Epson’s Moverio Looks to OSVR for Content Creation

Epson has today announced the availability of a device plug-in based on the Open Source Virtual Reality (OSVR) platform to enable cross-platform content creation for Moverio software developers. The integration of the plug-in with the Moverio augmented reality (AR) smart glasses was made in collaboration with Sensics, creators of OSVR and a provider of special-purpose virtual reality (VR) and AR solutions.

Epson Moverio BT-350

Developed as a platform upon which Razer’s OSVR Hacker Dev Kit (HDK) was based, OSVR is a multi-OS middleware layer that connects popular applications and videogame engines to hundreds of VR and AR devices using a common universal interface. By downloading the device plug-in, Moverio developers can now use the Unity engine and a wide selection of other standard tools to create content for the Moverio platform in addition to running existing OSVR content on the Moverio.

Additionally, developers will be able to integrate peripherals, such as positional tracking sensors or natural human interfaces, with Moverio applications in an easier way as well as gaining access to image analysis and AR toolkits that are pre-integrated with OSVR.

“We are excited to add Epson and their strong line of augmented reality products to the list of devices supported by OSVR,” says Yuval Boger, CEO of Sensics. “Our experience shows that enterprise customers seek multi-vendor solutions that can be upgraded over time and OSVR makes this process exceptionally easy.”

The current Moverio AR smart glasses were first introduced in 2016, with the Moverio BT-300, the third-generation of Epson smart glasses. The device features an OLED digital display and quad core Intel Atom processor, and includes a built-in five mega pixel front-facing camera. Other devices in the Moverio range include the BT-350 (pictured above) and BT-2200 (pictured below).

Epson Moverio BT-2200

“This collaboration between Epson and Sensics enables OSVR developers to easily port existing games and apps to Epson’s Moverio augmented reality smart glasses, and provides existing Moverio developers with powerful new tools and resources for building rich new content,” says Leon Laroue, Technical Product Manager of Augmented Reality Solutions at Epson America.

The Moverio OSVR plug-in is available now and can be downloaded via Github, with instructions for use and sample applications also available. VRFocus will keep you updated with all the latest details on the Moverio AR smart glasses and other hardware and devices joining the OSVR platform.

VR Coaster and Sensics Unveil RideVR Headset Specifically for Theme Parks

Theme parks have been experimenting with virtual reality (VR) for a while now, generally tending to utilise Samsung Gear VR headsets in conjunction with a pre-existing rollercoaster to offer guests a new virtual ride. Now VR Coaster and Sensics have unveiled RideVR, a brand new headset specifically designed for theme park use.

RideVR is the culmination of both VR Coaster and Sensics experience providing VR content to location operators and millions of guest rides.

RideVR

The all-in-one headset aim to provide solutions to several key operator issues such as hygiene; the headset includes an inexpensive face mask that is hypo-allergenic, reusable and machine washable; no overheating, RideVR’s thermal management results in longer uptime; there’s no consumer hardware, it is an entirely new device without any cell phone or other consumer hardware; battery management, RideVR’s battery is separate from the processing unit. Operators can charge batteries while keeping the processing unit in use, or use a power cord for operations without batteries.

RideVR also features a 2880×1600 resolution, providing more pixels than current mobile-based consumer headsets.

“Our work with dozens of theme parks led us to define exactly what we need from a great headset,” says Thomas Wagner, CEO of VR Coaster. “We found the perfect partner in Sensics to work with us to create this headset.”

“We combined VR Coaster’s operational experience with Sensics’ product expertise to meet the precise requirements of operators,” says Yuval Boger, CEO of Sensics. “There is a gap between what consumer headsets deliver and what theme parks need. The new RideVR closes this gap.”

VR Coaster will showcase RideVR at its booth during the IAAPA 2017 show in Orlando, Florida. While Sensics will have the headset on display at CES 2018 in January.

Sensics and VR Coaster will be rolling out RideVR to select theme park customers in early 2018.

For any further updates on RideVR, keep reading VRFocus.

VR Coaster and Sensics to Create All-in-one VR Headset for Theme Parks

VR Coaster and Sensics today unveiled RideVR, a new all-in-one VR headset built especially for use on high-flying theme park rides.

VR headsets have been in use on rides like roller coasters and drop towers basically since the initial Samsung Gear VR for Note 4 came to market in late 2014. Because consumer-level mobile VR headsets like Gear VR aren’t really built to withstand all-day use by the sweaty theme park-going masses, Sensics and VR Coaster have partnered to build an all-in-one headset that aims to tighten down on some of the pain points of using consumer VR in a high traffic setting.

image courtesy VR Coaster

RideVR’s two-part design is pretty ingenious, accomplishing a few feats at once. As an option, the headset’s display and optics can detach from the head/chin strap and face mask, letting visitors put on the strap first while waiting in line and get a good fit before ever entering VR. This ideally increases the physical throughput of people by getting everyone ready well in advance. Because the headset also includes an inexpensive face mask that’s hypo-allergenic, reusable and machine washable, operators can replace it with a fresh mask whenever your sweaty uncle finishes with it.

Fact: heat kills components and generally sucks. If you’ve ever run a Gear VR for longer than 2 hours, you know you could practically cook an egg on the other side, but the companies promise to minimize overheating in RideVR with improved thermal management. The RideVR battery is also a separate from the processing unit, letting operators charge batteries while keeping the processing unit in use, or alternatively letting them use a power cord and forgoing the battery entirely.

Lastly, the RideVR headset packs a 2880×1600 resolution display that they say significantly diminishes the ‘screen door effect’. Sensics and VR Coaster are staying mum on further info surrounding the actual guts of the device.

As patent holders for using mobile VR headsets on rides, VR Coaster is one of the most prolific companies offering mobile VR headset-enabled rides to date, with 40 parks worldwide using their tech.

Sensics, a co-founder of Razer’s OSVR initiative which produced the HDK headset, has already released an enterprise-facing PC VR headset using the same ‘split’ design concept described in RideVR, a device intended for room-scale VR experiences.

image courtesy Sensics

Select theme park customers will deploy the RideVR headset in early 2018.

VR Coaster is hosting a booth at the IAAPA 2017 show in Orlando, Florida where more info will be available. Sensics will also be at the CES show in Las Vegas in January 2018.

The post VR Coaster and Sensics to Create All-in-one VR Headset for Theme Parks appeared first on Road to VR.

Sensics veröffentlicht hochauflösende VR-Brille für Arcade-Hallen und Themenparks

Das Unternehmen Sensics ist als alter Hase im VR-Markt sowie Mitgründer von OSVR bekannt. Nun veröffentlicht die Firma ihr neustes Produkt, eine hochauflösende VR-Brille speziell für Arcade-Hallen und VR-Themenparks. Diese bietet sowohl technisch, wie auch im Bereich Komfort und Hygiene interessante Neuerungen.

Sensics VR-Brille bietet höhere Aufösung und weitere Annehmlichkeiten

Die neue VR-Brille von Sensics bietet gegenüber bekannten VR-Brillen für zu Hause wie die Oculus Rift und HTC Vive einige Vorteile: Sie soll sowohl hygienischer als auch komfortabler zu tragen sein. Doch auch technisch sticht das neue Gerät hervor, denn es bietet optional eine wesentlich höhere Auflösung. Da die VR-Brille explizit für den Gebrauch in Arcade-Hallen und VR-Themenparks ausgelegt ist, ergeben die Neuerungen durchaus Sinn.

Für den Bereich der Hygiene bietet das Modell nämlich eine abnehmbare Gesichtsmaske, die zudem frei von Allergien auslösende Zusatzstoffe ist. Die Maske dient als Zwischenstück zu den Displays und ermöglicht Arcade-Besuchern eine einfachere und hygienischere Nutzung der VR-Brille. Zudem darf der Betreiber diesen Aufsatz in die Waschmaschine stecken. Vollgeschwitzte Zwischenstücke lassen sich schnell durch frische ersetzen. Die einfache Handhabung soll dabei die Wartezeiten für Besucher verkürzen, was auch dem Betreiber zu Gute kommt.

Doch auch technisch zeigt die neue VR-Brille, was in ihr steckt. Das größere und teurere Modell besitzt zwei LCD-Displays mit 90 hz, die je eine Auflösung von 1440 x 1600 mitbringen. Durch die höhere Pixeldichte gegenüber Oculus Rift und HTC Vive will das Unternehmen den  störenden Fliegengittereffekt verringern. Das Sichtfeld beträgt 100 Grad.

OSVR-Sensics-VR-Brille-Arcade

Zudem ist die VR-Brille kompatibel mit verschiedenen Tracking-Systemen, was die Integration in bestehende Installationen vereinfachen sollte. Ein Extrafach ermöglicht es, die Steuerung für Leap Motion Controller im Headset zu verankern.

Die derzeitigen Modelle sind im OSVR-Store als limitierte Vorserien-Produktion zu haben und sind zum Testen  gedacht. Das erklärt auch die kurze Garantiezeit, die lediglich 30 Tage beträgt. Das Modell mit LCD-Displays und einer Auflösung von insgesamt 2880 x 1600 kostet derzeit 2590 USD (ca. 2200 Euro), während das preisgünstigere Modell mit OLED-Displays und einer Auflösung von 2160 x 1200 aktuell für 2160 USD (ca. 1820 Euro) erhältlich ist. Ob sich die Preise in einer Serienproduktion noch verringern, ist derzeit nicht bekannt.

(Quellen: RoadtoVR | OSVR Store)

Der Beitrag Sensics veröffentlicht hochauflösende VR-Brille für Arcade-Hallen und Themenparks zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Sensics Releases High Resolution VR Headset Built Specially for Arcades and Theme Parks

Sensic, a long-time player in virtual reality and co-founder of OSVR, finally released their VR headset destined to make its way to public venues such as theme parks and arcades. Teasing the project late last year, the enterprise-facing headset is touted to be more hygienic, comfortable, and pack a higher resolution display than consumer devices.

Sensics, a co-founder of Razer’s OSVR initiative which produced the HDK headset, has a pretty specific approach on how out-of-home VR headsets should differ from their consumer counterparts.

pre-production model, image courtesy Sensics

Firstly, there’s hygiene. Sensics includes a machine-washable, hypoallergenic face mask that physically separates from the display, allowing for arcade-goers to strap in, get comfortable and have a chat (or selfie) before clipping into the display portion of the headset. This essentially cuts down the amount of lead time by letting customers prep before heading into their VR experience. More importantly, Sensics says the inexpensive strap can be set aside after each guest is done and sanitized for later use. If you’ve ever tried a VR headset after someone sweat in it, soaking right through the spongy foam gasket and headstrap, you can imagine how bad it would get in a facility that sees multiple customers daily.

That said, customers are going to sweat, and mitigating these effects during the experience with dual fans, which Sensics says are silent, helps remove excess humidity from the headset, keeping lenses clear from fog.

As for resolution, the company maintains the screen door effect (SDE) is diminished with the headset’s dual 1440×1600@90 Hz LCD displays, a 70 percent increase in pixels over consumer devices like Oculus Rift and HTC Vive. We haven’t had an opportunity to substantiate the reduction of SDE, but the company provides as comparison chart between its lower tier dual 1080×1200 OLED, which happens to be the same resolution as Rift and Vive.

Arcade and park owners can also opt to include embedded hand/finger trackers like Leap Motion, which sits flush inside the unit behind a window that’s transparent to IR.

pre-production model, image courtesy Sensics

The public VR headset is also said to work with “hundreds of peripherals including wide-area tracking systems.” The press release announcing the headset doesn’t make specific mention of what positional tracking system it employs, saying only that it integrates a 9-axis orientation tracker, something headsets use for basic head-tracking only. Aftermarket solutions like OptiTrack’s IR-reflective positional tracking system, which uses traditional motion capture tech, would be a likely candidate for large-scale, out-of-home facilities looking to use Sensics system however.

IR motion capture for VR, image courtesy OptiTrack

Pre-production units are currently on sale on the OSVR Store in two flavors: a $2,590.00 headset with 2880×1600@90 Hz LCD display, and the lower tier $2,160.00 headset with 2160×1200@90 Hz OLED display. Large quantities of the final device are slated to ship later this year.

Specs

  • A choice of two screen options: 2880×1600@90 Hz LCD, or 2160×1200@90 Hz OLED including diffusion film for reduced SDE
  • Removable face-plate
  • Built-in dual silent fans to comfort and ventilation
  • Front IR window for optional embedded Leap Motion controller
  • High-quality 100-degree optics with adjustable focus
  • Integrated 9-axis orientation tracker
  • On-unit buttons for user interface (disabled in pre-production units)
  • Ergonomic and adjustable head strap
  • Supports direct mode and asynchronous time warp
  • Supported by all major game engines including Unity, Unreal and more

The post Sensics Releases High Resolution VR Headset Built Specially for Arcades and Theme Parks appeared first on Road to VR.

Sensics Announces Home Suite VR Platform For OSVR

The Sensics Home Suite platform is built on the Open-Source Virtual Reality (OSVR) framework and contains both a front-end user experience module and an open back-end commercial platform. It is being made available to all users of OSVR-compatible devices for no cost.

Sensics say the suite’s back-end functionality allows for new opportunities with regards to advertising and analytics. The front-end user experience includes a Home Screen for users to find new content and a notification interface that integrates text messaging and social media into the virtual reality (VR) experience.

OSVR HDK 2 headset

“The OSVR software platform made it easy to connect devices, peripherals and content and helped to bring VR and AR innovations to the market faster,” said Yuval Boger, CEO of Sensics and co-founder of OSVR. “The Sensics Home Suite takes this one step further, creating the first open software hub for consumers, businesses, and brands. We believe it opens the VR market to companies of all sizes and will drive VR adoption and innovation.”

Alexis Macklin, Immersive Entertainment Analyst, Greenlight Insights added; “For VR to go mainstream, the market needs to have more players, at more price points. And for that to happen, companies need to see a clear path to profitability with VR. The industry cannot be sustained by hard-core gamers and the wealthiest earlier-adopters. In a recent survey, non-gaming categories such as travel, home design and virtual education, top the list for VR use cases capturing consumer interest. The Sensics Home Suite will allow companies from all industries and more to break into VR with new hardware, software and content that operates seamlessly, is customized to their brand and can be easily monetized.”

VRFocus will continue to bring you the latest on OSVR and Sensics

Sensics, uSens & More Namechecked as Future Industry Leaders By ABI Research

The leaders of tomorrow are the innovators of today. If you can predict just who that would be well, then you can ‘get in’ on the ground floor with investment and reap the benefits of your foresight financially. It’s a common thing to do, as, after all, financial traders do just that. As such research on markets is particularly valuable to companies and there are a number of different firms who specialise in data analysis working within and around the technology market. It’s all why you see so many stories relating research and market predictions throughout the year.

BigData_1

What is somewhat more unusual in these stories is for one of these research firms to actively name-check specific companies as ones to watch out for. However, that’s what one – ABI Research – has done in their latest press release. The consultancy company, a 25 year veteran of the tech arena have focused in their latest report on companies to watch in both virtual reality (VR) and augmented reality (AR) tech spaces.

Fovi3D, Meta, and Sensics, the latter of which has featured several times on VRFocus in the past. With the last instance connected to OSVR’s receipt of official Steam support back in November last year. Other names include Eonite Perception, Occipital, and uSens – another familiar name to regular VRFocus readers – with those companies invested in markets adjacent to AR and VR that will make the most traction. Machine vision companies being specifically highlighted. ABI Research also sees a time ahead where the named companies could help bolster the development of mixed reality (MR) to a point where it impacts the development of AR.

“Machine vision is the driver behind advanced mobile AR solutions, particularly in education and marketing, and will define the future success of mixed reality solutions in enterprise. The development and evolution of user input technologies is key as AR and MR markets grow, as the technologies will support accurate and intuitive hands-free interaction as implementations within the workplace become more commonplace.” Explains Shelli Bernard, a Research Analyst at ABI Research. “As vendors work to improve their AR and VR solutions, innovations through adjacent and enabling technologies will spur future market development. The push to implement MR, as evident in work from companies like Microsoft, remains the goal for the clear majority of enterprise implementations due to its ability to offer the immersion of VR with the safety and convenience of AR solutions.”

The release also mentions the prediction that AR will overtake VR in 2019, comprising a 53% majority of a combined $57 Billion (USD) head-mounted display (HMD) market. It expects shipments of HMDs to reach 37 million by next year.

VRFocus will bring you more information on future market reports as they become available.

Sensics is Building a VR Headset Specially Made for Arcades and Theme Parks

OSVR co-founder and long-time HMD maker Sensics is building a new ‘Goggles for Public VR’ headset which is designed for the unique needs of the Out-of-Home market.

While the same consumer-facing headsets that you’ll find on a shelf at Best Buy are popping up in VR arcades across China and elsewhere, Sensics is aiming to build a VR headset that’s optimized for the Out-of-Home market, consisting of businesses like theme parks, entertainment venues and arcades.

untitled-6The Sensics ‘Goggles for Public VR‘ is said to be particularly durable, easy to clean, easy to maintain, made for quick swapping from one user to the next, and easy to integrate into other prop-headwear (like a racing or pilot helmet).

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Pre-production models of the Sensics Goggles for Public VR use the familiar OSVR headstrap. Mass produced models will use a different strapping system.

Sensics, who is a co-founder of Razer’s OSVR initiative, has naturally used the foundation of the OSVR HDK2 headset in creating the Goggles for Public VR. It appears the headset uses the same 2160×1200@90Hz OLED display and optics which offer independent focal adjustment and a 100 degree field of view.

So what makes the headset uniquely suitable for the Out-of-Home sector? Sensics says it’s a combination of durability and features. Particularly, the company says the headset is built to withstand Out-of-Home use (though we haven’t seen a specific durability spec mentioned), easy to clean, modular, and easy to repair. There’s also a pair of fans to prevent fogging, and an optional integrated Leap Motion module built into the headset for hand interactions without the need for controllers.

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That last part goes along with another important aspect of any VR headset specially made for the Out-of-Home sector: quick setup and teardown times from one user to the next. Controllerless hand-tracking could mean faster time-to-play by reducing the need for familiarizing new users with the inputs of controllers like those of the HTC Vive and Oculus Touch. It also means you don’t need to spend time handing the controllers to each user and then collecting them before taking the user out of VR—all important considerations for a business model which hinges on churning satisfied guests through each attraction.

imageedit_20_6139858007Also speeding up the user-to-user experience is an interesting element of the headset which allows the ‘passive’ part (the parts that touch the user’s head and keeps the headset held in place) to detach from the ‘active’ part of the headset (the parts that contains all of the electronics. Sensics lists the following benefits to this approach:

• It allows guests to don the passive part while waiting in line. They can adjust the fit to their heads, and make sure the strap is comfortable. While doing so, the front part of the passive unit is completely open so guests can still see the real world, take a selfie with the strap. Only when the activity is about to begin does the operator attach the active part to the passive part.
• It permits various cleaning strategies for the passive part – the part that touches the head. For instance, an attraction operator can have many more passive parts than active parts and then clean the passive parts in batch at the end of the day.
• Separating the face mask from the active part of the goggles allows for multiple sizes of the face mask to fit kids, different facial structures and so forth.

Sensics recently began offering pre-production Goggles for Public VR units for testing for $2,160 each. The company plans to soon move into mass production of the device.

The post Sensics is Building a VR Headset Specially Made for Arcades and Theme Parks appeared first on Road to VR.

OSVR Receives Official Steam Support

Open Source Virtual Reality (OSVR), the largest open source virtual reality (VR) consortium in the world, has today announced an update that provides official support for OSVR content on Steam. Universal VR content, including that compatible with the OSVR Hacker Dev Kit (HDK), is now accessible through the world’s most popular entertainment digital distribution channel.

OSVR HDK 2 headset

The official Steam support includes full integration of OSVR, including unique icons next to compatible content and added filter functions will allow users of OSVR compatible hardware, including the HDK series of head-mounted displays (HMDs), to narrow their searches for OSVR-enabled experiences.

“This is a great milestone for VR, giving users access to more hardware and content and driving Valve’s and OSVR’s shared vision of totally open VR content to everyone,” says Christopher Mitchell, OSVR Lead, Razer.

The OSVR Developer Fund, established earlier this year, is a $5 million USD initiative that incentivises developers to spur VR technology development through the production of open-platform content. The fund has seen hundreds of applications since its availability, with 32 titles already available or on the way to the platform.

“OSVR makes it easy for game developers to support hundreds of devices and for hardware vendors to tap into top-notch content,” says Yuval Boger, CEO of Sensics. “OSVR content on Steam makes it easier than ever to distribute and obtain OSVR-compatible content.”

Radial-G new ships screenshot 4

OSVR content is available via Steam immediately, with users able to find compatible titles by filtering searches for VR videogames and entertainment software in the same fashion as HTC Vive or Oculus Rift titles.

“We are delighted to announce support for OSVR titles,” said Valve’s Augusta Butlin. “Steam is an open platform for all developers, and adding support for OSVR further expands the massive content offerings for the millions of gamers on Steam.”

The OSVR platform is designed for industry and educational purposes, though the HDK offering is available for public purchase. VRFocus will keep you updated with all the latest details on OSVR and the range of HDK devices.