Virtual Reality Helmet Could Redefine In-Flight Entertainment

The United States Patent and Trademark Office granted leading aircraft manufacturer Airbus a patent in August for headrests that include helmets attached to a carrier. The headrests will relieve passenger stress by providing entertainment in addition to “sensorial isolation with regard to the external environment.” They will play immersive multimedia content on glasses with display screens that are capable of “holographic projection mode,” according to the patent. Continue reading Virtual Reality Helmet Could Redefine In-Flight Entertainment

SIGGRAPH 2014: Panel Discusses VR Content, Tech Hurdles

During a Sunday session at the SIGGRAPH computer graphics conference, panelists discussed virtual reality, its technical hurdles, and the need for compelling content. Palmer Luckey, co-founder of Oculus VR, described the adoption of augmented and virtual reality as inevitable, but suggested we’re not quite there yet. While innovation will likely be led by hardware from multiple manufacturers, he also believes that content and software will drive the industry in the long term. Continue reading SIGGRAPH 2014: Panel Discusses VR Content, Tech Hurdles

Nvidia Designs New Pixel-Dense LCD Panels for VR Headsets

Researchers at Nvidia have found a trick that solves the problem of users being able to see the pixels in their VR headsets. By using a “cascaded display” involving two LCD panels, the researchers found that they could quadruple the pixel density of the headset, making pixels invisible to the eye even at close range. The cascaded displays also have a faster frame rate, making images appear smoother, and a reduced brightness, which is not a concern for the displays in VR headsets. Continue reading Nvidia Designs New Pixel-Dense LCD Panels for VR Headsets

Wearables: Companies Explore New Advertising Opportunities

Shipments of wearables are expected to reach 112 million units by 2018 — enough momentum for advertising companies to start considering new approaches to ads for wearable devices. In order to get an idea of how smartwatches, head-mounted displays, glasses and other gadgets may serve as marketing platforms, mobile-ad tools maker InMobi is developing virtual mock-ups of ads for these devices. Millennial Media and Kiip are among those also pursuing viable wearable-ad technology. Continue reading Wearables: Companies Explore New Advertising Opportunities

E3 2014: Oculus Rift and Project Morpheus Lead VR Revolution

Two virtual reality headsets are generating the most attention at the E3 confab in Los Angeles this week — Facebook’s Oculus Rift and Sony’s Project Morpheus. Both are expected to launch commercially during 2015, and may represent a significant business opportunity for producers of immersive entertainment. In addition to the gaming community, Hollywood is expressing strong interest. In fact, many media producers see VR as the next big revolution in entertainment. Continue reading E3 2014: Oculus Rift and Project Morpheus Lead VR Revolution

New Panopticam Camera to Make VR Movies for Oculus Rift

Figure Digital’s Panopticam camera system was designed to bring film exhibition and virtual reality together, offering viewers a full 360-degree sphere of vision. The bumble ball-like device features 36 high definition cameras mounted into a 3D printed spherical case that stands on a tripod. A custom-built editing plugin for Adobe After Effects stitches together the captured video footage so it can be played back in the immersive environment of a VR headset such as Oculus Rift or Morpheus. Continue reading New Panopticam Camera to Make VR Movies for Oculus Rift

Google Glass Available to All, IHS Breaks Down Materials Cost

Google announced Tuesday evening that its Google Glass product, although still in beta, is now available to anyone in the U.S. while supplies last. IHS released a product breakdown of Glass, and says that the cost of hardware and manufacturing is approximately $152, a small fraction of the product’s $1500 selling price. While IHS did note nonmaterial expenses such as software development, engineering and tooling, Google claims that the IHS cost estimate is “wildly off.” Continue reading Google Glass Available to All, IHS Breaks Down Materials Cost

Facebook Could Expand into E-Money Mobile-Payments System

Facebook is preparing to provide remittances and electronic money in an effort to extend non-ad revenue. The company applied for an e-money license in Ireland that would allow users to store and exchange money through its social network. Facebook would generate revenue by charging commission for each transaction. At least three London startups — TransferWise, Moni Technologies and Azimo — have discussed potential partnerships with Facebook regarding financial services. Continue reading Facebook Could Expand into E-Money Mobile-Payments System

USC Planning to Offer Journalism Course Using Google Glass

While developers consider a number of industries for which Google Glass may have useful applications, some are considering the headset’s potential use in the news business. Professor Robert Hernandez of USC’s Annenberg School for Communication and Journalism is offering a course this fall on Glass Journalism. “The class will consist of teams (Journalist, Designer, Developer) working together to research and develop different types of news apps designed specifically for the Glass platform,” reads a Tumblr post about the course. Continue reading USC Planning to Offer Journalism Course Using Google Glass

Cinemizer HMD Ideal for On-Set Shooting and VR Experiences

In one corner of the Zeiss NAB booth filled with video cameras and lenses, the latest model of the Zeiss Cinemizer head mounted display is plugged into a video camera. The Cinemizer features dual 870×500 pixel OLED displays. An optional soft-rubber Eye Shield blocks out all external light. Once plugged into the camera via a standard HDMI connector, the camera operator sees exactly what the camera sees. The camera controls can be overlain on the image, just as they can appear in the eye piece or screen on the camera itself.

Continue reading Cinemizer HMD Ideal for On-Set Shooting and VR Experiences

NAB: USC’s Elizabeth Daley Speaks at Tech Summit on Cinema

The ongoing effort to utilize new technologies in the service of storytelling was the theme of USC School of Cinematic Arts (SCA) Dean Elizabeth Daley’s keynote address Sunday at the SMPTE Technology Summit on Cinema at NAB. Digital technology is deeply engrained throughout the SCA curriculum. In fact, the Interactive Media & Games Division and the John C. Hench Division of Animation and Digital Arts wouldn’t exist without it. Yet “everything has changed, and nothing has changed. Great storytelling is still key,” Daley said. Continue reading NAB: USC’s Elizabeth Daley Speaks at Tech Summit on Cinema

Sony Unveils its Project Morpheus VR Prototype at GDC 2014

Sony has plans to introduce virtual reality to its PlayStation 4 console with new hardware called “Project Morpheus.” During the Game Developers Conference in San Francisco this week, the company unveiled a prototype with two headset components — a closed display and what looks like a PlayStation Move sensor. The unit features HDMI and USB connections, a 1080p display and just over a 90-degree field of view. The prototype, three years in the making, will also serve as a developer kit. Continue reading Sony Unveils its Project Morpheus VR Prototype at GDC 2014

K-Glass: South Korea Developing Alternative to Google Glass

South Korean researchers at public university KAIST have developed an alternative to Google Glass called the K-Glass. Although similar to Google’s electronic eyewear, KAIST’s wearable alternative is equipped with a special AR chip that enables the device to recognize objects without relying on barcodes or other markers. While currently bulkier than Glass, KAIST explains that its processor “duplicates the ability of the human brain to process visual data.” Continue reading K-Glass: South Korea Developing Alternative to Google Glass

New Milestone: Kickstarter Passes the $1 Billion Pledge Mark

According to Kickstarter, the crowd-funding site officially passed $1 billion in pledges yesterday. Of the one billion pledged by 5.7 million individuals from 224 countries and territories to help fund creative projects, more than half was pledged in the last 12 months. More than $663 million was pledged by nearly 3.76 million backers in the U.S. alone. Other top countries include the U.K., Canada, Australia, Germany and France. Interestingly, nearly 16,000 people have backed more than 50 projects. Continue reading New Milestone: Kickstarter Passes the $1 Billion Pledge Mark

Industry Execs Discuss Direction of Games, VR and the Cloud

Trends in electronic gaming, virtual reality and the impact of the cloud were topics addressed during last week’s Digital Entertainment World conference in Los Angeles. During “The State of the Game Industry” panel, Machinima co-founder Allen DeBevoise said that gameboy culture is driving entertainment. Companies including Warner Bros. are exploring games as a service; gaming in the cloud seems inevitable, but faces challenges; and VR tech is supported by most, while consumer adoption remains a hurdle. Continue reading Industry Execs Discuss Direction of Games, VR and the Cloud