ZapBox Reveals $40 Smartphone AR Headset, Kickstarter Now Live

In 2016, UK-based Zappar released a cardboard headset named ZapBox for viewing AR experiences through your smartphone. Today, the company is revealing a refreshed model using plastic.

The new ZapBox just launched a Kickstarter crowd-funding campaign looking for $65,000. Zappar labels the new device as a Mixed Reality headset capable of delivering augmented reality content with 6DOF movement for $40 and support for virtual reality, though its definition of VR is a little liberal.

Next ZapBox AR Headset Revealed

ZapBox AR Headset Kit

On the hardware front, the new ZapBox delivers a halo strap-design headset with brackets to hold a smartphone in front of a pair of lenses. The kit features two marker-based 6DOF controllers with triggers and a camera adaptor to place over your phone’s camera for a wider field of view. You can use a third square marker combined with computer vision to anchor virtual content to appear in the real world.

The company says any iPhone from 6 onwards will work with the kit, though can’t individually verify Android handset compatibility. It recommends Android phones be on the “higher end of the performance spectrum” and feature a gyroscope sensor and 60FPS camera mode.

ZapBox AR Headset VR Support

When it comes to VR, however, ZapBox proposes accessing Google Cardboard-style content with a view of the real world beyond the limits of the headset’s field of view. The company reasons this is a more comfortable and social way to experience VR without being cut off from the world, but you then have to question if it’s really VR at all.

That aside, ZapBox comes with an existing suite of content that makes use of its AR features, plus all previously-made ZapBox apps will work on the new kit.

Early bird units for ZapBox go for $35 but, once they’re gone, the price goes to $40. The company anticipates shipping the kit to consumers and developers in April 2021. For $65, developers will also get early access to the ZapBox Unity SDK in beta and an older model ZapBox to get working with.

Zappar Release ZapWorks Studio 5

Zappar, the company behind the powerful tool and platform for augmented reality (AR) ZapWorks Studio, have announced the latest version. As part of the companies ongoing plan to make AR, virtual reality (VR) and mixed reality (MR) more accessible, affordable and scaleable, the company has packed this newest version of their software with a number of exciting features.

Zapworks

ZapWorks Studio 5 is described as the swiss army knight of creative toolsets, featuring a ton of features into the software package. From support for 3D models, timeline animation and scripting, 360 panorama support for video and images, ZapWorks Studio capable of having almost any task. In the new version, the team at Zappar have worked to improve the power of the software without putting any strain on performance of features. The aim is to balance exposing the greatest flexibility and feature-set, all while providing a delightful, accessible, and predictable creative experience for our users.

Some of the highlighted improvements and additions in ZapWorks Studio 5 include Actions. These make it possible to build interactive experiences in a visual way, without needing to learn or use scripting. Each of the components within ZapWorks Studio 5 expose a set of events and actions that allow for most typical use cases to be set up without a single line of code. This means that playing animations or launching websites can be set up and made possible all within a few simple steps.

Dynamic Lighting is another new feature in ZapWorks Studio 5 which allows for dynamic real-time lighting for 3D models. Supporting a number of different materials and light sources, XR content has never looked so good. The import process for 3D models has also seen a number of improvements making it easier to bring models into scenes within ZapWorks Studio 5 and get them set up in no time at all.

ZapBox, an affordable MR kit that offers full 3D six-degrees-of-freedom (6DOF), sees full support with ZapWorks Studio 5 meaning building content for the kit is now much easier. Users will be able to preview content within a 3D view within the application and leverage the new Actions feature to build amazing MR content in no time at all. There is also an update coming to the ZapBox app soon which will improve tracking and support for controller triggers.

These are only a few of the many changes, improvements and new additions found within ZapWorks Studio 5. You can find the full release notes here and to download the application and start building content right away, here to Zappar’s website here. For more on ZapWorks Studio in the future, keep reading VRFocus.

Zappar showcase ZapBox Mixed Reality device at SXSW

Augmented reality (AR) provider Zappar will be showcasing its affordable AR/mixed reality (MR) solution, the ZapBox at the South By Southwest (SXSW) conference this week.

The ZapBox consists of a headset similar to the Google Cardboard into which a smartphone with the ZapBox app is loaded, as well as handheld controllers and ‘pointcodes’ – position markers that help the device determine where you are in relation to your environment.

Furtniture in 3D

Zappar launched the ZapBox via a Kickstarter funding campaign in November 2016, asking for a modest $30,000 USD. By the time the campaign had ended, it had raised over $80,000. This enabled the team at Zappar to implement stretch goals such as 3D model visualisation and collaborative experiences.

Some of the Kickstarter’s backers have already received their development units, which come with a range of AR/MR experiences out of the box, including the ‘ZapBrush’ for 3D painting, a AR mini-golf game, a rhythm/pattern matching dance game, the ability to play a virtual xylophone and an app that allows the user to explore the solar system.

Ompi in dev mode

Kickstarter backers were able to get the basic set for just $25. Zappar say the commercial unit will cost only $30. As Caspar Thykier, Zappar CEO and co-founder explains: “Here at Zappar, our goal has always been to make AR, VR and now MR available to everyone. We’ve worked tirelessly to ensure all elements of ZapBox, from app to cardboard components, are simple and affordable but most importantly deliver awe-inspiring experiences. This all started when we said to ourselves: ‘Could we make Magic Leap, Magic Cheap?’. ZapBox is our answer to that question.”

Zappar has recently announced a partnership with music recognition app Shazam, implementing Zappar’s AR technology into the Shazam app to form part of a new advertising and engagement campaign.

VRFocus will keep you informed on any updates regarding ZapBox and Zappar.

Zappar erhielt Investments in Höhe von 3,75 Millionen in der ersten Finanzierungsrunde

Das AR-Unternehmen Zappar aus London erhielt in ihrer ersten Finanzierungsrunde ein Investmentkapital in Höhe von 3,75 Millionen US Dollar für zukünftige Projekte. Die Finanzierungsrunde leitete das Londoner Investmenthaus Hargreave Hale mit Unterstützung von You & Mr Jones und iDreamSky aus China. Die Runde wurde am 23. Februar 2017 geschlossen.

Das Investment soll der Entwicklung vieler neuer Produkte im VR und AR Bereich dienen. Zudem wird es für die Weiterentwicklung des Flagschiffprodukts ZapWorks genutzt, womit jeder in der Lage ist, AR-Content zu erstellen. Außerdem möchte das Unternehmen sein Team erweitern und gemeinsam mit iDreamSky den chinesischen Markt erforschen.

Zappar der Marktführer im Bereich Augmented Reality

Zappar ist einer der Hauptentwickler im Bereich Augmented Reality. Zu ihren Produkten zählen interessante AR-Erfahrungen und Tools, wie die Smartphone App Zappar. Mit der kostenlosen App kann der Nutzer auf jeder Oberfläche AR-Content erscheinen lassen. Das geschieht über die Kamera des Smartphones, sobald diese auf Zapcodes, die sich auf gedrucktem Material befinden, gerichtet wird.

Zapworks-Zappar-AR-Augmented Reality

Ein weiteres Programm ist ZapWorks, was jedem Nutzer in kürzester Zeit ermöglicht, seinen eigenen AR, VR oder Mixed-Reality-Content zu erstellen. Das ist besonders interessant für Marketing Agenturen oder größere Firmen. Solch bekannte Marken wie Samsung und Vodafone nutzen diese Technik bereits für ihre Produkte. Außerdem arbeitete das Unternehmen bereits mit über 200 Partnern aus den Bereichen TV, Film und Einzelhandel, darunter mit bekannten Namen wie Warner Brothers, Coca-Cola oder dem Fußballverein Manchester City. Des Weiteren sammelte das Unternehmen für das Projekt Zapbox, einem Mixed-Reality-Headset für nur 30 Euro.

Der CEO Caspar Thykier sieht das Investment als „einen weiteren großen Meilenstein für sein Unternehmen“. Durch die Förderung möchte er Augmented Reality demokratisieren, da er in der Technologie eine großartige Möglichkeit zur Verbindung von technischen Geräten mit der realen Welt um uns herum sieht. Diese Möglichkeit möchte er mit dem vorhandenen Kapital noch viel weiter ausbauen.

 

Der Beitrag Zappar erhielt Investments in Höhe von 3,75 Millionen in der ersten Finanzierungsrunde zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

Zappar Wants To Bring You a HoloLens-Style Mixed Reality Experience for $30

Zappar Want To Bring You a HoloLens-Style Mixed Reality Experience for $30

I’ve been pining for a HoloLens ever since I demoed it a few weeks ago. The truth is that once you try out Mixed Reality it’s really hard to go back. Other tech – from smartphones and computers to VR headsets – feels clunky in comparison, and the world seems a much duller place without those friendly and convenient holograms, as you start seeing potential use cases for the MR literally everywhere.

But as Microsoft made very clear when we met, HoloLens is nowhere near a consumer launch yet. Sure, if you’re a dev with $3,000 spare and live in one of the 8 countries they currently supply, you can get your hands on one, but mere mortals will have to wait a long time to experience MR for themselves. Or so I thought.

ZapBox – a Kickstarter-funded project from UK start-up Zappar – is proposing to leapfrog Microsoft (and everyone else) by making a MR equivalent of Google Cardboard for a hundredth of the HoloLens cost – a mere $30. They launched it just over a week ago, aiming to raise $30,000 toward development. At the time of writing, however, they had already exceeded that goal, with 19 days still left to go.

Although I kept an open mind as I went down to London* to try this out for myself, it was hard to picture how it would be possible to replicate the complex tech of the HoloLens on a cardboard device. It’s one thing to project 360 video on one of those, but quite another to integrate computer-generated elements in your real-world environment, in real time.

But as I put on the prototype headset – endearingly held together with brown tape – that Zappar’s Co-Founder Simon Taylor handed me, I was immediately impressed. The feed it displayed from Taylor’s iPhone 6 camera was accurate – if very slightly blurry at times – in every detail except for the rabbit peeking out of a hole on the table in front of me.

Like my Wonderland namesake I felt the urge to investigate further, and took a peek down that rabbit hole. As I stood above it I could actually see quite a way down, with no sign of the table underneath it. When I reached out my hand, it of course went straight through the rabbit hologram, but – crucially – it did touch the edge of the table exactly where I expected it to be. That’s when I started to get excited.

I tested my boundaries by walking around the small room, and was able to accurately and effortlessly navigate around obstacles such as chairs and laptops. I picked up my glass of water, and saw the half-eaten mince pie that Simon had been working on as he setup the demo. It all felt natural and real, in spite of the big blue bunny insistently waving at me, which reminded me of the opening scenes of that Playtest episode in Black Mirror.

This “video see-through” approach (in contrast to the optical see-through employed by HoloLens) works through a code that uses the smartphone’s camera to scan the environment for a set of specific physical markers. This allow for accurate, real-time mapping of the user’s location in relation to objects (both real and computer-generated).

“We call these markers pointcodes, and they’re the fundamental unit that makes all of this possible on a smartphone” explains Taylor, who did his Cambridge University PhD on Fast Object Localisation for Mobile Augmented Reality Applications before becoming Zappar’s Head of Research. “We lay out our marker codes onto the world like we want it and they help us map out the environment, whether that’s a table-top setup or a combination of wall and floor if you want a larger play area.”

The next demo is more interactive, so I get to try out the hand controllers; a pair of origami-like paper devices featuring pointcodes in every facet, neatly held together with Sellotape. And that’s another thing that shows how different this is from a regular VR experience: I put on the headset and by default look straight ahead, expecting Taylor to guide me and put the controllers in my hands. He does, before pointing out politely that I can look down and see my own hands – not a pair of floating gloves or a graphic representation of the controllers, but my hands – and so can do the job much better myself.

After I get the hang of it – it’s all pretty intuitive, specially if you’re familiar with devices like the Vive and the Oculus Touch – I then use one of the controllers as a laser pointer, which interacts with a hologram of a building projected on the table. It’s easy to see how that setup would be useful in educational settings or for presentations. Next up I’m instructed to use the other controller to press a holographic button with a moon symbol on it, which immediately dims the ambient light in the room. Pressing the sun-symbol button next to it undoes the effect, and I spend a fun few extra seconds just turning the lights on and off for kicks. It’s surprising how, in these virtual worlds, the simplest experiences are often the most compelling.

Finally, I indulge in some “air finger painting” with their ZapBrush tool. And although this was nowhere near as slick as Tilt Brush, the potential is evident once they get around to refining colors, textures and templates properly. The main thing is that the 3D element worked flawlessly, and I could see my handiwork from all angles as I walked around the room, smugly avoiding the laptop bag I had left on the floor (something that surely would have sent me flat on my face had I been wearing the Vive).

There are certainly a few kinks yet to be ironed out; there’s a slight lag issue if you move around too quickly, and some design work on the controllers is needed to make them easier to self-assemble. There are also plans to fit a wide-angle adaptor for the phone camera lens that would allow it to continually scan for pointcodes without the need to keep your target area at the centre of your FOV. But the fact that this was supposed to be such an early Beta and that they felt confident in shipping to their 800+ current Kickstarter backers by April next year almost seems too good to be true.

But it starts to make sense once you look at the company’s background. These are not newbies to this space, as Zappar has been experimenting with Augmented Reality and delivering commercial AR projects with a broad range of partners for the past 4 years. Their existing technology uses “zapcodes” (an evolution of bar/QR codes) to help devices recognize real-world objects and trigger interactions, and that is what they built on to create the pointcodes that make ZapBox MR possible.

Their ever-growing list of backers is a healthy mix of developers and consumers, and Taylor says that this is the main reason they decided to go for Kickstarter in the first place.

“It’s not about the money,” he said. “If we want to make this work as an ecosystem we need to build that community.”

In addition to the flat-packed headset and hand controllers, those first users will get access to ZapWorks Studio, which uses an integrated Javascript-based API and promises to be user-friendly, making it easy to develop original content for the device without a lot of assets or code. The SDK should work seamlessly with the latest generation of iOS and Android smartphones.

When I was a kid, I remember building a “computer” out of cardboard and sticky tape. Back then I had to rely on my imagination to make that work of course, so it’s funny how I lived to see the day where cutting-edge technology actually does work with cardboard in such interesting ways. And if Zappar succeeds in making this an affordable and intuitive entry-level device for Mixed Reality – and fostering an ecosystem that produces the content to make people want to use it – they could very well do for MR what Google Cardboard did for VR.

Disclosure: Zappar paid for my train ticket to this demo as I live a couple of hours away from London.

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