By
Debra KaufmanMarch 28, 2017
Virtual reality startup Nomadic is integrating real-world physical objects, such as a flashlight, into its VR experiences. Among the other physical objects are leaky pipes that let off real hot air, a file cabinet that has to be opened to retrieve a real gun replica, and a virtual door with a real doorknob. The idea, according to Nomadic chief executive Doug Griffin, is that such real objects can add a feeling of magic to virtual reality. The company demonstrates these capabilities with an Oculus Rift VR headset. Continue reading Bringing Modular Sets and Physical Objects to VR Experiences
By
Debra KaufmanMarch 22, 2017
Apple chief executive Tim Cook is bullish on augmented reality, believing that the nascent sector can be as game changing as smartphones were ten years ago. Sources say that Apple is following through by building a team of hardware and software experts, with the idea of dominating augmented reality as it comes to the fore. The same sources report that Apple’s AR team, run by former Dolby Laboratories executive Mike Rockwell, includes engineers that worked on Oculus and HoloLens headsets as well as top Hollywood VFX experts. Continue reading Apple Makes Major Play in Augmented Reality, First for iPhone
By
Debra KaufmanMarch 21, 2017
Dolby Laboratories, known for its proprietary high-dynamic range technology, is conducting research on how media impacts human beings. The biophysical lab, run by chief scientist Poppy Crum, was established in 2015, growing out of research begun in 2012 to better understand human reactions to audio and video. In addition to aiming thermal cameras at them, the subjects wear a 64-channel EEG cap measuring electrical activity in the brain, heart rate and galvanic skin response trackers and a pulse oximeter. Continue reading Dolby Uses Biosensors to Research Media’s Impact on Viewers
By
ETCentricMarch 13, 2017
Facebook announced the beta release of a new voice search feature for the company’s Oculus Rift and Samsung’s Gear VR. “This feature lets you perform voice searches from Oculus Home to intuitively navigate games, apps, and experiences,” explains the Oculus team, noting future plans to “add even more functionality like seeing if a friend is online or contextual commands to invite people to a play a game with you.” While VentureBeat points out the feature “won’t let you look at your friends, your notifications, your profile, your avatar, app updates that you haven’t installed, or individual settings,” the review is largely positive and envisions future applications: “The speech technology might well end up becoming a part of Facebook’s more popular services, like WhatsApp, Messenger, Instagram, and even good old Facebook itself.” Continue reading Facebook Introduces Voice Recognition Tech to VR Headsets
By
Debra KaufmanFebruary 3, 2017
In its Q4 earnings report, Facebook revealed that sales rose 51 percent to $8.81 billion, above the $8.51 billion average analyst prediction. The bump in revenue is largely attributed to advertising on mobile phones. Also, within the space of a year, monthly active Facebook users increased 17 percent to 1.86 billion people, with 1.23 billion checking daily and 1.74 billion accessing the social network via their smartphones. Facebook has now cemented its No. 2 position in the mobile advertising market behind Google. The company is also making a major move into video content. Continue reading Facebook Eyes Success with Mobile Ads and Focus on Video
By
Rob ScottFebruary 2, 2017
Facebook lost its intellectual property lawsuit with video game publisher ZeniMax Media yesterday and was ordered to pay $500 million in damages. ZeniMax had contended that a former employee helped develop the Oculus Rift VR headset with knowledge that he gained while working for the game publisher, and that the company had developed a prototype prior to Facebook acquiring Oculus VR for $2 billion. While Oculus was not found guilty of stealing trade secrets, the jury determined the company was guilty of copyright infringement and violating a confidentiality agreement. An appeal is expected. Continue reading Facebook Loses Oculus IP Lawsuit in $500 Million Jury Verdict
By
Debra KaufmanDecember 20, 2016
Oculus debuted Parties and Rooms for the Samsung Gear VR mobile headset, a significant move in making virtual reality more social. Parties allows a multi-person conversation to take place on top of whatever else the individuals are doing in VR, and Rooms is a digital lounge where up to four people can gather to watch videos, play simple games or just relax. Facebook also just launched its “Coordinated App Launch API,” which will enable those friends hanging out in Rooms to launch a developer’s multiplayer game. Continue reading Oculus and Facebook Aim to Make Virtual Reality More Social
By
Erick MoenDecember 15, 2016
At CES 2017, Honda’s theme will be a “cooperative mobility ecosystem,” a confluence of last year’s two showstoppers: autonomous driving and the rise of artificial intelligence. These arenas could foster mass adoption of differential privacy. Data aggregation is critical to the success of autonomous driving, and the AI-centric, newly coined notion of autonomous living, but this collection requires user buy-in. With nearly half of all Internet users expressing that privacy and security concerns are limiting their use of the Internet, new means of protecting user data will be a key theme throughout CES. Continue reading CES Will Showcase Differential Privacy for Autonomous Living
By
Phil LelyveldDecember 9, 2016
The Global Virtual Reality Association (GVRA) was officially announced on Wednesday. This group is groundbreaking in that its founding members include many of the major competing VR headset manufacturers that have been the focus of so much press attention over the last year: Acer Starbreeze, Google, HTC Vive, Facebook’s Oculus, Samsung and Sony Interactive Entertainment. GVRA states on its website that “while seeking to educate consumers, governments, and industry about VR’s potential, the association wants to get ahead of challenges with developing and deploying the technology responsibly.” Continue reading VR Headset Makers Launch Global Virtual Reality Association
By
Debra KaufmanDecember 8, 2016
After months of anticipation, Oculus finally rolled out its Touch controller — years after PlayStation unveiled its Move controllers in 2010, and even after Vive began shipping two motion controllers. But reviewers who’ve gotten their hands on the Touch are giving it a thumbs-up, saying that its addition now “completes” the promise of the Rift VR headset for a sophisticated and satisfying VR experience. Among Touch’s features is that it tracks the positions of the user’s hand in 3D space. Continue reading Reviews: With Touch Controller, Oculus Rift Is Now Complete
By
Debra KaufmanNovember 21, 2016
Facebook has acquired FacioMetrics, a startup spun off from Carnegie Mellon University. FacioMetrics’ IntraFace can detect seven different emotions on peoples’ faces. Since the purchase, FacioMetrics has been removed from the app stores. The acquisition is likely fueling Facebook’s goal to apply its artificial intelligence research to create “gesture-based controls, recognize facial expressions and perform related actions.” Facebook has said it will use FacioMetrics to enhance its augmented reality face masks. Continue reading Facebook Acquires FacioMetrics for Human Emotion Detection
By
Debra KaufmanOctober 21, 2016
Disney founded its own accelerator a few years ago, providing financial and logistical support to a range of startups from Hanson Robotics, which makes lifelike robots, to Jaunt and its VR cameras. Disney chooses the startups it supports wisely, selecting companies that are creating things that could potentially align with Disney’s media and business pursuits. Take virtual reality for example; Disney isn’t likely to build its own camera, but it can certainly benefit from supporting a company with the expertise to do so. Continue reading Disney Accelerator Supports Nine Startups for Mutual Benefit
By
Debra KaufmanOctober 19, 2016
At his MIPCOM TV keynote, Sony president/chief executive Kazuo Hirai talked about the importance of virtual reality to the company, singling out its PlayStation VR headset; director Ang Lee’s “Billy Lynn’s Long Halftime Walk,” which was shot in 3D 4K at 120 frames per second; and VR experiences tied to its movies, including “Ghostbusters,” “The Walk” and “Goosebumps.” Kando, the Japanese concept of stimulating emotional response in people, says Hirai, is at the center of what Sony wants to create in all its work. Continue reading Sony Doubles Down on VR with ‘Billy Lynn’ and PlayStation VR
By
Debra KaufmanOctober 12, 2016
With its game engine, Electronic Arts can apply code created for one game to another new game. EA has evolved its engine, now integrating the features of a dozen into a single game engine, dubbed Frostbite, which was used most recently to create the title “FIFA 17.” Now, Facebook, Amazon and other tech companies are also interested in game engines, which can handle graphics and physics as well as save time and money on R&D, and open doors to development in new media markets such as virtual reality. Continue reading Game Engines Are Now Entrée to Better Titles, Faster Delivery
By
Debra KaufmanOctober 10, 2016
At the third Oculus Connect, the company revealed Santa Cruz, a new prototype headset that doesn’t require external cameras or towers to move through digital space. The cameras detect real motion, which matches the virtual environment. Also shown was a new social VR experience that allows the user to hang out with friends, who appear as icons, in a real-world 360-degree scene. Oculus debuted the ReactVR JavaScript framework for building WebVR experiences that will be able to run on Carmel, Oculus’ upcoming VR Web browser. Continue reading Oculus Connect Unveils Wireless Headset, Social VR, Web VR