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Oculus has acquired an eye-tracking startup known as The Eye Tribe , a company spokesman confirmed to UploadVR this morning. ” The latter half of that mission statement is likely rendered moot now that The Eye Tribe has been acquired by Oculus. Before the Oculus acquisition, The Eye Tribe had managed to raise around $5.3
When the UK-based VR studio, Rewind, asked me if I wanted to come and see a demo of its eye-tracking tech demo for the upcoming FOVE 0 headset, I was intrigued. It went down “fantastically well”, according to Kibblewhite, and even a certain Oculus Rift inventor saw it and liked it.
From the advent of the Oculus Rift in 2012, we saw Oculus attend the show for the first time in 2013 to show off their pre-production Rift headset prototype ahead of the DK1 launch, following their wildly successful Kickstarter campaign. CES 2013 however gave us the first glimpse of Oculus VR operating as a company.
Being able to snap high-tech pieces onto an already decidedly ‘next gen’ package, which has been shown to deliver a highly immersive 200 degree FOV and a massive uptick in resolution over current consumer headsets, is a genuinely interesting prospect to say the least.
He works at FOVE which is making a VR headset with eye-tracking, but wanted to speak to me on his own behalf about some of the deeper philosophical questions and conceptual frameworks around the types of intimate data that will become available to VR headsets.
As the virtual reality medium is physically more immersive than traditional video games, the potential for this real world overlap is significantly higher. As it turns out, heavy Oculus Rift usage is linked to increased dream lucidity ; the more time people spent in virtual environments, the higher their ability to dream lucidly.
Emteq’s technology called “Faceteq” uses a range of biometric sensor techniques including electromyography (EMG), electrooculography (EOG), heart rate and more in the faceplate of VR headsets, such as Oculus Rift, which track the electrical current generated in the movement of facial muscles.
Focused on harnessing immersive technologies to deliver groundbreaking VR, AR, Animation, DOOH, VFX and 360 degree video projects for some of the world’s largest brands including Sony, BBC, Red Bull, Microsoft and Lexus.
Side note that AR will be much bigger than VR, in both the diversity of use cases and market size (analysts predict $30B for VR versus $90B for AR by 2020), but I still believe that most homes will have a dedicated VR space for total immersion. Body movement. Let’s start from the ground up. Squishier objects will have more give.
Oculus Rift. Oculus Touch. Oculus Home. Oculus Home. Thanks to LibreVR/Revive project, Vive users can also play some of the Oculus Rift exclusive titles. Oculus Rift. Oculus Touch. Oculus Home. The Oculus Rift has benefited from recent sales and is now available for 419€ (US $379).
Oculus Rift. Oculus Touch. Oculus Home. Oculus Home. Thanks to LibreVR/Revive project, Vive users can also play some of the Oculus Rift exclusive titles. Oculus Rift. Oculus Touch. Oculus Home. The Oculus Rift has benefited from recent sales and is now available for 419€ (US $379).
LET’S TALK OCULUS: DRM NO MORE AND PATENT FOR NEW VR MOTION. Teleportation has become a common way to move users around a virtual environment, but Oculus was just granted a patent for a novel method of movement that could be more intuitive. NEW LAUNCHES, MOVEMENTS, AND MONEY.
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