• Activ Right Brain
  • About Dean
  • Designing The Future
  • Speaker
  • Keynotes
  • Blog
  • Art
  • Contact

activrightbrain

  • Activ Right Brain
  • About Dean
  • Designing The Future
  • Speaker
  • Keynotes
  • Blog
  • Art
  • Contact

Now Listen Up

The next big revolution is gathering pace. No, not Virtual Reality – that’s the current revolution, the next battle for digital supremacy will take place in your ears. Say hello to Hearables.

OK, I admit I could have written about this last year, before everyone else, got in with the scoop and taken all the glory for shouting about the next digital platform. I chose not to because everyone wants me to have an opinion on VR. That’s no bad thing, with #StereocastVR about to launch and enough virtual reality projects to last us years at Brandwidth, but I’ve been speaking about IoT, Connected Cities, Wearables, FashTech, Movie Innovation, Retail and much more at events around the world. I’ll just stop briefly to add Hearables to that list…

I’m not going to review the current contenders, you can find that elsewhere but I will comment on the potential for this platform. I’ve just spent the last week in San Francisco, Sunnyvale, Cupertino and Santa Clara and you can count on all the big players to join in with this audio revolution.

Hearables aren’t really standalone items (much like headphones are pretty useless without an input device), they offer an information layer on top of existing apps and operating systems. Push notifications, emails, Tweets and text messages read aloud and sat nav directions straight into your head. Hearables could allow you to leapfrog an entire platform, making smartwatches irrelevant and offering a more useful 1-2-1 voice communication with the smartphones in our pockets.

AI assistants such as Siri, Cortana and Google Now will make this process as seamless and friendly as possible, if we can all get over the social stigma of seemingly shouting at ourselves in public. This was never a good look for estate agents and city traders in the era of bluetooth headsets. Swipe gestures and heart rate monitors are likely to add extra hardware value but software is the main driving force.

I have a confession to make, I don’t like wearing headphones. This means adopting Hearables is a bigger leap for me than anyone already happy to plug themselves in on a daily basis. A smartwatch was an easier step as I’ve aways worn a ‘regular’ wristwatch – it’s just a shame most are crap at being watches.

I was one of the first to test a set of Here headphones and I was keen to realise their potential. Accurate audio selection, digital filtering and app control - sounds good, right? Actually I switched on the oversized in-ear wireless devices, pushed them in, blocking out all audio, then dialled up various preset filters via the app. The novelty of slightly quieter street or office noise or reverb added to voices or music wore off very quickly for me and I was relieved to remove the devices. It certainly made me appreciate ‘real’ sound, using my own ears rather than a bionic pair.

If you fancy a genuine glimpse into the future, put your money down for a pair of Pilot Hearables - a Smart Earpiece Language Translator on Indiegogo. They will translate a selection of languages live in-ear, fulfilling your secret agent fantasy, or just making you the ultimate global traveller - for business or pleasure. Now that will be genuinely useful, when they launch next year… probably.

With the growing popularity of VR and AR headsets, headphones are more useful than ever when attempting to add 3D audio to the 3D imaging. Unfortunately, we face a real problem when demonstrating the tech. It’s hard enough knowing what someone is viewing in a VR demo - try it with headphones, especially in-ear. Who wants to share someone else’s ear wax? 

You want my advice? Forget early adoption as the current crop of Hearables are expensive and attention is on features rather than audio quality. If you need new headphones right now, buy the best you can afford. If you don’t? Wait a little longer and the audio revolution will happen anyway.

tags: Hearables, wearables, wearable tech, headphones, earphones, Here, Pilot, AR, Augmented Reality, VR, Virtual Reality, Innovation, Stereocast, StereocastVR, #StereocastVR, audio
categories: Apps, Connected World, Gadget, Innovation, Wearable Technology
Monday 06.06.16
Posted by Dean Johnson
 

#CES2016: Social Shockwaves

Well, CES 2016 delivered what it always delivers. It was amazing, enlightening, exhilarating, mentally and physically exhausting in equal measures. I'm rejuvenated and broken at the same time.

Although I’ve mentioned VR and connectivity in previous posts, this year’s event wasn’t really about one thing in particular, and that’s because the overarching banner of ‘IoT’ covers a multitude of sins. When so much is connected, mobile devices, home appliances, wearable tech and cars are all spoken about in the same breath.

For me, this year was big for Twitter, Vine and Instagram again, so I’ve summarised the CES 2016 headlines via my own social channels. From wearable airbags to Zombie Smart Fridges, I still believe effective social broadcast is an art form. I’m never likely to resort to mere retweets or regurgitating a news feed. If you follow me, you get cutting edge insight, divisive opinion, original content and irreverence in equal measures.

And actual conversation.

Human Airbag

Connected Development

#CES2016 kicks off with #FaradayFuture's #ConnectedCar, #IoT & #AI: Connected Development https://t.co/SupFUDyZwD pic.twitter.com/3CmTAMlnBW

— Dean Johnson (@activrightbrain) January 5, 2016

Zombie Smart Fridge

#CES2016 Breaking: Samsung announces #WalkingDead Limited Edition of its #SmartFridge. Keep that Walker fed! #IoT pic.twitter.com/kKWOiCpo75

— Dean Johnson (@activrightbrain) January 5, 2016

The Year of VR. Again

#CES2016: The Year of VR. Again https://t.co/jk9W48tUg7 #VR #VirtualReality #AR #WearableTech #OculusRift #SonyCES pic.twitter.com/lMrlBSmW5L

— Dean Johnson (@activrightbrain) January 6, 2016

Hoverboard Meetings

This > All meetings at #CES2016 pic.twitter.com/r1PmYroNRD

— Dean Johnson (@activrightbrain) January 6, 2016

Pimp my 7 Series

Loved my @BMWUSA #7Series ride to #CES2016 this morning. Just wish it could take me everywhere! #BMWCES2016 pic.twitter.com/1rrWMdQ7e5

— Dean Johnson (@activrightbrain) January 7, 2016

Spyderman

The @BMWUSA #7Series was stunning but the #BMWi8 #Spyder was a work of art! #CES2016 #BMWCES2016 @BMWiUSA pic.twitter.com/cfpewGiFx7

— Dean Johnson (@activrightbrain) January 7, 2016

The Future’s Bright, The Future’s Faraday Future

Speaking of stunning #CES2016 cars, #FaradayFuture #FFZERO1 is one of those... @FaradayFuture @CES pic.twitter.com/VnIjhE4pkq

— Dean Johnson (@activrightbrain) January 7, 2016

Walking the Light Fantastic – Orphe shoes

The full visual journey is covered on my Instagram feed.

tags: CES, CES 2016, CES16, Las Vegas, tech, gadgets, airbag, wearable, wearbles, wearable tech, In and Motion, wearable airbag, Faraday Future, Connected Car, concept car, IoT, AI, Samsung, SmartFridge, Smart Fridge, Samsung SmartFridge, Samsung Smart Fridge, Zombie SmartFridge, Zombie, Zombies, Walking Dead, The Walking Dead, VR, Virtual Reality, Sony Playstation VR, Playstation VR, Hoverboard, BMW, BMW 7 Series, 7 Series, New 7 Series, BMW i8, BMW i8 Spyder, i8, i8 Spyder, EV, hybrid, Orphe, Orphe shoes
categories: Apps, Automotive, cars, Conference, Connected World, Design, Futurology, Gadget, Innovation, Mobile technology, Social, Virtual Reality, Wearable Technology
Monday 01.11.16
Posted by Dean Johnson
 

#CES2016: The Year of VR. Again

In 2015, CES headlines were all about ‘The Year of Virtual Reality’ with many of the big (and small) names turning up to the annual Vegas tech pilgrimage touting consumer-ready VR headsets. Only Samsung delivered on the promise, so what happened to the rest?

Oculus held a press conference just before G3 to reveal their final Rift, Sony changed the name of their Morpheus headset to Playstation VR (or PSVR) and HTC postponed their 2015 Vive launch because they’d made a ‘major’ breakthrough. Good on HTC for holding on for a better product, because it’s well worth the wait, the Vive Pre is stunning. The Void broke ground on their first VR theme park in Utah and it’s mightily impressive, but won’t open until later this year.

I’ll also have my hands and eyes on the latest Sulon Cortex this week – but more on that when I’m allowed to tell you…

So here we are again with the usual question being asked “what’s big at CES?” Thanks to the Rift pre-order floodgates opening today, Oculus has ensured It’s VR. Again.

CES has also brought us a raft of 360º cameras (although not all ‘proper’ stereoscopic VR) including the Vuse, the Allie, Nikon’s new KeyMission 360 and Samsung’s Project Beyond. Again.

If we ever have a conversation about Virtual Reality, you’ll soon discover my views cover the extremes and there’s no fence-sitting. I love and will enthuse about the platform’s incredible potential yet have a rather negative view of some of the industry leaders, because some aren’t leading in the right direction and many aren’t pushing hard enough.

Having produced 360º videos for years doesn’t make you a marketing expert. Building great games doesn’t mean you’ll produce stunning VR experiences. The new frontier of VR studio production requires a diverse skill set and a unique understanding of how your audience will view and react to your content, not just how they’ll discover it.

If you stumble upon anyone carving themselves out a career as a VR movie mogul and they’re telling you THE future of film is VR, they’re doing more harm than good. It’s A future and a damn exciting one but claiming all films will one day be viewed in a VR headset with full 360º immersion is naive at best, chronically damaging at worst.

Think of all the movie classics that just don’t need enhancement. They’ve been brilliantly acted, superbly scripted and skilfully edited and that requirement should never go away because the film industry is a wonderful machine. Full VR would not only be cost-prohibitive but damaging to the backbone of the industry – focused storytelling.

No, I haven’t gone all retro on you, I’m not rebelling against the new Virtual world. We need to add value to really make the good stuff great. If everything is VR then it becomes white noise and loses its impact, much the same as the misplaced marketing prerogative of turning every website into an app – that just gives fuel to those that still think the app is dead.

VR is at its most powerful when pushing boundaries, offering the chance to experience the unexperienceable (that’s a word, right?)

Take the storming of Omaha beach in Saving Private Ryan, the Jakku Millennium Falcon chase from The Force Awakens or the thick of the boxing action in Southpaw, Raging Bull or Rocky 27. VR will live or die on its financial relevance to studios. It’s unrealistic to shoot an entire blockbuster but a D-Day beach scene or a single round of boxing become invaluable marketing tools for a cinematic release and an essential added extra for the digital home download. Add episodic storytelling then suddenly you’ve tapped into the micro-payment and subscription models contemporary audiences are comfortable with.

In the same way that we went through a phase with visionary publishers claiming all future books would be interactive, we’re already facing the same issue with VR. Yes, some books obviously benefit from the bells and whistles (Brandwidth’s Doctor Who Encyclopaedia and The Doors apps or our Maleficent and Saving Mr Banks iBooks are perfect examples) but for many, the reading experience needs to be just that – words and images, digested in much the same way they always were, for the same cost. But certain properties deserve more. I received an email last week via the CES Press Portal claiming the ‘real’ sex industry will always be better than ‘holographic 3D porn and teledildonics’. That may well be true, but the VR porn industry will still be huge!

To say VR is the headline act at CES is a little misleading, there’s AR too. Augmented Reality has the potential to hit an even larger demographic than the Virtual variety, simply because the audience doesn’t need to shut itself off from the outside world. The main reason I’m more excited about VR is we’ve had AR on our phones and tablets for years – even desktop PCs and laptops equipped with a camera have been able to display augmented content.

New headsets such as Microsoft’s Hololens have reignited the augmented conversation (and investment frenzy) and Google’s second attempt at Glass appears to be just around the corner, even though this isn’t actually AR but an info overlay within a single screen. Impressive tech nonetheless, but not what we’re talking about here.

If you’re losing patience waiting for the new hardware to turn up and you want to see AR 2.0 in action, grab an ODG headset – it works and has had years of development time and budget. If it’s good enough for NASA and the US ‘three letter agencies’, then it’s certainly robust enough for consumers.

2015 may not have delivered VR and AR as promised, but the potential for 2016 has never looked more real.

tags: VR, Virtual Reality, AR, Augmented Reality, Oculus Rift, Rift, Oculus, HTC Vive, Sony Playstation VR, Playstation VR, PlaystationVR, PSVR, Samsung GearVR, GearVR, Gear VR, wearable tech, wearables, CES, CES 2016, #CES2016, Vegas, Las Vegas, Microsoft HoloLens, HoloLens, ODG, Vive Pre, HTC Vive Pre
categories: Apps, Conference, Gadget, Innovation, Mobile technology, Television, Virtual Reality, Wearable Technology
Wednesday 01.06.16
Posted by Dean Johnson
Comments: 1
 

Lost in The Void

Virtual Reality 2.0 has come a long long way in the last two years. Each time we discover a VR experience to amaze and engage, the industry finds a new way to raise the bar. This week I was at The Void in Utah, where the bar has been raised to the stratosphere.

VR can be measured in incremental experience. What that really means is we start with Google cardboard, progress to quality phone units like the Zeiss VR One, add substance with the Samsung/Oculus GearVR then hit the big time with Sony’s Morpheus, HTC’s Vive and the biggest player – Oculus Rift.

The last three have yet to hit high streets but when they do, these headsets will offer something the others don’t – real-world movement. The original Rift allowed us to look around 360º from a fixed point. The second generation added the ability to lean in and this brought a new awareness of presence.

Although Sony’s Morpheus sticks with the lean-in approach, both the Vive and Rift allow the wearer to stand up and walk around, and the difference is breathtaking. Once you realise you can move naturally within a virtual environment, your brain stops playing by the rules and you believe you’re actually where the visuals say you are.

So that’s the ultimate VR experience then? For now, it’s the best you can expect in a home or office. But there’s more, oh so much more. It’s time to enter The Void.

I’ve just spent a day in a small town called Linden, less than an hour from Salt Lake City. This is home to The Void – the world’s first Virtual Reality theme park.

Brainchild of CEO Ken Bretschneider, James Jensen and Curtis Hickman, The Void demonstrates the advantage of mixing virtual and physical environments. Not in the way Augmented Reality headsets or the hybrid Sulon Cortex do, this is full VR with enhanced tactile environments.

These environments are given substance by walled corridors, alien pods, blasts of air and heat and motorised monoliths.

This 4D experience has an incredible effect but when combined with The Void’s wireless headsets, physical weapons and props, the results are nothing short of transformational, especially when you're sharing the same space with multiple players. I felt as if I’d been beamed onto the Holodeck of the Enterprise or the far reaches of Mordor.

Bretschneider and his talented team of designers, developers and engineers have big plans (including continuous development of their own hardware) but the first public opening of The Void is scheduled for late 2016 in Utah, with additional ‘Virtual Entertainment Centres’ rolling out to other locations over the following 12 months.

Content for these environments will invariably lean towards gaming but the scenarios are limitless. From fast and frantic shoot-em-ups to creepy spine-tingling horror, the opportunity exists to commandeer the senses like never before. Storytelling has never had it so good!

I can’t eulogise enough about how incredible The Void is. The simple act of touching a wall or sitting down on a rock in a virtual world is mind-blowing. I fought off hoards of giant spiders with a gun I could not only see in hi-res detail but feel and fire as if I were at the heart of a fire-fight. The next generation guns also feature recoil and pump action reload. I had high expectations before visiting Utah, but The Void delivered so much more.

Virtual Reality offers a creative platform like no other and we’re now seeing clear distinctions between the levels of experience on offer. The Void is the VR Premier League, but its halo effect helps to support development for the ‘lesser divisions’. The takeaway from a 4D adventure is a hunger for the next best thing in-home. Audiences will still love the VR on their phones, PCs and games consoles, but they’ll flock to the Virtual Entertainment Centres when they open. And they won’t be disappointed.

tags: The Void, VR, Virtual Reality, Utah, wearable tech, Wearables, Innovation
categories: Futurology, Gadget, Innovation, Virtual Reality, Wearable Technology
Thursday 09.10.15
Posted by Dean Johnson
 
Newer / Older

Designing the Future