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	<title>Jeremy Bailenson Archives - Tech Trends</title>
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		<title>Book Review: Experience on Demand</title>
		<link>https://techtrends.tech/tech-trends/book-review-experience-demand/</link>
		
		<dc:creator><![CDATA[Alice]]></dc:creator>
		<pubDate>Wed, 31 Jan 2018 00:13:45 +0000</pubDate>
				<category><![CDATA[Tech Trends]]></category>
		<category><![CDATA[VR Tech]]></category>
		<category><![CDATA[Book Review]]></category>
		<category><![CDATA[Jeremy Bailenson]]></category>
		<category><![CDATA[Stanford University]]></category>
		<category><![CDATA[VHIL]]></category>
		<category><![CDATA[Virtual Human Interaction Lab]]></category>
		<category><![CDATA[Virtual Reality]]></category>
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					<description><![CDATA[<p>&#160; Professor Jeremy Bailenson from Stanford University’s Virtual Human Interaction Lab explains what Virtual Reality is, how it works, and &#8230; <a class="kt-excerpt-readmore" href="https://techtrends.tech/tech-trends/book-review-experience-demand/" aria-label="Book Review: Experience on Demand">Read More</a></p>
<p>The post <a href="https://techtrends.tech/tech-trends/book-review-experience-demand/">Book Review: Experience on Demand</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p><strong><em>Professor Jeremy Bailenson from Stanford University’s Virtual Human Interaction Lab explains what Virtual Reality is, how it works, and what it can do</em></strong></p>
<p>I’m still old enough to remember a time when typing a message on a touchscreen keyboard felt very cutting-edge indeed. But I also remember doing that for the first time in a crowded Apple store, with no real intention of buying the first-generation iPhone I was playing with. The experience felt interesting and exciting, but not necessarily useful, and certainly not necessary.</p>
<hr /><p><em>It’s only a matter of time before technologies such as Virtual and Augmented Reality will transform the way we interact with digital content</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D6724&#038;text=It%E2%80%99s%20only%20a%20matter%20of%20time%20before%20technologies%20such%20as%20Virtual%20and%20Augmented%20Reality%20will%20transform%20the%20way%20we%20interact%20with%20digital%20content&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>This, many experts argue, is the stage we’re currently at with Virtual Reality: It’s an exciting technology with interesting applications that people are happy to try out &#8211; but not yet willing to embrace fully.</p>
<p>Yet just as the tipping point eventually came around when even my grandparents bought their own smartphones – and used them every day &#8211; there is a building consensus that it’s only a matter of time before technologies such as Virtual and Augmented Reality will transform the way we interact with digital content in even more fundamental ways than the smartphone has done.</p>
<hr /><p><em>Virtual Reality is an exciting technology with interesting applications that people are happy to try out - but not yet willing to embrace fully</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D6724&#038;text=Virtual%20Reality%20is%20an%20exciting%20technology%20with%20interesting%20applications%20that%20people%20are%20happy%20to%20try%20out%20-%20but%20not%20yet%20willing%20to%20embrace%20fully&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>For those feeling befuddled by that whole idea, <em>Experience on Demand</em> is certainly a helpful read, and oftentimes an entertaining one as well. Its author &#8211; Professor Jeremy Bailenson &#8211; is the Director of Stanford University’s Virtual Human Interaction Lab, and one of the world’s greatest authorities on Virtual Reality, yet this doesn’t come across as an academic book.</p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-6728" src="http://techtrends.tech/wp-content/uploads/2018/01/Experience-on-Demand_978-0-393-25369-6-789x1200.jpg" alt="Tech Trends Book Review Experience on Demand Jeremy Bailenson Stanford University VHIL What Virtual Reality Is" width="494" height="752" srcset="https://techtrends.tech/wp-content/uploads/2018/01/Experience-on-Demand_978-0-393-25369-6.jpg 789w, https://techtrends.tech/wp-content/uploads/2018/01/Experience-on-Demand_978-0-393-25369-6-99x150.jpg 99w, https://techtrends.tech/wp-content/uploads/2018/01/Experience-on-Demand_978-0-393-25369-6-768x1167.jpg 768w" sizes="(max-width: 494px) 100vw, 494px" /></p>
<p>When writing about technology, it’s often difficult to strike a balance between ensuring that enough of the basics are covered without being patronizing to those already familiar with the subject. The book walks that fine line very well by focusing primarily on the human experience, so that whether or not you know what terms like latency, rendering, tracking or lag mean, you should come away with a better understanding of what Virtual Reality actually does.</p>
<p>As an expert in psychology and mass media, Bailenson has largely remained unalarmed about the extent to which traditional media affect us. Yet he writes that as absorbing as books or videogames or television are, they pale next to Virtual Reality: “VR engulfs us (…) it’s the apotheosis of every media fear and fantasy we’ve ever had,” he writes.</p>
<hr /><p><em>Bailenson&#039;s book places VR within a broader social context</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D6724&#038;text=Bailenson%27s%20book%20places%20VR%20within%20a%20broader%20social%20context&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>His book does a good job of pulling back the focus to place VR within a broader social context, explaining how it relates to other technologies – both traditional and emerging – and our existing relationship with the digital world.</p>
<p>Although he cites scientific research throughout, the book is mainly pegged around personal anecdotes and use cases that illustrate what it does to real people, and why it matters to everyone, not just the techy crowd. The picture that emerges is of an astoundingly broad range of applications for Virtual Reality, none of which involve either gaming or pornography.</p>
<hr /><p><em>VR engulfs us. It’s the apotheosis of every media fear and fantasy we’ve ever had</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D6724&#038;text=VR%20engulfs%20us.%20It%E2%80%99s%20the%20apotheosis%20of%20every%20media%20fear%20and%20fantasy%20we%E2%80%99ve%20ever%20had&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><img decoding="async" class="aligncenter size-large wp-image-6726" src="http://techtrends.tech/wp-content/uploads/2018/01/bailenson_inlab2-1200x575.jpg" alt="Tech Trends Book Review Experience on Demand Jeremy Bailenson Stanford University VHIL What Virtual Reality Is" width="1140" height="546" srcset="https://techtrends.tech/wp-content/uploads/2018/01/bailenson_inlab2.jpg 1200w, https://techtrends.tech/wp-content/uploads/2018/01/bailenson_inlab2-150x72.jpg 150w, https://techtrends.tech/wp-content/uploads/2018/01/bailenson_inlab2-768x368.jpg 768w" sizes="(max-width: 1140px) 100vw, 1140px" /></p>
<hr /><p><em>There are examples of how VR can be a powerful learning tool</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D6724&#038;text=There%20are%20examples%20of%20how%20VR%20can%20be%20a%20powerful%20learning%20tool&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Those anecdotes tell the story of how NFL teams have significantly improved the performance of their players by training them in Virtual Reality simulations, and how VR is being used to treat conditions such as chronic phobias and Alzheimer’s. It has helped 9/11 victims overcome posttraumatic stress disorder, and burns patients manage their pain with fewer opioids.</p>
<p>There are examples of how VR can be a powerful learning tool, as Bailenson argues that almost any skill can be improved by virtual instruction (groups learning tai chi moves in virtual reality remembered their moves better and performed them back with 25% greater accuracy than those who had been taught by watching a video, for instance).</p>
<p>We also learn how VR’s unique ability to create empathy by literally “placing you in someone else’s shoes” has been successfully applied to a variety of scenarios, from helping people relate on a personal level to issues such as climate change, to tackling bias and prejudice in diversity training.</p>
<hr /><p><em>Several bizarre experiments describe how experiencing a simulated virtual scenario first-hand can result in instant and lasting changes in behaviour</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D6724&#038;text=Several%20bizarre%20experiments%20describe%20how%20experiencing%20a%20simulated%20virtual%20scenario%20first-hand%20can%20result%20in%20instant%20and%20lasting%20changes%20in%20behaviour&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Several – often rather bizarre &#8211; experiments in the book describe how experiencing a simulated virtual scenario first-hand can result in instant and lasting changes in behaviour. In one, they explored if walking around as a virtual cow might change participants&#8217; attitude towards consuming red meat, while in another, people visualized their energy consumption during a shower in terms of literally eating lumps of coal, and subsequently went on to use hot water more sparingly. And although more research is needed to verify such results at scale, it is difficult to remain unimpressed by these early indications of VR’s power to create empathetic responses in people – not only in relation to other human beings, but also towards animals and the environment.</p>
<p>One of the surprising arguments that Bailenson puts forward seems to be that by living more of our lives in virtual worlds we can help save the real one. Business travel, for example, could be vastly reduced if we are able to replicate in VR the same levels of interaction and feeling of presence that one gets from face-to-face meetings.</p>
<hr /><p><em>The more time you spend in virtual experiences, the more you come to appreciate the vibrancy of real life</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D6724&#038;text=The%20more%20time%20you%20spend%20in%20virtual%20experiences%2C%20the%20more%20you%20come%20to%20appreciate%20the%20vibrancy%20of%20real%20life&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><img decoding="async" class="aligncenter wp-image-6727" src="http://techtrends.tech/wp-content/uploads/2018/01/Bailenson-Jeremy-c-Debbie-Hill-832x1200.jpg" alt="Tech Trends Book Review Experience on Demand Jeremy Bailenson Stanford University VHIL What Virtual Reality Is" width="369" height="532" srcset="https://techtrends.tech/wp-content/uploads/2018/01/Bailenson-Jeremy-c-Debbie-Hill.jpg 832w, https://techtrends.tech/wp-content/uploads/2018/01/Bailenson-Jeremy-c-Debbie-Hill-104x150.jpg 104w, https://techtrends.tech/wp-content/uploads/2018/01/Bailenson-Jeremy-c-Debbie-Hill-768x1107.jpg 768w" sizes="(max-width: 369px) 100vw, 369px" /></p>
<blockquote><p>“Conspicuous or wasteful consumption in the real world comes with real costs, be it in fossil fuel consumption, the mountains of plastic junk that are piling up in our homes and landfills, or the floating islands of garbage that are growing in our oceans…. When considered this way, deep engagement in social virtual worlds seems less scary than the dystopian scenarios would have us believe, and may have significant social benefits,” he says.</p></blockquote>
<p>This desire to protect the environment reflects a passionate appreciation of the real world which might seem out of place for someone who has spent the last two decades studying computer-generated environments. Paradoxically, he argues, the more time you spend in virtual experiences, the more you come to appreciate the vibrancy of real life.</p>
<hr /><p><em>Business travel could be vastly reduced if we are able to replicate in VR the same levels of interaction and feeling of presence that one gets from face-to-face meetings</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D6724&#038;text=Business%20travel%20could%20be%20vastly%20reduced%20if%20we%20are%20able%20to%20replicate%20in%20VR%20the%20same%20levels%20of%20interaction%20and%20feeling%20of%20presence%20that%20one%20gets%20from%20face-to-face%20meetings&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Although Bailenson is clearly an enthusiast and advocate for the broader benefits of Virtual Reality, he also addresses its potential dark side, sounding a warning note against the danger of using what he describes as “the most psychologically powerful medium in history” without proper care or consideration.</p>
<hr /><p><em>One of the surprising arguments that Bailenson makes is that by living more of our lives in virtual worlds we could help save the real one</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D6724&#038;text=One%20of%20the%20surprising%20arguments%20that%20Bailenson%20makes%20is%20that%20by%20living%20more%20of%20our%20lives%20in%20virtual%20worlds%20we%20could%20help%20save%20the%20real%20one&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Virtual Reality represents the culmination of the way technology is enveloping our lives, and its psychological effects can be profound and long lasting, he cautions. It is therefore important that we learn to use this new medium responsibly, and the best way to do this is to understand exactly what we’re dealing with. As Bailenson is fond of telling journalists, Uranium can equally be used to heat homes or make nuclear bombs. Technologies like VR are neither good nor evil, but how people will choose to apply it remains an open question.</p>
<p><a href="https://vrscout.com/news/experience-on-demand-vr-book/">This article was originally published on VRScout</a></p>
<p>&nbsp;</p>
<blockquote class="twitter-tweet" data-lang="en">
<p dir="ltr" lang="en">What Virtual Reality Is, How It Works, and What It Can Do <a href="https://twitter.com/hashtag/BookPreview?src=hash&amp;ref_src=twsrc%5Etfw">#BookPreview</a> via <a href="https://twitter.com/alicebonasio?ref_src=twsrc%5Etfw">@alicebonasio</a> <a href="https://t.co/qzYRe5smBr">https://t.co/qzYRe5smBr</a> <a href="https://t.co/Vw2sh7D7t8">pic.twitter.com/Vw2sh7D7t8</a></p>
<p>— VRScout (@VRScout) <a href="https://twitter.com/VRScout/status/958424726208004096?ref_src=twsrc%5Etfw">January 30, 2018</a></p></blockquote>
<p><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></p>
<p>&nbsp;</p>
<blockquote><p><em>Alice Bonasio is a </em><a href="http://techtrends.tech/vr-consultancy/"><em>VR Consultant</em></a><em> and Tech Trends’ Editor in Chief. She also regularly writes for Fast Company, Ars Technica, Quartz, Wired and others. </em><a href="https://www.linkedin.com/in/alicebonasio/"><em>Connect with her on LinkedIn</em></a><em> and follow </em><a href="https://twitter.com/alicebonasio"><em>@alicebonasio</em></a> <em>on Twitter. </em></p></blockquote>
<p>&nbsp;</p>
<p>The post <a href="https://techtrends.tech/tech-trends/book-review-experience-demand/">Book Review: Experience on Demand</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">6724</post-id>	</item>
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		<title>What does the Future of Avatars Look Like?</title>
		<link>https://techtrends.tech/tech-trends/what-does-the-future-of-avatars-look-like/</link>
		
		<dc:creator><![CDATA[Alice]]></dc:creator>
		<pubDate>Tue, 13 Dec 2016 18:33:59 +0000</pubDate>
				<category><![CDATA[Tech Trends]]></category>
		<category><![CDATA[VR Tech]]></category>
		<category><![CDATA[AR]]></category>
		<category><![CDATA[Avatars]]></category>
		<category><![CDATA[HoloLens]]></category>
		<category><![CDATA[HTC Vive]]></category>
		<category><![CDATA[Jeremy Bailenson]]></category>
		<category><![CDATA[MR]]></category>
		<category><![CDATA[Oculus]]></category>
		<category><![CDATA[Stanford Virtual Reality]]></category>
		<category><![CDATA[Virtual Human Interaction Lab]]></category>
		<category><![CDATA[Virtual Reality]]></category>
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		<guid isPermaLink="false">http://techtrends.tech/?p=2571</guid>

					<description><![CDATA[<p>&#160; From body scans to morphing to animated selfies, the future is bright, if a little weird. In this UploadVR &#8230; <a class="kt-excerpt-readmore" href="https://techtrends.tech/tech-trends/what-does-the-future-of-avatars-look-like/" aria-label="What does the Future of Avatars Look Like?">Read More</a></p>
<p>The post <a href="https://techtrends.tech/tech-trends/what-does-the-future-of-avatars-look-like/">What does the Future of Avatars Look Like?</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>&nbsp;</p>
<p><em><strong>From body scans to morphing to animated selfies, the future is bright, if a little weird.</strong></em></p>
<p>In this <a href="http://uploadvr.com/avatars-morph3d-loomai-itsme/">UploadVR article</a> I talk to 3 companies pushing the boundaries of 3D avatar design and get the perspective from Virtual Reality experts such as Professor Jeremy Bailenson from Stanford University&#8217;s Virtual Human Interaction Lab on what we&#8217;re looking for in our virtual skins.</p>
<hr /><p><em>Immersion and meaningful social interaction in #VR will only happen when we feel comfortable in our virtual skins</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2571&#038;text=Immersion%20and%20meaningful%20social%20interaction%20in%20%23VR%20will%20only%20happen%20when%20we%20feel%20comfortable%20in%20our%20virtual%20skins&#038;related' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>VR development is moving at breakneck speed on all fronts, and 2017 is set to see the launch of several long-awaited platforms like <a href="https://uploadvr.com/project-sansar-linden-lab-preview-vr/">Sansar</a>, which are all betting big on <a href="https://uploadvr.com/social-vr-whos-going-to-get-it-first/">Social VR</a> and user-generated content. Most of the focus so far has been on building those worlds and experiences, but if we’re ever to achieve a true sense of presence in these virtual worlds, we need to also be able to create really good avatars. Full immersion and meaningful social interaction can only really happen if we feel comfortable in our virtual skins.</p>
<p>Huge advancements in facial tracking technology have made it a lot easier and cheaper to render realistic facial expressions on an avatar, which might push ahead of cartoony stuff like <a href="https://uploadvr.com/vr-video-call-messenger-zuckerberg/">Facebook showcased earlier this year</a>. Social presence – that sense of really being with another person – is associated with more rewarding communication experiences and higher levels of empathy toward others. It follows, then, that for people to want to engage with each other in virtual environments, we need to foster that sense of social presence, which means getting your avatars right.</p>
<hr /><p><em>We are the Identity-Makers of the New World</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2571&#038;text=We%20are%20the%20Identity-Makers%20of%20the%20New%20World&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p><a href="http://link.springer.com/chapter/10.1007/978-3-540-73335-5_21">Research has found</a> that simple things such as holding an avatar’s gaze for longer – only 4 seconds as opposed to 2 – already made people feel more positively toward the other person’s avatar that they were interacting with in the experiment. Professor Jeremy Bailenson, Director of the <a href="https://vhil.stanford.edu/">Virtual Human Interaction Lab</a> at Stanford, also <a href="https://vhil.stanford.edu/mm/2016/11/oh-po-smile.pdf">recently conducted a study</a> that showed just how sensitive we are to such subtle variations in facial expressions, and how small changes can have a big impact in the quality of our virtual social interactions. His study included 158 participants and looked at whether enhancing your avatar’s smile during a virtual conversation would affect a user’s perception of the person with which they were interacting.</p>
<blockquote><p>“Our research has demonstrated for almost two decades that small changes in the appearance and behavior of avatars can affect a social interaction,” explains Bailenson. “In the current study, simply putting a gain factor on smiles–such that a pair of people saw slightly bigger smiles on one another–caused people to speak more positively and feel happier.”</p></blockquote>
<p>There are a lot of people out there obsessing about creating a way for users to  generate, personalize and “own” their avatars – in the sense that they are able to use them across any platform or device, and for any purpose. Companies such as <a href="https://www.itsme3d.com/">Itsme</a>, <a href="https://www.morph3d.com/">Morph3D</a> and <a href="http://www.loomai.com/">Loom</a>, for example, are bringing technology to market looking to enable users to do just that. And although they’re all approaching the infamous Uncanny Valley from different directions, there’s a general consensus that these avatar-generating tools need to be agnostic. That means using Dolby-like licensing models and open APIs so that users can port their avatars into whatever platform they want, whether that’s Sansar, Steam or Facebook. We talk to those start-ups about how they see the future of avatars shaping up.</p>
<h5>Body Scanning: Itsme</h5>
<blockquote><p>“We are the Identity-Makers of the New World,” says Itsme CEO Pete Forde, who wants people to use their technology to create expressive and persistent identities. “What we have done is to create a scalable process that is capable – with careful execution – of being the method by which the world gets turned into avatars.”</p></blockquote>
<p>His Toronto-based company has been working on their body-scanning tech for the past three years, and claims to have invented a method that is free for the end user and fully automated, allowing the person to see a 3D avatar render within one minute of getting scanned.</p>
<p>They already captured about 8,000 people so far during a five-city tour of Canada with Samsung. Their first product is due to launch in January and will be a personalized avatar keyboard, called Itsmoji, which allows you to use versions of your animated personalized avatars as emojis.</p>
<hr /><p><em>They already captured about 8,000 people so far during a five-city tour of Canada with Samsung</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2571&#038;text=They%20already%20captured%20about%208%2C000%20people%20so%20far%20during%20a%20five-city%20tour%20of%20Canada%20with%20Samsung&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Forde believes the realism afforded by this technique – which captures both your body shape and movements – will be key to developing avatars for social platforms:</p>
<blockquote><p>“Normal people have absolutely zero interest in meeting complete strangers online, and what Facebook figured out early on is that people will not engage unless they are connected with at least 10 real friends within 14 days. Attempting to learn from history, our growth model is based on creating relationships based on tight pockets of friends that actually know each other.”</p></blockquote>
<p>As people invest more time and project more of their own identity into those avatars, it is important to also ensure there are policies and procedures in place to lock them down in terms of privacy and security: “think FB-style granular permissions,” says Forde.</p>
<p>Itsme is currently closing their seed investment round and preparing SDKs for Unity and Javascript to let developers use avatars directly in their projects and products. They’re also working to create apps that allow you to do all sorts of interesting things with your avatar, such as applying Snapchat-like filters to them, getting a 3D figurine printed, or going to the Shopify store (one of their current partners) to try on some clothes and see how they’d look on you. Future social use cases could also include buying tickets to sold-out sports events and watching them in 360, with your friends sitting next to you in the front row.</p>
<blockquote><p>“I don’t have a problem with artistic/cartoon avatars per se,” Forde concludes. “There’s a place for them, and if people want to play as a robot or a bunny, knock yourselves out. I don’t see it as an either/or proposition. But if I put you in the dance club and you’re controlling one of these avatars, I want someone to be able to join the party with you and have them essentially play ‘who is the real person’ Turing style. What excites me is that we can now start to experiment with all of this stuff instead of wondering if someday it might be possible.”</p></blockquote>
<h5>Buid-a-Self: Morph3D</h5>
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<hr /><p><em>When you customize your character, your clothes automatically morph to fit your chosen shape </em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2571&#038;text=When%20you%20customize%20your%20character%2C%20your%20clothes%20automatically%20morph%20to%20fit%20your%20chosen%20shape%20&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>With Morph3D’s Ready Room tool, you can create custom persistent avatars that can be used across any number of VR platforms, and Philip Rosedale’s <a href="https://highfidelity.io/">High Fidelity</a> social VR platform is among its first customers.</p>
<p>It relies on more traditional methods of creating avatars by tapping into its enormous crowdsourced database of assets created over the past 15 years by the members of <a href="https://www.daz3d.com/">Daz 3D</a> (a separate company run by the same management team as Morph 3D).</p>
<p>For game and app developers this is a huge time saver as it plugs into the Unity engine and lets players craft their own characters. Currently there are over 400 3D characters available to use in VR applications on their platform. Each of those can also be morphed using sliders, providing an incredibly broad range of customization possibilities on top of that.</p>
<hr /><p><em>Over time it will be interesting to see how Morph 3D can be used in a broader variety of non-gaming applications, and how it applies to AR/MR as well as VR hardware</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2571&#038;text=Over%20time%20it%20will%20be%20interesting%20to%20see%20how%20Morph%203D%20can%20be%20used%20in%20a%20broader%20variety%20of%20non-gaming%20applications%2C%20and%20how%20it%20applies%20to%20AR%2FMR%20as%20well%20as%20VR%20hardware&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>When you customize your character, your clothes automatically morph to fit your chosen shape – be it of a little girl or a bulky man — and the final result can be imported into various social VR applications. Morph3D’s Director of AR/VR Chris Madsen says the objective is to make the process user-friendly and intuitive enough “so my mom can make a character for virtual reality.”</p>
<p>Over time it will be interesting to see how Morph 3D can be used in a broader variety of non-gaming applications, and how it applies to AR/MR as well as VR hardware. They have already started developing an interface which works with HoloLens voice control, for example, where you can modify the size of your character by saying commands such as “small” or “big”.</p>
<hr /><p><em>Loom’s technology turns selfies into personalized 3D avatars</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2571&#038;text=Loom%E2%80%99s%20technology%20turns%20selfies%20into%20personalized%203D%20avatars&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<h5>Selfie Avatars: Loom.ai</h5>
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<hr /><p><em>Video embedded above shows how an avatar generated from a single inset image</em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2571&#038;text=Video%20embedded%20above%20shows%20how%20an%20avatar%20generated%20from%20a%20single%20inset%20image&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Loom’s technology turns selfies into personalized 3D avatars by applying machine learning to automate human face visualization. It uses public APIs and VFX to create life-like visualizations which can then be animated and used for a range of applications. Video embedded above shows how an avatar generated from a single inset image (in these cases of celebrities such as <a href="https://youtu.be/M_Hn1SbcNrY">Will Smith</a> and <a href="https://youtu.be/uXaWgKLlSj8">Angelina Jolie</a>) can look remarkably life-like and expressive.</p>
<p>These are the same types of techniques used in films such as <em>The Avengers</em> to transpose mark Ruffalo’s perceptually salient features onto his version of the Hulk, but using machine learning allowed the company to take what has traditionally been an extremely long, complicated and expensive process into something that’s now available to everyone.</p>
<blockquote><p>“The magic is in bringing the avatars to life and making an emotional connection,” explains Loom CEO Mahesh Ramasubramanian. “Using facial musculature rigs powered by robust image analysis software, our partners can create personalized 3D animated experiences with the same visual fidelity seen in feature films, all from a single image.”</p></blockquote>
<p>Loom counts Jeremy Bailenson  – plus <em>Halo</em> creator Alex Seropian  – among its advisors, and has an otherwise impressive pedigree, with a founding team that includes visual effects and animation veterans from LucasFilm and DreamWorks. Ramasubramanian worked on films such as <i>Shrek</i>, while CTO Kiran Bhat was R&amp;D facial lead on <i>The Avengers</i> and <i>Pirates of the Caribbean</i>.</p>
<hr /><p><em>These are the same types of techniques used in films such as The Avengers </em><br /><a href='https://x.com/intent/tweet?url=https%3A%2F%2Ftechtrends.tech%2F%3Fp%3D2571&#038;text=These%20are%20the%20same%20types%20of%20techniques%20used%20in%20films%20such%20as%20The%20Avengers%20&#038;via=techtrends_tech&#038;related=techtrends_tech' target='_blank' rel="noopener noreferrer" >Share on X</a><br /><hr />
<p>Loom.ai just announced today that it raised a $1.35M seed round from a range of investors including Y Combinator and Greg Castle from <a href="https://uploadvr.com/greg-castle-investment-fund/">Anorak Ventures</a>, who was a seed investor in Oculus.</p>
<blockquote><p>“Easily getting your likeness into the digital world has widespread applications,” says Castle. “The impact of experiences is significantly increased when you can visualize yourself in a game, simulation, communication environment or advertisement.”</p></blockquote>
<p>Bailenson believes this approach will revolutionize how avatars are made, bringing a greater sense of copresence to virtual and augmented reality by giving us avatars that are lifelike and can be both animated and stylizized.</p>
<blockquote><p>“This is important because social VR is likely to be the home run application in VR,” he explains. “And that all starts with building avatars that look and behave like their owners.”</p></blockquote>
<p><a href="https://uploadvr.com/avatars-morph3d-loomai-itsme/">Article originally published on UploadVR</a></p>
<blockquote class="twitter-tweet" data-lang="en">
<p dir="ltr" lang="en">These 3 companies are working to give us better bodies in VR. via <a href="https://twitter.com/alicebonasio">@alicebonasio</a> <a href="https://twitter.com/hashtag/VR?src=hash">#VR</a> <a href="https://t.co/cWaoofyYEU">https://t.co/cWaoofyYEU</a> <a href="https://t.co/eL7YoCXw7K">pic.twitter.com/eL7YoCXw7K</a></p>
<p>— Upload (@UploadVR) <a href="https://twitter.com/UploadVR/status/808720055315861504">December 13, 2016</a></p></blockquote>
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<p><strong><i>For companies looking to get into VR/AR/MR our </i></strong><a href="http://alicebonasio.com/vr-consultancy/"><em><b><span style="color: blue;">Virtual Reality Consultancy services</span></b></em></a><strong><i> offer guidance on how these technologies can enhance and support your brand strategy.</i></strong></p>
<blockquote><p><em>Alice Bonasio is a </em><a href="http://techtrends.tech/vr-consultancy/"><i>VR Consultant</i></a><em> and Tech Trends’ Editor in Chief. She also regularly writes for Fast Company, Ars Technica, Quartz, Wired and others. </em><a href="https://www.linkedin.com/in/alicebonasio/"><i>Connect with her on LinkedIn</i></a><em> and follow </em><a href="https://twitter.com/alicebonasio"><i>@alicebonasio</i></a><em> and </em><a href="https://twitter.com/techtrends_tech">@techtrends_tech</a><em> on Twitter. </em></p></blockquote>
<p>The post <a href="https://techtrends.tech/tech-trends/what-does-the-future-of-avatars-look-like/">What does the Future of Avatars Look Like?</a> appeared first on <a href="https://techtrends.tech">Tech Trends</a>.</p>
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