By
Debra KaufmanDecember 17, 2019
For several years, the Internet of Things (IoT) and next-generation 5G networks have been evolving on parallel tracks. From autonomous vehicles to smart factories and wearables, 5G promises to super-charge speed, low latency and reliability. As carriers begin to introduce 5G networks, it’s time to check-in about the state of the relationship between these two emerging technologies. We anticipate both to make a major splash at CES in Las Vegas this January. Today, we’ll look at creating applications for existing and new networks. Tomorrow, we’ll address the convergence of 5G and IoT in the enterprise space. Continue reading CES: 5G and the Internet of Things Take First Steps – Part 1
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Debra KaufmanDecember 16, 2019
A recent Ericsson Mobility Report reveals that there has been a 68 percent increase worldwide in mobile data traffic and that it is expected to continue to grow with the adoption of 5G and increased expansion of 4G mobile networks. Ericsson predicts that, by the end of 2025, there will be 2.6 billion 5G subscriptions, accounting for 65 percent of the world’s population and generating 45 percent of the globe’s total mobile data traffic. In related news, AT&T rolled out low-band 5G service to customers in 10 cities. Continue reading Ericsson Projects Global Mobile Data Traffic to Soar with 5G
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Debra KaufmanDecember 12, 2019
Magic Leap formally released Magic Leap 1, its much-anticipated augmented reality headset. The name was changed from the beta version, Magic Leap One Creator Edition, that has been selling at $2,295. Magic Leap 1, priced at $2,995, is targeting enterprise customers since the price is too high for most consumers. Accordingly, the headset was released with enterprise-oriented apps, including 3D visualization, communication, collaboration, location-based services, learning/assistance and “copresence.” Continue reading Magic Leap Launches New Enterprise-Focused AR Headset
By
Phil LelyveldDecember 10, 2019
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
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Debra KaufmanDecember 9, 2019
Qualcomm debuted Snapdragon XR2, which the company is dubbing “the world’s first 5G XR platform.” This second generation mixed reality chipset follows the debut of Snapdragon XR1 in May 2018, which provided “the minimum criteria for immersion” in mixed reality and was intended to lower the price of components for XR headsets (it was used in AR glasses such as Google Glass Enterprise). Qualcomm is presenting Snapdragon XR2, however, as more powerful than the Snapdragon 835 that powered the Oculus Quest VR headset. Continue reading Qualcomm Targets 5G, Mixed Reality with Snapdragon XR2
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Debra KaufmanDecember 6, 2019
Qualcomm debuted two chipsets for smartphones: the flagship Snapdragon 865 with an add-on X55 5G modem, aimed at high-end smartphones, and the mid-tier Snapdragon 765 or 765G, with integrated 5G capabilities. The Snapdragon 865 is the obvious successor to last year’s 855, which was integrated into 2019 devices including the Samsung Galaxy Note 10, Samsung Galaxy S10 phones and the Google Pixel 4 handset. The Snapdragon 865 offers an updated AI engine that the company says is twice as powerful as the 855’s engine. Continue reading Qualcomm Introduces Snapdragon Chipsets for 5G Devices
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Don LevyDecember 2, 2019
When CES 2020 opens on January 7 in Las Vegas, it is almost certain that entertainment will be taking center stage. Where emerging technologies have disrupted media and entertainment on a rollercoaster of change for the past few decades, today’s M&E companies are harnessing technologies, driving innovation, and emerging as disruptors themselves. The days of entertainment as a CES sideshow and a way to light up screens to sell TVs are over. Our team of reporters will be at CES again this year covering the latest news from keynote addresses, product demos and related events. Continue reading ETC@USC Gears Up For January’s CES 2020 in Las Vegas
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Debra KaufmanNovember 25, 2019
With an eye towards 5G apps, Verizon inked a new tech development/marketing deal with Snapchat parent company Snap Inc. The companies plan to work together at Verizon’s 5G Labs to create augmented reality experiences for consumers as well as engage in exclusive distribution and co-marketing projects, such as Verizon preloading Snapchat on some 5G phones. The Snap Originals video series will also feature Verizon as a premium sponsor. Director Harmony Korine made a short experimental film with Snap’s Spectacles 3 camera. Continue reading Verizon, Snap Team to Create 5G-Enabled AR Experiences
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Debra KaufmanNovember 14, 2019
Amazon, Apple, Facebook, Google, Magic Leap, Microsoft and Snap are among the Big Tech companies working on creating smart glasses that we can wear everywhere — and that may even replace our smartphones. Currently, glasses are too big (and expensive), but in time are expected to achieve a sleeker form factor and come down in price. Smart glasses promise to dramatically shift how we engage with the world, and some advocates believe we will eventually be able to replace every screen we use with a single pair of glasses. Continue reading Big Tech Companies Make Progress on AR Smart Glasses
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Debra KaufmanNovember 13, 2019
As reported in The Information, Apple is planning to launch a hybrid augmented reality/virtual reality headset in 2022 and a pair of AR glasses the following year. This recently released report stated that Apple chief executive Tim Cook spoke about the AR project in a 1,000-employee meeting, an unusually large gathering for the company. The report contained detailed information about Apple’s ideas about wearable AR devices. Apple has also developed a new 3D sensor system that will be integrated with the AR and VR devices. Continue reading Apple Is Developing AR/VR Headset, Glasses, 3D Sensors
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Debra KaufmanNovember 7, 2019
At the Adobe MAX conference in Los Angeles this week, the company gave a sneak peek of its Project Awesome Audio, which will clean up problematic audio recordings in Adobe Audition with the click of a button. The project is the brainchild of Adobe research scientist Zeyu Jin who, back in 2016, demonstrated a tool that allows the user to easily insert speech into an existing clip. For Project Awesome Audio, Jin, with Princeton University computer science PhD student Jiaqi Su, leveraged Adobe’s Sensei AI for “end-to-end audio enhancement.” Adobe also showcased a mobile Photoshop app, a new AR authoring app, and more. Continue reading Adobe Reveals AI-Enabled One-Click Audio Enhancement
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Emily WilsonOctober 21, 2019
Online toy shopping is getting increasingly creative, as digital reality tools rise in popularity among retailers and consumers. Walmart and Mattel are now leasing “floors” at the BuzzFeed-produced interactive video experience KidHQ, a virtual reality store that allows users to browse products via choose-your-own-adventure-style videos. Both companies are looking ahead to the holiday season as they try to sell toys ranging from Barbies to “Frozen 2” merchandise, and are using interactive video to connect with consumers to do so.
Continue reading KidHQ: Walmart and Mattel Renting Space in Virtual Store
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Rob ScottOctober 16, 2019
Tech startup holoride has teamed with Ford Motor Company and Universal Pictures to create an immersive VR experience called “Universal Monsters Presents Bride of Frankenstein holoride.” The complimentary ride is being offered during select dates from October 14 to November 9 at Universal CityWalk Hollywood. “They are rolling it out at the theme park, but it could be featured anywhere because it is GPS-based,” explained ETC’s Phil Lelyveld, who recently previewed the ride with colleague George Gerba. “It adjusts to the location and the route. So it could be a touring experience, could be offered at store openings, etc.” Continue reading Holoride, Ford, Universal Partner for In-Car VR Experience
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Rob ScottOctober 7, 2019
The Consumer Technology Association (CTA), producers of January’s CES tech confab in Las Vegas, recently projected CE trends for 2020 and beyond after updating its semi-annual U.S. Consumer Sales and Forecasts report. According to Variety Intelligence Platform (VIP), a new division of Variety, key takeaways from the report most relevant to the entertainment industry include subscription video streaming services, smart TVs, 4K tech, gaming and 5G Internet (in addition to related networking options and VR/AR products). CTA anticipates consumer tech retail revenue will reach $415 billion in the U.S. next year, up 5.7 percent from 2018. Continue reading CTA Predicts SVOD, Smart TVs, 5G Will Drive CE Revenue
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Debra KaufmanSeptember 30, 2019
At Oculus Connect, Facebook chief executive Mark Zuckerberg and AR/VR head Anthony Bosworth showed the next version of the Oculus Quest, which will offer hand-tracking without controllers or external sensors. Also unveiled is Horizon, a new form of social VR to rival VRChat and Rec Room; it will go into a closed beta in early 2020. Horizon provides tools for the user to build her own environments where people can congregate for multiplayer games. Other long-term plans include AR glasses, Live Maps and “shared spaces.” Continue reading Facebook Unveils New Collection of Virtual Reality Advances