Pixvana Raises $14 Million For Cloud-based Storytelling Platform Spin Studio

Pixvana Raises $14 Million For Cloud-based Storytelling Platform Spin Studio

Pixvana, maker of the Spin Studio cloud-based mixed-reality storytelling platform, has raised $14 million in a new round of funding.

Vulcan Capital led the round, with participation from new investors Raine Ventures, Microsoft Ventures, Cisco Investments, and Hearst Ventures, along with existing investor Madrona Venture Group.

“We are thrilled to work with this amazing group of investors backing us, to realize our vision of XR storytelling,” said Forest Key, Pixvana CEO, in a statement. “Faster iteration and blending of video and 3D content will allow creatives, brands, and media companies to create amazing XR experiences. More announcements, like the recent devices for Windows MR and Oculus Go, will create a rapidly expanding market for XR video experiences.”

Seattle-based Pixvana’s mission is to enable anyone to create and distribute next-generation video experiences. Spin Studio accelerates the production and delivery of interactive mixed reality content (virtual reality, augmented reality, or cross reality — also known as XR) at up to 8K resolution.

“There is tremendous opportunity in the XR video space, and it is clear that outstanding content and storytelling tools will define this new medium, ” said Stuart Nagae, general partner at Vulcan Capital, in a statement. “We think that Pixvana has an extraordinary team that really understands how to deliver cinematic, immersive experiences in XR and can build a software-as-a-service business at scale.”

Spin Studio supports a variety of AR and VR headsets, and it handles everything from stitching to editing, publishing, and playback in one seamless workflow. Spin Studio offers creative tools for XR storytelling, including customized templates and interactive hyperports.

Pixvana has 24 employees, and it has raised $20 million to date.

“We committed to using XR video to pitch our company to investors in an experience we called Sofia (as an homage to Sofia Coppola),” said Key, in an email to VentureBeat. “If XR storytelling is the disruptive, inevitable, mass communication medium that we believe it to be, why not demonstrate its potential for our own business? All of the more than 50 investors that saw the Sofia experience noted that this was the first time anyone had seen an XR pitch. Several investors commented that they felt like this was a glimpse of the future of fundraising.”

This post by Dean Takahashi originally appeared on VentureBeat.

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AR Startup Play Shifu Secures Investment Money

Early this year augmented reality (AR) start-up company Play Shifu launched a Kickstarter campaign for an AR-enhanced globe called the Orboot. The campaign was very successful, raising the profile of Play Shifu. The company has now secured an undisclosed amount of money in pre-Series A funding.

The funding round was led by venture capital companies IDG Ventures and IDFC-Parampara Fund. The money will be used to extend Play Shifu’s reach globally as well as improve its technology and design teams.

Play Shifu is an India-based company founded by Vivek Goyal and Dinesh Advani. In May this year, the company was selected to be part of a Facebook-sponsered initiative to help mobile developers access tools and services to help small businesses grow.

“We strongly believe in technologies that bridge the gap between the physical and digital worlds, specifically for early-learning. The tremendous global response for Shifu Orboot, the smart globe, has given us a major boost in the ed-tech space,” said Goyal.

Play Shifu’s Orboot Kickstarter was a success, tapping into the growing demand for ‘smart’ toys and games. The Kickstarter raised $77,881 (USD), hugely overshooting its $15,000 goal, and the first of the Orboot globes began shipping to customers last month. The Orboot globe is designed to be an educational tool for children, pairing with a smartphone to show a variety of information on various location, going into detail on climate, food, culture and wildlife. Each highlight area on the globe has its own story, such as a tale about Chinese New Year.

“The success of Play Shifu’s Orboot product on Kickstarter in such a short time with limited resources speaks highly of the team’s domain knowledge and market opportunity,” said IDG Ventures India Advisors director Karthik Prabhakar.

VRFocus will continue to report on new developments in the VR and AR industries.

VR Medical Imaging Firm EchoPixel Secures Funding

The use of virtual reality (VR) in healthcare is a growing, seeing use in areas such as training, patient entertainment, pain management and, of course, medical imaging. The latter is the area that EchoPixel have made several breakthroughs in, and the company has now secured Series A funding.

The funding round was led by Intel Capital and also included Aurus Capital, Runa Capital and the Harris & Harris Group. This resulted in $8.5 million (USD) in funding which will be allocated to EchoPixel’s commercial, R&D and Regulatory areas.

“With its promise to make medical images more accessible to more clinicians and transform the ways doctors work and patients understand their unique anatomy, EchoPixel’s True 3D has generated excitement in the medical community,” said Sergio Aguirre, founder and Chief Executive Officer of EchoPixel.

The EchoPixel technology can be used to create life-sized VR replicas of objects and can allow doctors to move, turn, examine and even cut into virtual representations of patients.

“The growth in key centers working on significant solutions using True 3D, and the number of leadership organizations supporting EchoPixel’s marketing efforts, have positioned the company for rapid growth moving forward,” said Ron Schilling, PhD, Executive Chairman, EchoPixel.

“Intel Capital invests in pioneering technologies,” said Wendell Brooks, senior vice president of Intel Corp. and president of Intel Capital. “We are excited to invest in EchoPixel and to see their technology transform patient care through the use of augmented reality.”

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

Varjo Raises $8.2 Million To Boost Its High-res VR Headset

Varjo Raises $8.2 Million To Boost Its High-res VR Headset

Varjo, a Finnish company that’s working on an ultra high-fidelity mixed reality headset, has raised an $8.2 million series A round to propel it forward as it works toward the launch of its first developer kits.

EQT Ventures led the round, with participation from Lifeline Ventures, the Venture Reality Fund, Presence Capital, and others. The funds will be used to build out the Varjo team, expand its marketing program, and continue funding development of its headset.

“Simply put, we were looking to fund our product R&D and a few custom components that must be built to reach crucial improvements in the device quality,” Varjo CEO Urho Konttori said in an email to VentureBeat.

Varjo’s headset is designed to be roughly the size and shape of a traditional virtual reality headset but to provide human-eye resolution for a higher quality image. In addition, the system promises to let users view the world around them by moving a small, high-resolution display around a wearer’s field of view in time with their eye movements. Doing so tricks the brain into thinking that it’s seeing a much higher-resolution image.

If Varjo can pull this off, the headset should provide users with a higher quality viewing experience than is currently available from headsets without this technology.

According to Konttori, progress on the developer edition of the headset is continuing as planned, and the company expects to make an announcement about its progress at the Slush conference in Helsinki next month.

This post by Blair Hanley Frank originally appeared on VentureBeat.

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Tripp Raises $4 Million For Mood-altering Virtual Reality Experiences

Tripp Raises $4 Million For Mood-altering Virtual Reality Experiences

A lot of people say that virtual reality will blow your mind. And that’s the point of Tripp, which has raised $4 million to make a VR experience that will alter your mood and your mind.

Mayfield Fund led the round and contributed most of the funds for the startup, which is working on “transformative experiences.” Nanea Reeves, CEO of Tripp, said in an interview with GamesBeat that the company views the experience more as a “journey” that exploits the sensory and immersive elements of VR to change the way a person feels.

“We are creating a native VR experience that changes the way a person feels,” said Reeves. “You can use Tripp to select from a catalog of different feelings, like pumping you up before a workout or calming you down after work.”

Tripp, based in Los Angeles and San Francisco, is working on a native VR game, or experience, that focuses on changing the way a person feels to help them live more happily and effectively. The experience will have a combination of audio and visual elements, gameplay mechanics, and meditation.

They are tapping into research that shows that digital and interactive experiences can have an effect on the brain. They note that we listen to music, play video games, browse social media, binge on our favorite shows — and our mental state changes. Tripp wants to give us more control over that change, giving us tools to slow down, disconnect from others, change our sleep patterns, or meditate.

“We have a common interest in science fiction and the far-reaching implications of it,” said Tim Chang, managing director at Mayfield Fund, in an interview with GamesBeat. “This is like VR net trips, not Netflix. It’s about altering your mood. VR can hack your perception and change things like your focus, state of anxiety, energy, or excitement level.”

(Chang will be a speaker on the future of science fiction and tech at our upcoming GamesBeat Summit 2018 event on April 9-10 in Berkeley, California).

Above: Tripp logo

Image Credit: Tripp

Reeves has worked for 15 years in mobile apps and games with her cofounder Zachary “Zack” Norman at places such as Jamdat Mobile and Electronic Arts. They are joined by chief technology officer Andreja Djokovic.

“We are combining multiple elements to create a completely immersive, supercharged experience that is crafted to put users in a different headspace,” said Reeves. “Using visuals, sounds and targeted interactivity to first create a state of calm, we then take you on a journey that can stimulate a number of different feelings and moods — enabling users to take a step back from their busy lives and enjoy a sensory experience unlike any other.”

Tripp’s focus is to create a state of mindfulness that isn’t just guided but happens “around” you. Tripp is focusing on VR market to build something that doesn’t exist on other platforms. And while the VR market is small, Tripp plans to expand to relevant platforms for “mixed reality.”

“We begin a journey and take you into a meditative state and then take you on a trip,” Reeves said. “We want to create experiences that give you that flow state that you have when you are playing a really great game.”

The team is still early in development and it doesn’t have something to show yet. Reeves said the experience will be procedural, or computer-generated so that it isn’t the same every time. It will tap a neural network, so that it can get better at delivering a targeted trip for each person.

Above: Eliot Peper (right), author of novels such as Cumulus, speaks with Tim Chang, managing director of Mayfield Fund, at GamesBeat Summit 2017.

Image Credit: Michael O’Donnell/VentureBeat

“Zach and I came up with the concept after making a solitaire game,” Reeves said. “We found we were immersed in VR and felt refreshed.”

Chang has been excited about “mind hacking” and the “quantified self” for a long time. He invested in brain game company Lumosity and quantified self firm Basis (which was acquired by Intel). His firm looked at 85 VR startups, and Tripp stood out from the pack because it was “interested in stimulation versus simulation.” Chang said this startup is more like “quantified emotion.”

“When we talked to him, he got it immediately,” Reeves said. “His contribution was tremendous. I’m in sync with him on mindfulness, transformative tech, and mind hacking.”

The team has a half-dozen or so people and is targeting a team of about ten people in the next couple of months, and it is working with an outside studio as well.

If you’re thinking this is a hippie drug startup, that might not be so crazy.

“It’s the recreational drug without the drug,” Chang said. “A lot of this was inspired by themes in books like” Nexus, Ramez Naam’s sci-fi trilogy about a mind-expanding drug. In the novel, the characters hack their own perception and give themselves a kind of superhuman shared consciousness. But Tripp isn’t purely science fiction.

“VR should be good for this because there is a lot of basis for this in research,” Chang said.

This post by Dean Takahashi originally appeared on VentureBeat.

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Dreamscape Immersive Secures $20M AMC-Led Series B For Movie Theater VR

Dreamscape Immersive Secures $20M AMC-Led Series B For Movie Theater VR

Today VR startup Dreamscape Immersive announced via TechCrunch that they’d secured a Series B funding round of $20 million, led by AMC. The company previously gained funding from the likes of Steven Spielberg, Warner Bros., MGM, IMAX, and 21st Century Fox.

Most people that take the time and energy to really try VR and give it a chance see the potential, but getting headsets onto the faces of users is the biggest hurdle still. VR devices are bulky, expensive, and hard to come by, but millions of people go to the movies, even if that industry is struggling.

The deal also includes a large partnership with AMC to bring their full-body capture technology for multiple simultaneous users to various theaters across both the United States and United Kingdom starting with up to six locations over the next year and a half. AMC is also investing into a content fund to help Dreamscape Immersive create original, exciting content for their location-based experience centers at theaters. These experiences will likely take the form of movie and IP tie-in content.

Virtual reality is the future of a lot of industries. We’re already seeing ways that it can be used to enhance and revolutionize video games, medical procedures, therapy, business training, long-distance communication, and so much more. And now it’s looking more and more like the Hollywood-fueled entertainment industry is next on that list.

What do you think of the deal? Let us know down in the comments below!

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Signing Investment Deals In VR Is A Thing Now

Signing Investment Deals In VR Is A Thing Now

I’m weary of calling anything we see with VR a “first-ever” as the technology has been around for decades and people often pop up to point out things have happened in the past that might technically be the “first-ever.”  Nevertheless, many people would likely be interested to know Germany-based Arthur Technologies just closed its funding deal with investment group Boost VC inside virtual reality, even signing the deal itself inside the company’s collaboration platform.

Sneaky Bears Creator WarDucks Nets €1.3 Million In Seed Funding

WarDucks' Sneaky Bears

WarDucks, the team behind the Sneaky Bears franchise, has successfully raised €1.3 million (USD 1.5 million) in seed funding. Venture capital fund Suir Valley Ventures led the round, joined by the state agency Enterprise Ireland as well as private investors.

Based in Dublin, WarDucks released Sneaky Bears for PlayStation VR and Oculus Rift last month. A lightweight version of the game was previously published on the GearVR and Google Play stores. According to the developer’s website, HTC Vive support is coming within a few weeks. A tie-in game, Sneaky Bears Roller Coaster, reached the number two spot on the the GearVR store. Before entering the VR market, WarDucks created the social and mobile title, Global Agents.

WarDucks founder Nikki Lannen commented on the investment in her company, “Our Sneaky Bears brand has already performed extremely well on mobile VR platforms, however our move now to more sophisticated hardware, including PlayStation, Oculus Rift and HTC Vive marks an important step for WarDucks. I am delighted that Suir Valley recognizes our potential in the expanding virtual reality space and is supporting our next phase of growth through this investment, together with Enterprise Ireland and other private investors”

Suir Valley Ventures Managing Partner Barry Downes said, “VR is an area of enormous opportunity and potential, and we remain keen to increase our exposure to this market and become a leading investor in the expanding industry. We see Dublin based WarDucks as a great example of the type of games studio that is going to be hugely successful in the VR industry and are looking forward to working with Nikki and her team to support them grow the company rapidly and launch unique products worldwide.”

Suir Valley Ventures expects the VR market to grow to over $35 billion by 2022, and said it “is eager to increase its exposure to this burgeoning industry.”

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eSports VR Broadcaster SLIVER.tv Nets $9.8 Million In Investments

eSports VR Broadcaster SLIVER.tv Nets $9.8 Million In Investments

Esports VR Broadcasting company SLIVER.tv announced it completed series A round equity funding with $9.8 million raised. To date, the company has received $17.5 million. Danhua Capital, Heuristic Capital Partners, and ZP Capital led the round while addition funding came from DCM, Sierra Ventures, The VR Fund, Samsung Next Fund and Sony Innovation Fund. SLIVER.tv CEO and co-founder Mitch Liu said in a press release that the money would be used to accelerate R&D investments in machine vision, artificial intelligence, and virtual reality.

Danhua Capital managing director Dovey Wan said, “We are very excited to partner with SLIVER.tv. Mitch and his team are fundamentally transforming the live spectator experience for global esports fans with their patented video streaming technology. Together with a new interactive engagement model, 360 esports content, and a novel incentive model for streamers, tournament organizers, and esports fans, we firmly believe they are ready to disrupt the industry with their next-gen multimedia entertainment platform.”

The patented technology that Wan refers to takes 2D PC games, namely Counter-Strike: Global Offensive and League of Legends, and then renders a 360-degree stream for viewers to enjoy on their own headsets. The platform launched last August on Android and iOS, and works on a wider variety of VR devices, including Google Cardboard. SLIVER.tv also holds pending patents regarding the automatic generation of game highlights.

The Cupertino-based startup raised $6.2 million in seed funding last August and launched the beta for its platform on iOS and Android at the same time.

Chinese VR Studio GeneGames Announces Angel Funding

Monkey King VR screenshot

GeneGames, makers of the VR Strategy Game MonkeyKing VR, announced the completion of an angel round of fundraising with ‘Hundreds of thousands of yuan,’ and that they intend to develop products in Europe and America according to Japanese VR site MoguraVR. Based on the original Chinese wording (数百万元), the exact amount raised could be between $3000 and $150 million.

In May of 2016, the company boasted a similar number in seed funding. The current angel round began at the start of 2017.

Monkey King VR is a ‘tower defense’ strategy game for the HTC Vive- not to be confused with Digital Domain’s Monkey King that we reviewed earlier this month– with Chinese and English versions available in the US on Steam and Viveport. It tells the classic Chinese tale, ‘Journey to the West.’ The popular Japanese comic Dragonball also draws from the same source material. It’s a safe subject for game makers to tackle in the People’s Republic of China, where running afoul of authorities with unique storylines can lead to disastrous consequences. One need only look at the Chinese movie industry to see the limited number of safe topics for artists to tackle. In the past ten years alone, there have been 21 Monkey King movies greenlit in China, according to IMDB. For comparison, imagine 21 cinematic adaptations of Hamlet in a decade.

In February, GeneGames partnered with German publisher Softdistribution to publish not only the HTC Vive original, but the currently-in-development PSVR version of Monkey King VR worldwide. CEO Leon Shieh told Chinese VR website 7tin, “The PSVR version is not based on the existing one. It will have new content and content that was added to the Viveport version.”

PAX attendees will have their chance to play the game at the convention in September, while the rest of us can count on a formal release at the end of the year.