Batman “Mixed Reality” Demo Shows VR Cloud Gaming Still Has a Long Way to Go

At this year’s Mobile World Congress (MWC) it seemed every mobile network operator on the planet was hocking the next hotness in data connectivity, the magical alphanumeric ‘5G’. It’s true 5G is slated to make way for plenty of changes in how users consume mobile content thanks to a dramatic increase in bandwidth and lowered latency, but if you’re salivating over the possibilities for what that means for VR gaming in the near future, you may want to step back a bit.

Cloud gaming isn’t a new concept, at least in the world of traditional flatscreen games. Nvidia has GeForce Now, Sony has PlayStation Now, and both Google & Microsoft have their own future cloud gaming projects in the work too. While the infrastructure around gaming-focused edge computing is still very much in its early stages, requiring companies to maintain servers as close to the end-user as humanly possible, the hypothetical benefit to gamers is obvious. Extremely low-powered computers can stream games only previously available on the best of the best rigs.

Mobile network operators like Verizon, Sprint, AT&T, T-Mobile, Vodafone and many others are signing on to paint the world with 5G starting this year. An increasing number of users will soon have access to data faster than even at-home fiber optic cables can provide, making the migration from wired to wireless almost a forgone conclusion in the minds of many. To wit, some of these companies publicly showed off VR cloud gaming actually working for the first time—one of the most difficult problems due to the inherent need to keep VR games chugging at or below the 20ms latency threshold, which is considered the bare minimum before users notice anything.

Stepping into Ericsson’s enormous MWC booth, second only to Huawei at over 6,000 mt² (~65,000 ft²), I cautiously ambled over to an abandoned station outfitted with a Vive Pro and Vive Wireless Adapter. The booth attendant claimed the “mixed reality” Batman experience, which was built in partnership by AT&T, Ericsson, Warner Bros. and Intel, was delivering a total latency between 4 – 6 ms through their mock-up 5G network. That’s basically the bare minimum you can expect, so I was excited to pop in and see for myself.

Image courtesy Ericsson

Although the real-time rendered experience didn’t suffer any discernible latency, it was an absolute failure at demonstrating why VR users want cloud gaming in the first place. In short: it was hot garbage.

With video from Vive Pro’s passthrough cameras placed as a backdrop behind my head (that’s totally “mixed reality,” right?), essentially what I experienced was a 180-degree mess. I was treated to extremely low poly graphics that looked about on par with what can be accomplished on a mobile VR headset like Gear VR or Oculus Go. Adding insult to injury, the two-minute experience, which featured Batman stopping the Scarecrow from—no joke—using 5G for evil, was presented to me in 3DOF and not in the full positional tracking Vive Pro was capable of. I was also told there was an interactive bit using a single Vive controller, but the booth attendants removed it because “nobody understood what to do.”

After seeing it in 3DOF and without any level of interactivity, I was pretty skeptical whether it was actually real-time rendered experience or just a 180-degree stereoscopic video. I was assured it all real-time.

Image courtesy Ericsson

I imagine this was done for the singular reason of showing the setup’s lowest possible latency. It’s not an unsubstantial achievement from a technical aspect either, but low latency is as good as useless if this is the sort of toothless VR content AT&T, Intel, Ericsson and Warner Bros. thinks will fit into a real-world use case. Cutting literally every possible corner on content to get latency down to something you can proudly advertise as ostensibly solved borders on willful deception.

There was a company at MWC pushing a more realistic version of VR cloud gaming though, warts and all. Two days earlier I got a chance to visit HTC’s booth where they were showing a similar setup streaming Superhot VR (2017) to a Vive Focus Plus over a mock-up 5G network. Although the implementation was far from perfect, it at least showed real SteamVR content running in the cloud, and delivered in 6DOF like you’d expect.

Image courtesy HTC

HTC’s streaming latency was well above 20ms, and it seemed to be heavily relying on time warp to keep things smooth. To me, it further drives home the fact that even in controlled environments with purpose-built networks completely dedicated to the task of remotely rendering VR games, there’s still a long way to go before we get plug-and-play VR cloud gaming.

While Ericsson’s demo failed to accurately sell the core idea behind the technology, it did manage to unwittingly reveal that VR cloud gaming is going to be an extreme balancing act when it comes at some point in the future.

The post Batman “Mixed Reality” Demo Shows VR Cloud Gaming Still Has a Long Way to Go appeared first on Road to VR.

Batman and The Scarecrow Will be at MWC19 Barcelona as a Mixed Reality Experience

While there might be many tech companies getting excited about 5G technology and what it can achieve, for the average person on the street 5G is that exhilarating. Which is why companies like AT&T and Ericsson have been looking at new ways of promoting the technology and what it can do. They’ve teamed up with Intel, Warner Bros. and DC Comics to showcase 5G at the Mobile World Congress (MWC) 2019 in Barcelona this month using a mixed reality (MR) experience featuring Batman and Super-Villain The Scarecrow.

The Scarecrow
Image credit: DC Comics

Visitors to the event will have an opportunity to experience a unique piece of immersive content combining both virtual reality (VR) and augmented reality (AR) technologies. Using 5G technology the demonstration will see Batman defeating one of his arch rivals The Scarecrow in an action-packed immersive experience using a digital model of their encounter.

On display at the Ericsson and Intel booths during MWC19, the demo will be completely mobile, using the Intel 5G Mobile Trial Platform in conjunction with a fully integrated 5G network powered by Ericsson Radio Base Stations.

The experience builds upon a mixed-reality experience designed by USC’s Mobile & Environmental Media Lab which conducted a proof-of-concept demonstration in December 2018 at the University of Southern California (USC) campus in Los Angeles.

Mobile World Congress 2016 header“The low latency of 5G in combination with distributed cloud unlocks a world of possibilities in mixed reality, allowing for a more realistic and immersive entertainment experience,” said Kevin Zvokel, Vice President, Networks, Ericsson North America. “Working in collaboration with other innovative companies on this project, Ericsson is able to take visitors on an exciting journey with DC’s Super Heroes and Super-Villains, showcasing just what the technology means for the future of entertainment.”

“5G will change how we create and engage with entertainment, making it possible to virtually transport into new worlds of imagination and possibility,” said Barbara Roden, Vice President of Network Experiences, AT&T.

MWC19 takes place in Barcelona, Spain, from 25th – 28th February 2019. Should further details regarding the experience be released including a more public rollout, VRFocus will let you know.

AT&T, Ericsson & Intel to Showcase ‘The Power of 5G’ with Batman AR/VR Experience Soon

Mobile World Congress (MWC) is gearing up next week in Barcelona to play host to the latest and greatest in mobile technology, including the presumed Microsoft HoloLens 2. Today AT&T, Ericsson, Intel and Warner Bros. announced that they’ll be showing off a new implementation there of their combined efforts to bring 5G to location-based AR/VR venues using a new Batman experience.

Late last year the companies created a proof-of-concept demo running at the University of Southern California campus in Los Angeles, where students got a chance to experience what they call “a context-aware, mixed-reality experience” designed by USC’s Mobile & Environmental Media Lab.

Now fully kitted with a bonafide Batman experience to its name, the setup is said to let MWC-goers “see how Batman defeats DC Super-Villain The Scarecrow in an action-packed immersive experience using a digital model of their encounter.”

While not much is known at this time—including exactly which AR/VR hardware the companies are using—the experience is said to include a fully integrated 5G network powered by Ericsson Radio Base Stations and enabled by Intel Xeon Scalable processors and the Intel 5G Mobile Trial Platform, allowing expo visitors to “interact in the environment while being mobile.”

With the experience the companies hope to show off “a way forward for lightweight mixed reality devices,” a press statement says.

SEE ALSO
WiGig Chip Company Peraso Technologies Closes $42M Financing Round

The collaboration between AT&T, Ericsson, Intel and Warner Bros. (with DC) is slated to demonstrate 5G’s capabilities, such as low latency, high bandwidth, fast scalability, and also how it will provide “a faster network and the flexibility for enabling an enhanced, multi-user mixed-reality experience.”

While it could be more bluster than muster at this point—we’ve seen 5G-powered setups in the past that did little more than deliver high-speed internet to backpack-mounted computers—the fact that Warner Bros. is eyeballing the out-of-home immersive entertainment sector using the technology could be a sign of greater implementations.

“At Warner Bros., we look forward to continuing to explore the power of 5G to deliver high-quality location-based entertainment experiences to our fans,” said Justin Herz, exec. vice president of Warner Bros. Entertainment’s digital product, platform and strategy division. “It is by working closely with partners who are leaders in 5G that we can develop compelling immersive user experiences that will break through to a mass audience and bring our most iconic characters, such as DC’s Batman and The Scarecrow, to life.”

The demonstration will be available in both the Ericsson booth (#2O60 in Hall 2) and Intel booth (#3E31 in Hall 3) in Fira de Barcelona, taking place February 24 – 28 in Barcelona, Spain.


We’ll have feet on the ground in Barcelona next week, so check back soon for breaking news and all things AR/VR.

The post AT&T, Ericsson & Intel to Showcase ‘The Power of 5G’ with Batman AR/VR Experience Soon appeared first on Road to VR.

Tiledmedia Wins €2 million Investment for High Quality VR Video

The investments don’t stop rolling in for burgeoning virtual reality (VR) and augmented reality (AR) startups, and now Tiledmedia have secured investments worth more than €2 million EUR for their high quality VR streaming technology.

VRGE docking station - Oculus Rift

Tiledmedia teamed up with Sky and Ericsson last year to showcase VR for live sports, and it’s that technology which investors have found so interesting.

The technology uses an untethered VR head-mounted display (HMD) and they demonstrated users being able to experience the speed and intense manoeuvres that Formula 3 drivers undertake when they come close and perform frightening overtakes.

Tiledmedia had six investors, Emerce reports, led by Paul Hendriks, former CTO and CIO at Ziggo and AVG Technologies. Tiledmedia will be using the investment for the development of their tech, the variety of experiences available, and expansion of their marketing, in addition to attracting quality industry veterans to the company.

Tiledmedia’s encoding technology can reduce bandwidth for VR video by 80%, making it an incredibly attractive prospect, as videos will be easier to stream over the internet, and higher quality video will be easily streamable from slower WiFi routers.

Tiledmedia CEO Frits Klok believes in the potential of VR video, and thinks streaming is the future; “VR is only commercially interesting if you can stream it. YouTube also does not work if you first have to wait for a download. Streaming VR at good quality just costs too much bandwidth at the moment. Our products solve that problem. World leaders such as Akamai, Ericsson and Harmonic have recognized this.”

Hendrinks is convinced of Tiledmedia’s importance to the VR space, and he clearly hopes for the company to grow much larger; “Tiledmedia technology is crucial for the success of the VR market. It delivers much higher quality, substantially lower costs and a much larger reach among consumers. The [investors] believe in technology and in the enthusiastic leadership team that has a lot of technological talent, great business experience and an impressive international network. With this investment, Tiledmedia can start the next phase of innovation and growth in this dynamic market.”

It certainly sounds like Tiledmedia has a promising future. For all of the latest on their growth and VR market in general, make sure to stay on VRFocus.

Reports Suggests Digital Content Is The Future of VR Advertising

The latest report from electronics company Ericsson on the 10 Hot Consumer trends has been released, with insights based on Ericsson’s ConsumerLab global research, drawing on data gathered from online survey’s of internet users in 10 major cities across the world, representing 30 million people. The report contains some suggestions on how consumers believe virtual reality (VR) and augmented reality (AR) technology will evolve.

One of the biggest areas of impact in the report for VR and AR users and creators is the indication of how consumers feel about advertising in VR and AR. Advertising and marketing within immersive media, with just over a third of respondents saying they actively dislike ads, while 40% said they don’t mind them if it means they can get free products or services.

Many brands and companies are attempting to use VR and AR to extend their reach and engage with customers, creating sophisticated VR or AR experiences to help advertise their products. This has resulted in what some see a a slow merger of content with advertising.

The report indicates that this merger might be self-defeating, however. With an increasing number of VR and AR experiences offering the functions of the apps or services they are trying to advertise, such as a VR experience to advertise a holiday that is so immersive and realistic that you can feel as if you were there, removing the desire to buy the product. For this reason, over half of current AR and VR users who responded to the survey said they believed that adverts could eventually replace to products themselves.

Michael Björn, Head of Research, Ericsson ConsumerLab, says: “We are entering a future where devices neither have buttons and switches nor need to be controlled digitally via your smartphone. In fact, this may be a necessary change, as it would be difficult for people to learn a new user interface for every device that gets connected to the Internet of Things. Today, you have to know all the intricacies of the devices you use. But in the future, the devices will know you instead. For this to become a reality, devices must be able to relay complex human interaction data to cloud-based processing, and respond intuitively within milliseconds, increasing requirements on next generation connectivity.”

Further news on VR and AR industry trends will be right here on VRFocus.

Sky, Ericsson and Tiledmedia Showcase VR For Live Sports

At this years’ IBC Conference and Exhibition, three members of the Virtual Reality Industry Forum, Sky, Ericsson and Tiledmedia will be demonstrating how virtual reality (VR) can be paired with live sports for a more engaging viewer experience.

Using 360 video displaying on untethered VR head mounted displays (HMDs), users will be able to experience what it is like to be a Formula 3 driver making a crucial overtake, or in the dugout when their favourite team scores a goal.

The demonstration will use streaming technology provided by Ericsson’s HEVC software encoding along with Tiledmedia’s ClearVR streaming technology for better video quality. Content will be provided by Sky, such as footage from Premier League Football and additional Formula 3 footage provided by Ericsson.

The demonstration will use custom untethered VR headsets along with tablets that will be synced to a TV screen for real-time viewing.

The demonstration will be available at the Ericsson booth in Hall 1, D61. The IBC show will take place on 14th-19th September, 2017 at the RAI in Amsterdam. Featured speakers include Saul Berman of IBM, Stephen Beres of HBO, Orly Amsalem, a Data Scientist at Cisco, Chris Buchanan of Samsung and Caroline Chan of Intel.

Further information and tickets can be found at the official IBC website.

VRFocus will bring you further news on Vr-related events as it becomes available.

Ericsson Invest in Matterport For 3D and VR Imaging

Matterport have been making a name for themselves in the virtual reality (VR) sector by producing high-quality 360-degree cameras and 4K DSLR still images. The company has previously partnered with construction and real estate firms to provide 3D floorplans and 360-degree walkthroughs of properties. Now Ericcson Ventures have announced it will be investing in the company.

Matterport currently has one of the largest libraries of 3D data of real-world locations, which has begun to be used for AI computer vision and machine learning to allow AIs to learn to understand spacial awareness and digital reconstruction. Matterport are planning to use the new investment to further accelerate its deep learning and research and development in order to further develop its 3D and VR platforms for business applications.

“We’re excited to partner with Ericsson Ventures as we work to extend our lead in the market and bring Matterport’s scalable, cloud-based immersive media platform to more industries in the U.S. and abroad,” said Bill Brown, Matterport CEO. “Ericsson Ventures saw the tremendous opportunity Matterport has to extend our technology lead by using our massive library of 3D models as a deep learning training dataset to create AI that will be the basis for our next generation products. This strategic investment will help us to more quickly develop the technology to its full potential and achieve our mission of making 3D models the primary medium for digitally experiencing, understanding, sharing, and reimagining the world.”

“Ericsson has time and again proven instrumental in enabling new ecosystems that benefit from ever increasing connectivity performance. Technologies such as AR/VR and 3D computer vision is one such ecosystem that we believe is expected to experience rapid growth, fuelled by dramatic improvements in bandwidth availability and latency periods,” said Albert Kim, Head of Ericsson Ventures. “We are very excited to be a part of Matterport’s revolutionary journey going forward, as it continues to disrupt large existing markets while creating a differentiated technology stack and unique data set in 3D computer vision.”

VRFocus will continue to report on new developments in the VR industry.

Ericsson and Room One Demonstrate How Surgery Can Be Learned in VR

A joint project between Room One, BT, King’s College London, Ericsson and OPTO has demonstrated how medical surgery can be livestreamed globally in virtual reality (VR) in order to allow students and doctors to learn from operations, no matter where they are in the world.

The demonstration showed how a surgeon could control a robot arm from a distance using a connected glove, which could control the robot arm with low-latency 5G. The video and audio were then streamed to other participants, who were also given haptic feedback pads, so the tactile sensations felt by the surgeon were also transmitted.

Melissa Doré, COO of Room One, said: “VR will have a transformative impact on all aspects of our lives, including learning and mentoring, and this is a demonstration of just that. The Room One team is now working on a CGI-powered version, providing surgery students with a fully immersive environment to practice surgery. We were delighted to work with Ericsson, BT, KCL, and OPTO intimately on this project. We have a number of additional exciting virtual reality projects in the pipeline, and hope to continue to work with technical and creative partners from a range of backgrounds to find innovative solutions to existing problems.”

Mahdi Yahya, President of Room One, said: “The connectivity revolution is bigger than the industrial revolution. We are only at the start of what is possible. Remote surgery over the Internet; the creation of fully immersive virtual worlds; homes, cars, and phones that speak to each other instantly over the network. As creatives, designers and technologists, it is our duty to realise this future.”

Peter Marshall, Head of MBB, UK and Ireland at Ericsson, added: “Over the last 18 months Ericsson has been developing a strong relationship with Room One. We both have ambitions to show the value of VR/AR in a connected society where immersive experiences become the norm. This co-creation approach and the evolving ecosystem of various partners are the key ingredients to developing 5G, and allow us to provide new services, applications and devices. Having the opportunity to work with Room One is a great addition to this.”

VRFocus will bring you further news on medical uses of VR as it becomes available.

Ericsson and Verizon Use VR Streaming Car to Test 5G

Faster wireless speeds are always something that consumers and businesses are seeking. As part of a trial of 5G technology, Ericsson have teamed up with telecoms carrier Verizon to test the speed and latency times of the 5G network using an Indianapolis 500 racing car and a virtual reality (VR) headset.

In a novel test of the capabilities of 5G, a racing car was outfitted with a camera on its roof and entirely blacked-out windows. The driver then donned a VR headset that was equipped with 5G technology that showed a 4K streaming video of the track ahead, with the driver steering the car based solely upon that input.

“We’re pushing beyond today’s technology — with multi-gigabit speeds and super low latency, we’re enabling new applications and the Internet of Things,” said Bill Goodman, lead engineer on Ericsson’s Technology Team.

The trial managed to attain downlink speeds of 6.4Gbps in a vehicle that was travelling at 6p miles per hour(100kmph). The team at Ericcson told ZDNet that in future, they hoped that similar cameras and sensors could be added to racing cars and racetracks so fans and pit crew engineers could watch the race from several viewpoints, and engineers could get a high-quality live feed of critical performance data.

“To really kind of push the envelope and showcase the low latency, we added in this virtual-reality driving where we’ll black out the windows, virtual reality glasses will be worn by the driver, and the camera will take a feed and uplink through 5G into the network, turn it around and send it back over 5G, and do that quickly enough so the driver can react appropriately as he’s running around this track at speed,” Goodman explained.

A video of the test is available to view below.

VRFocus will bring you further new of developments in VR streaming technology.

Tactai Gets In Touch With Ericsson For AR and VR ‘Dynamic Tactile Wave’ Tech

Tactai Gets In Touch With Ericsson For AR and VR ‘Dynamic Tactile Wave’ Tech

Startup Tactai inked a deal with Ericsson as its first client and will offer CES 2017 attendees a hands-on demonstration of its “Dynamic Tactile Wave” technology at the Ericsson booth.

The Waltham, Mass.-based company developed technology that works across traditional video, augmented reality, and virtual reality allowing users to touch, feel, grasp, and interact with virtual objects using its Tactai Touch finger tip wearable.

Tactai worked with Ericsson to create a virtual video experience where CES attendees can flip through a number of home video titles using just hands and fingers to navigate and make a selection, and in the process actually feel the interactions. The companies are also demonstrating a new user interface for VR where Tactai allows content to have embedded interactive elements that respond to touch.

“Viewers can pause content playback using natural movements and proceed to touch, grab and interact with elements of the video on the screen,” said Steven D. Domenikos, CEO of Tactai. “Ericsson and Tactai have jointly developed our Touch technology, which allows content creators and owners to incorporate interactive elements for product information or to deliver contextual information, including embedded 3D experiences, into new or existing VR/AR content.”

Jonathan Talbert, Ericsson Experience Lab Engineer, told UploadVR that Tactai’s technology fits in well with VR media and Internet of Things concepts Ericsson has been showcasing for the past few years. Globally, Ericsson is the leading mobile infrastructure and media platform vendor.

“With 5G networks on the horizon, it’s important for us to understand next generation applications that will be used on those networks,” Talbert said. “Virtual reality is one application dependent on the next generation performance of 5G networks and media delivery platforms. Similar to the way video and social media is dependent on 4G networks, VR and AR will be dependent on 5G networks. Mobile operators will depend on Ericsson to understand VR, and other future applications when building their networks. Operators want 5G networks that fulfill the needs of users when applications like VR become mainstream.”

Ericsson’s focus at CES 2017 is 5G and the applications 5G will enable in a mobile environment. The concept being developed with Tactai will be an evolution of Ericsson’s existing next generation VR media experience.

“Attendees will be able to sit in the middle of the tradeshow floor (at CES), and be transported to a virtual living room where they’ll be immersed in media with the ability to control content with the swipe of a finger,” Talbert said. “Not only will they be able to control and consume media on a virtual 75-inch screen in a virtual living room, but also interact and feel objects on that screen. Imagine being able to not just interact but also feel the texture of an object on the screen. That is the type of experience that will drive VR to be the next big application.”

Ericsson’s MediaFirst Video Processing and MediaFirst Delivery Platforms currently enable broadcasters, content providers and service providers to preserve and deliver video at every critical stage ranging from production/broadcast/encoding/distribution/consumption. Talbert said virtual reality will be the future of how media Ericsson delivers is consumed.

Talbert said until recently, video consumption has been very “two-sense” oriented. All that the user could absorb is sensed through sight and sound. Adding a touch haptic track to video enables a third sensory dimension to consuming video.

“The ability to reach into a video and pull out an object to explore its three-dimensional properties has many applications in the educational, scientific and advertising markets,” Talbert said. “Ericsson believes there is value added to video when more sensory information can be conveyed to the end user.”

It takes minutes to convert existing 2D and 3D objects to add haptics. The company is creating a library of content in Unity that offers textures and other touch elements to 2D and 3D objects. In order to experience touch, users need the Tactai Touch device. Ericsson will be manufacturing the devices. Tactai’s business is to license out its technology to companies interested in adding touch to content.

Domenikos said the prototype devices cost about $12 to make, but a large company with manufacturing capabilities could reduce that cost even further.

“Ericsson is responsible for approximately 80% of repackaged videos on tablets and smartphones of all type of music videos and Hollywood content,” Domenikos said. “They can separate the audio and video track and introduce a third Tactai Touch Track that can be used for haptics to augment the video and make it more interesting.”

Talbert said this collaboration will propagate the concept of haptic tracks in video and encourage our customers (studios, broadcasters, content providers, service providers) to produce and distribute more of this kind of content.

“It could also open new markets for video editors to author haptic tracks for the decades of legacy content which can be retrofit with new tangible objects,” Talbert said.

This technology has been in development for some time, although the ability to deliver it at a low cost directly to consumers is new. Dr. Katherine Kuchenbecker, chief science officer at Tactai, has spent the past 15 years researching haptics in virtual reality at Stanford University and the University of Pennsylvania.

“By understanding how people touch, feel, and manipulate real objects, we engineers get new ideas about how to make interactions with distant and virtual objects feel compellingly real,” Kuchenbecker said.

Kuchenbecker said Tactai Touch closely recreates how humans perceive the presence of objects and their surface characteristics when interacting with them in the real world. Tactai’s patent-pending Dynamic Tactile Wave technology creates multi-modal experiences bringing touch, sound and light together.

Outside of the Ericsson deal, Domenikos is also speaking to A-list musicians – many of whom have already jumped into the VR fray – about exploring touch to make VR experiences more exciting for fans.

“You could incorporate touch to either a livestreamed or static VR experience,” Domenikos said.

Kuchenbecker believes Tactai could represent the feeling of virtual hair reasonably well today – allowing a fan the ability to reach out and touch a rock star’s locks virtually. Or the touch technology could help sell clothing or other merchandise by being able to feel the texture of the product.

“The implications for touch in online shopping are huge, Kuchenbecker said. “It brings the user closer to objects they want to purchase. Touch is an important part of the shopping experience.”

Touch could also help virtual reality – and the growing augmented reality – industries in another way. Domenikos said both industries need content, whether it’s touch-enabled or not. And adding touch to 2D and 3D objects could give VR users a very large library with which to interact.

Tagged with: , ,