Motorola & Verizon Aim to Reduce XR Headset Bulk With 5G Neckband

When it comes to mass-market adoption of virtual reality (VR) headsets or augmented reality (AR) glasses one of the biggest issues the industry faces is that of bulk. Lenses, screens, batteries and processors, it’s quite a lot to have perched on your face. Progress has been made to redistribute some of the hardware, with the latest idea from Motorola and Verizon being a “5G Neckband” to help make head-worn devices lighter.

Lenovo ThinkReality A3
Lenovo’s ThinkReality A3

As reported by Engadget, the companies have taken the approach where the neckband will house components like the processor, connectivity (5G/WiFi) and the battery, leaving the headset/glasses to purely focus on the visual aspect. Thus reducing overall weight whilst encouraging a smaller form factor.

Details released so far showcase the device being paired with Lenovo’s ThinkReality A3 smart glasses – Lenovo is the parent company of Motorola – although there’s mention that the intention is for the neckband to work with other devices.

As for specifications, the 5G Neckband will contain a Snapdragon 8 Gen 1 processor, 5,000mAh battery; a touchpad, a SIM card slot, and a charging light indicator. All in a form factor coming in at 54 x 97mm (2.1 x 3.8 inches) and weighing 100 grams (3.5 ounces). Then there’s all the connectivity and sensors, gyroscope, accelerometer, barometer and GPS all feature as well as the 5G antennae. And that’s just the front pendant.

Magic Leap
Magic Leap One with its external processor.

That’s right, the neckband has a rear “trapezoid-shaped module” which houses antenna and stereo loudspeakers weighing 75 grams (2.6 ounces). There’s no imagery of the rear unit but the companies have said both are connected via coaxes and signal lines. As you can see from the solitary image the cabling looks quite chunky with a magnetic attachment.

“We took a smartphone and exploded it around your neck,” said vice president of technology at Verizon Brian Mecum. “We don’t introduce new form factors or new compute platforms very often in the industry. If we can make it easier for kids to learn and we can make it easier for people in sports leagues to learn without the complexity and friction of big heavy things around their head, it’ll change.”

Details regarding pricing and availability have yet to be revealed but Motorola and Verizon did mention talks are underway with several major partners.

The idea of taking components like the processor and battery out and making them external to the main headset is nothing new. Devices like Magic Leap have been doing that for years but this is a more novel attempt at making an easily worn (almost) fashionable system.

As further details are released, gmw3 will keep you updated.

Niantic Reveals 5G Partners For Planet-Scale AR Alliance

Building on the success of its augmented reality apps for smartphones, Niantic surprised attendees at Qualcomm’s December 2019 Snapdragon Tech Summit by announcing plans to offer its own consumer AR platform — hardware, software, and support for a third-party developer community. Today, the company is announcing the Niantic Planet-Scale AR Alliance, a collection of cellular partners that will help distribute “exclusive 5G ready AR content” and demonstrate 5G consumer AR experiences to the public.

Niantic’s initial partners are Deutsche Telekom, EE, Globe, Orange, SK Telecom, SoftBank, Telus, and Verizon, representing countries ranging from the United States and United Kingdom to South Korea, Japan, Australia, the Philippines, and parts of Europe. Collectively, the group’s marketing efforts and large number of retail locations could play a critical role in popularizing consumer AR across the world.

Working with Qualcomm’s Snapdragon XR2 platform, Niantic is one of several companies pushing to expand augmented reality from $3,500 industrial headsets like Microsoft’s HoloLens to affordable consumer products. Buoyed by the popularity of its iPhone and Android hit Pokémon Go, the software company has generated billions of dollars in revenue and announced initiatives to help other developers expand AR’s possibilities. Niantic believes its track record of taking Pokémon, Harry Potter, and other IPs into augmented reality will help it win customers who might otherwise look at consumer AR headsets from NrealFacebook, and Apple.

Today, Niantic said it’s “working to make AR experiences mirror the real world” and be persistent in the real world so its augmented experiences can be shared by “tens of millions of Niantic explorers.” As of now, the company says it has over 7 million “interesting and mapped locations” — likely gathered through use of the Pokémon app — as well as over 1 billion downloads of its existing apps. The company says its carrier partnerships will enable it to test the “reality blending” and synchronous multiplayer features with 5G capabilities like ultra-reliable low latency communications and edge computing, which are still in early deployment stages across the world.

Niantic’s deal with Qualcomm was one of the bigger and more closely held surprises at the Snapdragon Tech Summit, spotlighting the potentially game-changing appeal of the Snapdragon XR2 chipset. Qualcomm’s reference platform will enable OEMs to offer complete 5G-ready mixed reality headsets, including considerably more horsepower than is found in headsets such as today’s Oculus Quest. While a follow-up to the Quest VR headset is expected to hit stores this year, Facebook has suggested that its own AR headset is years off, leaving the door open for smaller but still ambitious companies to develop the nascent AR space.


This post by Jeremy Horwitz originally appeared in VentureBeat.

XR Platform Verizon Media Immersive to Provide Next-Gen Media Experiences

Verizon Media Immersive

American telecommunications giant Verizon has dabbled in virtual and augmented reality (VR/AR) technology for a while now. This week subsidiary Verizon Media has announced a new XR suite designed to aid the future of advertising and content utilising 5G called Verizon Media Immersive (VMI).

Verizon Media Immersive

The online XR platform will enable partners, advertisers and Verizon Media’s portfolio of brands – which include Yahoo, HuffPost and TechCrunch – to enhance how consumers engage with their content, commerce and advertising.

Verizon Media Immersive will provide authoring tools, a content library and search and e-commerce to partners to help encourage the creation, distribution and monetization of emerging XR formats. As the platform utilises a WebXR toolset when companies create an experience with VMI end users can engage with the content directly through a browser, rather having to download a separate app.

“The launch of Verizon Media Immersive unlocks new opportunities for our partners and advertisers by providing the latest AR and VR capabilities to help them connect and engage with consumers in a more impactful and interactive way,” said Guru Gowrappan, CEO, Verizon Media in a statement. “Leveraging Verizon Media’s ecosystem, technology and Verizon’s 5G network give us the ability to create a scaled XR experience like no other.” 

Verizon Media Immersive_Ford_Mustang

To demonstrate this a new 2021 Ford Mustang Mach-E experience for Autoblog was created where you can view a 3D model online, or using your smartphone’s camera place the model in the real world. It’s this kind of interactive content VMI aims to accelerate.

Advertisers will be able to benefit as they look to merge physical products with the digital world. Verizon Media Immersive’s formats work directly with the Verizon Media Ad Platform, delivering immersive campaigns across articles, search, affiliate, commerce, and branded content, whilst providing performance tracking analytics.

Verizon Media has been able to start rolling this out thanks to 5G technology being able to deliver the vast amount of data VR and AR needs. 5G is going to play an important role in the future of XR technology, with the likes of Qualcomm, NVIDIA and HTC Vive just some of the tech giants invested. For further updates on Verizon Media Immersive, keep reading VRFocus.

Verizon Acquires Jaunt XR’s Augmented Reality Tech

Jaunt, the cinematic VR company that pivoted to AR last year, today announced it has sold its software, technology, and “certain other assets” to American telecom Verizon.

Neither company has disclosed the acquisition price, or if that will include any of Jaunt’s remaining staff, although Jaunt says it will be assisting Verizon for a brief period of time with the transition of “select portions of the software and technology.”

“We are thrilled with Verizon’s acquisition of Jaunt’s technology,” said Jaunt XR CEO Mitzi Reaugh in a press statement. “The Jaunt team has built leading-edge software and we are excited for its next chapter with Verizon.”

Founded in 2013, Jaunt became known not only for producing its high-quality 360 video for consumers, but also a 360 camera dubbed Jaunt One (formerly NEO) aimed at idustry professionals looking to get into immersive video capture.

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In October 2018, Jaunt made the critical to decision to pivot to AR and lay off a significant portion of its staff in the process. Since then, the company has most recently been involved in the design and training of neural networks for real-time human pose estimation and body part segmentation, something that’s aimed at creating volumetric videos and 3D models of humans for playback on AR/VR devices.

Throughout its lifespan, the company secured over $100 million from the likes of Disney, Sky, and Axel Springer, with its latest funding round in 2015 garnering the company $65 million.

The post Verizon Acquires Jaunt XR’s Augmented Reality Tech appeared first on Road to VR.

Light Field Lab Raises $28 Million For Huge Holographic Displays

Light Field Lab has announced it has raised $28 million in funding for its technology to build large holographic displays out of small building blocks.

Bosch Venture Capital and Taiwania Capital led the round. The rest of the money came from Samsung, Verizon Ventures, Comcast, Liberty Global Ventures, NTT Docomo Ventures, Hella Ventures, Khosla Ventures, Alumni Ventures Group, R7 Partners, and Acme Capital. It follows a $7 million seed round in January 2018.

San Jose, California-based Light Field Lab will use the money to scale its display technology from prototype to product. The aim is to create holographic objects that appear to be three dimensional and float in space without head-mounted gear such as augmented reality or virtual reality goggles.

Jon Karafin, CEO of Light Field Lab, told me in an interview in November that he wants to bring real-world holographic experiences to life with up to hundreds of gigapixels of resolution, including modular video walls for live event and large-scale installations.

“The ultimate goal is to enable the things that we all think of in science fiction as the hologram,” Karafin said. “There’s a lot of things out there, but you know, they say that flying cars and holograms are the two things that science fiction hasn’t yet quite delivered. And we’re going to at least get that started.”

How Light Field Lab’s technology works

Above: Light Field Lab

Light Field Lab said that the world we know is largely based on the perception of our senses, with sight being the primary input. Everything around us is a collection of light energy visible through our eyes and processed by the visual cortex of the brain. The “light field” defines how photons travel through space and interact with material surfaces. The things that we ultimately see as the world around us are bundles of light that focus at the back of our eyes. The trick is getting your eyes to focus on a particular point in space.

Light Field Lab’s technology re-creates what optical physics calls a “real image” for off-screen projected objects by generating a massive number of viewing angles that correctly change with the point of view and location just like in the real world. This is accomplished with a directly emissive, modular, and flat-panel display surface coupled with a complex series of waveguides that modulate the dense field of collimated light rays. With this implementation, a viewer sees around objects when moving in any direction such that motion parallax is maintained, reflections and refractions behave correctly, and the eyes freely focus on the items formed in mid-air. The result is that the brain says, “this is real,” without having any physical objects. In other words, Light Field Lab creates real holograms with no headgear.

The company plans to take smaller holographic image components and assemble them into very large images. Back in November, the company showed me two-inch, see-through holographic image that the company can produce as its basic core building block. There’s no head-tracking, no motion sickness, and no latency in the display. It takes place within a six-inch by four-inch space, or the core building block.

“Real-time physics-based rendering is a huge game for everything we’re doing, in addition to the fact that they already have plugins for the majority of every software package out there,” Karafin said. “We want to make sure that the way we roll our technologies out is starting with the really big thing, using large-scale, high-value entertainment experiences, showing something that is transformational that nobody has ever seen before.”

The building blocks will be assembled into large images, like a T-Rex at a museum that looks amazingly real to the children who are standing next to it. Over time, the tech could migrate to consumer applications.

“The type of experience that we will be providing and ultimately, is geared for the home for all consumer technologies,” Karafin said. “Obviously, we’re starting with big venues and big entertainment experiences where the consumer can go to those days to see it. But we are going to create and we will show you today that it is a fully interactive, social experience that you and your friends and your family we can all be in the same environment together and not be limited to some kind of isolated experience.”

The potential

Above: Concept art for Light Field Lab.

Image Credit: Light Field Lab

“Light Field Lab’s holographic display technologies enable entirely new business opportunities across consumer and enterprise markets,” said Ingo Ramesohl, managing director of co-lead investor Bosch Venture Capital, in a statement. “Light Field Lab has the leadership and technical expertise to bring this vision of the holographic future to life.”

Although Light Field Lab will initially target large-format location-based entertainment venues, a version of its holographic technologies will ultimately be developed for the consumer market. These investment partnerships pave the path forward towards widespread industry adoption and market expansion.

Strategic investors said they are excited to participate in the holographic ecosystem and continue to evaluate its potential.

“Light Field Lab’s holographic displays are the most exciting new technology we have seen in the entertainment space to date,” said Ankur Prakash, vice president at Liberty Global Ventures, in a statement. “We are thrilled to meaningfully participate in their Series A and are well-positioned to help them align with the industry’s top content creators and accelerate holographic media distribution on next-generation networks.”

In addition to holographic displays, Light Field Lab’s technology includes the hardware and software platform required for content distribution.

Above: Light Field Lab founders (from L-R): Ed Ibe, Brendan Bevensee and Jon Karafin.

Image Credit: Light Field Lab

“Verizon’s new 5G network features the higher bandwidth, low latency, and speed/throughput to deliver next generation content,” said Kristina Serafim, investment director at Verizon Ventures, in a statement. “Light Field Lab’s innovative solution will help build the 5G future for Verizon’s consumer, business, network, and media customers.”

The company was founded in 2017 by Karafin, Brendan Bevensee, and Ed Ibe, with the single mission to enable a holographic future by building upon the founders’ collective expertise of light field technology innovation. The company has 14 employees and a dozen contractors.

“The industry response has been extremely enthusiastic as evidenced by the strength of our investors,” said Karafin. “We look forward to working with our syndicate of manufacturing, content creation and distribution partners to uncover opportunities and alliances across a range of vertical markets as we take our technology to the next phase.”

“It’s a merger between the real and synthetic worlds,” he said. “That’s what we’re excited about bringing to market.”

Later on, in the second or third generation of the technology, the company wants to introduce the ability to touch, feel, and interact with the holograms, Karafin said.

“Everything that we are doing is leading up to the ability to create real mechanical things,” he said.

And yes, ultimately the company wants to create the Star Trek Holodeck.

This post by Dean Takahashi originally appeared on VentureBeat.

The post Light Field Lab Raises $28 Million For Huge Holographic Displays appeared first on UploadVR.