AMC Introduces VR App With ‘Walking Dead’ Bonus Content

AMC released a free promotional VR app that lets fans experience turning into a zombie from “The Walking Dead” and other immersive content from the martial arts series “Into the Badlands.” The app also includes trailers of other AMC content and behind-the-scenes video. The new app is stoking fan enthusiasm for the season 8 premiere of “The Walking Dead” on October 22. The app will include a 360-degree bonus scene, available at the conclusion of the premiere episode, which is also the popular show’s 100th episode. Continue reading AMC Introduces VR App With ‘Walking Dead’ Bonus Content

VC Firm Predicts 45 Billion Cameras Worldwide in Five Years

A new study predicts that smartphones of the future could have as many as 13 cameras capturing 360-degree, 3D video that can easily create augmented reality as well as the optical zoom and aperture effects of a digital SLR camera. Although that might sound far-fetched, there are already billions of cameras in the world today, a figure that is expected to explode in the next five years. That equals a lot of surveillance, but also new capabilities for smartphones, wearables, autonomous vehicles and a range of other smart devices. Continue reading VC Firm Predicts 45 Billion Cameras Worldwide in Five Years

Smithsonian Art Museum, Intel Partner on Three VR Exhibits

The Smithsonian American Art Museum has partnered with Intel to create a room-scale VR demo of the art in one wing, for the enjoyment of far-flung art lovers. To produce the immersive experience, the two partners relied on studios including V.A.L.I.S., Framestore, xRez and 8i. The demonstration consists of three interactive experiences, and is a good case study on how museums can utilize virtual reality to extend their relationship with the public. Other museums, such as the British Museum, have also experimented with VR. Continue reading Smithsonian Art Museum, Intel Partner on Three VR Exhibits

Facebook Introduces Live Video Broadcasting to Social VR

Facebook is ramping up its social VR efforts through live video streaming. “Users of Facebook Spaces, the social hangout in virtual reality that the company launched earlier this year, can now broadcast via Facebook Live,” reports Variety. “The new feature essentially allows Spaces users to host a kind of virtual reality talk show, and stream it to all of their followers, even if those audiences are tuning in with a mobile phone or a desktop browser.” Slate will be the first to use the new feature to produce a weekly live show. Continue reading Facebook Introduces Live Video Broadcasting to Social VR

IBM Watson to Serve AI-Driven Content for Wimbledon Fans

Artificial intelligence is coming to the Wimbledon tennis tournament, via IBM’s Watson, which will generate video highlight reels, give tours through the All England Lawn Tennis Club and help fans in numerous other ways. A digital voice assistant, dubbed Fred (after the British tennis star Fred Perry), will provide directions to Wimbledon locations, information on players and where to buy merchandise. IBM also unveiled a technology that analyzes player stats, and a joint IBM-AELTC metric called “competitive margin.” Continue reading IBM Watson to Serve AI-Driven Content for Wimbledon Fans

YouTube Intros Heatmaps, Production Tips for VR, 360 Video

YouTube creators who want to see specifically where people are looking in their 360-degree and VR videos are in luck. The company is introducing a new analytics tool that does just that, via heatmaps, available for any such videos that exceed 1,000 views. YouTube is also sharing tips on 360-degree videos aimed to help video producers. Making these videos is particularly challenging since viewers can watch in a variety of ways, including via a VR headset, the YouTube smartphone app or desktop web browsers, where they can rotate the video. Continue reading YouTube Intros Heatmaps, Production Tips for VR, 360 Video

Business, Sports, Medicine Embrace Virtual Reality Training

Walmart plans to use virtual reality at its 200 employee training centers. It’s not the only business gravitating to virtual reality, as an increasing number of companies, in industries as diverse as construction to medicine, find that customized 360-degree video is an effective, less expensive and often safer way to teach employees. Walmart, which tested VR in 31 centers, now plans to use it as a key part of training for 140,000 employees annually. As a result, shipments of VR/AR headsets are on track to skyrocket. Continue reading Business, Sports, Medicine Embrace Virtual Reality Training

Intel’s 18-Core PC Chip Designed For 4K, VR, Gaming, More

Intel’s new Core i9 is the first consumer desktop processor with 18 cores and 36 threads in a single chip, ideal for today’s world of 4K video and virtual reality. Cores and threads allow a CPU to accomplish dedicated tasks at the same time, without sacrificing performance, and the Core i9 is progress for creators doing video editing, running virtual reality experiences, compiling code and, especially, for live-streaming video games. Intel is also fighting off Advanced Micro Devices (AMD), a rival in computer processors. Continue reading Intel’s 18-Core PC Chip Designed For 4K, VR, Gaming, More

Twitter Debuts First Apple TV App to Support Live 360 Video

Twitter updated its Apple TV app this week, adding support for Periscope’s Global Map and the option of viewing live 360-degree videos. Apple TV owners can now “use the Siri remote to move around the video to view its content from different angles,” reports TechCrunch. Twitter’s TV applications are also available on Fire TV, Roku and Xbox One, with the intent of featuring Twitter’s live video shows, “including those from the WNBA, BuzzFeed, Viacom, Live Nation, and others.” In addition to Twitter’s new premium video, user-generated content is regularly streamed through tweets and the Periscope app. Continue reading Twitter Debuts First Apple TV App to Support Live 360 Video

NAB 2017: Assimilate, Z CAM Tackle VR Production Workflow

At NAB 2017, China-based Z CAM, which offers an interchangeable lens mount 4K VR camera, inked a partnership with Assimilate, which offers an interactive, creative platform. The Z CAM S1 VR camera is a four-sensor system with high-speed Ethernet port, providing 4K at 60fps or 6K at 30fps (post-stitching output) and Z CAM’s WonderStitch. That is paired with Assimilate’s real-time Scratch VR Z bundle, which includes the features of Scratch and Scratch Web plus 360-degree tools and features, stitching and ambisonic audio. Continue reading NAB 2017: Assimilate, Z CAM Tackle VR Production Workflow

NAB 2017: A Look at VR Short ‘Pearl’ and Its Ambisonic Audio

Oscar-nominated “Pearl,” the short VR film directed by Passion Pictures’ Patrick Osborne, was the focus of a discussion about ambisonic audio during this week’s ETC conference on VR/AR in Las Vegas. Google Spotlight Stories creative director, audio and music Scot Stafford and Dramatic Audio Post sound designer/mixer Jamey Scott described their work on the film as well as their path to working on 360-degree and VR movies. Stafford pointed to his work at a story incubator at Motorola, run by Google, to make content for the mobile platform. Continue reading NAB 2017: A Look at VR Short ‘Pearl’ and Its Ambisonic Audio

NAB 2017: Google Unveils the New $17K Yi Halo VR Camera

At NAB this week, Google introduced its latest VR camera, the Yi Halo, one year after partnering with Xiaomi-backed, Chinese action cam maker Yi Technology. The $17,000 spherical device, which uses Google’s cloud-based stitching system Jump for producing stereoscopic 360-degree videos, will be available this summer. The Yi Halo combines 16 4K action cams with an extra camera facing upwards. While Google unveiled Odyssey two years ago, featuring 16 GoPros, the rig has largely served as a test case. The Yi Halo, however, is commercially designed with feature improvements and multiple extras. Continue reading NAB 2017: Google Unveils the New $17K Yi Halo VR Camera

NAB 2017: A Look at the Evolving Trends in VR and AR Audio

At the ETC conference on VR/AR, Source Sound VR’s Linda Gedemer moderated a panel of audio experts to talk about today’s VR audio tools, the trends animating VR audio, and their wish list for future technology. Everyone agreed that the audio toolsets for VR/AR seem to change nearly every day, although a handful of tools — such as Dolby Atmos and game tool Wwise — stand out as being widely accepted in this industry sector. Panelists from OSSIC, Nokia, and Source Sound VR described the toolsets they use. Continue reading NAB 2017: A Look at the Evolving Trends in VR and AR Audio

NAB 2017: Technicolor Unveils Research and Trials in VR, AR

At NAB in Las Vegas, Technicolor gathered group chief technology officer Cristina Gomila, group SVP/CTO home division Jon Walkenhorst and Technicolor Experience Center head Marcie Jastrow to talk about the company’s work in immersion, 360-degree video, virtual reality and other nascent technologies. Jastrow pointed out that these are early days for virtual reality. “The technology is still rough and delivering experiences to headsets isn’t easy,” she said. Yet Technicolor has been involved in 18 VR projects in the last year. Continue reading NAB 2017: Technicolor Unveils Research and Trials in VR, AR

NAB 2017: 360 Designs Debuts 4K Live Streaming VR Drone

At NAB 2017, 360 Designs, newly located in Los Angeles, debuted its Flying EYE 4K live streaming VR drone, which links with its Breeze wireless transmission unit. Founder/chief executive Alx Klive reports that the system is available for order now, but will not ship for two months. Priced at $75,000, Flying EYE and Breeze are attracting the attention of aerial photography companies, broadcasters, automotive companies, VR production companies and, interestingly enough, other drone manufacturers. Continue reading NAB 2017: 360 Designs Debuts 4K Live Streaming VR Drone