Category Archives: VR

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2017 LDV Vision Summit : A world of foresight

When electricity was finally mastered at the turn of the XX century, it triggered a whole new range of new products and industries while improving existing ones. From light bulbs to fans, fridges, air conditioning, factory tools little that we interact with today is not affected by electricity.  Today, computer vision is having the same effect. Now that it has reached a certain level of maturity, both in performance and availability, computer vision is opening a huge array of new opportunities and new businesses in…

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LDV Vision Summit 17 – 10 Questions for an Investor: KBS Ventures

There’s a definitive symbiosis between visual tech and digital marketing: Not only is vision the primary sense used when making a buying decision, it is also the most efficient in tracking and deciphering a consumer’s path to the critical buy impulse. While brands might not have yet adopted the rapid pace of evolution offered by the countless new start-ups in the field, advertising agencies and their investment arms have long known that it’s a battlefield with huge potential outcome. We spoke with Jessica Peltz-Zatulove – Partner…

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5 trends to look for in 2017

With the new year comes the predictions. However, this year, instead of trying to predict what will happen, we prefer to take aim at what we see will be the top major trends in the visual space. We limited ourselves at five in an effort to be succinct and we picked those that will affect people more broadly.  In no particular order, here they are: Images as a source of comprehension We can now comfortably have computers tell us what is depicted in photos or videos. From…

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Freeing images from the page paradigm will change – yes – everything

We’ve all witnessed a scene like this: a toddler inspects a magazine and taps the paper, expecting to see a larger version of her favorite photo appear, just as it does on her smartphone. Soon, she’ll also expect the ability to navigate that photo – or video – from all angles, whether by tilting her viewing device or using a convenient headset that will also allow her to see it in 3D. Images are escaping the constraints of the page – whether physical or virtual…

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Study: User-generated VR is poised to be a dominant market force

VR is all the rage these days, with much attention focused on innovative professional VR content and the high-end tools needed to create it.  However, The User-Generated VR Revolution, a new study by Suite 48 Analytics, hosts of the annual Mobile Photo Connect conference, , thanks to the many innovative VR cameras and smartphone apps coming to market that enable users to capture 360° photos and videos, and present these in an engaging and immersive manner. While it is hard to predict when exactly user-generated VR imagery…

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10 Questions to a CEO : Lytro

Light Field photography has been around for a while and no other company has been more associated with its development than Lytro. First on the market with a consumer camera, and then a pro version, it has paved the uncharted territory of the promising technology. Restrained by a proprietary image format, expensive gear and lack of competition, it didn’t connect with the marketplace. Unphased and convinced that  light field is here to stay , Jason Rosenthal , CEO of Lytro is now aiming for the very…

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VR : The story so far

Everyone agrees that VR is the next big opportunity in the consumer tech industry. Goldman Sachs estimates the market to yield $60 billion by 2025, with almost a 50/50 split between hardware and software.  It is currently a giant land grab, where companies are positioning themselves, launching headsets, cameras, platforms and content. But, as much as the excitement is real, it is still all about the potential rather than the reality. Before the VR year kicks in at full gear, we thought we would stop and…

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The next big thing : Interactive VR

Considering the anticipation, VR has a lot to live up to. And with companies like Samsung or Facebook leading the charge, it is poised to enter people’s lives with big fracas. But, however cool the technology appears to be, it has yet to convince that it can take a predominate space outside of the gaming word. One major issue is the lack of interaction: beyond scrolling around in space, left right, up and down, users are left being  passive viewers of what can often be…

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