February 23, 2016
Each year at Mobile World Congress we get a closer look at the future of mobile technology. This year, one of the most common themes for mobile hardware is tied to virtual reality. From headsets powered by smartphones to advanced units like the HTC Vive and Oculus, the way we interact with content is about to change. Unfortunately one of the largest issues with this new technology is a lack of content; however, WakingApp is planning to change that with the launch of their new code-free virtual reality and augmented reality creation platform, ENTiTI.
Officially launching this week at Mobile World Congress, Tel Aviv, Israel based ENTiTi is being publicly released, making it easier for companies and content producers to create interactive VR and AR content without development skills. Their free platform currently works for both PC and Mac, and smartphone powered headsets. In a recent blog post the company also stated they will soon support Oculus and Vive.
With its public release, WakingApp is unveiling several new features and updates to their platform. In place of coding, the company’s patent pending logic system uses simple drag and drop motion rails and adjustable settings, which can result in content from a game to an interactive presentation. They have also expanded on their training resources, UX, and template library to make getting started easier.
“Our groundbreaking VR/AR creator allows professionals, from advertisers and architects to developers and designers, to create their own content and connect with their target audiences in new ways,” said WakingApp CEO Udi Shani. “Our goal is to connect to millions of potential content creators out there, so that billions of potential viewers have something to watch. Without an easy content creation tool, the virtual reality industry will grow slowly.”
Last November, WakingApp secured a new round of funding, successfully closing a Series C of $4.3 million. With the injection of new capital, the company will expand the platform and integration with third-party hardware such as controllers, sensors, and other headsets.
“We expect VR in 2016 to set the stage for mass adoption over the next several years,” said Piper Jaffray Assistant VP and Research Analyst Douglas Clinton. “One of the most important elements will be a broad array of compelling, high-quality content that excites the average consumer about what’s possible.”
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