Pandemic Is Accelerating the Adoption of Augmented Reality

The COVID-19 pandemic is driving increased demand for augmented reality at some companies, including Mercedes-Benz and L’Oréal (whose brands include Lancôme, Kiehl’s and Maybelline New York), in the last year. L’Oréal chief digital officer Lubomira Rochet stated that, “we saw the appetite, it grew and it’s our responsibility now to continue to innovate.” That company has debuted a number of AR projects for employees and customers in the last few months. One uses ModiFace AR to connect consumers with beauty advisers. Continue reading Pandemic Is Accelerating the Adoption of Augmented Reality

Tech Firms Consider Remote Work Options After Coronavirus

Apple, Facebook, Microsoft and Twitter were among the first U.S. companies to send their employees home as the coronavirus spread. Now, as they reopen their campuses, they are also allowing some of employees to continue to work from home. If that policy becomes widespread, it will be a major change from the college-like corporate campuses the companies built to encourage creativity and spontaneous interactions. Working from home will be its own perk and allow companies to broaden their search for workers. Continue reading Tech Firms Consider Remote Work Options After Coronavirus

Apple Acquires Virtual Reality Live Streaming Service NextVR

Apple has purchased NextVR, a virtual reality video service that offered 360-degree access to live events, including sporting events from NBA, WWE and NHL. With a VR headset, users could enjoy the feeling of “presence” in NextVR’s panoramic stereoscopic 3D scenes. The company also offered 2D smartphone access and planned to support augmented reality devices. The service never became popular, however, and a failed 2019 funding round followed by the coronavirus-related cancellation of sporting events left it struggling to survive. Continue reading Apple Acquires Virtual Reality Live Streaming Service NextVR

Facebook Provides Early Global Access to eSports Feature

Facebook Gaming is introducing worldwide early access to tournaments for eSports amateurs. Though the feature had been in development for some time, said Facebook Gaming head engineer Mina Abouseif, the company released it early to help people shut-in due to the coronavirus pandemic cope better with the isolation. The tournaments feature was originally designed for live gaming events, but Facebook shifted it to one that will help people stay connected to friends, family and communities via “friendly competition.” Continue reading Facebook Provides Early Global Access to eSports Feature

Japan’s Virtual YouTube Celebrities Test the Waters in China

Japan’s most popular YouTube star is Kizuna AI, a virtual teenager with thigh-high socks and a pink hair ribbon, brought to life by an off-screen actress. Millions of fans follow Kizuna, the brainchild of Activ8, a Tokyo-based company. According to Activ8 founder Takeshi Osaka, what sets such so-called virtual YouTubers (or VTubers) apart is that “you can believe they actually exist.” To create Kizuna, Activ8 uses motion capture gear to create skits, music videos and game streams for its over four million subscribers. Continue reading Japan’s Virtual YouTube Celebrities Test the Waters in China

Already Internet Celebs, Virtual Beings Get First Emmy Nod

Fable Studio’s “Wolves in the Walls,” a VR adaptation of a Neil Gaiman children’s book, won a Primetime Emmy Award for outstanding innovation in interactive media. The player is in the role of an imaginary friend for the CG child Lucy and uses VR goggles and handheld motion controllers to join her on an investigation of strange noises in the house. Lucy is also the first “virtual being” to win an Emmy, according to Fable co-founder Edward Saatchi, who defines that as a digital character with whom you have a two-way relationship. Virtual beings are growing in popularity on social platforms such as Instagram, where some are becoming digital influencers. Continue reading Already Internet Celebs, Virtual Beings Get First Emmy Nod

Some Execs Oppose Rebranding of Popular Facebook Apps

Facebook is adding its name to Instagram and WhatsApp as part of a decision to unify its apps by branding them with the parent company’s name. The Facebook moniker will be visible on marketing and within the apps. Some Facebook employees purportedly oppose the move. The rebranding will bring the two popular apps in line with the naming conventions of Oculus, Portal and Workplace. The move to rebrand the two apps was first discovered in March, but at the time Facebook said it was just “testing the change” on a handful of users. Continue reading Some Execs Oppose Rebranding of Popular Facebook Apps

Companies Support the Khronos Group’s OpenXR Standard

After launching an experimental version of the OpenXR specification several months ago, the Khronos Group consortium debuted the official version of the standard aimed at enabling cross-platform AR and VR applications. The Group said it will continue to improve the spec and maintain “full backwards compatibility.” Microsoft quickly embraced OpenXR, releasing it in its store before the official version was introduced. Any user of Windows Mixed Reality or HoloLens can install it to run any OpenXR-based app. Continue reading Companies Support the Khronos Group’s OpenXR Standard

Snap Inc. Hoping to Expand Use of Music in Snapchat App

As Snap faces increased pressure from competitors such as Facebook’s Instagram and ByteDance’s TikTok, the company is reportedly talking with music labels for broader licensing agreements to allow increased use of music via the popular Snapchat app. According to people familiar with the matter, Snap is in discussions with Sony Music Entertainment, Universal Music Group and Warner Music Group. Snap is not looking to launch the next Spotify, but rather expand the way its users can integrate music into Snaps and social media applications. Continue reading Snap Inc. Hoping to Expand Use of Music in Snapchat App

Study: High-End VR Activity Increased Significantly in 2018

According to a new report from research firm IDC, consumer interest has waned recently for smartphone-dependent VR devices, while tethered and standalone models are growing more popular. IDC surveyed 1,643 VR users across France, Germany, Japan, the United Kingdom and the United States and learned that the number of “high-performance” VR headsets increased 60 percent from 2017 to 3.9 million devices in 2018. The study identified different categories of users, based on their amount of time spent with VR devices, including a “hardcore” group (12 percent) that spent 16 or more hours monthly with VR. Continue reading Study: High-End VR Activity Increased Significantly in 2018

Two Facebook Groups Are Developing New Voice Assistant

Social giant Facebook confirmed a report that it is working on developing its own voice assistant. Originally, two former Facebook employees described the plans to CNBC, which broke the news. The company has been developing its own voice assistant since early 2018 in its augmented reality/virtual reality group based in Redmond, Washington. Facebook Assistant and AR/VR director Ira Snyder leads a team that has been “contacting vendors in the smart speaker supply chain,” according to sources. Continue reading Two Facebook Groups Are Developing New Voice Assistant

Oculus Reveals its Upcoming PC-Connected Rift S Headset

Oculus unveiled a new version of its Rift VR headset at GDC 2019 yesterday. The $399 Rift S, available this spring, will feature a new design, higher resolution display (up to 1280×1440 per eye), two updated Oculus Touch controllers, and embedded sensors for tracking (rather than cameras). The current $349 Rift relies on an array of external webcams to sense the environment. The new Rift S will require a PC in order to power its high-res graphics, while the wireless Oculus Quest, also available this spring for $399 will not need additional power. Continue reading Oculus Reveals its Upcoming PC-Connected Rift S Headset

VR Filmmakers Explore New Platforms at Sundance Festival

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

Facebook Reportedly Building a TV Cam for Streaming Video

Just last week, Facebook announced its two new Portal video chat devices featuring 12-megapixel cameras with HD video and AI-powered software. New information suggests that the social giant is also readying a camera-equipped device codenamed “Ripley,” designed to work with your TV for video calling in addition to entertainment services including Facebook Watch. According to an insider with direct knowledge of the project, Ripley — which will use the same core tech as Portal — is likely to be announced by the spring of 2019. Continue reading Facebook Reportedly Building a TV Cam for Streaming Video

Oculus Signals Intent to Develop Location-Based VR Content

At the Oculus Connect developer conference last week, Oculus head of experience Colum Slevin teased the idea that the company would soon seek involvement in location-based VR centers and arcades in movie theaters and malls. He drew attention to a number of such location-based VR experiences, underlining how Oculus’ involvement could help drive sales of headsets. Oculus recently listed a job opening for “Producer – Location Based Entertainment VR,” that said it would include direct investments into location-based VR content. Continue reading Oculus Signals Intent to Develop Location-Based VR Content