Category Archives: Games

MACHINE LEARNING AND IT’S BLISS ON NETFLIX

Reading Time: 4 minutes

INTRODUCTION:

As the world’s leading Internet television network with over 160 million members in over 190 countries, our members enjoy hundreds of millions of hours of content per day, including original series, documentaries and feature films. Of course, all our all-time favourites are right on our hands, and that is where machine learning has taken it’s berth on the podium. This is where we will dive into Machine Learning.

MONEY HEIST(2017)

Machine learning impacts many exciting areas throughout our company. Historically, personalization has been the most well-known area, where machine learning powers our recommendation algorithms. We’re also using machine learning to help shape our catalogue of movies and TV shows by learning characteristics that make content successful. Machine Learning also enables us by giving the freedom to optimize video and audio encoding, adaptive bitrate selection, and our in-house Content Delivery Network.

I believe that using machine learning as a whole can open up a lot of perspectives in our lives, where we need to push forward the state-of-the-art. This means coming up with new ideas and testing them out, be it new models and algorithms or improvements to existing ones.

Operating a large-scale recommendation system is a complex undertaking: it requires high availability and throughput, involves many services and teams, and the environment of the recommender system changes every second. In this we will introduce RecSysOps a set of best practices and lessons that we learned while operating large-scale recommendation systems at Netflix. These practices helped us to keep our system healthy:

 1) reducing our firefighting time, 2) focusing on innovations and 3) building trust with our stakeholders.

RecSysOps has four key components: issue detection, issue prediction, issue diagnosis and issue resolution.

Within the four components of RecSysOps, issue detection is the most critical one because it triggers the rest of steps. Lacking a good issue detection setup is like driving a car with your eyes closed.

ALL YOUR FAVOURITE MOVIES AND TV SHOWS RIGHT HERE!

The very first step is to incorporate all the known best practices from related disciplines, as creating recommendation systems includes procedures like software engineering and machine learning, this includes all DevOps and MLOps practices such as unit testing, integration testing, continuous integration, checks on data volume and checks on model metrics.

The second step is to monitor the system end-to-end from your perspective. In a large-scale recommendation system there are many teams that often are involved and from the perspective of an ML team we have both upstream teams (who provide data) and downstream teams (who consume the model).

The third step for getting a comprehensive coverage is to understand your stakeholders’ concerns. The best way to increase the coverage of the issue detection component. In the context of our recommender systems, they have two major perspectives: our members and items.

Detecting production issues quickly is great but it is even better if we can predict those issues and fix them before they are in production. For example, proper cold-starting of an item (e.g. a new movie, show, or game) is important at Netflix because each item only launches once, just like Zara, after the demand is gone then a new product launches.

Once an issue is identified with either one of detection or prediction models, next phase is to find the root cause. The first step in this process is to reproduce the issue in isolation. The next step after reproducing the issue is to figure out if the issue is related to inputs of the ML model or the model itself. Once the root cause of an issue is identified, the next step is to fix the issue. This part is similar to typical software engineering: we can have a short-term hotfix or a long-term solution. Beyond fixing the issue another phase of issue resolution is improving RecSysOps itself. Finally, it is important to make RecSysOps as frictionless as possible. This makes the operations smooth and the system more reliable.

NETFLIX: A BLESSING IN DISGUISE

To conclude In this blog post I introduced RecSysOps with a set of best practices and lessons that we’ve learned at Netflix. I think these patterns are useful to consider for anyone operating a real-world recommendation system to keep it performing well and improve it over time. Overall, putting these aspects together has helped us significantly reduce issues, increased trust with our stakeholders, and allowed us to focus on innovation.

BY: SHANNUL H. MAWLONG

Sources: https://netflixtechblog.medium.com/recsysops-best-practices-for-operating-a-large-scale-recommender-system-95bbe195a841

https://research.netflix.com/research-area/machine-learning

References:

[1] Eric Breck, Shanqing Cai, Eric Nielsen, Michael Salib, and D. Sculley. 2017. The ML Test Score: A Rubric for ML Production Readiness and Technical Debt Reduction. In Proceedings of IEEE Big Data.Google Scholar

[2] Scott M Lundberg and Su-In Lee. 2017. A Unified Approach to Interpreting Model Predictions. In Advances in Neural Information Processing Systems 30, I. Guyon, U. V. Luxburg, S. Bengio, H. Wallach, R. Fergus, S. Vishwanathan, and R. Garnett(Eds.). Curran Associates, Inc., 4765–4774.

The Console War : Xbox Vs PlayStation

Reading Time: 4 minutes

Introduction

In the world of video games, there has always been a rivalry between console publishers. Nintendo, Sega, Microsoft and Sony, for example, have been in constant rivalry for a long time. These days, the talk is of a huge rivalry between Sony and Microsoft, but where does it come from? That’s what we’re going to find out in this article.

History :

The rivalry between Microsoft and Sony in the field of video game consoles is known as the “console war” between Xbox and PlayStation. This competition dates back to the 2000s and has played an important role in the video games industry. It all began with the release of the first PlayStation in 1994. This brand-new console emerged from nowhere between video game giants such as Nintendo and the NES or Sega’s Mega Drive. It was a runaway success for Sony, prompting new players to enter the market. In 2001, Microsoft launched the Xbox, marking its entry into the console war. Microsoft provided additional competition to Sony and Nintendo with its Xbox series of consoles. It wasn’t long before people started comparing Xbox and PlayStation and pitting them against each other, which led to the release of numerous consoles, including the PlayStation 2, PlayStation 3, PlayStation 4, PlayStation 5, Xbox, Xbox 360, Xbox One and Xbox Series X|S.

One of the most notable features of this rivalry is the battle for exclusive games. Each manufacturer strives to obtain games that are only available on their platform, with the aim of attracting gamers and building loyalty. It was this feature that really saw the emergence of a conflict between fans praising the games on their favorite consoles. This new war took place on several fronts, including

  1. Online services: Both companies have developed online services for their consoles, such as Microsoft’s Xbox Live and Sony’s PlayStation Network. These services allow gamers to play online, download games and content, and enjoy multimedia features. However, it is only possible to play with players who have the same service and therefore the same console. This has led to a huge divide between groups of gamers.
  2. Hardware power: The power and technical characteristics of the consoles have been a major point of comparison. Fans and experts often compare the processing power, graphics and performance of Xbox and PlayStation consoles.
  3. The ecosystem: Each manufacturer offers an ecosystem of products and services around its consoles. This includes mobile applications, game streaming services and integration with other devices, such as PCs and smartphones.
  4. The gaming community: The gaming community is also an important part of this rivalry. Xbox and PlayStation fans form committed groups, with strong preferences for their favorite brand.

Actually :

Today, the console war is over. The rivalry between the publishers is still there, but a certain hype has descended among the various fans. However, if we absolutely had to pick a winner, it’s the Japanese company Sony that emerges triumphant from this confrontation at the heart of the Golden Age of video games.  This admission was made directly by Microsoft, which even explained the reasons for its defeat: “Xbox has lost the console war and its rivals are well placed to continue dominating, particularly by taking advantage of exclusive content. The Xbox console has consistently ranked third behind PlayStation and Nintendo in terms of sales”.

To be sure, just look at the current rankings. According to data from VGChartz, PS5 sales reached more than 38 million units in 2023, outstripping Xbox Series sales by 15 million. Nintendo Switch, which was released in 2017, surpassed all other sales with over 125 million units sold. The US company recognizes that it has been squeezed out of the console market by its two competitors. To compensate, the major company is concentrating on marketing video games and its Xbox Game Pass subscription service, which recently increased its prices.

Microsoft explains in the document that after losing the console war, Xbox has adopted a different strategy to Sony [and Nintendo]. Xbox benefits more from game sales than console sales. In fact, Xbox subsidizes the purchase of hardware by gamers in the hope of making up for the revenue [lost] from the sale of games and accessories by selling its consoles at a loss.

Conclusion :

I personally grew up during this period. I remember the lively discussions I had as a child at school about who had the best console, the best games and the best controllers. Personally, I supported the Xbox team and I remember watching sales fall little by little, wondering if I was going to have to sell my console to continue playing online.

In my opinion, the war isn’t over yet. The fans are still there, the publishers still motivated and Xbox enraged with the purchase of numerous game studios such as the highly publicised Activision Blizzard, Bethesda known for Fallout, Mojang with Minecraft and Playground Games.

These acquisitions will enable Microsoft to create new exclusives and make up for lost time by relaunching this exciting battle !

sources :

  • Chat GPT

Living in the Metaverse: A Virtual Revolution

Reading Time: 5 minutes

Introduction to the Metaverse

In a world where technology is rapidly advancing, the metaverse is emerging as the next frontier. The metaverse is a digital universe, a collective virtual shared space, where people from all over the globe can interact, explore, work, and play. It’s an exciting concept that’s gaining attention for its potential to transform the way we live and connect.

The metaverse isn’t a new idea. It has deep roots in science fiction, with authors like Neal Stephenson and Ernest Cline envisioning immersive digital worlds. However, today’s metaverse is no longer just science fiction. It’s evolving from the virtual worlds of the past into a tangible digital reality. From early virtual communities like Second Life to the present-day developments, the concept has come a long way.

How it works

Key technologies are the building blocks of the metaverse. Virtual reality (VR), augmented reality (AR), blockchain, and artificial intelligence (AI) are the pillars that make the metaverse possible. VR and AR provide immersive experiences, while blockchain ensures security and trust, and AI powers intelligent interactions within this digital realm.The metaverse has an array of applications, making it incredibly versatile. It’s not just about gaming; it’s about reimagining how we work, learn, socialize, and entertain ourselves. Imagine attending virtual concerts, exploring historical sites in VR, or conducting business meetings from your own digital office.

Several companies are actively working to shape the metaverse. Meta, formerly known as Facebook, is a frontrunner with its ambitious plans to create a shared metaverse. Roblox, a user-generated gaming platform, has already taken significant strides in the metaverse realm, proving the potential for user-created content.

In the metaverse, your digital identity takes center stage. You can be whoever you want, create avatars that reflect your personality, and express yourself in new ways. However, this digital openness also raises questions about privacy and personal expression.The metaverse is not just about fun; it’s also a place for business. The digital economy within the metaverse is growing, with the rise of non-fungible tokens (NFTs) enabling virtual ownership and trade. It’s a fascinating intersection of the real and digital worlds. The metaverse is changing the way we interact socially. Virtual meetups, immersive events, and even dating are taking place within this digital realm. It’s an exciting new way to connect with people from around the world. The metaverse’s potential extends to education and work. It offers opportunities for remote work, virtual classrooms, and collaborative projects in an engaging digital environment.

Applications

The metaverse, a term coined to describe a vast digital universe where reality and imagination seamlessly coexist, has given rise to a multitude of applications that promise to transform how we interact, work, and entertain ourselves. Education, for one, stands to undergo a profound evolution within the metaverse. Traditional classrooms are making way for immersive virtual environments where students can embark on educational journeys that transcend the limitations of physical geography. They can attend lectures, participate in interactive simulations, and collaborate with peers from across the globe, all within the metaverse’s virtual classrooms. Moreover, the metaverse serves as a stage for creativity and entertainment. It’s the realm where gaming takes on a new dimension, blurring the lines between reality and the virtual world. It’s a space where artists can showcase their work in stunning virtual galleries, and where music lovers can attend virtual concerts, united by a shared passion regardless of their geographical location. Beyond leisure, the metaverse offers innovative solutions for work. Remote teams can meet in digital boardrooms, architects can design complex structures through collaborative virtual platforms, and professionals from diverse fields can access a digital workspace that defies the constraints of a traditional office. As the metaverse continues to expand, the range of its applications is limited only by our imagination, offering a glimpse into a future where the digital realm knows no bounds.

Downsides

The metaverse, an exciting digital frontier, also brings forth a set of challenges and concerns that demand our attention. Digital addiction is a growing concern, as the immersive and always-connected nature of the metaverse may lead to excessive screen time and detachment from the real world. Privacy is another prominent issue. In this interconnected digital realm, personal data security becomes paramount, and safeguarding users’ privacy is essential. The potential for misinformation and digital manipulation, which have already plagued social media, also extends to the metaverse, raising concerns about trust and authenticity within this virtual world. Additionally, the metaverse could introduce a new dimension to socioeconomic disparities, creating a “digital divide” where not everyone has equal access to this emerging space. These challenges underscore the need for responsible development and ethical considerations as we navigate the evolving landscape of the metaverse.

Navigating the legal and regulatory landscape of the metaverse is akin to charting uncharted waters. The metaverse transcends geographical boundaries, making jurisdictional issues complex. Intellectual property rights in this digital realm raise intriguing questions. Who owns the virtual real estate, digital assets, or creative content within the metaverse? Establishing a robust legal framework to address these concerns is imperative. Additionally, protecting users from fraud, scams, and malicious activities calls for a comprehensive regulatory approach. Data privacy, already a critical issue in our digital age, takes on new dimensions within the metaverse. Ensuring the responsible handling of personal data and safeguarding user privacy is central to the regulatory conversation. As this digital universe continues to expand, the legal and regulatory aspects of the metaverse must evolve alongside, providing a secure and equitable environment for all participants.

Ethical considerations in the metaverse are paramount as we venture into this uncharted digital terrain. With immersive experiences and digital personas at the forefront, questions surrounding identity and authenticity arise. The responsible use of avatars and digital identities is a critical ethical concern. The metaverse can also be a breeding ground for cyberbullying and harassment, making it imperative to establish guidelines and policies that ensure a respectful and safe environment for all participants. Moreover, the digital divide is a looming ethical issue, as not everyone may have equal access to the metaverse. Bridging this gap to ensure inclusivity and fairness is a collective responsibility. As we explore this fascinating digital realm, ethical considerations must guide our actions, creating a metaverse that’s not only technologically advanced but also socially responsible and just.

Conclusion

In conclusion, the metaverse is a dynamic and evolving digital realm that promises to transform the way we live, work, and interact. It’s a space of limitless potential and exciting opportunities. As it continues to develop, we encourage you to explore the metaverse, stay informed about its growth, and consider how it might become a part of your digital life. The future is digital, and the metaverse is the next destination.

Made with chat gpt.

Some of the prompts I used: “give me some topics to write a techblog about” , “what can I contain in a blog post about metaverse?” , “write a blog post about the metaverse” , “write the first paragraph of a blog post containing introduction to the metaverse and history and evolution of it ” , “write me a long paragraph of a blog post containing applications of the metaverse” , “write me a blog paragraph containing challenges and concerns about metaverse” , “write me a blog paragraph containing legal and regulatory aspects of the metaverse” , “write me a blog paragraph containing ethical consideration of the metaverse” , “give me some titles for a blog post about a metaverse”

image source : https://www.freepik.com/free-photo/medium-shot-man-wearing-vr-glasses_19265130.htm#query=metaverse&position=0&from_view=keyword&track=sph#position=0&query=metaverse

https://time.com/6197849/metaverse-future-matthew-ball/

https://www.forbes.com/sites/digital-assets/article/the-metaverse-explained/?sh=7ced9a3e48bd

https://hbr.org/2022/07/exploring-the-metaverse

https://www.wired.com/story/what-is-the-metaverse/

https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=&cad=rja&uact=8&ved=2ahUKEwjl3seo9o6CAxWawAIHHYJvB74QFnoECA8QAQ&url=https%3A%2F%2Fwww.nytimes.com%2F2022%2F10%2F07%2Ftechnology%2Fmetaverse-facebook-horizon-worlds.html&usg=AOvVaw0zvFo-7_heYLlactKzduxO&opi=89978449

Tagged

AI POWERED GAME BOSSES

Reading Time: 2 minutes

The game’s bosses are designed to challenge the player, requiring them to strategize and master their skills in order to win. For game developers, the process of designing and balancing boss behavior is difficult and time consuming. The solution to this problem could be machine learning. This will allow developers to create bosses that are not only more challenging, but also more dynamic and adaptable to player behavior.

Traditional bosses are often pre-programmed with different attack patterns that are easily recognizable by experienced players. However, machine learning can be used to train the boss AI and use previous encounter data to improve its strategy. This could lead to dynamic and challenging battles, and players couldn’t rely on patterns to beat it.

Romain Trachel and Alexandre Peyrot are Eidos-Sherbrooke specialists in machine-learning. Eidos-Sherbrooke is a game development studio, which takes advantage of two nearby universities (University de Sherbrooke and Bishop’s University) and bring new computing technology from them into their games. At Unreal Fest 2022 Romain and Alexandre have demonstrated a game which combines machine learning with EQS (Environment Query System). EQS is a AI system in Unreal Engine 5 that collects data from the environment. EQS query can be used to make decision on how to proceed based on the results of developers’ tests. It can instruct AI characters to find the best possible location that will provide a line of sight to a player to attach, the nearest health or ammo pickup. In most games, behaviour trees decide about possibilities, but in this demo the EQS is providing information to AI character about its environment and machine-learning decides what is the best response.

The game demo is pretty simple, but yet shows a huge potential of this model. The player has to collect orbs across a map while being chased by enemy. The gameplay is almost the same as Pac-Man, but the chaser’s behaviours are not scripted. Here you can watch the whole presentation:

The use of AI in video games can sometimes result in gameplay that is not enjoyable for players. Romain and Alexandre experienced this in one of their game modes, where the enemy AI used a camping strategy that made the game unenjoyable. The goal of Romain and Alexandre is to find ways to incorporate machine learning into existing game without making the game too difficult or unfair for players.

In summary, machine learning can be a difficult technology to implement in video game development due to performance issues and animation challenges. Acquiring large amounts of training data is necessary for successful results, but this can be difficult to achieve in the open-world environments that players expect. Also modern game engines are not optimised for machine learning. Animation is another problem as AI driven bots may behave in unexpected ways that animation methods can’t accommodate. 

https://www.wired.com/story/machine-learning-ai-game-development-bosses-enemies/

https://en.wikipedia.org/wiki/Eidos-Montréal

https://docs.unrealengine.com/5.1/en-US/environment-query-system-in-unreal-engine/#:~:text=The%C2%A0Environment%20Query%20System%20(EQS)%C2%A0is%20a%20feature%20within%20the,that%20best%20fits%20the%20type%20of%20question%20asked.

Unreal Engine 5 – new era of computer generated images

Reading Time: 4 minutes

Earlier this year Epic Games released new computer graphic engine that revolutionized industry. Two weeks ago new update appeared and now scenes created with Unreal Engine 5.1 are indistinguishable compared to real life footage.

Demo technologiczne Unreal Engine 5 udźwignie mocny laptop - ilustracja #1
https://www.gry-online.pl/newsroom/demo-technologiczne-unreal-engine-5-udzwignie-mocny-laptop/z01dd52

When it comes to visual effects in movies, with the right budget and time, filmmakers can make everything look realistic. Movie shots are scripted, the camera moves in a certain direction and nothing will change that. The computer-generated images (CGI) that appear on the screen, which we see when watching a movie, are pre-rendered. In games where the player is responsible for moving the camera, the frames on the screen must be rendered in real time. In order for the human eye to see smoothly we need at least sixty of them for every second of the game. Generating this amount of data in a short period of time is very time consuming, and yet many players can’t afford to admire the beauty of the shots because they have to keep the graphics to a minimum to make the game work on their computers. This is where Unreal Engine 5 comes in.

One of the biggest problems in CGI is lightning. It is very easy to identify bad light in a scene. However, it is very easy to visualize thanks to global illumination. This is the way light bounces off an object and lights up another. This is a difficult process to do, especially in real time. So far, graphic designers have used light baking which pre-renderes lights map. This method works very well, but if there is even a slight change in the positioning of objects, the whole process has to be again done from the scratch. This is very time-consuming. The lighting system in Unreal Engine 5 called Lumen solves this problem. It renders light in real time regarding moving objects. It focuses only on the multi-reflection global illumination of the main light source and. That’s why it looks so realistic. This process improves the workflow and speed. Are very valuable considering short project deadlines.

Lighting was difficult for the developers, but from the player’s perspective, the most challenging part is rendering the map elements. This is all due to particles called polygons. The more detailed an element is, the more of them it assembles. A single CGI location can contain thousands or even millions of them. These are difficult to render on the average home computer, which can cause the game to crash or freeze frames, and the game will not be playable. A simple way to solve this problem is to lower the level of detail – the number of polygons for a scene, but then the game looks very flat and is not pleasing to the eye. A new Unreal Engine 5 option called Nanite dynamically deforms the environment by lowering the total number of polygons on an object. It changes the number of them depending on how far away the object is, the closer the item is to the camera, the more polys it consists of.

https://www.youtube.com/watch?v=gry36cT3TdI

These two elements are revolutionary for the CGI industry. The new 5.1 update patches some of the problems that the engine has had so far. Worth mentioning are fixes for global illumination. Transparent objects resonate light, which didn’t work very well in the previous version. Now the reflection of glass is more realistic, as is water. It is no longer milky white, but actually shines through and reflects objects around it depending on the camera position, rather than being just a blurry patch of light.

https://www.youtube.com/watch?v=FUGqzE6Je5c

Currently Epic Games is working on improving Nanite technology. As for now it can only be used for static objects but they are trying to implement it on a moving characters too.

The last thing is MetaHumans. It is a creator of realistic humans, which is similar to creating characters in The Sims series. It is an amazing tool for creating NPCs in games, but also figures in an animated movie. Another phenomenon is the animations and movements of the created character. These are no longer hours of making, but several commands. The computer itself calculates how a process should look like and performs it itself.  This reduces the human work almost to zero. As a result, the time needed for a given project is much shorter – creating a movie will no longer take years as it used to.

Creating a MetaHuman from a Preset
https://docs.metahuman.unrealengine.com/en-US/overview/

In 2017, Rouge One: A Star Wars Story was the first film to use an on-set game engine – Unreal Engine 4, followed by Disney’s The Mandalorian series and HBO’s Westworld. Now, with the latest version 5.1, we can expect even more collaboration in the movie field in the future. As for the game industry, many developers have announced that they will be working on the Unreal Engine rather than its competitors. We can expect games such as the new Tomb Rider, The Witcher and Redfall. So far, we can experience UE5 in action by playing The Matrix Awakens and the latest season of Fortnite, or by watching a number of short films created by various small developers. One of them is The Eye: Calanthek created by ASC, which I highly recommend watching:


Sources:
https://gamerant.com/all-confirmed-unreal-engine-5-games/
https://www.youtube.com/watch?v=47I2N_l47mw&t=7s
https://www.youtube.com/watch?v=FUGqzE6Je5c
https://www.youtube.com/watch?v=qC5KtatMcUw&t=9s

Tagged ,

Oculus founder took gaming to the next level

Reading Time: 2 minutes

Palmer Lucki, the founder of Oculus, a Virtual Reality firm, has developed a new gaming device that can actually kill the player if he dies in the game. The first headset named “Oculus Rift”, was introduced to the public in 2012, the same year the company was founded. Then in 2012, Facebook (Meta) purchased Oculus Organization for $2 billion. In March 2016 firm started selling its product, which gained massive popularity for the next years.

A few days ago, Palmer Lucki uploaded a new post on his blog site regarding a new idea for an even more realistic Virtual Reality (VR) gaming device. Where he mentioned that if the user’s hit points will drops below zero, their brain would be bombarded by extraordinarily powerful microwaves, allegedly killing the user. Lucki said he was inspired by a Japanese science fiction novel series called Sword Art Online (SAO), which action takes place in the future and focuses on a virtual reality game. Oculus founder claims that the idea and the concept of virtual reality that can influence users’ real life “have always fascinated him”.

What is important to highlight here, is that the new Oculus headset is going to be connected with another virtual reality called Metaverse. Which is a virtual space area founded by Mark Zuckerberg (Facebook, Meta CEO) where users can easily interact with each other and perform all tasks and activities that are done in real life such as working, living, shopping, partying, etc. Users will be able to easily connect to that virtual world from their couches.

Oculus founder reveals that this VR headset can kill the player IRL

I cannot imagine people killing each other in a game, but with the result of dying in real life. Players would be able to kill themselves from more than thousands of kilometers distance within seconds.

I very much disagree with Lucki’s new idea, and I hope the device is only a plan and it does not exist and will not be presented to the market in the near future.

To be honest I am a bit terrified of these kinds of developments. Even if Lucki’s new player-killing device is not existing yet, I am shocked at how people may come up with such ideas. Now I am curious how many of those modern machines are created and not presented to the public yet.

I am looking forward to seeing your opinions on that topic, feel free to comment. Thank you for reading.

References

https://www.euronews.com/next/2022/11/09/oculus-founder-claims-he-made-a-vr-headset-that-actually-kills-you-if-you-die-in-a-game

https://www.forbes.com/sites/paultassi/2022/11/08/oculus-founder-makes-vr-headset-that-will-actually-kill-you-if-you-die-in-a-game/?sh=6e65e0ed75a1

https://businessinsider.com.pl/technologie/nowe-technologie/tworca-oculusa-stworzyl-zestaw-vr-ktory-moze-zabic-w-realnym-swiecie/k12btgh

https://en.wikipedia.org/wiki/Oculus_Rift

Reading Time: 2 minutes

Its hard to think of a way how digital world and fashion industry might collaborate and create new business plans. Graphic design programs are enabling designers to compose and test outfit ideas without wasting time and materials ,websites improve sales and these tools are for sure a great game changer , although they are still mostly used for developing physical products . The key to the success , however,  was gaming industry .

The aspect of clothing has always been a big part of gaming. Dressing up your character in different costumes/armor to increase statistics or just for the joy of persona development is to this day a very important subject considered by the developers and graphic designers . In games like for example NBA2K or League of Legends , players can exchange real money for in-game currencies to acquire clothing for their fictional character . Big fashion houses like Balenciaga , Moncler or Louis Vuitton have already stepped up in the gaming world. The collaborations between LV and league as well as Balenciaga-Fortnite occurred in huge global scale success.

Wielka cyfrowa moda Balenciagi zawita w Fortnite

Many people can ask what is the purpose of spending money on non-psychical items  like clothing for game character, especially if it doesn’t improve the game quality or champion abilities. The reason for that is very simple . It works exactly like in the real world , players want to show off their new digital looks or  buy new outfits to change the character looks the same way as people do in real life . Another thing is the design availability . New designer clothes are definitely upmarket  products , whereas digital pieces are much more affordable. The fact that gamers can express themselves without even standing up from the computer desk is also a very interesting thing that is slowly but surely taking over the world.

I think that usage of artificial intelligence and  graphic programs is the future of fashion designing . Of course the demand for the physical clothing made of actual materials will always be the number one priority , but the online world has unlimited potential and this area of digitalized clothing business is still a fairly new unexplored field. 

I’m excited to see how these trend will develop and what other areas of virtual world will be conquered by fashion industry.

Sources : https://hypebeast.com/2022/10/behind-the-hype-unreal-engine-digital-fashion

https://www.gry-online.pl/S018.asp?ID=3148

https://www.epicgames.com/fortnite/pl/news/high-digital-fashion-drops-into-fortnite-with-balenciaga

Fashion digitalization

Oh, Jeez…

Reading Time: 3 minutes

All week I was trying to come up with a topic for a new article. I was thinking which issues bother me, what I would like to know more about and something like this. Apparently, the answer was at my Netflix account. 

I am sure, all you have heard about “Rick and Morty” show and most of you have watched it. If you haven’t then it is your problem. Go watch five seasons and come back to reading this draft. 

“Rick and Morty is the animated science-fiction sitcom featuring the adventures of genius scientist Rick Sanchez and his hapless grandson Morty Smith. Part of Rick and Morty’s appeal is its exaggerated use of obscure scientific concepts and futuristic technology that always seem to have a tinge of truth”. 

That is why while watching it, I end up thinking about the possibility of it becoming a reality and how some of Rick’s inventions would influence the business world. I hope it is not that obvious that I just really want to share this information and do not really know how to connect it with capitalism. 

First of all,  there is a thesis that Rick is a part of a philosophical trend – technopoly. “Our starting point will be Neil Postman’s conception of “technopoly,” which he defines as a “totalitarian technocracy,” meaning that technology comes to define and determine our societies at an ever increasing rate and intensity”. It is kind of similar to Marx’s point that we can divide society and its level of development by tools that people are using for work but not art, music or literature. That shows Rick’s attachment to its technologies even though he has no ambition to win some awards or especially help humanity.  

“Our sense of meaning and purpose provided by traditional systems of value such as family, religion, community, or national identity has been transformed by technique. As a result, technology is becoming an end in itself. We have started to invent things just for the sake of inventing them”.  When Rick turns himself into a pickle he says: “The reason anyone would do this is, if they could, which they can’t, would be because they could, which they can’t.” 

    Thus, there are technologies which might become reality in some time or with much more effort. For instance, a freeze gun from the pilot episode. Scientist form the article claims: “It is probably the easiest thing to make. It’s simple: a high-powered liquid nitrogen gun”. Then the question comes to mind – if we can, why not – following the tendency from the 19th century – to invent for inventing. “Rick’s thing works sort of too fast and too localized for modern technology, but I can’t really say what might stop someone in the future from inventing a liquid nitrogen gun that could basically freeze someone almost instantly.” 

    I  can not say that it would radically change our world, but it could have influenced on transportations of the products that were supposed to be delivered frozen. At the same time, we still do not need this cooling process to be localized that much in our case. Besides, it would only slightly influence the military world and its market because it is a gun that can freeze people instantly, but ice has a tendency to melt , so in some time most likely the soldier will survive and keep bringing harm to your land. All in all, it would be the same trend – invent for inventing. Even though it would be nice to have a freezing gun for self defence and for fun, obviously. 

    All in all, there are a lot of technologies that influence the business world, but there are also some that actually make no sense and bring no real impact. There are also different ways you can treat these technologies – you might accept their increasing influence in our daily life and be as Rick, who even outrages it and seeks to replace most things in his life with technologies. At the same time you can reject all of it and become an unemployed Jerry. If you care about my opinion, then I would offer you to pick that side which brings you the biggest amount of utility and joy – it doesn’t matter your awareness of modern technologies is on the level of Elon Musk or Morty Smith as long as it makes you happy. 

    Wubba lubba dub dub

Sources:

https://www.inverse.com/article/27479-rick-and-morty-season-3-inventions-rick-sanchez-lab

https://www.newscientist.com/article/2227438-the-real-science-behind-rick-and-morty/

“Ethics and Technology: An Analysis of
Rick and Morty” – https://doi.org/10.1515/opphil-2020-0155
received January 29, 2021; accepted April 20, 2021/ Open Philosophy 2022; 5: 1–16

Big brother is watching you and this is cool.Ukrainian app Diia provided by the government

Reading Time: 4 minutes

The topic of digitalisation is quite mainstream nowadays. The fear of being watched all the time with no privacy became our routine reality. There are a lot of books and movies that show us how technology might be used by the government, evil corporation (which sometimes is the same thing) or crazy villain. For instance, The Mitchels vs The Machines, Black Mirror and well-known Orwell’s prophetic book. This topic is still being accurate and people keep arguing whether it is possible to replace people with machines. 

    Nevertheless, as we all know, technologies might be not only evil, but also quite useful – thanks God we do not have to wait for a dove to bring our letters anymore. This trend for digitalisation is followed not only by companies but also by the governments of different countries. The most digitized countries from the EU based on the Digital Economy and Society Index (DESI) are Denmark, Finland, Sweden, Netherlands and Ireland. However, in this article I want to extend my thoughts about one specific country. You might have never thought about it in such circumstances – especially right now, when you can see this country’s flag all over the world – blue sky and yellow field. Exactly,I am talking about Ukraine. This is my Motherland, so I would like people to know more about how awesome my country is. 

    The head of Ministry of Digital Transformations Mikhail Fedorov has launched both web-site and app called Diia -Дія ( https://diia.gov.ua/)where you have all your digital document  and online public service. Let`s go through all of this with more details. First of all, the origin of the name comes from getting 3 words together – Government And I – Держава І Я (in case you know how to read in cyrylica), so in English it would be GAI. One more interesting quibble is that Diia in Ukrainian also means “action”. 

A little bit more about the app itself – it is the folder where digital copies of user documents are stored. And they are officially recognized by the government as analogues of paper or plastic documents. At the initial stage, immediately after the launch of the application, only two documents could be kept in digital form – a driver’s license and a vehicle registration certificate. For a large part of Ukrainians who had neither, this application was useless, but it relieved drivers of the need to copy in the glove compartment and almost eliminated the danger of receiving a fine for forgotten rights. Later, the digitized documents were accompanied by an ID-passport, a biometric passport and a student card. Digital documents are verified using a QR code. “We plan that the e-passport will completely replace ID-cards and paper ones,” Mikhail Fedorov said. The Facebook page of the Ministry of Digital Transformations claims that Ukraine is the first country in the world where it is possible to use a digital passport and at the same time not present a paper or plastic analogue. 

Despite that, in Diia you can include your vaccination certificate (both in Ukrainian and English). Also, to encourage people to vaccinate and use Diia, our government provided a service “isSupport” , where you can receive 1000 hrn via this app if you have a green COVID certificate and spend this money to buy books, gym membership or tickets to any cultural events to support business after COVID-19. The 1 000 hrn is €30 , which is enough in Ukraine to visit the cinema 2-3 times and buy 2 – 4 books. I can say that it was 100% effective based on my life experience. I originally come from a small town (almost a village), where we have almost no events and no cinema or theatre, so most of my friends and relatives have spent this money on books, even these ones, who never actually read

Besides, you can pay fines, renovate some of your documents and even create a document to become an Individual entrepreneur.  

    Diia app is also accurate in current circumstances, as the “isSupport” service has changed its function, so now people from some particular regions who have lost their jobs because of the war can receive 7 500 hrn (€230), but this time they can spend them whenever they want. Additionally, via this app you can help Ukrainian army and inform them whether you have seen an enemy equipment of the occupiers or find a game “isBayraktar” where you are trying to bomb russian tanks

    To my mind, Diia is a very convenient and useful app, which helps us to be closer to our government and treat it better. Nevertheless, there are some problems that are currently trying to be solved. For instance, still not every person has a modern smartphone and even if they do, not everyone feels a need to understand how it works – now I am mostly referring to older people. Anyway, Ukrainian government has chosen the right direction of development and I am very proud of it. 

#StandWithUkraine

Sources:

https://pershij.com.ua/iak-diie-diia-pliusy-ta-minusy-dodatku-vid-mintsyfry/

https://diia.gov.ua

https://digital-strategy.ec.europa.eu/en/policies/countries-digitisation-performance

file:///C:/Users/Admin/Downloads/DESI_2021__Austria__eng_CyMmpdtn46A0xGG2v5vMgdYK3E_80487.pdf

https://zaxid.net/rozrobnika_feykovoyi_diyi_zaprosili_na_stazhuvannya_u_mintsifri_n1529178

VR is on a new level. Emerge Home allows a tactile experience.

Reading Time: 3 minutes

Nowadays, VR techs are actively developing and in the next article one of such cutting-edge technologies will be described. The Emerge Home system is a breakthrough, which allows you not only to immerse yourself in the world of virtual reality and metaverses but also to feel the inner virtual space with bare hands. It is not just a VR set that allows you to see the 3D objects in the virtual worlds or games, but also to interact with them, to sense their shape, and help the user to get as much VR experience as possible, transporting him or her into the virtual world with just a few clicks. 

The Emerge Home system is currently at the development stage, and its VR kit consists of two main tech components and a mobile application. 

How does everything work?

The first tech component that helps the user to enlarge his VR experience is a VR headset (Emerge Home Quest 2 app). 

The second component is the Emerge Wave-1 desktop device that conveys a physical experience with breakthrough technology. Sculpted ultrasonic waves on the surface of the system create a field in the air up to three feet above the device itself and allow users to interact with virtual objects. Moreover, the system itself is similar in size to a thirteen-inch laptop.  

For the final step, the user has to install a dedicated Emerge Home mobile app, which allows him or her to connect the devices, customize the avatar and set a Center environment. Moreover, this application is capable of sending messages, creating rooms, and inviting your friends before gathering in the metaverse.

Based on research conducted by the National Research Group, It can be concluded that more than half of potential customers (78% of respondents) claim that when communicating with people virtually, they lack the opportunity of physical contact, and this cutting-edge VR system can significantly improve the situation. 

However, there is a high risk that, in the nearest future, live communication, which is an important factor in human interactions, will be replaced by such kinds of technologies. 

Any breakthrough in science is valuable. Some people may find it useful, while others may see it as technology that brings more harm. However, Emerge’s expertise can help the science and progress of virtual reality, and not only facilitate human interaction but also lead to new innovations that follow.


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