The New Striker VR Rifle Will be Sleeker, Stronger and Available Soon to Arcades

The New Striker VR Rifle Will be Sleeker, Stronger and Available Soon to Arcades

Striker VR used the opportunity of GDC 2017 to showcase its high-end virtual reality rifle and tease the next generation of mixed reality gun accessories.

Striker VR is a startup of dedicated VR hardware developers. Its product is a realistic-feeling rifle capable of syncing with VR experiences and creating a deeper layer of immersion for gun-based games. Inside the Striker VR rifle is a battery, wireless electronics and a haptic motor. This motor is what delivers the kick you feel every time you pull the trigger.

I tried the show floor model of the Striker at GDC and I can say definitively that it is the most realistic VR gun peripheral I’ve ever experienced. The recoil on the rifle is strong enough to feel almost uncomfortable, which is exactly what you would want in a firearm facsimile.

On top of the push back, the rifle’s weight is also a source of added realism. This thing is so heavy that you’ll feel the strain in your shoulders after just a few shots. This could provide some interesting VR fitness applications for the Striker while also making the fake weapon feel more like the genuine article.

During my demo I was strapped into a wireless VR backpack and given a Striker VR Rifle and an Oculus Rift headset. The Optitrack large-scale positional tracking system provided enough positional horsepower to turn 50 square feet of show floor space into a wide-open digital playground. According to Striker VR, it has forged something of a partnership with Optitrack.

Inside the headset I saw a basic white expanse full of multicolored balloons. Without any prompting necessary I opened fire on these innocent plastic spheres and, to my delight, I discovered that my weapon had not one but three different modes of fire. The first was a basic semi automatic rifle burst, the second was a grenade launcher, and the third was a Gears of War style chainsaw blade. Each of these was given its own sense of haptic identity by the motor. The grenade kicked the hardest, the chainsaw rumbled consistently, etc.

According to company reps in the booth, Striker is currently exploring a number of options including acquiring Vive Trackers, working with Vive arcade owners, and beginning pre-orders for their new, market-ready design.

This new model will have the battery in the back, to balance the weight better, and will also feature a more powerful haptic motor and sleeker overall design. Pre-orders for the updated rifle will soon be made available to “location-based” customers only, according to the company.

This means that the hardware is being sold in batches to arcades and larger venues. A commercial version is not yet on the horizon but, according to the company, it is something that may become available in the future.

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Hands-on: Reactive Grip Haptic Controller Prototype with Vive Tracker, Touch, and Custom SteamVR Tracking

Tactical Haptics, developers of the Reactive Grip controller, are showing their latest prototypes now with attachments for the Vive Tracker, Oculus Touch, and a custom-built SteamVR Tracking solution. The controller employs a unique solution to haptic feedback which aims to recreate the feeling of friction against objects in your hands rather than just rumble. The company is moving toward bringing a development kit of the device to developers.

Tactical Haptics has been in development of their Reactive Grip haptic technology for several years now. Having shown off some of their earliest prototypes at GDC 2013—years before HTC and Oculus even began talking about VR motion controllers—tracking has remained a hurdle in getting the product ready for consumers. This (old) video shows the foundation of the haptic technology which we’ve said ‘proves VR needs more than rumble‘.

Vive Tracker and Oculus Touch Tracking

Now that both Oculus’ Constellation and Valve’s SteamVR Tracking systems are deployed in users’ homes, the door is open to using those systems as add-ons to track the Reactive Grip controller for use in VR. That means users who already own Touch or a Vive Tracker can attach those peripherals without the need to bear the cost of additional tracking hardware built into the controller.

tactical haptics reactive grip (3)While the company had shown off a similar approach previously by attaching the Vive controllers to their haptic controller, Tactical Haptics founder William Provancher says that between the Vive Tracker and Touch controllers, the lighter weight and more compact profiles make the overall device lighter, more balanced, and more comfortable to use. Though that’s not to say that Vive controller adapter might not be offered when the Reactive Grip controller becomes available.

Custom SteamVR Tracking

tactical haptics reactive grip (5)Thanks to Valve opening up their tracking solution to third-parties over the seven months, Tactical Haptics is also experimenting with a custom SteamVR Tracking solution which could be offered for those who want to buy an all-in-one controller. Provancher says the company attended the SteamVR Tracking development course and had created a working SteamVR Tracking integration for the controller in just a few weeks. Though the company is still refining the integration, Provancher says early tests reveal that it tracks just as well as the Vive Tracker.

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At GDC 2017 this week, the company was showing off the new controller prototypes with new mini-games made to show what its like to develop for the controller and what sorts of applications the unique haptic feedback can be applied to.

tactical-haptics-mini-gmaeUsing the Reactive Grip controller, I played a game that was something like ‘VR Asteroids’ where I used my hand to fly a little ship around to avoid asteroids and incoming fire from enemy ships. Using the orientation of the controller and the trigger, I could fire the ship’s weapons to destroy asteroids and enemy ships. The controller’s haptics gave me a sense of the ships momentum in my hand and feedback as my ship took damage and fired its weapons.

tactical-haptics-cyber-golfThe other game, Cyber Golf, was like a futuristic version of disc golf where the goal was to throw the disk into a goal which was blocked by obstacles. In the game I held a wand-like tool which could be used to grab the disk. Grabbing on the disc’s edge let me throw it like a frisbee, while grabbing the core extended a laser-rope from the wand-tool that let me whirl the disc over my head like a lasso and then throw it for extra distance. While spinning the disk over my head, the controller gave me a sense of the disc’s weight as its momentum pulled the tool in a circular motion in my hand.

Both mini-games were fun and functional, but not the most compelling demos I’ve seen (and felt) from these controllers. Prior demos that I’ve tried using the controller—like gun shooting, sword wielding, and using a ‘Gravity Gun’-like tool to swing boxes around—gave me a more immersive sense of connection between what I was doing and how the haptics felt on my hand. But, importantly, the new mini-games on display at GDC show how the tech can be applied in a more abstract way, which opens the doors to more gameplay possibilities that would make use of the controller’s unique haptics.

SEE ALSO
Hands-on: StrikerVR's Latest Prototype Haptic Gun Packs More Than Just Virtual Bullets

In November, Tactical Haptics announced that they’d raised $2.2 million to finalize a development kit of the Reactive Grip controller, and now the company has begun soliciting developer interest for dev kits. The company suggests reaching out by email to info@tacticalhaptics.com for more details about development kits.

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Hardlight VR $499 Haptic Suit Kickstarter Passes $80k Target

Hardlight VR is a new haptic suit from Nullspace VR that launched its Kickstarter last week. It’s already set to pass its original goal and the team have announced the project’s first stretch goal.

We wrote recently about Nullspace VR’s haptic suit project Hardlight VR and the team’s intent to bring the product to Kickstarter. Well, the company launched their campaign last week and it looks as if Hardlight VR will hit the original $80,000 target in under a week.

Hardlight VR is an upper-body vest containing 16 haptic pads that deliver impact feedback to your chest, back, arms and shoulders. The pads can be triggered by any software integrated with NullSpace VR’s APIs with relative rotational information for your body provided by integrated IMUs.

The company (as we mentioned in our last piece) have persuaded a number of VR developers, including recent Indie favourite Sairento VR, to add Hardlight Suit support. Joining that are 14 other games, including the likes of futuristic racer Redout and room-scale archery favourite Holopoint. The latest announcement for the project is the first stretch

hardlight-vr-kick-games

Early bird Hardlight VR units are already gone, but interested backers can still get their hands on a suit from $499. Note that Hardlight VR is currently tethered, with a USB cable attaching the suite to the PC providing both power and the input / output feed. The team claim that a wireless add-on is on the roadmap, should they reach the stretch goal.

However, if you can live with those, the team certainly have a large enough selection of software for you to sample on delivery. And, with the campaign’s goal met in under a week, it’ll be interesting to see how much more interest the project garners and how much more can be raised in the

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NullSpace VR’s New ‘Hardlight’ Haptic Suit is Heading to Kickstarter

NullSpace VR are poised to launch a new haptic vest focused toward immersive, virtual reality gaming, via Kickstarter soon. The Hardlight suit integrates 16 haptic pads that allow you to feel directional impact linked to actions inside the VR experience.

We’re all for amping up immersion on Road to VR, via whatever means necessary frankly. But our experiences in the world of wearable haptics as a mean to do so has not been exactly stellar so far. Nevertheless, the appeal of having directional, accurate force feedback which allows your chosen VR experience to punish you for your failures, or indeed merely give you a prod into action, is clear.

NullSpace VR, are poised to unleash their solution to this gap in the VR haptics market and they’re calling it the Hardlight Suit. This upper-body vest contains 16 haptic pads for delivering feedback to your chest, back, arms and shoulders. These pads can be triggered by any software integrated with NullSpace VR’s APIs and indeed, the company (who’ve made substantial progress since we first covered them) have persuaded a number of VR developers, including recent Indie favourite Sairento VR, to add Hardlight Suit support.

The team recently took their latest prototype to the World’s Fair ‘Nano’ event to show off their progress, filming attendee reaction for posterity.

The key concern for us is still the accuracy at which the suit can detect your orientation in relation to the virtual world. The Hardlight Suit contains inertial sensors, which detect rotational movement, but these sorts of sensors are not absolute and therefore can suffer from drift and positional inaccuracies. That said, since we first covered the suit, we now have room-scale capable positional tracking for both headsets and motion controllers, which adds more data to guess the user’s body orientation, but there are still gaps in that data which will need to be filled in order to be truly immersive.

hardlight-suite-2

The vest has been cannily designed, with a simple, open design and adjustable straps which should allow the system to be worn by people of varying shapes and sizes.

The team are adding the finishing touched to their Kickstarter campaign as I write this and we’ll pass on more details on that once they go live. In the mean time, if you’ve gone hands on with the Hardlight Suit in the past, why not share your experiences in the comments section below.

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The EXOS Glove Extends Touch With A Big Caveat

The EXOS Glove Extends Touch With A Big Caveat

Engineers are hard at work trying to find ways to make virtual experiences even more intimate for the participants, including Wolverine-like clawsexoskeleton gloves that tug on each finger and VR boots. Haptic devices want to let us feel our way through virtual spaces, giving realistic feedback as we touch different objects as well as grab, push, and pull with accurate gestures.

EXOS is a haptic controller that adopts an exoskeleton style that is meant to allow you to interact realistically in VR.

In development by Japanese startup Exiii, which has a goal of “expanding human possibilities through products”, the EXOS project is a glove powered by a combination of motors that work to recreate physical touch. For example, the motor can create resistance between the thumb and fingers when squeezing a virtual spherical object to give the illusion of touch.

Not all haptic devices find a balance between functionality and form-factor, but it looks like EXOS is aiming for a sweet spot. The glove itself doesn’t look too cumbersome, relatively speaking, but it does limit immersion to a point. While the thumb moves freely in the glove, the fingers are all attached to one joint which can limit just how intricate the feedback can get.

When it comes to haptics, the industry is still in very much a conceptual phase outside of using simple vibrations to simulate touch. Even if this device ends up getting trumped by others for VR games and experiences, Exiii claims its technology can be used to manipulate robotics or fo helping rehab patients.

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How Teledildonics Will Create More Intimate VR Experiences

How Teledildonics Will Create More Intimate VR Experiences

There’s no denying the huge buzz around VR porn at the moment, as most industry pundits seem to think that 2017 will see a lot more people experiencing adult content in virtual worlds. Inevitably, this heightened interest is also spawning a whole variety of hardware to facilitate and enhance those experiences. These gadgets and gizmos range from the intriguing to downright amusing: The Tesla Suit promises to fully immerse you within a VR environment while masturbating devices such as the Ona-hole manages to be simultaneously scary and hilarious. Then you have talking vibrators, and the OhRoma, which looks a bit like a WW2 gas mask and promises to take immersion to the next level by pumping out smells like “panties” or “body odor” – if you’re into that sort of thing.

But this goes far beyond the obvious novelty factor, says Toon Timmermans, co-founder of teledildonics company KIIROO. He believes that the technology has the real potential to improve people’s sex lives, even helping them to overcome intimacy issues in some instances.

“There are some people who lack the ability to be physically intimate; due to distance, disability etc. Adding teledildonics and Virtual Reality gives them an outlet to explore what had never been possible until now,” he says. “We see several positive implications: Improved sexual health and immunity, lower blood pressure, pain and stress relief and improved sleep are just a few of the aspects of our lives that are improved. We become happier and thus, the psychological implications become more positive.”   

“VR has already proved its ability to enable trance like meditative states through its enhanced visual and sensory inputs,” says Ghislaine Boddington, creative director at body>data>space and a reader in Digital Immersion at the University of Greenwich in London, who has been researching “body technologies” for over 20 years. She believes that sense-enhancing and body connection technologies will converge rapidly across the next decade as various forms of haptics and biofeedback become commonplace. “Interchanges of breath, touch, feel, heartbeat, muscle/ blood motion and other data that the living body can transmit are already developed as individual tools. Bring these together and place them with our bodies into connected immersion spaces, and the potential is huge.”

For teledildonics to truly take off, she continues, it needs to incorporate features that will help us achieve what she calls the ” enhanced orgasm” – the potential for extended bodily pleasure that has been explored across the centuries by lovers in many civilizations.

Some in the adult industry also think this more intimate and nuanced approach is where the greatest potential of teledildonics lies. Ela Darling, co-founder at adult live cam site CAM4VR is particularly interested in the way the technology can be used in a live setting to communicate immediacy in touch with a partner.

A scene from 1993’s Demolition Man which depicted brain stimulation headsets for having “sex” in the year 2032.

“I’d love to see some haptic integration that goes beyond the genitalia: the ability to caress someone’s cheek, run your fingers across their shoulder, or drag your nails down their back. We’ve nailed the ability to transmit sexual touch across distances with near immediacy,” she says (her company recently launched a feature that makes it compatible with teledildonics devices such as Kiiroo’s Lovesense). “The closeness established with the person in front of me is incredible. I believe the feeling of touch escalates erotic experiences beyond mere sexual engagement and truly conveys a deeper level of intimacy than ever before.”

Timmermans believes this opens the possibility for people to create an emotional connection through a new kind of immersive experience.

“There is a thin line between the real and the virtual. But, of course this can be different for everybody. We like to facilitate opportunities, and so it is up to everybody who uses the technology to use it in ways that best suit them,” Timmermans said.

That presents us with a whole new set of sensory imperatives according to Trudy Barber, a professor at Portsmouth University in the UK who studies the relationship between sex and technology.

“As we see the Internet of Things becoming more entrenched within our environment and our very bodies and sense of self, it will become a natural part of our concepts of sexual health and our engagement with pleasure as entertainment,” she says. “I am interested in how different sensations will be adapted haptically in the future – such as a light spanking for BDSM fans, for example. There are so many different forms of touch and visual forms of arousal that the permutations for adventurous innovation and development are tremendous.”

Barber’s research in the past observed a group of enthusiasts and fetishists who created their own electronic bodily connections to a server that they had made themselves, and invited friends from abroad to log in and stimulate that body. The person’s sensations could be controlled by a public invited to the experience.

“This techno-sex experience took place some time ago, and I am sure that we have bedroom boffins working away at their own ideas of erotic technology without recognition today and in the future,” she says. “I think there is a whole discipline of design, innovation and development that needs to be encouraged and taken seriously.”

Since connectivity – between people as well as devices – is at the heart of teledildonics, it makes sense that Timmermans is enthusiastic about moving toward greater openness and cross-platform compatibility so different devices will be able to “talk” to each other much more easily.

“We have opened our technology up in order to let other Bluetooth-enabled sex toys connect to our devices and platform. This gives We-Vibe, OhMibod, and Kiiroo (just to name a few) users the ability to pair their devices with one another. In my opinion, this is one of the biggest developments for teledildonics in 2017.”

These experiences, says Barber, are actually nothing new in and of themselves, but what is definitely different this time around is that they will be available to a lot more people. Here’s Barber:

This discussion is identical to historical discussions about VR sex around 25 years ago. At the time I was discussing it in terms of 3D computer graphics and haptic interventions – but the technology was not available at that point. I think today we must not confuse 360 video porn with immersive VR computer representations, as both are entirely different approaches to varying degrees of sensorial experiences of pleasure. It is different yet again if the 360 video experience is live streamed in VR with specific social engagement and interaction for both sex worker and client alike – a bit like having a private dancer booth in your own head.

Yet although more widely available, we’re still not at the stage where teledildonics can be considered a mass-market proposition. As Darling explains, the best and most engaging teledildonics experiences are still reserved for a subset within a subset of a niche where you must not only be a VR user, but a consumer of VR porn or live cams, and willing to invest in a teledildonics device. Even with the rapidly growing VR userbase worldwide, there aren’t that many of those around… yet.

 

 

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EXOS Haptic VR Exoskeleton Glove Aims to Deliver Practical Touch Feedback

EXOS is a new haptic enabled VR glove which uses force feedback to deliver the sensation of physicality when inside immersive applications.

Tokyo based developer Exiii are working on a new VR glove which delivers so-called “reactive force” in response to your actions inside virtual reality – the practical upshot of which is that you’re able to ‘feel’ virtual objects.

Some of you may recall our coverage of Dexta Robotic’s Dexmo’s haptic feedback solution a little while back and, although perhaps not quite as ambitious, EXOS does look like an interesting approach to the problem of force touch.

Unlike Dexmo however, the EXOS adopts a more simplistic, less granular approach to the problem. Whereas Dexmo provides incremental resistance and finger extension tracking for all four digits and thumbs (per glove), EXOS offers individual thumb and then collective 4 finger movement and force feedback. And whilst this might seem like a regressive step when compared to its other exoskeleton stablemate, it might turn out to be a smart design choice. By reducing complexity and sacrificing fidelity, EXOS’ design may prove more robust, with less moving parts in play and a simpler set of programmatic requirements. This is pure speculation at this stage of course, we’ve not had our hands on the device yet.

EXOS-VR-glove-1 (2) EXOS-VR-glove-1 (1) EXOS-VR-glove-1 (1)

More detailed information on the device is scant at this stage, although the developer’s video above does indicate that the devices are at present wired and don’t currently have an integrated tracking solution (check the retrofitted Vive controllers). Demonstrations of how the glove deals with hard and soft surfaces are given, but with no detail as to how much force or to what granularity it can be applied, it’s difficult to know how effective the device is.

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Nevertheless, this sort of 2nd or 3rd generation VR-related technology keeps us excited for the future and reminds us that, although VR may be available and in people’s homes, there are a vast array of opportunities and problems still yet to be solved.

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Quantifying Touch on 15 Dimensions with SynTouch

matt-borzageSynTouch has created a system that can quantify the sense of touch on fifteen different dimensions called the SynTouch Standard, and they’re one of the most impressive haptic start-ups that I’ve seen so far. SynTouch isn’t creating haptic displays per se, but they are capturing the data that will vital for other VR haptic companies to work towards creating a display that’s capable of simulating a wide variety of different textures. SynTouch lists Oculus as one of their partners, and they’re also providing their data to a number of other unannounced haptic companies.

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I had a chance to talk with Matt Borzage, head of development and one of the co-founders of SynTouch at CES where we talked about the 15 different dimensions of their SynTouch Standard across the five major areas of Texture, Compliance, Friction, Thermal, and Adhesive. This research was originally funded by DARPA in order for adding the feeling of touch to prosthetics, and the founders have backgrounds in biomedical engineering. But their mechanical process of objectively measuring the different dimensions of textures has a lot of applications in virtual reality that creates a baseline of input data for haptic displays.

Here’s a comparison of denim and a sponge across the 15 dimensions of the SynTouch Standard:
spider-plot-syntouch

SynTouch has found a great niche in the haptics space in being able to already provide a lot of insight and value to a number of different companies looking at the ergonomics of industrial design, and they’re a company to watch in the VR space as more and more different haptics companies try to solve some of the hardest engineering problems around creating a generalized haptic device for VR.


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