Inception Raises $15 Million Series A Funding Led By EU Media Conglomerate RTL Group

Inception’s ambitions to become the ‘Netflix of VR’ have just received a major boost, with the Tel Aviv-based company closing a $15 million Series A funding round led by media and broadcast giant RTL Group. Launched in October 2016, the Inception app is accessible on leading mobile VR platforms, as well as the Rift and Vive, while PSVR support is ‘coming soon’.

Having collaborated with the likes of Time Out magazine and online music broadcasting platform Boiler Room to produce original VR content, and more recently making The Dalí Museum’s virtual exhibit Dreams of Dalí accessible in the app, as well as launching a VR music channel with Pitchfork, Inception has quickly gained recognition for its innovative productions.

The company prides itself on its ‘Born for VR’ content, where every feature is “conceptualized, designed and filmed with VR in mind”. Inception claim to have a “best-in-class” app, with proprietary streaming technology that uses spatial audio streaming, adaptive bitrate streaming, and optimised cube projection, along with smart analytics so creators can see how their content is performing.

The $15 million investment will help the platform expand its content catalogue, and accelerate growth, the company says. The press release, posted on the Inception website, states that the company will provide “Virtual Reality programming, creative, and distribution capabilities to RTL Group with its unique combination of a next generation content network, innovative technology in the areas of interactivity and user experience, as well as content creation expertise.”

RTL Group, Europe’s largest broadcaster with a global presence in 59 television channels and 31 radio stations, and the leading European media company for online video, will hold a minority stake of 15% in the company. Leading investors including James Packer, Gigi Levy-Weiss, and iAngels also participated in the Series A funding round.

“VR is an incredible new entertainment medium and a fantastic opportunity for brands and talents to tell their stories and engage their audience as never before”, said Benny Arbel, Inception’s CEO. “Our unique combination of great technology and content will make VR more accessible and enjoyable for audiences around the world. Together, RTL Group and Inception can play a key role in shaping that experience by combining our expertise in content creation, episodic storytelling, and immersive technology to take audiences to the next level.”

“Virtual Reality is a new medium for content and creative ideas, which are at the heart of what we do”, said Christos Schizas, Vice President Business Development and Group Synergies at RTL Group. “That’s why it is only natural to explore ways of augmenting our total video universe with this new medium. We see clear potential for synergies with our existing portfolio of content production, multi-platform networks and advertising solutions. Inception’s experience and entrepreneurial spirit will match perfectly with our tradition and capabilities.”

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AltspaceVR, One of the First Social VR Platforms, Is Shutting Down Next Week

This evening AltspaceVR has announced it will be closing its doors for good on August 3rd. Founded in 2013, the social VR platform was one of the first to come online and connected tens of thousands of users monthly across a range of headsets.

AltspaceVR sent an announcement of the platform’s shuttering to Road to VR by email this evening.

It is with tremendously heavy hearts that we must let you all know that we are closing down AltspaceVR. The company has run into financial difficulty and we can’t afford to keep the virtual lights on anymore. This is surprising, disappointing, and frustrating for every one of us who put our hearts into AltspaceVR. We know it will probably feel similarly for you.

We know many of you have created vibrant relationships in AltspaceVR, so please use the next few days to connect with those friends and hopefully find another way to stay in touch.

Among what’s now a fairly vibrant range of social VR platforms, AltspaceVR had an early mover advantage, opening it’s doors long before the launch of the consumer versions of the Oculus Rift and HTC Vive. The app would eventually be supported by those VR headsets and more, including a monitor-mode for those without a headset.

AltspaceVR brought people together into shared virtual spaces to talk, play, and share. A major part of the company’s early strategy involved an open SDK which would allow developers to use web technologies like JavaScript to build experiences which would extend and interact with the social platform. The platform was also host to a range of mini-games like frisbee, branded games like Dungeons & Dragons, and was built for the community to host virtual events. It also included a browser capability which let users browse the web together.

In addition to community events, the company also hosted their own marquee events, bringing the likes of Drew Carey, Reggie Watts, Janeane Garofalo, Bill Nye, and many more into the virtual world to interact and perform with a virtual audience from around the globe.

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According to the company, some 35,000 people used AltspaceVR each month, with users spending on average 35 minutes per day inside the social virtual world, and large events bringing in thousands of attendees. So what happened? The company explains:

“We’re a venture-backed startup. We had a supportive group of investors that last gave us money in 2015. It looked like we had a deal for our next round of funding, and it fell through,” the announcement of the platform’s closure reads. “Some combination of this deal falling through and the general slowness of VR market growth made most of our investors reluctant to fund us further. We’ve been out fundraising but have run out of time and money.”

According to Crunchbase, AltspaceVR has raised nearly $16 million in venture funding over the course of its run, and from significant investors too, like Comcast and Tencent.

Though 35,000 users monthly isn’t anything to sneeze at, the company had yet to begin monetizing the platform, meaning it was relying on venture capital runway to continue building the service. Without being able to raise more money, there’s no way to “keep the virtual lights on,” as the company put it.

So the AltspaceVR platform itself will close its doors on August 3rd, but what about the company itself?

“We’re not really sure yet,” reads the announcement. “The amazing people that worked at this company created some awesome technology – things that we think will be foundational to the future of social VR. We’d love to see this technology, if not the company, live on in some way, and we’re working on that.”

The company plans to host a “final farewell party” on the 3rd, the culmination of which will officially bring the platform to a close; the precise timing of the party is not yet known. More details, including an FAQ, can be found in a Goodbye blog post on the company’s website.

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New York City Invests in AR/VR Incubator to Bolster City’s Jobs, Tech Talent

New York City’s Deputy Mayor for Housing and Economic Development, Alicia Glen, recently announced the selection of NYU Tandon School of Engineering to “develop and operate” the “first government-funded” VR/AR hub for education, training, research, investment and business creation at a 15,000 square foot space in the Brooklyn Navy Yard. In the Bronx, CUNY (City University of New York) Lehman College’s VR/AR Training Academy and Development Lab will prepare students for careers in the virtual and augmented reality sectors.

Speaking on a first-floor wing (known as the ‘MakerSpace’) of Tandon’s 6 Metrocenter building in Brooklyn, Glen described a cross-borough investment of $6 million by the New York City Economic Development Corporation (NYCEDC) and the Mayor’s Office of Media and Entertainment (MOME). The lab-hub’s ambitions to fuse VR and AR education, entrepreneurial pursuits and corporate enterprise echo those of the NYC Media Lab, a public-private partnership founded by the NYCEDC that operates out of 2 Metrocenter. Indeed, NYC Media Lab Executive Director Justin Hendrix was on site for the announcement and hailed for his role in pushing the deal.

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The announcement says the incubator will provide the following:

  • Support New Ventures. Provide workspace, equipment, infrastructure and early stage capital to startups, and connect them to a community of mentors and investors through key program partners. Foster the creation of new companies through entrepreneurial programing and resources.
  • Increase Access and Expand Talent Pipeline. Establish presence at CUNY Lehman College’s VR/AR Training Academy to develop a citywide VR/AR talent pipeline. Build a curriculum of executive and professional education programs. Offer hands-on learning opportunities, apprenticeships, and scholarships for students.
  • Research. Create the preeminent VR/AR research center in the country by drawing on the expertise of faculty and students from NYU, Columbia University, CUNY, The New School and other partner institutions in order to push the bounds of technological advance in these fields and create the breakthroughs from which new ventures emerge.
  • Build VR/AR Community. Convene investors, university researchers, cross-industry leaders, and civic and cultural partners through programming and events.
  • Spur Corporate VR/AR Innovation. Offer membership and consultative services to companies, including access to startups and projects, and corporate innovation programs designed to prototype new solutions and launch new ventures.

The move is part of Mayor Bill de Blasio’s larger New York Works initiative, which aims, the press release quotes the mayor, “to spur 100,000 good-paying jobs in ten years,” many of those in tech and related sectors. Per the press release and declarations repeated ad nauseam throughout the event, “the lab will directly create over 500 jobs over the next ten years.” First, of course, it has to open; that’s scheduled to happen near the end of 2017.

Photo by Road to VR

Deputy Mayor Glen was not the only city official to speak. Councilman and Chair of the Committee on Economic Development Daniel R. Garodnick—who represents a motley mass of mid-Manhattan neighborhoods that includes what many say is the city’s unequivocal pit, Murray Hill—appeared in Brooklyn to tout “silicon alley,” a uniquely grim bit of dad-joke marketing coined, of course, in the ’90s. One struggles to imagine it attracting anyone to New York in 2017. Media and Entertainment Commissioner Julie Menin kindly refrained from using the term during her remarks.

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nDreams Raises £2.7M to Further Develop VR Games, Signs Deal to Bring Exclusive Content to VR Arcade

nDreams, creators of The Assembly and publishers of the upcoming brawler Bloody Zombies, have completed an additional £2 million investment with Mercia Technologies, and £700,000 from private investors to create more VR games. In addition, nDreams has signed a deal to bring exclusive new content to a “leading VR arcade company.” According to a nDreams blog post, the VR arcade content partnership is just one of many recent deals with third-party companies.

nDreams says they’re “targeting rapid growth over the next year as the VR market continues to expand,” citing its five VR titles in production including Bloody Zombies and and number of unannounced titles currently in development.

Paul Fitzsimons, a former partner at venture capital firm Apax Partners, will join nDreams as chairman. Rob Precious, the former director of business development at Geomerics/ARM, has also joined the company’s board as non-executive director. nDreams also plans on strengthening their senior team by hiring a CFO and a COO in the coming months.

The Assembly, image courtesy nDreams

“Mercia’s continued support, and the backing of private investors, bolsters our relentless ambition to remain at the forefront of VR. The company has expanded rapidly over the past 12 months leading to outstanding opportunities, including our move into VR Arcades and our continued focus on creating innovative VR content for home headsets. We’re also delighted to welcome Paul and Rob to the board, who bring a wealth of experience and insight to the team,” said Patrick O’Luanaigh, CEO and founder of nDreams.

Mercia previously invested seed funds amounting to $2.75M in December 2015. Combined with the recent £2.7M ($3.5M) follow-on investment, this brings nDreams to $9.22M over the course of three funding rounds, according to Crunchbase.

“nDreams continues to thrive within the VR market, a sector expected to be worth in excess of $30 billion by 2020,” says Mike Hayes, investment director at Mercia. “Its growing reputation as one of the UK’s leading developers and publishers of VR content demonstrates the significant progress that the company has made this year with many of the major hardware brands in this rapidly growing market. We are delighted to continue to back this industry-leading team.”

The company’s latest title, Bloody Zombies, is slated to arrive later this year on PS4, PC, Xbox One, PS VR, Oculus Rift, and HTC Vive.

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nDreams Raises £2.7M to Further Develop VR Games, Signs Deal to Bring Exclusive Content to VR Arcade

nDreams, creators of The Assembly and publishers of the upcoming brawler Bloody Zombies, have completed an additional £2 million investment with Mercia Technologies, and £700,000 from private investors to create more VR games. In addition, nDreams has signed a deal to bring exclusive new content to a “leading VR arcade company.” According to a nDreams blog post, the VR arcade content partnership is just one of many recent deals with third-party companies.

nDreams says they’re “targeting rapid growth over the next year as the VR market continues to expand,” citing its five VR titles in production including Bloody Zombies and and number of unannounced titles currently in development.

Paul Fitzsimons, a former partner at venture capital firm Apax Partners, will join nDreams as chairman. Rob Precious, the former director of business development at Geomerics/ARM, has also joined the company’s board as non-executive director. nDreams also plans on strengthening their senior team by hiring a CFO and a COO in the coming months.

The Assembly, image courtesy nDreams

“Mercia’s continued support, and the backing of private investors, bolsters our relentless ambition to remain at the forefront of VR. The company has expanded rapidly over the past 12 months leading to outstanding opportunities, including our move into VR Arcades and our continued focus on creating innovative VR content for home headsets. We’re also delighted to welcome Paul and Rob to the board, who bring a wealth of experience and insight to the team,” said Patrick O’Luanaigh, CEO and founder of nDreams.

Mercia previously invested seed funds amounting to $2.75M in December 2015. Combined with the recent £2.7M ($3.5M) follow-on investment, this brings nDreams to $9.22M over the course of three funding rounds, according to Crunchbase.

“nDreams continues to thrive within the VR market, a sector expected to be worth in excess of $30 billion by 2020,” says Mike Hayes, investment director at Mercia. “Its growing reputation as one of the UK’s leading developers and publishers of VR content demonstrates the significant progress that the company has made this year with many of the major hardware brands in this rapidly growing market. We are delighted to continue to back this industry-leading team.”

The company’s latest title, Bloody Zombies, is slated to arrive later this year on PS4, PC, Xbox One, PS VR, Oculus Rift, and HTC Vive.

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‘Mage’s Tale’ Studio inXile Entertainment Raises $4.5M Investment, Open World VR RPG on Horizon

inXile Entertainment, the studio behind The Bard’s Tale franchise including VR dungeon crawler The Mage’s Tale (2017), today announced they’ve raised a combined investment of $4.5M intended for equity in the company and as funds to develop an unannounced open world survival RPG VR game.

Hironao Kunimitsu, image courtesy The Venture Reality Fund

Investment comes from Japanese firm gumi VR Inc., a subsidiary of video game publisher and developer gumi Inc. In addition to the investment, gumi Inc. CEO Hironao Kunimitsu also joins inXile Entertainment’s board.

gumi Inc. first expanded into VR and AR in early 2016 with the launch of Tokyo VR Startups (TVS), an incubation program focused on the Japanese VR market. The company later expanded their investment strategy to encompass US-based companies doing AR/VR with The Venture Reality Fund.

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“Gumi shares my passion for creating deeper virtual reality games and I’m fortunate to have a partner to work with in this spectacular new medium. We’ve had incredible feedback from our first game, The Mage’s Tale, and we want to continue to build on our experience and reputation. I’ve always been fascinated by the social dynamics of the open world survival genre and experiencing that in virtual reality will create powerful and terrifying moments. We’ll also be bringing our storytelling and RPG experience to the table to help enrich the genre,” said Brian Fargo, CEO of inXile Entertainment.

inXile is still playing it pretty close to the vest on their upcoming VR RPG, however they have said it will launch “on all platforms.”

image captured by Road to VR

“Since breaking into VR, we believe they’ve already delivered the best VR RPG game to date with The Mage’s Tale. We’re honored to become a strategic investor and partner with inXile, and delighted for the opportunity to work together on the next VR title with such a masterfully skilled team,” said Kunimitsu.

Following a successful Kickstarter to bring The Bard’s Tale IV to life, inXile has been busy developing several games including The Bard’s Tale IV, The Mage’s Tale and Wasteland 3. Before inXile, CEO Brian Fargo co-founded Interplay, known as the creator of the original Fallout series and as a publisher for the Baldur’s Gate and Descent series.

In The Mage’s Tale, you get to experience classic dungeon crawler staples like exploration, spell crafting, puzzles, and monster battles—and all of it in the immersive realm of VR using your own two hands with the help of Oculus Touch. In our review of The Mage’s Tale, we got a chance to step into a cohesive universe, that while a little rough around the edges, ultimately was a wonderful mix of charming throwback and modern, built-for-VR immersion.

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Investing in Exponential Technologies with Andreessen Horowitz: VR, AI, & Drones

kyle-russellKyle Russell is on the deal & research team for venture capital firm Andreessen Horowitz (aka A16z) where he’s focusing on investing in technologies ranging from virtual & augmented reality, artificial intelligence, drones, and other exponential technologies like quantum computing. A16z has invested in a number of prominent VR companies including Oculus, Magic Leap, WithinBigScreen as well as Lytro, & Improbable.

LISTEN TO THE VOICES OF VR PODCAST

I had a chance to catch up with Russell about how these exponential technologies are combining together in order to solve real problems. Russell used to write for TechCrunch, and so in order to keep up with the latest tech trends he’s become a power user of Twitter lists, subreddits like /r/MachineLearning, and an AI-research aggregator called the Arxiv Sanity Preserver. He also is tracking many different possible futures when it comes to emerging business models based upon the decentralized blockchain, self-sovereign identity initiatives such as the Decentralized Identity Foundation, as well as thoughts on the growing wealth disparity and blending of cooperative and competitive economic approaches.


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Music: Fatality & Summer Trip

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Google Acquires Owlchemy Labs, VR Game Studio Behind ‘Rick and Morty VR’, ‘Job Simulator’

In an interesting move, Google has acquired Owlchemy Labs, makers of the multi-platform hits Job Simulator (2016) and Rick and Morty: Virtual Rick-ality (2017).

As far as VR game studios go, Owlchemy Labs is not only one of the most senior, but one of the most successful out of the gate. While in no small part due to the fact that the studio’s breakout success Job Simulator was available at launch for HTC Vive, PlayStation VR and then later Oculus Touch, the company has become well-known for tackling some of the early problems in VR like creating believable, 1:1 object interaction. Of course, it’s not only a primo spot at launch and some refined mechanics that helped generate over $3M in sales for Job Simulator—the game is also worth plenty of laughs.

And the same goes for their latest game, Rick and Morty: Virtual Rick-alitywhich utilizes the same type of object-based interactions set to the ridiculous and off-beat stylings provided by show maker Justin Roiland.

image courtesy Owlchemy Labs and Adult Swim Games

But what does Google have in store? Are they going to be bankrolling VR games, acquiring more studios to produce a fleet of Google-made content, or do they have something else up their sleeves? Healthy speculation time: The reason for acquiring Owlchemy Labs may have had more to do with their unique understanding of VR interaction design.

The studio hasn’t shied away from experimenting with entirely new types of UI, in-engine mixed reality solutions, and creating a robust object interaction format upon which more VR content of all types, be it games or otherwise, can be produced. Having that, including the talent that created it, could be a serious asset in creating grander, wider-reaching VR applications in the march forward towards mass adoption.

Owlchemy says via the blogpost announcement that the acquisition means the studio will continue building VR content for platforms like the HTC Vive, Oculus Touch, and PlayStation VR. This most importantly includes a focus on hand interactions and high quality user experiences.

Job Simulator, image courtesy Owlchemy Labs

Google says that together, they’ll be “working to create engaging, immersive games and developing new interaction models across many different platforms to continue bringing the best VR experiences to life.”

Owlchemy sums it up: “We both believe that VR is the most accessible computing platform and that there’s a ton of work to be done, especially with regards to natural and intuitive interactions. Together with Google, with which we share an incredible overlap in vision, we’re free to pursue raw creation and sprint toward interesting problems in these early days of VR.”

We’ll no doubt see more from Owlchemy Labs in the years to come, and while we can’t say just yet what Google has in mind regarding the acquisition, one thing is for sure: whatever comes out of it is going to be exciting, ridiculous and absurdly polished.

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HTC Invests in 33 More AR/VR Startups Through Vive X Accelerator

HTC’s Vive X accelerator is a $100 million fund for AR/VR companies that the company announced last year. Today HTC is revealing the second batch of companies that will receive investments and mentorship from the program.

33 seems to be the magic number. After investing in 33 startups in the first batch of Vive X investments, HTC has selected 33 more companies to join the program, after some 700 applications. Here’s the new batch, across Vive X’s operating territories:

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 Mechanics 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 tools to enable businesses to better collaborate and engage via interactive, photo-realistic 3D virtual experiences. Snobal aims to extend and enhance existing customer, partner and workplace engagement and co-creation experiences in roles responsible for leading growth, strategy, marketing, communications, and research and development.
  • 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.

Each accepted company gets an undisclosed investment and hands-on mentorship from HTC. Although part of HTC, the company says Vive X investments do not include “onerous deal terms that would exclude other platforms,” so that devs remain free to put their VR/AR wares where they see fit.

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Walmart Focuses On Future of VR/AR at New Silicon Valley Tech Incubator

Wal-Mart Stores Inc, the big-box retail giant, is focusing on the future of VR and AR, along with other emergent technologies, with its newly unveiled tech startup incubator.

According to a Bloomberg Technology report, Wal-Mart is creating the incubator to “identify changes that will reshape the retail experience, including virtual reality, autonomous vehicle and drone delivery and personalized shopping.”

The incubator is simply called “Store No. 8,” a name that Bloomberg says is in reference to a previous Wal-Mart location where the company experimented with new store layouts. Wal-Mart CEO Marc Lore announced the incubator on Monday at ShopTalk, an eCommerce and retail conference in its second year.

According to Wal-Mart, Store No. 8 is focusing on robotics, virtual and augmented reality, machine learning and artificial intelligence, and will be partnering with startups, venture capitalists and academics.

Like many in-house incubators, the goal is to produce new and innovative technologies internally, one that in Wal-Mart’s case will likely focus on the future of its numerous retail locations that, thanks to the power of everything listed above, may change drastically in the years to come.

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