Monthly Archives: April 2017

Elon Musk: Australian man pens desperate letter to download his brain – NEWS.com.au

Posted: April 7, 2017 at 9:00 pm

One of the many images produced by the Human Conectome Project, but can such science ever lead to brain uploading?

IF you could, would you want to live forever even if it meant existing in a virtual world?

That is the desperate goal of Australian man Philip Rhoades, the founder of a body-freezing cryonics lab and a brain preserving company called the Neural Archives Foundation.

The latter consists of scientifically preserved brains stored all over the country including those of his recently deceased parents waiting for the day when their contents might be uploaded to a computer.

Of course the science underpinning such an ambitious idea is dubious to say the least, but Mr Rhoades believes its just a matter of time until technology is advanced enough to achieve his dream.

At 65, he understands time is of the essence and so hes turned to a well-known figure of tech innovation for help: Elon Musk.

The billionaire founder of Tesla and SpaceX recently announced a new venture called Neural Lace to develop a way to connect the human brain with a computer. Mr Rhoades believes the tech titan is somebody who can push the controversial field forward.

In a bizarre open letter the former biomedical researcher spruiked his credentials and volunteered his brain to be uploaded and sent to Mars, allowing him to explore the universe.

Musk has bold plans to take humans to Mars and is planning to launch a mission to the red planet in conjunction with NASA in the coming decade.

Mr Rhoades believes it would make more sense to send virtual people.

I am convinced that I need to become a virtual person (via mind uploading) sooner rather than later, he writes in his letter to Musk.

It sounds delusional and many would argue that it is but Mr Rhoades is convinced the science of transferring our brains to computers has not been proven to be impossible.

I dont care if your average Facebook user thinks its all crazy ... people in the business are spending serious money on this, he told news.com.au.

Philip Rhoades knows that most people think hes crazy. Picture: Jim Trifyllis.Source:News Limited

Russian internet millionaire Dmitry Itskov is among them. He is pursuing brain uploading with the ultimate goal of being able to transfer someones personality into a completely new body.

Within the next 30 years, I am going to make sure that we can all live forever, he told the BBC last year.

All of the evidence seems to say in theory its possible its extremely difficult, but its possible.

Mr Rhoades said he knew there was virtually no chance of getting Mr Musks attention, so he published the letter on a site that promotes the convergence of technology and the human body.

Dr Elaine Mulcahy wearing wired up thinking cap connected to computer. The device records brain waves during a medical research test at Sydney University back in 2002.Source:News Limited

From a technological point of view I dont know that Neural Lace is the best solution ... but certainly that brain computer interface angle is the way to go to get the brain uploading stuff going, he said.

It sounds like science fiction but its not. Its just the normal march of scientific progress.

Currently, scientists are working on something called the Human Conectome Project which is mapping the connections and neural links in the brain to better understand how it functions.

Mr Rhoades is hopeful such research will give us a better understanding of how things like memories are stored and that one day well be able to be decode them.

There is another, more personal factor that drives his optimism.

Towards the end of his life, Mr Rhoades father who died in May last year suffered from a neural degenerative disease. His son is desperate to avoid a similar fate.

If we accelerate this, I might be able to skip the freezing step and get uploaded directly, he said.

Tech billionaire and innovator Elon Musk. Picture: Karim SahibSource:AFP

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The perils and false rewards of parenting in the era of ‘digi-discipline’ – Minnesota Public Radio News

Posted: at 9:00 pm

The videos are an infamous genre unto themselves: "Mother Punches Her Daughter Dead in the Face for Having Sex in the House!" "Dad Whups Daughter for Dressing Like Beyonce." "Son Left In Bloody Mess as Father Forces Him to 'Fight.'" Their images stream from Facebook timelines and across YouTube channels, alternately horrifying and arresting: burly fathers, angry mothers, lips curled, curses flying, hands wrapped around electrical chords, tree branches, belts, slashing down on legs, arms, buttocks and flesh as children cry and plead and scream out in agony.

Tens of millions have clicked "play," becoming voyeurs of this new form of child punishment what some observers call "digi-discipline."

Rather than sticking to the time-honored tradition of physically disciplining their children behind closed doors, parents, many of them black, buoyed by the instant gratification and viral fame that social media provides, are increasingly uploading videos of the corporal punishment they mete out on their kids, sparking intense debate on the usefulness of this particular form of public shaming.

The videos' comments threads reveal where most viewers stand on the issue: the digital whoops, hollers and high-fives rival those heard at championship boxing matches, with a majority of commenters encouraging the beatings and applauding the parents. "Whup that trick," one commenter wrote. "Beat that THOT wannabe's ass," said another, using the slur du jour for "slut." Yet another chimed in with "Good job .. now this is a father i salute him because if my daughter was doing this id whoop her ass too."

The running theme: It's OK to beat children, and, if the millions of views each video garners tell the story, it's acceptable to post tapings of the beatings on social media for feedback and "likes."

Tameka Harris-James, an Atlanta-based licensed clinical social worker whose practice includes working with victims of family trauma, said "digi-discipline" has become a new "community experience" that lays bare generations of trauma corporal punishment has wreaked on African-Americans. Viewers, perhaps triggered by their own abuse, repeat the cycle of abuse by hitting their children or applauding those who publicly do so, rather than acquiring the language and skills they need to deal with their own trauma.

"When you have a group of people coming from the same population and circumstances who live by the same social rules and norms that say it's OK to beat children, you don't talk about problems or go to therapy and get the help you need from those kinds of cathartic outlets," Harris-James said. "Instead, you watch these videos and collectively join in and bond over the pain."

Corporal punishment is universally accepted by a large swath of American parents; a 2014 study by Child Trends, a research organization that uses data to help shape public policy on children, reveals that 65 percent of women and 76 percent of men agree or strongly agree that it is sometimes necessary to give a child a "good hard spanking." But when broken down by race, black parents particularly black mothers are far more likely to agree that kids need beatings: 81 percent of black mothers, compared with 62 percent each of Hispanic and white mothers, advocate hard spanking, while 80 percent of black fathers felt the same, compared to 76 percent and 73 percent of white and Hispanic fathers respectively.

Among blacks, commiserating over corporal punishment is nothing new; before social media, parents would recount in conversations at the hair salon, barbershop, church, family gatherings or more intimate phone conversations the beatings they handed out for childhood infractions. Anti-corporal punishment advocate Stacey Patton, author of Spare the Kids: Why Whupping Children Won't Save Black America, said in the past, "It would be, 'girl, I tore her butt up for leaving this house without asking.'" Today, she said, digital technology, social media and video-sharing sites "allow that conversation to become much more public and widespread. It makes parents feel more powerful."

Patton notes that in a society where black people have limited political, economic and social power, one place they can both exercise authority and strike back at stereotypes that portray black parents as irresponsible and unloving is taking "control" of their kids. Beating children and posting it on social media, then, is just as much about performing respectability as it is punishing wrongdoing. "Rather than striking back at oppressive systems that justify beating and shaming your kids, you beat and shame your kids. You can say, 'I'm a responsible parent. I don't let my kids run wild.'"

In some cases, those parents are rewarded when their videos go viral. LaToya Graham was crowned "mom of the year" after being captured on tape smacking her son upside his head, yelling at him and chasing him down the street for participating in a Baltimore protest over the police killing of Freddie Gray. The video, filmed by a local TV news station, shot past 8 million views on YouTube after it aired on television and Baltimore Police Commissioner Anthony Batts shouted out Graham, saying he wished "there were more parents out there who took charge of their kids." Within weeks, Graham enjoyed a media whirlwind of praise, appearing on several popular news and talk shows, getting job offers from BET, Under Armour and a local hospital, and even receiving a phone call and a $15,000 check from Oprah.

Social media amplified the significance and reward of Graham's actions, which led to an uptick in digi-discipline videos, said Patton. "Her success gave validation to other parents that this was OK," she said.

But not everyone gets rewarded for such public discipline. In the case of Virginia father Tavis Sellers, boxing his son on Facebook Live as punishment for leaving class earned the dad a domestic assault and battery charge after his video went viral. In it, Sellers orders his son to put on boxing gloves and fight him; the father bests the son, tossing jabs that make the boy's nose bleed. As he continues to beat him, Sellers chides the boy, telling both him and the viewing audience that when he "cuts up in school, this is what [he] has to deal with when [he] comes home." By the video's end, the boy's white t-shirt is covered with blood; his father demands he look in the camera and apologize to his teacher.

Sellers was arrested a few days later.

Patton, whose outspoken advocacy teaches positive, non-violent disciplinary practices to parents of color, has even called police to report parents who've uploaded videos of themselves beating their children, and encouraged her more than 44,000 Facebook followers to do the same. "People say, 'That's [expletive] up. Another black man in jail, another black child in foster care you need to mind your business.' I'm like, 'This person put their business in the fiber optic streets and it's our job as human beings to protect this kid.'"

Parents, she adds, need to spend less time posting digi-punishment videos and more time actually learning how to parent their children. "What they're beating their kids over bad report cards, cutting class, sexual behavior is all developmental stuff. Sit down and have a conversation with them about healthy sexual choices. All that time they spent charging their phones, setting up the cameras, explaining why they're about to beat the mess out of their kids, filming the abuse, uploading it on YouTube, captioning it and tagging their friends, they could have Googled 'How to talk to my daughter about sex.'"

Still, some parents find great value in digi-punishment as a deterrent for their children and a lesson for mothers and fathers parenting in the digital age. "I would do it all over again," says author ReShonda Tate Billingsley, who set off a storm of controversy in 2012 when she punished her daughter for posting an Instagram photo of herself holding up a bottle of Vodka and saying she wished she could drink it. Billingsley countered with a photo of her own: a picture of her crying daughter holding a sign that read, "Since I want to take pics holding liquor, I am obviously NOT ready for social media and will be taking a hiatus until I learn what is and isn't appropriate to post. Bye-Bye." The photo, which she posted on her Facebook page, was shared more than 10,000 times hours after it went public.

"It resonated with her and to this day, she still thinks about that. They live on social media and that's always in the back of her mind," says Billingsley, adding that the picture inspired parents to pay attention to what their children post on social media. Still, the mom of three believes that beating children on camera goes "way too far." These days, parents, she said, "are doing it for likes and shares."

Patton plans to lobby for legislation that would make it a crime to post videos and pictures of children getting beaten and adds that she believes the only reason it hasn't been introduced and passed already is because the videos predominately feature black children. "This is a country that's become numb to the destruction of black bodies. Whether it's Toya Graham beating her son, or Tamir Rice being shot by cops, it's OK we've become accustomed to watching it. If these were white children in these degrading videos, something would have been done a long time ago."

Harris-James thinks a bit differently about this.

"Parents will continue to beat their children and there should be consequences for that," she says quietly. "But if we shut it down, it takes our attention off of it and we forget about those children. At least now, the videos stimulate dialogue and conversation and action because it's in your face."

Denene Millner is a New York Times best-selling author and a parenting expert, whose latest book is My Brown Baby: On the Joys and Challenges Of Raising African American Children.

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Report It – Maui Now

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Inside the Story: A virtual reality experience opens in NYC, Dubai … – KUTV 2News

Posted: at 9:00 pm

(KUTV) Across an open field on the east side of Interstate 15 in Lindon, Utah, is a unique building containing the latest in virtual reality technology.

They call it The Void.

People suit up in a vest, helmet, and weapon, and walk through a special door to experience a make-believe world.

"When you go in wearing these goggles and this vest, you don't just see this world around you; you can actually reach out and touch it," described Curtis Hickman, co-founder of The Void.

In this virtual reality world, you become a Ghostbuster. Your job is to fight off the evil ghosts that appear all around you. And you end up face-to-face with the Marshmallow Man.

"We immerse you in it. When you walk in, you are completely untethered in this free and open world that you've stepped into," Hickman said.

The Void teamed up with Sony to bring this Ghostbuster experience.

But this is just one of several they've created. The concept is nearly three years in the making.

Their first location opened up in New York City in May of last year.

Number two opened in Dubai just last month and now The Void is coming to the little Utah County town of Lindon.

"We are here; it just made sense to open something up to let our friends here in Utah really see and experience this amazing technology we've developed," said Hickman.

The secrets of what happens behind these close doors are just that-secrets.

Much of it has to do with magic.

In fact, Hickman worked as a professional magician.

He says magic is a huge part of how this all is brought to life.

"It's all about creating an illusion of reality," he said.

But as high-tech as this experience is, this is just the beginning of what's to come from this kind of virtual reality experience.

"That's probably the most exciting part, is that everything is going to grow and expand and the technology is going to get better and the equipment is going to get smaller and lighter," Hickman said. "This is like the early days of basic video games."

But even now, the technology is so good that it becomes a little too real for customers.

"We've had people leap back and land on the equipment and just start screaming and flaring around," Hickman said.

But that's the reaction The Void is hoping to get as they bring this make-believe world to life.

"It's sort of this mix of actual reality and virtual reality that come together to create a realistic yet impossible experience," Hickman explained.

To find tickets, go to The Voids website.

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Just How Big Is The Virtual Reality Market And Where Is It Going Next? – Forbes

Posted: at 9:00 pm


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Ancient Jerusalem Comes Alive in New Virtual-Reality App – Live Science

Posted: at 9:00 pm

The "Lithodomos VR" app allows people to experience archaeological reconstructions of ancient Jerusalem, at the height of the city's splendor under Roman rule in the first century.

This story was updated at 12:29 a.m. ET on April 7.

Visitors to Jerusalem and virtual tourists alike can now see the city as it looked in ancient history, with a virtual-reality app based on archaeological reconstructions of the city at the height of its splendor under Roman rule in the first century.

The program, named "Lithodomos VR," is a paid android app for smartphones and portable virtual-reality headsets that was launched on Google Play in December 2016. The app sells for $1.99 on Google Play, and $2.99 in the Apple App Store. Developed by Simon Young, an archaeology doctoral student at the University of Melbourne in Australia, the app includes a 3D virtual view of the area around Jerusalem's Western Wall, where the ancient stone walls of the city's Temple Mount can still be seen.

By using the app on a portable VR headset and smartphone, visitors to the Western Wall can compare the modern-day view with a 3D, 360-degree reconstruction of the ancient city from the same location, when the wall and the Jewish temple above it had been newly built on the orders of Herod I (74 B.C.- 4 B.C.), the Roman-backed king of Judea. [See Photos of the VR App and Ancient Jerusalem]

Young told Live Science that the reconstruction of the first-century scene was faithful to the latest archaeological research, and will be updated as new research becomes available.

"The VR content that we are deploying on the app is the result of carefully researched material from archaeological excavations, site plans, elevation drawings, photographs of textures and [geographic information system] mapping, as well as topographical data from NASA's ASTER digital elevation models," he said. "So all the content is linked in to the real world."

The VR scenes of Jerusalem in the Lithodomos VR app are based on the archaeology of the city years after Herod rebuilt the Temple Mount around 20 B.C., Young said, and before the destruction of the temple precinct by Roman troops in A.D 70, during the rebellion against Roman rule that became known as the Jewish Revolt.

In addition to the virtual view of the ancient Western Wall, the app includes a reconstruction of a market street in the city, where the virtual houses are based on real excavations. The featured objects, such as ceramics and street furniture, were modeled on data from first-century artifacts in Israeli museums, according to Young.

"We're really making sure that rather than just being haphazardly thrown together, what you're seeing really does correspond to the research," Young said.

"I see virtual reality as a really important way of communicating what is often a lifetime of work for many archaeologists," he added, "so there's a line I dont cross."

Jerusalem's Western Wall is one of the most iconic cultural sites in the ancient city. The layers of stone blocks at the base of the wall were laid around 20 B.C., when Temple Mount and the Jewish Second Temple were rebuilt by the Roman "client-king" of Judea, Herod I.

Another virtual scene is an elevated view from a bridge to the entrance of the temple, the remains of which are known as Robinson's Arch. [The Holy Land: 7 Amazing Archaeological Finds]

"From there, you can see the slope of Mount Zion and the Roman-period settlements, as well as the back of a theater, and to the left you can see the Antonia Fortress [the barracks of the Roman garrison] and the Jewish settlement. So, you can see about 1 kilometer (0.6 miles) in every direction," Young said.

Young's career as a software developer began as he studied for his Ph.D. in archaeology at the University of Melbourne. (His thesis on ancient cityscapes was submitted in September, and he's waiting to hear the results.)

Young explained that he taught himself 3D-modeling as part of his studies on the architecture of ancient cities, and began experimenting with virtual reality when the Oculus Rift headset became available.

"I thought, I can take my 3D models and put them into this machine," he said, "and then when I put the headset on, there I was, standing in one of my buildings."

Lithodomos has also released a second, free app on Google Play and for Oculus Rift,featuring VR reconstructions of the Odeon of Agrippa in Athens, the Temple of Venus in Rome and the Arena of Lutece in Paris. The arena is a city park where a Roman theater and an arena for gladiators stood in the first century A.D.

"The idea is that when you visit an ancient site, say the Odeon of Agrippa, you take out your headset, stand in the right spot, and look around and what you will see is exactly a perfectly mapped reconstruction within a few centimeters to the real world," Young said.

In January, Young's company received investor funding of $900,000 Australian dollars ($679,000 U.S.) to develop the software and expand the range of archaeological sites that it covers, reported Venture Beat. Young plans to publish new VR scenes of famous archaeological sites every few weeks or months.

Future developments will include new software features, such as the ability to view the changes over time in VR scenes at each location, he said

"Our goal is to show the evolution of an important place through time, like the Roman forum from the time it was a cow market, right up to the sack of Rome by the Goths [in 410 A.D.]," Young said. "But, as they say, Rome wasn't built in a day."

Editor's Note: This story was updated to correct the app developer's name. His name is Simon, not Sean.

Original article on Live Science.

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VR and cocktails: London is getting a virtual reality arcade – CNET

Posted: at 9:00 pm

A new VR arcade will be filled with HTC Vive headsets.

London is getting a virtual reality arcade.

Other Worlds VR arcade will host gamers who don VR helmets and polish off street food and cocktails (not at the same time). It's set to be in a "secret location" somewhere in East London over the weekend of Saturday 3 and Sunday 4 June.

By day, the arcade will have events suitable for younger gamers. Bacon sandwiches, ice cream and retro cereal (this is East London, after all) will be served. Then from 4 p.m. to midnight, DJs take over, the bar opens and things no doubt get messy.

You'll be able to play on eight HTC Vive VR rigs, each with a big screen so your friends can point and laugh. There will also be retro arcade games and consoles hooked up to TVs from the appropriate era.

If you can't make it to London, Other Worlds is set to come to Birmingham, Cardiff and Manchester some time soon. Tickets go on sale on Friday. Sign up at otherworldsvra.com to find out more.

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VR and cocktails: London is getting a virtual reality arcade - CNET

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Cody Brown Has a Broad Vision for Virtual Reality – New York Times

Posted: at 9:00 pm


New York Times
Cody Brown Has a Broad Vision for Virtual Reality
New York Times
Latest Project IRL, which was started in 2016, seeks to exploit what Mr. Brown calls virtual reality's untapped social potential. An overwhelming number of people have not discovered room-scale V.R., or high-end V.R., and they will not believe the ...

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Except For Porn, Gamers, Virtual Reality A Slow Build – MediaPost Communications

Posted: at 9:00 pm

Information is where you find it. At first as I read a Variety story about which virtual reality headsets are preferred by porn viewers, I just thought it was one of those stories only readable because it is related to sex.

But that thats not it at all. Pornography is a big driver of the virtual reality industry, just as porn was a big driver of all kinds of media, from cable to VCR to Internet. Porn is a business that is proud of its premature exclamations.

Varietys Janko Rottgers reports that among porn VR users, Samsungs Gear VR virtual reality headset is getting a lot more use than all of its VR headset competitors. The source for this is BadoinkVR, a fully immersive VR site that has good reason to follow what gear is being strapped on. And according to Variety, 40% of Badoinks usage comes from Gear VR followed byGoogle Cardboard with 23%. Oculus Rift and HTC Vive accounted for 25% of downloads and PlayStation VR get 9%. Googles Daydream VR registers a measly 3%, according to Variety.

Many of the manufacturers dont disclose their sales but even when some, like Samsung and Sony, do, those figures those might be a little misleading because at this point many headsets are given away, possibly to a lot of people who don't know what to do with them, and don't care.

Badoink offers different files depending on headset their paying VR customers ask for, so thats a pretty solid indication of whats out there and whats really being used.

Just about a year ago at the NAB Show, VR was the belle of the ball. Im still a big believer, and so are vendors, enough so that the big Las Vegas convention will again feature a VR Pavilion at the event later this month.

But it appears that virtual reality headset sales have been disappointing. Fortune recently reported. The industry shipped 6.3 million devices accounting for $1.8 billion in sales in 2016, which the magazine says is a nothing much to brag about. So the market is overwhelmed by gamers and porn viewers While interest in music and virtual travel is growing Fortune reports, it also cites a Magid Research report that says theres a lack of clear value proposition besides early adopter enthusiasm.

In February, Forrester Research also said VR wont scale with marketers for at least three years. Last month, RBC Capital was more pessimistic, predicting a three-to five-year window. That, to me, seems too slow in a world where, more than ever, information is being distributed by video. Taking it slow might be the advice companies take, but the future might belong to the people who elect to make it go faster.

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Virtual reality basketball could be future of sports broadcasting – San Francisco Chronicle

Posted: at 9:00 pm

Two years ago, virtual reality startup NextVR privately demonstrated the future of sports broadcasting with one 360-degree camera placed courtside at a Golden State Warriors game in Oakland.

On Tuesday night, NextVR returned to Oracle Arena, this time with seven cameras, about 30 crew members, a full-scale TV production truck and three announcers presenting the Warriors-Minnesota Timberwolves game in virtual reality to a relatively small but paying audience of international basketball fans.

And the telecast came a day after the NCAA mens basketball championship was also broadcast in virtual reality using similar technology provided by Intel of Santa Clara.

The vast majority of basketball fans still watched the regular TV broadcasts and were probably unaware that these immersive, three-dimensional experiences were even available, a sign of how the VR industry is still trying to get off the ground and find an audience. However, this weeks back-to-back events showed how much progress live VR sports has made.

In five years, our goal is to produce this content so realistically that youll have a hard time distinguishing it from actually sitting in one of these seats, NextVR co-founder David Cole said as he showed off his companys cameras before the Warriors game.

This is just the tip of the iceberg, said Sankar Jay Jayaram, CEO of VR technology firm Voke, which Intel bought in November.

Live sports could be key to getting people hooked on virtual reality. A survey taken last year by Greenlight Insights, a San Francisco firm which researches virtual and augmented reality, showed that 39 percent of sports fans were very interested in watching live VR sports.

Even though it will be four to five years before live VR broadcasts develop into a major market, streaming big events live in VR will be central to the non-(video)game VR experience, Greenlight analyst Alexis Macklin said.

Photo: Carlos Avila Gonzalez, The Chronicle

Virtual reality cameras capture Stephen Currys tunnel shot before the Warriors-Timberwolves game.

Virtual reality cameras capture Stephen Currys tunnel shot before the Warriors-Timberwolves game.

Don Henderson (top) and Matt Klamm set up vir tual reality cameras on basket stanchions at Oracle.

Don Henderson (top) and Matt Klamm set up vir tual reality cameras on basket stanchions at Oracle.

Virtual reality basketball could be future of sports broadcasting

For now, the industry faces the classic chicken-and-egg dilemma, said Geoff Blaber, vice president of research for CCS Insight. It needs compelling content to attract users, but content investment is slow until theres a critical mass of users.

So this weeks virtual basketball telecasts were a hugely important step to proving the concept, he said.

Intel, CBS Sports, Turner Sports and the NCAA teamed up to broadcast six March Madness playoff games in VR, three of them from San Joses SAP Center and the three Final Four games from Phoenix Saturday and Monday. Only owners of Samsungs Gear VR headset, which also requires a newer-model Samsung smartphone, could view them. That limits the audience to those people who own the 5 million Gear VR headsets Samsung has sold worldwide.

For $2.99 per game, or $7.99 for all six games, viewers could see the action almost as if theyd paid hundreds of dollars for courtside seats. The feed included shots from seven cameras, each with 12 lenses, placed next to the court and in the arena. A production crew chose shots based on the game action, although viewers could also select their own views. And for the first time, the VR broadcast had its own three-person announcing team.

Jayaram and his wife, Uma Jayaram, a Voke co-founder, began working on the technology 18 years ago. He said he did not know how many viewers tuned into the VR stream. (Nielsen said the regular broadcast of the North Carolina-Gonzaga championship game averaged 23 million viewers.)

But Jayaram, now chief technology officer of Intel Sports Group, said there were enough viewers for the six games to show that there is interest in the medium, especially since this was the first time the show wasnt on for free.

At some point, the rubber has to meet the road, and you want to know we are creating an experience that is good enough that fans would pay for it, he said.

One paying customer was Josh Boggess of Athens, Tenn., who said he loved the experience.

The option of switching to different cameras helped him feel like Im standing in the crowd and can see all the details, including the big plays, Boggess said via text message.

Boggess said the only downside was the poorer video quality, compared with a 4K TV, but he expects that the VR quality will improve with time. Once that happens, its going to be the future of television viewing, he said.

Tuesday nights Warriors game was one of 25 NBA games to be broadcast this season in VR as part of NextVRs deal with the league. Warriors co-owner Peter Guber is an investor in the Newport Beach (Orange County) company, which made history by broadcasting the teams 2015-16 season opener in virtual reality. NextVR also produced a VR video that helped to lure star free agent Kevin Durant to the team this season.

To access the telecasts, however, viewers need a Gear VR and a subscription to NBA League Pass, a regular-season TV package of games that cost $199 at the start of the season and now costs $6.99 per game. The NBA declined to say how many viewers are watching the VR telecasts, which will not include the playoffs.

NextVR produces the show, which also includes replays and graphics. During a tour of the production truck, the NextVR crew was busy editing a clip of Warriors star Stephen Currys pregame warm-ups to show at halftime.

Most of the crew comes from traditional sports television, and they are still learning how to adapt to a medium that doesnt rely on closeup shots and constant cutaways to focus the viewers attention. Instead, the director switches between shots from the two cameras stationed on the basket stanchions or from a camera on the scorers table in the center.

There are also no commercials, so during timeouts, were staying with the experience, said Josh Earl, a coordinating producer. We never stop the entertainment value. We just keep pumping it through. When the play stops, you have time to take a deep breath and look around the arena, check out the JumboTron, watch the dancers, all kinds of glances you wouldnt normally do during a broadcast.

Although Cole said all major sports leagues are showing interest in VR, theres one live sport that has already become a hit.

Monster trucks are hugely popular, he said. We certainly wouldnt have guessed it, but were doubling down on monster trucks because its big.

Benny Evangelista is a San Francisco Chronicle staff writer. Email: bevangelista@sfchronicle.com Twitter: @ChronicleBenny

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Virtual reality basketball could be future of sports broadcasting - San Francisco Chronicle

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