More on Dissertation Writing

It can resemble the difficult along with the toughest part of this newspaper writing process, the actual estimating of one’s pros’ thesis would be your apex of your entire diligent job, the previous peak of one’s notions, evaluation and hypotheses at 1 area geared up for assessing and appraisal. Thus just what method will you’re in a position to make sure your document or principle writing does equity into this meticulous job and also critical exam you’ve completed on the very first months?

Now you should possess all of your exploration available, and also additionally an unmistakable standard structure for the way a diverse pieces of one’s pros’ newspaper will meet with each other. Figuring out just where a piece of test or idea will proceed along with the target you recognize exactly what will probably undoubtedly be incorporated at all. Think of it enjoy drawing on the design of an image therefore every some among the staying portions will be always to sew within the perfect zones with all an appropriate light-hearted pencil regarding the actual expository writing or suggestion written perform (https://www.thoughtco.com/expository-writing-composition-1690624). All one’s exposition topics should suit right into its very own special segment.

Remember your emptiness has to be distinct, streamlined and explained. Regardless of how you’re considering this subject to get a substantial amount of time, chances your audience is more unknown about it, and then describe what completely if writing a thesis. Envision each passing has to be packaged to some lone sentence departure over the entire emptiness it’s. This should greatly help you centre your emptiness and ensure you’re a part upward the identifying thoughts properly in to different segments. Begin each passing or section of one’s pros’ thesis using a range signpost sentence expressing its essential issue as well as also reason. This is going to get your final decision far less demanding to write well, also it should be an run down of your initial sentences.

Writing Your Dissertation

Remember that your oath extreme and perform anything it will take never to waffle or re-hash you. To inspect the comprehension of one’s arrangement and mind, render a daytime prior to the conclusion of one’s inspection period to inquire partners and unique scholastics to browse your pros’ exposition and see they are themselves competent to shoot soon after your emptiness clearly. This is sometimes an essential method of discovering lands of befuddled arrangement or lack of calmness which you’re too nearby the proposition informative article to possess the ability to distinguish your self.

finally remember that with week per week essay writing, various directors are happy to assist amid the process of writing an exposition. Requesting they check always ahead of program postings and subjects may be colossally helpful in receiving essential input signal and path in directly over period phases of writing, so you could shape your own job as crucial that you generate a high quality of the paper.

Marwen’s digital dolls (which still utilised live action)

Marwen_vfx_main-1280x600

For Cartoon Brew, I broke down how Atomic Fiction (now Method Studios) made the digital doll scenes for Welcome to Marwen by still relying on some great live action and virtual production techniques.

Guest Column| How immersive technologies (XR) will shape the Indian Industry in 2019?

 Fusion VR founder C. SS Bharathy

XR- The 4th wave: extended-reality (XR) has opened-up limitless possibilities and real benefits for both businesses and consumers since 2013. Immersive technologies such as virtual-reality (VR), augmented reality (AR) and mixed-reality (MR) are the three major variants of XR.

Unique offerings from these three technologies pose evident potentials to become mainstream in the next three to five years. Let’s try to do a brief investigation on where is the treasure, how different industries are harnessing themselves to harvest the benefits of the disruptions and what are the promises these futuristic technologies to offer towards industrial digital transformation in 2019. According to Digi-Capital, investors see AR/VR as the fourth wave of technology, after computers, the internet and then mobile.

Adoption of XR in Gaming: Even though these technologies been around for the past five years and easily accessible for every industry, only the gaming industry has become the key adopter. This might be because the companies who developed initial XR applications were originally gaming companies. The learning curve was relatively easier for the game developers since they just needed to understand the XR concepts on top of their existing skill with the game development tools such as Unity-3D which they use on day-to-day basis.

Causes for the Slowdown in XR-Gaming: Even XR-gaming didn’t grow as per initial predictions and hypes mainly because of two reasons. Firstly, the cost of hardware such as HMDs and VR-PCs were out-of-reach for most gamers followed by the nauseating amateur VR-Contents which made the users uncomfortable. So, the user base for XR-games didn’t grow as exponential as expected. Apparently, it became unfeasible for game development houses to create quality games with big budgets just to cater to the small pool of XR-gamers.

Most of the VR games till today are regular games merely converted for head-mounted-displays byways of direct XR-SDK implementations. The core human-factors behind VR is being consistently ignored by the developers across the globe. To my knowledge, in India, no colleges teach the biology behind the immersive content development. Merely familiarizing the students with software/hardware tools and interfaces will never going be enough. The immersive content should be conceived and developed in an entirely a new way considering various psychological and physiological factors which will have a direct impact on the human brain. Gamification should only be an underlying concept behind XR-Contents and no XR experience should be developed entirely with a gaming approach.

Adoption of XR in Industries: On the other side, considering XR as an entertainment tool, other industries didn’t pay much attention in the past years and missed out the potential benefits they might have enjoyed otherwise. Apart from the lack of general awareness, the practical reasons for the slowdown of XR adoption in the industry (4.0) were data readiness, inability to identify the use cases and to understand the potential for the very quick return-on-investment. But, after seeing the real case-studies on proven benefits from the early XR-adopters (like Boeing, Airbus, Ford, Siemens, GE, Volkswagen, Shel and so on); now every industry on the earth start revisiting these technologies with a new perspective.

Major adopters of XR as per current reports are from retail & advertising, manufacturing & logistics, engineering & oil and gas, automobile & aerospace, defence, education and healthcare. It’s evident since last year the change is happening in a rapid phase where these technologies are overcoming all the barriers of the past by offering their true potential benefits. While every other component of Industry 4.0 is trying to make the ‘Machines Smarter’, VR/AR has the only objective of making ‘The Human Workforce-Smarter’.

The Hypes Vs Realities: In 2017 Gartner’s Hype-cycle for Emerging technologies placed VR in the slope of enlightenment predicting to reach the Plateau of Productivity (Mass adoption) in the next two to five years and AR got its place in the trough of disillusionment with the prediction for mass adoption in the next five to 10 years. But, in 2018 Hype-Cycle, surprisingly VR was missing but MR (mixed reality) appeared as a new-comer in the trough of disillusionment along with AR. Later it has been clarified that considering VR as a matured technology it has been removed from the Hype-Cycle which only deals with Emerging techs. In my opinion, at least for the Indian scenario, considering the real-reality, VR is still undeniably in its infant stage only.

As per the 2018 research by Capgemini, “Companies in the US and China are currently leading the AR/VR implementation race, with over 50 per cent of companies surveyed already implementing immersive technology for business operations. Where in France, Germany, the Nordics and United Kingdom over 50 per cent  of companies are in experimenting with AR/VR initiatives.”

Also, as per World Economic Forum’s Network-Readiness-Index-2016, India is in 91st position and Singapore being first in the list. Latest data reveals that India is way behind the developed nations and its neighbour in terms of readiness towards industry 4.0.

XR in Indian Scenario: The reasons behind India’s lagging in the race are such as lack of supportive infrastructure, difficulties in accessing the latest hardware and the conventional/cultural Indian mindset. We have always been taught to learn the inventions of the westerns from an end-user perspective but never encouraged to do research & inventions. But, things are changing now…It’s inspiring to see the number of new startups in the recent year mostly by youngsters with the great thrust for the invention. I personally realized the happening change during the recent United India-2018, Hyderabad event where I was excited to see so many start-ups by young boys & girls with great ideas in the XR space. With the expected release of more affordable Mobile VR, standalone 6DOF VR/AR headsets/Glasses with more FOV and resolution, we can expect a considerable change in the scenario in 2019.

Points – Worth Noting:

  • The International Data Corporation (IDC) anticipates that spending on AR/VR products and services might rise from $11.4 billion in 2017 to approximately $215 billion by 2021.
  • XR being one among the nine pillars of industry 4.0 model, many industries are now desperate to implement a full AR/VR strategy to ensure that they are not left behind.
  • Gartner has predicted that by 2020, AR, VR, and mixed reality based immersive solutions will constitute at least 20 per cent of the digital transformation strategy of enterprises.
  • A recent Gartner survey showed that out of the organisations that are currently using or piloting AR, 40 per cent found the technology to exceed expectations.
  • The serious focus and heavy investments by tech giants like Apple, Google, Microsoft, Intel, Samsung, Facebook and IBM on AR, VR and MR make evident the future of XR.

Industry 4.0 & India: Reports state that Industry 4.0 is poised to touch $215 billion by 2025 and most of the major economies in the world are adopting it. According to an analysis by McKinsey – the most prestigious American worldwide management consulting firm, “If Indian companies adopt Industry 4.0 across functions such as manufacturing, supply chain, logistics and procurement, they can enhance their operating profits by 40per cent  at less than 10 per cent of the planned capital expenditure.”

The recent Make in India initiatives and schemes by the Indian govt is opening new opportunities for wider adoption of ‘Industry 4.0’. Companies like Boeing, Bosch & GE are already making huge investments for Industry 4.0 implementations in India. The concept of VR/AR in ‘Industry 4.0’ is soon going to change the way Indian Industries going to design, manufacture, market, service their customers & train their employees.

Conclusion: The market for these Immersive technologies expected to explode exponentially at a remarkable rate and soon the mainstream adoption of these immersive technologies will become unavoidable. Despite all these slow growths in the past, it is quite likely that India is currently catching up with the fourth technological wave; banking on India’s strength in Information Technology and the large workforce of creative professionals, XR will become key contributor for the nation’s economy and will become a power-house for the Asian market in the next five to 10 years.

This article has been contributed by Fusion VR founder C. SS Bharathy and AnimationXpress does not necessarily subscribe to these views

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Does playing video games increase behavioural violence in individuals?

Parents often wonder, are their children safe while playing the video games which are action packed and leaps the adrenaline rush? When a child is playing a video game for extended period of time, parents are concerned that it might engage violence in their behaviour, or children might try to imitate the acts of violence experienced during gameplay.

A lot of contradictory statements one will encounter over the internet which states that gaming creates violence, it entices and influence children, gaming helps in improving concentration,  gaming increases aggression, depression and other, a good mode of entertainment, social gaming a better mode of studying and so on.

Scientists have been discussing this aspect of gaming for a long time. Recently one of the shocking information has received that the World Health Organisation (WHO), the public health division of the United Nations, has included ‘gaming disorder’ in the list of classified disease.

Gaming disorder has been listed under “Disorders due to substance use or addictive behaviours.”

The research report also explains that, “Disorders due to addictive behaviours are recognisable and clinically significant syndromes associated with distress or interference with personal functions that develop as a result of repetitive rewarding behaviours other than the use of dependence-producing substances. Disorders due to addictive behaviours include gambling disorder and gaming disorder, which may involve both online and offline behaviour.”

WHO further explains that Health concerns associated with gaming behaviour are not limited to gaming disorder, but also include other aspects of health (e.g. insufficient physical activity, unhealthy diet, problems with eyesight or hearing, musculoskeletal problems, sleep deprivation, aggressive behaviour and depression) and psychosocial functioning.

Studies suggest that gaming disorder affects only a small proportion of people who engage in digital- or video-gaming activities. However, people who partake in gaming should be alert to the amount of time they spend on gaming activities, particularly when it is to the exclusion of other daily activities, as well as to any changes in their physical or psychological health and social functioning that could be attributed to their pattern of gaming behaviour.

Children imitating and recreating the violent acts of the video games are one of the biggest concerned for parents in today’s date.  But the adaptation of the act in real life behaviour may depend on the choice of the individual.  For instance- in Munich, Germany, an 18-year-old gunman who killed nine people in July 2016 was a fan of first-person shooter video games, according to reports. This has impacted many to think that may be violent video games are negatively affecting children.

Whereas Chris Grady, a survivor of the 14 February shootings at Stoneman Douglas High School in Florida: “I grew up playing video games first-person shooter games, and I would never, ever dream of taking the lives of any of my peers.”

Simplifying the pros and cons of playing video games and enlightening whether it is harmful to children or not, AnimationXpress  in conversation with Clinical psychologist and psychotherapist Narendra Kinger shared that for the mode of entertainment gaming is good “but as a form of escape from one’s studies work or other responsibilities is a problem for several youths and early adulthood stage.

Psychologically the advantage is creative use of the right brain and disadvantage is losing into fantasy or obsessions and compulsive behaviours because the game becomes the centre of your existence and Primary and everything else becomes secondary.”

Technology is constantly evolving and thus the video gaming industry is expanding vigorously. As per KPMG report on Online gaming: Reaching a new pinnacle, Indian online gaming market currently stands at USD 290 million and is poised to grow to USD one billion by 2021. As the gaming market is rising the number of gamers are also increasing new young gamers are also entering in the scenario including children. So the gaming industry is targeting huge market expansion and it will be impacting vastly on the society.

According to Kinger, “Anything and everything can have a positive and negative impact depending on one’s usage, adaptability, flexibility, evolution and ability to control impulses. Human beings experience impulses some of which need control and others modulation. This requires critical thinking skills and ability to evaluate pros and cons rather than function on autopilot or impulsively. Those who manage to integrate gaming into regular normal life and continue with their daily activities benefit from Gaming as it provides one with an “escape from reality mechanism”.

As many say that gaming leads to depression breaking the myth Kinger expressed that “kids or adults who may be depressed may spend excessive time into gaming.”

However, studies also indicate that gaming triggers the reward centres of the brain and may lead to obsessive-compulsive behaviours which the triggers anxiety and depression if the person is prevented from gaming. The reward centres of the brain send out the signal of the deficit and the gaming addict seeks reward by going back to the game and being rewarded by getting high.

Brands target children as they are easiest one to manipulate and can be easily enticed towards new games. This manipulation strategy of brands leads to an increase in gaming addiction which further leads to behavioural violence among children. Early notice to it can help parents to discover whether their children are suffering from depression or not. Kinger suggests few pointers to parents they are as follows:

1 Neglect of personal hygiene

2 Neglect of sleep or appetite

3 Neglect of Social relations including friends

4 Staying locked up in a room or avoiding social situations

5 increased irritability or aggression

6 Sadness of mood

7 Poor academic grades or declining academic performance

8 Excessive apathy or uncaring attitude

As far as the mental health is concerned, Kinger has definitely seen an increase in propensity for passive-aggressive behaviour, low frustration tolerance, verbal aggression, impulsive behaviour, sleep disturbances, changes in diurnal cycle, daytime sleepiness, attention deficit disorders, childhood/adolescent depression, and so on has increased over the past two decades in kids.

It cannot be only gaming but there are other multiple contributory aspects as well. But, gaming might lead to an increase in addictive behaviour someone needs to question why and understand the way the reward mechanisms are manipulated or short-circuited through gaming of our brain.

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Aspiring animation enthusiasts, here’s what Indian animation studios look for in candidates

The AVGC industry in India is constantly evolving and consistently growing. It is shaped by the advances in technology and availability of sophisticated softwares as well as by the creative and imaginative flair of new generations of artists. The industry has continued to witness an influx of a good number of talented and innovative young minds over the years. Thus, many studios in this business prefer to hire students, aspiring to be successful in this sector someday.

Nageswari Namana

Already a name in the industry for their iconic IP Chhota Bheem, Green Gold Animation always have an eye for young talent. They look at students not only as potential employees for their company but as new blood for the industry as a whole.

Green Gold Animation HR head Nageswari Namana mentions : “In almost all our interactions, including when we go for campus recruitment, we like to look at individual artists, their work and their career aspirations. We advise them on what job would suit best to their talent. It’s a bit of counseling work and we do it without any vested interest. We have an ingrained respect for all artists – young or old.”

Few main things that Green Gold Animation looks for, in a fresher :

  • Passion for animation
  • Talent to express their creativity and ideas, whether through drawings, colours, words or software.
  • A good grip on the basics
  • Positive attitude with a mixture of the need to express themselves, hard work and willing to learn

Advice to Freshers :

  • Work hard, practice your craft daily
  • Commit – Whenever you take up a job, commit to it, focus on learning and practicing. Commit to the job for a few years. Even when you come from the best of colleges, academic knowledge, and college projects are never going to be equal to the actual production work. Don’t focus on earning alone. First, learn and try to excel, earnings will follow surely.
  • When considering a career, you need to self-analyse. Consider your skills and not go just by considerations of what is a trending job or what pays better or ‘have my friends also gotten a job there?’
  • Research the companies that are there in the Indian industry and see if it is a fitment for your skills.

For Toonz Animation too, the basic parameters remain the same. As the studio’s HR Camilla Mary comments, “Our prime criteria for selection of a candidate, depends on whether the he/she is up-to-speed in the required stream, combined with strong foundations in the basics yet harnessing a versatile approach of having to meet the varied requirements of different projects being the constant challenge. And importantly, has the desire and commitment to rise to the level of benchmarking Toonz has achieved along its 20-year path to becoming a leading global force in entertainment, a place it proudly holds today.”

Few ‘must-have’ priceless ingredients according to Toonz :

  • An undying passion
  • Willingness to learn
  • Knowledge sharing
  • Flexibility of putting in extra hours especially during crunch time
  • Communication skills
  • A keen eye for quality, attention to detail, and speed of delivery

Camilla Mary and Toonz Animation’s IP ‘Sherazade’

Mary further adds, “The person has to be more of an artist; as in the individual has to be equipped with creative skill-sets, software knowledge and understanding. This is crucial when it comes to conceptualising and visualising. Even in an age of technological advancements, the hands-on approach is more viable, and Toonz embraces and nurtures creative initiative, something which has enabled it to create so many flagship brands and shows.”

For the entry level artist, a few more pointers need to be considered which are key to becoming part of Toonz :

  • Minimal generalist who will willingly run the extra mile
  • Possess an inclination to learn and grow, more than be monetarily inclined to start off with
  • One with talent, passion, perseverance and discipline

(From L to R) Soumitra Ranade, Aashish Mall and Mayank Patel

Paperboat Design Studios is another studio that specialises in animation for TV, film and digital forums. Over the years they’ve regularly received resumes, internship requests and job applications through their website. Students from several eminent colleges apply as animators, visualisers and artists to make a mark in the sector.  

Paperboat Studios chairman Soumitra Ranade, creative director and co-founder Aashish Mall and Mayank Patel notes : “At Paperboat, we prefer generalists to specialists i.e. we prefer someone who is excellent in his/her field of work but who has exposure to several different areas of work. Also it goes without saying that we require our recruits to have a great imagination and, most importantly, an ability to work in a team.”

Tips from team Paperboat to keep in mind:

  • Don’t underestimate the value of a good portfolio. A portfolio is the door to any further interaction. This is probably true of any discipline and it is no less true here.
  • Ability to problem solve. Given enough time, anyone can learn how to use software. What we need is the ability to approach a problem or a task with an out of the box kind of thinking. Our clients come to us for creative solutions and that’s exactly what we look for in a prospective employee as well. At Paperboat there is always a place for imaginative visualisers with good 2D drawing and animation skills
  • We like our artists to be able to draw from real life, but also to be imaginative, observant and adaptable enough to explore different styles.

  • As in any field, for better job prospects, a degree or diploma helps. However, there are many animation and design experts in top positions who have no formal education in art or animation and the secret to their success is discipline.
  • Another important quality to have is a great sense of humour. The stresses of work and deadlines in the animation industry can get a little testing. A good sense of humour helps keep calm in those situations.
  • Good communication skills is another great advantage to a candidate’s career growth – both verbally and in your art
  • Aside from the obvious skill requisites, another very desirable quality is leadership. Besides looking for candidates who are creative and good at their work, we also look for candidates who can take independent and creative decisions and have the ability to lead a team. This is the one quality that we pay the most for.

DQ Entertainment International, (DQE) is one of the largest animation companies in India in the same league who has been executing world class productions and is known for keeping student interest in total focus.

Hatim Adenwala and DQE IP ‘The Jungle Book’

DQE human resources and operations president Hatim Adenwala quotes : “DQE is working out of two locations, Hyderabad and Kolkata with a manpower base of 1700 Artist. We’re one of the few animation companies who gives freshers a chance to enter this industry and hone their skills in different genre of animation. We follow a very robust and healthy recruitment process and also have unique characteristic of having highly skilled and experienced national and international mentors for these trainees. We take the growth of these freshers/trainees very seriously and is instrumental in giving the best animation workforce to various animation companies in India.”

The leading criteria for recruitment for DQE are :

  • Fresher’s is a Bachelor’s Degree
  • A Multimedia course in 3D,
  • Good communication skills, good aptitude and attitude and very high level of EI.
  • All fresher’s have to mandatory go through the “Do’s & Don’ts” of the organisation and expectations out of them before they begin their work.

The Indian animation industry holds a huge prospects in itself. And with more creative young minds joining the bigger circle makes the scenario even better. We hope to see some masterpieces coming from talented students in the near future!

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GLAS Animation Festival 2019 Signal Film

Stan Lee’s fictional superheroes graced Pakka Hyderabad – 2019

Do you have any favourite Marvel comic books, movies or characters? Chances are that “Stan Lee” had a hand in creating them. IACG and RFS commemorated the incredible contribution of Stan Lee, to the Comic World in the event, Pakka Hyderabad. It is South India’s biggest entertainment and shopping carnival, a fusion of entertainment, expo, fun and food for 13 days.

This event is witnessed food stalls, handicraft items, food grains, vintage gifts and antiques, ready-made garments, tattoo studio, comic shops, bookstores, fun activities and games, open stage activities… and many more

 

International Academy of Computer Graphics (IACG) and Ramanaidu Film School (RFS) jointly came forward to contribute acceptable support to this event, in the form of engaging their students in Cosplay. IACG and RFS collaborated five years ago, with a common agenda of ‘giving back to the society and preserving the rich heritage of Indian storytelling’ and with a next level idea of taking this to an international platform. Apart from the above-mentioned collaboration also aimed at enhanced curriculum modules in the film-making segment. Combining the most sophisticated technology at RFS to the latest and upgraded curriculum at IACG, a student shall get all the needed training to become an ace film-maker.

Students from various programs of IACG and RFS (like graduation, post-graduation and diploma programs), actively participated in this event and remained as visual feast to visitors. Visitors competed to take snaps with their favourite comic character(s) and also recalled the contribution of Stan Lee to the comic world.

This event went on with soars and roars and came to an end on 6 January 2019. All individuals interested in art and aesthetics, visited this event place and enjoyed every moment of their stay at Pakka Hyderabad, and took home good memories to cherish forever.

Cosplay at Pakka Hyderabad became a reality and remained a visual treat just because of the following members’ participation, mentors initiation and encouragement.

Cosplay By

  • Ironman – Ramakrishna Kothoju, Iacg Ameerpet
  • Groot – R. Prasanna Sumadhar, Iacg Ameerpet
  • Spider-Man – M. Dhan Kishore, Iacg Jubilee Hills
  • Doctor Strange – V. Sai Deekshith, Iacg Ameerpet
  • Thor – Sagar Konwar, Iacg Jubilee Hills
  • Baahubali – B. Vijay Kaushik, Iacg Ameerpet
  • O – U. Saketh Gupta, Iacg Ameerpet

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Skydance Media hires Ex-Disney animation chief John Lasseter

Disney’s ex animation chief, John Lasseter, who took Pixar Studio to the next level is set to take charge of Skydance’s animation unit. Skydance Media CEO David Ellison announced that Lasseter has been named the head of Skydance Animation.

Lasseter will be reporting directly to Ellison, and will be based in Los Angeles starting later this month.

Lasseter left Pixar and Disney Animations in November 2017, amid accusations of sexual harassment. According to a statement given to Hollywood Reporter by Ellison, “John is a singular creative and executive talent whose impact on the animation industry cannot be overstated.  He was responsible for leading animation into the digital age, while telling incomparable stories that continue to inspire and entertain audiences around the globe.”

Lasseter has directed Toy Story and Toy Story 2, among other Pixar films, and also executive produced the WDA features. While he won only two Oscars himself (one a specialty Oscar for his work on Toy Story), Pixar gained eight best animated feature wins and WDA scored three wins during his tenure.

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HTC VIVE evolves premium VR portfolio with new launches

HTC VIVE has announced new hardware, software, and content offerings that redefine how VR is experienced. With Vive Pro Eye, a new headset with built-in eye tracking, the high-end VR experience from Vive Pro just got even better.

In addition, Viveport, HTC’s global app store for VR content, announced unlimited subscription access with Viveport Infinity so all the best content is available at any time. HTC also unveiled a developer kit for a future headset, Vive Cosmos, created with a new level of accessibility and ease of use. Revealed alongside Cosmos, the Vive Reality System reimagines what VR should look like in the age of spatial computing, with fresh ways to display content and transport users between immersive environments. These latest advancements in premium VR not only offer best-in-class technology and content but strive to redefine how VR is accessed and experienced for both consumers and enterprise.

Vive Pro Eye

Vive Pro, built to meet the needs of the professional VR user, just got even better with integrated eye tracking on the new Vive Pro Eye—giving users new levels of accessibility, including gaze-oriented menu navigation and removing the need for controllers. With the inclusion of eye tracking, the new Vive Pro Eye will allow businesses and developers to gather more data about their training environments, help optimize computer and VR performance, and offer product design and research groups unprecedented levels of feedback.

Major League Baseball (MLB) debuted eye tracking on Vive Pro Eye at CES 2019. Eye tracking is integrated into the “MLB Home Run Derby VR” video game experience, allowing users full menu control without a traditional controller. Fans can experience the new Vive Pro Eye starting in 2019.

“We’ve invested in VR technology to bring fans a fun immersive experience and connection to our game and deliver a new level of engagement through VR game competitions, at-home play and in-ballpark attractions,” said  Major League Baseball senior vice president, games and VR Jamie Leece. “By integrating eye-tracking technology into Home Run Derby VR, we are able to transport this transformative baseball experience to any location without additional controllers needed. Our fans can simply operate menus by using their eyes.”

Vive Pro Eye is targeted at the enterprise market where eye tracking has a number of immediate benefits—from performance to accessibility, to improvements in training applications. It will also benefit developers by minimizing computing resources needed to render high-end VR environments. The new Vive Pro Eye will launch in the second quarter of 2019.

Viveport Infinity 

Also announced today is the biggest upgrade to the Viveport subscription service to date. The first unlimited subscription service for VR, Viveport Infinity allows members to discover and explore hundreds of virtual destinations anytime with unrestricted access.

“Today, we’re announcing our next step in Viveport’s evolution with Viveport Infinity. When we first launched our Subscription service, we gave consumers the ability to try 5 titles a month. Now with Viveport Infinity, we’re offering our members the best value in VR content with 100x more choice, all at one low price ,” said  Viveport president Rikard Steiber

Starting Vive Day, 5April , 2019, members can download and play any of the 500 plus titles in the Viveport Infinity library with no restrictions. This unlimited subscription model will give members the opportunity to save thousands of dollars on top-quality content while allowing them to discover new experiences. With Viveport Infinity, members will be able to try hits from indie developers or shorter experiences they were reluctant to pay for while keeping their favourites like Seeking Dawn and Torn downloaded and ready to play. Members will be able access Viveport Infinity across all current and future Vive devices as well as the Oculus Rift and other devices in the Wave Eco-system.

Vive Cosmos

Unveiled for the first time today, Vive Cosmos is the newest VR headset from Vive, offering absolute comfort, and ease of set-up and use—ensuring consumers can access their virtual world whenever their life may call for it. With no external base stations required, Vive Cosmos maximizes flexibility of usage space, whether at home or on the go, and has the capability to be powered by more than a traditional gaming PC.

“We found that over 85 per cent of VR intenders believes that ease of use and set up is the most important factor to consider while purchasing a headset. “We believe Cosmos will make VR more easily accessible to those who may not have invested in VR before and also be a superior experience for VR enthusiast,” said  HTC Vive general manager Americas Daniel O’Brien.

With the introduction of Cosmos, HTC aims to redefine how VR is accessed by offering a headset that is quick to set up and use and can be taken on the go to new play environments. Cosmos will be the first Vive headset to feature the Vive Reality System, entirely new design experience for VR.

HTC will first offer developer kits of Vive Cosmos in early 2019, and more details on availability and price will be announced later in the year.

Vive Reality System

HTC’s Creative Labs team also revealed Vive Reality System, a completely re-imagined way for people to experience the virtual world—encompassing the total user experience from the moment a headset is put on to how content is interacted with.

“Our philosophy has always been focused on developing great products and experiences that create a natural and effortless bridge from the real world to the virtual world and with Vive Reality System we set out to reimagine Vive’s core software experience to meet these needs. The tools and environments that make up Vive Reality System aim to make spatial computing accessible to everyone, wherever their journey into immersive worlds takes them. We want VR to feel less like launching apps and instead like stepping between worlds,” said  HTC Vive VP, creative labs Drew Bamford.

The Vive Reality System includes both operational and experiential elements impacting the entire Vive product portfolio and experienced first on the Vive Cosmos. As part of the project, Vive announced a deal with Mozilla to launch the first Vive-dedicated VR browser.

The Vive Reality System will power experiences across the entire Vive product portfolio and will be available first on the Vive Cosmos released later this year.

 

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Ranveer Singh features on Tinkle’s cover

Tinkle, the most sought after kids’ magazine is loved by all age groups. Though targeted towards school children, the magazine is popular among adults too. Acquired by ACK Media, the magazine contains comics, stories, puzzles, quizzes, contests and features to keep the kids occupied. Apart from English, Tinkle is published in many other Indian languages.

The characters from the magazine, including Supandi, Shikari Shambhu, Tantri the Mantri, Butterfingers, Kalia the crow, Pyarelal, Defective Detectives, Nasruddin Hodja, Ina, mina, Mynah, Mo and many others are a part and parcel of kids’ daily routine. With the enormous love shown towards this comic, it is now featuring the beloved celebrity Ranveer Singh.

The cover features the Tinkle toons, Suppandi, Shikari Shambu and Tantri the Mantri taking a selfie with superstar Ranveer Singh which echoes the comic that’s inside. The illustration for the cover is done by Vineet Nair and is coloured by Raju Bansod. With the huge response garnered by the movie Simmba, Tinkle decided to dedicate a special cover featuring Singh. Simmba was loved nation-wide by the kids and this special issue will make Singh’s little fans know their favourite celebrity better.

“Ranveer is a beloved figure and also a huge Tinkle fan. So young readers will be able to understand him better since the interview questions have been asked from a child’s point of view,” mentioned Tinkle editor-in-chief Rajani Thindiath and Tinkle business head Shriya Ghate.

The centrespread of the upcoming issue have a comic and Tinkle Spotlight interview. The comic All In a Day’s Work takes place at the site of a film shoot, featuring Singh with Suppandi, Shambhu and Tantri. The comic story is conceptualised and written by Thindiath and the art is again done by Nair.

Tinkle has already done many celebrity stories and interviews in the past such as Virat Kohli, PV Sindhu, Ruskin Bond and others. But this is the first time a celebrity is being featured on the cover to echo the comic story that has been carried inside.

The special issue has an exclusive interview with Ranveer Singh, a one-page comic with the characters and also a Republic Day special story.

Singh is a huge fan of Tinkle and has been reading the comic since he was a kid. Featuring on his favourite comic was an overwhelming experience for him. Singh quoted, “Tinkle is one of my fondest memories from my childhood. It has been so significant in our Indian culture. I wish the team of Tinkle all the very best for the future. Long live Tinkle.”

Tinkle doesn’t have any plans of doing some comic similar to Simmba, but the readers will sure get some great comic stuff to munch on.

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