La Voce dal Metaverso Nr.72

La Voce dal Metaverso Nr.72

Lenovo’s Not Playing Around With Its New ThinkReality VRX Enterprise XR Headset

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Lenovo built the ThinkReality VRX for enterprise applications from the ground up. Designed to fit comfortably for long-term use, the headset’s balanced battery in the back acts as an effective counterweight to the device’s front-heaviness (shared by most standalone headsets). The front-end of the headset is also thinner than previous generations of VR headsets thanks to the pancake optics employed by Lenovo to minimize size and weight. The headset also has high-resolution pass-through cameras for mixed reality applications, which I believe will be the slow onramp for new AR applications. The headset supports 6-DoF tracking using four world-facing cameras, meaning that it will be mapping the area around it to allow the user to move freely within their respective space. The ThinkReality also works with 3-DoF experiences as well, which could make sense for applications in which 3-DoF headsets are the dominant use case like 360-videos. In reference to the capabilities of the ThinkReality VRX, Lenovo’s GM of XR and Metaverse Vishal Shah said, “With a focus on business-grade quality, scalability, security and flexibility, the Lenovo ThinkReality VRX is built to be the onramp to the Enterprise Metaverse. From enabling immersive training and learning to address the skills gap and labor shortages to empowering virtual meetings and collaboration in 3D for hybrid workers, the enterprise VR solution will bring productivity to the next level.”

Nvidia Fashions Industrial-Strength Metaverse-As-A-Service

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Nvidia, having announced an unexpected entry into the field of metaverse-enabling software, brings a surprising focus on industrial applications to an emerging technology that has largely been garnering attention for novel consumer services, gaming and marketing.

With a significant revenue windfall from selling its graphics chips to EthereumETH?0.0%?miners?come and gone, the chipmaker now sees an opportunity for building out immersive manufacturing-design capabilities based on its computing systems into an industrial-oriented metaverse.

CEO Jensen Huang describes this as a “3D extension of the internet.” That may be at odds with the outlook for a decentralized, blockchain-based metaverse that shifts away from the current corporate-dominated model, a path?championed?by enthusiasts of so-called web3 technologies.

“A lot of people think that—when you say “metaverse,” they imagine putting on VR headsets, but it’s obviously not just that,” Huang?told?technology news publication VentureBeat. “You can do that, but you can also enjoy it in 2D. One of my favorite ways of enjoying the metaverse is a whole bunch of robots in the metaverse doing work and communicating with robots that are outside in the physical world,” he added. “The physical world and the metaverse can be connected in a lot of different ways. It doesn’t just have to be humans. It can be machine to machine.”

Ready Player Me launches API for avatar interoperability

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Ready Player Me?has launched its Avatar API that improve interoperability for cross-game avatars. The aim is to let users take their avatars with them wherever they go in the metaverse.

The New York company believes this application programming interface is an essential piece for building cross-game avatar experiences and economies. And this is important as Ready Player Me has more than 4,000 indie game companies using its avatars for a variety of applications, said Timmu T?ke, CEO of Ready Player Me, in an interview with GamesBeat.

The API is part of an effort to come up with standards in both games and the metaverse, and it is sharing the API with those that are creating standards for the metaverse. That’s why the company worked on the API for about a year.

“Everybody is talking about interoperability in Web3 and the metaverse,” said said Rainer Selvet, CTO of Ready Player Me, in an interview with GamesBeat. “But it hasn’t been practically possible before. In our case, the launch of our API will essentially enable interoperability of our avatars and other cosmetics and wearables, clothing assets, and the wearables of the metaverse for the apps that are already on the network.”

MRTK3 In-Editor Tutorials for Unity

Samsung is developing bright MicroLED on Silicon displays for AR headsets

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OLED displays have been used in VR headsets for years now due to their fast response times and deep blacks. The Oculus Rift CV1 used Samsung-made OLED displays, as did some of the later models, Samsung’s own Gear VR used OLED (part of the Galaxy phone that powered those headsets) as well as the dedicated Odyssey VR headsets.

However, the leader of the Samsung Display group, Kim Min-woo, said that the company is developing next gen tech for AR displays that will be based on MicroLED, reports?The Elec. Specifically, the technology is called MicroLED on Silicon (shortened to “LEDoS”). Current displays are typically made on a glass substrate rather than silicon.

The difference between AR (Augmented Reality) and VR (Virtual Reality) is that AR needs brighter displays because they are competing with ambient lighting - it integrates virtual objects into the real world and to do it well, it needs to match the brightness of the light around the user. VR displays close you off from the world, so lower brightness can do the job.

The long-term goal for Samsung is to develop LEDoS displays with 6,600 pixels per inch (PPI). Kim says that the minimum for AR displays is 5,000ppi and the distance between pixels must be 5 micrometers or smaller. The red, green and blue sub-pixels should be 3 micrometers or smaller.

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Amazon Prime sci-fi series “The Peripheral”: When the metaverse becomes too real

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Amazon’s new sci-fi series “The Peripheral” is full of virtual reality, humanoid robots, dystopian visions of the future, and cracking action. The screen adaptation of the iconic novel takes you to a not-too-distant future where full-dive VR is the new normal.

Flynne Fisher (Chlo? Grace Moretz) is an ordinary young woman from a small town who works at a 3D printing company and cares for her sick and blind mother. Her brother Burton (Jack Reynor), a former Marine, passes the time with beer and drone games with his buddies.

Flynne has a soft spot for VR games and is exceptionally good at them. She and her brother take jobs slipping into VR headsets and playing online games for rich people.

One day, Flynne takes a job in an experimental simulation that sends her to a hyper-realistic virtual London set seventy years in the future. To do this, she must wear a mysterious headset. By the time she realizes something is wrong, it’s too late.

She realizes that she is seeing things through the headset that she would have been better off not seeing. When Flynne returns to reality, she finds that her family has a bounty on their heads for getting involved with the mysterious VR game.

Stay Tuned !!

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