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  1. #1
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    Google Cardboard

    O Google Cardboard é um "óculos VR" de baixo custo desenvolvido pelo Google. Ele é feito com duas lentes, papelão, um elástico e dois ímãs. Dai basta baixar um app VR, encaixar o celular no Cardboard e pronto. O projeto pode ser impresso e construído diretamente do site oficial: https://www.google.com/get/cardboard/



    Essa foi a minha primeira experiência com VR. Pessoalmente fiquei um pouco com dor de cabeça mas mesmo assim é uma experiência interessantíssima. Mandei entregar no trabalho e testei no meu Galaxy Note 3. Dois amigos também baixaram apps VR para testarmos e no Galaxy S5 funcionou perfeito, mas no Note 4 ele meio que não cabe (Note 4 é grande demais).

    Testei os seguintes apps:

    . Roller Coaster VR - Esse foi o mais legal. É um simulador de montanha russa. Foi o favorito de todo mundo que mostrei.

    . Mercedes - Esse também é maneiro. Trata-se de vídeos de pilotos dirigindo carros da Mercedes em uma pista de corrida. São dois vídeos: em um, você é o passageiro e no outro você está no banco do motorista. Como é vídeo, é bem impressionante.

    . Lanterns - Esse é bem mais ou menos. Esse app põe você dentro de um barquinho no meio de um lago, cheio daquelas lanternas chinesas. Achei meio mal feito mas vale a experiência.

    . Sisters - Terror. Legalzinho. Não vou falar mais nada pra não fazer spoilers.

    . Chair in a Room - Suspense - MUITO bom e realista.

    Basicamente quem quiser começar a brincar com esses apps (tem jogos também) deve baixar o app Google Cardboard. Esse app em si já tem alguns demos maneirinhos (meu favorito foi Windy Day) e ele centraliza todos os apps instalados da sessão Cardboard do Google Play.

    Em suma... Achei um brinquedinho maneiro, paguei 50 reais nele. Claro que isso não é um concorrente pro Oculus Rift ou Project Morpheus, mas o Google mostrou que é possível ter uma experiência decente de VR com custo baixíssimo e certamente eles fizeram isso para fomentar o desenvolvimento de mais e mais apps.

    Depois de um tempo, pedi no Aliexpress esse "Google Cardboard de plástico" chamado iBlue:



    Ele é bem mais confortável porque tem espumas por dentro, as lentes são ajustáveis e ele tem um headstrap. Meu Note 3 cabe dentro dele com folga. Testei com o Note 4 de um amigo e coube também mas ficou no limite.

    Fiquei feliz com a compra, ainda mais por oito dólares. A única coisa que ele não tem é o ímã do Google Cardboard então meio que só serve para ver animações mesmo (não tem como controlar).

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  3. #2
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    Street View! Ai sim!!!

    Google releases improved Cardboard SDK and adds Street View

    18 Hours Ago



    Google announced today that its Cardboard VR app is now available in 100 countries for both iOS and Android. The company also stated that the app's software development kit has been improved. According to the Google Developer's Blog, the new SDK now features better drift control thanks to "a major overhaul of the sensor fusion algorithms that integrate the signals from the gyroscope and accelerometer." This should diminish the amount of "drift" wherein the displayed images continue to move even after your head has stopped turning.



    The SDK is also now compatible with the Unity programming language which enables the app to work with both Metal rendering on iOS as well as Android's multi-threaded rendering system. Most exciting, however, is the news that Cardboard now works with Street View. Users can now immersively explore most anywhere in the world simply by sliding on a Cardboard-compatible headset.

    Fonte: Google Developers Blog

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    Achei bem bacana; paguei 30 e poucos com frete por um Cardboard já montado no ML.

    Instalei alguns app; gostei da maioria. Mas estava mesmo interessado em material 3D 360° ou pelo menos 180°

    Alguém indica algo legal? Até mesmo os XXX tá valendo ehoahoeahoeahoaeo

    Achei um site interessante, pena ser pago; virtual real por(n) ponto com; se tivesse como acessar ou obter o material ia ser top

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    Não dá dor de cabeça ou enjôo isso ae?

    Quais os requisitos minimos do celular para ficar aceitável? (resolução, etc)

    Tenho curiosidade mas não me dei o trabalho de verificar por mim mesmo ainda.

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    Queria fazer um em casa, será que dá pra usar lente de vendedor ambulante?

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    Procura no youtube o Iberê do Manual do Mundo ensinando a fazer o Cardboard; responderão todas as suas perguntas.

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    Citação Citando bywilltof Ver mensagem
    Procura no youtube o Iberê do Manual do Mundo ensinando a fazer o Cardboard; responderão todas as suas perguntas.
    Comprei 1

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    Vale a pena comprar pra experimentar.

    Claro que não é um Oculus Rift, mas pessoas como eu, que nunca tinham tido a experiência de VR, valeu muito a pena.

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    Variety: Google Play kills VR apps with 'cardboard' in their names

    October 16th 2015 At 4:14am


    Google Play has jettisoned a handful of VR apps that use the word "cardboard" in their names, according to Variety. Some of the affected applications are Cardboard VNC, Cardboard Catapult and Cardboard Theater. VNC's developer plans to rename it to "VNC Client for Cardboard," while Theater's maker has already changed his to "VR Theater for Cardboard." While they still contain the word, the new names make it clearer that they're apps intended for use with Mountain View's inexpensive VR viewer.

    The original Google Cardboard was launched during the company's I/O event in 2014. It's open source and anybody can make their own version, which is why Mountain View started the "Works with Cardboard" program earlier this year. The project ensures VR apps are optimized for each specific viewer. Google introduced a larger version back in May, and the DIY headset now also works with Street View. We reached out to Google to clarify why those apps were removed from the Play Store, and we'll update you once we hear back.

    Fonte: Engadget

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    Chegou... Bem ruim a experiência, pensei que iria me impressionar

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    The New York Times VR app took me inside the news



    I'm standing in the center of a rubble-filled classroom. The floor is ankle deep in books with overturned desks jutting up like volcanic islands in a sea of literature. At the chalkboard, a young boy is writing something. It's difficult to see what he's writing on the one item that establishes that kids used to learn in this room. I do know that the boy's name is Oleg and he's one of three child subjects of the New York Times' VR app (NYT VR) lead story, The Displaced. He starts telling me his story and I'm spinning trying to take in the virtual environment the publication has dropped me in. Everything is fuzzy at first while I adjust my iPhone in the Google Cardboard headset. Then after a few adjustments, everything lines up. It's not crystal clear, but the story starts to unfold without the technology getting too much in the way. That should be the end game for The New York Times. Tell stories without the tech getting in the way. The app is a good -- yet gimmicky -- start, but it'll need more adjustments to bring it into focus and really change the way we get our news.

    The Oculus Rift announcement at CES in 2012 ushered in a new era of VR. The technology that stalled in the 90s was finally able to deliver on the Lawnmower Man promise of a truly immersive alternate reality. Since then game makers, journalists, developers, even Facebook (which purchased Oculus in 2014 for $2 billion) have been trying to figure out how to get this technology on our faces. The New York Times app is just the latest attempt and while my first inclination is to label it a simple gimmick, it has the potential to change how we learn about the world.

    It won't replace text, photos or even video. The types of articles that would work in virtual reality are extremely limited. You're not going to see breaking news appear within the app (at least not yet). Journalists will not be running around with multi-angle camera rigs at the ready when they are dispatched to events. Instead, expect short narrative pieces like The Displaced, the tale of three children living with the aftermath of war and persecution. It can be a powerful story telling mechanism, but it's not perfect and because of that most people will use it once then forget about it.



    The app requires a VR headset like Google's Cardboard, which the publication is giving to all of its subscribers either bundled with the paper or via coupon. But even with that and a smartphone (Android or iPhone) the experience can be sub par. Getting everything aligned can be frustrating. The 15 to 30 seconds needed to make the video look good was time I wasn't paying attention to the unfolding narrative. The text (a major part of the video experience) is difficult to read. It also only appears in certain areas of the video. I'm spinning in circles trying to find the subtitles during The Displaced. It's even more confusing when some of the dialog hasn't been translated. Instead of surveying the environment, I'm turning my head this way and that trying to find words.

    When the text isn't there, the story is driven by audio and images (once I got it in focus) and is more powerful than I expected. The village in the South Sudan swamp and the food being airdropped into that area were particularly moving. The aircraft flying overhead added a sense of immersion that you can only get in VR. I had to look up to see the plane as it unloaded its humanitarian cargo and watched it fall to the ground with a series of thuds. But it's more than the main action that makes the app and how it presents the news important, it's the periphery. It's showing what you wouldn't normally see.

    After the food bags hit the ground, groups rush out to claim their nourishment. It's easy to see how a single photo or video shot could manipulate the viewer's perspective of what's going on. Image framing could show a large group of people with only a few care packages available. Framed another way, the image could convey a story where a few people receive a large amount of aid. With VR, you see the whole experience. It's much more difficult to hide or manipulate what's happening within the scene.



    That doesn't mean a journalist's bias won't influence camera placement. But it gives the viewer more control over what they are seeing. There's a lot of potential here. Even when you hand millions of subscribers a headset and offer an app that makes story telling more immersive it doesn't mean they'll get on board. And when they try it out, there are only two stories in the app -- there are also two ads. They have to pay for all that technology somehow. If you want something to thrive it needs to be nourished and after seeing The Displaced and the less intriguing Walking New York, converts are going to want more. If they don't get it, they'll put the app and Cardboard aside and forget about them.

    The NYT needs to keep pumping these stories out to keep people enticed. It won't be easy.



    Creating this content adds an entirely new workflow to publications. That's additional funds being put into a technology that may or may not add eyes to the main site. It's funds that might have to come from somewhere in the editorial budget. While people keep insisting VR is the future, the average person might not be excited about watching a video with something strapped to their head.

  13. #12
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    Hahahahaha agora quero conteúdo de shows em VR!!!! Vai ser foda demais!!!

    YouTube rolls out support for VR video

    November 5th 2015 At 12:52pm



    Google CEO Sundar Pichai took to Twitter Thursday to announce that YouTube now supports VR video. The site already offers 360 degree video but has now officially added Cardboard support as well. Compatible videos will now display a Cardboard icon at the watch page menu.

  14. #13
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    Google investindo pesado nessa porra... Doutrinando pobres crianças a virarem programadores de VR no futuro.

    Google's VR for students comes to more cities and countries

    13 Hours Ago



    Google's virtual reality education efforts may have only just begun this fall, but they're about to grow in a big, big way. The search giant is expanding its Expeditions Pioneer Program to schools in 12 US cities (including Las Vegas, New Orleans and Portland) as well as three in Canada, Denmark and Singapore. Each school will get a kit with everything it needs to take students on VR field trips, including ASUS smartphones as well as either Google Cardboard or View-Master's device. The project is still far from ubiquitous, but it's big enough to make us a little jealous -- where were these kinds of virtual adventures when we were kids?

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    Google's made several 'Star Wars' VR experiences for Cardboard

    1 Hour Ago



    Turns out there's more to Google's collaboration with Disney for the upcoming Star Wars flick. In addition to dressing up your Google services to represent the side you choose (Light Side or Dark Side, obviously), the two companies (along with Verizon) have developed a serialized virtual reality experience for the Cardboard viewer. The episodes, which were created by ILMxLAB (Lucasfilm's, Industrial Light & Magic's and Skywalker Sound's immersive entertainment laboratory), are directly connected to The Force Awakens. They can be accessed through the Star Wars app for Android and iOS, though you'll have to wait until December 2nd to be able to watch them. If you don't have a Cardboard yet, you can get one right now straight from the Big G. But in case you want to collect anything Episode VII, Google will also start selling four Star Wars-themed viewers on December 2nd in Verizon stores.

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    Boas notícias... De pouco em pouco vão melhorando uma coisa extremamente simples e acessível.

    Google's developing spatial audio for Cardboard

    A new SDK will bring 3D audio to the budget VR device.

    16h ago

    Google's Cardboard division, which oversees development of the VR platform and its associated software, announced on Wednesday that it is updating the platform's SDK to allow developers to integrate "spatial audio" into their apps. Spatial audio -- aka 3D or binaural audio -- is designed to shift between channels depending on the user's head position to create more immersive audio. Cardboard's new SDK will not only allow devs to determine the relative position of sounds but also emulate their material and size -- all while doing so on a smartphone's CPU.

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    Edit: postei a notícia acima duas vezes. Se a moderação puder matar esse post eu agradeço.
    Última edição por ragecom : 14-01-2016 às 11:54

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    to quase pegando esse aki...



    achei o acabamento legal.


    to catando na net um jeito de fazer funcionar um display de galaxy note 3 ou 4, mais ta dificil, nem quero sensores de moviemto nao...
    Última edição por andrepmrj : 22-01-2016 às 21:15

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    Citação Citando andrepmrj Ver mensagem
    to catando na net um jeito de fazer funcionar um display de galaxy note 3 ou 4, mais ta dificil, nem quero sensores de moviemto nao...
    O meu é Note 3 e o iBlue encaixa ok. Cara, com "sensor de movimento" você está querendo dizer headtracking? Porra, sem headtracking não tem a menor graça, você não vai ter sensação de imersão nenhuma.

  20. #19
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    Google Cardboard attracted 5 million users since launch

    Users have downloaded 25 million apps, too.



    01.27.16 in Gadgetry

    Google Cardboard made its debut in June of 2014, and has been picking up steam ever since. Mountain View offered an official update on the usage stats today, though, showing just how popular the VR viewer really is. The company says 5 million Cardboard viewers have shipped to users in just over a year and a half. What's more, those folks installed 25 million apps that are compatible with the headset, including 10 million between October and December 2015.

    At around $20, Google Cardboard is a low-risk investment for folks who want to join the VR craze without spending a few hundred dollars. Of course, the popularity of Cardboard got a boost from Star Wars-branded versions and the arrival of a New York Times news app. There was also a revamped version that debuted at I/O 2015 last summer. The device is also popular in classrooms, allowing students to take virtual field trips to over 150 locations around the world through Google's Expeditions project.

    Google says there's more on the way in terms of mobile VR, and perhaps that means more robust hardware. Former Vine chief Jeff Toff left Twitter to join Google's VR efforts and a recent job listing points to new product development. While it'll likely take a while before we see those devices, you can bet the company will have some VR-related news at its events throughout 2016.

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