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Debra KaufmanOctober 28, 2016
Microsoft has debuted Surface Studio, a desktop personal computer that transforms into a digital drafting table — and the company’s first desktop PC. Surface Studio is an all-in-one-PC that sports an aluminum body with a 28-inch screen on top of a stand. An accessory device, dubbed Surface Dial, is an add-on to the mouse, for a more precise way to zoom into images. The company also revealed that an upcoming update to its Windows 10 operating system will make it easier to create, manipulate and view 3D objects. Continue reading Microsoft Debuts its First Desktop PC, Designed for ‘Creators’
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Debra KaufmanOctober 27, 2016
On the heels of NBA Digital’s announcement that it would stream one live game optimized for VR per week, on Tuesday, the NBA will introduce another feature: “Mobile View,” which offers a tighter zoom on the action for better viewing on phones and tablets. Games will be shot with different cameras to enable Mobile View, which will be available to subscribers of NBA League Pass, Team Pass, and even those who stream single games. Mobile View will be in preview for a week during League Pass’ trial period. Continue reading For NBA Digital, the Television Set is Now the Second Screen
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Debra KaufmanOctober 26, 2016
WiGig, a super-fast Wi-Fi standard, will appear next year in “marquee” smartphones and laptops certified by the Wi-Fi Alliance. The Alliance, which is also certifying routers and other devices, says WiGig only works over a distance of about 33 feet (10 meters), meaning its use will be limited to devices within range of a WiGig router. But WiGig might be an ideal technology for virtual reality headsets, which currently need to be tethered to a PC or game console with thick cables, thus limiting movement in a VR experience. Continue reading Wi-Fi Alliance Begins Certification of WiGig Devices, Routers
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Debra KaufmanOctober 26, 2016
Google is getting closer to creating a headset ideal for augmented reality, according to knowledgeable sources. The company established a team to develop a VR headset that doesn’t require a computer or smartphone, and now is reportedly integrating eye tracking and sensors/algorithms that will map out the real-world space in front of a user. In related news, Google bought eye-tracking company Eyefluence. The headset under development is separate from the company’s recently debuted Daydream VR platform. Continue reading Google Develops Standalone Headset for Augmented Reality
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ETCentricOctober 24, 2016
Netgear is launching its $500 Nighthawk X10, which the company claims is the “world’s fastest router.” The X10 features quad-stream Wave 2 Wi-Fi architecture, a 10-gigabit port and a 1.7-gigahertz quad-core processor, the fastest processor found in a home router today. Intended for 4K video streaming, instant backup and VR gaming, the Nighthawk X10 Smart Wi-Fi Router can handle next-gen 802.11ad Wi-Fi and speeds up to 7.2 gigabits per second. “The Nighthawk X10 supports Plex Media Server with transcoding for smooth 4K streaming, even to remote devices,” reports VentureBeat. “It is also the industry’s first router to run Plex Media Server without the need for a computer.” Continue reading Netgear Nighthawk Router Ideal for 4K Streaming, VR Gaming
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ETCentricOctober 21, 2016
The NBA announced it plans to stream at least one game each week this season in virtual reality. Available only to NBA League Pass subscribers, the VR streaming will debut October 27 when the Sacramento Kings take on the San Antonio Spurs. “Initially, they will only be accessible by people who own a Samsung smartphone and a Samsung Gear VR headset,” reports The Wall Street Journal, “but the plan is to make the games viewable on other types of VR devices later in the season.” The league, which “plans to have a distinct production crew and even announcing team for the VR broadcasts,” partnered with NextVR to develop an app for accessing the games in virtual reality. Continue reading The NBA Plans to Experiment with VR Streaming This Season
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Debra KaufmanOctober 21, 2016
Disney founded its own accelerator a few years ago, providing financial and logistical support to a range of startups from Hanson Robotics, which makes lifelike robots, to Jaunt and its VR cameras. Disney chooses the startups it supports wisely, selecting companies that are creating things that could potentially align with Disney’s media and business pursuits. Take virtual reality for example; Disney isn’t likely to build its own camera, but it can certainly benefit from supporting a company with the expertise to do so. Continue reading Disney Accelerator Supports Nine Startups for Mutual Benefit
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Debra KaufmanOctober 19, 2016
At his MIPCOM TV keynote, Sony president/chief executive Kazuo Hirai talked about the importance of virtual reality to the company, singling out its PlayStation VR headset; director Ang Lee’s “Billy Lynn’s Long Halftime Walk,” which was shot in 3D 4K at 120 frames per second; and VR experiences tied to its movies, including “Ghostbusters,” “The Walk” and “Goosebumps.” Kando, the Japanese concept of stimulating emotional response in people, says Hirai, is at the center of what Sony wants to create in all its work. Continue reading Sony Doubles Down on VR with ‘Billy Lynn’ and PlayStation VR
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Rob ScottOctober 19, 2016
Razer, which develops hardware and services for the gaming world, announced this week that it is acquiring THX from Creative Labs, with plans to run the iconic audio company (founded by filmmaker George Lucas in 1983) as an independent subsidiary with a focus on overseas expansion and new device areas such as VR headsets. THX is expected to continue operating under current management, led by CEO Ty Ahmad-Taylor. Razer, run by CEO Min-Liang Tan and valued at $1.5 billion, also acquired gaming startup Ouya last year. Financial terms of the THX deal have not been disclosed. Continue reading Razer Purchases THX with Plans for VR and Global Expansion
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ETCentricOctober 17, 2016
WebVR development, VR content, 3D audio, user interfaces, codecs, file formats and standardization will be among the many topics addressed at this week’s W3C Workshop on Web & Virtual Reality (October 19-20) in San Jose, California. The goal “will be to establish the overall roadmap to standardization to make the Web a robust platform for Virtual Reality,” explains organizer Dominique Hazaël-Massieux. Through presentations and breakout sessions, the workshop plans “to bring together practitioners of Web and Virtual Reality technologies to make the Open Web Platform a better delivery mechanism for VR experiences,” notes the event page. Continue reading W3C to Host Workshop This Week on Web and Virtual Reality
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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
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ETCentricOctober 13, 2016
The Entertainment Technology Center at USC, through its Project Cloud initiative, has selected filmmaker Christine Berg and writing partner Simon Shterenberg to receive the 2016 Innovative Technology Award for their AR/VR/Cloud-based project, “Wonder Buffalo.” Berg and Shterenberg developed the script at the Writers Guild Foundation’s Veterans Writing Program, which pairs military veterans with WGA film and television writers. “Wonder Buffalo” is the third short to be produced through ETC’s Project Cloud to explore and test next-gen production processes and technologies. Continue reading ETC Recognizes ‘Wonder Buffalo’ Creators for Innovative Tech
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Rochelle WintersOctober 13, 2016
Best practices for remaining on budget, the importance of planning and testing, whether to capture in mono or stereoscopic 3D, techniques for directing talent, and how to treat (or not to treat) VR environments were among the many topics discussed during a compelling panel about creating 360-degree video at the Oculus Connect 3 conference in San Jose last week. Four accomplished virtual reality production executives and technologists shared their practical knowledge and recommendations for navigating the uncharted waters of budgeting and producing VR content. Continue reading Industry Visionaries Discuss VR Production at Oculus Connect
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Debra KaufmanOctober 12, 2016
With its game engine, Electronic Arts can apply code created for one game to another new game. EA has evolved its engine, now integrating the features of a dozen into a single game engine, dubbed Frostbite, which was used most recently to create the title “FIFA 17.” Now, Facebook, Amazon and other tech companies are also interested in game engines, which can handle graphics and physics as well as save time and money on R&D, and open doors to development in new media markets such as virtual reality. Continue reading Game Engines Are Now Entrée to Better Titles, Faster Delivery
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Debra KaufmanOctober 11, 2016
Steven Spielberg’s Amblin Entertainment just inked a deal with Chinese e-commerce company Alibaba Group to produce, finance and distribute movies. The relationship gives Alibaba an entrée into the Hollywood moviemaking industry, and Amblin a pipeline to distribution in China. Although the financial details of the deal were not disclosed, Alibaba will now have a minority equity stake in Amblin and a seat on its board, and Amblin will have access to the Chinese company’s massive database on consumers there. Continue reading Amblin and Alibaba Ink Mutually Beneficial Moviemaking Deal