This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
Undersea , a new spatial computing AR experience developed for the Magic Leap One headset, is set to premiere next week at the 46th annual SIGGRAPH computer graphics conference in Los Angeles. 44 other immersive experiences will also be present throughout both the Immersive Pavilion and VR Cinema. Featured Image Credit: Magic Leap.
VR First , the global initiative to seed academic institutions with VR/AR hardware and software, today announced that it’s nearly doubling the number of its VR labs in universities and science parks across the globe by the end of 2017. State University of NewYork at Oswego, USA. image courtesy VR First. RUBIKA, France.
In addition to engineering limitations, there was another major hurdle: software. Solving the stitching problem through automation required the development of complex software algorithms and once again no one, including startups with tens of millions of dollars in funding, had the expertise they needed to do right.
The character was the your head, while your actual body was in the virtual world, immersing you in Turtles’ iconic NewYork City world. A combination of software was used to execute the endeavor, including Adobe Character Animator, Unreal Engine, and NewTeK NDI.
Over the weekend The NewYork Times also reported Apple is enlisting Hollywood directors like Jon Favreau to create immersive VR content, such as a version of Prehistoric Planet. Earlier this year Gurman reported Apple’s headset was delayed to 2023 due to “challenges related to overheating, cameras and software”.
T his standard, dubbed OpenXR, was about the interoperability of different VR hardware and software together. All hardware and software should be able to work also with products of other vendors. Emerge is the new competitor of Ultraleap. An eye-tracking accessory built for Vive should work with Rift as well, and so on.
Max Preussner was a senior software engineer for Epic Games. He has been working with Unreal for 20 years and was part of the Paragon and Fortnite development teams. He was part of the design process for several of Unreal’s core features. I own an IT solutions and project staffing firm I started in NewYork City back in 1996.
Recently, XR Today caught up with Shawn Frayne, CEO and Co-Founder of Looking Glass Factory , a Brooklyn, NewYork, based XR device start-up developing a portfolio of 3D spatial displays that allow individuals or groups of users to view and collaborate on 3D content visualisations without needing to put on AR smart glasses or a VR/MR headset.
Furthemore, the platform is compatible with most gaming engines, including Unity, Unreal Engine, and others. This has significantly democratised cutting-edge tools for the enterprise For example, Apple released its Object Capture software on its iOS 17 update, leading to the rapid creation of photogrammetry-based 3D assets.
This new industrial-grade system offers the most realistic haptics experience to date. The HaptX Gloves Development Kit debuted on October 3, in NewYork City at Future of Storytelling and in Seattle at the GeekWire Summit. The software that powers our haptics.
In order for students to think about how to create pieces of music and pieces of software, we enable groups to get together and make music as an ensemble. All the programming for Carillon was done using Unreal’s Blueprint visual scripting language.
The obvious answer is the ethos behind ThreeKit’s product customization software, which CTO Ben Houston joins Alan to discuss. We started making-- this company originally was creating software for Hollywood films, and we did that quite successfully on a lot of films. So Unreal and Unity do have abilities to go on the web.
The obvious answer is the ethos behind ThreeKit’s product customization software, which CTO Ben Houston joins Alan to discuss. We started making-- this company originally was creating software for Hollywood films, and we did that quite successfully on a lot of films. So Unreal and Unity do have abilities to go on the web.
The obvious answer is the ethos behind ThreeKit’s product customization software, which CTO Ben Houston joins Alan to discuss. We started making-- this company originally was creating software for Hollywood films, and we did that quite successfully on a lot of films. So Unreal and Unity do have abilities to go on the web.
The Neutral Digital team consists of professionals with a wide-ranging expertise in VR digital experience, design, software development, and CGI production. We prefer the Unreal Engine to build all of our expenses of this kind. You mentioned Unreal Engine. There’s Unreal, and then there’s Unity.
And so he created the hardware and wrote the software to make 360 truly a consumer product. They’ve created amazing hardware, but they failed on the delivery of the actual experience, from the hardware to the software, out to how people actually want to use it. Well, yeah, we hardware’s useless with software.
And so he created the hardware and wrote the software to make 360 truly a consumer product. They’ve created amazing hardware, but they failed on the delivery of the actual experience, from the hardware to the software, out to how people actually want to use it. Well, yeah, we hardware’s useless with software.
The Neutral Digital team consists of professionals with a wide-ranging expertise in VR digital experience, design, software development, and CGI production. We prefer the Unreal Engine to build all of our expenses of this kind. You mentioned Unreal Engine. There’s Unreal, and then there’s Unity.
And so he created the hardware and wrote the software to make 360 truly a consumer product. They've created amazing hardware, but they failed on the delivery of the actual experience, from the hardware to the software, out to how people actually want to use it. Well, yeah, we hardware's useless with software.
And they've just done really, really well with creating this new experience of moving around socially in a 3D space. And then if you take things like Unreal Engine, they're doing concerts on their Fortnite platform. Alex: Huge news. So they went public on the NewYork Stock Exchange under the ticker U. Alan: Huge.
And they've just done really, really well with creating this new experience of moving around socially in a 3D space. And then if you take things like Unreal Engine, they're doing concerts on their Fortnite platform. Alex: Huge news. So they went public on the NewYork Stock Exchange under the ticker U. Alan: Huge.
And they've just done really, really well with creating this new experience of moving around socially in a 3D space. And then if you take things like Unreal Engine, they're doing concerts on their Fortnite platform. Alex: Huge news. So they went public on the NewYork Stock Exchange under the ticker U. Alan: Huge.
Then you needed software, and the software didn’t exist yet, so you had to make it. I’ve got to try this thing called Vasco, which is a scent machine that mounts to the bottom of your VR headset that you can program — so, you program in Unity or Unreal. Literally from Sydney, Australia to NewYork, L.A.,
Then you needed software, and the software didn’t exist yet, so you had to make it. I’ve got to try this thing called Vasco, which is a scent machine that mounts to the bottom of your VR headset that you can program — so, you program in Unity or Unreal. Literally from Sydney, Australia to NewYork, L.A.,
Then you needed software, and the software didn't exist yet, so you had to make it. I've got to try this thing called Vasco, which is a scent machine that mounts to the bottom of your VR headset that you can program -- so, you program in Unity or Unreal. Literally from Sydney, Australia to NewYork, L.A.,
I think that the new generation of talent — say if you were studying right now — creative developer, understanding… I mean, these don’t necessarily all require Unity or Unreal, which are the software programs — the game engines — that often power a lot of this interactivity and experience.
I think that the new generation of talent — say if you were studying right now — creative developer, understanding… I mean, these don’t necessarily all require Unity or Unreal, which are the software programs — the game engines — that often power a lot of this interactivity and experience.
Because if you’re working with dozens or hundreds or thousands of headsets, then you’ve got to have some system to be able to deploy updates and software to all those headsets. And so that’s kind of the software they’re working on. But once the WebXR 2.0
Because if you're working with dozens or hundreds or thousands of headsets, then you've got to have some system to be able to deploy updates and software to all those headsets. And so that's kind of the software they're working on. But once the WebXR 2.0
Because if you’re working with dozens or hundreds or thousands of headsets, then you’ve got to have some system to be able to deploy updates and software to all those headsets. And so that’s kind of the software they’re working on. But once the WebXR 2.0
Emily Friedman is a NewYork based enterprise immersive, wearable and emerging technology advocate, journalist and facilitator. I think we’re at third, fourth generation devices at this point and the software has matured. What you’re saying, pick-and-pack software on smartglasses, that’s standard for them now.
Emily Friedman is a NewYork based enterprise immersive, wearable and emerging technology advocate, journalist and facilitator. I think we’re at third, fourth generation devices at this point and the software has matured. What you’re saying, pick-and-pack software on smartglasses, that’s standard for them now.
Emily Friedman is a NewYork based enterprise immersive, wearable and emerging technology advocate, journalist and facilitator. I think we're at third, fourth generation devices at this point and the software has matured. What you're saying, pick-and-pack software on smartglasses, that's standard for them now.
In the years since, these essays have been read by millions of people as the Metaverse has transitioned from the world of paperback science fiction to the front page of the NewYork Times and corporate strategy reports around the world. Chapter 8 addresses the thorny issue of metaverse interoperability and standards (i.e.,
We organize all of the trending information in your field so you don't have to. Join 3,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content