Could Virtual Reality Capture Millennial Market and Be Imax’s Ticket to Growth? – TheStreet.com

2017 could be a good year for Imax (IMAX) .

The large-format theater company's core business is positioned for a strong rebound, while new initiatives enter their launch phase, said MKM Partners Managing Director Eric Handler. "We see a clearer path for IMAX shares to move higher over the next few quarters," he wrote in a recent note.While focus remains on the core business, the company is exploring other initiatives such as virtual reality to drive future growth.

Last month, Imax opened its firstvirtual reality hub in Los Angeles and is planning to debut five more VR pilot centers in the U.S., the U.K. and China by the year's end.

VR was a natural fit for Imax as its well-known brand is associated with immersive experiences, according to Rob Lister, the company's chief business development officer.

With the Los Angeles VR hub, Imax wanted to get a "first-mover advantage" and gauge whether consumers are really interested in it, he said in an interview with TheStreet. If the pilot period is successful, the company could roll out VR experiences globally.

The consumer proposition for VR has been a "difficult" one so far, Lister said. A VR headset from Oculus or HTC Vive costs upward of $600 and requires a PC with enough processing power to drive it. "That's a very expensive proposition," he said. "Our approach to this center was, let's give people an opportunity to have their first experience in VR without having to make that material investment."

The Los Angeles hub offers about 12 different VR experiences across 14 pods, costing between $7 and $15 and ranging from seven to 12 minutes. The offerings include options for multiple players, kids and sports and movie-themed games, such as its "Star Wars" experience.

In contrast, the five VR centers slated for this year in cities like New York and Shanghai will be at multiplex theaters rather than stand-alone hubs. The pods will either be in a retrofitted auditorium or located within the lobby.

VR podscould help attract consumers to movie theaters, especially Millennials.Millennials have had less movie theaterexperiences than previous generations because they have so many other options for content.Providing VR experiences and new digital and interactive content is a good way to keep movie theaters "vibrant," Lister said.

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Could Virtual Reality Capture Millennial Market and Be Imax's Ticket to Growth? - TheStreet.com

Virtual Reality For Architects | Tag | ArchDaily

The physical properties of glass are invaluable and unequaled when it comes to the architects material palette. From the time of the cathedrals and the the brilliantly colored stained glass that served a functional and didactic purpose, to the modernist liberation of the floor plan and the exquisitely-framed horizontal views provided by ample windows, architects have turned to glass to achieve not only aesthetic but performative conditions in their projects.

Today, Architects face an increasing array of choices in specifying and designing with glass for building facades, as glass manufacturers propose a greater variety of colors, textures and patterns than ever before. A wider range of coatings and treatments has also been developed, allowing for a finer selection of glass panes with a combination of light transmittance, reflectance and absorption to meet the needs of outstanding architectural projects. These options affect the aesthetics and energy performance of the glass, and therefore of the overall building.

Thanks to advanced calculation tools, energy performance can now be anticipated accurately, but the graphic representation of glass is still a challenge, and yet a crucial need for architects.

http://www.archdaily.com/797724/how-physico-realistic-rendering-helps-architects-choose-the-right-glass-for-facades Sponsored Post

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Sony’s Virtual-Reality Headset Confronts Actual Reality of Modest Sales – Wall Street Journal (subscription)


New York Times
Sony's Virtual-Reality Headset Confronts Actual Reality of Modest Sales
Wall Street Journal (subscription)
TOKYOSony Corp. sold just under a million virtual-reality headsets in the device's first four months, a pace that analysts said might be too slow to motivate outside software developers. Sales of the $399 PlayStation VR goggles, launched globally ...
Popularity of Sony's PlayStation VR Surprises Even the CompanyNew York Times
Sony surpasses expectations, selling 915000 PlayStation VR headsets in first four monthsTechCrunch
PlayStation VR sales figures revealed in exec's interviewPolygon
iTech Post -Kotaku -Engadget
all 50 news articles »

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Sony's Virtual-Reality Headset Confronts Actual Reality of Modest Sales - Wall Street Journal (subscription)

Archhive: Architecture in Virtual Reality Competition Winners Announced – ArchDaily

Archhive: Architecture in Virtual Reality Competition Winners Announced

First Prize: Archhive: Architecture in Virtual Reality / Boris Hilderal; France. Image Courtesy of Bee Breeders

Bee Breeders has announced the winners of its Archhive: Architecture in Virtual Reality competition, which asked participants to design a virtual exhibition gallery to showcase future Bee Breeders competition winners. In this virtual gallery, visitors would be able to walk around and explore the work of selected winners and guest contributors.

First Prize: Archhive: Architecture in Virtual Reality / Boris Hilderal; France. Image Courtesy of Bee Breeders

Second Prize: On the Bottom of the Top / Albeta Krbylov and Juraj Hork; Academy of Fine Arts and Design in Bratislava

Second Prize: On the Bottom of the Top / Albeta Krbylov and Juraj Hork; Academy of Fine Arts and Design in Bratislava. Image Courtesy of Bee Breeders

Third Prize: The Infinite Gallery / Paolo Antonio Zurk Castillo; Universidad de los Andes

Third Prize: The Infinite Gallery / Paolo Antonio Zurk Castillo; Universidad de los Andes. Image Courtesy of Bee Breeders

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Virtual Reality: Revisiting The Past | William Capozzi | TEDxBuffalo – Buffalo Rising

A good many people who follow Buffalo Rising are interested in this citys architecture, not just the buildings that exist, but the ones that we have lost along the way. Buffalo has managed to save a good chunk of its historic architecture in recent years, since the city took a turn for the better. Loft developments and restaurants have helped to revive downtown Buffalo, though there is still a long way to go with infill.

Much of the recent progress has happened via the old fashioned way through vision, determination and grit. That is how our city is being rebuilt. Unfortunately, we lost a lot along the way you can finda laundry list of buildingsright here. Who knows, someday some of these buildings might be rebuilt or reimagined in the real world. At least a couple of the very significant ones such as the Frank Lloyd Wright Administration Building (learn more).

For most of the lost buildings, we will simply have to preserve and share historic images, or maybe even follow the lead of virtual reality (VR) specialist William Capozzi.Capozzi feels that we can better relive these memories, by way of VR. Can you imagine an ongoing project that would visually piece together the streets and buildings of old Buffalo? Now that would really be something?

When historic preservation cant save a building, 3-D modeling and virtual reality may be able to help. William Capozzi shows how he has captured the soul of the grand theater of his youth in Olean, NY, and how we might do the same for other spaces whose time has run out.Capozzi is a digital and traditional artist, musician, and woodworker. He has worked professionally for over 20 years as a 3D Modeler and Animator. History and passing along stories are of great interest to him.

Newell Nussbaumer is 'queenseyes' - Eyes of the Queen City and Founder of Buffalo Rising. Co-founder Elmwood Avenue Festival of the Arts. Co-founder Powder Keg Festival that built the world's largest ice maze (Guinness Book of World Records). Instigator behind Emerald Beach at the Erie Basin Marina. Co-created Flurrious! winter festival. Co-creator of Rusty Chain Beer. Instigator behind Saturday Artisan Market (SAM) at Canalside. Founder of The Peddler retro and vintage market. Instigator behind Liberty Hound @ Canalside. Throws The Witches Ball at The Hotel @ The Lafayette, and the Madd Tiki Winter Luau. Other projects: Navigetter.

Contact Newell Nussbaumer | Newell@BuffaloRising.com

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Virtual Reality: Revisiting The Past | William Capozzi | TEDxBuffalo - Buffalo Rising

What Google and IMAX Are Cooking Up in Virtual Reality — The … – Motley Fool

IMAX forecasts profits in the field of virtual reality. Image source: IMAX.

IMAX Corporation (NYSE:IMAX)is the acknowledged industry leader in the premium large theater format and has built its reputation on the continuous innovation of its digital movie camera and high-performance laser projection system. With that expertise, it should come as no surprise that, whenAlphabet's (NASDAQ:GOOGL) (NASDAQ:GOOG) Google decided to enter the field of virtual reality, it partnered with IMAX to develop the best "cinema-grade virtual reality (VR) camera." IMAX is providing a crew of engineers and technicians that will collaborate with Google to develop a high-resolution camera from scratch to address the unique challenges presented by virtual reality. It will leverage Google's Jump platform, which stitches together 360 degree video into a seamless panoramic view, providing an immersive experience.

IMAX then announced a virtual reality location-based initiative, in a joint venture with the game developer Starbreeze AB. This agreement would integrate the company's StarVR headset, which provides an industry-leading 210-degree view, and its library of virtual reality games and entertainment with content produced on the IMAX Google VR camera. Going further, IMAX is looking to leverage its existing relationships with Hollywood studios and directors to create new movie-based content.

Google's Jump 360 degree camera rig. Image source: Google.

Several notable Hollywood heavyweights are already onboard.Lions Gate Entertainment Corp. (NYSE:LGF-A)will lend the lead character from its John Wick movies to the effort. Peter Levin, President of Interactive Ventures and Games for Lionsgate had this to say:

We are big believers in location-based entertainment VR and this is a great opportunity to expand the reach of our VR portfolio.

Michael Bay, best known as the director of Hasbro's (NASDAQ:HAS) highly successful Transformersfranchise said:

I've always been a big believer in IMAX, which has been a great longtime partner...As a filmmaker, IMAX's location-based VR offering presents an exciting opportunity to transport audiences even further into the worlds we create. We are in advanced discussions with IMAX now on some fun VR concepts and I look forward to test-driving their new technology.

John Wick joins IMAX VR team. Image source: IMAX.

IMAX envisions a communal virtual reality experience that friends would enjoy together, which would be available at multiplexes and shopping malls, as well as popular tourist destinations. Late last year, the company announced that it, and a number of its partners, had completed the first round of funding -- which amounted to $50 million -- to create 25 pieces of content over the next three years.

This technology may be in the early stages, but it is ramping up fast. A reportby Goldman Sachs estimates that virtual reality -- and its kissing cousin augmented reality -- could become an $80 billion industry by 2025. Investing now in this revolutionary technology could pay significant dividends in years to come. IMAX feels it is a natural fit with its existing business. On its most recent conference call, IMAX said:

The core requirements of launching a location-based VR experience line up nicely with our company's core skill sets. We have studio and film maker relationships on the content side; capture mechanisms for new content; relationships with exhibitors and real estate developers for potential VR sites; and a brand that is synonymous with immersive experiences.

IMAX has tied the disparate parts of the virtual reality experience together in a nice neat package. With its own cutting-edge filming and projecting technology, Google's Jump, Starbreeze headsets and games, and buy-in from Hollywood heavyweights brandishing premium content. Investors looking to invest in the nascent area of virtual reality should grab some popcorn. The movies about to start.

Suzanne Frey, an executive at Alphabet, is a member of The Motley Fool's board of directors. Danny Vena owns shares of Alphabet (A shares), Hasbro, IMAX, Lions Gate Entertainment Class A, and Lions Gate Entertainment Class B. Danny Vena has the following options: long January 2018 $640 calls on Alphabet (C shares), short January 2018 $650 calls on Alphabet (C shares), and long January 2018 $15 calls on Lions Gate Entertainment Class A. The Motley Fool owns shares of and recommends Alphabet (A shares), Alphabet (C shares), Hasbro, IMAX, Lions Gate Entertainment Class A, and Lions Gate Entertainment Class B. The Motley Fool has a disclosure policy.

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What Google and IMAX Are Cooking Up in Virtual Reality -- The ... - Motley Fool

Virtual Reality Calling for Humanity – PR Newswire (press release)

VRCalling.com, real time, with real people, creating real moments.

Booth 7N61, MWC17, BARCELONA, Spain, Feb 25, 2017 /PRNewswire/ -Summit Tech has launched real-time RCS virtual reality and augmented reality calling VRcalling.com. The solution allows wireless carriers to add support for RCS services such as IR.92/94 from within VR/AR environments.

Whereas many VR experiences isolate users from real life, Summit begins by connecting real people through real-time 360 live video streams including support for virtual environments. Users connect through globally standardized communication services such as RCS and VoLTE ensuring mass reachability by allowing VR users to share their experience with, well, virtually anyone with a smartphone.

Oculus Rift, HTC Vive or Gear VR users connect to live VR streams, then by simply VRcalling their friends on RCS or ViLTE enabled devices, users share their experiences in real-time no app required. Additionally, while connected to streams, users can publish their social presence allowing for communication between any user connected to the stream. VR calling enables new, high-value experiences such as:

- Immersive live-streaming entertainment - by connecting to 360 streams from sporting events or music concerts, carriers can put their subscribers in the center of the action, allowing them to look around and experience the location like a physical attendee while sharing the stream with friends through RCS.

- Immersive meetings/training by giving visual context and 360 views of attendees and location, immersive business meetings bridge the divide between flat telepresence sessions and physical attendance.

- Immersive edutainment students can explore educational locations like museums, galleries and observatories and interact with students in distant locations through overlaid video calling and group chat.

RCS is the next generation communication and conversation platform being deployed by operators with services ranging from enriched calling to chatbots. Not limited to RCS smartphones, users access VR calling through VR headsets or AR glasses for immersive experiences, or tablets and web browsers as easily accessible alternatives.

Alido Di Giovanni, President of Summit commented: "We want to empower operators to rapidly launch VR/AR services and secure new revenue streams. To facilitate carriers in piloting RCS VR, we are also demonstrating a white-label IMS cloud service.

Summit Tech will also demonstrate the innovative IMS-enabled connected car and operator-managed connected living services supporting Cat M1 and NB-IoT.

Todd Haas, (917) 328-4426, todd.haas@summit-tech.ca, visit http://www.summit-tech.ca

SOURCE Summit Tech

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Virtual Reality Calling for Humanity - PR Newswire (press release)

What Google and IMAX Are Cooking Up in Virtual Reality – Madison.com

IMAX forecasts profits in the field of virtual reality. Image source: IMAX.

IMAX Corporation (NYSE: IMAX)is the acknowledged industry leader in the premium large theater format and has built its reputation on the continuous innovation of its digital movie camera and high-performance laser projection system. With that expertise, it should come as no surprise that, whenAlphabet's (NASDAQ: GOOGL) (NASDAQ: GOOG) Google decided to enter the field of virtual reality, it partnered with IMAX to develop the best "cinema-grade virtual reality (VR) camera." IMAX is providing a crew of engineers and technicians that will collaborate with Google to develop a high-resolution camera from scratch to address the unique challenges presented by virtual reality. It will leverage Google's Jump platform, which stitches together 360 degree video into a seamless panoramic view, providing an immersive experience.

IMAX then announced a virtual reality location-based initiative, in a joint venture with the game developer Starbreeze AB. This agreement would integrate the company's StarVR headset, which provides an industry-leading 210-degree view, and its library of virtual reality games and entertainment with content produced on the IMAX Google VR camera. Going further, IMAX is looking to leverage its existing relationships with Hollywood studios and directors to create new movie-based content.

Google's Jump 360 degree camera rig. Image source: Google.

Several notable Hollywood heavyweights are already onboard.Lions Gate Entertainment Corp. (NYSE: LGF-A)will lend the lead character from its John Wick movies to the effort. Peter Levin, President of Interactive Ventures and Games for Lionsgate had this to say:

We are big believers in location-based entertainment VR and this is a great opportunity to expand the reach of our VR portfolio.

Michael Bay, best known as the director of Hasbro's (NASDAQ: HAS) highly successful Transformersfranchise said:

I've always been a big believer in IMAX, which has been a great longtime partner...As a filmmaker, IMAX's location-based VR offering presents an exciting opportunity to transport audiences even further into the worlds we create. We are in advanced discussions with IMAX now on some fun VR concepts and I look forward to test-driving their new technology.

John Wick joins IMAX VR team. Image source: IMAX.

IMAX envisions a communal virtual reality experience that friends would enjoy together, which would be available at multiplexes and shopping malls, as well as popular tourist destinations. Late last year, the company announced that it, and a number of its partners, had completed the first round of funding -- which amounted to $50 million -- to create 25 pieces of content over the next three years.

This technology may be in the early stages, but it is ramping up fast. A reportby Goldman Sachs estimates that virtual reality -- and its kissing cousin augmented reality -- could become an $80 billion industry by 2025. Investing now in this revolutionary technology could pay significant dividends in years to come. IMAX feels it is a natural fit with its existing business. On its most recent conference call, IMAX said:

The core requirements of launching a location-based VR experience line up nicely with our company's core skill sets. We have studio and film maker relationships on the content side; capture mechanisms for new content; relationships with exhibitors and real estate developers for potential VR sites; and a brand that is synonymous with immersive experiences.

IMAX has tied the disparate parts of the virtual reality experience together in a nice neat package. With its own cutting-edge filming and projecting technology, Google's Jump, Starbreeze headsets and games, and buy-in from Hollywood heavyweights brandishing premium content. Investors looking to invest in the nascent area of virtual reality should grab some popcorn. The movies about to start.

10 stocks we like better than IMAX When investing geniuses David and Tom Gardner have a stock tip, it can pay to listen. After all, the newsletter they have run for over a decade, Motley Fool Stock Advisor, has tripled the market.*

David and Tom just revealed what they believe are the 10 best stocks for investors to buy right now... and IMAX wasn't one of them! That's right -- they think these 10 stocks are even better buys.

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Suzanne Frey, an executive at Alphabet, is a member of The Motley Fool's board of directors. Danny Vena owns shares of Alphabet (A shares), Hasbro, IMAX, Lions Gate Entertainment Class A, and Lions Gate Entertainment Class B. Danny Vena has the following options: long January 2018 $640 calls on Alphabet (C shares), short January 2018 $650 calls on Alphabet (C shares), and long January 2018 $15 calls on Lions Gate Entertainment Class A. The Motley Fool owns shares of and recommends Alphabet (A shares), Alphabet (C shares), Hasbro, IMAX, Lions Gate Entertainment Class A, and Lions Gate Entertainment Class B. The Motley Fool has a disclosure policy.

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What Google and IMAX Are Cooking Up in Virtual Reality - Madison.com

The NBA is betting big on virtual reality, and fans should be thrilled – Digital Trends

Getting court-side seats may have always seemed like something of a pipe dream, but now, technology is turning that dream into a reality. Virtual reality, that is. The NBA is betting big on VR technology, and last week, the league made its very first original content for VR headsets via a partnership withDigital Domain.

The NBA VR app now features on-demand episodes of House of Legends, a new talk show that gives viewers insights into their favorite NBA players careers and their views on pop culture topics. ButHouse of Legendsis really just the beginning for the NBA when it comes to VR. Really, the league is looking to do a whole lot more in this realm.

Last year, the NBA debuted a VR documentary calledFollow my Lead: The Story of the 2016 NBA Finals,but the film was actually spearheaded by Oculus. This year, however, the NBA itself is taking a front seat when it comes to creating content for its viewers.

More:Underwater virtual reality will give you anything but a sinking feeling

Back in 2015, the NBA first streamed a game in 360-degree video, and now the league is live-streaming a game every week to Gear VR and Google Daydream by way of NextVRs application. Its pretty inexpensive to access this experience just $7 a game to watch immersively rather than on your television screen.

Jeff Marsilio, the NBAs VP of global media distribution, told Engadget that this VR experience has proven hugely popular and extremely valuable to fans who are either outside the U.S. or cant exactly afford to be at the game every single week. With virtual reality, you can actually deliver something like that experience, Marsilio said, You can make people feel closer to the action. Currently, the VP noted, theres no other medium that allows for this kind of experience, but its still unclear as to whether itll be a successful strategy for the league in the long term.

All the same, if youre an NBA fan, it looks like you now have a way to enjoy all the action in a way thats more up close and personal than ever before, and its all thanks to virtual reality.

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The NBA is betting big on virtual reality, and fans should be thrilled - Digital Trends

These 2 Virtual Reality Stocks Are Ridiculously Cheap – Motley Fool

Virtual reality is often touted as the "next big thing" among tech companies. Goldman Sachs believes that the market could blossom into an $80 billion one by2025, and Facebook (NASDAQ:FB) CEO Mark Zuckerberg has repeatedly called VRa next-gen "computing platform."

However, the aging bull market and hype regarding VR-related stocks have made it tough to find fundamentally cheap companies with meaningful exposure to the VR market.So today, we'll take a look at two stocks with meaningful exposure to the VR market that still trade at fairly low valuations -- Sony (NYSE:SNE) and HTC (NASDAQOTH:HTCKF).

Facebook's Oculus Rift. Image source: Oculus VR.

Sony's big bet on the VR market is the PlayStation VR, a high-end headset it released for the PS4 console last October. At $400, it cost much less than Facebook's (NASDAQ:FB) $600 Oculus Rift and HTC's $800 Vive headsets. A PS4 costs around $250 today -- which is much cheaper than the high-end PCs that power the Rift and Vive.

Those price tags make it the cheapest high-end VR experience on the market today. Since Sony hassold nearly 55 million PS4s, it already has a built-in customer base that doesn't need new hardware. Its existing relationships with game publishers also makes it easy to secure a steady stream of exclusive VR content for its games.

Sony's PSVR. Image source: Sony.

Research firm SuperData estimates that Sony sold750,000 PSVRs last year (compared to its older, overly bullish forecast of 2.6 million). That figure doesn't sound impressive relative to its PS4 user base, but it makes it the top-selling VR headset in the world. HTC's Vive came in second at 450,000 units, followed by Facebook's Oculus Rift at 355,000 units.

750,000 units would only generate about $300 million in revenue, which translates to just 6% of Sony's G&NS (Game and Network Services) revenue and 1% of its total revenue lastquarter. However, demand for the headset could soar this year as new VR-enabled PS4 games -- like Resident Evil 7, Star Wars: Battlefront X-Wing VR, and Star Trek: Bridge Crew -- make the PSVR an essential PS4 accessory for next-gen gaming.

If that happens, PSVR sales could surge well past SuperData's original estimate of 2.6 million and make the PSVR a major growth driver for the G&NS business. Higher-quality VR-enabled games will also encourage customers to upgrade to Sony's new PS4 Pro, which features 4K gaming and a smoother VR experience.

Sony's profitability has declined in recent quarters due to the weak performance of its mobile and movie making units. However, the stock trades with an EV/Sales ratio of 0.5 -- making it very cheap relative to peers like Samsung (NASDAQOTH:SSNLF), which has anEV/Sales ratio of 1.

Many investors overlook HTC as a potential VR play for two reasons. First, the early adoption of the Vive headset has been largely overshadowed by the weakness of its core smartphone business, which has been crushed between premium players like Samsung and lower-end Android rivals like Huawei, Oppo, Vivo, and Xiaomi.That pressure caused HTC's revenue to fall14% annually last quarter, and its bottom line remains deep in the red.

Second, HTC's sponsored ADR shares only trade on the OTC market, which doesn't get as much attention as the major exchanges.

The HTC Vive. Image source: HTC.

HTC stock has declined nearly 90% over the past five years, but that drop has reduced its EV/Sales ratio to just 0.4. With an enterprise value of just NT $28.3 billion ($660 million), it remains a lucrative takeover target for tech companies that want to establish a presence in the smartphone and VR headset markets.

HTC wants to turn its smartphone business around by abandoning lower-end devices and focusing on the premium market. We've seen Sony try the same strategy before, but with very little success.

While HTC's smartphone business will likely keep struggling, the Vive might post better sales this year as more PC users upgrade their systems and more VR-enabled titles hit the market. The Vive costs more than the Rift, but its use of full-room motion sensors and software support from Valve, which co-designed the device, arguably make it a better premium VR device for hardcore gamers than the Rift.

If SuperData's figures are accurate, then HTC's Vive sales generated $360 million in revenues last year -- which would be equivalent to 14% of its 2016 sales. This means that if VR adoption picks up this year, we could see stronger sales of the Vive offset its weaker smartphone sales -- which could help HTC stage a big comeback.

Sony and HTC are fundamentally cheap and have growing VR businesses, but investors should also pay close attention to the challenges facing both companies' core businesses. I wouldn't rush to buy either stock now, but I would keep them in mind as alternative VR plays to pricier market favorites like Facebook and chipmaker AMD.

Leo Sun has no position in any stocks mentioned. The Motley Fool owns shares of and recommends Facebook. The Motley Fool has a disclosure policy.

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These 2 Virtual Reality Stocks Are Ridiculously Cheap - Motley Fool

How a virtual reality game helped one man lose 50 pounds – Men’s Fitness


Men's Fitness
How a virtual reality game helped one man lose 50 pounds
Men's Fitness
A similar (albeit brief) phenomenon occurred when Pokmon Go took thousands of gamers by storm in the summer of 2016, converting legions of couch potatoes into pedometer crushers. If you're looking to shed a few pounds without the virtual reality gear, ...

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How a virtual reality game helped one man lose 50 pounds - Men's Fitness

Virtual Reality helps WMU students reduce apprehension with communication – Western Herald

The possibilities are virtually limitless with technology. In recent years, virtual reality has become more popular in the technology community. VR is a computer-generated system that lets the viewer experience videos, clips and photographs in a different way. A headset is used to cover your eyes completely and separate the viewer from the space they are a part of to gain a new virtual space through headset, according to cnet.com

Technology assists us in many ways throughout our daily lives. From our smartphones to the cars we drive, we have come a long way with technological advancements. VR takes us another step further in those advancements, using the technology for purposes of entertainment all the way to tourism and exploration.

The School of Communication at Western Michigan University uses VR in a multitude of educational ways that is sure to enhance students learning experience.

Some of our students work with the Bronco School of Nursing to run nursing students through various simulations so they would be able to experience what it might be like working with a patient who has autism or to experience what it would feel like to perform various surgeries and medical procedures, Professor of Communication Dr. Chad Edwards said.

VR can be useful in practically any field of study. People are constantly coming up with new ways to effectively use this device in educational settings.

In our basic course here at Western, COM 1000, we have a lab section that is using virtual reality to help students reduce communication apprehension. They are practicing giving their speeches in VR, Edwards said.

You can get VR in several forms, some are more expensive than others. The most affordable way to experience VR is with your smartphone. There are several versions of headsets that can give you the VR experience as well, including Samsung VR and Oculus Rift.

VR gives people the ability to feel like they are anywhere in the world, right in the comfort of their couch.

One could experience a trip to Mars, or a trip to Egypt and see the pyramids, it can also be used in journalism to help bring people closer to the story. VR lets you try things that might be otherwise dangerous, expensive, or even impossible, Edwards said.

VR also offers an assortment of short films that people can view. The Communication and Social Robotics Lab at Western has a number of short films in VR. Guests from around the community sometimes come into the lab and try out the device. The lab uses two kinds of VR headsets: Oculus Rift and HTC Vive.

The Communication and Social Robotics Lab have walk-in hours for students who want to try out this device. You can also email Edwards in the School of Communication to find out more about VR and how you can experience this incredible device.

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Virtual Reality helps WMU students reduce apprehension with communication - Western Herald

California Today: In Virtual Reality, Investigating the Trayvon Martin Case – New York Times


New York Times
California Today: In Virtual Reality, Investigating the Trayvon Martin Case
New York Times
In turning the Trayvon Martin tragedy into a virtual reality film, the director Nonny de la Pea combed through public court records and stitched together 911 calls to structure an auditory narrative of the rainy night that ended in the shooting death ...

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California Today: In Virtual Reality, Investigating the Trayvon Martin Case - New York Times

Virtual reality, Lego Batmobile at this year’s Cleveland Auto Show – fox8.com

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CLEVELAND-- The Cleveland Auto Show starts Friday at 5 p.m. at the I-X Center with more than a thousand vehicles on display.

For more information, including dates, times, admission and schedule, click here

While every brand offers its own unique features, there is one car that is completely unlike the rest. In the Chevrolet section, you'll find the Lego Batmobile.

It stands 7 feet tall and 17 feet long with more than 344,000 Lego bricks. Master builders spent 222 hours designing the Batmobile and another 1,833 putting it together.

Another highlight of 2017 Cleveland Auto Show is the virtual reality test drive. Put on the headset to experience the look, feel and acceleration of the 2017 Honda Civic Si in Monument Valley, Ariz.

See what happened when FOX 8's Roosevelt Leftwich got behind the wheel.

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There are more traditional ways to test drive a vehicle and Camp Jeep draws a crowd. Take a seat and ride along with a professional driver through a course that demonstrates Jeep's off-road capabilities. New this year is the Ram Truck Territory, which takes participants through an obstacle course, plus shows off the trucks' torque and payload.

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41.398558 -81.853058

I-X Center

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Virtual reality, Lego Batmobile at this year's Cleveland Auto Show - fox8.com

Virtual reality at UNM opens new doors of collaboration and research – UNM Newsroom

UNM students, staff and faculty can now explore the world without even leaving campus. Centennial Science and Engineering Library launched two new tech spaces and one of them contains an entirely immersive virtual reality experience.

Its a presentation, communication and collaboration space here at Centennial Library, where weve focused on bringing a wide variety of new technologies into a space where our students and faculty can experiment with new ways of communicating their work, Said Karl Benedict, director of research data services.

Part of that work will include writing, coding and experimenting with new forms of virtual reality. The workshop space is equipped with sensors, speakers and microphones; and the participant wears goggles that completely cover their field of vision.

The virtual reality capability that we have here does provide us the opportunity to take our users anywhere in the world, while standing right in the basement of the Centennial Science and Engineering Library, Benedict said.

Karl Benedict checks the virtual reality system using a demo "lab" app

Right now, the system is run on a variety of demonstration applications among other things, you can walk through downtown London using Google Earth, protect your space ship from attacking robots in an immersive video game or play virtual fetch with a futuristic robot dog. But those demonstration apps will be phased out as faculty, staff and students suggest new ones and create their own bigger and better programs to bring into the lab.

This is a cutting-edge facility that is very important for Centennial, but is also really important for the whole university, said Richard Clement, dean of the College of University Libraries and Learning Sciences. Were now providing students, staff and faculty a space that enables them to come together in a collaborative way, with resources rarely available for public use.

The hope is that technology like the virtual reality lab will attract future lobos interested in software and video game development. Already some faculty

The goggles worn during the simulation completely cut out light from the room.

members at UNM are integrating video game development to teach principles of communication, analysis and engagement in the classroom. The library is also considering facilitating development contests in the future, which would involve students bringing their innovation into the lab and going head-to-head in a competition.

We have another expectation too, Benedict added. That as users come into this space, we will learn more about what their particular needs are so we can continue to evolve what we have available as tools and platforms for being able to do the research and collaboration were trying to enable here.

In addition to the immersive virtual reality simulator, Centennial opened a second tech space that gives visitors access to Mac and PC operating systems equipped with a much wider range of functions than the standard university computer. These Analysis Workstations have specialized analytic and software development applications as well as the full Adobe Creative Cloud suite.

The virtual reality system and other tech gadgets were funded through a combination of sources including the librarys foundation endowment and general obligation bond funds. But Benedict says this is just the starting point of a bigger vision, including being able to provide a space for more extensive content collaboration and research; which will hopefully pique the interest of donors and financial sponsors in the future.

The analysis workstations can be reserved at the Centennial Science and Engineering Library, and the virtual reality and workshop room can be reserved online just like other study spaces within University Libraries. Simply visit library.unm.edu and click on Reserve a Room.

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Virtual reality at UNM opens new doors of collaboration and research - UNM Newsroom

Conrad develops modern classroom through virtual reality – Great Falls Tribune

Sarah Dettmer , sdettmer@greatfallstribune.com Published 6:09 p.m. MT Feb. 23, 2017 | Updated 3 hours ago

Students view Google Expeditions through a smartphone device. The image moves with them as they look around the virtual environment.(Photo: Photo Courtesy of Jill Swanson)

There are no distractions in outer space at least not when youre there virtually.

For the students at the Utterback School in Conrad, exploring the International Space Station is as easy as looking through a View Master-like device.

Thanks to a grant from the Conrad Community Education Foundation, students and teachers at Conrad Public Schools can utilize their new Immersive Virtual Reality Lab. The school reports it is the first program of its kind in the state.

Whats special about the table? Jill Swanson, Conrad Public Schools tech coordinator, asks the students. Why would the astronauts put Velcro on their table?

Swanson monitors the scene on her phone and taps the table to create an attention point. As the students turn in their chairs and look around the space station, a white arrow appears and directs them to look at the marker Swanson set.

Even if the students arent looking where theyre supposed to, they are still engaged in active learning and gaining an experience no textbook can compare to.

This is a fun way to learn, 12-year-old Brinkley Evans said. The space station was cool because all of the tools and supplies are different from what we use on Earth.

Swanson opens up a pane and reads information to the students about life in space including the need for table Velcro to keep their utensils from floating away.

The students look around the station as if they are standing inside. Through a porthole, they can see Earth.

I think this is going to be huge, fifth-grade teacher Jennifer Schlepp said. Its like the adage, If you give a man a fish. Its similar in that kids get the experience of being there and looking around. Instead of just listening to me, theyre experiencing. Its active learning.

Conrad Public Schools received 25-piece lab complete with its own wireless router and rolling case to transport between classrooms and schools. The set cost about $8,500.

The system utilizes Google Expeditions, Googles education-based virtual field-trip app built to coincide with K-12 curriculum.

Google Expeditions partnered with organizations including the Royal Collection Trust, Wildlife Conservation Society, NASA, the Smithsonian and American Museum of Natural History to create more than 200 virtual field trips. Last year, Google came to Montana and filmed the Crow Fair and the Little Bighorn Battlefield for a Google Expedition.

Trips range from exploring the Taj Mahal or taking a trip to the North Pole to exploring the inner workings of the human lung learning about burning hydrogen.

Brady Barnhill and Brinkley Evans, sixth-grade students at Utterback School in Conrad, explore the International Space Station with Google Expeditions.(Photo: Tribune Photo/Sarah Dettmer)

When I used it, we went to Giza and saw the Sphinx and cool things in Egypt, 12-year-old Brady Barnhill said. Then, we went into the ocean and learned about whales.

CPS new VR program also offers resources for upperclassmen exploring college and career options. Students interested in out-of-state universities can take virtual college campus tours. Google Expeditions also offers career exploration programs.

Theres not many zoologists in Conrad, said Ashley Bushnell, CPS librarian and Spanish teacher. Even if theres not an expert present, this gives students an interactive experience in the day of the life of different professionals.

Bushnell demonstrated a career exploration trip for the faculty at the Utterback School. She guided 15 adults through an industrial metal design studio. Though Bushnell admitted to knowing nothing about industrial metal, she used Googles preloaded attention points to highlight different work areas and explain what the employees were doing.

Modern classrooms are made by what teachers have access to, Bushnell said. Can this replace something else? Probably not, but its a great tool. Anytime you take go beyond the four walls of the classroom is fantastic.

CPS is still training teachers and experimenting with different ways to utilize the system. High School students have begun creating their own expeditions through building virtual tours of their high school for incoming students.

The teachers said they hope the technology continues to advance beyond panoramic images to include moving videos and sounds.

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Conrad develops modern classroom through virtual reality - Great Falls Tribune

Interview: IMAX CEO Richard Gelfond Talks Virtual Reality – Forbes


Forbes
Interview: IMAX CEO Richard Gelfond Talks Virtual Reality
Forbes
As noted last week, I was fortunate enough to be invited to IMAX's big press event concerning the launch of their new VR center in Hollywood. You got my thoughts on the individual games on Friday, but I also got the chance to sit down for a brief chat ...

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Interview: IMAX CEO Richard Gelfond Talks Virtual Reality - Forbes

ETVR Virtual Reality 3.0 Review – Tom’s Guide

The good

The bad

Verdict

The ETVR Virtual Reality 3.0 headset offers crisp details and a very comfortable fit for budget-conscious virtual reality fans.

When the cheap VR headset category started in 2014, it was an actual piece of folded cardboard with some lenses and a single button. Fast-forward to now, and you've got the ETVR Virtual Reality 3.0 headset (priced at $28.99) that improves upon just about every aspect of the concept. Instead of flimsy cardboard, you get a handsome device constructed from plastic, foam and faux leather with comfortable head straps, allowing for long viewing and playing sessions. Although we noticed a bit of light leakage, the ETVR is one of our top picks for consumers who want to experience VR without spending exorbitant amounts of money.

The ETVR Virtual Reality 3.0 headset has the slickest overall look of any of the cheap VR headsets Ive tested. While it shares the basic plastic construction found across the board in this category, the decision to go virtually all black, coupled with details such as chrome focal knobs and added head-strap components, makes for a more premium look.

The headset also has a few really clever functional additions that help elevate it over most of the other cheap VR headsets out there. The most noticeable is the padded cap on the top strap. The extra cushion alleviates some of the uncomfortable rubbing that can occur along the top of your head while allowing for a tighter fit to minimize errant headset movement.

MORE: Google Cardboard Review: Better Than Nothing

Looking inside the headset, you'll find two horizontal guides that slide into place around the outside of your phone. This not only holds the phone in place during use but also means you arent hunting around trying to center your phone for future VR sessions. Finally, this headset includes a button along the bottom right corner that makes it Google Cardboard-compatible, opening up some additional software options.

Beyond these fairly unique features, the ETVR 3.0 offers a perforated faux-leather padded face cushion and considerable venting to prevent overheating and fogging on the lenses. The focus controls are also thoughtfully placed at the temples and on top of the device for quick, easy adjustments during use.

My chief complaint about the ETVR 3.0 is that it does allow for some light to leak in at the top of the device. This is due to the front plate, which is made of a smoky translucent plastic; an opaque cover would have been better.

The ETVR can accommodate smartphones between 4.5 and 6.2 inches, including the iPhone 6 Plus. Setup is pretty straightforward; you just start the app you're planning to use before placing your phone into the headset. Next, open the headset's front cover, pop your smartphone into the waiting grip and secure the cover.

Thanks to the aforementioned padded cap on the head strap and a pliable faux-leather piece at the back of the strap, the ETVR is the most comfortable cheap headset Ive tested. Particularly for those games or VR experiences that lend themselves to quick head movement, this headset can be worn quite tightly and remain comfortable.

At 11.6 ounces, the ETVRs weight is in the middle of the pack compared with the Magiove (10.6 ounces) and the Destek (12.5 ounces). That's likely due to the extra padding, but it's a worthwhile trade-off in this case. The perforated faux-leather padding for your face is soft without being suffocating, and keeps your face cool even during longer VR sessions.

The ETVR 3.0's image clarity was excellent, retaining all of the detail on my Google Pixel's display. However, the color did seem slightly muted, while the display seemed somewhat dimmer in apps like Cedar Point VR Roller Coaster, compared with the more vibrant images on both the Magiove and Destek headsets.

MORE: Best VR Headsets

The focal- and pupil-distance controls are available on the sides and top of the device, respectively, and allow you to make quick adjustments as needed to ensure a clear picture.

The marketing materials for the headset claim a 120-degree field of view (FOV), but this simply isnt the case. The view looks virtually indistinguishable from other cheap VR headsets that claim a more plausible 83-85 degree FOV.

There is no onboard audio with the ETVR 3.0, so you are reliant on Bluetooth or wired headphones or simply the speakers in your phone. There are cutouts at each side and at the top of the front plate that will allow the sound to escape if you are using the speakers. Theres also room to run a 3.5 millimeter cord to plug in your headphones, if you choose to go that route.

Thanks to the presence of the button on the bottom right of the ETVR 3.0, this headset can use the Google Cardboard app. VR Street Jump for Cardboard is one example; its basically Cross Road in VR, and relies on the button to advance you through the game.

Otherwise, theres plenty of VR content and games available through the Google Play and Apple App Store.

Its impressive how much the ETVR Virtual Reality 3.0 gets right for such an inexpensive VR headset. You get an incredibly comfortable device, secure phone placement and added functionality through Google Cardboard support.

The light leakage and slightly muted colors are minor issues, and prevent this headset from being at the top of our list. If you're looking for a headset without either problem, I suggest the Magiove. But if comfort is at the top of your list when looking for a cheap VR headset, it's difficult to argue against the ETVR.

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ETVR Virtual Reality 3.0 Review - Tom's Guide

Inside Imax’s first virtual reality arcade: Gaming – CNET


CNET
Inside Imax's first virtual reality arcade: Gaming
CNET
Out March 3 for $299, the Nintendo Switch is the company's brand new hybrid console. Here's what's in the box. Play video. Video: The best mobile games of 2017 (so far). The best mobile games of 2017 (so far). 1:44 February 22, 2017. Counting down in ...

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Inside Imax's first virtual reality arcade: Gaming - CNET

Soon movie theaters won’t just be for movies, but virtual reality too – WTAE Pittsburgh

Soon heading to an Imax theater won't just be for big-screen entertainment.

Imax is rolling at their VR Centres which will allow users to dive head-first into this revolutionizing mode of entertainment.

The set-up is simple: 10-15 pods set up with a TV mounted on a wall, controllers, a headset and somewhere to put all of your things when you're using VR.

The games will rotate like theatrical releases, prompting consumers to come back time and time again.

The first of its kind recently opened up in Beverly Hills, Calif., but Imax plans to launch five additional locations this year: two in New York, another one in Los Angeles, on in the UK, and one in China.

All of these will open up in an Imax theater.

Prices range from $7-$10 for pod time ranging from 5-15 minutes of play.

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Soon movie theaters won't just be for movies, but virtual reality too - WTAE Pittsburgh