HTC Exec Shares Lessons From Novel For a VR-First Future

Road to VR is featuring a guest article this week by Alvin Wang Graylin, China president of Vive at HTC, who sings the praises of Ernest Cline’s best-selling novel Ready Player One. The story depicts an existence in which “VR is intertwined into every aspect of our daily lives,” writes Graylin. He believes there are positive lessons to be learned from such a “VR-First future.” The book details tech “that has the potential to create truly transformative impact on our future lives, culture, and world,” which is why he makes sure every member of his China Vive team has a copy. In his article, Graylin outlines what he sees as the 16 key takeaways from Ready Player One.

Continue reading HTC Exec Shares Lessons From Novel For a VR-First Future

‘Star Wars’ VR Experience to Open at Disneyland by Holidays

This holiday season, Disneyland Resorts in Anaheim and Orlando will debut “Star Wars: Secrets of the Empire,” a multi-player virtual reality experience based on “Star Wars,” and produced by VR start-up The VOID, Lucasfilm and ILMxLAB, Lucasfilm’s immersive entertainment division. Prior to this production, ILMxLAB built “Trials on Tatooine,” which was available to consumers on VR headsets and in IMAX VR centers. The VOID calls its experiences “hyper-reality,” as the participant can explore, pick up props and open doors. Continue reading ‘Star Wars’ VR Experience to Open at Disneyland by Holidays

Smithsonian Art Museum, Intel Partner on Three VR Exhibits

The Smithsonian American Art Museum has partnered with Intel to create a room-scale VR demo of the art in one wing, for the enjoyment of far-flung art lovers. To produce the immersive experience, the two partners relied on studios including V.A.L.I.S., Framestore, xRez and 8i. The demonstration consists of three interactive experiences, and is a good case study on how museums can utilize virtual reality to extend their relationship with the public. Other museums, such as the British Museum, have also experimented with VR. Continue reading Smithsonian Art Museum, Intel Partner on Three VR Exhibits

Nvidia Integrates Computer Graphics and Artificial Intelligence

At this week’s SIGGRAPH 2017 conference in Los Angeles, Nvidia showed off a variety of technologies connecting graphics and artificial intelligence, delivering 10 research papers relevant to the company’s developers, including an AI-empowered method to create realistic facial animations. The company also showed off its Isaac robots, which vet AI algorithms inside its Project Holodeck virtual environment. By doing so, the robots will be able to learn inside a virtual space for collaboration, minimizing the potential of causing problems in the real world. Continue reading Nvidia Integrates Computer Graphics and Artificial Intelligence

CTA Report: CE Industry Growth Is ‘Exceeding Expectations’

The Consumer Technology Association forecasts 3.2 percent growth for the U.S. CE industry this year, for a total estimated $321 billion in retail revenue. For the first time, drones, OLED TV and virtual reality tech are predicted to surpass the $1 billion revenue milestone, according to CTA’s latest “U.S. Consumer Technology Sales and Forecasts” report. Smart home devices, wearables, 4K TVs and voice-controlled digital assistants are among the categories projected to experience significant increases. “Revenue growth in the consumer technology industry is exceeding expectations,” said Gary Shapiro, CTA president and CEO. Continue reading CTA Report: CE Industry Growth Is ‘Exceeding Expectations’

Meta AR Headset May Help Reimagine the Traditional Office

San Francisco-based startup Meta makes augmented reality headsets that its founder/chief executive Meron Gribetz wants to use to remake the traditional office. With his headset, the user can use a virtual floating screen to control 3D models, browse web pages, write code and send emails. Gribetz — who studied neuroscience and computer science at Columbia University — is now using his own employees to test the headset and its software to figure out how to improve it, an experiment described in a Bloomberg News “Decrypted” podcast. Continue reading Meta AR Headset May Help Reimagine the Traditional Office

Google Debuted AR First, But Apple About to Take the Lead

Alphabet’s Google began releasing augmented reality tools in 2014, but Apple now plans to put AR software in up to one billion mobile devices by the end of 2017. That is nearly certain to give Apple an advantage, since the company’s ecosystem will easily integrate devices and software. Google, with its Tango AR software system, has put AR in the Lenovo Phab 2 Pro and Asus ZenFone AR smartphones. Apple also just introduced its ARKit, which lets developers build AR apps for iPhones and iPads. Continue reading Google Debuted AR First, But Apple About to Take the Lead

Facebook Developing Two Wireless Virtual Reality Headsets

Facebook will debut a cheaper wireless version of its Oculus Rift VR headset in another attempt to bring virtual reality to the masses. The current Oculus Rift costs $400 and must be paired to a $1,000 computer to work properly, whereas Samsung’s Gear VR goes for $130. The new Oculus headset from Facebook, which will sell for a mid-range price of about $200, will also not need to be hooked up to a PC or smartphone. The headset, expected to release in 2018, is aimed at gaming, video and social networking. Continue reading Facebook Developing Two Wireless Virtual Reality Headsets

Disney Selects 11 Companies for 2017 Accelerator Program

The Walt Disney Company announced 11 tech and media companies will receive funding and support as part of the Disney Accelerator program, now in its fourth year. The companies will be given access to work space at Disney’s L.A. creative campus and guidance from entertainment and media technology leaders. The 2017 class covers a range of compelling areas such as artificial intelligence, eSports, messaging, online learning, robotics, video games and virtual reality. Among the 11 startups are Epic Games, creator of Unreal Engine tech, and location-based VR firm The VOID. Continue reading Disney Selects 11 Companies for 2017 Accelerator Program

Facebook Introduces Live Video Broadcasting to Social VR

Facebook is ramping up its social VR efforts through live video streaming. “Users of Facebook Spaces, the social hangout in virtual reality that the company launched earlier this year, can now broadcast via Facebook Live,” reports Variety. “The new feature essentially allows Spaces users to host a kind of virtual reality talk show, and stream it to all of their followers, even if those audiences are tuning in with a mobile phone or a desktop browser.” Slate will be the first to use the new feature to produce a weekly live show. Continue reading Facebook Introduces Live Video Broadcasting to Social VR

Facebook Offers New Price Reduction for Oculus Rift Bundle

For the second time this year, Facebook is hoping to jumpstart sales of its Oculus Rift VR headset with a price reduction. Facebook’s Oculus VR unit will offer the Rift, Oculus Touch motion controllers, seven VR games and more as a $399 bundle over the next six weeks. The bundle was earlier offered for $598, which was $200 less than the combined launch prices. According to Jason Rubin, head of content at Oculus, the new bundle price is meant to leverage the increased number of apps and games available for the Rift (700+ today, compared to 400 in March). Continue reading Facebook Offers New Price Reduction for Oculus Rift Bundle

Digital Cinema Camera Maker RED to Release VR/AR Phone

Camera manufacturer RED Digital Cinema plans to release a smartphone, dubbed Hydrogen One, that the company is calling “the world’s first holographic media machine.” Due to ship in the first quarter of 2018, Hydrogen has been introduced with a limited number of specifications. RED is marketing the camera as ready for virtual reality, augmented reality and mixed reality, with a 5.7-inch “professional holographic display” featuring nanotechnology that switches between 2D, 3D and holographic content. Continue reading Digital Cinema Camera Maker RED to Release VR/AR Phone

VR World NYC Offers an Open Buffet of 50+ VR Experiences

Kent Bye covers location-based VR operations, pricing structures, crowd management and throughput, and reaching the mass audience in this 30-minute Voices of VR podcast interview with the founders of VR World NYC. The new midtown Manhattan portal, which opened June 24th, features over 50 VR experiences spread over three floors in a 20,000 square foot space near the Empire State Building. Visitors pay $39 in the afternoon and $49 in the evening for unlimited stay and play. Continue reading VR World NYC Offers an Open Buffet of 50+ VR Experiences

Palmer Luckey Backs VR Tool to Run Oculus Games on Vive

CrossVR’s campaign on crowdfunding site Patreon intends to raise money to fund the ongoing development of Revive, a so-called hack that allows HTC Vive users to play content that is exclusive to Oculus and not released on Steam. Now, Oculus Rift inventor and co-founder of Oculus VR Palmer Luckey reportedly pledged $2,000 per month to support the CrossVR effort. Luckey left Facebook (which acquired Oculus) in March, the aftermath of a legal battle over the VR technology. The PR team for Oculus has already stated that it doesn’t condone Revive. Continue reading Palmer Luckey Backs VR Tool to Run Oculus Games on Vive

YouTube Debuts New Features, Plans More Original Content

At VidCon, YouTube introduced new feature upgrades, among them a redesign to mobile and desktop that allows the screen size to adjust to the video format playing, and a sharing feature, currently being tested in Canada that will soon debut in the U.S. and South America. YouTube is also pursuing virtual reality via a new format being created in partnership with Lenovo and LG. And the company reports that its Red Originals are proving successful (although it didn’t provide subscriber stats) and expanding to new markets. Continue reading YouTube Debuts New Features, Plans More Original Content