• DreamPark raises $1.1M to transform real-world spaces into mixed-reality theme parks

    DreamPark, the creator of what it calls “the world’s largest downloadable mixed realitytheme park,” said it has raised million in seed funding.
    The investment will accelerate DreamPark’s mission to make Earth worth playing again by transforming ordinary spaces into extraordinary adventures through mixed reality technology. I got a demo of the game in Yerba Buena Park in San Francisco and it made me smile. It also made me think it was part of a pretty good plan to convince property owners to get more out of their entertainment venues.
    But we’ll get to that in a bit. Long Journey Ventures led the investment round, with participation from Founders Inc.
    The company is the brainchild of Aidan Wolf, CEO of DreamPark; Kevin Habich, cofounder; and cofounder Brent Bushnell. They came up with the idea while working at Two-Bit Circus, a zany entertainment venue in Los Angeles run by Bushnell. Bushnell encouraged the idea, incubated it and became a cofounder.
    The DreamPark founders: Brent Bushnell, Aidan Wolf and Kevin Habich.
    Positioned at the forefront of mixed reality innovation, DreamPark said it is capturing a significant early advantage in the global XRlive event market, valued at billion in 2024 and projected to surge to billion by 2034 at a 48.7% compound annual growth rate. This explosive growth trajectory presents an opportunity that DreamPark’s technology and business model are uniquely designed to address, the company said.
    “We’re building the world’s largest theme park – one that exists everywhere and is accessible to everyone. We want to make getting out to play worthwhile again,” said Bushnell. “This investment allows us to expand our footprint of access points across the country rapidly, develop partnerships with premium IP holders, and continue enhancing our technology to deliver magical experiences that bring people back to real-world spaces.”
    Bushnell is the eldest son of Atari cofounder Nolan Bushnell. And the younger Bushnell knows the costs of investing in physical properties, as he runs Two-Bit Circus in downtown Los Angeles. It’s built inside a physical warehouse, and Bushnell’s company has to pay for that property — even weathering the pandemic. But with DreamPark, he can reinvigorate a physical venue without investing anything in a new property. By contrast, a new virtual reality entertainment venue can cost more than million to open.
    Hands-on demo
    DreamPark foundes in Yerba Buena Gardens park in San Francisco.
    Wolf and Habich, and Bushnell’s sister Alyssa Bushnell, showed me the DreamPark virtual theme park in San Francisco in the park near the Metreon building. There was a concert going on at the time and it was very noisy. But the game worked fine anyway.
    Looking down at my feet, Wolf said the QR code on the mat on the groun was an “access point.” That’s where you can scan and enter the virtual world. The company is still building a front end for distributing the headsets, but people will be able to bring their mixed-reality headsets from home and play the same content.
    “We’re setting these up all over,” Wolf said. “Once an area is mapped, it’s there and you just show up and play. The big difference here is that DreamParks are places. They exist in the real world.”
    Don’t be surprised if you see people doing this soon.
    The mapped area was around 50,000 square feet in the park, so it was a pretty big game space. Soon, the company will break into 100,000 square feet for the game with another update. That’s about 10 times the restricted size of Meta’s VR headsets.
    “We’re going way past the usual limits,” Wolf said. “I think this fundamentally changes what mixed reality means. Now it’s not this living room experience bound to the couch. It’s an actual world to walk around and explore and touch. Once we get people there, we’re gonna really see that cognitive shift, where now augmented realityis something I can go out and experience, like enjoying a concert.”
    The cofounders gave me a headset to wear. The first one didn’t work, but a second one functioned fine. It was a modified Meta Quest 3 headset that was locked down so it would play just the DreamPark game. It took a short time to load and then I looked through the headset. Thanks to the outward-facing cameras, I was able to see the park in mixed reality. That meant I didn’t trip over anything as I walked around.
    I held the headset to my forehead and looked around. I could see a Mario-like set of bricks floating in the air, and floating virtual coins along the physical path. I started walking around and picking up the coins and tapping the bricks to collect points in the game. I didn’t go where there were people lying on the grass, but I didn’t manage to navigate to some lava pits in the middle of the park. The founders pointed out that far away from me, on the Carnaval concert stage, there was a boss. Normally, if there was no concert, I could have waltzed over to that location and engaged in a boss fight.
    DreamPark overlaid on the Third Street Promenade in Santa Monica, California.
    The graphics were rudimentary, 8-bit style, and yet I didn’t mind it at all due to the novelty of seeing them overlaid on the real world. Still, I was reluctant to go walking in the lava pits, as that was a bad idea in the virtual world and I somehow felt like it would be a bad idea to walk there in the physical world.
    “Our graphics are more cartoonish, but our Wizard theme has a more realistic look,” Wolf said. “We’re creating four theme parks.”
    One of them is a sci-fi Crash Course, which is an obstacle course. And DreamPark is working with a partner as well. There’s one with a psychedelic theme and one that is ambient fun.
    It’s easy to turn the experience into a multiplayer game. You can, for instance, race around the park and complete a timed experience in competition with your friends.
    The appeal of a virtual overlay on the real world
    DreamPark mixes the virtual and real worlds.
    DreamPark transforms physical locations into immersive mixed-reality environments through its network of access points: physical markers, like QR codes, that, when scanned with a Meta Quest 3 headset or mobile device, unlock digital overlays on real-world spaces. The company has already established successful installations at Santa Monica’s Third Street Promenade and The LA County Fair, with planned expansions in Seattle, Orange County and several expos and corporate events.
    It’s pretty cheap to create new locations. All they really have to do is scan an area, overlay a digital game filled with simple games, and then drop a mat with a QR code on the property so people can scan it and start playing the game. For property owners, this means they can draw people back to their location, getting them to re-engage with the place because people want to play a digital game at the physical place. It’s a way to enhance the value of a physical property, using virtual entertainment.
    Bushnell pitched the idea for DreamPark on CNBC’s Shark Tank television show. The sharks didn’t go for it, but the publicity from the show helped surface investors, Bushnell said..
    “As a longtime investor, I have seen countless pitches promising to merge the digital and physical worlds, and DreamPark is the first that truly delivers on the real-world metaverse,” said Cyan Banister, cofounder and general partner at Long Journey Ventures, in a statement. “Aidan is a visionary builder of immersive systems, and Brent is a pioneer in playful public spaces, making them the perfect team to make emerging tech feel human, accessible, and unforgettable. They’ve cracked the code on location-based AR, delivering a 10x experience that’s as magical as it’s scalable. This isn’t just immersive entertainment; it’s a whole new category.”
    The funding comes when retail landlords and event venues seek innovative solutions to drive foot traffic and increase engagement. While typical VR venues cost over million to build, DreamPark delivers a fully immersive, multiplayer experience that pays for itself in its first month of revenue.
    DreamPark in Santa Monica.
    “Our capital expense is like one of a hundredth of our competitors, which is amazing. And then this lets us move astronomically faster than everyone else. I kind of believe in a Nintendo philosophy, which is, they take antiquated technology, but they use it in a new way that makes it valuable. We’re using access points,” Wolf said.
    There’s no construction or permanent infrastructure required. It’s a radically more affordable way to turn underused spaces into high-impact destinations.
    “We’re not just creating engaging content, we’re building a platform that revitalizes communities by giving people a reason to gather, play, and connect in physical spaces in real life,” said Wolf. “DreamPark bridges the digital and physical worlds, creating a new category of play where the magic of virtual worlds enhances real-life connections. We’re reimagining what’s possible when the spaces around us become canvases for shared adventure and imagination.”
    The seed funding will support DreamPark’s aggressive expansion plans, including deploying access points across new locations, launching partnerships with major IP holders to create branded theme park experiences, and expanding the company’s fleet of rental Meta Quest 3 headsets units nationwide.
    DreamPark is growing the development team to accelerate content creation and platform capabilities. DreamPark’s leadership team brings deep experience from companies including Two-Bit Circus, Smiley Cap, and SNAP, Inc., positioning them to execute their ambitious vision of creating the infrastructure for worldwide mixed-reality entertainment.
    Where it’s going
    What alien technology is this?
    Bushnell said the team has been working for around two years. But the founders have been involved with AR for more than a decade. They showed up at Two-Bit Circus and started making mixed-reality games, which take into account physical reality as a game space. There are about 10 contractors in the company working on content.
    They found that players are happy to wear the headsets for 30 minutes at a time, particularly when they are playing with friends.
    “We see ourselves more as a tech company than like a location based entertainment company. We hope to stay small as a core team while still reaching millions or billions of people,” Wolf said.The games are in a private alpha testing phase now.
    “I would say that the headset we currently have in our hands is the exact headset we need to bring this to the masses. So the nice part about the company we’re building is we aren’t waiting for some like watershed moment,” Wolf said. “We’re not waiting for anything now. We’re just getting it into lots of places where people already congregate.”DreamPark is coming out with an app that will let users scan their local park and then start using that space as a level, Wolf said. But DreamPark itself will create partnerships with some of the best places itself and get permission to do the game on the properties.
    At Two-Bit Circus, for instance, DreamPark could extend the entertainment into the outdoor parking lot, giving more square footage for entertainment.
    Bushnell had a great moment when he was playing an AR game with drift racing on a racetrack in the Two-Bit Circus parking lot. He noted that mixed reality doesn’t have the Achilles Heel of VR, which is that it makes half the people nauseous.
    “That was really the moment that broke my brain for mixed reality,” he said. “We were on actual drift bikes, pedaling around collecting coins. And I went twice around that thing, chasing after somebody else on a drift bike. And, you know, my heart rate was at 150. And I was just absolutely going bananas. And I took the headset off, and all that world that had motivated me to pedal my ass off was gone. It just really felt like this is not just going to change entertainment. This is going to change therapy and fitness and learning.”
    Bushnell said so many other kinds of entertainment are based on deploying huge amounts of capital. But this kind of theme park could be up and running in a matter of minutes. Bushnell believes people will be happy to buy tickets to get a chance to play. He said his four-year-old kid loves it, as does his 82-year-old father.
    DreamPark is adding virtual entertainment to real venues.
    To me, it felt a bit like the beginning of the world of Cyberpunk 2077, while Bushnell said it reminded him of the Korean drama, The Memories of Alhambra, where people wear contact lenss displays and have an adventure overlaid on real streets.
    “These are beautiful places naturally. Let’s augment them with a little more cool storytelling, and you’re off and running,” Bushnell said. “The world is lonely and isolated, We think of this a path to being social again, getting people out in public. And we want to invite landlords of all stripes to host DreamParks.”

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    #dreampark #raises #11m #transform #realworld
    DreamPark raises $1.1M to transform real-world spaces into mixed-reality theme parks
    DreamPark, the creator of what it calls “the world’s largest downloadable mixed realitytheme park,” said it has raised million in seed funding. The investment will accelerate DreamPark’s mission to make Earth worth playing again by transforming ordinary spaces into extraordinary adventures through mixed reality technology. I got a demo of the game in Yerba Buena Park in San Francisco and it made me smile. It also made me think it was part of a pretty good plan to convince property owners to get more out of their entertainment venues. But we’ll get to that in a bit. Long Journey Ventures led the investment round, with participation from Founders Inc. The company is the brainchild of Aidan Wolf, CEO of DreamPark; Kevin Habich, cofounder; and cofounder Brent Bushnell. They came up with the idea while working at Two-Bit Circus, a zany entertainment venue in Los Angeles run by Bushnell. Bushnell encouraged the idea, incubated it and became a cofounder. The DreamPark founders: Brent Bushnell, Aidan Wolf and Kevin Habich. Positioned at the forefront of mixed reality innovation, DreamPark said it is capturing a significant early advantage in the global XRlive event market, valued at billion in 2024 and projected to surge to billion by 2034 at a 48.7% compound annual growth rate. This explosive growth trajectory presents an opportunity that DreamPark’s technology and business model are uniquely designed to address, the company said. “We’re building the world’s largest theme park – one that exists everywhere and is accessible to everyone. We want to make getting out to play worthwhile again,” said Bushnell. “This investment allows us to expand our footprint of access points across the country rapidly, develop partnerships with premium IP holders, and continue enhancing our technology to deliver magical experiences that bring people back to real-world spaces.” Bushnell is the eldest son of Atari cofounder Nolan Bushnell. And the younger Bushnell knows the costs of investing in physical properties, as he runs Two-Bit Circus in downtown Los Angeles. It’s built inside a physical warehouse, and Bushnell’s company has to pay for that property — even weathering the pandemic. But with DreamPark, he can reinvigorate a physical venue without investing anything in a new property. By contrast, a new virtual reality entertainment venue can cost more than million to open. Hands-on demo DreamPark foundes in Yerba Buena Gardens park in San Francisco. Wolf and Habich, and Bushnell’s sister Alyssa Bushnell, showed me the DreamPark virtual theme park in San Francisco in the park near the Metreon building. There was a concert going on at the time and it was very noisy. But the game worked fine anyway. Looking down at my feet, Wolf said the QR code on the mat on the groun was an “access point.” That’s where you can scan and enter the virtual world. The company is still building a front end for distributing the headsets, but people will be able to bring their mixed-reality headsets from home and play the same content. “We’re setting these up all over,” Wolf said. “Once an area is mapped, it’s there and you just show up and play. The big difference here is that DreamParks are places. They exist in the real world.” Don’t be surprised if you see people doing this soon. The mapped area was around 50,000 square feet in the park, so it was a pretty big game space. Soon, the company will break into 100,000 square feet for the game with another update. That’s about 10 times the restricted size of Meta’s VR headsets. “We’re going way past the usual limits,” Wolf said. “I think this fundamentally changes what mixed reality means. Now it’s not this living room experience bound to the couch. It’s an actual world to walk around and explore and touch. Once we get people there, we’re gonna really see that cognitive shift, where now augmented realityis something I can go out and experience, like enjoying a concert.” The cofounders gave me a headset to wear. The first one didn’t work, but a second one functioned fine. It was a modified Meta Quest 3 headset that was locked down so it would play just the DreamPark game. It took a short time to load and then I looked through the headset. Thanks to the outward-facing cameras, I was able to see the park in mixed reality. That meant I didn’t trip over anything as I walked around. I held the headset to my forehead and looked around. I could see a Mario-like set of bricks floating in the air, and floating virtual coins along the physical path. I started walking around and picking up the coins and tapping the bricks to collect points in the game. I didn’t go where there were people lying on the grass, but I didn’t manage to navigate to some lava pits in the middle of the park. The founders pointed out that far away from me, on the Carnaval concert stage, there was a boss. Normally, if there was no concert, I could have waltzed over to that location and engaged in a boss fight. DreamPark overlaid on the Third Street Promenade in Santa Monica, California. The graphics were rudimentary, 8-bit style, and yet I didn’t mind it at all due to the novelty of seeing them overlaid on the real world. Still, I was reluctant to go walking in the lava pits, as that was a bad idea in the virtual world and I somehow felt like it would be a bad idea to walk there in the physical world. “Our graphics are more cartoonish, but our Wizard theme has a more realistic look,” Wolf said. “We’re creating four theme parks.” One of them is a sci-fi Crash Course, which is an obstacle course. And DreamPark is working with a partner as well. There’s one with a psychedelic theme and one that is ambient fun. It’s easy to turn the experience into a multiplayer game. You can, for instance, race around the park and complete a timed experience in competition with your friends. The appeal of a virtual overlay on the real world DreamPark mixes the virtual and real worlds. DreamPark transforms physical locations into immersive mixed-reality environments through its network of access points: physical markers, like QR codes, that, when scanned with a Meta Quest 3 headset or mobile device, unlock digital overlays on real-world spaces. The company has already established successful installations at Santa Monica’s Third Street Promenade and The LA County Fair, with planned expansions in Seattle, Orange County and several expos and corporate events. It’s pretty cheap to create new locations. All they really have to do is scan an area, overlay a digital game filled with simple games, and then drop a mat with a QR code on the property so people can scan it and start playing the game. For property owners, this means they can draw people back to their location, getting them to re-engage with the place because people want to play a digital game at the physical place. It’s a way to enhance the value of a physical property, using virtual entertainment. Bushnell pitched the idea for DreamPark on CNBC’s Shark Tank television show. The sharks didn’t go for it, but the publicity from the show helped surface investors, Bushnell said.. “As a longtime investor, I have seen countless pitches promising to merge the digital and physical worlds, and DreamPark is the first that truly delivers on the real-world metaverse,” said Cyan Banister, cofounder and general partner at Long Journey Ventures, in a statement. “Aidan is a visionary builder of immersive systems, and Brent is a pioneer in playful public spaces, making them the perfect team to make emerging tech feel human, accessible, and unforgettable. They’ve cracked the code on location-based AR, delivering a 10x experience that’s as magical as it’s scalable. This isn’t just immersive entertainment; it’s a whole new category.” The funding comes when retail landlords and event venues seek innovative solutions to drive foot traffic and increase engagement. While typical VR venues cost over million to build, DreamPark delivers a fully immersive, multiplayer experience that pays for itself in its first month of revenue. DreamPark in Santa Monica. “Our capital expense is like one of a hundredth of our competitors, which is amazing. And then this lets us move astronomically faster than everyone else. I kind of believe in a Nintendo philosophy, which is, they take antiquated technology, but they use it in a new way that makes it valuable. We’re using access points,” Wolf said. There’s no construction or permanent infrastructure required. It’s a radically more affordable way to turn underused spaces into high-impact destinations. “We’re not just creating engaging content, we’re building a platform that revitalizes communities by giving people a reason to gather, play, and connect in physical spaces in real life,” said Wolf. “DreamPark bridges the digital and physical worlds, creating a new category of play where the magic of virtual worlds enhances real-life connections. We’re reimagining what’s possible when the spaces around us become canvases for shared adventure and imagination.” The seed funding will support DreamPark’s aggressive expansion plans, including deploying access points across new locations, launching partnerships with major IP holders to create branded theme park experiences, and expanding the company’s fleet of rental Meta Quest 3 headsets units nationwide. DreamPark is growing the development team to accelerate content creation and platform capabilities. DreamPark’s leadership team brings deep experience from companies including Two-Bit Circus, Smiley Cap, and SNAP, Inc., positioning them to execute their ambitious vision of creating the infrastructure for worldwide mixed-reality entertainment. Where it’s going What alien technology is this? Bushnell said the team has been working for around two years. But the founders have been involved with AR for more than a decade. They showed up at Two-Bit Circus and started making mixed-reality games, which take into account physical reality as a game space. There are about 10 contractors in the company working on content. They found that players are happy to wear the headsets for 30 minutes at a time, particularly when they are playing with friends. “We see ourselves more as a tech company than like a location based entertainment company. We hope to stay small as a core team while still reaching millions or billions of people,” Wolf said.The games are in a private alpha testing phase now. “I would say that the headset we currently have in our hands is the exact headset we need to bring this to the masses. So the nice part about the company we’re building is we aren’t waiting for some like watershed moment,” Wolf said. “We’re not waiting for anything now. We’re just getting it into lots of places where people already congregate.”DreamPark is coming out with an app that will let users scan their local park and then start using that space as a level, Wolf said. But DreamPark itself will create partnerships with some of the best places itself and get permission to do the game on the properties. At Two-Bit Circus, for instance, DreamPark could extend the entertainment into the outdoor parking lot, giving more square footage for entertainment. Bushnell had a great moment when he was playing an AR game with drift racing on a racetrack in the Two-Bit Circus parking lot. He noted that mixed reality doesn’t have the Achilles Heel of VR, which is that it makes half the people nauseous. “That was really the moment that broke my brain for mixed reality,” he said. “We were on actual drift bikes, pedaling around collecting coins. And I went twice around that thing, chasing after somebody else on a drift bike. And, you know, my heart rate was at 150. And I was just absolutely going bananas. And I took the headset off, and all that world that had motivated me to pedal my ass off was gone. It just really felt like this is not just going to change entertainment. This is going to change therapy and fitness and learning.” Bushnell said so many other kinds of entertainment are based on deploying huge amounts of capital. But this kind of theme park could be up and running in a matter of minutes. Bushnell believes people will be happy to buy tickets to get a chance to play. He said his four-year-old kid loves it, as does his 82-year-old father. DreamPark is adding virtual entertainment to real venues. To me, it felt a bit like the beginning of the world of Cyberpunk 2077, while Bushnell said it reminded him of the Korean drama, The Memories of Alhambra, where people wear contact lenss displays and have an adventure overlaid on real streets. “These are beautiful places naturally. Let’s augment them with a little more cool storytelling, and you’re off and running,” Bushnell said. “The world is lonely and isolated, We think of this a path to being social again, getting people out in public. And we want to invite landlords of all stripes to host DreamParks.” GB Daily Stay in the know! Get the latest news in your inbox daily Read our Privacy Policy Thanks for subscribing. Check out more VB newsletters here. An error occured. #dreampark #raises #11m #transform #realworld
    VENTUREBEAT.COM
    DreamPark raises $1.1M to transform real-world spaces into mixed-reality theme parks
    DreamPark, the creator of what it calls “the world’s largest downloadable mixed reality (XR) theme park,” said it has raised $1.1 million in seed funding. The investment will accelerate DreamPark’s mission to make Earth worth playing again by transforming ordinary spaces into extraordinary adventures through mixed reality technology. I got a demo of the game in Yerba Buena Park in San Francisco and it made me smile. It also made me think it was part of a pretty good plan to convince property owners to get more out of their entertainment venues. But we’ll get to that in a bit. Long Journey Ventures led the investment round, with participation from Founders Inc. The company is the brainchild of Aidan Wolf, CEO of DreamPark; Kevin Habich, cofounder; and cofounder Brent Bushnell. They came up with the idea while working at Two-Bit Circus, a zany entertainment venue in Los Angeles run by Bushnell. Bushnell encouraged the idea, incubated it and became a cofounder. The DreamPark founders (left to right): Brent Bushnell, Aidan Wolf and Kevin Habich. Positioned at the forefront of mixed reality innovation, DreamPark said it is capturing a significant early advantage in the global XR (extended reality) live event market, valued at $3.6 billion in 2024 and projected to surge to $190.3 billion by 2034 at a 48.7% compound annual growth rate (CAGR). This explosive growth trajectory presents an opportunity that DreamPark’s technology and business model are uniquely designed to address, the company said. “We’re building the world’s largest theme park – one that exists everywhere and is accessible to everyone. We want to make getting out to play worthwhile again,” said Bushnell. “This investment allows us to expand our footprint of access points across the country rapidly, develop partnerships with premium IP holders, and continue enhancing our technology to deliver magical experiences that bring people back to real-world spaces.” Bushnell is the eldest son of Atari cofounder Nolan Bushnell. And the younger Bushnell knows the costs of investing in physical properties, as he runs Two-Bit Circus in downtown Los Angeles. It’s built inside a physical warehouse, and Bushnell’s company has to pay for that property — even weathering the pandemic. But with DreamPark, he can reinvigorate a physical venue without investing anything in a new property. By contrast, a new virtual reality entertainment venue can cost more than $1 million to open. Hands-on demo DreamPark foundes in Yerba Buena Gardens park in San Francisco. Wolf and Habich, and Bushnell’s sister Alyssa Bushnell, showed me the DreamPark virtual theme park in San Francisco in the park near the Metreon building. There was a concert going on at the time and it was very noisy. But the game worked fine anyway. Looking down at my feet, Wolf said the QR code on the mat on the groun was an “access point.” That’s where you can scan and enter the virtual world. The company is still building a front end for distributing the headsets, but people will be able to bring their mixed-reality headsets from home and play the same content. “We’re setting these up all over,” Wolf said. “Once an area is mapped, it’s there and you just show up and play. The big difference here is that DreamParks are places. They exist in the real world.” Don’t be surprised if you see people doing this soon. The mapped area was around 50,000 square feet in the park, so it was a pretty big game space. Soon, the company will break into 100,000 square feet for the game with another update. That’s about 10 times the restricted size of Meta’s VR headsets. “We’re going way past the usual limits,” Wolf said. “I think this fundamentally changes what mixed reality means. Now it’s not this living room experience bound to the couch. It’s an actual world to walk around and explore and touch. Once we get people there, we’re gonna really see that cognitive shift, where now augmented reality (AR) is something I can go out and experience, like enjoying a concert.” The cofounders gave me a headset to wear. The first one didn’t work, but a second one functioned fine. It was a modified Meta Quest 3 headset that was locked down so it would play just the DreamPark game. It took a short time to load and then I looked through the headset. Thanks to the outward-facing cameras, I was able to see the park in mixed reality. That meant I didn’t trip over anything as I walked around. I held the headset to my forehead and looked around. I could see a Mario-like set of bricks floating in the air, and floating virtual coins along the physical path. I started walking around and picking up the coins and tapping the bricks to collect points in the game. I didn’t go where there were people lying on the grass, but I didn’t manage to navigate to some lava pits in the middle of the park. The founders pointed out that far away from me, on the Carnaval concert stage, there was a boss. Normally, if there was no concert, I could have waltzed over to that location and engaged in a boss fight. DreamPark overlaid on the Third Street Promenade in Santa Monica, California. The graphics were rudimentary, 8-bit style, and yet I didn’t mind it at all due to the novelty of seeing them overlaid on the real world. Still, I was reluctant to go walking in the lava pits, as that was a bad idea in the virtual world and I somehow felt like it would be a bad idea to walk there in the physical world. “Our graphics are more cartoonish, but our Wizard theme has a more realistic look,” Wolf said. “We’re creating four theme parks.” One of them is a sci-fi Crash Course, which is an obstacle course. And DreamPark is working with a partner as well. There’s one with a psychedelic theme and one that is ambient fun. It’s easy to turn the experience into a multiplayer game. You can, for instance, race around the park and complete a timed experience in competition with your friends. The appeal of a virtual overlay on the real world DreamPark mixes the virtual and real worlds. DreamPark transforms physical locations into immersive mixed-reality environments through its network of access points: physical markers, like QR codes, that, when scanned with a Meta Quest 3 headset or mobile device, unlock digital overlays on real-world spaces. The company has already established successful installations at Santa Monica’s Third Street Promenade and The LA County Fair, with planned expansions in Seattle, Orange County and several expos and corporate events. It’s pretty cheap to create new locations. All they really have to do is scan an area, overlay a digital game filled with simple games, and then drop a mat with a QR code on the property so people can scan it and start playing the game. For property owners, this means they can draw people back to their location, getting them to re-engage with the place because people want to play a digital game at the physical place. It’s a way to enhance the value of a physical property, using virtual entertainment. Bushnell pitched the idea for DreamPark on CNBC’s Shark Tank television show. The sharks didn’t go for it, but the publicity from the show helped surface investors, Bushnell said. (The Bushnell family is going to appear at Augmented World Expo in Long Beach, California, in June). “As a longtime investor, I have seen countless pitches promising to merge the digital and physical worlds, and DreamPark is the first that truly delivers on the real-world metaverse,” said Cyan Banister, cofounder and general partner at Long Journey Ventures, in a statement. “Aidan is a visionary builder of immersive systems, and Brent is a pioneer in playful public spaces, making them the perfect team to make emerging tech feel human, accessible, and unforgettable. They’ve cracked the code on location-based AR, delivering a 10x experience that’s as magical as it’s scalable. This isn’t just immersive entertainment; it’s a whole new category.” The funding comes when retail landlords and event venues seek innovative solutions to drive foot traffic and increase engagement. While typical VR venues cost over $1 million to build, DreamPark delivers a fully immersive, multiplayer experience that pays for itself in its first month of revenue. DreamPark in Santa Monica. “Our capital expense is like one of a hundredth of our competitors, which is amazing. And then this lets us move astronomically faster than everyone else. I kind of believe in a Nintendo philosophy, which is, they take antiquated technology, but they use it in a new way that makes it valuable. We’re using access points,” Wolf said. There’s no construction or permanent infrastructure required. It’s a radically more affordable way to turn underused spaces into high-impact destinations. “We’re not just creating engaging content, we’re building a platform that revitalizes communities by giving people a reason to gather, play, and connect in physical spaces in real life,” said Wolf. “DreamPark bridges the digital and physical worlds, creating a new category of play where the magic of virtual worlds enhances real-life connections. We’re reimagining what’s possible when the spaces around us become canvases for shared adventure and imagination.” The seed funding will support DreamPark’s aggressive expansion plans, including deploying access points across new locations, launching partnerships with major IP holders to create branded theme park experiences, and expanding the company’s fleet of rental Meta Quest 3 headsets units nationwide. DreamPark is growing the development team to accelerate content creation and platform capabilities. DreamPark’s leadership team brings deep experience from companies including Two-Bit Circus, Smiley Cap, and SNAP, Inc., positioning them to execute their ambitious vision of creating the infrastructure for worldwide mixed-reality entertainment. Where it’s going What alien technology is this? Bushnell said the team has been working for around two years. But the founders have been involved with AR for more than a decade. They showed up at Two-Bit Circus and started making mixed-reality games, which take into account physical reality as a game space. There are about 10 contractors in the company working on content. They found that players are happy to wear the headsets for 30 minutes at a time, particularly when they are playing with friends. “We see ourselves more as a tech company than like a location based entertainment company. We hope to stay small as a core team while still reaching millions or billions of people,” Wolf said.The games are in a private alpha testing phase now. “I would say that the headset we currently have in our hands is the exact headset we need to bring this to the masses. So the nice part about the company we’re building is we aren’t waiting for some like watershed moment,” Wolf said. “We’re not waiting for anything now. We’re just getting it into lots of places where people already congregate.”DreamPark is coming out with an app that will let users scan their local park and then start using that space as a level, Wolf said. But DreamPark itself will create partnerships with some of the best places itself and get permission to do the game on the properties. At Two-Bit Circus, for instance, DreamPark could extend the entertainment into the outdoor parking lot, giving more square footage for entertainment. Bushnell had a great moment when he was playing an AR game with drift racing on a racetrack in the Two-Bit Circus parking lot. He noted that mixed reality doesn’t have the Achilles Heel of VR, which is that it makes half the people nauseous. “That was really the moment that broke my brain for mixed reality,” he said. “We were on actual drift bikes, pedaling around collecting coins. And I went twice around that thing, chasing after somebody else on a drift bike. And, you know, my heart rate was at 150. And I was just absolutely going bananas. And I took the headset off, and all that world that had motivated me to pedal my ass off was gone. It just really felt like this is not just going to change entertainment. This is going to change therapy and fitness and learning.” Bushnell said so many other kinds of entertainment are based on deploying huge amounts of capital. But this kind of theme park could be up and running in a matter of minutes. Bushnell believes people will be happy to buy tickets to get a chance to play. He said his four-year-old kid loves it, as does his 82-year-old father. DreamPark is adding virtual entertainment to real venues. To me, it felt a bit like the beginning of the world of Cyberpunk 2077, while Bushnell said it reminded him of the Korean drama, The Memories of Alhambra, where people wear contact lenss displays and have an adventure overlaid on real streets. “These are beautiful places naturally. Let’s augment them with a little more cool storytelling, and you’re off and running,” Bushnell said. “The world is lonely and isolated, We think of this a path to being social again, getting people out in public. And we want to invite landlords of all stripes to host DreamParks.” GB Daily Stay in the know! Get the latest news in your inbox daily Read our Privacy Policy Thanks for subscribing. Check out more VB newsletters here. An error occured.
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  • Real-world map data is helping make better games about farms and transportation

    I’m feeling a strange sense of pressure as I set up my first bus route in City Bus Manager. I want to get things right for the public transportation users of this city, probably because it’s the city I actually live in. City Bus Manager uses OpenStreetMapdata to populate its maps, so I can see all the familiar streets and points of interest laid out in front of me. These are my neighbors, who, like me, want an efficient transit service. I want to be able to provide it to them — even if only in a simulation.City Bus Manager is part of a small group of management sims that are using OSM’s community-generated database to make the whole world their game setting. Other examples include Global Farmer, NIMBY Rails, and Logistical: Earth. In these games, players can build farms, railways, or delivery networks all over the globe, using data about real fields, settlements, and infrastructure to inform their decisions.When the idea of using OSM was first raised at PeDePe, the studio behind City Bus Manager, “we had no idea if it would be technically feasible,” says Niklas Polster, the studio’s co-founder. But once established, the license gave them access to an entire world of streets, buildings, and even real bus stops. And these do more than just form the game’s world. They’re also used for gameplay elements like simulating passenger behavior. “Schools generate traffic in the mornings on weekdays, while nightlife areas such as bars and clubs tend to attract more passengers in the evenings on weekends,” ” Polster says.Typically, Polster says, people are drawn to playing City Bus Manager in their local areas.That personal connection appears almost hardwired into people, says Thorsten Feldmann, CEO of Global Farmer developer Thera Bytes. When they showcased the game at Gamescom in 2024, “every single booth visitor” wanted to input their own postal code and look at their own house.Global Farmer. Image: Thera BytesThere’s a specific fantasy about being able to transform a space you know so well, Feldmann says. In addition to your own home or town, the marketing for Global Farmer suggests using famous tourist locations, such as Buckingham Palace, as the beginning of your new agricultural life. “own stories around those places can be even more impactful than in purely fictional environments,” Feldmann says.There is something inherently fun about being in control of a place you see every day or one that is deeply iconic. In particular, tearing down a perfectly manicured gated garden from which the British royal family takes £510 million per year and turning it into land to grow food for a country where 4.5 million children live in poverty might not be a one-to-one political solution, but it is emotionally compelling.“We’ve heard stories of players who became interested in public transport as a career thanks to the game.”The quality — or lack thereof — of public transportation is another key political topic where I live. The local buses are currently in the process of being nationalized again after what South Yorkshire Mayor Oliver Coppard calls a “failed experiment” in privatization. Maybe that’s why, even though these might just be pixels on a screen, I want to do it right. That’s a feeling many players seem to experience. “Our Discord community is full of players who are passionate about public transport,” Polster says. “We’ve heard stories of players who became interested in public transport as a career thanks to the game.”Of course, game developers using OSM data are still making games, rather than exact simulations. The real world is not always a well-balanced game design space. “In smaller towns and villages, routes can be unprofitable with realistic numbers,” Polster says. City Bus Manager compensates for this by giving players more financial support, which is a straightforward and useful bit of game design. But when it comes to treating the games as direct representations of the world, it elides some complexity. For example, according to Polster, some players have reached out to their local transportation agencies with data they’ve gathered from playing in their local areas — despite the fact that the game is not actually designed as a faithful recreation of the real world, even if its map is.NIMBY Rails. Image: Weird and WryAnother challenge is that OSM data isn’t always fully reliable. Polster explains that there can be errors or missing data that break very specific areas in the game, requiring PeDePe to manually find the issues and fix them. But OSM is also a volunteer-run program, meaning players can correct the data at the source. “Many of our players contribute directly to OpenStreetMap,” if they find errors in their local area, Polster says, which improves the dataset for everybody, no matter what they’re using it for.Density of data is also a particular issue for the Global Farmer developers, who found that OSM has a lot more information about roads than field systems. There are plenty of areas where individual field boundaries aren’t mapped, making “total grey areas where gameplay actually couldn’t happen.” The developers compensated for this by making a map editor, where players can copy satellite images from other sources to correct the data, but it means that those who don’t want to build their own maps are limited to the places where OSM has detailed data or where other players have shared their creations.Management sims have often reached for a sense of realism, and OSM data is a useful tool in that toolbox. It also allows players to control environments they know well and can connect with. But it is not a perfect recreation of the world, and even if it was, that isn’t always what games need. According to Feldmann, navigating these factors “can be very frustrating.”But, just like players, developers are drawn to the idea of blurring the lines between places they know and places they simulate. “It is also super rewarding whenever you manage to find a solution and get great results that are connected to the real world,” Feldmann says.See More:
    #realworld #map #data #helping #make
    Real-world map data is helping make better games about farms and transportation
    I’m feeling a strange sense of pressure as I set up my first bus route in City Bus Manager. I want to get things right for the public transportation users of this city, probably because it’s the city I actually live in. City Bus Manager uses OpenStreetMapdata to populate its maps, so I can see all the familiar streets and points of interest laid out in front of me. These are my neighbors, who, like me, want an efficient transit service. I want to be able to provide it to them — even if only in a simulation.City Bus Manager is part of a small group of management sims that are using OSM’s community-generated database to make the whole world their game setting. Other examples include Global Farmer, NIMBY Rails, and Logistical: Earth. In these games, players can build farms, railways, or delivery networks all over the globe, using data about real fields, settlements, and infrastructure to inform their decisions.When the idea of using OSM was first raised at PeDePe, the studio behind City Bus Manager, “we had no idea if it would be technically feasible,” says Niklas Polster, the studio’s co-founder. But once established, the license gave them access to an entire world of streets, buildings, and even real bus stops. And these do more than just form the game’s world. They’re also used for gameplay elements like simulating passenger behavior. “Schools generate traffic in the mornings on weekdays, while nightlife areas such as bars and clubs tend to attract more passengers in the evenings on weekends,” ” Polster says.Typically, Polster says, people are drawn to playing City Bus Manager in their local areas.That personal connection appears almost hardwired into people, says Thorsten Feldmann, CEO of Global Farmer developer Thera Bytes. When they showcased the game at Gamescom in 2024, “every single booth visitor” wanted to input their own postal code and look at their own house.Global Farmer. Image: Thera BytesThere’s a specific fantasy about being able to transform a space you know so well, Feldmann says. In addition to your own home or town, the marketing for Global Farmer suggests using famous tourist locations, such as Buckingham Palace, as the beginning of your new agricultural life. “own stories around those places can be even more impactful than in purely fictional environments,” Feldmann says.There is something inherently fun about being in control of a place you see every day or one that is deeply iconic. In particular, tearing down a perfectly manicured gated garden from which the British royal family takes £510 million per year and turning it into land to grow food for a country where 4.5 million children live in poverty might not be a one-to-one political solution, but it is emotionally compelling.“We’ve heard stories of players who became interested in public transport as a career thanks to the game.”The quality — or lack thereof — of public transportation is another key political topic where I live. The local buses are currently in the process of being nationalized again after what South Yorkshire Mayor Oliver Coppard calls a “failed experiment” in privatization. Maybe that’s why, even though these might just be pixels on a screen, I want to do it right. That’s a feeling many players seem to experience. “Our Discord community is full of players who are passionate about public transport,” Polster says. “We’ve heard stories of players who became interested in public transport as a career thanks to the game.”Of course, game developers using OSM data are still making games, rather than exact simulations. The real world is not always a well-balanced game design space. “In smaller towns and villages, routes can be unprofitable with realistic numbers,” Polster says. City Bus Manager compensates for this by giving players more financial support, which is a straightforward and useful bit of game design. But when it comes to treating the games as direct representations of the world, it elides some complexity. For example, according to Polster, some players have reached out to their local transportation agencies with data they’ve gathered from playing in their local areas — despite the fact that the game is not actually designed as a faithful recreation of the real world, even if its map is.NIMBY Rails. Image: Weird and WryAnother challenge is that OSM data isn’t always fully reliable. Polster explains that there can be errors or missing data that break very specific areas in the game, requiring PeDePe to manually find the issues and fix them. But OSM is also a volunteer-run program, meaning players can correct the data at the source. “Many of our players contribute directly to OpenStreetMap,” if they find errors in their local area, Polster says, which improves the dataset for everybody, no matter what they’re using it for.Density of data is also a particular issue for the Global Farmer developers, who found that OSM has a lot more information about roads than field systems. There are plenty of areas where individual field boundaries aren’t mapped, making “total grey areas where gameplay actually couldn’t happen.” The developers compensated for this by making a map editor, where players can copy satellite images from other sources to correct the data, but it means that those who don’t want to build their own maps are limited to the places where OSM has detailed data or where other players have shared their creations.Management sims have often reached for a sense of realism, and OSM data is a useful tool in that toolbox. It also allows players to control environments they know well and can connect with. But it is not a perfect recreation of the world, and even if it was, that isn’t always what games need. According to Feldmann, navigating these factors “can be very frustrating.”But, just like players, developers are drawn to the idea of blurring the lines between places they know and places they simulate. “It is also super rewarding whenever you manage to find a solution and get great results that are connected to the real world,” Feldmann says.See More: #realworld #map #data #helping #make
    WWW.THEVERGE.COM
    Real-world map data is helping make better games about farms and transportation
    I’m feeling a strange sense of pressure as I set up my first bus route in City Bus Manager. I want to get things right for the public transportation users of this city, probably because it’s the city I actually live in. City Bus Manager uses OpenStreetMap (OSM) data to populate its maps, so I can see all the familiar streets and points of interest laid out in front of me. These are my neighbors, who, like me, want an efficient transit service. I want to be able to provide it to them — even if only in a simulation.City Bus Manager is part of a small group of management sims that are using OSM’s community-generated database to make the whole world their game setting. Other examples include Global Farmer, NIMBY Rails, and Logistical: Earth. In these games, players can build farms, railways, or delivery networks all over the globe, using data about real fields, settlements, and infrastructure to inform their decisions.When the idea of using OSM was first raised at PeDePe, the studio behind City Bus Manager, “we had no idea if it would be technically feasible,” says Niklas Polster, the studio’s co-founder. But once established, the license gave them access to an entire world of streets, buildings, and even real bus stops. And these do more than just form the game’s world. They’re also used for gameplay elements like simulating passenger behavior. “Schools generate traffic in the mornings on weekdays, while nightlife areas such as bars and clubs tend to attract more passengers in the evenings on weekends,” ” Polster says.Typically, Polster says, people are drawn to playing City Bus Manager in their local areas. (This seems to be confirmed by looking at YouTube playthroughs of the game, where creators often begin by saying they’re going to dive into their own city or town.) That personal connection appears almost hardwired into people, says Thorsten Feldmann, CEO of Global Farmer developer Thera Bytes. When they showcased the game at Gamescom in 2024, “every single booth visitor” wanted to input their own postal code and look at their own house.Global Farmer. Image: Thera BytesThere’s a specific fantasy about being able to transform a space you know so well, Feldmann says. In addition to your own home or town, the marketing for Global Farmer suggests using famous tourist locations, such as Buckingham Palace, as the beginning of your new agricultural life. “[Players creating their] own stories around those places can be even more impactful than in purely fictional environments,” Feldmann says.There is something inherently fun about being in control of a place you see every day or one that is deeply iconic. In particular, tearing down a perfectly manicured gated garden from which the British royal family takes £510 million per year and turning it into land to grow food for a country where 4.5 million children live in poverty might not be a one-to-one political solution, but it is emotionally compelling.“We’ve heard stories of players who became interested in public transport as a career thanks to the game.”The quality — or lack thereof — of public transportation is another key political topic where I live. The local buses are currently in the process of being nationalized again after what South Yorkshire Mayor Oliver Coppard calls a “failed experiment” in privatization. Maybe that’s why, even though these might just be pixels on a screen, I want to do it right. That’s a feeling many players seem to experience. “Our Discord community is full of players who are passionate about public transport,” Polster says. “We’ve heard stories of players who became interested in public transport as a career thanks to the game.”Of course, game developers using OSM data are still making games, rather than exact simulations. The real world is not always a well-balanced game design space. “In smaller towns and villages, routes can be unprofitable with realistic numbers,” Polster says. City Bus Manager compensates for this by giving players more financial support, which is a straightforward and useful bit of game design. But when it comes to treating the games as direct representations of the world, it elides some complexity. For example, according to Polster, some players have reached out to their local transportation agencies with data they’ve gathered from playing in their local areas — despite the fact that the game is not actually designed as a faithful recreation of the real world, even if its map is.NIMBY Rails. Image: Weird and WryAnother challenge is that OSM data isn’t always fully reliable. Polster explains that there can be errors or missing data that break very specific areas in the game, requiring PeDePe to manually find the issues and fix them. But OSM is also a volunteer-run program, meaning players can correct the data at the source. “Many of our players contribute directly to OpenStreetMap,” if they find errors in their local area, Polster says, which improves the dataset for everybody, no matter what they’re using it for.Density of data is also a particular issue for the Global Farmer developers, who found that OSM has a lot more information about roads than field systems. There are plenty of areas where individual field boundaries aren’t mapped, making “total grey areas where gameplay actually couldn’t happen.” The developers compensated for this by making a map editor, where players can copy satellite images from other sources to correct the data, but it means that those who don’t want to build their own maps are limited to the places where OSM has detailed data or where other players have shared their creations.Management sims have often reached for a sense of realism, and OSM data is a useful tool in that toolbox. It also allows players to control environments they know well and can connect with. But it is not a perfect recreation of the world, and even if it was, that isn’t always what games need. According to Feldmann, navigating these factors “can be very frustrating.”But, just like players, developers are drawn to the idea of blurring the lines between places they know and places they simulate. “It is also super rewarding whenever you manage to find a solution and get great results that are connected to the real world,” Feldmann says.See More:
    0 Yorumlar 0 hisse senetleri
  • Google Demos Real-World Use Of Android XR Glasses At I/O 2025, Details On Partnership With Warby Parker And Gentle Monster

    Ever since Google teased the Android XR in December, users have been intrigued by more details about the extended reality devices. At I/0 2025, Google gave a clearer picture of the Android XR glasses and the capabilities they would be packed with. The tech giant elaborated that the mixed reality glasses running Android will feature microphones, cameras, and speakers to carry out the intended functionality.
    Google finally demoed the Android-powered XR glasses, and it is letting users control how immersive the experience would be
    Google talked majorly about the AI advancements and features it has packed up for this year at the I/O event today and also let on about the future direction it has set for itself in advancing further in the technology, but that was not all the tech community was looking forward to as the Android XR glasses also had everyone hooked.
    Google offered a deep look into the Android XR glasses and how they can be used in our everyday lives to make daily tasks and functions more seamless. The glasses are designed in a way that they can be used alongside your smartphone, allowing you to engage in a hands-free experience without taking your phone out of your pocket. With the help of these XR glasses, you can have more natural and integrated integrations and even make use of the in-lens display, although that is optional.

    To bring these Android XR glasses to life, Google is getting on board with brands such as Warby Parker and Gentle Monster that can help not only present the glasses as tech products but also something you can use as everyday wear and look trendy. The tech giant is pushing for a design that helps blend seamlessly and can help the device become more desirable. The XR glasses are not just highly interactive but contextually aware, allowing for voice commands, real-time navigation, and even recalling things seen.
    Google is also further going ahead in its collaboration with Samsung as it is now stepping beyond headsets and including XR glasses as well. This would help boost the XR ecosystem and the developers would be able to access the platform later this year. The company took its chance to highlight how it is yet testing and collecting feedback and is increasingly committed to refining experiences. Additionally, the tech giant is teaming up with XREAL to develop the second Android XR device. While Project Moohan is still on track and coming out later this year, these collaboration efforts do highlight its commitment to expanding the XR devices further.

    Deal of the Day
    #google #demos #realworld #use #android
    Google Demos Real-World Use Of Android XR Glasses At I/O 2025, Details On Partnership With Warby Parker And Gentle Monster
    Ever since Google teased the Android XR in December, users have been intrigued by more details about the extended reality devices. At I/0 2025, Google gave a clearer picture of the Android XR glasses and the capabilities they would be packed with. The tech giant elaborated that the mixed reality glasses running Android will feature microphones, cameras, and speakers to carry out the intended functionality. Google finally demoed the Android-powered XR glasses, and it is letting users control how immersive the experience would be Google talked majorly about the AI advancements and features it has packed up for this year at the I/O event today and also let on about the future direction it has set for itself in advancing further in the technology, but that was not all the tech community was looking forward to as the Android XR glasses also had everyone hooked. Google offered a deep look into the Android XR glasses and how they can be used in our everyday lives to make daily tasks and functions more seamless. The glasses are designed in a way that they can be used alongside your smartphone, allowing you to engage in a hands-free experience without taking your phone out of your pocket. With the help of these XR glasses, you can have more natural and integrated integrations and even make use of the in-lens display, although that is optional. To bring these Android XR glasses to life, Google is getting on board with brands such as Warby Parker and Gentle Monster that can help not only present the glasses as tech products but also something you can use as everyday wear and look trendy. The tech giant is pushing for a design that helps blend seamlessly and can help the device become more desirable. The XR glasses are not just highly interactive but contextually aware, allowing for voice commands, real-time navigation, and even recalling things seen. Google is also further going ahead in its collaboration with Samsung as it is now stepping beyond headsets and including XR glasses as well. This would help boost the XR ecosystem and the developers would be able to access the platform later this year. The company took its chance to highlight how it is yet testing and collecting feedback and is increasingly committed to refining experiences. Additionally, the tech giant is teaming up with XREAL to develop the second Android XR device. While Project Moohan is still on track and coming out later this year, these collaboration efforts do highlight its commitment to expanding the XR devices further. Deal of the Day #google #demos #realworld #use #android
    WCCFTECH.COM
    Google Demos Real-World Use Of Android XR Glasses At I/O 2025, Details On Partnership With Warby Parker And Gentle Monster
    Ever since Google teased the Android XR in December, users have been intrigued by more details about the extended reality devices. At I/0 2025, Google gave a clearer picture of the Android XR glasses and the capabilities they would be packed with. The tech giant elaborated that the mixed reality glasses running Android will feature microphones, cameras, and speakers to carry out the intended functionality. Google finally demoed the Android-powered XR glasses, and it is letting users control how immersive the experience would be Google talked majorly about the AI advancements and features it has packed up for this year at the I/O event today and also let on about the future direction it has set for itself in advancing further in the technology, but that was not all the tech community was looking forward to as the Android XR glasses also had everyone hooked. Google offered a deep look into the Android XR glasses and how they can be used in our everyday lives to make daily tasks and functions more seamless. The glasses are designed in a way that they can be used alongside your smartphone, allowing you to engage in a hands-free experience without taking your phone out of your pocket. With the help of these XR glasses, you can have more natural and integrated integrations and even make use of the in-lens display, although that is optional. To bring these Android XR glasses to life, Google is getting on board with brands such as Warby Parker and Gentle Monster that can help not only present the glasses as tech products but also something you can use as everyday wear and look trendy. The tech giant is pushing for a design that helps blend seamlessly and can help the device become more desirable. The XR glasses are not just highly interactive but contextually aware, allowing for voice commands, real-time navigation, and even recalling things seen. Google is also further going ahead in its collaboration with Samsung as it is now stepping beyond headsets and including XR glasses as well. This would help boost the XR ecosystem and the developers would be able to access the platform later this year. The company took its chance to highlight how it is yet testing and collecting feedback and is increasingly committed to refining experiences. Additionally, the tech giant is teaming up with XREAL to develop the second Android XR device. While Project Moohan is still on track and coming out later this year, these collaboration efforts do highlight its commitment to expanding the XR devices further. Deal of the Day
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  • #333;">Round-up: Canadian-led exhibitions at the 2025 Venice Biennale
    The International Architecture Exhibition – La Biennale di Venezia,  has returned, with its grand opening held in early May.
    The exhibition runs until November 23, 2025
    The Canada Council for the Arts, Commissioner of Canada’s official participation in the International Architecture Exhibition – La Biennale di Venezia, administers the selection process and oversees the exhibition at the Canada Pavilion.
    But in addition to the Canada Pavilion, Canadian architects and designers have a presence in several other exhibitions that are part of this year’s festival.
    Here’s a round-up of the Canadian work in Venice.
    Picoplanktonics.
    Photo credit: Valentina Mori
    Picoplanktonics led by Living Room Collective
    Canada’s official entry to the Biennale is Picoplanktonics, a 3D-printed living artwork incorporating cyanobacteria—a global first at the intersection of architecture, biotechnology, and art.
    The exhibition, developed by the Living Room Collective, showcases the potential for collaboration between humans and nature. Picoplanktonics is an exploration of the potential to co-operate with living systems by co-constructing spaces that “remediate the planet rather than exploit it.”
    The installation transforms the Canada Pavilion into an aquatic micro-ecosystem, where architectural structures grow, evolve, and naturally degrade alongside their living components.
    It was designed according to regenerative architecture principles, and is not only a built object, but also a breathing organism interacting with its environment, which prompts reflection on potential futures of the built environment.
    The creative team is led by bio-designer Andrea Shin Ling, alongside core team members Nicholas Hoban, Vincent Hui and Clayton Lee.
    Etude Ile Verte by Atelier Pierre Thibault.
    Photo credit Alex Lesage
    Les boucaneries de l’île Verte by Atelier Pierre Thibault
    Atelier Pierre Thibault has been invited to participate in this year’s Venice Biennale as the only team from Québec.
    His project is inspired by the old fish smokehouses, or boucaneries, of Île Verte.
    With the support of the fifty permanent residents of Île Verte, Atelier Pierre Thibault has designed a participatory architectural project that aims to reinterpret the boucaneries as creative canvases to imagine new uses to strengthen Île Verte’s autonomy.
    This includes community greenhouses, artist studios, and gathering places.
    The exhibition aims to highlight, as Thibault puts it, “the strength of a sensitive and collective gesture in response to the erosion of traditional buildings and the major climate challenges faced by inhabitants living year-round in an isolated island environment.”
    The construction of the installations, along with the exchanges sparked with the community, was documented through photography and video, and captures both the process and the spirit of collaboration that defined the project.
    Celebrating the Verdoyants’ collective intelligence and inviting reflection on the future of the boucaneries, this participatory project highlights the exemplary and internationally resonant nature of this approach.
    The Atelier Pierre Thibault project will be on view at the Corderie dell’Arsenale.
    The pavilion itself will take the form of a temporary, lightweight structure constructed from reused materials, situated on the grounds of the French Pavilion, which is currently undergoing renovation.
    The curators have selected 50 projects to be featured across six thematic sections: Living With the Existing, the Immediate, the Broken, Vulnerabilities, Nature, and Combined Intelligences.
    Image courtesy of WZMH Architects
    Speedstac by WZMH Architects as part of Living With…Combined Intelligences 
    As part of the exhibition “Living With… Combined Intelligences,” WZMH Architects presents Speedstac, a prefabricated modular precast solution that aims to reimagine how urban areas devastated by war can be rebuilt.
    Originally designed to accelerate housing construction in Canada, Speedstac took on urgent new relevance following the Russian invasion of Ukraine.
    With more than 170,000 buildings damaged or destroyed and millions displaced, WZMH’s innovation, developed through its R&D lab, sparkbird, aims to offer a scalable solution: self-contained, plug-and-play building modules with integrated electrical and plumbing systems that can be seamlessly inserted into existing structures.
    The use of modern materials such as high-performance concrete can reduce the weight of the modules, making them easier to lift and move using conventional crane equipment.
    Using a robust locking mechanism, several modules can be securely fastened and unfastened as needed, to produce an adaptive modular housing solution.
    The Speedstac system aims to offer a solution to the challenges of traditional construction methods, enabling faster, more flexible, and more sustainable building projects.
    The Vivre Avec / Living With exhibition is hosted in the French Pavilion.
    Presentation, Northern Horizons.
    Photo credit: Blouin Orzes architectes
    Northern Horizons by Blouin Orzes architectes as part of Time Space Existence 
    Through a wide selection of projects—ranging from conceptual works, models and photographs to videos, sculptures and site-specific installations—the exhibition Time Space Existence, hosted by the European Cultural Centre, aims to provoke participants to question their relationship with space and time, re-envisioning new ways of living and rethinking architecture through a larger lens.
    Quebec firm Blouin Orzes’ participation revolves around their first-hand understanding of Inuit territories, where they have been working since 2000.
    Their contribution is based on their  recent publication, Northern Journeys.
    Blouin Orzes’ contribution in on display at the Palazzo Mora, and additional contributions to Time Space Existence are on view at the Palazzo Bembo and Marinaressa Gardens.
    View of Commercial and Residential Towers from Seymour and West Georgia Streets.
    Image credit: Henriquez Partners Studio
    BC Glass Sea Sponge
    Another contribution to Time Space Existence is the work of Henriquez Partners Studio.
    The transformative mixed-use development which they are presenting merges architectural innovation, social responsibility and urban revitalization, and has recently been submitted to the City of Vancouver.
    The project is about ambitious city-building, and aims to unlock public benefits on currently underutilized land in a way that supports some of the city’s most urgent needs, while contributing bold architecture to the city skyline.
    Four towers, designed by Henriquez, draw inspiration from rare and ancient glass sea sponge reefs, whose ecological strength and resilience have shaped both form and structure.
    These living marine organisms, which are unique to the Pacific Northwest, aim to serve as a metaphor for regeneration and adaptation.
    This concept is translated through the architectural language of the towers: silhouettes, sculptural forms, and sustainable performance.
    The tallest tower, a stand-alone hotel, proposed at 1,033 feet, is shaped by a structural diagrid exoskeleton that allows for column-free interiors while maximizing strength and minimizing material use.
    Developed in collaboration with Arup, the structural system references the skeletal lattice of sea sponges; a concept researched at Harvard for its groundbreaking structural efficiency.
    Henriquez Partners’  contribution is on display at Palazzo Bembo.
    Renewal Development Shishalh Project Duplex Renderings – Image credit: Renewal Development
    Shíshálh Nation: Ten Home Rescue Project as part of theLiving With / Vivre avec exhibition
    Vancouver-based company Renewal Development has been selected to appear as part of the French Pavilion’s exhibition on housing innovation.
    In 2024, Renewal Development partnered with developer Wesgroup and the shíshálh Nation to relocate ten high value Port Moody homes set for demolition to the shíshálh Nation on the Sunshine Coast.
    The Nation has been experiencing an acute housing shortage with 900 Nation members currently on a waitlist for housing.
    Renewal Development says that this initiative reflects its “deeply held values of sustainability, and reconciliation” and its “work to offer real-world solutions to waste and housing shortages by reimagining what already exists.”
    The project will be on display in the French Pavilion.
    The following is a list of other Canadian groups and individuals contributing to this year’s Venice Biennale:
    On Storage
    Brendan Cormier is a Canadian writer, curator, and urban designer based in London.
    He is currently the lead curator of 20th and 21st Century Design for the Shekou Partnership at the Victoria and Albert Museum.
    Prior to this he served as the managing editor of Volume Magazine.
    La Biennale di Venezia and the Victoria and Albert Museum, London present for the ninth consecutive year the Applied Arts Pavilion Special Project titled On Storage, curated by Brendan Cormier, in collaboration with Diller, Scofidio + Renfro (DS+R).
    It explores the global architecture of storage in service of the circulation of things, and features a newly commissioned six-channel film directed by DS+R.
    From Liquid to Stone: A Reconfigurable Concrete Tectonic Against Obsolescence
    Inge Donovan, based in Boston, achieved her Bachelor of Arts in Architectural Design and Architectural History, Theory and Criticism from the Daniels Faculty of Architecture at the University of Toronto in 2019 after growing up in Nova Scotia, Canada.
    The Curse of Dimensionality
    Adeline Chum is currently a Graduate Research Assistant at the Center for Spatial Research and third-year student in the MArch Program at GSAPP.
    She has received her Bachelor of Architectural Studies from the University of Waterloo, Canada and has worked in small and medium-sized architecture firms in Toronto, New York, and London.
    Oceanic Refractions
    Elise Misao Hunchuck, born in Toronto and currently based Berlin and Milan, is a transdisciplinary researcher, editor, writer, and educator.
    Her practice brings together architecture, landscape architecture, and media studies to research sites in Canada, Japan, China, and Ukraine, employing text, images, and cartographies to document, explore, and archive the co-constitutive relationships between plants, animals, and minerals—in all of their forms.
    SpaceSuits.Us: A Case for Ultra Thin Adjustments
    Charles Kim is a designer currently based in Boston.
    Stemming from his background in architecture, he is interested in materials, DIY, and the aesthetics of affordability.
    Since graduating from Harvard Graduate School of Design in 2022, he has been working as an architectural designer at Utile.
    Uncommon Knowledge: Plants as Sensors
    Sonia Sobrino Ralston is a designer, researcher, and educator, and is currently an Assistant Teaching Professor in Landscape Architecture and Art + Design at Northeastern University in the College of Arts, Media, and Design.
    She is interested in the intersections between landscape, architecture, and the history of technology.
    Doxiadis’ Informational Modernism
    Mark Wasiuta is Senior Lecturer in Architecture at Columbia GSAPP and Co-Director of the Critical, Curatorial and Conceptual Practices in Architecture program.
    Wasiuta is recipient of recent grants from the Onassis Foundation, the Asian Cultural Council, NYSCA, and the Graham Foundation, where he was an inaugural Graham Foundation Fellow.
    Blue Garden: The Architecture of Emergence
    Tanvi Khurmi, based in London, UK, is a multidisciplinary designer and artist.
    Her practice is focused on addressing and combatting issues surrounding the climate crisis.
    After receiving a Bachelor’s in Architecture with a minor in Environmental Studies from the John H.
    Daniels Faculty of Architecture at the University of Toronto, she earned a Masters of Architecture in Bio-Integrated Design at the Bartlett School of Architecture at University College London.
    Design as an Astronaut
    Dr.
    Cody Paige is the Director of the Space Exploration Initiative at the MIT Media Lab, a team of 50+ students, faculty, and staff building and flying advanced technology for space exploration.
    The Initiative focuses on helping students take their research into space.
    The pipeline developed to achieve this works with students from across the Media Lab and the MIT community to prototype space-related research in the lab, fly and test them in microgravity on parabolic and suborbital flights, and finally to take them to the International Space Station or on to the Moon.
    Cody also has a background in geology, specifically quaternary geochronology, and completed her Master of Applied Science at the University of Toronto in Aerospace Engineering and her Bachelor of Applied Science from Queen’s University in Engineering Physics.
     
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#science #aerospace #engineering #queens #physicsthe #post #appeared #architect
    Round-up: Canadian-led exhibitions at the 2025 Venice Biennale
    The International Architecture Exhibition – La Biennale di Venezia,  has returned, with its grand opening held in early May. The exhibition runs until November 23, 2025 The Canada Council for the Arts, Commissioner of Canada’s official participation in the International Architecture Exhibition – La Biennale di Venezia, administers the selection process and oversees the exhibition at the Canada Pavilion. But in addition to the Canada Pavilion, Canadian architects and designers have a presence in several other exhibitions that are part of this year’s festival. Here’s a round-up of the Canadian work in Venice. Picoplanktonics. Photo credit: Valentina Mori Picoplanktonics led by Living Room Collective Canada’s official entry to the Biennale is Picoplanktonics, a 3D-printed living artwork incorporating cyanobacteria—a global first at the intersection of architecture, biotechnology, and art. The exhibition, developed by the Living Room Collective, showcases the potential for collaboration between humans and nature. Picoplanktonics is an exploration of the potential to co-operate with living systems by co-constructing spaces that “remediate the planet rather than exploit it.” The installation transforms the Canada Pavilion into an aquatic micro-ecosystem, where architectural structures grow, evolve, and naturally degrade alongside their living components. It was designed according to regenerative architecture principles, and is not only a built object, but also a breathing organism interacting with its environment, which prompts reflection on potential futures of the built environment. The creative team is led by bio-designer Andrea Shin Ling, alongside core team members Nicholas Hoban, Vincent Hui and Clayton Lee. Etude Ile Verte by Atelier Pierre Thibault. Photo credit Alex Lesage Les boucaneries de l’île Verte by Atelier Pierre Thibault Atelier Pierre Thibault has been invited to participate in this year’s Venice Biennale as the only team from Québec. His project is inspired by the old fish smokehouses, or boucaneries, of Île Verte. With the support of the fifty permanent residents of Île Verte, Atelier Pierre Thibault has designed a participatory architectural project that aims to reinterpret the boucaneries as creative canvases to imagine new uses to strengthen Île Verte’s autonomy. This includes community greenhouses, artist studios, and gathering places. The exhibition aims to highlight, as Thibault puts it, “the strength of a sensitive and collective gesture in response to the erosion of traditional buildings and the major climate challenges faced by inhabitants living year-round in an isolated island environment.” The construction of the installations, along with the exchanges sparked with the community, was documented through photography and video, and captures both the process and the spirit of collaboration that defined the project. Celebrating the Verdoyants’ collective intelligence and inviting reflection on the future of the boucaneries, this participatory project highlights the exemplary and internationally resonant nature of this approach. The Atelier Pierre Thibault project will be on view at the Corderie dell’Arsenale. The pavilion itself will take the form of a temporary, lightweight structure constructed from reused materials, situated on the grounds of the French Pavilion, which is currently undergoing renovation. The curators have selected 50 projects to be featured across six thematic sections: Living With the Existing, the Immediate, the Broken, Vulnerabilities, Nature, and Combined Intelligences. Image courtesy of WZMH Architects Speedstac by WZMH Architects as part of Living With…Combined Intelligences  As part of the exhibition “Living With… Combined Intelligences,” WZMH Architects presents Speedstac, a prefabricated modular precast solution that aims to reimagine how urban areas devastated by war can be rebuilt. Originally designed to accelerate housing construction in Canada, Speedstac took on urgent new relevance following the Russian invasion of Ukraine. With more than 170,000 buildings damaged or destroyed and millions displaced, WZMH’s innovation, developed through its R&D lab, sparkbird, aims to offer a scalable solution: self-contained, plug-and-play building modules with integrated electrical and plumbing systems that can be seamlessly inserted into existing structures. The use of modern materials such as high-performance concrete can reduce the weight of the modules, making them easier to lift and move using conventional crane equipment. Using a robust locking mechanism, several modules can be securely fastened and unfastened as needed, to produce an adaptive modular housing solution. The Speedstac system aims to offer a solution to the challenges of traditional construction methods, enabling faster, more flexible, and more sustainable building projects. The Vivre Avec / Living With exhibition is hosted in the French Pavilion. Presentation, Northern Horizons. Photo credit: Blouin Orzes architectes Northern Horizons by Blouin Orzes architectes as part of Time Space Existence  Through a wide selection of projects—ranging from conceptual works, models and photographs to videos, sculptures and site-specific installations—the exhibition Time Space Existence, hosted by the European Cultural Centre, aims to provoke participants to question their relationship with space and time, re-envisioning new ways of living and rethinking architecture through a larger lens. Quebec firm Blouin Orzes’ participation revolves around their first-hand understanding of Inuit territories, where they have been working since 2000. Their contribution is based on their  recent publication, Northern Journeys. Blouin Orzes’ contribution in on display at the Palazzo Mora, and additional contributions to Time Space Existence are on view at the Palazzo Bembo and Marinaressa Gardens. View of Commercial and Residential Towers from Seymour and West Georgia Streets. Image credit: Henriquez Partners Studio BC Glass Sea Sponge Another contribution to Time Space Existence is the work of Henriquez Partners Studio. The transformative mixed-use development which they are presenting merges architectural innovation, social responsibility and urban revitalization, and has recently been submitted to the City of Vancouver. The project is about ambitious city-building, and aims to unlock public benefits on currently underutilized land in a way that supports some of the city’s most urgent needs, while contributing bold architecture to the city skyline. Four towers, designed by Henriquez, draw inspiration from rare and ancient glass sea sponge reefs, whose ecological strength and resilience have shaped both form and structure. These living marine organisms, which are unique to the Pacific Northwest, aim to serve as a metaphor for regeneration and adaptation. This concept is translated through the architectural language of the towers: silhouettes, sculptural forms, and sustainable performance. The tallest tower, a stand-alone hotel, proposed at 1,033 feet, is shaped by a structural diagrid exoskeleton that allows for column-free interiors while maximizing strength and minimizing material use. Developed in collaboration with Arup, the structural system references the skeletal lattice of sea sponges; a concept researched at Harvard for its groundbreaking structural efficiency. Henriquez Partners’  contribution is on display at Palazzo Bembo. Renewal Development Shishalh Project Duplex Renderings – Image credit: Renewal Development Shíshálh Nation: Ten Home Rescue Project as part of theLiving With / Vivre avec exhibition Vancouver-based company Renewal Development has been selected to appear as part of the French Pavilion’s exhibition on housing innovation. In 2024, Renewal Development partnered with developer Wesgroup and the shíshálh Nation to relocate ten high value Port Moody homes set for demolition to the shíshálh Nation on the Sunshine Coast. The Nation has been experiencing an acute housing shortage with 900 Nation members currently on a waitlist for housing. Renewal Development says that this initiative reflects its “deeply held values of sustainability, and reconciliation” and its “work to offer real-world solutions to waste and housing shortages by reimagining what already exists.” The project will be on display in the French Pavilion. The following is a list of other Canadian groups and individuals contributing to this year’s Venice Biennale: On Storage Brendan Cormier is a Canadian writer, curator, and urban designer based in London. He is currently the lead curator of 20th and 21st Century Design for the Shekou Partnership at the Victoria and Albert Museum. Prior to this he served as the managing editor of Volume Magazine. La Biennale di Venezia and the Victoria and Albert Museum, London present for the ninth consecutive year the Applied Arts Pavilion Special Project titled On Storage, curated by Brendan Cormier, in collaboration with Diller, Scofidio + Renfro (DS+R). It explores the global architecture of storage in service of the circulation of things, and features a newly commissioned six-channel film directed by DS+R. From Liquid to Stone: A Reconfigurable Concrete Tectonic Against Obsolescence Inge Donovan, based in Boston, achieved her Bachelor of Arts in Architectural Design and Architectural History, Theory and Criticism from the Daniels Faculty of Architecture at the University of Toronto in 2019 after growing up in Nova Scotia, Canada. The Curse of Dimensionality Adeline Chum is currently a Graduate Research Assistant at the Center for Spatial Research and third-year student in the MArch Program at GSAPP. She has received her Bachelor of Architectural Studies from the University of Waterloo, Canada and has worked in small and medium-sized architecture firms in Toronto, New York, and London. Oceanic Refractions Elise Misao Hunchuck, born in Toronto and currently based Berlin and Milan, is a transdisciplinary researcher, editor, writer, and educator. Her practice brings together architecture, landscape architecture, and media studies to research sites in Canada, Japan, China, and Ukraine, employing text, images, and cartographies to document, explore, and archive the co-constitutive relationships between plants, animals, and minerals—in all of their forms. SpaceSuits.Us: A Case for Ultra Thin Adjustments Charles Kim is a designer currently based in Boston. Stemming from his background in architecture, he is interested in materials, DIY, and the aesthetics of affordability. Since graduating from Harvard Graduate School of Design in 2022, he has been working as an architectural designer at Utile. Uncommon Knowledge: Plants as Sensors Sonia Sobrino Ralston is a designer, researcher, and educator, and is currently an Assistant Teaching Professor in Landscape Architecture and Art + Design at Northeastern University in the College of Arts, Media, and Design. She is interested in the intersections between landscape, architecture, and the history of technology. Doxiadis’ Informational Modernism Mark Wasiuta is Senior Lecturer in Architecture at Columbia GSAPP and Co-Director of the Critical, Curatorial and Conceptual Practices in Architecture program. Wasiuta is recipient of recent grants from the Onassis Foundation, the Asian Cultural Council, NYSCA, and the Graham Foundation, where he was an inaugural Graham Foundation Fellow. Blue Garden: The Architecture of Emergence Tanvi Khurmi, based in London, UK, is a multidisciplinary designer and artist. Her practice is focused on addressing and combatting issues surrounding the climate crisis. After receiving a Bachelor’s in Architecture with a minor in Environmental Studies from the John H. Daniels Faculty of Architecture at the University of Toronto, she earned a Masters of Architecture in Bio-Integrated Design at the Bartlett School of Architecture at University College London. Design as an Astronaut Dr. Cody Paige is the Director of the Space Exploration Initiative at the MIT Media Lab, a team of 50+ students, faculty, and staff building and flying advanced technology for space exploration. The Initiative focuses on helping students take their research into space. The pipeline developed to achieve this works with students from across the Media Lab and the MIT community to prototype space-related research in the lab, fly and test them in microgravity on parabolic and suborbital flights, and finally to take them to the International Space Station or on to the Moon. Cody also has a background in geology, specifically quaternary geochronology, and completed her Master of Applied Science at the University of Toronto in Aerospace Engineering and her Bachelor of Applied Science from Queen’s University in Engineering Physics.   The post Round-up: Canadian-led exhibitions at the 2025 Venice Biennale appeared first on Canadian Architect.
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#science #aerospace #engineering #queens #physicsthe #post #appeared #architect
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    Round-up: Canadian-led exhibitions at the 2025 Venice Biennale
    The International Architecture Exhibition – La Biennale di Venezia,  has returned, with its grand opening held in early May. The exhibition runs until November 23, 2025 The Canada Council for the Arts, Commissioner of Canada’s official participation in the International Architecture Exhibition – La Biennale di Venezia, administers the selection process and oversees the exhibition at the Canada Pavilion. But in addition to the Canada Pavilion, Canadian architects and designers have a presence in several other exhibitions that are part of this year’s festival. Here’s a round-up of the Canadian work in Venice. Picoplanktonics. Photo credit: Valentina Mori Picoplanktonics led by Living Room Collective Canada’s official entry to the Biennale is Picoplanktonics, a 3D-printed living artwork incorporating cyanobacteria—a global first at the intersection of architecture, biotechnology, and art. The exhibition, developed by the Living Room Collective, showcases the potential for collaboration between humans and nature. Picoplanktonics is an exploration of the potential to co-operate with living systems by co-constructing spaces that “remediate the planet rather than exploit it.” The installation transforms the Canada Pavilion into an aquatic micro-ecosystem, where architectural structures grow, evolve, and naturally degrade alongside their living components. It was designed according to regenerative architecture principles, and is not only a built object, but also a breathing organism interacting with its environment, which prompts reflection on potential futures of the built environment. The creative team is led by bio-designer Andrea Shin Ling, alongside core team members Nicholas Hoban, Vincent Hui and Clayton Lee. Etude Ile Verte by Atelier Pierre Thibault. Photo credit Alex Lesage Les boucaneries de l’île Verte by Atelier Pierre Thibault Atelier Pierre Thibault has been invited to participate in this year’s Venice Biennale as the only team from Québec. His project is inspired by the old fish smokehouses, or boucaneries, of Île Verte. With the support of the fifty permanent residents of Île Verte, Atelier Pierre Thibault has designed a participatory architectural project that aims to reinterpret the boucaneries as creative canvases to imagine new uses to strengthen Île Verte’s autonomy. This includes community greenhouses, artist studios, and gathering places. The exhibition aims to highlight, as Thibault puts it, “the strength of a sensitive and collective gesture in response to the erosion of traditional buildings and the major climate challenges faced by inhabitants living year-round in an isolated island environment.” The construction of the installations, along with the exchanges sparked with the community, was documented through photography and video, and captures both the process and the spirit of collaboration that defined the project. Celebrating the Verdoyants’ collective intelligence and inviting reflection on the future of the boucaneries, this participatory project highlights the exemplary and internationally resonant nature of this approach. The Atelier Pierre Thibault project will be on view at the Corderie dell’Arsenale. The pavilion itself will take the form of a temporary, lightweight structure constructed from reused materials, situated on the grounds of the French Pavilion, which is currently undergoing renovation. The curators have selected 50 projects to be featured across six thematic sections: Living With the Existing, the Immediate, the Broken, Vulnerabilities, Nature, and Combined Intelligences. Image courtesy of WZMH Architects Speedstac by WZMH Architects as part of Living With…Combined Intelligences  As part of the exhibition “Living With… Combined Intelligences,” WZMH Architects presents Speedstac, a prefabricated modular precast solution that aims to reimagine how urban areas devastated by war can be rebuilt. Originally designed to accelerate housing construction in Canada, Speedstac took on urgent new relevance following the Russian invasion of Ukraine. With more than 170,000 buildings damaged or destroyed and millions displaced, WZMH’s innovation, developed through its R&D lab, sparkbird, aims to offer a scalable solution: self-contained, plug-and-play building modules with integrated electrical and plumbing systems that can be seamlessly inserted into existing structures. The use of modern materials such as high-performance concrete can reduce the weight of the modules, making them easier to lift and move using conventional crane equipment. Using a robust locking mechanism, several modules can be securely fastened and unfastened as needed, to produce an adaptive modular housing solution. The Speedstac system aims to offer a solution to the challenges of traditional construction methods, enabling faster, more flexible, and more sustainable building projects. The Vivre Avec / Living With exhibition is hosted in the French Pavilion. Presentation, Northern Horizons. Photo credit: Blouin Orzes architectes Northern Horizons by Blouin Orzes architectes as part of Time Space Existence  Through a wide selection of projects—ranging from conceptual works, models and photographs to videos, sculptures and site-specific installations—the exhibition Time Space Existence, hosted by the European Cultural Centre, aims to provoke participants to question their relationship with space and time, re-envisioning new ways of living and rethinking architecture through a larger lens. Quebec firm Blouin Orzes’ participation revolves around their first-hand understanding of Inuit territories, where they have been working since 2000. Their contribution is based on their  recent publication, Northern Journeys. Blouin Orzes’ contribution in on display at the Palazzo Mora, and additional contributions to Time Space Existence are on view at the Palazzo Bembo and Marinaressa Gardens. View of Commercial and Residential Towers from Seymour and West Georgia Streets. Image credit: Henriquez Partners Studio BC Glass Sea Sponge Another contribution to Time Space Existence is the work of Henriquez Partners Studio. The transformative mixed-use development which they are presenting merges architectural innovation, social responsibility and urban revitalization, and has recently been submitted to the City of Vancouver. The project is about ambitious city-building, and aims to unlock public benefits on currently underutilized land in a way that supports some of the city’s most urgent needs, while contributing bold architecture to the city skyline. Four towers, designed by Henriquez, draw inspiration from rare and ancient glass sea sponge reefs, whose ecological strength and resilience have shaped both form and structure. These living marine organisms, which are unique to the Pacific Northwest, aim to serve as a metaphor for regeneration and adaptation. This concept is translated through the architectural language of the towers: silhouettes, sculptural forms, and sustainable performance. The tallest tower, a stand-alone hotel, proposed at 1,033 feet, is shaped by a structural diagrid exoskeleton that allows for column-free interiors while maximizing strength and minimizing material use. Developed in collaboration with Arup, the structural system references the skeletal lattice of sea sponges; a concept researched at Harvard for its groundbreaking structural efficiency. Henriquez Partners’  contribution is on display at Palazzo Bembo. Renewal Development Shishalh Project Duplex Renderings – Image credit: Renewal Development Shíshálh Nation: Ten Home Rescue Project as part of theLiving With / Vivre avec exhibition Vancouver-based company Renewal Development has been selected to appear as part of the French Pavilion’s exhibition on housing innovation. In 2024, Renewal Development partnered with developer Wesgroup and the shíshálh Nation to relocate ten high value Port Moody homes set for demolition to the shíshálh Nation on the Sunshine Coast. The Nation has been experiencing an acute housing shortage with 900 Nation members currently on a waitlist for housing. Renewal Development says that this initiative reflects its “deeply held values of sustainability, and reconciliation” and its “work to offer real-world solutions to waste and housing shortages by reimagining what already exists.” The project will be on display in the French Pavilion. The following is a list of other Canadian groups and individuals contributing to this year’s Venice Biennale: On Storage Brendan Cormier is a Canadian writer, curator, and urban designer based in London. He is currently the lead curator of 20th and 21st Century Design for the Shekou Partnership at the Victoria and Albert Museum. Prior to this he served as the managing editor of Volume Magazine. La Biennale di Venezia and the Victoria and Albert Museum, London present for the ninth consecutive year the Applied Arts Pavilion Special Project titled On Storage, curated by Brendan Cormier, in collaboration with Diller, Scofidio + Renfro (DS+R). It explores the global architecture of storage in service of the circulation of things, and features a newly commissioned six-channel film directed by DS+R. From Liquid to Stone: A Reconfigurable Concrete Tectonic Against Obsolescence Inge Donovan, based in Boston, achieved her Bachelor of Arts in Architectural Design and Architectural History, Theory and Criticism from the Daniels Faculty of Architecture at the University of Toronto in 2019 after growing up in Nova Scotia, Canada. The Curse of Dimensionality Adeline Chum is currently a Graduate Research Assistant at the Center for Spatial Research and third-year student in the MArch Program at GSAPP. She has received her Bachelor of Architectural Studies from the University of Waterloo, Canada and has worked in small and medium-sized architecture firms in Toronto, New York, and London. Oceanic Refractions Elise Misao Hunchuck, born in Toronto and currently based Berlin and Milan, is a transdisciplinary researcher, editor, writer, and educator. Her practice brings together architecture, landscape architecture, and media studies to research sites in Canada, Japan, China, and Ukraine, employing text, images, and cartographies to document, explore, and archive the co-constitutive relationships between plants, animals, and minerals—in all of their forms. SpaceSuits.Us: A Case for Ultra Thin Adjustments Charles Kim is a designer currently based in Boston. Stemming from his background in architecture, he is interested in materials, DIY, and the aesthetics of affordability. Since graduating from Harvard Graduate School of Design in 2022, he has been working as an architectural designer at Utile. Uncommon Knowledge: Plants as Sensors Sonia Sobrino Ralston is a designer, researcher, and educator, and is currently an Assistant Teaching Professor in Landscape Architecture and Art + Design at Northeastern University in the College of Arts, Media, and Design. She is interested in the intersections between landscape, architecture, and the history of technology. Doxiadis’ Informational Modernism Mark Wasiuta is Senior Lecturer in Architecture at Columbia GSAPP and Co-Director of the Critical, Curatorial and Conceptual Practices in Architecture program. Wasiuta is recipient of recent grants from the Onassis Foundation, the Asian Cultural Council, NYSCA, and the Graham Foundation, where he was an inaugural Graham Foundation Fellow. Blue Garden: The Architecture of Emergence Tanvi Khurmi, based in London, UK, is a multidisciplinary designer and artist. Her practice is focused on addressing and combatting issues surrounding the climate crisis. After receiving a Bachelor’s in Architecture with a minor in Environmental Studies from the John H. Daniels Faculty of Architecture at the University of Toronto, she earned a Masters of Architecture in Bio-Integrated Design at the Bartlett School of Architecture at University College London. Design as an Astronaut Dr. Cody Paige is the Director of the Space Exploration Initiative at the MIT Media Lab, a team of 50+ students, faculty, and staff building and flying advanced technology for space exploration. The Initiative focuses on helping students take their research into space. The pipeline developed to achieve this works with students from across the Media Lab and the MIT community to prototype space-related research in the lab, fly and test them in microgravity on parabolic and suborbital flights, and finally to take them to the International Space Station or on to the Moon. Cody also has a background in geology, specifically quaternary geochronology, and completed her Master of Applied Science at the University of Toronto in Aerospace Engineering and her Bachelor of Applied Science from Queen’s University in Engineering Physics.   The post Round-up: Canadian-led exhibitions at the 2025 Venice Biennale appeared first on Canadian Architect.
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  • #333;">BOYAMIC 2 Rebuilds Mobile Audio with AI and Onboard Capture

    Wireless mics fail when they rely too much on perfect conditions.
    BOYAMIC 2 fixes that by making every part of the system self-contained.
    Each transmitter records on its own.
    Each receiver controls levels, backups, and signal without needing an app.
    Noise is filtered in real time.
    Recording keeps going even if the connection drops.
    Designer: BOYAMIC
    There’s no need for a separate recorder or post-edit rescue.
    The unit handles gain shifts, background interference, and voice clarity without user intervention.
    Everything shows on screen.
    Adjustments happen through physical controls.
    Files are saved directly to internal memory.
    This system is built to capture clean audio without depending on external gear.
    It records immediately, adapts instantly, and stores everything without breaking the workflow.
    Industrial Design and Physical Form
    Each transmitter is small but solid.
    It’s 40 millimeters tall with a ridged surface that helps with grip and alignment.
    The finish reduces glare and makes handling easier.
    You can clip it or use the built-in magnet.
    Placement is quick, and it stays put.
    The record button is recessed, so you won’t hit it by mistake.
    An LED shows when it’s active.
    The mic capsule stays exposed but protected, avoiding interference from hands or clothing.
    Nothing sticks out or gets in the way.
     
    The receiver is built around a screen and a knob.
    The 1.1-inch display shows battery, signal, gain, and status.
    The knob adjusts volume and selects settings.
    It works fast, without touchscreen lag.
    You can see and feel every change.
    Connections are spaced cleanly.
    One side has a USB-C port.
    The other has a 3.5 mm jack.
    A plug-in port supports USB-C or Lightning.
    The mount is fixed and locks into rigs without shifting.
    The charging case holds two transmitters and one receiver.
    Each has its own slot with magnetic contacts.
    Drop them in, close the lid, and they stay in place.
    LEDs on the case show power levels.
    There are no loose parts, exposed pins, or extra steps.
    Every shape and control supports fast setup and clear operation.
    You can press, turn, mount, and move without second-guessing.
    The design doesn’t try to be invisible; it stays readable, durable, and direct.
    Signal Processing and Audio Control
    BOYAMIC 2 uses onboard AI to separate voice from background noise.
    The system was trained on over 700,000 real-world sound samples.
    It filters traffic, crowds, wind, and mechanical hum in real time.
    Depending on the environment, you can toggle between strong and weak noise reduction.
    Both modes work directly from the transmitter or through the receiver.
    The mic uses a 6mm condenser capsule with a 48 kHz sample rate and 24-bit depth.
    The signal-to-noise ratio reaches 90 dB.
    Two low-cut filter options, at 75 Hz and 150 Hz, handle low-end rumble.
    These are effective against HVAC, engine hum, or low vibration.
    Gain is managed with automatic control.
    The system boosts quiet voices and pulls back when sound gets too loud.
    Built-in limiters stop clipping during spikes.
    A safety track records a second copy at -12 dB for backup.
    This makes it harder to lose a usable take even when volume jumps suddenly.
    Each setting is adjustable on screen.
    You don’t need a mobile app to access basic controls.
    Everything runs live and updates immediately.
    There are no delays or sync problems during capture.
    Recording and Storage
    Each transmitter records internally without needing the receiver.
    Files are saved in 32-bit float or 24-bit WAV formats.
    Internal storage is 8 GB.
    That gives you about ten hours of float audio or fifteen hours of 24-bit.
    When full, the system loops and overwrites older files.
    Recording continues even if the connection drops.
    Every session is split into timestamped chunks for fast transfer.
    You can plug the transmitter into any USB-C port and drag the files directly.
    No software is needed.
    This setup protects against signal loss, battery drops, or app crashes.
    The mic stays live, and the recording stays intact.
    Each transmitter runs for up to nine hours without noise cancellation or recording.
    With both features on, the runtime is closer to six hours.
    The receiver runs for about fifteen hours.
    The charging case holds enough power to recharge all three units twice.
    The system uses 2.4 GHz digital transmission.
    Its range can reach up to 300 meters in open areas.
    With walls or obstacles, it drops to around 60 meters.
    Latency stays at 25 milliseconds, even at long distances.
    You get reliable sync and stable audio across open ground or indoor spaces.
    Charging is handled through the included case or by direct USB-C.
    Each device takes under two hours to recharge fully.
    Compatibility and Multi-Device Support
    The system supports cameras, smartphones, and computers.
    USB-C and Lightning adapters are included.
    A 3.5 mm TRS cable connects the receiver to most cameras or mixers.
    While recording, you can charge your phone through the receiver, which is useful for long mobile shoots.
    One transmitter can send audio to up to four receivers at once, which helps with multi-angle setups or backup channels.
    The receiver also supports stereo, mono, and safety track modes.
    Based on your workflow, you choose how audio is split or merged.
    Settings can be changed from the receiver screen or through the BOYA app.
    The app adds firmware updates, custom EQ profiles, and gain presets for different camera brands.
    But the core controls don’t depend on it.The post BOYAMIC 2 Rebuilds Mobile Audio with AI and Onboard Capture first appeared on Yanko Design.
    #0066cc;">#boyamic #rebuilds #mobile #audio #with #and #onboard #capture #wireless #mics #fail #when #they #rely #too #much #perfect #conditionsboyamic #fixes #that #making #every #part #the #system #selfcontainedeach #transmitter #records #its #owneach #receiver #controls #levels #backups #signal #without #needing #appnoise #filtered #real #timerecording #keeps #going #even #connection #dropsdesigner #boyamictheres #need #for #separate #recorder #postedit #rescuethe #unit #handles #gain #shifts #background #interference #voice #clarity #user #interventioneverything #shows #screenadjustments #happen #through #physical #controlsfiles #are #saved #directly #internal #memorythis #built #clean #depending #external #gearit #immediately #adapts #instantly #stores #everything #breaking #workflowindustrial #design #formeach #small #but #solidits #millimeters #tall #ridged #surface #helps #grip #alignmentthe #finish #reduces #glare #makes #handling #easieryou #can #clip #use #builtin #magnetplacement #quick #stays #putthe #record #button #recessed #you #wont #hit #mistakean #led #activethe #mic #capsule #exposed #protected #avoiding #from #hands #clothingnothing #sticks #out #gets #waythe #around #screen #knobthe #11inch #display #battery #statusthe #knob #adjusts #volume #selects #settingsit #works #fast #touchscreen #lagyou #see #feel #changeconnections #spaced #cleanlyone #side #has #usbc #portthe #other #jacka #plugin #port #supports #lightningthe #mount #fixed #locks #into #rigs #shiftingthe #charging #case #holds #two #transmitters #one #receivereach #own #slot #magnetic #contactsdrop #them #close #lid #stay #placeleds #show #power #levelsthere #loose #parts #pins #extra #stepsevery #shape #control #setup #clear #operationyou #press #turn #move #secondguessingthe #doesnt #try #invisible #readable #durable #directsignal #processing #controlboyamic #uses #noisethe #was #trained #over #realworld #sound #samplesit #filters #traffic #crowds #wind #mechanical #hum #timedepending #environment #toggle #between #strong #weak #noise #reductionboth #modes #work #receiverthe #6mm #condenser #khz #sample #rate #24bit #depththe #signaltonoise #ratio #reaches #dbtwo #lowcut #filter #options #handle #lowend #rumblethese #effective #against #hvac #engine #low #vibrationgain #managed #automatic #controlthe #boosts #quiet #voices #pulls #back #loudbuiltin #limiters #stop #clipping #during #spikesa #safety #track #second #copy #backupthis #harder #lose #usable #take #jumps #suddenlyeach #setting #adjustable #screenyou #dont #app #access #basic #controlseverything #runs #live #updates #immediatelythere #delays #sync #problems #capturerecording #storageeach #internally #receiverfiles #32bit #float #wav #formatsinternal #storage #gbthat #gives #about #ten #hours #fifteen #24bitwhen #full #loops #overwrites #older #filesrecording #continues #dropsevery #session #split #timestamped #chunks #transferyou #plug #any #drag #files #directlyno #software #neededthis #protects #loss #drops #crashesthe #recording #intacteach #nine #cancellation #recordingwith #both #features #runtime #closer #six #hoursthe #enough #recharge #all #three #units #twicethe #ghz #digital #transmissionits #range #reach #meters #open #areaswith #walls #obstacles #meterslatency #milliseconds #long #distancesyou #get #reliable #stable #across #ground #indoor #spacescharging #handled #included #direct #usbceach #device #takes #under #fullycompatibility #multidevice #supportthe #cameras #smartphones #computersusbc #lightning #adapters #includeda #trs #cable #connects #most #mixerswhile #charge #your #phone #which #useful #shootsone #send #four #receivers #once #multiangle #setups #backup #channelsthe #also #stereo #mono #modesbased #workflow #choose #how #mergedsettings #changed #boya #appthe #adds #firmware #custom #profiles #presets #different #camera #brandsbut #core #depend #itthe #post #first #appeared #yanko
    BOYAMIC 2 Rebuilds Mobile Audio with AI and Onboard Capture
    Wireless mics fail when they rely too much on perfect conditions. BOYAMIC 2 fixes that by making every part of the system self-contained. Each transmitter records on its own. Each receiver controls levels, backups, and signal without needing an app. Noise is filtered in real time. Recording keeps going even if the connection drops. Designer: BOYAMIC There’s no need for a separate recorder or post-edit rescue. The unit handles gain shifts, background interference, and voice clarity without user intervention. Everything shows on screen. Adjustments happen through physical controls. Files are saved directly to internal memory. This system is built to capture clean audio without depending on external gear. It records immediately, adapts instantly, and stores everything without breaking the workflow. Industrial Design and Physical Form Each transmitter is small but solid. It’s 40 millimeters tall with a ridged surface that helps with grip and alignment. The finish reduces glare and makes handling easier. You can clip it or use the built-in magnet. Placement is quick, and it stays put. The record button is recessed, so you won’t hit it by mistake. An LED shows when it’s active. The mic capsule stays exposed but protected, avoiding interference from hands or clothing. Nothing sticks out or gets in the way.   The receiver is built around a screen and a knob. The 1.1-inch display shows battery, signal, gain, and status. The knob adjusts volume and selects settings. It works fast, without touchscreen lag. You can see and feel every change. Connections are spaced cleanly. One side has a USB-C port. The other has a 3.5 mm jack. A plug-in port supports USB-C or Lightning. The mount is fixed and locks into rigs without shifting. The charging case holds two transmitters and one receiver. Each has its own slot with magnetic contacts. Drop them in, close the lid, and they stay in place. LEDs on the case show power levels. There are no loose parts, exposed pins, or extra steps. Every shape and control supports fast setup and clear operation. You can press, turn, mount, and move without second-guessing. The design doesn’t try to be invisible; it stays readable, durable, and direct. Signal Processing and Audio Control BOYAMIC 2 uses onboard AI to separate voice from background noise. The system was trained on over 700,000 real-world sound samples. It filters traffic, crowds, wind, and mechanical hum in real time. Depending on the environment, you can toggle between strong and weak noise reduction. Both modes work directly from the transmitter or through the receiver. The mic uses a 6mm condenser capsule with a 48 kHz sample rate and 24-bit depth. The signal-to-noise ratio reaches 90 dB. Two low-cut filter options, at 75 Hz and 150 Hz, handle low-end rumble. These are effective against HVAC, engine hum, or low vibration. Gain is managed with automatic control. The system boosts quiet voices and pulls back when sound gets too loud. Built-in limiters stop clipping during spikes. A safety track records a second copy at -12 dB for backup. This makes it harder to lose a usable take even when volume jumps suddenly. Each setting is adjustable on screen. You don’t need a mobile app to access basic controls. Everything runs live and updates immediately. There are no delays or sync problems during capture. Recording and Storage Each transmitter records internally without needing the receiver. Files are saved in 32-bit float or 24-bit WAV formats. Internal storage is 8 GB. That gives you about ten hours of float audio or fifteen hours of 24-bit. When full, the system loops and overwrites older files. Recording continues even if the connection drops. Every session is split into timestamped chunks for fast transfer. You can plug the transmitter into any USB-C port and drag the files directly. No software is needed. This setup protects against signal loss, battery drops, or app crashes. The mic stays live, and the recording stays intact. Each transmitter runs for up to nine hours without noise cancellation or recording. With both features on, the runtime is closer to six hours. The receiver runs for about fifteen hours. The charging case holds enough power to recharge all three units twice. The system uses 2.4 GHz digital transmission. Its range can reach up to 300 meters in open areas. With walls or obstacles, it drops to around 60 meters. Latency stays at 25 milliseconds, even at long distances. You get reliable sync and stable audio across open ground or indoor spaces. Charging is handled through the included case or by direct USB-C. Each device takes under two hours to recharge fully. Compatibility and Multi-Device Support The system supports cameras, smartphones, and computers. USB-C and Lightning adapters are included. A 3.5 mm TRS cable connects the receiver to most cameras or mixers. While recording, you can charge your phone through the receiver, which is useful for long mobile shoots. One transmitter can send audio to up to four receivers at once, which helps with multi-angle setups or backup channels. The receiver also supports stereo, mono, and safety track modes. Based on your workflow, you choose how audio is split or merged. Settings can be changed from the receiver screen or through the BOYA app. The app adds firmware updates, custom EQ profiles, and gain presets for different camera brands. But the core controls don’t depend on it.The post BOYAMIC 2 Rebuilds Mobile Audio with AI and Onboard Capture first appeared on Yanko Design.
    المصدر: www.yankodesign.com
    #boyamic #rebuilds #mobile #audio #with #and #onboard #capture #wireless #mics #fail #when #they #rely #too #much #perfect #conditionsboyamic #fixes #that #making #every #part #the #system #selfcontainedeach #transmitter #records #its #owneach #receiver #controls #levels #backups #signal #without #needing #appnoise #filtered #real #timerecording #keeps #going #even #connection #dropsdesigner #boyamictheres #need #for #separate #recorder #postedit #rescuethe #unit #handles #gain #shifts #background #interference #voice #clarity #user #interventioneverything #shows #screenadjustments #happen #through #physical #controlsfiles #are #saved #directly #internal #memorythis #built #clean #depending #external #gearit #immediately #adapts #instantly #stores #everything #breaking #workflowindustrial #design #formeach #small #but #solidits #millimeters #tall #ridged #surface #helps #grip #alignmentthe #finish #reduces #glare #makes #handling #easieryou #can #clip #use #builtin #magnetplacement #quick #stays #putthe #record #button #recessed #you #wont #hit #mistakean #led #activethe #mic #capsule #exposed #protected #avoiding #from #hands #clothingnothing #sticks #out #gets #waythe #around #screen #knobthe #11inch #display #battery #statusthe #knob #adjusts #volume #selects #settingsit #works #fast #touchscreen #lagyou #see #feel #changeconnections #spaced #cleanlyone #side #has #usbc #portthe #other #jacka #plugin #port #supports #lightningthe #mount #fixed #locks #into #rigs #shiftingthe #charging #case #holds #two #transmitters #one #receivereach #own #slot #magnetic #contactsdrop #them #close #lid #stay #placeleds #show #power #levelsthere #loose #parts #pins #extra #stepsevery #shape #control #setup #clear #operationyou #press #turn #move #secondguessingthe #doesnt #try #invisible #readable #durable #directsignal #processing #controlboyamic #uses #noisethe #was #trained #over #realworld #sound #samplesit #filters #traffic #crowds #wind #mechanical #hum #timedepending #environment #toggle #between #strong #weak #noise #reductionboth #modes #work #receiverthe #6mm #condenser #khz #sample #rate #24bit #depththe #signaltonoise #ratio #reaches #dbtwo #lowcut #filter #options #handle #lowend #rumblethese #effective #against #hvac #engine #low #vibrationgain #managed #automatic #controlthe #boosts #quiet #voices #pulls #back #loudbuiltin #limiters #stop #clipping #during #spikesa #safety #track #second #copy #backupthis #harder #lose #usable #take #jumps #suddenlyeach #setting #adjustable #screenyou #dont #app #access #basic #controlseverything #runs #live #updates #immediatelythere #delays #sync #problems #capturerecording #storageeach #internally #receiverfiles #32bit #float #wav #formatsinternal #storage #gbthat #gives #about #ten #hours #fifteen #24bitwhen #full #loops #overwrites #older #filesrecording #continues #dropsevery #session #split #timestamped #chunks #transferyou #plug #any #drag #files #directlyno #software #neededthis #protects #loss #drops #crashesthe #recording #intacteach #nine #cancellation #recordingwith #both #features #runtime #closer #six #hoursthe #enough #recharge #all #three #units #twicethe #ghz #digital #transmissionits #range #reach #meters #open #areaswith #walls #obstacles #meterslatency #milliseconds #long #distancesyou #get #reliable #stable #across #ground #indoor #spacescharging #handled #included #direct #usbceach #device #takes #under #fullycompatibility #multidevice #supportthe #cameras #smartphones #computersusbc #lightning #adapters #includeda #trs #cable #connects #most #mixerswhile #charge #your #phone #which #useful #shootsone #send #four #receivers #once #multiangle #setups #backup #channelsthe #also #stereo #mono #modesbased #workflow #choose #how #mergedsettings #changed #boya #appthe #adds #firmware #custom #profiles #presets #different #camera #brandsbut #core #depend #itthe #post #first #appeared #yanko
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    BOYAMIC 2 Rebuilds Mobile Audio with AI and Onboard Capture
    Wireless mics fail when they rely too much on perfect conditions. BOYAMIC 2 fixes that by making every part of the system self-contained. Each transmitter records on its own. Each receiver controls levels, backups, and signal without needing an app. Noise is filtered in real time. Recording keeps going even if the connection drops. Designer: BOYAMIC There’s no need for a separate recorder or post-edit rescue. The unit handles gain shifts, background interference, and voice clarity without user intervention. Everything shows on screen. Adjustments happen through physical controls. Files are saved directly to internal memory. This system is built to capture clean audio without depending on external gear. It records immediately, adapts instantly, and stores everything without breaking the workflow. Industrial Design and Physical Form Each transmitter is small but solid. It’s 40 millimeters tall with a ridged surface that helps with grip and alignment. The finish reduces glare and makes handling easier. You can clip it or use the built-in magnet. Placement is quick, and it stays put. The record button is recessed, so you won’t hit it by mistake. An LED shows when it’s active. The mic capsule stays exposed but protected, avoiding interference from hands or clothing. Nothing sticks out or gets in the way.   The receiver is built around a screen and a knob. The 1.1-inch display shows battery, signal, gain, and status. The knob adjusts volume and selects settings. It works fast, without touchscreen lag. You can see and feel every change. Connections are spaced cleanly. One side has a USB-C port. The other has a 3.5 mm jack. A plug-in port supports USB-C or Lightning. The mount is fixed and locks into rigs without shifting. The charging case holds two transmitters and one receiver. Each has its own slot with magnetic contacts. Drop them in, close the lid, and they stay in place. LEDs on the case show power levels. There are no loose parts, exposed pins, or extra steps. Every shape and control supports fast setup and clear operation. You can press, turn, mount, and move without second-guessing. The design doesn’t try to be invisible; it stays readable, durable, and direct. Signal Processing and Audio Control BOYAMIC 2 uses onboard AI to separate voice from background noise. The system was trained on over 700,000 real-world sound samples. It filters traffic, crowds, wind, and mechanical hum in real time. Depending on the environment, you can toggle between strong and weak noise reduction. Both modes work directly from the transmitter or through the receiver. The mic uses a 6mm condenser capsule with a 48 kHz sample rate and 24-bit depth. The signal-to-noise ratio reaches 90 dB. Two low-cut filter options, at 75 Hz and 150 Hz, handle low-end rumble. These are effective against HVAC, engine hum, or low vibration. Gain is managed with automatic control. The system boosts quiet voices and pulls back when sound gets too loud. Built-in limiters stop clipping during spikes. A safety track records a second copy at -12 dB for backup. This makes it harder to lose a usable take even when volume jumps suddenly. Each setting is adjustable on screen. You don’t need a mobile app to access basic controls. Everything runs live and updates immediately. There are no delays or sync problems during capture. Recording and Storage Each transmitter records internally without needing the receiver. Files are saved in 32-bit float or 24-bit WAV formats. Internal storage is 8 GB. That gives you about ten hours of float audio or fifteen hours of 24-bit. When full, the system loops and overwrites older files. Recording continues even if the connection drops. Every session is split into timestamped chunks for fast transfer. You can plug the transmitter into any USB-C port and drag the files directly. No software is needed. This setup protects against signal loss, battery drops, or app crashes. The mic stays live, and the recording stays intact. Each transmitter runs for up to nine hours without noise cancellation or recording. With both features on, the runtime is closer to six hours. The receiver runs for about fifteen hours. The charging case holds enough power to recharge all three units twice. The system uses 2.4 GHz digital transmission. Its range can reach up to 300 meters in open areas. With walls or obstacles, it drops to around 60 meters. Latency stays at 25 milliseconds, even at long distances. You get reliable sync and stable audio across open ground or indoor spaces. Charging is handled through the included case or by direct USB-C. Each device takes under two hours to recharge fully. Compatibility and Multi-Device Support The system supports cameras, smartphones, and computers. USB-C and Lightning adapters are included. A 3.5 mm TRS cable connects the receiver to most cameras or mixers. While recording, you can charge your phone through the receiver, which is useful for long mobile shoots. One transmitter can send audio to up to four receivers at once, which helps with multi-angle setups or backup channels. The receiver also supports stereo, mono, and safety track modes. Based on your workflow, you choose how audio is split or merged. Settings can be changed from the receiver screen or through the BOYA app. The app adds firmware updates, custom EQ profiles, and gain presets for different camera brands. But the core controls don’t depend on it.The post BOYAMIC 2 Rebuilds Mobile Audio with AI and Onboard Capture first appeared on Yanko Design.
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  • The Last of Us Creators Used Real-World Science for Subtle Detail in Season 2’s Most Deadliest Infected

    The Last of Us season 2 has already introduced a ton of new features that weren't in the Naughty Dog game, like new characters and fleshed-out storylines, but the showrunners have seemingly gone a step further with its infected in the HBO adaptation by implementing an interesting characteristic detail that is based on real-world science.

    Source: https://gamerant.com/the-last-of-us-real-world-science-season-2-infected/
    #last #creators #used #realworld #science #subtle #detail #season #deadliest #infected
    The Last of Us Creators Used Real-World Science for Subtle Detail in Season 2’s Most Deadliest Infected
    The Last of Us season 2 has already introduced a ton of new features that weren't in the Naughty Dog game, like new characters and fleshed-out storylines, but the showrunners have seemingly gone a step further with its infected in the HBO adaptation by implementing an interesting characteristic detail that is based on real-world science. Source: https://gamerant.com/the-last-of-us-real-world-science-season-2-infected/ #last #creators #used #realworld #science #subtle #detail #season #deadliest #infected
    GAMERANT.COM
    The Last of Us Creators Used Real-World Science for Subtle Detail in Season 2’s Most Deadliest Infected
    The Last of Us season 2 has already introduced a ton of new features that weren't in the Naughty Dog game, like new characters and fleshed-out storylines, but the showrunners have seemingly gone a step further with its infected in the HBO adaptation by implementing an interesting characteristic detail that is based on real-world science.
    0 Yorumlar 0 hisse senetleri