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 Keynote: Intel Introduces New Studio for Immersive Media

At CES 2018, Intel chief executive Brian Krzanich gave a keynote address that ranged on topics from cybersecurity to immersive media and both neuromorphic and quantum computing. He also introduced Intel Studios, a site for the production of immersive media. First, Krzanich brought up the formerly undetected flaws in Intel chips, dubbed Spectre and Meltdown, saying that it was Intel’s No. 1 priority to secure customer data and noting that the industry has joined forces to plug the loopholes. Continue reading CES Keynote: Intel Introduces New Studio for Immersive Media

Kodak Shows 360-Degree Cam, VR Cameras in Development

At CES 2018, Kodak showed its new Kodak Pixpro Orbit360 4K camera, debuted in August. Kodak is positioning the camera as a next-generation 360-degree camera for video and still photography that features built-in processing. The camera has two hemispherical lenses, one on either side of its rectangular body. One lens is 155 degrees and the other is 235 degrees; the two lenses work together to create the 360-degree, 4K image that can be live-streamed or uploaded via Wi-Fi to Facebook, YouTube and other platforms. Continue reading Kodak Shows 360-Degree Cam, VR Cameras in Development

Amazon Joins Major Tech Companies Working on AR Solution

Virtual reality made a strong showing at CES 2018 in Las Vegas last week. Among those highlighting products were Facebook, which promoted new features in its $200 upcoming Oculus Go, a Google/Lenovo designed headset that will sell for half the price of an iPhone, and HTC, which will debut a new-gen Vive headset with more robust graphics. All of this, however, is a prelude to what many companies are planning: an entrance into augmented reality. One of those companies is Amazon, which sources say is exploring AR headset technologies. Continue reading Amazon Joins Major Tech Companies Working on AR Solution

IEEE Pinpoints New Technologies to Go Mainstream by 2023

As it does every year, the IEEE (Institute of Electrical and Electronics Engineers) presented a rundown of emerging technologies it believes will go mainstream in three to five years. “These technologies are still incubated out of the mainstream,” said IP Action Partners president Stuart Lipoff, who moderated the CES event. He identified seven “overarching drivers of emerging technologies,” beginning with managing complexity of feature-rich hardware, QoS-aware broadband connectivity and cheap, abundant storage. Continue reading IEEE Pinpoints New Technologies to Go Mainstream by 2023

HTC Beefs Up Resolution and Adds Headphones to Vive Pro

HTC’s new Vive Pro VR headset made a major splash this week in Las Vegas and received notable Best of CES awards, including the Best Gaming Product from Engadget and the Best VR/AR award from The Verge. HTC added built-in headphones to this version and increased the resolution of the dual-OLED displays 78 percent to 2,880 x 1,600 (1,400 x 1,600 per eye). The headphones offer spatial audio support, but no noise-canceling functionality. HTC added dual microphones and dual front-facing cameras, which should attract developers. Continue reading HTC Beefs Up Resolution and Adds Headphones to Vive Pro

Study Shows Consumers Worldwide Are Warming to AR, VR

According to new research released at CES this week, consumers are warming to the idea of virtual and augmented reality, but their interests are more focused on practical daily applications than gaming. Harris Interactive conducted a study for Accenture across 19 countries and learned that 47 percent of online consumers would be interested in using AR or VR headsets to play games, while percentages jumped into the 50s and 60s regarding consumers interested in learning about travel and new skills, visualizing how clothing would fit, and shopping for household items and furniture. Continue reading Study Shows Consumers Worldwide Are Warming to AR, VR

AR Developers Make Their Cases for First Uses of Technology

Turning the car’s windshield into an AR screen for navigation, a mobile AR device that helps the blind navigate the real world, and a mobile app to envision that couch from the furniture store in your living room. These are all real-world AR applications that their creators are touting as a good first step into nascent consumer products. GlobalData research director Avi Greengart, who moderated the CES 2018 panel on augmented reality, noted that AR developers have had to find a way to create customized solutions using limited existing hardware and software.
Continue reading AR Developers Make Their Cases for First Uses of Technology

Google and Lenovo Intro First Standalone Daydream Headset

Google teamed with Lenovo to launch a new standalone VR headset with specialized cameras that intends to reach beyond gaming. The new Lenovo Mirage Solo, on display at CES this week, features VR180 cameras designed to encourage users to capture 360-degree video. Google hopes this will help ramp up the current lack of VR content. The headset runs Daydream and is designed to interact with Google services such as YouTube and digital maps. The Mirage Solo touts displays that do not blur during user movement, and does not require a PC or smartphone. It is expected to ship by Q2 2018 for less than $400. Continue reading Google and Lenovo Intro First Standalone Daydream Headset

Content Creators Address the Transformative Potential of VR

The Stanley Kubrick of VR content has not yet been born, suggested Jaunt Studios co-head of studio Tom Vance during a CES 2018 panel. STXsurreal co-president of VR/immersive entertainment Andy Vick added that he believes we have to wait until today’s 12-year-olds get old enough to direct. “Today, we’re leaning on traditional filmmakers,” he said. “And they have to try to not think about a large screen and throw out a lot of production techniques or reshape and augment them to really craft something that makes sense for this medium.” Continue reading Content Creators Address the Transformative Potential of VR

Content Creators Discuss What Is Driving Augmented Reality

What’s driving augmented reality content today? That’s the question that Storymill president Mark Kapczynski posed to a panel of AR content creators at CES 2018 in Las Vegas. VNTANA chief marketing officer Natascha French, whose company creates interactive holograms, had one answer. “Based on our experience B2C gets the sexy headlines,” she said. “But B2B is the side that is actually monetized.” Brands come to VNTANA not only to create compelling experiences for end users, but also to collect data to inform future marketing. Continue reading Content Creators Discuss What Is Driving Augmented Reality

Brands Face the Challenges, Promises of AR/VR Experiences

Industry execs gathered for a CES panel to discuss the challenges brands are now facing with AR and VR. According to NorthSouth Studios chief executive Bill Newell, the most impactful events for AR in 2017 were Apple and Google’s introduction of AR development kits. But he acknowledged that convincing big brands to consider AR or VR projects is still a major challenge for the creators of those experiences. At the agency Firstborn, senior vice president business planning Gabe Garner says his company is always honest about the return on investment, which won’t match up with traditional media. Continue reading Brands Face the Challenges, Promises of AR/VR Experiences

The Power of Location-Based Settings for AR/VR Experiences

During a CES 2018 panel, specialists in bringing AR and VR outside the home talked about the social value that location-based venues bring to the experiences. “If you want proof that people like to get together, CES is the proof,” said Fake Love director of new business Jared van Fleet, whose company was acquired by The New York Times. “It’s inconvenient to come here, yet people do it every year.” Fortune 500 companies ignore AR/VR at their peril, added Hollywood Portfolio founder/managing director Mariana Danilovic, who moderated the discussion. Continue reading The Power of Location-Based Settings for AR/VR Experiences

Top Tech Companies Bullish On a Wireless Future for AR/VR

A Digital Hollywood panel at CES 2018 comprised of top AR/VR executives from Google, Unity Technologies, THX, HP and MPC considered the pace of the technologies’ adoption and predicted the progress we’ll see in 2018. Moderator Steve Masur, a senior partner at MG+ tech law firm, noted that many are disappointed with the pace of AR/VR adoption — but he is not one of them. “I think the industry is just fine,” he said. “A few years ago we thought we’d gain mass consumer adoption, but we have to go through revolutions of adoption.” Continue reading Top Tech Companies Bullish On a Wireless Future for AR/VR

Gaming is Killer VR/AR App According to Industry Developers

Although AR/VR experts in another CES panel said that enterprise will be the driver for this nascent field, a group of game designers and producers beg to differ. Gaming is the killer AR/VR app, they believe, with examples and enthusiasm to back up their claim. S&P Global Market Intelligence analyst Greg Potter reports that snap-in headsets (such as Gear VR) are currently leading the pack, due to commodity-like pricing. This platform will increase in 2018 and peak in 2019, as more people look for a better experience. Continue reading Gaming is Killer VR/AR App According to Industry Developers