Hardlight VR Haptic Vest Gets Significant Price Cut, Torso & Arm Tracking Demonstrated

Road to VR recently visited Hardlight VR’s downtown Seattle office to take a look at the new Mark III version of their haptic vest. During the visit, Hardlight VR revealed a dramatically lower price point of $300. This is down from the previous price of $630 for consumers and $1,100 for businesses. Now both consumers and businesses (like VR arcades) will pay the same, lower base price, but businesses will pay an additional monthly license fee of $10 (or $100 when paid yearly).

This new price point, which is even below their Kickstarter price—which raised close to $150,000 earlier this year—brings the VR accessory to a range now accessible for some consumers instead of just hardcore enthusiasts. The company’s Kickstarter video gives a good overview of the vest—though of course it can’t physically push you backwards as dramatized therein.

Hardlight VR team members Morgan Sinko, Lucian Copeland, and John Schork | Image by Road to VR

CEO Lucian Copeland says the lower price has been achieved because the company was “able to reach the production milestones that made this possible earlier than expected.” John Schork, Hardlight’s director of partnerships, said the team also felt the desire to keep pace with recent headset price cuts from both HTC and Oculus.

The company says they’ve begun delivering their vest to Kickstarter backers, and that pre-orders at the new, lower price are expected for delivery in March and April.

Using the Mark III

Image by Road to VR

I got the chance to try out the latest vest while at the Hardlight VR office. While I did have some help putting on the vest, they pointed out that the straps are designed so that I could put it on myself. The straps also make the vest adjustable so that one size can fit different body types.

Image by Road to VR

With the vest on, I jumped into Sairento VR (2016) for a quick demo. Feeling vibrations emminante down my arm every time I fired a revolver was very cool and definitely made the experience better.

Hardlight has been working with the developers behind Sairento and other VR games to directly control the vest’s 16 haptic units. I got a quick walkthrough of the tools that the developers would use to create vibration patterns and was told that some developers were able to add basic haptic feedback after only one day of work.

All of the electronics on the vest are removable, making it easier to clean without fear of damaging the components. The haptic motors are also attached to a series of inner plates that are designed to provide a tighter connection between the vest and the body. Hardlight also plans to sell an optional wireless module for $100 that fits on the lower back of the vest and provides power as well.

Torso & Arm Tracking

In addition to being a haptic vest, the Mark III comes with sensors that enable position and orientation tracking for a player’s arms and torso—something which can only be roughly estimated using head and hand tracking alone.

While I didn’t get to try this technology for myself, their demonstration video appears to show some pretty accurate tracking, particularly with the elbows. The difficulty of realistic elbow tracking is why today you often see many games with Rayman-style floating hands and games which ignore the player’s torso as a hitbox.

Backpack PC Compatibility

Photo by Road to VR

While the Hardlight vest was designed primarily for VR experiences, the team explained that it could also be used for more traditional audio and video experiences through the use of a pass-through audio port. The vest interprets the volume and frequencies of sound to produce an accompanying vibration throughout the vest, allowing it to double as a general-purpose rumble vest for traditional PC or console gaming. One Hardlight VR engineer has even created a “massage subroutine” for the system.

The team shared that they are working with backpack PC manufacturers like HP, MSI, and Zotac to make compatible adapters for their haptic vest, which would likely be attractive to customers interested in employing the vest in commercial settings. I got to try one of the prototypes: the weight felt well distributed and very sturdy, which is a must when you are swinging around an expensive backpack PC.

Vision for the Future

Image by Road to VR

After demoing the Mark III vest, Hardlight VR founder and chief revenue officer, Morgan Sinko, took me to the company’s engineering lab where they’ve begun very early development on the next iteration of the haptics vest. In the lab, Morgan showed me a solenoid that he hoped would deliver “kick-my-ass haptics;” While typical vibration motors provide a rumbling and buzzing sensation, a solenoid could be used to deliver a single strong impulse, closer to the feeling of an actual impact. He described using the solenoid side-by-side with the existing vibration motors but having them each activate for different sensation patterns.

After our discussion about solenoids, Morgan then pulled out a thermoelectric cooling and heating plate. He placed it in my hand to demonstrate how quickly the off-the-shelf component could heat up or cool down. Morgan envisions a future version of the vest containing a matrix of these plates placed throughout the vest so that developers could add a sense of temperature to their VR experiences. One of the current challenges, he said, is safety, because when used at full power, these components could actually cause burns or frostbite.

SEE ALSO
Hands-on: HaptX Glove Delivers Impressively Detailed Micro-pneumatic Haptics, Force Feedback

Throughout the discussion about future plans, Morgan also stressed that Hardlight is committed to continuing support for all of the current vest in use today. He also mentioned the need for future versions of the vest to be compatible with their existing SDK and software produced by Hardlight’s partners. Hardlight VR claims to have 27 software partners with some additional big name games coming soon.

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Where to Find VR at PAX West 2017

The Penny Arcade Expo (PAX) will be back in its hometown of Seattle this September 1st through 4th and Road to VR has again done the heavy lifting of sorting out all the VR things to see at this year’s convention:

Exhibitor Exhibit Platforms Location
Alienware (TBD) Oculus #1115
Anshar Studios Detached Oculus, Vive #6003
Archiact VR (TBD) (TBD) Westin Hotel, 4th Floor
Bethesda Softworks Doom, Skyrim, Fallout 4 Oculus, PSVR, Vive #1102
BigBox VR Smashbox Arena Oculus, PSVR, Vive Westin Hotel, 4th Floor
Cyan Inc Obduction Oculus, PSVR, Vive #857
Dell (TBD) Windows Mixed Reality #1125
Drifter Entertainment Gunheart Oculus, Vive Grand Hyatt
Emerald Beast Sellsword VR Oculus, Vive Westin Hotel, 4th Floor
Fantom Fathom Perch Oculus, Vive Westin Hotel, 4th Floor
Gattai Games Stifled Oculus, OSVR, PSVR, Vive #862
Gene Games (TBD) (TBD) Westin Hotel, 4th Floor
Kite and Lightning Bebylon Battle Royale Oculus, Vive Westin Hotel, 4th Floor
Hardlight VR Hardlight VR Suit PC Westin Hotel, 4th Floor
Oasis Games Light Tracer PSVR #6808
Oculus (Multiple games) Oculus Westin Hotel, 4th Floor
PlayStation (TBD) PSVR #100, #103, #109, #203, #209
Polyarc Moss PSVR #203 (Sony Booth)
Secret Location Blasters of the Universe Oculus, Vive #844
Smidgen Softworks How May I Haunt You Oculus 3rd Floor Annex
Spontaneous Quirk Aden’s Musical Playground Oculus Westin Hotel, 4th Floor
Square Enix Monster of the Deep: Final Fantasy XV PSVR Sheraton Hotel, Aspen Room
Survios Raw Data, Sprint Vector Oculus, Vive #1125 (Dell Gaming Booth, Raw Data), #625 (Intel Booth, Sprint Vector)
Surprise Attack Games Blind Oculus, OSVR, PSVR, Vive #6312
Think On Labs Ship It Oculus, Vive #7317
TN Games PhantomSense PC Westin Hotel, 4th Floor

In addition to the expo halls, PAX West will again have a VR freeplay area along with multiple tournaments throughout the 4-day event. There will also be many VR-themed panels and developer discussions (including one moderated by Road to VR).

Cell reception can be spotty in the packed Washington State Convention Center, so attendees may want to download the official PAX West 2017 guidebook (and a copy of this article) ahead of time.

The post Where to Find VR at PAX West 2017 appeared first on Road to VR.

Play 1 vs. 4 Against Your Non-VR Friends in ‘Late for Work’, Now in Early Access

Late for Work is a new entry into genre of asymmetric VR multiplayer. In it, one VR player takes control of a King Kong-like giant gorilla, while up to four non-VR friends control tanks and fighter jets that are trying to stop the rampaging beast.

Despite the recent price cut and other incentives that are lowering the barrier to entry for VR, few gamers have access to multiple headsets for local multiplayer VR gaming. To address this need, some developers have started including asymmetric multiplayer: a multiplayer game mode that allows VR players to play with their non-VR friends, with distinct roles for VR and non-VR players.

Recently launched in Early Access on Steam, Late for Work’s take on asymmetric VR multiplayer features multiple maps and a handful of familiar game modes. I was particularly interested in the ‘Hide and Seek’ game mode in which each non-VR player has an item that the gorilla player wants. The non-VR players have to quickly drive around the map and try and hide while the VR player tears up buildings looking for the cars. It’s a game mode that shows a lot of promise, but would benefit more from larger maps that will hopefully be fleshed out as development continues through Early Access.

Another unique feature the game is its locomotion system. To move around as the gorilla in VR, players have to grab the ground and pull it toward them in a way that is meant to simulate the knuckle-walking gait of an actual gorilla. It’s a system that works better than I would have expected and I found myself subconsciously hunching over like a real gorilla as I got more immersed over time. I could tell that it may not work for everyone though, and people who are especially prone to motion-sickness may want to avoid it. However, if you can handle The Climb (2016) or To the Top (2017), you should be fine getting around in Late for Work.

As it currently stands, the game is still very early on in its development. There is a lot of work to be done on art assets and user-interface, and planned features like online multiplayer and a single player campaign are not yet available. However, the developers have expect a long Early Access period between nine months and a year in which they will add content and polish to the game with feedback from players. The developers have also posted a public roadmap detailing upcoming features.

SEE ALSO
'Nemesis Perspective' Pits VR Player vs. Screen Player in Asymmetric Multiplayer Gameplay

Late for Work is available now on Steam Early Access for $10 for both the Oculus Rift and HTC Vive.

The post Play 1 vs. 4 Against Your Non-VR Friends in ‘Late for Work’, Now in Early Access appeared first on Road to VR.

Play 1 vs. 4 Against Your Non-VR Friends in ‘Late for Work’, Now in Early Access

Late for Work is a new entry into genre of asymmetric VR multiplayer. In it, one VR player takes control of a King Kong-like giant gorilla, while up to four non-VR friends control tanks and fighter jets that are trying to stop the rampaging beast.

Despite the recent price cut and other incentives that are lowering the barrier to entry for VR, few gamers have access to multiple headsets for local multiplayer VR gaming. To address this need, some developers have started including asymmetric multiplayer: a multiplayer game mode that allows VR players to play with their non-VR friends, with distinct roles for VR and non-VR players.

Recently launched in Early Access on Steam, Late for Work’s take on asymmetric VR multiplayer features multiple maps and a handful of familiar game modes. I was particularly interested in the ‘Hide and Seek’ game mode in which each non-VR player has an item that the gorilla player wants. The non-VR players have to quickly drive around the map and try and hide while the VR player tears up buildings looking for the cars. It’s a game mode that shows a lot of promise, but would benefit more from larger maps that will hopefully be fleshed out as development continues through Early Access.

Another unique feature the game is its locomotion system. To move around as the gorilla in VR, players have to grab the ground and pull it toward them in a way that is meant to simulate the knuckle-walking gait of an actual gorilla. It’s a system that works better than I would have expected and I found myself subconsciously hunching over like a real gorilla as I got more immersed over time. I could tell that it may not work for everyone though, and people who are especially prone to motion-sickness may want to avoid it. However, if you can handle The Climb (2016) or To the Top (2017), you should be fine getting around in Late for Work.

As it currently stands, the game is still very early on in its development. There is a lot of work to be done on art assets and user-interface, and planned features like online multiplayer and a single player campaign are not yet available. However, the developers have expect a long Early Access period between nine months and a year in which they will add content and polish to the game with feedback from players. The developers have also posted a public roadmap detailing upcoming features.

SEE ALSO
'Nemesis Perspective' Pits VR Player vs. Screen Player in Asymmetric Multiplayer Gameplay

Late for Work is available now on Steam Early Access for $10 for both the Oculus Rift and HTC Vive.

The post Play 1 vs. 4 Against Your Non-VR Friends in ‘Late for Work’, Now in Early Access appeared first on Road to VR.

Half of SteamVR Tracking Course Attendees Using Tech for Non-gaming

In August of last year, Valve created the SteamVR licensing program to allow any developer to create their very own SteamVR tracked object. At that time, Valve partnered with Synapse, a Seattle-area product development firm, to provide a mandatory training program for all SteamVR licensees. Road to VR met with Synapse’s electrical engineering program lead and SteamVR Tracking instructor, Doug Bruey, to talk about the tracking system and how it will be used by companies in the future.

From his experience teaching the SteamVR Tracking course, Bruey has an inside view on what companies are doing with the technology and when we might begin to see the fruits of their labor.


Road to VR:

How many students went through the SteamVR tracking training course?

Doug Bruey:

We had 15 courses with 149 attendees from 113 different companies.

Road to VR:

What was the mix of the students by their respective industries?

Doug Bruey:

It was really varied. I would say it’s 50% from gaming, but from the earliest classes we saw people from a variety of different markets. We’ve seen people from the automotive industry, advertising, athletics, gaming, computers, education, hospitals, industrial training and farming. We’ve had a couple different NASA contractors come through who were working on training simulations and setups for astronauts. There’s usually a pretty big part of the class that will be working on gaming and gaming accessories but the other half will come from other markets that you may not have expected.

SEE ALSO
A Look at NASA's Hybrid Reality Astronaut Training System, Powered by HTC Vive

Road to VR:

What’s the best guess for when the first product will come out from one of these course graduates?

Doug Bruey:

I would guess that you might expect to see something announced at the end of this year. The typical product cycle being about 18 months. Since people started taking this course in the fall of last year, once they get back and get started, I would expect you might start to see some products being announced and released towards the end of this year and beginning of next.

Road to VR:

Getting to Seattle is a difficulty for some VR startups. Is having a remote course something that you would consider providing in the future?

Doug Bruey:

It’s something that we’d be willing to do if there were people in who are interested in bringing us out. In March, Valve announced that the course is no longer required for licensees because the documentation has been dialed in well enough and the tools have been refined enough that people can pick it up and get the work started up on their own. Since that happened, we’ve seen a drop off in demand for the course because people don’t have to take it. They can go off and do it on their own.

We think the course can really accelerate the development effort and make sure that companies are really on the fast track for things they need to learn up front and to avoid any pitfalls. But we are a product development firm as well as a technical training firm, so if people are able to pick up the documentation and run with it and do the work they want to do, then the more power to them really. This technology will have wider access in the marketplace because there are fewer barriers to getting started.

Doug Bruey at the Synapse SteamVR Tracking training course

Road to VR:

You’ve produced some prototype hardware for the course and that seems like something that people would still like to have access to. Is there any way for people to purchase or acquire that from Synapse?

Doug Bruey:

We’ve developed prototype circuit boards and built that into a [tracked] reference object. Licensees get access to all the design files and they get access to everything they need to build it up themselves. If they want to buy hardware off-the-shelf, that reference design has been picked up by Triad Semiconductor. That is the group that developed the ASIC for the photo-sensor and you can buy those and the circuit boards themselves directly from Triad Semiconductor. We’ve developed the designs and Triad is producing them for retail.

SEE ALSO
SteamVR Tracking HDK Now Available for Anyone to Buy

Road to VR:

Last year at Steam Dev Days, Valve unveiled the knuckle controllers. Is that something that Synapse had a role in developing?

Doug Bruey:

Insofar as the new controller from Valve is based off of the electrical and firmware architecture that Synapse helped develop: we’ve definitely been involved in that way. But the product development, in terms of its ergonomics and its mechanics and controls and all the things that make that a unique product, that is a Valve effort.

Road to VR:

What are you excited for in the future of virtual and augmented reality?

Doug Bruey:

I’m excited to see how it moves into other markets and what kind of solutions it creates in places that nobody expected. Just like gaming is the tip of the spear in the performance of PCs, people take advantage of that in order to improve completely different computing areas. I see the same thing happening with VR.

On the market side, gaming is going to drive VR forward and once it becomes commercially viable at a consumer price point, then people with fantastic ideas in therapy or medical devices or cinema or any of these other areas, then they are going to get access to that technology because it will be reduced to a price that they can afford to play around with and develop on. At that point, we’ll see whole new solutions pop up in those areas. I’m really interested to see where VR finds its unique place in these other market verticals.

The other part of the other part of it that I’m really interested to see is where it’s going to drive technology, too. We have these ultra-high resolution displays on our laptops and our brain thinks “Wow, I can’t tell the difference between them anymore because my eyes can’t see the pixels.” Where does the display technology go from here? I think it’s interesting how we are going to need something like 16K displays because our eyes are so close to them. In order to get that retina-display resolution in a VR setting, we are going to need even higher resolutions.

The other thing is there are different video compression methods that are needed. Right now, for Netflix and other online video distribution platforms, latency isn’t a problem, so they can use compression methods that work across multiple frames. They get incredibly high compression ratios in order to deliver that content, but with VR the drive is always going to be how do I get that tether off of my system? How do I become as unencumbered as possible with no wire and hopefully no backpack on my back? If you do that and you want to communicate that video wirelessly, especially when you get up to 4K or higher, it’s going to be an incredible amount of data. It also needs to be delivered with incredibly low latency, down below 25 milliseconds or so, and so you can’t afford to wait to offer up multiple frames for your compression algorithm. You need to be able to do your compression in a smarter, lower latency way. I think we’re going to start to see some really interesting development in VR compression and ultimately gaming in general.
VR is going to again be the tip of the spear, it’s going to be driving the lowest latency possible. But then who knows what people are going to find use for that in other applications, from gaming to anything else that is trying to deliver really low latency video.

SEE ALSO
Students Hack Positional Tracking onto Gear VR with SteamVR Tracking

The post Half of SteamVR Tracking Course Attendees Using Tech for Non-gaming appeared first on Road to VR.

US Legislators Form VR-centric “Reality Caucus” to Guide Immersive Technology Policy

Yesterday five US congressional representatives announced the formation of a ‘Congressional Caucus on Virtual, Augmented and Mixed Reality’.

The bipartisan caucus will be co-chaired by:

The reps issued a joint statement about the caucus:

As these technologies continue to advance and grow, this ‘Reality Caucus’ will work to foster information sharing between Congress and our nation’s world-leading technology industry. These technologies have shown tremendous potential for innovation in the fields of entertainment, education and healthcare. As these technologies develop, questions will inevitably rise in privacy, intellectual property and other areas. This is an opportunity to educate our colleagues and others to ensure Congress is doing all it can to encourage – rather than hinder – these enterprising fields. We look forward to working with our colleagues on both sides of the aisle to help support innovation and address the challenges posed by this emerging sector.

Part of the US Congress, the reps are members of the House of Representatives which has 435 members that represent districts within states. Together the House of Representatives and the Senate form the Legislative branch of the US government which deals with passing laws and regulations. For a detailed analysis of the inner-workings of the bill passing process, see this award-winning documentary.

We reached out to Brian Sommer at IME Law to explain the role of the caucus and its importance to the industry:

The Congressional members that formed the Reality Caucus essentially are the initial go-to resource (the de facto Congressional experts) for Congress when augmented, virtual and mixed reality bills or legislation is discussed. Immersive technology business and thought leaders will be well-served by understanding the predilections of these U.S. representatives serving on this Caucus, as their voting records could signal whether the bipartisan committee members are more or less prone to enact regulations.

Meanwhile, lobbyists advocating for the immersive technology sector can make an immediate impact by educating Caucus members on emerging privacy issues. For example, heat mapping analytics and biometric data technologies present novel ways for consumers to engage and interact with these emerging technologies. At the same time, privacy rights must be respected.

With a coordinated effort by industry leaders, educators, and Caucus members, great strides can be made at a federal level to avoid needless regulations, and encourage continued innovation and development within the sector.”

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Experts Share 6 Legal Considerations to Know Before Jumping into the VR/AR Industry

Earlier this month, a panel of legal experts met at the SIXR Legal Workshop to discuss legal challenges in VR and AR development and how to navigate them. While VR and AR startups have many of the same legal needs as other tech companies, there are some challenges that are unique to the VR and AR space. While the panel focused mainly on the US legal system, some of their guidance also applies in other countries.

VR Does Not Fit into Any Existing “Work-for-hire” Category

Matt-Hooper-(1)
Matt Hooper

Before the panel, Road to VR sat down with Matt Hooper, founding partner at IME Law, to discuss how VR is different from other fields when it comes to legal matters. One of the first things he mentioned was how copyright law applied to VR work.

“There are only nine categories of work that can qualify as ‘work made for hire’ between independent contractors, meaning that if one contractor creates it, the other can own it without the need for a separate assignment. One of them is an audio-visual work, but one of them is not software code.”

Currently, this is type of work is new territory for the United States Copyright Office, but it’s something that could be cleared up in the future if the office issues an advisory opinion or adjusts their compendium. Hooper explains:

“They could make a statement in the compendium saying ‘A virtual reality work qualifies as an audio-visual work’ or ‘a virtual reality work that is mostly software-based (like a game) does not, but a virtual reality work that is mostly film-based does.’ It’s going to be really interesting to see how they do that,” he said. “They did have to address this issue with respect to video games. Often contracts provide that the content creator is both performing the work as a work-for-hire, and assigning all rights to the company commissioning the work, although this can create labor issues in certain states.”

Biometric Data is Legally Protected

According to Brian Sommer, of counsel at IME Law, VR and AR companies should be aware of legal protections regarding the collection and usage of biometric data.

“There are certain things that you have to disclose, plus you need user permission, before utilizing biometric data. Often what happens is lawsuits stem from a company collecting this data without getting consent first.”

In the US, both Illinois and Texas have laws pertaining to biometric data, and in Illinois, that law has been applied in a lawsuit against Snapchat; in this class-action lawsuit, the plaintiffs are alleging that the company failed to inform users that it was collecting facial data when using the app’s AR-powered facial filters.

SEE ALSO
HTC Vive GM on the New Vive Tracker & Privacy in VR

Even determining what legally constitutes biometric data can be challenging by itself. Kent Bye recently spoke with VR investor and attorney, Sarah Downey about privacy in VR.

“We have PII (personally identifiable information) which is a legal category when it comes to information protection, and that is very specifically laid out: what counts as PII and what doesn’t. There’s whole industries of people and privacy professionals whose jobs are around what counts as PII, what doesn’t, and how we protect that.”

Operating Agreements Are Critical

Jerry-Carlton-(2)
Jerry Carleton

Beyond the specific VR and AR-related legal challenges, startups should also be mindful of the many traditional legal pitfalls to avoid. One of those pitfalls is going into business without first having an official operating agreement.

Jerry Carleton, principal attorney at Immix Law Group says the agreement should contain not just intellectual property rights and how much partners are going to own, but also what is expected of each partner and what happens when someone needs to exit the partnership.

To illustrate his point, he referred to two companies, one that had an operating agreement and one that didn’t. Both companies had problems with a minority owner, and for the company with the operating agreement, this was a simple 15-minute phone call. The company without an agreement ended up spending 18 months in court.

“It was a total waste,” Carleton said. “Those resources could have gone to growing the company, to employing more people, or to pushing their technology out… Again, make sure you’ve got an agreement.”

Continue Reading on Page 2 >>

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