The Virtual Arena: VR Gets Schooled

Following on from previous coverage of the Enterprise approach for VR, and VRFocus columnist Kevin Williams, looks at the latest deployment of VR into the classroom and education structure revealed during the largest education and training event in Europe.

The Virtual ArenaMany of my regular followers will be familiar with the coverage I gave last year of The British Educational Training and Technology Show (BETT). So, it was with much interest that a returned to BETT 2018 to see how this initial interest in virtual reality (VR) technology was impacting the scene.

The BETT event filled London’s ExCel exhibition and convention centre, with a multitude of the latest technology learning and teaching aids – ranging from electronic whiteboards, smart teaching tablets, new 3D printing platforms, and the latest in machine learning applications to track pupil and student advancement.

The British Educational Training and Technology Show (BETT) - BETT 2018

Regarding VR in the classroom, the deployment of the immersive technology was still trying to define its offering – but was a force for good. The biggest presence on the mammoth show floor was from AVANTIS, building on last year’s presence, promoting their ClassVR platform. ClassVR offers a tough, self-contained head mounted display (HMD) designed for education. The unique headset featuring a see-through camera, and the ability to wireless communicate.

BETT 2018 - AVANTIS

BETT 2018 - AVANTISThe company’s large booth saw a lot of interest, with AVANTIS running a special enclosure that represented a World War I trench. An illustration of how the VR platform can be used as a learning experience that fits into the national syllabus. The ClassVR system offered in a multiple eight-unit case for class teaching.

BETT 2018 - AVANTIS

Another exhibitor that demonstrated their classroom ready VR platform was Redbox VR – offering their own ruggedly designed headsets, but in this case favouring a smart phone, rather than self-contained approach. The company having partnered to support the Google Cardboard standard for teaching (Google Expeditions). This partnership has resulted in a robust offering, with learning supported by a large content library.

BETT 2018 - Redbox VRBETT 2018 - Redbox VR

Google’s educational aspirations (Google for Education) were on display, with the company coming to BETT 2018 with a big booth promoting more their educational support content and smart apps than their hardware. But that was also looking at their curriculum and classroom advantage. The company did not have many Cardboard HMDs on their own booth, but were promoting their latest augmented reality (AR) tools, and how their Google Maps application married to class-based learning – Google Expeditions comprising some 700 experiences.

BETT 2018 - Google Education

One of the largest of the exhibitors on the show floor with a strong VR presence was Microsoft Worldwide Education, heavily promoting their Windows Mixed Reality offering in this sector of education. A wide selection of Windows Mixed Reality partners supported the booth with their headsets, including the HP VR1000, Acer AH101 and Dell Visor. Microsoft also promoted their Hololens AR solution, offering a comprehensive immersive platform solution, supported by a class-based VR and AR curriculum.

BETT 2018 - Microsoft Worldwide Education
The Dell Visor in use at BETT 2018.
BETT 2018 - Microsoft Worldwide Education
People were also able to get hands-on with Acer’s HMD.
BETT 2018 - Microsoft Worldwide Education
The Dell Visor

These headsets were seen across the BETT 2018 show floor – a concentrated effort by the manufacturers to support a Enterprise approach to VR, rather than focusing, as other headset developers, on a mainly VR gaming-related business approach.

On the Acer booth the company presented several of their educational endeavours, along with putting the Acer AH101 VR headset through its paces with a number of experiences.

BETT 2018 - Acer

Asus was also at the event, partnering up with Intel showed their Asus HC120 VR headset, tied into their virtual classroom demonstration, allowing for the immersive environment to be displayed in real-time to other classmates.

Dell Technologies (also in partnership with Intel and Microsoft) had a comprehensive education presentation across their product range, promoted as part of their “Virtual Futures” initiative. Their Dell Visor VR headset in its educational colours, going through its paces as a teaching tool allowing pupils to “delve” inside their subjects, with VR-based learning.

BETT 2018 - DellBETT 2018 - Dell Visor

Another of the supporters of the Windows Mixed Reality standard, Lenovo (once again in partnership with Intel) demonstrated their commitment to the VR learning opportunity, showing their Lenovo Explorer headset. But pride of place was also given to the new Lenovo Mirage Solo – freshly launched at CES that month, the Mirage supports the Google Daydream initiative.

BETT 2018 - Lenovo Mirage Solo
The Lenovo Mirage Solo
BETT 2018 - Lenovo Explorer
The Lenovo Explorer

The brand-new Lenovo Mirage Solo integrates Google’s WorldSense 6DOF positional tracking, as well as supporting a controller. Feeling more like a self-contained mobile VR application. It could be seen that Google’s Daydream has been slow out the blocks, though Lenovo were not shy in promoting their association.

BETT 2018 - Lenovo

BETT 2018 - Lenovo

Another of those supporting multiple approaches to offering a complimentary immersive solution to the educational sphere was HP. Along with their Windows Mixed Reality support, seen on the Microsoft booth, HP presented a selection of other VR solutions including an HTC Vive Backpack VR offering.

BETT 2018 - HPBETT 2018 - HP Backpack HTC Vive

Along with HP, many other exhibitors during BETT 2018 had HTC Vive room-scale setups on their booth demonstrating the application and opportunities that this approach had to offer. With regards Oculus VR, they were only seen on two booths, such as presented by Sensory Guru, who presented their Sensory VR – offering a wide variety of the latest VR platforms for deployment in special needs and educational services for inclusive classroom engagement.

Another exhibitor that has placed a considerable global effort into the promotion of a virtual classroom experience was VEATIVE Labs – the Singapore based operation presented a classroom application using their VEATIVE All-in-One headset, as well as a wide curriculum of specially created immersive content for students with teacher control built in. The company is also able to support other headsets, but with the VEATIVE solution is able to quickly adapt schools to the learning process.

BETT 2018 - Veative

BETT 2018 - Veative

It is the creation of this immersive content to best illustrate the power of VR learning that was also on display at this year’s BETT, with exhibitor HumanEyes Technologies demonstrating the VUZE VR camera, able to offer VR video and VR photo creation, perfect to be displayed in an educational approach.

BETT 2018 - HumanEyes with VUZE

BETT 2018 - HumanEyes with VUZE

While ClickView, provider of an online platform of curriculum-mapped videos for students, was branching beyond their conventional video content to specially created 360’ experiences building on the interactive education roots – with the ability for the teacher to build into the content questions and help shape the immersive learning approach.

BETT 2018 - ClickView

The appearance of HMDs in the educational landscape seemed to have stabilized at BETT 2018. With more practical solutions being promoted, rather than a feeling of just riding on the popularity of the tech trend. A novel approach seen at BETT was from exhibitors Rapid Electronics – along with their self-assembly programable robots and drones, the company also promoted their Airgineers VR googles, offering first-person view from their camera on their drone. The special wireless single offering a unique perspective, and is being employed in drone racing competitions. More an immersive display than true VR, it still offers a compelling experience – like the Live-Drive RC system reported in our IAAPA 2017 coverage.

BETT 2018 - Rapid Electronics with Airgineers

BETT 2018 - Rapid Electronics

And in conclusion it is the constant hunt for the next leading immersive technology trend that will shape the market that drives our attendance at the Enterprise industries events. BETT 2018 may have given a tantalising glimpse of the next trend on the horizon. Seen on a number of booths, the latest in projection systems – such as from Immersive Interactive, who presented a platform that can offer a immersive projected environment that is also interactive.

BETT 2018 - Immersive InteractiveProjection based immersive experiences obviously benefit from the ability to have multiple users immersed in the same experience, and does without the need for cumbersome HMDs and restrictive motion tracking. Though only now gathering momentum it is an interesting technology to keep in sight.

That is the conclusion of our coverage of BETT 2018 – we saw a lot of promise for VR, but also saw a powerplay by Windows Mixed Reality towards being able to control the high-ground of VR application, while developers such as AVANTIS start to see their VR platforms deployed into real-world locations. Next Years’ education event will prove to be where the reality of this tech’s benefit for immersive learning will be revealed.

There will be more from Kevin Williams and The Virtual Arena very soon, here on VRFocus.

 

Acer Windows VR Headset Review

Microsoft’s ‘Windows Mixed Reality’ platform has finally landed and the first batch of supported VR headsets are hitting the streets. I toured around the new Windows Fall Creators Update—which builds AR and VR support deep into the OS—with the Acer Mixed Reality Headset.

As usual, we’ll start with a general summary up top, and then expand into a deep dive further down. It’s worth noting that majority of this first batch of ‘Widows Mixed Reality’ VR headsets are built around a nearly identical lens/display/tracking camera foundation (which we understand to have stemmed from a Microsoft reference design). From that foundation, Microsoft’s partners, including Acer, have built the external look and feel of the headsets. So when it comes to specs and tracking performance, you can expect the headsets from Acer, Dell, Asus, HP, and Lenovo to be very similar.

The one major exception is Samsung’s Odyssey Windows VR headset which appears to have taken a more custom approach with unique lenses, displays, and integrated audio. Our hands-on preview of the Odyssey is here, and we expect to do a full review in time (though it doesn’t launch until early November).

Acer Windows VR Headset Review Summary

Photo by Road to VR

Right up front here I want to dispel any confusion that Microsoft has seeded with their non-conformist use of the term ‘Mixed Reality’. Although the Acer ‘Windows Mixed Reality’ VR headset has cameras on the front—the sort you might expect would provide pass-through video for augmented reality—actually none of these first Windows Mixed Reality headsets do any form of augmented reality, they are VR headsets through and through. The confusion comes from Microsoft using ‘Mixed Reality’ as an umbrella term to describe a spectrum of AR and VR technology. So while these VR headsets don’t support AR (which many people call mixed reality), Microsoft is saying their platform does. Now that that’s out of the way…

With the launch of a range of VR headsets and the deployment of the Fall Creators Update, Microsoft has orchestrated an impressive initial take on immersive computing and VR-enabled Windows.

With regards to Acer’s first tethered VR headset (the AH101), there’s notable pros and cons that may tilt the scale one way or the other depending upon which things you value the most. Setup is truly a breeze with native support under Windows 10 and no external sensors required for tracking. Microsoft’s inside-out head tracking is top-notch, and while the motion controllers are useable (clunky ergonomic design notwithstanding), they might not make the grade for hardcore gamers or content creators demanding the most robust hand input.

Photo by Road to VR

The clarity looking through the lenses is a moderate step forward with improved sharpness and a reduced (but still visible) screen door effect. The ability to flip-up the visor to interact with the real-world without removing the headset is a big plus, but there are some ergonomic annoyances (including no integrated headphones or microphone, and a design which makes it difficult to stay in the sweet spot of the lenses) that prevent the headset from being the a clear-cut winner.

All-in-all, the net result of the headset doesn’t manage to break into ‘next-gen’ territory, but instead feels like reasonable competition to what’s come before. Price is critical to the equation, especially now that the Rift’s price matches the $400 price of the Acer Windows VR headset. Looking at the headsets alone, early-adopters are likely to have a tough choice on their hands, but the Rift has the overwhelming lead on content for now (though between forthcoming Steam support and the possibility of Revive unlocking Oculus games for Windows VR headsets, things could change rather quickly).

When it comes to using the headset, the ‘Cliff House’ is the Windows VR equivalent of the desktop, a virtual space where you can place icons for immersive apps, and run traditional Windows applications as floating windows that can be placed around the environment as you desire. Having a ‘place’ to return to between diving into immersive apps, and one in which you can do traditional computing tasks (like browsing the web, downloading new apps, watching movies, etc), feels quite natural.

The space and its functions feel largely polished and stable, but the UX design is understandably clunky (and likely will be for some time, as the whole of the AR/VR industry matures the design language of immersive computing) but the foundation that Microsoft set for the future shouldn’t be underestimated. If the company can stick it out and nurture their investment while VR’s user base grows, they will have something significant on their hands.

Captured by Road to VR

However, Microsoft has much catching up to do in the VR app department, with a mere 47 immersive apps available for their platform at the time of writing, and only three or four of VR’s most recognizable hits. Support for Steam’s VR library has been promised (and is much needed), but early adopters will need to wait until this December to get access.

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Acer Windows VR Headset In-depth Review

Table of Contents

Note: This review is based on hardware meeting the Windows Mixed Reality ‘Ultra’ specification which has the headset’s display running at 90Hz. The Windows VR headsets can also operate on a much lower minimum specification, which runs the display at 60Hz, though we haven’t tested that mode in-depth yet. Details on ‘Ultra’ vs. minimum spec here.

PSA: All of the Windows VR headsets launching this month require a bluetooth 4.0 connection for the Windows VR Motion Controllers. Many desktop computers don’t have bluetooth built in; we picked up this bluetooth adapter which has worked flawlessly.

Hardware


Display & Lenses

Photo by Road to VR

As the least expensive offering in the Windows VR headset lineup at $400 (with bundled controllers), Acer’s first VR headset packs a display with a claimed 1,440 × 1,440 per-eye resolution and ~100 degree field of view. There’s a notable increase in sharpness compared the Rift and Vive’s 1,080 × 1,200 per-eye resolution.

The ‘screen door effect’ is reduced but still visible, perhaps partly owed to the LCD display which in some ways has a more uniform screen door structure than the PenTile subpixel layout of the Rift and Vive. When combined with the excellent lack of mura (inconsistencies in color and brightness from one pixel to the next) though, the net effect is a reasonable step up in clarity, but not something many would call ‘next-gen’. LCD displays aren’t exactly typically known for fast pixel switching times, which makes it harder to make use of low-persistence to reduce ghosting; quick head movements reveal quite a bit of ghosting when combined with high-contrast scene elements, but it isn’t so bad that you’re likely to notice it much unless you’re looking for it; saccades hide this artifact quite effectively.

When it comes the lenses, we’re looking at Fresnel with medium grit ridges (between the Rift {fine} and the Vive {coarse}); expect to see god ray artifacts in high contrast scenes. The headset makes it easy to get your eyes very close to the lenses (but not so easy to keep them there, more on that below) which results in a field of view which falls well into the same class as the Rift & Vive.


Headset Design & Ergonomics

Photo by Road to VR

The headset’s design and materials inspire more of a practical/toy feel than a premium product. The visor feels solid enough, though the head mount that holds it in place feels somewhat flimsy at its thinnest parts. For its plastic feel though, the Acer Windows VR headset is quite light and comfortable for long-term use. It’s well-balanced and even after more than an hour of continuous use I didn’t get that usual feeling of having a brick hanging off the front of my face.

Unfortunately the particulars of the design mean it can be difficult (borderline frustrating) to keep your eyes in the small sweet spot of the lenses. It feels as if the headset’s fit was designed without consideration of the weight of the cord; its weight essentially means the headset is always off-balance to the right side, necessitating counter-tilting and tightening the headstrap more than you should need to. It seems they should have had the cord come out the center of the back strap.

The lack of integrated headphones is a shame, and feels like a step backward compared to the Rift and the Vive (with Deluxe Audio Strap). You’ll need to plug in your own 3.5mm headphones, or use a wireless pair. This is partly mitigated by the Acer VR headset’s flip-up visor which is on a hinge and can snap into an upward position, letting you easily see the real world without removing the headset. While the head mount didn’t seem to interfere with the geometry of a few different pair of overhead headphones that I tested, the tether routing point is directly over your right ear which means the cable is likely to tug and push annoyingly on larger headphones. It seems earbuds might be ideal for the Acer Windows VR headset.

The tether routing point is directly over your right ear and may put the cables in an awkward spot if you’ve got bulky headphones. | Photo by Road to VR

Being able to flip-up the visor is a huge plus, making it easier to find and manage your headphones, controllers, and tether, and generally reducing the pain point of needing to take off a headset and put it back on every time you need to take a quick action outside of the headset. I would be thrilled to see more headsets follow this trend.

The flip-up visor also makes putting on the headset quick and easy. I found myself starting with the visor in its flipped-up state, putting the lenses right up to my eyes, and then flipping the head mount down behind my head. This approach makes it easy to hone in on the sweet spot of the lenses right off the bat, but as I mentioned before, the headset frustratingly has trouble staying there. I found myself frequently needing to make adjustments to maintain good visual clarity.

On my face at least, the visor creates an excellent seal with no light leak whatsoever. The one downside to this is that the foam around the nose pinches my nose slightly shut, reducing the my usual air intake. It’s a feeling that is incredibly uncomfortable to me after more than a few minutes of use. I promise that, if your face is anything like mine, you will consider just cutting out that section of foam with scissors. A bit of light leak around the nose is worth the feeling of regular breathing capacity.


Controller Design & Ergonomics

Photo by Road to VR

The ergonomic feel of the Windows Mixed Reality controllers makes them come off as a bit of a late addition, and leaves me waiting to go back to Touch or perhaps even the Vive controllers. They’re fairly large and unbalanced, and their big tracking rings are likely to bump into each other during moments of near-field hand interactions. The build quality feels a little cheap, especially the connection from the controller to the tracking ring, which flexes easily and doesn’t inspire much confidence in durability in the event of an accidental drop.

Size comparison of Touch (left) and the Windows Mixed Reality controller (right) | Photo by Road to VR

Both controllers have a trackpad and thumbstick which is an odd choice, and the placement of the pair doesn’t feel quite right for how your thumb naturally wants to rest (right between the two it turns out). The ‘grip button’ is truly a binary click-button, and feels more like an extra button than a ‘grab’. It’s quite small and can be a little awkward to press, depending upon how you’re gripping the controller (which is usually determined by whether you’re primarily using the stick or the trackpad). On the other hand, the trigger is of the squishy variety, though it isn’t clear yet if it is truly analog of not.

Continued on Page 2: Experience »

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