Oculus Connect Unveils Wireless Headset, Social VR, Web VR

At the third Oculus Connect, the company revealed Santa Cruz, a new prototype headset that doesn’t require external cameras or towers to move through digital space. The cameras detect real motion, which matches the virtual environment. Also shown was a new social VR experience that allows the user to hang out with friends, who appear as icons, in a real-world 360-degree scene. Oculus debuted the ReactVR JavaScript framework for building WebVR experiences that will be able to run on Carmel, Oculus’ upcoming VR Web browser. Continue reading Oculus Connect Unveils Wireless Headset, Social VR, Web VR

Oculus Chief Scientist Predicts the Future of VR Platform Tech

Disavowing popular wisdom that it doesn’t pay to be too specific, Oculus chief scientist Michael Abrash delineated what virtual reality tech will look like in 2021 at the Oculus Connect 3 conference last week. With the caveat that he would be proved “wrong about some of the specifics,” Abrash described a high-end VR future that includes 4K x 4K resolution per eye and 140-degree field of view displays, foveated rendering, personalized audio encoding, and “augmented virtual reality.” Abrash was the final speaker in a keynote session that stretched past two hours. Continue reading Oculus Chief Scientist Predicts the Future of VR Platform Tech

Japan Emerges as Hub for Virtual Reality Culture, Innovations

Japan is on track to become a virtual reality powerhouse, largely due to the imminent release of Sony PlayStation VR. Mixed-reality theme parks, VRcades, augmented reality, and VR retail applications are all gaining traction. Gumi, GREE and Colopl, which has made about 30 VR investments, are a few of the major domestic VR investors. One VR startup, FOVE, a pioneer in eye tracking, has already raised $11 million; its chief executive Yuka has been featured in Forbes and SoftBank’s Taizo Son, chairman/founder of mobile gaming company GungHo, is one of its investors.

Continue reading Japan Emerges as Hub for Virtual Reality Culture, Innovations

Testing VR and AR as Next Wave of Videoconferencing Tools

Several companies and academic institutions are studying the use of virtual reality as a way to replace the videoconference call. Among those experimenting in the field is the NYU Media Research Lab, which showed a video of researchers using Samsung Gear VR headsets to collaborate in a simulated environment. The Bank of Ireland and U.K. utility National Grid PLC have also tried out early VR software. Skype, the Microsoft company often used for videoconference calls, is working on an augmented reality solution. Continue reading Testing VR and AR as Next Wave of Videoconferencing Tools

Intel Acquires Movidius, Plans Next Wave of RealSense Tech

Intel announced it is acquiring Movidius, the Irish computer vision company that builds processors for drones, robots, VR systems and more. Movidius was an early partner with Google and was responsible for Project Tango’s 3D sensor technology. Intel is planning to move beyond PCs; the Movidius deal is expected to help it expand its artificial intelligence portfolio and build upon its RealSense platform. According to Intel, with Movidius the company “gains low-power, high-performance SoC platforms for accelerating computer vision applications.” Continue reading Intel Acquires Movidius, Plans Next Wave of RealSense Tech

Scandy Introduces SDK for 3D Scanning via Android Devices

Scandy, a company with technology for printing 3D images on demand, is now debuting a beta version of a $500 tool to scan objects in 3D from Android devices. The company relies on 3D sensors from chip tech provider pmd to achieve 0.3mm feature precision, a degree of resolution ordinarily found only in much more expensive toolsets. The company is also making its Scandy Core software development kit available to developers, with the idea that they will create innovative, 3D scanning products and services. The beta program is open now. Continue reading Scandy Introduces SDK for 3D Scanning via Android Devices

RadicalMedia and Uncorporeal Develop Hologram Experience

RadicalMedia has been working on a project to present “great people” as holograms in venues optimized for augmented reality. Although much of the project is under wraps, more became clear recently when RadicalMedia partnered with Uncorporeal, a volumetric capture startup developing technology to create human holograms that can be used in VR or AR content. Headed by Sebastian Marino, formerly visual effects supervisor on “Avatar,” Uncorporeal’s eight staffers are veterans of Lucasfilm, Weta Digital and Electronic Arts. Continue reading RadicalMedia and Uncorporeal Develop Hologram Experience

Windows 10 Update to Include Windows Holographic Access

An update to the Windows 10 operating system will enable PC users to jump into mixed reality next year when their computers run the Windows Holographic shell Microsoft introduced in early 2015. “The update will allow users to multi-task in mixed reality environments, which combine traditional 2D Windows 10 apps with immersive, 3D graphical environments,” notes TechCrunch. “These will be enabled via a range of ‘6 degrees of freedom devices,’ input devices that add positional tracking to other more traditional forms of input, like clicking and pointing.” The team is also looking to make this available to PCs that do not currently have the necessary specs to run full-scale virtual reality. Continue reading Windows 10 Update to Include Windows Holographic Access

Intel Unveils Mixed Reality Headset, Drone, Joule Maker Board

At the Intel Developer Forum, the company showed several new technology projects, including Project Alloy, an unusual “mixed reality” headset; a quadcopter “ready-to-fly” drone aimed at software developers; and a new Joule maker board designed as a platform for computer vision products. The company, which plans to collaborate with Microsoft on the mixed reality headset, says it does not need to be connected to a high-powered personal computer, as do other headsets, most notably Oculus Rift. Continue reading Intel Unveils Mixed Reality Headset, Drone, Joule Maker Board

‘Pokémon Go’ Rakes in Over $200 Million After its First Month

App analytics platform Sensor Tower reports that Niantic’s location-based, augmented reality game “Pokémon Go” is continuing its rise in popularity, with more than $200 million in net revenue generated during its first month of availability. The meteoric rise “compares favorably to in-game revenue generated by other huge in-app purchase-driven games,” notes TechCrunch. “Pokémon Go” has nearly doubled “the first month revenue of ‘Clash Royale,’ the other big in-app star this year” and “made almost four times as much as ‘Candy Crush Soda Saga’ managed during its first 30 days of availability.” “Pokémon Go” experienced a significant spike when it launched in Japan. The game was just introduced to 15 additional Asian countries. Continue reading ‘Pokémon Go’ Rakes in Over $200 Million After its First Month

Magic Leap Still Mum on Release Date, Describes Production

Magic Leap has not yet set a date to unveil its mixed reality technology, and didn’t do so at a recent Fortune conference in Aspen. There, Magic Leap founder/chief executive Rony Abovitz and chief marketing officer Brian Wallace said the technology is “very real” and “not a research project anymore.” Some listeners detected a hint that a product might be released this fall, but Abovitz and Wallace never made an overt statement. The most they would say is that the public would see its products “soonish.” Continue reading Magic Leap Still Mum on Release Date, Describes Production

Nintendo ‘Pokémon GO’ Creating an Augmented Reality Craze

Nintendo added $7 billion in market value since debuting “Pokémon GO,” its location-based, augmented reality mobile game that it says has attracted more than 10 million players in its first month. The game takes users away from videogame screens and out into the real world where they search for virtual monsters in parks, historical monuments and even police stations. While gamers excitedly take to the streets, reports have recently pointed to distracted players falling into holes, walking into street signs, and even being robbed by criminals using the location tech to locate their prey. Continue reading Nintendo ‘Pokémon GO’ Creating an Augmented Reality Craze

Virtual Reality Venture Capital Alliance to Support VR Startups

HTC helped put together the Virtual Reality Venture Capital Alliance, a coalition of 28 venture capital firms committed to investing $10 billion in virtual reality, augmented reality and mixed reality startups. Among the companies joining the consortium are Sequoia Capital, well known for investing in tech giants Apple and Intel; Matrix Partners; and 500 Startups. Prior to this, HTC — which created the Vive VR headset — had pledged more than $100 million to the nascent VR industry. HTC has since spun off Vive into its own separate company. Continue reading Virtual Reality Venture Capital Alliance to Support VR Startups

Weather Channel Turns to AR Tech for 2016 Hurricane Season

The Weather Channel has launched three new augmented reality tools to help bring tropical storms and hurricane season to life during its broadcasts. SurgeFX offers a realistic to-scale surge forecast, Shear Factor displays real data in three dimensions, and 3D visualization tool Tropical Replay tracks past storms to provide historical context. Last year, the network unveiled its AR capabilities with an in-studio tornado simulation. “For the 2016 hurricane season, the network is adding a data dimension to its augmented reality features,” reports Mashable. “Instead of just simulating weather phenomena, the products will incorporate real-time data through dazzling graphics.” Continue reading Weather Channel Turns to AR Tech for 2016 Hurricane Season

CryWorks: Disney, Pixar, ILM Vets Launch New VR Company

VFX and CGI veterans Euan Macdonald, Hans Uhlig and Kymber Lim have secured funding led by Michael Bay’s 451 Media Group, 500 Mobile Collective, and WI Harper Group to launch an immersive entertainment company called CryWorks, with plans to produce virtual and augmented reality experiences. “Although there are a few high-quality VR content pieces to date, most of them have little incentive for the viewer to keep tuning back in,” said Macdonald. “We see an opportunity to build the first VR broadcast network, partnering with other production companies and creating addictive, episodic experiences.” Continue reading CryWorks: Disney, Pixar, ILM Vets Launch New VR Company