Jaunt Reveals Livestreamed Volumetric Video Solution for AR

Jaunt first cut their teeth on cinematic VR when they came out of stealth in 2014, not only producing some pretty high-quality 360 video throughout the years, but also a professional-grade 360 camera dubbed NEO. Now under new management, the company is striking out in a new direction, and revealing a new AR project for its Jaunt XR Platform that makes volumetric video capture a relatively cheap and easy process.

The project, which is still in R&D, uses what the company calls a “simple capture stage with a streamlined setup,” which uses the company’s proprietary streaming tech that can send volumetric captures to AR-capable devices.

According to Venture Beat’s Dean Takahashi, who visited Jaunt’s San Mateo, California headquarters, the company has created a pipeline that uses six Intel RealSense depth cameras; the resultant images are then automatically stitched into a single 3D avatar.

Takahashi says the experience was “quick and seamless,” and doesn’t use the sort of dedicated green screen studios like Microsoft’s Mixed Reality Studio, which has captured the likes of Buzz Aldrin, George Takei, Reggie Watts, and Max Frost to name a few. A setup like Microsoft’s requires a large space, a 35-foot diameter area outfitted with 106 cameras (53 RGB and 53 infrared), reports VarietyJaunt’s capture area appears to be carved from a standard office space, something you could hypothetically set up and put away as needed.

Image courtesy Jaunt

What’s more, Jaunt promises real-time processing, so you could livestream your volumetric captures to anyone with an AR-capable device such as an iPhone.

“At Jaunt, we’re always thinking about expanding the boundaries of storytelling by exploring the full immersive content spectrum; from virtual reality, to augmented & mixed reality, volumetric, and even new formats that our advanced development teams are working on,” said Arthur van Hoff, Jaunt CTO & Founder. “But our primary focus is empowering our partners to harness these evolving technologies, using the Jaunt XR Platform as the foundation for delivering their cutting-edge immersive content. Our ongoing research and development will serve as a cornerstone of the XR Platform’s evolution, and our volumetric capabilities are only the first step in this initiative.”

The Jaunt XR Platform, which was announced late last year, is a B2B solution created to stream AR, VR, and 2D assets across multiple devices, and allow companies to make and distribute their own branded content. Jaunt’s other initiatives include additional volumetric streaming tech, immersive content driven by machine learning, and technologies to enable premium XR experiences.

The post Jaunt Reveals Livestreamed Volumetric Video Solution for AR appeared first on Road to VR.

Jaunt XR Platform Expands Through new AR R&D Initiatives

Jaunt has been one of the leading companies when it comes to immersive content creation and distribution. Its app was one of the first to offer 360-degree videos across a range of platforms, and the company has been further expanding its virtual reality (VR) and augmented reality (AR) initiatives through the launch of the Jaunt XR platform. Today, the company has revealed several new research and development projects currently being carried out.

Jaunt XR Platform

The company has showcased its new volumetric capture technology, essentially allowing it to create 360-degree full-body AR images of a person, matching the subject’s appearance, movements, and vocals in the form of a shareable, to-scale asset.

These assets can then be streamed to mobile devices using the Jaunt XR platform, allowing its B2B customers to further integrate them through their own applications and channels.

“At Jaunt, we’re always thinking about expanding the boundaries of storytelling by exploring the full immersive content spectrum; from virtual reality, to augmented & mixed reality, volumetric, and even new formats that our advanced development teams are working on,” said Arthur van Hoff, Jaunt CTO & Founder in a statement. “But our primary focus is empowering our partners to harness these evolving technologies, using the Jaunt XR Platform as the foundation for delivering their cutting-edge immersive content. Our ongoing research and development will serve as a cornerstone of the XR Platform’s evolution, and our volumetric capabilities are only the first step in this initiative.”

Jaunt XR Platform

This is just one of several initiatives Jaunt is developing with others in the pipeline including additional volumetric streaming capabilities, immersive content driven by machine learning, and technologies foundational to enabling premium XR experiences.

“Standing as one of the early, major players in the virtual and augmented reality space, we’ve taken our consumer-facing technology and storytelling capabilities and made them available to our partners,” van Hoff goes on to add. “Our B2B focus addresses a need for companies to be able to deliver AR and VR, and we see our XR Platform’s real-time volumetric capabilities as yet another avenue for them to share engaging stories through their own channels. It’s just one of the ways we’re continuing to push the boundaries of XR content at Jaunt.”

Check out Jaunt’s experiment’s in the video below, and for any further updates keep reading VRFocus.

Jaunt Shows Off New Augmented Reality 360-degree Full Body Selfies

Jaunt Shows Off New Augmented Reality 360-degree Full Body Selfies

Jaunt made its name as a creator of 360-degree videos and cinematic VR experiences. But under new management, the company has shifted its focus to supplying mixed reality technology to other companies. Today, it‘s showing off some of the cool research it has been doing in volumetric capture, such as creating 360-degree digital avatars for augmented reality applications.

I tried it out at Jaunt’s headquarters in San Mateo, California, and it was quick and seamless. Jaunt demonstrated how it can capture a 360-degree image of a person with six Intel RealSense depth cameras. Jaunt stitches the images from the cameras into a single 3D avatar, and then inserts the avatars into augmented reality streams that can be sent to mobile devices in real time. I saw how they could capture me instantly and turn the data into a shareable image in no time.

The new AR volumetric capture selfies will eventually be part of a growing XR platform, a business-to-business software solution that Jaunt licenses to its partners, who distributed augmented, virtual, and mixed reality (collectively known as XR) content through their own applications and channels. Jaunt is formally launching the volumetric capture technology to its platform for customers in the fourth quarter.

“Our objective is to make streaming of experiences like this very easy and portable,” said Arthur van Hoff, chief technology officer and founder of Jaunt, in an interview with VentureBeat. “We have been strong in 360-degree video and immersive content for VR, and now we are figuring out what we can contribute for AR experiences.”

Jaunt still has a big VR film studio in Santa Monica, California, where it puts to use its expertise in telling stories in XR. In the past, it has launched more than 350 productions, including numerous virtual reality films. But today, the company only starts work on a VR film if a partner pays it to do so.

Above: Jaunt’s AR avatars can be created in real time.

Image Credit: Jaunt

“We want to be the global partner of choice for producing and distributing immersive content,” said Jaunt CEO George Kliavkoff, in an interview with VentureBeat. “In the past, we were consumer-focused. We wanted to be the Netflix of VR and have people come to a Jaunt owned and operated site. We have repositioned as a business-to-business company.”

With the 360-degree selfies, Jaunt offers volumetric content as another medium for its partners to tell stories and create intellectual property. Volumetric capture (as captured through the six-camera rig) makes it possible to film a subject from a 360-degree perspective, then output an avatar that matches the subject’s appearance, movements, and vocals in the form of a shareable, to-scale, augmented reality asset.

Instead of an expensive green screen studio, Jaunt uses a simple capture stage with a streamlined setup and leverages the same streaming technology it developed for delivering high-quality VR and AR experiences. The ease of use and established distribution tools are ideal for companies looking for an efficient way to add cutting-edge immersive content to their media strategies. The stage is pretty portable, considering what it can do.

“We wanted to be able to process content in real time, not in weeks, and make it portable and shareable,” van Hoff said. “I recorded a 3D capture of my parents when they were visiting from Holland. That’s kind of special, as that’s something I’ll never forget.”

Jaunt’s investment in R&D signifies the company’s focus on building business-ready solutions for creating and sharing next-generation immersive content. Other initiatives in the pipeline include immersive content driven by machine learning and technologies foundational to enabling premium XR experiences.

Since 2013, Jaunt has been on the leading edge of immersive content, quickly becoming the premier producer and distributor of consumer cinematic VR by creating an end-to-end pipeline for creating and delivering VR experiences. But the VR market for consumers didn’t materialize in the way everyone hoped after the launch of the first major VR headsets, such as the Oculus Rift and the HTC Vive in 2016.

Above: Jaunt’s AR avatars can be streamed to mobile devices.

Image Credit: Jaunt

“Some analysts say XR is a $120 billion opportunity in 2021,” said Kliavkoff. “We believe in the size of the market, but we’re not sure if the analysts are correct on the timing. In the long run, we think AR is the bigger opportunity.”

So in 2016, Jaunt hired Kliavkoff, a former Hearst executive, as its CEO. And he has steered the company beyond the consumer VR space, transforming it into a B2B-focused company that helps partners deliver new forms of XR content spanning augmented, virtual, and mixed realities.

“Standing as one of the early, major players in the virtual and augmented reality space, we’ve taken our consumer-facing technology and storytelling capabilities and made them available to our partners,” said van Hoff. “Our B2B focus addresses a need for companies to be able to deliver AR and VR, and we see our XR Platform’s real-time volumetric capabilities as yet another avenue for them to share engaging stories through their own channels. It’s just one of the ways we’re continuing to push the boundaries of XR content at Jaunt.”

The new Jaunt XR platform debuted in December 2017, and it is useful in a variety of ways. Sky broadcasting was the first customer announced for the Jaunt XR Platform at the end of 2017. Now customers include Diageo and NTT Data. The Jaunt XR Platform allows augmented reality assets, virtual reality content, and 2D assets to be delivered across devices and live side-by-side with existing media libraries.

In the past, all the VR, AR, and mixed reality formats had different technology chains. Jaunt has united them so they can all be viewed through a single player.

“This technology platform is that single solution for managing all the different media types and playing them back holistically inside of one system, rather than having to build them separately,” said David Moretti, vice president of corporate development and operations, in an interview.

In 2017, Jaunt also opened an office in Shanghai, which allows it to distribute content into China through a partnership with Shanghai Media Group and China Media Capital.

Jaunt’s investors include the Walt Disney Company, Evolution Media Partners, CMC, Highland Capital Partners, Redpoint Ventures, SMG, Axel Springer, ProSiebenSat.1 SE, The Madison Square Garden Company, Google Ventures, Peter Gotcher, and Sky. Jaunt currently has 100 employees.

This post by Dean Takahashi originally appeared on VentureBeat.

Tagged with:

The post Jaunt Shows Off New Augmented Reality 360-degree Full Body Selfies appeared first on UploadVR.

VR Music Experiences from Will.I.Am and The Bloom Twins Now on Jaunt

Music artists and performers are always seeking new ways to reach the audience. Whether this is through radio play, streaming, music videos or live performances. With virtual reality (VR) a new avenue for connecting with fans is available, and it is one that recording artists Will.I.Am and the Bloom Twins have embraced.

The new VR experience featuring the performers was captured during a performance at the Cannes Lions International Festival of Creativity and has been titled Virtual VIP, to signify how the viewer is getting a closer look at the performance than many who were in the audience at the time.

Will.i.am_image

The VR experience is being made available to user through Jaunt VR, a content distribution platform for VR content that has already seen high-profile works for music, dance, cinema and theatre become available in VR through the use of its platform.

The film was captured using multiple 360-degree video cameras which were places in strategic locations throughout the theatre, allowing viewers to be transported to the live event and letting them view the performance from the best seats in the house.

Will.I.Am and his band, the Black Eyed Peas have previously been involved with immersive media when they worked together with Marvel to create an immersive augmented reality (AR) comic titled Masters of the Sun: The Zombie Chronicles, which combines elements of Egyptian mythology with hip-hop culture. The comic has seen been adapted into a VR experience for mobile VR platforms like the Samsung Gear VR.

Other music artists like Bjork and Gorillaz have also embraced immersive technology as a means of engaging with audiences and fans in a new way. As the technology develops, it can be expected that more performers will become involved with using the technology.

As usual, VRFocus will keep you informed on new developments regarding VR and AR experiences.

Life in 360°: Come On And Slam

It’s time to get sporty on VRFocus for today’s Life in 360°. As we continue our tri-weekly rummage around the web to showcase examples of 360 degree video and show you how it is being utilised around the world.

Life In 360° / 360 Degree VideoToday we’re going straight to the hole for some serious basketball action thanks to the team from Jaunt and Chicago-based video production company Bottle Rocket Media. While Chicago loves its basketball, it’s not Illinois where we’re spending our time today.  We’re heading much further South West to somewhere more readily associated with hot tans and hot bodies than straight up sport.  We’re off to California and Venice Beach.

We’re not just courtside but on the court as the 7-Eleven sponsored City Slam event gets underway and, in this video, called The Art of the Dunk the competitors describe the thought process going into the contest and why they do what they do.  As something of a failed basketball player it’s the sort of display that makes you wonder if playing basketball actually renders you only partially susceptible to the laws of gravity

Here’s the description from the Jaunt team: “You’re right on the court as four of the best dunkers in the world defy gravity and soar through the air. While they make it look easy, anyone who has taken a shot knows that the skill, artistry, and athleticism these basketball players exhibit is truly world class. Take in the dunks for various positions around the court, and in slow motion. It’s a thing of beauty; the art of the dunk.”

You can see the short film below, VRFocus will of course be back later this week with another video. What will that be? You’ll have to visit us on Friday morning at the usual time to find out. We’ll see you all then.

This Week In VR Sport: Baseball, More Baseball And The Future Of Sports Coverage

VRFocus is back once again to bring you another edition of This Week in VR Sport. With a number of sports related virtual reality (VR) and augmented reality (AR) stories, this week has three stories that are sure to peak your interest. Baseball fans get not one but two experiences this week and a discussion around the future of AR and VR live sports coverage was held at the Tribeca Film Festival.

Virtex Arena Baseball Released, Bringing AR Baseball Mini-Game To Fans

Virtex Arena Baseball

Virtex Apps have released released their mobile AR app Virtex Arena Baseball this week bringing the field of live baseball games to life with mini-games. Tailored for fans who are in the seats of a stadium and designed to be played between innings and other breaks, players will find plenty to do within the Virtex Arena Baseball app.

The app puts players against other fans in the stadium or those at home, allowing them to compete for the highest score in AR mini-games. When the time is right users can open the app, pick a team to support and then which game to join. From there it is all about playing the experience as best you can to ensure you bring home those points.

Some of the upcoming games that the Virtex Arena Baseball app with be able to be used at including the A’s vs. Orioles at the Oakland Coliseum on 4th May. The Yankees vs. the Red Sox at the Yankee Stadium on the 8th May and the Cubs vs. the White Sox at Wrigley Field on the 11th May. More dates and supported games will be announced as the season progresses.

The Virtex Arena Baseball app is available now for both iOS and Android devices that support AR. You can see the title in action in the below trailer.

MLB Home Run Derby VR Released With New Trailer

MLB HomeRunDerbyVR 02

In case you missed it, earlier this week the VR baseball title MLB Home Run Derby VR released for HTC Vive and PlayStation VR. The title lets players jump onto the field and take up a bat to try and score the most home runs and claim a place on the worldwide leaderboards.

The title includes three ballparks which have been carefully recreated in high-fidelity 3D so fans are able to feel like they are really on the field. This includes famous parks such as Marlins Park in Miami, Nationals Park in Washington DC and Progressive Field in Cleveland. Do you have what it takes to step up to the challenge and face off against the world? Can you be the home run champion?

MLB Home Run Derby VR is available now on PlayStation VR and HTC Vive and you can see the trailer for the title in the below Tweet.

Michael Ludden And Mitzi Reaugh Discuss The Future Of AR/VR Sports Coverage

Tribeca Film Festival - Header

At this year’s Tribeca Film Festival, sports fan and director of product for Watson Developer Labs & AR/VR Labs at IBM Michael Ludden talked about the obstacles facing VR and AR in sports. In a panel which also featured Mitzi Reaugh, VP of development and strategy at VR company Jaunt, the two discussed how immersive technology is playing a big role in sports media.

“You guys do some of this, so I don’t want to throw anybody under the bus,” Ludden said, referring to Jaunt’s technology. “But I would say that it’s not quite there yet in terms of usability.” Ludden explained that the capabilities of VR for sports events is extremely limited. Users cannot watch live games, camera positions are limited, there are no options to zoom the camera, and production quality is not to the same standard as traditional broadcasters. “I’m a sports fan and I’ve tried a number of these things, both using Jaunt and other platforms, and frankly for the most part, it’s pre-digested 30-second clips,” said Ludden.

According to Ludden the biggest obstacle is “incentivization mismatch,” since sports arenas and stadiums actually want people in the paying for tickets and to sit at the event, spending additional money on snacks, merchandise, etc. AR was noted for offering another immersive way to enjoy sporting events and that it is well on its way to be a more suitable media. During the panel they note how there is an opportunity to provide headsets that overlay statistics or commentary to those sat in the seats. It would allow events a chance to leverage the technology to provide on-site fans with much more information as those sat watching a home.

AR projections were also mentioned as being an effective way to engage viewers in live sports event, projecting the event onto a tabletop for example which would offer a complete view of the events. Ludden estimated that AR headsets in stadiums could be available as early this coming football season with consumer AR projections still sometime off. As for VR, Ludden is still hesitant about the execution, but expressed some optimism saying: “I think we’ll get there eventually because there’s a demand and there’s a use case.”

That is all for This Week In VR Sport. For more on immersive sport news keep reading VRFocus and remember to check back next week for another This Week In VR Sport.

Dominic Collins Goes in-Depth on Jaunt’s XR Platform

Jaunt is primarily known for the high quality virtual reality (VR) films it produces, as well as distributing other creators work and most recently their XR platform – a turn key and enterprise solution for media companies, IP holders or mobile operators looking to build or integrate immersive content. VRFocus has previously covered Jaunt’s partnership with NTT DATA, a global innovation and technology services company, but for those looking for a more in-depth look at the XR platform VRFocus spoke to Jaunt’s international general manager Dominic Collins.

At CES 2018 Jaunt demonstrated the capabilities of its XR platform having previously launched it a month earlier. Jaunt’s hoping that large media companies can use the XR platform to focus on creating good immersive content, without having to worry about the hardware or software. The purpose of the XR platform is to distribute high quality immersive content to a global audience no matter which hardware or head-mounted display (HMD) is currently available.The XR platform includes a media manager, player engine and intelligence suite in order to help manage, distribute and get insights from the content that is being distributed.

Essentially, one would take a a single gold quality high res version of a film, upload to XR platform and this where the XR platform creates up to 42 different versions of that file for different distribution platforms. This includes various types of audio ranging from stereo, mono, ambisonics which includes Dolby Atmos. The XR platform exists via the cloud and allows for different languages and subtitles as well.

The immersive content can then be viewed on various HMD’s or smart devices such as the HTC Vive, Oculus Rift, PlayStation VR, Google Daydream, Samsung Gear VR, Android, iOs devices, Windows Mixed Reality HMD’s and web GL. As hardware and devices change, the platform will be able to accommodate them.

XR_JAUNT

The intelligence suite allows for the standard analytics, but adds heatmapping to record where viewers look during the experience. Jaunt has added a special tool called Compass which allows viewers to see the experience based on crowd sourcing data from previous viewers analytics, automatically directing them at the action or points of interest of previous viewers. The intelligence suite will be useful for advertisers to feel confident that the message they’ve put in the experience is being noticed, or potentially alter and change the message in the experience to make it more noticeable. The media player also allows for multi-camera interactivity, allowing users to choose which camera they want to view from. Monetisation options aren’t included and will vary depending on how a client wants to charge viewers for content.

The tools within the XR platform will allow media companies to manage their immersive content without any knowledge on coding. Collins explains that: “Some people may want a standalone VR app, some people might want to add immersive capability into existing applications.” The XR platform caters to both of these needs. At the moment Sky, Medical Realities and vTime are using the platform with more partners to come. Collins believes that VR and augmented reality (AR) will merge in the future and what will be most important is great content. He wants to future proof the XR platform.

Collins explains that Jaunt will be increasing their production work, with several projects in the pipeline that are exciting but that they’re also looking to grow in different territories and expand. To find out more watch the video below.

 

 

Was CES 2018 Big for VR? VRFocus Recap all the Tech Encountered at the Show

CES 2018 is the most exciting showcase of innovative technology every year. With over 170,000 attendees and over 3,900 exhibitors, there has to be some virtual reality (VR), augmented reality (AR) and mixed reality (MR) here, right? Today,  VRFocus is doing a Post CES #XR event Review at the Realities Centre in London, UK bringing some of the companies together for those that couldn’t attend the main event. However if you aren’t attending the Post CES event, VRFocus has put a little recap together. From head-mounted displays (HMDs), VR platforms, VR content, 360 cameras, AR, audio, and MR to accessories to accompany new immersive technologies, you’ll find a sizable list in the run down below.

Big Announcements at Press Conferences

HTC Vive Pro
The HTC Vive Pro was the most exciting pre-CES announcement from HTC Vive.

Before CES even started VRFocus attended the Nvidia press event, where the company showcased its latest technology in autonomous cars. The biggest trend by far at this year’s CES, was how both VR and AR are being used to help ensure the safety of future cars, but also testing autonomous cars in environments that otherwise could not be controlled. Nvidia announced AutoSim, a VR simulator for self-driving cars as well as Drive AR, software that gives drivers information about what is around the car. All this information will be featured on the windscreen or dashboard screen. Think Google Maps on your heads-up-display (HUD).

It was HTC Vive that really stole the show that day after its initial Twitter tease of a HMD with new resolution, announcing the new HTC Vive Pro and Wireless adapter. The promise of no screen door effect and going untethered? It was a big day for VR lovers around the world. To add a cherry on top, the HTC Vive Pro will feature two microphones for noise cancellation capabilities and it’ll work with both 1.0 and 2.0 base stations.

Nothing could quite surpass that announcement that day, but Sony did showcase some very beautiful looking Sony RX0 cameras in collaboration with Zeiss, which, if 100 were to be connected could create immersive imagery.

Head-mounted displays

Timescope
Not exactly room-scale virtual reality, but a quick and easy access to transport users into a digital re-created world.

With the announcement of the HTC Vive Pro, Dell revealed at its press conference a partnership with HTC Vive to make it easier for consumers to get a full VR package with their desktop by allowing customers to purchase both the VR-Ready Dell Inspiron Gaming Desktop and an HTC Vive.

With no new Oculus Rift being teased or showcased, VRFocus managed to catch up with Kopin, showcasing the Elf VR headset. With a pixel density of 2,940 PPI, dual 2K resolution, 120 Hz for each eye, and a promise of smaller, lighter size and no screen door effect, Kopin is making ambitious promises for VR applications in the future. The Elf VR HMD is not yet available for consumers, but Kopin has said to keep an ear out for news just before the Electronic Entertainment Expo (E3) 2018.

Pico Interactive showcased its standalone headsets Pico Goblin and Pico Neo CV. Both headsets will be compatible with the Vive Wave platform, giving Pico customers access to 400 titles from the Vive owned store. A taster perhaps of what other standalone headsets might be such as Oculus Go and Vive Focus. The Pico Goblin is retailing for $269 USD and the Pico Neo CV can be pre-ordered for $749 on Pico’s website.

Lenovo also demonstrated its standalone device, Lenovo Mirage Solo. The headset utilises the Qualcomm Snapdragon 835, has 4GB RAM, with 110-degree field-of-view (FoV). The headset also uses Google’s WorldSense technology for inside-out tracking and comes with a wireless Daydream controller. The HMD is set to be released in Q2 this year.

Zeiss VR One Connect  is now also compatible with Steam VR. Supporting both iOS and Android, the Zeiss VR One will need two wireless three degrees of freedom (3DoF) controllers that are linked via Bluetooth to enjoy full VR. The Zeiss VR One Connect is set to be available at major US retailers in the spring of 2018 at $129. No details on an international launch date are currently available.

Then there was Timescope’s terminal, which wasn’t what one would call “true VR”, in the sense that it’s not room-scale, you are not able to teleport or physically pick up objects with controllers – but still a form of new VR for public spaces. From the age of seven, members of the public are able to use the Timescope terminal to then see into the past or future of certain locations. All 3D content is as historical accurate as possible, with historians and engineers that have worked hard on making the terminals suitable for everybody – including people wearing glasses.

VR Platforms, VRContent, Training and Social VR

It might become easier to start a platform when making numerous amounts of VR content, and trying to find a solution to distribute the content to their clients and audience. This seems to be exactly the case for Jaunt, Ikonospace Art and Serious Factory.

Jaunt has created the Jaunt XR platform, which gives clients an easy way to distribute large amounts of VR content. With a media manager, player engine and intelligence suite to track information of how users interact with 360 content – its biggest benefit is that it allows all 360, VR films to be distributed across various VR HMDs.

Ikonospace is a small Dutch start-up company that use VR to create virtual art exhibitions. The platform would enable any artist around the world to build, create, digitise and finally curate their own art exhibition. CEO and Co-Founder Joris Demnard, personally comes from a family that specialise in curating and putting together art exhibitions. With simple design tools, one can create a building, decorate the interior and then place their art in it.

Serious Factory have a special toolkit that enables users to create social scenarios. Think of it as directing a social space where you can control the characters interactions, facial expressions, reactions and create the perfect social training scenarios. The platform allows for full customisation of characters from ethnicity, outfit, and interactions to the 3D environment where the interactions would take place. The final scene also has a point system, which would allow recruiters to see in which category users failed in or excelled in.

Fibrum is the largest Russian developer for VR games and applications, having dipped its toes into e-sports as well as creating the Fibrum Pro HMD. Fibrum now focuses on a platform called Desirium, a mobile VR app and platform that’s similar to Jaunt’s app, where the company can host 360-degree and VR content. You can download the app on Google Play, App Store, Google Daydream or Samsung Gear VR for a free trial period now.

Make your dreary gym workout plan fun with VR, gaming and highscores.

VRFocus got into the grind of CES with Black Box VR, a new concept that combines gaming with gym workouts. Instead of getting bored at the gym, trying to make your exercise routine more interesting by listening to your ‘Gym Workout Session 1’ playlist on Spotify or attempting to enjoy the visual images on the TV screen, you’ll soon be able to dive into a HTC Vive headset (accompanied with special trackers on each arm) and carry out various work outs through Black Box VR. Several Black Box VR gyms will be opening on the West coast of the United States, to make your average gym workout more interesting.

Anybody who’s been trying to use VR for exercise will have heard of Sprint Vector, Survios’ action-packed multiplayer VR title. Survios announced several Sprint Vector tournaments and that it would be coming to various VR arcades soon, which can also be experienced in California.

Serious VR takes things very serious indeed, specialising in VR training and performance data focusing on industrial companies such as defence, metal and automotive sectors. The plan is to change manuals and e-learning into an information schedule to implement VR for training processes. The benefits of immersion that VR offers seem be very cost-effective and more efficient than conventional training for industrial companies at the moment.

French company Light and Shadows use both VR and AR to provide solutions to major industrial enterprises, having created various devices and training applications for companies that are looking for ways to train or operate in VR. With a background in 3D environments, they showcased a training simulation that combined leap motion with the HTC Vive. Using just your hands, VRFocus managed to pick up mechanical and industrial pieces in a factory.

vTime Wilderness 1600x900
vTime gets an audio boost with DTS custom audio technology.

vTime is one of the longest running social networks for VR. At CES the studio announced a new partnership with audio specialist DTS to bring enhanced audio to the social VR platform. The aim is to create a more realistic world, and thus make the platform more immersive. Creating a virtualized surround experience over headphones using a combination of localised, spatial and head-tracked audio.

All in all, VR companies exhibiting at CES showcased various platforms that wanted to be cross-platform friendly and were looking to have users create and generate their own content in order to boost their platform. For the most part, it seems like these platforms are oriented at large industrial companies looking to train staff or employees, whether it be in factories or in social situations. With it comes a lot of responsibility to create easy-to-use toolkits, quick production work flows as well as the tools to create the best immersion. For the most part, it has been HTC Vive that’s been the winner when looking at how companies are using the HMD to help introduce VR to the masses.

360 Cameras

Kodak 8K 360 Camera
Kodak’s three lense camera shoots 8K and will have a waterproof case to film underwater in.

There were only two cameras that really showcased what 360 VR could offer in the future. Besides Sony and Zeiss’s previously mentioned, it was Chinese company Pisoftech and Kodak that offered 8K capabilities. Lenovo also dips into VR, but uses 180 degrees instead.

Pisoftech has a background in mass surveillance and data. They decided to venture into the realm of hardware when they saw that the products their clients were making could be more efficient if they made it. The Pilot Era camera can shoot 8K and has the capability to stitch internally. In other words, no need for an external device or software to stitch for you anymore. It’s quite big as well, 61mm x 61 mm x 159mm and weighs around 565g, however it may be worth it if you don’t want the hassle of stitching your images and if you want 180 minutes of battery life. 8K comes at a huge price though, its estimated price is at £3,000 GBP, not exactly affordable for the average consumer. The product is expected to be available on Amazon in April 2018.

What Pisoftech offer in 8K internal stitching, Kodak makes up for in size. Showcasing two brand new cameras that as of yet have no name, Kodak is also dedicated to creating 8K VR footage but in stereoscopic 3D VR. The first to be shown is the three-lens 8K PixPro 360 camera that is able to film at 30 frames per second (FPS) or 4K at 60FPS, potentially even at 120FPS. A waterproof version is said to be released around the same time to enable underwater filming. Half the size of the Pilot Era camera, this camera does not offer internal stitching but is very small and could potentially last a long time if combined with external batteries.

The second camera shoots 4K 30 FPS and can fold out and do 3D stereoscopic 180 images. It was designed specifically to please the push YouTube and Google are making into 3D on their platforms. You can also tether the cameras together and make a full 360 3D unit, if you were to have three of them. When speaking to Kevin Kunze, he mentioned that the three-lens 8K camera would be $1,000-$2,000 cheaper than other 8K cameras on the market and both cameras would hopefully be coming out in Q4 this year.

Lenovo hasn’t exactly created a 360-degree camera but instead opted for the Lenovo Mirage Camera. The device enables users to capture VR video in broad 180-degrees from its two front facing lenses, which can then be viewed on the Lenovo Mirage Solo HMD (mentioned in the HMD section).

It really depends on what you’re looking for when it comes to cameras, 8K, size, weight, price or the effort of stitching. It’s interesting to note that both Lenovo and Kodak have created VR 180 degree cameras due to the push that Google have made for this content on the YouTube platform. Lenovo’s Mirage Camera for example natively integrates VR 180 images and videos onto both YouTube and Google photos.

Augmented Reality

AR was a big buzz word when it came to autonomous cars. Nvidia showcased this with their Drive AR, but it was WayRay that really got people on the show floor queuing up to have a try.

WayRay, is a Swiss developer of holographic AR navigation system for connected cars. They showcased NAVION, the world’s first ever holographic AR navigator, and the advanced version of the AR Infotainment System for cars. Placed on a dashboard, NAVION shows directions, trip details and display real-time indicators for things like pedestrians, POIs or alerting to hazards exactly where the driver needs them to be ­— on the road ahead ­— with no headgear or eye wear required. NAVION works hands-free and responds to the simple voice commands or to unique hand gestures.

Hololamp on the other hand depends on interactions with your hands. Tracking individual faces, it’s able to change and alter the perspective of holograms to appear 3D. This can include anything, from food to architectural buildings. The holograms can be interacted with as well, so you can choose to change the colour of a room for example by tapping on the hologram.

AstroReality takes 3D printed objects and then uses their AR app AstroReality to help inform users about planets. AstroReality showcased how this was done by using 3D printed planets such as Mars, Earth and the Moon for example at CES. They hinted at working on other 3D printed objects and AR for other uses cases such as Dinosaurs, Rocks and other things. They’ve been very popular with astrologists, space-enthusiasts and classrooms.

uSens has not only partnered with Pico interactive on hand-tracking for mobile VR, but has managed to find a way to bring AR to almost all Android phones with the uSensAR app. uSens also announced a partnership with Chinese technology firm Spreadtrum, and uSensAR will be bringing AR camera effects to the Spreadtrum SC9853 chipset platform which will be in “hundreds of millions” of smartphones in 2018.

AiFi showcased the Wonderlens app which remarkably manages to capture individuals from their phones or tablets to anywhere they want without the need for green screen. This is all done in real-time as well, so no need for Chroma keying or masking – it’s all done on your phone or tablet. For those who aren’t filmmakers – this is remarkable and ground breaking technology at the tips of your consumer fingers and should definitely be tried (it can be argued that Wonderlens is actually MR).  AiFi also showcased Holo Messenger turning you into a hologram which then gets projected in a personal video message to friends and family. Founded by former Google and Apple engineers, AiFi is currently working on the advanced checkout-free shopping experiences in the US. Apparently they’re doing Amazon Go, but on a much larger scale in US retail stores.

XXII is a French company that has taken the profits made in VR and AR and have gone into Artificial Intelligence (A.I.). Its created various escape room VR experiences and have now gone into smart retail, where the system uses sensors to analyse customers. They use AR to show and explain how their smart retail AI can be used. Similar, but smaller in size to AiFi it looks like the combination of immersive technologies and A.I. are proving to be a great combination for selling products.

The feedback VRFocus was getting from exhibitors was that AR was the first step to bring VR  into the mass market. AR was an easier and less drastic way of introducing the technology to consumers. The buzz around autonomous cars and AR definitely looks like a new exciting possibility for future entertainment – right there on your dashboard. Stepping into an autonomous car in the future, will possibly be like stepping into a theatre. The combining of AI with both VR and AR can be very interesting, but is just at the start. Booth AiFi and XXII are blurring the lines and we could potentially see various interesting outcomes from both companies if they were to apply it in new and exciting ways.

Audio

Noveto_1
Can you imagine being in a busy and loud room where only you hear the sound and voices?

Audio is equal, if not more important when it comes to feeling immersed. You can hear a mistake a lot quicker than seeing a mistake. If audio doesn’t quite work the way it does in real life, it breaks the immersion for many people. Besides vTime’s partnership with DTS, Dirac and Noveto aim to help create more immersive environments for both VR and AR.

Some tech needs to be experienced first hand, VR is certainly one while Noveto’s audio tech is another. The company showcased what it called ‘virtual headphones’, named Sowlo, projecting sound into your ear like a pair of headphones. The system tracks the users’ ears as well, so even if you turn your head a certain degree, the sound and volume would stay the same. Noveto demonstrated this for a conference call and interior of car use cases, explaining that the days of ‘headphones’ would soon be over. The system works with no need for any accessories on the user at all, no headphones, cables or added accessories. It just needed you and your ears.

Swedish company Dirac launched Dirac VR last year, a 3D audio platform for VR. This year at CES Dirac showcased the next iteration of the Dirac VR platform. The audio rendering of a virtual environment showcase how the location and volume level of the audio adjusts as the head rotates with a VR headset. In other words, if you move your head, sounds bounce off the walls the same way they would if you were doing this in real life.

Noveto’s Sowlo has the potential to not only change the way users interact with audio for VR, but also for everyday use cases. It has the potential to really enable social VR and really alter the way we can experience audio as a whole. Dirac’s experience in audio means that the re-creation of environments will create more immersive and realistic sound environments. Both look very promising to enhance VR worlds through means of audio.

Mixed Reality

Being hands-free would enable health care providers to work more efficiently.

There was not too much MR that VRFocus saw on the show floor at CES. Luckily the company that did showcase MR are doing something that could revolutionise the future of public health care. Making it more efficient, quicker and potentially lifesaving.

Exelus, a French telemedicine solution company has created a comprehensible mobile diagnostic platform using Microsoft’s Hololens. Partnering with Holoforge, they’ve created Nomadeec. It’s focused on delivering and providing the most accurate information as efficiently and quickly as possible between healthcare providers. Designed for nursing homes and out-of-hospital care facilities, it would allow nurses, care assistants, night watchmen and doctors to communicate with one another. Nomadeec is currently being used in France and could be a glimpse of what future healthcare methods healthcare providers will be using in future.

VR Accessories: Untethered, Gloves, Sensors, Gadgets & Haptic Feedback

YAW
Nina tries the Yaw VR Motion Simulator

The last part of this recap is dedicated to accessories that are made to enhance your VR experience or can be used by developers to help develop and create new VR content.

When it comes to untethered VR, or VR without wires and cables that attach you to a laptop or desktop, HTC Vive users can rejoice at the announcement of the HTC Vive Wireless Adapter. However TPCast are also providing another option. The TPCast 2.0, which according to TPCast will utilise the latest generation of ultra-low latency codecs and upgraded real-time data control protocol. This will allow the company to deliver high quality video with low latency and real-time transmission at a range of distances. TPCast’s General Manager for Americas Udi Yuhjtman confirms that regardless of which HTC Vive HMD you’re using (Vive or Vive Pro), you’re able to use the TPCast 2.0 for both.

Feeling and Touching in VR: Gloves and Haptic Feedback

French company Go Touch VR uses haptic feedback to create the illusion of touch, except you don’t need to wear a glove. So no matter what size your hands or fingers are, you will be able to feel haptic feedback. It’s probably important to note, that long fingernails do not work with the system. By wearing small devices at the user’s fingertips, the units provide pressure on the fingers, allowing for multiple haptic feedback sensations. The VRTouch Developer Kit began selling in October 2017 and has since sold to several companies that include BMW.

Dutch start-up company Sense Glove is also seeking to find a solution for haptic feedback. However instead of putting items on your fingers, you need to put on what looks like a very complicated exoskeleton of a glove. It not only provides haptic feedback though, but force feedback as well. This was demonstrated at CES by having users trying to crack an egg and various other circular objects. The idea is to help the user feel the shape and density of virtual objects.

BeBop Sensors showcased their newly announced BeBop Sensors Marcel Modular Data Gloves that allow for either 6 or 9 degrees of freedom with a sensor sub-frame latency at 120 Hz. The data glove uses smart fabrics, with sensors tracking force, location, size, weight, bend and twist.

Alternative VR Motion controls

3DRudder showcased their new 3DRudder Blackhawk motion controller at CES, designed for seated VR experiences. Users simply have to use their feet to move in VR. They showcased the new motion controller which is compatible with Steam VR vidoegames and a variety of software for both HTC Vive and Oculus Rift. There’s even a hint that it will be coming to consoles in Q3.

TreeTech is a Dutch company that realised that PC gamers were moving to the couch with VR and Steam Link box. So they created the PO!NT Controller, a modular game controller that brings the keyboard and mouse shortcuts to a controller. TreeTech also create custom module controls, and can be approached by developer for custom experiences. They will start producing the PO!NT controller in Q3, and on the market in Q4 retailing at $149.

Jamzone is a Dutch company that’s created a videogame to help train users to learn and cope with stress. Stressjam uses a special waistband that measures heart rate variability to read your body’s state of mind. So in other words it knows when you are calm or stressed. Stressjam then takes you on a guided journey where you can only complete certain tasks by making yourself calm or stressed. Jamzone want to use it for B2B purposes and want large companies to use it to help prevent stress, burnout and depression in their employees by training them to control their stress levels in VR.

VRFocus stumbled upon the Yaw VR Motion Simulator which makes VR more like a Cinema 4D experience. The Yaw VR offers full 360 degrees swivel, tilts, shakes, spins and motions that make you feel like you’re in real life. You can pre-order the Yaw VR and it is compatible with the Gear VR, Oculus Rift and HTC Vive for £629 if you get an Early Bird version.

On a special note, Pico Zense, AiFi and various other companies seem to be working on depth sensing technology at CES. The ability for VR or AR headsets to recognise the location around them could change and alter the way we interact with digital objects as well as pave the way forward for mixed reality content. All in all, it’s clear that there are numerous exhibitors who are looking for new solutions to solve problems in the fields of VR and AR.

Conclusion

CES 2018 showcased untethered VR without the need to link to a PC or laptop, trying both the HTC Vive Wireless Adapter and TPCast 2.0 was very strange in the sense that the usual ‘safety net’ or umbilical cord that kept you grounded to the sense of existing reality was gone. However with Oculus’s Santa Cruz and HTC Vive’s Wireless Adapter coming to the market – TPCast may struggle to stay relevant by the end of the year. The most common trend amongst HMD manufacturers such as Kopin or Zeiss One and VR content producers such as Jaunt, Fibrum, Ikonospace or vTime was that they wanted to be cross-platform and enable user generated content. This means that users need access or full customisation to what they’re creating in VR, but also make VR a much more accessible platform. It was very refreshing to see Timescope take VR outdoors and to public places where numerous tourists, and anybody from the age of seven is able to experience a location in a new way. It just goes to show that no matter which HMD you have, it’s all about content.

With regards to 360-degree cameras the trend is looking to get higher quality resolution and bumping up the cameras to 8K. It’s then just a matter of size, prize, weight and intent. There’s a definite trend towards using 3D 180 degree cameras for YouTube and Google’s sake, as is seen in Lenovo Mirage Camera – although not many except the Lenovo Mirage Solo seem to be discussing being a platform for the 3D 180 degree video or image content that would be created with the cameras. The foldable Kodak camera seems to try and combine both stereoscopic 180-degree 3D as well as full 360-degree filming – but at what cost? Stitching is still a massive problem when it comes to creating 360 content, but is paying $3,000 worth the price for not having to stitch?

When it comes to AR, the autonomous cars were the winners. AR on the dashboard or windscreen were two of the biggest hypes at CES when Nvidia and WayRay discussed them. Not only would information become easier, but it seemed like a natural progression having all this information accessible. Within five years, it will be expected that every new vehicle should have AR integrated in it. This means that in some sense AR will have reached the general consumer population to a certain degree. uSens as well as AiFi do deserve a special mention. uSens not only showcase impressive finger tracking,  but uSens AR would also bring AR to cheaper android phones – especially in China opens up the AR market to various new types of content, users and market. No longer will AR be something only iPhone users can afford, but something that is for everybody. AiFi is one to watch with regards to how they are using A.I. with AR and VR. Though Wonderlens and Holo Messenger seem like small quirky apps, the technology behind it really showcase the intelligent sensors and software created by AiFi that enable them to go into the mass smart retail market.

When it comes to audio, it’s clear that vTime is trying to address immersion through realistic audio. It’s great to see a company such as Dirac who have built custom made audio for various locations and applications intently try and create a realistic audio as possible for VR. It was however Noveto that really blew VRFocus out of the water. Not only could this revolutionise the way users interact with audio as a whole, but it would also enable various users to go into a public space without the need to wear headphones on their VR headsets to enjoy an experience. No unnecessary wires, hygiene problems or headphones that aren’t suited to your specific ear shape.

There was only one real contender that truly showcased a working platform and model that is revolutionising the healthcare industry, and that is Nomadeec. A small thing such as enabling hands-free care whilst giving real time data back to the hospital as well as being able to call a doctor regarding the patient can be life changing and perhaps even life saving for patients that need immediate care. Though Nomadeec would be implemented in large business such as care homes or out of-hospital care facilities, it’s clear to see the potential of it as Nomadeec roles out. Hopefully Nomadeec will be brought to more countries and have a quick as well as immediate positive impact on patients in need. The only barrier to entry then becomes the price as well as training of staff the use the expensive Microsoft Hololens.

And last but not least, accessories. Now it’s hard to say which glove or accessory was the best at CES. When we reached BeBop Sensors it was nice to see something that felt complete, I personally was unable to use Go Touch VR because I have long fingernails and my colleague Peter demoed the Sense Glove. However after much discussion VRFocus concluded that when it comes to being prepared for consumers, BeBop Sensors was the closest to being ready. Go Touch VR and Sense Glove both felt like early prototypes which needed several iterations whilst BeBop Sensors was almost there, had haptics on the fingers, was small and worked for both myself and Peter who have very different hand sizes.

A personal favourite of mine was Stressjam. This was probably because of how drastic and immediate of a change was asked from me whilst at CES in my state of mind. When I came out of Stressjam, it had a similar effect to how I felt when I used Noveto’s Sowlo system. Personally, I also believe that being able to control stress is a very healthy and useful ability for a population that suffers a lot from stress, depression and other illnesses as a result of that. It would be great to see VR implemented in a healthy and fun way that is not only associated with shooting zombies, scary horror VR videogames or training simulations.

Finally one thing that was most prominent from the whole show, was the continuous showcasing of VR experiences by using HTC Vive. Almost every single experience used the headset, from Black Box VR to training simulations that combined it with magic leap. Another thing that was noticeable was the incredible number of Asian or Chinese people at CES. It’s very clear that China is a huge market to be tapped, and it will be interesting to see more Chinese VR and AR tech coming out of the continent as well as seeing how HTC Vive will fare in the Eastern market.

 

Experience the life of an Athlete Looking for Success at the Winter Olympic Games in Trending Gold

Sports fans looking forward towards this years Winter Olympic Games in PyeongChang will be pleased to hear that today sees the launch of a new seven episode series called Trending Gold on the Olympic Channel.

Trending Gold Snow_01

The multi-part series allows fans to experience first-hand the life of an athlete in virtual reality (VR), and it’ll be the Olympic Channel’s first Original Series and content to be filmed entirely in 360-degrees, created exclusively by Jaunt.

Trending Gold features nine athletes and Olympic hopefuls representing six countries across four different sports including snowboard big air, alpine skiing, short track speedskating and bobsleigh. The series allows viewers to see for themselves  how these driven athletes train and prepare for the chance to compete at an Olympic Games through immersive storytelling.

Trending Gold is an innovative new series that uses technologies such as virtual reality and 360-degree video to bring viewers inside the personal worlds of several winter athletes creating an immersive and engaging experience for our fans,” said Mark Parkman, General Manager of the IOC’s global Olympic Channel in a statement. “Finding new ways to connect the stories behind our sports with our audiences through new series like Trending Gold is a key strategy as we continue to evolve the Olympic Channel global platform.”

Trending Gold Bob_03

Trending Gold debuts today Thursday, 4th January on the Olympic Channel global digital platform which is available worldwide at olympicchannel.com, its mobile apps as well as the Jaunt mobile app.

Olympic Channel Episode Guide: Trending Gold

  • Episode 1 – Trending Gold: Dream Big: Nigeria’s First Ever Women’s Bobsleigh Team
    • Travel to Nigeria to meet the support team behind the women’s bobsleigh crew and feel the growing pride from all parts of the country.
  • Episode 2 – Trending Gold: Hit for Speed: Nigeria’s Bobsleigh Team Takes the Plunge
    • The dream continues for Sheun, Akyoma, and Ngozi as they take advantage of crucial track time in Calgary with the help of their local coach.
  •  Episode 3 – Trending Gold: Soul Shredding: Elite Snowboarders Jamie Anderson and Max Parrot
    • Discover how two world-class snowboarders manage their daily routine away the slopes, finding balance with friends, working out, and yoga.
  • Episode 4 – Trending Gold: One Big Air: Jamie Anderson and Max Parrot Push Their Limits
    • A new event promises to make headlines in PyeongChang and both world-class snowboarders, Anderson and Parrot, have their sights set on gold.
  • Episode 5 – Trending Gold: Downhill to the Top: Ilka Stuhec and Luca Aerni Break Out
    • Following breakout seasons, Alpine skiing stars take you to their hometowns in Slovenia and Switzerland and share their training secrets.
  • Episode 6 – Trending Gold: Power on Powder: Ilka Stuhec and Luca Aerni Go Full Speed
    • Join Ilka and Luca as they meet on slopes in Italy and then experience what it’s like to tackle the mountain as a reigning world champion.
  • Episode 7 – Trending Gold: Bring It Home: Ye Jin Kim and Dae Heon Hwang Prep for PyeongChang
    • Pressure is high for the Korean short track teammates in the lead up to their country’s first ever Winter Olympic Games. How do they unwind?

As Jaunt continues to develop more immersive content VRFocus will keep you posted.

‘AUTO’: A Realistic Look at the Human Impact of Near-future Technology

steven_schardtAUTO is a 360-video and morality tale available on Jaunt that takes a near-future look at the human impact of automation and emerging technology. It’s not a grotesque satire in the vein of Black Mirror, but it’s done in a more of a future realistic style that could be happening within the next 1–3 years—if not already.

LISTEN TO THE VOICES OF VR PODCAST

Auto is a story that stuck with me given it’s authentic portrayal by non-trained actors who were Ethopian immigrants, and how automation could impact their lives. The video premiered at Tribeca Film Festival in April, and I had a chance to talk to director Steven Schardt about the emerging grammar of directing attention in VR storytelling, the struggles of funding and distribution for independent VR storytellers (this was recorded before Jaunt picked it up for distribution), and insights on the evolution of new communications mediums from the Tom Gunning’s Cinema of Attractions and Marshall McLuhan’s media theories.


Support Voices of VR

Music: Fatality & Summer Trip

The post ‘AUTO’: A Realistic Look at the Human Impact of Near-future Technology appeared first on Road to VR.