How 5G Will Impact Transportation, Surgery, Factories, VR

Industry experts have recently been tantalizing consumers with the super-fast speed and zero latency of 5G networks. But to achieve the kind of coverage they depict will require as many as 20 access points per square kilometer — an expensive proposition. Consumers will have to get used to the idea that 5G will roll out, but not in an evenly distributed manner. Autonomous vehicles, Internet-assisted surgery, factory automation and virtual reality are some of the first sectors that will see the impact of 5G networks. Continue reading How 5G Will Impact Transportation, Surgery, Factories, VR

CES: 5G and the Internet of Things Take First Steps – Part 2

Yesterday we noted that recent years have seen the Internet of Things and next-generation 5G networks 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, and we gear up for next month’s CES in Las Vegas, it’s time to check-in about the state of the relationship between these two technologies. Today, 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 2

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

3GPP Greenlights 24 New Projects for 2020 to Advance 5G

The 3rd Generation Partnership Project (3GPP) is the organization responsible for global standardization of 3G, 4G and, now, 5G. The group considers the cellular technology innovations of many companies to create features that work across various networks and phones. The 3GPP just approved 24 new projects to advance 5G, which are targeted to go online in the second half of 2021. The projects will commence their work in early 2020. 3GPP’s Release 15, approved in mid-2018, enabled early 5G to use 4G as a foundation. Continue reading 3GPP Greenlights 24 New Projects for 2020 to Advance 5G

Ericsson Projects Global Mobile Data Traffic to Soar with 5G

A recent Ericsson Mobility Report reveals that there has been a 68 percent increase worldwide in mobile data traffic and that it is expected to continue to grow with the adoption of 5G and increased expansion of 4G mobile networks. Ericsson predicts that, by the end of 2025, there will be 2.6 billion 5G subscriptions, accounting for 65 percent of the world’s population and generating 45 percent of the globe’s total mobile data traffic. In related news, AT&T rolled out low-band 5G service to customers in 10 cities. Continue reading Ericsson Projects Global Mobile Data Traffic to Soar with 5G

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

Verizon, Snap Team to Create 5G-Enabled AR Experiences

With an eye towards 5G apps, Verizon inked a new tech development/marketing deal with Snapchat parent company Snap Inc. The companies plan to work together at Verizon’s 5G Labs to create augmented reality experiences for consumers as well as engage in exclusive distribution and co-marketing projects, such as Verizon preloading Snapchat on some 5G phones. The Snap Originals video series will also feature Verizon as a premium sponsor. Director Harmony Korine made a short experimental film with Snap’s Spectacles 3 camera. Continue reading Verizon, Snap Team to Create 5G-Enabled AR Experiences

‘The Mandalorian’ Uses Epic’s Unreal Engine for Production

“The Mandalorian,” one of the original exclusive shows on Disney+, follows a mysterious bounty hunter who takes on secretive jobs after the fall of the Empire. Recent data reveals that the show was the third most “in demand” digital original show since its debut. Epic Games is listed in the show’s end credits because series creator Jon Favreau used it in his production process. Epic Games’ Unreal Engine is a popular platform for creating games, such as “Fortnite,” but it’s now being used in more Hollywood productions. Continue reading ‘The Mandalorian’ Uses Epic’s Unreal Engine for Production

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

KidHQ: Walmart and Mattel Renting Space in Virtual Store

Online toy shopping is getting increasingly creative, as digital reality tools rise in popularity among retailers and consumers. Walmart and Mattel are now leasing “floors” at the BuzzFeed-produced interactive video experience KidHQ, a virtual reality store that allows users to browse products via choose-your-own-adventure-style videos. Both companies are looking ahead to the holiday season as they try to sell toys ranging from Barbies to “Frozen 2” merchandise, and are using interactive video to connect with consumers to do so. 

Continue reading KidHQ: Walmart and Mattel Renting Space in Virtual Store

Google’s Latest Pixel Takes Phone Cameras to Next Level

At Google’s annual hardware event this week, the company introduced the new Pixel 4 and Pixel 4 XL smartphones, both featuring an extra camera lens, infrared scanner for unlocking the phone, and emphasis on computational photography for automatically processing more professional-looking images (even photos of the night sky). Both phones use Qualcomm’s Snapdragon 855 chipset and come equipped with 19:9 “Smooth” displays, which refresh up to 90 times per second, and the touchscreens allow users to poke it or squeeze the body if they want to call upon Google’s built-in Assistant. 

Continue reading Google’s Latest Pixel Takes Phone Cameras to Next Level

Holoride, Ford, Universal Partner for In-Car VR Experience

Tech startup holoride has teamed with Ford Motor Company and Universal Pictures to create an immersive VR experience called “Universal Monsters Presents Bride of Frankenstein holoride.” The complimentary ride is being offered during select dates from October 14 to November 9 at Universal CityWalk Hollywood. “They are rolling it out at the theme park, but it could be featured anywhere because it is GPS-based,” explained ETC’s Phil Lelyveld, who recently previewed the ride with colleague George Gerba. “It adjusts to the location and the route. So it could be a touring experience, could be offered at store openings, etc.” Continue reading Holoride, Ford, Universal Partner for In-Car VR Experience

Microsoft Files Patent Application for Virtual Reality Floor Mat

Immersed in a virtual world, the user can be at risk for bumping into real-world objects, such as walls and coffee tables. Microsoft has filed a patent application for a technology to address this issue. With its “virtual reality floor mat activity region,” the user has a designated safe space to explore, with so-called fiducial markers that help the VR headset recognize the mat as well as the possibility of pressure sensors in the mat. Some VR players have used their own rubber mats as a physical cue to be safe. Continue reading Microsoft Files Patent Application for Virtual Reality Floor Mat