VR vs. Browsing

Astonishingly I really don’t have much to discuss this week.  Well, on a first look anyway. This last week as a whole has been relatively quiet; apart from yesterday morning’s Oculus Rift news written by yours truly, of course. (Whichever bright spark had the idea to announce that when they did needs a boot up the backside by the way.) But other than that the relative quiet was not entirely unexpected. The post E3 time period is usually one that is drier than a desert that’s been involved in some kind of accident with a lorry full of anti-perspirant.  In fact, it’s a testimony to virtual reality’s (VR’s) growth and diversity that we’ve still had a lot to discuss in features and the like, and enough for the team to fill day after day with stories from around the world.

Oculus Rift

Not all of what VR produces is a gem, naturally.

As is the same with any creative medium; film, art, television, music, animation, literature – anything. There are some items out there that look like little presents full of joy, to be cherished and opened with exquisite care. There are experiences that grab you by the lapels, backhand you across the face then scream themselves hoarse at you with their intensity.  You can put on a headset and have it whisper in your ear secrets and lies, half-truths or it can set you down in the harsh reality of the world. Happy, sad, intrigued, confused, scared, brave, VR can show you it all and let you feel it all; but for every hidden gem or masterpiece there is still a masterfully crafted mess. For everything that looks like Moss there’s something that looks like Your Journey Home.

Yes, YouTube commenters, I actually agree with you. Just… Just what the heck were we looking at there?

The point is there is already a lot of VR related videogames, apps, 360 degree videos and so forth all over the place, and that number is only going to increase. (Hoorah!) As a VR user however, the likes of you and I need to be able to sift through that to find what we want.  So, with this in mind can someone please explain just why the online Oculus Store still doesn’t have an actual search function?

This may seem like a small and pretty petty annoyance but it’s a persistent one. And as someone who’s had to write and edit a lot of articles about shopping and retail in the last month or so it’s baffling why an online store has no ability to actually search what’s there. No the Oculus Store doesn’t have the variety of, say, Steam. But even a bog-standard online retail website has product search.

As things stand if you’re after something specific you can, as mentioned, use Google. Which seems a pretty odd concept to have to do. Go outside the store to find what’s in the store. There’s the store front, so yes, you can see what’s there. But it’s still the equivalent of going into a supermarket and choosing what you’re going to get by squinting down the aisle from the very beginning of it.

If that’s not helpful you have to open up every section on said store front in the hopes of finding what you’re looking for – and that’s if you know what you’re looking for.  For a newcomer or someone just looking to browse a subject matter it makes things notably awkward, and as a shopper if I can’t find what I’m looking for there I’m going to go elsewhere. What is shopping without browsing, after all? It’s been months and months and months yet nothing has been done about this. Something relatively simple that can make things so much easier. Sadly sometimes big, good, complicated things can be derailed by small basic things.

In a way though, that does feel very… Oculus.

 

Virtual Reality: Exploring the Business Applications

For decades, we have dreamt of transporting ourselves to alternate realities with the power of virtual reality (VR). As the hardware and software needed to create truly immersive, three dimensional worlds becomes more inexpensive and accessible, that dream comes ever closer to reality.

Once widely perceived as nothing more than a gimmick and a toy, VR head mounted display s(HMDs) are now being taken much more seriously. In fact, last year Samsung logged over one million users for their smartphones-based HMD. .

Visualise - Gear VRTech behemoths Google, Microsoft, Samsung and Facebook are pouring billions of dollars into VR in a race to bring a cheap VR product to mainstream consumers. “You’re getting a level of simulation quality that might’ve been possible only in a $1 million system just 20 or even 10 years ago,” Samsung’s GM of immersive products told Fortune about VR becoming a more affordable (and thus a more easily adopted) technology.

As the cost of participating in VR technologies rapidly diminishes, we are left with a few interesting considerations. VR has already proven itself to be rather effective as a new component of modern entertainment. Although not all the kinks are worked out, it is not a stretch of the imagination to picture VR headsets becoming a mainstay of commercial video gaming as well as other forms of interactive entertainment. What is far more intriguing is VR’s practical uses. If VR technologies continue to advance, they could become as ubiquitous as the personal computer. Without a shadow of a doubt, VR and augmented reality (AR)could enhance how we engage in work, just like the personal computer has. But, this leads to another question: what would this look like? And another: what applications would VR seep into first?

It was only three years ago that Facebook sunk its first $2 billion into VR when they acquired Oculus Rift, the then-burgeoning VR tech company. At a recent F8 conference, Zuckerberg provided us with a demo of the technology Facebook has been working so tirelessly on. He showcased not only its ability to transport users to constructed worlds and fantastical realms, but also its capability to augment existing places and things.

“The idea is that virtual reality puts people first. It’s all about who you’re with. Once you’re in there, you can do anything you want together — travel to Mars, play games, fight with swords, watch movies or teleport home to see your family,” he wrote in a post on social media. He highlighted mostly the social aspect of the company’s VR platform. But, in a small snippet of his demonstration, he showcased an avatar version of himself teleporting into the Facebook offices. It is quite feasible, then, that the technology could be used to augment remote work.

Mark Zuckerberg - Oculus TouchRemote work has been steadily rising in popularity over the past few years. Over a third of the US workforce has had some experience with it. It was predicted in the 80’s that it would become the future of work because of its manifold benefits. Virtual work has not yet become the norm, however, due to a few roadblocks. Namely, isolation is a major issue for telecommuters. VR, would, in effect, address the lack of social interaction remote workers experience.

Already, there are technologies such as Beam, which allows for telecommuters to report in to the office as a small screen on wheels. University of Pennsylvania engineering students have taken the technology a step forward with VR. They’ve created a roving robot equipped with 3D cameras. Users can “inhabit” the body of the robot using a VR headset.

According to the engineering students, testers of their technology have been able to conduct conversations and engage in rudimentary social interactions. If telepresence robots could indeed become a reality, remote work could resemble something very similar to how we define work presently — only without geographical constraints. Video conferencing and business meetings could likewise be met with radical transformations due to VR, as more impersonal methods of interacting would no doubt become obsolete.

VR could change more than how we define being present. “Our mission is to give anyone the power to express anything they’re thinking about or want to experience,” Zuckerberg explained about the company’s vision for the future of AR and VR at a live talk he hosted from Berlin. “I think that’s going to be really profound: not only being able to capture real things in a much more visceral way, but being able to construct different things that wouldn’t be possible.” As Zuckerberg illuminated in his chat, VR can alter our world instead of merely transporting us. What does this mean in terms of business applications? How we visualize, conceptualize and test important ideas and data could be totally changed.

Big data, for instance, could be more easily digested in a 3D realm, where researchers physically explore trends and data points rather than simply reading off facts and figures from sheets of numbers and graphs. According to one researcher, she was able to absorb around four times as much information utilizing VR as opposed to her traditional methods of analyzing data sets.

HTC Vive audio strap guy at deskTesting and prototyping could be revolutionized as well. The Ford Motor Company has reportedly been using VR since 1999 in order to more efficiently prototype vehicles and test ideas. “The impact on cost, time and quality are significant, and have allowed our designers and engineers more creative freedoms to explore options that in the past would have been to time- or cost-intensive to consider,” Ford’s senior technical leader said.

The automotive industry isn’t the only industry that could stand to benefit from VR, either. Programmers, designers and data scientists could all use the technology to break free of processing information from 2D sources, such as laptop screens and paper reports.

VR is already reshaping how we interact with media. Tech companies have recognized the massive growth potential of VR and AR technologies and are working hard to produce a VR product suitable for mass consumption. As adoption rises, it seems likely that these technologies could change remote work, and telecommunication in general. Telepresence is only the beginning. How we conceptualize, train and engage in work could be enhanced (and maybe even reimagined). Some members of the automotive industry, such as Ford, have already recognized the merits of VR as a tool and have integrated it into its prototyping process. Indeed, VR’s applications are seemingly infinite. We only need to find out how to properly navigate the changes it will most certainly bring.

 

 

Infographic: Virtual Reality in Motoring

The concept of virtual reality is increasingly making its presence felt across numerous industries, not least motoring. A few years ago, virtual reality (VR) would have been the sole preserve of research and development teams in the process of designing new vehicles. Now, it has made its way into the customer experience, with many showrooms offering virtual test drives to motorists who can get a true sense of how a car feels to drive without having to set foot outside the showroom. Indeed, motorists can now take virtual test drives from the comfort of their own homes.

Even mixed reality is interesting the automotive industry

The infographic below, which was created by Woodstock Motors, explores how VR is changing the game not just for drivers and motor companies, but also car dealerships, motoring circuits and satellite industries such as tire manufacturers. Aside from the virtual test drive experience which we mentioned earlier, VR has been put to very good use by several leading car brands. Ford and Audi have both utilized the technology to create virtual impressions of their vehicles which allow customers to obtain a sensual experience of the inside and outside of a car simply by wearing an Oculus Rift headset. Toyota has used VR for a different reason, namely to emphasize the importance of road safety by simulating a driving experience where motorists’ responses to numerous distractions are tested. If motorists could see the devastation that unsafe road habits could cause without actually putting themselves at risk, they may well be prompted to rethink their driving once they’ve seen a vivid depiction of just what could happen.

For showroom operators, VR opens some very enticing new doors. The provision of a virtual test drive will no doubt pique the interests of customers, who even if they don’t like the technology could still take the time to tour the showroom and perhaps be wooed by some of the cars on offer. There’s also the practical benefit of precious showroom real estate being liberated by VR test drives, with this free space potentially being used to showcase more cars.

Another intriguing aspect of VR is the potential for drivers to create their own custom ‘dream car’ and add or remove specific features as they please. For example, they can see a virtual display of how cup holders would be presented within the vehicle and tailor any such features to their own specifications. Essentially, you can create a car that’s unique to you – how cool is that!

It seems that it won’t be too much longer before using VR to build your customized ‘dream car’ in the morning and having it delivered to your door by evening is a common occurrence. The possibilities of VR are almost frightening to think about, even though the concept is still in its infancy. Whether or not it proves a lasting success, it’s hard to dispute the sense that VR will make us reconsider the way we look at the motoring industry.

This Week in VR Sport: Boxing’s Destroyer Signed Up For HTC Vive VR Title, With More Sports Videogames On The Way

MLB.com.Another week has come and gone in what feels like the blink of an eye. Is it really time for us to once again go through everything related to the worlds of sport and virtual reality (VR) from the last seven or so days? Apparently so. So let’s get on with things…

Pac-Man (Not The Namco One) Set To Go Virtual

Those of you with particularly good memories will recall that world renowned Filipino boxer Manny Pacquiao, widely regarded as one of the best boxers of all time and certainly one of the biggest names in the modern era of professional boxing is not totally unfamiliar with VR. Back in 2015 Pacquiao was one of a number of celebrities brought in to try out the then brand new Samsung Gear VR, with Pacquiao left apparently flabbergasted by his outer space trip.

Now it seems Pacquiao is set to become virtual himself thanks to a new deal agreed with South Korean developer Appnori Inc. Appnori was established by CEO Howard Lee, whose history includes a long stint as a GUI developer and mobile programmer for Samsung Mobile.

Appnori are perhaps best known for their ‘Kings’ series of VR videogames. Ping Pong Kings, Baseball Kings and now as revealed at a recent VIVE X Asia demo day the slightly awkwardly titled The Manny Pacquiao Boxing Kings VR.

It’s not actually clear if Pacquiao’s involvement in the game extends beyond licencing his name and possibly likeness as the game appears to be in a very early stage and no footage of it was shown. However Appnori did reveal plans that the game will include offline and online play with the goal of eventually inviting top ranking players to compete in a special (offline) tournament at which Pacquiao will adjudicate as a referee.

Prior to this agreement with Pacquiao, Appnori had also teamed up with Taiwanese baseball team Lamigo Monkeys. This also all follows Appnori’s tie-up with the International e-Sports Federation (IeSF), announced last month with little fanfare.

“The VR industry has already made several breakthroughs in terms of hardware. VR contents will grow explosively in the future, and it is time to adapt quickly to expand the scope of esports.” Said IeSF Secretary General Alex Lim. “In this regard, we are pleased to work with Appnori. VR and esports combined will create various synergies and will be the next combination for esports to expand. IeSF will make sure that esports is not only about creating business but also to look for creation of universal values for society, and to take care of the people involved in the industry as well.”

Sean Kwon, Appnori’s Head of International Business also confirmed in his Vive X presentation that they had five titles “in the pipeline” with graphics shown confirming that along with boxing, VR videogames based around football, badminton, archery and fencing are also being developed.  It was not confirmed if this would be a continuation of the Kings series or not but it is likely that they are.

Battlegrounds VR Makes It’s Debut

Battlegrounds VR  appeared twice in London over the last week. Firstly at POP Brixton last weekend where it made its world debut and then in Hyde Park this last Tuesday. Battlegrounds VR is a a brand new virtual reality (VR) gaming experience which has been developed by Major League Baseball (MLB) and gives baseball fans the chance to swing for the fences in a ‘Home Run Derby’ for either the Los Angeles Dodgers or Boston Red Sox.

The experience put you on the plate in either team’s stadium and utilizes both quadrophonic sound courtesy of audio electronics brand Altec Lansing and the HTC Vive head-mounted display (HMD). Most noticeable however is that it  takes place inside ten foot high steel cage – a sensible precaution when you’ve got someone who can’t see the real world around them swinging a bat around .

MLB.com ‘s Vice President of Games and VR Jamie Leece, commented: “Battlegrounds is an amazing opportunity to bring our European fans this unique combination of virtual interactive technology and the challenge, skills and fun atmosphere of Major League Baseball.”

Red Bull’s X-Fighters Get Let Loose In Madrid

Yesterday saw the latest round of Red Bull’s 2017 X-Fighters competition, held at Plaza de Toros de Las Ventas, a famous bull ring which has been a venue for the Red Bull X-Fighters contests now for 16 years. However, as VRFocus reported yesterday, in the hours leading up to the event the drinks company released a new 360 degree video featuring ‘novilleros’ (debuting stars) Fred Kyrillos and Christian Myer – in a Where’s Wally/Waldo style caper.

You can see the video below.

There’ll no doubt be even more sports news related to VR and it’s sister technologies in the next week. Be sure to check back throughout the weekend for everything else VR going on.

A Guide To Mixed Reality Capture on Oculus Rift

With Oculus recently introducing the ability to natively capture Mixed Reality (MR) footage, VRFocus thought that we would be helpful and provide a guide in how to set yourself up to capture such footage. Mixed reality footage means that viewers can see the person playing alongside the virtual reality (VR) environment, giving viewers a better idea of what is happening in the VR experience.

Before You Start

Its important to verify first of all that you have a PC and camera that meet the minimum requirements for MR capture. MR capture creates a greater demand on a system than simply running a VR application on a PC, so users who find that they are struggling with standard VR applications may wish to consider an upgrade before attempting MR capture. A list of recommended PC specs from Oculus can be found here.

Setting Up

The first thing you will need to do is decide if you are using a fixed or dynamic camera. Static or fixed cameras are easier to set up and calibrate, but only give you a single view of a scene. A dynamic camera is one that has been associated with a particular VR object and allows you to move the camera around. This of course means that if you are planning to use a dynamic camera, you will need to create the VR Object, usually a Touch controller, to associate the camera to.

If you are using a static camera, this step can be skipped.

Then the Camera needs to be calibrated to capture images in the real world. You can view the diagram below for positioning information for your sensors, camera and Green Screen. You will then need to download 1) The calibration image and 2) The Oculus CameraTool from the Mixed Reality Tools section of the Oculus Downloads page.

Calibrating Your Camera

Once you have everything in the optimum position, launch the Cameratool. Select ‘Calibrate Camera’. If you are using a Dynamic camera, make sure the VR object is active and in view of the sensors. Select your camera from the drop-down menu and enter an identifier for this configuration. You will then need to enter your camera’s resolution, this information can usually be found on the box your camera came in, or from the manufacturer’s website.

Select ‘Start Intrinsic Calibration and align the calibration print-out with the box placed on screen, once this is aligned press the X or A button on the Touch controller. The tool will then use this to remove any distortion. You are aiming for a result value of less than 1. Anything higher and its a good idea to re-run the calibration.

If you are using a Dynamic camera, you will need to select what object will be tracked as the camera at this point.

You will then need to position your Rift in in the boxes that will appear on-screen. You’ll need to adjust the distance from the headset to the camera in order to align this correctly. When you’ve lined it up, again press X or A on the Touch controller.

Finally, virtual controllers will be overlaid over your Touch controllers to show the calibration results, you can use sliders to adjust this. It’s best to keep the controllers totally still for this step.

Once all this is completed, you can save this configuration to a file or the system.

Compositing

There are two ways that apps can render MR, either the app handles all the compositing, green screen clipping and other rendering internally, or it can use a 3rd-party application such as OBS Studio or Xsplit to combine the various elements. For this guide, we will be using OBS Studio as an example.

First, launch the app in Mixed Reality Mode. Then launch OBS studio and create your first source. This will be your background, so you will need to select ‘Window Capture’ to grab the Window that contains the scene in VR. Some apps also capture a foreground, you will need to add a filter to select the foreground. Fill the background and foreground to the whole window by selecting Transformer – Stretch.

Create another source. This will be your external camera. Apply the same transform that you did to the foreground and background layers.

Add a chroma key effect to remove your Green Screen and adjust the scenes as required. The order should go foreground, external camera images, background.

Once all that is all done, you will be ready to capture your Mixed Reality Experience.

Feel Like a Puzzle Space God in Toran

There were several domes at Unite Unity’s Technology Conferences (Amsterdam), that showcased virtual reality (VR) videogames and experiences. Some of them were action packed and involved lightsabers whilst others were a little bit more calm. Toran, the first VR game by Swedish Studio Really Interactive is a puzzle adventure science-fiction game.

You play as a scientist who finds an alien artefact on a distant moon, which turns out to be a vehicle for travelling between stars. Toran is in the experimentation stages and has no plans for release as of yet, but Jonatan Crafoord tells VRFocus that it will be available for the HTC Vive and Oculus Rift. You use your controller to solve various puzzles, expanding and contracting galaxies whilst lining up stars and re-shaping stars to fit a certain shape. Really Interactive plans to expand the game by adding more puzzles, story and content. To find out more check out the video below.

 

 

A Guide to Oculus Rift Controllers: Oculus Touch, Xbox One Game Pads and More

The Oculus Rift has been available to consumers for over a year now, and in that time three different control options have been made available. Newcomers to virtual reality (VR) may find the options available somewhat confusing, so VRFocus has dug in to detail each and every option, their value in VR and what they mean for those yet to make their first head-mounted display (HMD) purchase.

 

Oculus Rift consumer version

 

The Oculus Rift made its consumer debut on 28th March 2016, priced at $599 USD. A large selection of launch titles offered support for the two bundled control systems: the Oculus Remote and an Xbox One controller. Since then, the Oculus Touch motion-control system has also launched as a separate purchase, plus a new bundle has been released not lowering the price, but instead including the Oculus Touch controllers in that $599 price-tag.

That’s the short version, but there’s much more information to be had. What applications work best with which device? Is it all about videogames? What about healthcare? Education? Enterprise? What control system will work best for your industrial application? And if you’re just getting started in VR development, which system should you be targeting?

To the early adopters of VR these questions may seem elementary, but it should also be obvious to the existing community that VR hasn’t yet reached even 1% of its potential audience. For newcomers, the barriers for entry need to be lowered significantly, and that’s where VRFocus assist with the below breakdown of every input solution currently available for the Oculus Rift.

For those about to purchase an Oculus Rift for the first time, you can find a guide to setting-up the Oculus Rift here.

A Guide to the Rock Band Guitar Controller for Oculus Rift

The Rock Band Guitar Controller is the least essential of all the input solutions for the Oculus Rift, simply because it only has one compatible videogame: Rock Band VR. However, your choice of Rock Band Guitar Controller – given the openness of the PC format – is pretty easy-going.

Rockband VRCompatible Rock Band Guitar Controllers

According to Oculus VR, Rock Band VR for Oculus Rift is compatible with any of the following:

• PlayStation®4 Fender Stratocaster*
• PlayStation®4 Fender Jaguar®*
• Xbox One Fender Stratocaster**
• Xbox One Fender Jaguar**

*Requires Bluetooth
**Requires Windows 10 Anniversary edition.

All purchases of Oculus Touch come with an adapter to allow a single controller to be attached to any Rock Band Guitar Controller. However, an Oculus Touch controller is required in addition to a Rock Band Guitar Controller to play Rock Band VR.

Rock Band Guitar Controller Price

The various Rock Band Guitar Controllers that are compatible with Rock Band VR and the Oculus Rift do vary greatly in price. Typically priced at around £50 GBP, some of the above listed Rock Band Guitar Controllers, as stated, may require a separate purchase of a Bluetooth adapter.

How to Use the Rock Band Guitar Controller

The Rock Band Guitar Controller is only compatible with Rock Band VR, and as such has limited use cases. The installation process will be familiar to anyone who has previously installed an external input device of any nature and Rock Band VR will automatically detect whether or not a compatible Rock Band Guitar Controller is connected.

A Guide to the Oculus Rift’s Touch Controllers

Oculus VR launched their motion-controller solution for the Oculus Rift, Oculus Touch, late last year. The expense of the device didn’t deter early adopters, however a price cut a few months after launch saw Oculus Touch bundles with the original Oculus Rift package at no extra cost. As such, the Oculus Touch is essentially part of the standard bundle moving forward.

Oculus Touch Launch & Price

The Oculus Touch launched on 6th December 2016, priced at £199 GBP for the pair of controllers. However, the controllers are now available £99, and included with the Oculus Rift bundle for £598. This essentially means that the Oculus Touch controllers are now included with an Oculus Rift at no extra cost based on the head-mounted display’s (HMD) original launch price.

Indeed, you can no longer purchase the Oculus Rift without Oculus Touch when using Oculus VR’s own online store. However external retail partners do still offer the solo packages.

How to Use the Oculus Touch Controllers

The Oculus Touch controllers use an additional Constellation tracker for standard input. This tracker is desk mounted, and comes included with the purchase of Oculus Touch. However, an additional tracker can be purchased for a wider tracking space; directly competing with the HTC Vive’s roomscale technology. Information on how to set this wider tracking volume up is available on Oculus VR’s own website.

Apps and Games Compatible with Oculus Touch

The Oculus Touch has a rapidly growing library of compatible videogames and applications. More than 100 titles are already available, and of course the Oculus Store highlights the controller compatibility for each title. The Oculus Touch also has a special section for motion-controller compatibility on Steam.

 

Long term application of the Oculus Touch

The Oculus Touch has the longest lifespan of any of the input solutions for Oculus Rift. Motion-control is deemed a necessity for true immersion in virtual reality (VR) experiences by many, and Oculus Touch is arguably the most ergonomic and precise controller ever created for such an application.