TSR Newsletter | February 8, 2021
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-- The Stinger Report: Service Message --
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The Global Digital Out-Of-Home Entertainment (DOE) Sector covered in The Stinger Report .
Wishing all our subscribers, famlies, loved ones, (and those serving) stay safe and well.
Kevin Williams
Publisher, The Stinger Report (TSR)
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Entertainment Consumes Electronics!
# 1056
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In The Stinger Report #1056 – This issue covers in detail:
1. The largest consumer electrics show (CES) reverts to a virtual event, but the trends for Out-of-Home Entertainment still shine through as the event moves to a “Virtual Showfloor”; and we still get the best access.
2. The genus of the “Immersive Display Attraction” technology soon to be ubiquitous in our industry was revealed from Sony and LG, with announcements on new “Projection-based Attractions” such as the Illuminarium Experiences.
3. We see the emergence of the latest slim XR eyewear from Panasonic and Lenovo, while Apple and Facebook tease their entrance into the fray and Magic Leap does what it does best!
4. Along with the latest coverage of haptic feedback technology that will migrate into LBE from bHaptics and SenseGlove, the deployment of VR in fitness and even an appearance of amusement at the show from STERN and Arcade1UP.
….and much, much more!
To read the full Stinger Report, register for your subscription.
- The Stinger Report, published by KWP and its director, Kevin Williams, as the leading interactive Out-of-Home Entertainment news-and-views resource, covering the immersive frontier and beyond.
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Starting the New Year’s trade event coverage with a crowded lineup of major events and the development of the latest tech trends. At the same time, deployment of the latest frictionless payment infrastructures and new processes shape the path ahead for the future of the immersive entertainment landscape. The international lockdown, for many manufacturers, has not impacted the innovation on display, just that we now must go to new lengths to ensure reporting on developments.
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- Consumer Electronics Expo Reveals Trends
The important landmark of the technology electronics industry, the 54th Consumer Electronics Show (CES) 2021 was held in the familiar pandemic colors of a virtual trade event. The show organizers, the Consumer Technology Association (CTA), still managed to create a packed and innovative event, if missing some of the glitz (and sore feet) the three-day marathon invokes, normally attracting some 180,200 industry professionals and media from the international consumer electrical and service sector – now all squeezed into an online blizzard of streamed activity.
The virtual CES attracted some 2,000 companies presenting their new developments, some 700 of which were start-ups, (representing some 1,900 exhibitors in total down on the physical event). The show being virtual was still a mammoth undertaking to cover, where traversing the show floor and trade media events was arduous at best, as the online equivalent represents a deluge of press releases, videos, and online conferences. The ability to try and filter at least some of the information totally impartially was a challenge, as each media team representing some of the 3,000 different releases tried to gain the attention of the media correspondents registered to the event. Attempts to limit interest to certain areas were ignored by marketing teams insistent in getting their message circulated to the widest number of media faces. Email inboxes and streaming services were crumbling under the deluge.
The CES event is a vital barometer of the trends shaping the sector, and of technological implementations that will inevitably find their way into shaping the Out-of-Home Entertainment industry – and The Stinger Report (one of the few commercial entertainment media to attend the event) has attempted to gather the most interesting elements of this intense few days.
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- CES’21: Displays and Projection Systems
Display and projection tech is an aspect of the event that sees constant innovation, and CES’21 did not disappoint. LG showcased the world's first 48-inch bendable ‘Cinematic Sound OLED’ (CSO) screen optimized for gaming, and it is expected that several future gaming and amusement platforms will be looking in this direction for design ideas.
Projection and large displays seemed to be a key trend focused on across the manufacturers, and examples displayed seemed keen to reveal a commercial element of deployment. Sony introduced two new ‘Crystal LED’ modular ‘Direct View Display’ systems comprising MicroLED panels. This technology is like that recently employed by Industrial Light & Magic on their Mandalorian virtual set, superseding the ubiquity of “Green Screen” digital effects. More and more productions are expected to revert to a virtual set configuration. And with that a new generation of “Immersive Display Attractions” are born, with numerous developers looking at attractions based on this approach.
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The power of the virtual set available to all [Sony Electronics]
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Panasonic was another CES exhibitor with big interest in immersive projection and experiences beyond consumer applications. The company used the show to announce its technology partnership with Illuminarium Experiences. The operation is an immersive digital experience, using the latest 4K laser projectors and Holoplot beamforming sound system, to create a 360-degree, 30,000sq.ft. sensory space of sight, sound and scale. The venue owners propose to open some 30 facilities based on this platform in the next five years. The first facility is scheduled to open in mid-2021, at a location in Atlanta, Georgia, USA. The first site will launch with the specially created ‘Wild: The World’s First Virtual Safari’ experience. The plan is for a fast rollout of audience venues, including one scheduled for 2022 in AREA15, Las Vegas (see The Stinger Report coverage of AREA15 previously).
The Illuminarium is the latest immersive projection project to be announced, as The Stinger Report has already covered the Outernet London immersive media facility boasting the largest high-resolution wrap-around screen; as well as the MSG Sphere venue concept in London and Las Vegas. Investment in audience-based immersive display attractions is allowing, in most cases, the employment of physical distancing rules, which are impossible to consider for more traditional cinema auditoriums.
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Artist’s interpretation of the proposed projected space [Illuminarium]
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The creation of content for deployment in virtual events and large audience immersive environments was also touched on in the promotion of CES’21. Sony presented an “Immersive Reality” concert experience – creating an actual live concert, using a virtual concert performance which was recorded at the Sony Hall in New York, before a virtual live audience trade media, watching a virtual stage. The team captured the performance of a virtual avatar performance, presenting it to the live audience. Provided by the new division of Sony Immersive Music Studios, the artists’ (Madison Beer) performance had been captured by sophisticated motion tracking and image scanning. This is content that could be beamed for future virtual live events, viewed on large format immersive screens, or on VR headsets. What industry insiders are promoting as “Virtual Viewing Experiences” – content that will be ushered in by 5G streaming (this performance will be offered on consumer VR later in the year).
Days after CES’21 and further developments in the immersive display scene were announced, with industry veteran Evans & Sutherlands launching their groundbreaking ‘DomeX’ LED display. This is a world’s first deployment of this technology for giant dome and planetarium application – usurping the monopoly that projection systems have had in this sphere. The company installed the first venue utilizing this revolutionary technology, with a 20-meter dome installation at the ‘Cosm Experience Center’ at the E&S Campus in Uhta. At the head offices of the operation, installed by the team at E&S and Spitz, this installation is powered by the planetarium real-time playback engine ‘Digistar 7’, and this will act as a technology demonstrator and testbed to enhance the hardware.
This announcement came just as it was revealed that Evans & Sutherland (real-time simulation and displays), Spitz (giant screens, domes and theaters), and LiveLike VR (live immersive sports and entertainment provider and distributor) had consolidated as Cosm – a global technology corporation offering turnkey solutions in the immersive experience scene. This marks the latest example of the merging and acquisition process witnessed in the changing attractions and entertainment landscape. Cosm will represent a major force in the providing of full-dome, planetarium and experience projects, able to also supply content. More news of the impact of this new conglomeration is expected soon.
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- CES’21: Wearable Displays and XR
Expectations that VR would be muted at CES proved wrong, as a number of brand-new VR headsets and new formfactor devices were presented during the “all-digital” CES’21. Previously revealed last year, the slimline and incredibly stylish Panasonic eye-glasses VR headset was shown in a production prototype format. Now upscaled to 5K performance, the design also included new built-in audio and supported full 6DoF tracking, with connectivity via either smartphone or PC. The system is looking to take on the Oculus Quest 2 head-on, also supporting the Qualcomm ‘XR Viewer’ standard which will include 5G wireless connectivity. Information on price and exact release schedule outside of Asia was still a closely guarded secret during the presentation.
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The futuristic look of the new generation of VR “Eye-ware” [Panasonic]
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The appearance of the Panasonic eye-glasses came as a number of VR headset manufacturers revealed their own plans for 2021 releases. HTC used the media scrum for tech during CES, to have their general manager stating that they were impressed with the capabilities of the new smartphone processors for VR application; and mentioned a rise in what was called “All-in-Two” devices. The best we can understand this unusual term, is as referring to standalone VR capability that can also be plugged into a smartphone and would be a try AR/VR (XR) platform. HTC is still playing catchup in the VR headset scene after previously leading only to stumble at an important point.
HTC has been hinting at a new ‘Proton’ lightweight XR eye-glasses system of its own. Sources suggested plans to release both a PC tethered and a standalone system as the corporation restructures. The need to establish a firm presence in the Western market is essential to the continued survival of the company. And the speed in which the water was becoming crowded was more than evident with the Panasonic announcement, along with news leaked from Samsung (perfectly timed for CES) of a new interface controller that will support plans for a new ‘Odyssey VR’ hybrid headset.
As always, the VR manufacturer Oculus, owned by Facebook, stayed away from CES, even in its virtual format. Although the company still attempted to ride the news cycle, being bullish to media regarding sales of its newly launched Quest 2 platform. The company stated the system had surpassed active users of their original (and now discontinued) Quest and Rift combined – while not furnishing any actual sales numbers. The company also intermated at new software updates on a regular basis, along with the forthcoming release of a multi-user account feature so more than one player can use multiple accounts on the same headset. Oculus is preparing to defend its position in the face of these new next-gen eye-glass designs, and will have a more open architecture.
Augmented wearable headsets have been constantly proclaimed as about to become mainstream. Superseded in the gold rush for VR headset technology, several false starts were based on over hyped speculation. Even with the pandemic impacting release plans, industry chatter still indicates plans from Facebook and Apple to launch augmented reality wearable headgear in 2021/22. Leaks to coincide with CES’21 continued from Apple regarding their plans, with Bloomberg the source of information on a planned 2022 launch for a system that was now seen more as a “niche precursor” towards an eventual mass market MR system. This latest leak resonates more to manage expectations on what will be released, feeding rumors of a slim tethered to smartphone device, as an AR and VR competitor to Facebook/Oculus.
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This is the latest salvo of a tech war in the XR arena – looking at a combined standalone design. The other combatant in this arms race, also targeted leaks to feed off the CES news cycle. What Facebook had labelled “smart glasses” was only seen in a proof-of-concept form during the Facebook Connect conference last year. While actual details are closely guarded of what Facebook intends to release, it was leaked to comprise a stylish sunglasses formfactor – with even Facebook Reality Lab partnering with luxury eyewear makers Luxottica (famous for its Ray-Ban brand). Promoting at the end of last year, the company said it would reveal the next step on the road to an AR platform within 12-months. Some sources perceive plans for a mixed reality hybrid, while other suggest a competitor to the likes of Nreal and their successful first offering, banishing the spectre of failed attempts like Google Glass and Magic Leap – but other manufacturers had finished products on display at CES’21.
Speaking of Magic Leap, the much-hyped start-up attempted its own promotion to ride the media attention on AR business in the wake of CES and Apple/Facebook announcements. The new chief executives revealed, during a Saudi Investors event, their plans to launch a second-generation product. The ‘Magic Leap 1’, launched back in 2019, was not a commercial product but an expensive development kit – and the new company leads claimed to attract future investors to their plans for a Q4 2021 release of a wholly focused Enterprise ‘Magic Leap 2’, which claims to be smaller and lighter than the ungainly original. This teased new system, and the pivot to Enterprise, is hoping to redress the haemorrhaging of funds and staff from a corporation that promised so much for their previous immense $2.6b investment.
Lenovo, developer of electronics and wearables (having previously partnered with Facebook), showed its new ‘ThinkReality A3’ AR glasses – working as a companion, paired with smartphone or laptop to share visualisation of data. The final release is scheduled for Summer 2021, though the system is foremost for the Enterprise market. Another manufacturer in the Asian scene, Rokid, announced the launch of its latest AR device, with the ‘Rokid Vision 2’. The company employs its ‘Waveguide’ technology into these lightweight glasses, which have a 40-degree field of view. The actual cost and release date were still to be revealed by the company.
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Sleek AR designed eye-glasses [Rokid]
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It was a noticeable trend of CES’21 that XR style glasses were a focus of investment, while the reality of the business model for consumers was being evaluated against a more traditional commercial (Enterprise) deployment. This is illustrated by the TCL Wearable Display prototype, offering OLED screens for XR commercial application. The training and smart working environments are growing as a sustainable busines, whereas previously, aspirations of high sales in consumer sectors had been hoped for, but all but one manufacturer seemed focused on commercial lines.
The first real tests of the powerful mixed reality headsets were not revealed at CES’21. Aimed squarely at commercial (Enterprise) development, the ‘Varjo 3’ headset received little fanfare for its launch, but represented the most advanced of the high-end PCVR immersive systems on the market. Varjo is promoting the system as a high-performance XR headset for the workplace, and the system’s spec boasts human-eye resolution displays and the ability to blend between real and virtual imagery with its unique pass-through technology. This was followed by news from Canon, who also revealed their own Enterprise XR system called ‘MREAL S1’ – a slim headset with flip-up capability and dedicated pass-through elements. Both these systems come with hefty price tags, underpinning the focus on commercial, but are a glimpse of hardware that will migrate into the commercial entertainment scene eventually.
Beyond these developments in XR, the more conventional aspects of VR at CES’21 were once again split between the developments from the exhibitors. DreamlandXR, an official ‘CES Partner Event’, saw Chicken Waffle exclusively design a social VR environment called a “MetaVegas” for the conference, which accommodated over 4,000 attendees in AltspaceVR during the event. Chicken Waffle is a content development studio, with a long list of consumer and Enterprise VR content to its name. Also supporting was Cleanbox Technology, who have seen the establishment of their UV-C VR sanitisation platform. This year, the virtual element of the event was achieved using AltspaceVR, a themed virtual environment to enjoy the experience. The event even concluded with a virtual DJ set and meet-and-greet experience in the virtual environment, all created exclusively.
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- CES’21: Audio and Haptics Systems
The growing importance of audio and haptics was ignited by the launch of the latest next generation console series, what has seen audio pushed forward as a new element to promote the performance of the 9thGen home gaming platforms. With the launch of the Sony Playstation 5, the haptic and audio elements are incorporated into the newly redesigned ‘DualSence’ game controller and console. Spatial audio has always been the weak sister of the game scene, but now advanced performance from the next-gen systems has projected this to the forefront of development.
The application of haptics has continued in the more professional aspects of gaming and training on show at the event. CES 2021 Innovation Awards Honoree, bhaptics, showcased its brand-new ‘TactSuit X’ series, along with other full-body haptic devices. The system provides powerful but precise haptic feedback in sync with the content and employs 40 tactile motors that are evenly distributed throughout the haptic vest. The deployment of haptic vests has seen some penetration into the Arena-Scale and high-end VR amusement systems, and the more effective these new designs are will influence the areas of deployment which will be seen.
Continuing haptics and force-feedback systems, and another product was revealed that can go under new technology implementation from the original design. Namely, ‘SenseGlove Nova’ – a compact version of the corporation’s data-glove platform, now in a smaller form factor and employing new force-feedback technology. Readers will remember that Stinger Report owners KWP tried the original exoskeleton style in 2019. The platform is aimed squarely at the VR training sector, and SenseGlove had already sold their previous design in the automotive industry. At CES’21, the company presented a prototype of the final system which it will start selling in Q4. If this system will see a life in the commercial VR entertainment sector was unknown, though it would be an obvious opportunity for heighted immersive gaming.
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The new compact version of the data glove design [SenseGlove]
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Continuing with haptics, and the latest in 3D ultrasound touch user interface solutions were on show from UltraSence Systems – with the ‘TouchPoint Z’ range. The system supports commercial and consumer deployment from smartphone, automotive, and new kiosk designs. Interfaces can turn any surface into a button or touchpad, requiring no physical touch, and so increasing relevant in the Global Health Crisis climate.
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- CES’21: Artificial Intelligence and Tracking
Automotive has always been of interest, especially now with the AI moves in driverless and machine learning assistance to conventional vehicles. Several exhibitors at the event showed new AI sensing systems as driving aids – such as RoboSence and its system which is already shipping to owners.
The ability to offer accurate tracking is an essential for automotive and drone applications, but also has a part to play in a trend seen from several new apps presented at the consumer electronics event. These are apps which allow smartphones to be used to map users’ measurements accurately for health, but also appropriate for retail. With the locked in audience still needing clothes, several products were presented that allowed highly accurate clothes fitting. The days of the clothes store fitting room may be banished forever by the lockdown culture.
While not front-and-center as much as in previous years, CES still seemed to promote the abilities that the new 5G wireless platform landscape was enabling. Be it the tracking of autonomous drones and robots, the ability to collect vast amounts of data from users to measure clothes or select preferences, or the ability to stream immersive content experiences.
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- CES’21: Health and Fitness
It had been at CES 2020 that the first suspicions were raised that there was a possible Global Health Crisis in the air. At the time, several Asian exhibitors and attendees avoided the event. This year, now held virtually, examples of technological applications helping to combat the COVID-19 landscape were revealed. Health-based consumer electronics has been a growing element of the CES roster but under the current conditions this interest had grown, especially for an audience concerned about hygiene, and locked in at home, missing their gym visits.
Robots seemed to be one of the key platforms in combating the pathogen. As covered before in The Stinger Report, UV-C based systems have gained much ground in being employed against COVID-19. Corporation LG Electroncis announced its range of ‘CLOi’, autonomous UV robots, developed for hospitality, education, corporate, retail, restaurant, and transportation of customers. They are able to disinfect a room, depending on size, within between 15- and 30-minutes. It is expected that these room sterilization systems will become a regular utility in high-throughput locations which include entertainment sites. Another Asian manufacturer, Unipin, revealed its interpretation of a disinfection robot. The all-in-one cleaning and air purifying robot incorporates object disinfection in public areas, such as transportation hubs, factory sites, offices, and lobbies.
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Autonomous sanitization systems being promoted [LG Electronics]
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Along with the commercial systems, several consumer systems were demonstrated. Several manufacturers are developing home-based UV light sterilization systems, such as the Targus UV light system for cleaning computer accessories such as keyboard and mouse. There were also hordes of individual phone sanitization units, such as the Lexon ‘Oblio’ unit.
This also includes the obvious marriage of technology and the facemask, with manufacturers such as AirPop launching its ‘Active+’ digital facemask that syncs with the wearer’s smartphone, monitoring air quality and when the filter needs to be replaced. Likewise, PC gaming hardware manufacturer Razer revealed a unique pivot towards making a sleek and cyberpunk-styled facemask called ‘Project Hazel’ (currently only a concept). The mask would incorporate a see-through design, and trendy features such as a microphone and voice amplification. The whole system recharges in a unique case that also sterilizes the mask using UV lights.
Along with Health, Fitness also played a part in the roster of CES’21 reveals, with a plethora of “fit-bit” style exercise and health monitoring apps and devices linked to smartphones. More unique exercise systems were revealed, with some obviously borrowed from their gym and even amusement counterparts. One such is ’Liteboxer’ – a punch pad system using illuminated pads, giving off a heavy ‘Dance Dance Revolution’ vibe, but for the fists. It includes the ubiquitous app of syncing user’s music choices with the system, creating a personal exercise regime.
Though not on the CES’21 roster, one new exercise platform was released from a familiar name. Japanese amusement and digital entertainment corporation, KONAMI, announced the rollout through their division KONMAI Sports Club, of the ‘Exercise Bike EXS’. This is a home aerobic exercise system that is supported by a dedicated smart fitness app called ‘Enjoy x Sport’. The exercise bike connects via Bluetooth with the users’ smartphone. Another amusement manufacturer has also pivoted towards a home exercise product range, as seen from UNIS. However, KONAMI has had a longer track record with exercise and fitness-based platforms, with its first fitness bike launched in 1985.
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- CES’21: Amusement and Gaming
As previously covered in The Stinger Report, with owner KWP, in a special feature in ArcadeHeroes, the influence in the consumer electronics sector that amusement still has was revealed with numerous “Home Arcade” systems that emulated video amusement, all seen in the buildup to Christmas. The market for home Rec-Room entertainment pieces was also reflected on the virtual CES show floor. Famous amusement name STERN Pinball took its customary spot at the show, promoting the latest pintable. The all-new ‘Led Zepplin’ table was revealed in its Pro, Premium, and Limited-Edition variants. News on the next big, licensed pintable release for the commercial and home sector is expected soon.
One of the leading classic home arcade cabinet producers mentioned in the special feature was also on the virtual CES’21 show floor with the latest release. Arcade1Up launched two new additions to its growing range of classic video arcade cabs. The company is releasing licensed ‘Killer Instinct’, ‘Dragon’s Lair’, and ‘Space Ace’ cabinet – these reduced size recreations offer authentic side art and controls. Along with this, the company also promoted its partnership with UNIS Technology, reselling the ‘Atari Mini Pong Jr.’ retro portable. Along with the tabletop offering, Arcade1Up launched the ‘Pong’ 4-Player pub table cabinet.
Wrapping up the CES’21 coverage, and this exclusive peek behind the “all-digital-CES” hopefully gives a hint of the trends and opportunities for this season, revealed from the major event. In conclusion, the show was for mostly about the consumer electronics and gadgets being launched onto the scene, and we would be remiss not to include one of the interesting new gadgets of the show that seems primed to be a must-have device. The ‘WowCube’ is a LED panel interpretation of the Rubik’s cube concept. This device acts both as a games puzzle device using digital panels, but also can double as an information system, clock, and an appointment calendar. WowCube Entertainment is building off a Kickstarter, with an open API for more game and utility apps created down the road, and even upload mobile apps. The product follows a common theme of retro getting a brand-new look and feel for a new generation.
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This concludes our latest Stinger Report. We thank all our subscribers and advertisers for their support, and the next report will follow shortly.
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January
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February 2022
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June 29 - July 1
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