Standalone Virtual Reality Headsets Will Bring VR Into Focus

As some of you may know, I have a background in software engineering and CAD and have been active in emerging tech field over the last ten years through investments as well as growing start-ups in mobile IoT, AI and, recently, augmented reality (AR) and/or virtual reality (VR). We then have set up the Realities Centre to help filter through the hype and offer environments for the start-ups and corporates to harness those technologies for industry-specific verticals for AR/VR innovation and to learn more about the technologies.

This has enabled us to see where there is real traction, and we have been lucky to run great events, such as many hackathons, to validate industries and ideas as well as build what is probably the largest ecosystem of developers, mentors and corporate partners. I have seen first-hand how new users react to technology, interfaces and experiences through our many public and private conferences, and also having been personally involved in a company that offers virtual reality tours for multi-user property. I have been scaring many IT directors with the account of the number of involved cables as well as the software restarts and computer requirements for the package that would be needed for them to run our experiences. Moreover, I have seen companies finding ways around that problem by on-boarding clients first with a preloaded mobile VR package, which is an all-in-one “case” to reduce this hardware pain, and then trying to upgrade them to a full high spec solution.

6 DoF Room-scale VR Headsets Solve A Lot Of Problems

It is, therefore, out of genuine sentiment that I think that this year’s upcoming standalone headsets that include room-scale tracking (called 6 degrees of freedom or “6DoF”, as opposed to 3DoF like in mobile VR), such as the HTC Vive Focus, Pico Goblin and Google Mirage Solo with Daydream (pictured below), are going to really solve a lot of the difficulties that the potential large-scale B2B2C users experienced. As those were eliminated, their decision to adopt VR at scale for their organisation and to deliver to end-users shall be much easier.

Standalone VR HeadsetsOf course, high-end tethered headsets still have an important role to play for engineers, designers, arcades and gamers as they benefit from higher specifications, such as the HTC Vive Pro, which delivers optimal graphics and positional tracking with wireless options coming soon. Those still have very legitimate uses and innovations, such as eye tracking, Brain-Computer Interface (BCI) and more, are key. However, that would be specified in another article.

HTC Vive Pro 2.0 KitInstead, this standalone adoption is meant for the schools, retailers, training academies and departments and entertainment centres (although arcades can be included here too), and, therefore, they are meant for commercial mass use. Note that I am mentioning 6DoF here, as I think that any headset that does not offer positional tracking – to ensure that the head and body are fully tracked in space due to the presence of the inside-out sensors – should not be considered. 6DoF allows a minimum degree of immersion, which comprises the VR experience. I believe that 3DoF, although it is cheaper (at the moment), is a dangerous offering for the mass market, and, therefore, it is a no-go as follows: there is a lot more chance of getting sick, it is not as immersive and the experience is a lot more passive. It is bound to disappoint, and we all know the importance of first impressions …

3 DoF Is A No-go For B2B2C

Although Oculus, with the release of the 3DoF “Go” headset, has made some great tilt features to mimic head tracking and incorporate some great UX features as well as social tools, this is not enough. Consequently, we have found that some first-time users have become pretty sick after using it, and it is far from being a 6DoF device. Therefore, I think that for delivering VR experiences at scale for education, training, commercial experiences, such as experiential marketing (travel agents, property walkthroughs, etc.), 6DoF standalone headsets eliminate the difficulty of having to run a gaming PC/laptop, setting up the headset and sensors and installing the whole software stack. Standalone headsets solve that and, although they might be missing 6DoF hand controllers, already upgrades that are being announced to make those possible are present, as we have seen recently for the Vive Focus.

The last thing entails choosing which one should be used as a few varieties are available. Although they are all quite similar, they come with content platforms, accessories and an existing ecosystem. However, I would first look at the professional services and innovations that they would be bringing to the forefront. If you look at the use cases that involve education, training, entertainment and arts, HTC Vive has been a lot more innovative and active in those sectors to offer the following: recharge and cleaning cabinets for schools and training academies, centralised remote software control applications for synchronising experience delivery for groups (useful for schools, entertainment and more), an Art and Studio program as well as partnerships with big sports institutions (McLaren and Major League Baseball has been recently announced), and, most importantly, it has made continuous innovations which I will cover later on in this article.

Vive Focus And EducationThere has clearly not been as much engagement for education, arts, entertainment and technological innovations from the other standalone makers, such as Google, although they do have the requisite education and professional services’ infrastructure to be able to make those possible.

A great recent example of the education sector was given by Paola Paulino at the International School of Nanshan Shenzhen in which she used the Vive Focus to enable students to generate content they had created as well as integrate hand gestures integrations by the XR Pioneer program’ students (see picture below). The elementary, middle and high school students were involved in showcasing their VR Storybooks that they had created with Vive Paper. Moreover, they were the first students to pipe K-12 student-generated content to the new Vive Focus 2.0, which leverages hand gesture interactions.

And this also removes the difficulty in the past to setup large PC VR classes (like Vivedu did last year), whereas now it takes minutes to setup similar size classes with the Vive Focus. In terms of education, such a user friendly and easy setup VR system makes kids more engaged and learn more easily.

Vivedu

Offering Complete Professional Services As Part Of The Offering Is Key

It will take time, as we are still in the early stages of adoption, trial and understanding user onboarding and user experience development; however, those really offer a chance to deliver immersion at scale, albeit of a slightly lower quality (although the Vive Focus is 3K, which is higher than most tethered headsets). But this will keep improving with the increase in the better performing chipsets and also the upcoming 5G and cloud VR infrastructure, thereby delivering all that high-end graphic performance from the cloud itself with the help of machine learning, as I wrote earlier this year on VRFocus.

However, already, a great example of how remote streaming of the experiences is done has also been demonstrated in Vive’s latest announced feature on the Vive Focus as follows: the ability to stream VR from a PC is also key to solving content issue and also wirelessly use it (called Riftcat), so that one can play all Viveport and, especially, all Steam VR games on the Focus headset. HTC advises using this in a modern 5G Wi-fi local area network to have proper visual quality. This also solves the initial low amount of content that can be currently found on the Vive Focus ‘wave’ content platform by enabling tapping into Steam, the largest 3D experiences platform that is present.

Moreover, I have not even touched on the open space mixed reality experiences’ potentials that those headsets can offer while blending VR with the real world for facilitating fully spatial experiences, such as commerce and property simulation as well as entertainment. The inside-out cameras offer a lot of potential for space and object recognition. The most obvious and hoped for (as the device originally only came with one controller) feature was hand gesture tracking for control, similar to Leap Motion. This was also announced and teased as an additional feature on the update for the Vive Focus.

Vive Focus Hand TrackingEven more features are coming out, such as the ability to upgrade the Vive Focus’ current 3 degrees of freedom (3DoF) controller to behave like a 6DoF controller without the need for any additional hardware by leveraging the device’s existing front-facing cameras and AI computer vision technology as well as demonstrating the option of streaming the phone screen’s content from the latest HTC U12+ phone to the Vive Focus. This enables millions of existing mobile applications, video games and video content to be enjoyed on a super-sized screen on the top of making phone calls and creating cool social VR experiences.

China Is Leading The Way With Adoption And Implantation Of New Use Cases

It seems that VR innovation out of China really fuels from the adoption that the market has been undergoing (and, recently, it has been highlighted by Alvin Wang Graylin, President of Vive’s China business, showing 85% awareness of VR and great demographics. We can perceive improvement occurring at a great pace, which should result in optimising content and hardware improvements at scale, which is great as it holds the great promises for the standalone headsets. This should, importantly, enable the development of professional services around the setup, content production and maintenance of pools of standalone VR headsets, as the graphic given below shows, in the case of Vivedu’s ‘turnkey solution’ in China.

ViveduThat’s a great example of potential models that will be released for education and training and will be marketed as professional services in various industries. I cannot wait to contribute to that development as well as benchmark the best practices and lessons that can be learnt from the Chinese market to effectively grow these professional services in Europe at scale.

Technology Consortium DVB Looks at Standards and Requirements for VR

DVB (Digital Video Broadcasting) is a consortium of television, broadcast and technology companies that are aiming to create a set of open technical standards for digital TV and other broadcast technologies. After the publication of a report into virtual reality (VR), the group is now ready to begin looking at requirements for VR content broadcast.

The consortium have created a new group titled CM-VR to tackle this issue, noting that commercial requirements for distribution of VR content need to be agreed on so the industry is not splintered by multiple competing and mutually exclusive standards. CM-VR member and author of the initial report David Wood said: “Virtual reality is a technology that replicates an environment, real or imagined, and simulates a user’s physical presence and environment to allow for user interaction. Virtual Realities artificially create sensory experience, which in principle can include sight, touch, hearing, and smell.”

Due to the size and complexity of VR, DVB are looking to tackle the problem in phases. The first phase will be looking at the VR and 360-degree experiences for untethered VR devices, such as the Samsung Gear VR. Phase two will then look at the more complex field of tethered VR devices such as the Oculus Rift and HTC Vive. The DVD CM-VR is aiming to have a stable set of requirements available by CES 2018, when it can then be approved by the DVB Commercial Module and Steering Board.

With VR being such a fast-developing area, there is a danger of the CM-VR group being left behind by advancing technology. Recognising this, the CM-VR will engage in activities to ensure it is keeping up-to-date with the current state of technology and the market.

VRFocus will continue to bring you the latest news on the VR industry and its ever developing industry standards.

Valve Talks ‘OpenXR’, the Newly Revealed Branding for Khronos Group’s Industry-backed VR Standard

Joe_LudwigValve’s Joe Ludwig talks about the latest updates on the Khronos Group’s VR standardization process that is now being called “OpenXR.” Ludwig says that OpenXR is still primarily creating an open and royalty-free open standard for virtual reality, but that they wanted to plan for the future and eventually accommodate augmented reality as well. In my Voices of VR interview with Ludwig, he talks about the OpenXR standardization process from Valve’s perspective and how they want to see VR become an open of a platform just as the PC has.

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The OpenXR working group has just completed it’s exploratory process and there are still numerous open debates, and the Khronos Group is making this announcement of a name and logo at GDC in order to encourage more VR headset and peripheral companies to get involved in this standardization process. Ludwig can’t speak on behalf of any OpenXR decisions yet, but was able to provide more insight behind Valve’s motivations in the process, which is to develop a standard that will what they see as a minimal baseline for a quality VR experience as well as to make VR an open platform. OpenXR will also span the full spectrum from 3DoF mobile to 6Dof room-scale, and so there are many active discussions with the working group about what all will be included in the 1.0 specification.

VR is a new computing platform, and this OpenXR standard aims to help keep both VR and AR as open platforms. This Khronos Group OpenXR initiative aims to lower the barriers to innovation for virtual reality so that eventually a VR peripheral company just has to write a single driver to work with all of the various VR headsets. But in order to know what APIs should be available for developers, then this standardization process requires the participation from as many VR companies as possible. Part of the announcement at GDC is to say that the working group has finished their preliminary exploration, and that they’re ready for more companies to get involved.

In my previous interview with Khronos Group President Neil Trevett, he said that this standardization process typically takes about 18 months or so. Given that it was first announced in December 2016, then I’d expect that we might be seeing a 1.0 specification for OpenXR sometime in the first half of 2018. It also depends upon how motivated all of the participants are, and there seems to be a critical mass of major players in the industry to help make this happen and so it could happen sooner.

As to whether or not this OpenXR will mean that any VR headset will work with any VR software, that’s one of the theoretical technical goals but there are many constraints to making this happen. Ludwig said that while technically this could be made possible with OpenXR, there will still be a layer of business decisions around platform exclusives. When talking to Nate Mitchell of Oculus, even if Oculus implements OpenXR then they still want to make sure that it would be a quality experience. Ludwig said that there will be other constraints of having the proper input controls, button configurations, and set of minimal hardware available for some experiences to work properly. It’s also still too early for what the final OpenXR spec will look like for companies to make any specific commitments about cross-compatibility, and I’ll have more details on Oculus’ perspective on OpenXR early next week with a Voices of VR interview with Nate Mitchell.

Overall, I think that this OpenXR is probably one of the most significant collaborations across the entire VR industry. The Khronos Group says that the OpenXR “cross-platform VR standard eliminates industry fragmentation by enabling applications to be written once to run on any VR system, and to access VR devices integrated into those VR systems to be used by applications.” If VR and AR want become the next computing platform, then OpenXR is a key technology to help make that happen.


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