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May 23, 2019
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VR

Backed by LG, AmazeVR is hoping to resurrect virtual reality’s consumer dreams

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For over 100 years entrepreneurs have come to Hollywood to try their luck in the dream factory and build an empire in the business of storytelling.

Propelled by new technologies, new businessmen have been landing in Los Angeles since the invention of the nickelodeon to create a studio that would dominate popular entertainment. Over the past five years, virtual reality was the latest new thing to make or break fortunes, and the founding team behind the Korean company AmazeVR are the latest would-be dream-makers to take their turn spinning the wheel for Hollywood fortunes.

Despite billions of dollars in investment, and a sustained marketing push from some of the biggest names in the technology industry, virtual reality still doesn’t register with most regular consumers.

But technology companies keep pushing it, driven in part by a belief that maybe this time the next advancement in hardware and services will convince consumers to strap a headset onto their face and stay for a while in a virtual world.

There are significant economic reasons for companies to persist. Sales of headsets in the fourth quarter of 2018 topped 1 million for the first time and new, low cost all-in-one models may further move the needle on adoption. Hardware makers have invested billions to improve the technology, and they’d like that money to not go to waste. At the same time, networking companies are spending billions to roll out new, high speed data networks and they need new data-hungry features (like virtual reality) to make a compelling case for consumers to upgrade to the newer, more expensive networking plans.

Sitting at the intersection of these two market forces are companies like AmazeVR, which is hoping to beat the odds.

Founded by a team of ace Korean technologists who won fame and fortune as early executives of the multi-billion dollar messaging service Kakao (it’s the Korean equivalent of WhatsApp or WeChat), AmazeVR is hoping it can succeed in a marketplace littered with production studios like Baobab Studios, Here Be Dragons, The Virtual Reality Company, and others.

The company was formed and financed with $6.3 million from its founding team of Kakao co-founder and co-chief executive, JB Lee, who serves as Amaze’s chief product officer; its head of strategy, Steve Lee, AmazeVR’s chief executive; Jeremy Nam, the chief technology officer at AmazeVR and the former senior software engineer of Kakao; and finally, Steve Koo, who led KakaoTalk’s messaging team and is now head of engineering at AmazeVR.

“What we saw as the problem is the content creation itself,” says Lee.

Encouraged by the potential uptake of the Oculus Go and spurred on by $7 million in funding led by Mirae Asset Group with participation from strategic investors including LG Technology Ventures, Timewise Investment, and Smilegate Investment, AmazeVR is looking to plant a flag in Hollywood to encourage producers and content creators to use its platform and get a significant library of content up and running. 

For LG, it’s strategically important to get some applications up on its newly launched 5G subscription network back in Korea, and AmazeVR is already rolling up new content for its VR platform.

In fact, AmazeVR has already partnered with LG U+, the telecommunications network arm of LG to produce virtual reality content. LG U+ will host AmazeVR content on its service use the company’s proprietary content generation tools to make VR production easier as it looks to roll out 1500 new pieces of virtual reality “experiences”.

AmazeVR sells its content as a $7 per-month subscription, with 3 month bundles for $18 and 6 month bundles for $24. So far, they’ve got more than 1,000 subscribers and expect to add more as consumers start opening their wallets to pick up more devices. The company already has 20 different interactive virtual reality experiences available and is in Los Angeles to connect with top talent for additional productions, the company said.

“We believe cloud-based VR is the future, and AmazeVR has developed elegant technology that enables users to create and share interactive content very easily,” said Dong-Su Kim, CEO of LG Technology Ventures, in a statement. “We are incredibly excited about how the AmazeVR platform will enable innovative, quality content to be generated at unprecedented scale and speed.”

AmazeVR uses a proprietary backend to stitch 360-degree video and provide editing and production tools for content creators in addition to building its own cameras for video capture, the company said.

As it builds out its library, AmazeVR is giving video creators a cut of the sales from the company’s subscriptions and individual downloads of their virtual reality experiences.

“We see no reason that VR content shouldn’t be compelling enough to support a Netflix model. To get there, we must devise mechanisms to inspire, assist, and reward content creators,” said Steve Lee, CEO of AmazeVR. “Our approach, commitment to quality, industry-leading technology, and strategic investors provide a path forward to make VR/AR the next great frontier for entertainment and personal displays.”

News Source = techcrunch.com

Oculus Quest and Rift S now shipping

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Facebook -owned Oculus is shipping its latest VR headgear from today. Preorders for the PC-free Oculus Quest and the higher end Oculus Rift S opened up three weeks ago.

In a launch blog Oculus touts the new hardware’s “all-in-one, fully immersive 6DOF VR” — writing: “We’re bringing the magic of presence to more people than ever before — and we’re doing it with the freedom of fully untethered movement”.

For a less varnished view on what it’s like to stick a face-computer on your head you can check out our reviews by clicking on the links below…

Oculus Quest

TC: “The headset may not be the most powerful, but it is doubtlessly the new flagship VR product from Facebook”

Oculus Rift S

TC: “It still doesn’t feel like a proper upgrade to a flagship headset that’s already three years old, but it is a more fine-tuned system that feels more evolved and dependable”

The Oculus blog contain no detail on pre-order sales for the headsets — beyond a few fine-sounding words.

Meanwhile Facebook has, for months, been running native ads for Oculus via its eponymous and omnipresent social network — although there’s no explicit mention of the Oculus brand unless you click through to “learn more”.

Instead it’s pushing the generic notion of “all-in-one VR”, shrinking the Oculus brand stamp on the headset to an indecipherable micro-scribble.

Here’s one of Facebook’s ads that targeted me in Europe, back in March, for e.g.:

For those wanting to partake of Facebook flavored face gaming (and/or immersive movie watching), the Oculus Quest and Rift S are available to buy via oculus.com and retail partners including Amazon, Best Buy, Newegg, Walmart, and GameStop in the US; Currys PC World, FNAC, MediaMarkt, and more in the EU and UK; and Amazon in Japan.

Just remember to keep your mouth shut.

News Source = techcrunch.com

Reality Check: The marvel of computer vision technology in today’s camera-based AR systems

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British science fiction writer, Sir Arther C. Clark, once said, “Any sufficiently advanced technology is indistinguishable from magic.”

Augmented reality has the potential to instill awe and wonder in us just as magic would. For the very first time in the history of computing, we now have the ability to blur the line between the physical world and the virtual world. AR promises to bring forth the dawn of a new creative economy, where digital media can be brought to life and given the ability to interact with the real world.

AR experiences can seem magical but what exactly is happening behind the curtain? To answer this, we must look at the three basic foundations of a camera-based AR system like our smartphone.

  1. How do computers know where it is in the world? (Localization + Mapping)
  2. How do computers understand what the world looks like? (Geometry)
  3. How do computers understand the world as we do? (Semantics)

Part 1: How do computers know where it is in the world? (Localization)

Mars Rover Curiosity taking a selfie on Mars. Source: https://www.nasa.gov/jpl/msl/pia19808/looking-up-at-mars-rover-curiosity-in-buckskin-selfie/

When NASA scientists put the rover onto Mars, they needed a way for the robot to navigate itself on a different planet without the use of a global positioning system (GPS). They came up with a technique called Visual Inertial Odometry (VIO) to track the rover’s movement over time without GPS. This is the same technique that our smartphones use to track their spatial position and orientation.

A VIO system is made out of two parts.

News Source = techcrunch.com

Matterport raises $48M to ramp up its 3D imaging platform

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The growth of augmented and virtual reality applications and hardware is ushering in a new age of digital media and imaging technologies, and startups that are putting themselves at the center of that are attracting interest.

TechCrunch has learned and confirmed that Matterport, which started out making cameras but has since diversified into a wider platform to capture, create, search and utilise 3D imagery of interior and enclosed spaces in immersive real estate, design, insurance and other B2C and B2B applications, has raised $48 million. Sources tell us the money came at a pre-money valuation of around $325 million, although the company is not commenting on that.

From what we understand, the funding is coming ahead of a larger growth round from existing and new investors, to tap into what they see as a big opportunity for building and providing (as a service) highly accurate 3D images of enclosed spaces.

The company in December appointed a new CEO, RJ Pittman — who had been the chief product officer at eBay, and before that held executive roles at Apple and Google — also to help fill out that bigger strategy.

Matterport had raised just under $63 million prior to this and had been valued at around $207 million, according to PitchBook estimates.This current round is coming from existing backers, which include Lux Capital, DCM, Qualcomm Ventures and more.

Matterport’s roots are in high-end cameras built to capture multiple images to create 3D interior imagery for a variety of applications from interior design and real estate to gaming. Changing tides in the worlds of industry and hardware have somewhat shifted its course.

On the hardware side, we’ve seen a rise in the functionality of smartphone cameras, as well as a proliferation of specialised 3D cameras at lower price points. So while Matterport still sells its own high-end cameras, it is also starting to work with less expensive devices with spherical lenses — such as the Ricoh Theta, which is nearly 10 times less expensive than Matterport’s Pro2 camera — and smartphones.

Using an AI engine — which it has been building for some time — packaged into a service it calls Matterport Cloud 3.0, it converts 2D panoramic and 360-degree images into 3D ones. (Matterport Cloud 3.0 is currently in beta and will be launching fully on the 18th of March, initially supporting the Ricoh Theta V, the Theta Z1, the Insta360 ONE X, and the Leica Geosystems BLK360 laser scanner.)

Matterport is further using this technology to grow its wider database of images. It already has racked up 1.6 million 3D images and millions of 2D images, and at its current growth rate, the aim is to expand its library to 100 million in the coming years, positioning it as a Getty for 3D enclosed images.

These, in turn, will be used in two ways: to feed Matterport’s machine learning to train it to create better and faster 3D images; and to become part of a wider library, accessible to other businesses by way of a set of APIs.

And, from what I understand, the object will not just to be use images as they are: people would be able to manipulate the images to, for example, remove all the furniture in a room and re-stage it completely without needing to physically do that work ahead of listing a house for sale. Another is adding immersive interior shots into mapping applications like Google’s Street View.

“We are a data company,” RJ Pittman told me when I met him for coffee last month.

The ability to convert 2D into 3D images using artificial intelligence to help automate the process is a potentially big area that Matterport, and its investors, believe will be in increasing demand. That’s not just because people still think there will one day be a bigger market for virtual reality headsets, which will need more interesting content; but because we as consumers already have come to expect more realistic and immersive experiences today, even when viewing things on regular screens; and because B2B and enterprise services (for example design or insurance applications) have also grown in sophistication and now require these kinds of images.

(That demand is driving the creation of other kinds of 3D imaging startups, too. Threedy.ai launched last week with a seed round from a number of angels and VCs to perform a similar kind of 2D-to-3D mapping technique for objects rather than interior spaces. It is already working with a number of e-commerce sites to bypass some of the costs and inefficiencies of more established, manual methods of 3D rendering.)

While Matterport is doubling down on its cloud services strategy, it’s also been making some hires to take the business to its next steps. In addition to Pittman, they have included adding Dave Lippman, formerly design head at eBay, as its chief design officer; and engineering veteran Lou Marzano as its VP of hardware, R&D and manufacturing, with more hires to come.

News Source = techcrunch.com

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