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  1. #61
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Surprise Announcements From Valve, Oculus, Google At Vision Summit 2016

    As expected, the Vision Summit’s keynote session was full of surprise announcements. Google, Valve/HTC, Sony and Oculus were all present, and each company provided updates to the VR community on its progress in the new medium.
    Unity Support For Cardboard

    Even though Google made its Cardboard Design Lab open source as a way of attracting more amateurs to VR development, the company wanted to give professional developers their own set of tools. As Unity is already a popular tool for creation, Google added native support for Cardboard on the game engine.
    For Unity, another supported VR platform further expands its reputation as a crucial player in VR development. For Google, the new partnership was created in the hope that more developers create content for Cardboard. Google Cardboard is one of the cheapest ways to explore VR, and more content means that people will continue to be interested in virtual reality.
    A Message From Gabe Newell

    Unfortunately, Valve’s Gabe Newell couldn’t attend in person, but he left a video message for attendees. Just like Google, SteamVR officially joined the list of supported platforms on Unity. Valve's and Google's partnership increases the list of Unity-supported devices, which include the Oculus Rift, Microsoft Hololens, Samsung Gear VR and PlayStation VR.
    In a surprise turn of events, Newell also had his own “Oprah moment” when he told the crowd that everyone in attendance would receive their own Vive HMD. However, the devices wouldn’t be available to grab at the conference. Attendees would get an email after the event on how to redeem their free VR device.

    VR-Ready Sony

    Some users might need to upgrade a few PC components if they want to play with VR at home, and there are others that need a full upgrade to join to the movement. But in Sony's case, anyone with a PlayStation 4 is ready for PlayStation VR.
    Sony’s Dr. Richard Marks said that there are 36 million PlayStation 4 units owned by fans around the world. When PlayStation VR comes out, these players just need to buy the HMD and plug it into the PS4 to start their VR experience. Obviously, the components of the PS4 might not be as strong as high-end gaming PCs, but Sony believes it can deliver a unique and social VR experience to the PlayStation faithful.
    Oculus And Unity

    Oculus’ Palmer Luckey was the final keynote speaker. We already know that the pre-orders for the Oculus Rift include Lucky’s Tale and EVE: Valkyrie, but the partnership between the two companies yielded another incentive to pre-order the HMD: a four-month trial of Unity Pro.
    The subscription would normally cost you $75 per month, but Oculus will allow users to try it for a limited time. Just like Google’s open-source approach with its Cardboard Design Lab, Oculus seems to encourage more people to try out VR development in order to create new content. For Unity, the trial could persuade users to choose Unity as their main tool to create new VR content.

    Get Excited

    At this point, each company now has Unity in its arsenal as a way of attracting more developers to a specific HMD. In addition, companies like Oculus and Google are also encouraging amateurs to develop in VR.
    Now, it’s all about the hype. Each company is close to completing its own VR device, and it’s time to get customers excited about the new experiences in virtual reality before the HMDs arrive on store shelves.
    Noticia:
    http://www.tomshardware.com/news/vr-...016,31179.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  2. #62
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Magic Leap and Virtuix are the newest members of the ESA

    AR and VR companies Magic Leap and Virtuix are the latest to join the Entertainment Software Association.


    Magic Leap only recently secured itself a huge $800 million investment, which will see their augmented reality (AR) technology leap into the arms of consumers in the near future. Virtuix on the other hand, is a VR firm that took to Kickstarter with its Virtuix Omni platform, which enables physical movement and mobility in the VR world.

    Jan Goetgeluk, founder and CEO of Virtuix, said: "We're proud to join ESA during this exciting time of transformation for video games and virtual reality. We look forward to joining ESA at the forefront of critical policy issues facing our dynamic industry"

    President and CEO of ESA, Michael D. Gallagher, said: "Magic Leap and Virtuix are leading pioneers in augmented, mixed, and virtual reality-entertainment's newest frontier. These innovations promise to provide exhilarating new ways of experiencing the world. We look forward to collaborating with these highly creative companies as our industry continues to elevate the standards in technology".


    Noticia:
    http://www.tweaktown.com/news/50303/...esa/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  3. #63
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Wevr's Transport Content Platform Doesn't Want To Be The YouTube Of VR


    My very first real VR experience was with HTC’s Vive last year, and the first demo I tried was theBlu: Encounter, an awe-inspiring two-minute demo where you come face-to-face with a giant blue whale in VR. This demo was, and still is, the lead demo when HTC and Valve introduce people to the Vive, and it was created by Wevr, one of the elite group of studios Valve asked to create a room-scale VR experience for the Vive’s debut. Then later in the year, I was again blown away by a VR demo created by Wevr -- this time its John Wick VR Experience. Suffice it to say that Wevr is an important and significant player in the whole VR revolution.
    Wevr doesn’t just create VR gaming experiences such as the ones we tried; it has also partnered with various artists to help them create unique VR content, such as Reggie Watts, whose VR piece WAVES was premiered at the 2016 Sundance Film Festival. Wevr also partnered with Skybound Entertainment (creators of The Walking Dead) and Samsung to make the Gone interactive VR production that goes beyond being simply a 360-degree VR video.
    More Than Just A VR Studio

    Wevr also wants to be more than just a studio making VR content -- it wants to build a community of VR creators, and it started that journey almost a year ago with its OnWEVR initiative that is a $1 million VR grant program for VR content creators. Later in the year, we met with Wevr and were told that it was working on something much bigger than just providing money to creators. Wevr was building an entire VR platform, which was announced last week as Wevr Transport, an independent “curated content network for VR creatives to showcase their work, grow an audience, and encourage dialogue between the two.”
    In addition, Wevr has raised over $25 million from investors such as HTC, Samsung Ventures, Evolution Media Partners, Madison Wells Media, Orange Digital Ventures, Digital Garage, AME Cloud Ventures, Boldstart Ventures, Scott McNealy and Ross Levinsohn. The significance of the funding is that it gives Wevr a big pool of funds to draw from to build Transport. The funds also allow it to “bear hug creatives, by providing financial or technical support, or just celebrating the work because they’re part of our tribe,” read Wevr Co-Founder and CEO Neville Spiteri’s blog about Transport.

    Transport: Not The YouTube Of VR

    We were able to talk to Spiteri about Transport ourselves, and the first question we asked is how Transport differs from other VR content distribution platforms, such as YouTube, Littlstar, Samsung’s Milk VR and others. He told us that an important differentiation is that Transport isn’t just about VR video, because it doesn’t start with the video, but the content creator themselves.
    Transport is a “community platform” that helps build on Wevr’s mandate to help and grow the VR community and is designed to deliver all kinds of VR content to audiences. Spiteri told us that, “Rather than limiting ourselves to only video, we wanted to create a platform that is really about super-serving the VR creative community – embracing their creative visions and helping present and distribute their content, so [Transport] is quite a bit broader than just another video platform.”

    That means we can expect to see more than just 360 video on Transport, but also VR experiences created in game engines like Unity and Unreal. One thing we shouldn’t expect is what we’d consider games in the traditional sense.
    Wevr plans to make Transport a device-agnostic VR platform that’s accessible on multiple VR hardware platforms, from Google Cardboard and Gear VR all the way up to the Oculus Rift and HTC Vive. When asked about how it would work with the existing distribution systems on each of those platforms, we were told the Transport will “play nice with all of the existing stores.” However, Spiteri did not elaborate on this, so we envision that there will be a free downloadable Transport player on each respective store on which you can view Transport content.
    The Record Label of VR

    This focus on the VR creator above all else is what sets Transport apart from competing VR content platforms, along with the fact that the content on it is going to be heavily curated (more on that later). Wevr wants to work with talented artists with “great visions” for VR and take them through all the stages of VR content creation, from working on the initial concept to co-financing to providing technical tools and production support, and “ultimately promotion” on the platforms that Transport supports.
    One of the artists that is going to be coming to Transport is Phil Tippet, an “old school” Academy Award-winning visual effects artists best known for his stop-motion work on the original Star Wars trilogy and CGI work on Jurassic Park and Starship Troopers. Spiteri told us that Tippet has become passionate about VR, and Wevr has been sharing its knowledge with him to help create some amazing VR experiences.

    When we asked how Wevr plans to combat the explosion of expected “bad VR” once VR creation tools reach a more consumer-friendly price point, Spiteri admitted that bad VR is going to happen. Because platforms like YouTube have no curation, it's going to be very easy for someone to watch a video on their Cardboard that makes them sick. However, with Transport’s curated content, Wevr can “ensure that everything on Transport is not only comfortable and doesn’t make you sick, but actually represents a certain quality bar.”
    Based on the above, we asked Spiteri if it would be fair to say that with Transport, Wevr is looking to be more the "record label" of VR (or perhaps film studio), rather than the YouTube of VR, and he agreed. He told us that despite all the condemnation labels have received over the years, the label serves a specific function -- to provide added value for artists. "If a label is successful, it's successful by making its artists successful."
    Transport Technology Details: A Work In Progress

    We asked, of course, but Spiteri wasn’t able to share too many technical details with us on our call. We do know that Transport is comprised of three core elements -- Transport Apps, Transport Cloud, and Transport Engine -- but he would not elaborate on them in any depth. He said that at the moment, Wevr’s focus is on announcing the platform and the funding it’s received, and that Wevr is now in the position to “accelerate Transport and accelerate its feature set.”

    Going back to the core tenet of Transport being all about the VR creative community: As a platform, it has to be inclusive of all kinds of VR content, and it must technically be able to support everything from pure 360-degree video to advanced game engine-built room-scale VR experiences. Because Wevr already has a history of creating VR content at all levels, it will be able to apply that knowledge to the technology it is creating for Transport.
    With the different types of VR having different requirements (from a hardware performance perspective), we asked how Wevr plans to ensure the same level of quality on all the platforms it supports. Spiteri told us that Transport isn’t, of course, going to be able to magically make your Gear VR play back high-end VR at 90 fps. It will still be up to creators to optimize their content, with help from Wevr, for each targeted platform. Because of this, he does think that the value of Transport, at least initially, is going to be for those needing tools to “create interactive cinematic experiences that largely use video,” rather than game engine VR content.

    In a follow-up email response, Wevr elaborated a bit more on Transport’s technical features, and some of those include 3D-positional binaural audio, the ability to layer multiple videos, interactivity and hotspots (or story triggers) within 360-video, combining real-time and CGI elements in VR, and more. Part of Transport’s technology is a media format that, the company said, “allows creatives to author all these elements in a standard way that guarantees high performance on any platform.”
    Spiteri also told us that this media format is going to be opened up to the community. Wevr is committed to Transport being an independent and open platform, and we were told that is reflected in a number of ways, including having competitors like HTC and Samsung investing in it, and ensuring that the aforementioned format “runs at high-performance on all [vendors'] headsets.”
    Transport’s Business Model

    According to Spiteri, Wevr recognizes that 2016 it is still year one of VR, so despite all the enthusiasm, it doesn’t expect to see more than a few million headsets on the market in 2016. They believe that VR won’t grow to become mass-market for at least two years. So Transport’s business model today is not about extracting as much as it can from this early VR creative community – its model, in fact, is to invest in content that will be made available for free. “The most important thing for us in our [current business] model is to be of service to the VR creative community and help them build their audience,” Spiteri said. Of course, that doesn’t mean that Transport content won’t be monetized in the future.
    We also asked if Wevr’s focus on Transport means that it will stop producing its own VR content, and that is definitely not the case. Going back to the record label analogy, Spiteri said that, “If you’re a record label but you’re not spending time with the band, and you’re not making music yourself too, then you’re not going to be a very good record label.” We were told that Wevr will continue to create VR content and continue to learn how to make better quality VR, and Spiteri said it hopes to never stop doing that.

    What’s Next For Transport?

    You can sign up for the beta on Transport’s site, but it isn’t clear if this is to sign up as a VR content creator or to become a beta tester of the player once there is content available to experience. When we asked Wevr when Transport will come out of beta, and when will there be Transport content for VR users to experience, we were told that Wevr wasn’t ready to announce anything. Wevr will be rolling out its Transport beta program “as additional devices come to market over the coming months.”
    We’re cautiously excited about Transport. Its creators have a great pedigree, having created some of the best VR experiences we’ve tried, and it certainly has the funding and the team to build a platform that delivers the best in VR content. In Wevr’s own words, Transport has the potential to be “where brave, inspiring VR is created, consumed and celebrated.” Its commitment to open standards and sharing within the VR community, as well as the fact that it's device-agnostic, is laudable. However, we do hope that Wevr will share more technical details as to how Transport works soon.
    Noticia:
    http://www.tomshardware.com/news/wev...ube,31181.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  4. #64
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    AMD details CPUs and APUs for VR



    Quad core at least

    AMD detailed eight of its CPUs and APUs can power a VR headset like the Oculus Rift and HTC Vive.


    Most of the list is pretty bog standard – AMD’s 8-core FX-9590 and the 6-core FX-6350. However a the lower end AMD is also approving its 4-core A10-7870K APU and 4-core Athlon X4-870K CPU for VR, as well as two recently announced APUs. All of them AMD claim will offer “strong” VR performance.
    The recommended GPU for VR on the Oculus is still a GeForce GTX 970 or Radeon R9 290. None of the chips run a lower clock speed than 3.9GHz or feature less than than four CPU cores.
    The reason for four cores because DirectX 12 can’t get enough of them. Until DirectX 12 dual-core chips with Hyper-Threading would do the job in PC gaming. But DX12, offers performance benefits once games fully exploit it.
    Oculus Rift said you need an Intel Core i5-4590 or higher to run VR so AMD’s list pretty much makes sense.
    Noticia:
    http://www.fudzilla.com/news/process...nd-apus-for-vr
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  5. #65
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    The Rogue Initiative Tries Its Hand At Producing AAA VR Content



    Virtual reality is a potential gold mine for content creators, and as launch day for various HMDs creeps closer, more developers are jumping on the VR bandwagon. The latest group to join the movement is called The Rogue Initiative, which describes itself as a “AAA VR production company.”
    Instead of placing all of its efforts on one aspect of VR content, such as games or film, The Rogue Initiative wants to work with various projects in virtual reality. The group plans to work with multiple HMDs, such as the Oculus Rift, HTC Vive and PlayStation VR. However, it will also create content for traditional entertainment outlets like Netflix, Hulu and even cable networks.
    The Rogue Initiative is led by three co-founders: CEO and creative director Pete Blumel, chief production officer Cathy Twigg, and chief business development officer Hrish Lotlikar. Blumel and Twigg bring in experience from the gaming and entertainment industries, and Lotlikar’s financial background means that he will manage the new company’s assets as it continues to grow.
    Even before the first wave of VR products hit the market, the company is already hard at work with a few projects, including “a big episodic action tentpole franchise, a psychological thriller, and a stylized animated action adventure.”
    The rise of companies like The Rogue Initiative is another step in the area of VR content development. Creating a movie, TV show or game in VR is a different experience compared to conventional methods of development, and companies with a long-standing reputation in the entertainment or gaming industries might need to create their own VR production company if they want a piece of the VR market. However, The Rogue Initiative could also help these companies with production, which could give the startup a much-needed boost as the need for VR content will undoubtedly rise over the next few months.
    Noticia:
    http://www.tomshardware.com/news/the-rogue-initiative-vr-production,31189.html









    On VR: Wevr's Neville Spiteri Talks About The Company, Working With HTC And Valve, And Future Projects


    We recently wrote about Wevr and its new Transport VR content platform. In that post, we talked to Wevr’s CEO Neville Spiteri about this new initiative, but there’s a lot more to the company. Wevr is one of the world’s leading VR studios, having developed the lead experience that was and still is shown when HTC demos the Vive, theBlu: Encounter. Wevr is also very active in the 360-video VR space, partnering with well-known artists such as Reggie Watts and Janicza Bravo.
    We asked Neville Spiteri, Wevr Co-founder and CEO, how he got into developing for VR, learn more about some of the experiences we’ve already tried, and get his thoughts on the current state of the VR industry.
    Tom’s Hardware: How did you get into VR?
    Neville Spiteri: [Co-founders] Scott Yara, Anthony Batt and I started Wevr before the Oculus Kickstarter, exploring rich interactive storytelling with our first project, theBlu in 2012. We were aware of the Oculus Kickstarter early on. We got an Oculus Rift DK1 and felt theBlu was a perfect fit for VR. The whole company became focused on VR by Dec 2013.
    In January of 2014, we visited Valve and experienced true presence for the first time. It was life changing. On February 2014, we met with Samsung and saw an early prototype of the Gear VR; it was truly eye opening to see the feasibility of mobile VR. We partnered to do a launch title for Samsung Gear VR. [In] March 2014, Facebook acquired Oculus. It’s kind of been rocket ship since then. (I read my first book on VR in 1991).

    TH: I see that on your site you call yourself a "virtual reality community," but you are also a developer who has created VR experiences, built a VR media player and are working on the Transport VR content platform. Can you explain what you mean by "community," as Wevr doesn't seem to be structured like a traditional content developer?

    NS: We are trying to build a community of VR fans and VR makers. To super-serve the community, we are developing content for fans, partnering with makers to create content for fans, and providing makers with a platform and tools and services -- including a VR media player -- to enable them to create more content. We are not a traditional content developer. In a sense, we're more like a content studio with a platform enabling production and distribution of VR content. But the center of what we are is the community. It all revolves around the fans and the makers.
    Wevr Transport is an independent virtual reality content network where creators will be able to publish their work and fans will be able to experience them. Transport is currently in private beta but will be accessible across today's current VR headsets (including Google Cardboard, Samsung Gear VR, HTC Vive, Oculus VR) as well as on the Web. The Transport app will be available for download via each platform's respective app marketplace (including Google Play Store, Oculus store, etc.) and will ultimately be the most effective way for VR filmmakers to showcase their work. Wevr's goal with Transport is to provide frictionless publishing and content distribution across today's popular headsets.
    How Wevr Got Involved With Valve And HTC

    TH: Wevr is most well known for having created the theBlu VR: Encounter demo for the HTC Vive. How did Wevr get involved with Valve and HTC and get to produce one of the first SteamVR/Vive experiences shown?
    NS: We are honored that theBlu: Encounter is the experience that introduced the Vive to the world. We have been long-time fans of Valve and the pioneering VR work they have done, which uplifted the entire VR ecosystem and greatly influenced the whole industry, including Oculus. Since early 2014, we began working on and learning about creating room-scale VR experiences. We earned the respect and trust of the Valve and HTC teams and were the first company outside of Valve with access to the first Vive dev kit. affectionately called the "-1.”

    Wevr is committed to the highest quality experience and worked very hard in a very short time to deliver a compelling experience, allowing you to have a close encounter with a giant blue whale. An experience that evokes a strong sense of presence (the feeling of "being there") and a surprising degree of empathy.
    TH: How long did you work with Valve and HTC before the Vive's announcement? How early in its development did you have access to the SteamVR/Vive hardware? Did any of your feedback during the development of theBlu impact the development of the hardware?

    NS: Valve provided constant feedback and were very supportive throughout the whole process.
    TH: TheBlu has been a very well-received demo, with nearly everyone we've talked to commenting how amazing it was to go eye-to-eye with the blue whale. Are there any plans to expand it into a longer experience, and/or bring it to other platforms other than the Vive?

    NS: Yes, theBlu: Encounter is currently being developed into a full-fledged episodic series, and we plan to make it available on other platforms including the Oculus Rift. We had also previously created a different version of theBlu for the Gear VR, which has been available for the Gear VR since the launch of the Innovators edition last year. That version earned Best Mobile Experience and Best Educational Experience at the Proto Awards this year.

    More About The John Wick VR Experience

    TH: The next experience that you created for the Vive that we've had a chance to play is the John Wick VR Experience. Can you talk about how the project came about? Who was involved in creating the demo we tried?

    NS: Lionsgate approached us with the opportunity to develop a VR experience based on the John Wick franchise. We were immediately excited about the opportunity because we wanted to explore how we can put you "in the movie," not merely watching it, and not playing a game based on the film, either. We signed up our development partner, Big Red Button, and together we created the demo (Chapter 1) that you experienced, from soup to nuts.
    TH: We understand that while Wevr is creating this initial experience that is being shown by HTC and will be available to Vive buyers at launch, that another developer is making the actual John Wick VR Game. Can you clarify who is doing what on this project, and if your experience is going to be separate from the game itself, what the differences between the two will be?

    NS: Wevr is focused on story-based experiences versus what typically would be described as a video game. We see VR enabling a new category of entertainment that is part game and part movie but is neither game nor movie. The Chapter 1 experience is a great example of this, so we did it. Lionsgate has partnered with Starbreeze to develop a full game.
    TH: Will content you are creating for the demo be used in the final game?
    NS: Yes.

    TH: The John Wick VR Experience was built using the Unreal engine, correct? When we tried it, we were especially impressed by the visual fidelity of the Charon character model. Did you use performance capture of Lance Reddick to achieve this?

    NS: Yes, indeed!
    What Else is Wevr Working On?

    TH: Can you talk about any other content you are working on? Although the two we have experienced have been for the HTC Vive, we assume you are also working on content for the Rift with Oculus Touch too?

    NS: Yes. Since our focus is the community of VR fans and VR makers, we are developing content and services for all VR devices. I think great examples of this would be the projects that recently debuted at the Sundance Film Festival - Waves, Hardworld for Small Things, Irrational Exuberance.

    TH: Are you doing any work for PlayStation VR?
    NS: Yes.
    Is 360-video True VR?

    TH: Recently there has been some talk about the fact that 360-video should not be called VR. Also, the distribution of Google Cardboard by the New York Times last November has been seen by some as bad for VR because it means that many people's first VR experiences will be sub-optimal, potentially poisoning the well. What is Wevr's position in this debate?

    NS: It's semantics. It depends on how inclusive your definition of VR is. If VR means "anything you experience through a display you hold in front of your eyes," then yes, Cardboard today is VR. But though you could say "Cardboard is VR," it is definitely false to say "VR is Cardboard." So we have to be careful. I prefer to say that 360-video and VR are different things in 2015-2016. There is a key distinction between rotation-only systems such as Cardboard and Gear VR and positional tracking systems such as the Vive, Rift, and PlayStation VR. Positional tracking provides a degree of immersion and "presence" that is very hard to describe in words unless experienced.
    People often throw the word "presence" around. I prefer to keep "presence" a reserved word as originally defined by Michael Abrash in his SteamDays January 2014 talk before he left Valve and became Chief Scientist at Oculus, where he clearly describes a set of technical thresholds that must be achieved/delivered before a human can experience the scientifically documented phenomenon of presence. Sub-millimeter positional tracking is one of these requirements, and you can see and feel why when you're actually in it.

    This doesn't mean you can't have a sense of being transported somewhere else with rotation-only systems. Consumers often feel transported and an increased sense of involvement and empathy even on Cardboard and Gear VR. The issue is also complicated further because there is a subjectivity to the experience of presence. I am not at all worried that people are going to be turned off by VR because of Cardboard. That's silly if you think about it. It's like saying people who tried the Internet using dial-up modems first didn't use the Internet when broadband came along.
    Now, you could say, wait, dial-up modems were slow and crude, but they didn't make you sick, Cardboard can make you sick. So yes, there is that difference. The onus is on the content creators to ensure they deliver experiences that minimize/eliminate motion sickness. Without positional [tracking], the risk for motion sickness is very real.
    That said, it is clear beyond any doubt that people today are intrigued even by an experience as minimalistic as Cardboard. It only further proves the power and potential of immersive media. I think in 2016, 2017, it's helpful to keep the conversation explicit around the difference between 360-video rotation only experiences and full-fledged positional immersion. Once mobile systems have positional tracking, things will get better. By 2018, most of this will be moot.
    What About Gear VR?

    TH: The consumer version of the Gear VR came out last fall. Do you think a product like this is a better introduction to VR than Cardboard? Is Wevr creating any new mobile VR experiences for Gear VR (or even Google Cardboard)?
    NS: Definitely. Gear VR is the highest quality mobile VR experience available today, as far as we know. A terrific low-cost yet high-quality way that's super accessible (assuming you have a Samsung phone) to consume VR. As I mentioned earlier, we had one of the very first titles available on the Gear VR, called theBlu VR, which won Best Edu and Best Mobile Proto awards this year.

    In December, the Gone project was announced, a Skybound production for Samsung's Milk VR in which Wevr was the VR production partner. This project delivered several innovations in VR storytelling which were achieved in collaboration with our partners. And of course, the Adult Swim Brainload on Cardboard has been a favorite. And we have several experiences in development with incredibly talented creative partners that will be made available on Gear VR and Cardboard starting in early 2016.
    Future VR Predictions

    TH: Stepping back and looking forward a little, what does Wevr expect to see happen in the next 6-12 months. Which of the three main HMDs (Vive, Rift, PlayStation VR) do you expect will be the most successful?

    NS: I hope they will all be successful and think there is a very good chance they will be and can co-exist in the marketplace. Consumers will make different buying decisions based on many factors. They all deliver a quality VR experience, and each has their strengths and weaknesses. That said, if "winning" means "number of units available in the market," then don't forget about Gear VR, Cardboard, etc.
    TH: At CES, the pricing for the Rift was announced, and although pre-orders sold out, there were many who felt the pricing was too high. With the Rift and Vive at the top of a stack of good/better/best as the pinnacle (that consumers can buy equipment to experience) of VR experiences, do you think this high price point could slow adoption to the point of having a negative impact on VR as a whole? [This question is in some ways perhaps the inverse to the previous question about low-end “bad VR” poisoning the VR well].
    NS: The Rift’s price is maybe high for mass consumers. But there is no doubt there are more people out there more than willing to pay the price to get their hands on this amazing VR hardware. Demand will outstrip supply despite the cost.
    TH: At CES, HTC and Valve showed off the Vive Pre, which features a front-facing camera for the new Chaperone system. We were told that developers have full access to it, so we were wondering if Wevr has had the chance to experiment with it much, and if there are any results, or ideas as to how you'd use it for future projects you can share with us.
    NS: The Vive Pre front-facing camera and [improved] Chaperone system is a huge step forward in making the experience safer and much more comfortable and opens up a lot of exciting new possibilities for creatives. We're experimenting!

    Wevr, A VR Studio To Watch

    Wevr is certainly one of the most exciting studios working in VR. It's interesting that unlike many developers who are working on longer, more video game-like experiences, Wevr is producing bite-sized VR experiences in partnership with talented artists. Much of this content pushes the boundaries of what is possible in VR and play an important role in growing the VR community, whether it’s the first room-scale VR experience someone will have or introducing a significant artist to VR at a film festival.
    Noticia:
    http://www.tomshardware.com/news/wev...iew,31182.html

    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  6. #66
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Acer getting into AI



    Well everyone else has


    Acer has announced that it is looking to release some VR products in the first half of 2016.

    Company CEO Jason Chen, adding that the company is also planning a series of starting from the Mobile World Congress 2016.
    Chen warned that the technology is not quite baked yet. The market also to integrate with other software and hardware technologies. Acer is developing VR products with its existing technologies and hopes the product line will open up new business opportunities.
    Things are looking up for Acer. It has been performing rather strong in Germany and is seeing strong sales of its standard LCD monitors and gaming LCD monitors and PCs.
    Acer's Build Your Own Cloud (BYOC) platform also recently went online in Germany. Several local airports and highway large display systems are connected with the BYOC platform, which is managed by Acer and its Germany-based partner.
    This makes up for the weakening demand in Brazil and Russia. This is mostly because oil prices have been dropping. Acer thinks this is short term and will stay in these markets and try to remain profitable until these countries resume growth, Chen said.
    Noticia:
    http://www.fudzilla.com/news/wearabl...etting-into-ai
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  7. #67
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    AMD, AP Announce Partnership To Foster VR Journalism



    Virtual reality is starting to gain major mainstream traction, with many companies embracing the new medium in different ways. Conan O'Brien broadcasted several episodes of his show in 360-degree video, and a presidential debate was recently taped in 360 degrees, as well. In the fall, The New York Times gave away over 1 million Google Cardboard viewers to its readership and began providing unique immersive video content for people to enjoy.
    Today, the Associated Press announced that it is also embracing the new medium, and that it has entered a partnership with AMD to use AMD hardware and the Liquid VR toolset to produce high quality VR news content.
    “AMD will provide substantial value to the Associated Press in the form of VR expertise with best in class development platforms and post production support to enhance the VR news experience,” said Sasa Marinkovic, Global Head of VR Marketing, AMD.
    Paul Cheung, Director of Interactive And Digital New Production, Associated Press, said that the AP has had a “rich history working with emerging technologies” throughout its 170 year history. In 1889, the Associated Press used a wireless telegraph to broadcast the results of the America’s Cup yacht race. Cheung said this was the first test of broadcast news radio. Cheung said the AP was also the first news organization to publish a digital image (1980s), and the first to embrace digital cameras (partnership with Kodak in 1994).
    “Each new publishing technology reinvents how we experience news, and VR promises the next revolution by immersing us deep in a story,” said Cheung. “With AMD’s collaboration, AP will leverage their expertise in image rendering and graphic technology so that we can enhance and strengthen the VR news experience.”
    The Associated Press isn’t the first news organization to embrace VR, but Cheung said the company has been experimenting with different types of VR experiences since August 2015. Cheung said that the company is looking at all sorts of different options, including 360-degree video, stereoscopic 360-degree content, and even 3D rendered environments, for different kinds of storytelling.
    The AP is launching a VR content channel today where you can find all of the company’s future immersive news content. Examples of things you can expect to see include news stories, documentaries and special interest pieces.
    Cheung said that the AP has already created a number of videos for the channel. You can experience what it’s like to fly in extreme luxury in the $18,000 First Class Suite on Singapore airlines. You can also live out your fantasies of living like a billionaire by taking a tour of one of the most expensive luxury hotel suites in the world, the $50,000 per night Ty Warner Penthouse in New York City. Cheung also noted that there is a video of the UPS World Port packing facility that takes you on a 360-degree ride-along with a box going through the facility, and a virtual reality report giving a first person glimpse of what it’s like living in the migrant camp in Calais, France.
    The 360-degree and VR video channel can be found within the Associated Press mobile app. Versions of the app are available for iOS and Android devices.
    Noticia:
    http://www.tomshardware.com/news/amd-associated-press-vr-partnership,31203.html










    MindMaze Uses VR To Help Paralyzed Patients, Moving Into Consumer Space With $100 Million Investment


    In VR, immersion and presence are the result of, essentially, tricking your brain. But what if that same technology could "trick" your brain enough that it helped you recover from paralysis? A company called MindMaze has this very mission in mind, and it's expanding its work out into the consumer and business space.
    MindMaze currently operates in the healthcare industry, and its products combine aspects of virtual reality, computer vision, neurosciences, AI and haptic feedback in a variety of patient treatments, but the company is going to license its technology to be sold to consumers and businesses.
    And it has the funds to do so: The company, which calls itself the “world’s first end-to-end multisensory computing platform,” announced today that it has raised $100 million in its first funding round, leading to a valuation of over $1 billion dollars.
    We had the chance to speak with the CEO of MindMaze, Tej Tadi, to learn more about the company and the technology fueling the investment excitement. With a billion-dollar valuation and ties to virtual reality technology, we were intrigued, to say the least.
    Tadi told us that he has a background in electronic engineering, earned a master’s degree in VR and graphics, and then went on to study neuroscience. With this unique skillset, he was able to develop a number of tools that have been used in the medical field to help patients recover from paralysis caused by stroke or other brain damage. These tools also offer medical professionals measurable data about patient recovery.
    MindMaze currently manufactures a product that is designed to help stroke and brain injury patients regain control of paralyzed limbs. Tadi told us that this product uses motion capture sensors to track a patient moving their arm or hand. MindMaze uses a VR HMD to deliver a rendered version of their moving arm, but mirrored to the opposite hand. The idea is that the patient moves their able arm, but their brain is tricked into thinking that their paralyzed hand moved. Tadi said that this confuses the brain into disbelief, but it accepts that the motion is real because a real trigger to move an arm came from the brain. Tadi told us this process has been shown to accelerate recovery from paralysis onset by brain injuries.
    “If someone can’t move their hand but they see it happen on a virtual avatar, it helps trick the bran into believing that the hand can move, and it actually starts to accelerate recovery,” said Tej Tadi, CEO, MindMaze. “Just by watching his avatar move, though he cannot really physically move his hand, it triggers that recovery. It’s a very powerful trick. It’s interesting to see.”
    This technology can, and is, also applied to amputees. Many people who have lost a limb suffer from phantom pain -- that is, they feel pain emanating from the missing appendage. Tadi told us that amputee patients report instant relief from phantom pains, and psychologically, they become unaware of their disability because they can no longer perceive the missing part when wearing the HMD.
    MindMaze has developed technologies for motion capture of fingers and full body movement, facial expression detection, haptic feedback, and 3D rendering. Tadi said that between 2010 and 2012, he realized that all of these components are fundamental pieces needed for full immersive VR, and shifted towards making a unified platform of all these different technologies.
    MindMaze develops its own hardware and software, allowing the company to maintain control of its pipeline. Tadi told us the proprietary MindMaze platform needed to be able to “meet the very stringent needs for medical pieces” while remaining applicable to “gaming and other consumer media.”
    Tadi said he took the company down the medical path because he saw a need there, but he noted that another reason is that because any medical tech proves itself by maintaining stringent certifications. “You’ve got to prove your tech beyond doubt and it makes sense to have your own hardware,” he said.
    The next step for MindMaze is to move into other verticals beyond the medical sector, which it will do by licensing the technology platform to third parties that will sell products to businesses and consumers.
    Tadi was not willing to go into specifics, but he said we will hear about the first consumer-facing product in the near future. He did say that future products will include facial tracking sensors that can detect fatigue. Tadi said the first example of this tech will be used in pilot and driver training software.
    The $100 million first round investment into MindMaze will help the company bring its technology into other markets. We asked Tadi what his ultimate vision for MindMaze will be, and his response leads us to believe that $100 million is just the beginning. "It’s a lot like the 'Intel Inside' model. A lot of the human experiences are going to be powered by MindMaze," he said.
    Noticia:
    http://www.tomshardware.com/news/min...ech,31216.html

    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  8. #68
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Leap Motion's Orion is hand tracking for the future of VR and AR

    Leap Motion just announced their new motion tracking product specifically made for VR and hand tracking, the Orion.



    This new development is a leap forward in tracking your appendages while moving about in a 3D virtual world. Not only does it track, but the sensors are sensitive enough to allow for full, natural interaction with your hands and fingers. With this, you don't need a separate controller. You are the controller.

    The problem with VR has always been immersion. How do we fully feel like we're actually in another world. Especially when we're holding a controller, yet climbing a mountain, avoiding dinosaurs as best we can? The feeling isn't complete when you're not using your hands to do the actual climbing, especially when you can certainly seem them there. It can prevent you from fully suspending your belief, an important aspect in enjoying a VR experience.

    Orion can help with its more precise tracking and ability to distinguish your hand from the background far more easily, even when you come close to touching another surface. The new device, and SDK, also sport less latency, lower CPU usage and far better tracking across the entire field of view, even on the outskirts. It's a revolution that can only help propel VR into familiar and more commonplace tech.




    Noticia:
    http://www.tweaktown.com/news/50467/leap-motions-orion-hand-tracking-future-vr-ar/index.html






    Leap Motion releases big ‘Orion’ update, finger tracking now possible

    Although the big VR makers are working on hand-tracked controllers to allow us to bring our limbs into virtual worlds with us, Leap Motion has been developing a camera based solution and it’s had some success over the past couple of years. The recent Orion update could be the biggest yet though, as it’s made the tracking much more accurate and intuitive.
    Shown off in a demonstration video with a simplistic building title, a developer uses two hands with intricate finger tracking, to pull objects out of thin air, reconstruct them, throw them – all with detailed gesture controls. Fingers and thumbs are tracked on both hands, with multiple joints per digit.





    What’s most exciting about this release though, is that it’s software based. Major improvements have been made to tracking and latency, making the Leap Motion tracker far better at keeping an eye on lots of minute motions you make, opening up a lot of exciting possibilities for games and applications; and it’s all possible on the original hardware.
    “Orion software represents a paradigm shift in how we do hand tracking,” says David Holtz, Leap Motion’s co-founder and CTO (via UploadVR). “It’s built from the ground up specifically for VR. It’s radically smoother, faster, more reliable, and far more capable than even the best of what’s existed before.”





    Even putting your fingers outside of the camera’s range can work quite well, as the software is able to predict where they should be based on the orientation of your appendages within the field of view.
    Of course there are still difficulties with Leap Motion, such as the lack of haptic feedback in any sense – as you are quite literally patting the air when using it. However it’s clearly quite an effective system and opens up alternatives for those wanting motion-tracking before Oculus releases its Touch controllers in the latter half of 2016.


    Noticia:
    http://www.kitguru.net/components/vr...-now-possible/
    Última edição de Jorge-Vieira : 18-02-16 às 14:38
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  9. #69
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    AltspaceVR Adds Leap Motion Orion Support, Trio Of New Experiences


    AltspaceVR, a social experience in virtual reality, announced the addition of three new things to do within AltspaceVR. You can now participate in a game of virtual Disc Golf, play a game of Boss Monster with others, or visit your own private virtual art gallery. The company has also updated its hand tracking to support Leap Motion's new Orion platform.
    AltspaceVR is a place where you can meet up with friends and make new ones online in virtual locations. The company has been hosting regular activities such as group showings of twitch broadcasts, a VR comedy night, and even Dungeons & Dragons matches.
    Disc Golf

    The virtual version of Disc Golf is a little different from the real life version. In VR your goal is to get the disc through a series of obstacles in order to get it to a portal that marks the end of the puzzle. You want to get to the portal in as few throws as possible, similar to how golf is scored. AltspaceVR said that there are nine levels of disc golf, and each one increases in difficulty.
    The creators of Disc Golf will be online in AltspaceVR explaining how the game is played at 4pm PT today.

    Boss Monster

    If a tabletop game is more your style, but D&D is a little too involved for you, AltspaceVR now has Boss Monster, the game where you play a monster trying to eat as many souls of heroes as possible. The rules of the game are a little bit too intricate for a quick news story, but essentially you set up a booby-trapped dungeon in the hopes of capturing heroes looking for treasure. The game is a lot of fun, one of my favorite card games to play with friends actually, and the idea of playing online in VR sounds just as interesting.
    If you’ve never played the game before, the creators are hanging out in AltspaceVR all day today explaining how it works.
    Virtual Art

    What if you don’t want to do something a little more relaxing? How about checking out the Tumblr Art Gallery? AltspaceVR added a virtual art gallery for you to enjoy peacefully. The company said it plans to feature the works of nine new Tumblr artists each week that you’ll be able to take view in your own personal art gallery. The digital images will be displayed as if paintings hung on the wall, and you’ll be able to choose from a variety of different environments to view the art in.
    These three new updates for AltspaceVR are online now and available to anyone with an account.




    AltspaceVR Orion
    Additionally, AltspaceVR announce that as of today, Leap Motion support has been updated to work with the company’s new Orion platform. AltspaceVR said that as of today, if you want to continue to use your Leap Motion controller in AltspaceVR, you will need to install the new Orion beta.
    Noticia:
    http://www.tomshardware.com/news/alt...ort,31231.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  10. #70
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    Maingear Reveals 'Tuned For VR' Systems, New Customization Options For SuperStock Series


    Maingear's two popular systems have been updated for VR. The F131 desktop has a new chassis and component options, and the Nomad series has a new entry, the Nomad VR, which features desktop components with the power to handle virtual reality on the go.
    "VR is now a reality and both the F131 and NOMAD VR are ready to fully immerse you into any virtual adventure you seek," says Wallace Santos, CEO and Founder of MAINGEAR. "We offer the best customized gaming solutions available and our newest systems are designed to maximize experiences for any VR headset, including the Oculus Rift and the HTC Vive."
    F131

    Maingear said the new F131 desktop comes in a brand new brushed aluminum chassis design, which features a solid, clear tempered-glass side panel so you can see all of your components clearly. The company said the new case is more compact than the previous F131 model, but it can still pack all the components you'll likely need.
    The F131 can be configured with Intel Skylake or Haswell-E processors that Maingear will overclock if you desire it. You can also set it up with dual graphics cards, which can also be overclocked. The company said there is space for three SSDs and you can also have up to 64GB of DDR4.
    Maingear said that to keep the system cool, the case features Dual Flow VRTX cooling, which brings cool air in from the front and the rear, and exhausts hot air through the top. The company also offers different water cooling solutions that you can opt for. You can choose a closed loop cooler, or have Maingear build you a custom open-loop system.
    Nomad VR

    If you'd rather have something a bit more portable, the Maingear Nomad VR is probably more up your alley. Maingear said these laptops are configured with desktop level hardware, including the Intel i7 6700K and an Nvidia GeForce GTX 980, which the company said can both be overclocked.
    The Maingear Nomad VR is equipped with a 1080p G-Sync panel, a backlit keyboard and HD Foster Audio speakers, an integrated microphone and a 2.0-megapixel webcam. The laptop also features USB 3.1 with a Type-C connector and Thunderbolt 3 support.
    SuperStock Series F131

    In addition to the new "Tuned For VR" systems that were just announced, Maingear revealed a set of new customization options for the company's flagship SuperStock Series desktops. The company is now offering a new paint finish called ElectroColor. This new finish option is available in six different colors: Amped Red, Charge Grey, Epic Silver, Impulse Gold, Oxide Green and Volt Violet. Maingear said it "utilizes an electrochemical process to transform the aluminum chassis into a corrosion-resistant canvas with diamond-like durability."
    Maingear has also introduced two new options for water cooling tubing. The company is now offering clear PETG shatterproof hard tubing with the SUPERSTOCK Crystal Hardline system. Maingear has also announced the SUPERSTOCK Metal Hardline system, which features "hand-cut nickel plated metal tubing that shines under the LED lights and helps dissipates heat."
    Maingear's F131 desktops start at $1,799 and go up from there. The Superstock F131 systems start at $4,749 for a Skylake based machine, and $5,099 for an X99 build. The Nomad VR starts at $2,799 and it has a number of customization options, but Maingear doesn't offer a Superstock option for its laptops.
    Noticia:
    http://www.tomshardware.com/news/mai...ems,31276.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  11. #71
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    YEZZ Sfera latest developments: An exciting year start to Virtual Reality.

    YEZZ Sfera latest developments: An exciting year start to Virtual Reality.

    Miami - February 22nd, 2016 - As MWC 2016 kicks off, the unveiling of products in the VR segment is growing. While many concepts are entering the media, YEZZ Sfera development is under way. Announced earlier this year at CES 2016, the YEZZ Sfera is a project currently under development by the YEZZ brand. The project aims to build the first mobile device that features camera technology that generates a virtual reality experience when capturing 360 degree images and videos for its user.
    Virtual reality has long been an inaccessible niche, limited by price, functionality, and mobility. However, with the advancements of innovation in this sector made by the YEZZ Sfera, this technology truly becomes accessible to the masses.
    By utilizing this technology, patented by 360 Lab, YEZZ has now, for the first time ever, made it possible for the user to capture everything around them in the same instant by stitching the input from the front and rear facing cameras into one spherical image or video.

    The YEZZ Sfera will offer the MediaTek Helio processor which features a 2.0 GHz Octa Core Cortex A-53. The LTE device features a 5.5" HD display, 32GB ROM and 3GB RAM, an optional external memory of up to 64 GB, a 360 degree HD camera with special lenses and will be launched with Android 6.0 Marshmallow.
    MediaTek Helio™ is the flagship smartphone processor family that delivers cutting-edge processor performance, long-term endurance and efficiency, and premium multimedia experiences. With eight completely independent cores, MediaTek's True Octa-core processors combine industry-leading performance with outstanding energy efficiency. By choosing MediaTek Helio™ solution, YEZZ delivers outstanding multimedia performance.
    The development team has shared that they have been progressing quickly with the intention of having a full working model to display right after MWC 2016.
    See the latest updates and stay tuned on Twitter @YezzMobile for updates coming after MWC 2016.
    For more information about YEZZ and its products, visit www.sayyezz.com
    Noticia:
    http://www.hitechlegion.com/news-pre...irtual-reality
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  12. #72
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    Eurocom launches VR-ready notebook: GTX 980, i7-6700K, 64GB RAM, 4K

    Eurocom is known for making some incredibly bulky and powerful gaming and emergency server laptops, with its latest edition being along the same lines. Meet the Sky X93, a portable gaming device that has been marketed as VR-ready by the manufacturer.



    With a plethora of different internal options depending on your needs and budget, the top tier model shown off in a recent press release contains no less than an Intel Core i7-6700K, NVIDIA GeForce GTX 980, 64 GB DDR4 memory and an impressive 4K 17.3" display. Explained as a "desktop laptop," there are no mobile processors or video cards being used here, with Eurocom being well known for releasing desktop components within its laptop models.

    Running on an Intel Z170 Chipset, Eurocom says that this device is ready for any Oculus Rift or HTC Vive task you with to throw at it, further packing support for M.2 PCIe SSDs and the previously mentioned 4k UHD IPS display.

    Noticia:
    http://www.tweaktown.com/news/50663/...-4k/index.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  13. #73
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    Be careful in VR – wife nearly takes a punch from gamer

    If anyone remembers the early days of the Nintendo Wii, there were a lot of people posting images and video online of their Wiimotes buried in their TV screens, smashing mirrors and of course hitting other people. That problem is only exacerbated in VR, as you can’t even see the environment around you to avoid it. That goes double for anyone moving within your virtual space.
    In a short video showcasing the potential dangers of walking near someone who’s playing a motion controlled VR game – in this case Hover Junkers – the wife of a gamer narrowly missed a punch to the face. Kudos on her reaction speed, but perhaps we’re all going to need to designate VR play areas that non-players do not cross mid-game.





    In the video it’s clear that the gamer in question has cleared plenty of space to play in (also note that he didn’t have to cover that mirror) but it’s always worth bearing in mind that you need to consider the extension of your arms when creating a VR play space. If you don’t do that, there’s a real risk someone is going to catch a controller to the face.
    Noticia:
    http://www.kitguru.net/gaming/jon-ma...ch-from-gamer/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  14. #74
    Tech Ubër-Dominus Avatar de Jorge-Vieira
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    McDonald's Sweden's Happy Meal box transforms into VR headset






    Forget the HTC Vive and Oculus Rift: McDonald's Sweden will soon have everything you need for an excellent virtual reality experience. The company is launching a new version of the Happy Meal box that can transform into a virtual reality headset, which they're calling "Happy Goggles", complete with an in-house VR skiing game.
    Happy Goggles will only be available in a handful of stores in a trial run: 14 restaurants are participating, and will sell 3,500 convertible Happy Meal boxes on the weekends of March 5 and March 12. To get the headset you'll have to fork out around US$4.10, which is the typical price of a Happy Meal in Sweden.
    Similar to Google Cardboard, McDonald's VR headset requires you to insert a smartphone into the completed cardboard creation, which is (understandably) not included. However the construction process appears to be pretty simple, and it includes a pair of lenses.
    Happy Goggles have been created to tie in with Sportlov, a school holiday that allows children to go skiing in the country's numerous winter sports destinations. The game that accompanies the headset is called "Slope Stars", and will work without a VR headset for those that don't have access to one, or with an alternate set such as Cardboard.
    If the headset becomes a hit, there's a chance McDonald's will roll it out to a wider audience, potentially to other countries. Considering Google Cardboard and its alternatives typically cost more than a standard Happy Meal, it could be a great way to bring simple VR experiences to the masses.
    Noticia:
    http://www.techspot.com/news/63952-m...r-headset.html
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

  15. #75
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    Mixed reality trailers are a better way to demo VR

    One of the biggest issues faced by those hoping to showcase virtual reality games, is that conveying why they are awesome can be really difficult. Player motion alone is boring and in-game footage doesn’t explain what the player is doing. Blending the two together however, is a much better solution, giving you a real sense of what playing the game is like.





    In the above trailer for Fantastic Contraptions, it becomes so much easier to understand what is going on, when you see the movements of the player in the real world, as well as what they’re doing in-game. Although it doesn’t go as far as letting someone try it, for those who haven’t experienced VR with motion controllers, it’s much easier to understand watching a trailer like this, than a standard 2D video.
    The same goes for the newly announced AudioShield, which acts as a spiritual sequel to AudioSurf, but has you actually defending yourself against your favourite tracks.





    While not a trailer or a mixing of reality in the same polished way as those other videos though, Stress Level Zero’s many multiplayer demonstrations for Hover Junkers, have consistently shown videos of the players in the real world, juxtaposed with the in-game footage that makes it much easier to understand what’s happening.




    Noticia:
    http://www.kitguru.net/gaming/develo...ay-to-demo-vr/
    http://www.portugal-tech.pt/image.php?type=sigpic&userid=566&dateline=1384876765

 

 
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