Forward Partners Leads Gravity Sketch’s 1.7 Million Seed Funding

gravity sketch vr

Forward Partners Leads Gravity Sketch’s 1.7 Million Seed Funding

Virtual reality and 3D design sofware startup Gravity Sketch has raised $1.7m (£1.2m) in Seed funding.

The startup’s round was led by London-based VC Forward Partners.

Gravity Sketch also received backing from Super Ventures, a San Francisco-based augmented reality and VR-focused venture capital firm.

Wacom, a Japanese company specialising in graphic tablets and related products, also participated.

The startup will use the cash to continue buildings its immersive 3D design software, which can be used to create, iterate and communicate three-dimensional ideas between key stakeholders in the design process. Gravity Sketch is also looking to expand across the globe.

Matthew Bradley, an investor at Forward Partners, will join Gravity Sketch’s board of directors as a result of the firm’s investment.

He said: “Designing anything that is physical which is at all massive – whether it’s a car, a shoe, a building – is a complicated and old fashioned process. CAD is great but fussy and extremely detailed. What the team at Gravity Sketch has achieved is complementary to existing top-class CAD software yet will achieve huge efficiencies and improvements in the design process. It’s the best use of VR in the enterprise that I’ve ever seen.”

Gravity Sketch is already working with automotive clients in Asia, Europe and North America.

Daniela Paredes-Fuentes, co-founder at Gravity Sketch, said: “We are pleased to announce our successful raise of Seed capital.

“Since the founding of our company, we’ve focused on creating more intuitive and effective design and communication tools, helping our customers reduce design cycles is our number one objective.

“This investment allows us to expand to help more customers shake up their lengthy design workflows with a more intuitive immersive experience.”

Original Article Source

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Unity at GDC 2018: Week-Long Event With 100+ Sessions to Experience Unity’s New Technologies

unity gdc

Unity at GDC 2018: Week-Long Event With 100+ Sessions to Experience Unity’s New Technologies

Unity Technologies (, creator of the world’s most widely-used real-time 3D development platform, today announced Unity at GDC ( a week-long series of events that democratizes access to the games industry by giving all developers the opportunity to experience Unity’s new technologies. Centered at Unity San Francisco, Unity at GDC celebrates the community by providing free and engaging content to all game creators, including but not limited to, the more than 25,000 registered GDC attendees. Information about Unity at GDC, including how to register for sessions is available on the Unity GDC website.

“This year at GDC we’re trying something new. We’re giving game makers multiple ways to meet and interact with Unity and our community,” said Brett Bibby, VP of Engineering, Unity Technologies. “From deep dive sessions on new technology at Unity Central and our Unity Live stream bringing GDC to life for those who couldn’t make it to San Francisco, to the more relaxed setting of Unity Mix at Moscone and Unity Lounge where visitors can hang out, connect and recharge — we’re excited to have something for everyone.”

Seven locations and events are the foundation of Unity at GDC:

  • Unity at GDC, Keynote (The Village, March 19, 6:30PM PT): Unveiling New Innovations for Advanced Developers – The keynote will be the first deep dive into how Unity 2018 will build on the foundation of the 2017 cycle which introduced powerful artist tools that give teams of artists and engineers the power to do more together. Unity 2018 will give developers and engineers control of new features such as the Scriptable Render Pipeline and the C# Job System – the first versions of two major features that will continue to evolve to help unlock beautiful graphics and increase runtime performance on Unity. The Keynote will be hosted by Lucas Meijer (Technical Director) and will feature John Riccitiello (CEO), Brett Bibby (VP of Engineering), Silvia Rasheva (Producer, Book of the Dead), Natasha Tatarchuk (Director of Global Graphics), Joachim Ante (CTO) and Yibing Jiang (Technical Art Supervisor).


  • Unity Central (Unity San Francisco, 30 3rd Street) – The Unity SF office during Unity at GDC will serve as a destination where thousands of artists and developers can meet with innovators, attend sessions with tech leaders and view the latest Made with Unity creations. Go behind the scenes with Unity’s latest technologies and meet with representatives from the 500+ strong Unity engineering team. Unity SF will also host several networking events, including a Women in Gaming mixer. Sign-ups for sessions will begin on March 1 and a schedule of mixers, office tours and office hours will be available shortly.
  • Unity Live at GDC (March 20 – 22 at 9:00AM PT) – Not able to attend GDC? Unity has you covered. The company will be streaming throughout the week on YouTube and Facebook Live so developers and gamers near and far can take an intimate look at the latest announcements from industry leaders, Made with Unity developers, and other great content Unity at GDC has to offer. The schedule of events, including special guests, will be revealed in the coming weeks.
  • Unity Mix (Moscone South – Mezzanine Level – Room 151) – Unity Mix is an oasis away from the madness of the show floor. Visitors can meet with Unity representatives and fellow developers and recharge and relax. Unity Mix will also live stream select sessions taking place at Unity Central.


  • Unity Lounge (Hotel Zetta) – Located a short walk from the Moscone Center, the Unity Lounge at the Hotel Zetta is a place to unwind, grab a drink, and experience some of the latest games Made with Unity along with their creators. Unity is providing a recreational and meeting space for all attendees, no badge required.
  • Unity Evangelists on the Street! – Our amazing global evangelist team and education ambassadors will be roaming the streets and exhibition halls ready to help developers with Unity questions. They’ll be instantly recognisable in Unity laden clothing and equipped with a variety of demos so they can burst into impromptu demo sessions.
  • Unity at GDC Party (March 21 at 8PM PT): Celebrating a Special Announcement – Unity and special guests will be making a special announcement during GDC that will take creators back to the future of innovation and creativity in the gaming industry. The announcement will conclude with a party that brings artists, developers and partners together with Unity leaders, and a select number of tickets will be available for members of the public and the gaming industry. Details on how to sign-up for tickets will be available on the Unity at GDCwebsite.

Unity brings the world’s best talent together with the goal of making Unity 2018 the best choice for all creators – from studios making high-end games to individuals experimenting with the boundaries of what’s possible and everything in between. Unity has hired engineers and artists from renowned studios such as Insomniac, Bungie, and Naughty Dog, and they are building the foundation alongside a team of more than 500 engineers that are making their breakthroughs available to all developers around the world. Games and experiences made with Unity have reached more than 3 billion devices worldwide in 2017 and were installed more than 20 billion times in the last 12 months.

About Unity Technologies

Unity Technologies is the creator of real-time development platform used to create rich interactive 2D, 3D, VR and AR experiences. Unity’s powerful graphics engine and full-featured editor serve as the foundation to develop beautiful games or apps and easily bring them to multiple platforms: mobile devices, home entertainment systems, personal computers, and embedded systems. Unity also offers solutions and services for creating games, boosting productivity, and connecting with audiences including Unity Ads, Unity Analytics, Unity Asset Store, Unity Cloud Build, Unity Collaborate, Unity Connect and Unity Certification. Unity Technologies serves millions of registered developers including large publishers, indie studios, students and hobbyists around the globe. For more information, visit and to see the latest games and experiences created in Unity, go to

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ROKA Sports Ultralight Run Pack Jacket


ROKA’s Ultralight Pack Jacket is an amazing piece of attire for cold weather running. Despite weighing less than an energy bar and being able to pack down small enough to fit in your back pocket, it’s wind- and water-resistant enough to keep you warm and dry even in the roughest weather conditions. Our own Isaac Smith loves it:

I was out trail running last week in 15º[F] degree weather with just a single base layer under it and I was perfect.

The Ultralight Pack Jacket comes in both men’s (in “acid lime” or black) and women’s (in “torch” or black) versions. Both are on sale for $88 (down from $175) as of 02/17/2018.

Buy Now


VR/AR Gaze-Based Adtech Token Gaze Coin Is Now Listed on QRYPTOS Cryptocurrency Exchange

gaze coin vr ar

VR/AR Gaze-Based Adtech Token Gaze Coin Is Now Listed on QRYPTOS Cryptocurrency Exchange

Gaze Coin, a currency that provides AR/VR advertisers and creators trackable ROI by rewarding audiences for gaze-triggering content today announced its listing on leading Asian cryptocurrency exchange, QRYPTOS (a subsidiary of QUOINE).

The event marks the first major-exchange listing for Gaze Coin (token symbol GZE) since its recently-completed initial coin offering in late December.

Gaze Coin allows advertisers to drive gaze-powered campaigns across connected virtual and augmented worlds and apps (the “metaverse”). It also allows ecosystem participants to generate unique branded tokens that monetize their own respective worlds (games, products and content).

Further, the platform’s exchange technology allows even entry-level users to participate without having to hold Ethereum first and to earn and exchange Gaze Coin-powered tokens for zero fees inside a token marketplace. Gaze Coin has an extensive foothold in Asia with operations and a major percentage of its initial token investors based in Japan.

Headquartered in Tokyo, QRYPTOS parent company QUOINE is a top-3 global cryptocurrency exchange and the largest in Asia. QRYPTOS has already gained momentum as an exchange with its hands in VR/AR tech, currently also listing virtual world token Neverdie.

Research firm Digi-Capital forecasts the bulk of AR/VR revenues will come from Asia(particularly China, Japan and South Korea) over the next three years and IDC estimates the the VR market in Chinaalone will have grown more than 400% in 2017.

“QRYPTOS is a fantastic fit for Gaze Coin,” said Jonny Peters, CEO of Gaze Coin. “Their vision, innovation and dedication to digital reality tech made it an easy choice as our debut exchange.”

QRYPTOS will offer GZE/QASH, GZE/BTC and GZE/ETH pairs to start. Listing on QRYPTOS is a stepping stone to listing on parent QUOINEX, a JFSA (Japanese Financial Services Authority) approved exchange offering fiat pairs.

About Gaze Coin

Gaze Coin is a company and platform specifically designed to solve the monetization challenges of virtual worlds, bridging the gap between the promise of VR/AR and the ability for brands and content owners to capitalize on it. The Gaze Coin platform (token: GZE) is a patent-registered blockchain solution that securely stores ownership and transaction data about assets in virtual worlds and manages micropayments associated with content consumption.

Gaze Coin also produces interactive virtual reality experiences and environments that employ its platform. Gaze Coin was founded in 2017 and is based in Sydney, Australia.

About QRYPTOS (a subsidiary of QUOINE)

QUOINE is a leading global fintech company that provides trading, exchange, and next generation financial services powered by blockchain technology.

With offices in Japan, Singapore and Vietnam, QUOINE combines a strong network of local partners with extensive team experience in banking and financial products to deliver best in class financial services for its customers.

For more information, please visit

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Boris FX Ships Mocha VR with Stereo 360° Support for Adobe Immersive Video

boris fx vr 360 video

Boris FX Ships Mocha VR with Stereo 360° Support for Adobe Immersive Video

Fresh off winning a prestigious 2018 Advanced Imaging Society (AIS) Technology AwardMocha VR, developed by Boris FX, now offers stereoscopic 3D enabled post-production tools for 360/VR video creators.

The Mocha VR point release (5.6) adds a powerful new workflow to the groundbreaking plug-in bringing stereo-optimized planar tracking, masking, horizon stabilization, and object removal tools to Adobe® Premiere Pro® CC and Adobe After Effects® CC, key tools within Adobe Creative Cloud®.

Boris FX wins Advanced Imaging Society Technology Award for Mocha VR, Jan 2018; Pictured: L-R, John-Paul Smith, Ross Shain, Boris Yamnitsky, Mary Poplin

Mocha VR 5.6 is a free update for owners of the multi-award winning plug-in. The new stereo 3D workflow supports most common 360° formats, including top/bottom, side-by-side, and dual stream, and also includes improvements to the Reorient Module for advanced image stabilization to reduce VR motion sickness.

“Many VR creatives now want to work in stereo 3D to deliver more immersive video experiences. However, working in these new formats is inherently difficult and time consuming for post-production,” states Ross Shain, Chief Product Officer, Boris FX. “The new Mocha VR 5.6 stereo workflow uses planar tracking analysis on “both eye views” to solve camera disparity and simplify advanced post tasks such as camera rig removal or stabilizing shaky footage.” Shain continues, “Adobe users can apply Mocha VR as an effect to track, mask or clean up directly on stitched mono or stereo 360° footage with reduced manual keyframing for efficiency and time savings.”

Since its release last year, Mocha VR has been adopted by some of the biggest names in the growing immersive video industry, including: The NY Times VR, Felix & Paul, Ryot, Digital Domain, Here Be Dragons, Light Sail VR, and more.

“No one ever said VR was easy. But with specialized tools like Mocha VR, it gets easier with every update. We’re shooting more stereo projects with cameras like the GoPro Odyssey and Kandao Obsidian, so having tools to make tasks like roto and insertions for stereo footage easier is great,” says Matthew Celia, Light Sail VR, Managing Partner and Creative Director. “I am excited to see how Mocha’s Academy Award-winning tracker has been implemented to track both eyes and place graphic inserts in the correct 3D space. It’s going to be a huge timesaver for our After Effects based workflow.”

“Editors and artists using Adobe Premiere Pro and After Effects can enrich and extend their 360/VR toolset with Mocha VR,” says Chris Bobotis, Director of Immersive at Adobe. “Mocha VR is a welcome addition to our Immersive toolset.”

Mocha VR is available as a plug-in for Adobe’s immersive workflows. Purchasing options include: full license ($995), annual subscription ($295), and upgrade from Mocha Pro 5 ($295). For more information, please visit:

To request a copy of Mocha VR for product review, contact Jessie Electa Petrov, Director of Marketing,

About Boris FX
Founded in 1995, Boris FX is a leading developer of VFX, compositing, titling, video editing, and workflow tools for broadcast, post-production, and film professionals. Boris FX products have grown to serve over a million artists worldwide. The company’s success lies in its ability to tightly integrate and leverage technologies through strong partnerships with Adobe, Apple, Avid, Grass Valley, Nexidia, Sony, Quantel, and other leading developers of video editing software. In 2014, Boris FX acquired Imagineer Systems, the Academy Award-winning developer of Mocha planar tracking software. In 2016, Boris FX acquired GenArts, the developer of Sapphire, the gold standard plug-in package for high-end visual effects creation.

Original Source

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VR Bangers Announces AR Headset Support and The First AR Porn Video Content in as Little as a Month

vrbangers ar porn

VR Bangers Announces AR Headset Support and The First AR Porn Video Content in as Little as a Month

The VR Porn Heavyweight Talks About How Porn is Driving their Advancements in the VR/AR Category and How They’re Accomplishing, Now, What Others Said Would Take Years.

Today, the Adult Virtual Reality Entertainment company, VR Bangers, announced their plans to immediately expand into the Augmented Reality market. This announcement coincides with the release of images of a lightweight and cost-accessible AR headset, similar to Google Cardboard, to be used with mobile devices via the company’s online streaming service.

Support for other AR prototype headsets will be announced in the coming weeks, as in-house testing is still in progress. The company has also announced that it will be filming its first, and the first of its kind, AR porn video by the end of this month.

While other Adult VR Entertainment companies have made minor forays into the Augmented Reality sector, many have maintained that it would be too costly or that the market and technology simply wasn’t there to make truly immersive AR porn experiences.

To solve these challenges, VR Bangers partnered with domestic and international startups to produce true-to-life AR content filmed directly from live actors using 360-degree volumetric capture data. While volumetric capture techniques are not new to the special effects and mainstream film industry, VR Bangers’ partner companies have made significant advancements in the application of the technology, specifically for Augmented Reality.

To demonstrate, the company has released a short screen test that demonstrates real time updating in 360 degrees and their plans to film a full length film next month. If the content goes to a full public release, it is likely that it will be restricted to mobile support, since AR requires a functional camera to capture the surrounding environment, but VR Bangers CEO, Daniel Abramovich, teased that the company may have more up its sleeve.

“We’re working with a lot of promising startups making very interesting moves in the field,” he said in a statement, Friday


“Porn has been instrumental in driving the VR market, since it has garnered the support of millions of users interacting with video content on a daily basis. That’s allowed us to put funding and efforts into supporting other innovators that are looking to take the AR market by storm. With the introduction of true AR porn, we’re expecting to see the same boom that will continue to push the technology forward.”

A company representative further explained that the current wave of AR prototype headsets have been somewhat limited and function more like a standard VR headset, but VR Bangers’ goal is far beyond that.

“We’re planning content geared for more complicated headsets,” he said, “Something more along the lines of the Oculus and HTC Vive. The AR experience we’ll be providing is wildly different from VR in that the viewer will be able to physically move around the space and interact with the actor in the scene. It will be a complete 360 degree experience in real time in a semi-real environment. I think it’s going to completely change the game.”

Leading the charge into the AR porn market, the company has positioned itself to be at the forefront of the emerging industry and continue to create new and engaging experiences that push the boundaries of the medium.

For the time being, we’ll have to wait for this year’s trade shows to see what the company has planned. For more information about VR Bangers, visit

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rick marty vr


 Rick and Morty: Virtual Rick-ality for PlayStation®VR is coming to retailers for $29.99 on April 10, 2018. Fans can also pick up the limited Collector’s Edition, which includes a copy of the game, a Funko Pop! Rick and Morty vinyl figure and an exclusive double-sided poster featuring Rick and Morty comic book cover art.

From Adult Swim Games, and developers Owlchemy Labs and Other Ocean Group, Rick and Morty: Virtual Rick-ality is a cutting edge VR adventure. Solve puzzles, step through portals into strange dimensions, get yelled at by Rick, fight aliens, drink detergent, press buttons, and more!

Key features include:

  • Fully voiced, 3D Rick and Morty goodness
  • Help Rick (or don’t) and explore multiple strange dimensions
  • Probe, prod, throw, and smash iconic items like the Plumbus
  • Learn how to fix an intergalactic car
  • Hang out in iconic places like Rick’s garage
  • Question your self worth
  • Real fake doors

Rick and Morty: Virtual Rick-ality is published by Adult Swim Games and developed by Owlchemy Labs. Nighthawk Interactive is distributing it at retail. Other Ocean Group is responsible for the PlayStation®VR version. The game is not yet rated.

About Adult Swim
Adult Swim (, launched in 2001, is Turner’s network offering original and acquired animated and live-action series for young adults.  Airing nightly from 8 p.m. to 6 a.m. (ET/PT), Adult Swim is basic cable’s #1 network with persons 18-34 and 18-49, and is seen in 94 million U.S. homes.

Adult Swim Games oversees the production, publishing and marketing of original games created by independent developers from around the world. With more than 200 games across PC, mobile, web, console and VR, Adult Swim Games’ unique offerings have received numerous industry accolades – including four #1 rankings in the App Store and a finalist for the Seumas McNally Grand Prize at IGF. Popular titles include Robot Unicorn Attack, Pocket Mortys, Duck Game, and the upcoming Death’s Gambit. 

About Turner

Turner, a Time Warner company, is a global entertainment, sports and news company that creates premium content and delivers exceptional experiences to fans whenever and wherever they consume content. These efforts are fueled by data-driven insights and industry-leading technology. Turner owns and operates some of the most valuable brands in the world, including Adult SwimBleacher ReportBoomerangCartoon NetworkCNNELEAGUE, FilmStruck, Great Big StoryHLN, iStreamPlanet, Super DeluxeTBSTurner Classic Movies (TCM)TNTtruTV and Turner Sports.

About Nighthawk Interactive
Built by a team of industry veterans, Nighthawk Interactive aims to combine proven experience with the ever changing needs of modern game development. With a strong focus on both digital and physical publishing, co-publishing, and distribution, we help our partners successfully launch products all over the world. For more information about Nighthawk, visit, and follow us on Twitter at (@NH_Interactive).

About Owlchemy Labs

Founded in 2010 with the mission to build absurd and polished games, Owlchemy Labs has developed and published multiple original gaming titles spanning over 20 desktop and mobile platforms, including one of the first VR-enabled games on Steam. Their titles include Job Simulator (a Sundance Official Selection), the Adult Swim published Rick and Morty: Virtual Rick-ality, and the award winning desktop and mobile games Dyscourse, Jack Lumber, Snuggle Truck, and the Dejobaan collaboration, Aaaaaculus!

Owlchemy continues to share VR knowledge with the community as the founders of the 2000 member strong VR Austin group and as speakers on VR around the world. More information about Owlchemy Labs can be found at

About Other Ocean Group
Other Ocean develops games for console, mobile, and VR platforms. Founded in 2006 with a focus on developing humorous original titles (Giant Cop, #IDARB, RAD Boarding) and franchise products (Minecraft for Nintendo 3DS, Super Monkey Ball, Yu-Gi-Oh!, Mortal Kombat), Other Ocean’s games always put the player first. The company has development studios in St. John’s and Charlottetown, Canada and Emeryville, California. We also operate a development and quality assurance division, Sculpin.

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MoMA Perpetual Calendar


The Museum of Modern Art’s Perpetual Calendar is a clever use of magnets. One magnetic ball, which marks the current month along a semicircle curve, hangs suspended in the air by a tether and can be moved to the next month at will. The other ball, marking the days, slides along a flat path.

Both of the balls have to be moved manually, but there’s a certain pleasure in having each one snap to the next position as you move it. The calendar can be wall-mounted or placed on a flat surface, whichever you prefer.

This video shows it in action:

Get it on Amazon for $47 in your choice of black/silver or red/black.

Buy Now


Quality Linkage: Neon Avengers, Trapped Atoms, and Anime Food in Real Life


Welcome to this week’s edition of our Friday Quality Linkage column. Please enjoy this week’s collection of interesting and entertaining links. Brew a fresh cup of coffee, find a comfortable place, and relax.

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See that  in the middle? That's an atom.Photo: David Nadlinger, the University of Oxford

See that in the middle? That’s an atom.

Photo: David Nadlinger, the University of Oxford

Photo of a Single Trapped Atom Wins Photography Competition »

The UK’s Engineering and Physical Sciences Research Council (EPSRC), an agency which provides grant funding for research in engineering and the physical sciences, holds an annual photo competition where researchers can share cool images of what they’ve been working on. This year’s winner is David Nadlinger’s photo of a single strontium atom suspended in an electric field, as part of his team’s research into ion trap quantum computing.

  • Click here for the high-resolution image (3697 x 2086, 0.6MB).
  • Click here for a zoomed-up shot of the atom.

In the press release, Nadlinger explains what inspired him to get this photo:

The idea of being able to see a single atom with the naked eye had struck me as a wonderfully direct and visceral bridge between the miniscule quantum world and our macroscopic reality. A back-of-the-envelope calculation showed the numbers to be on my side, and when I set off to the lab with camera and tripods one quiet Sunday afternoon, I was rewarded with this particular picture of a small, pale blue dot.

Just an astounding image. Kudos, David.

  + Another photo competition announcement worth seeing: Winners of the “2018 Underwater Photographer of the Year” Contest


Everything Easy is Hard Again »

It’s been a while since I’ve linked to something by Frank Chimero. His latest piece on the history and future of web design is a good’un, and here are a few select quotes from it:


It’s difficult to fathom how much has changed around the studio in the last 15 years. Back then, there were no social media as we know of them today—no Facebook, no Instagram, no snaps; most of the sites you visit today did not exist back then, and most of the sites we visited then do not exist now. There were no iPhones. You would go online to fetch directions and print out the map like a neanderthal. We were hitting rocks together trying to make graphic design.

Everything is different now, but I am still at my desk.


I wonder if I have twenty years of experience making websites, or if it is really five years of experience, repeated four times.


As someone who has decades of experience on the web, I hate to compare myself to the tortoise, but hey, if it fits, it fits. Let’s be more like that tortoise: diligent, direct, and purposeful. The web needs pockets of slowness and thoughtfulness as its reach and power continues to increase. What we depend upon must be properly built and intelligently formed. We need to create space for complexity’s important sibling: nuance. Spaces without nuance tend to gravitate towards stupidity. And as an American, I can tell you, there are no limits to the amount of damage that can be inflicted by that dangerous cocktail of fast-moving-stupid.

Artwork by Aniket Jatav (Instagram: @aniketjatav)

Artwork by Aniket Jatav (Instagram: @aniketjatav)

“Neon Avengers” Artwork by Aniket Jatav »

I recently stumbled across the Instagram account of an artist named Aniket Jatav, who’s been putting out a series of neon-style artwork of Avengers film characters. They’re pretty awesome, so I’ve been turning them into wallpapers for iPhone 8 (parallax size) and desktop (1920×1080).

(Those links are Imgur albums of every artwork to date, but I’m sure there are more to come. I would love to see some for Spider-Man, Hawkeye, and Scarlet Witch.)

If you want to support Aniket’s work, he’s selling a few of these designs as t-shirts for a limited time. Hopefully Marvel doesn’t force him to take them down.

Photos by Instagram user @en93kitchen

Photos by Instagram user @en93kitchen

This is What Food from Studio Ghibli (and Other Anime) Films Looks Like in Real Life »

Bored Panda user Hidreley Diao compiled a bunch of photos from the “en93kitchen” Instagram account, which is run by a lady from Japan who likes to recreate dishes from famous anime films, particularly those by Studio Ghibli — Spirited Away, Ponyo, etc.

Food figures prominently in these films and are often quite detailed in how they’re presented, so it’s neat seeing how they would look in real life.

Last Blog Standing, “Last Guy Dancing”: How Jason Kottke is Thinking about at 20 »

Laura Hazard Owen of NiemanLab interviewed Jason Kottke about his site turning 20 and the state of blogging in general:

OWEN: Some of this sounds so melancholy. You know, not just our conversation but the way we think about the Internet in general these days — the way we’ve come to talk about reading stuff online has gotten kind of sad. Do you feel that?

KOTTKE: Melancholy, I think, is the exact right word. Personally, I think I felt a lot worse about it maybe three, four years ago. I was like, crap, what am I going to do here? I can see where this is going, I can see that more and more people are going to go to Facebook, and to mobile, and to all of these social apps and stuff like that, and there’s going to be less and less of a space in there for blogs like mine. I can’t churn out 60 things a day and play that social game where you use the shotgun approach to spit stuff out there and see what sticks. I’ve got to do four, five, six things that are good, really good. Since then, though, I’ve sort of come to terms with that. I’m like: Okay, if I can just keep going it, just keep doing it, it will work itself out somehow. I don’t know why I think that, but I kind of do.

In reaction to this interview, John Gruber adds:

I have many thoughts on the rise and decline of blogging — many of them stirred up recently, with Dean Allen’s death. Dean’s passing felt like the punctuation mark ending an era. There are a lot of great blogs still going, but as old ones drop off, there aren’t many new ones taking their places. It ain’t like it used to be.

The Hulk-Out List »

Twitter designer Dan Saffer recently tweeted this:

Periodic reminder: the HULK OUT list—every reason David Banner turned into the Hulk in the 70s TV show—is one of the best things on the internet

I have to agree. Here are just a few examples:

17: Receiving a lethal injection, and then having the person say, “Oh. I just gave you a lethal injection. Sorry, David.”


19: Being pushed down a mountainside by a bigfoot impersonator


20: Dealing with a pesky operator in a phone booth (“I DON’T HAVE TWENTY-FIVE CENTS!!!”)


44: Kicking over a beehive and then being surprised when the bees are mad at him

I was legit terrified of this show as a kid — I was born in 1985 but my dad loved watching reruns of it — but reading this list as an adult, it’s more like pure comedy gold.

Image: Federico Viticci, MacStories

Image: Federico Viticci, MacStories

Federico Viticci’s New Apps for 2018 »

Every year, Federico Viticci of MacStories rounds up a handful of new app recommendations for readers to check out. This time around, he’s focusing on personal development:

When Myke Hurley asked me on Analog(ue) which big project I was working on for the new year, my first answer was “myself”. My plan for 2018 is to take better care of myself – from multiple perspectives – so I can avoid the stress of 2017, feel more inspired, write more, and, ultimately, be happier. […]

These aren’t advanced automation apps or utilities I’m just experimenting with for the mere sake of geekery; from mental health to time tracking, each of these apps is having a tangible, positive impact on my life that I’d like to highlight.


Neat Stuff We Published This Week

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Got any suggestions for articles, videos, stories, photographs, and any other links you think we should be posting in our weekly Quality Linkage? Please do let us know on Twitter.


GVR Fund Raises $18.3 Million, Investing in Seventeen VR & AR Startups

vr ar fund

GVR Fund Raises $18.3 Million, Investing in Seventeen VR & AR Startups

GREE VR Capital, LLC., investors in such popular startups as VRChat, and Littlstar, today announced it has completed its first VR/AR/MR fund with a total commitment of $18.3 million. The fund was established in April 2016, and upon completion, the fund name will change to GFR Fund as it prepares for a second fund later this year.

One of the early investors in VR/AR/MR, the GFR Fund has invested in 17 early stage companies in less than two years, primarily in the North American VR/AR/MR market.  Going forward, the fund is actively seeking AR and MR startup companies for investment with a particular focus on mobile AR platforms, AR Cloud, consumer AR applications, and enterprise AR, including AR glasses.

The Principals of the GFR Fund are experienced investors in frontier technologies and have decades of experience working in the Asian market. The team will continue to leverage this knowledge base to help U.S. startup companies wishing to gain traction among Japanese investors and market leaders. The name change reflects the Fund’s commitment to supporting more than just VR but frontier technology leaders across the entire AR/MR/VR market.

“GFR invested in our Series A round and has been instrumental in helping our company grow both in the U.S. and Asia,” said Tony Muravero, co-founder and CEO of Littlstar, a VR content network and one of GFR’s portfolio companies. “They brought us to Japan in 2016 and introduced us to nearly a dozen accredited investors, helped us secure Sony and others as new investors, and lined up a speaking engagement for us at the Japan VR Summit. The connections and visibility that GFR was able to bring to us has been critical in making Littlstar the success that it is and has afforded us the opportunity to expand into new markets.”

“We are committed to providing the expertise and guidance needed to help our portfolio companies interact with other investors, and drive strategic partnerships with U.S. and Asian corporations that can help them grow and succeed,” said Teppei Tsutsui, CEO and Managing Director of GREE VR Capital.  “We believe that the AR market, especially mobile AR, is finally ready for consumers in 2018 with Google’s ARCore and Apple’s ARKit enabling developers to create killer contents. In addition to consumer AR, we are also interested in enterprise applications such as AR Cloud, navigation, advertising, social media, and consumer content via smartphones or AR glasses.”

About GFR Fund
The GFR Fund, formerly named GVR Fund, is an $18+M venture capital fund that works with strategic investors to give early-stage virtual reality (VR), augmented reality (AR) and mixed reality (MR) companies the opportunity to accelerate growth. The fund is managed by San Francisco-based GREE VR Capital, LLC., an affiliate of GREE, Inc., a global leader in mobile gaming industry, and is led by CEO Teppei Tsutsui. To date, the GFR Fund has invested in 17 companies, including VRChat, SPACES,, Littlstar, Insidemaps, YBVR, Immersv, Experiment 7, TheWaveVR, Sturfee, InsiteVR, Streem, DottyAR, Upload and Torch3D.  In addition to GREE, Colopl VR Fund, mixi, Inc., Maruhan, Yahoo Japan and Akatsuki are among Limited Partners (LPs) of the fund.

Press Contact:
Karen Blondell
U.S. PR for GFR Fund

Susan Lusty
U.S. PR for GFR Fund

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