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

Manufacturers Show Higher-Res VR Headset Display Panels

During Display Week in Los Angeles, several VR headset displays were showcased by companies including Google, LG, Japan Display and Samsung. Google and LG developed a display panel with 18.1 megapixels of detail per eye, which was similar to those from Japan Display and Samsung. The Google/LG panel, at 18.1 megapixels, goes up against Oculus Rift’s 1.3 megapixel per eye and HTC Vive Pro’s 2.2 megapixel per eye. Facebook was also at Display Week, but wasn’t quite ready to show off its Half Dome varifocal prototype. Continue reading Manufacturers Show Higher-Res VR Headset Display Panels

Wireless Oculus Go, at $199, Opens Door to Widespread Use

Facebook has debuted Oculus Go, its standalone $199 VR headset that the company hopes will launch more widespread engagement with virtual reality. Unlike the Oculus Rift, Oculus Go does not require a high-end smartphone or computer, has no wires or cables, and is ready to use out of the box. Early reviews give the VR headset a thumbs-up for its simplicity and convenience, and such features as speakers built into the strap. Also at its F8 developer conference, Facebook debuted a new version of Oculus Rooms. Continue reading Wireless Oculus Go, at $199, Opens Door to Widespread Use

Google Honors Georges Méliès Today with its First VR Doodle

If you visit the Google search page today, you’ll see what Google is describing as its first VR Doodle. Clicking it takes you to a YouTube player for a 360-degree animated short called “Back to the Moon” that celebrates French filmmaker, illusionist, and sci-fi pioneer Georges Méliès. The YouTube version is a teaser for the mobile VR experience, which is available for Cardboard and Daydream headsets via the Spotlight Stories app. While other Spotlight Stories such as “Pearl” and “Buggy Night” have been featured on YouTube in the past, the Google homepage promotion is a first. Continue reading Google Honors Georges Méliès Today with its First VR Doodle

Facebook Said to Be in Early Stages of Developing Own Chips

As part of the company’s recent push to develop new hardware, Facebook is reportedly working toward designing its own custom chips to be used in its consumer devices, data centers and AI software. The social media giant is currently developing devices such as smart speakers and VR headsets, and building its own chips could provide more control over design and development of these projects. Facebook’s strategy follows similar approaches by other tech giants, including Google and Apple. Continue reading Facebook Said to Be in Early Stages of Developing Own Chips

Apple Submits VR Patents for Next-Gen Autonomous Vehicles

According to Patently Apple, “There have been a series of very smart and very cool patent applications surfacing of late covering a future mixed reality headset that could one day be a part of a virtual desktop system designed to edit 3D documents” and a “detailed invention covering an advanced gesturing control system for a heads-up-display system of an autonomous vehicle.” For the latter, the official patent application by Apple reads that the invention could lead to “safe, smaller, and less expensive autonomous vehicles.”

Continue reading Apple Submits VR Patents for Next-Gen Autonomous Vehicles

Magic Leap Ships AR Headsets to Developers With Constraints

Under mysterious circumstances, some Magic Leap augmented reality headsets have started showing up at software developers’ offices. The headset itself is even more mysterious, in that access to it requires a commitment from the user that they keep it in a locked safe. Apparently, the Florida-based startup is worried about the balance of testing the product while losing control of it out in the wild. Magic Leap, which has raised more than $2.3 billion, has promised to deliver more sets to more developers later this year.

Continue reading Magic Leap Ships AR Headsets to Developers With Constraints

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