F-35 Pilot: The AR Helmet’s Field Of View Is Too Narrow

In an interview with aviation magazine Hush-Kit, an anonymous F-35 pilot complained about the field of view of the jet’s AR helmet.

The F-35 is a multi-decade project by the United States & its global military allies to replace legacy “workhorse” aircraft like the F-16, F/A-18, and Harrier with a high tech multi-role stealth fighter with three variants.

AR helmets have been added to some previous fighter jets in mid-life upgrades, but F-35 was designed with it in mind from the start. As well as overlaying icons for friendly & enemy vehicles, the helmet can fuse the input from the six high resolution infrared (IR) sensors embedded in the aircraft, allowing the pilot to look through the airframe, or see in IR at night. All for the low price of $400,000.

The F-35 is the first modern fighter jet without a physical heads-up-display (HUD) in front of the pilot – the helmet overlays a 360° virtual HUD instead.

https://www.youtube.com/watch?v=a31GXbUtNUM

But according to the anonymous pilot Hush-Kit interviewed, the helmet’s AR field of view isn’t as wide as it needs to be:

The technology of the helmet is great, but I’d take a HUD any day. It all comes down to physics – you can only shrink things so much before they start to become degraded, and HUDs have bigger optics than helmets…currently.

While the pilot doesn’t use the phrase field of view – most people still aren’t familiar with it – it’s obvious that’s what’s meant by “bigger optics”, and the same issue is mentioned again at the end of the interview:

The sheer amount of situational awareness I gain from this aircraft and its displays is like nothing I’ve experienced before. The off-boresight helmet is much more accurate than legacy JHMCS systems and I find it clearer to read (although I still want a wide-angle HUD for flight and fight-critical data!).

The narrow field of view is the main flaw with almost all augmented reality technology today. Tech giants & optics suppliers are investing billions of dollars in the aim of inventing new optical & display technologies to overcome this, but there’s no clear answer yet.

Collins Aerospace, the contractor for the helmet, lists the field of view on its website as 30°x40°. That’s roughly the same as Microsoft’s HoloLens 2 and Magic Leap One.

augmented reality hololens 2 field of view

Theoretically, it’s already possible to get a wider field of view in a helmet form factor. Leap Motion’s helmet-sized Project North Star platform claims a 100 degree field of view. Keep in mind though the F-35’s helmet must be able to operate continuously in almost any environment, including under heavy g-forces and even after the aircraft takes some damage. Technologies deployed in the military also need to go through years of verification.

Still, if a $400,000 helmet can’t achieve a wide field of view, this might suggest the consumer AR glasses we all want are much further out than some of the hype suggests.

Mario Kart Live Review: A Blazing Trail Of AR Accomplishment

Mario Kart Live: Home Circuit is an ambitious attempt to bring the fabled racing series into your home, pairing a physical, camera-equipped RC kart with an AR-powered Nintendo Switch game. But does the game get take first place or stall at the starting line? Here’s our Mario Kart Live: Home Circuit Review.

Mario Kart Live’s premise is crazy, almost too crazy to be pulled off reliably — it’s a physical Mario Kart RC, controlled by a Nintendo Switch, which then displays the kart’s POV with a camera that’s mounted on top. As if that weren’t enough, the game overlays graphics onto the camera view to present an AR experience capable of fully recreating the Mario Kart experience. The catch is that courses are designed by you, and you race through your own home.

It may sound too good to be true, but for the most part it’s not. Mario Kart Live works incredibly well most of the time, provided you have the right setup for it. It’s a barrel of fun and has all the bells and whistles of a normal Mario Kart game — nothing is left behind here. It’s Mario Kart as you know it, except with your own custom AR courses mapped however you like across your home.

What you quickly realize is that there’s just as much fun in creating your courses as there is in playing them — you can make a course any shape, any size and decorate it with household items. It’s amazing to watch a game that’s as iconic as Mario Kart be played out around you, surrounded by a course made up of your own possessions.

The pairing process is quick and easy, and within minutes I was laying out the bones for wacky courses around my coffee table, peppered with household decorations for good effect. One night, I even went all out and set up disco lighting around a course peppered with game controls sitting at camera’s eye-level for decoration. The results you can get from being a bit creative, even before properly playing the game, are impressive.

Mario Kart Live AR Review

What’s included

In the box is one Mario or Luigi kart, a small USB-C to USB-A charging cable, two cardboard direction indicators (that come to life with AR, animated to indicate a sharp turn up ahead) and four collapsible cardboard gates, which you’ll use to mark out your course. You can place the cardboard gates anywhere you want, provided it’s within the signal range, but you’ll need to use furniture or heavy items to hold them in place. Even just a small nudge that misplaces them slightly can throw off the AR tracking.

You’ll also need a Nintendo Switch or Nintendo Switch Lite console, which is not included. There’s no way to control or connect to the Kart without a Switch and the accompanying Mario Kart Live software from the eshop, which is free to download.

AR Technical Stuff

In terms of the technical side of things, the AR technology works better than expected and is overall pretty good, with a few nitpicks. Given we’re talking about a Nintendo Switch paired with a physical, camera-equipped Mario Kart, it’s a remarkably impressive use of custom AR technology. It certainly works better, and is more fun, than any other AR game I’ve personally tried.

Before starting a race, you drive your kart through each gate to create a course, which is then displayed on the floor as an AR overlay. Plus, despite all races taking place in real life, Mario Kart Live uses AR to theme each race in a similar manner to traditional Mario Kart games. Each race has AR overlays that appear on the gates and are peppered over the racing track itself, with an impressive amount of AR assets and obstacles for each theme.

For the nostalgic World 1-1 track, for example, the gates are appropriately themed in the colors and pixelated style of Mario’s first ever 1-1 level, as pictured above. You even have to dodge 2D pixelated Goombas that move across the track.

However, there’s a lot more at risk here — if you bump into a Goomba, you risk veering off course and bumping into furniture, which can really set you back. The use of physical karts really points out how much work the regular Mario Kart games do to catch players up when they get sidelined.

Speaking of furniture, there’s no AR occlusion either, which means that real-life obstacles you place around or in the middle of your course might look odd in-game at times. For example, when I used a footstool in the middle of a course to act as an obstacle to loop around, there was no AR occlusion for the AI enemies, so they don’t disappear when they move behind it.

Gameplay

Let’s get one thing straight — this may be a toy, but it definitely isn’t a simplified version of Mario Kart. Mario Kart Live has almost all the features of the series’ mainline games, except it’s in your living room. There are all the staples like items, environmental obstacles and, of course, absolute chaos. When playing single player with just one physical kart, you can play in a Grand Prix mode against four AI Koopalings, or you can do a Custom Race mode where you can pick the theme and customize each gate.

The physical kart is well built and seems sturdy enough to take some wear and tear. This is a good thing, because you will bump into every piece of furniture in the house. It has a remarkably tight turning circle that matches the feel of existing Mario Kart games, and while it’s not particularly fast in real life, it feels it in-game.

Mario Kart Live AR Review

The kart also reacts to in-game events — if you use a mushroom in-game, your kart will speed up in real life. If you get hit by a shell, the physical kart will stop in its tracks too. Surprisingly, the kart can even drift, which will give you a speed boost, as you would expect. Technically the real kart doesn’t actually ‘drift’ — it just slows down and does a very tight turn — but in-game your avatar will adjust to a drifting position, which is an effect that works really well.

There’s a fairly decent, if expectedly shallow, progression system in Mario Kart Live that sees coins collected from races go towards unlockable cosmetics and rewards for your karts. There’s kart skins, Mario/Luigi costumes and kart horns. Plus, the 150cc and 200cc modes are initially locked — you’ll have to win a few trophies in the Grand Prix mode to unlock them.

Multiplayer

Of course, the big multiplayer draw is playing with two physical karts in a local multiplayer race. Sadly, I only received one review unit so I can’t comment on how well it works or how fun it is, but other UploadVR staff members who bought two units remarked that it worked well enough for them without any major problems.

There is also a time trial mode that will let you pass the control between players and take turns to see who gets the best time on your course, but let’s be honest — two karts will be where the real multiplayer is at.

Mario Kart Live AR Review

Connectivity, Reliability and Areas of Play

For the most part, in good conditions, I found that the connection and reliability of the game was pretty remarkable. I did experience some lag in certain sections of my living room, but after some testing it seems that this is specifically a quirk with my playing space. When the Switch is positioned slightly above ground, within 5m of the kart and with good line of sight to all areas of the track, I had no problems.

It’s worth noting that the connection seems to be between your Switch and the kart, and the position of your wi-fi router is (mostly) irrelevant. It doesn’t matter if the router is in another room without line of sight, as long as the Switch and the kart are in the same play area, you should be good to go. I was even able to take the Switch and kart out to my garage and play reliably in there, despite being ages (and several walls) away from my router.

Mario Kart Live AR Review

When it comes to the size of your play space, obviously the bigger the better. The amount of space you have will affect your experience, but you can make do with an area that’s relatively small. Nintendo recommends at least 3 x 3.5m, which is around what I had, and it felt a little cramped but still worked fine.

You also don’t need smooth floors — the kart works just as well on short carpet.

Nintendo says the kart is for indoor use only so, naturally, I ignored their warnings and tried it outside anyway. Sadly, the warning isn’t just for safety purposes — the AR camera must be calibrated for indoor light, because the kart’s surroundings showed up as an over-exposed white mess in-game when used in bright light outdoors. This doesn’t just affect the picture quality either — the over-exposure means that the game can’t pick up the diagrams and markings needed to recognize each gate, so you can’t plot a track or take part in any races.

In more overcast weather you might get away with it, but don’t expect to be setting up outdoor races anytime soon.

Mario Kart Live AR Review

Mario Kart Live: Home Circuit Review – Final Thoughts

Mario Kart Live: Home Circuit is an amazing achievement — it’s an application of AR technology that seems too good to be true, but actually makes good on its promises. It works incredibly well, but more importantly, it’s so much fun to play. There are times where you might experience the odd glitch or connection interruption, resulting in lag, but those don’t get in the way of just how amazing the whole kit is. It’s nothing short of astonishing that Nintendo has invented a toy that lets you race a physical Mario Kart around your house in an AR-supplemented version of Mario Kart with all the gameplay bells and whistles you would expect. The odd technical glitch is far outweighed by the impressive technical achievements.

Mario Kart Live takes a concept you know and love, and makes you think about it in a new way. The races are fantastic, but there’s just as much fun to be found before you even get to the start line. The game gives you the power to make and decorate your own Mario Kart race tracks, and that unlocks the kid inside of you, no matter your age.


 

4 STARS

mario kart ar review

For more on how we arrive at our scores, check out our review guidelines.


Review Scale

Mario Kart Live: Home Circuit is available now for Nintendo Switch for $99. 

ZapBox Reveals $40 Smartphone AR Headset, Kickstarter Now Live

In 2016, UK-based Zappar released a cardboard headset named ZapBox for viewing AR experiences through your smartphone. Today, the company is revealing a refreshed model using plastic.

The new ZapBox just launched a Kickstarter crowd-funding campaign looking for $65,000. Zappar labels the new device as a Mixed Reality headset capable of delivering augmented reality content with 6DOF movement for $40 and support for virtual reality, though its definition of VR is a little liberal.

Next ZapBox AR Headset Revealed

ZapBox AR Headset Kit

On the hardware front, the new ZapBox delivers a halo strap-design headset with brackets to hold a smartphone in front of a pair of lenses. The kit features two marker-based 6DOF controllers with triggers and a camera adaptor to place over your phone’s camera for a wider field of view. You can use a third square marker combined with computer vision to anchor virtual content to appear in the real world.

The company says any iPhone from 6 onwards will work with the kit, though can’t individually verify Android handset compatibility. It recommends Android phones be on the “higher end of the performance spectrum” and feature a gyroscope sensor and 60FPS camera mode.

ZapBox AR Headset VR Support

When it comes to VR, however, ZapBox proposes accessing Google Cardboard-style content with a view of the real world beyond the limits of the headset’s field of view. The company reasons this is a more comfortable and social way to experience VR without being cut off from the world, but you then have to question if it’s really VR at all.

That aside, ZapBox comes with an existing suite of content that makes use of its AR features, plus all previously-made ZapBox apps will work on the new kit.

Early bird units for ZapBox go for $35 but, once they’re gone, the price goes to $40. The company anticipates shipping the kit to consumers and developers in April 2021. For $65, developers will also get early access to the ZapBox Unity SDK in beta and an older model ZapBox to get working with.

New Details On Mario Kart Live: Home Circuit AR Racing Kit

A new video from Nintendo details what you can expect from the AR-powered racing kit Mario Kart Live: Home Circuit, set to launch later this month on October 16.

The new trailer, embedded above, confirms some details we suspected from the initial announcement footage and shows us even more features. Each kit comes with one kart (either Mario or Luigi), 4 gates, 2 arrow signboards, a USB charging cable and instructions for the game download, so you can install the required software on your Switch.

Mario Kart Live AR Switch

The gates are used to set up the track layout — you lay them wherever you want and then drive through them in order to define the track. You can create any path you want between each gate — you’re not just limited to standard race configurations — and some pretty wacky ones are featured in the video. The included arrow signboards will also transform when viewed in AR view, becoming the neon animated direction indicators from the main Mario Kart series (pictured below). While a big play space would obviously be better, Nintendo recommends a minimum play area of 10 x 12 feet.

Mario Kart Live AR Switch

In terms of gameplay, there looks to be a lot of content on offer. Just like traditional Mario Kart, there’s speed settings for 50, 100, 150 and 200cc, and you can compete in a Grand Prix against AI, with the ability to change the track layout between each race. Themed levels will also put an overlay on the AR gameplay — a water level, for example, will display a blue hue over the AR footage.

Mario Kart Live AR Switch

Everything that happens in-game will be reflected with the physical karts too. If you get a mushroom, your physical kart speed up. If you hit an obstacle, the kart will stop. Classic Mario Kart items such as red shells, blue shells, bananas, lightning, bloopers and bullet bill will all be available as well.

There are 24 Grand Prix race tracks, including Cheep Cheep Reef, Ember Island, Boo Fortress, Chain Chomp Gate, Rainbow Road, World 1-1 and Magikoopa Mirage. Selecting these race tracks will alter the environmental obstacles, which are themed differently depending for each track. The game will support playing against AI or with up to 4 other players total, provided each user has their own kart and Nintendo Switch.

While the initial announcement trailer looked cool, this new video has really cemented just how many features are in the game. This isn’t a stripped-down version of Mario Kart altered to work in AR, it looks like the opposite. Most elements you know and love from Mario Kart will be on offer in Home Circuit, but with an AR twist.

The Mario and Luigi kits for Mario Kart Live: Home Circuit are available from October 16 for $99 each.

Oculus Quest Getting Passthrough+ API For AR Apps, Starting With Spatial

Facebook intends to release an API next year that would essentially allow developers to support AR mode in their Oculus Quest apps.

Both Oculus Quests feature four ultra wide angle monochrome cameras. The system uses them for positional tracking and controller tracking, but you see the real world through them when setting up the Guardian system or by double tapping the headset. This is known as video passthrough.

It’s called “Passthrough+” because it uses computer vision algorithms to fuse the view of two of the cameras together into a depth-correct view. That’s needed because the physical cameras are actually very far from your real eyes. If their raw output was shown the scale and perspective would be wrong – you’d get a headache over time.

Remote work & meetings software Spatial already has access to the new API, and shared a short preview of it in action:

https://www.youtube.com/watch?v=aiw6OonAUCI

Note that while this API will let developers superimpose virtual objects into the real world, that doesn’t in any way require those devs to get access to the camera feeds.

Facebook isn’t giving any concrete details yet, but says it will share more on the feature next year. It’s possible this move could see it effectively become a dev kit for Facebook’s future AR ambitions.

Nreal AR Glasses To Get Controller-Free Hand Tracking Soon

Nreal Light AR glasses will get controller-free hand tracking in a near-future software update, thanks to a partnership with Qualcomm-backed Clay AIR.

Nreal Light

Nreal is a China-based company founded in 2017 with the goal of delivering lightweight consumer AR glasses before the major tech companies. Their first product is called Nreal Light. Instead of having on-board processing, the Nreal Light glasses are tethered to either a high end recent Android phone or an Nreal compute pack.

Specifically, the company claims the glasses will work with any Android phone which uses the Snapdragon 855 processor. That should include the Samsung Galaxy S10, Google Pixel 4, OnePlus 7, Galaxy Note 10, and more.

Nreal opened preorders back in November for a “developer kit” which includes the glasses and compute pack, for around $1200. The glasses alone are expected to be priced around $500 to consumers.

Nreal planned to ship the Nreal Light in 2019, but delayed until spring 2020. However, production was recently halted due to the novel coronavirus.

Controller-Free Hand Tracking

Nreal’s controller-free hand tracking is powered by California-based optical hand tracking company Clay AIR, which is backed by Qualcomm.

Developers can use the SDK to display the user’s hands as full hands, separate fingers, a bounding box, cursor or customized skins. The SDK will report when the user makes gestures such as pinch, point, grab, swipe and zoom.

This should make for a significantly improved user experience over Nreal’s previous default input method: your smartphone used as a 3DoF rotational laser pointer (similar to an Oculus Go controller). You can still opt for 6DoF controllers via Finch if you want, for an extra $200.

Nreal is not the first AR headset to get hand tracking. It’s a feature present in both Microsoft’s HoloLens 2 and the Magic Leap One. But it is the first to do so without a depth sensor, just like Oculus Quest was the first VR device to do this. Real time hand tracking without hardware-level depth information is significantly more difficult to do, requiring state of the art machine learning algorithms.

AR like Nreal is trying to build is extremely hard to do well. Outside-the-home AR faces a larger set of problems to overcome as compared with inside-the-house VR. A range of lighting conditions and an ever-changing world present significant hurdles for both AR displays and tracking, and our last few demos of Nreal were not without issue.

The fact that this hand tracking is provided by a third party (Clay AIR) also raises the possibility that other manufacturers, including potential future Oculus Quest competitors, could integrate this same technology.

We’ve seen the interesting ways developers have been experimenting with controller-free hand tracking in the VR space on Quest. If Nreal is able to sort out the production problems and gets this hardware out to a wider audience, we’ll keep a close eye on what possibilities it opens for developers in AR.

The post Nreal AR Glasses To Get Controller-Free Hand Tracking Soon appeared first on UploadVR.

Project North Star: Open-Source AR-Brille mit großem FoV von Leap Motion

Leap Motion, ein Unternehmen, das sich auf das Tracking der Hände über einen kleinen Controller spezialisiert hat, wird nun seine Ambitionen im Bereich Augmented Reality weiter vorantreiben. Mit Project North Star kündigt der Tracking-Spezialist eine Open-Source AR-Brille an, welche besonders durch ein großes Field of View punkten soll.

Project North Star mit großem Field of View

Project North Star

Bereits in der nächsten Woche will Magic Leap das Design veröffentlichen und das Team sagt, dass man eine solche AR-Brille für unter 100 US-Dollar produzieren könne, wenn man in die Massenfertigung ginge.

Project North Star: Open-Source AR-Brille mit großen Field of View von Leap Motion

Die Brille arbeitet mit zwei seitlich angebrachten Displays (Fast-Switching LCD), welche eine Auflösung von 1600 x 1400 Pixel bei 120 FPS und einem kombinierten Field of View von 100 Grad erreichen. Das Tracking der Hände wird mit 150Hz einen Bereich von 180 x 180 Grad abdecken. Da die Brille jedoch sehr günstig und zugänglich werden soll, muss Project North Star mit einem PC verbunden werden. Theoretisch ist aber auch ein Betrieb mit einer kleineren Recheneinheit denkbar. Selbst möchte das Team zukünftig an folgenden Punkten arbeiten:

  • Nach innen gerichtete eingebettete Kameras zur automatischen und präzisen Ausrichtung des vergrößerten Bildes auf die Augen des Anwenders sowie zur Augen- und Gesichtsverfolgung.
  • Kopfmontierte Umgebungslichtsensoren zur 360-Grad-Beleuchtungsabschätzung.
  • Richtlautsprecher in der Nähe der Ohren für diskretes, lokalisiertes Audiofeedback.
  • Elektrochromatische Beschichtungen auf den Reflektoren für elektrisch steuerbare variable Transparenz.
  • Mikro-Aktuatoren, die die Displays um Bruchteile eines Millimeters bewegen, um eine variable und dynamische Schärfentiefe basierend auf der Augenkonvergenz zu ermöglichen.

 

(Kursiver Teil übersetzt mit DeepL)

Project North Star

 

Wir dürfen sehr gespannt sein auf Project North Star. Besonders für Entwickler ist das Development Kit eine gute Nachricht, denn dieses könnte eine günstige und brauchbare Alternative zur HoloLens und Meta 2 darstellen.

(Quelle: Road to VR, Leap Motion)

 

Der Beitrag Project North Star: Open-Source AR-Brille mit großem FoV von Leap Motion zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Microsoft veröffentlicht Bilder von HoloLens-Prototypen

Nicht gerade trivial ist die Entwicklung einer funktionierenden AR-Brille: Erst kürzlich hat Magic Leap Bilder von Prototypen veröffentlicht, nun gibt auch Microsoft in einem Blog-Post tiefere Einblicke in die Entwicklung der HoloLens. Die sei vergleichbar damit, Antischwerkraft-Stiefel zu entwickeln, verrät einer der Designer.

Microsoft HoloLens

HoloLens: Einblicke in Entwicklungsprozess und Bilder von Prototypen

Roy Riccomini ist für den mechanischen Aufbau der HoloLens verantwortlich und beschreibt die Arbeit als die größte Aufgabe, der man sich in diesem Bereich stellen könnte. Der 30jährige war zuvor zehn Jahre bei Apple und war an der Entwicklung des iBooks beteiligt. Aber gerade die Herausforderung bei der HoloLens reizte den Designer, der die Schwierigkeit mit der Entwicklung von Antischwerkraftstiefeln vergleicht.

Auch die anderen Aufgaben waren und sind nicht leicht zu lösen – Patrick Codd hebt besonders hervor, dass Unwohlsein von Anwendern zu verhindern, wenn sie durch Augmented Reality in der realen Welt auf virtuelle Objekte treffen. Wie bei der Magic Leap waren die ersten Prototypen bei Microsoft klobig und unbequem. Nachdem die AR-Brillen aber erstmal funktionierten, begannen die Arbeiten am Formfaktor und das Tragegefühl zu verbessern.

Microsoft HoloLens

Auf dem Weg dahin musste das Team etliche Lösungen finden, die sich auch in der Anzahl der Patente niederschlagen: Allein der  ehemalige NASA-Satelliten-Designer Michael Nikkhoo zeichnet für nahezu 100 Patente verantwortlich. Inzwischen hat die HoloLens ihren Weg in kommerzielle Einsatz-Szenarien gefunden, das autarke Augmented Reality Headset ist als Entwickler-Version seit einiger Zeit erhältlich. Wann eine finale Version für Konsumenten und/oder Prosumer auf den Markt kommt, steht noch offen. Beim jetzigen Modell ist vor allem das kleine Sichtfeld von 35 Grad problematisch, zumindest theoretisch scheint das Team die Einschränkung gelöst zu haben und das Sichtfeld verdoppeln zu können.

(Quelle inklusive Bilder: Microsoft Blog)

Der Beitrag Microsoft veröffentlicht Bilder von HoloLens-Prototypen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Bericht: Magic Leap verschickt erste AR-Brillen an Entwickler

Laut einem Bericht von Bloomberg hat Magic Leap damit begonnen, erste AR-Brillen an ausgewählte Entwickler zu versenden. Dabei stellt das Unternehmen hohe Sicherheitsanforderungen auf: Die Empfänger verpflichten sich, die Magic Leap One in einem geschlossenen Safe aufzubewahren.

Magic Leap One erreicht erste Entwickler

Trotz einiger Ankündigungen und der Veröffentlichung des SDKs Lumin für die Magic Leap One bleibt die AR-Brille ein gut behütetes Geheimnis – das soll offensichtlich trotz erster Versendungen so bleiben, wie das renommierte Nachrichtenmagazin Bloomberg herausgefunden haben will. Erste Entwickler haben demnach die Magic Leap One erhalten und verpflichten sich dazu, die AR-Brille in einem Safe aufzubewahren. Ob trotzdem in Kürze neue Informationen zum Produkt durchsickern werden, ist daher ungewiss. Spätestens wenn ein größerer Roll-out erfolgt, sollte sich in der Hinsicht etwas tun.

Magic Leap SDK 2

Magic Leap verspricht, dass die AR-Brille noch in diesem Jahr auf den Markt kommen und damit eine völlig neue Plattform in die Welt bringen soll. Daher entschied sich das Unternehmen für den Beinamen „Creator Edition“ und hofft, dass viele Anwender selbst Inhalte für die AR-Brille entwickeln. Die Strategie des Unternehmens scheint es auch zu sein, die Magic Leap One in den örtlichen Handel zu bringen, damit Kunden die Brille direkt ausprobieren und erwerben können.

Magic Leap LuminSDK

Einige technische Details wurden durch die Veröffentlichung der Entwicklerumgebung Lumin bekannt. So besitzt die Brille nicht nur Roomtracking, sondern erfasst beispielsweise auch Hand-Gesten und bietet Eye-Tracking. Beim Sichtfeld könnte die Brille 60 Grad bieten, was sie zwischen VR-Headsets und Microsofts HoloLens positionieren würde. Die autarke AR-Brille von Microsoft bietet aktuell lediglich 35 Grad. Ein prominenter Unterstützer von Magic Leap ist der CEO von Epic Games: Tim Sweeney bescheinigt dem Unternehmen, alle Schlüsseltechnologien gemeistert zu haben. Wer Lust hat, schon jetzt für die AR-Brille zu entwickeln, kann sich Tutorials, das Lumin SDK sowie Plug-ins für Unity und die Unreal Engine von der Creator Webseite herunterladen. Die Pakete unterstützen sowohl Macs und PCs.

(Quelle: Bloomberg)

Der Beitrag Bericht: Magic Leap verschickt erste AR-Brillen an Entwickler zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Magic Leap One: Emulator legt Sichtfeld von 45 oder 60 Grad nah

Noch ist die AR-Brille Magic Leap One nicht auf dem Markt und der Hersteller schweigt sich bisher über konkrete technische Daten aus. Zur GDC 2018 veröffentlichte Magic Leap aber das SDK für die Hardware, womit Entwicklern ein Software-Emulator für die Brille zur Verfügung steht. Der lässt einige Rückschlüsse auf das zu erwartende Sichtfeld zu.

Magic Leap One wahrscheinlich mit 60 Grad Sichtfeld

Das Sichtfeld bei Augmented-Reality-Brillen ist eine große Herausforderung, wie die HoloLens von Microsoft zeigt. Das liegt in der derzeit verkauften Entwicklerversion bei lediglich 35 Grad, wodurch das Sichtfeld deutlich eingeschränkt ist. Allerdings sollte die nächste Version der HoloLens durch einen Trick das Sichtfeld auf 70 Grad verdoppeln können. Bisheriger Spitzenreiter ist allerdings die Meta 2, die laut Hersteller sogar 90 Grad abdeckt und damit fast so viel wie übliche Virtual Reality Headsets. In unserem Test offenbarte die Meta 2 allerdings andere Schwächen, beispielsweise beim Tracking.

Durch die Veröffentlichung des Lumin SDKs lassen sich nun Rückschlüsse auf das mögliche Sichtfeld der Magic Leap One ziehen. Schließlich sollten Entwickler via Emulator ihre Apps unter realen Bedingungen testen können, eine spätere Verkleinerung des Sichtfeldes wäre äußerst ungünstig. In einem Blogpost stellt nun der Entwickler Skarredghost Vermutungen und Berechnungen an, um das Sichtfeld der Magic Leap One zu bestimmen. Ganz einfach ist das nicht und die Ergebnisse fallen unterschiedlich aus. Letztlich tendiert der Autor zur Vermutung, dass das Sichtfeld 60 Grad horizontal und 45 Grad vertikal beträgt.

Allerdings spielt die Hoffnung dabei eine große Rolle, denn eine andere Art der Berechnung kommt auf 45 Grad horizontal und 34 Grad vertikal – das Seitenverhältnis von 3:4 bleibt dabei gleich. Letztlich glaubt Skarredghost, dass die 60 Grad realistischer seien. Ein erstes Hands-on des Rolling Stone im vergangen Jahr beschreibt das Sichtfeld etwas schwammig: Es wäre so, als halte man eine Videokassette mit halbem Armabstand vor die Augen. Es können also auch gut 45 Grad sein, was immer noch mehr wäre als bei der aktuellen HoloLens. Für 60 Grad spricht eher die Begeisterung des CEO von Epic Games, der Magic Leap bescheinigt, alle Schlüsseltechnologien „gemeistert“ zu haben.

(Quelle: Skarredghost)

Der Beitrag Magic Leap One: Emulator legt Sichtfeld von 45 oder 60 Grad nah zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!