‘Bigscreen’ Social VR Desktop App Raises $3 Million Seed Investment Led VC Firm Andreessen Horowitz

Bigscreen Inc, the company behind the social VR desktop app, Bigscreen, last year told us they’d raised a seed round from “Tier 1” VC firms. Today the company has announced details of that round and where they’re heading next.

Bigscreen is simple but powerful. It puts you in a virtual space with your own computer desktop floating in front of you. You can use the screen exactly like you use your normal desktop monitor, with all of your own apps—be it for gaming, watching movies, browsing the web, etc. The kicker is that, because you’re in VR, anyone else can join in the virtual space and bring their desktop too. That makes anything from watching a movie or gaming alongside a friend to having a collaborative business meeting as easy as jumping into the same virtual room together.

The beauty of it all is having access to the massive breadth of existing PC applications, without having to wait for special VR versions of apps like web browsers or word processors to appear. As Bigscreen CEO Darshan Shankar puts it:

“2D content isn’t going anywhere. Microsoft Word won’t be text flying around you in 3D space. Flat content like movies and videogames won’t suddenly disappear or get replaced by 360 videos and VR games.”

This simple but powerful concept attracted the attention of leading firm Andreessen Horowitz, one of the most active investors in the VC space, with participation in some of tech investment’s most notable names like AirBnB, Pinterest, Skype, Twitter, and more, including VR/AR investments in companies like Magic Leap, Oculus, and Within.

Bigscreen says that Andreessen Horowitz led the $3 million seed round closed last year, which also had participation by True Ventures, Presence Capital, Ludlow Ventures, David Bettner, and SV Angel. Bigscreen Inc CEO Darshan Shankar says, “we did our investment pitches in virtual reality, using Bigscreen to close the round!”

“These are early days in VR and AR, and we’re here for the long run,” he wrote in the announcement this morning. “This funding will allow us to accelerate our development plan and pursue our long-term vision. We’re taking a disciplined and lean approach by building a small core team.”

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4 Virtual Reality Desktops For Vive and Rift Compared

Going forward, Bigscreen has its sights set on VR collaboration with people and existing apps at the core of the experience.

“We aren’t building a content company or a gaming company. We aren’t building the ‘metaverse’ and our goal is not to build a social network. Instead, we aim to build a platform that enables people to use existing content, apps, and games in VR, and to socialize and hangout in a shared virtual space with their friends and coworkers.”

That said, the next step after making today’s apps work great in a collaborative virtual space is bringing native apps to Bigscreen which uniquely take advantage of VR. The company isn’t offering many details on how native apps will be implemented just yet, but say that they’re on the roadmap for development in 2017, along with the launch of Bigscreen 1.0.

bigscreen-vrAs of now, Bigscreen says they’ve got some 150,000 users (making it among the most popular PC VR apps), and their 440 reviews on Steam total up to an impressive 91% ‘Very Positive’ rating. Granted, the app is currently in beta and free, though the company plans to keep the base program free even after the 1.0 launch, while adding premium features to monetize.

“Since people spend tens of hours each week using our product, we have many routes to monetization on both the consumer/entertainment side and the business/productivity side. Bigscreen will always be free, with premium services layered on top,” Shankar told Road to VR.

Power users spend 20–30 hours each week in the program, according to the company.

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AR Specialist Zappar Nets $3.75m in Funding, Aims to “Democratize Augmented Reality”

Zappar, a London-based developer in the Augmented Reality space, is announcing the closing of its Series A funding round. The $3.75m investment will accelerate the development of several new products along with increased support for ZapWorks, their flagship content creation tool.

zapparHaving worked with over 200 partners from the retail, television, film and packaged goods industries including Warner Bros, Coca-Cola and Manchester City Football Club, Zappar is a leading developer of Augmented Reality experiences and tools. Their free ‘Zappar’ AR smartphone app reacts when the camera is pointed at ‘zapcodes’ found on printed materials, allowing AR content to appear over any surface. Some of this content is produced in-house, but their most exciting venture is ZapWorks, a new creation suite that allows brands, marketing agencies and other external creators to quickly produce their own AR, VR and Mixed Reality content. They have also successfully crowdfunded a Google Cardboard-inspired $30 Mixed Reality solution called ZapBox.

Today, Zappar is announcing the closing of its $3.75m Series A funding round, led by London-based investors Hargreave Hale, along with brand technology business You & Mr Jones and China’s largest independent mobile game publishing platform iDreamSky.

“We’re at a unique moment in time as AR, VR and MR content and technology moves into the mainstream,” said Oliver Bedford, Fund Manager at Hargreave Hale. “There are a number of players entering this space. Zappar are a clear front runner, grounded in an established, effective, robust, and highly scalable content creation technology that caters to all markets and developer needs.”

The funding will accelerate the development of several new products, and will see the expansion of its SaaS Sales team, User Success specialists, R&D and Marketing divisions, extending Zappar’s international reach. The flagship product ZapWorks, which is already being used by leading brands such as Samsung and Vodafone, will receive further development, global marketing and support.

“Zappar is a best-in-class business that empowers businesses and creatives to build best-in-class augmented reality experiences”, said George Prest, Partner at You & Mr Jones, an investor in Niantic, creators of Pokémon Go. “Since launching ZapWorks earlier this year, the platform’s ease of use, breadth of tools and affordable cost structure have resonated very strongly with the market, resulting in clear belief from us in their business potential. Zappar has what it takes to truly democratise AR creation, and we’re looking forward to the company’s successes.”

“This funding round is another great milestone for the business”, said Caspar Thykier, CEO of Zappar. “Zappar’s mission is to democratise augmented reality. AR represents an exciting future for consumer engagement connecting devices to the world around us. With this round our established institutional and trade investors lend further credence to this future as we continue towards AR delivering a digital discovery channel through mobile devices and head-mounted displays.”

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‘Rec Room’ Studio Raises $5M “to continue to build the future of Social VR”

Seattle-based VR studio Against Gravity has today announced they have received $5M in seed funding to continue to build Rec Room, the studio’s social VR platform.

Only launching last summer, the app has quickly become a success story, winning over fans on both Steam and Oculus Home with high marks. Rec Room seems to have found a winning formula with its over-the-top, YMCA-style social space, which gives you the ability to do everything from playing leisure sports to fist bumping, letting you create a ‘team’ so you can stay together as you tour the app’s many activities.

Rec Room is markedly more emotive than other social VR platforms, plastering your avatar with a melange of cute emojis that seem to cycle at a nearly human-level. Even if the emotes aren’t tied to your actual facial position though, you really can’t help but smile at them (really, it’s all in your brain).

rec room

Against Gravity maintains they’ve raised the $5M “to continue to build the future of Social VR.” Investors include of Sequoia, First Round, Acequia, Vulcan, Maveron, Anorak, Betaworks, The Venture Reality Fund, and many angel investors including investor and new Against Gravity board member Charles Fitzgerald.

The studio says that over 100,000 users visited Rec Room in the second half of 2016, having played over 1 million games, exchanging over 1 million high fives, and firing nearly a billion paintballs at each other—just one of their many games including dodgeball, 3D charades, disc golf, and zero-G paddle ball.

Future improvements to the platform include streamlining the UX and refining systems that can help minimize trolling and harassment. “We want to make it easier to find your current friends and to make new ones. We also plan to give you more ways to interact with those friends, both inside VR and out (oh my!).” writes Against Gravity CEO Nick Fajt in a recent blogpost. “With your help, we’ll be improving and extending both active and passive systems that let you manage specific situations based on your personal preferences, and that help us understand broad community trends to minimize bad interactions in general.”

Fajt formed Against Gravity after working as the Principal Program Manager on the HoloLens team at Microsoft, building the studio with previous HoloLens Creative Director turned CCO Cameron Brown. Fajt maintains the company will be keeping Rec Room free to download, “so anyone can join our community.”

 

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2016’s Record Breaking VR/AR Venture Funding Totals $1.8 Billion

With 2015 breaking previous records, industry observers entered 2016 wondering if VR/AR funding would be able to keep pace.


clifton-roundGuest Article by Clifton Dawson

Clifton is Founder & CEO of Greenlight Insights, a specialty market intelligence company focused exclusively on the VR and AR industries. Prior to Greenlight Insights, Clifton was a growth and monetization analyst at Snapchat, the leading image messaging and multimedia platform. Clifton has a B.A. in Economics from Harvard University and an M.B.A. from Harvard Business School.


Dollars and Deals

In 2016, venture funding of VR/AR companies reached $1.8 billion, ending significantly above 2015. Both median deal size and total number of deals in 2016 outpaced those in 2015, with a 58% increase in average deal size and 30% more deals, according to year-end analysis from Greenlight Insights of individual deals back to 2011.

vr ar investment analysis 2016“In 2016, the increase in deal volume and median deals size illustrate a rapidly evolving landscape for VR technology”, said Clifton Dawson, CEO of Greenlight Insights.

While total venture funding for VR/AR showed major gains in 2016, VR/AR still only holds 1% of total venture funding.

“Despite the category’s steady growth since 2011, compared to more mature industries, such as Transportation (9%) and FinTech (3.5%), VR/AR may not yet be mainstream enough for most investors,” said Ryan Rodenbaugh, an analyst with Greenlight that worked on the analysis.

In fact, throughout 2016, VR/AR deals were largely early stage, with more than 85% of all deals being Seed or Series A stage financings. Series C and later stage deals represented 7% of all deal volume, despite the top 6 VR deals of 2016 averaging nearly more than $65 million each, and the top 6 AR deals of 2016 averaging $170 million (the latter being skewed largely by Magic Leap’s massive Series C).

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Nevertheless, there where many companies that closed a deal in 2015 that raised at least one more round in 2016. For example, NextVR and Blippar each closed deals in 2016, Series A and Series B respectively, and then Series B and C rounds in 2016.

Investors

distribution of vr ar investors 2016
Source: Greenlight Insights Funding Database | Note: Only includes deals >$100K; data through December 31, 2016

VR/AR is benefiting from an increasingly diverse base of investors with widely varying investment theses, with many of the most active firms having done several co-investments. In 2016, the industry continued to see an increasing number of dabblers investing in VR/AR with 397 venture firms investing in one deal each this year. However, most Silicon Valley investors are not yet actively investing, with only 31 firms closing three or more deals since 2011.

Encouragingly, there is a growing list of notable investors committed to the space.

“The top of the most active investor list has remained remarkably stable over the 2015-2016 time period, with HTC, Intel, and Comcast amongst the most active corporate investors, and BoostVC and the Venture Reality Fund amongst the most active dedicated VR/AR funds,” said Dawson.

Looking Ahead to 2017

Over the last year, there has been a noticeable spike in investor interest in content producers as the industry realizes that for VR/AR products to really take off, consumers will soon demand need to have a significant amount of use for the hardware. Aided by huge recent investments in content production studios, funding in location-based VR, gaming and non-gaming entertainment, and live VR broadcasts, companies will attract a larger share of all venture capital dollars flowing to VR/AR. This trend reflects the growing importance of creating consumer-centric content to promote adoption and engagement with recently released devices.

SEE ALSO
Apple AR/VR Product to Debut in 2017, Predicts Sony's Head of Worldwide Studios

As we look to 2017, Greenlight Insights is optimistic and excited about the growing role of virtual reality and the impact new technology companies will have on the B2C and B2B opportunities. Greenlight Insights and Road to VR will once again collaborate on the 2017 Virtual Reality Industry Report, a comprehensive overview of the industry landscape, due out this Spring.


Disclosure: Road to VR is a co-publisher of the 2016 Virtual Reality Industry Report, created in collaboration with Greenlight Insights.

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NASA & Caltech Leaders Aim to Revolutionise Big Data Visualization with VR

Virtualitics is new company started by NASA JPL and Caltech alum. offering a new platform to leverage the immersive properties of virtual reality in order to better aid human comprehension and use of ‘Big Data’.

You’ve likely heard the term ‘Big Data’. Despite the phrase being coined perhaps as early as the mid nineties, with information now collected on an ever increasing number of aspects in our daily lives and beyond you’ll likely have heard it mentioned a lot more in recent years. The term is, in a way, unhelpfully generic, but it’s become useful to act as a colloquialism for the vast, virtual data-scapes constructed from aspects which touch every part of our daily lives.

But what to do with all of this information? That’s a good question of course, and there are many around the world tasked with mining different data sources in order to extract previously obfuscated insights into complex problems and behaviours. But a new tool from Virtualitics – a new company formed by NASA JPL and Caltech alum. – aims to instead answer a different question: How do we visualise these vast, multi-dimensional data sets in a way which allows us mere humans to better extract those insights?

“Big Data is worthless if we cannot extract actionable knowledge from it,” said Michael Amori, CEO of Virtualitics. “Visualization can reveal the knowledge hidden in data, but traditional 2-D and 3-D data visualizations are inadequate for large and complex data sets. Our solution is to visualize as many as 10 dimensions in VR/AR all via a Shared Virtual Office, which allows even untrained users to spot patterns in data that can give companies a competitive edge.”

Virtualitics’ new virtual reality data visualisation platform claims a pedigree of over a decade of research from NASA (Jet Propulsion Laboratory) and Caltech (California Institute of Technology). It aims to utilise the naturalistic way in which people can interact with virtual objects in VR and to assist comprehension and perception by displaying that data in new and interesting ways.

According to professor George Djorgovski, renowned astrophysicist and founder of Virtualitics: “VR is intrinsically well-suited for human perception, intuition and pattern recognition, leading to insights that may be difficult or even impossible to gain through any traditional visualization technique. It is a natural environment for collaborative visual data exploration and data analytics that enables teams of users, who may be continents apart, to interact with the data and with each other in a shared virtual space. It may also be a natural environment where humans can interact with their artificial intelligence assistants.”

virtualitics-2Virtualitics also provides a business oriented social space, which allows colleagues from around the world to meet inside the same virtual space and speculate and collaborate on these large, multi-dimensional data-sets in real time.

The new company has also just announced that it has closed a $3M seed round from angel investors in order to develop its technology further.

It’s certainly an interesting project, and another example of the potential of VR outside of the entertainment sphere. However there may be a risk such a project suffers being viewed as a case of The Emperors New Clothes by those now used to their efficient two dimentional, spreadsheet driven world. And in truth, the benefits these new forms of visualisations may offer won’t fully be understood until systems like this have been put to use in the real world for many years. However, as someone who has constantly noted the stark and astonishingly different perspectives VR can offer, I’m inclined to think that there may well be something in Virtualitics

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Lenovo and Kopin Form Joint Venture to Grow Enterprise AR Headset Market

Lenovo’s own investment group and wearable displays manufacturer Kopin Corporation have formed a joint venture named Lenovo New Vision. The combination of Lenovo Capital and Incubator Group’s (LCIG) global resources and Kopin’s wearable technology expertise hopes to grow the enterprise Augmented Reality market.

Since May 2016, the LCIG has been managing the initial $500 million from the Lenovo Capital Phase II Investment Fund in areas including cloud computing, artificial intelligence, and Internet services. While the LCIG has supported a large number of startup companies, its latest venture is with Kopin Corporation, a leading developer and provider of wearable technologies, established in 1984. This creates a new subsidiary of LCIG called Lenovo New Vision which, according to the press release, ‘focuses on AR smart headsets for a broad range of enterprise applications’.

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Kopin Unveils 'Lightning' 2k x 2k 120Hz OLED Microdisplay for Mobile VR

Both Lenovo and Kopin are separately showcasing VR and AR technologies at CES 2017, such as Lenovo’s VR headset prototype, and Kopin’s Whisper Voice Chip, a revolutionary speech recognition solution for wearables. The latter has been recognised as a CES 2017 Innovation Awards Honoree by the Consumer Technology Association, along with the Solos Smart Glasses using Black Pupil, the world’s smallest LCD module for smart glasses, as well as the K2000, the world’s highest speed, smallest form factor OLED MicroDisplay for VR.

kopin-whisper-chip
image courtesy AnandTech

“We are very excited to enter into a strategic relationship with Lenovo,” says Dr. John C.C. Fan, Kopin’s President and CEO. “By combining Kopin’s advanced wearable technology and Lenovo’s strength as a global IT and equipment solutions provider, both parties can accelerate the commercialization of AR products and succeed in the fast-growing China and global AR markets.”

In order to move the enterprise AR market forward, Kopin will provide a ‘small capital investment, industrial design solutions, and know-how to utilize key Kopin components to Lenovo New Vision, including the micro-displays, optics, software and Whisper Voice Chip’.

“AR/VR is the next generation technology that will change the world after PC Internet and mobile Internet”, says LCIG President George He. “It is a required technology investment direction for virtually every enterprise. We truly value the cooperation with Kopin, and believe that this cooperation can further accelerate the growth of the enterprise AR market by bringing users optimized products and services.”

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VR Sports Training Company STRIVR Labs Scores $5 Million Investment

STRIVR Labs, a company focused on using VR for sports training, plans to use a new $5 million investment to expand the scope of its “experiential learning” platform.

According to a press release from the company, Strivr’s $5 million Series A investment was led by Signia Venture Partners with participation from BMW i Ventures, and AdvancIt Capital.

Strivr was co-founded by former Stanford Cardinal kicker Derek Belch and Jeremy Bailenson, the founding director of Stanford’s Virtual Human interaction Lab. The company now counts 25 professional and collegiate teams among clientele making use of its VR sports training technology. The platform has been used by players to review more than 50,000 different plays and scenarios for thousands of collective hours, according to Strivr.

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STRIVR Introduces VR Training On and Off the Field

Now the company plans to focus on the broader category of “experiential learning,” which includes enterprise training for areas like sales, operations, customer service, safety,
and HR.

“STRIVR’s success to date has come from being able to improve reaction time, pattern recognition, and decision making in athletes—the same outcomes sought by organizations of all types and sizes. STRIVR is already off and running with its platform expansion, as the company is already working with a handful of Fortune 500 companies on comprehensive training programs utilizing VR,” the company writes in its announcement.

Strivr’s refreshed website also shows the company focusing on more general branded VR content, with a bent toward measuring engagement data and analytics insights.

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‘Raw Data’ Developer Survios Raises $50 Million, Now Top Funded VR Dev Studio

Survios, the VR development studio behind the Vive title Raw Data, has announced a whopping $50 million in funding to further expand its VR content offerings. The new round makes the company the most funded pure VR development studio to date.

Survios’ announcement today is actually an announcement of two individual funding rounds together totalling $50 million. Back in 2014, the company had raised a $4.2 million Series A investment, with a reported Series B investment in October of 2015, though the round size and other details were never disclosed. Today’s announcement appears to lump together that older Series B investment and a newer Series C investment; the company hasn’t broken down the sizes of each round, but has announced that together they total an impressive $50 million. Now with some $54 million in raised capital, Survios is the top funded pure VR development studio to date.

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The former round (which we presume was the company’s Series B), was led by Lux Capital with participation from Shasta Ventures, Danhua Capital, Shanda Holdings, Felicis Ventures and Dentsu Ventures, according to Survios. The more recent Series C was led by Metro-Goldwyn-Mayer (MGM); as part of the investment, MGM’s Chairman and CEO Gary Barber joins Survios’ board of directors.

The interesting investment by MGM, whom most will recognize for their movie production and publishing work—including major films like The Hobbit trilogy—is described as “strategic” and aims to make use of MGM’s iconic IP.

nathan-burba-survios
Survios CEO, Nathan Burba

With the sizable investment, Survios says they’ll also pick up a publishing role, planning to “add third party titles to its slate and to expand distribution into international venues.” The new funding puts the company “in a position to achieve our goal of becoming the leading publisher and content creator in virtual reality,” says Nathan Burba, CEO of Survios.

In addition to publishing, Survios plans to extend their VR content offerings to “entertainment centers around the world,” with a likely first target being China where high end VR is thriving in the out-of-home ‘arcade’ setting.

Survios’ first (and so far only) VR title Raw Data [our review] made its debut as an Early Access release in July. According to the company, the game earned $1 million in revenue in its first month, a substantial figure for the burgeoning VR game market.

bishop-charge-shot-raw-data-ealy-accessThe company’s announcement says the funding will also be used to “expand” the Raw Data universe, “including support for cross-platform play,” which sounds as if the Survios plans to bring Raw Data to platforms other than the Vive. We’ve reached out for clarification.

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VR Metaverse Company High Fidelity Raises $22 Million in New Funding

Uncovered among recent regulatory filings, VR metaverse company High Fidelity has raised $22 million in new funding.

The company, which has reportedly raised $17.45 million across four prior venture investments, has raised a new round of venture capital to the tune of $22 million, reports the Wall Street Journal. High Fidelity CEO Philip Rosedale confirmed to New World Notes that the investment was led by IDG Capital and new investor Breyer Capital.

Rosedale was the founder and former head of Linden Lab, the company behind Second Life, which was also an attempt at a metaverse-like ecosystem in the pre-modern VR era. After leaving Linden Lab years ago, Rosedale formed High Fidelity aiming to harness the oncoming wave of immersive VR, and the learnings gleaned from Second Life.

high-fidelity-4 high-fidelity-3 high-fidelity-2

High Fidelity is a foundation for a persistent metaverse which allows users to host, build, and join interconnected virtual worlds. The company says the extent of their platform is “limitless” thanks to a distributed-computing model that crowdsources processing power from users to run complex simulations. The app is currently in open beta with support for the Oculus Rift, HTC Vive, and normal monitors (including PC and Mac).

See Also: First Glimpse of Linden Lab’s Next-gen Virtual World, Project Sansar
An early glimpse of Linden Labs’ ‘Sansar’

Linden Lab has since announced Sansar, a next-generation social world that’s built from the ground up for virtual reality. A curious happenstance indeed; Rosedale’s High Fidelity appears in direct competition with another company he founded.

Back in its prime, Linden Lab had reportedly raised $19 million in venture investments. High Fidelity’s new round eclipses that figure, now with some $40 million raised to date. Meanwhile, similarly positioned social VR app AltspaceVR has closed some $18 million in venture funding, while a smattering of smaller social VR apps like VRChat and JanusVR have raised around $1.5 million each.

With High Fidelity’s latest investment, the stakes for the metaverse and social VR space are growing larger. Meanwhile, the shadow of Facebook looms.

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AxonVR Raises $5.8 Million Seed Investment for Advanced VR Haptics

AxonVR has announced the closure of a $5.8 million seed investment, which is claimed to be the largest secured by a VR haptics company to date. The company intends to use the money to build out their HaptX platform which will be licensed directly to businesses such as theme parks and VR arcades.

With a few exceptions, haptics in VR usually amounts to using vibration as a proxy for a touch event. AxonVR, however, is trying to change this by actually applying localized pressure to the points of virtual contact. What this means is that when you place a virtual object on your hand, you would feel pressure at many points of contact instead of just a general vibration from a controller. To accomplish this, AxonVR has created a haptic skin that has hundreds of dots that are linked to pneumatic actuators. These actuators inflate the corresponding dots in the skin whenever the virtual object comes into contact with the player.

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AxonVR is Making a Haptic Exoskeleton Suit to Bring Your Body and Mind into VR

Road to VR went hands on with AxonVR’s haptic skin technology in a demo at this year’s IMMERSE Summit. The demo was similar to the one featured in AxonVR’s video with the exception of the thermal feedback system (which was not present at the time).

To try out their technology, I placed my hand, palm upwards, in a slot on the side of large metal box that contained pneumatic drive system needed to make their haptic skin function. Using a Vive controller in my other hand, I was able to place a variety of objects on my virtual hand and feel the corresponding pressure response from the HaptX skin.

axonvr-haptx-demo-screen-captureThe most impressive part of the demo was when I got to place a virtual deer on my hand. I could feel the individual points of contact as the deer moved its legs around my hand. While the experience raised the bar for what is capable in haptic feedback, AxonVR has an even grander vision for the future.

The company’s HaptX Skeleton is a full-body exoskeleton that uses force feedback to enable both locomotion and macro-haptic feedback to entire limbs. While they did not provide a date for when the HaptX Skeleton would be available, AxonVR president, Mark Kroese, says that they will have a product shipping sometime in 2017.

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Hands-on: 4 Experimental Haptic Feedback Systems at SIGGRAPH 2016

AxonVR was founded in 2012 and has offices in both San Luis Obispo, California and Seattle, Washington.

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