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AR and VR are gearing up for a giant leap forward thanks to advancements in eye-tracking technology. Despite all the activity, AR/VR hardware remains relatively crude. Historically, the technology has been used to collect information for scientific and business applications, such as market research and medical diagnostics.
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.
Some of you may have heard about the FOVE VR headset. FOVE is the first virtual reality headset that uses eye tracking. Just as Oculus with their Rift, FOVE started a Kickstarter back in May 2015. The backers who contributed $349 were ensured to receive the FOVE HMD. Unfortunately I didn’t had a change to try the FOVE.
Research about this rapid decline was conducted and issued by iiMedia Research, a third-party data collector and analyst of technological digital platforms. With notable exceptions, these are often companies producing cheap replicas of existing mobile hardware like Google Cardboard and Samsung Gear without any additional, unique features.
Wedged somewhat inconsiderately at the very start of every year (it’s OK CES organisers, no one in the tech industry have families they want to spend time with), the annual Consumer Electronics Show held in Las Vegas is still the biggest event for hardware in the world. Oculus’ Pre-DK1 Prototype, shown at CES 2013.
According to The Eye Tribe’s website, its technology, allows “eye control for consumer devices that enables simplified and enhanced user experiences. The Eye Tribe intends to become the leading provider of eye control technology by licensing to vendors in the consumer technology industry.”
It’s really an imperceptible difference that would allow mobile technologies to render higher resolution scenes, or potentially help make it more feasible to wirelessly transfer data to a desktop VR HMD. See Also: FOVE Debuts Latest Design for Eye Tracking VR Headset. LISTEN TO THE VOICES OF VR PODCAST.
Eye-tracking has been talked about with regards to VR as a distant technology for many years, but developments from companies across the industry have shown promising progress in precision, latency, robustness, and cost. The hardware is becoming increasingly available to developers and researchers.
Dinosaur kicking for $300 is certainly funny, but it’s also a great example of a broad effort by developers and hardware manufacturers to make virtual worlds more responsive to human behavior. Social interaction in VR with current consumer technology is fairly awkward. FOVE is distributing a eye-tracking headset too.
As researchers and VR start-ups make great strides in increasing the sense of presence such as larger field of view, lower latency and more natural input, a Brighton based start-up has just announced a new technology that can track a user’s facial expressions without markers. See Also: FOVE Debuts Latest Design for Eye Tracking VR Headset.
It’s a (not very well-kept) secret that Apple has been working on mixed reality technology , and recent comments from CEO Tim Cook might indicate that we can look forward to an augmented iOS device. FOVE, THE EYE-TRACKING HMD: FINAL SPECS AND PRE-ORDER DATES. WILL APPLE RELEASE A VR OR AR DEVICE FIRST? …and more.
Just what Google has brewing in their skunkworks, we can’t say for sure, but with their most recent acquisition of Eyefluence , a company that builds eye-tracking technology for VR headsets, it seems Google is getting ever deeper into what’s largely considered ‘the next generation’ of dedicated VR hardware.
VR is a demanding process and it’s on GPU manufacturers to provide hardware for consumers that provide believable experiences not just in visual fidelity but also framerate and performance. Companies are starting to dabble with foveated rendering but we only have eye-tracking in one VR headset, FOVE. Was he right?: Absolutely.
The first hardware generation attempting to solve the body feedback problem will likely use full bodysuits with haptic responses aligned to the VR experience. Startups will bring platforms to market that will let content creators add a scent layer to their work that a hardware peripheral will release at key moments.
Even though the technology has been around for years, the current generation of products and devices gets closer than ever to the VR’s original promise: getting elsewhere and connecting to whatever matters most to you. With the technology advancing every year, the hardware is getting cheaper and the software base is growing steadily.
Even though the technology has been around for years, the current generation of products and devices gets closer than ever to the VR’s original promise: getting elsewhere and connecting to whatever matters most to you. With the technology advancing every year, the hardware is getting cheaper and the software base is growing steadily.
Even though the technology has been around for years, the current generation of products and devices gets closer than ever to the VR’s original promise: getting elsewhere and connecting to whatever matters most to you. With the technology advancing every year, the hardware is getting cheaper and the software base is growing steadily.
Even though the technology has been around for years, the current generation of products and devices gets closer than ever to the VR’s original promise: getting elsewhere and connecting to whatever matters most to you. With the technology advancing every year, the hardware is getting cheaper and the software base is growing steadily.
Meaning, that the only way we, as content creators, can produce the kind of content we desire, is to work to create the hardware or software solutions as we go. Along with the emergence of the VR industry, a slew of gadgets and supplementary hardware devices have begun to flood in. The hardware still has room to improve.
Oculus has done a quick 180 on their position on Digital Rights Management: after repeatedly blocking patches that would enable users to access non-Oculus content, Oculus quietly updated its hardware-specific runtime and removed all evidence of that controversial DRM – and did not mention the change in its runtime notes.
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