The Oculus Rift S is real and arrives in spring for $399
...the biggest improvements to the Oculus Rift S are a move to the company’s inside-out “Insight” camera tracking system and modest updates to the display resolution. The biggest surprise is that this headset is being built in partnership with Lenovo and the Rift S seems to have strongly inherited Lenovo’s design ethos for its VR products, for better or worse…
The Rift S will be replacing the Rift in the Oculus product lineup.
Here’s what’s different:
- Small resolution increase per eye from (1080 x 1200) to (1280 x 1440), improved lenses
- Frame rate is dropping from 90hz to 80hz
- Switched from OLED to the LCD panels used on Oculus Go
- 5 onboard cameras for inside-out camera tracking
- Ships with updated Oculus Touch controllers, same as what ships with Quest
- Loses the on-ear headphones for cheaper-sounding near-ear speakers similar to Oculus Go
- Ditches the flexible strap for a rigid “halo” design like the PlayStation VR headset
- FoV is “slightly larger” on the Rift S compared to the Rift, Oculus tells us
- No manual adjustment of distance between your eyes (IPD)
- PC spec requirements are largely the same, though you may need a faster CPU we are told
- More expensive than the last generation at $399 versus $349
- Launching in spring 2019
See the full story here: https://techcrunch.com/2019/03/20/the-oculus-rift-s-is-indeed-real-and-arrives-in-spring-for-399/
Mechdyne Announces the World’s First Virtual Reality CAVE Using Direct View LED
The DV-LED includes many of the same features that made the CAVE environment a successful collaboration tool for businesses and universities around the world, including:
- 4K and higher resolution
- Scalable image size
- 2D and 3D/VR options
- Motion tracking capabilities
- Lower maintenance requirements
- Less space requirements
See the full story here: https://www.prnewswire.com/news-releases/mechdyne-announces-the-worlds-first-virtual-reality-cave-using-direct-view-led-300814687.html
Augmented reality when? We asked Magic Leap, Facebook, Google, and more
[Over a dozen short interviews in this article.]
THE FUTURE OF COMPUTERS IS SPATIAL
There’s no question that some serious technical challenges stand in the way of developing a pair of XR glasses that are stylish enough that you’d want to wear them for extended periods in public. The components needed to put enough computing power into a small space on a person’s face—and keep it all cool—just isn’t yet ready for prime time. Tech companies still struggle to deliver graphics at the kind of resolution the human eye is capable of seeing, to extend the field of view to something approaching the eye’s natural field of view, and to create eye tracking that follows the human gaze accurately. From a consumer point of view, the mixed reality experiences I’ve seen so far feel like works in progress.
Plenty of XR content–the experiences–will have to be available, too, including games and other entertainment. And there’s a chicken-and-egg problem: Software developers don’t want to invest big dollars in creating XR experiences until they see that the hardware is selling but that people won’t want the hardware until there are plenty of games and entertainment to play on it.
These issues will be worked out. The days of squinting into a little black rectangle and pecking at apps are probably numbered. Will it be some form of XR glasses that liberate us from that paradigm? Maybe. Or, as Camera IQ’s Allison Wood suggests, XR may show up in a variety of devices.
It may come down to a question of how truly important digital content is to living life productively and enjoyably—and how much control companies give consumers over that content. Will people really want digital layers and holograms to be showing up in their worldview all day? If they’re OK with that in XR glasses then will they be equally comfortable with it in something like AR contact lenses? How about just jacking the digital content right into the optical nerve? How close is too close?
It’ll be consumers that decide these things over time. The people and companies above, and others like them, will have to listen closely to successfully navigate the technological shift over the next decade.
See the full story here: https://www.fastcompany.com/90315733/augmented-reality-when-we-asked-magic-leap-facebook-google-and-more
HP Unveils Reverb VR HMD – Cutting-Edge Virtual Reality Headset at Global Partner Conference
Joining HP’s comprehensive VR portfolio, the HP Reverb Virtual Reality Headset – Professional Edition delivers truly immersive and transformative experiences for work and life with amazing clarity with its staggering 2160 x 2160 panel per eye with double the resolution1 and 114-degree field of view.
HP Reverb also features integrated headphones with spatial audio and smart assistant compatible dual microphones for a greater immersive experience and collaboration in multi-user VR environments.
HP Reverb Professional Edition Pricing and Availability
- The HP Reverb Virtual Reality Headset – Pro Edition is scheduled for availability starting in late-April for $649 (U.S.).
- Pro Edition price includes: HP VR Headset, 3.5m headset cable for desktop and mobile PCs, .6m headset cable for HP Z VR Backpack wearable VR PC (sold separately), 2 motion controllers, cleanable face cushion, 1 DisplayPort™ to mini-DisplayPort™ adapter. The Pro Edition has a 1-year limited commercial warranty.
HP Reverb Consumer Edition Available
- The HP Reverb Virtual Reality Headset – Consumer Edition is scheduled for availability starting in late-April for $599 (U.S.).
- Consumer Edition price includes the same as the pro edition except for the .6m headset cable and washable fabric face cushion. The Consumer Edition includes a 1-year limited consumer warranty.
See the full press release here: https://www.globenewswire.com/news-release/2019/03/19/1757177/0/en/HP-Unveils-Cutting-Edge-Virtual-Reality-Headset-at-Global-Partner-Conference.html
Scope AR Snags $9.7 Million to Expand Its Enterprise Augmented Reality Platform
The funding will enable the company to extend the reach of its enterprise AR products, such as hands-free workflow guidance platform WorkLink and AR telepresence solution Remote AR, for mobile devices and AR headsets like HoloLens.
See the full story here: https://next.reality.news/news/scope-ar-snags-9-7-million-expand-its-enterprise-augmented-reality-platform-0194812/
GDC 2019: Unity “investing heavily” in augmented reality tech
Unity is investing heavily into both virtual and augmented reality as it looks to enable developers utilising the tech both in and out of the games industry.
Unity has already been used to develop AR games such as Niantic’s Pokemon Go and Ludia’s Jurassic World Alive.
But it wants to become a key partner for even more developers as it seeks to become a leader in the emerging technologies.
"A lot of opportunities"
As part of that mission, Unity has developed the AR Foundation, a toolset that lets creators build apps for both ARKit and ARCore through one platform. But it has a number of other tools powering AR development.
Unity, of course, wants to position itself right at the centre of AR’s growth.
“In general Unity is looking outside of gaming and we want to be there to enable these new platforms and new industries,” says Miller.
He adds that in the near future, he expects AR will work through mobile phones and on specialised headsets. But in future, he expects to see more head-mounted technology.
See the full story here: https://www.pocketgamer.biz/interview/70263/gdc-2019-unitys-augmented-reality-plans-were-investing-heavily/
Netflix’s next interactive show is called You vs. Wild, launches April 10th
Netflix has announced its next big interactive story — a choose-your-adventure TV series called You vs. Wild (emphasis on the “adventure” part, here), starring Bear Grylls, the survival TV personality best known for his Discovery Channel series Man vs. Wild, via Variety.
The eight-episode show was announced at Netflix’s press event in Los Angeles and will let viewers follow along with Grylls on adventures around the world as he tries to survive the great outdoors. The twist is that viewers will be able to choose Grylls’ decisions in each episode and see how they play out (presumably in a safe manner that doesn’t involve Grylls failing to survive in the wilderness should users choose poorly). Asked jokingly whether viewers could make choices that would kill Bear Grylls, Netflix Vice President of Original Series Cindy Holland laughed and said she doesn’t expect You Vs. Wild to be as “dark” as Netflix’s previous interactive project, Black Mirror: Bandersnatch.
Industry Roadmap Outlines Path to Continued AI Dominance
The Computing Community Consortium (CCC) released a draft of its 20-year roadmap for AI research in the U.S., with numerous proposed steps and a call for ongoing support from the federal government to maintain dominance. The roadmap was the work of companies and researchers who held workshops in fall 2018 and in early 2019. USC director of knowledge technologies Yolanda Gil and Stanford University professor Dr. Fei-Fei Li were two of the roadmap organizers. Last month, President Trump signed the American AI Initiative.
VentureBeat reports that CCC director Ann Drobnis “plans to invite the AI community to comment on the roadmap later this month, when a larger version of the report is released” in April. The CCC is also working closely with the National Science Foundation, which backs academic research projects. The draft proposes the creation of an Open AI platform “that includes a collection of data sets, knowledge repositories, and libraries available to and made in part by researchers in academia, government, and business.”
The roadmap proposes “the development of lifelong personal assistants to augment human ability in education, health care, and industry,” which can “enable an elderly population to live longer independently … broaden education opportunities … and dramatically accelerate the pace of discovery.”
See the full story here: http://www.etcentric.org/industry-roadmap-outlines-path-to-continued-ai-dominance/
Addressing the Cultivation of Teachers’ Reflection Skills via Virtual Reality Based Methodology
Abstract
Virtual Reality (VR) based approaches have emerged lately as a new learning and training paradigm. This paper addresses the possibility to cultivate teacher’s reflection skills using a VR based approach targeting to maximize their professional development. Reflection has been considered as a skill of paramount importance for teachers and an integral part of their professional development. The research aimed to investigate possible difference in cultivating reflection skills between participants who used a VR system and the control group who participated in a real classroom setting. The results indicate that the process of reflection is essential for the participants of all groups. However, the participants using the virtual classroom environment scored higher to the reflective items that the control group that tended to be undecided. Moreover, the VR system gave the participants the opportunity to enter the students’ virtual body and understand the different perspectives affecting at a higher level the reflection process than the control group.
See the full story here: https://link.springer.com/chapter/10.1007/978-3-030-11932-4_28
This Guy Spent an Entire Week in a VR Headset. Here’s How It Went Down
"This is quite possibly the dumbest thing I've ever done, but welcome to a week in the future," he said in a video about the experiment.
Wilmot worked, ate and exercised inside virtual reality. Sleeping in the headset turned out to be "more comfortable" than Wilmot anticipated, though his eyes burned a bit.
"If one is feeling stressed, they can load into a natural environment for ten minutes and relax," he said in the video.
See the full story here: https://www.sciencealert.com/this-is-what-happens-when-you-spend-a-whole-week-in-vr
Pages
- About Philip Lelyveld
- Mark and Addie Lelyveld Biographies
- Presentations and articles
- Trustworthy AI – A Market-Driven approach
- Tufts Alumni Bio