There’s a Military Focus on Professional VR Training at DSEI 2021

DSEI 2021

The largest Defence, Simulation and Training conference descended on London (DSEI) and immersive technology specialist, Kevin Williams, took the time to traverse the massive convention space and return with observations on VR and AR impact in this sector.

DSEI 2021

The reality of VR in commercial training, simulation and education is often overlooked or side-lined. The enterprise or commercial aspect of VR has proven a very lucrative part of the technology’s deployment, with many consumer headset manufacturers pivoting from a consumer-centric focus to broadening their investment to include a commercial business focus.

What has been coined by me as the “Serious VR” landscape, comprising commercial applications using more powerful hardware and a focus on a core deliverable (such as training, marketing, or out-of-home entertainment). While the “Casual VR” scene is focused on consumer requirements and a price-sensitive, home gaming approach. 

The best example of Serious VR was amassed in London, with the holding of the Defence and Security Equipment International (DSEI) 2021, covering all the ExCel exhibition centre, and even taking up the riverside births for presentations of the latest Naval craft. The show gathering more than 30,000 attendees from the international military services, and operations that support them.

DSEI 2021

Along with warfighting, the convention gathers security, medical, training and infrastructure elements, and the show floor proved a valuable litmus of the actual penetration of immersive technology into the aspects of the commercial scene. Previous DSEI attendance has seen a growing interest in VR, but this years’ shows a definite re-evaluation of the hype over the reality of the value of the technology. 

The first aspect of VR application on observation can be described as “Direct Training”.

One of the largest military providers, BAE Systems, used DSEI to launch their new SPA-TAC platform, a solution for sophisticated training, and mission rehearsal suite of tools, using virtual reality visualisation. These allow multiple user support and are deployed on the latest high-end VR hardware. On the booth, the company presented both the latest VRgineers XTAL professional headset, with its impressive field-of-view. Alongside the HTC Vive Pro series.  

DSEI 2021

Another developer at the defence event was VRAI – a specialist dedicated to combining VR and Artificial Intelligence (AI) towards providing enterprise and public service organisations remote training. The ability to use the latest VR technology to create a mobile training solution in the field driving many of the applications seen. On their booth the company had a flight training solution, employing the HP Reverb G2 headset. HP is one of those manufacturers that has seen the opportunity in commercial development support. And alongside this, was a Cleanbox Technology headset sanitizing system offering a much-needed hygienic approach to usage in this environment.

DSEI 2021

Across the way, on the Defence and Security Accelerator (DASA) stand was a demonstration of high-level immersion for training UK soldiers, employing the latest Varjo VR-3 professional VR headset. DASA is a government fund that invests in exploitable innovation for a safer future. The usage of VR in this application cutting the time for training, and offering better information retention by new recruits, with the control interfaces mapped to offer realistic weapon interaction.

DSEI 2021

The latest Varjo headset hardware was also seen on many other booths – the platform focused wholly on high-end commercial VR applications, offering an impressive performance beyond consumer headset specifications. The professional headset is deployed in automotive, aeronautical, CAD design and training. This marks a new phase of development in VR deployment, with the commercial sector at such as scale that it can support its own unique hardware development. On the Inzpire booth, the latest Varjo XR-3 was employed promoting its mixed reality capabilities.

DSEI 2021

The company had on one of their demonstrations a Joint Terminal Attack Controller (JTAC) training platform, that was incredibly portable and rugged. Powered by two high-end PC’s the user could wear the VR headset and see the actual binoculars and physical controls, as the MR capability dropped the real-world imagery into the virtual environment through sophisticated tracking. This was a compelling demonstration of the versatility that VR training can bring, and the level of immersion was extremely high compared to consumer applications. Also promoting their portability of training simulation, the company showed a helicopter simulator, using both VR (from an HTC Vive Pro) and conventional screen, able to be broken down into a small case.

Simple to install and operate VR training aids were also on display at the Lockheed Martin booth, showcasing their Armoured Fighting Vehicle (AFV) gunnery simulator. Employing in the VR configuration the Varjo headset and offering a means to be deployed anywhere for training units. Previously, this level of training would have depended on crude flatscreen alternatives, or expensive dedicated simulators, unable to be deployed in the field. VR applications beginning to be seen as a strong middle-ground alternative.

DSEI 2021

On the British Army stand was developers and solution providers QinetiQ – developing realistic training environments for mission rehearsal, and procedures. The company presented their latest environment for infantry training and army warfighting scenarios in urban conditions. Deploying the latest VR hardware with their setup of Varjo headsets. The level of visual realism and performance from their VR setup far surpassing anything comparable on consumer hardware.

DSEI 2021

The second aspect of VR application seen in this sector can be described as “Promotion and Visualisation”.

While there were seen some Standalone VR headsets, such as HTC Vive Focus, and an Oculus Quest 2 – these applications were more for promotional means, allowing visitors on booths a glimpse at simple information or applications. In previous years VR headsets on booths were ubiquitous, but now the focus was more on the high-end application, steering away from the casual approach.

DSEI 2021

Visualisation also saw the appearance of augmented reality (AR) on the show floor. To be more accurate the services have been employing AR in its basic form since the 1980s with the use of helmet-mounted optics supporting IR night vision or even heads-up telemetry displays. The latest AR technology has generated a lot of headlines in defence procurement, with Microsoft awarded a $22b deal to supply Hololens headsets in the evaluation of battlefield support for the US Army.

DSEI 2021

AR was represented at DSEI with the appearance of the Microsoft Hololens 2, being fielded on another part of the British Army booth, and with the developer of the application, Atos. The company is a world leader in digital transformation, providing cloud-based and information handling solutions. Their infrastructure used the Hololens to allow the user to have tactical awareness of the battlefield and deployment of resources, communicating with other users in real-time. Offering a demonstration of the future strategic planning aids that this technology represents.

Overall, the new trends on display at DSEI 2021 were clearly the explosion in investment into Unmanned Vehicles and Autonomous support – ranging from Naval based helicopter drones, and UAVs – with the first appearance of UAV land vehicles for support and casualty retrieval. Great advances in this sector are expected, and the use of augmented displays to track and direct these vehicles is expected to grow.

DSEI 2021

As mentioned previously, from the great hype and promise, VR has entered a more pragmatic phase in this industry. Its ubiquity replaced at this point, for a focus on more grounded high-end simulation, using the newly available high-end headsets. A new phase of development is about to take place, ejecting Serious VR into the next level of immersion.  

What’s Happened & What’s to Come, VR’s Rollercoaster 2020/21

Vive Cosmos - Wireless Adapter

To say 2020 was tumultuous would be generous. So firstly, I hope everyone has been keeping safe and well.

When I think about the industry in 2020, it was a landmark year for VR, and actually for the overall XR vision of where we’re headed to. This year the demand for all home-based entertainment increased, as a direct result of COVID restrictions. But that doesn’t tell the whole story. This year has seen several huge games in VR, Half-Life: Alyx, Star Wars: Squadrons and Microsoft Flight Simulator.

And in B2B, remote working was proven to work, meaning a rise in tools which support remote collaboration. Adoption of VR-based tools has been increasing across a range of industries for everything from designing products, through to carrying out basic training for employees.

Half-Life: Alyx

Consumer

Let’s have a look at consumer VR first. COVID was one of several factors which continued the acceleration of consumer VR. Normally there’s a seasonal pattern to sales, but we saw more of a steady upward line in 2020 instead of the usual cyclical trend.  

It’s important to note that the market has started to mature more and segment. Facebook’s Oculus Quest 2 showed there’s enough demand for more casual games and a pick-up-and-go experience. But high-end graphics and experience require a PC, and just as with the console vs PC market, we’re seeing the VR industry segment along those lines.

There were a number of AAA games coming to VR this year. Half-Life: Alyx was a thrilling demonstration of what can be achieved when a game is designed for VR. It was intuitive, heart-stopping, and a worthy addition to the fabled Half-Life story. Our Vive Cosmos Elite launched at just the right time for people to enjoy Half-Life: Alyx, and we heard a lot of people loved the experience. Star Wars: Squadrons was another favourite for a lot of people – the immersion of VR changes the way you play, and Microsoft Flight Simulator will be an early Christmas present for a lot of people, too.

A wider trend this year has been privacy – we saw it with the various COVID tracking apps, and that kept the topic in the public eye. Facebook has seen a visceral reaction from a number of developers and users due to the requirement of using a Facebook account for the Quest 2. It remains to be seen exactly how big a barrier that creates, but VR is a unique technology in how it effectively introduces multiple cameras in your home, so privacy is an entirely valid concern. We remain committed to safeguarding user privacy and feel that will continue to be an important part of the decision-making process of consumers.

HTC Vive Cosmos Elite
HTC Vive Cosmos Elite

Industry

A part of the VR industry hard hit this year was Location Based Entertainment (LBE). That’s set to change in 2021, as normal life starts to resume. We’d actually seen the demand for LBEs increasing all over the world. Venues are regularly opening across the world, ranging from solo to multi-player experiences – there’s a lot of popularity for them across Asia and we’ve seen that demand grow in Europe and the Middle East as well.

Related to that, one of my favourite builds this year was the Danny MacCaskill experience at RIDE OUT in Amsterdam. Created by the magicians at REWIND and Cut Media, riders use a bike mounted on a motion control platform, with working brakes, drivetrain and steering, as they inch along perilous cliff edges, and race over mountain crests. It’s a great example of just how immersive VR can be, working seamlessly with real-world elements to produce something which truly makes you feel like you’re there.

B2B

It’s obvious that the pandemic was the main influence on 2020. It did finally mean that remote working was taken seriously, and that’s something which will shape the future. The vaccine is incredible news, and I’ve no doubt that people will return to working in offices, but it won’t be at the same scale as before – CCS Insight predicts that in 2022, over 50% of office-based workers will actually work remotely.

Anecdotally, I can tell you that in early Q2 when most of EMEA implemented lockdowns and travel restrictions, there was a short time where a lot of our external meetings were cancelled entirely – but quickly people adapted to working remotely and by mid-Q2 we ended up having more customer meetings than before.

Major companies across the world have already made it clear that they won’t ask employees to go back to the old model of working, embracing the opportunity to improve work/life balance, and not forcing people to live in major cities. The shift earlier this year meant suddenly hardware a big focus – do people have good laptops, screens, mics and webcams.

But that first stage of adjustment focused purely on hardware, and that’s not the full story. A good workplace is about collaboration, and as companies tried remote working for the first time, a lot of them encountered issues. We all know that meetings can be boring and people get easily distracted, especially when it’s a video call. From our research story on the future of remote collaboration, a third of respondents (36%) expressed exhaustion after being faced with hours of video calls, with nearly half (47%) craving more face-to-face meetings to break the monotony of Zoom calls.

That’s partly why we stepped up the launch of our Vive Sync tool, a great way to carry out meetings in VR. I did have someone ask me the other day – “I have a three-hour meeting, why would I do that in VR, wouldn’t it be uncomfortable?” – the honest answer is… is that meeting comfortable in real life? Are you able to focus for the entire time? Sometimes the problem is that we’ve become conditioned and accustomed to long meetings – we just accept the time drain. We’ve seen that people using Vive Sync are more focused and engaged. It’s good for presentations of any kind, and easily the best way to review a 3D model of a design/building/component.

And when it comes to any kind of design process, VR changes how organisations operate and work together. Bugatti saw a 40% reduction in design time through using VR, and Bell Helicopters went from a six-year to a six-month design time. We designed our Focus Plus headset in VR, and everyone from Adobe to Autodesk and more, have created tools for 3D design.

On the developer side of things, the industry continues to grow stronger. There’s more talent joining the industry every day, and projects range from crowdfunding through to corporate investment. The uncertainty around COVID meant that in some sectors investment slowed down, but Vive and Vive X continued to seek out the best talent across the world. One of our European highlights was investing in Emissive, a very exciting French company, whose VR builds blur the line between education and exploring, with immersive expeditions which bring faraway lands and lost eras to life.

Vive XR Suite

2021

So what can we look forward to in 2021?

Hand-tracking was another hot topic for a bit of 2020 – most of the industry has been experimenting with it for quite some time. Our own SDK first launched in February 2019. Hand-tracking makes VR feel even more futuristic and intuitive and adds another new way for users to interact. 2021 will see more tech developed to make interactions natural – hand-tracking, more accurate body tracking, as well as facial expressions. It’s a level of immersion which won’t necessarily be immediately seen in consumer technology but will help in industry and trickle out to gaming as well.

In terms of users, segmentation will continue to develop in 2021, with the more casual end of the market expanding. We’ll keep seeing that progression, similar to the console vs PC debate, with both having attractive elements to different groups of users. Not everyone wants to invest in a full VR/PC kit, and not everyone wants just casual gaming or the tech limitations of trying to upgrade an AIO to PC-VR.

And that relates to something I’m really excited for in 2021 for VR. 2020 was a great year for PC graphics, and in the future we expect to see ray-tracing combined with foveated rendering, as the graphics card makers continue to push their technology. It’ll mean you’ll be able to experience better graphics for more of the time, as the area being rendered is essentially being super-sampled. Really sharp graphics will increase immersion even more and allow game developers to create experiences like nothing you’ve ever seen before.

And as a result of consumer VR user segmentation, hardware will follow suit. We’ll continue to see high-end PC-VR hardware take more advanced leaps. And at the other end of the spectrum, we’ll see more activity as well.

The early efforts at VR viewers had low barriers but also clunky execution. The leading processors in smartphones are now very impressive and capable of powering VR viewers, so we expect to see the rise of All-in-Two devices – lightweight glasses which are connected to a smartphone. It’s technology we’ve looked at for some time, tackling the problem from multiple angles including working with chip manufacturer industry leaders Qualcomm to create the VIVE Wave platform, meaning powerful smartphones running 5G can drive XR experiences.

The high-end of the B2B market has already seen a flurry of device launches at the end of 2020, again proving the demand. We feel there will be some more consumer-focused announcements in 2021 as tech takes another step forward.

Omdia predicts that by 2025 the VR industry will be worth $10bn, and 2021 is a critical element, continuing the momentum built this year now that VR is undoubtedly established.

An Unknown HTC Vive Headset Has Appeared in New FCC Filings

New regulatory filings for an unknown HTC Vive headset have appeared at the US Federal Communications Commission.

Since the confused introduction of HTC’s Vive Cosmos headsets earlier this year the company has been laying low on the hardware front while Facebook has stolen much of the spotlight with Quest 2.

But HTC looks to be readying some new headset offering; Road to VR has spotted documentation for a headset not previously seen at the FCC.

The FCC is tasked with certifying products with electromagnetic emissions to be safe and compatible with regulations. Products utilizing radio, WiFi, infrared, etc. need certification before they can be distributed for sale. Certification by the FCC marks one step closer to the launch of consumer electronics product.

Documentation for the new headset, which goes by the FCC ID 2Q9R100, was submitted in September but only made public in the last week. Test report filings indicate that HTC sent the product to a lab for testing in August.

Though it’s that clear the filings refer to a Vive headset from HTC, exactly which headset is not clear because the company has requested confidentiality of key filings (as is common). Luckily we’ve been doing this long enough to make some good guesses.

As far as we can tell, this is a “new” Vive headset from HTC, at least as far as the FCC considers a product “new,” which could include outwardly minor changes to existing products—for instance, a version of Vive Focus (HTC’s standalone VR headset) with a new processor.

Indeed, some new version of the Vive Focus is our best guess for now; compared to filings for prior versions of Vive Focus, the latest filings include the use of the same block diagram to indicate the position of the FCC label on the product.

A version of Vive Focus updated with a newer Snapdragon XR2 chip seems like a reasonable bet, and aligns with other evidence spotted last month. Maybe they’ll add some new controllers while they’re at it?

And while the filing could conceivably cover a previously announced but unreleased version of Vive Cosmos—like the Cosmos Play or Cosmos XR—the indicated location of the FCC label doesn’t line up with the label placement on the Cosmos headsets so far.

But there’s another possibility; though less likely than a revision of Vive Focus, it’s possible that the filings refer to HTC’s next-gen standalone headset, Vive Proton, which the company teased earlier this year. We’ve reached out to the company for comment on the new filings.

Vive Proton prototype | Image courtesy HTChtc

Quest 2 has been the talk of the town as of late, but hopefully we’ll soon find out what’s up HTC’s sleeve.

The post An Unknown HTC Vive Headset Has Appeared in New FCC Filings appeared first on Road to VR.

An Unknown HTC Vive Headset Has Appeared in New FCC Filings

New regulatory filings for an unknown HTC Vive headset have appeared at the US Federal Communications Commission.

Since the confused introduction of HTC’s Vive Cosmos headsets earlier this year the company has been laying low on the hardware front while Facebook has stolen much of the spotlight with Quest 2.

But HTC looks to be readying some new headset offering; Road to VR has spotted documentation for a headset not previously seen at the FCC.

The FCC is tasked with certifying products with electromagnetic emissions to be safe and compatible with regulations. Products utilizing radio, WiFi, infrared, etc. need certification before they can be distributed for sale. Certification by the FCC marks one step closer to the launch of consumer electronics product.

Documentation for the new headset, which goes by the FCC ID 2Q9R100, was submitted in September but only made public in the last week. Test report filings indicate that HTC sent the product to a lab for testing in August.

Though it’s that clear the filings refer to a Vive headset from HTC, exactly which headset is not clear because the company has requested confidentiality of key filings (as is common). Luckily we’ve been doing this long enough to make some good guesses.

As far as we can tell, this is a “new” Vive headset from HTC, at least as far as the FCC considers a product “new,” which could include outwardly minor changes to existing products—for instance, a version of Vive Focus (HTC’s standalone VR headset) with a new processor.

Indeed, some new version of the Vive Focus is our best guess for now; compared to filings for prior versions of Vive Focus, the latest filings include the use of the same block diagram to indicate the position of the FCC label on the product.

A version of Vive Focus updated with a newer Snapdragon XR2 chip seems like a reasonable bet, and aligns with other evidence spotted last month. Maybe they’ll add some new controllers while they’re at it?

And while the filing could conceivably cover a previously announced but unreleased version of Vive Cosmos—like the Cosmos Play or Cosmos XR—the indicated location of the FCC label doesn’t line up with the label placement on the Cosmos headsets so far.

But there’s another possibility; though less likely than a revision of Vive Focus, it’s possible that the filings refer to HTC’s next-gen standalone headset, Vive Proton, which the company teased earlier this year. We’ve reached out to the company for comment on the new filings.

Vive Proton prototype | Image courtesy HTChtc

Quest 2 has been the talk of the town as of late, but hopefully we’ll soon find out what’s up HTC’s sleeve.

The post An Unknown HTC Vive Headset Has Appeared in New FCC Filings appeared first on Road to VR.

Train Your Brain With Virtuleap’s Enhance VR

Enhance VR

There are plenty of virtual reality (VR) examples when it comes to keeping physically healthy but far fewer when dealing with cognitive abilities. Today, Virtuleap has launched its brain training app Enhance VR to help those also wishing to stay mentally fit.

Enhance VR

Previously released as an Early Access title in late 2019, Enhance VR provides you with a selection of mini-games including Magic Deck, Memory Wall, React, Hide & Seek, Pizza Builder, and Balance which cover a range of cognitive functions like memory, problem-solving, spatial orientation and more.

“Our beta release was about collecting user feedback to improve the level balancing of each of the closed-loop games, as well as to stress test the game scoring system that translates a player’s performance to a sort of IQ for each cognitive ability,” says Amir Bozorgzadeh, co-founder and CEO Virtuleap in a statement. “This renders each of our VR brain training games as much scientific instruments as they are a fun way to assess and keep track of how strong or weak you are along any of these distinct categories of mental fitness.”

Players are able to track their progress using a scoring system called the Enhance Performance Index. The company notes it will soon work with institutes like the Pacific Brain Health Center and the National Innovation Centre for Ageing at Newcastle University on feasibility studies to validate the efficacy of the application for assessing cognitive illnesses like Alzheimer’s and Parkinson’s.

Enhance VR

“Our vision is to mine the big data of volumetric gameplay patterns with the help of machine learning in order to create a new digital health marker that we believe will allow our games to anticipate a cognitive illness or disorder years before it onsets,” Hossein Jalali, co-founder and CTO Virtuleap adds. “We have spent the past year preparing the ground by creating the data infrastructure required in order to generate and collect the data in a way that can make this possibility a reality.”

Currently available for Oculus Quest and Rift as well as HTC Vive Focus Plus, Enhance VR will also be made available for Pico Neo 2 and Valve Index by the end of July. As development continues Virtuleap plans on adding compatibility with third-party biometrics like eye-tracking, EEG, and smartwatches.

For further updates on Enhance VR, keep reading VRFocus.

ElevateXR Provides Workplace Safety Training for Vive Focus Plus Customers

ElevateXR

Enterprise use cases for virtual reality (VR) may not have been a major consideration when the original HTC Vive launched but nowadays its a mainstay of the industry. Today, HTC Vive in partnership with FreeRangeXR has announced workplace safety training solution ElevateXR specifically for the Vive Focus Plus standalone headset.

ElevateXR

ElevateXR provides three hazard safety modules designed to simulate real-world scenarios. Helping to improve workplace training and safety, the software tests users’ knowledge of safety protocols for fall protection, lockout/tagout (LOTO) and confined spaces.

  • Fall Protection: “Teaches trainees how to inspect proper and functional personal protective equipment (PPE) and distinguish safe anchor points and lifelines from unsafe ones, as well as allowing trainees to use best practices while working at height.”
  • Lockout/Tagout: “A LOTO plan defines the necessary steps to disable equipment that could release hazardous energy. This module allows trainees to simulate the full LOTO procedure, from isolating energy and then repowering it again. It reaffirms collaborative behaviors that ensure trainees can protect themselves and others in isolating potentially hazardous energy sources, including learning to inspect proper and functional PPE and identifying equipment that requires LOTO and those that do not.”
  • Confined Space Training: “Reinforces the importance of situational awareness and environmental evaluation with simulated confined space scenarios. This module will familiarize workers on the use of necessary personal protection gear and tools such as radios, gas monitors, and air blowers.”

The modules each contain three lessons engaging trainees in realistic environments whilst complementing existing annual certification tests.

ElevateXR

“Virtual reality is changing the way we learn, including how companies and organizations train employees and reinforce safety protocols. We developed ElevateXR to provide an all-in-one training solution that allows trainees and employees to receive real-life safety training in VR, without real-life consequences,” said Dan O’Brien, HTC Global Head of Enterprise in a statement. “Effective in accelerating training around the top workplace hazards, ElevateXR saves firms time and money while equipping their employees with the knowledge they need to stay safe on the job.”

Companies in the US are now able to buy the Vive Focus Plus bundled with ElevateXR for $3,999.00 (excluding tax). HTC Vive launched the enterprise-focused standalone headset in early 2019 for $799, offering a 2880 x 1600 combined resolution and full 6DoF tracking. For further enterprise VR updates, keep reading VRFocus.

‘Sync’ is HTC Vive’s Step Into the World of Online Collaboration

Vive Sync header

With many countries in lockdown and those staff that can now have to work from home, online meeting platforms such as Zoom or Google Hangouts have become even more important for companies worldwide. Current technology means that these can range from simple video conferences all the way up to interactive discussions using virtual or augmented reality (VR/AR) technology. HTC Vive has now added its hat into the ring with the beta launch of Vive Sync.

Vive Sync
Image credit: HTC Vive/2 Bears Studio

First revealed back in 2018, Vive Sync was initially created by 2 Bears Studio (Super Puzzle Galaxy, Arcade Saga) as an internal collaboration tool between its worldwide offices. Since that announcement, the platform has been in a closed beta, accessible by invitation only. That changes today as Vive Sync moves into an open beta phase for business and their employees to test out.

Compatible with all of HTC Vive’s headset range, from Vive Cosmos and the Vive Pro Eye to standalone headset Vive Focus Plus, Vive Sync also supports a viewing mode on Android and iOS mobile devices. The platform has a range of useful features to make VR meetings immersive and customisable, from avatars to importing useful files.

Supporting up to 30 attendees simultaneously, Vive Sync has a variety of meeting rooms depending on user preference. Teams can create their own avatars simply by taking a selfie which gives them a base to work from, adjusting further by selecting body types, hairstyle, skin tone, glasses and other accessories. There’s even full-body tracking for natural movement representation.

Vive Sync
Image credit: HTC Vive/2 Bears Studio

When it comes to working in Vive Sync the platform integrates with Microsoft OneDrive and OneDrive so users can securely access their files in VR, from PowerPoints to PDFs and videos. The same goes for 3D models. Thanks to support for FBX and OBJ files, as well as Unity Asset Bundles, importing and reviewing 3D assets is also possible.

Vive Sync is being designed so that’s it’s hardware-agnostic much like retail platform Viveport. While it’s just HTC Vive headsets which are supported, to begin with, PC VR devices like Oculus Rift as well as Oculus Quest are slated to receive support by the end of the year.

For further details on Vive Sync check out this webinar from David Sapienza, AVP Content Production at HTC Vive. When more features are rolled out VRFocus will let you know.

FundamentalVR Expands Surgical Training Platform Support to Oculus Quest

British tech company FundamentalVR has been at the forefront of virtual reality (VR) training in the healthcare system, primarily focused on surgical education via its Fundamental Surgery platform. Today, the company has announced an expansion into standalone headset support for the likes of Oculus Quest and HTC Vive Focus Plus with a platform extension called @HomeVR.

FundamentalVR

Thanks to standalone headsets offering a low-cost alternative and being easier to run than their PC-based counterparts, devices like Oculus Quest make VR training a far more viable and convenient option. Fundamental Surgery is hardware-agnostic, able to mimic the physical cues of surgical actions, medical tools, and tissue variations.

Already deployed in hospitals worldwide, the surgical platform utilises off-the-shelf hardware combined with HapticVR sense-of-touch, enabling users acquisition of real-world skills. Surgeons experience the same sights, sounds and feeling they would in a real procedure.

“Leveraging low-cost hardware, our multimodal platform allows medical institutions to take advantage of the proven benefits of surgical simulations at scale, and in ways that ensure the consistency of training delivery, and effectiveness of their curriculums,” said Richard Vincent, CEO, and co-founder, FundamentalVR in a statement.

FundamentalVR“The @HomeVR modality provides a highly mobile and cost-effective way to acquire the knowledge and understanding of the technical skills required to carry out surgical procedures,” Vincent continues. “The HapticVR modality helps students apply and deepen this knowledge while becoming proficient in the skills required to carry out the procedures. Together, they provide a more powerful education platform. No other software platform can do both nor have received CME or CPD accreditation from the America Academy of Orthopedic Surgeons and the Royal College of Surgeons of England.”

You won’t find @HomeVR on the Oculus Store. Users download the simulations by logging into their Fundamental Surgery account and selecting their desired procedure. Procedures are being phased in for existing customers starting with Total Hip Arthroplasty (Anterior Approach) with more on the way.

VRFocus will continue its coverage of FundamentalVR and the healthcare industry as a whole as it continues to embrace VR technology and its educational abilities, offering up t date news on the latest advancements.

HTC Discontinues Vive Pro and Focus Models, Reduce Price on Pro Eye Kit

HTC confirmed that the HTC Vive Pro and HTC Vive Focus headsets are now discontinued and will be replaced by their newer equivalents, the Vive Pro Eye and Vive Focus Plus, moving forward.

UploadVR reached out to HTC to confirm that Vive Pro and Vive Focus are now discontinued, after they were appearing in varying levels of availability on both the HTC consumer and enterprise sites. A HTC spokesperson confirmed that the Vive Pro and the Vive Focus “are on remaining unit sell-through and are end of life.”

This means that the headsets are discontinued but may still be available for purchase in certain regions until HTC sell through their remaining stock.

The newer Vive Pro Eye and the Vive Focus Plus headsets will still be available as the equivalent option for the now discontinued standard models. The Vive Pro Eye Full Kit has also now been reduced in price accordingly, down to $1399 — the price of the now-discontinued Vive Pro Full Kit.

“Overall, we’re simplifying our product families to Cosmos (Consumer), Vive Pro Eye (Enterprise) and Focus Plus (Stand-alone), so these changes reflect the approach,” said an HTC spokesperson. There are also new bundle configurations available for the Vive Pro eye and Focus Plus, to allow for different warranty and base station configurations.

The changes come just after HTC introduced new options to their Vive Cosmos line, including a cheaper Cosmos Play headset and a pricier Cosmos Elite headset, which uses SteamVR tracking and is now available for pre-order.

What do you think of these changes to the HTC headset lineup? Let us know in the comments below.

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HTC Aims To Host 2020 Vive Ecosystem Conference In VR, Citing Coronavirus

The return of HTC’s annual Vive Ecosystem Conference later this month aims to be held, for the first time, in VR, spurred in part by the ongoing Coronavirus crisis.

Vive China President Alvin Wang Graylin confirmed the news today on Twitter. The conference will be held on the Engage platform on March 19, starting at 5:30 pm Pacific. Developed by Titanic VR creator Immersive VR Education, Engage is a social platform designed for education and training, allowing speakers to host workshops and talks. It can be used both in and out of VR.

For the past few years the Vive Ecosystem Conference has been held in China. Typically the company reveals new features and hardware at the show, though most of the announcements are directed at the Chinese VR market first and foremost. There’s also panels and networking opportunities, which are expected to feature in this virtual version too.

Speaking to Upload, Graylin said that HTC had been considering a virtual conference already, but the outbreak of the coronavirus — which lead to the cancellation of events like MWC and GDC with more likely to follow — spurred the company on.

Many details about the conference are still to be announced, but Graylin confirmed it will feature audio tracks for both English and Chinese languages and will also be live streamed on YouTube. The real question, though, is if the event can be pulled off smoothly. HTC hasn’t mentioned anything about caps on virtual attendance so we’re not sure how many people could join a keynote speech, for example.

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