By
Paul BennunJanuary 12, 2024
While technology for immersive visual content has (for now) settled on stereoscopic headsets with two little high-resolution screens behind two little lenses, at CES in Las Vegas this week four different developers presented four different approaches to realistic haptic feedback for arms and hands. Buzzing, squeezing and zapping are all on offer, with fundamentally different business and technology models. New haptic products from companies such as Afference, bHaptics, Valkyrie Industries and Microtube Technologies suggest we may be slowly getting closer to more physically-engaging immersive experiences. Continue reading CES: Haptic Technology Makes Slow Strides for CE Products
By
Paula ParisiOctober 3, 2023
Swiss technology firm CREAL has announced what it calls a breakthrough in lightfield technology that can greatly improve augmented reality experiences. The tech is set to be commercially released in early 2024 for integration into third-party products, CREAL CEO Tomas Sluka says the advancement will make it more comfortable to wear AR glasses, reducing eye strain, nausea and fatigue. While other companies approach AR’s challenges through solutions including passthrough, monocular projection and varifocal display, CREAL says the stack it’s built for lightfield display addresses the most pressing common issues. Continue reading CREAL Plans Launch of Commercial Lightfield AR Next Year
By
Paula ParisiMay 12, 2022
In the run-up to SIGGRAPH 2022, August 8-11 at the Vancouver Convention Center, Nvidia is unveiling some splashy designs, including what is described as the world’s thinnest VR glasses (just 2.5mm). Developed in conjunction with Stanford University, the team says the new VR headset can easily be modified to achieve a 120-degree diagonal field-of-view (though the initial prototypes are much narrower in scope). The lightweight glasses provide a true holographic display but can also display flat images. Most current VR headsets achieve depth by converging flat images for a stereoscopic view. Continue reading Nvidia and Stanford Co-Develop World’s Thinnest VR Headset
By
Paula ParisiFebruary 8, 2022
Dimenco’s new stereoscopic 3D display has been called “breathtaking” and the future of screen viewing. The Netherlands-based company’s Simulated Reality Pro gives the impression of images coming out of the screen without special eyewear. Dimenco defines Simulated Reality (SR) as immersive technology somewhere between augmented reality and virtual reality. Dimenco’s display tech relies on visual parallax and perspective-shifting to provide its SR experience. The viewer’s eyes are tracked by an in-unit sensor that serves discrete left- and right-eye views rapidly enough to read as a single image, allowing you to “look around” the picture elements. Continue reading Dimenco’s Glasses-Free 3D Display a Hint of Things to Come
By
Debra KaufmanJanuary 25, 2021
Sony first teased its Spatial Reality Display at last October’s CES Unveiled Conference. Experts have alternately described the experience as taking 3D to the next level, virtual reality without the headset and, simply, mind-blowing. In essence it relies on Sony’s Eye-Sensing Light Field Display (ELFD) technology to create an experience somewhere between virtual reality and next-gen 3D. The Spatial Reality Display was named a CES 2021 Innovation Awards Honoree. A shipping product, the display’s suggested retail price is $4,999.99. Continue reading CES: Sony Promotes Glasses-Free 3D Spatial Reality Display
By
Debra KaufmanApril 11, 2019
The Immersive Digital Experience Alliance (IDEA) has debuted, with the stated goal of creating royalty-free specifications for all immersive media formats, including light field technology. The Alliance’s founding members include CableLabs, Charter Communications, Light Field Lab, OTOY and Visby. The Alliance has started developing the Immersive Technology Media Format (ITMF), slated for release in 2019, which the group believes will “serve as an interchange and distribution format that will enable high-quality conveyance of complex image scenes.” Continue reading Immersive Digital Experience Alliance Launches at NAB 2019
By
Debra KaufmanJanuary 17, 2018
At CES 2018, Kodak showed its new Kodak Pixpro Orbit360 4K camera, debuted in August. Kodak is positioning the camera as a next-generation 360-degree camera for video and still photography that features built-in processing. The camera has two hemispherical lenses, one on either side of its rectangular body. One lens is 155 degrees and the other is 235 degrees; the two lenses work together to create the 360-degree, 4K image that can be live-streamed or uploaded via Wi-Fi to Facebook, YouTube and other platforms. Continue reading Kodak Shows 360-Degree Cam, VR Cameras in Development
By
Rob ScottApril 28, 2017
At NAB this week, Google introduced its latest VR camera, the Yi Halo, one year after partnering with Xiaomi-backed, Chinese action cam maker Yi Technology. The $17,000 spherical device, which uses Google’s cloud-based stitching system Jump for producing stereoscopic 360-degree videos, will be available this summer. The Yi Halo combines 16 4K action cams with an extra camera facing upwards. While Google unveiled Odyssey two years ago, featuring 16 GoPros, the rig has largely served as a test case. The Yi Halo, however, is commercially designed with feature improvements and multiple extras. Continue reading NAB 2017: Google Unveils the New $17K Yi Halo VR Camera
By
Debra KaufmanOctober 14, 2016
In fall 2014, Google began developing a project it just unveiled: the Jump 3D video capture and production platform for virtual reality. Just as the newly released Daydream View makes the VR headset affordable, with Jump, the company hopes to make VR production both less expensive and, with 3D, more immersive. Although 3D has lost popularity, its use for virtual reality creates more of a “you are there” experience by emulating the way human vision works. Most 360-degree videos are currently still shot in 2D. Continue reading Google Launches Jump Camera Rig and 3D Video Assembler
By
Debra KaufmanJuly 29, 2016
Facebook just put the blueprint and software for its 17-lens Surround 360 stereoscopic 3D camera on GitHub, fulfilling a promise the company made earlier to make the camera design, assembly instructions, control software and stitching software available for free. Facebook’s move is seen as an effort to enable more people to create 360-degree immersive videos. By open-sourcing the camera’s construction and operation, developers will be able to create products and speed up the development of the marketplace. Continue reading Facebook Open-Sources Designs for Surround 360 Camera
By
Debra KaufmanOctober 29, 2015
In the world of UHD/4K, movies and TV programs can require massive amounts of compute power. Take a recent 50-minute UHD natural history documentary that Sundog Media Toolkit worked on. Chief executive Richard Welsh reports it ran for four hours on over 5,000 processors. The necessity for finding huge amounts of compute power is becoming a challenge for productions, he notes. “We could have run that job in real time if we had split it up more, and that would have taken us up to more than 20,000 processors for one hour.” Continue reading SMPTE 2015: Post Production Is Moving to the Cloud, Slowly
By
Debra KaufmanSeptember 8, 2015
A technique called light field capture will become the foundation for photoreal virtual actors for virtual reality, says Paul Debevec, chief visual officer at the University of Southern California’s Institute of Creative Technologies (ICT). At the recent VRLA Expo, Debevec gave a talk on the topic that explored two decades of research and development in light field capture technology, and described the basics of what makes this technique so compelling to create photorealistic virtual reality. Continue reading ABCs of Light Field Capture, Key to Photorealistic Virtual Reality
By
Meghan CoyleMarch 2, 2015
Magic Leap CEO Rony Abovitz participated in a Reddit AMA (“Ask Me Anything”) session last week and his answers revealed some of the virtual reality company’s lofty ambitions. The startup raised some $542 million last year to engineer a pair of chunky sports sunglasses that can make virtual objects appear in a real life setting, a technique called “cinematic reality.” Abovitz believes that Magic Leap’s computing technology could eventually replace the other screens in our daily lives, including those on smartphones. Continue reading Magic Leap’s Cinematic Reality May Replace Your Smartphone
By
Erick MendozaFebruary 17, 2015
Mattel has announced a partnership with Google to revive the toymaker’s iconic View-Master device. In place of cardboard discs with stereoscopic images, the updated toy will incorporate the View-Master app on a user’s mobile phone and deliver a true virtual reality experience. The technology used for the View-Master is identical to that which powers Google Cardboard, and like Cardboard, the View-Master was designed to make VR affordable. The View-Master will retail for $30 and be available later this year. Continue reading Mattel Teams with Google to Resurrect the Iconic View-Master
By
Phil LelyveldJanuary 5, 2015
Sony demonstrated its SmartEyeglass product during APPNATION VI at CES, held at The Cosmopolitan Hotel. The augmented reality glasses use two forward-facing projectors built into see-through glasses to overlay data at a controlled stereoscopic distance in space onto the real world. Sony will sell the glasses at “a high price point” to consumers in a few select markets starting this quarter. More importantly, they hope to interest and involve developers worldwide and build out an ecosystem of apps over time. Continue reading SmartEyeglass: Sony Demonstrates AR Glasses at APPNATION