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Monthly Archives: February 2022
This March Stream Winning Time: The Rise of the Lakers Dynasty And More On HBO Max – Blackfilm
Posted: February 24, 2022 at 2:27 am
This March stream an iconic slate of slam-dunk content, award-winning films and critically acclaimed titles debuting on HBO Max.
Celebrating one of the most storied basketball teams of all time,Winning Time: The Rise of the Lakers Dynasty (3/6)will bring fans closer to a team that defined an era, both on and off the court. The 10-episode HBO Original drama series gives an intimate look into the professional and personal lives of the legendary 1980s Los Angeles Lakers, featuring John C. Reilly as Jerry Buss, Quincy Isaiah as Magic Johnson, Jason Clarke as Jerry West Adrien Brody as Pat Riley, among others.
This month we have five Oscar nominees for Best Picture on HBO Max that fans can catch-up on before Hollywoods biggest night.
This month includesthe Warner Bros.streaming exclusiveMoonshot (3/31),a new fantasy, sci-fi, rom-com starring Lana Condor and Cole Sprouse set to the futuristic backdrop of a terraformed Mars colonized by the best humanity has to offer.
HBO and Max Original titles premiering this month deliver a wide array of cultural perspectives. Fans of The French Chef, Julia Child, will learn about the inspiring story behind the modern cooking show and its influence on the womens movementJulia(3/31).For a breakdown of timely issues playing out in the world of sports, Emmy-winning sports journalist Bomani Jones will kick off his weekly late-night seriesGame Theory with Bomani Jones (3/13). Additional highly anticipated originals debuting this month includeOur Flag Means Death (3/3)starring, executive produced and directed by Oscar nominee Taika Waititi, Ava DuVernaysDMZ (3/17), The Tourist (3/3)starring Jamie Dornan,new 1970s LA comedy seriesMinx (3/17)andBrene Brown: Atlas of the Heart (3/31).
HBO Max Renews Peacemaker For A Second Season
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Five stunning displays inside Dubai’s Museum of the Future – The National
Posted: at 2:27 am
The Museum of the Future in Dubai is a time machine that shows visitors what life could be like in the year 2071.
From futuristic jobs faraway on a space station to how ecosystems can be saved 49 years from now the experience is entertaining as well as educational.
The two-hour experience is meant to be thought-provoking and leaves visitors wondering steps that can be taken now to create a better future.
The museum uses technology to represent art in the most remarkable ways, including screens with impressive graphics of a rocket launch and a DNA library that features more than 4,500 species.
An avatar called Aya guides visitors throughout their journey.
On Wednesday, a day after its official opening, The National went on a media tour of the museum. Here are five of the most interesting displays:
An avatar known as 'Aya' speaks to visitors at the Museum of the Future. Chris Whiteoak / The National
If you want to be an astronaut for a day, this is the experience for you.
It involves boarding a spacecraft called Hope, named after the UAEs Mars orbiter, and launching to the OSS Hope space station 600 kilometres above Earth.
Visitors are taken inside a room with metal walls, designed to look like a spacecraft, with screens all around that act as windows to show the stunning views during lift-off.
Aerial views of Dubais coastline, including The Palm Jumeirah, are visible, and then the delicate atmosphere of the planet, as the spacecraft enters space.
It is a four-minute experience that also shows the spacecraft docking with the OSS Hope space station.
Then, you enter the space station, where you learn about futuristic jobs astronauts can have in future, such as Mars colony ambassador to Earth.
The Heal Institute at the Museum of the Future. Chris Whiteoak / The National
The next part of the experience is the "heal institute", where you learn about nature.
A large screen shows the DNA of the Amazon, with footage actually filmed in the rainforest.
At Heal, we are working to repair the Earths natural ecosystems, with the help of artificial intelligence and biodesign, Aya says, as visitors enter the exhibition.
The Amazon is amazing. The forest generates half of its own rainfall by recycling water through trees.
Sadly, in some parts of the Amazon, years of deforestation have broken this cycle, changing huge parts of this ancient forest to dry savannah.
Another part of the Heal Institute is the DNA library, which has more than 2,400 models of species on display inside glass cases.
The colourful exhibition is meant to help visitors learn about different kinds of mammals, angiosperms, annelids and molluscs.
It is partially immersive, as visitors can collect a few species in a device given to them at the start and use it in the next exhibition to see how it could heal the ecosystem.
This is the Heal Observatory, where some species are grown in a nursery.
Visitors can release these species into the outdoors, including the ones collected in their device from the DNA library, to see how they behave and if the ecosystem heals.
It is an educational exhibition that would benefit researchers, as well as students and teachers.
Once the species are released, a large screen shows the progress being made in that ecosystem.
Al Waha is a futuristic spa, where visitors experience restorative effects of movement and meditation.
Visitors are welcomed with a vapour hand sanitiser that is blowing out of a structure that looks like a futuristic water fountain.
There is also a digital floor with a special carpet that gives the illusion of walking on a beach.
Sheikh Mohammed bin Rashid inaugurated Dubai's Museum of the Future on Tuesday night. Photos: Dubai Media Office
Updated: February 23rd 2022, 4:54 PM
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Iconic Sitcom ‘MARTIN’ Returns For A 30th Anniversary Reunion Special on BET+ – Blackfilm
Posted: at 2:27 am
Few shows defined an era like Martin. From music to movies to fashion, the iconic sitcom was not only abroad mainstream hit, it was a cultural force that went beyond the screen and epitomized an era. The show was a crossover sensation all while providing an honest and refreshing view of the Black experience and to this day, the characters, all created by the comedic genius of the shows namesake, Martin Lawrence, are still some of pop cultures most beloved. Thirty years later, its legacy lives on, and this summer, fans will be able to relive all the love, joy and laughter as Martin and the gang come together once again for the first time in decades.
The reunion special, hosted by comedian and actor Affion Crockett, will include Martin Lawrence (Martin), Tisha Campbell (Gina), Tichina Arnold (Pamela) and Carl Anthony Payne II (Cole), along with surprise guest appearances. Taking a look at the shows origin and evolution, the reunion will feature interviews with the cast, original directors, special musical performances, and behind the scenes commentary on the importance and impact of the show that shaped a generation.
Martin is one of the most beloved sitcoms in our community, both because it is hugely entertaining and because it played a pivotal role in changing the narrative of Black voices in entertainment and in culture through the portrayal of young, ambitious Black leads and healthy Black relationships, said Scott Mills, CEO of BET. Decades later, that representation is still just as important, which is why were so excited to honor a series that put Black culture front and center on our platform that embraces Black culture everyday.
To be able to sit here thirty years later with this amazing cast that has had such an impact on pop culture is truly a blessing. I am always humbled that the fans still want more of the show and its characters. I am looking forward to the reunion special. said Martin Lawrence.
Martin is one of the greatest sitcoms of all time, said Jesse Collins, CEO of Jesse Collins Entertainment.JCE is honored to partner with Martin and BET on such an iconic reunion.
The reunion is executive produced by Martin Lawrence, Robert Lawrence, Rae Proctor and Stacy Lyles through his company Run Tel Dat Entertainment. For Jesse Collins Entertainment, Jesse Collins and Dionne Harmon serve as executive producers along with Jeannae Rouzan-Clay who is also the showrunner. The show is executive produced and directed by Stan Lathan. The special is written by Nile Evans as well as Bentley Kyle Evans who also serves as a co-executive producer. Jesse Collins Entertainments Brittany Brazil is a producer.
The taping took place Sunday, February 20 and will launch on BET+ later this year. In the meantime, fans can get ready for the reunion by re-watching all five seasons of Martin now on BET+.
Jacob LatimoreandSerayah Featured in BET Digitals New Black Love Series MILLENNIAL LOVE STORIES
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Could we change other planets in the Solar System so we could live on them? – Economic Times
Posted: at 2:27 am
By Jacco van Loon, Astronomer, Keele UniversityOf the eight planets in the Solar System, we live on Earth, and for good reasons. It has the perfect conditions for life.
Right now, though, we are sculpting Earth's surface by deforestation, and changing its atmosphere by adding carbon dioxide, methane and other greenhouse gases. These changes have resulted in global warming, which might lead us to worry that in the future, Earth may not be such a good place for us to live.
In our Solar System, the most similar planets to Earth are Mars, which is a bit further from the Sun, and Venus, which is a bit closer to the Sun. However, they are still very different to Earth.
There are a lot of ways in which these planets are different to Earth. One is the gases that are in the atmosphere. Both the atmosphere of Mars and that of Venus are mainly made of carbon dioxide. Neither planet's atmosphere contains any amounts of oxygen to speak of, which means that right now, we wouldn't be able to breathe on either planet.
Mars is generally considered the most promising planet to terraform. However, as well as being made mostly of carbon dioxide, the atmosphere on Mars is very thin. It doesn't press down on the planet with the same weight that the atmosphere on Earth does.
This pressure from the atmosphere is what keeps water on Earth liquid so we can drink it, and plants can use it to grow. Nearly all of the water on Mars is ice, except for a bit of water vapour in the atmosphere.
In order to create an atmosphere that we could breathe in, and to create enough pressure to keep water liquid, we would need to pump a lot of air into Mars' atmosphere a mixture of nitrogen and oxygen until the atmosphere was about as heavy as Earth's.
It might be possible to find this nitrogen and oxygen on Mars, which has soil that has been found to contain significant amounts of nitrate a molecule of one nitrogen and three oxygen atoms.
But there would be problems with doing this, including taking nutrients out of the soil that might be needed to grow plants.
Mars is also a very cold place, with an average temperature of about -60 degrees Celsius.
To change this, we would need to help its atmosphere trap heat. This is called the greenhouse effect. We could do this by pumping more carbon dioxide and methane into it (methane has been found on Mars). This would warm Mars and melt much of its ice, creating a water cycle like in Earth's climate. Mars would have seas, rivers and rainfall like Earth.
Mars or Venus?Alternatively, we could think about terraforming Venus. The gravity of Venus is quite similar to that on Earth, but for reasons not fully understood it has an atmosphere almost a hundred times heavier than Earth's. The weight of the atmosphere pressing down on us would crush us.
To reduce the weight of the atmosphere on Venus to be more like Earth's atmosphere, we would need to remove the carbon dioxide and some of the nitrogen.
Unfortunately, if we knew how to remove carbon dioxide from the atmosphere on such massive scale, we would be better off doing that on Earth in order to slow down global warming.
Mars and Venus have reached a natural state that differs from Earth's. If we turn them into Earth-like planets it means taking them out of balance. Left alone, they would change again. A terraformed Mars or Venus would require constant effort to maintain.
It would be far simpler and easier to build an artificial space colony, big enough to hold a whole ecosystem made up of plants, animals and other forms of life. We could then even possibly travel to another star system, where we might find a planet more like Earth. But we do not have the ability to do this, yet.
Until then, the best kind of terraforming would be to reduce humankind's imprint on Earth.
(This article is syndicated by PTI from The Conversation)
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Column: Virtual reality isn’t just for gaming – The Aggie – The Aggie
Posted: at 2:26 am
Virtual and augmented reality are the future of interacting with technology
By OWEN RUDERMAN opruderman@ucdavis.edu
When many people think of virtual reality (VR), they think of someone with a toaster strapped to their head running into a wall or punching a hole in their television. For augmented reality (AR), its Pokmon GO. At first glance, it seems like VR and AR are just fun gimmicks new ways to play video games that will surely fade away. But that viewpoint couldnt be farther from the truth.
In fact, before VR and AR entered the consciousness of the mainstream, it was already being used as early as the 1970s for things such as flight simulations and military training. Now, with the huge advancements to the technology in recent years, VR and ARs list of potential uses is growing. For example, since 2017, impressive strides have been made in VR-enhanced mental health treatments.
I must admit, however, that the technology is still in its infancy. Despite efforts from Meta with the Oculus, when it comes to affordability and ease of use, VR headsets are still falling flat for the everyday consumer. Additionally, aside from Snapchat and Instagram filters, it seems like AR is a ways away from becoming useful. But once more advancements come, the potential for this technology is scarily limitless.
And more advancements will come, especially as the industry grows. Demand has shot up in recent years, mostly due to the COVID-19 pandemic global spending on AR and VR technology rose to $12 billion in 2020, up 50% from 2019.
Some of the potential of VR and AR is easy to imagine. If the price goes down and the quality goes up, its highly possible that these technologies will dominate the gaming market. Ill never forget the first time I booted up my Oculus Quest 2 and hopped into a multiplayer game, where I met a British kid who offered to show me how to use the sniper rifle. Its a magical gaming experience, and everyone should be able to get their hands on it. As the technology improves and becomes more easily available, and as more games are developed, VR will eclipse all other forms of play. You just cant beat the level of immersion that VR provides. But gaming isnt the only entertainment industry that will shift to VR.
Imagine movies in VR: Instead of sitting in a theater watching a screen, you would quite literally be in the middle of the action as it unfolds. The monster in horror films could actually sneak up behind you, or you could skydive out of a plane with Captain America. But lets not stop there. What about VR music videos, VR interviews and more? Imagine attending an art exhibit that consisted entirely of immersive, VR art pieces. At some point in the not-so-distant future, I predict VR will be the method by which we view almost all entertainment.
AR has even more potential. The Google Glass was quite a flop (wearers of Google Glass were branded Glassholes), but as humans and machines start to become more entwined, seeing the world through a veil of technology is going to become more and more common just look at Neuralink, Elon Musks new brain chip company. Its secretive about its research, but one of its goals is to use brain chips to allow paralyzed people to control technological devices. Once AR technology becomes sufficiently advanced, users will be able to instantly translate foreign text or voice, physical advertisements will be tailored to each viewer and text messages will appear in your peripheral view. The list of practical applications for AR is even longer than for VR.
I know a lot of this sounds Black Mirror-esque, but its the way of the future. The line between humans and computers will continue to blur, and I could even see it disappearing entirely. The future of interacting with technology and entertainment is VR and AR. All thats left for us to do is wait.
Written by: Owen Ruderman opruderman@ucdavis.edu
Disclaimer: The views and opinions expressed by individual columnists belong to the columnists alone and do not necessarily indicate the views and opinions held by The California Aggie.
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Sonys VR2 headset shows virtual reality is growing up – The Next Web
Posted: at 2:26 am
Its been five long years, but Sony has finally revealed the design of its second virtual reality headset.
Unsurprisingly named the VR2 (come on, what else did you expect from the company that brought you the PlayStation 5?), the hardware has been unveiled at an interesting time.
Not only is there a renewed interest in virtual reality tech (thanks, Meta), but its also arriving into a market that has significantly evolved in recent years. In fact, the VR2 serves as an interesting marker to show how the entire sector has changed.
One point to note before we begin: the current announcement only covers the design of Sonys headset. While there was some technical information revealed (weve included that below), this is really Sony showing off how the headset looks. And thats the base were building this article on.
Now thats out of the way, lets start looking at whats new with the PS VR2.
Fundamentally, the VR2 is similar to its predecessor but includes the sort of improvements youd expect considering the original was launched way back in 2016?
The VR2 is lighter and slimmer, has a lens adjustment dial (so you can get the display the perfect distance from your eyes), and a built-in motor for haptic feedback.
It connects to a PS5 console via USB-C (we dont know if it works with the PS4 yet) and can display in 4K with either 90 or 120Hz frame rates.
Basically, the VR2 is faster, better, and lighter than its predecessor. Quelle surprise.
This is where things get interesting.
Lets get the obvious out of the way first. Theres a substantial difference between the design of the VR and VR2. Itd be utterly bizarre if there wasnt.
As stated in the announcement and something you can plainly see from the image above the VR2 is heavily inspired by the look of the PS5 family of products. Its not as though it wouldve been inspired by the Sega Genesis after all.
But theres a more telling quote a few lines down. There, the company says it wants the headset to become an attractive part of [its users] living room decor.
Of course Sony is gonna say this. Whats the alternative? Stating that its created something so ugly and garish that only the unhinged would want it near them? Thatd be a baller move, for sure, but an unlikely one all the same.
Now weve got that clear, onto my thesis. This design change points to how the world of virtual reality has moved on since the launch of the original PS VR back in 2016.
From those goofy, colorful joysticks to the blue lights on the headset, the old device screams gaming as clearly as those sorta chairs. You know the ones I mean. Dont pretend you dont. You do.
Clearly, this isnt the case with the aesthetics of the PS VR2. It is a far more serious-looking piece of kit.
To quote Biggie, in the time between the PS VR and VR2, things done changed.
Lets take Oculus as an example. The Rift was launched the same year as the PlayStation headset, but since then Oculus has released the Rift S, Go, Quest, and Quest 2.
And its not just the hardware that shifted, its use cases have too.
The technology moved from gaming into something more transformative. To put it another way, tech giants are trying to take VR from a games platform into something more akin to a phone.
Much of this but not all has to do with Meta, and the companys recent pivot to the, well, metaverse. Its pumping billions into its attempt to move virtual reality from niche concern to mainstream player. Effectively, out of the basement, into the office.
And I can see this growing up mentality all over the design of the PS VR2. Its sleek and modern, looking more like a futuristic piece of sci-fi hardware, as opposed than the RGB nightmare often associated with gaming.
Id like to make something clear though: Im not suggesting Sony is giving up gaming or even that the VR2 isnt designed with that as its main purpose.
Its vital for Sonys future that the PS VR2 finds its place as the best headset for gaming. And thats because of what its competitors have been up to.
Over the last five years weve seen a major divergence between console makers.
Nintendo has stepped out of the power war and, with the Switch, has focused more on casual gaming. Microsoft has gone on an acquisition binge and appears to be focusing on making its Game Pass service a must-have.
But Sony? Its seemed out of step with these strategies so far. In fact, its been unclear what the companys goal was with its console but the PS VR2 changes that.
If the hardware is good and theres no reason to expect it wont be the company can carve out a niche as being the console for VR experiences.
The PS5 is much cheaper than a gaming PC capable of running virtual reality titles, and far easier to get acquainted with.
Then, consider the fact that consoles also commonly function as household media centers. With this, Sony has an opportunity to provide an entry-point for non-gamers into the world of virtual reality something the VR2s accessible design will help usher in.
Yes, we still need to find out important details about Sonys headset, like the price and release date, but its already gearing up to be one the most significant VR products of 2022 and beyond.
One things for certain though: virtual reality is growing up. And, with the PS VR2, Sony has the opportunity to be at the forefront of this change.
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Immersive virtual reality gaming experience ‘Zero Latency’ coming to Cleveland – WKYC.com
Posted: at 2:26 am
There are only 10 of its kind across the country and one of them will open in Cleveland on March 1.
CLEVELAND We've all seen or played video games at some point in our lives. But this is a totally new experience where you are truly part of the game. Welcome to Boss VR Arena, featuring "Zero Latency" technology.
"VR" stands for virtual reality, of course. But unlike conventional VR games, here you're allowed to free roam in an open space with up to eight people. And as the name suggests, there's zero latency, meaning no delay. Everyone is active in a real-time virtual world.
Boss Pro-Karting co-owner Brad Copley couldn't wait to bring this technology to Cleveland.
"We have strived to bring adrenaline-filled group activities to Northeast Ohio. The go karting and the ax throwing were our first two launches into Cleveland. And now, bringing this VR, its a whole different dynamic," Copley tells 3News.
Each player is essentially wearing a computer on their back. Then, you're outfitted with a VR gun, special goggles with an array of cameras, and a headset with microphones to communicate with other players as you complete missions.
"Its very safe," Copley adds. "It tells you when you get close to somebody else or get close to a wall. It keeps you confined to that game space and leads you thru some unbelievable experiences."
3News' Brandon Simmons tried Zero Latency for himself, attempting to complete a game of "Far Cry" with three others. Copley is right, it's something you have to experience for yourself.
"You tend to forget. Youre trying to step over rock or hide behind walls which in the game are all there. But in reality, its just a clear open space of concrete where you can walk wherever you want," Copley says.
Zero Latency Cleveland is only the 10th of its kind in the U.S. and will be opening to the public at Boss VR Arena on Brookpark Road on March 1. Copley is looking forward to visitors experiencing the thrills.
"When they get here, theyre going to be amazed at not only the graphics, but how accurate everything is," he says.
Boss VR Arena and everything else at Boss Pro Karting is gearing toward an older crowd. So you have to be 12 or older to participate. The VR Arena costs $45 for 45 minutes for each participant. Reservations can be made on BossVRArena.com.
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Virtual Reality: the future of theatre? – Epigram
Posted: at 2:26 am
By Katie Chalk, Arts Editor
An exciting look inside the world of Virtual Reality with Liminas Emma Hughes, and what it means for the future of theatre.
Picture me almost two years ago, fresh out of my first (rather disrupted) year at Bristol, sitting in my parents back garden gaping in awe through a laptop screen. I am partaking, if you can even call it that, in a Zoom call with the brightest minds in immersive theatre and creative technologies, all based in the South West.
How on earth did I end up mixing with these futuristic experts? Im still asking myself how I got so lucky.
Through an internship with a small Bristol-based theatre company, I was involved in the 2020 Bristol and Bath Research and Development Expanded Performance cohort. I spent weeks learning about virtual and augmented reality, binaural sound and immersive performance experiences.
Virtual Reality is a seemingly real, computer-simulated, three-dimensional environment, where a user in a headset can see and often physically interact with the space around them. Add a narrative and passing time element, and it becomes a four dimensional medium akin to gaming and can also be a vessel for an alternative style of theatre. Augmented reality is when computer-simulated objects are layered on top of real spaces, think of Pokmon Go, for example.
It became clear to me that Bristol in particular, really is at the forefront of this industry.
We all know its an exciting place to live and work. In terms of immersive media - Bristol is home to the art and tech hub Pervasive Media studio and the augmented and virtual reality research company Limina. Bristol is also a rich hub of tech start-ups and productions studios which provide the skills and infrastructure to create immersive media. Within the wider South West, there is the South West Creative Technology Network (SWCTN) and educational courses such as UWE's Masters in Virtual and Extended Realities. Also Bristol+Bath Creative R+D, though which I was launched, naive and eager, into this alien world. It is a world which, in light of recent attention on the Metaverse, feels closer to home than ever, and seems like an inevitable, exciting and scary new world for the arts industry.
Or is it so new?
Immersing someone in another world has always been the main goal of any artist, claims Emma Hughes, curator and consultant at Limina. By this logic, prehistoric cave art is a method of drawing viewers into alternative realities. Within the visual arts, therefore, immersion is a practice as old as time.
Emma continues: now technology is enabling us to achieve this in a much more literal and visceral way compared to more traditional mediums. Thats where immersion becomes Virtual Reality.
Long gone are the days of theatre being a one-way experience with the audience being passive consumers. Anyone who took drama at GCSE probably remembers promenade theatre in which the audience are mobile and follow the action through different spaces. Taking the idea even further, audiences have become active participants in game-ified theatre where they either have a hand in choosing the story or partake in the action themselves as characters. Local to Bristol, the Arts and Theatre CIC I have worked with, Brave Bold Drama, produced not one, but two, playable family theatre shows CIA: The Munch Mission and the Midnight Mission in which families choose their own narrative as the show unfolds.
Real-life immersive experiences are also extremely popular among adults. Emma identifies a few notable ones around currently: Monopoly Lifesized, Doctor Who: Time Fracture in London, and Van Gough: The Immersive Experience touring internationally (including to Bristol!) in 2021 and 2022.
She continues, now, virtual reality and other immersive media experiences have entered the mainstream alongside these real world immersive experiences.
So theatre in Virtual Reality is just a natural progression from an already increasingly immersive theatre industry? As to be expected, it is a lot more complicated than that.
Personally, I believe VR and AR should be considered as creative mediums in their own right. Emma asserts. Whilst virtual reality world building requires similar skills to theatre-making, and the technology can be added as an extension to live performance to enhance the experience, she emphasises the Virtual Reality shouldn't be seen as the next version of other art forms and will never fully replace live performance.
As a newer medium in its own right, VR has not benefited from centuries-worth of experimentation and debate like theatre has. This means a few teething-problems are currently being thrashed out by pioneering practitioners in the industry. Catherine Allen, founder of Limina and producer of two of the BBCs first VR experiences, explains the mediums lack of critical distance in the way that Bertolt Brect introduced the idea into theatre a century ago.
Were not looking into a future where all theatre exists in VR, and with post-pandemic audiences itching to experience live-ness and togetherness again, there will always be a place for traditional theatre practice. Virtual reality, as a relatively new medium, can provide an extension to this and a new opportunity for theatre-makers to re-direct their skills, but it is a medium in its own right with an exciting, and challenging future to navigate.
Featured Image: Courtesy of Limina
Have you taken part in any VR/AR experiences? What did you think?
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3 Stocks to Invest in Virtual Reality – Motley Fool
Posted: at 2:26 am
Virtual reality (VR) isn't new. The idea of immersing oneself in a virtual world has been around much longer than the buzzword "metaverse." However, the investment options are much more plentiful than they used to be. It seems more and more companies are finding ways to become players in VR.
So how does an investor decide where to allocate funds to capitalize on this trend? One way would be to put together a basket of stocks that combine large and established companies looking to capitalize on this trend with some newer businesses that bring some high upside potential but also increased risk. Here are three suggestions for this VR basket.
Image source: Getty Images.
We're starting with a rumor -- one that's been around for a while. Will Apple ( AAPL -2.59% ) announce VR glasses or goggles? No one knows for sure, but there's no shortage of reports that some version of an augmented or VR product will eventually be unveiled. Investors shouldn't invest in a company based solely on a rumor, but Apple is still a compelling choice even in the absence of a product on the market.
Even though there's currently no dedicated VR device in Apple's product line, the company is no stranger to this space. In 2017, Apple's iPhone first included augmented reality (AR) capabilities. Like other iPhone features, the AR function has become more robust with each new phone release. It's not difficult to see how this feature was the first step to a future AR/VR-dedicated device. If history is any guide, this potential device could rapidly become the next big hardware product in the Apple ecosystem, following in the footsteps of the segment-leading Apple Watch.
When Microsoft ( MSFT -2.59% ) recently announced its plan to acquire video-gaming studio Activision Blizzard ( ATVI -0.64% ), it was clear that gaming would play a key part in the future success of the company. Already an industry leader with its Xbox console and Minecraft franchise, Microsoft sees this acquisition as a way to shape what comes next in gaming, particularly as it relates to the metaverse.
With popular titles like Halo and World of Warcraft joining the likes of Minecraft, it's easy to see how fully immersive virtual experiences could be the next step. Microsoft already has VR goggles on sale and several compatible games. A merging of VR technology and these soon-to-be-acquired game franchises would put Microsoft front and center as a leader in VR.
Roblox ( RBLX -5.25% ) is a popular gaming platform with 50 million daily active users, approximately half of which are 13 years of age and younger. Within the platform are games built around a virtual world where users can interact with one another and spend Roblox's digital currency, Robux. These virtual transactions are where Roblox makes most of its revenue and are vital to its success as a business.
To attract older users while keeping current users engaged, Roblox has been coming to agreements with brands and hosting events and experiences within the platform. In 2021, Roblox launched partnerships with 12 brands, hoping they will ultimately be monetized.
Roblox also hosted six music events last year. These efforts are paying off as the number of experiences in which the majority of users are 13 and older are increasing in prominence. These "aged-up" events accounted for 40% of the top 1,000 experiences in fourth-quarter 2021, compared to 28% in the previous quarter.
Each of these companies brings with it both promise and risk.
Apple and Microsoft are well-established, large-cap companies that will be fine no matter how their VR efforts play out. On the flip side, there's also a chance that each could find itself benefiting from the potential growth in the popularity of VR. On the other hand, Roblox is completely built around VR and doesn't have other segments of its business to fall back on. Even though it's new to the public markets, it has been around for 16 years and is no stranger to this space.
All three of these companies are compelling investments for investors who believe in the long-term success of VR.
This article represents the opinion of the writer, who may disagree with the official recommendation position of a Motley Fool premium advisory service. Were motley! Questioning an investing thesis even one of our own helps us all think critically about investing and make decisions that help us become smarter, happier, and richer.
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Virtual Interactive Technologies Corp. Has Entered into an Exciting New Partnership with Award Winning Future House Studios to Develop Augmented…
Posted: at 2:26 am
Denver, Colorado, Feb. 23, 2022 (GLOBE NEWSWIRE) -- Virtual Interactive Technologies Corp., (OTC: VRVR) (VRVR or the Company), a multi-platform video gaming company is pleased to announce it has signed a Memorandum of Understanding with Future House Studios (FHS) located in Pleasant Grove, UT. The two companies will jointly develop, and finance augmented reality attractions for Adventure Parks, Theme Parks, and other location-based entertainment venues.
The two companies are in early-stage discussions with several third-party customers to develop augmented reality experiences around the customers current attractions within their existing entertainment venues.
We could not be more excited about this partnership with Virtual Interactive Technologies, said Adam Sidwell, Founder and Head of Studio for FHS. He added, we believe that there is large market for the kind of solution we are teaming with VRVR to create.
Future House Studios is a leader in AR and VR content creation stated Jason Garber, CEO of Virtual Interactive Technologies. He continued; our strategy is to team with best-in-class companies to develop exciting, engaging cutting edge content and FHS is a perfect fit.
About Virtual Interactive Technologies Corp.
Virtual Interactives Technologies Corp. (www.vrvrcorp.com) is a Denver, Colorado based video game production, publishing, and technology company. The company currently has a portfolio of five video game titles which include: Carmageddon MaxDamage, Carmageddon Crashers, Interplanetary Enhanced Edition, Worbital, and Catch & Release VR. The Company develops video game projects to be release on various popular gaming platforms with an emphasis on mobile gaming, virtual reality, and other new and emerging gaming technologies. We look to team with existing game developers as well as offering our own expertise in development solutions, publishing, and marketing video game products. We are constantly engaged in finding ways to reinvest our royalty income streams into further growing our royalty contracts and intellectual property in the video gaming industry.
About Future House Studios
Future House Studios (www.futurehousestudios.com) is a metaverse creation company. The studio has assembled a team of incredible artists and technical directors from top film, game, and VR studios that include, but are not limited to, ILM, Weta, Disney, Pixar, Epic Games, Microsoft, Activision-Blizzard, Electronic Arts, Digital Domain, Within, and more. The Future House team members are experts at developing content and have vast experience creating blockbuster movies, AAA games, premiere VR and AR experiences, television series, and commercials. Future House has worked on some of the most renowned franchises in the world including: Star Wars, DC Comics, Marvel, Transformers, Avatar, and more. Partnered with a sibling company, Future House Publishing, the studio develops stories for television and film.
Facebook: https://www.facebook.com/futurehousestudiosllc
Instagram: https://www.instagram.com/futurehousestudiosllc/
Linkedin: https://www.linkedin.com/company/future-house-studios/
Email: awesome@futurehousestudios.com
For Additional Information:
Bruce Nurse - Investor Relations(303) 919-2913info@vrvrcorp.com
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