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

Nintendo Debuts Labo Cardboard Add-Ons for Young Gamers

Nintendo has begun selling Nintendo Labo, $70 and $80 cardboard add-ons that, with software, let users transform the hybrid Switch tablet/console into a miniature piano, motorcycle handlebars, robot exo-skeleton and other objects. The goal is to appeal to new users outside its core base of hardcore gamers. Nintendo president Tatsumi Kimishima said that only 10 percent of Switch users last year were younger than 16, likely due to its $300 price point, which is more than double Nintendo’s 3DS handheld system. Continue reading Nintendo Debuts Labo Cardboard Add-Ons for Young Gamers

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

Google’s Daydream, Cardboard Continue to Gain Momentum

Google has now shipped 10 million Cardboard VR sets. That’s double the number Google had shipped from the device’s launch in 2014 to July of last year. Meanwhile, the company is also pushing its next generation of VR devices like the Daydream View headset. The variety of phones and content for the platform are continuing to expand, and current users are already watching an average of 40 minutes per week. Google is working with content partners such as Hulu, Netflix and HBO. Continue reading Google’s Daydream, Cardboard Continue to Gain Momentum

Google Releases Daydream View Headset to Positive Reviews

Google’s first VR headset, the $79 Daydream View, started shipping, the first step in the company’s goal to make Android the dominant VR operating system. Daydream faces some stiff competition, however, including Facebook’s Oculus Rift and Samsung Gear VR for PC and mobile devices, and Microsoft’s holographic version of Windows. So far, reviewers are giving Daydream a thumbs-up, as simple to use, inexpensive and light, and one reviewer calls the content on YouTube VR the new headset’s “killer app.” Continue reading Google Releases Daydream View Headset to Positive Reviews

Google Debuts Features to Enable Browsing the Internet in VR

Google has been a significant player in defining and deploying what’s called WebVR, which enables VR websites to provide content directly to virtual reality headsets via standard capabilities. But Google has a much broader vision: it would like users to be able to access all websites in VR including those not created with virtual reality in mind. Currently, a user would have to take the VR headset off and on as she jumped from site to site. Google thinks it’s a better idea to let the user remain in an entirely VR environment. Continue reading Google Debuts Features to Enable Browsing the Internet in VR

Google Introduces VR System Daydream, VR-Capable Phones

During its I/O conference this week, Google announced it is releasing a new virtual reality system, dubbed Daydream, which includes a range of VR-capable Android smartphones, a headset design, a controller and applications, all of which will be released this fall. Daydream will be compatible with Google’s current and future Android mobile operating system, including the upcoming version, code-named Android N. Samsung, Alcatel-Lucent, Asustek, HTC, Huawei, LG and Xiaomi are among those already building Daydream-compatible phones. Continue reading Google Introduces VR System Daydream, VR-Capable Phones

NAB 2016: Sphericam and Liquid Cinema Look to Advance VR

Two companies at last week’s NAB Show, Sphericam and Liquid Cinema, are making interesting contributions to the advancement of VR Cinema. Sphericam is preparing to launch a 6-sensor, 4-microphone spherical camera the size of a baseball into the prosumer market. The camera can internally stitch at 30 fps and, with an attached PC, output 60 fps live video. Liquid Cinema has developed a comprehensive yet simple-to-use software package for editing VR footage, adding effects, and, most interestingly, re-establishing the director’s intent for where viewers should look at cut-points within the video. Continue reading NAB 2016: Sphericam and Liquid Cinema Look to Advance VR

NAB Panel Addresses Impact of VR on News, Documentaries

“Being There – Virtual Reality News and Documentaries” was the title of a panel on VR journalism at the NAB Show in Las Vegas. Panelists included senior journalists from Sky, RYOT, Condition One, and USA Today Network, as well as one of Google’s lead VR evangelists. Lessons learned include the importance of proximity (e.g. close-ups), making sure that everyone on the team has experience with the key steps in the workflow so they understand the process and can fill in for others, and the need to experiment and fail. The panelists hope that post-production tools improve soon so a greater portion of their time can be spent planning and shooting stories. Continue reading NAB Panel Addresses Impact of VR on News, Documentaries

Assimilate Introduces Client Approval Tool for VR Production

At NAB 2016, at the VR Pavilion in the North Hall, Assimilate introduced new tools for VR production, marking an ongoing maturation of the production workflow. The company’s big news was the introduction of user-friendly review and approval, which up until now has been a cumbersome and complex process. Also new from Assimilate for VR is real-time output to the Oculus Rift, support for mono and stereo footage, to output a secondary monitor in 360-degree mode, and some new VR grading tools. Continue reading Assimilate Introduces Client Approval Tool for VR Production

YouTube Supports Live Streaming 360 Video and Spatial Audio

YouTube has begun supporting 360-degree live streaming video and spatial audio. Google has supported 360-degree video since last year and spatial audio in the Cardboard since January via the company’s VR platform. This announcement broadens that support to the main YouTube platform. For YouTube creators, all that’s required is a camera that captures 360 video. From the end-user perspective, there’s no extra technology or headsets required to watch 360-degree live streams. The videos will play on any device, including desktop, tablet, iOS and Android. Continue reading YouTube Supports Live Streaming 360 Video and Spatial Audio

Unity Warns VR Forecasters “Wrong,” Sets Course Correction

John Riccitiello, CEO of game engine company Unity, set a course correction for virtual reality adoption in his keynote address at the Vision VR/AR Summit conference in Hollywood this week. Riccitiello warned, without equivocation, that analyst prognostications suggesting VR will become a $100 billion industry by 2020 “are wrong.” He assured the audience of 1,500 plus developers that VR is a transformative platform that will reap financial rewards in the long run and give birth to great “century companies” like Netflix and Disney. Continue reading Unity Warns VR Forecasters “Wrong,” Sets Course Correction

OnlyInVR Sells Immersive Videos to Tourism, Travel Clients

Virtual reality and marketing is a match made in heaven, say many VR experts, but so far very few examples of that pairing have come to pass. OnlyInVR CEO Michael Hodson hopes to change that with videos for the tourism and travel industry. His company’s videos have already been big hits at trade shows, he claims, and he lists STA Travel and the Aspen Chamber of Commerce among his clients. He also shows off VR tours of New York, Las Vegas and Venice, Italy optimized for Samsung’s Gear VR. Continue reading OnlyInVR Sells Immersive Videos to Tourism, Travel Clients

Mattel Teams with Google to Resurrect the Iconic View-Master

Mattel has announced a partnership with Google to revive the toymaker’s iconic View-Master device. In place of cardboard discs with stereoscopic images, the updated toy will incorporate the View-Master app on a user’s mobile phone and deliver a true virtual reality experience. The technology used for the View-Master is identical to that which powers Google Cardboard, and like Cardboard, the View-Master was designed to make VR affordable. The View-Master will retail for $30 and be available later this year. Continue reading Mattel Teams with Google to Resurrect the Iconic View-Master