Nielsen’s SuperData and App Annie Quantify Gaming Market

Epic Games’ “Fortnite” led the way to 13 percent growth of digital games and interactive media to $119.6 billion in 2018, said Nielsen division SuperData. On its own, “Fortnite” earned $2.4 billion last year. The global industry segment is expected to grow to $118.2 billion in 2019. SuperData’s annual report stated that, in 2018, 850 million unique people viewed video games, with Tyler “Ninja” Blevins garnering 218 million hours, making him Twitch’s No. 1 streamer. Mobile games came out on top with $61.3 billion in revenue. Continue reading Nielsen’s SuperData and App Annie Quantify Gaming Market

Dreamscape Immersive to Expand Location-Based VR in 2019

Dreamscape Immersive focuses on creating virtual reality experiences as location-based entertainment in malls and other venues. From the entrance, a “departure lounge” that immerses visitors in backstories and props, titles such as “Alien Zoo” and “Lavan’s Magic Projector: The Lost Pearl” are intended to feel like journeys. Dreamscape chief executive Bruce Vaughn, who was former chief creative officer of Walt Disney Imagineering said it’s about reframing how audiences view virtual reality. Continue reading Dreamscape Immersive to Expand Location-Based VR in 2019

Chinese Startup Nreal Debuts Sleek, High-Quality AR Glasses

Chinese startup Nreal unveiled augmented reality glasses at CES 2019 featuring high-quality visuals and a sleek form factor that are slimmer than the Vuzix Blade AR glasses. The Nreal glasses weigh 85 grams (less than one-fifth of a pound) and offer 1080p projection through both lenses, with a 52-degree field of view. That makes the Nreal glasses closer to a Magic Leap headset or Microsoft HoloLens glasses — with an even better field of view. Nreal, similar to Magic Leap, also requires a processor pack connected to the glasses. Continue reading Chinese Startup Nreal Debuts Sleek, High-Quality AR Glasses

CES Panel: Envisioning Entertainment in the 5G Ecosystem

UTA chief innovation officer Brent Weinstein convened technology and entertainment honchos to parse out 5G’s impact on a range of M&E applications. Intel senior vice president/general manager of the network platforms group Sandra Rivera opined that, “it’s never too early to be on the forefront of innovation.” “The work we did on 4G created the environment that drew in investment and services from Airbnb to Netflix and Uber,” she said. “We’re not quite at 5G, but the excitement is attracting the entrepreneurs and engineers.” Continue reading CES Panel: Envisioning Entertainment in the 5G Ecosystem

CES 2019: Is This the Beginning of the Age of Personalization?

The transformative potential of 5G technologies progresses from promise to first products and will likely emerge as the hot underlying topic of CES 2019, which opens Sunday, January 6 in Las Vegas. ETC@USC will cover the trade show with particular interest in how developments can impact or disrupt media, entertainment, and technology companies and their business models. Artificial intelligence, mixed reality, IoT, cloud systems, media and marketing, and blockchain are six other topics that together with 5G suggest personalization to be an overarching theme. Continue reading CES 2019: Is This the Beginning of the Age of Personalization?

CES: The Next Wave of Immersive Media Tech and Markets

For a long time, we have posited that the future of immersive media will be 10 percent virtual reality and 90 percent augmented reality. In the coming year the VR and AR technologies and markets will continue to advance, but in different directions and for different reasons. VR is moving into niche markets, location-based entertainment (LBE), business applications and eSports. Meanwhile, we expect AR to focus on innovation across numerous fronts, including high-end niche business and professional applications, low-end consumer experiences and new glasses with limited feature sets. Continue reading CES: The Next Wave of Immersive Media Tech and Markets

VRX 2018: Bridging Entertainment, Enterprise and Technology

The annual VRX Conference & Expo is slated for December 6-7 in San Francisco. The ETC’s Phil Lelyveld will be moderating a panel on the second day, focused on immersive storytelling with panelists including Ted Schilowitz of Paramount, Paul Raphael of Felix & Paul Studios, Bruna Berford of Penrose Studios and Ryan Pulliam of Specular Theory. VRX organizers are gathering a stellar lineup of top companies, execs and investors across entertainment and tech to cut through the hype and get to the heart of what’s really happening in XR. For those interested in attending, enter code ETC15 at registration for a 15 percent discount. Continue reading VRX 2018: Bridging Entertainment, Enterprise and Technology

VRX 2018: Bridging Entertainment, Enterprise and Technology

The annual VRX Conference & Expo is slated for December 6-7 in San Francisco. The ETC’s Phil Lelyveld will be moderating a panel on the second day, focused on immersive storytelling with panelists including Ted Schilowitz of Paramount, Paul Raphael of Felix & Paul Studios, Bruna Berford of Penrose Studios and Ryan Pulliam of Specular Theory. VRX organizers are gathering a stellar lineup of top companies, execs and investors across entertainment and tech to cut through the hype and get to the heart of what’s really happening in XR. For those interested in attending, enter code ETC15 at registration for a 15 percent discount. Continue reading VRX 2018: Bridging Entertainment, Enterprise and Technology

Observer Analytics Debuts Tool to Evaluate VR, AR Content

Observer Analytics unveiled its platform for quantifying virtual reality, augmented reality and mixed reality, to create key performance indicators (KPIs) for the industry. The platform was built from scratch to analyze the new and complex forms of engagement found in this immersive content, with the end goal of making it easier for developers to understand how users interact with their content. To create the platform, the company has raised $685,000, including a pre-seed round from Boost VC and Precursor Ventures. Continue reading Observer Analytics Debuts Tool to Evaluate VR, AR Content

‘Angry Birds FPS’ Offers New Experience for Magic Leap One

Magic Leap says its newly released Magic Leap One Creator Edition mixed reality glasses are “like living in the future ahead of everyone else.” Journalists got a sneak peek of the mixed reality “Angry Birds” on the Magic Leap goggles. On October 9-10 at the first L.E.A.P. developers conference in Los Angeles, the company will show off more apps and more of the interface. One reviewer added that the company is “taking a leap of faith” that the applications will be compelling enough to convince many users to shell out $2,295. Continue reading ‘Angry Birds FPS’ Offers New Experience for Magic Leap One

Two Bit Circus Brings Micro-Amusement Park to Los Angeles

Two Bit Circus is on track to open a “micro-amusement park” in a 40,000-square-foot space in downtown Los Angeles in September. Company chief executive Brent Bushnell and cofounder Eric Gradman said they plan to open more digital/physical arcades, potentially in shopping malls, in the future. The interactive playground has zones, “like an amusement park,” with a variety of different games in each one. The company, which was founded in 2012 and raised $15 million in 2017, will invite corporations to sponsor events there. Continue reading Two Bit Circus Brings Micro-Amusement Park to Los Angeles

OTOY Rolls Out Blockchain-Based Rendering Platform RNDR

OTOY, a Los Angeles-based visual effects software firm, launched RNDR to allow more people to create 3D computer generated images. The company, which created software used for productions such as “Westworld” and “The Avengers,” relied on cloud, blockchain and cryptocurrency technologies to create a way that people can create 3D imagery rendered by shared hardware hosted in the cloud, and then sold and/or traded via blockchain. Doing so, says chief executive Jules Urbach, reduces the cost, time and labor of creating such assets. Continue reading OTOY Rolls Out Blockchain-Based Rendering Platform RNDR

Survey Analyzes Benefits of Mixed Reality in the Workplace

The business uses of virtual reality (VR), augmented reality (AR) and mixed reality (MR) have so far been impressive. Now, a survey conducted by Microsoft with Harvard Business Review Analytic Services, found that 68 percent of 394 executives said MR is important to achieving their companies’ goals in the next 18 months. Those surveyed worked in companies employing over 250 people, in a wide range of industries including engineering, construction, manufacturing, retail, defense and education. Continue reading Survey Analyzes Benefits of Mixed Reality in the Workplace

Within Debuts WebVR-Enabled Site for Broad VR Distribution

Within, a Los Angeles-based cinematic virtual reality startup, just unveiled a website that allows users to have a VR experience on any device, from a desktop PC or mobile phone to a dedicated VR headset. The company relies on WebVR technology that avoids the need to download additional software to be able to play VR experiences in supported browsers. Users without a VR headset can navigate the content via the web browser, and those with VR headsets use hand controllers and tracking tools. Continue reading Within Debuts WebVR-Enabled Site for Broad VR Distribution

The Best New Products Displayed at Augmented World Expo

Several demos stood out at the 9th annual Augmented World Expo in Santa Clara, California last week. The most compelling involved a holographic display from Brooklyn-based Looking Glass Factory. Co-founder and CEO Shawn Frayne and his team have been working for a few years on a technique that “blends the best of volumetric rendering and light field projection.” Also compelling was a markerless multi-person tracking system that runs off a single video feed, developed by a Canadian computer vision/deep learning company named wrnch. And marking its first exhibit in the United States since launching its latest satellite office in San Francisco this April, Japanese company Miraisens demonstrated how a suite of effects could be used to enhance extended reality experiences. Continue reading The Best New Products Displayed at Augmented World Expo

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