Архив метки: VR

Revisiting 19th-century Paris with VR

While I have fond memories of past efforts to combine VR content with real-world locations, I’d assumed the pandemic had put those ambitions to an end. If I wanted VR in 2024, I thought I’d have to buy a headset, and it would be a largely solitary experience at home or in the office — […]
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Revisiting 19th-century Paris with VR

Meta plans to bring generative AI to metaverse games

Meta plans to bring more generative AI tech into games, specifically VR, AR and mixed reality games, as the company looks to reinvigorate its flagging metaverse strategy. According to a job listing, Meta is seeking to research and prototype “new consumer experiences” with new types of gameplay driven by generative AI, like games that “change […]
© 2024 TechCrunch. All rights reserved. For personal use only.
Meta plans to bring generative AI to metaverse games

Meta expands its partnership with the NBA to offer 52 games in VR

Meta is expanding its partnership with the NBA and WNBA to offer more than 50 live VR games on Meta Quest, the company announced on Monday. Meta Quest is the official headset of the NBA, as Facebook signed a deal with the league back in 2020.
The company will deliver a package of 52 live NBA games, including five immersive 180-degree monoscopic VR games in 2880 on Xtadium and on Meta Horizon Worlds. Meta will also offer a selection of WNBA, NBA G League and NBA 2K League games over the course of the season. In Meta Horizon Worlds, you’ll also be able to access game highlights, recaps and archival content.
Users can visit the dedicated NBA Arena in Meta Horizon Worlds starting today to watch NBA content with friends, compete in interactive minigames and support their favorite teams. Meta says that in the future, fans will be able to watch even more content in the app with an NBA League Pass subscription.
Meta also announced that it’s partnering with the league to launch NBA-licensed apparel in Meta’s Avatar Store in the coming weeks. Users will be able to purchase their favorite NBA or WNBA team apparel for their avatar and showcase it across Facebook, Instagram, and Messenger, as well as on Meta Quest.
“Meta’s immersive VR technology is opening up new opportunities for sports fans to engage and interact with their favorite NBA teams,” said Meta Director of Sports Media and League Partnerships Rob Shaw in a blog post. “Fans will be able to express their fandom by donning their favorite team’s gear on Avatars and enjoy more live NBA games and experience NBA League Pass in a much more social and immersive way.”
The games available in VR on Meta Quest in January include Milwaukee Bucks vs. Detroit Pistons on January 23, Denver Nuggets vs. New Orleans Pelicans on January 24, Denver Nuggets vs. Milwaukee Bucks on January 24, Cleveland Cavaliers vs. Oklahoma City Thunder on January 27, Los Angeles Clippers vs. Cleveland Cavaliers on January 29 and Miami Heat vs. Cleveland Cavaliers on January 31.

Meta’s Quest Store hits $1.5 billion in total revenue to date

Meta expands its partnership with the NBA to offer 52 games in VR by Aisha Malik originally published on TechCrunch
Meta expands its partnership with the NBA to offer 52 games in VR

Camera maker Canon leans into software at CES

Depending on whether you spend most of your time in hospitals, offices or in the great outdoors, when you hear “Canon,” your mind will likely go to medical scanning equipment, high-end printers or cameras. At CES this year, the 85-year-old company is leaning in a new direction, with an interesting focus on software applications.
At the show, the imaging giant showed off a direction it has been hinting at before, but this time relying far less on its own hardware, and more on the software the company has developed, in part as a response to the COVID-19 pandemic casting a shadow over people’s ability to connect. To the chorus of “meaningful communication” and “powerful collaboration,” the Japanese imaging giant appears to be plotting out a new course for what’s next.

I guess you can (officially) use your fancy Canon camera as a webcam studio now

“Canon is creating ground-breaking solutions that help people connect in more ways than we ever could have imagined, redefining how they work and live at a time when many of them are embracing a hybrid lifestyle,» said Kazuto Ogawa, president and CEO, Canon U.S.A., Inc, in a press briefing at CES 2023. “Canon’s ultimate role is to bring people closer together by revealing endless opportunities for creators. Under our theme of ‘Limitless Is More,’ we will show CES 2023 attendees what we are creating as a company focused on innovation and a world without limits.”
Among other things, Canon showed off a somewhat gimmicky immersive experience tied in with M. Night Shyamalan’s upcoming thriller movie, “Knock at the Cabin.” The very Shyamalanesque movie trailer will give you a taster of the vibe. At the heart of things, however, Canon is tapping into a base desire in humanity; to feel connected to one another. The company is desperate to show off how its solutions can “remove the limits humanity faces to create more meaningful communication,” through four technologies it is showing off at the trade show this year.
Canon U.S.A. CEO Kevin Ogawa on stage at CES 2023 along with M. Night Shyamalan. Image Credits: Haje Kamps/TechCrunch
3D calling: Kokomo
The flagship solution Canon is showing off is Kokomo, which the company describes as a first-of-its-kind immersive VR software package. It is designed to combine VR with an immersive calling experience. The solution is pretty elegant: Using a VR headset and a smartphone, the Kokomo software enables users to see and hear one another in real time with their live appearance and expression in a photo-real environment.
The Kokomo solution brings 3D video calling to a home near you. Image Credits: Canon
In effect, the software package scans your face to learn what you look like, then turns you into a photo-realistic avatar. The person you are in a call with can see you — sans VR headset — showing your physical appearance and facial expressions. The effect is to experience a 3D video call. At the show, Canon is demoing the tech by letting visitors step into a 1×1 conversation with the “Knock at the Cabin” characters.
We spoke with the team behind Kokomo to figure out how the project came about, why Canon is dipping its toe in standalone software, what the future of this technology is, and how it is going to make money.

With Kokomo VR meeting software, Canon takes a step away from its hardware roots

Realtime 3D video: Free Viewpoint
Aimed at the sports market, Free Viewpoint is a solution that combines more than 100 high-end cameras with a cloud-based solution that makes it possible to move a virtual camera to any location. The software takes all the video feeds, creating a point-cloud-based 3D model that enables a virtual camera operator to create a number of angles that would otherwise have been impossible: Drone-like replay footage, swooping into the action, for example, or detailed in-the-thick-of-things-type footage, enabling viewers to see plays from the virtual perspective of one of the players.
In the U.S., the system has already been installed at two NBA arenas (including at the home of the Cavaliers and the Nets). The video can be broadcast live or compiled into replay clips. Canon also points out that the system enables “virtual advertising and other opportunities for monetization,” so I suppose we have that to look forward to as well.

Canon takes tentative step towards eliminating photographers with robotic PICK camera

Returning to the “Knock at the Cabin” theme, at CES, Canon showed off a virtual action scene captured with the Free Viewpoint video system, captured at Canon’s Volumetric Video Studio in Kawasaki, Japan. The effect of watching an action scene “through the eyes” of various characters was a wonderfully immersive experience.
Augmented reality tech: MREAL
Canon also showed off some earlier-stage tech that isn’t quite ready for prime-time viewing yet, including MREAL. This is tech that helps integrated simulation-like immersive worlds, merging the real and the virtual worlds. Use cases might include pre-visualization for movies, training scenarios and interactive mixed-reality entertainment. The company tells TechCrunch that the technology is in the market research phase.
The company is trying to figure out what to develop further and how to market the product. In other words: Who would use this, what would they use it for and what would they be willing to pay for it.

Augmented reality’s half-decade of stagnation

Remote presence: AMLOS
Activate My Line of Sight (AMLOS) is what Canon is calling its solution for hybrid meeting environments, where some participants are in person, while others are off-site. If you’ve ever been in a meeting in that configuration, you’ll often find that attending remotely is a deeply frustrating experience, as the in-person meeting participants are engaging with each other while the remote attendees are off on a screen somewhere.
Canon hopes that AMLOS can help solve that; it’s a software-and-camera set of products aiming to improve the level of engagement. It adds panning, tilting and zooming capabilities to remote camera systems, giving remote users the ability to customize their viewing and participation experience. So far, the solution is not quite intuitive enough to overcome the barrier of not being in the room, but it’s certainly better than being a disembodied wall of heads on a screen.

Camera maker Canon leans into software at CES by Haje Jan Kamps originally published on TechCrunch
Camera maker Canon leans into software at CES

Mozilla acquires Active Replica to build on its metaverse vision

An automated status updater for Slack isn’t the only thing Mozilla acquired this week. On Wednesday, the company announced that it snatched up Active Replica, a Vancouver-based startup developing a “web-based metaverse.”
According to Mozilla SVP Imo Udom, Active Replica will support Mozilla’s ongoing work with Hubs, the latter’s VR chatroom service and open source project. Specifically, he sees the Active Replica team working on personalized subscription tiers, improving the onboarding experience and introducing new interaction capabilities in Hubs.
“Together, we see this as a key opportunity to bring even more innovation and creativity to Hubs than we could alone,” Udom said in a blog post. “We will benefit from their unique experience and ability to create amazing experiences that help organizations use virtual spaces to drive impact. They will benefit from our scale, our talent, and our ability to help bring their innovations to the market faster.”
Active Replica was founded in 2020 by Jacob Ervin and Valerian Denis. Ervin is a software engineer by trade, having held roles at AR/VR startups Metaio, Liminal AR and Occipital. Denis has a history in project management — he worked for VR firms including BackLight, which specializes in location-based and immersive VR experiences for brands.
With Active Replica, Ervin and Denis sought to build a platform for virtual events and meetings built on top of Mozilla’s Hubs project. Active Replica sold virtual event packages that included venue design, event planning, live entertainment and tech support.
Prior to the acquisition, Active Replica hadn’t publicly announced outside funding. Ervin and Denis have assumed new jobs at Mozilla within the past several weeks, now working as senior engineering manager and product lead, respectively.
“Mozilla has long advocated for a healthier internet and has been an inspiration to us in its dedication and contributions to the open web. By joining forces with the Mozilla Hubs team, we’re able to further expand on our mission and inspire a new generation of creators, connectors, and builders,” Ervin and Denis said in a statement. “Active Replica will continue to work with our existing customers, partners and community.”
Mozilla launched Hubs in 2018, which it pitched at the time as an “experiment” in “immersive social experiences.” Hubs provides the dev tools and infrastructure necessary to allow users to visit a portal through any browser and collaborate with others in a VR environment. Adhering to web standards, Hubs supports all the usual headsets and goggles (e.g. Oculus Rift, HTC Vive) while remaining open to those without specialized VR hardware on desktops and smartphones.
Hubs recently expanded with the launch of a $20-per-month service that did away with the previously free service, but introduced account management tools, privacy and security features. According to Mozilla, the plan is to roll out additional tiers and reintroduce a free version in the future, along with kits to create custom spaces, avatar and identity options and integrations with existing collaboration tools.
Mozilla’s forays into the metaverse have been met with mixed results. While Hubs is alive and kicking as evidenced by the Active Replica acquisition, Meta shuttered Firefox Reality, its attempt to create a full-featured browser for AR and VR headsets, in February 2022. In explaining why it decided to close up Firefox Reality, Mozilla said that while it does help develop new technologies, like WebVR and WebAR, it doesn’t always continue to host and incubate those technologies long-term.
Mozilla acquires Active Replica to build on its metaverse vision by Kyle Wiggers originally published on TechCrunch
Mozilla acquires Active Replica to build on its metaverse vision