CES: Haptic Technology Makes Slow Strides for CE Products

While technology for immersive visual content has (for now) settled on stereoscopic headsets with two little high-resolution screens behind two little lenses, at CES in Las Vegas this week four different developers presented four different approaches to realistic haptic feedback for arms and hands. Buzzing, squeezing and zapping are all on offer, with fundamentally different business and technology models. New haptic products from companies such as Afference, bHaptics, Valkyrie Industries and Microtube Technologies suggest we may be slowly getting closer to more physically-engaging immersive experiences. Continue reading CES: Haptic Technology Makes Slow Strides for CE Products

Meta Quest VR Unit Faces Antitrust Probe by FTC and States

In the wake of a last week’s ruling that the Federal Trade Commission can prosecute its antitrust suit against Meta Platforms, it is now reported that the FTC and multiple state attorneys general are scrutinizing the company’s virtual reality unit — formerly known as Oculus Quest but renamed Meta Quest — for potential anti-competitive practices. New York, North Carolina and Tennessee are among the states that, in addition to the FTC, are said to be investigating whether the Meta Quest app store discriminates against app developers whose goods compete against Meta’s own products. Continue reading Meta Quest VR Unit Faces Antitrust Probe by FTC and States

Meta Building a Safe Metaverse While Expanding VR Holdings

Social media platforms, which have had challenges maintaining a safe, socially conscious online environment — as the year’s spate of whistleblower disclosures and global regulatory hearings proves — may face an even tougher time maintaining civility in the metaverse. The shift from monitoring text, images and video to supervising a live 3D world will be orders of magnitude more complicated, observers say. According to a 2020 safety video for “Horizon Worlds,” a game Facebook developed for its virtual reality platform Oculus Quest, the company plans to record what happens in the metaverse, storing data that transpires in users’ VR headsets. Continue reading Meta Building a Safe Metaverse While Expanding VR Holdings

Sundance Film Festival Goes Virtual with Its New VR Platform

The Sundance Film Festival, a pioneer in showcasing virtual reality content with its New Frontier exhibition, partnered with Active Theory to build a VR platform that attendees can access with or without a headset. Sundance New Frontier curator Shari Frilot noted that building a virtual solution for New Frontier “solved so many problems we were having and struggling with on the ground.” Anyone will be able to access the platform by logging onto the website via a Sundance festival pass, including the $25 Explorer Pass. Continue reading Sundance Film Festival Goes Virtual with Its New VR Platform

Spatial Intros Augmented Reality Platform for Mobile Devices

With the COVID-19 pandemic, use of Zoom and other platforms enabling remote collaboration has skyrocketed. Now, Spatial Systems, a holographic platform for augmented reality and virtual reality, debuted an AR app for iOS and Android that can run on nearly any current generation mobile device. Pricey AR and VR headsets have remained out of reach for many, but there are billions of smartphones enabled for augmented reality on the market. Spatial relied on ARKit and ARCore for iOS and Android to achieve its AR and VR capabilities. Continue reading Spatial Intros Augmented Reality Platform for Mobile Devices

ILMxLAB Debuts New Star Wars Experience for Oculus Quest

ILMxLAB’s virtual experience, “Star Wars: Tales from the Galaxy’s Edge,” launches today in the Oculus Quest store for $25. Critical buzz is that it is levels above ILMxLAB’s previous VR series, “Vader Immortal,” a classic story in three episodes. The new VR experience excels at immersing the user in the Star Wars universe with the freedom to play and interact in a multitude of ways and have numerous exciting experiences, including chatting with bartender Seezelslak, played by Bobby Moynihan. former cast member of “Saturday Night Live.” Continue reading ILMxLAB Debuts New Star Wars Experience for Oculus Quest

Facebook Debuts Oculus Quest 2, Readies New Smartglasses

Facebook released Oculus Quest 2, a customizable VR headset priced at $299 — $100 less than its predecessor. Improved hardware includes a fast-switching LCDs with 1832×1920 resolution per eye and 50 percent more pixels than the first version. Although it doesn’t have the same black levels as the original Quest’s OLED screens, it offers support for an (eventual) 90Hz refresh rate; Quest 2 launches with a 72Hz refresh rate. In partnership with Ray-Ban, Facebook also plans to debut a pair of smartglasses in 2021. Continue reading Facebook Debuts Oculus Quest 2, Readies New Smartglasses

Niantic Gathers Telecom Dream Team to Advance AR Content

Niantic, the company that successfully created augmented reality experiences of Pokémon, Harry Potter and other intellectual properties, revealed its plans to offer its own consumer AR platform, with hardware, software and support for third-party developers. The Niantic Planet-Scale AR Alliance is a coalition of cell phone partners, including Deutsche Telekom, EE, Globe, Orange, SK Telecom, SoftBank Telus and Verizon that will distribute “exclusive 5G-ready AR content,” publicly demonstrating 5G consumer AR experiences. Continue reading Niantic Gathers Telecom Dream Team to Advance AR Content

Facebook Unveils Three Prototype Holographic VR Headsets

Facebook just revealed a holographic optical architecture for a future VR headset that will be both thinner and lighter, replacing the current bulkier glasses and headsets. The technology, described in “Holographic Optics for Thin and Lightweight Virtual Reality,” a Siggraph 2020 research paper, uses a “pancake optics” design that combines layers of holographic film with a laser projection system and directional backlights. The results can be either flat imagery or volumetric holograms. Continue reading Facebook Unveils Three Prototype Holographic VR Headsets

CES: Developer Finally Launches the Pimax 8K X Headset

Chinese developer Pimax first announced an 8K VR headset in 2017, but missed its initial 2018 release date. At CES 2020, the company made good with the launch of the Pimax 8K X, tapped by Digital Trends as its AR/VR top trends winner. The Pimax 8K X headset offers 8K resolution and a 200-degree field of view, beyond the specifications of Oculus Quest and the Valve Index. Reviewers have noted that the 8K resolution makes a “noticeable different in image sharpness,” including “crystal clear” fine text and other details. Continue reading CES: Developer Finally Launches the Pimax 8K X Headset

CES 2020: Panasonic Reveals HDR-Capable VR Glasses

Panasonic demonstrated its prototype of a stylish, steampunk-looking set of VR goggles at CES this week. The company claims these are the first such ultra-high definition VR eyeglasses to offer support for HDR video content. The company envisions a number of applications for the glasses, including new VR experiences such as sports viewing and virtual travel experiences. Panasonic and its partner on the goggles, Massachusetts-based Kopin Corporation, expect to offer a commercial version featuring a compact and lightweight body sometime next year in anticipation of the many applications that will be enabled by 5G services. Continue reading CES 2020: Panasonic Reveals HDR-Capable VR Glasses

SuperData: Game Industry Generated $120.1 Billion in 2019

Market research company SuperData reported that, in 2019, the game industry grew 3 percent to $120.1 billion, of which Epic’s “Fortnite” accounted for $1.8 billion, making it the biggest game for the year. The 2019 revenue for “Fortnite” was a 25 percent drop from the previous year’s record-breaking $2.4 billion. Noting that game industry growth is cooling off, SuperData estimated that it will rise 4 percent to $124.8 billion in 2020. The data includes augmented reality, console games, eSports, mobile, PC and virtual reality platforms. Continue reading SuperData: Game Industry Generated $120.1 Billion in 2019

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

Big Tech Companies Make Progress on AR Smart Glasses

Amazon, Apple, Facebook, Google, Magic Leap, Microsoft and Snap are among the Big Tech companies working on creating smart glasses that we can wear everywhere — and that may even replace our smartphones. Currently, glasses are too big (and expensive), but in time are expected to achieve a sleeker form factor and come down in price. Smart glasses promise to dramatically shift how we engage with the world, and some advocates believe we will eventually be able to replace every screen we use with a single pair of glasses. Continue reading Big Tech Companies Make Progress on AR Smart Glasses

Apple Is Developing AR/VR Headset, Glasses, 3D Sensors

As reported in The Information, Apple is planning to launch a hybrid augmented reality/virtual reality headset in 2022 and a pair of AR glasses the following year. This recently released report stated that Apple chief executive Tim Cook spoke about the AR project in a 1,000-employee meeting, an unusually large gathering for the company. The report contained detailed information about Apple’s ideas about wearable AR devices. Apple has also developed a new 3D sensor system that will be integrated with the AR and VR devices. Continue reading Apple Is Developing AR/VR Headset, Glasses, 3D Sensors