Huawei VR2 Headset Lauded for Comfort, Res, Sound Quality

At CES 2018, Huawei made the U.S. debut of its Huawei VR2 headset, which had been announced in October in China. The standalone unit resembles the Oculus or Vive rather than the Gear VR; the user attaches a phone, tablet or PC via USB-C and then enjoys the VR experience at a resolution of 1,600 x 1,440 per eye. The unit also features a 90Hz refresh rate, which reduces eyestrain and motion sickness. The controller, made of the same bright white polymer as the headset, offers a clickable touchpad. Continue reading Huawei VR2 Headset Lauded for Comfort, Res, Sound Quality

Sony Products Focus on Artist Intent and Customer Experience

Sony Corporation president and CEO Kaz Hirai began his solo CES media briefing with the Alpha 9, a mirrorless and completely silent camera ideally suited to shoot at the top of a golf swing or on a quiet soundstage, and continued to celebrate accomplishments across every division, including Sony Pictures, Sony Music, and PlayStation. “If you see the name Sony on any product, content, or service, it symbolizes our promise to move you emotionally,” he said. “Our products are designed to have a personal and individualized place in all of your lives.” Continue reading Sony Products Focus on Artist Intent and Customer Experience

Facebook’s Facial Recognition Features Spur Privacy Debate

Facebook is debuting facial recognition that will automatically notify users when their photo is posted; the feature is part of the social media company’s answer to criticisms from European regulators, the U.S. and elsewhere that it is disseminating fake news and hate speech, as well as not respecting privacy rights. The feature is based on technology already in use to suggest tags for people in posted photos. Although the company hopes it could help combat some abuses, it may raise more privacy issues. Continue reading Facebook’s Facial Recognition Features Spur Privacy Debate

VR and AR Expected to Further Redefine Experiences at CES

Virtual reality, augmented reality and immersive experiences crossed over the apex of the hype curve and are now tracking the slope of enlightenment as they develop into niche market applications or pivot into location-based entertainment. Resolution, frame rate, horizontal and vertical field of view in the HMDs (head mounted displays), and head and body tracking technology, have all improved over the last year with further advances expected next month at CES 2018 in Las Vegas. This applies equally to next generation HMDs, projection, and heads-up approaches to immersive experiences. Continue reading VR and AR Expected to Further Redefine Experiences at CES

Experts Voice Concern About Facebook’s Social App for Kids

Facebook has introduced Messenger Kids, a new messaging app for children aged 6 to 12, in response to safety concerns from parents about Messenger. Some experts, however, are dubious that children that young should have any social media access at all. Messenger Kids is a standalone chat and messaging app that lets children send texts, messages and videos to contacts that have been approved by parents, who download the app on a child’s tablet or smartphone and control it from their own Facebook accounts. Continue reading Experts Voice Concern About Facebook’s Social App for Kids

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

New Meta Headset Offers Promising Tech for AR Developers

The Meta 2 AR headset, priced at $1,495, is still a developer kit, but even in this form, company employees and one lucky reporter are enthused about its chances to succeed at replacing the desktop monitor in the workplace. The Meta 2’s field of view is much larger than that of the HoloLens, and it sports two LCD panels that reflect off the inside of the visors, which results in sharp images and text at close range. The headset uses numerous outward-facing sensors and cameras to map the physical environment. Continue reading New Meta Headset Offers Promising Tech for AR Developers

Americans Spend Half of Their Media Day Consuming Digital

According to new data from eMarketer, the average U.S. adult is expected to spend two more minutes each day consuming media than the average time per day last year, up two hours from a decade ago. The researcher estimates that adult consumers will average 12 hours and 1 minute per day with major media this year. This increase, not surprisingly, reflects a continued shift in consumer behavior toward multitasking, thanks in large part to mobile tech. The average American still spends the most time watching television (nearly four hours per day), while mobile continues its ascent (currently at three hours and 17 minutes per day). Continue reading Americans Spend Half of Their Media Day Consuming Digital

Sony Inks Deal Pioneering Stem Licensing for DJs, Remixers

For years, to create remixes of popular songs, DJs and remixers have used stems — isolated instrument tracks and vocals — but not legally. Now, Nashville-based startup Remix Hits has signed a landmark deal with Sony Music that will allow DJs and other remixers to purchase and download licensed, and therefore legal, stems. Remix Hits, which is also in discussions with Warner Music and Universal Music, has created a hit song stem marketplace. The licensing model includes a revenue sharing plan for rights holders. Continue reading Sony Inks Deal Pioneering Stem Licensing for DJs, Remixers

VR Industry Forum Draft Guidelines Push for Open Ecosystem

Over the weekend, the Virtual Reality Industry Forum (VRIF) released its draft VR and 360 video production and distribution guidelines at IBC 2017 in Amsterdam. The draft document begins with an intro section suggesting best practices for VR/360 production, including experiences with three degrees of freedom (3DOF). It then makes specific recommendations for the technical aspects of visual and audio VR/360 content production, media and presentation profiles, and content security. VRIF aims to release the full guidelines, with an emphasis on an open ecosystem, at CES 2018 in January. Continue reading VR Industry Forum Draft Guidelines Push for Open Ecosystem

Archivists Promote AXF as Standard to End Metadata Issues

At AMIA’s The Reel Thing conference in Hollywood, HBO director of archives and asset management Randal Luckow and Digital Preservation Laboratories president Steve Kochak discussed cataloging unstructured metadata for preservation in distributed databases using the open standard Archive eXchange Format (AXF). Migrating physical elements often leaves out information important for the future, and metadata generated in the course of the project isn’t always documented, leading to problems linking the metadata to digital audio-video.

Continue reading Archivists Promote AXF as Standard to End Metadata Issues

Nokia Phone Features Zeiss Optics, 360 Video, Spatial Audio

The once-popular Finnish smartphone manufacturer Nokia, now under the aegis of HMD Global, is introducing a new mobile device. With its Android-based Nokia 8, the company hopes to compete with the iPhone 7 and Samsung Galaxy S8. HMD Global, led by former Nokia employees and funded by private equity, bought Nokia’s phone tech from Microsoft, which purchased it in 2013. The flagship phone, encased in polished aluminum, is 7.9-mm thick and features a high-resolution 5.3-inch screen, 4K video recording, Carl Zeiss optics and spatial audio emanating from its 360-degree camera. Continue reading Nokia Phone Features Zeiss Optics, 360 Video, Spatial Audio

ESPN Introduces Four-Screen Live Viewing to Apple TV App

ESPN has introduced MultiCast, a feature for its App for Apple TV’s tvOS that allows viewers to watch up to four simultaneous live streams from the network’s 60,000+ hours of annual programming and more than 30 live events on any given day. The network is also debuting version 5.10 of its iOS and Android app with a “Watch” tab allowing viewers to watch live-streaming events and shows featuring their favorite teams. The new version also offers ESPN3 replays, adding to the current long-form video and on-demand highlights. Continue reading ESPN Introduces Four-Screen Live Viewing to Apple TV App

Nielsen Reports Major Jump in On-Demand Audio Streaming

According to Nielsen, on-demand audio streams — including music, podcasts and spoken word recordings — reached a new milestone for the U.S. market when the figure reached 7.5 billion during the week ending March 9. In its latest mid-year report, the measurement firm indicates that 184 billion on-demand audio streams this year mark a significant 62.4 percent increase over the same period last year. In addition, there has been more than 284 billion on-demand audio and video streams combined this year, a 36.4 percent jump over the same period in 2016. Continue reading Nielsen Reports Major Jump in On-Demand Audio Streaming

Ticketmaster Teams With LISNR For Smart Tone Technology

Ticketmaster has partnered with LISNR, a data-over-audio company, to use an ultrasonic sound technology on users’ smartphones to admit them to live events and track their movements. The technology, dubbed “smart tones,” transmits information between devices, and was recently used by Jaguar Land Rover so that mobile devices in different vehicles could communicate with one another. Ticketmaster is launching a new e-ticketing system called Presence, powered by LISNR tech, that it hopes will reduce entry wait times at live events. Continue reading Ticketmaster Teams With LISNR For Smart Tone Technology