HTC Debuts Modular Virtual Reality & Mixed Reality Headsets

After introducing the PC-driven Vive Cosmos virtual reality headset last year, HTC just debuted four new VR headsets: the Cosmos, Cosmos Play, Cosmos Elite and Cosmos XR. The headsets are similar to the original Vive Cosmos in terms of technology and modular design, the latter aimed at encouraging widespread distribution. According to HTC, Cosmos Play is the entry level headset, a basic model that will be the least expensive, and the Vive Cosmos will be HTC’s latest flagship product, a successor for the original Vive. Continue reading HTC Debuts Modular Virtual Reality & Mixed Reality Headsets

CES Features the Latest Advances in VR and AR Headsets

During CES we saw a number of VR and AR headsets that illustrate the emerging trends and most recent developments in this space. LetinAR showcased its PinMR optical solution with glasses that leverage 11 pinhole micromirrors per eye in order to deliver a clear and bright image. Panasonic demonstrated a prototype of its new VR headset with micro OLED 2,048 x 2,048 resolution, HDR and spatial audio. Human Capable presented its lightweight and affordable glasses expected to ship Q2 this year, while Pimax showed an updated tethered HMD with native 4K per eye display. And Nreal showed significant improvement to the brightness of its AR display. Continue reading CES Features the Latest Advances in VR and AR Headsets

CES: 5G and the Internet of Things Take First Steps – Part 1

For several years, the Internet of Things (IoT) and next-generation 5G networks have been evolving on parallel tracks. From autonomous vehicles to smart factories and wearables, 5G promises to super-charge speed, low latency and reliability. As carriers begin to introduce 5G networks, it’s time to check-in about the state of the relationship between these two emerging technologies. We anticipate both to make a major splash at CES in Las Vegas this January. Today, we’ll look at creating applications for existing and new networks. Tomorrow, we’ll address the convergence of 5G and IoT in the enterprise space. Continue reading CES: 5G and the Internet of Things Take First Steps – Part 1

CES: Expectations for the Immersive Experience Landscape

When CES 2020 opens on January 7th in Las Vegas, I expect experiences — of which ‘entertainment’ is one option — will be center stage. We will be watching for repositioning of products and services as experiences, as well as for new ideas for experiences themselves. To state the obvious, for mixed reality and immersive experiences to work well, the user experience (UX) should be intuitive and match user expectations. Companies are working to achieve this by dealing in their own individual ways with the convergence of multisensory, multiplatform, immersive media technology and language (VR, AR, MR, XR); AI; 5G; IoT; robotics and autonomous things; and blockchain. Gartner describes this as a shift from technology-literate people to people-literate technology. Continue reading CES: Expectations for the Immersive Experience Landscape

Qualcomm Targets 5G, Mixed Reality with Snapdragon XR2

Qualcomm debuted Snapdragon XR2, which the company is dubbing “the world’s first 5G XR platform.” This second generation mixed reality chipset follows the debut of Snapdragon XR1 in May 2018, which provided “the minimum criteria for immersion” in mixed reality and was intended to lower the price of components for XR headsets (it was used in AR glasses such as Google Glass Enterprise). Qualcomm is presenting Snapdragon XR2, however, as more powerful than the Snapdragon 835 that powered the Oculus Quest VR headset. Continue reading Qualcomm Targets 5G, Mixed Reality with Snapdragon XR2

ETC@USC Gears Up For January’s CES 2020 in Las Vegas

When CES 2020 opens on January 7 in Las Vegas, it is almost certain that entertainment will be taking center stage. Where emerging technologies have disrupted media and entertainment on a rollercoaster of change for the past few decades, today’s M&E companies are harnessing technologies, driving innovation, and emerging as disruptors themselves. The days of entertainment as a CES sideshow and a way to light up screens to sell TVs are over. Our team of reporters will be at CES again this year covering the latest news from keynote addresses, product demos and related events. Continue reading ETC@USC Gears Up For January’s CES 2020 in Las Vegas

Microsoft Develops Data Dignity Project to Empower Users

Microsoft’s CTO office is reportedly creating a Data Dignity team to find ways to give users more control over their personal information — including the possibility of buying and selling it to third-parties. To set itself apart from other tech behemoths, Microsoft has been asserting its efforts for consumer privacy. But the company has faced its own privacy faux pas such as collecting data for Windows 10 and using human workers to transcribe Skype conversations. Data Dignity could help burnish its image. Continue reading Microsoft Develops Data Dignity Project to Empower Users

Adobe Develops AR Software, Mixed Reality Display Tech

Adobe plans to release three apps — Aero, Fresco and Photoshop for the iPad — that focus on mixing physical elements with digital ones. The apps will allow users to switch back and forth easily between mobile and desktop devices and are cloud-native, enabling easy collaboration. The company’s chief technology officer Abhay Parasnis also recently showcased Project Glasswing, a mixed reality display prototype that will bring all the apps’ features as Photoshop or After Effects layers on a transparent screen in front of real 3D objects. Continue reading Adobe Develops AR Software, Mixed Reality Display Tech

Microsoft Promotes HoloLens 2 at Annual Build Conference

Microsoft’s Build developer conference got off to a bit of a rocky start on Monday. During the keynote, meant to demonstrate how the HoloLens 2 augmented reality headset could recreate the Apollo 11 moon landing in mixed reality, the presenters ran into technical difficulties. Microsoft partnered with Epic Games and Industrial Light & Magic chief creative officer John Knoll for the ambitious demo that worked well during earlier rehearsals. Despite the tech glitches during the live presentation, the HoloLens 2 remains an impressive device. A recording of the demo, captured as intended during rehearsals, is available on YouTube.

Continue reading Microsoft Promotes HoloLens 2 at Annual Build Conference

Verizon, ThirdEye Gen Partner on 5G Mixed Reality Glasses

Verizon is teaming with ThirdEye Gen to offer its first official mixed reality smart glasses for 5G. ThirdEye has been awarded two patents for OLED displays and low-latency data streaming. The partnership is ThirdEye’s first with a wireless provider, said company founder Nick Cherukuri, who noted that the “advanced 5G use cases … will bring about a new era of hands-free human interaction.” One example would be an auto mechanic who could scan a “complex motor” and send the image to a remote expert for real-time help. Continue reading Verizon, ThirdEye Gen Partner on 5G Mixed Reality Glasses

Augmented Reality Drives Need for New Cloud Infrastructure

The potential of augmented reality is massive but despite software development kits including Apple’s ARKit, Google’s ARCore, Amazon Sumerian and Microsoft’s Mixed Reality ecosystem, actual implementations have been limited. That’s because the current cloud infrastructure constrains actual consumer-facing AR projects. The popularity of “Pokémon Go” in summer of 2016 was an example of that; at the first Pokémon Go Fest in Chicago, 20,000 players experienced slowdowns and outages due to constrained network bandwidth. Continue reading Augmented Reality Drives Need for New Cloud Infrastructure

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