WHITEFISH, MT / October 8, 2014 / Investors can often benefit from identifying emerging cultural trends
and staking positions in companies on the leading edges of those trends.
The Consumer Electronics Association (CEA) recently released its annual
5 Technology Trends to Watch
for 2015. The report highlights, among other things, the movement
toward more immersive entertainment, predicting that "within the next
three years technology advancements will come together that result in
entertainment experiences so vivid and immersive, movies and games will
completely engulf our senses." The rapid development of new immersive
technologies for watching television and playing video games may very
well provide savvy investors above average returns, especially if they
are able to spot and take early advantage of these trends. The CEA
report helpfully identifies some companies pushing this envelope, some
very well known and others a bit more under the radar.
If full sensory stimulation is the goal, then entertainment platforms
need to deliver the sense of feel and motion (haptic or tactile
information) to round out the typical audio and visual experience. The
report discusses one company at the heart of this effort, The Guitammer
Company (OTC: GTMM). The company's CEO, Mark Luden, chairs a Society of
Motion Picture and Television Engineers group tasked with developing
the standard by which haptic data is broadcast, and the company holds
the patent that covers the technology underlying these tactile
broadcasts. As Mr. Luden states, "Literally everything and everyone –
from your family pet to NFL players – will have some kind of sensor on
the transmitting all types of information, including location, motion
and force for further use… Imagine watching the next Olympics on the 'Immersive Channel'… and being able to ski or snowboard with your
favorite athlete. See what they see and feel what they feel."
As evidenced by the recent multi-billion dollar broadcast rights deals
negotiated by the NBA and the NFL, live sports is a huge draw and where
Guitammer is focusing its efforts. Last year the company broadcast
tactile data in partnership with the NHRA over ESPN2, proving the
technology and gathering positive fan reactions along the way. The
Silicon Valley Business Journal reports that Comcast SportsNet Bay Area
is partnering with Guitammer and the San Jose Sharks to broadcast games
with tactile data - enabling fans at home to actually 'feel' the
impact of a hit into the boards. Combining this technology with the
power of live sports, the widespread popularity (and increasing
monetization) of fantasy sports, and emerging virtual reality
technologies, one can see that Mr. Luden's vision of playing as your
favorite athlete might not be all that far away and could be a
profitable endeavor once it arrives.
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Speaking of emerging virtual reality technologies that might get us
closer to this vision, there are several large players in the virtual
reality headset space. These devices aim to fool your brain into
thinking you are actually experiencing the reality rather than simply
observing it. Samsung Electronics (OTC: SSNLF) will be soon releasing
its Gear VR, a headset accessory to its highly successful line of mobile
phones. Sony Corporation's (NYSE: SNE) Project Morpheus is focused in
the gaming world, combining with the PlayStation 4 and utilizing 3D
audio to give gamers the experience of being in the game rather than
simply playing it. It is a similar headset to the Oculus Rift. Purchased
by Facebook, Inc. (NASDAQ: FB) for $2 billion in March of this year,
Oculus is a great demonstration of both the value and quick development
of virtual reality. Palmer Luckey was an 18-year-old gamer when he
developed the first prototype in late 2010. In 2012, he ran a
Kickstarter campaign to help fund the company, exceeding expectations
and raising $2.4 million. Less than two years later Oculus was purchased
for $2 billion.
Virtual reality is also spilling over into the mass-produced media
market. Computer-generated imagery (CGI) has revolutionized the film
industry and made games more realistic than ever, but live actors have
always been needed to convincingly portray the human element. Activision
Blizzard, Inc. (NASDAQ: ATVI), developer and publisher of interactive
games and content including the immensely popular Call of Duty games, is
attempting to change that. Activision is collaborating with the USC
Institute for Creative Technologies on Digital Ira, a realistic digital
actor. One viewing of the prototype in a demonstration video
will let you know that this 'reality' is not that far away, and the
implications are extensive. If Digital Ira or his descendants can
realistically replace human actors, games will become movies will become 'real' life. It might not be the best news for the acting profession,
but in the world of immersive entertainment it would be a huge step
forward.
Though the original focus of many of these technologies is in gaming,
applications for virtual reality extend far beyond that world. According
to Facebook CEO Mark Zuckerberg, "After games, we're going to make
Oculus a platform for many other experiences. Imagine enjoying a court
side seat at a game, studying in a classroom of students and teachers
all over the world or consulting with a doctor face-to-face -- just by
putting on goggles in your home." These ideas echo Mr. Luden's vision of
playing as your favorite player and show where virtual reality might be
headed. There are some technical hurdles to be overcome along the way
as with any new technology, but the vision for an immersive and virtual
entertainment environment is quickly becoming a reality.
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from time to time have a position in the securities mentioned herein and
may increase or decrease such positions without notice. For making
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SOURCE: Emerging Growth LLC