Haptics Project H2L Sells Shares To Sony Innovation, Raising Over $1.7 Million

Haptics Project H2L Sells Shares To Sony Innovation, Raising Over $1.7 Million

From exo-claws for your forearms to vests for your entire upper body, haptic feedback devices run the gauntlet when it comes to different ways to further immerse players in virtual worlds. H2L (Happy Hacking Life), a Tokyo-based company that specializes in VR/AR related to gaming and tourism, has engineered a haptic device of their own and it is surprisingly low-profile. The UnlimitedHand is a small device that straps to your forearm and not only gives feedback but measures the movement of muscles for input as well.

H2L raised funding recently by allocating shares to Energy & Environment Investment and the Sony Innovation Fund. Via these transactions, they acquired what comes out to just under $1.8 million. H2L has spent R&D on PosessedHand, a tool that allows researchers to control human hands with different stimuli, but their UnlimitedHand technology will be receiving the majority of the benefits from these funds. In a prepared statement, the company said it will make “full use of the received funding to push development and business expansion in the VR/AR field, with the aim of setting world standards for gesture input/output interfaces”.

The Japanese startup already has a couple solid forces behind them and, if they garner even more interest from companies, their UnlimitedHand solution could steer the haptic conversation that continues to gain steam when it comes to VR.

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Vive X: Here Are The 33 VR Startups HTC Vive Just Funded

Vive X: Here Are The 33 VR Startups HTC Vive Just Funded

HTC’s Vive X accelerator program is welcoming more than 30 new VR and AR startups to the fold with investments in North America and Asia.

The companies join the inaugural group of 33 startups funded in July last year. This second batch represents the latest group backed by HTC’s growing VR arm, which is investing in a broad range of teams working on hardware, content and services that could be important to the future of mixed reality.

Many of the startups joined the accelerator for strategic reasons and are more advanced than those typically seen in these types of programs, according to Vive X.

“We work hard to provide service to these companies, rather than just a check,” said Marc Metis, global head of Vive X. For example, “we can help provide access to the China market.”

HTC Vive’s investment group also said it planned to open an accelerator in Israel, joining locations in San Francisco, Beijing, Shenzhen and Taipei. The list below provided by Vive X outlines the companies included in this newest batch.

San Francisco

  • cognitiveVR provides 3D spatial analytics and user feedback tools for VR/AR, enabling organizations to quickly and easily display analytics on their users’ sessions and collect deep metrics on user behavior and feedback.
  • Construct Studio is a bilingual independent studio dedicated to creating interactive narrative experiences for VR. Construct has recently created their first interactive VR narrative “The Price of Freedom”, based on the real events of CIA mind control program Project MK Ultra.
  • Created by founders of Phosphor Games, the studio behind the worldwide hit VR shooter ‘The Brookhaven Experiment’, Forbidden Mechanism was formed with the single-minded passion to create the greatest competitive online multiplayer shooter for VR.
  • HyperfairVR is a SaaS web-based social VR solution for enterprises. It allows businesses to self-build and easily customize their own branded VR environment, and quickly publish to multiple platforms to engage with customers and employees in VR via avatars.
  • Limitless is a cloud-based platform that aims to make it easier to create VR content. Using the Limitless VR Creative Environment, creators can animate characters directly in VR using motion controls, simplifying the animation process for newcomers and professionals alike.
  • Mindesk developed the first immersive interface for commercial CAD software in the world. With Mindesk, engineers, architects and designers can build their models naturally in VR, while collaborating in real time in the cloud.
  • Realiteer develops and distributes immersive and evidence-based programs in cognitive behavior therapy (CBT), which has been clinically shown to treat substance abuse, anxiety, and depression. It is working closely with world-class academic researchers to design and build these programs.
  • The Rogue Initiative is a new VR and Digital Media content studio, creating AAA cinematic interactive entertainment. The Rogue Initiative collaborates with established Hollywood talent to co-create and co-own new intellectual property in VR that can be further developed into various franchises.
  • Subdream is a social VR gaming studio founded by serial gaming entrepreneur Jikhan Jung. Subdream plans on releasing quality multiplayer games that can be played at VR arcades and at home.
  • Vertebrae is a native advertising platform for VR and AR. The headset-agnostic tech stack connects advertisers with developers and publishers to deliver immersive, native VR/AR/360 video advertising experiences.

Beijing

  • Mint Muse develops immersive audio technology and innovations, providing market-leading capture devices, immersive audio workstations, rendering SDKs and live broadcasting solutions for the VR community.
  • Hexa is changing the way we experience our planet by making it easy to create and scale 3D content. Hexa automatically converts 2D photos into 3D assets and enable online retailers to create virtual equivalents of their collections and display them online.
  • Vito, a pioneering VR education game studio, inherits the philosophy of Ge Wu Zhi Zhi, which encourages learning through exploration. Its series of original content includes Nature and Science discovery, Historical and Social stories, and Physical environment simulations.
  • Invrse Reality aims to fuse physical and virtual reality. Our unique interface design and touch input will bring meaningful user experiences to your fingertips.
  • PlusOne is an AR + AI startup creating interactive intelligent human holograms which can be used by enterprises to train their employees to interact more effectively with customers.
  • Multiverse is a world-class VR studio founded by game industry veterans from places like Wevr, Disney, Riot, Ubisoft, Com2us, and CJ E&M. Multiverse is poised to create industry-defining content and help bring VR to the masses. Multiverse’s previous game, Reveries: Dream Flight, is one of the highest-rated VR games worldwide, and a top selling title on the Oculus Store.
  • Red Accent is a game creator with a strong track record developing games for console, PC and mobile. Red Accent is currently working on sports and adventure titles and is based out of Shanghai and San Francisco.
  • Byond is a cloud-based VR publishing platform empowering brands, media companies and agencies to create their own personalized interactive universe in VR. Using Byond’s tools, VR applications can be easily created and published across all platforms.
  • OVA’s StellarX it’s the best tool out there for non-programmers to develop their own VR environments in VR—and through simple grab-and-drop creation.

Shenzhen

  • Transmind offers more than just a fun multiplayer game. Players can assume different identities in a virtual world and socialize with others, while watching videos, playing games, casually chatting, and even finding their significant others.
  • Aurora AR’s goal is to be the leader in augmented reality glass optics and device design. Our first product is a 135-degree field of view augmented reality glass that works under daylight, and is cost-effective for consumers.
  • Kiwi Technology specializes in providing consumer products with detecting and tracking technology through an RGB camera, along with 3D graphics and visual effects. KiwiFace mobile and VR SDK have been widely adopted by over a dozen major live-streaming/short video/VR products, reaching hundreds of million devices by the first half of 2017.
  • Shengda provides VR solutions and training for vocational and K-12 education to replace hazardous experiment/training for employees, such as working with high- voltage engines in electrical vehicles. Shengda also helps local governments build up VR education centers in Shenzhen, Sichuan, Chongqing, and Jilin.
  • Brokencolors builds and integrates head-based sensing technologies that bring the users’ gaze, facial expressions, and mindsets into the virtual world. Our sensing technologies are creating a more immersive experience for VR users.
  • bHaptics enables users to enjoy VR with visual, auditory, and haptic feedback. Our distinguished haptic devices and haptic authoring software are the ideal solution for conveniently adding appropriate haptic feedback to various VR content.
  • SoccerDream is a VR football training technology that helps clubs and academies make their players smarter, and keep them highly motivated, just as the world’s top clubs do.

Taipei

  • Opaque Space is a premier developer of consumer and simulation VR experiences. Opaque Space is developing the acclaimed VR game Earthlight and collaborating with NASA to develop VR training tools for the next generation of astronauts.
  • Snobal builds VR Tools for business. Our VR Tools empower organizations to easily create, manage and analyze their virtual reality environments, whether for design, collaboration or stakeholder engagement.
  • Memora is a global leading 360-degree camera manufacturer that provides a new way to communicate and archive moments in 360VR and AI.
  • Xikaku develops AR technology for applications in industrial and medical fields. Our first product, the X-Visor, is an analysis and visualization system allowing factory personnel do precise and efficient machine inspection using an overlay of real-time sensor data. Our systems provide a platform to dramatically enhance the capabilities and skills of human resources in mission critical applications.
  • Appnori Inc. is a sports-focused VR game development company, developing games such as baseball and table tennis, which can be enjoyed by all users regardless of age.
  • VRANI’s goal is to provide VR’s fantastic experiences to users by focusing on interactive VR characters. Through four core-playing experiences, Easy-Play, Extreme-Play, Interactive-Play and Multi-Play, we create fun and easy casual VR content.
  • TEGway is a manufacturer of flexible thermoelectric device (F-TED).  TEGway developed the world’s first high performance F-TED.  Based on F-TED technology, TEGway is introducing “ThermoReal”® solution which enables players to feel temperature and pain in the game/VR/AR environment.

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GameStop Announces Store Closures, Sluggish Holiday Sales

GameStop  Announces Store Closures, Sluggish Holiday Sales

Citing increased competition, falling consumer demand, a move toward digital distribution and publisher-imposed discounts during the holiday season, shares of video game retailer GameStop plunged 12% late last week after it announced Q4 revenue of just over $3 billion, down almost 14% year-over-year, a loss that was slightly greater than analysts’ expectations. GameStop’s stock is down around 31% in the past 12 months.

As reported by USA Today, GameStop saw hardware sales drop 29% as compared to 2016. Software sales didn’t fare much better with a 20% decline.

Along with the sagging sales news, GameStop announced it would shutter between 2% – 3% of their retail outlets, which could mean the closure of around 200 stores.

On a brighter note, GameStop reported better sales and revenue from its technology and collectibles brands Spring Mobile and ThinkGeek, which increased 44% and 28% respectively.

Zeality gets new Key Investor

Zeality, providers of the Immersive Media Engine that provides a platform for 360-degree video, have just announced that Sundeep Sanghavi is coming on board as a new investor and advisor to the company.

Sanghavi is the CEO and founder of DataRPM, a company that has provided business intelligence and analytics solutions for more than 20 years. Sanghavi had the following to say: “Zeality delivers valuable, cloud-based infrastructure and support to a market that is committed to growing their business and deeply invested in serving their customers. The strength of the Zeality platform and customer base provides the ideal environment for their next phase of growth. We sha8re a common view that there will continue to be broad technology convergence and use of cognitive computing and artificial intelligence, which will be critical in the VR market.”

zeality screen

“As we continue to drive value for the Immersive Media market, we are taking another big step forward with the addition of Mr. Sundeep Sanghavi as an investor and advisor to our business,” stated Dipak M. Patel, CEO and Co-Founder at Zeality. “As an experienced entrepreneur and technologist, Sundeep believes strongly that the future of Zeality lies with the company’s ability to bring cognitive computing and data science to the Immersive Media market. His knowledge and experience with machine learning and artificial intelligence will be of great value as the VR market continues to evolve.”

Zeality recently partnered with NHL Hockey team the San Jose Sharks to produce a 360-degree video experience that was made available to fans by utilising Zeality’s Immersive Media Engine.

Zeality’s platform allows uploading, hosting and streaming from within a single interface without loss of quality.

VRFocus will continue to bring you news on Zeality and other VR media platforms.

Diraq Research Raises $4.8 Million to Build Superior VR Audio

Diraq Research Raises $4.8 Million to Build Superior VR Audio

Today, Swedish audio optimization company Dirac Research is announcing a $4.8  million round of fundraising. According to an official release, the funds were sourced from Henrik Didner, co-founder of the fund management company Didner & Gerge; Rami Yacoub, acclaimed music producer for Britney Spears, One Direction, Backstreet Boys, and others; Staffan Persson, CEO of Swedia Capital; and China’s AAC Technologies.

Dirac describes itself as “a world-renowned audio technology company on a mission to invent the future of sound.”

In order to accomplish this goal, the company recently unveiled a new project at CES 2017. It’s called Diraq VR — an audio optimization solution that Diraq claims will create such realistic sounds that “you’ll no longer notice you’re wearing a headset.”

Diraq VR utilizes finely tuned HRTFs (head-related transfer functions). These functions take into account the isolated movements of the head in relation to the torso. According to Diraq, HRTFs are the future for creating realistic soundscapes in virtual reality:

If a phone rings to your left, the sound waves enter your left ear a fraction of a second before your right, then bounce off your shoulders and head in various ways, allowing your brain to localize the sound and instinctively rotate your head to face the source. This is reality. Yet, prior to the development of dynamic HRTFs, it couldn’t be correctly reproduced virtually. Previous solutions assume that the head and the torso rotate in tandem. Such failure to accurately reproduce dynamic head movements in virtual reality is one of the reasons why existing positional sound solutions don’t sound quite realistic.

VR and AR will be a cornerstone focus for the company following the new round of investment. According to Diraq:

The capital investment will be used to accelerate Dirac’s expansion into new markets such as virtual and augment reality, strengthen their position as the global leader in mobile audio optimization technology, and to further develop their management and engineering teams.

Diraq’s software has already won praise for increasing the fidelity of smartphone audio and now time will tell if a new focus, and almost 5 million extra dollars, can let the company similarly improve the way we hear in VR.

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COLOPL Announces New $50 Million Fund To Invest In VR/AR Companies

COLOPL Announces New $50 Million Fund To Invest In VR/AR Companies

As more high-quality projects surface and the install base for virtual and augmented reality continues to grow, more and more money is pouring into the different entities cultivating and creating that content. Japan-based COLOPL has charged forward to become a solidified part of the mobile industry with a collection of solid games that include VR experiences. Now, COLOPL and its subsidiary COLOPL Next have created a new $50 million fund focused on VR and AR that brings their total funds focuses on those markets to $100 million.

Named the Colopl VR Fund 2, the accumulated $50 million will be used to invest in companies creating virtual and augmented projects. According to a press release:

COLOPL’s strategy is to develop games and video images within the group, while investing in business fields that the group doesn’t cover on its own. Based on this strategy, the company is steadily working on VR fields one step at a time. Managed by COLOPL NEXT, the Colopl VR Fund has invested in over 30 companies all over the world. The company believes that the development of the nascent VR market requires players that are committed to further accelerating the growth of the market.

The website for the fund declares that COLOPL is “laser-focused” on virtual reality as they’ve spent the last two years investing in research and development for VR projects. COLOPL Next President Shintaro Yamakami gave a statement, declaring VR platforms could transcend the “conventional way of life and gives people a chance to experience new things”.

COLOPL has disclosed most of the 30 companies they’ve invested in, including SPACES Inc, which recently announced the acquisition of $6.5 million for their VR theme park ambitions. Given that interest in AR is ramping up significantly, it should be expected that COLOPL will be investing a great deal more in augmented reality.

Disclosure: COLOPL is an investor in the parent company of UploadVR.

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SubVRsive Secures $4 Million Funding For VR and AR Production

SubVRsive Secures $4 Million Funding For VR and AR Production

360-degree media production companies are becoming more and more important as companies reach out for creative ways to market their products, share their creative visions, and even educate their employees. SubVRsive, a team that has worked with MTV and has even earned an Emmy nomination for their collaboration with Showtime, announced that they’ve completed a series A funding round, acquired $4 million, and appointed former Hulu SVP Johannes Larcher as their new CEO.

On the company’s blog post about the funding, they wrote of the potential of VR and AR when it comes to providing the best content for their clients:

If our experience in immersive storytelling has taught us anything, it’s that Virtual Reality and Augmented Reality are fundamentally redefining the ways in which brands connect with their audiences. While the sight, sound, and motion of traditional video allow brands to explain their benefits to consumers, the immersive nature of Virtual Reality allows consumers to experience those benefits for themselves – and that experience is captivating. We are convinced that Virtual Reality and Augmented Reality will continue to push the envelope of storytelling and will offer brands more and more effective ways to deepen their engagement with their audiences.

The funding round was the result of investments from a single participant, the WPP, which is one of the world’s leading communications service companies. WPP already has assets in marketing technology consultancy, content management, and others. As stated in their own press release on the new development, investing in SubVRsive continues their strategy to diversify their offerings in technology, data, and content. We chatted with the current SubVRsive CCO, Austin Mace, via email about the funding and the direction of the company from this point forward.

“The additional funding will allow us to accelerate hiring that is needed to keep up with a growing demand from brands and media clients, as well as increase our ability to work on projects that transcend our traditional sweet spot of cinematic VR,” Mace says.

When it comes to WPP, he notes that they bring “terrific experience and relationships with the world’s leading brand marketers” and that the SubVRsive team is looking forward to bringing these newer technologies to WPP’s family of agencies and brand clients. “The outlook for the rest of this year is bright. We plan to grow our team with the best talent in the industry and continue to push the boundaries of storytelling in VR and AR.”

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Lumiere Award Winners Team Up To Create The Virtual Content Group

Lumiere Award Winners Team Up To Create The Virtual Content Group

As VR technology grows, companies will be crossing over into uncharted waters. Many will blaze independently with their ideas, but collaboration is a certainty as well. China and the United States are major players in the virtual reality industry, but certainly aren’t the only ones coming to the table and investing a lot of time and money into immersive tech. We previously reported on a collective including HTC Vive, Sony, and many others that would work together to harness the potential of immersive technology.

The Virtual Content Group (VCG) is a new team composed of French, German, and Australian firms specializing in the experiences born of this technology, and they’re gearing up for expansion after taking home a couple Lumiere awards from the VR Society.

Australia’s 3D Content Hub, Germany’s INVR.SPACE, and France’s Cow Prod are the entities that make up the VCG and their branded work for Samsung and BMW (blended 360-degree video with augmented reality) earned them one Lumiere, with the 360 CGI work based on the Temptation of St. Anthony oil painting by Bosch earning them the other. The awards are given to work that highlights impactful technological achievements.

The VCG has more than 150 VR works they’ve produced and co-produced with creators from 13 different countries. The companies that make up the VCG have a collective client list spanning from Disney to Deutsche Telekom. The group is looking to raise investment.

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Lots of VR Startups Are Going to Die But Investors Should Relax

Lots of VR Startups Are Going to Die But Investors Should Relax

On Wednesday, visitors to virtual reality startup EnvelopVR’s website were faced with a blunt announcement, and a sobering one for fans: “EnvelopVR has closed. Please use info@envelopvr.com for any inquiries.”

One of the earliest VR startups, Envelop launched in 2014 as an effort to bring the traditional Windows desktop experience into VR, and drew the interest of high-profile VCs including Madrona and GV. It would have allowed users to create immersive 3D computing environments, effectively rendering screens obsolete.

It’s not the only recent closure, however. Vrideo, intended to become an online platform and hub for VR video — effectively the YouTube of VR — shut down this past November, despite a successful seed round with eleven VC, angel, and incubator investors.

The good news is for those worried, neither of these startups actually got off the ground realistically. At the end of the day, there’s not much to mourn, besides their potential. That’s just about the only good news though, because all signs point to this happening a whole lot more over the next year, and we should start getting used to it.

I’m bullish on VR, all the way. I wouldn’t be writing about it so much if I wasn’t. But, reality check: these are very early, very turbulent days for an entirely new digital medium, one that will very likely surpass the smartphone in its impact.

Founders jumping into this space are building businesses on technology that, by all accounts, isn’t even ready for big-time consumer use. Even if you do build a product that solves one of VR’s many current pain points, there’s a good chance that whatever you’re developing will be rendered obsolete from one day to the next, and you’ll never see it coming.

One of the bulky, hot, distracting VR backpacks wireless VR is going to kill.

The rapid-fire pace of progress is a blessing to all of us eager to see VR become a mainstream hit, but it’s somewhat of a curse for many founders.

While some VR startups are about to start failing for the reasons mentioned above, Envelop had a different cause of death: an inability to get to market.

It’s hard to say whether Envelop ran out of runway outright, but they were certainly going to if they hadn’t closed up shop. Envelop reportedly had trouble finding enterprise buyers, and struggled to communicate clear use cases for their product. In addition, there was tremendous opposition on the horizon from incumbents in the computing space, many of whom — including Microsoft, Intel, and NVIDIA— are looking to cut as big a piece of the VR pie as they can.

That is not to say that incumbents have it easy either, only that they have enough reserves to outlast many of their smaller competitors. Indeed, it’s largely a war of attrition at this point, and will remain so as long as the hardware fails to match the standards of enterprise and consumer markets. While the tech has advanced in leaps and bounds since the Oculus DK1, resolution and comfort still aren’t at a point that would justify spending an entire day in VR, and that’s a big drawback, as some have learned.

It’s a bad sign for investors too, particularly those who invested in early VR startups like Envelop as far back as 2012, long before consumers even had a chance to touch this generation of VR. Those are precisely the startups that will start to feel the effects very soon.

VCs and angels invested nearly $650 million in VR prior to 2016.

All that being said, investors need to stay their course.

Investing in the VR ecosystem may be particularly risky at this stage, but that comes with the potential for extraordinary upside. Though consumer activity is limited for now, even a few very early startups are already seeing revenues into the millions, and once VR gets the right set of “killer apps,” the floodgates will open, and billions in consumer and enterprise money will very quickly flow in.

Besides, founders playing in this space implicitly agree that — more so than in other industries — they may be on a suicide mission. All the more reason for investors interested in seeing VR succeed, and excited by the potential gains for their funds, to support founders with the passion to pursue VR at such an early stage. Now that VR is actually in the hands of consumers, we may be on the cusp of mainstream adoption; now is the best time to be investing.

Madrona Venture Group, who led the funding round for Envelop, had this to say in the wake of the closure:

We continue to believe in the future of VR and AR — for consumer experiences, entertainment and enterprise innovation. We have a strong portfolio of AR/VR related investments and are committed to the category for the long term.

That is the right attitude to have, and it is an attitude that investors should carry forward through what will likely be a hard time for early VR startups. If investors fail to adequately support these early pioneers, the industry itself might fail, and we could lose out on a spree of innovation poised to change the digital world forever.


This opinion piece originally appeared on Medium by Marcello Miranda. Marcello is a tech entrepreneur and writer for Virtual Reality Pop and The Cube. Follow him on Medium and Twitter for more.

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Neurable Raises $2 Million, SDK For Brain Powered Input Slated For 2017

Neurable Raises $2 Million, SDK For Brain Powered Input Slated For 2017

User input is a hot topic across the virtual reality industry as different entities try to curve motion sickness and find ways to better immerse audiences in these dynamic experiences. VR itself was a visual leap forward and Neurable is attempting to make such a leap for input by allowing users to control objects with their mind. A recent funding of $2 million that was announced in a press release will help them to continue research and development toward this end and we spoke via email with the Vice President of Business Development for Neurable, Michael Thompson, about the technology.

Neurable was shaped at the University of Michigan’s Direct Brain Interface lab where the CEO of the company, Ramses Alcaide, developed the foundation of the technology while working toward his PhD. It’s a wireless device that measures intent by using electroencephalography (EEG) to look at brain activity which is then analyzed using an AI. It then simplifies input by allowing people to control virtual and augmented reality interfaces with only their minds. “Specifically, Neurable enables users to open applications, scroll menus, select options or even type using only their brain,” Thompson says. “Neurable is extremely effective in environments where other methods of control such as controllers, hand gestures, or voice commands are not practical.” The tech could also be beneficial for people that aren’t physically capable of utilizing those types of controls as well.

Companies like Kraft Group, Boston Syndicate (who led the funding round), NXT Ventures, and more collaborated to bring in the $2 million which will be used in a very important first step for the company: Building the complete SDK (software development kit). This move will open up the door for ideas as developers use the SDK to create different experiences that take advantage of the unique control system, which will be platform agnostic and compatible with all major AR/VR headsets. The SDK will be released to select developers during the second half of 2017 so keep your eyes on UploadVR for more information as these new experiences come to fruition.

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