Reviews: Apple HomePod Offers Great Sound But Not Smarts

Apple’s HomePod smart speaker has debuted to mixed reviews. HomePod can stream music directly from Apple Music but no other popular music streaming service such as Spotify or Pandora. It’s equally partisan in that, despite its Bluetooth, users must use Apple’s own AirPlay to stream the music, and Android phones aren’t able to pair with it. The Home app lets users set up and control a variety of HomeKit-compatible smart home devices. The system currently lacks the ability to link HomePods together for a multi-room setup. Continue reading Reviews: Apple HomePod Offers Great Sound But Not Smarts

Apple Announces Launch Date of Delayed HomePod Speaker

Apple’s wireless smart speaker HomePod will hit shelves February 9, with pre-orders starting this Friday in the U.S., U.K. and Australia. The device was delayed from its intended December launch, costing Apple sales during the recent holiday shopping season. The voice-activated speaker will compete with market leaders Amazon Echo and Google Home devices. At $349, the HomePod is priced more than $200 higher than the current market leaders, but on par with the $400 Google Home Max. Apple is emphasizing the device’s “stunning sound quality” for playing music. Continue reading Apple Announces Launch Date of Delayed HomePod Speaker

ThirdEye Debuts Smart Glasses With Hot-Swappable Batteries

At CES 2018, ThirdEye Gen Inc. introduced its X1 Smart Glasses, which are slated for shipment in Q1 2018 and notable for their long-lasting batteries. Two hot-swappable batteries, with a combined charge of 2,400Ah, let the user pop batteries in and out for a full 24 hours. The glasses can also project an HD augmented reality display equivalent to a 90-inch screen that is 10 feet in front of the viewer. ThirdEye’s App Store also lets developers submit free or paid AR/MR apps, receiving a percentage of every download of the latter. Continue reading ThirdEye Debuts Smart Glasses With Hot-Swappable Batteries

CES 2018: Roku Debuts Licensing Program with OEM Partners

Roku debuted its Roku Whole Home Entertainment Licensing Program, which will partner with original equipment manufacturing (OEM) partners to integrate voice search and other entertainment-related features into smart soundbars and speakers. The options for the new licensing program includes Roku Connect, a free program for its OEM partners that will enable them to build high-end wireless speakers that both connect to the Roku ecosystem and synchronize multi-rooms. A logo will identify the speakers as part of the program. Continue reading CES 2018: Roku Debuts Licensing Program with OEM Partners

Huawei VR2 Headset Lauded for Comfort, Res, Sound Quality

At CES 2018, Huawei made the U.S. debut of its Huawei VR2 headset, which had been announced in October in China. The standalone unit resembles the Oculus or Vive rather than the Gear VR; the user attaches a phone, tablet or PC via USB-C and then enjoys the VR experience at a resolution of 1,600 x 1,440 per eye. The unit also features a 90Hz refresh rate, which reduces eyestrain and motion sickness. The controller, made of the same bright white polymer as the headset, offers a clickable touchpad. Continue reading Huawei VR2 Headset Lauded for Comfort, Res, Sound Quality

Sony Products Focus on Artist Intent and Customer Experience

Sony Corporation president and CEO Kaz Hirai began his solo CES media briefing with the Alpha 9, a mirrorless and completely silent camera ideally suited to shoot at the top of a golf swing or on a quiet soundstage, and continued to celebrate accomplishments across every division, including Sony Pictures, Sony Music, and PlayStation. “If you see the name Sony on any product, content, or service, it symbolizes our promise to move you emotionally,” he said. “Our products are designed to have a personal and individualized place in all of your lives.” Continue reading Sony Products Focus on Artist Intent and Customer Experience

Facebook’s Facial Recognition Features Spur Privacy Debate

Facebook is debuting facial recognition that will automatically notify users when their photo is posted; the feature is part of the social media company’s answer to criticisms from European regulators, the U.S. and elsewhere that it is disseminating fake news and hate speech, as well as not respecting privacy rights. The feature is based on technology already in use to suggest tags for people in posted photos. Although the company hopes it could help combat some abuses, it may raise more privacy issues. Continue reading Facebook’s Facial Recognition Features Spur Privacy Debate

VR and AR Expected to Further Redefine Experiences at CES

Virtual reality, augmented reality and immersive experiences crossed over the apex of the hype curve and are now tracking the slope of enlightenment as they develop into niche market applications or pivot into location-based entertainment. Resolution, frame rate, horizontal and vertical field of view in the HMDs (head mounted displays), and head and body tracking technology, have all improved over the last year with further advances expected next month at CES 2018 in Las Vegas. This applies equally to next generation HMDs, projection, and heads-up approaches to immersive experiences. Continue reading VR and AR Expected to Further Redefine Experiences at CES

Experts Voice Concern About Facebook’s Social App for Kids

Facebook has introduced Messenger Kids, a new messaging app for children aged 6 to 12, in response to safety concerns from parents about Messenger. Some experts, however, are dubious that children that young should have any social media access at all. Messenger Kids is a standalone chat and messaging app that lets children send texts, messages and videos to contacts that have been approved by parents, who download the app on a child’s tablet or smartphone and control it from their own Facebook accounts. Continue reading Experts Voice Concern About Facebook’s Social App for Kids

Google Debuts Spatial Audio SDK for Immersive Experiences

Google has launched Resonance Audio, a spatial audio software development kit based on technology from the company’s current VR Audio SDK. The latter was introduced with the Cardboard SDK in January 2016 and then integrated into the main Google VR SDK in May of the same year. The goal with Resonance Audio is to make it easier to develop for mobile and desktop platforms. The VR SDK audio engine already supports multiple platforms, but Google recognized that it could be “confusing and time-consuming” to work with various audio tools. Continue reading Google Debuts Spatial Audio SDK for Immersive Experiences

New Meta Headset Offers Promising Tech for AR Developers

The Meta 2 AR headset, priced at $1,495, is still a developer kit, but even in this form, company employees and one lucky reporter are enthused about its chances to succeed at replacing the desktop monitor in the workplace. The Meta 2’s field of view is much larger than that of the HoloLens, and it sports two LCD panels that reflect off the inside of the visors, which results in sharp images and text at close range. The headset uses numerous outward-facing sensors and cameras to map the physical environment. Continue reading New Meta Headset Offers Promising Tech for AR Developers

Americans Spend Half of Their Media Day Consuming Digital

According to new data from eMarketer, the average U.S. adult is expected to spend two more minutes each day consuming media than the average time per day last year, up two hours from a decade ago. The researcher estimates that adult consumers will average 12 hours and 1 minute per day with major media this year. This increase, not surprisingly, reflects a continued shift in consumer behavior toward multitasking, thanks in large part to mobile tech. The average American still spends the most time watching television (nearly four hours per day), while mobile continues its ascent (currently at three hours and 17 minutes per day). Continue reading Americans Spend Half of Their Media Day Consuming Digital

Sony Inks Deal Pioneering Stem Licensing for DJs, Remixers

For years, to create remixes of popular songs, DJs and remixers have used stems — isolated instrument tracks and vocals — but not legally. Now, Nashville-based startup Remix Hits has signed a landmark deal with Sony Music that will allow DJs and other remixers to purchase and download licensed, and therefore legal, stems. Remix Hits, which is also in discussions with Warner Music and Universal Music, has created a hit song stem marketplace. The licensing model includes a revenue sharing plan for rights holders. Continue reading Sony Inks Deal Pioneering Stem Licensing for DJs, Remixers

VR Industry Forum Draft Guidelines Push for Open Ecosystem

Over the weekend, the Virtual Reality Industry Forum (VRIF) released its draft VR and 360 video production and distribution guidelines at IBC 2017 in Amsterdam. The draft document begins with an intro section suggesting best practices for VR/360 production, including experiences with three degrees of freedom (3DOF). It then makes specific recommendations for the technical aspects of visual and audio VR/360 content production, media and presentation profiles, and content security. VRIF aims to release the full guidelines, with an emphasis on an open ecosystem, at CES 2018 in January. Continue reading VR Industry Forum Draft Guidelines Push for Open Ecosystem

Archivists Promote AXF as Standard to End Metadata Issues

At AMIA’s The Reel Thing conference in Hollywood, HBO director of archives and asset management Randal Luckow and Digital Preservation Laboratories president Steve Kochak discussed cataloging unstructured metadata for preservation in distributed databases using the open standard Archive eXchange Format (AXF). Migrating physical elements often leaves out information important for the future, and metadata generated in the course of the project isn’t always documented, leading to problems linking the metadata to digital audio-video.

Continue reading Archivists Promote AXF as Standard to End Metadata Issues