By
Meghan CoyleFebruary 2, 2016
While Facebook, Google and Microsoft have already invested significant resources in developing virtual reality and augmented reality, Apple is just getting started. The tech giant acquired an augmented reality startup called Flyby Media, which develops technology for image-recognition on smartphones. Flyby Media previously worked with Google on “Project Tango.” Apple also hired Doug Bowman, an expert in human-computer interaction and immersion in virtual environments. Continue reading Apple Steps Up Its VR Efforts with Acquisition of Flyby Media
By
Debra KaufmanFebruary 1, 2016
Facebook is turning on live streaming video broadcasting to what is potentially a nearly 1 billion-member base. With 934 million customers worldwide, Facebook will offer the live streaming capability first to iPhone users, with a global rollout over the next few weeks. The company has been testing this service with a handful of public figures for the last two months. At the same time, with chief executive Mark Zuckerberg’s strong belief in the future potential of VR, Facebook is making strides in developing a network for it. Continue reading Facebook Launches Live Video, Starts to Develop VR Network
By
Rob ScottJanuary 29, 2016
Facebook announced yesterday that it plans to shutter Parse, its toolkit and support platform for mobile developers the company hoped would serve the Internet of Things and lead to a cloud business that could compete with Amazon, Google and Microsoft. Parse provides developers with support and tools that enable programmers to write code rather than spend valuable time maintaining the back end. Users of the platform include developers at productivity app Quip and Expedia’s travel website Orbitz. The social giant paid a reported $85 million to acquire Parse in 2013. Continue reading Facebook Makes Decision to Shutter Services Platform Parse
By
Debra KaufmanJanuary 25, 2016
A look back at 2015 reveals memorable trends in social media: the birth of live social streaming, with Periscope and Meerkat winning over early adopters; the growth of Snapchat, with its more than 200 million active users; and video, with Facebook users logging about 8 billion video views a day (possibly even more than on YouTube). Looking ahead to 2016, it appears that new technologies will change how we interact with social media, creating new options for everything from shopping to sharing real-time experiences. Continue reading Predicting the Five Biggest Changes in Social Media This Year
By
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
By
Don LevyJanuary 11, 2016
CES 2016 had its share of attention-getting products, but some of the most interesting aspects of the show were under the horizon. Companies are beginning to recognize, understand, and explore new opportunities, implications and alliances. Among emerging trends: in VR, there will be real competition. Content on televisions — more than television hardware — drives the market, but demand for UHD is also growing. Big data is a big discussion about use, privacy and security. As ETC prepares its complete report on CES, we’ve compiled a slide show with some highlights. Continue reading Snapshots of CES 2016 Reveal Leading Trends and Stories
By
Phil LelyveldJanuary 8, 2016
Yesterday, we reported from the Sands Convention Center at CES where a number of innovative startups — including IonVR, The Eye Tribe and Reach Bionics — are demonstrating some compelling solutions for improved VR experiences this week. Today, we’ll be examining three other companies exhibiting at the Sands: Impulsonic and its Phonon ‘sonic architecture’ package; the Freefly VR head-mounted display from Proteus VR, that features a Bluetooth-connected controller; and ImmersiON VRelia, which offers a unique spherical encoding and compression solution with its mobile VR headset. Continue reading CES: Virtual Reality Startups Tackling Big Problems (Part 2)
By
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
Virtual reality began to dominate headlines last year at CES, and that drumbeat will only grow louder this year. Falling at the beginning of the proclaimed release window for two of the flag bearers of the VR renaissance, Oculus and Sony, and accompanied by a bumper crop of hardware and software suppliers, VR is ready to emerge from the shadows of the early adopters and meet the general consumer. We expect to see innovative products in January from companies such as Google, GoPro, HTC, NextVR, Sixense, Yezz and others. Beyond gaming and 360-degree video, we’ll be watching for new approaches to live streaming sports and music events. Continue reading CES 2016: Virtual Reality Headgear, Platforms, Ecosystems
By
Erick MoenDecember 11, 2015
The increasing interest in virtual reality and rise of the app stores are expected to help make gaming a hot topic at January’s CES. Coming off its crowd-pleasing debut at the show last year, and with its consumer launch only months away, expect Oculus to monopolize the floor. And with it comes an array of manufacturers hoping to add a new dimension to the immersive gameplay experience with new peripherals. Meanwhile, the widespread adoption of game systems as entertainment hubs has created a new pipeline for indie developers to reach consumers. And let’s not forget the rise of eSports. Turner Broadcasting certainly hasn’t, and will be bringing its largest-ever showcase to prove it. Continue reading CES 2016: VR, Game Platforms, eSports Coming to Las Vegas
By
Debra KaufmanNovember 9, 2015
YouTube is introducing 360-degree VR videos as well as a virtual movie theater for all YouTube videos. Anyone with a Google Cardboard headset and the Android app can begin viewing the ten or so VR videos that YouTube produced; the iOS app is coming soon. YouTube’s VR features come just before The New York Times ships 1.3 million Google Cardboard sets and its own VR documentary, “The Displaced.” YouTube’s assertive move into VR is widely seen as a way to stay a step ahead of the competition, Facebook in particular. Continue reading YouTube Democratizes VR, Stays a Step Ahead of Competition
By
Don LevyNovember 2, 2015
An all-star panel of futurists and inventors featuring John Underkoffler, CEO & chief scientist, Oblong Industries; Philip Rosedale, CEO of High Fidelity and founder of virtual world “Second Life;” Berkeley academic Jack McCauley, founder & president of McCauley Labs and a co-founder and chief engineer of Oculus; and Richard Marks, director of PlayStation Magic Lab looked above and beyond the introduction of VR to articulate an array of visions and technical challenges yet to be mastered. The panel took place at Digital Hollywood and was moderated by ETC project manager Philip Lelyveld. Continue reading Digital Hollywood Panel Discusses Interfaces and Future of VR
By
Debra KaufmanOctober 20, 2015
In GoPro’s first ever deal with an educational institution, the camera company and USC School of Cinematic Arts announced that USC students will receive help to distribute, monetize and promote content created with GoPro camera equipment. As part of the deal, GoPro will donate 150 cameras and accessories, and GoPro camera technology will be incorporated into the school’s filmmaking curriculum — including education, workshops and one-on-one tutoring — this fall. The cameras will also be used for gaming and VR. Continue reading GoPro and USC Ink Deal to Use Cameras for Film, Games, VR
By
Rob ScottOctober 5, 2015
Oculus is joining with a number of hardware partners — including Alienware, AMD, Asus, Dell, Intel and Nvidia — to introduce “Oculus Ready” PC systems optimized for the Rift. Starting at price points under $1,000, PCs featuring the certification are expected to hit the market next year and could be a major step toward the consumer adoption of virtual reality. Oculus CEO Brendan Iribe previously hinted that a complete Rift system, including a PC, would run about $1,500. Founder Palmer Luckey recently added that the Rift headset alone will cost more than the $350 developer kit. Continue reading Hardware Partners to Introduce “Oculus Ready” Certified PCs
By
Debra KaufmanSeptember 28, 2015
At the Oculus Connect 2 developers conference, the company, now a unit of Facebook, focused on its efforts to increase the amount of content available for VR headsets, several of which are slated for launch in early 2016. That’s because a dearth of content is seen as a stumbling block to consumer adoption of VR when it becomes widely available. The conference unveiled newly inked deals for streaming movies and TV shows from Netflix, the popular “Minecraft” game and movies including “The Hunger Game” series. Continue reading Oculus Conference Puts Spotlight on Virtual Reality Content