Ultraleap’s New ‘Gemini’ Software Overhaul Drastically Improves Two-handed Interactions

Ultraleap, the company behind the Leap Motion hand-tracking controller, has released a Developer Preview of its hand-tracking engine Gemini. By many accounts, Ultraleap’s latest software overhaul dramatically increases the ability of the company’s camera modules to do more precise and stable two-handed interactions.

Gemini is now available in Developer Preview for Windows 10, and is designed to work with all existent Leap Motion controllers as well as Ultraleap’s more recent Stereo IR 170 camera module.

In comparison to Orion (V4), which was released in June 2018, its Gemini (V5) engine is said to offer better smoothness, pose fidelity, and robustness. It also improves hand initialization, and brings “significantly better performance with two-hand interactions,” Ultraleap says.

As seen in the gif below, the solidity of Gemini (V5) is pretty astounding. Not only are both hands more accurately tracked, but occlusion appears to be much less of an issue too, as fingers interlock and move in front of each other with comparative ease.

Ultraleap is set to integrate Gemini into a number of XR headsets, including Varjo VR-3 and XR-3 headsets, and the Qualcomm Snapdragon XR2 5G reference design, which makes use of Ultraleap hardware.

Antony Vitillo of XR publication Skarred Ghost went hands-on with Gemini using his first-generation Leap Motion tracker. To him, the software overhaul represents “the best hands-tracking system I’ve seen until now on all headsets for what concerns the interactions between two hands.”

“What really surprised me is the stability of two hands interactions. For the first time, I’ve been able to make the fingers of my two hands cross and interweave [together], and the tracking kept working reliably.”

Granted, Vitillo’s five year-old Leap Motion does present somewhat of a roadblock due to its comparatively small field of view, however Ultraleap says with its updated IR 170 camera module that “hands will almost certainly be tracked before they come into your sight.”

In practice, Ultraleap hopes its new software will let developers create hand-tracking-focused applications in preparation for the next wave of AR and VR headsets to make more prominent use of the technology. Facebook’s Oculus Quest standalone notably includes hand-tracking for use within its system UI and a handful of applications, however it hasn’t become a standard input method yet.

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Ultraleap Gemini Hand Tracking Improves Two-Handed Interactions

Ultraleap has shared a developer preview of Gemini, the fifth generation of its hand tracking software, claiming improved performance with two-handed interactions.

Ultraleap says that it rewrote its tracking engine “from the ground up” for Gemini, which will allow increased flexibility and compatibility with different types of hardware and platforms. The Gemini software will be integrated in the Varjo VR-3 and XR-3 headsets. Back in September last year, Qualcomm announced that Ultraleap’s Gemini software would also be implemented into the Qualcomm XR2 reference design.

A common problem with hand tracking technology is decreased performance when both hands are placed in closed proximity to each other. Having both hands interact and touch with each other increases the complexity of the hand tracking and will often give unreliable results or partial tracking for one or both hands. A good example of this is the hand tracking found in the Oculus Quest and Quest 2 — while often reliable, it will easily get confused when both hands interact with each other.

Ultraleap claims to offer “significantly better performance with two-hand interactions” with its Gemini software — a claim that it backed up with an accompanying video, embedded in the tweet above.

It also claims that Gemini will offer “even better smoothness, pose fidelity, and robustness” along with “improved hand initialization.”

You can read more about the Gemini Developer Preview and sign up to test the preview release here. The preview release will only be available on Windows 10, but Ultraleap says support for additional platforms will be added in later releases.

Ultraleap’s Fifth-Gen Hand Tracking Software Improves Two-handed Interactions

Ultraleap Gemini

Hand tracking is moving more and more into mainstream virtual reality (VR), whether that’s in consumer headsets like Oculus Quest 2 or Varjo’s high-end enterprise devices. The latter employs Ultraleap’s technology, with the hand tracking specialist announcing a developer preview is available for version 5 of its Gemini software.

Ultraleap Gemini
Ultraleap Gemini improvements show both hands can be used together. It enables natural interaction with virtual objects. Image credit: Ultraleap.

One of the main problems with software-based hand tracking solutions over actual gloves like HaptX or SenseGlove are two-handed interactions. Natural interactions like holding hands or one going behind the other are difficult to portray due to occlusion, where the sensors can no longer see fingers of the entire hand. To maintain natural immersion so that tracking isn’t lost or a hand suddenly disappears, Ultraleap has improved this important aspect with Gemini v5.

It may only be in a developer preview form at the moment – a full release will come later in the year – but the above GIF showcases the improvements made over the previous edition, Orion. The full hand and fingers are tracked and maintained no matter how they interact.

Gemini’s preview features include:

  • Even better smoothness, pose fidelity, and robustness (likely to be most apparent on desktop mode)
  • Improved hand initialization
  • Significantly better performance with two-hand interactions
  • New Screentop modes (to be mounted above an interactive screen) in addition to HMD and Desktop mode
Ultraleap Gemini
Combined with Stereo IR 170’s wider FoV and Gemini’s improved hand initialization,  hands will almost certainly be tracked before coming into view.

While Gemini works with both Ultraleap camera modules the Leap Motion Controller and Stereo IR 170, the latter’s wider field of view (FoV) means that hands can be tracked sooner, even before they come in a users line of sight. Leap Motion Controller has been available for several years now and can be used on a desk or mounted onto a VR headset. The Stereo IR 170 (in Camera Module and Evaluation Kit form) is primarily designed for integration and development needs.

Ultraleap tech might already be used by Varjo and Pimax but it’s the integration with Qualcomm’s Snapdragon XR2 5G reference design which could see more consumers gain access. The XR2 platform is going to lay the groundwork for plenty of devices over the next couple of years, making hand tracking even more prominent. For further Ultraleap updates, keep reading VRFocus.

The Virtual Arena: The Ascendance of Arena-Scale Entertainment – Part 2

The Virtual Arena

The second and final part of his report observing the current immersive Out-of-Home entertainment scene for VRFocus. In his latest Virtual Arena column, industry specialist Kevin Williams concludes his overview of the Free-Roaming VR sector in LBE, and looks at the key developments, and the next phase of investment as the market re-emerges.

Continuing the coverage of the impact that free-roaming out-of-home entertainment is having on the re-emerging market, we see that major IP and a continuation of business are driving the sector. While many tried to paint the post-COVID LBE VR market as doomed – the reality is that the market has started to re-emerge from lockdown and are seeing a return of their audience, while the operators that have survived the loss of business now look to the investment towards the next phase of establishing their prospects.

Battle Arena
Battle arena – Image credit: KWP

The Re-emergence of the Free-Roam Business

Establishing a full suite of VR entertainment experiences for the various needs of the entertainment venue business has been a constant challenge for many corporations. One of those that has established an important place in the market is VRstudios. Along with the company’s enclosure and free-standing VR platforms (‘ATOM’), they have also defined backpack VR arena experiences with their ‘FLEX’ VR game arena platform. Supporting from four to eight players in either small 25’x25’ to big 40’x40’ arenas, using their Attraction Management Platform (AMP) to integrate the hardware support working with the HTC Vive headset and HP backpacks.

The company before the pandemic had installed the first ‘FLEX Arena’ system in partnership with entertainment chain Dave & Buster’s demonstrating the value of adding a new attraction and revenue source to otherwise underutilized space. This level of flexibility opening the opportunity to venues of all scale to include a free-roaming arena in their offering. As with all their range, ‘FLEX’ is supported by the company’s overarching Attraction Management Platform (AMP) that handles content and operation of their systems – and also supports the VR sports competitive element of their platform, bringing an eSports capability to the ‘ATOM’ and ‘FLEX’, and free-roaming experiences, in general.

Nomadic VRthe company had initially wanted to develop their own videogame content, but after an initial process, reverted to a partnership to license a version of the popular zombie shooter from Vertigo Arcade (‘Arizona Sunshine: Contagion Z’). But soon the reality of what they offered impacted the plans of the operation. Long before the pandemic, Nomadic had closed its Orlando flagship venue (only open some eleven months) and plans for Las Vegas and Los Angeles sites were shelved. But the company has built on the valuable lessons it has learned from operating in the sector and during 2019 partnered on a major installation creating a pay-to-play LBE VR experience, Vader Immortal: Lightsaber Dojo, based on the consumer VR experience (Star Wars Lightsaber Dojo). In September it was announced that following this initial test, Nomadic and ILMxLabs would be partnering to make Lightsaber Dojo more efficient for family entertainment centres and arcades to operate in a tethered upright amusement version.

Vader Immortal Lightsaber Dojo

Backlight – known for their innovative VR escape game and arena-scale attraction has not been dormant during the lockdown period and are part of the new opening news. The Las Vegas-based AREA15 venue labelled as a 200,000-sq.,ft., “experiential art, retail and entertainment complex”, will be the flagship location for a brand new platform from Backlight – a 6,000sq.,ft., space that will have two groups of six play. The ‘OZ Experience’, pop-up LBE VR installation that will utilize backpack PC’s and offer a compelling attraction to support the eclectic mix of partners for this experimental entertainment venue. But Backlight has also been working on other projects launching this year based on their VR escape gaming and new innovative experience platforms. The company looking at rolling out their new innovative platform for wider deployment, most recently for their groundbreaking free-roaming experience Toyland: Crazy Monkey – combining a unique D-BOX motion seat system, married into the free-roaming experience, players take on hordes of toy enemies as they are shrunk into toyland.

Toyland
The motion seat part of the unique Toyland experience. Image credit: YMAGIS

While others are re-assessing their LBE VR aspirations, other new incumbents are entering the water and applying much of the lessons learned from theme park style attraction presentation. One of the veteran attraction manufacturers is Mack Ride (part of Mark International) and they have over recent years established a media-based interest. Launched in September YULLBEFull Body Tracking Free-Roaming VR Experience, developed by new division MackNeXT in cooperation with VR Coaster and Mack Rides. Working in calibration with motion tracking specialists Vicon, the YULLBE attraction offers two unique arena-scale experiences which can accommodate up to 32 users – what could be called an “Attraction-scale Platform.” The first being a fully tracked, backpack PC experience presented through the Pimax 4K VR headsets (customised for the attraction). But this is not a one-off installation, YULLBE is part of a roll-out of a chain of LBE VR centres across Europe.

YULLBE
YULLBE players don Pimax and PC backs. Image credit: MackNeXT

The European developer DIVR Labs has proven to be a strong developer of free-roaming VR experiences, most notable for their installation at the Hamleys Toy Store in Prague in the Czech Republic. The operation reconfigured the basement of the toy store to turn it into the Golem VR attraction. An arena-scale immersive experience that was based on the 15th Century Prague folk law, where Rabbi Löw created a creature known as a Golem. The attraction employing backpack PC’s, Oculus Rift CV1 headsets and the use of Ultraleap hand tracking – players in groups of four traversing the virtually created cityscape, the environment employing physical as well as virtual effects with great results.

Building on this success and the DIVR team started to roll out several experiences at new locations but were impacted by the lockdown of business with the global situation. Now re-emerging from this lockdown and the company reveals its first new installations at the Premium Outlet Prague Airport called Meet the Dinosaurs. The free-roaming time-travelling dinosaur experience transporting groups of four players back 80 million years, in an area of ​​150 square meters (players using backpack PC’s and HP Reverb headsets). Quickly following on from this, and the third DIVR location opened in the UAE.

DIVR Labs

One of the European developers that has grown a strong following in the LBE VR, is Swiss-based TrueVRSystems. Having been one of the first to develop an effective free-roaming platform incorporating multi-player and physical effect immersion – the operation has gone on to license its platform across numerous sites. During last year, the company announced plans to expand the level of capacity of their virtual worlds, accommodating 10-player simulations. This was the fifth VR arena-scale experience created by the company, supporting the OptiTrack system, and running on Oculus Rift CV1 headsets – with the use of the StrikerVR weapon system. At the time leading up to lockdown, the operation had content licensed across some 13 venues, with plans for new US and EU venues. 

A crowded landscape of free-roaming developers and one of the early developers is VEX Solutions – with a suite of different VR applications, the company has their VEX Adventure turnkey platform, offering 6m x 6m virtual arena for players for up to four PC backpack wearing players, using HTC Vive headsets, including the use of haptic vests. The VEX platform offers physical effects (heat, olfactory and vibration) within the arena to enhance the virtual experience – offering some six available games, on average offering 40-minutes of play from developers such as ECLIPSE and Backlight Studios.

Another backpack PC VR arena developer and operator is MASSVR – the company had established in Chicago their unique interpretation of the multiple player experience. Long before Fortnite was a thing, the company had installed an 8,000 square feet VR arena in a converted department store floor plan. This Westfield, Skokie location would be joined by a dedicated facility in Bloomington, IL – offering one of the largest mass playing experiences with some 16-players simultaneously. The game experiences are PvP style with teams battling through environments to capture the flag – but in a unique immersive element, the games incorporate virtual jetpacks and zip-lines, as well as an assortment of weaponry. The company with its emergence from lockdown announced the addition of its VR Champions high-action active game experience with a group of eight players in a “head-to-head” competition. 

MASSVR
Players ready for the MASSVR experience. Image credit: MASSVR

One of the start-ups that gained some coverage was BiggerInside – the company showed a free-roaming concept back in 2019 at the IAAPA Europe event and went on to roll out their concept called Protocol 223. It uses the Microsoft MR tracking system, with HP Reverb headset and HP-Z-VR backpack PC – the system had the additional element of full body and hand tracking through extensive “eXosuit” fully body tracking, favouring a softer style of play away from players brandishing weapons. The four-player game arena also included physical maze wall elements to marry the physical and virtual worlds together and created a unique PvP style of experience.

The VR arcade scene has striven to broaden its appeal, looking for the latest innovation to keep relevant. The ability to offer a turn-key arena-scale offering to the widest audience has seen the free-roaming genre added to the libraries of content providers. One of the established facility management and content providers to hundreds of VR arcades is Synthesis VR, and in August the company partnered with Secret Location, to launch a free-roaming, multiplayer version of their previous popular content, releasing Blasters of the Universe: Infinity Forever. This attraction takes the original wave-based shooter and brings it to the world of arena-scale.

Blasters of the Universe: Infinity Forever

As previously reported other developers have started to offer free-roaming plug and play solutions for operators wanting to add this level of entertainment to their facility. As we covered in the first of our venue visits after lockdown, the escape room scene has embraced VR – and we had seen that Vertigo Arcades, along with an arena-scale version of their popular Arizona Sunshine, had released the brand new title Ghost Patrol VR, also for four players and also as a simple turn-key VR arcade addition. Vertigo Arcades had worked closely with Nomadic on a unique version of their popular title, creating Arizona Sunshine: Contagion Z as an exclusive version only for their LBE venues. Charting the major movements in the LBE sector of late, and just as we went to the wire news came from the Dutch game’s parent. It was announced that Vertigo Games Holding had had 100-per-cent of their shares acquired by Koch Media GmbH Austria – a wholly-owned subsidiary of Embracer Group AB, (more commonly known as THQ Nordic), for $59.3m. 

Other major developments continue to underpin the more positive nature of this sphere of immersive tech following the upheaval. SPREE Interactive – despite COVID-19, major venue openings have been taking place. In August SPREE Interactive in partnership with Pixomondo (Hollywood FX house) and broadcaster giant ProSieben launched Mission to Mars attraction at Forum Schwanthalerhöhe, Germany. An example of a pop-up retail unit installation for an immersive 10-player free-roaming VR experience. ProSieben’s popular Galileo television program is recreated immersively with a 15-minute VR experience, having guests take on an adventure to investigate humanity’s possible survival on the red planet. The attraction employing Pico standalone VR headsets and SPREE’s unique architecture that alleviated the need for backpack PC’s. Opened in August as the European LBE VR scene re-emerged from lockdown, an extremely popular attraction with audiences seeing over 60-per-cent capacity which has led the mall owner HBB to expend the attraction until the end of November.

Red Planet - SPREE Interactive
Players get ready to visit the Red Planet. Image credit: SPREE Interactive

Hyperverse – had heavily promoted their interpretation of what was needed, with their “full-immersion free-roam VR park” concept. The company had achieved initial success with installations as part of existing entertainment venues in Moscow, Chelyabinsk, New York, and Samara, the operation had initially raised some $1.5m in investment. Their hopes of being a turn-key solution was difficult as the water became crowded with more start-ups entering the free-roaming arena. Offering three free-roaming experience for between two and six players over 25-minutes, at venues such as Moscow’s ArenaScape.

While most arena-scale investment has been for LBE VR as seen in these reports, there are new applications for free-roaming experiences being developed for the arts. It was revealed recently that in London, The Royal Opera House (ROH) has been developing the first “hyper-reality opera” in partnership with Figment Productions (known for their work in theme parks and attractions). The free-roaming VR experience will place the user in the heart of an original operatic, artistic creation (inspired by the freeing of Ariel from The Tempest). The arena-scale application incorporating 4D effects married to the immersive experience, is called Current, Rising. It is scheduled to open later this year in the Linbury Theatre, part of the Opera House in Covent Garden, London. In what has been described as “historic stagecraft and cutting-edge technology”.

The Road Ahead

One of the key aspects of the latest phase of development in LBE VR has been the adoption of free-roaming applications. What industry specialist KWP has dubbed “Phase Five” of the latest adoption of VR into the commercial entertainment landscape, where vast cumbersome and technologically complicated free-roam arenas were deployed. In many cases employing camera-based mapping and tracking of objects in a complicated ballet usually referred to as SLAM (Simultaneous Localization Mapping). With advancements in technology and the simplification of the process the ability to track multiple users within an arena has been achieved, and the cost reductions are being applied towards creating cost-effective solutions.

The new generation of FAM (Flexible Arena Mapping) platforms will drive the investment in more free-roaming installations. No matter the consumer VR scene hopes to encroach on the experiences achievable with free-roaming, such as with “Co-Location” – the unique entertainment offering from this installation in a commercial setting, is still highly compelling, and unbeatable.

Qualcomm Adds Ultraleap’s Hand Tracking To Latest XR Headset Reference Design

Ultraleap and Qualcomm signed a multi-year agreement that will see Ultraleap’s hand tracking technology integrated into the Snapdragon XR2 5G reference design.

The XR reference design for these Qualcomm’s chips exists to show what’s possible with the processor and its integrated technology. Qualcomm processors have been used in the Oculus Quest and now-discontinued Oculus Go headsets, and are likely to be the go-to option for most manufacturers looking to produce a standalone, mobile VR headset.

Here’s an excerpt from Ultraleap on the announcement:

Ultraleap’s fifth generation hand tracking platform, known as Gemini, will be pre-integrated and optimised on the standalone, untethered Snapdragon XR2 5G reference design, signalling a significant step change for the XR space. The Gemini platform delivers the fastest, most accurate and most robust hand tracking and will provide the most open and accessible platform for developers.

The inclusion of Ultraleap’s Gemini hand tracking platform into the reference design for the new Qualcomm chips could provide would-be Quest competitors with a viable method to integrate hand tracking technology into a similar standalone headset experience.

Hand tracking offers a route for interaction with VR content that could conceivably unlock more natural social interactions between VR headsets. Last year, Oculus Quest launched native hand tracking support which can be adopted by developers into their own apps. Ultraleap’s hand tracking technology — formerly known as Leap Motion — has been used for years by VR developers exploring the cutting edge of interaction design.

“The compatibility of our technology with the Snapdragon XR2 5G Platform will make the process of designing hand tracking within a very wide variety of products as simple as pick and place,” said Steve Cliffe, CEO of Ultraleap, in a prepared statement.

Qualcomm Signs “Multi-year” Deal to Bring Ultraleap Hand-tracking to XR2 Headsets

Qualcomm and Ultraleap today announced a “multi-year co-operation agreement” that will bring Ultraleap’s controllerless hand-tracking tech (formerly of Leap Motion) to XR headsets based on the Snapdragon XR2 chipset. Ultraleap claims to have the “fastest, most accurate, and most robust hand tracking.”

Snapdragon XR2 is Qualcomm’s latest made-for-XR chip which the company has touted as being the ideal foundation for standalone XR headsets.

The leading standalone VR headset, Oculus Quest, has been increasingly focusing on controllerless hand-tracking as a means of input for the device. Other major headset makers, like Microsoft and its HoloLens 2, have also honed in on hand-tracking as a key input method. As industry leaders coalesce around hand-tracking, it becomes increasingly important for competing devices to offer similar functionality.

But hand-tracking isn’t a ‘solved’ problem, making it a challenge for organizations that don’t have the resources of Facebook and Microsoft to work out their own hand-tracking solution.

Over the years Qualcomm has been working to reduce the barrier to entry to making a standalone XR headset by offering ready-made technologies—like inside-out tracking—alongside its chips. Now the company is announcing that its XR2 chip will be optimized for Ultrealeap hand-tracking out of the box.

While Qualcomm and Ultraleap have previously worked together on this front, the Ultraleap hand-tracking solution offered through Qualcomm was tied to Ultraleap’s hand-tracking hardware. The new announcement means that Ultraleap’s hand-tracking software is being offered independent of its hardware. This makes it a more flexible and cost-effective solution, with the hand-tracking software ostensibly making use of a headset’s existing inside-out tracking cameras, rather than requiring an additional cameras just for hand-tracking; this also frees up two of XR2’s seven supported camera slots for other uses like eye-tracking, mouth, tracking, and more.

Qualcomm and Ultraleap say the hand-tracking tech will be “pre-integrated” and “optimized” for XR2. It isn’t clear if this simply means that Ultraleap hand-tracking will be available as a service in the XR2 software stack, or if XR2 will include special hardware to accelerate Ultraleap hand-tracking, making it more power and resource efficient.

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Despite being a years-long leader in hand-tracking technology, Ultraleap (formerly Leap Motion) hassn’t managed to get its solution to catch on widely in the XR space. Now that hand-tracking is seeing greater emphasis from leading companies, Ultraleap’s camera-agnostic solution on XR2 could be the moment where the company’s hand-tracking tech begins to find significant traction.

The post Qualcomm Signs “Multi-year” Deal to Bring Ultraleap Hand-tracking to XR2 Headsets appeared first on Road to VR.

The VR Job Hub: FuturLab, Ultraleap & Facebook

VR Job Hub

Every weekend VRFocus gathers together vacancies from across the virtual reality (VR), augmented reality (AR) and mixed reality (MR) industry, in locations around the globe to help make finding that ideal job easier. Below is a selection of roles that are currently accepting applications across a number of disciplines, all within departments and companies that focus on immersive entertainment.

Location Company Role Link
Brighton, UK Futurlab Community Manager Click Here to Apply
Bristol, UK Ultraleap Engineering Team Lead (Platforms Team) Click Here to Apply
Bristol, UK Ultraleap Machine Learning Engineer Click Here to Apply
San Francisco, CA Ultraleap Machine Learning Engineer Click Here to Apply
Bristol, UK Ultraleap Quality Systems Engineer (Automotive) Click Here to Apply
Bristol, UK Ultraleap Scrum Master Click Here to Apply
Bristol, UK Ultraleap Senior C++ Software Engineer Click Here to Apply
Menlo Park, CA Facebook Data Scientist, Analytics, AR/VR Social Experiences Click Here to Apply
Menlo Park, CA Facebook Manager, AR/VR Product Operations Click Here to Apply
Menlo Park, CA Facebook Lead Character Artist, AR/VR Click Here to Apply
Menlo Park, CA Facebook Product Architect, VR Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

CR Deck Mk.1 Is An Open Source AR Headset Based On Project North Star With Ultraleap Hand-Tracking

Today AR headset manufacturer Combine Reality revealed the CR Deck Mk.1, an open source AR headset based on Project North Star that utilizes Ultraleap hand-tracking. A Kickstarter campaign is coming soon.

Details are scarce so far, but Combine Reality unveiled images and short video clips of the new AR headset on Twitter. Utilizing the open source Project North Star program and Ultraleap’s hand-tracking, it aims to deliver an accessible development kit for AR developers that’s “easily remixable with off-the-shelf components & modules” according to the announcement tweet.

On the official Combine Reality website, it states this will be:

An open-source, community-driven AR hardware platform with Unity and SteamVR integration, built around the world’s most advance optical hand-tracking technology. Featuring brilliant 1440x1600px per eye displays at up to 120Hz.

cr deck mk.1 ar headset side view cr deck mk.1 ar headset front angle view

Combine Reality also showed colorized teaser images of a CR Deck Mk.2 prototype that are purely just sketches, not even actual renders, with an embedded Intel Real Sense SLAM module. Reportedly it’ll be included in some capacity in the upcoming Kickstarter campaign as well.

That’s everything we know right now. For more specs and details on the construction of the headset, check out this development blog.

If you want to learn more you can sign up for a newsletter that will let you know once the Kickstarter campaign goes live. The campaign appears to be for an “injection molded version of the Project North Star headset” that will bypass the need for 3D printing. They’ve also got details on how you can build your own Project North Star headset using from Smart Prototyping. The About Us page mentions it’s possible

The post CR Deck Mk.1 Is An Open Source AR Headset Based On Project North Star With Ultraleap Hand-Tracking appeared first on UploadVR.

The VR Job Hub: Ultraleap & Magic Leap

Now might not be the best time to decide to go travelling but for those looking to move job, there’s always an abundance of choices with the XR field. Todays VR Job Hub has a nice variety of roles at two big companies looking to hire the best talent, all you need to do is make that leap (yeah we said it).

Location Company Role Link
Bristol, UK Ultraleap Tech Lead Click Here to Apply
Mountain View, CA Ultraleap IT Systems Engineer Click Here to Apply
Mountain View, CA Ultraleap Director of Product Management – Spatial Computing Click Here to Apply
Bristol, UK Ultraleap Senior C++ Software Engineer Click Here to Apply
Bristol, UK Ultraleap Machine Learning Engineer Click Here to Apply
San Francisco, CA Ultraleap Machine Learning Engineer Click Here to Apply
Plantation, FL Magic Leap Senior Product Experience Designer Click Here to Apply
Plantation, FL Magic Leap Principal Interaction Designer Click Here to Apply
Tokyo, Japan Magic Leap Senior Manager, Developer Relations Click Here to Apply
Austin, TX Magic Leap Senior Mechanical Engineer Click Here to Apply
Dallas, TX Magic Leap Senior, Software Development Engineer – Mixed Reality Click Here to Apply
Multiple Locations Magic Leap Other various roles Click Here to Apply

Don’t forget, if there wasn’t anything that took your fancy this week there’s always last week’s listings on The VR Job Hub to check as well.

If you are an employer looking for someone to fill an immersive technology related role – regardless of the industry – don’t forget you can send us the lowdown on the position and we’ll be sure to feature it in that following week’s feature. Details should be sent to Peter Graham (pgraham@vrfocus.com).

We’ll see you next week on VRFocus at the usual time of 3PM (UK) for another selection of jobs from around the world.

Pimax to Make Ultraleap Hand Tracking Available Across Entire Headset Range

Ultraleap’s hand tracking technology has found its way into enterprise virtual reality (VR) headsets like VRgineers’ XTAL or the Varjo VR-2 Pro but for consumers, it was a case of tacking on the Leap Motion controller. But thanks to a new collaboration with Pimax that could soon be a thing of the past.

Pimax - Ultraleap Module

The two companies have confirmed that all of Pimax’s product range will be able to use a new module which neatly connects to the underside of the headset. That means not only will Pimax’s latest 8K X and 8K Plus flagship headsets be compatible but even the entry-level Artisan will be.

Featuring Ultraleap’s latest hand tracking technology the module specifications include a stereoscopic IR camera that creates an interaction zone of up to 100cm (40″) range, extending from the device in a 160×160[AH1] ° field of view (FoV). It’ll be a plug and play solution working in conjunction with Ultraleap’s software platform.

“We’ve been working with the Ultraleap team for some time now and we are so excited to be able to officially bring this amazing technology to the gaming and immersive computing community,” said Kevin Henderson, COO of Pimax, in a statement. “As the most advanced hand tracking available, we can’t wait to see our supporters play around with this addition and finally have the power of natural interaction for all of their VR experiences. Final production arrangements are well underway and we expect to make these modules available to the Pimax community in Q2 2020.”

“Using our hands, as we do in the physical world, is a fundamental element needed as we interact with the digital world. What’s so important about this agreement is that it means even more people will be able to experience the magic of hand tracking,” adds Steve Cliffe, CEO of Ultraleap.

With the $169.95 USD Ultraleap hand tracking module slated to be available in the next few months, you can head to its listing on Pimax’s website to sign up for notifications.

Pimax unveiled its latest 8K resolution headsets late last year before showcasing them at CES 2020 last month. VRFocus will continue its coverage of Pimax, reporting back with its latest hardware updates.