Magic Leap’s Cinematic Reality May Replace Your Smartphone

Magic Leap CEO Rony Abovitz participated in a Reddit AMA (“Ask Me Anything”) session last week and his answers revealed some of the virtual reality company’s lofty ambitions. The startup raised some $542 million last year to engineer a pair of chunky sports sunglasses that can make virtual objects appear in a real life setting, a technique called “cinematic reality.” Abovitz believes that Magic Leap’s computing technology could eventually replace the other screens in our daily lives, including those on smartphones. Continue reading Magic Leap’s Cinematic Reality May Replace Your Smartphone

Virtual Reality Tech: Apple Awarded Patent for Mobile Headset

In 2008, Apple filed a patent titled “Head-Mounted Display Apparatus for Retaining a Portable Electronic Device with Display.” Last week, the U.S. Patent and Trademark Office finally approved the patent, which has been compared to the Samsung Gear VR and Google Cardboard. The patent’s blueprints show evidence of a headset with a slot fitting for the iPhone. While Apple reportedly has no immediate VR projects of its own, the recent patent approval signifies the company’s interest in VR technology.  Continue reading Virtual Reality Tech: Apple Awarded Patent for Mobile Headset

Mattel Teams with Google to Resurrect the Iconic View-Master

Mattel has announced a partnership with Google to revive the toymaker’s iconic View-Master device. In place of cardboard discs with stereoscopic images, the updated toy will incorporate the View-Master app on a user’s mobile phone and deliver a true virtual reality experience. The technology used for the View-Master is identical to that which powers Google Cardboard, and like Cardboard, the View-Master was designed to make VR affordable. The View-Master will retail for $30 and be available later this year. Continue reading Mattel Teams with Google to Resurrect the Iconic View-Master

Immersis Projector Aims to Make VR Experience Less Solitary

A team of French and American designers at Catopsys has developed a projector for immersive gaming and video experiences that can be shared by a room full of people. The Immersis is designed to display a 180-degree view of a virtual reality experience. Instead of everyone shutting out the world (and each other) when they put on a VR headset like the Oculus Rift, people can share in a VR experience. The LED projector could encourage developers to make more party games and turn VR into more of a social experience. Continue reading Immersis Projector Aims to Make VR Experience Less Solitary

LG Introduces Virtual Reality Headset That Works with the G3

LG is the latest company to introduce a portable virtual reality headset. The ‘VR for G3’ is a simple plastic headset, which will be given to new buyers of the LG G3 smartphone for free. The headset’s design models that of Google Cardboard. While powered using LG’s smartphone, the headset uses Google Cardboard software and other readily available VR experiences on the Google Play Store (a VR game will be included as a promo). There has been no mention of whether the headset will be independently sold.   Continue reading LG Introduces Virtual Reality Headset That Works with the G3

HP Developing AR and 3D for Interactive Tablets and Laptops

Hewlett-Packard is reportedly planning to introduce augmented reality and 3D technologies to tablets and laptops to provide consumers with a more immersive mobile computing experience. In addition to interaction between mobile devices and 3D printers, HP intends to bring AR to real-world applications. HP’s Sprout desktop PC, featuring Intel’s 3D RealSense camera, enables scanning and 3D printing. At CES last month, the company also touted its 23.6-inch Zvr virtual reality monitor that projects 3D images. Continue reading HP Developing AR and 3D for Interactive Tablets and Laptops

Mobile and Video Growth Leads to Revenue Jump for Facebook

Facebook reported strong earnings for the fourth quarter of 2014 with revenue increasing by 49 percent to $3.85 billion. Much of that growth is due to a strong mobile showing. Notably, mobile advertising accounts for 69 percent of the company’s advertising revenue and more than 520 million people now access Facebook solely from their mobile devices. Many of those mobile visitors are watching videos. Facebook says the videos on the social network are now racking up 3 billion views per day. Continue reading Mobile and Video Growth Leads to Revenue Jump for Facebook

VR Reigns in New Frontier Category at Sundance Film Festival

In the Sundance Film Festival’s New Frontier exhibition, virtual reality is making a strong showing with 11 VR installations at this year’s festival. The projects range from a high-flying experience through the skies of San Francisco to a first-person perspective of a college assault as well as a number of compelling examples regarding how news gathering and documentary storytelling is evolving. The technology is advancing so rapidly that creators already have new ideas about how to produce the content. Continue reading VR Reigns in New Frontier Category at Sundance Film Festival

Oculus Launches Movie Studio to Make Content for its Headset

Oculus VR is expanding its focus from video games to virtual reality films. The Facebook-owned Oculus has created a new in-house movie studio called Story Studio to create films and find the best practices for VR storytelling. The new content created by Story Studio intends to help attract more users to the Oculus Rift headset, while also encouraging other filmmakers to make similar VR films. Story Studio’s first work is a short film called “Lost,” which debuted at the Sundance Film Festival. Continue reading Oculus Launches Movie Studio to Make Content for its Headset

New VR Content Shows the Future of News and Documentaries

Virtual reality is poised as the next revolution in storytelling, and the creators of VR content are not picking the easy stories. For example, Vice News is using VR to cover the New York Million March, a demonstration in which 25,000 people protested police violence. The United Nations’ campaign to raise awareness of vulnerable communities includes a VR film that follows the plight of 12-year-old Syrian refugee. Both the news report and the film are available on the VRSE platform, which makes such stories readily accessible.  Continue reading New VR Content Shows the Future of News and Documentaries

Museums Bridging the Gap Between the Digital and Physical

The Smithsonian Institution has developed an iOS app called “Skin & Bones” that uses 3D animation and augmented reality to help bring fossils to life for children visiting Bone Hall at the National Museum of Natural History. In addition to the 3D animations and related information, the free app offers detailed maps of the museum. Complimentary Wi-Fi is available on-site so visitors can easily download the app. The approach is another example of how organizations are exploring compelling use of immersive technologies. Continue reading Museums Bridging the Gap Between the Digital and Physical

Gannett’s Oculus Rift Experiment Covers Skiing Championships

Gannett is once again experimenting with ways to approach journalism through virtual reality technology. This time, the company created the “World Championships Skiing Virtual Reality Experience.” Viewers can be transported to Vail, Colorado where they can watch the skiers train and hang out — or even ski down the mountain themselves. The experience features 360-degree footage of the FIS Alpine World Ski Championships and there is a 2D version for people who do not have access to an Oculus Rift. Continue reading Gannett’s Oculus Rift Experiment Covers Skiing Championships

CEA Exec on the History and Direction of Wearables (Part 1)

The Consumer Electronics Association’s Director of Business Intelligence Jack Cutts is the organization’s lead analyst on smart eyewear, watches, glasses and phones. He released his forecast figures for the category of wearables — here defined as fitness trackers, smartwatches and smart eyewear (plus any device worn in, on or around the eyes). When will wearables go mainstream? This is one of the issues that Cutts’ data revealed, starting with the current market and out to 2018 and beyond. Continue reading CEA Exec on the History and Direction of Wearables (Part 1)

CEA Exec on the History and Direction of Wearables (Part 2)

In History and Direction of Wearables Part 1, we looked at the Consumer Electronics Association’s numbers for wearables, from 2014 through the end of 2015. CEA’s Director of Business Intelligence Jack Cutts released his forecast figures for the wearables category, specifically in terms of fitness trackers, smartwatches and smart eyewear. In Part 2 of our report, we look at CEA’s projected numbers regarding wearables from 2016 through 2018 and beyond. “This time next year will be the beginning of the wearables mania,” said Cutts. Continue reading CEA Exec on the History and Direction of Wearables (Part 2)

Startup Demos New Eye Tracking Virtual Reality HMD at CES

Japanese startup FOVE has developed a virtual reality head-mounted display with built-in eye tracking. The eye tracking enables the software to render the areas where the viewer is not looking with less precision than the area where the viewer is staring, allowing for more efficient CPU/GPU resource utilization. The rendered image was very clear, and the eye tracking worked well. When the headset goes to market, a FOVE rep expects the HMD with headtracking to sell for $400-$450. Continue reading Startup Demos New Eye Tracking Virtual Reality HMD at CES