Facebook ‘Ramping Up’ App Lab Team For Faster Submissions

Facebook’s Andrew Bosworth said that the team sorting through developer App Lab submissions currently consists of only three people, but the company will expand to get through them faster.

The small team is likely why App Lab submissions seem to be taking a while to be approved, given the large amount of interest and submissions from developers.

As Facebook’s Vice President of Augmented and Virtual Reality, Bosworth confirmed that it was only small team working on submissions in a response during his latest Instagram AMA on Wednesday. A user asked if the Oculus team was surprised at the level of submissions to App Lab, to which he replied:

“I don’t think we’ve been surprised, we’ve been delighted. It’s been high volume. We actually only have like a team of, I think right now, 3 people going through those submissions, because the store had a pretty low volume… so, we’re ramping that up. We have got plans to grow that team so we can actually get through those submissions faster.”

The implication seems to be that pre-App Lab, submissions to the official Oculus Store were pretty low at first (likely before launch) and didn’t require a huge team of people. Clearly that interest has grown, hence why Bosworth said they will be “ramping [the team] up.”

If you’re looking to get started with App Lab content, check out our guide on how to find and install App Lab apps.

Oculus Quest Pro? Facebook’s Bosworth Winks At The Potential

In another one of his increasingly-frequent Instagram AMAs, Facebook’s Vice President of Augmented and Virtual Reality Andrew ‘Boz’ Bosworth hinted at the potential of a new Quest Pro model and discussed other upcoming features.

One user posed a question to Bosworth that read “Why can’t Oculus make a 600$ headset and put the best specs like Quest Pro 3 etc plz.” Bosworth then said “Quest Pro, huh… Interesting…” and gave a wink to the camera.

While Quest Pro is an interesting prospect and clearly a teasing response, it shouldn’t be seen as confirmation of the idea. Nonetheless, Facebook claims that Quest 2 is heading toward mainstream acceptance while aggressively targeting a low price for a gaming product that people desire. It is certainly possible now that the market is proven Facebook could consider differentiating the line with a higher specification model.

Bosworth also responded to a question asking if there were “any plans for implementing eye tracking on Oculus Quest.” He said that eye tracking is a “super interesting” area that Facebook has been researching for a long time, and that “it’s something we will fit into some future headset.” He then pointed out one of the major benefits of eye tracking technology is that you can “dramatically improve performance by only rendering things that are in the field of view of the fovea.”

“I’m certainly glad they’re making one,” said Bosworth in regards Sony’s confirmation of a next generation headset. “PSVR was such a tremendous hit and was a huge place for our developers to make cash and I hope PSVR 2 is as well.”

Bosworth also touched on app sharing, a new Quest feature, and why it isn’t currently available for Beat Saber. “One thing that is very tricky, as it relates to Beat Saber and other music-oriented software, is licensing and how that licensing model works. So we are still looking at this and we will let you know more when we have it.”

In regards to Virtual Desktop’s PC VR streaming returning to the official Oculus Store earlier this week, Bosworth said that after being “super conservative” about quality control of store content when Quest first launched, they’re now “putting more and more control into the hands of consumers.” He also noted that “so many people” were sideloading the alternate version of Virtual Desktop through SideQuest that bringing it back to the official store was now “kind of a no-brainer.”

You can participate in future AMAs over on Bosworth’s Instagram account, @boztank.

FOVE Launches v1.0 of its Eye-Tracking Headset

FOVE

Way back in 2016, long before the HTC Vive Pro Eye or Varjo, Japanese startup FOVE launched the first commercial eye-tracking headset. Since then the company (like many) has steered towards more commercial applications – especially in the medical industry – announcing today the launch of its v1.0 software update.

FOVE

While eye-tracking hasn’t entered the consumer field, the technology has been making great strides when it comes to enterprise use cases, from foveated rendering to user analytics. In the medical realm, the technology can aid the diagnosis of eye conditions or dizziness for example.

There are three editions of the FOVE0 headset, split only by the installed software. For medical researchers, there’s the new FOVE Pro software upgrade, offering the ability to measure eye torsion as well as measuring the contours of the eye. A new system has been implemented to allow calibration of one eye at a time, ideal for those who work with patients with strabismus or amblyopia.

For companies, there’s the FOVE Enterprise upgrade designed for use at scale. New features include single-point calibration, faster than FOVE’s traditional method, and then there’s support for NVIDIA Jetson Xavier NX embedded computing platforms, reducing the cost of deployments. Both the Enterprise and Pro versions are payable upgrades.

FOVE

The standard FOVE0 software is also getting an update (this one is free). FOVE is adding official support for Ubuntu Linux. This includes all VR features, such as the FOVE Compositor and eye-tracking.

For developers, FOVE’s SDK for C, C++, C# and Python have seen big APIs updates to help access the new features, along with the plugins for Unity and Unreal engines. For further updates on FOVE, keep reading VRFocus.

HP Reverb G2 Eye-Tracking, Face Camera Model Possibly Leaked

A recent potential leak suggests that HP Reverb G2 eye-tracking – and even facing tracking – may arrive in the form of a new model.

Aggiornamenti Lumia is the source behind the supposed leak for what it calls the HP Reverb Omnicept Edition. The image we use below comes from that report. At first glance, it may look like the usual HP Reverb G2, but you can spot one major difference from the off.

HP Reverb G2 Eye-tracking face camera

On the bottom of the device, between the two front-facing cameras, is what looks like a small tab. The original report notes that this tab includes a face camera, which could well track the movements of the lower half of your head. Feasibly, it could then take that data and relay it onto, say, a virtual avatar of yourself. Aggiornamenti Lumia also reports the headset has eye-tracking, though it’s hard to verify this in the images without having a look inside the headset.

The report also spots a difference in the type of strap on the side of the device and Road to VR also spotted what could be an electrode embedded in the face lining. Companies like Emteq use similar tech to scan muscle impulses as a means of facial replication in VR, accessing a deeper range of realistic emotions than what’s currently possible. Recently, Facebook Reality Labs shared new research for its own photorealistic face tracking that no longer requires a camera, but it’s still very far off.

If this is all true, it’s possible that the Omnicept Edition will be a more expensive version of the Reverb G2 aimed more towards enterprise customers. The original device, set to ship this fall, offers 4K VR and improved design and audio for $599. HP did recently tease it would have more exciting announcements on the VR end, and this could well have been one.

Would you be interested in an HP Reverb G2 eye-tracking headset with a face camera? Let us know in the comments below!

Rumor: HP is Building a Reverb G2 Model with Eye, Mouth, & Face-tracking

HP announced its Reverb G2 headset earlier this year and plans to ship it this fall. Another, rumored version of the headset referred to as the ‘Omnicept Edition’ is said to include eye, mouth, and face-tracking.

Reverb G2 is an upcoming headset that’s quite anticipated thanks to new features which mark it as the first ‘next-gen’ Windows VR headset.

But a rumored version of the headset—likely targeted toward enterprise use-cases—is said to include eye, mouth, and face-tracking.

The blog Aggiornamenti Lumia claims to have uncovered a photo of the headset, which it refers to as the “Reverb G2 Omnicept Edition.” The photo shows what appears to be an appendage hanging under the headset which would presumably house a camera for mouth-tracking. The photo also shows a small glimpse of an electrode embedded in the facepad.

Image courtesy Aggiornamenti Lumia

We’ve seen both approaches experimented with in other VR products. HTC, for instance, announced a mouth-tracking camera for its Vive Pro headset last year. And we’ve seen electrodes used along the facepad to derive face movement via measured electrical signals from the likes of MindMaze and others.

The big clue for eye-tracking in a VR headset is seeing IR illuminators around the lenses; unfortunately the photo offered by Aggiornamenti Lumia doesn’t give us a view of the lenses, but the blog does claim that eye-tracking is included.

There are commercial headsets available already with eye-tracking alone, but if the Reverb G2 Omnicept Edition includes eye, mouth, and face tracking hardware, it would be significantly more capable of full facial expression-tracking than other headsets.

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Exclusive Hands-on: Part Two – Everything New About Reverb G2

Aggiornamenti Lumia has not revealed the source of its information. While enough of the surface details of the report are correct to pique our interest, Road to VR has not been able to independently confirm the information, so we’re still treating this as a rumor.

HP declined to comment on the matter. “Unfortunately, we cannot comment on speculation of unannounced products or any future product plans,” a spokesperson said.

The post Rumor: HP is Building a Reverb G2 Model with Eye, Mouth, & Face-tracking appeared first on Road to VR.

Sunglasses-sized Tobii Pro Glasses 3 Will Make Eye Tracking Comfortable

If you were wondering how eye-tracking hardware could evolve after becoming frighteningly accurate — in a good way — there’s now an answer. Leading eye-tracking wearable maker Tobii revealed its Tobii Pro Glasses 3, which have shrunk to roughly the size of aviator-style sunglasses while adding even better recording technology. For businesses and researchers interested in measuring eye movements or using them to control devices, the comparatively small, unobtrusive form factor could be a very big deal.

Having spent years working on consumer and professional eye-tracking systems, the Swedish company is billing its latest offering as ideal for visual attention research, particularly outdoors, as it brings eye-tracking and real world scene-recording hardware into a design people could comfortably wear in public. Four eye cameras and 16 illuminators are integrated into the lenses without blocking the user’s view, while a wide-angle external camera simultaneously records “much more” of the environment than the second-generation Glasses model, even in dusk-like lighting conditions. Android and Windows devices can be used to wirelessly control recordings.

Unlike the company’s consumer hardware, which has been sold as an accessory and integrated into mixed reality headsets, Tobii Pro Glasses 3 are designed specifically for enterprise use. Designers can employ them to see how users interact with product prototypes, such as moment-by-moment tracking of a driver’s focus when testing new automotive heads-up displays. Marketers can use them to instantly track which packaging or product design attracts the most attention. Managers can watch replays of what workers see in factories or other workspaces, helping to increase safety or remove distractions. Audio is recorded along with the videos and synchronized eye-tracking data to provide a complete picture of the experience.

Like prior generations of the Tobii hardware, the wearable has uses beyond business applications, including scientific research. Measurements are done at very high rates — 50 or 100 updates per second — and the system automatically adjusts for slippage to keep tracking accurate throughout recordings. Tobii also offers add-on IR-blocking safety lenses for outdoor use, and it says the new design fits under helmets and headgear so that the glasses can be used in numerous scenarios. That’s an improvement over the prior model, which had some awkwardly positioned components that required special accommodations to integrate into helmets.

While the new glasses are indeed “Pro” and targeted towards enterprises, they demonstrate where eye tracking is headed for consumers in the foreseeable future — into ever-smaller and more convenient form factors. Beyond analytics, Tobii’s hardware enables eyes to control user interfaces, using gaze changes to move a cursor and reading a fixed gaze on a given point to signal acceptance or moving forward. VR and AR companies have welcomed that use of the technology, as well as the virtues of gaze tracking when offering foveated rendering, a technique that prioritizes graphics detail where the eye is looking, using less detail and computing power to render the periphery.

Tobii Pro Glasses 3 are available starting today. Pricing is available on request from the company’s sales team.

This post by Jeremy Horwitz originally appeared on VentureBeat.

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Enterprise-focused Standalone Pico Neo 2 & Eye-tracking Version Now Available

Pico Interactive today announced the price and availability of both Pico Neo 2 and its eye-tracking variant, Neo 2 Eye.

Both headsets are available for purchase starting today, with Neo 2 priced at $700 and Neo 2 Eye at $900. With its new Neo 2 headsets, Pico is targeting the enterprise market and will be selling both versions direct to companies.

Outside of Neo 2 Eye’s integrated eye-tracking from Swedish firm Tobii, the two variants differ only slightly in specs. Neo 2 Eye is 20 grams heavier and comes with slightly more RAM than the standard version to account for eye-tracking, something that’s tasked with things like foveated rendering, UI selection, and making social VR more of a natural experience, as a user’s eye movement is translated to a virtual avatar.

Image courtesy Pico Interactive

When we tried out Neo 2 and Neo 2 Eye at CES 2020 earlier this year, we called it the next best standalone after Oculus Quest for its comfortable thanks to Pico’s inclusion of a rear-mounted battery, serviceable positional and controller tracking, and overall experience.

The headset’s two motion controllers aren’t tracked optically like, for example, Oculus Quest though, instead using tracking based on a NDI’s Atraxa controller platform which fuses data from an on-board electromagnet (EM) and inertial measurement unit (IMU). This essentially allows Neo 2’s controllers to be immune from controller occlusion.

Make sure to check out our full hands-on with both Neo 2 and Neo 2 Eye for more.

Pico Neo 2 Specs

  • CPU – Qualcomm Snapdragon 845
  • Display – 3,840 × 2,160 LCD (1,920 × 2,160 per lens)
  • IPD Adjustment – in software, serving 55mm–71mm IPD
  • Refresh Rate – 75Hz
  • FOV – 101 degrees
  • Storage – 128GB
  • Headphones – built in to headband
  • Controllers – 6DOF motion controllers, based on sensor fusion of electromagnetic (EM) and inertial measurement unit (IMU)

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Nvidia Develops Lightweight VR Gaze Tracking System Using LED Sensors

All of the world’s top virtual reality headset makers agree that gaze tracking is going to be fundamental to the next generation of VR hardware, as the ability to sense an eye’s position in real time enables a computer to optimize detail rendering, and even offer cursor controls without the need for hand or head movements. But gaze tracking hardware currently is neither cheap nor small, so researchers at Nvidia have come up with a novel solution that could enable the technology to become more widespread.

Nvidia’s new gaze tracker uses a capability of common LEDs — their ability to both emit and sense light — to simplify the process of determining the eye’s position relative to a display. Like other gaze tracking systems, the Nvidia system uses a ring of infrared LEDs to project unseen light into the eye, but here, LEDs also are used for color-selective sensing from the same location. This enables the smallest and lowest-cost gaze tracking yet developed, the researchers note, while matching the accuracy and sampling rates of today’s most common solutions.

In one prototype, Nvidia uses a total of nine LEDs per eye, with three emitting IR light and six sensing the light, while a second prototype uses six LEDs per eye as both light sensors and light sources. Because the LEDs consume little power and rely on comparatively simple controller hardware and software, they cut overall latency, reduce the number of cameras needed by the headset, and remove the need for an extra image processing block within the headset’s pipeline.

Although Nvidia’s solution is performant enough to work for typical VR applications, the researchers caution that it might not be suitable for reading, neurological applications, or psychological research. While the LED system has a “good” median angular error of 0.7 degrees and a mean angular error as low as 1.1 degrees, camera-based alternatives can deliver “very high accuracy” results with error levels under 0.5 degrees. Nvidia also notes that its initial calibration phase is “comparably longer” versus other solutions, which in many cases use a “look here, here, here, and here” system to sync with eyes, and must recalibrate if the wearer’s face moves relative to the sensing hardware.

Nvidia’s gaze-sensing LED system is still in the prototype stage, so it’s not yet ready to challenge the Tobii solutions found in HTC and Pico VR headsets, or the 7invensun alternative selected for Nreal Light. But it could make its way into the next generation of VR headsets, enabling a new class of inexpensive and lightweight models with greater performance — assuming the researchers can find ways to make the calibration process fast enough not to annoy users.

This post by Jeremy Horwitz originally appeared on VentureBeat. 

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HTC Vive Pro Eye Gets A Price Cut And New Bundles

Hot off the heels of introducing new models of its Vive Cosmos consumer headset, HTC is today introducing two new editions of its enterprise-focused Vive Pro Eye device, along with a small price cut.

The Vive Pro Eye itself is now down to $1,399/£1,299 from $1,599/£1,499. Initially introduced last year, the Vive Pro Eye is very similar to the HTC Vive Pro, boasting improved ergonomics and screen resolution over the original Vive. As the name suggests, though, the Vive Pro Eye features eye-tracking, which can be used as a form of VR input or foveated rendering.

The first new offering for the kit is the $/1,599£1,551 Vive Pro Eye Office. This comes packaged with HTC’s ‘Vive Enterprise Business Warranty & Service’. The second is the $2,350/£2,280 Vive Pro Eye Office Arena Bundle. This adds in an extra two SteamVR 2.0 base stations, allowing for wider tracking areas (up to 10 m by 10m) and is fitted with a 20m fiber cable. As these extras suggest, this is intended for people using VR across a wide area, like arcades.

This news comes just after HTC revealed new bundles for the Vive Cosmos, including a cheaper Cosmos Play option and a SteamVR faceplate option for $899. Cosmos is HTC’s consumer-focused offering whereas Vive Pro Eye is largely intended for enterprise customers, though there’s nothing stopping VR enthusiasts picking it up. Judging by these prices, though, you’ll need deep pockets.

Does this Vive Pro Eye price cut have you considering picking up HTC’s headset? Let us know in the comments below!

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Pico Unveils Neo 2 Standalone Headset with Integrated Eye-tracking

Pico Interactive, the company behind a number of enterprise-focused standalone VR headsets, unveiled their newest line of Neo 2 headsets, one of which includes integrated eye-tracking from Tobii.

Neo 2 has been floating around for a few months now in its prototype form, albeit without the newly unveiled addition of eye-tracking. Venture Beat’s Jeremy Horowitz points out that headset made a few public appearances late last year when it was featured using Qualcomm’s Boundless XR streaming tech, which allows content streaming from a VR-ready PC over wireless 2X2 MIMO 802.11ac 5G link with a MIMO 5G router.

Powered by Qualcomm’s Snapdragon 845 processor with Boundless XR, the six degrees of freedom (6DOF) Pico Neo 2 line of standalone headsets includes both the Neo 2 Standard and Neo 2 Eye. Both are said to ship later this year, with Neo 2 Standard priced at $700 and the Neo 2 Eye at $900.

Image courtesy Pico Interactive

Tobii, the Sweden-based eye-tracking firm, says its integrated eye-tracking in the Neo 2 Eye allows for both improved graphics and longer battery life thanks to its dynamic foveated rendering, which is said to increase framerates “by up to 66% and reduces shading loads by up to 72%.”

Eye-tracking in VR allows for a few other things too outside of foveated rendering though. Knowing where a user is looking can unlock some insights into user behavior, something Tobii says can be used in a variety of use cases such as training and assessment, simulation, knowledge and skills transfer, and customer research. Other uses include eye-based UI input and enhancement of avatars for social VR interaction.

Neo 2 Specs

  • Resolution – 3,840 × 2,160@75Hz, PPI: 818​, 5.5 inch x 1 VR TFT
  • FOV – 101 degree,Fresnel​ lenses
  • IPD – Adaptive, 55mm – 71mm​
  • Tracking – Inside-out 6DOF Head tracking and Guardian System​
  • Controllers – 6DOF haptic controllers​
  • Audio – Integrated Spatial stereo speaker, Dual Mic EC/NR, 3.5mm Jack​
  • Connections – USB-C 3.0 Extendable 3.5mm Power DC Jack
  • Eye Tracking (Neo 2 Eye) – Gaze data output frequency (binocular), 90Hz refresh

We have feet on the ground in Las Vegas for CES 2020, which takes place January 7 – 10. Check back soon for all things AR/VR to come from one of the world’s largest consumer electronics shows.

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