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Debra KaufmanFebruary 1, 2019
According to sources, Apple will debut an iPhone with a rear-facing, longer-range 3D camera as early as next year, with the goal of enabling augmented reality applications. The planned 3D camera would work up to 15 feet from the device, in contrast with Apple iPhone’s current 3D camera which points toward users and is limited to distances of 25 to 50 centimeters for use with Face ID facial recognition. The new camera uses a laser scanner, better for long distances, said sources, rather than dot-projection technology. Continue reading Upcoming Apple Devices to Feature 3D Camera for AR Apps
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Debra KaufmanJanuary 31, 2019
At the Sundance Film Festival, there was evidence that that some of the pioneering virtual reality companies are expanding — or shifting — their purview from VR movies into other genres. Sundance’s New Frontier program, which launched five years ago, highlighted VR filmmaking. At this year’s festival, long-time VR producers such as Felix & Paul are still engaging in virtual reality projects, but others are exploring augmented reality, connected devices and artificial intelligence in their interactive stories. Continue reading VR Filmmakers Explore New Platforms at Sundance Festival
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Debra KaufmanJanuary 29, 2019
Theaters, from the experimental to the commercial, are using augmented reality, 360-degree videography and other new technologies to make their productions more immersive, even on traditional stages. In one recent production, “Hamlet 360,” technical direction by Sensorium transforms the 61-minute Shakespearean play into virtual reality. Another recent example is The Builders Association’s AR-integrated production “Elements of Oz,” where audience members use their cellphones to see a tornado approach Dorothy’s house. Continue reading Hamlet 360 and Other Stage Plays Integrate Immersive Tech
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Debra KaufmanJanuary 29, 2019
The potential of augmented reality is massive but despite software development kits including Apple’s ARKit, Google’s ARCore, Amazon Sumerian and Microsoft’s Mixed Reality ecosystem, actual implementations have been limited. That’s because the current cloud infrastructure constrains actual consumer-facing AR projects. The popularity of “Pokémon Go” in summer of 2016 was an example of that; at the first Pokémon Go Fest in Chicago, 20,000 players experienced slowdowns and outages due to constrained network bandwidth. Continue reading Augmented Reality Drives Need for New Cloud Infrastructure
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Debra KaufmanJanuary 22, 2019
Epic Games’ “Fortnite” led the way to 13 percent growth of digital games and interactive media to $119.6 billion in 2018, said Nielsen division SuperData. On its own, “Fortnite” earned $2.4 billion last year. The global industry segment is expected to grow to $118.2 billion in 2019. SuperData’s annual report stated that, in 2018, 850 million unique people viewed video games, with Tyler “Ninja” Blevins garnering 218 million hours, making him Twitch’s No. 1 streamer. Mobile games came out on top with $61.3 billion in revenue. Continue reading Nielsen’s SuperData and App Annie Quantify Gaming Market
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Debra KaufmanJanuary 21, 2019
Wacom and Magic Leap, whose partnership was announced last October at the first L.E.A.P. developers’ conference, have debuted a prototype of their collaborative design tools. Two years in the making, the tools consist of a Magic Leap One headset connected to a Wacom Intuos Pro pen tablet. Designers use a separate Pro Pen 3D stylus to control content on a Spacebridge platform that streams 3D data into a spatial computing environment. The system, which was on display at CES 2019, allows multiple people to interact with 3D models. Continue reading Magic Leap, Wacom Debut Prototype of Shared Design Tools
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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
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Debra KaufmanJanuary 15, 2019
CBS Films is in the midst of a sea change. After releasing four scheduled films — “Five Feet Apart,” “Scary Stories to Tell in the Dark,” “Pavarotti,” and “Lexi” in theaters, via its Lionsgate partnerships — it will be folded into CBS Entertainment Group in the next year. Its new mandate will be to find content for CBS’ streaming services, including, most likely, CBS All Access. Meanwhile, CBS is bringing more tech to live sports. The network is planning augmented reality graphics and some strategic 8K coverage and mobile streaming of the upcoming Super Bowl LIII. Continue reading CBS Films Moves to Streaming, CBS Preps for 8K Super Bowl
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Debra KaufmanJanuary 15, 2019
Streaming games are in the news, with Verizon in alpha tests of its Verizon Gaming, reportedly currently running on the Nvidia Shield set-top box and, eventually, Android smartphones. Verizon Gaming can be played using a paired Xbox One controller. Verizon has been recruiting players for its alpha test of the service, which offers 135 games. On the heels of Razer announcing it would integrate Amazon Alexa into its gaming platform, The Information revealed that Amazon is now developing its own streaming game service. Continue reading Verizon and Amazon Planning New Services to Stream Games
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Debra KaufmanJanuary 15, 2019
Chinese startup Nreal unveiled augmented reality glasses at CES 2019 featuring high-quality visuals and a sleek form factor that are slimmer than the Vuzix Blade AR glasses. The Nreal glasses weigh 85 grams (less than one-fifth of a pound) and offer 1080p projection through both lenses, with a 52-degree field of view. That makes the Nreal glasses closer to a Magic Leap headset or Microsoft HoloLens glasses — with an even better field of view. Nreal, similar to Magic Leap, also requires a processor pack connected to the glasses. Continue reading Chinese Startup Nreal Debuts Sleek, High-Quality AR Glasses
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Phil LelyveldJanuary 11, 2019
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
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Debra KaufmanJanuary 10, 2019
GameSpot editor-in-chief Randolph Ramsay moderated a panel of game industry experts discussing how 5G will change that industry. “5G’s high speed and low latency will be the next big disruption,” he said. Blade Group platform evangelist Bill Rehbock spoke about his company’s Shadow PC streaming service, which provides a complete Windows 10 PC to users. “5G picks up with a minimum of where 4G left off,” he said. “5G makes hand-over [from tower to tower] so robust it will be an enabling technology.” Continue reading CES Panel: The Evolution of Cloud-Streaming Games with 5G
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Debra KaufmanJanuary 10, 2019
What is edge computing and what can it bring when married with 5G, asked TechRepublic editor-in-chief Jason Hiner, who moderated a CES panel on the topic. AT&T vice president Alicia Abella described edge computing in historical context, as the pendulum has swung back and forth from centralized computing (in the 1960s to 1980s) to compute power on the desktop (with the advent of the desktop PC), back again to a centralized notion with the cloud, and now back to a distributed model with edge computing. Continue reading CES Panel: Possibilities of Marrying 5G with Edge Computing
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Don LevyJanuary 9, 2019
“5G will change everything,” said Verizon CEO Hans Vestberg in the opening statement of his CES keynote. The exponential enabling power of the 5G network relies on what he called “eight currencies” or capabilities that together produce true 5G. They are peak data rate, mobile data volume, mobility, connected devices, energy efficiency, service deployment, reliability and latency. These “currencies” enable innovation and Vestberg presented initiatives with The New York Times, Walt Disney Studios, Verizon-owned drone operator Skyward, and Medivis, in healthcare, as examples. Continue reading Verizon CES Keynote Demonstrates ‘Eight Currencies’ of 5G
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Debra KaufmanJanuary 9, 2019
UTA chief innovation officer Brent Weinstein convened technology and entertainment honchos to parse out 5G’s impact on a range of M&E applications. Intel senior vice president/general manager of the network platforms group Sandra Rivera opined that, “it’s never too early to be on the forefront of innovation.” “The work we did on 4G created the environment that drew in investment and services from Airbnb to Netflix and Uber,” she said. “We’re not quite at 5G, but the excitement is attracting the entrepreneurs and engineers.” Continue reading CES Panel: Envisioning Entertainment in the 5G Ecosystem