This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
We first saw the Reactive Grip tech—which uses sliding bars to provide unique ‘shear’ feedback— way back in 2013. Left to right) Core Controller, Controller with Vive Tracker bracket, Controller with Oculus Touch bracket | Image courtesy Tactical Haptics. Tactical Haptics has been part of the modern VR scene since day zero.
First of all I want to thank everyone at Oculus and Facebook for allowing me to be part of an amazing opportunity. So many individuals to thank but I will start with Ebony Peay Ramirez-Program Manager, Diversity & Inclusion at Oculus VR. I was a bit down but decided to go to Oculus. wait they can.
At JetStyle, we have been developing VR-solutions since 2013. App programming (Unity) We developed a simple intuitive application that would help employees understand and remember a sequence of actions. on HTC Vive, connected to a computer, for home training and presentations there is adapted for Oculus Quest.
Now the team that has been showcasing independent VR projects and hosting events around the world is kicking off a new program to support creators in collaboration with Oculus. Successfully funded projects will go into production in early 2017 and will be available on the Oculus platform. in Digital Art and Video in May of 2013.
I found very interesting that they are trying to create full-body VR content for the Oculus Quest. I have instead tried another demo for Oculus Quest called Anamika, where you impersonate a four-armed Indian goddess. They showcased a series of 360 videos shot by them and that could be enjoyed through an Oculus Go.
Founded by members of Unity, Interhaptics , Senseglove , and Nanoport. Hrafn Thorisson has worked in the field of virtual reality (VR) experiences since 2013. When Oculus came along, it was the perfect timing and the “spark” for him and his co-founder to dive into the world of virtual reality (VR). Who is the Haptics Club?
His lab was even visited by Zuckerberg before he decided to acquire Oculus. An iconic image of Jeremy Bailenson wearing an Oculus Rift DK2 (Image taken from Medium). We were using something called Visa, which was a very low-level library language, very different from what Unity is right now. The story of Strivr begins in 2013.
Wires are a VR buzzkill, but the untethered VR headsets are powered by smartphones – which are graphics-processing lightweights compared to the robust PCs behind the Oculus Rift and the HTC Vive. Bitmovin , founded in 2013, is based in Palo Alto, CA, and Klagenfurt, Austria, and provides video infrastructure for the web.
Ever since Oct 2013 when we initiated Project Dexmo, we haven’t stop improving it: In June 2014 we came up with the design of “switching force feedback”, proved the concept and filed a US patent for it. In June 2016, we finished multiple Unity Demos to demonstrate what Dexmo is capable of. So what’s the next step for VR?
We at Thomas Street have been eyeing the Oculus Rift for quite some time, paying particular attention to demos featuring novel interfaces. Outcome aside, working with the Oculus Rift is, you know, working with the Oculus Rift , so the experience was a ton of fun. Early Unity experiment using a button menu. Windows 64-bit.
AugmentedReality #xr #vr #wearable #unity #spatialcomputing pic.twitter.com/h2KAkgXWQq — Noah Zerkin (@noazark) February 15, 2019. Noah created what may be the first 3D-printable mount for the Leap Motion Controller on the Oculus DK1 in 2013.
It's adopted by industry leading graphics engines such as Unreal Engine 4 , Unity 5 and Amazon’s Lumberyard to provide developers an easy path to take amazing in-game shots. The game was funded via a Kickstarter campaign in October 2013, and was released in August 2016 for PC, with a macOS version released in March 2017.
pic.twitter.com/cx93BXKY — Noah Zerkin (@noazark) January 21, 2013. Or because he’s been the first person attaching a Leap Motion to an Oculus DK1 with some duct tape, envisioning how hand tracking could be vital for virtual reality. Noah playing around with Unity with the North Star headset. On the downtown 3 train.
Bitmovin , founded in 2013, is based in Palo Alto, CA, and Klagenfurt, Austria, and provides video infrastructure for the web. The stealth company launched an early beta for mobile VR on iOS and Android, and support for PSVR, Gear VR, Oculus Rift, and HTC Vive will be released soon. MOVIN’ $10.3M TO BITMOVIN’S SERIES A.
10:15 am – 10:45 am | Keynote: The World’s Most Compelling New Experiences (Unity). Tony Parisi | Head of VR/AR Strategy, Unity. Julie Shumaker | Vice President, Business Development, Unity. Tony Parisi is a virtual reality pioneer, serial entrepreneur and angel investor. Mia Tramz | Managing Editor of LIFE VR, TIME.
At a Fortune magazine technology conference in Aspen, CMO Brian Wallace and CEO Rony Abovitz (who sold his surgical robot company for $1.65B in 2013) got on stage to fuel the fire on the hype train. Unity Technologies, developer of the massively popular Unity cross-platform game engine, raised $181M in their Series C round.
We organize all of the trending information in your field so you don't have to. Join 3,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content