Google is reportedly acquiring Lytro for around $40 million

Google is reportedly acquiring Lytro for around $40 million

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Lytro burst onto the scene in 2011 with its then-unprecedented "light field" technology that powered an oddly-shaped camera with the ability to refocus pictures after they’re taken. The first $400 camera arrived in 2012, however, after a pivot to virtual reality (where its technology creates photographs and videos that you can move around in to experience from different angles) and pro cameras, TechCrunch reports the company will be acquired by Google. According to unnamed sources, Google is mostly grabbing the company’s technology and patents for about $40 million, with some employees having already departed.

So what could Google have in mind? Light field technology has a lot of implications for virtual reality, and just last week Google launched a "Welcome to Light Fields" app on Steam with "navigable stills" where users can "experience real-world reflections, depth, and translucence like never before in VR." Lytro’s tech is perfect for this application, and for videos where users could change their perspective in VR. TechCrunch also points out that Lytro itself recently acquired Limitless, developer of the Reaping Rewards VR experience, to work on technology to blend animation with light-field captured live action video.

All of that could come in handy as Google takes on Facebook (with its upcoming Oculus Go mass-market VR device), Magic Leap and all the rest.

Source: TechCrunch

Tech

via Engadget http://www.engadget.com

March 21, 2018 at 04:12AM

Pac-Man on Hololens: Bandai Namco shows us how they made it not suck

Pac-Man on Hololens: Bandai Namco shows us how they made it not suck

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Enlarge /

Bandai Namco creative director Hirofumi Motoyama shows off his Hololens at the 2018 Game Developers Conference.

Sam Machkovech

SAN FRANCISCO—”It surprised us how Pac-Man on Hololens created interaction between people who are complete strangers!”

Bandai Namco creative director Hirofumi Motoyama declared this while standing next to a photo of arguably the world’s largest Microsofot Hololens game experience to date. In it, two players sporting Microsoft’s “mixed reality” headgear are seen high-fiving—which is both a fun photo moment and a bit of a cheat.

Pac In Town, which premiered in January exclusively at one of Namco’s Japanese theme parks, actually requires players to high-five each other in order to beat its challenges. But as Motoyama’s presentation at the Game Developers Conference made clear, that action is but one way that Bandai Namco answered an important question: how do you make a full-room, multiplayer Hololens game that doesn’t suck?

You down with FOV?

For the uninitiated, Pac In Town is a three-player cooperative variant of the arcade classic (not to be confused with the four-player Pac-Man Vs. found at modern American arcades). Each player dons a Hololens headset, at which point they are transported to a full-room Pac-Man maze that they must walk through to collect dots as a team. Eat enough dots within a time limit, without succumbing to the series’ classic ghosts, and the team wins.

The game began life at Bandai Namco’s “Pacathon” event in September of last year, in which various company employees came up with prototype explorations of the 1980 arcade original. Hololens was part of the design language during that event, owing to its work on an admittedly simple mixed-reality game for the headgear called Mosquito.

Motoyama told the crowd that the game was completely playable within one month of the Pacathon. He said the Hololens design team embraced “startup culture,” in that everyone involved had reservations about making a game for a technology that could be considered outdated all too soon. If Hololens was available now, he explained, the team should get a game completed quickly. Bandai Namco’s Namja Town amusement park had apparently been happy with its last mixed-reality game, Mosquito , so this Hololens follow-up received a pretty quick green light and budget.

From there, Motoyama’s team clued in on the most limiting factor of the Hololens hardware: that its visible field of view is far too small. The designers resolved this primarily, he said, by flipping the standard top-down Pac-Man game field 90 degrees, which meant a thin-yet-wide slice of relevant visual information could fit onto Hololens’ screen. Additionally, the original game’s “chase” mechanic was scrapped in favor of a more Metal Gear Solid-like “patrol” system. If the classic ghosts’ movement was easier to predict, then players could map and anticipate it even if those ghosts were standing in their invisible periphery.

Lastly, as shown in the above gallery, the design team made sure that a guide at the real-life attraction gave players a visual reference point of how small Hololens’ FOV really is while waiting in line.

Tech

via Ars Technica https://arstechnica.com

March 21, 2018 at 06:34AM

Spinners: A Rube Goldberg Machine Made from Fidget Spinners [Video]

Spinners: A Rube Goldberg Machine Made from Fidget Spinners [Video]

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Spinners: A Rube Goldberg Machine Made from Fidget Spinners [Video]

From Kaplamino:

I already used two fidget spinners tricks in the previous video, but they were very simple. I knew that it was possible to do much better, because this object has a lot of potential for chain reactions and can be used in many different ways. So I made a video with 10 of these tricks, in one shot again. I hope you’ll like it 🙂

[Kaplamino]

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via [Geeks Are Sexy] Technology News http://ift.tt/23BIq6h

March 21, 2018 at 09:08AM