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You can look at how Virtuleap designed some of the early titles in a very scientific whitepaper released back in January , which I recommend because, you know, science is important. Bringing this into VR gives it depth and turns it into a more robust gamified experience. .
Download the free whitepaper now and get an exclusive discount for XR Europe Conference & Expo in London. has caught up with a diverse group of six XR thought leaders and compiled their insights in an exclusive whitepaper dubbed as State of the XR Industry in 2020.
Figure 2: The calibration target, a CD or DVD covered in whitepaper on both sides (to avoid interfering with the HTC Vive’s Lighthouse tracking system). Figure 3: The calibration target attached to the back of an HTC Vive controller. The cardboard sleeve on the back is to attach to a Vive controller (see Figure 3).
Conquest VR is a spatial audio headset manufacturer whose solution integrates with Meta Quest, HTC VIVE, Pico Interactive, and Varjo headsets. We’ve written a whitepaper on the impact of realistic audio on gameplay. Raghu Bathina, CEO and Co-Founder, Conquest VR. Which demographics are likely to adopt spatial audio?
With the help of the local HTC Vive team, who provided the hardware, I hosted a range of speakers, live TilT Brush demos from students and delivered a range of different presentations myself (at one point having to run to the main stage, speak, then run back to deliver a presentation on the VR stage minutes later!)
HTC did something with Batman; that Game of Thrones thing; some of the demos that Magic Leap had really. We did stuff with HTC Vive at GTC — our first foveated rendering in the world with them. That’s where it really needs to push. I was, this weekend, at Shape from AT&T. Alan: Yeah? How was it? Barry: It was great.
HTC did something with Batman; that Game of Thrones thing; some of the demos that Magic Leap had really. We did stuff with HTC Vive at GTC — our first foveated rendering in the world with them. That’s where it really needs to push. I was, this weekend, at Shape from AT&T. Alan: Yeah? How was it? Barry: It was great.
You can go into Google, like "HTC Vive blog Steve Bambury" or something, you'll probably find them. But I've been writing a series of blogs about my journey using and integrating the HTC Vive headsets at GESS. You can go into Google, like "HTC Vive blog Steve Bambury" or something, you'll probably find them. Steve: Yeah.
You can go into Google, like "HTC Vive blog Steve Bambury" or something, you'll probably find them. But I've been writing a series of blogs about my journey using and integrating the HTC Vive headsets at GESS. You can go into Google, like "HTC Vive blog Steve Bambury" or something, you'll probably find them. Steve: Yeah.
I ended up at Valve Software running their hardware department, putting the team together that created the HTC Vive. Jeri, at Valve they did have that sort of choice point, and they chose to do Steam VR and get behind the HTC Vive. We have guys who’ve contributed to EU computer vision whitepapers. I absolutely love it.
They’re much more distributable than the standard Oculus Rift or HTC Vive, which has to be hooked up to a PC. We did a whitepaper with — in association with Friends with Holograms — we put out for free on our website recently. We also put out reports on things like augmented reality marketing.
They’re much more distributable than the standard Oculus Rift or HTC Vive, which has to be hooked up to a PC. We did a whitepaper with — in association with Friends with Holograms — we put out for free on our website recently. We also put out reports on things like augmented reality marketing.
They're much more distributable than the standard Oculus Rift or HTC Vive, which has to be hooked up to a PC. We did a whitepaper with -- in association with Friends with Holograms -- we put out for free on our website recently. And we have a webinar for that in May -- I think the exact date's on our website.
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