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Moreover, with the transition from controllers to haptic gloves comes increased immersion and control over an environment, allowing workers to interact more directly with and react to an immersive space. It also supports XR experiences built on Unity and Unreal Engine SDKs.
Niantic Labs also revealed its Outdoor AR Headset powered by the AR2 platform. During the Snapdragon Summit, the company unveiled its latest piece of technology, the AR2 Gen 1 platform, which will be a key component for the next generation of slimmer and more fashion-friendly augmented reality (AR) glasses. Credit: Qualcomm.
It is something that I say since the beginning of 2019 : nReal is one of the most interesting AR startups out there. The idea of nReal is producing the first consumer AR headset , that, when you wear it, you really look like wearing a pair of normal glasses. Upper view of the nReal AR glasses.
Developed as part of Y Combinator’s most recent class of start-ups, Plexus Immersive Corp’s haptic gloves are an intuitive new solution to VR & ARcontrol that utilize a generous selection of compatible baseplates to work cooperatively with most major VR controllers. degrees precision.
Last Friday, December 17, The VR/AR Association held a one-day event dedicated to the metaverse and avatars as part of the Immerse Global Summit Series. How are we going to transport attributes from the physical world to the digital world?”. See Also: 2021 VR/AR Association Global Summit: Metaverse, Convergence, and Adoption. “We
Kura promises to deliver lightweight AR glasses with astonishing features like 150° FOV, 8K resolution per eye, and outdoor use thanks to some breakthrough innovations they are working on. They could make AR enter a new immersive phase that leads towards mainstream adoption. It’s like 2 years (!!) What is Kura’s story?
Unreal Engine and Photoshop), as it happens in Google Docs when many people edit the same document at the same time. The US Army is experimenting with AR goggles on dogs. It seems that after 3–4 weeks of training, the dog gets used to using AR. Google and Snapchat release features that aim at the AR Cloud.
Facebook already had full control of my Oculus and Facebook accounts, so it had already my XR data. That’s why Avi Bar-Zeev in a tweet on this topic talked about “the illusion of control” of our data : actually, Facebook already had it all. Zuckerberg wrote in a letter some years ago that he wants full control of the XR platform.
AR glasses typically use a combination of waveguide lenses and a tiny projector called a light engine. See Also: Introducing Holography as the Next Tech Milestone in Perfecting AR Glasses. Most waveguide AR projects still reproduce a flat image. These are the issues addressed by the new technology from Dispelix and VividQ.
The Vive Pro gets new SDK tools unlocking advanced AR capabilities. Announced last week via an official update to the Vive developer blog , Vive Pro developers now have full control of the headset’s front-facing stereo cameras to develop their own mixed reality experiences. The Vive Pro is one hell of a VR headset.
It looks like Magic Leap could be gearing up to jump into the world of mobile AR, as the company recently published a job listing for a senior software engineer who will be tasked with building “a cross-platform framework that enables large scale shared AR experiences between mobile devices (iOS, Android) and Magic Leap devices.”
At over $1.5M, the Kickstarter is on track to set a record for the most-funded AR platform. These games were (and still are) the incubators for concepts that have gone on to define game design, and helped shape how we as a society have come to understand what makes an experience fun. and Unreal Engine 4. .
Riding the wave of excitement over Google’s new VR platform, Daydream, Epic Games CTO Kim Libreri announced on the Google I/O stage today that the gaming giant has brought support for Daydream to Unreal Engine 4. In a collaboration with Hardsuit Labs on the plugin, Epic Games has made Unreal Engine 4 support for Daydream available now.
Today Magic Leap has launched the Lumin SDK, the toolkit which allows developers to build AR experiences for Lumin OS, the operating system that powers the Magic Leap One headset. 6DOF hand controller (Totem) tracking. Use of Unreal Engine 4’s desktop and mobile forward rendering paths. Eye tracking. Gesture and hand tracking.
“We are proud to be delivering the technology that is pushing industrial training applications to their furthest reaches – even to space,” Varjo CEO and co-founder, Niko Eiden, said in a release shared with ARPost. Boeing also made the experience using 3D scans of the Starliner console on Unreal Engine. Building the Experience.
Varjo Technologies today announced its new user interface, code-named ‘Varjo Workspace’, which is designed to seamlessly let professionals use their Windows computer applications and 3D software tools with the company’s recently announced developer-focused AR/VR headset, Varjo XR-1. ” Image courtesy Varjo Technologies.
I’m curious to see how this will compete with the Quest Pro, because every one of these devices has its own strong points : for instance, Pico 4 Enterprise is more affordable, but Meta Quest Pro has a much better passthrough AR. As usual, these are all speculations, so let’s see what will actually happen. Other relevant news.
You know that I have a big passion for Brain-Computer Interfaces, a passion that has grown even more when I understood they are a perfect match with AR and VR (I have even dedicated a long article in the past about this). OpenBCI has also watched our customers integrate our existing products into AR and VR headsets for years.
Unity vs Unreal: Which is the best option for companies creating content for extended reality ? Both companies are well-known for their innovative approach to supporting the production of augmented, mixed, and virtual reality solutions. However, each option has its own unique pros and cons to consider.
Epic Games, the parent company of the popular real-time 3D (RT3D) development suite Unreal Engine 5, recently released MetaHuman, a framework for creating highly realistic digital human avatars. The platform also supports augmented reality (AR) projects due to its ARKit integration, which helps further immersive content opportunities.
Today we hear from Nick Whiting, Technical Director of VR & AR at Epic Games. Whiting oversees the development of the award-winning Unreal Engine 4’s virtual reality efforts. Epic’s Unreal Engine 4 is one of the leading tools for VR game development. Nick Whiting. Oculus’ Head of Content, Jason Rubin.
Resonance Audio aims to make VR and AR development easier across mobile and desktop platforms. The new Resonance Audio SDK consolidates these efforts, working ‘at scale’ across mobile and desktop platforms, which should simplify development workflows for spatial audio in any VR/AR game or experience. update earlier this year.
My speech will be about AR and BCI. A bit like Apple, whose upgrades to ARKit show its creation of an AR framework aimed at the future more than the present (because phone AR is good only to add features to 2D apps), Facebook updating the Quest gives us a hint of what we can expect in the upcoming years. Top news of the week.
Talking about the actual implementation, are there any libraries and plugins already available for Unity/UE4 that can give indie studios accessibility solutions already ready out-of-the-box? Here you are some: Open XR: [link] UI Accessibility Plugin (Unity): [link] Set Color Deficiency Type (Unreal Engine): [link].
Training Professionals: Take Control of Your VR Content [link] Many training professionals want direct control over their virtual reality (VR) training content. From what I have seen, there are three types of development processes for VR training. You cede direct control over your content to the developers.
The app allows you to build complex VR and AR experiences without the need for any coding knowledge. ShapesXR is game engine-friendly, allowing you to easily export your projects to popular platforms such as Unity and Unreal Engine.
OpenXR, a widely supported initiative which aims to streamline AR/VR development across headsets and platforms, has reached its 1.0 It’s a major milestone, according to Khronos Group which has overseen development of the standard by a consortium of many of the biggest names in the AR/VR sector. release today.
Edgar Martín-Blas, CEO of Virtual Voyagers , told VRScout he’s been excited about the capabilities of eye-tracking, hand-tracking, nine hand gesture recognition, and “the possibility of controlling the content with a mobile app.”. Anyone can access the Magic Leap Creator Portal and sign-up for free.
There’s also a special panel of controls for experimental features including audible pauses and expressive movement. Users adjust these both to input information about the “character” that they are creating and to set how the character will act and “feel” in interactions with real people. They call this model “Bring Your Own Avatar.”.
In a recent live-stream, Lynx founder Stan Larroque shared progress on the company’s upcoming MR headset which is being designed with AR-passthrough and VR capabilities in mind. It was also said that the company is evaluating controllers from Finch as a potential controller solution.
.” The upgraded tracking and improved developer tools are available in beta today on Windows , alongside three new demos to try it out for yourself. Founded in 2010, Leap Motion released its initial product (today called the ‘ Leap Motion Controller ‘) in 2012, a desktop-focused peripheral which offered markerless hand-tracking.
When I started writing these weekly summaries of AR/VR news I couldnt imagine I would have continued for such a long time. Thank you to all of you, my readers, for having kept reading these posts of mine and giving me the strength to keep writing them by telling them they are useful for you. THIS IS MY 400TH ROUNDUP OF XR NEWS.
Despite securing $280 million from Japan’s largest telecom earlier this summer, we’ve heard surprisingly little from the multi-billion dollar AR startup of late regarding its flagship headset, Magic Leap One. With Overture, you can pause and play a track, adjust the volume, skip to the next song, and perform other basic controls.
The real-time 3D engines powering AR/VR/MR applications, like Unreal and Unity, found fame and traction as gaming development tools. Now, these services are leveraged to create enterprise solutions. Now, devices are merely becoming more mainstream and sophisticated.
Object tracking : Hyperion allows the Leap Motion Controller 2 camera to track AR Markers (also known as fiducial markers) enabling tracking of any object. But it is thanks to research projects like this that in the next years, we will arrive at having AR glasses we can wear every day.
Speaking during a developer livestream today, Magic Leap’s Alan Kimball, part of the company’s developer relations team, offered the first details on what developers can expect in terms of the power and performance on the AR headset. The headset also has a 6DOF controller, but it isn’t shown in this demo.
The AR startup is in big troubles : after having overhyped its device for years and having collected billions of investments, it just delivered a HoloLens clone. invested in AR and VR companies. A new interesting AR project is thriving on Kickstarter. Vicon can now track your body in AR. Who knows….
As this article was being written, Varjo further expanded its cloud with Unreal and Unity engine integrations. This means you can run the most complex VR and AR experiences from a remote server across 5G and Wi-Fi networks to any device, while embracing the freedom to move—no wires, no limits.”. CloudXR From NVIDIA.
For VR and AR, well, summer is seldom the right moment to have many great news, so this week hasn’t been that exciting. But here you are anyway the things that you should know from the last 7 days! Jio launches its AR glasses. They should come with more than 25 compatible AR applications. A very interesting read.
Now Holodeck is being substituted by NVIDIA Omniverse , NVIDIA’s platform for 3D design collaboration and world simulation, but the vision is always the same: working with other people to build and interact with AR and VR scenes. On the lowest layer, you have the tools with which you make a scene (Blender, Unreal Engine, 3ds Max, etc…).
Apple finally talks about VR while taking a (very solid) swing at AR, Walmart will use virtual reality to train employees, you can grow better weed with AR + AI, and Q1 VR headset sales…. Apple, humble as always, announced that their ARKit made iOS the largest AR platform in the world…overnight. APPLE ACTUALLY TALKS ABOUT VR.
Haptic feedback comes in many hardware forms, such as gloves or controllers. Haptics Studio and SDK leverage Unity and Unreal RT3D engines for creating AR/VR/MR content; Meta’s tools allow developers to integrate haptic experiences into Quest applications. What is Haptics Studio by Meta?
The umbrella term that covers all of the various technologies that enhance our senses, whether they’re providing additional information about the actual world or creating totally unreal, virtually simulated worlds for us to experience. It includes Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) technologies.
As the publisher of Unreal Engine 4, Epic Games is at the forefront of developers creating new worlds in VR, and we recently sat down with the man driving their VR efforts: Nick Whiting, Epic’s Technical Director of VR/AR. VRSCOUT: Who are you and what do you do? . I oversee all things VR and AR for Epic Games.
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