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That’s where haptics comes in. Realistic haptics enable workers to experience the tactile feedback of virtual objects or machinery without risk of injury or financial loss. WEARTs haptic feedback solutions aim to amplify this by simulating elements like force, texture, and temperature in relation to immersive learning objects.
Epic Games releases Unreal Engine 5. Epic Games has finally released the latest iteration of its popular game engine: Unreal Engine 5. This means that while great, Unreal Engine 5 is not disruptive for us VR users and developers, yet. It’s interesting that HTC is keeping the name Vive both for VR and Web3 solutions.
Following success with its previous haptic glove iterations, WEART is launching TouchDIVER Pro to bring haptic XR interactions to businesses today. The device is a pair of advanced haptic gloves that will be available for pre-order until November 30, 2024, at €3,900. degrees and a per-finger accuracy of up to 2mm.
In the last few years, there’s been less hype around VR gloves and haptic accessories in the extended reality space. While the average consumer might not need haptic experiences in VR games, sensory feedback in the business world can be extremely valuable. However, haptic technologies have the potential to support various use cases.
And it is made possible by VIRTUOSO , an open-source SDK created by Charles Rivers Analytics, which is now available for Epic Games’ Unreal Engine. Not only does it speed up XR development, but it also removes compatibility issues, without affecting the quality of graphics, haptics, and other game interactions. Leap Motion.
Yaw VR’s smart chair offers a 40-degree motion range for roll, 70-degree for pitch movements, and haptic vibrations. There’s also built-in vibration haptics capable of simulating acceleration, speed, an engine’s RPM, and gunshots. Image Credit: Yaw VR.
The company formerly known as AxonVR , which has raised more than $5 million in venture capital, is rebranding to HaptX, and revealing a feature prototype of a VR glove which uses micro-pneumatics for detailed haptics and force feedback to the fingers. After trying the prototype for myself, I came away impressed with the tech.
A new FCC listing appears for an HTC Vive headset. And in fact, a new request to FCC for a new device has arrived from HTC. FCC certifications are requested before releasing an electronic device in the US (to certify that it is safe to be used), so this is a clear sign that HTC is going to release a new headset soon.
The open-source demo offers a framework for use in any Unreal Engine project, as well as a ‘Playground’ scene containing an underground bunker and shooting range to showcase hand interactivity. I expected such a project would come from companies that are more interested in VR growth like Oculus, Valve, or HTC,” says Horský. “It’s
Company CTO Idan Beck says its Sandbox SDK will have capabilities like “high-performance inverse kinematics, rigging, and motion capture capabilities,” and will include support for Unreal Engine, Unity, and Native. Sandbox says however that developers can create using more modest setups such as an Oculus Rift or HTC Vive.
What was until some time ago a very cool startup with a lot of knowledge about haptics and hand tracking (and with a lot of friends of mine) is now just a ghost. This is something absolutely impossible to have with Unity or Unreal. The company has also laid off 30 employees. The 24 remaining people will join Roli as part of the sale.
A wide range of tracking adapters and impressive hardware could make the Plexus the next big haptic glove. Linear resistant actuators (LRAs) placed at the ends of each fingertip provide realistic haptic feedback for the user. Compatibility: Unity, Unreal Engine, C++, C#, Python. degrees precision.
VR has many use cases beyond entertainment and with HTC, RiVR's fire safety program aims to minimize training risks. I firmly believe XR devices must go beyond entertainment to ever truly become mainstream, so I was curious when HTC invited me to a VR fire safety training demonstration last month. Here's what we thought.
Feelreal had its first taste of notoriety back at GDC 2015 when the company debuted its public prototype, a sort of smell-o-vision add-on for VR headsets that provided users with a number of scents through a clip-in cartridge system as well as hot and cool wind, water mist, and haptic vibrations. Image courtesy Feelreal Inc.
The thumb and index fingers also have vibrotactile actuators for traditional haptic feedback, allowing Nova to simulate texture of virtual surfaces. Nova gloves don't have onboard positional tracking, but include mounts for HTC Vive trackers or Quest Touch controllers.
This year’s 70+ person judging panel included academic professors and researchers as well as representatives from Google, HTC, HP, Deloitte, NVIDIA, Apache, and others. Created by Fable and Oculus and powered by Unreal Engine, the film has been to Tribeca, the Chicago Film Festival and the Emmys. VR Lifetime Achievement.
I wonder if Facebook has already taken the decision of leaving the enterprise market to HTC and Pico , while focusing on the much bigger piece of cake of the consumer market. A good roundup of haptic devices. I’ve found on the web a long article about the haptics devices available , or on which there are experimentations.
Unreal Engine 5 gets released in Early Access. After a lot of teasing of its upcoming fantastic features, Unreal Engine 5 is finally available for download. And it feels weird that HTC hasn’t fixed such a cheap little component that was already faulty on the original Vive. Here you can find the link: [link] Thanks a lot []-).
Beyond that, Metas headsets support: Wireless, standalone capabilities Unlike other companies such as Varjo and HTC VIVE, which primarily offer tethered devices, Meta focuses on convenient, standalone functionality. Meta makes it easy to create VR experiences with existing platforms like Unity and Unreal.
It’s interesting to see that Neurable is still around and kicking: a few years ago there was a bit of hype around it when it created an EEG-based “mind controller” for the HTC Vive. Having haptic sensation on the palm is very important to increase the sense of presence when you are holding a tool in your hand.
The Metaverse Standards Forum has already gathered many important players of the XR sector like Unity, Unreal Engine, Meta, Microsoft, Lamina 1, NVIDIA, and even other relevant companies like IKEA and Adobe. Image by HTC Vive). HTC launches Vive Flow Business Edition. Some others, like Niantic, will probably join soon.
UltraLeap Tobii Manus Spectre XR Rokid Contact CI Emerge HTC VIVE OpenBCI UltraLeap Dedicated to transforming the way users share valuable data with XR solutions and applications, UltraLeap has produced a host of powerful technologies for the hand and eye tracking sector. Here are just some of the vendors worth watching.
This reminds me of a similar error HTC made in the past of mixing signals of a pro device and consumer content It has RGB passthrough cameras with three times the resolution of Quest 2 cameras. Manus starts preordering for its Quantum Metagloves haptic gloves, priced at $9,000. Weirdly enough, most of the demos he showed were games.
Ultraleap Tobii Varjo Meta Platforms Manus Spectre XR Rokid Contact CI Emerge HTC VIVE OpenBCI Ultraleap Dedicated to transforming the way users interact with XR solutions and applications, Ultraleap has produced a powerful technology for the hand-tracking sector. So, which companies are paving the way for the next generation of tracking?
Some time ago, the most important companies of the XR ecosystem (HTC, Oculus, Microsoft, etc…) joined the Khronos Group to discuss a standard to end the fragmentation of the XR space. If you want to watch it, it’s a very interesting 2-hour-long video and you can find it here [link] together with a summary of the key points he said.
Compatible with HTC Vive and other SteamVR headsets, Manus Polygon will be compatible with Unity when it officially launches in June 2020. The company also plans to release an Unreal Engine 4 plugin later this year as well as expanding compatibility for more motion capture hardware.
Currently available for free on the HTC Vive and the Oculus Rift (sorry, mobile VR users), Blocks is a new app from Google that lets anyone create 3D objects without training. JUMP INTO THIS HAPTIC SUIT AND FEEL ALL THE FEELS. These 3D objects can be exported as an OBJ file and easily be plugged into VR or AR projects.
We really liked the look of Modbox when we first covered the SteamVR / HTC Vive physics sandbox title last year. See Also: Hands On: Modbox on HTC Vive Indulges Your Creative & Destructive Urges. A summary of the significant changes on their way next month are as follows: Haptic feedback! You won’t get that in real life!
The product combines hand tracking with haptic feedback to give the user a more hands-on approach to interacting with the virtual environment around them. Battery life is around two hours with haptics on and eight hours with it turned off. It’s compatible with HTC Vive headsets, as well as Steam VR hardware.
In addition to the free Trials on Tatooine virtual reality experience for HTC Vive, the studio released a 360-degree video that serves as a prequel to the upcoming Rogue One: A Star Wars Story. The haptics and other things you can do in those environments can be very unique and very fun and give people a different kind of experience.
After playing a lot of Oculus Touch and HTC Vive games, it is a bit jarring to not see your hands inside of VR. Vandonkelaar did say their platform will support Unreal Engine 4 and other technology beyond Unity. The Game Master turns on the game, which allows you to see and then pick up your rifle.
Known as “Knuckles” during their long development, these have been highly anticipated by the SteamVR community as an alternative to the HTC Vive “Wand” controllers with their simple ‘hand tool’ design and crude yet unreliable trackpads. Index controllers staying attached to the hand (Image by Rob Cole). So what is going on here?
The most popular tend to be videogame engines such as Unity and Unreal Engine which have been fine-tuned over many years. There are a number of ways to create your own virtual reality (VR) or augmented reality (AR) app/videogame.
Rather, REWIND worked with BBC Science, BBC Learning and BBC Digital Storytelling in order ot create a 15 minute experience delivered to Steam VR i.e. HTC Vive (and OSVR). REWIND used Unreal Engine 4 to its full extend, and you will need a high-end computer in order to enjoy BBC Space in its fly glory.
Back Prev June 20, 2024 VR Training Case Study: Y-12 National Security Complex Groundbreaking worker-training system leverages virtual reality and multiuser haptics A premier manufacturing facility, the Y-12 National Security Complex is dedicated to making the world a safer place. Y-12 plays a vital role in the U.S.
Groundbreaking worker-training system leverages virtual reality and multi-user haptics A premier manufacturing facility, the Y-12 National Security Complex is dedicated to making the world a safer place. The project aims to evaluate the educational value of haptic feedback on the training time of the physical operations in a glove box.
Companies like HTC have employed it in their promotional materials, and from what we’ve seen, this production style is the best way to convey VR from a third-party view. Additionally, we would film using a functioning HaptX Gloves Development Kit (no props), and feature VR environments developed with the HaptX SDK in both Unity and Unreal.
Some of the exhibitors who will present new devices and technologies to the public are 8th Wall, Nreal, Unity, Unreal Engine, Pico Interactive, Atheer, Holoptic, Varjo, Cleanbox Technology, LetinAR, and Vuzix. We start our list of XR events in 2021 with AWE Asia because of the sheer size of the opportunities to explore and network.
Alan: Actually, I would say all of them are based on Unity or Unreal. Alan: I've tried a bunch of haptic gloves so far. Have you had any really good experiences with haptic gloves? The HTC Vive Pro has eye tracking-- or the new one has eye tracking. Martin: I think it only works for the HTC Vive, but it's still OK.
Alan: Actually, I would say all of them are based on Unity or Unreal. Alan: I've tried a bunch of haptic gloves so far. Have you had any really good experiences with haptic gloves? The HTC Vive Pro has eye tracking-- or the new one has eye tracking. Martin: I think it only works for the HTC Vive, but it's still OK.
Alan: Actually, I would say all of them are based on Unity or Unreal. Alan: I've tried a bunch of haptic gloves so far. Have you had any really good experiences with haptic gloves? The HTC Vive Pro has eye tracking-- or the new one has eye tracking. Martin: I think it only works for the HTC Vive, but it's still OK.
No grey zones like HTC did in the past. Unity should anyway be the first engine partner, something that doesn’t surprise me considering the litigation between Apple and Epic Games, the company behind Unreal Engine. VR looks incredibly stunning with Unreal Engine 5 features like Nanite and Lumen. Other news. Learn more.
HTC has finally revealed the price of the Vive Pro : it will cost $799 just to have the headset (no controller and no base stations, so you must already have a Vive 1 kit) and will be available for pre-orders since April, 5th. But, as Road To VR has stated, maybe HTC should have clarified that in all its marketing material.
HTC has actually released that for the Vive Focus Plus … Well, according to the god John Carmack , it is something about which the company has discussed a lot and has also experimented a lot. Why not wireless? Why hasn’t Oculus gone for the jackpot releasing a fully wireless streaming solution?
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