Welcome to Immersed Access!  Select from the options below to participate with different parts of the website.  This is still very much a work in progress!

The ideas and opinions shared on Immersed Access do not necessarily represent those of The Immersive Technology Alliance or the employers of whomever is posting here.  All material is under non-disclosure as per the Immersed Access Terms and Conditions.

Covering everything from academia to commercial endeavors, these private discussion forums are there for open discussion, collaboration, shared knowledge, and experimentation.  The forums are also a great opportunity to meet like-minded forward-thinking people in the immersive technology space.

This could be articles, videos, podcasts – you name it!  What’s key is that people get the chance to learn from each other.  We encourage all members to propose and share material for the Immersed Access community.  More than this, when you post commentary on what you see, it’s simultaneously shared in the discussion forums.  We want to see some great dialogue from this!

Virtual Reality Analytics

By Neil SchneiderMember Blogs & Education Sessions
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Featuring article by Chuck Ian Gordon, Gordon’s Arcade

“For content creators it is vital to get user data during VR experiences. This is in order to improve those experiences, as people’s reactions in VR differ from those using other media. My thinking is that if measurement data on reactions in VR are already being accumulated, there must also be applications for that data in the business intelligence and data warehousing field.” – Joerg Osarek, Virtual Reality Analytics Editor & Publisher Read More

Jon Peddie Research at GDC 2016, Part II

By Neil SchneiderMember Blogs & Education Sessions

This is part II of the gaming industry findings put out by Jon Peddie Research (JPR) during GDC 2016.  Ted Pollak, Senior Gaming Analyst for JPR talks about key trends happening for video games in the living room.  Yes, there is a virtual reality component to this presentation as well.

Virtual Reality’s Mass Market: When and How

By Neil SchneiderMember Blogs & Education Sessions

This is a release candidate draft of an article that will be published publicly.  It features some numbers that haven’t been shared elsewhere, so please honor the Immersed Access NDA until this is released.  Members are encouraged to share their own input and ideas via the comments thread.

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Picture sourced from PS4 Daily

While HTC and Oculus have demonstrated themselves to be respected pioneers in the PC VR space, I’ve observed that this industry will have the strength of diversity and that the market’s 2016 sales potential is tiny in comparison to its true opportunity in the not too distant future.

2016 is a brief moment in time, there is a natural order of things, and this article explains why the virtual reality market’s potential audience is destined to grow to hundreds of millions of units within the next three to five years and what the markers are that support this forecast. Read More

Jon Peddie Research at GDC 2016, Part I

By Neil SchneiderMember Blogs & Education Sessions

Jon Peddie Research (JPR) is one of the top analysts in the graphics processing markets.  During the 2016 Game Developers Conference, JPR held a private session to talk about their latest gaming industry reports and findings.  Parts of this session speaks to their predictions for modern virtual reality.  Much more to come!

Updated: VR Sales Numbers You Can Count On!

By Neil SchneiderMember Blogs & Education Sessions

Virtual Reality: Delusion or Reality?

This article is pretty much good to go on Gamasutra.  As it features unique sales data that isn’t available elsewhere, I figured Immersed Access would be the place to share it first.  Clearly, our industry has a lot of work to do to make virtual reality and immersive technology successful and viable in the long run.  If these numbers hold up, everyone needs to be playing and preparing for the long game.  I am very confident that it can and it will happen for everyone, we just have to go into this with both eyes open.

Please honor the Immersed Access non-disclosure on the content until it is publicized, though feel free to share your own private commentary and input.  Maybe I missed some important angles, and all input is valued.  Also, please remember that if comments are shared here, that commentary and by whom is private unless they say otherwise. Read More

The ITA holds regular meetings for its corporate membership.  Full ITA membership is required for access.  Membership options can be found on the front page of the website under the “Membership” tab.  Special arrangements are available for qualified start-ups and academic institutions.  The Immersed Access discussion forums also include special sections for after-meeting discussion between members.

ImmersedAccessRAWIN THE NEWS

Always linked back to the source, these are lead-in snippets of recommended stories from around the globe about immersive technologies like virtual reality, augmented reality, stereoscopic 3D and more. Feel free to comment and weigh in on what you think!

Why A Virtual Reality Web May Never Happen

By PamSwartzIn The News

3058591-slide-2-surfing-the-web-in-virtual-reality-is-a-little-worse-than-surfing-the-web-in-reality

A leading creator of VR web standards gives a no-nonsense interview on what’s standing in the way of the future.

By Mark Wilson

What if you could browse the web in virtual reality? Just imagine the potential. Hyperlinks could take you not to Wikipedia pages about history, but right to the landscapes of ancient cultures, immersing you in plagues and art and war. Recipe sites could give you smell-o-vision cooking simulations. Message boards could become face-to-face chats. The web as we know it could become tangible, interactive, and more immersive than ever.

In fact, you can browse a VR web today—if you own an Oculus, HTC Vive, or Samsung Gear headset. But there’s a catch. It’s not very good. And it’s not what you’d call a “web.”

Casey Yee, UX design engineer at Mozilla, is the first to admit its shortcomings. His six-person team has created the WebVR Standard, a JavaScript standard that allows normal websites, with the push of a button, to transform into incredible 3-D landscapes that you experience in VR.

Read more

Sony Corp (ADR) PlayStation VR Bundles Sells out Instantly on Amazon.com, Inc. (AMZN)

By PamSwartzIn The News

The headset is carrying immense hype since the price announcement

By Jawwad Iqbal

Sony Corp.’s (NYSE:SNE) PlayStation VR headset bundle was finally made available for preorder on Amazon but to the surprise and unfortunate luck of many, the preorder button didn’t even see the light of the day for five minutes. As spotted by Release.com, the headset sold out within four minutes of availability, which is insane.

Even though it was previously announced as to exactly when the preorders would open up and we had assumed as much that the headset would sell out quickly, but four minutes? That’s breaking expectations. PlayStation VR’s launch day shipments also sold pretty quickly at EB Games Australia, soon after preorders opened up.

Read more

FOVE, Inc. Raises $11 Million in Series A Funding

By PamSwartzIn The News

Funding led by Colopl VR Fund, with participation of Hon Hai venture capital fund, 2020, and Samsung Venture Investment to Reinforce Mass Production, R&D, and Content Acquisition

FOVE, Inc. (FOVE), the world’s first eye-tracking Virtual Reality headset company, today announced that it has raised US$11 million in a Series A funding led by Colopl VR Fund with the participation of Hon Hai venture capital fund, 2020, and Samsung Venture Investment.

This Smart News Release features multimedia. View the full release here: http://www.businesswire.com/news/home/20160322006667/en/

The FOVE head-mounted display (HMD), which features the world’s first eye-tracking technology, orientation sensing, and head position tracking, enables users to experience high precision control and a more immersive and natural interaction with the virtual characters.

The additional funding will enhance FOVE’s strategic collaboration with Investment Companies and support its goal of accelerating mass production of the device in the Fall of 2016. It will also strengthen the company’s mid- to long-term R&D capabilities and reinforce business support in VR content creation featuring eye-tracking technology.

Investors in the Series A round include:

  • The Colopl VR Fund – totaling $50M – was established by COLOPL Inc. and COLOPL NEXT, Inc. (COLOPL, Inc.’s 100% investment business subsidiary), focusing specifically on VR. As recently announced, the FOVE platform will be operating in over 7,500 Internet cafes in Korea and Japan, expanding the VR experience to more users than ever before. In addition, the companies will invest in products that are compatible with FOVE HMDs, such as eye-tracking VR experiences developed by COLOPL, Inc.
  • The support of 2020, a Hon Hai venture capital focused on novel technology, which will facilitate plans for the mass production of FOVE products in the new product category of VR HMDs.

“Taking the VR experience one step further, we are thrilled to have the support of COLOPL, Hon Hai and Samsung. This will help us achieve our goal of creating a more pleasing VR experience that will have a lasting impact on the growing number of users interested in eye-tracking technology.” says Yuka Kojima, FOVE, Inc.’s CEO and co-founder.

What is FOVE?

FOVE is a cutting-edge VR headset, the first in the world to have integrated eye-tracking, in addition to head- and position-tracking. The user’s gaze allows FOVE to offer:

  • Pleasant and long VR experiences with minimal simulation sickness
  • A more natural image by blurring unfocused peripheral areas
  • Lifelike communication through eye-contact with other VR players
  • Entirely new, subconscious UI operations using eyesight
  • Foveated rendering; a technique that reduces the GPU burden in areas where the user is not looking

The VR industry still has many issues to resolve, but FOVE’s improvements on past VR products provides a stepping stone for future VR experiences.

For Press

High resolution pictures and logos can be found here. Please see FOVE’s Facebook, Twitter or Website for further company information.

MULTIMEDIA AVAILABLE:http://www.businesswire.com/news/home/20160322006667/en/

Contact:
PR Contacts
FOVE, Inc.
Tomoaki Hirata, +81(70)-2802-7215
info@fove-inc.com

When will virtual reality win an Oscar?

By PamSwartzIn The News

oscarsvr

By Cara McGoogan

The Oscars tipped its hat to technological development in 2016 when it awarded Ex Machina the golden statue for Best Visual Effects.

The film’s charm rests on robot Ava, who seduces Caleb, played by Domhnall Gleeson, and the audience with her anthropomorphic charm. The VFX that replaced Alicia Vikander’s, who played Ava, body parts into a mesh of wires and metal helped the film beat tough competition from blockbuster hits Star Wars: The Force Awakens, The Martian and The Revenant.

“Every year the artists and the cinematographers push forward the boundaries of what seems possible,” said Simon Robinson, chief scientist at the Foundry, which makes software that was used in the post-production of all the films nominated in the VFX category this year. “Every year the output is slightly better than the previous year.”

Read more

Virtual reality ‘heroin cave’ aimed at helping addicts kick habit

By PamSwartzIn The News

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By Amanda Orr

HOUSTON (Reuters) – Addicts in a new study at the University of Houston will strap on virtual reality headsets and navigate a “heroin cave” to help them try and kick their addictions.

Researchers are looking to see if making their way through a simulated house party crammed with stimuli aimed at evoking cravings for the drug will help better equip those who suffer from addiction to do so in the real world.

The heroin environments, a house party where the drug is snorted and one where it is injected, took nearly a year to complete to ensure realism, its creators said.

Read more

Could the next PlayStation be a glove and a visor?

By PamSwartzIn The News

sonyvr

Arjun Kharpal

Sony has been awarded a patent for a glove which can interact with games in virtual reality (VR) and outlined plans for a cloud-based gaming system, which could be a competitor to its own PlayStation consoles.

The Japanese electronics giant was granted the patent by the United States Patent and Trademark Office (USPTO) on February 25 and it outlines how a “glove interface object” with sensors on it to track the movement of the hand, could connect with a processor and head mounted display. The hand would be rendered in virtual reality with a user able to see it via the headset.

Read more

We’d like to build a repository of industry reports so the Immersed Access membership can keep a sharp eye on the latest trends and developments.  If you hold the copyright and have access to reports and findings that the community should know about, please contact us!