By
Debra KaufmanApril 30, 2019
Epic Games has just made Steam an offer that’s hard to refuse: that it would “retreat from exclusives” if Steam “committed to a permanent 88 percent revenue share for all developers and publishers.” Since Epic opened its own store with that revenue share model in late 2018, a long list of high profile game developers left Steam to debut new titles with Epic. The company also partnered with Magic Leap to award 500 Magic Leap One glasses — normally priced at $2,295 — to developers working in augmented reality. Continue reading Epic Takes on Steam, Plans to Gift 500 Magic Leap Glasses
By
Debra KaufmanSeptember 15, 2016
Launching at TechCrunch Disrupt SF, startup Spincle showcased a new way to capture 360-degree imagery with smartphones. Up until now, most 360-degree photography has required specialized cameras, and posting the results takes multiple apps and expertise. The popularity of the 360-degree panorama brought about by Google Cardboard, however, has also given birth to the “magic window,” which allows the user to move the phone and, without a VR headset, have a quasi-VR experience. That’s where Spincle fits in. Continue reading Spincle Debuts Shareable 360-Video on Smartphones via App
By
Debra KaufmanAugust 20, 2015
Much has been written about the more obvious issues in viewing virtual reality. Top of the list is the motion sickness that some people get, a result of the mismatch between what they see and what they feel. But there’s another issue — an eye-focusing problem dubbed “vergence-accommodation conflict” — that is specific to virtual reality and is much more difficult to overcome than motion sickness. At SIGGRAPH 2015, scientists from Stanford and UC Berkeley described potential solutions. Continue reading SIGGRAPH: Scientists Tackle Neuroscience Obstacles to VR