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Debra KaufmanJanuary 22, 2019
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
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Debra KaufmanJanuary 18, 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
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Phil LelyveldJanuary 15, 2019
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
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Debra KaufmanJanuary 11, 2019
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
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Phil LelyveldJanuary 11, 2019
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
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Debra KaufmanJanuary 10, 2019
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
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Debra KaufmanJanuary 10, 2019
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
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Don LevyJanuary 9, 2019
“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
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Debra KaufmanJanuary 9, 2019
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
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Phil LelyveldJanuary 9, 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
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Phil LelyveldJanuary 9, 2019
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
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Don LevyJanuary 8, 2019
In his CES pre-show keynote presentation, LG Electronics president and chief technology officer Dr. I.P. Park set the stage for an AI-infused vision of tomorrow by questioning if we are “making our lives better, how much better, and better how?” Park called on XPRIZE Foundation founder and executive chairman Peter Diamandis to illustrate what artificial intelligence enables and Landing AI founder and CEO Andrew Ng to explain how AI technologies will evolve. Open-source webOS and 5G were the cornerstone technologies for the product demonstrations by Luxoft and Qualcomm, respectively. Continue reading CES Keynote: LG Exec Asks if Life Is Better and By How Much
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Debra KaufmanJanuary 8, 2019
Altman Vilandrie & Company director Jonathan Hurd presided over a panel at CES on how TV has evolved and will continue to change. Viacom’s Stefanie Schwartz noted that her company is making “hours of original content to drive viewership and engagement on all the social platforms.” “We’re experimenting with all kinds of formats and seeing what works,” she said. MAGNA North America president David Cohen said his company is doubling down on OTT. “We’re looking to think about where to put the dollars as consumers migrate,” he said. Continue reading CES Panel: Defining TV Across Primetime and Multi-Platforms
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Debra KaufmanJanuary 7, 2019
At CES 2019’s opening event at Mandalay Bay, CTA vice president of market research Steve Koenig aimed to whip up enthusiasm in the packed room for the technologies attendees would be seeing both at CES Unveiled, which followed this session, and on the many exhibit floors opening on Tuesday. He pinpointed the importance of 5G in bringing to full fruition many of the technologies that have been percolating at the annual CES confab over the past five years, including the Internet of Things, autonomous vehicles and 8K TV. Continue reading CES 2019: Big Technology Changes Await the Arrival of 5G
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Debra KaufmanJanuary 7, 2019
At a session on “Gaming is the Killer App for AR/VR,” moderator Ariella Lehrer of HitPoint Studios stated that a “killer app” would be defined as any app that moves hardware units. That brought a wince from Needham & Company’s Laura Martin who objected that money, not hardware, is the metric to look at. Martin added that hardware sales don’t take into account the fact that so much AR will be done on a smartphone rather than a game console. “Because it uses your smartphone, AR will get faster adoption,” she suggested. Continue reading CES Session: Defining and Creating the Killer AR/VR/MR App