IEEE Picks Most Interesting Emerging Technologies at CES

The IEEE (Institute of Electrical and Electronics Engineers), with more than 430,000 members in over 160 countries, has a pedigree in publishing technical literature and developing international standards. At CES 2016, its members are actively involved in the development and advancement of some of the hottest trends on the show floor. At an end-of-conference session, a group of IEEE members revealed what they found to be the most interesting technologies on display and how they’re working to improve them. Continue reading IEEE Picks Most Interesting Emerging Technologies at CES

Virtual Reality, Mobile and HDR Are the Future of Storytelling

Virtual reality is inevitably part of the conversation when talking about storytelling of the future, the topic of a CES panel moderated by Variety’s Janko Roettgers. “We’re in the first inning,” suggested Condé Nast executive Joy Marcus, about VR. “We’re looking at it as a game that might go into extra innings. But we have an issue with devices and price points.” Google and Samsung have come out with options that work with smartphones, added Marcus. “But the other devices are pretty damn expensive.” Continue reading Virtual Reality, Mobile and HDR Are the Future of Storytelling

CES: Virtual Reality Startups Tackling Big Problems (Part 2)

Yesterday, we reported from the Sands Convention Center at CES where a number of innovative startups — including IonVR, The Eye Tribe and Reach Bionics — are demonstrating some compelling solutions for improved VR experiences this week. Today, we’ll be examining three other companies exhibiting at the Sands: Impulsonic and its Phonon ‘sonic architecture’ package; the Freefly VR head-mounted display from Proteus VR, that features a Bluetooth-connected controller; and ImmersiON VRelia, which offers a unique spherical encoding and compression solution with its mobile VR headset. Continue reading CES: Virtual Reality Startups Tackling Big Problems (Part 2)

CES 2016: Virtual Reality Startups Are Tackling Big Problems

A number of startups at the Sands Convention Center during CES are showcasing solutions for targeted problems and shortcomings within the overall VR experience. Some plan to develop products, while others hope to license their technologies and IP to others. IonVR is showing lens-based tech that reduces motion sickness and latency in mobile VR. The Eye Tribe is working on foviated rendering and an interface based on eye tracking, while Reach Bionics is developing a UI based on facial expressions. Continue reading CES 2016: Virtual Reality Startups Are Tackling Big Problems

How Virtuix Used MEMS and Sensors for Omni-Directional VR

Put on a headset and enter a virtual world for a first person shooter game. Now connect yourself to an omni-directional treadmill and make that VR game fully physical, as you walk forward, backward, crouch and shoot in every direction. That’s what Virtuix president David Allan showed at the MEMS & Sensors conference during CES, detailing how he created a system that allows a user to jump, strafe and generally have fun… without falling over. “The system needs to hold you in place and understand your movements and gestures,” he said. Continue reading How Virtuix Used MEMS and Sensors for Omni-Directional VR

Zeiss VR One GX: Superior Optics in a Well Designed HMD

Zeiss, known for high quality lenses, has applied its knowledge of optics to the VR One GX, a phone-based head mounted display featured at CES this week. The HMD looks like the Samsung Gear VR, but there are a number of key differences inside. The lenses are designed to be distortion-free over the full field of view. They are designed to accommodate a wide range of interocular distances (so there is no need to adjust the lenses side-to-side). The ‘eye box’ is large and deep enough to accommodate eyewear, so anyone who wears glasses can leave them on when using the VR One GX. Continue reading Zeiss VR One GX: Superior Optics in a Well Designed HMD

CES 2016: Exhibits Spread Out Across 2.4 Million Square Feet

Wear comfortable shoes and drink plenty of water, reads the advice on the CES media advisory. Navigating the record 2.4 million square feet, the equivalent of 50 football fields, is an endurance event. Much like a marathon, CES is best managed with a plan and a pace. The first 36 hours of the conference are filled with media briefings and product announcements that will add important detail to the geographic layout. Today, ETCentric provides you with a general guide of where to find key exhibits. Continue reading CES 2016: Exhibits Spread Out Across 2.4 Million Square Feet

CES to Break Records, Showcase Key Tech Trends for 2016

CES 2016 will be the largest in the organization’s 49-year history, says chief economist Shawn DuBravac. With 2.4 million square feet of exhibit space — equal to 50 football fields — the show is expected to welcome 150,000 attendees, including 45,000 international visitors from 150 countries. DuBravac reported that the name of CES producer the Consumer Electronics Association has changed to the Consumer Technology Association, to better reflect its current mix of members including Uber, Lyft, Snapchat and Airbnb. Continue reading CES to Break Records, Showcase Key Tech Trends for 2016

CES 2016: HTC’s Chief Exec Hints at Major VR Announcement

The Oculus Rift and PlayStation VR are not the only anticipated virtual reality devices shipping this year. While VR fans may be disappointed that the HTC Vive release has been pushed to April, CEO Cher Wang hinted at December’s Vive Unbound Developers Conference in Beijing that Valve and her team recently made “a very, very big technological breakthrough” to the system that prompted them to push the original Q1 launch date in favor of a more sophisticated product. Wang did not offer details, other than to suggest that the company is poised to make a major announcement at CES. Continue reading CES 2016: HTC’s Chief Exec Hints at Major VR Announcement

ETC Coverage of CES Resumes in January From Las Vegas

ETC coverage of CES 2016 shifts to Las Vegas on January 4 and will feature the latest news and guidance for attendees. The ETC team will report from the Consumer Technology Association’s Top Trends and Global Market Report sessions on Monday afternoon. From there, we will go to CES Unveiled, the major press preview of many of the most noteworthy products to be displayed when the exhibit halls open two days later on January 6. Expect twice daily news briefs and as-its-published updates on the ETCentric app. Continue reading ETC Coverage of CES Resumes in January From Las Vegas

CES: Virtual Reality Has Young Adults Cautiously Optimistic

The second wave of virtual reality is here, and with it comes a burst of awareness and interest from young adults. The edgy and experimental virtual reality projects of the mid-90’s have given way to the consumer, with many news outlets billing 2016 as the “year of virtual reality.” I call out the two waves of virtual reality because many people in their early to mid twenties have no idea that the first wave ever happened, though the aesthetics, anxieties, and excitement that it produced seem to have carried into the modern perception of what virtual reality is today. Continue reading CES: Virtual Reality Has Young Adults Cautiously Optimistic

CES: Augmented Reality Getting Ready in the Green Room

While companies prepare to release virtual reality experiences into the consumer market, an increasing flow of money and effort is going toward developing and buying augmented reality (AR) technology and ideas. Augmented reality is any situation where your personal experience with the world around you is enhanced, supplemented, or added to via personally worn technology. The AR space is getting busy and increasingly crowded as companies position themselves to secure a piece of a new media ecosystem that is projected to yield $120B in revenue by 2020. Continue reading CES: Augmented Reality Getting Ready in the Green Room

Virtual Reality Roller Coasters Are Coming to Theme Parks

In 2016, virtual reality will go on a roller coaster ride at several theme parks. Plans for nine VR roller coasters are already slated, with haunted mazes and thrill rides in the planning stages. At the Wonderland amusement park, outside Toronto, Canada, the Thunder Run roller coaster will begin to offer virtual reality headsets, for an added fee, to a limited number of riders. During the off-season, the park tested the VR experience, where riders fly on the back of a fire-breathing dragon over a medieval village. Continue reading Virtual Reality Roller Coasters Are Coming to Theme Parks

CES 2016: Setting the Stage for VR Gaming’s Breakout Year

As the first major tech show for “The Year of VR,” the upcoming CES is likely going to be instrumental in setting the tone for the next wave of virtual reality devices. Largely seen as a platform for gamers, it is this segment of consumers that could ultimately drive large-scale adoption of the medium. In anticipation, the show organizers have dedicated a conference track and expanded the floor space devoted to gaming and VR by 77 percent. The devices and interfaces that debut at CES will become the foundation for E3 later in the year. We expect multiple HMDs to be announced, but, for gamers, much of the attention will be on the interfaces. Continue reading CES 2016: Setting the Stage for VR Gaming’s Breakout Year

CES 2016: Virtual Reality Headgear, Platforms, Ecosystems

Virtual reality began to dominate headlines last year at CES, and that drumbeat will only grow louder this year. Falling at the beginning of the proclaimed release window for two of the flag bearers of the VR renaissance, Oculus and Sony, and accompanied by a bumper crop of hardware and software suppliers, VR is ready to emerge from the shadows of the early adopters and meet the general consumer. We expect to see innovative products in January from companies such as Google, GoPro, HTC, NextVR, Sixense, Yezz and others. Beyond gaming and 360-degree video, we’ll be watching for new approaches to live streaming sports and music events. Continue reading CES 2016: Virtual Reality Headgear, Platforms, Ecosystems