Facebook Introduces Voice Recognition Tech to VR Headsets

Facebook announced the beta release of a new voice search feature for the company’s Oculus Rift and Samsung’s Gear VR. “This feature lets you perform voice searches from Oculus Home to intuitively navigate games, apps, and experiences,” explains the Oculus team, noting future plans to “add even more functionality like seeing if a friend is online or contextual commands to invite people to a play a game with you.” While VentureBeat points out the feature “won’t let you look at your friends, your notifications, your profile, your avatar, app updates that you haven’t installed, or individual settings,” the review is largely positive and envisions future applications: “The speech technology might well end up becoming a part of Facebook’s more popular services, like WhatsApp, Messenger, Instagram, and even good old Facebook itself.” Continue reading Facebook Introduces Voice Recognition Tech to VR Headsets

Facebook Drops Price of its Rift VR Headset to Spur Adoption

In an effort to jumpstart sales, Facebook-owned Oculus VR is slashing $100 off the price of its Rift virtual reality headset and its Touch motion controllers. The Rift headset will be lowered to $499, while the Touch drops to $99. Consumers will still need a computer with enough power to support the Rift. When the headset launched last spring, consumers were surprised by the $599 price tag. According to Jason Rubin, Oculus VR head of content, recent surveys indicate that cost has been the primary obstacle to sales. Facebook CEO Mark Zuckerberg believes VR will take at least 10 years to become our next computing platform. Continue reading Facebook Drops Price of its Rift VR Headset to Spur Adoption

Motorola Introduces Early Concepts of Moto Z Phone Gadgets

Motorola is doing something that few electronics companies dare to do — show the world concepts of gadgets that they may or may not make. Consumers can finally get a glimpse of innovation, instead of the another product release of devices that often look the same. Motorola, for example, imagines that people could attach gadgets like a VR headset, a photo printer, an interactive LED panel, or Lego-like building blocks to their modular Moto Z smartphone. The company calls the accessories Moto Mods. Motorola’s phone primarily competes with Samsung Galaxy S and LG G series phones.  Continue reading Motorola Introduces Early Concepts of Moto Z Phone Gadgets

The VOID, IMAX Pioneer Successful Virtual Reality Experiences

The VOID, a VR startup newly headed by former Lucasfilm manager Cliff Plumer, is earning accolades as an experience that could jump-start mass acceptance of the new entertainment medium. For The VOID, the user dons an untethered VR headset, a vest outfitted with haptic sensors and small backpack, picks up a plastic gun, and enters interconnected rooms to play a 10-minute “Ghostbusters” adventure zapping apparitions. The first IMAX VR Experience Centre also recently opened in Los Angeles, with more to come. Continue reading The VOID, IMAX Pioneer Successful Virtual Reality Experiences

8i Demos Hologram Production, Set to Debut Holo Mobile App

Hologram production studio 8i plans to show off its technology and Holo, its new mobile app, at Recode‘s Code Media conference in California. The company, which gained visibility recently by creating a holographic video of actor Jon Hamm and NBA player D’Angelo Russell, also just received a $27 million series B round led by Time Warner Investments and including Baidu Ventures, Hearst Ventures, Verizon Ventures, German businessman Carsten Maschmeyer and others. That brings total funding up to $41 million. Continue reading 8i Demos Hologram Production, Set to Debut Holo Mobile App

Facebook Loses Oculus IP Lawsuit in $500 Million Jury Verdict

Facebook lost its intellectual property lawsuit with video game publisher ZeniMax Media yesterday and was ordered to pay $500 million in damages. ZeniMax had contended that a former employee helped develop the Oculus Rift VR headset with knowledge that he gained while working for the game publisher, and that the company had developed a prototype prior to Facebook acquiring Oculus VR for $2 billion. While Oculus was not found guilty of stealing trade secrets, the jury determined the company was guilty of copyright infringement and violating a confidentiality agreement. An appeal is expected. Continue reading Facebook Loses Oculus IP Lawsuit in $500 Million Jury Verdict

Oculus Story Studio Uses VR Drawing Tool for New Animation

Oculus Story Studio, launched in early 2015 to tell virtual reality stories, has a winner on its hands with “Dear Angelica,” a 12-minute animated experience that features the voice (and life story) of actress Geena Davis. Debuted at the Sundance Film Festival, “Dear Angelica” was drawn in VR with a new tool called Quill. The project follows Oculus Story Studio’s previous VR efforts — “Lost,” about a robot that gets lost in the woods; and the Emmy-winning “Henry,” an animated story of a hedgehog who sought love (and hugs), the latter directed by Pixar animator Ramiro Lopez Dau. Continue reading Oculus Story Studio Uses VR Drawing Tool for New Animation

Eonite Perception Debuts VR Headset with Inside-Out Tracking

Palo Alto-based startup Eonite Perception has developed its Vantage Head Tracker, next-generation VR headset software that uses “inside-out-tracking” technology to track the user’s position and movements without external sensors or cameras. Founded in 2015 by Youssri Helmy, currently the company’s chief executive, and Stanford University computer vision experts Anna Petrovskaya and Peter Varvak, Eonite’s technology is quite different from current VR headsets. Helmy notes that the startup’s tech mimics how human perception works. Continue reading Eonite Perception Debuts VR Headset with Inside-Out Tracking

HTC Announces Wireless Tracking for Vive, Adds Peripherals

The HTC Vive, a room-scale virtual reality headset, is expanding its feature set to include wireless functionality and peripheral devices. The company has announced that the TPCast adapter will grant the Vive fully wireless capabilities without introducing noticeable latency or degraded image quality. Developed internally and produced by TPCast, the device promises up to two hours of battery life, with the possibility of upgrading to an “XL” battery providing up to five hours. The included transmitter sends an uncompressed signal directly to a receiver mounted on top of the strap that holds the Vive to the user’s head, and the battery pack fits easily in a pocket. The TPCast will ship in Q2 of this year, and will cost $249. Continue reading HTC Announces Wireless Tracking for Vive, Adds Peripherals

Google Expands into Retail in Canada with Shops in Best Buy

After introducing its Pixel and Pixel XL smartphones, Chromecast Ultra and Daydream View VR headset, Google launched retail venues, with a pop-up Experience Store in New York City and stores within select Best Buy locations in Canada. At the Canadian stores, Google will showcase hardware, offer public activities and create a sense of community, similar to Apple stores. In charge is director of retail marketing Janell Fischer, who worked in Apple’s retail division before joining Google three years ago. Continue reading Google Expands into Retail in Canada with Shops in Best Buy

Warner Bros. and Google Team Up for Unique Film Promotion

Google and Warner Bros. Pictures have partnered to promote “Fantastic Beasts and Where to Find Them,” the prequel to the “Harry Potter” franchise, via integrations with Daydream View VR, Google Allo, YouTube and more. Among the features are a series of spells that users can cast by speaking to Google’s voice assistant: “Lumos” will turn on the phone’s flashlight and “Nox” will turn it off; “Silencio” will disable the ringer and notifications. Another feature of the partnership is integrating real-life locations in Google Street View and letting fans visit 1926 New York City. Continue reading Warner Bros. and Google Team Up for Unique Film Promotion

Google Develops Standalone Headset for Augmented Reality

Google is getting closer to creating a headset ideal for augmented reality, according to knowledgeable sources. The company established a team to develop a VR headset that doesn’t require a computer or smartphone, and now is reportedly integrating eye tracking and sensors/algorithms that will map out the real-world space in front of a user. In related news, Google bought eye-tracking company Eyefluence. The headset under development is separate from the company’s recently debuted Daydream VR platform. Continue reading Google Develops Standalone Headset for Augmented Reality

The NBA Plans to Experiment with VR Streaming This Season

The NBA announced it plans to stream at least one game each week this season in virtual reality. Available only to NBA League Pass subscribers, the VR streaming will debut October 27 when the Sacramento Kings take on the San Antonio Spurs. “Initially, they will only be accessible by people who own a Samsung smartphone and a Samsung Gear VR headset,” reports The Wall Street Journal, “but the plan is to make the games viewable on other types of VR devices later in the season.” The league, which “plans to have a distinct production crew and even announcing team for the VR broadcasts,” partnered with NextVR to develop an app for accessing the games in virtual reality. Continue reading The NBA Plans to Experiment with VR Streaming This Season

Google Launches Jump Camera Rig and 3D Video Assembler

In fall 2014, Google began developing a project it just unveiled: the Jump 3D video capture and production platform for virtual reality. Just as the newly released Daydream View makes the VR headset affordable, with Jump, the company hopes to make VR production both less expensive and, with 3D, more immersive. Although 3D has lost popularity, its use for virtual reality creates more of a “you are there” experience by emulating the way human vision works. Most 360-degree videos are currently still shot in 2D. Continue reading Google Launches Jump Camera Rig and 3D Video Assembler

Industry Visionaries Discuss VR Production at Oculus Connect

Best practices for remaining on budget, the importance of planning and testing, whether to capture in mono or stereoscopic 3D, techniques for directing talent, and how to treat (or not to treat) VR environments were among the many topics discussed during a compelling panel about creating 360-degree video at the Oculus Connect 3 conference in San Jose last week. Four accomplished virtual reality production executives and technologists shared their practical knowledge and recommendations for navigating the uncharted waters of budgeting and producing VR content. Continue reading Industry Visionaries Discuss VR Production at Oculus Connect