Tags Posts tagged with "virtual reality"

virtual reality

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    Those who believed that Sansar could become a Second Life 2 in virtual reality mode must change their minds, at least as regards the success of the platform that Linden Lab has developed to try to hook itself to the virtual reality train.

    VRChat detaches all other VR platforms

    According to the usage statistics of the different apps on Stream, that of VR is for now a market dominated by VRChat: the videogame (MMO) created by Graham Gaylor and Jesse Joudrey and released on February 1, 2017 that allows players to interact via avatar three-dimensional in a VR environment records between 7,500 and 10,000 users daily, after having touched a peak of more than 20 thousand users on January 13 last year.

    In comparison, the usage statistics on Stream of other virtual reality apps are ridiculous: Rec Room ranges between 250 and 500 users per day, Bigscreen Beta is around 100 users daily, AltspaceVR between 10 and 20 users, as well as High Fidelity , while Sansar after the 75-76 users a day touched at the beginning of December (when it landed on Stream) fell around 20-30 users a day.

    VRchat in VR

    Is VRChat really the heir to Second Life?

    VRChat is very similar to Second Life (or Habbo Hotel, or Secret Planet) and can therefore be considered an “heir“: each player can create his own virtual world interacting with other players through customizable avatars able to show emotions and movements. Moreover, even if the name can make you think otherwise, to use VRChat you do not always need to be equipped with a VR viewer, there is also a desktop version.

    Of course, if you compare these numbers with those recently recorded by Second Life, where the concurrency remains around 50 thousand users, with a number of unique users who connect at least once a month that should be not too far from 900 thousand (which involves a number estimated between 30 and 80 thousand users per day), the difference remains conspicuous.
    Second Life 2019

    Comparison remains in favor of the world of Linden Lab

    Considering that Second Life is celebrating its seventeenth birthday this year, virtual reality does not yet seem to enjoy such attractive prospects as to induce Linden Lab to unplug its first and most appreciated virtual world to try to pursue new glories.

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      Luca Parmitano, Italian astronaut of the European space agency (ESA), is preparing to go back into space, after having already been in 2013 during Expedition 37/38 on the International space station (ISS) and after having already been part of the Expedition 58 reserve crew (he had already been a reserve member also for Expedition 34).

      Parmitano will take part, in the role of commander (something that has never happened to an Italian astronaut and only happened twice to a European astronaut) in Expedition 60/61, called “Beyond”, that  should start in July 2019 always with destination the ISS.

      parmitano addestramento realtà virtuale

      Parmitano trains virtually for space

      To prepare for the best these weeks the astronaut is training in the Virtual Reality Laboratory of Nasa’s Johnson Space Center as well as at the Nasa’s Space Vehicle Mock-up Facility where virtual reality is used to train astronauts to tackle the path and activities outside the ISS so as to be ready to make decisions and act quickly.

      Two skills that Luca Parmitano has already shown to have when, on July 16, 2013, during his second spacewalk (the first was on July 9th and was the first ever for an Italian astronaut), the helmet of his suit had begun to fill with water causing difficulty in vision and breathing.

      At the end of the walk it is estimated that almost one and a half liters of water had accumulated in the helmet, so much so that after the accident occurred to Parmitano the helmets of the NASA space suits have been equipped with a special mouthpiece to allow the astronauts to breathe even in the case of a flooded helmet.

      Parmitano visore VR

      Over 50 experiments to go beyond

      During the Beyond mission together with the NASA’s astronaut Andrew Morgan and Roscosmos’ cosmonaut Alexander Skvortsov, Luca Parmitano will conduct over 50 experiments that will exploit the latest advances in technologies such as robotics, to try to reach a new level of space exploration.

      Parmitano and his colleagues will then go beyond what is already known, starting from training techniques, for which NASA seems to focus more and more on the contribution that virtual and augmented reality technology can give, as Mondivirtuali.it has already testified.

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        The release of Kingdom Hearts III is getting closer (scheduled for January 29) and Square Enix, via Twitter, decided to unveil some information on the content of the Day One Patch.

        Kingdom Hearts III, free patches coming soon

        On January 29 a first free update will be available to bring the game to version 1.01. The patch, in addition to correcting some problems, will implement in the main menu the “Memory Archive” (video) that can be consulted at any time and will contain information on the general plot of the franchise.

        On the 30th and 31st January, two other updates will be released to introduce two videos: Epilogue and Secret. You will be able to view the first only after completing the entire adventure, while the second will be available only to users who finish the game respecting certain requirements that will vary according to the level of difficulty selected.

        Kingdom Hearts III, coming on January 29 on Xbox One and PlayStation 4, promises an immersive gaming experience rich in content: in the various worlds, in fact, there will be no lack of things to do and between main missions, secondary assignments, fights, extra activities and mini-games, users will be spoiled for choice.

        Kingdom Hearts III bundle PS4 special

        PS4 in bundle and VR experience

        We remind you that on January 29 a special Kingdom Hearts III bundle will also be available in all Gamestop stores. It will contain a PlayStation 4 Pro equipped with a 1TB hard disk, matte black, decorated with an intricate pattern representing the emblem of Kingdom Hearts. Dualshock 4 wireless controller will in glossy black with decorative patterns on the touch pad will complet the bundle.

        Finally, since December 25th, owners of PlayStation VR have the opportunity to have fun with Kingdom Hearts: VR Experience, an interactive video of about 10 minutes that traces the history of the franchise through video sequences and engaging music. The experience in virtual reality is distributed in a totally free way through PlayStation Store.

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          Pimax 8K VR cover

          The wait is over: Pimax, Chinese group that develops virtual reality viewers of which we already talked about, first started the pre-orders and then officially launched on the market its new 8K and 5K Plus viewers (as well as a new release of the 5K, the “Business Edition” or 5K BE).

          All prices of VR viewers

          Prices are not really chea: 900 dollars for 8K viewer, 700 dollars for 5K Plus and 1,000 dollars for 5K BE. To make a comparison, Htc Vive Pro costs 800 dollars, Htc Vive 500 dollars, Oculus Rift costs 600 dollars, Oculus Quest 400 dollars and Oculus Go 200 dollars, while Playstation VR costs 500 dollars.

          Delivery Times

          As for the delivery time, while the specimens booked in the pre-order phase will be shipped in the second half of January 2019, so around 90 days after pre-order, viewers ordered from now on should be shipped from mid-February onwards (and in any case after all the copies sent to the members of the campaign have been handed over Kickstarter and then all the viewers of the pre-orders). Pimax 8k Kickstarter

          On Kickstarter it was a success

          Pimax 8K was developed thanks to the funds raised by the most successful Kickstarter campaign ever (4.236 million dollars collected in 2017), while Pimax 5K BE was offered to campaign supporters instead of 5K as originally planned. Here are the technical specifications of the two new Pimax viewers.

          Technical specs of Pimax 8K and 5K Plus

          Pimax 8K

          • Displays: Clpl (Customized low persistence liquid)
          • Resolution: 3.840 × 2.160 per display (7.680 × 2.160 total), equivalent to two 4K dispalys
          • Input content: upgraded from 2.560 × 1.440
          • Motion to photon latency: <15ms
          • Refresh Rate: 80 Hz with Brainwarp support
          • Field of view (Fov): about 200 diagonally degree
          • Audio: 3,5 mm audio jack, integrated microphone
          • Output: Usb 2.0/3.0, DP 1.4
          • Tracking: SteamVR 1.0 and 2.0
          • Content: all those in SteamVR and Oculus Home
          • Fitting: adjustable head strap (optional luxury strap), IPD adjustment, VR frame
          • Minimum recommended Gpu: Nvidia GeForce GTX 1080Ti and AMD equivalent or higher

          Pimax 5K Plus

          • Schermi: Clpl (Customized low persistence liquid)
          • Resolution: 2.560 × 1.440 per display (5.120 × 1.440 total), equivalent to QHD
          • Input content: 2.560 × 1.440 native
          • Motion to photon latency: <15ms
          • Refresh Rate: 90 Hz with Brainwarp support
          • Field of view (Fov): about 200 diagonally degree
          • Audio: 3,5 mm audio jack, integrated microphone
          • Output: Usb 2.0/3.0, DP 1.4
          • Tracking: SteamVR 1.0 and 2.0
          • Content: all those in SteamVR and Oculus Home
          • Fitting: adjustable head strap (optional luxury strap), IPD adjustment, VR frame
          • Minimum recommended Gpu: Nvidia GeForce GTX GTX 1070 and AMD equivalent or higher

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          Déraciné cover

          Déraciné VR

          Déraciné, the first virtual reality experience created by From Software, the studio behind notoriously punishing action role-playing games like Dark Souls and Bloodborne, isn’t what you’d expect. It’s not violent or particularly challenging.

          In fact, it has more in common with narrative-focused indie games like Gone Home and Everybody’s Gone to the Rapture than the rest of From’s catalog. So it’s important to go into Déraciné with the right expectations.

          No, it’s not Dark Souls in VR. Instead, it’s a beautiful, bite-sized story that explores the fantastical through an experience that feels surprisingly at home in VR.

          Déraciné is not Dark Souls in VR

          Déraciné takes place almost entirely within the confines of a small boarding school. You play as a faerie, a magical – and invisible – being who lives between moments in time. You explore the school during these quiet moments.

          As you float around, you’ll see people frozen in the midst of their activities, whether it’s a chef making a stew or some rowdy boys trying to climb the school’s roof.

          While they can’t see you, you do have the ability to interact with the world and its inhabitants in limited ways.

          You can pick up certain objects, for instance, like keys or books. As a faerie, you also wear magical rings that give you some slight control over the flow of time.

          The story starts out innocent enough. After proving to some of the students that you exist, they then ask you to help with a prank by collecting bitter herbs to ruin the dinner stew.

          Déraciné uses the fairly common teleport method of moving around in VR; instead of actually walking from place to place, you’re able to zip from one hot spot to the next.


          For a lot of people, myself included, this can dramatically reduce the nausea that can still plague VR games. The game also requires PlayStation Move motion controllers, and you interact with the world by using them as your virtual hands.

          As you zip about the school, you’ll come across people and things that you can interact with. You can pick up a doll and examine it or swipe a packet of medicine from someone’s pocket. Sometimes, this will trigger an event and time will move forward slightly; other times, it will trigger off a memory, in which you listen to a moment from the past.

          A story purposefully disorienting

          Slowly, you’ll start to learn about the school and its inhabitants. Déraciné’s story is purposefully disjointed and occasionally disorienting, regularly jumping back and forth in time.

          Often, you’re exploring the exact same locations in different time periods, and toward the end, you’ll even be experiencing the same events multiple times, with only small changes.

          It can get confusing, though it’s hard to go into too much detail without spoiling things, and the real joy of Déraciné comes from unraveling its mystery.

          While this isn’t Bloodborne by any stretch, its narrative does share many of the same traits that fans of director Hidetaka Miyazaki have come to know and love.

          It rarely spells out events fully for you, and while it starts out as a relatively lighthearted story about some kids in a quiet school, it eventually takes a dark turn that will have you questioning your own place in the story.

          It makes you feel culpable and guilty in the same way taking down a dignified Dark Souls monster does.


          Structurally, the game follows the “walking sim” template popularized by games like Firewatch, where you can explore without worrying about being killed or running out of time.

          What really makes the game stand out, though, is the added immersion that comes from VR. The world of Déraciné is impeccably detailed, and being able to get close to people or objects, and sometimes being able to turn them over in your hands, adds an important texture to the world.

          This is especially important in a game that’s all about scouring your environment for information. It feels less like you’re wandering around a video game, and more like you’re exploring an actual place.

          That said, the game commits the unforgivable sin of including a very good dog that you can’t pet with your ghostly hands.

          You’re a wraith-like faerie

          The conceit that you’re a wraith-like faerie even gets around some of the issues inherent in VR.

          It doesn’t feel strange that you can teleport around the school, and it’s not so jarring when your spectral hands clip through objects.

          That said, while Déraciné mostly benefits from virtual reality, there are elements of this style of game that are worsened by the headset.

          Déraciné’s story necessitates a lot of backtracking, which gets especially tedious in VR.

          Similarly, while the puzzles in Déraciné are mostly easy to figure out, there were a few times when I missed a specific item or clue and found myself unable to proceed.

          Those moments of frustration are exacerbated when you’re fully immersed in the experience.

          At around five hours long, Déraciné is short enough that these problems never become overwhelming. And while it’s not a particularly original or groundbreaking experience, it does do something very important.

          Much of VR right now is focused on brand-new kinds of games that are only possible with a headset.

          Déraciné goes in a different direction. It takes a style of story-driven adventure game that’s already a known quantity, and shows how it can be enhanced by virtual reality.

          It might not be what you expected of From Software, but it’s still worth seeing what it’s like to be a faerie for a few hours.

          Source: The Verge – virtual reality

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            A new multiplayer location-based VR arena

            Since the launch of its official Kickstarter back in 2014, Virtuix’s omnidirectional treadmill, referred to as the Virtuix Omni, has struggled to find a place in the constantly changing landscape that is the VR industry.

            As a result, the company is exiting the at-home virtual reality market in search of greener pastures in which to implement its unique treadmill-based locomotion solution.

            Developed in partnership with Funovation, a developer of small-footprint attractions, Virtuix is launching a brand new location-based attraction, the Omniverse VR Arena.

            All in one VR e-sports market

            Designed as an all-in-one virtual reality e-sports market, the futuristic-looking arena features four individual VR set-ups, each of which equipped with four Omni platforms running on the companies improved Omni 2.0 motion technology.

            Powered by the Omniverse content platform, players will have access to 18 treadmill-compatible experiences in which to compete, with another seven currently in development.

            These include Omni Arena, Karnage Chronicles and Quivr, just to name a few. VR Arena features a seamless jump-in, jump-out experience, with only one staff member needed in order to operate the venue properly.


            VR Arena incorporates 2 years of customer feedback

            Social media integration also allows players to share gameplay footage and photos with friends online (this content will be watermarked with the venue’s logo and digital signature).

            VR Arena incorporates two years of customer feedback,” stated Jan Goetgeluk, Ceo of Virtuix, while speaking with VentureBeat. “We’ve listened to the concerns of our existing customers, particularly regarding the Omni’s player setup time and labor needs, and we’ve worked hard to address them.”

            VR Arena benefits from the maturity of the Omni, which is now a tested and proven technology. To date, we’ve shipped more than 3,000 Omni systems to over 500 entertainment venues in 45 countries, resulting in more than 500,000 Omni play sessions.”

            Virtuix will sponsor ongoing contests at arena locations, with over $5,000 USD in cash prizes available each month. The best-of-the-best can also duke it out for an annual prize pool of a whopping $50,000 USD.

            VR Arena will make its initial debut at  IAAPA Attractions Expo 2018 in Orlando, Florida, November 13th to November 16th. Visit here to sign up for a VIP demonstration, as well as a fast-pass to skip those pesky lines.

            Image Credit: Virtuix / Funovation

            The post Virtuix & Funovation Introduce Omniverse VR Esports Arena appeared first on VRScout.

            Source: VR Scout

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            Coca-Cola teams with NASCAR to get you off the couch and into the pit

            Thanks to a new partnership between NASCAR and Coca-Cola, racecar fans will soon be able to place a 3D AR Coca-Cola can in their real-world environment and use it to open up a portal that will transport them back in time to historic racing moments, including team celebrations in Victory Lane, racecar burnouts from champion drivers, and other thrilling moments.

            The AR experience can be launched using NASCAR’s mobile app and will be available for all 10 weeks of the 2018 Monster Energy NASCAR Cup Series Playoff as part of the organizations attempt to expand past traditional TV broadcasting.

            To encourage you to use the app each and every week, NASCAR and Coca-Cola have committed to adding new 360-content following each NASCAR Playoff race, leading up to the big 2018 Monster Energy NASCAR Cup Series Championship at Homestead-Miami Speedway in November.

            For NASCAR, this partnership with Coca-Cola would provide them with cutting-edge technology that delivers something more than a mere visual experience. Instead, they offer an interactive experience that racing fans watching from home can truly appreciate.

            In an official NASCAR press release, Tim Clark, NASCAR Digital Media VP, said, “NASCAR is always looking for unique ways to engage fans and bring them closer to the sport, especially during the most exciting time in our season.” Adding, “Together with Coca-Cola, we’re inviting fans to step right into the NASCAR Playoffs and experience the action, pageantry and emotion like never before.”

            With the racecar fan base slowly dwindling due to a lack of interest by younger sports fans, NASCAR is looking at modern technology, such as augmented reality and virtual reality, as a possible solution. For Coca-Cola, it’s an opportunity to engage with a ferociously loyal fanbase. As augmented and virtual reality technology continues to evolve, so has the approach of how the sports industry utilizes the technology.

            Virtually every major sports industry has in some capacity turned to virtual reality or augmented reality to deliver fans something more than a traditional viewing experience.  Fans want to be able to sit in the front row, access additional stats on players at any time; virtual reality and augmented reality not only allow that, but also have the ability to direct and personalize your sports watching experience.

            The NCAA allowed fans to sit court-side through virtual reality during March Madness, the NBA has teamed up with TNT to create a sport viewing experience where you could interact with the game, and engage in recaps, highlights, and stats, and, just recently, MLB conducted their first-ever ‘Home Run Derby VR Little League Challenge’.

            Sports broadcasters have also turned to augmented reality to tell a better story, using cutting-edge AR visuals to provide fans with more engaging sports updates. For example, look at how broadcasters used augmented reality to help viewers at home have a better understanding of the Tour de France.

            But what about the athletes themselves? How are they using augmented and virtual reality?

            More and more athletes are turning to immersive training as way to sharpen their decision-making as well as build muscle memory; improvements they can then take to the field, court or ice, or track.

            One of the leading companies in AR/VR sports training, STRIVR, have worked with the U.S. Olympic Ski Team, PGA Golfers, and other various sports teams on various projects in the past. Their most recent client, The Washington Capitals, won the 2018 NHL Stanley Cup. Is it coincidence that the team who won the championship also trained in virtual reality? Maybe, or maybe not.

            The NFL even turned to virtual reality to assist with employee training in areas such as workspace diversity, sexism, and racism, putting employees and even athletes in someone else’s shoes so they can see what it’s like to be on the opposite end of a problematic situation.

            AR and VR are transforming the sports industry, and surely NASCAR’s partnership with Coca-Cola to use augmented reality is just the beginning.

            This past year, Coca-Cola announced that they will be using augmented reality to take consumers “beyond the real thing”, during the Adobe Symposium in Singapore back in August. The new tagline, which is a play off of Coke’s more iconic tagline, “It’s the real thing,” will reflect the evolution and direction of Coca-Cola’s marketing moving forward.

            Up next for Coca-Cola, who by the way have been playing around with AR since 2014, will be the upcoming 2020 Olympics in Tokyo, where Coke is a big sponsor. You can bet that augmented reality and virtual reality will play an incredibly large role in how fans at home will not just watch and participate with the various games.

            Image Credit: NASCAR / Coca-Cola

            The post Coca-Cola & NASCAR Lift The Hood To Unveil New AR Experience For Fans appeared first on VRScout.

            Source: VR Scout

            Powered by VR, The Wild’s cross-platform 3D design platform works much like Google Docs

            Last month, the developer of The Wild finally opened the gates to its cloud platform for collaborative 3D design across VR and AR.

            Founded by Gabe Paez, The Wild seeks to do what Google Docs does for collaborative word processing, but instead of fulfilling the role of an organizational tool, this app is meant to serve more creative purposes. 

            The magic of being human is connecting in spaces,” Paez said over a crowd of attendees at Portland’s local monthly Design Reality conference September 24th. “Why not design and experience something not only as we experience spaces by ourselves, but by how we experience those spaces together?

            On the stage, a woman held up an iPad with The Wild app loaded onto it. She pointed the camera directly at Paez, who was then standing off to the side in front of a pitch-black section of wall. On the opposite side of the room, Mischa, The Wild’s product manager, stood wearing an HTC Vive headset and a pair of Wand controllers.

            With the app connected between the two devices, Mischa was overlaid into the physical space behind Paez, where he was both designing inside of The Wild’s 3D environment and sharing screen space with Paez in real-time.

            An ideation tool for “spatial designers,” as Paez defines his target user base, The Wild is designed to support content hooks from major manufacturers and asset repositories. If you wanted to pull down a specific car model or piece of furniture for scale, you could do that. When importing your own content, you’re also able to port meshes and textures as you would with any other 3D design software.

            The Wild even comes with support for PBR textures. Since the collaborative software platform is targeted towards professionals, it does come with an entry fee, getting a seat.

            Seats are referred to as “Editors”, which have the ability to manipulate and directly interact with The Wild’s 3D environments. The Wild’s environments can also be exported for others to view without purchasing a seat.

            The primary industry that The Wild seeks to benefit first is AEC (architecture, engineering and construction), where “most of an architect’s job right now is to nail down details that are extremely rote; things that algorithms are better at,” according to Logan Smith of Bevel Space, who also spoke to the crowd at Design Reality.

            What happens when architects get freedom to play, create and share in real-time? Where previously, spatial design needed to be communicated in 2D language; with VR and AR, ideas can now be fully formed and natively communicated instantaneously.

            Beyond developing a platform for 3D designers to work creatively, The Wild seeks to bridge barriers for more efficient communication.

            According to Shaan Hurley, a 21 year veteran of design at Autodesk 3D spatialization software similar to The Wild is what helped the company refurbish the Towne Storage building in Southeast Portland earlier this year.

            Everything from the reconstruction of the building to the planning process was done in VR,” said Shaan in front of the Design Reality audience, mere minutes before Paez took to the stage.

            Even the move from Autodesk’s previous office, in Lake Oswego, OR, was facilitated with the use of VR and AR. Employees could see the refurbished Towne Storage building, explore its hallways, and even visualize parking spots. Unlike in 2D, the spatial communication provided by VR created comfort in all of Autodesk’s stakeholders.

            With unlimited 3D cloud storage, real-time collaboration, dynamic lighting/global illumination and more advanced features, The Wild presents a significant contender in 3D spatial design. If you’re interested in exploring The Wild for yourself, you can set it up today on HTC Vive, Oculus Rift, Windows Mixed Reality, any AR-ready device, and/or desktop.

            Image Credit: The Wild

            The post ‘The Wild’ Is A Platform For Collaborative 3D Design In VR & AR appeared first on VRScout.

            Source: VR Scout