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Debra KaufmanMarch 30, 2016
Sony is planning to unveil a new version of PlayStation 4 that will be powerful enough to handle high-end game experiences including virtual reality, say sources. Sony’s move signals a radical change to the typical six-to-seven-year cycle of game console releases; the PlayStation 4 debuted in 2013. At the same time, Sony plans to continue production of the existing PlayStation 4, which has sold more than 36 million units globally. Sources say the two versions will likely share the same software catalog. Continue reading Sony Creates Amped-Up PlayStation for Use with VR Headset
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Debra KaufmanMarch 24, 2016
Virtual reality is finally available for consumers. Oculus will ship the much-anticipated Rift VR headset next week, HTC will deliver its Vive VR headset one week later, and Sony is also readying the launch of its PlayStation VR headset. Although there are technical kinks to be worked out and business models to emerge, early signs that consumers want VR are positive. The Rift is back-ordered to July, the Vive to May, and, on Amazon, the PlayStation VR Launch Bundle pre-order sold out within minutes of going live. Continue reading VR Faces its Moment of Truth as Headsets Become Available
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Rob ScottMarch 18, 2016
At the Game Developers Conference, Sony announced that its anticipated PlayStation VR headset would cost $399 when it is released in October (a $499 launch bundle will be available for preorder beginning Tuesday). The headset connects with Sony’s PlayStation 4 console and features a 5.7-inch screen and multiple sensors that enable 360-degree head tracking. Sony hopes its PlayStation VR — which Tom’s Guide awarded Best of Show — will help bring virtual reality to the mainstream. While competitors such as Oculus Rift and HTC Vive will be available sooner, they require powerful PCs to run their software. Continue reading GDC 2016: Sony PlayStation VR to Launch in October for $399
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Debra KaufmanMarch 17, 2016
Lucasfilm’s ILMxLAB R&D unit just did a limited demonstration of its new “Star Wars” virtual reality experience: “Star Wars: Trials on Tatooine,” using the HTC Vive headset. The user, by walking around in a 15×15-foot space, explores the planet’s surface, does some maintenance on a Millennium Falcon, meets R2-D2 and fight offs a group of attacking Stormtroopers with a lightsaber. After unveiling the experience to a group of journalists, Lucafilm plans to allow other “select audiences” to also experience it. Continue reading Lucasfilm Shows Off ‘Star Wars’ VR Experience with HTC Vive
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Don LevyMarch 16, 2016
Cognitive scientist, programmer, game developer, and senior technical designer for Riot Games and Radial Games Dr. Kimberly Voll took a packed house at the Game Developers Conference into the brain on VR, hailing the tremendous opportunities and flashing potential hazards this new medium presents. As someone who “engineers awesome experiences through understanding humans better, frequently in VR,” Voll’s latest project is “Fantastic Contraption,” a VR update to the popular 2008 building game, that will be shipping with the HTC Vive in April. Continue reading GDC 2016: Your Brain on VR, The Psychology of Doing VR Right
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Debra KaufmanMarch 2, 2016
Within 10 minutes of accepting pre-orders from the U.S. and 23 other countries, HTC sold more than 15,000 HTC Vive VR kits, which will ship beginning April 5. The $799 Vive virtual reality package includes the headset, two controllers and two Lighthouse laser-tracking sensors, as well as three games that show off the technology of room-scale tracking and motion tracking. Those games are “Job Simulator,” an office destruction physics game; “Fantastic Contraption,” a puzzle game; and Google’s 3D painting tool “Tilt Brush.” Continue reading Pre-Orders for HTC Vive Headsets Top 15,000 in 10 Minutes
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Debra KaufmanFebruary 18, 2016
Virtual reality was the focus of a panel I moderated at the HPA Tech Retreat, which included Phil Lelyveld, who runs the VR/AR initiative at ETC; Stuart English, head of worldwide sales for presence capture at Nokia Technologies; and Steve Schklair, producer, cinematographer and chief executive of 3ality/Technica. Lelyveld described the emerging virtual reality space, first noting the increasing number of VR cameras, from the consumer level (GoPro, Ricoh Theta, Kodak PixPro) to the high end (Nokia, NextVR, Headcase). Continue reading HPA Tech Retreat: VR Experts Talk Cameras, Workflow, Markets
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Phil LelyveldFebruary 16, 2016
Product comparison site SpecOut.com provides “detailed information and specs on thousands of gadgets” for those researching smartphones, streaming media players, motherboards and more. Now the site has added a section on virtual and augmented reality headsets that features currently available and soon-to-be-released devices such as the Sony PlayStation VR, Oculus Rift, Avegant Glyph, HTC Vive, Microsoft HoloLens and 94 others. This is a great resource for those interesting in HMD product descriptions, pricing, and details such as refresh rate, processing source, and field of view. Continue reading SpecOut Lists 99 VR, AR Headsets for Comparison Shopping
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Rochelle WintersFebruary 11, 2016
John Riccitiello, CEO of game engine company Unity, set a course correction for virtual reality adoption in his keynote address at the Vision VR/AR Summit conference in Hollywood this week. Riccitiello warned, without equivocation, that analyst prognostications suggesting VR will become a $100 billion industry by 2020 “are wrong.” He assured the audience of 1,500 plus developers that VR is a transformative platform that will reap financial rewards in the long run and give birth to great “century companies” like Netflix and Disney. Continue reading Unity Warns VR Forecasters “Wrong,” Sets Course Correction
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Meghan CoyleJanuary 27, 2016
Today’s game developers are most interested in creating virtual reality projects for the Oculus Rift headset, according to a new survey from the Game Developers Conference. Nineteen percent of the 2,000 respondents said they were currently working on a new game for the device and 20 percent said their next VR project would be for the Oculus Rift. Only 8 percent of respondents said they were working on VR projects for Samsung’s Gear VR, the second most popular VR headset. Continue reading Oculus Rift the Most Popular VR Platform Among Developers
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Debra KaufmanJanuary 13, 2016
At CES 2016, attendees could be astronaut Mark Watney in “The Martian VR Experience,” accomplishing many of the tasks he did in the movie. Using the Oculus Rift headset and Oculus Touch handheld controllers, the “VR Experience,” executive produced by the film’s director Ridley Scott and “Experience” director Robert Stromberg, is fully interactive and makes use of the Rift’s positional tracking system. 20th Century Fox, Fox Innovation Lab, RSA Films and The VR Company collaborated on the project. Continue reading ‘The Martian VR Experience’: Cinema, Video Game or Both?
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Debra KaufmanJanuary 12, 2016
Despite a sticker price of $599 for its new Rift VR headset, Oculus VR has already sold out its preorders, resulting in an extension of its shipping date. The headset, over $100 more expensive than originally predicted, also requires the processing power of a PC that costs in the vicinity of $1,000. Starting in February, Oculus will sell a bundled headset/PC for $1,499. The expense of the Rift is justified, say observers, since its quality needs to sell VR to a public that has, in the main, never experienced virtual reality. Continue reading Oculus Aims for High-End Virtual Reality with $600 Headset
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Erick MoenDecember 16, 2015
As the first major tech show for “The Year of VR,” the upcoming CES is likely going to be instrumental in setting the tone for the next wave of virtual reality devices. Largely seen as a platform for gamers, it is this segment of consumers that could ultimately drive large-scale adoption of the medium. In anticipation, the show organizers have dedicated a conference track and expanded the floor space devoted to gaming and VR by 77 percent. The devices and interfaces that debut at CES will become the foundation for E3 later in the year. We expect multiple HMDs to be announced, but, for gamers, much of the attention will be on the interfaces. Continue reading CES 2016: Setting the Stage for VR Gaming’s Breakout Year
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Debra KaufmanOctober 22, 2015
VR experts at a Digital Hollywood panel described the challenges with virtual reality today and predicted how it’ll progress in the next five years. Moderated by iCinema Ventures founder Bruce Greenberg, the panelists were upbeat about future prospects at the same time they warned of the pitfalls, including how VR ubiquity could lessen its value. The conversation eventually focused on the tensions between hardware manufacturers enabling the VR experience and content creators working within technical limitations. Continue reading Digital Hollywood: VR/AR Today and Five Years In the Future
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Debra KaufmanSeptember 18, 2015
Results from a new survey show that 41 percent of the adult population of the U.S. have either already tried a virtual reality headset or are interested in doing so. Not surprisingly, the majority of those in that 41 percent fall into the young (18–24 year old) demographic and the majority are male. That’s most likely because VR experiences, up until now at least, have mainly focused on gaming. But the new Kaleidoscope VR Film Festival is highlighting a wide range of content that most likely will interest a broader audience. Continue reading Travel Videos, Cartoons, Documentaries and More Turn to VR