Category : Software

The advertising and augmented reality

Consumer Society, which was formed in the late twentieth century, has both advantages and disadvantages. Its advantage consists in providing a great number of new jobs (at least before production robotics), rich, thriving economy and a huge variety of different products and services. On the other hand, it is a large number of unnecessary goods, additional financial loading on the middle and lower classes of society and, among other things, the active development of advertising technologies, including their most aggressive forms.

The story of Henry Kuttner, one of the classics of the American school of fantastic fiction, tells us about difficulties the society may face in the further development of advertising. In his work “Year Day” (1953) describes the world in which advertising has the incredible pressure on people. Using new technologies advertising content is projected in the streets, on the premises, even in private hoses. Thus, “… pushing, driving, the hypnotic whirl of colors, superadvertising planned by the best psychologists on earth, twisting everybody’s arm to squeeze out of them their last cent because there wasn’t enough dough to go around any more”. The stream does not weaken for a second, and the only way to protect you from this pressure is the expensive advertising blocker.

In 1953 the Kuttner’s world looked too grotesque and obviously sick – how can such inexcusable invasion of privacy exist? Why was such practice not legally prohibited? And is it possible to live normally under such pressure? But today we see nearly the same thing on the Internet. You can experience it every time you try to find a cross on the screen popped up in the middle of an advertising banner. And what if you look forward a little? Today, many companies are working on the widespread introduction of the augmented reality goggles. It is a remarkable technology that should be very helpful, both at work and in everyday life. It provides great opportunities for placement of advertising content virtually everywhere!

The recently released video clip of Keiichi Matsuda, «HIPER-REALITY» allows you to see how the world might look like, in which a person will be continuously connected to the augmented reality.

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VR: the influence on the real world in terms of safety

At the beginning of our series, we have already touched upon the problem of cyber-security, the potential threat against the real world from the virtual one. In movies and literature, the stories about hackers who can easily hack into any database, military, and corporate systems are popular. But are they really dangerous in fact?

Charles Miller, one of the most famous cyber-security experts, worked at the National Security Agency (NSA). He was the author of the report, “How to create the cyber army and attack the United States” presented in NATO Cyber Security Center. In fact, it was a possible scenario in which it would be possible to successfully paralyze all network components of the state’s economy, to get a virtually unlimited access to information and to create huge losses to the enemy.

In this scheme, it was planned to establish 9 working groups with their own, clearly set goals: experts on vulnerabilities (search for safety system defects and software vulnerabilities of the enemy); exploit developers (creating programs that use vulnerabilities to provide access to the system); collectors of bots (infection of third-party computer for future use); support of botnets (support of communication with the third-party infected computer); agents (a group of people coming to work in the key institutions that get an access to the internal network of the enemy); operators (internal system penetration using agents); developers (creation of infected computers remote control means ); testers (testing of efficiency and reliability of equipment and software); administrative and technical staff.

There is no need to go into technical details. The Miller’s plan provides a long, about 2 years training, after which the attack is made. The attack results are:

  • Malfunctioning of the of civil and military services management systems;
  • Complete blackout or power supply failure;
  • Chaos in the systems of control of air and rail transport;
  • Cellular communication is disabled or running with considerable interruptions;
  • The Internet does not work;
  • Faulty transmission of financial data (bank transfers, electronic payments, and so on.);
  • The country is paralyzed.

To attack:

  • The European Union you need 750 people, and $ 112 million;
  • The United States, you need 592 people and $ 98 million;
  • The Russian Federation, you need 517 people and $ 86 million.
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VR in games: Quantic Dream studio experience

David Cage – the head of games development studio Quantic Dream the scriptwriter and director of such projects as “Fahrenheit” (2005) and “Heavy Rain” (2010). This role is rather unusual for game developer as such phrase is more common for film titers or playbill.
In general, these two games are the complete interactive films where the right of choice is given to spectator, defining the character actions. The genre of these two works can be seen as drama and psychological thriller, sowing the elements of mystery, if not to go deep into details.
Several characters tell the story. Each of them plays key part in the story and the actions of each might change the story further development. The characters interact to each other with the help of joystick and gyroscope. It allows the character’s and gamer’s interaction options’ enlargement. The gamer should simulate on joystick the actions performed by the character. For example, in order to close the window in “Fahrenheit” game, you need to move joystick up and down and even horizontally, in order to make simple action, – brush one’s teeth – in “Heavy rain”.
It goes about too unimportant details, at first sight. But the moment when the gamer makes the same things as his virtual character he`s interacting with the virtual world not by a mouse click but by making the same efforts for the performance of simple and not very simple operations – the person comes to a totally new level of association with its virtual prototype.
At the same time, it is worth remembering that is goes more about interactive film than a video game. While the story goes, the gamer runs into difficult choice or extreme situation. The scriptwriters, artists, sound creators skillfully manipulate the gamer, by causing excitement or joy, fear, anxiety or even panics. It is very hard to perceive such works as video game only. It is more like the birth of totally new type of entertainment, allowing direct interaction with the story. The most important things are that it goes about one of virtual reality stages development and the modes of plunging into it.

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