Augmented Reality & Virtual Reality News



Nintendo is bringing Zelda and Mario into virtual reality

Nintendo is bringing Zelda and Mario into virtual reality

Nintendo’s  Labo VR kit may just be a little cardboard experiment, but Nintendo is taking a chance on throwing its most beloved titles into the headset. Today, the company announced they will be adding support to play two of the Switch’s flagship titles.Though “Legend of Zelda: Breath of the Wild” seems to just be gaining VR viewer support, “Super Mario Odyssey” is actually getting some new content alongside the updates, which adds a trio of new mini-games. Both games are getting this update for free later this month, on April 25.
Believing virtual reality is a promising tool for learning languages, companies, colleges invest

Believing virtual reality is a promising tool for learning languages, companies, colleges invest

When Quinn Taber was growing up in Paris, his parents did humanitarian work with refugees abroad, so his family moved around a lot.“I have all these memories of how I’d be in a new part of the Middle East where I didn’t know the language,” says Taber, founder and CEO of Irvine-based virtual reality language-learning company, Immerse. “But it was so fun, because as a little kid, I’d pick [it] up … I’d listen and be like, ‘I think he’s talking about the kitchen and that probably means he’s saying this.’ ”But when his family moved to Orange County, he was struck by how hard it was for him to learn Spanish and French in school. As an adult, he returned to the Middle East and found it similarly difficult to learn Arabic in a classroom.
Teaching With NYT Virtual Reality Across Subjects

Teaching With NYT Virtual Reality Across Subjects

In late 2015, The New York Times released the NYT VR app and published the Magazine cover story “Displaced,” a multimedia journey in text, photographs and virtual reality that tells the stories of three child refugees.Since then, The Times has published dozens of films that use V.R. technology on topics including exploring Antarctica and Pluto, civil rights issues and the Hiroshima bombing. The Times has also begun experimenting with A.R., augmented reality, which doesn’t require the app.To help us provide teachers with practical teaching strategies on using NYT VR in the classroom, we’ve teamed up with Travis Feldler, founder of TechRow Fund, a nonprofit organization that explores how to leverage immersive technology inside schools to improve learning outcomes. This post is part of a series of guest lessons we occasionally publish featuring partnerships with outside organizations who make especially good use of New York Times materials in their programming and curriculums.
Magic Leap AR headset to be sold in AT&T stores ahead of 5G testing

Magic Leap AR headset to be sold in AT&T stores ahead of 5G testing

The Magic Leap One Creator Edition augmented reality headset will be sold through three AT&T stores from April, for its current retail price of $2,295.Magic Leap has been selling the device directly through its own website since August 2018, for the same price charged by AT&T. But the move into brick-and-mortar stores (as well as being available through AT&T's website) will give the headset a dose of public attention.The move also means visitors to the three AT&T stores chosen to stock Magic Leap will be able to try out the augmented reality system before deciding to part with their cash.
I rode with Nissan’s AR and 5G-powered virtual passengers

I rode with Nissan’s AR and 5G-powered virtual passengers

Nissan’s vision for the future of connected cars is about as buzzword-laden as possible. Making use of 5G, AR, and VR to power an advanced in-vehicle experience, the company’s “Invisible-to-Visible” (I2V) technology not only allows for HUD-style overlays but also humanoid virtual assistants that ride alongside you to provide conversation and locally relevant information.Got it? Yeah, probably not — so I recently visited Nissan’s Grandrive proving ground in Yokosuka, Japan to see for myself how this would work. The car maker has just begun testing the system in a moving vehicle with 5G technology provided by NTT Docomo, Japan’s largest carrier. The test vehicle is based on an NV350 Caravan.
Alibaba acquires Israeli startup Infinity Augmented Reality

Alibaba acquires Israeli startup Infinity Augmented Reality

nfinity Augmented Reality, an Israeli startup, has been acquired by Alibaba, the companies announced this weekend. The deal’s terms were not disclosed. Alibaba and InfinityAR have had a strategic partnership since 2016, when Alibaba Group led InfinityAR’s Series C. Since then, the two have collaborated on augmented reality, computer vision and artificial intelligence projects.Founded in 2013, the startup’s augmented glasses platform enables developers in a wide range of industries (retail, gaming, medical, etc.) to integrate AR into their apps. InfinityAR’s products include software for ODMs and OEMs and a SDK plug-in for 3D engines.
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.
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