By
Phil LelyveldJanuary 15, 2019
The ETC invited nine undergraduate students from the USC School of Cinematic Arts to the December 13, 2018 All Members Meeting to discuss their impressions regarding the future of entertainment. Click here for a six-minute highlight reel from that one-hour conversation, featuring student perspectives on immersive storytelling, social media, content distribution and more. ETC plans to produce student discussions at least quarterly in 2019 — twice at our Executive Board Meetings and twice for our All Members Meetings. We encourage everyone at an ETC-member company to attend (as appropriate) and ask questions at these future sessions. Continue reading ETC Panel: USC Students Discuss the Future of Entertainment
By
Debra KaufmanDecember 20, 2018
At CES 2019 next month, Innovation Award honoree zSpace will show a portable Windows PC laptop that is focused on “spatial content,” allowing users to interact with augmented reality and virtual reality content. Based in Sunnyvale, zSpace’s creators claim it is the first portable Windows PC that “breaks the screen barrier” between users and AR/VR, and tout its ability to foster creativity and collaboration in a flexible, immersive environment. It features patented 3D screen technology and lightweight glasses. Continue reading zSpace to Show Windows Laptop for AR/VR Viewing at CES
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ETCentricNovember 15, 2018
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
By
ETCentricNovember 12, 2018
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
By
Debra KaufmanJanuary 9, 2018
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
By
Phil LelyveldNovember 21, 2017
The Venture Reality Fund has released its H2 2017 VR Industry Landscape map and report. The organization has generously posted the map, along with maps of the 1H 2017 European Landscape and Q2 2017 AR Industry Landscape. The VR Fund’s latest report highlights more than 450 companies developing infrastructure, tools, platforms, and applications for the VR/AR ecosystem. An interactive table, which VR Fund co-founder Tipatat Chennavasin began building in 2014, provides details of the companies. Continue reading Venture Reality Fund Reports on Current VR/AR Landscape
By
Debra KaufmanOctober 10, 2017
TheWaveVR, which raised $4 million this year, has offices in Austin and Los Angeles. The company creates VR concerts that marry music and visuals by partnering with musicians. The results, similar to real-world raves, have garnered a lot of buzz for pushing the limits of virtual reality. Its newest virtual world, created in collaboration with producer/DJ TOKiMONSTA (aka Jennifer Lee), features about 50 minutes of the dance/electronica album Lune Rouge, and is TheNextWave’s fifth flagship show. Continue reading TheWaveVR Introduces Another Immersive Concert on Steam
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Debra KaufmanAugust 17, 2017
Gartner Research reported on emerging workflows for new technologies. In the Gartner Emerging Tech Hype Cycle, the company studied 2,000 emerging technologies and identified 32 that could create competitive advantages over the next ten years. Gartner tracked these technologies’ progress and assessed their chances for entering the mainstream market. Among the technologies it identified are augmented reality, virtual reality and some forms of artificial intelligence, followed by blockchain. Continue reading Gartner Forecasts Timeline for Adoption of New Technologies
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Debra KaufmanAugust 4, 2017
The Smithsonian American Art Museum has partnered with Intel to create a room-scale VR demo of the art in one wing, for the enjoyment of far-flung art lovers. To produce the immersive experience, the two partners relied on studios including V.A.L.I.S., Framestore, xRez and 8i. The demonstration consists of three interactive experiences, and is a good case study on how museums can utilize virtual reality to extend their relationship with the public. Other museums, such as the British Museum, have also experimented with VR. Continue reading Smithsonian Art Museum, Intel Partner on Three VR Exhibits
By
George GerbaDecember 6, 2016
A future ambient business model would change the way we think about screens, mobile and IoT in a post-device world — an emerging reality that we expect to see illustrated at CES 2017. Recently, a look at what it means for businesses to operate in a post-device world has surfaced in forward-thinking analyses. Specifically, some reports have examined how Apple continues to prosper as customers increasingly do almost everything on anything. At UBS, analyst Steve Milunovich thinks Apple is already moving towards an ambient (present on all sides) paradigm, with a proliferation of devices that increasingly allow you to interoperate seamlessly across a full range of digital formats. In this new paradigm, the real growth will likely be extensions of services. Continue reading Ambient Paradigm Has Implications for Media & Entertainment
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ETCentricAugust 24, 2016
STX Entertainment is making a move into virtual reality with its purchase of Surreal Inc., producer and distributor of immersive media content. “Under terms of the deal, Surreal will operate as a division of STX, led by co-founders Rick Rey and Andy Vick, who now will serve as co-presidents of VR and Immersive Entertainment under the new STX Surreal label,” reports Deadline. “Rey and Vick are among those at the forefront of VR, including live-action 360-degree video and interactive VR content.” STX president Sophie Watts will oversee the new division. STX recently became strategic equity partners with China’s Tencent Holdings Limited and Hong Kong telecom PCCW. Continue reading STX Entertainment Acquires Surreal, Launches New Division
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ETCentricAugust 22, 2016
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
By
Debra KaufmanAugust 22, 2016
Facebook is working with game engine Unity to build a dedicated, downloadable desktop gaming platform. The new platform will not require the intensive coding of Facebook’s previous SDK, making it easier for game publishers to offer iOS and Android games on the desktop. Developers now have until August 31 to get “instant access” to an alpha version of Unity 5.4 needed to build and export games to Facebook’s Web and desktop app. Facebook’s move is seen as an attempt to regain gaming revenues lost to the mobile platform. Continue reading Facebook and Unity Team to Build Desktop Gaming Platform
By
Debra KaufmanApril 18, 2016
When Ang Lee was asked about his opinion of VR, at the conclusion of a panel at the NAB Show focused on the technical aspects of making “Billy Lynn’s Long Halftime Walk,” he demurred that he was still very focused on making his way through the highly experimental process of creating a movie that combines 3D stereoscopy with 4K and 120 fps. The result, as seen in an 11-minute clip, is so immersive that some viewers compared it to VR. Lee didn’t dismiss VR, and believes it might eventually encompass theatrical experiences. Continue reading NAB: Immersive Films Present Possibilities, Face Challenges
By
Debra KaufmanFebruary 2, 2016
At the recent Sundance Film Festival, virtual reality was a big hit for the second year running. But the changes in just a year were also evident: rather than the conversation focusing on the technology enabling the VR experiences, the focus was on storytelling. Virtual reality, in other words, has become a medium, as demonstrated in projects such as “Grease” director Randal Kleiser’s sci-fi VR drama “Defrost,” which tells the story of a woman just awaking from a coma. The series is a full season with another in development. Continue reading Sundance 2016: VR’s Coming-of-Age as a Storytelling Medium