OpenXR Standard Ratified, Microsoft, Oculus, & Others to Release First Implementations

OpenXR is a royalty-free standard for cross-platform VR and AR development. It’s backed by many of the biggest names in the VR and AR industries and has been in development by the consortium for two years now, organized by Khronos Group. The group today announced the ratification of OpenXR 0.9, a provisional version of the specification, which is now available for feedback from developers and implementers.

OpenXR is a work-in-progress standard that aims to unify the underlying connections between VR and AR hardware, game engines, and content, making for a more interoperable ecosystem. The standard has been in development since April 2017 and is presently supported by virtually every major hardware, platform, and engine company in the VR industry, including key AR players like Magic Leap. OpenXR’s ‘working group’, under which representatives from member companies are actively developing the standard, is facilitated by Khronos Group.

Image courtesy Khronos Group

Today the group announced the ratification and release of OpenXR 0.9, a provisional version meant for evaluation by developers and implementers in the industry. The OpenXR working group plans to gather feedback to put the finishing touches on the standard before releasing OpenXR 1.0.

Along with the provisional release of the specification, Microsoft is releasing an OpenXR runtime for testing, which can enable OpenXR content compatibility with Windows Mixed Reality headsets.

Oculus says they plan to provide runtime support for apps built for OpenXR on Rift and Quest later this year.

Collabora, an open-source consulting company, is today releasing Monado, an open-source SDK and runtime built for OpenXR on Linux.

Image courtesy Khronos Group

OpenXR has both an application interface which sits between an XR app and platform, and a device interface which sits between the platform and the headset. Building apps, platforms, and headsets which target the OpenXR standard (instead of a proprietary interfaces) makes for a significantly more interoperable ecosystem.

For instance, it means that an app built for one OpenXR headset should run on an entirely different OpenXR headset with zero changes to the underlying code. Additionally, it means that a new entrant to the game engine market could swiftly add support for all compatible headsets by implementing support for OpenXR.

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VR's Biggest Players Back New 'VirtualLink' Connector for Next-gen Headsets

Granted, OpenXR does not necessarily mean that apps and content from one platform will work with a headset from another. Each company, even if a supporter of OpenXR, still has control over where their content is made available and which platforms support which headsets. Simply put, OpenXR is a technical foundation for interoperability, but business decisions still dictate content, device, and platform strategy.

The post OpenXR Standard Ratified, Microsoft, Oculus, & Others to Release First Implementations appeared first on Road to VR.

GDC 2019: Oculus teasert Beat Saber für Oculus Quest und weitere VR-Titel an

Die GDC 2019 öffnet heute seine Pforten und verspricht interessante Neuigkeiten für die VR-Industrie. Laut einer kürzlichen Mail soll auf der Großveranstaltung die neue Oculus Rift S enthüllt werden und auch Nate Mitchell verspricht einige interessante Überraschungen sowie ein spannendes Jahr für die Virtual Reality. Oculus teasert per Twitter spannende Nachrichten auf der Spielemesse an, die deutlich auf eine Version von Beat Saber für die Oculus Quest hindeuten.

GDC 2019 – Oculus teasert Beat Saber für Oculus Quest an

Passend zu den Vorabkündigungen von Oculus zur GDC 2019 veröffentlicht Hugo Barra, VP der AR- und VR-Abteilung von Oculus, per Twitter neue Einblicke in kommende VR-Titel für die Oculus Quest.

Während die Verantwortlichen spannende Nachrichten von Oculus versprechen, verweist ein kurzes Video auf kommende Software für die Quest-Brille. Innerhalb des Videos führt der Oculus-Repräsentant ikonische Bewegungen mit der neuen VR-Brille aus, die Kenner des Erfolgstitels Beat Saber sofort bekannt vorkommen sollten.

Zwar wird der Erfolgstitel Beat Saber nicht explizit genannt, die weitläufigen Handbewegungen verweisen jedoch auf das rhythmische Zersäbeln von Blöcken mit den ikonischen Lichtschwertern.

Beat Saber RBTV

Oculus veröffentlicht heute Nachmittag auf der GDC 2019 weitere Informationen zu Software- und Hardware-Produkten. Eine Enthüllung der Oculus Rift S ist ebenso möglich, wie eine Ankündigung der Oculus Quest. Zum Release der Oculus Quest sollen insgesamt 50 Starttitel erscheinen. Entwicklerstudios wie Resolution Games, Fast Travel Games und Schell Games arbeiten bereits seit Längerem an dazugehörigen VR-Spielen.

Zudem soll es weitere Einblicke in die VR-Titel Stormland, Asgard’s Wrath und das bisher unbekannte Zelda-artige VR-RPG von den Left-4-Dead-Entwicklern geben.

(Quellen: Oculus | Oculus Twitter)

Der Beitrag GDC 2019: Oculus teasert Beat Saber für Oculus Quest und weitere VR-Titel an zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

VR to Dominate Korean Pavilion at GDC 2019

It’s finally the week of the Game Developers Conference (GDC) 2019, with the main event due to open this Wednesday. It’s set to be an exciting week for virtual reality (VR) and augmented reality (AR) news, both on the hardware and software side. And it looks as though the Korean Pavilion will be highly focused on immersive tech, with six out of the ten companies attending focused on VR or AR.

The pavilion has been set up by the Korea Creative Content Agency(KOCCA) to showcase the latest Korean game technologies. KOCCA General Director Hyun Hoon Cho commented in a statement: “GDC2019 is a significant opportunity to showcase Korea’s next-generation Game Technologies and Solutions to the global market. I will use it as a stepping stone to revitalize the production of next-generation game contents in Korea through understanding the latest trend of global game technology.”

Attending GDC 2019 will be bHaptics with its wearable haptic suit, the Tactsuit. The device is able to relay sensations from over 70 individually controlled actuators, helping players feel every punch, shot and knock to their bodies. Staying with haptics, VR Carver is a specialist in haptic devices for VR sports videogames. By using what the company calls a ‘trek belt system’, it’s currently in the process of developing a simulator for racing titles.

Moving into the field of hand input is Feel the Same, focusing purely on hand and finger gestures. Feel the Same manufactures soft sensors which can be used inside data or VR gloves, and will be demonstrating the Mollisen VR glove at GDC 2019.

Reality MagiQ Infinite FireOn the software side, there’s Reality MagiQ, a VR developer that specialises in e-sports experiences for VR arcades. With plans to release new titles online later this year, the company is looking for more arcades and theme parks to deploy its technology.

Working within the VR and AR fields is Neorama, which is currently developing a robot-based tournament title called Robot Taekwon V-Reality, which is in co-production with Korea Telecom. And lastly, there’s Smarthan which creates educational content using AR.

As GDC 2019 ramps up speed, VRFocus will bring you all the latest announcements from the event.

Oculus Rift S soll auf GDC 2019 enthüllt werden

Die GDC 2019 findet vom 18. bis 22. März in San Francisco statt und verspricht große Enthüllungen für die VR-Industrie. Laut Upload VR soll die neue Oculus Rift S erstmals auf der Großveranstaltung veröffentlicht werden.

Oculus Rift S – Enthüllung der neuen VR-Brille auf der GDC 2019

Auf der diesjährigen GDC 2019 soll die neue Pro-Version der Oculus Rift enthüllt werden. Die Oculus Rift S soll mit verbesserten Displays und Inside-Out-Tracking dank integrierten Kameras sowie weiteren Features ein Upgrade zur bisherigen Rift-Brille darstellen. Im Gegensatz zur angekündigten Oculus Quest soll die Brille in Kombination mit PC-Systemen deutlich mehr Performance ermöglichen. Gleichzeitig wird ein größerer Markt an Endkonsumenten angezielt, um die VR-Brille Mainstream-tauglich zu machen.

Oculus Quest

Oculus Quest

Genaue Informationen und Spezifikationen wurden bisher unter Verschluss gehalten, nun soll eine Email jedoch den Release-Termin der neuen VR-Brille bekannt geben. Die ominöse Mail wurde an diverse Facebook-Entwickler verschickt, während die Journalisten von Upload VR ebenfalls die Nachricht erhalten haben.

Innerhalb des digitalen Schriftstücks wurde die Rift S im gleichen Zuge mit der Oculus Go sowie Oculus Quest genannt, wodurch von einer Enthüllung auf der heute startenden GDC 2019 ausgegangen wird.

Oculus selbst kündigte bereits im Vorfeld einige Überraschungen zur Großmesse an. So verspricht Nate Mitchell ein spannendes Jahr für die Virtual Reality, sowohl Software- wie auch Hardware-seitig.

Die GDC 2019 findet ab heute bis zum 22. März in San Francisco statt.

(Quelle: Upload VR)

Der Beitrag Oculus Rift S soll auf GDC 2019 enthüllt werden zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Report: New Oculus ‘Rift S’ Headset to be Revealed at GDC Next Week

According to a report by UploadVR, citing emails sent from Facebook to Oculus developers, the rumored Rift S headsets will be revealed next week at GDC.

Rift S was first brought to light in a TechCrunch report last year about the leadership shakeup at Oculus and purported shifting product plans. The report said that Facebook/Oculus had decided to cancel a larger ‘Rift 2’ overhaul in favor of a more modest product refresh called the ‘Rift S’.

An UploadVR report this evening cites an email sent from Facebook to VR developers which “suggests ‘Rift S’ will be formally revealed at GDC 2019,” the annual Game Developers Conference hosted next week in San Francisco. Oculus is already confirmed as attending the event but hasn’t said anything about the potential of a new headset being revealed. We’ve reached out to Oculus for comment.

Origin of the Rift S Rumors

In the TechCrunch report last year, citing “a source familiar with the matter,” it was stated that the Rift S would likely bump the resolution of the headset and move to an inside-out tracking system which would ditch the external sensors—which the headset needs to track its position—in favor of on-board cameras which could do the same job while simplifying setup and usage of the headset. Oculus has already demonstrated its inside-out tracking technology, which it calls ‘Insight’, on its upcoming standalone VR headset, Quest.

SEE ALSO
Oculus Quest Hands-on and Tech Details

Last month, UploadVR uncovered code in the Oculus software referencing the Rift S explicitly. Rumors of the updated headset have further been stoked by spurious availability of stock for original Rift headset in recent weeks, as well as a quiet price drop on the headset from $400 to $350 back in January.

Original Rift Going Strong Despite Age

Image courtesy Oculus

The Rift is Oculus’ first, and so far only, PC VR headset. It was released back in 2016, and sports a 1,080 × 1,200 resolution and a ~100 degree diagonal field of view. At launch, the headset was priced at $600 and included an Xbox One controller as the primary input device, with content primarily designed for seated gameplay.

The Oculus Rift original shipped with an Xbox One controller in the box for seated gameplay. | Photo by Road to VR

It wouldn’t be until the end of 2016 that Oculus would launch the now standard ‘Touch’ motion controllers for $200, which have become the headset’s primary input device (with the Xbox One controller eventually removed entirely from the package) and pivoted the vast majority of content toward standing ‘front-facing’ gameplay with motion input.

The Rift supports ‘room-scale’ tracking, but requires an optional third sensor and requires routing a USB cable from the far corner of the playspace back to the host PC.

While the default setup for the two included sensors offers front-facing gameplay, the system supports standing 360 gameplay with opposing sensors, or full ‘room-scale’ gameplay with an optional third sensor placed in a corner of the playspace. As the sensors need to plug into the host PC, adding a third sensor for a larger playspace can be a pain because it means running a cable across the room. Inside-out tracking— which does away with external sensors in favor of cameras mounted on the headset itself—would make room-scale tracking the default, while simplifying the setup and usage.

Microsoft and its hardware partners were the first to debut consumer PC VR headsets featuring inside-out tracking back at the end of 2017, with many agreeing about the improved ease of use; compared to headsets with external tracking equipment, the Windows VR headsets simply plug into the PC from a single tether and are ready for room-scale tracking. However, controller tracking is made more difficult with inside-out tracking because players can more easily block the on-headset cameras from seeing the controllers. This can pose challenges for certain games which ask the player to move their hands close to their body (or in some cases behind their back or over their shoulder).

Despite its age and lack of successor three years later, the Rift is among the leading consumer VR headsets overall, and the most popular headset in use on Steam. Oculus has steadily cut prices on the Rift from the initial $800 price point (for the headset and Touch controllers) all the way down to the $350 as of January, 2019. While the Rift’s industrial design has held up well, three years on there are a handful of headsets offering higher resolutions and wider fields of view.

Rift S Expectations

Pictured: Oculus Quest. Rift S is expected to look similar to Quest, with cameras on headset for inside-out tracking, and ‘reversed’ Touch controllers which better position the hidden IR LEDs to be seen by the headset’s on-board cameras. | Image courtesy Oculus

The Rift S isn’t expected to be a sequel to original Rift as much as a refresh. Aside from the inside-out ‘Insight’ tracking, it’s expected that the headset’s resolution will be bumped and that newer optics will be used, possibly the same (or similar) as those used in Oculus Go or Quest, which the company has called their “best ever.”

In the resolution department, it seems likely that the Rift S will wind up with the same display as Quest (1,600 × 1,440), which would be a nice step up, and put the headset on par with the Vive Pro and Samsung Odyssey in terms of resolution. Alternatively, Oculus could try to get ahead of the competition by adopting even high-res displays, like the 2,160 × 2,160 panels seen in the upcoming HP ‘Copper’ headset, though this would mean a move from OLED to LCD; so far Oculus and others have mostly chosen OLED displays for higher-end headsets, though there remain pros and cons to consider with regards to LCD.

SEE ALSO
Valve Psychologist to Explore Brain-Computer Interface Research at GDC

What isn’t expected to change (at least not by much) is the headset’s ~100 degree field of view. While Oculus itself has shown off the ‘Half Dome’ prototype headset with a 140 degree field of view, expanding the field of view would require more significant changes to the headset’s optics and displays, likely being out of scope for a ‘Rift S’ refresh. Pimax is already offering an ultra-wide FOV VR headset, but other consumer headsets remain largely in the ~100 FOV class. No improvement in field of view could leave many early adopters wanting, as resolution and FOV are among the most vocally requested improvements.

Eye-tracking is another feature which is up in the air for Rift S. On one hand, eye-tracking is a game-changing technology that’s expected to play a big role in the future of VR—and having eye-tracking in a real product could provide Oculus with real-world data to further hone the tech—but on the other hand the company might withhold eye-tracking until it can provide a complete package with varifocal displays, as seen in Half Dome.

– – — – –

GDC 2019 is being held next week from March 18th to 22nd in San Francisco, CA. Road to VR will be on the ground to bring you the most important news from the event. Stay tuned.

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SVVR’s 6th Annual VR Mixer Event Comes to GDC March 20th

SVVR, one the leading VR community groups in the Bay Area, is hosting its 6th annual VR Mixer event during GDC next week. The event is a gathering of the VR and AR community featuring the ‘demo dungeon’, and entire floor dedicated to showing off independent XR projects.

On Wednesday, March 20th, the 2019 VR Mixer will be hosted at the Temple night club in San Francisco, two blocks from GDC. There the vibrant VR/AR/XR community will gather at the futuristic 20,000 sqft venue to enjoy two floors of VR/AR/XR demos, games, experiences, and hardware from partners and indie developers.

Tickets to attend are available at the VR Mixer website. Those looking to demo or sponsor during the event can reach vrmixer[at]svvr.com for details.

Image courtesy SVVR

In addition to the demo dungeon, SVVR will be showing off its ‘Reality Portal’. The main floor of the event will be connected to the High Fidelity social VR app via SVVR’s virtual-to-real-world telepresence window, allowing people to virtually interact with attendees of the event by visiting the SVVR space inside High Fidelity (direct link: https://hifi.place/svvr).


Road to VR is a proud media partner of the 2019 VR Mixer.

The post SVVR’s 6th Annual VR Mixer Event Comes to GDC March 20th appeared first on Road to VR.

GDC 2019: Valve’s Psychologe gibt Einblicke in Erkenntnisse über Gehirn-Computer-Schnittstellen

Auf der kommenden GDC 2019 wird Mike Ambinder, experimenteller Psychologe von Valve, die aktuellen Forschungsergebnisse zu Gehirn-Computer-Schnittstellen (Brain-Computer-Interfaces, kurz: BCI) referieren. In einem Vortrag wird er dabei auf die Möglichkeiten und Erkenntnisse zur Gedankensteuerung als Eingabegeräte für Videospiele eingehen.

Mike Ambinder über Gehirn-Computer-Schnittstellen – Die neuesten Erkenntnisse zur Gedankensteuerung als Eingabegerät für Computer

Historisch betrachtet haben sich die Eingabegeräte für Computer kontinuierlich verändert, um eine natürlichere sowie einfachere Handhabung zu ermöglichen. So wurden zur Anfangszeit mittels Schalter Eingangssignale erzeugt, welche durch Relais Schaltungen ersetzt wurden. Die Lochkarte mit Lochkartenlesegerät ersetzte diese Option, um später von handlicheren Lochstreifen abgelöst zu werden. Erst im nächsten Schritt wurde die bis heute bekannte Tastatur eingesetzt, um die Informationen an den Computer zu verwenden. Die Entwicklung setzt sich seitdem stetig fort, so gibt es Maus, Controller, Sensoren, etc., um uns den Alltag an den elektronischen Geräten zu vereinfachen.

Heutzutage wird die Weiterentwicklung von Controller-freien Möglichkeiten zur Eingabe kontinuierlich fortgeführt, welche besonders für die immersiven XR-Technologien enormes Potenzial aufweisen. Die Forschung an Gedankensteuerung in VR zeichnet zunehmend Erfolge und besonders die Gehirn-Computer-Schnittstellen könnten die Eingabemethoden der Zukunft sein. Dadurch wird es möglich, per Hirnsignal die gewünschten Eingabeaufforderungen an den PC zu senden und komplett auf externe Optionen zu verzichten.

Mike-Ambinder-Valve

Mike Ambinder

Über das mögliche Potenzial dieser Technik und die damit verbundene Evolution der Videospiele referiert Mike Ambinder auf der kommenden GDC 2019. Der experimentelle Psychologe arbeitet seit knapp 11 Jahren bei Valve und gibt nun einen Überblick über die Forschungserkenntnisse der letzten Jahre mit Bezug auf den Bereich des Gamings. In seinem Vortrag Brain-Computer Interfaces: One Possible Future for How We Play am 22. März geht er auf die Vor- und Nachteile der Interaktionsmöglichkeiten durch BCI ein:

Während sich die aktuellen Interaktionsmuster auf die Interpretation von Maus, Tastatur, Gamepad und Gestensteuerung beschränken, können zukünftige Generationen von Interfaces die Fähigkeit beinhalten, neurologische Signale so zu interpretieren, dass sie schnellere und sensiblere Aktionen versprechen. Zudem können sie viel breitere Arrays von möglichen Eingaben, Echtzeitanpassung des Spielstatus an den internen Zustand eines Spielers und qualitativ unterschiedliche Arten von Spielerlebnissen gewährleisten. Dieser Vortrag behandelt sowohl die kurz- als auch die langfristigen Perspektiven der BCI-Forschung für die Spieleindustrie, wobei jedoch im Vordergrund steht, wie Technologien, die aus dieser Forschung hervorgehen, den Entwicklern in der heutigen Zeit zugutekommen können.

Während der Vortrag sich nicht explizit auf die Themen AR und VR bezieht, ist der Einbezug der zukunftsträchtigen Eingabemethode in die XR-Technologien nur ein nächster logischer Evolutionsschritt, um die Immersion massiv zu verbessern. Da Valve selbst in der VR-Entwicklung aktiv ist, wäre der Einbezug von Virtual Reality im Vortrag allerdings naheliegend.

Die GDC 2019 findet vom 18. bis 23. März in San Francisco in Kalifornien statt.

(Quelle: Upload VR | GDC Schedule)

Der Beitrag GDC 2019: Valve’s Psychologe gibt Einblicke in Erkenntnisse über Gehirn-Computer-Schnittstellen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Become the Controller as Vicon Debut Shadow Shifter at GDC 2019

The Game Developer Conference (GDC) 2019 is only a week away and it’s set to be an exciting year for virtual reality (VR). Today, motion capture specialist Vicon has announced it’ll be at the event in San Francisco to showcase two new updates, one for its location-based VR (LBVR) system Origin, and the other for its upcoming motion capture technology  Shōgun 1.3.

  Vicon Origin

Vicon launched the Origin system last summer during SIGGRAPH, offering a complete tracking solution for VR enterprises, employed by companies like Dreamscape Immersive and VR Arcade. To showcase the latest refinements to the system, at GDC 2019 Vicon will challenge guests to play Shadow Shifter, an experience developed specifically for the event.

Players will become the controller in the physical videogame where two attendees at a time must work together to collect coins. Participants are equipped with six Pulsar active clusters and tracked by 20 Vicon Viper cameras, players then need to match there body shape with what’s displayed in front of them, with the best gaining a place on the leaderboards.

“Although Origin is less than a year old, we have only begun to scratch the surface of its vast capabilities,” said Vicon CEO, Imogen Moorhouse in a statement. “For GDC, we want to give showgoers a practical demonstration of how Vicon is developing its leading LBVR system while having a little fun at the same time.”

Shadow Shifter will also take advantage or Origin’s recent improvements, like those to the Evoke software, tracking and the introduction of “Nova,” an active strand kit containing a set of sensors that can turn any real-world object into an in-game prop.

In addition to Origin, attendees will gain a first-look at the upcoming Shōgun 1.3 update, scheduled to launch later this year. Daily demonstrations will highlight the new features, including retargeting and high-fidelity finger capture in real-time. To help with the demonstrations veteran motion capture artist Gina Williamson will star as Ciri from CD Projekt Red’s The Witcher videogame series.

As Vicon continues to improve Origin and more establishments employ the technology, VRFocus will be there to keep you updated.

Tactical Haptics: Haptische VR-Controller “Reactive Grip VR” auf der GDC 2019

Das Unternehmen Tactial Haptics präsentiert auf der kommenden GDC 2019 das finale Design seiner haptischen VR-Controller Reactive Grip VR für Arcade-Einrichtungen und VR-Trainings. Die Controller setzen durch das Erzeugen von Gegendruck auf ein realistisches Feedback bei virtuellen Berührungen und sorgen dadurch für eine höhere Immersion in der VR.

Tactical Haptics – Finales Design der haptischen VR-Controller “Reactive Grip VR” auf der GDC 2019

Das Unternehmen Tactical Haptics entwickelt seit 2013 seine VR-Eingabegeräte. Seit einer gescheiterten Kickstarter-Kampagne im selben Jahr optimieren die Entwickler ihr Produkt stetig weiter, um ein immersives Eingabeerlebnis für VR-Erfahrungen bereitzustellen. Nun können die Devs ihr finales Design auf der kommenden GDC 2019 vorstellen und zielen dabei auf die Zielgruppe der VR-Arcades sowie Partner ohne Gaming-Bezug, wie VR-Trainingsanbieter ab.

Production-ready haptic controller design

Image courtesy: Tactical Haptics

Die VR-Controller setzen auf Third-Party-Tracking und sollen dank drei integrierten, magnetischen Metallstäben für ein besonderes Gegendruckgefühl sorgen. Entsprechend verschieben sich die verbauten Stäbe passend zur Berührung in der virtuellen Umgebung und erzeugen dadurch ein realistisches Feedback bei Berührungen. Anstelle von simulierten Berührungen durch Vibrationsmotoren entsteht dadurch ein realer Gegendruck, beispielsweise beim Öffnen einer virtuellen Tür oder dem Aufheben eines Schwertes.

Wie dies in der Praxis aussieht, wird in einem frühen Prototyp demonstriert:

Die Controller sollen dank magnetischen Fassungen je nach Wunsch mit zusätzlichen Add-ons konfigurierbar sein, um sie bei Bedarf auch für PC-VR-Heimsysteme einzusetzen. Dadurch können die Eingabegeräte individuell angepasst werden, um sie beispielsweise mit den Oculus-Touch-Controllern zu einem zweihändigen Gewehrersatz umzuformen. Der Wechsel ist quasi spontan ohne entsprechende Vorbereitung möglich.

So beschreiben die Verantwortlichen die Modularität bei Kickstarter:

“Das Produktionsdesign ist einfacher und modularer gestaltet, sodass der Anwender die Controller mit oder ohne Magnetbuchsen konfigurieren kann (um neue Peripheriegeräte on the fly zu bilden) und die Controller im PC-VR-Ökosystem seiner Wahl zu nutzen. Zusatzhalterungen ermöglichen diese Modularität.”

Das finale Produktdesign der haptischen Controller Reactive Grip VR soll auf der GDC 2019 vom 20. bis 22. März 2019 vorgeführt werden.

(Quellen: Kickstarter | Road to VR)

Der Beitrag Tactical Haptics: Haptische VR-Controller “Reactive Grip VR” auf der GDC 2019 zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Valve Psychologist to Explore Brain-Computer Interface Research at GDC

At GDC 2019 later this month, Valve’s Principal Experimental Psychologist, Mike Ambinder will present the latest research pertaining to brain-computer interfaces—using signals from the brain as computer input. Ambinder says that BCI is still “speculative technology,” but could play an important role in the way players interact with the games of the future.

As time moves forward, the means by which users interact with computers have becoming increasingly natural. First was the punch card, then the command line, the mouse… and now we’ve got touchscreens, voice assistants, and VR/AR headsets which read the precise position of our head and hands for natural interactions with the virtual world.

More natural computer interfaces make it easier for us to communicate our intent to a computer, making computers more accessible and useful with less time spent learning the abstract input systems.

Perhaps the final frontier of computer input is the brain-computer interface (BCI). Like the virtual reality system envisioned in The Matrix (1999), the ultimate form of BCI would be some sort of direct neural input/output interface where the brain can directly ‘talk’ to a computer and the computer can directly ‘talk’ back, with no abstract I/O needed.

While we’re far, far away from anything like direct brain I/O, there has been some headway made in recent years at least on the input side—’brain reading’, if you will. And while early, there’s exciting potential for the technology to transform the way we interact with computers, and how computers interact (and react) to us.

At GDC 2019 later this month in San Francisco, Valve’s Principal Experimental Psychologist, Mike Ambinder, will present an overview of recent BCI research with an eye toward its applicability to gaming. The session, titled Brain-Computer Interfaces: One Possible Future for How We Play, will take place on Friday, March 22nd. The official description reads:

While a speculative technology at the present time, advances in Brain-Computer Interface (BCI) research are beginning to shed light on how players may interact with games in the future. While current interaction patterns are restricted to interpretations of mouse, keyboard, gamepad, and gestural controls, future generations of interfaces may include the ability to interpret neurological signals in ways that promise quicker and more sensitive actions, much wider arrays of possible inputs, real-time adaptation of game state to a player’s internal state, and qualitatively different kinds of gameplay experiences. This talk covers both the near-term and long-term outlook of BCI research for the game industry but with an emphasis on how technologies stemming from this research can benefit developers in the present day.

Ambinder holds a B.A. in Computer Science and Psychology from Yale, and a PhD in Psychology from the University of Illinois; according to his LinkedIn profile, he’s been working at Valve for nearly 11 years.

The session details say that the presentation’s goal is to equip developers with an “understanding of the pros and cons of various lines of BCI research as well as an appreciation of the potential ways this work could change the way players interact with games in the future.”

SEE ALSO
Facebook is Researching Brain-Computer Interfaces, "Just the Kind of Interface AR Needs"

While the description of the upcoming GDC presentation doesn’t specifically mention AR/VR, the implications of combining BCI and AR/VR are clear: by better understanding the user, the virtual world can be made even more immersive. Like eye-tracking technology, BCI signals could be used, to some extent, to read the state and intent of the user, and use that information as useful input for an application or game. Considering Valve’s work in the VR space, we’d be surprised if Ambinder doesn’t touch on the intersection of VR and BCI during the presentation.

Road to VR will be at GDC later this month to bring you the most important news. Showing something awesome in AR or VR? Get in touch!

The post Valve Psychologist to Explore Brain-Computer Interface Research at GDC appeared first on Road to VR.