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Mozilla on Enabling the Open Metaverse with WebVR, A-Frame, and Servo

Some of the earliest experiments of making VR a first-class citizen on the web originated at Mozilla in 2014. Then the WebVR spec was drafted in a collaboration between Mozilla and Google’s implementations. There’s been a lot of excitement and momentum building around WebVR over the last couple of months first with the WebVR announcements by Oculus at Oculus Connect 3, and then with over 140 WebVR developers meeting for a W3C workshop on WebVR that happened on October 19th & 20th. LISTEN TO THE VOICES OF VR PODCAST http://d1icj85yqthyoq.cloudfront.net/wp-content/uploads/2016/11/Voices-of-VR-471-Diego-Marcos-Chris-Van-Wiemeersch.mp3 I had a chance to stop by Mozilla’s offices and catch up with two of the company’s WebVR developers, Diego Marcos and Chris Van Wiemeersch, who talked about the big takeaways…

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VIRTUAL CINEMA DEADLINE Submit your VR/MR projects by Thursday, November 17.

VIRTUAL CINEMA DEADLINE – Submit your VR/MR projects by Thursday, November 17. For those of you creating the future ways we experience the world through Virtual Reality and Mixed Reality technologies, there’s only two weeks left to submit your projects to SXSW 2017. Submissions for SXSW Virtual Cinema close on Thursday, November 17. We’re looking for VR/MR films, games, and interactive projects with a total runtime or recommended viewing time of 20 minutes or less.  The SXSW Virtual Cinema returns for its second year as our exhibition space for this new and exciting creative world located at the JW Marriott during SXSW 2017. Accepted projects will be showcased alongside the VR/AR Track of conference programming, taking place Tuesday, March 14 –…

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FOVE Launches Pre-Orders For Eye-Tracking VR Headset FOVE 0, Starting at $549

It’s been a long road for FOVE, the creators of the eye-tracking VR headset that hit Kickstarter last summer, but today the company launches pre-orders for their first commercially available product, the FOVE 0. Pre-orders start at a special discount price of $549, available from today until November 9 at 8 a.m. PT (local time), with the price going up to $599 afterwards. The FOVE 0 will be sporting a single WQHD OLED 2560×1440 display (1280×1440 per eye), 70Hz refresh rate, and about a 100° field-of-view (FOV)—not exactly on par with current PC VR headsets like the Rift and Vive, which both boast higher refresh rates, slightly higher FOV and dual displays for better interpupillary distance (IPD) fit. FOVE however is all about the eye-tracking, and with…

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Greenlight Insights Forecasts U.S. Virtual Reality Revenues to Reach $38 Billion in 2026

Greenlight Insights Forecasts U.S. Virtual Reality Revenues to Reach $38 Billion in 2026 “New ‘Virtual Reality Industry Report’ includes 10-year forecast and offers the most comprehensive long-range view of the global VR/AR industry.” The global virtual reality industry will experience very modest growth during the next two years, according to a new 10-year forecast by Greenlight Insights, the global leader in virtual and augmented reality market intelligence. In its Virtual Reality Industry Report: Fall 2016 edition, released today in partnership with Road to VR, Greenlight states total U.S. VR revenues will be in an “inflexion zone” for the next five years, and then reach $38 billion in annual revenues in 2026. “The Playstation VR launch and Microsoft’s entry are important…

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Facebook Details Social VR Avatar Experiments and Lessons Learned

Facebook says they want to launch an official social VR experience “as soon as possible;” to get there the company has been experimenting with various approaches to find out which avatars work best for social VR interaction. During the opening keynote at Oculus Connect last month, Facebook CEO Mark Zuckerberg excitedly showed the latest version of the company’s forthcoming social VR experience. As he put on the headset for a live demonstration, one of the first things he said to his virtual friends was “your avatars look a lot better than the last time that you showed me…” He was referring to an older Facebook social VR demo showed off earlier this year which featured more ‘holographic’ style avatars which…

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HTC VR Rock Climbing Video Game Fail

This guy is so immersed into his virtual reality rock climbing experience that he slips and falls in both virtual and non-virtual realities. Maybe rock-climbing is not your thing, dude. If you check the background you will notice a certain guy popping up to check what the heck happened and then going down again, probably to laugh out loud. Related Posts http://www.virtualrealitytimes.com/2016/11/01/htc-vr-rock-climbing-video-game-fail-video/http://www.virtualrealitytimes.com/wp-content/uploads/2016/11/maxresdefault-1-600×338.jpghttp://www.virtualrealitytimes.com/wp-content/uploads/2016/11/maxresdefault-1-150×90.jpg2016-11-01T17:50:24+00:00Pierre PitaUncategorizedThis guy is so immersed into his virtual reality rock climbing experience that he slips and falls in both virtual and non-virtual realities. Maybe rock-climbing is not your thing, dude. If you check the background you will notice a certain guy popping up to check what the heck happened…Pierre PitaPierre Pita[email protected]EditorTrue gamer and very passionate about gadgets and…

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List of Solutions for VR Sickness

Virtual Reality sickness symptoms are very similar to those of motion sickness that are caused by an exposure to a virtual reality environment. Some of the most common symptoms are disorientation, headache, discomfort, nausea, stomach awareness, vomiting, fatigue, sweating, pallor, apathy, and drowsiness. Some other symptoms include retching and postural instability. Virtual Reality Sickness – Causes and Solutions There are two main theories about the possible causes of VR sickness: Sensory conflict theory: This theory holds that VR sickness occurs when there is a mismatch between what our eyes see and what our body is actually doing. So if you are moving in a virtual environment, these images you see induce a perception of self-motion. But you are not actually moving…

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Production and Omni SDK

Our production continues at a slow but steady pace. The first Kickstarter backers have received their units at their homes. See a few pictures below of day-one Kickstarter backer Joseph Houff with his Omni: Please note that our pace of production is currently slow. We fully inspect each unit before it leaves the assembly line in China, and then we ship the units to our headquarters in Austin for reassembly and rigorous repeat inspection. Quality control is our biggest concern and will constrain our output for the next several months. To permit enhanced inspection, we are currently shipping units to the U.S. only. We apologize for the long wait. We appreciate your support and understand if your circumstances have changed….

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Motion & Gesture Interfaces Key to VR and Wearables’ Market, with nearly 500m Devices Using the Technology by 2021

‘Minority Report’ interfaces redefine emerging computer interactions, but need major reinvention to go mainstream” A new study from Juniper Research has found that gesture and motion control will become vital for certain forms of human-computer interaction in the coming years. The use of the technology in smartphone-based VR (Virtual Reality) will be particularly important in driving up usage. Juniper forecasts 128 million devices by the end of 2016, rising to 492 million by 2020 — a growth of over 280%. Wearables and VR to Lead The new research, Gesture, Motion & Haptics: Future Use Cases, Shipments & Revenue Forecasts 2016-2021, found that great progress has been made in the development of gesture and motion interfaces, from companies such as Leap Motion…