Vive Cosmos: HTC Offers Details of Next-Gen VR Headset

HTC is set to debut the Vive Cosmos next-generation VR headset that aims to simplify VR for gamers. The PC-compatible Cosmos is portable, featuring a single cable from the left side of the headset. It relies on four cameras located on the headset, one on each side and two on the front, plus two others that can be added via a removable faceplate with cameras on the top and bottom. Removable speakers are integrated on either side of the headset. By being self-contained, the Vive Cosmos can be used in more play environments. Continue reading Vive Cosmos: HTC Offers Details of Next-Gen VR Headset

Firms Pursue Frontline Workers, Walmart Expands VR Use

Microsoft, Google and Salesforce are now targeting the use of their technologies to an estimated two billion workers who don’t sit behind a desk. Microsoft, with its HoloLens, has been the most aggressive in pursuing so-called frontline or firstline workers who do production, sales and service work. Its chief executive Satya Nadella noted the potential growth in this sector. Walmart now uses virtual reality to assess the skills of an employee and determine if she is ready to move up to middle management. Continue reading Firms Pursue Frontline Workers, Walmart Expands VR Use

Vegas Casinos Launch Free-Roam VR Games, Experiences

On the Las Vegas strip, The LINQ Hotel & Casino just opened up six virtual reality bays operated by VR startup Survios. Surrounded by glass walls, the bays are set up with comfortable couches, big screen TVs, Xbox Ones and Oculus Go VR headsets. They offer visitors access to VR games including “Creed,” “Raw Data,” and, soon, “The Walking Dead: Onslaught.” Guests can visit a bar with a wrap-around touchscreen to play casual social games, an AR version of “Rock Paper Scissors” and watch the goings-on inside the VR bays. Continue reading Vegas Casinos Launch Free-Roam VR Games, Experiences

Game Engines Are Becoming Vital Tool for Many Industries

Game engines are now being used by different industries for their ability to create realistic images and manipulate them in 3D. Epic Games with its Unreal Engine and Unity Technologies both enjoy a revenue stream from licensing their game engines, which also power popular games from “Fortnite” to “Pokémon Go.” Designers and engineers combine game engines with virtual reality headsets to build products and other assets in an environment they find helps them be more creative and quicker to solve problems. Continue reading Game Engines Are Becoming Vital Tool for Many Industries

Oculus Quest to Launch With YouTube VR’s Million Videos

When Facebook’s Oculus Quest debuts on May 21, Google’s YouTube VR and its more than one million public VR videos will be available as an app. The app — first launched in 2016 — is already released for Oculus Go, Oculus Rift, HTC Vive, PlayStation VR, Samsung Gear VR and Google Daydream View. YouTube VR will allow Quest headset wearers to search for videos via voice and find VR (and non-VR) YouTube content with a “VR-optimized interface.” The VR movie theater Bigscreen will also launch on Oculus Quest and the Rift S headsets. Continue reading Oculus Quest to Launch With YouTube VR’s Million Videos

Study: High-End VR Activity Increased Significantly in 2018

According to a new report from research firm IDC, consumer interest has waned recently for smartphone-dependent VR devices, while tethered and standalone models are growing more popular. IDC surveyed 1,643 VR users across France, Germany, Japan, the United Kingdom and the United States and learned that the number of “high-performance” VR headsets increased 60 percent from 2017 to 3.9 million devices in 2018. The study identified different categories of users, based on their amount of time spent with VR devices, including a “hardcore” group (12 percent) that spent 16 or more hours monthly with VR. Continue reading Study: High-End VR Activity Increased Significantly in 2018

Fraunhofer Compression Tech Used to Stream VR Over 5G

German research organization Fraunhofer, known for its extensive work in applied sciences, including its contributions to compression tech used for today’s MP3 audio and MP4 video, is now working on 5G virtual reality streaming software. Last year, Fraunhofer revealed its high-speed VR microdisplay hardware. It is now demonstrating new video compression software based on the MPEG-OMAF standard, which allows for streaming of 360-degree video over 5G networks. The goal is to minimize the problems related to resolution, compression artifacts and latency commonly experienced when streaming VR content over 4G and Wi-Fi networks. Continue reading Fraunhofer Compression Tech Used to Stream VR Over 5G

Valve Plans to Introduce its Valve Index VR Headset in May

In May, Valve Corporation will unveil a virtual reality headset, dubbed the Valve Index. In 2016, the company teamed up with HTC to launch the SteamVR headset. Valve, which has a dedicated website for the new VR headset, will only reveal that it features two sensors flanking the front and supports a 135-degree field of view (FOV), which is greater than HTC Vive and Oculus Rift’s 110-degree FOV. Valve doesn’t mention SteamVR Knuckles controllers, which it has promoted via developer outreach since 2016. Continue reading Valve Plans to Introduce its Valve Index VR Headset in May

Oculus Reveals its Upcoming PC-Connected Rift S Headset

Oculus unveiled a new version of its Rift VR headset at GDC 2019 yesterday. The $399 Rift S, available this spring, will feature a new design, higher resolution display (up to 1280×1440 per eye), two updated Oculus Touch controllers, and embedded sensors for tracking (rather than cameras). The current $349 Rift relies on an array of external webcams to sense the environment. The new Rift S will require a PC in order to power its high-res graphics, while the wireless Oculus Quest, also available this spring for $399 will not need additional power. Continue reading Oculus Reveals its Upcoming PC-Connected Rift S Headset

Analyst Predicts Apple’s AR Headset to Launch in Mid-2020

According to a recent note to investors written by analyst Ming-Chi Kuo, who is known for frequently having inside information on Apple’s product plans, Apple could begin mass production of its augmented reality headset by the end of 2019 and unveil it as early as mid-2020 — although he admitted the timeline is optimistic. In May 2018, however, Loup Ventures founder Gene Munster predicted we wouldn’t see the Apple AR headset until late 2021. Kuo stated his belief that Apple’s first AR device will only be a display, with the iPhone performing all the rendering, data connection and GPS. Continue reading Analyst Predicts Apple’s AR Headset to Launch in Mid-2020

How Personalization May Drive Netflix’s Interactive Content

In 2017, Netflix launched its first experiments in interactive content with moments in “Puss in Boots” and “Buddy Thunderstruck” where viewers picked the action. With the “Bandersnatch” episode of sci-fi series “Black Mirror,” the company made its first serious push into interactive content for adults. The episode tells the story of a video game designer trying to adapt an interactive novel that drove its author insane. Netflix vice president of product Todd Yellin has said the company will try again in this “rich vein.” Continue reading How Personalization May Drive Netflix’s Interactive Content

Cinemark, Spaces Partner for Location-Based VR Experience

On February 8, Cinemark Holdings, in partnership with Spaces, will open VR entertainment centers at its Century 20 Oakridge and XD facility in San Jose, California, located at the Westfield Oakridge Shopping Center. Burbank-based Spaces, which spun out of DreamWorks, opened its first VR experience, based on “Terminator: Salvation,” in Irvine. Spaces offers more sensors and haptic feedback than a home VR experience, with physical features including ramps and motion platforms for a more realistic experience. Continue reading Cinemark, Spaces Partner for Location-Based VR Experience

Interesting AR and VR Tech Found Around the Edges of CES

Among the sea of copycat and incrementally-improved AR and VR headsets being shown at CES, a few stood out because they either executed the potential of existing technology particularly well or they are developing a tech that could help advance the industry. We had the opportunity to check out a wide range of compelling products including MAD Gaze’s Vader AR glasses, the Pimax 8K Series HMD, the Vision optical engine by Lumus, ThirdEye’s hardened AR glasses for industrial and other uses, PinMR tech from LetinAR, the XTAL HMD from VRgineers, and Viewpointsystem’s lightweight tethered eyeglass frame. Continue reading Interesting AR and VR Tech Found Around the Edges of CES

Tech Companies Challenge Intel by Building Their Own Chips

Amazon revealed last month that it had spent the previous few years building a chip for use in its worldwide data centers. It’s not alone; Apple and Google also seek to design and manufacture their own chips, as part of a cost-saving strategy. Intel, which thus far hasn’t had much competition, will feel the impact as its own customers undercut the company’s annual $412 billion in sales. Amazon’s massive need for chips means it will likely continue to buy from Intel, with which it will enjoy a better bargaining position. Continue reading Tech Companies Challenge Intel by Building Their Own Chips

CES: The Next Wave of Immersive Media Tech and Markets

For a long time, we have posited that the future of immersive media will be 10 percent virtual reality and 90 percent augmented reality. In the coming year the VR and AR technologies and markets will continue to advance, but in different directions and for different reasons. VR is moving into niche markets, location-based entertainment (LBE), business applications and eSports. Meanwhile, we expect AR to focus on innovation across numerous fronts, including high-end niche business and professional applications, low-end consumer experiences and new glasses with limited feature sets. Continue reading CES: The Next Wave of Immersive Media Tech and Markets

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