VR Cast: Is Oculus a Hardware Manufacturer or a Research Company?

VR Cast: Is Oculus a Hardware Manufacturer or a Research Company?

Oculus has spent a lot of time in the headlines over the past few months. A high profile lawsuit, a steadily changing corporate structure that prioritizes its parent company (Facebook) and tracking issues that still need to be completely fixed make it clear that one of the world’s most important VR companies is in something of a transition.

What started out with a Kickstarter video and a few dedicated entrepreneurs is now trying to grow into its new status as a billion dollar company. As 2017 gets underway, the question is what does the future hold for Oculus? Does Facebook see importance in consistent, successful hardware releases? Or is their goal to leverage this acquisition towards research and development for the future? Hear our responses to these questions, and a lot more, on this week’s VR Cast!

This week we also talk about Oculus forays into the augmented reality world, improvements to the Vive tracker and this year’s E3 (because it’s never too early to start).

Tagged with: , , , , ,

Oculus Is Building an AR Incubation Team to Prototype New Hardware

Oculus Is Building an AR Incubation Team to Prototype New Hardware

When you think of Oculus you typically think of one thing: virtual reality. The young company popularized VR for an entirely new generation of true believers and is largely responsible for sparking the immersive renaissance we find ourselves in today. However, ever since the startup was acquired by Facebook in 2014, the writing was on the wall that the organization would grow beyond the scope of a gaming focused HMD. Today, flush with Facebook’s seemingly endless resources, Oculus is at the forefront of the VR industry’s research and development. A new job posting, however, may indicate that the VR company is ready to start adding a new pair of initials to its collection: AR.

The Oculus product roadmap as shown at last year’s F8 conference.

The most populated section on the Oculus careers page by far is the “Research” tab. There are currently 52 positions available in this category and sitting right at the top of the list is a call for an “AR Incubation Lead.”

According to the posting, the selected applicant will be expected to “build, manage, lead and inspire a multi-disciplinary team of engineers, programmers, specialists, and designers who, working with world-class researchers, will build AR technology that opens the path to everyday use for a billion people.”

Read the Full Job Description

This team will be based in Redmond, Washington and will work to, “prototype complete systems that will bring together work in machine perception, optics, displays, human perception, haptics, audio, input, graphics, UI/UX, mobile computing, silicon, sensing, batteries, and whatever else is needed to create a truly compelling AR experience.”

The posting calls for a candidate with a BS in electrical or mechanical engineering and at least 5 years of hardware management experience. All indications point to the early stages of a new hardware platform for Oculus that focuses specifically on AR over VR.

Oculus has already revealed that its 10-year product roadmap since the Facebook acquisition has always ended in a pair of aviator-like, ultra-light glasses that combine both VR and AR into one product. The company’s VR efforts are well underway, and co-founder Palmer Luckey has been hinting at an AR platform for a while now. News of this incubation team, however, is the first substantial indication that Oculus is beginning to get the AR side of its R&D up and running as well.

Michael Abrash on stage at Oculus Connect 3

The successful candidate for this position will also work with Oculus chief scientist Michael Abrash in order to “develop and pursue a vision for what AR needs to be in order to be broadly used.”

There are a variety of AR headsets in active development today. The most notable of these being Microsoft’s HoloLens and the Meta 2. The mysterious specter of Magic Leap is also hanging over the AR industry right now, but until that company decides to actually showcase a real product, it is unclear just how influential they will be in this arena.

Oculus’ goal for this team seems to creating that “everyday AR” device that could be the long-theorized, but never realized, smartphone killer. It is important to note, however, that AR is an intrinsically difficult problem to solve. Huge advances in battery life, computer vision, mobile processors, optics and heat management need to take place before this type of tech can ever truly get off the ground. Therefore, it is possible that the work of this Redmond team will not show commercial fruit for years to come.

We reached out to Oculus for comment and they declined to share more information beyond what is already public in this job posting.

Tagged with: , , , , , , , , , ,

Super Data Report: 6.3 Million Virtual Reality Headsets Shipped in 2016

Super Data Report: 6.3 Million Virtual Reality Headsets Shipped in 2016

A new report from Super Data offers new estimates for the market size of virtual reality in 2016, suggesting 6.3 million VR headsets were shipped in the whole of 2016.

Last year saw the launch of several high-end VR headsets complemented by new mobile offerings. The report, titled “Can’t Stop Won’t Stop: 2016 Mobile and VR Games Year in Review,” is a compilation of information Super Data and Unity Technologies, though we clarified with Unity that they did not contribute to the estimates for VR headset data in the report.

The report estimates 4.5 million Gear VRs were sold through last year. Clocking in at number two on the list is the PlayStation VR with sales “approaching a million” by the end of 2016. This leaves Oculus, Google and HTC to split about a million units. According to this report, HTC’s Vive edged out Facebook’s Rift selling “more than 400K at its $800 price point.”

The report also notes “Oculus has shown a strong interest in gaming and social applications so consumer penetration will be more important to the Rift. Meanwhile, HTC Vive is becoming the device of choice for enterprise developers…”

We won’t know official numbers until manufacturers themselves start releasing more solid information. Samsung is the only company to have released actual numbers, saying 5 million Gear VR headsets have been sold so far. Last November, before the figure was released by Samsung, Super Data estimated the company would sell far fewer headsets in 2016. This gap between Samsung’s and Super Data’s numbers highlights how different the figures in this report could be from the actual sales numbers. Here’s how Super Data says it arrives at its numbers:

“Every month we collect spending data on millions of unique online gamers directly from publishers and developers, totaling 50+ publishers and 450+ game titles. We combine the digital point-of-sale data with quality consumer insights to speak to the ‘why’ of the market. We clean, aggregate and analyze these data to establish market benchmarks and models for all segments of digital games and interactive media. Our research covers everything from worldwide genre benchmarks to title-level KPIs, country-level deep dives and brand equity. The mobile and VR studies were based on the following: 49 million unique transactions from 15 million unique gamers between January 1, 2015 and December 31, 2016, a survey of 1,000 U.S. mobile gamers from July 2016, data collected from partners in the VR Data Network.”

Tagged with: , , , , , , , ,

ResearchVR Episode 31 – Fixing Machines Using AR with Rolf Behrens, BITNAMIC

ResearchVR Episode 31 – Fixing Machines Using AR with Rolf Behrens, BITNAMIC

This week on ResearchVR we dig deep into how augmented reality can be used to aid in repairing complex machines. Our guest is a specialist in the field, Rolf Behrens from BITNAMIC.

Episode 31 in progress with our guest, Rolf Behrens from BITNAMIC

Episode Preview

Mistakes and errors in the maintenance of complex machines, such as planes, can be extremely costly. Even as a trained specialist, it is hard to remember all the steps. But what if a less experienced person needs to carry out the test? Augmented Reality seems to be the perfect solution.

It might be hard to believe, but only three or four years ago markers were required for “augmented” reality using smartphones and tablets. It took an unacceptably long time to set them up and, due to its awkwardness, not many people bothered to set up the markers. Currently, augmented reality is aimed at industrial applications. Because of that, AR technology is developing slower than VR, with a minor stream of exciting news and disruptive startups. However, as Rolf said, the industry is moving slower, but decisively. Step by step towards a high-end game-changing technology.

Learn more in Episode 31 – Maintenance using AR with Rolf Behrens, BITNAMIC.

Tagged with:

‘Oasis’ Reconstructs Your Physical Room Into A VR Paradise Using Google Tango

‘Oasis’ Reconstructs Your Physical Room Into A VR Paradise Using Google Tango

Tired of your cramped apartment, its moldering walls, battered furniture, and the fact that it isn’t on a pirate island or in outer space?

Well, researchers have now managed to use Google’s Tango platform to create a simple app that allows you to scan your home and then walk through it in VR. The interior of a normal building is transformed into a world complete with frolicking deer, for example, as the video below shows.

They say this is a new step for Google’s room-scanning Tango system, which so far has been used to create an augmented reality overlay on a phone screen, but not a full VR experience like this.

Misha Sra, a PhD candidate at MIT’s Media Lab and one of the developers of the project, says she wants to “democratize” VR, so that anyone can pick up a phone and create a virtual environment.

“Let’s say you want to ask your Grandma to build VR for her living room, or house. All she would need to do is pick up a Google Tango-powered phone tablet, turn on the app and walk around her house,” she explains. Your VR house is then viewable on the very same phone through a headset.

So far, the software can turn an interior into four different environments: a lush wood; a rocky island surrounded by shipwreck debris; a volcanic lava flow; and a platform floating in space. The system works by detecting walls and replacing them with barriers in VR so you don’t walk in to them, depending on the environment being mimicked – so a fence in the wood, or lava in the volcano.

You might also worry about tripping over your coffee table, but Sra says the software has that covered.  Although the rooms shown in the demo video are clear of stumbling blocks, Sra explains that furniture can be visualized as things like rocks or ponds so users steer clear.

The system, called Oasis – named after the virtual world in the book Ready Player One, which Sra was reading while working on the project – also automatically detects chairs and represents them virtually so you can sit down as you luxuriate in your virtual home. Objects in your house are tracked in real time, so that if you move the chair it will follow you in VR.

The advantage of this kind of scanning system is that “the virtual world conforms to your space,” Sra says. “You don’t have to clear out your living room, move furniture out, and clear an open space like you do for the Vive [or other room-scale VR setups.]”

It’s the same idea as was on display at the recent CES conference from Intel’s Project Alloy, a headset that claims to be able to scan your room and replicate it in VR – meaning you can duck behind your real furniture while gaming. Oasis could be used to make your home more appealing, Sra thinks. “Let’s say it’s the middle of winter in Boston,” she says, and going outside is not the most appealing idea. “You say OK, I want to be at the beach – and so you’re at the beach.” Friends in VR are then able to come and hang out and tell stories in your spruced-up living room.

Sadly, Sra’s project is an early stage research demo, and not close to being a finished, available product. But next, she and her fellow researchers want to give users the ability to customize their VR house, selecting an environment to their taste.

There is no limit to the kind of virtual homes we could walk around, she says. “I could create a Paris theme…or Lord of the Rings,” she imagines. “I think it could be a pretty interesting creativity tool.”

Tagged with: , , , , ,

Exclusive: Mobile Headset Maker Homido Claims 500,000 Total Units Sold

Exclusive: Mobile Headset Maker Homido Claims 500,000 Total Units Sold

Most VR companies have stayed relatively tight-lipped about sales figures. We don’t have a clear idea on precisely how many units have been sold for the Oculus Rift, HTC Vive, PlayStation VR, Daydream View, or any other major headset on the market. However, uncovering sales figures for comparable and similar platforms, such as Homido’s line of mobile headsets, is a move in the right direction. According to a Homido representative, the company has collectively sold approximately 557,000 HMDs since 2014.

Homido isn’t a household name around the world like Facebook, Google, Sony, or Samsung, but it has carved out a niche in the mobile HMD market over the past two years. Millions of people were introduced to VR in 2016 whether it be through TV commercials, hands-on demos, or one of the countless cheap viewers that are found in bargain bins and checkout lines at various big box retailers around the world. I’ve even seen kiosks at shopping malls peddling discount mobile HMDs recently.

Starting all the way back in 2014, Homido first released its V1 model headset, which has since been discontinued for sale on their official site as they’ve transitioned to the V2 iteration. It is however still available from some third party retailers. Since then, the company has released several other headset styles and a company representative provided us with the following sales figures to date for all of its mobile HMDs:

  • Homido V1 (standard mobile HMD, first released in 2014) has sold 120,000 units total
  • Homido mini (pocket-sized solution, first released in 2015) has sold 244,000 units total
  • Homido Grab (targeted at children, first released in September 2016) has sold 63,000 units total
  • Homido V2 (company’s new flagship device, first released August 2016) has delivered 70,000 to market with approximately 60,000 on backorder

All in all that adds up to approximately 557,000 total mobile HMDs sold to date. The company also sells Homido-branded bluetooth gamepads, which can be used  for a variety of experiences, and is prototyping its own motion controllers. It’s worth noting that even though these HMDs feature similar designs and form factors to the Samsung Gear VR and Daydream View, these headsets aren’t actually compatible with the Gear VR, Oculus Home, or Daydream ecosystems. Practically speaking, these are more or less slightly suped up Cardboard viewers, as they can only access VR experiences that are widely available on the Google Play Store or iOS App store for most recent Android and iOS devices.

Regardless, this does paint an interesting picture. Recent market predictions from SuperData stated that the Samsung Gear VR was expected to move approximately 2.3 million headsets in 2016 compared to 450,000 Google Daydream Views. It remains to be seen whether these figures are accurate, but since Oculus stated Gear VR had over 1 million users earlier this year and it cracked a major category on Amazon this holiday season, it’s entirely possible.

Do these types of sales figures surprise you? Have you tried a Homido headset? Let us know in the comments below!

Tagged with: , , , , ,

The ResearchVR Podcast Is Now on UploadVR

The ResearchVR Podcast Is Now on UploadVR

Ever wondered how Virtual Reality tricks your brain into believing things? Why you lose your sense of time and presence when you’re in an intense shooting game? Why VR sometimes bleeds into your dreams? Or maybe why VR sickness happens and how to design around it? Tune into the ResearchVR Podcast to hear about the Science of Virtual Reality.

What is ResearchVR podcast?

We are a group of three cognitive scientists, Az Balabanian, Petr Legkov, and Krzysztof Izdebski who dig deep into Virtual Reality topics to answer three key questions of good VR content:

  • How does a concept work in Virtual Reality?
  • Why does a concept work in Virtual Reality?
  • Why does the concept matter?

By looking from both scientific and economics perspectives, through panel discussion with field experts, we evaluate the use cases, features, and technologies in the area of Virtual Reality.

Listen to some some of our best episodes to catch up:

    1. 022 – Are CAVEs the future or a dead end?
    2. 007 – The Glass ceiling in VR ecosystems: EU vs. US
    3. 005 – Motion Sickness in VR: Adverse Health Problems in VR part I
    4. 015 – Behavioural analysis in VR with Retinad
    5. 017 – The Shift from Informational to Experiential Age

A ballad of 3 Musketeers

Let me give you a little backstory about ResearchVR team – it will help you understand our philosophy and directions.

We have met over the most unexpected channel – Twitter. Somehow Az and Petr got into talking. Quickly Twitter messenger was not enough, so we decided to Skype. We planned to introduce each other and exchange some ideas. After a few hours of deep discussion about UX of VR, we decided it would be a great idea to record it.

We thought about doing a purely scientific podcast, where we would prepare material ourselves, and explain to our listeners from a neuroscience and cognitive science perspective big VR topics, such as motion sickness, presence, or other topics, like time dilation. This approach was interrupted by personal life changes – Az had gotten a job at UploadVR, and Kris and Petr were promoted at Virtual Spice.

First time we met in person. September 2016

Eventually, to quote Reverent Kyle, we found our voice. Using our cognitive science background, and experience gathered in our day jobs, we make a panel discussion with various guests developing exciting use cases, tools, and content. They provide us with expert knowledge in the filed, while we are challenging them with difficult questions from multiple perspectives, such as VR UX Design, Technological Risks, or Technology Acceptance.

More than just a hobby – ResearchVR and UploadVR

What started as hobby – each of us dreamed about producing something like ResearchVR – is now something we hope becomes an important part of the modern VR ecosystem. We’ve been asked by UploadVR to join their network and work with them on providing deeper analysis of VR topics.

Team & Contact

If you’d like to be guest on one of our episodes, you have special requests for an episode, or you’d like us to give a talk on your meetup or conference, do not hesitate to contact us:

ResearchVR

  • email: researchvrcast@gmail.com
  • twitter: @ResearchVRcast,
  • Facebook: /ResearchVR

Azad Balabanian

Design UXer by education, Mixed Reality Production Wizard by trade at UploadVR

  • email: az@uploadvr.com
  • twitter: @AzadUX
  • Facebook: /azadbal

Petr Legkov

Hardware Specialist by education, VR Evangelist by trade at Virtual Spice

  • email: p.legkov@salt-and-pepper.eu
  • twitter: @razialo
  • Facebook: /razialo

Krzysztof “RodionVR” Izdebski

UX Researcher by education, VR UX Researcher by trade at Virtual Spice

  • email: k.izdebski@salt-and-pepper.eu
  • twitter: @rodionvr
  • Facebook: /krzysztof.izdebski

Tagged with: ,

Research Study Suggests VR Can Have A Huge Impact In The Classroom

Research Study Suggests VR Can Have A Huge Impact In The Classroom

“Every child is a genius in his or her own way. VR can be the key to awakening the genius inside.”

This is the closing line of a new research study currently making its way out of China. Conducted by Beijing Bluefocus E-Commerce Co., Ltd and Beijing iBokan Wisdom Mobile Internet Technology Training Institution, the study takes a detailed look at the different ways virtual reality can make public education more effective.

“Compared with traditional education, VR-based education is of obvious advantage in theoretical knowledge teaching as well as practical skills training. In theoretical knowledge teaching, it boasts the ability to make abstract problems concrete, and theoretical thinking well-supported. In practical skills training, it helps sharpen students’ operational skills, provides an immersive learning experience, and enhances students’ sense of involvement in class, making learning more fun, more secure, and more active,” the study states.

Even though this study centers around Chinese education systems, the problems it hopes to address are global. According to the report, “Most students lack interest in boring teaching and learning. They are easily distracted if the knowledge taught in class is dry and plain.”

This could describe any school in The United States as well as countless others around the world. It’s no secret that education systems have struggled to find the funding, personnel and technology to keep up with the modern era’s breakneck pace for innovation.  This research suggests that VR could be the cure for this institutional ailment.

Click to read the full VR education report

The thesis of this study is that, “VR can simulate great learning scenarios and facilitate the communication expression and application of knowledge, thus effectively creating a favorable learning environment where students are inspired to learn.”

To test this theory, the subject  of astrophysics was chosen to be a guinea pig of sorts. Researchers pulled abstract concepts directly from the sixth chapter of a typical Chinese, high school physics textbook. Then, “By presenting to students those abstract contents in the textbook in a three-dimensional way, VR takes the advantage of helping students better understand and acquire the knowledge,” reads the report.

A class of 40 students was divided into four groups of ten. Each group was given a test on the same subject matter, but the lessons to each group were delivered in different ways. The first group took the test directly after a VR education course, powered by the HTC Vive. The second group took its test two weeks after the VR lesson. The third group took a test immediately after a non-VR lesson. The final group took their test two weeks after a non-VR lesson.

The results of the test were right in line with the researcher’s hypothesis. Namely that, “Students from each grade level achieved more progress by VR-based learning than traditional teaching.”

The passing rate for the groups that engaged with the subject matter in VR were 90 percent, meanwhile the pass rate for the non-VR group was only 40 percent. These are significant numbers and the researchers attribute the disparity to VR’s unique ability to help students connect with the subject matter:

“As astrophysics is a science which students cannot really conduct experiments on in class, students can only try to understand it by their imagination and teachers’ explanation. However, VR-based teaching makes it possible to present to students the abstract aerospace in a three-dimensional way, conduct simulated operations and let students experience the scenarios at different cosmic velocity. VR-based teaching is vivid and interactive. It helps students get better test scores by enhancing their ability of understanding and memorizing knowledge.”

Education is one of the most exciting use cases for this emerging technology and results like these speak for themselves. The full study can be downloaded for free.

Tagged with: , , , , ,