frank Lloyd Wright, Charles Ives, and Walt Whitman.
Quelle:
https://www.vrroom.buzz/vr-news/music/composer-lisa-bielawa-debuts-new-musical-work-vr
With the revelation of Quest 2, Facebook has quietly knocked down the entry price for its business-focused version of the headset.
Facebook only just made its Oculus for Business program openly available back in May, which basically let anyone buy a business-focused 128GB version of the original Quest for $1,000. That’s double the price of the consumer version, but that comes along with specialized software, licenses, and support for enterprises.
Now less than four months later, Facebook has brought the entry price down to $800, which now includes the 256GB version of Quest 2—again, at double the price of the same storage option available to consumers.
Like with the original $1,000 Quest for Business, this comes along with the need to sign up for a subscription to the company’s enterprise-grade software and support, which is renewable annually for $180 per year—first year included with purchase. That includes backend management software so a company can manage a fleet of Quest headsets with things such as deploying and updating apps, managing settings, and monitoring headset status.
In addition to the new hardware, Facebook has assembled a fleet of independent software vendors (ISVs) specializing in areas such as 3D modeling, product design, employee training, data visualization, and remote work applications—all of the sort of fields enterprises may look to address with an immersive headset.
It seems with the entry of Quest 2, Facebook is renewing focus on the platform’s potential use as a work and productivity tool. The company announced the release of Infinite Office, a collection of software tools which may make working in VR easier and more natural, with things such as variable Passthrough and support for a mixed reality keyboard of sorts, which lets you see and type normally while in VR.
Whether Infinite Office makes its way to the Business (with a capital ‘B’) version of the headset or not, it’s clear Facebook is pursuing enterprise applications for its platform with a hardened resolve that, if its competition doesn’t watch out, may make a Facebook-built headset the only logical choice for companies looking for a VR solution in the near term.
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Facebook plans to improve its Horizon & Venues avatars and roll them into a new Avatars SDK to replace Oculus Avatars.
There’s no timeline on when that will happen. For now, Facebook is just showing a single image preview of this new avatar system:
It’s apparently an evolution of the current Facebook VR avatars used in Facebook Horizon and the beta for the new Venues. Staffers working on the project include former Pixar animators.
That means you’ll have a consistent virtual avatar across built-in Facebook social apps and any 3rd party apps using the SDK. Platforms like Bigscreen, VRChat, and Rec Room use their own separate avatar systems.
At UploadVR we use the current Oculus Avatars for our weekly from-VR podcast, as well as virtual interviews. Oculus Avatars was first introduced with a highly abstract monotone style following a “don’t show what you aren’t tracking” philosophy- realistic human appearance without realistic human motion can creep your brain out.
With the release of Oculus Go in 2018 Facebook brought in color, and last year the avatars got a huge update with neural network estimated lip movement, simulated object-based eye gazing, and microexpressions. Some of this core technology appears to have transferred over to Horizon, though in our experience the lips don’t move quite as authentically yet.
Facebook said you’ll be able to use these avatars in its non-VR smartphone apps one day too, presumably including Messenger, which is coming to Quest.
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Spatial, the social collaboration platform for XR devices, is now available for public download on Oculus Quest, which includes cross-platform support for HoloLens, Magic Leap One, Nreal, Web browsers, and iOS & Android mobile devices.
As a work-focused social app, Spatial puts heavy emphasis on productivity tools, including things such as an in-app browser, screen sharing abilities, support for multiple 2D/3D file types, communal whiteboards and sticky notes, and integration with Slack, Google Drive, One Drive, and Share Point.
The platform’s other claim to fame is its approach to avatars, as users can upload a selfie and generate a more realistic avatar than you might otherwise with the more cartoonish offerings in other social VR programs.
Notably, Spatial is available for free for individuals and groups who want to try it out. The free version lets you:
For $20 a month, Spatial also includes unlimited storage and a dedicated team administration panel.
There’s still no word on whether PC VR headsets will eventually get support, however it seems Spatial is intent on keeping its platform mobile-first. You can download Spatial for Quest here.
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Social XR Collaboration Platform ‘Spatial’ Now on Oculus Store for Quest