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                            <title><![CDATA[ Latest from Next TV in Altspacevr ]]></title>
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        <description><![CDATA[ All the latest altspacevr content from the Next TV team ]]></description>
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                                                            <title><![CDATA[ Eric Romo Joins Facebook’s Social VR Team ]]></title>
                                                                                                                                                                                                <link>https://www.nexttv.com/news/eric-romo-joins-facebook-s-social-vr-team-417670</link>
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                            <![CDATA[ Eric Romo Joins Facebook’s Social VR Team ]]>
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                                                                        <pubDate>Tue, 23 Jan 2018 18:23:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Technology]]></category>
                                                    <category><![CDATA[Fates &amp; Fortunes]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jeff Baumgartner ]]></dc:creator>                                                                                                                                                                                                                                                                    <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/JaM6xCbh34ihqeEhQW2mVf-1280-80.jpg">
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                                <figure class="van-image-figure pull-" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="JaM6xCbh34ihqeEhQW2mVf" name="" alt="" src="https://cdn.mos.cms.futurecdn.net/JaM6xCbh34ihqeEhQW2mVf.jpg" mos="https://cdn.mos.cms.futurecdn.net/JaM6xCbh34ihqeEhQW2mVf.jpg" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pull-"></p></div></div></figure><p>Eric Romo, a pioneer in the world of social virtual reality, has joined the social VR team of Facebook, the exec announced Monday in this <a href="https://www.facebook.com/photo.php?fbid=10103670047651883&set=a.10103670049263653.1073741828.217635&type=3&theater">Facebook post.</a></p><p>Romo was a co-founder and the former CEO of Altspace VR, a social VR startup founded in 2013 that counted Comcast Ventures among its <a href="https://www.nexttv.com/news/comcast-vc-backs-social-vr-startup-392840" data-original-url="https://www.multichannel.com/news/comcast-vc-backs-social-vr-startup-392840">early financial backers</a>. AltspaceVR shut down temporarily last summer after efforts to secure more funding failed. Microsoft acquired AltspaceVR last October, planning to use the buy to help it build a “mixed reality community.”</p><p>RELATED: Microsoft Acquires AltspaceVR</p><p><a href="https://www.roadtovr.com/altspacevr-ceo-eric-romo-joins-facebooks-social-vr-team/?platform=hootsuite"><em>Road to VR</em> reported</a> that Romo is joining Facebook as director of product at the company’s social VR team, which built <a href="https://www.facebook.com/spaces">Facebook Spaces</a>, a social VR platform that is currently in beta.  </p><p>“It wasn't an easy decision, but I left AltspaceVR with confidence that the team is well-placed to continue pushing forward the promise of virtual communication as part of the Microsoft mixed reality ecosystem,” Romo noted in the post about his new role at Facebook, noting that he will stay in the San Francisco Bay area. “I can't wait to see what they'll do next, and wish them all the best.”</p><p>Facebook’s VR efforts also extend deeply into Oculus, the VR headset/platform company that FB acquired in 2014 for $2 billion.</p><p>Romo is coming on board at Facebook amid <a href="https://www.nexttv.com/news/oculus-preps-debut-wireless-stand-alone-vr-headset-415891" data-original-url="https://www.multichannel.com/news/oculus-preps-debut-wireless-stand-alone-vr-headset-415891">Oculus’s plans to introduce a wireless, standalone VR headset</a> called the Oculus Go.</p><p>Coincidentally, Romo, during a keynote at New Bay Media’s VR 20/20 event in October 2016, predicted that standalone platforms “optimized for VR” would become the dominant form for virtual reality by 2020 and outsell the current wave of headsets that are paired with smartphones, PCs and gaming consoles.</p><p><a href="https://www.nexttv.com/news/vr-2020-altspacevr-ceo-predicts-road-ahead-408494" data-original-url="https://www.multichannel.com/news/vr-2020-altspacevr-ceo-predicts-road-ahead-408494">RELATED: AltspaceVR CEO Predicts the Road Ahead</a></p>
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                                                            <title><![CDATA[ VR 20/20: AltspaceVR CEO Predicts The Road Ahead ]]></title>
                                                                                                                                                                                                <link>https://www.nexttv.com/news/vr-2020-altspacevr-ceo-predicts-road-ahead-408494</link>
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                            <![CDATA[ VR 20/20: AltspaceVR CEO Predicts The Road Ahead ]]>
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                                                                        <pubDate>Tue, 18 Oct 2016 00:11:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Marketing]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Jeff Baumgartner ]]></dc:creator>                                                                                                                                                                                                                                                                    <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/faifpqKCiFNxJukuEoRMDA-1280-80.jpg">
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                                <figure class="van-image-figure pull-" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="faifpqKCiFNxJukuEoRMDA" name="" alt="" src="https://cdn.mos.cms.futurecdn.net/faifpqKCiFNxJukuEoRMDA.jpg" mos="https://cdn.mos.cms.futurecdn.net/faifpqKCiFNxJukuEoRMDA.jpg" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pull-"></p></div></div></figure><p><a href="https://www.nexttv.com/nyctvweek" data-original-url="https://www.multichannel.com/nyctvweek"><strong>Get complete coverage of NYC Television & Video Week.</strong></a></p><p>New York – Predicting the future is a tricky thing, but it was a task taken on here Monday by Eric Romo, the co-founder and CEO of social virtual reality startup AltspaceVR.</p><p>Romo, the closing keynoter at VR 20/20, the first event for NewBay Media’s NYC Television & Video Week, offered his view on how key elements of the virtual reality (and augmented reality) market look today, and how they will evolve and change in the next three-plus years.</p><p>“The big challenge [for the industry] is too much looking forward,” Romo said, before reeling off this <a href="http://cdn-media-1.lifehack.org/wp-content/files/2013/08/quote-Mark-Twain-whenever-you-find-yourself-on-the-side-206-380x213.png">quote from Mark Twain</a>: “Whenever you find yourself on the side of the majority, it is time to pause and reflect.”</p><p>RELATED: NBC News, AltspaceVR Team on ‘Virtual Democracy Plaza’</p><p>Today, he noted, many investment firms have a "VR person,” the individual who understands what all this new stuff is about. He noted that this similarly played out during the early days of the Internet, “Web 2.0” and mobile, for example. Today, the notion that one person at any one company encapsulates any of those is “ridiculous,” he said, because they eventually became huge, enabling technologies. </p><p>RELATED: VR 20/20: Unknowns Abound in Virtual and Augmented Reality Market</p><p>“And VR is the same,” Romo said, noting that companies will embrace and use VR as a foundational technology “or suffer.”  In 2020, there will no longer be “VR companies,” but companies that use VR to solve a problem, he said. </p><p>Today, Romo said, 360-degree video is the dominant form of “passive” VR content that happens to work across all platforms. “People sort of know how to make it already,” he said of that category of content. In 2020, he predicted, new forms of “semi-passive” content will emerge and VR itself will become a new medium under which purpose-built content will flourish.</p><p>Today, everyone shows the “sunglasses slide,” representing the merging of VR and AR in a way that resembles a pair of Wayfarers. In 2020, he said, the sunglasses slide will be dropped as VR and AR “diverge” further and become more useful and support more markets and specific applications.</p><p>Today, Romo pointed out, consumers receive VR content by pairing viewers with mobile phones, gaming consoles or high-powered  PCs. If the industry is being honest with itself, it will admit that this is a “broken” model for most. Romo predicted that in 2020 stand-alone platforms “optimized for VR” will become dominant and outsell today’s approaches, offering up <a href="https://www.nexttv.com/blog/oculus-developing-standalone-vr-headset-408286" data-original-url="https://www.multichannel.com/blog/oculus-developing-standalone-vr-headset-408286">Oculus’s Santa Cruz project</a> and the Qualcomm <a href="https://www.qualcomm.com/news/snapdragon/2016/09/01/new-era-virtual-reality-snapdragon-vr820-reference-platform">Snapdragon VR820</a> and Intel’s “Alloy” reference platforms among examples of standalone-facing projects that are already well underway.</p><p>Today, Romo noted, the “Metaverse” – generally defined as a collective, virtual shared space --  is viewed as a place someone will build, based on what’s been proposed in books such as William Gibson’s <em>Neuromancer</em>, Ernest Cline’s <em>Ready Player One</em> or Neal Stephenson's <em>Snow Crash</em>.  The Metaverse that will emerge in 2020, Romo said, will embody “the evolution of the Internet” and will become something different than anything being imagined today.  It will not be purposefully built, he said, but will instead materialize from the hard work of disparate groups, all trying to deliver great experiences.</p><p> “It’s organic…it’s an evolution,” Romo said. </p>
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                                                            <title><![CDATA[ Virtual Reality Goes Social ]]></title>
                                                                                                                                                                                                <link>https://www.nexttv.com/news/virtual-reality-goes-social-393178</link>
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                            <![CDATA[ Virtual Reality Goes Social ]]>
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                                                                        <pubDate>Mon, 24 Aug 2015 12:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Streaming]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Jeff Baumgartner ]]></dc:creator>                                                                                                                                                                                                                                                                    <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/mHQvHFrP5Xt34vMNzo3Hwf-1280-80.jpg">
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                                <figure class="van-image-figure pull-" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mHQvHFrP5Xt34vMNzo3Hwf" name="" alt="" src="https://cdn.mos.cms.futurecdn.net/mHQvHFrP5Xt34vMNzo3Hwf.jpg" mos="https://cdn.mos.cms.futurecdn.net/mHQvHFrP5Xt34vMNzo3Hwf.jpg" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pull-"></p></div></div></figure><p>High-definition teleconferencing has helped to bridge the distance for face-to-face business meetings, but the rise of virtual reality (VR) promises to do that, and so much more.</p><p>How about “attending” a virtual event with hundreds of others, playing a round of Dungeons & Dragons with a group of adventurers from around the world, or watching a movie or TV show with a loved one who happens to be on the other side of the planet?</p><p>Those are the kinds of social and shared virtual-reality experiences that Redwood City, Calif.-based startup AltspaceVR has in mind as it looks to expand the breadth and reach of a new platform that has already drawn interest from the cable industry.</p><p>AltspaceVR, like Facebook’s Oculus, Samsung, Microsoft and a growing batch of startups, are all placing bets that VR (as well augmented reality) is on the cusp of connecting with the consumer mainstream. While there’s still no telling the size of that market, ABI Research believes that 43 million VR units will be shipped by 2020.</p><p><strong>VR: THE TIME HAS COME</strong></p><p>The concept of virtual reality has been around for a long time, “essentially since computers existed,” AltspaceVR founder and CEO Eric Romo said.</p><p>So, why does it seem to be ready for takeoff now? One big key is the plummeting price of entry for higher-end VR devices that can pack in enough pixels to make it a true-to-life-experience, Romo said.</p><p>Products such as Facebook’s Oculus Rift are expected to fetch $300 to $400 — pricey, but not out of reach for many consumers. Technology that was capable of delivering a similar experience would’ve cost 100 times more as little as three years ago, Romo, a former rocket engineer at SpaceX and co-founder of solar technology firm GreenVolts, said.</p><p>On the lower end, Google Cardboard, a viewer literally made from cardboard that can be paired with a smartphone, can be had for as little as $5 from electronic retail outlets such as Amazon. Apps for it are flourishing.</p><p>“There is this kind of tailwind that largely came out of the mobile industry that’s allowed for VR to have this kind of emergence,” Romo said. “But price is important because that starts the conversation.”</p><p>The next part of that conversation involves what consumers can do with VR that’s entertaining, useful and compelling, and that’s where AltspaceVR is trying to enter the picture.</p><p>Its focus is the creation of socially driven, virtual worlds that put people together to play games, watch movies and TV shows and even enjoy live events “together,” even if they are thousands of miles apart. That experience includes head and hand gestures and other personal quirks that help to convey face-to-face communication.</p><p>“We think one of the underlying threads of a lot of the [VR] experience is going to be interaction,” Romo said. “It’s going to be about people feeling like they’re in the same place together. I think that’s the key emotion that we’re driving at with VR.”</p><p><strong>STAYING POWER</strong></p><p>AltspaceVR’s business is still in its early days. The company, founded in 2013, went into open beta about two months ago, following a series of closed beta trials. It claims to have users in more than 50 countries, with average user session times of about 25 minutes.</p><p>Romo thinks that’s important because VR has typically been demonstrated in much smaller, bite-sized demos that might run in the range of three to 10 minutes. Early indications are that consumers are willing to stay in these virtualized environments for much longer periods.</p><p>“Because everything has been a demo, nobody’s really answered the question whether someone might stay in [the VR environment] and listen for an hour or watch a 90-minute movie,” he said. A few weeks ago, AltspaceVR had a group of people play a table-top game for about three hours at a clip. “We’re one of the few companies that have shown that people are willing to do these things for a long period of time, if the content is compelling.”</p><p>To fuel its effort, AltspaceVR has created a software developers kit for its internal group and for third-party developers, which have already created about five apps powered by the company’s platform. Its system is already integrated to run on Oculus (for the full, immersive experience), or on browsers and certain 3D TVs, and works with input devices such as the mouse, Xbox 360 gamepad, keyboards and hand-and-body tracking systems such as Leap Motion and Microsoft’s Kinect v2. AltspaceVR is also looking to expand support to other VR platforms.</p><p>“We think being cross-platform is going to be very important for us,” Romo said.</p><p>AltspaceVR hopes its SDK and underlying platform — what Romo refers to as a “mashup of game-engine technology and Web-browsing technology” — will spark interest and spawn new apps and services.</p><p>“We’re smart enough to know that we’re not smart enough to know what everybody wants to do [with VR],” Romo said. “We don’t know what people will want to do in these shared, virtual spaces.”</p><p>Still, the company has already introduced several apps, including games such as <em>Interstellar Defense</em> (a VR homage to coin-op classic <em>Space Invaders</em>), an app called <em>Hats</em> (which lets your avatar don some bizarre headwear) and <em>Solar System</em> (a tour of the sun and planets).</p><p>The idea behind AltspaceVR has sparked interest from the pay TV industry. Comcast Ventures, the company’s V.C. arm, contributed to a $10.3 million found of financing in AltspaceVR, which has raised a total of $15.7 million.</p><p>Comcast hasn’t said how the startup’s platform might fit in, but Gavin Teo, principal at Comcast Ventures, offered this example in a blog post about the investment: “One of the most compelling features is the ability to watch streaming video from services like YouTube, Netflix and Twitch in VR … Imagine <em>Game of Thrones</em> streamed in a 2D web player in the shape of a TV screen hanging on the wall of a 3D space you are sharing with a friend on the other side of the world.”</p><p>CableLabs, the cable industry’s R&D house, has also been dabbling in VR to find out, for example, what the consumer appetite is for it. So far, the results show promise.</p><p><strong>PROMISING DEMOS</strong></p><p>The demos “were extremely popular,” Phil McKinney, CableLabs’s CEO, said. The consumer study spanned VR-powered drama, sporting events and music videos. Consumers, he said, were most interest in travel-related VR content.</p><p>AltspaceVR is currently working on getting its platform right, but it’s also starting to think about how it can turn its technology into a money-making business. The notion of VR-powered live events, to which users would pay an admission fee, is one of the ideas being pursued.</p><p>In the meantime, AltspaceVR has been hosting free events. Last Friday night (Aug. 21) for example, it organized a VR showing of <em>Bill & Ted’s Excellent Adventure</em>. Also on the docket is the National Football League’s Oct. 25 Buffalo Bills-Jacksonville Jaguars game, billed as an “experimental stream of a regular season NFL game, exclusively from Yahoo.”</p><p>“There’s something about watching things together in larger groups that just makes it a more enjoyable experience,” Romo said.</p>
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                                                            <title><![CDATA[ Comcast V.C. Backs ‘Social’ VR Startup ]]></title>
                                                                                                                                                                                                <link>https://www.nexttv.com/news/comcast-vc-backs-social-vr-startup-392840</link>
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                            <![CDATA[ Comcast V.C. Backs ‘Social’ VR Startup ]]>
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                                                                        <pubDate>Fri, 07 Aug 2015 21:45:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Distribution]]></category>
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                                                                                                                    <dc:creator><![CDATA[ Jeff Baumgartner ]]></dc:creator>                                                                                                                                                                                                                                                                    <media:content type="image/jpeg" url="https://cdn.mos.cms.futurecdn.net/B6LMBcBjeCdUyaTEZsRbzT-1280-80.jpg">
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                                <figure class="van-image-figure pull-" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' ><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="B6LMBcBjeCdUyaTEZsRbzT" name="" alt="" src="https://cdn.mos.cms.futurecdn.net/B6LMBcBjeCdUyaTEZsRbzT.jpg" mos="https://cdn.mos.cms.futurecdn.net/B6LMBcBjeCdUyaTEZsRbzT.jpg" align="" fullscreen="" width="" height="" attribution="" endorsement="" class="pull-"></p></div></div></figure><p>As the Twitterverse and tech blogs understandably <a href="http://www.engadget.com/2015/08/06/time-vr-palmer-luckey-cover-photoshop/">poked all kinds of fun at</a><a href="http://www.engadget.com/2015/08/06/time-vr-palmer-luckey-cover-photoshop/"><em>Time</em></a><a href="http://www.engadget.com/2015/08/06/time-vr-palmer-luckey-cover-photoshop/">’s virtual reality cover with Oculus founder Palmer Luckey</a>, Comcast this week was also talking up its financial interest in VR as the emerging market starts to seek a mainstream audience. </p><p>Gavin Teo, principal at Comcast Ventures, noted in this <a href="http://corporate.comcast.com/comcast-voices/comcast-ventures-backs-altspacevr-the-leader-in-social-vr">blog post</a> that the VC recently participated in a $10.3 million funding round for AltSpaceVR (<a href="http://altvr.com/news/altspacevr-raises-additional-10m-to-grow-team-and-accelerate-product-development/">announced by the startup in July</a>), joining a big group of return investors that include Tencent, Dolby Family Ventures and Promus Ventures, among others.</p><p>AltSpaceVR, which has raised $15.7 million and was founded in 2013, says its virtual reality communication software is currently available for Oculus users (for the full, immersive experience), or on Mac and PC desktops, and 3D TVs. The platform also supports a trio of input devices (mouse, Xbox 360 gamepad, or keyboard), and hand-and-body tracking systems such as Leap Motion and the Microsoft Kinect v2.</p><p>It will use the new f unds to expand its team and accelerate product development.</p><p>The product, in this case, enables users to communicate and share experiences in a 3D VR environment. “We are the only place to watch synchronized Netflix in VR with other people,” AltSpace VR proclaims in this <a href="https://www.youtube.com/watch?t=13&v=CQtQGoMRXaI">video</a> that shows its platform in action. “We are one of the few places where you can do a ‘Rick Roll’ in VR with other people.” Yes, indeed. <a href="https://www.youtube.com/watch?v=oHg5SJYRHA0">Sharing</a> is caring.</p><p>“One of the most compelling features is the ability to watch streaming video from services like YouTube, Netflix and Twitch in VR,” Teo wrote. “Imagine <em>Game of Thrones</em> streamed in a 2D web player in the shape of a TV screen hanging on the wall of a 3D space you are sharing with a friend on the other side of the world.”</p><p>While the VR market is predicted to explode, the question, Teo said, is what consumers will do when they put on VR head-mounted displays from Oculus, Vive, Sony, Samsung or even Google Cardboard</p><p> “Our view is that they will consume different kinds of media: games, animation, cinematic storytelling, live action sports - and they will want to do it with their friends,” he wrote. </p>
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