Alphabet Resurrects Google Glass for the Enterprise Market

Alphabet is launching Glass Enterprise Edition, a new version of Glass, its head-mounted computer. The first version, aimed at consumers, drew widespread concern about privacy, since it could record in public places. This second Glass, targeting corporate customers and training, has been tested at 50 corporations, including Boeing, General Electric and Volkswagen. Designed as a device that snaps on to eyeglasses, Glass allows workers to view instructional content, including video and images, and even broadcast what is viewed to others for real-time instruction. Continue reading Alphabet Resurrects Google Glass for the Enterprise Market

Video Electronics Standards Association Set to Tackle AR/VR

The Video Electronics Standards Association (VESA) just formed a Special Interest Group (SIG) to examine standardization for augmented reality and virtual reality. With the rise of AR/VR-enabled eyeglasses and head-mounted displays for gaming and movies, developers are finding that the lack of standards is negatively impacting their ability to make products interoperable. According to VESA, the lack of standards also increases the complexity and cost of development, ownership and replacement and creates confusion for end users. Continue reading Video Electronics Standards Association Set to Tackle AR/VR

Companies Showcase Next Wave of AR and VR at CES 2017

The primary takeaway from the companies showing in the AR and VR Marketplaces in LVCC South Hall was that many new products look similar to last year’s devices, but they offer significant improvements that will make the experience they deliver more compelling. Mobile VR headsets are finding ways to capture lean-in movement, blurring the difference between new offerings and the high-end VR HMDs such as Oculus Rift and HTC Vive. AR glasses are getting lighter, clearer and brighter. And startups are exploring opportunities to bring VR and AR experiences into current social media platforms and build on media sharing habits. At CES this week, we learned compelling news from the likes of ODG, Zeiss, Lumus, Vuzix, DTS and others. Continue reading Companies Showcase Next Wave of AR and VR at CES 2017

Virtual Reality Will Be a Major Force at CES 2017 Next Month

In 2016 the definition of virtual reality became somewhat diluted as it entered mainstream culture. Everything from non-interactive 360 videos viewable on a tablet to free-roaming full-body head-mounted display experiences inside warehouse spaces was marketed as VR. We saw ‘magic window’ VR experiences, a push for consumer HMDs including Gear VR, Oculus Rift, HTC Vive and PlayStation VR, and the introduction of low-cost alternatives such as Google Cardboard. It should come as little surprise that more than 210 companies exhibiting at CES 2017 use the keywords AR and/or VR in their descriptions; 72 are clustered in the Gaming and VR Marketplace section in South Hall Lower Level between spaces 21760 and 26025. Continue reading Virtual Reality Will Be a Major Force at CES 2017 Next Month

AR Experiences a Breakout Year, More to Come at CES 2017

Until “Pokémon Go” burst onto the scene last summer, augmented reality was developing quietly in the shadow of virtual reality. With the spike of awareness around the success of “Pokémon Go,” we are rapidly redefining and evolving our ideas of what an AR experience can be. The AR landscape includes developers, storytellers, world builders, platforms and SDKs, apps and browsers, glasses and lenses, image recognition, spatial audio and spatial awareness tech, haptic feedback and other sensory input/output tools, agencies, research institutions, and more. We expect AR to be a major topic at next month’s CES 2017. Continue reading AR Experiences a Breakout Year, More to Come at CES 2017

Industry Visionaries Discuss VR Production at Oculus Connect

Best practices for remaining on budget, the importance of planning and testing, whether to capture in mono or stereoscopic 3D, techniques for directing talent, and how to treat (or not to treat) VR environments were among the many topics discussed during a compelling panel about creating 360-degree video at the Oculus Connect 3 conference in San Jose last week. Four accomplished virtual reality production executives and technologists shared their practical knowledge and recommendations for navigating the uncharted waters of budgeting and producing VR content. Continue reading Industry Visionaries Discuss VR Production at Oculus Connect

Windows 10 Update to Include Windows Holographic Access

An update to the Windows 10 operating system will enable PC users to jump into mixed reality next year when their computers run the Windows Holographic shell Microsoft introduced in early 2015. “The update will allow users to multi-task in mixed reality environments, which combine traditional 2D Windows 10 apps with immersive, 3D graphical environments,” notes TechCrunch. “These will be enabled via a range of ‘6 degrees of freedom devices,’ input devices that add positional tracking to other more traditional forms of input, like clicking and pointing.” The team is also looking to make this available to PCs that do not currently have the necessary specs to run full-scale virtual reality. Continue reading Windows 10 Update to Include Windows Holographic Access

AWE 2016 Addresses Rapidly Evolving VR and AR Ecosystem

This year’s Augmented World Expo (AWE) in Santa Clara was equal parts augmented and virtual reality. Curtis Hickman of The VOID presented some compelling instances in which physical and psychological misdirection are effective tools for the VR experience. Meta CEO Meron Gribetz demonstrated the sub-millimeter hand tracking accuracy of his company’s AR HMD. Jared Finder provided an update on the core tech components of Google’s Project Tango. Baobab Studios CEO Maureen Fan discussed the importance of image composition and story beats in VR. Highlights from the show floor included the latest ODG AR glasses and waveguide AR displays from Epson and Lumus. Continue reading AWE 2016 Addresses Rapidly Evolving VR and AR Ecosystem

Microsoft Pushes Windows 10 as Only ‘Mixed Reality’ Platform

Microsoft is positioning itself as providing, with Windows 10, the only platform for “mixed reality,” which the company describes as “providing devices with the ability to perceive the world, breaking down the barriers between virtual and physical reality.” In a three-minute video, Microsoft shows how it believes various types of augmented reality will be able to interact, using HoloLens headsets, VR helmets and other devices. Microsoft invites its partners to build on the Windows Holographic platform. Continue reading Microsoft Pushes Windows 10 as Only ‘Mixed Reality’ Platform

The Netflix Zone: Virtual Video Store Showcased at Hack Day

One of the more compelling demos during Netflix’s latest Hack Day was a virtual reality showroom using HTC Vive’s room-scale VR. Developers Joey Cato, Marco Caldeira and Adnan Abbas created “The Netflix Zone,” where subscribers can peruse titles on shelf racks arranged by categories and personal recommendations. Movies and original shows such as “Orange Is the New Black” and “House of Cards” appear on shelves as VHS cassettes. When you select certain cassettes, the shop morphs into a setting that reflects the title. Continue reading The Netflix Zone: Virtual Video Store Showcased at Hack Day

Microsoft is Scaling Back its Consumer Smartphone Business

Two years ago, Nokia announced that it had sold its mobile phone and smartphone businesses to Microsoft in a $7.2 billion deal. Since then, Microsoft CEO Satya Nadella shifted the company’s focus to bringing software and services to Android and iOS mobile systems rather than convincing consumers to use Windows. Last week, Microsoft announced it was selling its low-end feature phone business, and yesterday added it would further scale back consumer phone efforts and cut another 1,850 jobs. The company explained it would also take a $950 million charge as part of the move. Continue reading Microsoft is Scaling Back its Consumer Smartphone Business

VRidge Streams VR from PC to Google Cardboard, Gear VR

For those looking for an affordable VR alternative, RiftCat has been busy developing an app called VRidge that streams virtual reality games from a PC to a smartphone over Wi-Fi. The beta is currently available for Android, but the company is also working on an iOS version. The most recent update added support for SteamVR and Razer’s open source OSVR project. The implications could be significant, especially when considering the cost of investing in a high-end VR headset, such as the $600 Oculus Rift or $800 HTC Vive, both of which still require a powerful PC starting in the $1,500 range. Continue reading VRidge Streams VR from PC to Google Cardboard, Gear VR

‘Ghostbusters’ VR Experience Coming to Times Square in July

The VOID (Vision of Infinite Dimensions), a virtual reality theme park in Utah, is launching a new VR experience in NYC’s Times Square in partnership with Sony Pictures, for the studio’s new “Ghostbusters” film. Opening up small-scale versions of its Utah park is part of the company’s business plan, along with creating its own content and immersive versions of films and video games. In Utah’s park, attendees wear a haptic suit that tracks their movements and a VR headset, powered by a supercomputer backpack that allows untethered walking. Continue reading ‘Ghostbusters’ VR Experience Coming to Times Square in July

Oculus and Valve Have Yet to Open Tracking to Third Parties

A year after going on record that they would open up their tracking systems to third party developers, neither Oculus nor Valve have done so. So called ‘6DOF’ (degrees of freedom) tracking allows for head and body tracking, as well as mapping of physical objects like handheld objects and furniture, into the virtual world. Oculus’ Constellation tracking system uses a collection of IR-LEDs tracked by an external camera. Meanwhile, Valve/HTC’s Lighthouse tracking system uses photodiodes that track lasers from base stations. Continue reading Oculus and Valve Have Yet to Open Tracking to Third Parties

Applications Being Accepted for HTC VR Accelerator Program

HTC has allocated $100 million to fund a ‘Vive X’ accelerator program with the goal to “help cultivate, and grow the global VR ecosystem by supporting startups and providing them with expertise, special access to advanced VR technology, financial investment, mentorship and unmatched go-to-market support.” The fund will support a wide range of startups. This differentiates it from the Oculus fund, which is one-tenth the amount and has an emphasis on the game industry, explains Road to VR. The program is open to companies that are creating content and tools that enrich the VR ecosystem and end-user experience. The global accelerator will initially open offices in Beijing, Taipei and San Francisco. Continue reading Applications Being Accepted for HTC VR Accelerator Program

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