By
Debra KaufmanJuly 6, 2016
HTC helped put together the Virtual Reality Venture Capital Alliance, a coalition of 28 venture capital firms committed to investing $10 billion in virtual reality, augmented reality and mixed reality startups. Among the companies joining the consortium are Sequoia Capital, well known for investing in tech giants Apple and Intel; Matrix Partners; and 500 Startups. Prior to this, HTC — which created the Vive VR headset — had pledged more than $100 million to the nascent VR industry. HTC has since spun off Vive into its own separate company. Continue reading Virtual Reality Venture Capital Alliance to Support VR Startups
By
Rob ScottJune 22, 2016
VFX and CGI veterans Euan Macdonald, Hans Uhlig and Kymber Lim have secured funding led by Michael Bay’s 451 Media Group, 500 Mobile Collective, and WI Harper Group to launch an immersive entertainment company called CryWorks, with plans to produce virtual and augmented reality experiences. “Although there are a few high-quality VR content pieces to date, most of them have little incentive for the viewer to keep tuning back in,” said Macdonald. “We see an opportunity to build the first VR broadcast network, partnering with other production companies and creating addictive, episodic experiences.” Continue reading CryWorks: Disney, Pixar, ILM Vets Launch New VR Company
By
Phil LelyveldJune 22, 2016
Sony dominates U.S. patent filings related to virtual reality, followed by IBM, Samsung, Microsoft and Canon. Magic Leap and Reveo are the leading startups when it comes to published patents related to VR. Microsoft, Sony and Qualcomm have the most published patents related to augmented reality, although they do not necessarily lead in the number of AR inventions. Osterout Group and Magic Leap are the clear leaders in published AR patents. All the companies on these lists have far fewer inventions than patents because multiple patents may be included in a single invention. Continue reading Patents, Investments Point to Significant Future for VR and AR
By
Debra KaufmanJune 20, 2016
Magic Leap and Lucasfilm’s ILMxLAB have partnered to develop “Star Wars”-related content for the former’s technology. Because Magic Leap has kept its mixed reality developments under wraps, neither company would reveal details about specific experiences that would result from the partnership. But Magic Leap founder Rony Abovitz, at the WIRED Business Conference in New York City last week, did show a teaser that showed two iconic “Star Wars” characters, computer-generated but very real looking, interacting with participants. Continue reading Magic Leap and ILMxLAB Plan to Make ‘Star Wars’ Immersive
By
Debra KaufmanJune 3, 2016
Microsoft is positioning itself as providing, with Windows 10, the only platform for “mixed reality,” which the company describes as “providing devices with the ability to perceive the world, breaking down the barriers between virtual and physical reality.” In a three-minute video, Microsoft shows how it believes various types of augmented reality will be able to interact, using HoloLens headsets, VR helmets and other devices. Microsoft invites its partners to build on the Windows Holographic platform. Continue reading Microsoft Pushes Windows 10 as Only ‘Mixed Reality’ Platform
By
Debra KaufmanFebruary 3, 2016
Most conversation about virtual reality and augmented reality focuses on how it will impact gaming and video entertainment. But a recent report from Goldman Sachs upends that notion, with its prediction that VR and AR will instead open up “an entirely new marketplace of applications” for both the business and consumer sectors. The report states that virtual reality hardware will be an $80 billion industry within 10 years, which is actually a slow adoption when compared to that of smartphones and tablets. Continue reading VR/AR Expected to Impact Much More Than Video and Gaming
By
Don LevyDecember 22, 2015
ETC coverage of CES 2016 shifts to Las Vegas on January 4 and will feature the latest news and guidance for attendees. The ETC team will report from the Consumer Technology Association’s Top Trends and Global Market Report sessions on Monday afternoon. From there, we will go to CES Unveiled, the major press preview of many of the most noteworthy products to be displayed when the exhibit halls open two days later on January 6. Expect twice daily news briefs and as-its-published updates on the ETCentric app. Continue reading ETC Coverage of CES Resumes in January From Las Vegas
By
Hank GerbaDecember 18, 2015
The second wave of virtual reality is here, and with it comes a burst of awareness and interest from young adults. The edgy and experimental virtual reality projects of the mid-90’s have given way to the consumer, with many news outlets billing 2016 as the “year of virtual reality.” I call out the two waves of virtual reality because many people in their early to mid twenties have no idea that the first wave ever happened, though the aesthetics, anxieties, and excitement that it produced seem to have carried into the modern perception of what virtual reality is today. Continue reading CES: Virtual Reality Has Young Adults Cautiously Optimistic
By
Phil LelyveldDecember 17, 2015
While companies prepare to release virtual reality experiences into the consumer market, an increasing flow of money and effort is going toward developing and buying augmented reality (AR) technology and ideas. Augmented reality is any situation where your personal experience with the world around you is enhanced, supplemented, or added to via personally worn technology. The AR space is getting busy and increasingly crowded as companies position themselves to secure a piece of a new media ecosystem that is projected to yield $120B in revenue by 2020. Continue reading CES: Augmented Reality Getting Ready in the Green Room
By
Debra KaufmanOctober 28, 2015
The Society of Motion Picture and Television Engineers opened its annual conference in Hollywood with a day devoted to the technical and artistic challenges of virtual reality and augmented reality, otherwise known as mixed reality. AMD lead architect for VR and advanced rendering Layla Mah gave the keynote address, detailing the technical parameters that will allow VR to become a commercial reality: an untethered device capable of one petaflop (a quadrillion floating point operations per second) among other criteria. Continue reading SMPTE 2015: VR, AR Open Annual TV/Film Engineering Show
By
Ken WilliamsOctober 13, 2015
During a product unveiling in New York last week, Microsoft introduced new devices including a Surface Book laptop, the company’s latest Surface Pro tablet, big-screen Lumia smartphones that plug into displays for PC capabilities, and a $249 wearable fitness band. The press event also showcased Microsoft’s HoloLens augmented reality headset. While a focus on CE devices represents a shift for the software giant, hardware serves an integral role in a new corporate strategy that revolves around the Windows 10 operating system, designed to run on a variety of different devices. Continue reading Microsoft Unveils New Devices with Emphasis on Windows 10
Microsoft used its E3 media event last week in Los Angeles to present its vision of the future of immersive entertainment with a “mixed reality” demonstration of the popular video game “Minecraft” seen through its HoloLens headset. The demonstration at the Shrine Auditorium exhibition hall lasted only a few minutes but its impact continues to resonate. Although Microsoft has provided few detailed plans, its early demos and comments made at E3 and other conferences suggest a future that is something more than a virtual or augmented reality. Continue reading Microsoft: Mixed Reality is Future of Immersive Entertainment
By
Rob ScottJuly 26, 2013
Canon has been demonstrating a handheld version of its MREAL Mixed Reality technology at SIGGRAPH this week. According to Canon, the technology merges virtual objects with the real world, at full scale in three dimensions. The company launched its MREAL Mixed Reality headset earlier this year. The handheld version functions similarly to the headset, by enabling the use of markers or sensors to render images in real space. Continue reading SIGGRAPH: Canon Previews Handheld Mixed Reality Technology
Canon is preparing to launch its MREAL Mixed Reality headset this month with a hefty $125,000 price tag and estimated $25,000 in annual maintenance. But the device is not intended for the typical consumer. Instead, it was designed for groups such as automotive manufacturers, research universities and museum display curators. The MREAL technology could also serve as a powerful tool for digital prototyping. Continue reading Canon to Release $125K MREAL Mixed Reality Headset