Patent Sale For Osterhout Design Group (ODG) Planned For January

Patent Sale For Osterhout Design Group (ODG) Planned For January

Osterhout Design Group (ODG) may be dead before mass shipping its R-9 augmented reality glasses, with an asset sale planned for January focused on the AR company’s patent portfolio.

I left a voicemail on ODG’s listed phone line, sent an email and spoke briefly on the phone with a representative of Hilco Streambank, which describes the asset sale for ODG in the following way:

Hilco Streambank is seeking offers to acquire certain assets (collectively, the “Assets”) of Osterhout Group, Inc. (ODG). The Assets include an extensive patent portfolio covering mixed reality (augmented reality/virtual reality (“AR/VR”)) smart glasses technology, as well as other associated intangible and physical assets.

A sale of the Assets will be conducted pursuant to Article 9 of the Uniform Commercial Code on January 15, 2019 at 10:00 a.m. Eastern Time, by Hilco Streambank on behalf of JGB Collateral, LLC (“JGB”), as collateral agent for the secured lender.

ODG was founded in 1999 by Ralph Osterhout, whose previous work included the PVS-7 night vision goggles and the development of high-tech devices featured in a couple James Bond films. Over the last several years, ODG pitched a series of head-worn glasses culminating in the R-9 which promised a series of key features including 6DoF tracking and an extra wide field of view for around $2,000. As of this writing, the ODG website still lists the option to “reserve yours” while stating that the gadget is “shipping in limited quantities.”

The Hilco representative I spoke with said they didn’t know what information could be made public regarding the state of the company. I’ll update this post as we learn more.

This would be a quiet end for ODG, which hasn’t updated its social accounts on Twitter and Facebook since June. The company offered relatively low profile headgear that certainly made strides in ergonomics compared to other kinds of AR and VR hardware, but could never deliver on the promises of a robust feature set with broad appeal.

The assets for sale are listed as a “Patent portfolio of 107 issued patents, 16 notices of allowance, 83 pending applications and 71 applications which have been abandoned but may be refiled” as well as “Related branded trademarks” and “Tangible collateral supporting the business.”

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Why AR Just Wasn’t Quite There in 2017, And Where It Goes Next

Why AR Just Wasn’t Quite There in 2017, And Where It Goes Next

Google and Apple laid the groundwork in 2017 for larger augmented reality ambitions, but it is still unclear whether compelling AR glasses will arrive anytime soon.

Hundreds of millions of iPhones and Androids got updates providing high quality AR with Android’s ARCore and iOS’s ARKit this year. AR Stickers on Pixel phones are also inserting compelling droids and stormtroopers into fun photos and videos while Apple used face tracking for cool Animojis on iPhone X.

But there is a large technical gap between doing cool things with a phone screen and delivering a compelling AR experience directly to your eyes. Magic Leap is targeting 2018 for an initial AR headset release and Microsoft is reportedly looking at 2019 for the next version of its HoloLens AR headset. At $3,000, HoloLens is only making inroads for use in limited ways — for things like on-site training.

The field of view, cost and overall bulk of hardware required to deliver a complete AR experience remains an unsolved problem on the road to mass market appeal. We are likely still years away from having a personal assistant that walks down the aisles of the grocery store with you. There are notably AR headsets available already like those from ODG and Meta. But they are expensive and these initial systems aren’t taking off with general consumers.

ODG

“The field of view, the quality of the display itself, it’s not there yet,” Apple CEO Tim Cook said of AR earlier this year.

Cook told The Independent “I can tell you the technology itself doesn’t exist to do that in a quality way. The display technology required, as well as putting enough stuff around your face – there’s huge challenges with that.”

The Magic Leap system promised for 2018 looks steampunk and bulky (check out the image at the top of this post) even if it offloads work to a wired processing unit you’re supposed to keep attached to a pocket. Rony Abovitz, CEO and founder of the startup which first grabbed attention with a bizarre 2013 TEDx talk, has raised nearly $2 billion to fund Magic Leap including a hefty chunk from Google.

Even if Magic Leap fulfills it’s first public promise and delivers its system to creators in 2018, it will not be perfect.

“I spent a few minutes holding out first a credit card in front of my face and then my hands to try to be able to describe how big that invisible frame is. The credit card was much too small,” Rolling Stone’s Brian Crecente wrote about Magic Leap’s field of view. “I ended up with this: The viewing space is about the size of a VHS tape held in front of you with your arms half extended. It’s much larger than the HoloLens, but it’s still there.”

So if Magic Leap’s first headset isn’t perfect and Microsoft is not slated to ship its next AR headset until 2019, does the AR industry take off in the next 12 months? Excitement will certainly build for AR in 2018, but it is looking like most people will still experience it through the glass of their cell phone.

There is so much work to be done to miniaturize electronics for AR glasses while maximizing processing power and battery life. Meanwhile, features like blocking the view of a far away object with a nearby object are still lacking from most cell phone-based AR solutions. Right now you can stand next to a digital stormtrooper but a Pixel phone will not likely recognize that you’re walking in front of the character. This is something digital objects need to get right more often for really compelling AR.

Magic Leap is even setting expectations that its first headset will only work indoors initially. It is yet another huge technical problem to ensure a safe and smooth experience with an AR headset while out anywhere in the real world. You can’t have someone walk into traffic, for example, because the real cars were blocked by a digital Star Wars character.

VR kicks off 2018 with an all-in-one system that costs just $200 and will work great while seated and there are many innovations in store for wireless solutions to move about larger areas in VR. As the report of the death of a man in Russia suggests, though, knowing the world around you indoors or outdoors matters tremendously with VR and AR and improvements need to be made there across the board for increased safety and usability.

Millions of people will use VR and AR in 2018, but I’m guessing only VR will be seen through millions of headsets sold throughout the year.

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Shoppen mit AR-Brillen – ODG, Mastercard und Qualcomm zeigen neue Demo

Augmented Reality rückt immer stärker in den Fokus der Öffentlichkeit, und ein beliebtes Thema für die breite Masse ist das Shopping. Viele Virtual Reality Konzepte gibt es in dieser Richtung schon und auch Amazon soll an einem VR-Shop arbeiten. Doch ist eine AR-Brille vielleicht die smartere Möglichkeit um mehr Produkte zu verkaufen?

Shoppen mit AR-Brillen von ODG

Das Unternehmen ODG bietet verschiedene AR-Brillen für professionelle Nutzer an. Der Fokus des Unternehmens liegt also nicht auf dem Konsumenten, zumindest nicht aktuell, sondern auf Unternehmen, die AR nutzen wollen, um ihre Produktivität zu steigern.

AR Brillen ODG

Der Einsatz im professionellen Umfeld schließt natürlich nicht aus, dass Unternehmen die Brillen benutzen, um ihren Kunden ein Angebot attraktiver präsentieren zu können. Deshalb stellt ODG auf YouTube nun die Zukunft des Shoppings vor, an der das Unternehmen mit Qualcomm und Mastercard arbeitet.

In der Demo zeigt ODG, wie private Räume und lokale Geschäfte zu einzigartigen und unendlichen Shoppingcenter werden könnten. Auch wenn im Video das Field of View extrem klein auszusehen scheint, freuen wir uns sehr, dass ODG hier nichts beschönigt. Die Ränder werden gnadenlos abgeschnitten und es bleibt nur ein kleines AR-Fenster, ähnlich wie bei der HoloLens von Microsoft. Dennoch: AR-Shopping besitzt extremes Potential, denn es bringt uns die gewünschten Waren direkt in unsere vertraute Umgebung, und dies könnte nicht nur beim Kaufen von Einrichtungsgegenständen ein Faktor für Nutzung sein.

(Quelle: ODG)

Der Beitrag Shoppen mit AR-Brillen – ODG, Mastercard und Qualcomm zeigen neue Demo zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Mastercard Looks To AR As It Thinks Of Retail’s Future

Money makes the world go round, or so the saying goes. It’s not a statement that many people are necessarily happy with, but there is an underlying truth to it. Unfortunate as that may be. Over the last six months in particular on VRFocus we’ve seen a dramatic increase in the amount of new stories revolving around the subject of money and not just from the financial sector.

Both the advertising and retail sectors have been eying virtual reality (VR) and augmented reality (AR), In the last few months of the year alone we’ve discussed new advertising platforms between Advir and Yahoo!, Nokia and Quello, OmniVirt revealed monetisation platforms for both VR and 360 degree video. We’ve had holographic retail assistants, whilst in China one company is integrating both immersive technologies into the shopping experience. Now it is banking platform Mastercard that are looking to get in on the act.

Mastercard already partnered with Swarovski for a VR shopping trip which we reported on last month, however this time it’s an AR shopping experience that are involved in and one which will also tie-in its secure payments methods. It is a collaboration between Mastercard, ODG (the developers of the experience) and Qualcomm on this occasion. With Qualcomm providing the technology required for iris recognition which will be used to verify purchases.  The idea is that you can see representations of the product before shoppers make a purchase with additional ways to view the product not possible in a regular retail store. Payment can then be made through the same app via the iris recognition.

“At Mastercard, we are seeing major shifts in how commerce is conducted, as people lead increasingly connected, digital lifestyles.” Said Executive Vice President of Digital Partnerships at Mastercard, Sherri Haymond. “As the physical and digital worlds blend together, we are focused on developing solutions that provide merchants with the ability to accept payments across all technology platforms possible—in-store, in-app, online, and in AR and VR—to help drive how people will experience shopping and payments in the future.”

“Qualcomm Technologies’ iris authentication and extended reality technologies for Snapdragon 835 are designed to support a future generation of contextually aware commerce experiences using secure, augmented reality. We are delighted to work with Mastercard and SAKS Fifth Avenue to showcase new AR experiences on ODG’s sleek smart glassed based on our Snapdragon 835 Mobile Platform. Our commitment to innovation has the potential to deliver more personalized in-store experiences in the future.” Commented Neeraj Bhatia, Director, Product Management, Qualcomm Technologies, Inc.”

“ODG is delighted to work with Mastercard and Qualcomm Technologies, fellow leaders in their respective fields, to offer a look into the future of shopping and purchasing habits.” Added Founder and CEO of ODG Ralph Osterhout. “This solution showcases the transformative nature of augmented reality in the retail space and highlights the power and performance of ODG smartglasses and the unparalleled potential for headworn AR to change the way we see and experience the world.”

Mastercard’s rival VISA revealed a in-VR payment app earlier this year, also partnering with Zeality and Bank of America on VR content creation. In June last year the company’s European branch unveiled their own AR payment technology through
partnership with Blippar.

VRFocus will bring you more news on AR developments soon.

 

 

Slowly Going The Way of the Dinosaur in Augmented Reality

Slowly Going The Way of the Dinosaur in Augmented Reality

What Palm and Research in Motion are to smartphones, ODG and Vuzix may become to smartglasses — a cautionary tale of early innovation that failed to keep up with industry momentum.

In nascent markets where competition is under-developed, it’s easy to mistake modest sales growth for good strategy. Executives’ preference for encouraging short-term metrics obscures the evidence that long-term forces are moving against you.

For a prime example of an imminent disruption long in the making, let’s take a look at the current state of augmented reality glasses.

The main contenders were present last week at AR in Action in New York City. On display were the latest demos built for Microsoft’s HoloLens, ODG’s R8, some rare sightings of the Meta 2, and occasionally an errant appearance by Vive or Daydream. Even Magic Leap showed up to say much and show little.

Amidst this futurist playground, one contrarian notion was evident to shrewd observers — today’s AR is already very good. When discussing AR, most commentators opt to lower expectations by emphasizing the “early” nature of this technology. But there are a wide variety of compelling AR applications available today, and this “early” tech has found its way into schools, hospitals, factory floors, real estate agencies, marketing campaigns, and many other industries across the world.

So why is AR still a mere footnote to industry, an unknown concept in the collective minds of American businesses and consumers?

In a market ripe with opportunity, the standout is

ODG markets the devices for light enterprise use cases. They’ve announced a series of partnerships addressing logistics, maintenance, and health and safety functions for numerous industries including energy, heavy machinery, complex manufacturing, and medical devices.

All this early success is commendable and would be cause for unbridled optimism, except that Palm and RIM were in the same position for many years until the introduction of the iPhone.

Right strategy, wrong time

The smartglasses industry’s strategic miscue is that it remains wedded to conventional wisdom that is becoming less applicable by the day: With frontier tech, go enterprise first. Corporate customers are less price sensitive. Productivity is King, so aesthetic considerations don’t matter. Small volume production is more manageable and marketing less costly. Wait for the market to mature before you go consumer.

This is perfectly logical advice and nine out of ten experts would no doubt prescribe this strategy. But nine out of ten companies will not win their markets, especially if everyone follows the same game plan. If you want to beat your competitors, you must do something differently.

The enterprise-focused hardware strategy is ultimately wrong for AR glasses because this industry will not be segmented by user types. What we mean is that the vast majority of use cases do not require specialized hardware. One form factor and one set of standards can serve the needs of professionals and casual users alike.

For perspective, consider the Blackberry. RIM stayed enterprise-focused for so long, they were completely upended when Apple decided to stop segmenting the market and just build a better phone for everyone. At first, many observers thought that RIM could hang on by staying the course — remain focused on enterprise/government customers with appealing features like strong encryption and the Blackberry email client. But soon Apple would catch up on security, and it turned out that many of the “consumer” features appealed to executives, too. It wasn’t long before corporate IT departments began supporting iPhones, and RIM never recovered.

The iPhone revolution of 2007 showed us that enterprise/consumer was not an appropriate market segmentation for phones. A decade later, the coming smartglasses battle is no different. ODG, Vuzix, Epson and others are busy marketing enterprise glasses for $799–$3,000 per pair (!), while Snap hawks a much cheaper product with very low utility, yet is stylish and well received. Is this not a market ripe for disruption?

Casting a long shadow

Announced last week at WWDC, Apple’s ARKit is the clearest expression yet of Tim Cook’s intention to make Apple a force in AR. Speculation is rife that AR will be a core feature of the tenth anniversary iPhone coming this fall. Some observers maintain that a snazzy pair of glasses will debut simultaneously.

Apple is not often a first-mover in technology — but neither does it hurry to catch up to others. Apple’s core strength resides in applying brilliant design to transform the user experience, and it waits until technology matures to a point where these skills become relevant.

Has AR reached that tipping point? At AR in Action (and so many other conferences this year), we clearly felt so. From holograms to positional tracking to environment mapping and computer vision, so many of the right factors are in place. A tremendous prize is ripe for the picking, but no one has maneuvered aggressively to claim it.

Surviving an asteroid

Whether or not they arrive in time for iPhone X, all AR companies must expect that Apple’s smartglasses are only a matter of time. And that is an eventuality that should be confronted now, because later will not be an option. Apple has so many advantages it feels impolite to recount them: complementary devices, brand recognition, strong customer relationships, exceptional designers, an unmatched supply chain, and $250B in cash…how does one compete?

Here is a radical idea: partner with Nintendo. Nintendo is a brilliantly creative company with a strong brand and very loyal customer base. And Nintendo is not afraid to experiment with new game play methods:  the original Wii sold over 100 million units (far outpacing Xbox360 and PlayStation 3) by reinventing how gamers interact with digital worlds.

Nintendo is fresh off the launch of the wildly popular Switch, which doubled-down on mobile and multiplayer gaming at the exact time that others were reinvesting in heavy consoles for stationary use, even in isolating environments (PSVR). The console qualities in which Nintendo excels – wireless tracked controllers, scalable graphics, 3D interaction and mobility – are ideal attributes for an AR gaming platform.

A year has passed since the Great Pokémon Craze of 2016 demonstrated the massive consumer potential for augmented reality. Why should such tantalizing experiences remain confined to 5-inch displays? Mobile phones – constrained to touch interfaces on tiny screens – cannot deliver the rich variety of mobile gaming experiences that consumers clearly want (as evidenced by the success of Switch). A full-scale glasses-based console that brought mythical creatures to life in our living rooms would be an instant cultural phenomenon — and would sell out all preorders.

Nintendo is the partner that could enable enterprise-focused AR startups to survive in the consumer world of Apple and company. After all, a partnership between a smartphone company and a gaming company gave us the world’s best VR headset, the Vive. Why shouldn’t a partnership between a smartglasses company and a gaming company give us the first breakout AR device?

Final thoughts

Today’s smartglasses companies appear content to accept big bites from a small pie. They do not recognize that a force is coming that will redraw the boundaries of competition in their market. Enterprise-centric features did not save Palm and RIM when a substantially better product redefined the phone industry, and smartglasses will be no different.

As it did with phones, do we need Apple to rescue us from mediocre AR? Perhaps Apple’s entry is the catalyst needed to make AR go mainstream — but history will show that the ingredients for success were available years before Apple arrived on scene.

Ramses Alcaide contributed to this post. 

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Hands-On: ODG Keeps Getting Stronger With 6 DOF Upgrade For AR Glasses

Hands-On: ODG Keeps Getting Stronger With 6 DOF Upgrade For AR Glasses

You can count the number of serious augmented reality players on one hand. The Osterhout Design Group snags one of those spots.

ODG has been working in this space for decades now. Long before Pokemon GO and Snapchat filters there were the “black” government and military contracts that funded ODG’s early attempts to make AR feasible. The culmination of all those years of research, development, and experience is ODG’s latest line of reality bending spectacles. We had the chance to try them out at this year’s AWE conference.

The R-7, R-8, and R-9 Smartglass Systems are ODG’s current crowning achievements. They all offer slightly different takes on the modern AR formula of semi-translucent, high resolution, wireless, battery-powered glasses. We’ve covered how the R series performs in earlier posts, but for today let’s talk about what’s new: 6 DOF.

A software upgrade allowed me to go hands-on with pair of R-8’s complete with full six degrees of freedom. The demo I saw was initially unsurprising because apparently every AR glasses demo ever has to begin with a model of the earth, sun, or some other celestial object. The R-8 delivered crisp, clean looking models of the earth as it orbits the sun and I was able to walk right up to, and through, both models. The resolution was also top quality and at close distances the colors and details really popped.

ODG confirmed that the R-8’s are using the same basic SLAM tracking as most every other inside-out tracking system in the immersive game right now. The glasses have a depth tracker on the nose ridge and two stereo cameras hidden behind the detachable sun guards.

The tracking remained consistently impressive throughout my demo despite the fact that it was taking place on the crowded AWE show floor and not in a carefully controlled space with intentionally placed reference points for the cameras to latch on to. There was the slightest jutter every now and then but all in all, the ODG 6 DOF is the first AR system I’ve seen that actually challenges the Microsoft HololLens for the title of best basic tracking.

That being said, the HoloLens still has more capabilities with it’s gesture based interactions and the ability to pin assets to your walls and other surfaces. However, this type of successful 6 DOF tracking is an important step for ODG on its quest to achieve dominance in mass market AR technology.

It’s safe to say that, when it comes to dedicated AR tech right now, that the HoloLens is head and shoulders above the rest, but ODG has been nipping at its heels.

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THX Creates Certification Program for AR and VR Glasses

THX is a name that will be recognisable to most people who have been to the cinema. A leading firm in the area of audio-visual experiences, THX has partnered with Osterhout Design Group (ODG) to create a set of standards for head-worn virtual reality (VR) and augmented reality (AR) devices with the new THX Virtual Cinema Display Certification program.

Recognising that maintaining the quality of the audio-visual experiences for users of VR and AR devices is critical for ensuring that the hardware enters mainstream awareness, THX hopes to set the bar for future head-mounted devices. The ODG R-9 smartglasses will be the first device to receive the certification, which aims to ensure that all certified devices can provide cinema-quality sound and video.

“Augmented reality is the future of audio and visual advancement,” explained Bill Rusitzky, CRO of THX Ltd in a statement. “We chose to partner with ODG to certify their product’s best-in-class cinematic experience because we are dedicated to establishing high standards in next-generation technologies, as we have achieved with existing technologies over the past 30 years. We are excited to continue this commitment to consumers, and come together with ODG to deliver premium AV experiences in a very new way.”

“Certification from THX is a testament to our many years of hard work building and refining high–end smartglasses that deliver an exceptional quality visual experience,” said Ralph Osterhout, Founder and CEO of ODG. “We are honoured to work with THX and receive feedback from expert users that the quality of our imagery is unparalleled in the industry – no visible pixels and the ability to read 8-point font with photo-realistic clarity. ODG is pioneering a new medium of heads up, hands free computing that will transform how we consume, interact with and discover information, people and objects in the world around us, and we are pleased to be setting the gold standard in display quality.”

ODG will be showcasing their new Smartglasses at the Augmented World Expo later this week in Santa Clara. ODG will be located in booth 411.

VRFocus will continue to bring you news on new industry standards for VR and AR devices.

ODG Opens Preorders For Their Hazard Certified AR Glasses

ODG Opens Preorders For Their Hazard Certified AR Glasses

Founded in 1999, the ODG (Osterhout Design Group) has thrived as a tech incubator specializing in high-performance electronics in a small form factor. Today they build mobile wearable tech and products for virtual, augmented, and mixed reality. ODG previously brought their augmented R-7 smart glasses to market featuring 64gb of storage, Bluetooth functionality, and even an HD camera all running on a custom operating system built on Android Kit-Kat.

Now, they’ve announced a “hazardous location” version of the R-7 that will bring some added productivity and efficiency to more dangerous work environments.

The R-7HL is a powerful piece of tech that brings wearable mobility and power to those involved in mining, chemical production, oil production and exploration, energy, and utilities. The smart glasses include all of the functionality of the original R-7, a device in which 50% of its market consisted of workers in harsh environments. The certification for the R-7HL, called HAZLOC, tests criteria surrounding dust, shock, vibration, splash, temperature, and pressure extremes.

“As with the smartphone, the demand is there for robust and rugged devices that can aid productivity, but the benefit with smart glasses is that your hands are free and your head is up, bringing even greater efficiencies and safety protection,” said Mike Jude, Ph.D., Research Manager for Frost & Sullivan in an excerpt from ODG’s press release for the announcement. “We have had the opportunity to review the ODG R-7 and were very impressed with its capabilities.  The new R-7HL offers the R-7’s capabilities in a new hardened package perfect for extreme environments. ODG’s heritage in the space, and existing customer relationships, positions them well for continued success in bringing real value to the enterprise.”

Starting today, the R-7HL costs $3,500 and can be preordered now by submitting a form to ODG detailing your use for the product. It will begin shipping by the end of the 2nd quarter of 2017.

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ODG Announces Two New Smartglasses With Positional Tracking, Expanded Field of View

Hot off the tail of a $58 million capital raise, ODG today announced two new models of their R-series smartglasses, the R8 and R9, which add positional tracking, an improved field of view, and a closer-to-consumer price point.

ODG calls their new R8 and R9 “Consumer AR Smartglasses,” though with prices at $1,000 and $1,800 and a field of view of 40 degrees and 50 degrees respectively, I’m not sure everyone would agree with that characterization. Regardless, the glasses do represent a firm step toward augmented reality and the consumer market, as both models are said to be equipped with optical-based inside-out positional tracking and are siginificantly cheaper than the R7 predecessor, which was priced at $2,750. It seems the company plans to keep whittling prices down as they look toward consumer adoption.

odg-r8-smartglasses-ar-3
R8 Smartglasses

Both smartglasses are based on Qualcomm’s powerful new Snapdragon 835 mobile processor, which is said to be well equipped for AR and VR use-cases. The glasses will tap into Qualcomm’s Snapdragon VR SDK to achieve positional tracking capabilities; in the past we’ve been impressed with the tracking of Qualcomm’s VR headset reference platform, and we hope to see the same positional tracking quality carry over to ODG’s new smartglasses. However, when we asked ODG how its positional tracking compared to that of HoloLens, we were told that the R8 and R9 weren’t built for the same level of tracking quality as HoloLens, so we’ll have to wait and see how well it stacks up.

SEE ALSO
HoloLens Inside-out Tracking Is Game Changing for AR & VR, and No One Is Talking about It

Both devices have dual 1080p OLED displays, said to run at 80Hz, that use what the company characterized as a “folded optics approach” to achieving a transparent display. Both smartglasses run ODG’s Android-based ReticleOS, which can run regular Android apps in a legacy mode, but the company says they’re working with partners to show how apps can be expanded beyond the phone paradigm with augmented reality capabilities.

ODG R9
ODG R9

So what’s the difference between the R8 and R9? The more expensive R9 is a bit heavier (at around 6 ounces), has a wider 50 degree field of view, and leans more toward the enterprise and developer sectors. The key feature on the R9 is a special expansion port on top which ODG says taps directly into the headset’s hardware, offering huge potential for customization through aftermarket modules—like UV, night vision, or gesture input cameras—making the R9 the device of choice for niche use-cases. The headset also has a 13MP front-facing camera that’s capable of high-resolution or high-frame rate recording (up to 120FPS at lower resolutions). The R9 will be available first, with development kits launching in Q2 2017.

odg-r8-smartglasses-ar-1At just 4 ounces, and with a somewhat more sleek design, ODG says the less expensive R8 is positioned more toward the early consumer adopter. The 40 degree field of view is only slightly wider than the R7’s 37 degree field of view. One thing the R8 has that the R9 doesn’t is a 1080p stereo camera pair which can capture 3D video. Development kits of the R8 are planned to ship in Q3 2017.

Input on both devices revolves around buttons and controls on the glasses themselves (similar to Google Glass), as well as an option for phone-based control via an app, and support for Bluetooth accessories like keyboards and a ‘Wiimote-like bluetooth ring controller.

The post ODG Announces Two New Smartglasses With Positional Tracking, Expanded Field of View appeared first on Road to VR.

ODG Debuts Two New AR Glasses Aimed At Consumer Market

ODG Debuts Two New AR Glasses Aimed At Consumer Market

At CES 2017, Osterhout Design Group (ODG) is debuting a pair of new augmented reality smartglasses, R-8 and R-9, powered by Qualcomm’s new Snapdragon 835 processor and a suite of new AR and VR content from 20th Century Fox, Fox Broadcasting Company, FX, Fox Sports, National Geographic and Fox News Channel.

Designed for the consumer market, the R8 will retail for under $1,000 and the R9 will cost $1,800 and weight less than 6.5 ounces. Built on ODG’s eighth generation platform, these glasses come with integrated Wi-Fi and Bluetooth with fast connectivity to devices and networks. GPS is built in so they know their location in the world. Built-in dual microphones (one for the user and one for ambient sound) and stereo speakers round out the glasses (ear buds are supported externally). Both devices run on ODG’s Reticle OS, which works on top of Android 7.0.

Pete Jameson, chief operating officer at ODG, told UploadVR these are the first products that aren’t mobile phones to feature the powerful Snapdragon 835 processor.

“We’re starting to see smartglasses bridge from the current environment, which is enterprise and commercial, over to the consumer marketplace,” Jameson said.

The company’s current R-7 seventh-generation product focused on enterprise, commercial and industrial clients and was built on the company’s 10+ years of integrating head-worn computers into smartglasses, according to Jameson.

“The R-9 features a 50 degree field-of-view with a 22:9 aspect ratio that has been calibrated to reproduce the visual experience of sitting in the middle seat in a digital cinema,” Jameson said. “We replicate that from dynamic range with contrast and resolution in 1080p.”

The R-9 also comes with a 13 megapixel camera that can record 4K at 60 frames per second and also be used for tracking. There’s 128 GB of on-board storage.

“We built an extension module connector so developers can extend the value proposition of the product,” Jameson said. “You can add on custom enterprise modules like night vision or a medical wavelength emitter by clipping it on to the glasses.”

Another example Jameson mentioned was for the consumer market. An integrated AR gaming experience with great occlusion could be created by adding a module with additional cameras to scan and monitor the player’s environment. Add a cellular radio module and the glasses could become a cell phone.

“We’ve opened this up to third parties to develop modules for these glasses,” Jameson said.

The R-9, which weighs under 6.5 ounces, will be available for developers in Q2 2017 and consumers in Q3 2017 for $1,800.

The R-8 feature a 40 degree field-of-view and 16:9 aspect ratio with 720p resolution. They include a pair of 1080p stereo cameras and 64GB of memory. They do not include the modular extender. The glasses, which weigh under 4.5 ounces, will retail for under $1,000. It will be available in Q3 2017 for developers and in Q4 2017 for consumers.

“This is a horizontal high-performance mobile computer,” Jameson said. “We see this model really start to get traction in that early adopter innovator marketplace.”

Anyone who wears glasses won’t have to go through the hassle of trying to wear smartglasses on top of their current pair. Jameson said customers can go online and type in their prescription and ODG will send a pair of corrective lenses to pop into the glasses for less than $50.

The debut of these glasses comes on the heels of ODG’s $58 million fundraising and its recent partnership with China Mobile’s MIGU to bring smartglasses to its customers through 40,000 retail locations.

Jameson said the time for smartglasses on the consumer market is fast approaching.

“Some of the Google Glass blowback came because people were wearing them all the time,” Jameson said. “Our approach is these are like a phone or laptop, you take them out and use them for specific use cases. If I’m a commuter and on a train, they give me this amazing experience without being disconnected from my environment to watch 3D movies and play mobile VR. If I’m a tourist, the glasses are informing me about the monuments and sites around me.”

The ergonomic lightweight glasses have been built for extended use scenarios. Jameson said customers are wearing the 6 ounce R-7 glasses for hours in industrial environments.

“Now instead of wearing this big VR headset you can put on our glasses and watch livestreamed sports for hours,” Jameson said.

At CES 2017, ODG will have content from Fox running on these new smartglasses. Fox is the company’s lead investor.

“What you’ll see from ODG and the Fox Innovation Lab runs the gamut from the simple like taking Planet of the Apes and optimizing them for the glasses to taking some of their VR experiences and optimizing them for the glasses,” Jameson said. “We’re also taking some brand-worthy properties like Alien: Covenant and building out unique AR experiences. We also built this quick and simple showcase app that’s like a Fox Channel with Fox News and Fox Sports in our headware display.”

With support for Vuforia, R-8 and R-9 will be accessible by a growing ecosystem of registered developers who have developed thousands of AR applications.

Jameson said ODG is actively seeking out developers to create a mix of content for these new smartglasses.

“We are targeting different markets and use cases so the need for a portfolio of products that caters to all these audiences is important,” Jameson said.

He also pointed out that the R-9 have been designed as a development platform for creators to make new experiences aimed at different AR markets.

Smartglasses Breakdown
R-8 & R-9 Common Features
Qualcomm Snapdragon 835
Bluetooth 5.0
WIFI – 802.11ac
GPS – GNSS with iZAT
Embedded 6 DoF tracking
High speed IMU
Dual microphones
Integrated directional speakers
Recticle OS on Android 7.0 (Nougat)
USB-C

R-9 Incremental Features


Over 50˚ field of view
Cinema wide (22:9) or 16:9 aspect ratios
1080p resolution
13MP front facing camera – 4K at 60 fps to 1080p at 120 fps
Module Expansion (mipi, USB) for extended sensors and/or cameras
128 GB storage
Suggested List Price: ~$1,800
<6.5 oz.

R-8 Incremental Features


Over 40˚ field of view
16:9 aspect ratio
720p resolution
Dual 1080p stereo cameras

64GB storage
<4.5oz
Suggested List Price: under $1,000

 

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