Augmented Reality & Virtual Reality News


Scope AR Closes $9.7 Million Series A Funding

Scope AR Closes $9.7 Million Series A Funding

Scope AR, one of the pioneers of enterprise-class augmented reality (AR) solutions, today announced it has secured a $9.7 million round of Series A funding. The round was led by Boston-based Romulus Capital, which is focused on enterprise software, with follow-on investment participation from existing investors. Scope AR provides tools to make knowledge-sharing easy and just-in-time enableing companies to link remote workers in the field with specialists in the office, turning low-skilled workers into high skilled ones. Their AR software supports employee training, product, and equipment assembly, maintenance and repair, field and customer support. The company’s device-agnostic technology supports smartphones, tablets, and wearables, making it easy for large organizations like Boeing, Toyota, Lockheed Martin, Honeywell, GE, and others to quickly scale their use of AR.
Sony VR patent points to a pricier but wireless PSVR2

Sony VR patent points to a pricier but wireless PSVR2

Patent filings alone don’t guarantee new products, but there are times when a patent is so specific that something tangible is likely to follow. A newly discovered Sony wireless VR patent strongly suggests that big changes are coming to the next-generation PlayStation VR headset — the latest indication that the company is preparing to push “tethered” headset technology forward, rather than trying a different formula.From a big-picture perspective, the patent is about removing the wire that connects the VR headset to a PlayStation — a seemingly simple change that would enable VR users to move around a room without tripping over the headset’s cabling. Sony released the original PSVR with a fairly thick cable, but Microsoft ultimately passed on an Xbox One VR headset, citing cabling as a key reason for waiting.
Q&A: Behind the scenes on Ashe ’68 VR with Eve M. Cohen

Q&A: Behind the scenes on Ashe ’68 VR with Eve M. Cohen

Ashe ‘68 is a multi-component documentary project celebrating the life and legacy of tennis champion and civil rights activist Arthur Ashe. The project shares his story through film, a photo exhibition, an interactive installation and a VR experience–50 years after Ashe’s historic 1968 US Open championship victory.Immersive Shooter spent some time with Eve M. Cohen, director of photography for the Ashe ‘68 VR experience to go behind the scenes on the project’s production.Ashe’ 68 debuted at the 2018 U.S. Open, premiered at the 2019 Sundance Film Festival’s New Frontiers collection, and was published by Sports Illustrated. It has also been selected for Tribeca’s Cinema 360.
Breakout VR Hit ‘Beat Saber’ Confirmed as Oculus Quest Launch Title

Breakout VR Hit ‘Beat Saber’ Confirmed as Oculus Quest Launch Title

Beat Games is getting ready to take their massively successful block-slashing rhythm game to new heights, as Oculus today announced that Beat Saber (2018) is coming to Oculus Quest at launch.According to an Oculus blog post, the Quest version of the game will deliver the entire Beat Saber experience, including all of the songs currently available on Rift, Vive, and PSVR, as well as “maybe more to come,” an Oculus spokesperson tells us.The game originally launched into Early Access on Steam (Rift, Vive, Windows VR) and the Oculus Store (Rift) in May 2018. A few months later, the game then made its way to PSVR, quickly landing a decisive hit on the platform by becoming PSVR’s second most-downloaded VR game for the entire year; it was live on the PlayStation Store for only six weeks before vaulting past every PSVR game except the perennial favorite Job Simulator (2016), which came in at number one.
FACEBOOK CAN MAKE VR AVATARS LOOK—AND MOVE—EXACTLY LIKE YOU

FACEBOOK CAN MAKE VR AVATARS LOOK—AND MOVE—EXACTLY LIKE YOU

"There's this big, ugly sucker at the door," the young woman says, her eyes twinkling, "and he said, 'Who do you think you are, Lena Horne?' I said no but that I knew Miss Horne like a sister."It's the beginning of a short soliloquy from Walton Jones' play The 1940's Radio Hour, and as she continues with the monologue it's easy to see that the young woman knows what she's doing. Her smile grows while she goes on to recount the doorman's change of tune—like she's letting you in on the joke. Her lips curl as she seizes on just the right words, playing with their cadence. Her expressions are so finely calibrated, her reading so assured, that with the dark background behind her, you'd think you were watching a black-box revival of the late-’70s Broadway play.
Spatiate Brings Multi-User Augmented Reality Painting to Magic Leap One

Spatiate Brings Multi-User Augmented Reality Painting to Magic Leap One

While painting in augmented reality is not a groundbreaking pursuit, the ability for Magic Leap One, iPhone and iPad, and Android users to collaborate remotely on virtual artwork would be.That is what Across Realities is aiming to do with Spatiate, an app that launched on Thursday through Magic Leap World for $9.99. And soon, the app will also be made available on iOS and Android.In its basic function of art creation, the app operates similarly to the myriad of ARKit apps, Google's cross-platform Just a Line, or the AR painting tool on Facebook.
HoloLens 2 puts the future of computing in Microsoft's hands

HoloLens 2 puts the future of computing in Microsoft's hands

The new capabilities of HoloLens 2 reinforce Microsoft's leadership position in a pillar of computing's future. The company's steadfast focus on enterprise productivity, though, may leave it vulnerable as mixed reality becomes more mainstream.The lengthy incubation of HoloLens 2 left a huge window for another company to jump into the leadership role in mixed reality devices. Despite the progress of Magic Leap in that time, none did, and the HoloLens 2 has shown it was worth the wait.With the second generation of the pioneering headset, Microsoft has tackled the most glaring deficiency obvious to anyone who tried the original headset: The limited field of view. This had emerged as a particular disappointment when demos of the HoloLens make it appear as if massive holograms can be fully viewed from any angle alongside real-world objects.
Apple could launch augmented reality headset in 2020

Apple could launch augmented reality headset in 2020

According to a new report from Ming-Chi Kuo (via 9to5mac), a reliable analyst on all things Apple, the company has been working on an augmented reality headset and is about to launch the device. This pair of glasses could go into mass production as early as Q4 2019 and should be available at some point during the first half of 2020.It’s still unclear what you’ll be able to do with this mysterious headset. Kuo says that it’ll work more or less like an Apple  Watch. You won’t be able to use the AR headset without an iPhone as it’ll rely heavily on your iPhone.The glasses will act as a deported display to give you information right in front of your eyes. Your iPhone will do the heavy lifting when it comes to internet connectivity, location services and computing. I wouldn’t be surprised if the AR headset relies on Bluetooth to communicate with your iPhone.
Nintendo Just Announced Cardboard VR Virtual Reality Goggles for Its Switch Console

Nintendo Just Announced Cardboard VR Virtual Reality Goggles for Its Switch Console

If you thought Nintendo was done pairing its cardboard Labo accessories with its hybrid Switch console, you’re in for a surprise. On Wednesday night, Nintendo announced its Nintendo Labo: VR Kit, the fourth in its Labo series of DIY Switch accessories, and the first to bring what Nintendo is calling “basic VR virtual reality technology” to the platform.While rumors of a Nintendo Switch VR development software accessory have been circulating for over a year, perceived technical limitations of the Switch made it seem more pipe dream than potential product. But by pairing a seemingly less intensive VR experience with its cardboard DIY accessories, the company may have discovered a way to circumvent the hefty processing requirements associated with today’s VR-capable machines.
Facebook is thinking about using 'cartilage conduction' technology in augmented reality headsets, for audio without headphones

Facebook is thinking about using 'cartilage conduction' technology in augmented reality headsets, for audio without headphones

Facebook is thinking about a novel approach to providing sound in augmented reality: "cartilage conduction" technology that would allow you to hear sound from a computer without having to wear headphones.Adding sound to virtual reality is pretty straightforward — the user's headset replaces the entire world with virtual imagery, so they can pop a pair of headphones or speakers on to complete the illusion. But with augmented reality, where virtual objects are overlaid via a display over the real world, it's more tricky; users might benefit from added sound, but traditional headphones could block out sound from real life entirely.


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