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

Hamlet 360 and Other Stage Plays Integrate Immersive Tech

Theaters, from the experimental to the commercial, are using augmented reality, 360-degree videography and other new technologies to make their productions more immersive, even on traditional stages. In one recent production, “Hamlet 360,” technical direction by Sensorium transforms the 61-minute Shakespearean play into virtual reality. Another recent example is The Builders Association’s AR-integrated production “Elements of Oz,” where audience members use their cellphones to see a tornado approach Dorothy’s house. Continue reading Hamlet 360 and Other Stage Plays Integrate Immersive Tech

Augmented Reality Drives Need for New Cloud Infrastructure

The potential of augmented reality is massive but despite software development kits including Apple’s ARKit, Google’s ARCore, Amazon Sumerian and Microsoft’s Mixed Reality ecosystem, actual implementations have been limited. That’s because the current cloud infrastructure constrains actual consumer-facing AR projects. The popularity of “Pokémon Go” in summer of 2016 was an example of that; at the first Pokémon Go Fest in Chicago, 20,000 players experienced slowdowns and outages due to constrained network bandwidth. Continue reading Augmented Reality Drives Need for New Cloud Infrastructure

Cinemark, Spaces Partner for Location-Based VR Experience

On February 8, Cinemark Holdings, in partnership with Spaces, will open VR entertainment centers at its Century 20 Oakridge and XD facility in San Jose, California, located at the Westfield Oakridge Shopping Center. Burbank-based Spaces, which spun out of DreamWorks, opened its first VR experience, based on “Terminator: Salvation,” in Irvine. Spaces offers more sensors and haptic feedback than a home VR experience, with physical features including ramps and motion platforms for a more realistic experience. Continue reading Cinemark, Spaces Partner for Location-Based VR Experience

Nielsen’s SuperData and App Annie Quantify Gaming Market

Epic Games’ “Fortnite” led the way to 13 percent growth of digital games and interactive media to $119.6 billion in 2018, said Nielsen division SuperData. On its own, “Fortnite” earned $2.4 billion last year. The global industry segment is expected to grow to $118.2 billion in 2019. SuperData’s annual report stated that, in 2018, 850 million unique people viewed video games, with Tyler “Ninja” Blevins garnering 218 million hours, making him Twitch’s No. 1 streamer. Mobile games came out on top with $61.3 billion in revenue. Continue reading Nielsen’s SuperData and App Annie Quantify Gaming Market

Dreamscape Immersive to Expand Location-Based VR in 2019

Dreamscape Immersive focuses on creating virtual reality experiences as location-based entertainment in malls and other venues. From the entrance, a “departure lounge” that immerses visitors in backstories and props, titles such as “Alien Zoo” and “Lavan’s Magic Projector: The Lost Pearl” are intended to feel like journeys. Dreamscape chief executive Bruce Vaughn, who was former chief creative officer of Walt Disney Imagineering said it’s about reframing how audiences view virtual reality. Continue reading Dreamscape Immersive to Expand Location-Based VR in 2019

ETC Panel: USC Students Discuss the Future of Entertainment

The ETC invited nine undergraduate students from the USC School of Cinematic Arts to the December 13, 2018 All Members Meeting to discuss their impressions regarding the future of entertainment. Click here for a six-minute highlight reel from that one-hour conversation, featuring student perspectives on immersive storytelling, social media, content distribution and more. ETC plans to produce student discussions at least quarterly in 2019 — twice at our Executive Board Meetings and twice for our All Members Meetings. We encourage everyone at an ETC-member company to attend (as appropriate) and ask questions at these future sessions. Continue reading ETC Panel: USC Students Discuss the Future of Entertainment

HTC Unveils New Vive Pro Headset with Foveated Rendering

At CES in Las Vegas, HTC unveiled an upgrade to its Vive Pro VR headset, the Vive Pro Eye, featuring integrated eye tracking for in-app controls, analysis of user attention and foveated rendering. The last item relates to the ability of cameras in the headset to precisely track the position of the eyes’ pupils to enable the GPU to focus processing on that location. With foveated rendering, the GPU is said to save 30 percent over its power, which can be used to conserve power or increase detail within the rendered area. Continue reading HTC Unveils New Vive Pro Headset with Foveated Rendering

Interesting AR and VR Tech Found Around the Edges of CES

Among the sea of copycat and incrementally-improved AR and VR headsets being shown at CES, a few stood out because they either executed the potential of existing technology particularly well or they are developing a tech that could help advance the industry. We had the opportunity to check out a wide range of compelling products including MAD Gaze’s Vader AR glasses, the Pimax 8K Series HMD, the Vision optical engine by Lumus, ThirdEye’s hardened AR glasses for industrial and other uses, PinMR tech from LetinAR, the XTAL HMD from VRgineers, and Viewpointsystem’s lightweight tethered eyeglass frame. Continue reading Interesting AR and VR Tech Found Around the Edges of CES

CES Research Summit: Experts Consider 5G Tech, Use Cases

The advent of 5G doesn’t mean that 4G is going away any time soon, explained industry leaders at CES. “It’s not a light switch,” suggested AT&T Mobility vice president, IoT solutions Joe Mosele. “There’s still room for 4G LTE to grow, and it will continue to be a complement to 5G.” Boingo Wireless chief technology officer Derek Peterson added that, “we’ll see gigabit speeds on LTE.” “You’ll see continuous advancements with Wi-FI as a component as well as unlicensed spectrum and near-band IoT,” he said. “It’s an evolutionary cycle.”

Continue reading CES Research Summit: Experts Consider 5G Tech, Use Cases

CES Panel: Possibilities of Marrying 5G with Edge Computing

What is edge computing and what can it bring when married with 5G, asked TechRepublic editor-in-chief Jason Hiner, who moderated a CES panel on the topic. AT&T vice president Alicia Abella described edge computing in historical context, as the pendulum has swung back and forth from centralized computing (in the 1960s to 1980s) to compute power on the desktop (with the advent of the desktop PC), back again to a centralized notion with the cloud, and now back to a distributed model with edge computing. Continue reading CES Panel: Possibilities of Marrying 5G with Edge Computing

Verizon CES Keynote Demonstrates ‘Eight Currencies’ of 5G

“5G will change everything,” said Verizon CEO Hans Vestberg in the opening statement of his CES keynote. The exponential enabling power of the 5G network relies on what he called “eight currencies” or capabilities that together produce true 5G. They are peak data rate, mobile data volume, mobility, connected devices, energy efficiency, service deployment, reliability and latency. These “currencies” enable innovation and Vestberg presented initiatives with The New York Times, Walt Disney Studios, Verizon-owned drone operator Skyward, and Medivis, in healthcare, as examples. Continue reading Verizon CES Keynote Demonstrates ‘Eight Currencies’ of 5G

CES Panel: Envisioning Entertainment in the 5G Ecosystem

UTA chief innovation officer Brent Weinstein convened technology and entertainment honchos to parse out 5G’s impact on a range of M&E applications. Intel senior vice president/general manager of the network platforms group Sandra Rivera opined that, “it’s never too early to be on the forefront of innovation.” “The work we did on 4G created the environment that drew in investment and services from Airbnb to Netflix and Uber,” she said. “We’re not quite at 5G, but the excitement is attracting the entrepreneurs and engineers.” Continue reading CES Panel: Envisioning Entertainment in the 5G Ecosystem

Highlights From the AR/VR Think Tank Sessions at CES 2019

During the AR/VR Think Tank panel and subsequent panels on gaming and LBE (Location-Based Entertainment) at CES this week, representatives of production and tool companies put the current state of the medium in a broader context. We are past the initial “everything should be shot in 360” stage, and are now asking, “what are you trying to say?” Ultimately the experience must be purpose-driven. Game developer Don Daglow noted that killer apps usually happen by accident when someone’s passion taps into an unrecognized mass market demand. He noted that VisiCalc was a killer app for the PC, for example. Continue reading Highlights From the AR/VR Think Tank Sessions at CES 2019

CES: The Era of Screens in Contact Lenses May Be Upon Us

Beneficial Vision smart contact lenses from Care Harmony Corp. use a variety of technologies distributed among wearable devices to deliver monochromatic text and video images through contact lenses. The smart lenses contain an outer ring of rechargeable batteries and lasers that use wave-guide technology to project an image into the central area of the contact lens. In addition to delivering audio, wireless earbuds track head position and send that information to the contacts, so the projected image can appear to be a stable overlay in a fixed position in the real world when you move your head. Continue reading CES: The Era of Screens in Contact Lenses May Be Upon Us