Google’s Media CDN Provides Content Streaming Automation

Streaming is booming, accounting for 53.7 percent of Internet bandwidth traffic, up by 4.8 percent for the year according to Google, which anticipates continued growth as gaming, social networks, AR and VR experiences take hold. To service those needs, the Alphabet unit is officially launching Media CDN, an extensible Google Cloud platform for the distribution of streaming content. At the 2022 NAB Show Streaming Summit this week, Google touted Media CDN as a more affordable and efficient way for media and entertainment companies to deliver immersive streaming experiences globally and at scale. Continue reading Google’s Media CDN Provides Content Streaming Automation

Meta Adding Parent Controls for Instagram and Virtual Reality

Meta Platforms is beginning to implement parental controls on Instagram and Quest. Last week, Instagram added a Family Center that will eventually expand to allow parents and guardians to “help teens manage experiences across Meta technologies from one central place.” Meta says parental controls will be added to Quest VR in May, and hinted others, like Facebook, are queued-up to join. The Family Center will allow parents to monitor how much time their teens spend on Instagram, setting limits if they choose. Additionally, accounts teens follow and accounts following them will be trackable. Continue reading Meta Adding Parent Controls for Instagram and Virtual Reality

Global Tech Firms Advised to Begin Planning for Jump to 6G

Given the messy, eleventh-hour battle with the FAA over 5G deployment, it’s not too early to start planning a rollout for 6G, experts say. While the U.S. trails Asia in 5G availability, it’s still at the front of the pack, with coverage of roughly 80 percent of the population through home or office in mid-2021, says PwC, assessing only about 12 percent of “device penetration,” or subscriptions. Yet 6G is already being touted as being able to take cloud computing and the mobile Internet to unimagined realms of global connectivity and social equity. Continue reading Global Tech Firms Advised to Begin Planning for Jump to 6G

South Korea a Case Study in 5G Deployment for Businesses

Businesses curious as to how 5G may impact operations would do well to look to South Korea, where as of November, 5G subscriptions reached 28 percent or about 20.19 million of total mobile subscriptions, according to RCR Wireless. The country not only has a substantial 5G base, but some of the fastest. Autonomous vehicles are already relying on 5G there, as are smart factories, and the proclivity consumers have shown for new technologies prompts experts to conclude the nation may lead the way in areas such as augmented reality, virtual reality and the metaverse. Continue reading South Korea a Case Study in 5G Deployment for Businesses

HTC Adds Vive Guardian to Protect Kids in Volatile Metaverse

Taiwanese electronics company HTC has introduced a new Vive Guardian feature for its popular VR headset, the HTC Vive. The safeguard is designed to limit access to apps while children are cavorting in the metaverse, and experts say it’s a much needed step in an environment that thus far lacks kid profiles and parental safety settings. HTC, Meta Platforms and others suggest VR be used only by those over the age of 13, but at this point, it’s only a recommendation, and calls are already amplifying to put child safety measures in place. Continue reading HTC Adds Vive Guardian to Protect Kids in Volatile Metaverse

Sony Reveals Design Features of Its PlayStation VR2 Headset

Sony Interactive Entertainment has shared the design of its new virtual reality headset, the PlayStation VR2, and revealed some new design details of the PlayStation VR2 Sense controller. White with black accents, like the PlayStation 5, the PS VR2 headset continues the “orb” look of the PS VR2 Sense controller, whose circular look is intended to reflect the “360-degree view that players feel when they enter the virtual reality world,” according to the company. The VR2 is slimmer and lighter than its predecessor, and adds a lens adjustment dial to optimize the view and new side vents. Continue reading Sony Reveals Design Features of Its PlayStation VR2 Headset

Samsung Infinity Screen: the World’s Largest Stadium Display

Super Bowl 56 is now history, and the massive 70,000-square-foot Samsung Infinity Screen that debuted at the game made history, too. Hanging directly over LA’s SoFi Stadium field in an open loop, the Infinity Screen defies categorization. Not only is it the largest stadium display in the world, according to Samsung, but it is designed differently, hanging on the horizontal, with images displayed on the interior and exterior vertical surfaces, so fans can get a clear view no matter where they’re sitting. Totaling 80 million pixels, the panels soar as high as 40-feet (about four stories). Continue reading Samsung Infinity Screen: the World’s Largest Stadium Display

Meta Hypes Numerous Benefits of Metaverse for Advertising

Meta Platforms’ Vishal Shah told attendees of the Interactive Advertising Bureau’s annual leadership meeting that the brave new virtual world his company is conjuring will offer vast opportunities for marketing and promotion without the physical constraints of real estate leases, supply chain snags and geographic inconvenience. Appearing virtually, Shah revved the engines at “The Road to the Metaverse” tour, promising brands an exciting ride, albeit one that may take 10 years to hit cruising speed. Meta is stepping on the gas to get there, investing $11 billion in its Reality Labs VR unit last year.  Continue reading Meta Hypes Numerous Benefits of Metaverse for Advertising

Meta’s Future Pondered as Facebook Matures, Growth Slows

Meta Platforms released its Q4 earnings on February 2, at which time several media outlets have become quite exercised over the fact that the company’s flagship social media platform, Facebook, reported that daily and monthly active users were “1.93 billion on average” and “2.91 billion,” respectively, in both Q4 and Q3, i.e., “flat,” as in zero growth. While sequential quarterly analysis can be a useful metric, it is more relevant when analyzing startups. For mature companies, a year-over-year analysis that compares like quarters is the Wall Street norm. Launched in 2004, Facebook turns 18 this year. Continue reading Meta’s Future Pondered as Facebook Matures, Growth Slows

Dimenco’s Glasses-Free 3D Display a Hint of Things to Come

Dimenco’s new stereoscopic 3D display has been called “breathtaking” and the future of screen viewing. The Netherlands-based company’s Simulated Reality Pro gives the impression of images coming out of the screen without special eyewear. Dimenco defines Simulated Reality (SR) as immersive technology somewhere between augmented reality and virtual reality. Dimenco’s display tech relies on visual parallax and perspective-shifting to provide its SR experience. The viewer’s eyes are tracked by an in-unit sensor that serves discrete left- and right-eye views rapidly enough to read as a single image, allowing you to “look around” the picture elements. Continue reading Dimenco’s Glasses-Free 3D Display a Hint of Things to Come

Twitch Continues Its Push into Music, Adds Merlin as Partner

Amazon’s game-centric streaming platform Twitch has been going all-in on music. This week it made a deal this week with digital licensing agency Merlin to unlock live experiences worldwide and create revenue earning opportunities for the indie’s global membership. The agreement comes on the heels of last week’s expansion pact with Universal Music Group and a pact with Warner Music Group in Q4, when Twitch launched The Collective artist incubator for musicians. The Merlin deal offers members “an on-ramp to our devoted and engaged Twitch community,” said Twitch vice president and head of music Tracy Chan. Continue reading Twitch Continues Its Push into Music, Adds Merlin as Partner

Wall Street Ponders Instagram as Meta Posts $10.2B VR Loss

As Facebook parent company Meta Platforms continues its planned evolution to the metaverse, observers have begun asking about Instagram. Acquired in 2012, the photo and video-sharing platform may be finding the accommodations that help it with advertisers hurt it with younger users gravitating to TikTok and Snapchat. While Meta doesn’t break out numbers for Instagram, the “family of apps” of which Instagram is a member generated $32.8 billion in Q4 revenue, all but $155 million of it from advertising, according to earnings released Wednesday. That’s an 18 percent improvement over Q4 2020. Continue reading Wall Street Ponders Instagram as Meta Posts $10.2B VR Loss

Meta’s VR Evolution Includes New Cross-Platform 3D Avatars

Facebook founder Mark Zuckerberg has been busy reinventing his company since the October announcement that the parent entity would name-change to Meta Platforms, where Zuckerberg remains chairman and CEO. Traditional social media engineers and support staff workers at the company, which turns 18 this month, are being urged by managers to reapply for new positions that involve responsibilities in augmented reality and virtual reality, according to reports that say Meta is actively recruiting from tech giants such as Microsoft and Apple to fill thousands of new jobs in hardware and software. Continue reading Meta’s VR Evolution Includes New Cross-Platform 3D Avatars

Google Quietly Developing Cloud-Based Android AR Goggles

Meta has a VR megaphone; Apple has been working on an AR headset; and Microsoft wants the best of both worlds, with its mixed reality HoloLens and headset-agnostic Xbox game platform. But observers say don’t count Google out. The search giant is reportedly ramping up its headset efforts under the codename Project Iris with a release target of 2024. As with HoloLens and, experimentally as of last summer, Passthrough API-enabled Oculus Quest 2 headsets, Google’s device-in-progress is said to use an outward-facing camera to provide a real-world backdrop for digital images. Continue reading Google Quietly Developing Cloud-Based Android AR Goggles

Microsoft Believes Activision Purchase Is ‘Key’ to Metaverse

Microsoft has made a nearly $70 billion offer to buy Activision Blizzard in a move that will bolster its Game Pass franchise, instantly expand its reach in mobile gaming, and create a content platform for the consumer virtual worlds that are expected to be big business in coming years. Statista estimates the global gaming market generated just over $178 billion in revenue in 2021, more than PwC projections for video streaming (almost $59 billion) and box office ($23 billion) combined. When the transaction closes, Microsoft says it will be the world’s third-largest gaming company by revenue, behind Tencent and Sony. Continue reading Microsoft Believes Activision Purchase Is ‘Key’ to Metaverse