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Debra KaufmanJuly 30, 2019
HTC is set to debut the Vive Cosmos next-generation VR headset that aims to simplify VR for gamers. The PC-compatible Cosmos is portable, featuring a single cable from the left side of the headset. It relies on four cameras located on the headset, one on each side and two on the front, plus two others that can be added via a removable faceplate with cameras on the top and bottom. Removable speakers are integrated on either side of the headset. By being self-contained, the Vive Cosmos can be used in more play environments. Continue reading Vive Cosmos: HTC Offers Details of Next-Gen VR Headset
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Debra KaufmanJuly 26, 2019
Apple, Broadcom, Facebook, Google, HP, Intel, Marvell, Microsoft and Qualcomm are all petitioning the FCC to approve a Very Low Power (VLP) category of Wi-Fi, which would allow them to take advantage of the FCC’s recent opening up of the 6GHz band for unlicensed activity. VLP would enable short-range, point-to-point connections between two devices that travel below a specific power threshold (14 dBm EIRP); they say they can deliver 2Gbps at a distance of three meters — and that VLP is necessary for the proliferation of 5G. Continue reading Tech Companies Join Forces to Ask FCC For Faster Wi-Fi
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Phil LelyveldJuly 25, 2019
The impact of social media and the Internet on today’s political arena is undeniable, but how will the emerging world of deep fakes, virtual influencers and augmented technologies tip the scales in 2020? During an AWE Nite LA meetup this week at the Phase Two co-working space in Los Angeles, the ETC’s Phil Lelyveld moderated a panel on the impact of emerging technologies on the 2020 presidential election. Panelists included machine learning expert Stanley Bishop, journalism professor Robert Hernandez, filmmaker and Artie founder Armando Kirwin, and bot creator Sally Slade. Continue reading AWE Nite LA: Immersive Technologies & the 2020 Election
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ETCentricJuly 24, 2019
The Entertainment Technology Center at The University of Southern California (ETC) will produce “vETC | The Grand Convergence 2019: Innovation and Integration,” its 5th annual virtual conference, August 27-28, 2019, in Los Angeles, highlighting significant presentations of emerging technologies and their impact on the M&E industry. The presentations will be recorded and posted to our YouTube channel. The Initial Expression of Interest seeking speakers and topics is open through Friday, August 9. Specific areas of concentration include 5G, AI, machine learning, adaptive production, blockchain, immersive media, virtual beings, and streaming. We welcome additional topics. Speakers will present concepts, workflows, business models, case studies, etc. Please no sales pitches! If you are interested in consideration, click here for more information. Continue reading ETC Virtual Conference: Call for Speakers Deadline Aug. 9
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Debra KaufmanJuly 12, 2019
Microsoft, Google and Salesforce are now targeting the use of their technologies to an estimated two billion workers who don’t sit behind a desk. Microsoft, with its HoloLens, has been the most aggressive in pursuing so-called frontline or firstline workers who do production, sales and service work. Its chief executive Satya Nadella noted the potential growth in this sector. Walmart now uses virtual reality to assess the skills of an employee and determine if she is ready to move up to middle management. Continue reading Firms Pursue Frontline Workers, Walmart Expands VR Use
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Debra KaufmanJune 24, 2019
On the Las Vegas strip, The LINQ Hotel & Casino just opened up six virtual reality bays operated by VR startup Survios. Surrounded by glass walls, the bays are set up with comfortable couches, big screen TVs, Xbox Ones and Oculus Go VR headsets. They offer visitors access to VR games including “Creed,” “Raw Data,” and, soon, “The Walking Dead: Onslaught.” Guests can visit a bar with a wrap-around touchscreen to play casual social games, an AR version of “Rock Paper Scissors” and watch the goings-on inside the VR bays. Continue reading Vegas Casinos Launch Free-Roam VR Games, Experiences
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Debra KaufmanMay 20, 2019
When Facebook’s Oculus Quest debuts on May 21, Google’s YouTube VR and its more than one million public VR videos will be available as an app. The app — first launched in 2016 — is already released for Oculus Go, Oculus Rift, HTC Vive, PlayStation VR, Samsung Gear VR and Google Daydream View. YouTube VR will allow Quest headset wearers to search for videos via voice and find VR (and non-VR) YouTube content with a “VR-optimized interface.” The VR movie theater Bigscreen will also launch on Oculus Quest and the Rift S headsets. Continue reading Oculus Quest to Launch with YouTube VR’s Million Videos
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
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Rob ScottApril 23, 2019
German research organization Fraunhofer, known for its extensive work in applied sciences, including its contributions to compression tech used for today’s MP3 audio and MP4 video, is now working on 5G virtual reality streaming software. Last year, Fraunhofer revealed its high-speed VR microdisplay hardware. It is now demonstrating new video compression software based on the MPEG-OMAF standard, which allows for streaming of 360-degree video over 5G networks. The goal is to minimize the problems related to resolution, compression artifacts and latency commonly experienced when streaming VR content over 4G and Wi-Fi networks. Continue reading Fraunhofer Compression Tech Used to Stream VR Over 5G
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Debra KaufmanApril 19, 2019
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
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Debra KaufmanApril 12, 2019
Western Digital global director of M&E marketing Erik Weaver introduced production in the cloud by relaying his experiences producing “Wonder Buffalo” at USC’s Entertainment Technology Center. The production included volumetric capture and photogrammetry in a VR pipeline in a cloud-based workflow, including the C4 identification system to track assets. During a panel this week at NAB 2019, Equinix, Google and Wasabi execs described their cloud-based solutions, and a client from Technicolor described the pitfalls of a cloud service. Continue reading Production in the Cloud Growing, But Still Poses Challenges
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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
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Debra KaufmanApril 9, 2019
At 30 Ninjas, chief executive Julina Tatlock noted that “the urge for immersion” is one of the chief disruptors that she and her partner, director Doug Liman, see in the M&E industry today. Whether it’s augmented reality, virtual reality or 360-degree imagery, she challenged the members of an NAB 2019 panel on emerging entertainment to pick the one they think will impact production in the next two years. Greenlight Insights VR/AR analyst Alexis Macklin picked all of them — plus cloud computing and AI tools. Continue reading Innovators, Analysts Examine New Entertainment Paradigms
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Debra KaufmanApril 8, 2019
Verizon Communications debuted its first 5G wireless service in parts of Chicago and Minneapolis, the same day that South Korean carriers rolled out their services in parts of Seoul. Both groups sped up their 5G launch to lay claim to being the world’s first to offer 5G services. South Korea’s two largest carriers, SK Telecom and KT Corporation (formerly Korea Telecom), claim to be first to sign up 5G subscribers. Being first in 5G is a way to advertise technology strengths, but it’s not very important to consumers choosing their wireless providers. Continue reading U.S., South Korea Carriers Claim Title of First to Roll Out 5G
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Debra KaufmanApril 2, 2019
In May, Valve Corporation will unveil a virtual reality headset, dubbed the Valve Index. In 2016, the company teamed up with HTC to launch the SteamVR headset. Valve, which has a dedicated website for the new VR headset, will only reveal that it features two sensors flanking the front and supports a 135-degree field of view (FOV), which is greater than HTC Vive and Oculus Rift’s 110-degree FOV. Valve doesn’t mention SteamVR Knuckles controllers, which it has promoted via developer outreach since 2016. Continue reading Valve Plans to Introduce its Valve Index VR Headset in May