By
Debra KaufmanJanuary 4, 2017
CES always opens with CTA chief economist Dr. Shawn DuBravac’s revelation of the consumer electronics market numbers for the past year, and predictions for the coming year. This year — CES’s 50th anniversary — was no exception. DuBravac identified five trends to watch in the coming year: the new voice of computing; artificial intelligence’s infusion in our lives and businesses; connections and computations; transportation transformation; and digitizing the consumer experience. Continue reading CTA Chief Economist Identifies Tech Trends to Watch in 2017
By
Don LevyJanuary 3, 2017
Celebrating its 50th anniversary, CES opens in Las Vegas this week with 3,800 companies showcasing their latest products across almost 2.5 million square feet of exhibit space. Broad but logical thematic lines distribute the exhibits across three venues: Tech East at the Las Vegas Convention Center (LVCC), Tech West at the Sands and Venetian Complex, and Tech South at the Aria. Fifty years after 117 exhibitors dazzled 17,000 visitors with transistor radios and small-screen televisions, CES presents itself as the place “where tomorrow is on display.” Continue reading How to Navigate 2.5 Million Square Feet of CES Exhibit Space
By
Debra KaufmanJanuary 3, 2017
At CES 2017, Scalable Graphics, which specializes in GPU-accelerated cloud computing, is set to introduce a wireless PC solution for virtual reality that is compatible with Oculus Rift and HTC Vive headsets. The company’s one-pound KwikVR is a wireless compression and transmission system that cuts the cord between the VR headset and the computer powering it. Wireless VR and other hardware upgrades or peripherals that make VR experiences better are likely to be trends at CES 2017. Continue reading Scalable Graphics to Feature Wireless KwikVR System at CES
By
Don LevyJanuary 2, 2017
Beyond the sights and spectacle of CES, almost 2.5 million square feet of exhibits, 3,800 exhibiting companies, and 175,000 attendees, are oases of insight and information to be found among more than 300 conference sessions. CES conferences leverage the attendance of senior executives, experts, and policymakers to populate panels that cover the spectrum of product categories, tech trends, and consumer interests represented throughout the show. Eight SuperSessions feature senior leaders grappling with their experiences in emerging sectors, while 44 different tracks explore a wide range of timely topics. Continue reading CES 2017: Conference Sessions Explore Products and Trends
By
Debra KaufmanJanuary 2, 2017
According to SuperData Research, games were a $91 billion global market in 2016, with mobile games accounting for $41 billion (about 18 percent). In second and third place, retail games were valued at $26 billion, and free online games at $19 billion. SuperData also noted virtual reality, e-sports and gaming video content, all of which were characterized as small but growing fast, thus promising for 2017. “Monster Strike,” “Pokémon Go” and “Clash Royale” were among the blockbuster hits that made mobile games a winning category. Continue reading Global Game Industry Earned $91 Billion in Revenues in 2016
By
Don LevyDecember 23, 2016
The decision by automakers such as General Motors in 2016, Fiat Chrysler and the conceptualist Faraday Future this year to debut new cars at CES instead of the traditional Detroit Auto Show the following week is about more than making headlines. Rather, it is indicative of how much the future of transportation is connected to so many other moving parts and innovations across the massive consumer electronics landscape. Driverless cars won’t widen eyes this year as much as it will be what we can do in and with this massive shift. Continue reading CES: Future of Transportation Drives Innovation, Investments
By
Debra KaufmanDecember 23, 2016
With tighter integration between Twitter and Periscope, updated iOS and Android Twitter apps now feature a “LIVE” button on the screen that activates the camera and starts live video. Since Twitter acquired Periscope early last year, it enabled Periscope broadcasts within the Twitter stream, introduced a way to alert a Twitter user when someone you followed began live streaming, and debuted high-end tools for streaming to Twitter from professional cameras and VR headsets. The company is also introducing a pared down version of its previously shuttered Vine. Continue reading Twitter Debuts Live Video From Mobile Apps, Pares Down Vine
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ETCentricDecember 23, 2016
ETC’s Yves Bergquist will be presenting “From Demographics to Storygraphics: Audience Intelligence at the Frontier” during the Lionbridge #AIShowBiz conference on January 12 in downtown Los Angeles. The new conference brings together industry leaders to discuss trends and strategies related to the intersection of artificial intelligence and the entertainment industry. Members of the ETCentric community will receive 50 percent off the early-bird ticket by entering ‘AIHoliday50’ as the promo code. For more information about the conference, visit the AIShowBiz site. Continue reading Yves Bergquist to Present Trailblazer Talk at January AI Event
By
Hank GerbaDecember 21, 2016
As noted by Bolter and Grusin in their seminal work Remediation: Understanding New Media, there is a trend towards transparency of the supports that underlie media content. For example, consider the current obsession with grinding down smartphone bezels so that all that remains is a gleaming, five-inch window into the world of “Angry Birds.” Or, look to the excitement of panel manufacturers who boast of new color spaces, dynamic ranges, and resolutions. Virtual reality presents the possible apotheosis of this kind of mediation: a technology where content has no borders, instead utilizing the totality of one’s senses, the net cast by its content so wide that the machinery which deploys it becomes eclipsed. Continue reading CES 2017: An Argument for Opacity in Our Next Technologies
By
Debra KaufmanDecember 21, 2016
People are accustomed to accessing on-demand video at will, so a flight on an airplane with a communal TV screen can be jolting. Now, startup SkyLights aims to let airline passengers don a virtual reality headset to watch the latest 3D Hollywood movies. French entrepreneur David Dicko’s company offers a headset with six-hour battery life and noise-canceling headphones, which has been tested on flights for almost one year. French carrier XL Airways will soon begin to offer SkyLights headsets for rent, at $16 per flight. Continue reading SkyLights and Gogo Bring Personal Entertainment to Airlines
By
Phil LelyveldDecember 20, 2016
In 2016 the definition of virtual reality became somewhat diluted as it entered mainstream culture. Everything from non-interactive 360 videos viewable on a tablet to free-roaming full-body head-mounted display experiences inside warehouse spaces was marketed as VR. We saw ‘magic window’ VR experiences, a push for consumer HMDs including Gear VR, Oculus Rift, HTC Vive and PlayStation VR, and the introduction of low-cost alternatives such as Google Cardboard. It should come as little surprise that more than 210 companies exhibiting at CES 2017 use the keywords AR and/or VR in their descriptions; 72 are clustered in the Gaming and VR Marketplace section in South Hall Lower Level between spaces 21760 and 26025. Continue reading Virtual Reality Will Be a Major Force at CES 2017 Next Month
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Debra KaufmanDecember 20, 2016
When “Assassin’s Creed” opens in U.S. theaters on Dec. 21, moviegoers will get a chance to experience the cinematic version of a role-playing game via virtual reality. At select AMC theaters, the moviegoer can put on an Oculus Rift VR headset and become a passive character in an action scene with star Michael Fassbender. To create this challenging VR experience, the movie’s producers teamed with chipmaker Advanced Micro Devices (AMD), which provided graphics expertise in exchange for being associated with the popular franchise. Continue reading Marketers and Movie Producers Try Out New VR Experiences
By
Debra KaufmanDecember 20, 2016
Oculus debuted Parties and Rooms for the Samsung Gear VR mobile headset, a significant move in making virtual reality more social. Parties allows a multi-person conversation to take place on top of whatever else the individuals are doing in VR, and Rooms is a digital lounge where up to four people can gather to watch videos, play simple games or just relax. Facebook also just launched its “Coordinated App Launch API,” which will enable those friends hanging out in Rooms to launch a developer’s multiplayer game. Continue reading Oculus and Facebook Aim to Make Virtual Reality More Social
By
Phil LelyveldDecember 19, 2016
Until “Pokémon Go” burst onto the scene last summer, augmented reality was developing quietly in the shadow of virtual reality. With the spike of awareness around the success of “Pokémon Go,” we are rapidly redefining and evolving our ideas of what an AR experience can be. The AR landscape includes developers, storytellers, world builders, platforms and SDKs, apps and browsers, glasses and lenses, image recognition, spatial audio and spatial awareness tech, haptic feedback and other sensory input/output tools, agencies, research institutions, and more. We expect AR to be a major topic at next month’s CES 2017. Continue reading AR Experiences a Breakout Year, More to Come at CES 2017
By
Yves BergquistDecember 14, 2016
Artificial Intelligence is finally here. After nearly 50 years in the doldrums of research, the science of designing “thinking machines” has jumped from academic literature to the lab, and even from the lab to the store. This is largely because its precursor, machine learning, has been enjoying a dramatic revival, thanks in part to the commoditization of sensors and large-scale compute architectures, the explosion of available data (necessary to train advanced machine learning architectures such as recurrent neural networks), and the always burning necessity for tech companies to find something new. We expect AI to have a significant presence at next month’s CES in Las Vegas. Continue reading CES: From Learning to Thinking Machines – the AI Explosion