OLED Breakthrough Could Lead To Longer Battery Life Standalone VR

OLED Breakthrough Could Lead To Longer Battery Life Standalone VR

Researchers from the University of Cambridge (UK) and Jilin University (China) published a new paper the journal Nature describing their apparent breakthrough in the efficiency of red OLED subpixels.

The technique involves using “radicals” – semiconducting molecules with unpaired electrons. According to the paper, a quantum physics property of these radicals (their ‘spin’) causes them to form an electronic state which allows them to avoid a typical quantum mechanical limitation which previously limited OLED efficiency. The result is near perfect efficiency.

Breakthroughs in display technology efficacy are important for standalone VR because the highest energy draining component in such as headset is the display panel(s). When transmitting data (such as downloading an app or using social VR) the WiFi chip will be in second place, but the margin is still wide.

Display panels use red, green, and blue subpixels to create the range of colors they can display. The researchers here only managed to get this technique working for red OLEDs so far, and specifically mention that it is unlikely to work for blue. Green is not mentioned. Future research will likely try to find a way to replicate the effect in green and then blue.

Another promising future technology which could bring even greater reductions in panel power consumption is of course microLED. MicroLED is a display technology distinct from LCD or OLED which could offer up to 50 percent lower power consumption than OLED. Facebook, Samsung, Sony, Apple and others are investing in microLED research, but none have yet come up with a way to affordably manufacture them.

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Electrical Nose Stimulation Could Let You Smell Anything In VR Without Chemicals Or Refills

Electrical Nose Stimulation Could Let You Smell Anything In VR Without Chemicals Or Refills

Researchers at The Imagineering Institute in Malaysia have demonstrated a technique that would allow smells to be transferred and sensed over the internet. The ‘Digital Smell Interface’ works by direct electrical stimulation of the smell receptor nerves deep in the nose.

Last year, we published an editorial on why smell is so difficult to bring to VR. All previous attempts, such as Vasqo, have used chemical powders which are released in a specific combination just below the nose. The main problems with this type of approach are that the chemicals need to be refilled frequently (which is expensive and annoying) and the systems can only replicate a limited number of smells.

The electrical approach taken by TII means that there are no chemicals to refill, no powders in the air, and almost any smell could theoretically be replicated. In fact, smells could be a digital file or even transferred over the internet, just like visual and auditory information today. This could let you literally smell the roses in a virtual garden, or bring a medieval world to life with the pungent smells of the time.

The researchers say that the current used is only a few miliamps, so there is no pain or safety issue involved. Right now, what makes this approach impractical for consumers however is that it requires the placement of rods with electrodes on the end up your nostrils. For some VR enthusiasts, this is a more than acceptable price to pay to smell the virtual world, but most consumers are unlikely to want to put rods in their nose just for VR.

For smell to become part of mainstream VR, a way to apply the current in a less invasive way (perhaps wirelessly) must be found.

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Facebook Built A Camera System To Capture Mirrors

Facebook Built A Camera System To Capture Mirrors

SIGGRAPH is just around the corner so that means research groups like Facebook Reality Lab are starting to reveal some of their cutting edge work. The latest from FRL (formerly Oculus Research) demonstrates a method to capture the appearance of mirrors from the real world.

The new research opens up the door to capturing the look of complex real world environments which feature mirrors and reflective surfaces. Mirrors are the enemy of a number of computer vision applications and if Facebook’s research could be used to help solve that problem it might ultimately lead to a number of useful applications.

“Mirror and glass surfaces are essential components of our daily environment yet notoriously hard to scan. Starting from the simple idea of robustly detecting a reflected planar target, we demonstrate a complete system for robust and accurate reconstruction of scenes with mirrors and glass surfaces,” the report reads. “Given the ease of capture, our system could also be used to collect training data for learning-based approaches to detect reflective surfaces. Besides our core application of scanning indoor scenes, we envision multiple extensions and applications.”

The system finds mirrors by looking for a target that is on the camera rig, then refines the shape of the mirror by analyzing various features of the image.

“Our key idea is to add a tag to the capture rig that can only be observed when the camera faces a mirror or glass surface,” the report reads.

The most obvious application is easier to capture environments that are more realistic to experience in VR. The research could enable representations of real world locales to more realistically mix with digital elements, like your avatar, even if there are a number of mirrors and reflective surfaces.

“Mirrors are typically skirted around in 3D reconstruction, and most earlier work just ignores them by pretending they don’t exist,” Research Scientist Thomas Whelan said in an Oculus blog post. “But in the real world, they exist everywhere and ruin the majority of reconstruction approaches. So in a way, we broke the mold and tackled one of the oldest problems in 3D reconstruction head-on.”

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Sakkaden für Redirected Walking in VR nutzen

Werbung für Virtual Reality Hygiene

Auch wenn mit drahtlosen Systemen mit Inside Out Tracking theoretisch ein Spielfeld zukünftig unendlich groß sein kann, grenzen echte Wände, Bäume und Zäune unseren Bewegungsradius ein. Redirected Walking, eine Methode, bei der wir in VR eine andere Route einschlagen als in der Realität, könnte eine spannende Lösung für dieses Problem sein. Es gibt verschiedene Ansätze, das Gehirn zu überlisten, aber noch keine Allzweckwaffe. NVIDIA, Adobe und Forscher der Stony Brook University möchten dies ändern und präsentieren ein System, welches mit Hilfe von Sakkaden, natürlichen Augenbewegungen, die wie ein momentaner Blindspot wirken, uns unbewusst im Kreis laufen lassen.

Sakkaden für Redirected Walking in VR nutzen

Der Vorteil der neuen Methode liegt darin, dass der Nutzer die Verwendung des Prinzips nicht bemerkt. Es sei sogar möglich, auf dynamische Veränderungen über ein GPU-beschleunigtes Echtzeit-Pfadplanungssystem  zu reagieren und den Nutzer gezielt an anderen Spielern und Objekte vorbeizuleiten. Somit wäre Multiplayer-VR auf kleinsten Flächen möglich, da das System darauf achtet, dass ihr euren Gegner nicht anrempelt.

Das System ist für den Spieler selbst unscheinbar, da es auf Sakkaden setzt. Sakkaden sind schnelle und unbewusste Augenbewegungen, die passieren, wenn wir unseren Blick von einem Teil einer Szene auf einen anderen Teil lenken. Die Augen bewegen sich dabei nicht in einer langsamen, kontinuierlichen Bewegung, sondern springen schnell umher, wenn sie kein sich bewegendes Objekt verfolgen oder sich auf einen einzelnen Punkt konzentrieren.

Sakkaden für Redirected Walking in VR nutzen 2

Durch die schnellen Sprünge sind wir zwischen den Fokussierungen quasi blind, doch das Eye-Tracking-System von SMI sei akkurat genug, diese kurze Blindheit auszunutzen. Innerhalb des blinden Momentes wird die Szene minimal verschoben, damit der Anwender nicht merkt, dass er seine Richtung geändert hat. Geht ein Spielender beispielsweise auf einer Linie in der virtuellen Welt nach vorn, wird beim Umsehen das Bild um wenige Grad pro Sprung der Augen gedreht. Der Nutzer soll anschließend unterbewusst durch eine Änderung der Richtung auf die neue Ausrichtung reagieren.

Aktuell gibt es noch keine konkreten Pläne, das System für Endverbraucher auszurollen. Eine Demo wird derzeit auf der GTC 2018 gezeigt und eine wissenschaftliche Arbeit, basierend auf den Ergebnissen der Forschung, soll noch in diesem Jahr erscheinen.

(Quelle: Road to VR)

Der Beitrag Sakkaden für Redirected Walking in VR nutzen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Microsoft Research entwickelt Gehstock für Blinde in VR

Wie kann man sich als blinder Mensch in der virtuellen Realität orientieren? Ein neues Projekt von Microsoft Research widmet sich diesem Thema und experimentiert mit einem hochgerüsteten Gehstock. Mit dem soll man sich wie in der realen Welt in der virtuellen Umgebung orientieren können.

CaneTroller: Gehstock für die virtuelle Realität

Die Entwicklungsabteilung Microsoft Research versucht eine Lösung zu finden, wie sich Blinde in virtuellen Umgebungen orientieren können. Damit könnten sie beispielsweise bestimmte Situationen erst in der virtuellen Realität trainieren können. Genau das soll der CaneTroller leisten und damit das Navigieren ermöglichen. Die Lösung: Microsoft nutzt die HTC Vive und verbindet einen modifizierten Gehstock mit haptischem Feedback sowie einen Vive Tracker. Sobald man ein Objekt mit dem Stock berührt, gibt es nicht nur haptisches, sondern auch ein Audio-Feedback.

Zusätzlich gibt es eine Art Bremse, die auf Hüfthöhe getragen wird und mit einem Gleitstück verbunden ist. Die Bremse stoppt den Controller, wenn dieser in Kontakt mit einer Oberfläche kommt. Zusammen mit einer Audio-Spule am Gehstock lassen sich Vibrationen erzeugen. Das System erlaubt es sogar, unterschiedliche Untergründe wie dicke Teppiche zu simulieren. Weiterhin setzen die Microsoft-Mitarbeiter auf Spatial Audio, um die Orientierung im Raum auch über den Sound zu ermöglichen. Das Video zeigt den bisherigen Prototypen, der zwar noch aufgrund der vielen Kabel und sichtbaren Bauteile noch etwas an Eleganz vermissen lässt, aber schon ahnen lässt, wie gut das System funktioniert.

(Quelle: Upload VR)

Der Beitrag Microsoft Research entwickelt Gehstock für Blinde in VR zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Taste With Your Face: Japanese Food Industry Wants to Sell More With VR

Taste With Your Face: Japanese Food Industry Wants to Sell More With VR

Food and VR don’t seem like like two things that go together, but industry trade publication The Japan Food Journal is hosting a virtual reality-themed seminar on August 9th, in Tokyo’s Akihabara neighborhood. The event is part of the magazine’s annual Food New Technology Research Trade Show. The seminar will feature three virtual reality and food related lectures:

Deliciousness and Cross-Modality will focus on using VR technology to simulate food. The center of the talk will be Meta Cookie, a VR experience developed in 2010 that tricks users taste buds using only smell and an augmented reality cookie. According to the seminar’s program, “There is more to food than just taste. When we call something delicious, its smell, sight, sound, and touch all influence flavor. Using VR technology, we can now use these other senses. Scientific analysis can tell us what is delicious and why.”

Creating New Mouthfeel in VR will examine using audio in VR to communicate a food’s texture. The program lacks details on how sound can replicate texture, but it seems like a natural fit if you consider the satisfying crunch of an apple- or the sickening slap of cafeteria food being thrown on a plastic tray.

Finally, Measuring the Selling Power of Real Goods in the Virtual Shopping Experience will introduce Image Basket VR, a browser-based VR shopping service created by Dai Nippon Printing. Looking at the company’s screenshots of the product, it still appears to be early in development. The program acknowledges this, saying that the lecture will ask attendees to imagine what it would feel like to use the completed product.

A screenshot of Image Basket VR, a browser based shopping service.

While entrance to the trade show itself is free, the virtual reality seminar will run attendees 16,200 Yen ($147 USD). Locations and times can be found (in Japanese) at MoguraVR.

Models of Consciousness Transformation & Unlocking Latent Human Potentials with VR

Cassandra-VietenThe Institute of Noetic Sciences was founded by Apollo 14 Astronaut Edgar Mitchell after he had a mystical experience on the way back from being the sixth man to walk on the moon. After finding a description of his spiritual awakening experience as a “samadhi” within the ancient Vedas, he decided to start a science institution dedicated to studying the nature of consciousness. Consciousness is the “hard problem” in that there’s no widely accepted theory for how the mind is connected to the body, but IONS has been on the frontiers of researching this mind-body connection over the past 44 years.

They conducted a 10-year study researching the commonalities in different wisdom traditions that bring about a transformation of consciousness, and they published their findings in a book named Living Deeply. They’ve further refined a model of consciousness transformation, and are interested in applying virtual reality in invoking states of awe and exploring what types of latent human potentials might be unlocked.

I had a chance to catch up with Cassandra Vieten, the president of the Institute of Noetic Sciences, to talk about how the vastness of awe leads to an experience that forces you to stretch your perspectives & accommodate new information. We also talk about how they’re starting to use virtual reality in their research, the impact on our environment and experiences in our lives, and the potential of unlocking latent human potentials through different contemplative practices & potentially mediated through technology.

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Here’s the model of consciousness transformation that IONS uses
ions-consciousness-transformation


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Here’s A Look Back at How Sci-Fi Literature Predicted the Rise of Modern Virtual Reality

Here’s A Look Back at How Sci-Fi Literature Predicted the Rise of Modern Virtual Reality

Editor’s Note: This article originally appeared on July 1st, 2016 and has been republished in relation to the Ready Player One movie trailer debut.


With the introduction of top-end devices such as the Oculus Rift and the HTC Vive as well as the simple ones such as Google Cardboard, Virtual Reality is the next digital frontier. While it’s a world that can now be practically realized, it’s not a new idea: Science Fiction has long been imagining virtual worlds within imagined ones.

From the early 1950s, authors had begun to experiment with stories involving simulated worlds. Ray Bradbury’s 1951 story The Veldt dealt with a pair of children and a virtual nursery, while Fredric Pohl’s 1955 short story The Tunnel Under the World told the story of a man who relived the same day over and over, only to discover that he was trapped in a cruel marketing simulation.

Virtual Reality provided a useful device for authors to examine a couple of interesting themes, territory unexplored by fiction at large. Technological advances were beginning to allow for the possibility for multiple realities: the real world, and ones which the characters could no longer distinguish between real and fake. Where reality was as real as the world under one’s feet and with what someone could see and feel, technology made everything questionable. Authors didn’t just explore their characters being manipulated: they began to question the very notion of reality itself.

James Tiptree Jr.’s 1973 story The Girl Who Was Plugged In is a good example of the manipulation that authors forecasted in their stories. While it doesn’t directly predict the rise of virtual reality, it does act as an important precursor to the entire cyberpunk genre.

In it, a woman named Philadelphia Burkes suffers from pituitary dystrophy, and is given a new opportunity in her life after she attempts to commit suicide. In this future world, remotely piloted ‘gods’ are used in place of advertisements:

“Look around. Not a billboard, sign, slogan, jingle, skywrite, blurb, siblimflash in this whole fun world. Brand names? Only in those ticky little peep screens on the stores and you could hardly call that advertising.”

In this world, the ruling corporate interests manipulate the population of consumers by strategically placing these perfect people in media to use products and encourage people to buy them. The body is a simulation for the people who surround it, but also for the girl plugged into it, who gets to experience this artificial life.

The Girl Who Was Plugged In was a major work from its author, who earned a Hugo Award for best novella in 1974, and it would become a major precursor to a subgenre of science fiction that would change the idea of virtual reality forever.

By far the most influential work of cyberpunk fiction is Neuromancer by William Gibson. Written a decade after Tiptree’s novella, Gibson was struck by an experience that he had in a Vancouver arcade: “Even in this primitive form, the kids who were playing them were so physically involved; it seemed to me that they wanted to be inside the games, within the notational space of the machine. The real world had disappeared for them.”

Offered the opportunity to write a novel, he began what eventually became one of the seminal works of science fiction. The story was raw, intense and exciting: Case, a hacker cut off from the Matrix, is given an opportunity of a lifetime: carry out a job for a mysterious man named Armitage.

Neuromancer was one of the earliest and best descriptions of the burgeoning internet, understanding completely what the technology was and how it functioned before anyone even understood that it existed:

“Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts … a graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding…”

Gibson not only understood and apparently predicted how the internet would eventually work, but went another step further and imagined exactly how someone might enter and interact with it, in one of the more relevant and vivid descriptions of the technology, captured as Case enters the Matrix:

“And flowed, flowered for him, fluid neon origami trick, the unfolding of his distanceless home, his country, transparent 3D chessboard extending to infinity. Inner eye opening to the stepped scarlet pyramid of the Eastern Seaboard Fission Authority burning beyond the green cubes of Mitsubishi, Bank of America, and high and very far away he saw the spiral arms of military systems, forever beyond his reach.”

It’s hard to understate the importance of Neuromancer on the science fiction and technology fields. Gibson wasn’t the first to visualize the idea of entering a digital world: Steven Lisberger’s 1982 film Tron did that, but Gibson did it with a gritty sense of cynicism that has had a far larger impact, and which has continually influenced the field in the years since its publication.

A little under a decade after Gibson changed everything, another novelist was poised to change how we envisioned cyberspace: Neal Stephenson. In 1992, the author published his third novel, Snow Crash, a gritty cyberpunk tale set in the 21st century, where private interests have largely taken over the world. Set in Los Angeles, Hiro Protagonist, a metaverse player who stumbles on a dangerous new drug called Snow Crash, a virus that infects the player’s virtual avatar and their real body.

Stephenson’s world builds on the ideas with which Gibson had prefigured in the genre. Cyberspace and virtual reality in many ways, were a place of escape, commerce and alternatives not offered by the real world, rather than additions to reality. In Snow Crash, he lays out the world featured in his novel, outlining not only the very recognizable technology, but the appeal and motivations for why people would use it:

“Through the use of electronic mirrors inside the computer, this beam is made to sweep back and forth across the lenses of Hiro’s goggles, in much the same way as the electron beam in a television paints the inner surface of the eponymous Tube. The resulting image hands in space in front of Hiro’s view of Reality….

So Hiro’s not actually here at all. He’s in a computer generated universe that’s drawing onto his goggles and pumping into his earphones. In the lingo, this imaginary place known as the Metaverse. Hiro spends a lot of time in the Metaverse. It beats the shit out of the U-Stor-It.”

Stephenson’s book best imagined how Virtual Reality might work, but also showed off the opportunities that it presented for people. Much like how Tiptree’s P. Burke found new autonomy in her physical avatar, Hiro Protagonist could become someone entirely different in the virtual world.

This is a concept shared by many cyberpunk / virtual reality novels: just look at the plot of Ernie Cline’s recent 2011 novel Ready Player One, where Wade Watts becomes a legendary egg hunter in the OASIS, a limitless virtual world of pop culture references and quests. Thomas Sweterlitsch’s debut novel Tomorrow and Tomorrow takes on a slightly different track, recreating an interactive environment of a city that had been destroyed, playing with the idea that there is more to VR than the amusement of the players.

What has set most of these novels apart from their peers is the ability of their authors to comprehend not the underlying technology itself, but how it is utilized by its users. Moreover, these authors have largely imagined not just their virtual worlds, but the real world that supports their use, depicting bleak, corporate-driven unvierses that feel not too unlike our own.

While Virtual Reality is just in its infancy, it’s worth paying some mind to the works of these authors (and others!) to understand not only where Virtual Reality’s roots came from, but where their creators believed we were headed.

Andrew Liptak is a freelance writer with bylines in prominent publications such as Barnes and Noble, The Verge, and io9. You can follow him on Twitter: @andrewliptak.

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Using Google Earth VR to Study Awe – Towards a Virtual Overview Effect

denise-quesnelOne of the unique affordances of virtual reality is its power to convey the vastness of scale, which can invoke feelings of awe. Denise Quesnel is a graduate student at Simon Frasier University’s iSpace Lab, and she has been studying the process of invoking awe using Google Earth VR. She was inspired by Frank White’s work on The Overview Effect, which documented the worldview transformations of many astronauts after they observed the vastness of the Earth from the perspective of space.

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Quesnel wants to better understand the Overview Effect phenomenon, and whether or not it’s possible to use immersive VR to induce it. Anecdotally, I think that it’s certainly possible as I reported my own experience of having a virtual overview effect in my interview with Google Earth VR engineers. Quesnel won the best 3DUI poster award at the IEEE VR conference for her study Awestruck: Natural Interaction with Virtual Reality on Eliciting Awe.

I had a chance to catch up with Quesnel at the IEEE VR conference in March where she shared her research into awe, how it can be quantified by verbal expressions, chills, or goosebumps, and how she sees awe as a catalyst for the transformative potential of virtual reality.

Here’s a short video summarizing Quesnel’s research into using Google Earth VR to study the induction of awe:

Here’s Quesnel’s poster on Awe summarizing results:
Quesnel-Awe


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Mel Slater’s Theory of VR Presence vs an Elemental Theory of Presence

mel-slaterVR Presence researcher Mel Slater is fascinated by what makes the medium of virtual reality unique and different from other communications mediums. He says that VR activates our sensorimotor contingencies in a way that fools our brain that we’re transported into another world, and that what is happening is real. He breaks this into two primary illusions where the Place Illusion answers the question “Am I there?” and the Plausibility Illusion answers the question “Is this happening?” These two illusions happen inside of your mind and are very difficult to study, but Slater has develop an experimental research protocol that draws inspiration from color theory research the combination of the objective spectral distribution as well as an individual’s subjective perception of color.

After seeing well over a thousand VR experiences, I started to cultivate my own ideas about an Elemental Theory of Presence that describes different qualities of Embodied Presence, Social & Mental Presence, Active Presence, and Emotional Presence. Slater says that these different qualities of experience are more related to the content of the experience, and that they’re not unique to virtual reality. You can be just as emotionally engaged with a movie or a book as you are with a VR experience, and so looking at how the content contributes to his conceptualization of presence isn’t an interesting research question trying to figure out what’s unique about VR.

My elemental theory of presence is more of an elemental framework for experiential design that’s isn’t unique to VR, but it has been useful in helping to understand the component parts of a VR experience. Slater is primarily interested in researching the objective and measurable dimensions of a VR experience that contribute to the place illusion and plausibility illusion that he sees are the primary factors of the subjective feeling of presence. I personally don’t believe that you disregard the role content in how it helps cultivate a feeling of presence, but I acknowledge that it’s a difficult thing to study in controlled academic research environment. There is not a universal formula for what combination of content and experience ingredients that will help you achieve a sense of presence whether you are in VR or not. There are limits to predicting the degree to which a piece of content will resonate with someone, and the successful approaches are usually market-based solutions that big data collections of behavior to drive the content recommendation algorithms at Amazon, Netflix, Facebook, and Google.

My interview with Slater explores the threshold of the boundaries of his theory of presence as I try to understand it through the lens of my own elemental framework of experiential design. He cites NASA’s Stephen Ellis who once said that any good theory of presence will provide a series of tradeoffs that allows you to make choices amongst features that are within the same “equivalence class.” Slater’s approach to presence focuses on the objective features of the VR system while my elemental theory of presence focuses on the qualitative aspects of the specific content. Slater says that it’s a completely valid approach, but that it’s just completely different than what he’s interested in looking at. This conversation clarified for me the differences between objectively controllable VR hardware & software variables and the specific content of a VR experience. I think that both contribute different things to the subjective feelings of presence, and experiential designers will have to take into account both the objective features of the VR hardware and software as well as the specifics of the content in order to create the qualities of presence that they’re striving for.

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