How Personalization May Drive Netflix’s Interactive Content

In 2017, Netflix launched its first experiments in interactive content with moments in “Puss in Boots” and “Buddy Thunderstruck” where viewers picked the action. With the “Bandersnatch” episode of sci-fi series “Black Mirror,” the company made its first serious push into interactive content for adults. The episode tells the story of a video game designer trying to adapt an interactive novel that drove its author insane. Netflix vice president of product Todd Yellin has said the company will try again in this “rich vein.” Continue reading How Personalization May Drive Netflix’s Interactive Content

Cinemark, Spaces Partner for Location-Based VR Experience

On February 8, Cinemark Holdings, in partnership with Spaces, will open VR entertainment centers at its Century 20 Oakridge and XD facility in San Jose, California, located at the Westfield Oakridge Shopping Center. Burbank-based Spaces, which spun out of DreamWorks, opened its first VR experience, based on “Terminator: Salvation,” in Irvine. Spaces offers more sensors and haptic feedback than a home VR experience, with physical features including ramps and motion platforms for a more realistic experience. Continue reading Cinemark, Spaces Partner for Location-Based VR Experience

Interesting AR and VR Tech Found Around the Edges of CES

Among the sea of copycat and incrementally-improved AR and VR headsets being shown at CES, a few stood out because they either executed the potential of existing technology particularly well or they are developing a tech that could help advance the industry. We had the opportunity to check out a wide range of compelling products including MAD Gaze’s Vader AR glasses, the Pimax 8K Series HMD, the Vision optical engine by Lumus, ThirdEye’s hardened AR glasses for industrial and other uses, PinMR tech from LetinAR, the XTAL HMD from VRgineers, and Viewpointsystem’s lightweight tethered eyeglass frame. Continue reading Interesting AR and VR Tech Found Around the Edges of CES

Tech Companies Challenge Intel by Building Their Own Chips

Amazon revealed last month that it had spent the previous few years building a chip for use in its worldwide data centers. It’s not alone; Apple and Google also seek to design and manufacture their own chips, as part of a cost-saving strategy. Intel, which thus far hasn’t had much competition, will feel the impact as its own customers undercut the company’s annual $412 billion in sales. Amazon’s massive need for chips means it will likely continue to buy from Intel, with which it will enjoy a better bargaining position. Continue reading Tech Companies Challenge Intel by Building Their Own Chips

CES: The Next Wave of Immersive Media Tech and Markets

For a long time, we have posited that the future of immersive media will be 10 percent virtual reality and 90 percent augmented reality. In the coming year the VR and AR technologies and markets will continue to advance, but in different directions and for different reasons. VR is moving into niche markets, location-based entertainment (LBE), business applications and eSports. Meanwhile, we expect AR to focus on innovation across numerous fronts, including high-end niche business and professional applications, low-end consumer experiences and new glasses with limited feature sets. Continue reading CES: The Next Wave of Immersive Media Tech and Markets

Shadow VR Joins the Competition in Emerging Headset Market

New standalone VR headsets continue to ramp up competition in the emerging tech sector. HTC has introduced its Vive Focus (starting at $599) to additional markets beyond China — including Europe and the U.S. — while launching an SDK and encouraging developers to experiment with its 6DoF controller add-on. This week, it also unveiled an enterprise version of the Vive Focus. Meanwhile, the all-in-one $399 Oculus Quest headset is scheduled to launch by spring of next year. And new to the scene is Shadow Creator’s $399 Shadow VR, which recently launched globally and is the latest of 15 partners to leverage HTC’s Vive Wave platform. Continue reading Shadow VR Joins the Competition in Emerging Headset Market

Industry Report Predicts Video, Then Games to Dominate 5G

Intel and Ovum released a report outlining predictions on the growth of 5G over the next ten years, highlighting that 90 percent of 5G data will be used for video, peaking in 2028. Virtual reality and augmented reality, however, will gradually grow, displacing video as the source of 90 percent of 5G. Intel is the most bullish on gaming, predicting that, “gaming will be at the forefront of 5G-led innovations.” Ovum noted that use of 5G bandwidth by video will increase due to improved resolution among other factors. Continue reading Industry Report Predicts Video, Then Games to Dominate 5G

Oculus Signals Intent to Develop Location-Based VR Content

At the Oculus Connect developer conference last week, Oculus head of experience Colum Slevin teased the idea that the company would soon seek involvement in location-based VR centers and arcades in movie theaters and malls. He drew attention to a number of such location-based VR experiences, underlining how Oculus’ involvement could help drive sales of headsets. Oculus recently listed a job opening for “Producer – Location Based Entertainment VR,” that said it would include direct investments into location-based VR content. Continue reading Oculus Signals Intent to Develop Location-Based VR Content

ILMxLAB, Oculus to Bring ‘Vader Immortal’ to Oculus Quest

Facebook’s Oculus VR announced that its new Oculus Quest wireless virtual reality headset will debut in spring 2019 with an original Star Wars VR story from Disney’s ILMxLAB. “Vader Immortal: A Star Wars VR Series,” which will have three parts, will be led by executive producer/writer David S. Goyer, who wrote “The Dark Knight” trilogy and “Call of Duty: Black Ops.” Other participants include ILMxLAB director of immersive content Mohen Leo and Oculus head of experiences Colum Slevin. Continue reading ILMxLAB, Oculus to Bring ‘Vader Immortal’ to Oculus Quest

Walmart to Expand VR-Based Employee Training to All Stores

Walmart is widening its VR-based employee-training program in the U.S., shipping four Oculus Go VR headsets to each Walmart Supercenter and two to smaller Neighborhood Market stores starting in October, for a total of 17,000 Oculus Go headsets by the end of 2018. The retailer first tried out VR for employee training a year ago, and is expanding it due to employee feedback that it boosted their confidence and familiarity with technology. VR software company STRIVR has created 45 activity-based modules for the employees. Continue reading Walmart to Expand VR-Based Employee Training to All Stores

Magic Leap Taking Pre-Orders for Magic Leap One AR System

After seven years and $2.3 billion, Magic Leap has started taking pre-orders for its augmented reality headset, Magic Leap One, priced at $2,295. Magic Leap One is made up of a pair of sensor-powered goggles and a powerful notebook computer worn on the hip, with a battery that will hold a charge for three hours of continuous use. Magic Leap One is designed to be used indoors, and will be available initially in Chicago, Los Angeles, Miami, New York, San Francisco and Seattle, delivered by Enjoy Technology. Continue reading Magic Leap Taking Pre-Orders for Magic Leap One AR System

Facebook’s Plans for Innovation Hub in China Hits Roadblock

Facebook has been planning an “innovation hub” in Hangzhou, China — home to Chinese Internet leader Alibaba Group — to support that nation’s startups and developers as well as increase its own presence in the country. However, the approval that was briefly listed on a Chinese government database has now disappeared and, according to one source, the approval has been withdrawn. Facebook has been blocked in China since 2009, spurring the company to find other ways to position itself there. Earlier this year, it inked an agreement with Xiaomi to build a VR headset for the Chinese consumer market. The company planned to provide training and workshops through the proposed hub.

Continue reading Facebook’s Plans for Innovation Hub in China Hits Roadblock

Oculus TV Debuts as Smart TV for Viewing in Virtual Reality

Oculus officially debuted Oculus TV, a free app and dedicated hub for watching flatscreen video in virtual reality via the Oculus Go headset. By introducing Oculus TV, first announced at last month’s F8 conference, the company makes good on its interest in non-gaming uses of VR. Oculus TV features a virtual home theater with what Oculus says is the equivalent of a 180-inch TV screen, and supports access to streaming video services including Showtime, free web service Pluto TV, Red Bull TV, and Facebook Video. Continue reading Oculus TV Debuts as Smart TV for Viewing in Virtual Reality

Within Debuts WebVR-Enabled Site for Broad VR Distribution

Within, a Los Angeles-based cinematic virtual reality startup, just unveiled a website that allows users to have a VR experience on any device, from a desktop PC or mobile phone to a dedicated VR headset. The company relies on WebVR technology that avoids the need to download additional software to be able to play VR experiences in supported browsers. Users without a VR headset can navigate the content via the web browser, and those with VR headsets use hand controllers and tracking tools. Continue reading Within Debuts WebVR-Enabled Site for Broad VR Distribution

Theme Parks Look to Game IPs for New VR, AR Experiences

Theme parks have a history of adding mobile games and apps such as “Club Penguin Island” and “Disney Magic Kingdom” to allow visitors to continue their experiences outside the park and encourage return visits. Now, augmented reality and virtual reality are opening the door to other game experiences that may make a transition from peoples’ homes into shared immersive environments in the theme park. Currently, VR gaming, with spending set to exceed $7 billion in 2018, is the most popular use case for the new technology. Continue reading Theme Parks Look to Game IPs for New VR, AR Experiences

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