Posts tagged: virtual reality

Varjo Unveils New, Powerful Business-Level Virtual Reality Headsets

Colin McMahon
 Oct 15, 2019

Finland-based head-mounted display (HMD) developer Varjo today announced its new virtual reality (VR) headsets, the VR-2 and VR-2 Pro. For those unfamiliar with the company, Varjo operates primarily in the enterprise-level VR hardware market, providing solutions for many companies in the automotive and aviation industries. Prior to this announcement, its primary piece of hardware was the VR-1, a VR headset released last April.

VR-2 and VR-2 Pro Virtual Reality Headsets

Source: Varjo

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New Artificial Skin Expands Possibilities for Virtual Reality Control

Colin McMahon
 Oct 8, 2019

Researchers from the Swiss Federal Institute of Technology Lausanne have created a new silicone-based material that, when worn over the human body, simulates a sort of “second skin,” according to a recent article published in the Soft Robotics science journal. According to the preliminary findings this material, when used as a feedback device, marks a vast improvement over haptic feedback technology – which is a leading form of virtual reality (VR) control.

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HP’s VR Headset Reverb Brings Stronger Enterprise Potential at a Consumer Price Point

Colin McMahon
 May 7, 2019

HP has just released its second virtual reality (VR) headset, known as the HP Reverb. Like its predecessor, the HP Reverb has been designed to work with Microsoft’s Windows Mixed Reality platform. That said, the Reverb is not simply an updated version of the 1000-100 (the first HP VR headset). It has been designed with a focus toward enterprise clients, while retaining a price point that will make it a viable option for the consumer market as well.

HP Reverb Professional Edition

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Developers Using Cardboard to Test VR Environments at PAX East 2019

Colin McMahon
 Apr 10, 2019

PAX East, which was held in Boston, MA, March 28th to 31st, 2019, is one of the largest gaming technology expos in the world. The four-day event, which in the past has drawn crowds of over 80,000, once again enjoyed a well-attended year. While no official number has been given, Keypoint Intelligence – InfoTrends (InfoTrends) estimates that around 100,000 people visited the show. While PAX is an event mainly focused on video games and gaming as a whole, it also serves as a technology showcase. Over the past several years, we have followed developments in virtual reality (VR), augmented reality (AR), and 3D printing at PAX East.

PAX East Boston VR

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Prepare for the Fourth Imaging Wave

Ed Lee
 Sep 14, 2017

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Excerpt from Digital Imaging Reporter’s State of the Industry 2017

Analog film, the first wave of photography, lasted more than 150 years, with over 1.5 trillion photos captured worldwide during this timeframe. In the 1990s, digital cameras kicked off the second wave: digital photography. Smartphones were introduced in the late 2000s, marking the third wave: mobile imaging.

Always-connected smartphones and social networks have changed how people take and share photos and videos. Mobile imaging is led by companies with no background in photography, such as Apple, Samsung, Facebook, Instagram and Snap.

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Sprint Vector may have Solved VR’s Motion Problem

Colin McMahon
 Mar 9, 2017

Sprint Vector, dubbed an adrenaline platformer, appears to have solved one of the issues that has been plaguing virtual reality (VR) experiences: movement. Until now, running in VR often produced disorientation and nausea. To combat this issue, many current experiences are designed with the user in a constant sitting position, or possessing limited means to “teleport” around an environment. Sprint Vector takes a different approach:

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ITI Uses VR to Re-invent Industrial Training

Colin McMahon
 Feb 24, 2017

Industrial Training International (ITI), along with software developer Serious Labs, has created the virtual reality (VR) mobile crane simulator to re-invent industrial training. The companies are working on a hardware-based system that will be available in two versions, desktop and motion-base. Both configurations use an oculus rift headset, a laptop, and two anchored controllers (a total of four joysticks) to recreate the training experience. For example, it can be used to recreate the operation of a massive construction crane.

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Augmented Reality Takes Center Stage @ARinAction

Ed Lee
 Jan 25, 2017
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Conference organizer John Werner and Bob Metcalfe on stage

On January 17 and 18, the inaugural AR in Action conference was held at MIT Media Labs in Cambridge MA. It brought together a wide range of speakers as well as some heavy-hitters in the technical industry to discuss their thoughts on augmented reality (AR) and how it is going to change our lives in the near future. They included Bob Metcalfe, co-inventor of Ethernet, Alan Kay, a pioneer in object oriented programming and the graphical user interface, and Steve Mann, considered the father of wearable computing. The conference included 32 panel discussions (with 127 panelists), 28 stage demos, 42 floor demos, and 2 stage performances.

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The Implications of the Vive Tracker

Colin McMahon
 

Many virtual reality (VR) innovations debuted at CES 2017, but HTC’s new Vive accessory, the Vive Tracker, warrants special attention. The HTC Vive Tracker is a tool that will enable motion tracking with virtually any external controller. Currently, the Vive operates through two included wand controllers that come with the headset. The Tracker will expand this. Demos at CES included a rifle, a firehose, and a baseball bat. This wide range showcases the potential of applications that Tracker can unlock in VR.

 

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At CES, InfoTrends noted the large size of the Tracker. It is unknown if HTC plans to shrink down the device in future versions.

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Nolo VR adds Room-Scale to Mobile HMDs

Colin McMahon
 Jan 6, 2017

Beijing-based technology company, LYRobotix is bringing a new system to mobile virtual reality (VR) called Nolo VR. Nolo VR utilizes position-based tracking to monitor a user’s movement, much in the same way as Lighthouse does for the HTC Vive (or Guardian for Oculus Rift). Nolo VR plans to add motion control to the mobile VR experience, through its two palm-fitting wand-shaped controllers (typical system configuration shown in Figure below). In addition to improving mobile VR, LYRobotix is partnering with Riftcat’s VRidge software to enable remote play of Steam (Valve’s PC software vendor) VR’s library on a mobile headset.

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