CES Features the Latest Advances in VR and AR Headsets

During CES we saw a number of VR and AR headsets that illustrate the emerging trends and most recent developments in this space. LetinAR showcased its PinMR optical solution with glasses that leverage 11 pinhole micromirrors per eye in order to deliver a clear and bright image. Panasonic demonstrated a prototype of its new VR headset with micro OLED 2,048 x 2,048 resolution, HDR and spatial audio. Human Capable presented its lightweight and affordable glasses expected to ship Q2 this year, while Pimax showed an updated tethered HMD with native 4K per eye display. And Nreal showed significant improvement to the brightness of its AR display. Continue reading CES Features the Latest Advances in VR and AR Headsets

DreamlandXR Festival Brings the XR Community Together

If you were looking for a break from CES this week, DreamlandXR offered a wide range of social and professional events with a focus on immersive entertainment, music and eSports. The festival included an insightful two-day conference of immersive media panels and demos at the Alexis Park Resort. Industry leaders discussed the logistics, management, business models and marketing of XR experiences in location-based entertainment, casino spaces, VR theaters, and more. We were told that videos of all panels will be posted on the DreamlandXR site in the near future. Continue reading DreamlandXR Festival Brings the XR Community Together

SuperData: Game Industry Generated $120.1 Billion in 2019

Market research company SuperData reported that, in 2019, the game industry grew 3 percent to $120.1 billion, of which Epic’s “Fortnite” accounted for $1.8 billion, making it the biggest game for the year. The 2019 revenue for “Fortnite” was a 25 percent drop from the previous year’s record-breaking $2.4 billion. Noting that game industry growth is cooling off, SuperData estimated that it will rise 4 percent to $124.8 billion in 2020. The data includes augmented reality, console games, eSports, mobile, PC and virtual reality platforms. Continue reading SuperData: Game Industry Generated $120.1 Billion in 2019

CES: Expectations for the Immersive Experience Landscape

When CES 2020 opens on January 7th in Las Vegas, I expect experiences — of which ‘entertainment’ is one option — will be center stage. We will be watching for repositioning of products and services as experiences, as well as for new ideas for experiences themselves. To state the obvious, for mixed reality and immersive experiences to work well, the user experience (UX) should be intuitive and match user expectations. Companies are working to achieve this by dealing in their own individual ways with the convergence of multisensory, multiplatform, immersive media technology and language (VR, AR, MR, XR); AI; 5G; IoT; robotics and autonomous things; and blockchain. Gartner describes this as a shift from technology-literate people to people-literate technology. Continue reading CES: Expectations for the Immersive Experience Landscape

VRX 2018: Bridging Entertainment, Enterprise and Technology

The annual VRX Conference & Expo is slated for December 6-7 in San Francisco. The ETC’s Phil Lelyveld will be moderating a panel on the second day, focused on immersive storytelling with panelists including Ted Schilowitz of Paramount, Paul Raphael of Felix & Paul Studios, Bruna Berford of Penrose Studios and Ryan Pulliam of Specular Theory. VRX organizers are gathering a stellar lineup of top companies, execs and investors across entertainment and tech to cut through the hype and get to the heart of what’s really happening in XR. For those interested in attending, enter code ETC15 at registration for a 15 percent discount. Continue reading VRX 2018: Bridging Entertainment, Enterprise and Technology

VRX 2018: Bridging Entertainment, Enterprise and Technology

The annual VRX Conference & Expo is slated for December 6-7 in San Francisco. The ETC’s Phil Lelyveld will be moderating a panel on the second day, focused on immersive storytelling with panelists including Ted Schilowitz of Paramount, Paul Raphael of Felix & Paul Studios, Bruna Berford of Penrose Studios and Ryan Pulliam of Specular Theory. VRX organizers are gathering a stellar lineup of top companies, execs and investors across entertainment and tech to cut through the hype and get to the heart of what’s really happening in XR. For those interested in attending, enter code ETC15 at registration for a 15 percent discount. Continue reading VRX 2018: Bridging Entertainment, Enterprise and Technology

The Best New Products Displayed at Augmented World Expo

Several demos stood out at the 9th annual Augmented World Expo in Santa Clara, California last week. The most compelling involved a holographic display from Brooklyn-based Looking Glass Factory. Co-founder and CEO Shawn Frayne and his team have been working for a few years on a technique that “blends the best of volumetric rendering and light field projection.” Also compelling was a markerless multi-person tracking system that runs off a single video feed, developed by a Canadian computer vision/deep learning company named wrnch. And marking its first exhibit in the United States since launching its latest satellite office in San Francisco this April, Japanese company Miraisens demonstrated how a suite of effects could be used to enhance extended reality experiences. Continue reading The Best New Products Displayed at Augmented World Expo

Next-Gen 5G Will Unlock VR, Autonomous Vehicles and More

Improved latency is the biggest selling point for next-generation 5G wireless technology. Verizon, Vodafone and Huawei are demonstrating the impact on wireless video, video games and virtual reality. With 5G, latency will plummet to 1 to 2 milliseconds, versus 4G’s average 50 milliseconds, positively impacting many markets, from medicine to self-driving cars. But, although the U.S. will see the first commercial 5G sometime this year, many emerging markets are still limping along with 3G and hoping for 4G connections. Continue reading Next-Gen 5G Will Unlock VR, Autonomous Vehicles and More

Qualcomm Inks Partnerships With 5G Device Makers, Carriers

For 5G to take off, manufacturers have to produce devices that integrate the technology. To that end, Qualcomm has partnered with 19 device makers, all of which will be relying on the chipmaker’s new Snapdragon X50 5G-compatible modem in at least one of their devices. Qualcomm has inked additional partnerships with global carriers, which will also be using the X50 modem for their 5G trials. All four major U.S. networks will begin their rollout of 5G networks by the end of this year, with full nationwide coverage by 2020. Continue reading Qualcomm Inks Partnerships With 5G Device Makers, Carriers

Unity CEO Reframes XR Discussion, Re-Energizes the Flock

Unity Technologies CEO John Riccitiello drew a fresh picture of the XR industry in his keynote address at the Vision VR/AR Summit 2017 in Hollywood this week (extended reality — or XR — is an umbrella term that includes VR, AR and MR). Riccitiello admonished analysts for their overly exuberant prognostications and reactionary pessimism about the VR market. He projected that XR adoption and value calculations will exceed expectations in 2023 if three conditions are met: a price point below $1,000 for all the necessary hardware; truly mobile technology; and content that can be monetized across 100,000,000 devices, at minimum. Continue reading Unity CEO Reframes XR Discussion, Re-Energizes the Flock