New Oculus Rift Kit To Debut At CES 2014

New Oculus Rift Kit To Debut At CES 2014Back in 2013, we managed to get an eyes-on the Oculus Rift virtual reality headset, which for those hearing about it for the first time, is a headset designed to help create a more immersive gaming experience. The device has yet to be made commercially available, although to date we have seen plenty of good examples of how the device is used and have seen how some gaming titles have been adapted to the Oculus Rift, adding a completely brand new dimension to them in the process.

In any case might we expect anything new from the Oculus Rift team this year at CES 2014? After all it’s been a year since the company debuted the device, there’s a good chance we could see some improvements and changes, right? Well if you think so as well, you’d be right on the money thanks to a tweet by Tom Forsyth, a member of the Oculus Rift team, who revealed that the company had something new to show us at CES 2014. According to Forsyth’s tweet, “We’re showing the latest Rift kit at CES. Should be pretty interesting. I’m looking forward to the feedback.”  We’re not sure what sort of changes the team has made to the original product, but as we’re live at CES ourselves, we’ll definitely want to check this out for ourselves given the opportunity.

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    NASA Engineers Use Oculus Rift And Kinect 2 To Control Robots

    We have seen the Oculus Rift used for more immersive gaming experiences, and while the Kinect was designed for gaming in mind, it has also managed to find use in non-gaming environments, which is why it is no surprise to find that NASA has managed to find a way to use both the Oculus Rift and the Kinect to control the robots that they send into space. While remotely controlling robots from Earth is definitely not new, by using the Oculus Rift and the Kinect, it allows NASA to control their robots to an even greater degree, not to mention the immersive experience provided by the Oculus Rift headset might make it seem like they are right there in space themselves.

    This project was put together by NASA’s Jet Propulsion Laboratory, with their engineers stating that this setup has to be the most immersive interface that they have yet to build. While the engineers have experimented with the original Kinect, it was the Kinect 2’s improved accuracy and ability to detect finger and wrist positions that helped provide them with a greater degree of accuracy and control. According to Human Interfaces Engineer, Victor Luo, “Imagine…how inspirational it would be for a 7-year old to control a space robot with the tools h’s already familiar with!” If you have a minute or two to spare, you can check out the demonstration in the video above.

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    Oculus VR Publishing aims for developer influx

    In a power move by the creators of the Oculus Rift virtual reality headset, the team has hired on former senior vice president of EA, David DeMartini. The exec will … Continue reading

    Oculus Rift Secures Additional $75 Million In Funding For Consumer Model

    Oculus Rift Secures Additional $75 Million In Funding For Consumer ModelThe Oculus Rift is an interesting piece of hardware, as we saw for ourselves (pun intended) during CES 2013 earlier this year. For those unfamiliar, the Oculus Rift headset is a virtual reality headset designed for games that would basically submerge a gamer into a virtual reality environment which would help with the game’s immersiveness, but to date the headset has yet to be sold on a commercial level, but rather to a select handful of gamers and developers who are tinkering around with it and modding it to run games on it, such as with Half-Life 2 and Minecraft.

    Well the good news for those who didn’t manage to get their hands on the headset is that the company behind Oculus Rift has managed to secure an additional $75 million in funding. This recent injection of funds is from investment firm, Andreessen Horowitz which would provide the investment firm’s co-founder, Mark Andreessen, with a board seat. It will also go towards the completion of a consumer model that would work on a variety of devices, like as Android, Linux, Mac, and PC platforms.

    According to Oculus Rift’s CEO, Brendan Iribe, “This additional infusion of capital, as well as the leadership and experience of Marc Andreessen, will help us take the final steps toward our ultimate goal: making virtual reality something consumers everywhere can enjoy.” There’s no telling when this consumer model will be released, but hopefully sooner rather than later.

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    Oculus Rift bags big funding round for consumer VR headset

    Oculus VR, makers of the Oculus Rift virtual reality headset, has raised a whopping $75m extra funding which it will use to finalize its consumer model, the company has confirmed. An exact launch date for that production model is still unconfirmed, but Oculus did say that it had sold around 40,000 developer devices so far. […]

    How Oculus Plans To Be Riding High When The Virtual Reality Wave Breaks

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    A company that was conceived just over a year ago announced its Series B round of funding late last night, with a massive raise of $75 million to add to its existing $16 million Series A and $2.4 million in Kickstarter crowdfunding dollars. That company is Oculus Rift: A virtual reality headset dreamt up by Gaikai veteran Brendan Iribe and a team of other startup vets. With nearly $100 million invested, expectations are huge, but the company is ready to meet those expectations, Iribe tells TechCrunch, and exceed them with a vision of the future that blurs the line between the virtual and the real.

    Why So Much Money, So Fast

    The Rift has already managed to sell over 42,000 units prior to its consumer launch, via development kits that are admittedly rough around the edges, according to Iribe. That’s impressive enough, but it’s not what’s selling investors like Marc Andreessen and game industry legends like John Carmack on the Rift – that’s the experience provided by the next-generation prototype, which is functionally the same as what we’ll see from the first consumer device, Iribe says, but which has been used by only a few hundred people at most as of right now.

    Once the new prototype was perfected, Iribe got in touch with Marc Andreessen and Chris Dixon, to say that they’d achieved what they’d set out to do and asked how soon they could come in to see it. The combination of the prototype demonstration, and former id founder and Doom creator John Carmack explaining his vision of where he sees the entire Oculus project headed “pretty much convinced them on the spot,” Iribe tells me. Dixon and Andreessen join the fairly limited group of outside VCs with ownership stake in Oculus VR, and Iribe says that the partners and funding were chosen specifically with the intent that they should help them get to through the initial V1 consumer launch without having to go find more money elsewhere.

    “The point of the first raise was to build out the technology,” Iribe says, explaining what the money has been spent on so far. “We actually thought it would take us a bit longer to get to the point of where we’re at now.”

    But it didn’t take that long. The new Oculus Rift prototype should be virtually identical in terms of experience to the version that ships to consumers.

    Achievement Unlocked: Consumer-Caliber Experience

    “We got to the point where the latest prototype of this technology really is beyond even what we expected for V1,” Iribe told me. “We kind of put the hammer down and said ‘Okay, this is it, this is definitely enough to totally blow away the world and deliver our consumer, V1 product.’ We’re looking back even now on the dev kit and going ‘oh gosh, this new one is so much better.’ It is literally an entirely different experience.’”

    oculus-rift-consumer“Of the 300 people who have seen the current prototype, not a single person has come away not saying ‘That’s gonna change the world,’ and that’s really [what we needed to accomplish] in terms of delivering on the promise of the vision we’ve all had for so many years,” Iribe says.

    There’s a general feeling that it’s a true ‘Holy Grail’ experience in terms of immersive reality tech among those who’ve tried the latest prototype, Iribe says. I asked if I’d be able to see for myself at CES coming up in January, but he says they’re not ready to announce yet what they’re bringing to the show, and we’ll find out closer to the date. Not to read too much into it, but that does sound pretty promising for those hoping to get a sense of this new design in action. The latest hardware still isn’t close to final in terms of product design, however, Iribe adds:

    “It’s what we want to bring as an experience,” he said. “It’s a prototype, so it still has its circuit boards and exposed wires and all that, but the experience, meaning once you put the device on, it is what we want to deliver in a consumer product. People go in, spend long periods of time in the experience and come out and say ‘I want to do more of that.’ There’s no kind of discomfort, no dizziness, no nausea. So many of the technical hurdles have been pretty much nailed.”

    Vision In The Near-Term: Both Literal And Figurative

    As for things they’re still working on the engineering side, Iribe says that there’s an increasing interest in building more advanced eye movement detection to the Rift’s functionality.

    “[We recently hired] a lot of vision guys, that’s a big effort for us now,” he says. “We’re really focusing on the vision side, in terms of tracking and using optical tracking and camera tracking. That’s going to be a big focus for us going forward. Over time, we want to get more of the body in the game, but right now we’re trying to get your eyes in the game, combining your vision with your head tracking.”

    Aside from engineering work, there’s a lot that needs to be nailed down in the immediate future. There’s figuring out how to consumerize the actual product design itself, and then ramping up the initial production run. That’s why Iribe isn’t putting a firm date on the Rift’s availability date just yet: internally, they have a pretty good idea of when to expect it to reach retailers and customers, but they’re purposely keeping tight-lipped about those projections to make sure everything’s ready when the time comes. To that end, they’re also hiring smart people aggressively in virtually every capacity, as there’s not just a hardware and software component to the Rift, but services, an ecosystem, a consumer education initiative and much, much more that all need to come together at launch.

    Carmack Codes And Codes And Codes To Avoid A Deflating Launch

    Hardware startups, especially those dealing with novel input paradigms or wearable computing, have been multiplying sharply in the past couple of years, and recently we’ve seen a number that were initially crowdfunded via pre-orders deliver their shipping consumer devices. The results aren’t pretty: while some like the Pebble have been fairly well-received (though not universally loved), others like the Leap Motion and the Ouya have sounded a sour note. Iribe admits that potential fate is a little daunting, but believes that Oculus is doing everything right to avoid the same kind of crash at the gate.

    Carmack_Headshot_PR“John Carmack is writing code as fast as he can, travelling as little as he can,” he said. “I think he’s back to the early days of kind of a Doom and Quake era of him being held up in a room just programming as fast as he can to make this work really well, and he tells me having more fun than he’s had in a really long time.”

    That likely explains why his dual roles at both Oculus and id didn’t last long, as he stepped down from the original home of Doom and Quake late last month to focus on being Oculus VR’s CTO full-time. Carmack is doing what he loves most at Oculus, according to Iribe, which is tackling a difficult problem that’s “right on the edge of reality.” Carmack pioneered both 2D and 3D gaming, and he’s doing the same thing all over again with the Oculus Rift, and it “really works,” Iribe says.

    Acquisition Potential, Valuation And Launch Sales Estimates

    Along with launch date and Carmack project specifics, Oculus is also keeping mum on valuation. Essentially, Iribe very loosely suggested a 20 to 40 percent equity sale at this stage for a startup like Oculus VR, which would put the valuation somewhere between $200 and $400 million or so, with the heavy caveat that this is mostly educated guessing on my part and not data sourced direct from the company.

    “The valuation wasn’t so high that [our investors] were getting a tiny sliver, we had a pretty good valuation at each round […] that was fair for everybody,” was the only thing Iribe would say for sure on the matter. “It’s good, but not too crazy.”

    That valuation is high enough that any prospects of Oculus Rift getting scooped up by Microsoft, Sony or any other major incumbent gaming company is slim to none, Iribe says, at least until after they deliver their initial run of consumer devices. He also says that personally, the idea of having built what they have and not releasing it themselves just seems impossible.

    “We feel like we have a pretty good idea of what we can sell through pre-orders, and through consumer launch, for the first six, eight or even twelve months,” Iribe explains regarding their budgeting and the amount raised, and why they don’t anticipate having to find more capital pre-launch. Extrapolating from comments he made to me, I’d suggest they’re looking somewhere in the neighborhood of one million devices for a production run funded by what’s in their existing coffers, though Iribe declined to get into specifics. He did say that they see that expanding to hundreds of millions of devices and active users sometime in the next decade or so, thanks to the long-term Oculus vision of VR beyond the confines of gaming.

    Immersed In The Big Picture

    What we’re looking at is the evolution of virtual reality, starting with this headset. It’s going to be a little bigger than we’d all want it to be of course, and it will have its form factor challenges, but the experience inside is good enough that people are going to really enjoy it, and love going in, playing games and watching movies. And then it’ll quickly evolve, and its form factor will keep getting better; closer and closer to sunglasses, lighter and easier to wear. Very quickly, over the next decade or two, what we’re looking at really becomes about communications.

    Just like the smartphone now represents the primary means with which we communicate digitally, Iribe sees a future where VR supplants a lot of the same usage, so that you have a pair of sunglass-style Rift goggles that you simply slip on when you want to talk face-to-face, as if in person, with your friend halfway around the world. Our kids will laugh at stories of typing away on virtual keyboards and smiling back at grainy video into the unblinking eye of a monitor-mounted webcam, and remote business won’t be so remote anymore. In short, Oculus is taking the first step towards a world where the “virtual” in virtual reality is just a technical distinction, not a description of experience.

    Oculus VR Raises $75 Million To Help Bring Virtual Reality Goggles To The Masses

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    The road to immersive virtual reality has been a long and strange one — it was fodder for wide-eyed futurists and engineers for years before it became painfully clear that the sorts of experiences we hoped for were limited by the feeble hardware available at the time.

    That doesn’t seem to be the case anymore. It was revealed earlier this evening that Irvine, CA-based Oculus VR raised a whopping $75 million Series B led by Andreessen Horowitz, with participation from Spark Capital, Matrix Partners and Formation|8 to help launch the consumer version of its oft-hyped Rift virtual reality headset. Sadly, the company has declined to talk about its valuation, but we’ve also learned that A16Z’s Marc Andreessen and Chris Dixon will be joining the company’s board.

    Let’s put that hefty round in perspective: Oculus nabbed some $2.4 million from a Kickstarter campaign that saw over 9,500 backers earlier this year, and it locked up a $16 million Series A this past June. I’m told that there’s still a decent chunk of that Series A capital left over, by the way. The company felt that it needed to supercharge its widespread consumer launch as well as flesh out what CEO Brendan Iribe calls the “full platform” through developer outreach/support and content publishing.

    To call this hefty round a vote of confidence in Oculus’ highly-accessible vision of virtual reality seems like an understatement, but Iribe doesn’t seem surprised. As far as he’s concerned, the Oculus headset is the right device with the right software support at the right time.

    “Oculus has really invigorated excitement around VR,” he added. “This time it’s really going to work.” And it a lot of ways it really does. Even strapping on an early developer version of the device is like peering into a completely different world, and the consumer model that Oculus is aiming to push out the door soon has managed to do away with the sort of latency issues that kept the original version from feeling as immersive as it could. The end result? An Arthur C. Clarke-ian bit of tech that has the potential to feel downright magical.

    It’s honestly a little hard not to get wrapped up in Iribe’s enthusiasm and surety, but the platform that the Rift stands atop is arguably more important than the components crammed into a hefty headset. After all, a pair of goggles that lets you experience 3D worlds isn’t going to be worth a whole lot if there aren’t any worlds available for it.

    So far the Oculus Rift has been a hit among developers — 42,000 dev units have trickled out into the wild and the startup has repeatedly pointed to its close relationship with game developer Valve and its (relatively) new CTO John Carmack as proof of the Rift’s gaming bonafides. While the Rift has become somewhat synonymous with gaming, Iribe is quick to point out that the implications for a highly immersive device like this one extend far beyond just fancy new first-person shooters.

    “This is not just a fun alternative game console,” he noted. “It’s going to apply to medicine, architecture, communications — way beyond just gaming and entertainment.”

    So what’s next on that virtual horizon? Iribe was hesitant to point at specific potential partnerships, but he did indulge in a bit of sci-fi-inspired blue sky thinking: he thinks that in “a decade or two” we’ll be able to put on a pair of VR glasses and see other users as though they were right in front of you.

    Apple Patents Oculus Rift-Style Headset

    Apple Patents Oculus Rift-Style Headset

    If you’re a hardcore gamer, you’ll already know that the real next-gen gaming revolution is virtual reality, spearheaded by the Oculus Rift. It seems that Apple has been taking notes, with a freshly-uncovered patent revealing sketches of a potential Apple-branded head-mounted display.

    Read more…


        



    Apple granted patent for portable 3D media goggles

    Apple has been granted a patent by the US Patent and Trademark Office for a pair of portable media viewing goggles. The patent says they “may resemble ski or motorcycle goggles.” The device would likely allow for a 3D viewing experience reminiscent of that found in the Oculus Rift VR headset. The patent was filed […]

    Cyberith Virtualizer VR Treadmill Lets You Step Into Virtual Shoes (and Gloves)

    When the Omni VR treadmill was announced, many anointed it as the perfect companion to the much-awaited Oculus Rift. But a group of students at the Vienna University of Technology may have a better VR treadmill at their hands (and feet). They call it the Cyberith Virtualizer.

    cyberith virtualizer omnidirectional vr treadmill 620x404magnify

    Much like the Omni VR, the Virtualizer is an omnidirectional motion sensor. It allows the user to walk or run in any direction, as well as jump, crouch and strafe. However, unlike the Omni VR, the Virtualizer also lets the user play while sitting. Another big difference is that its walking surface is flat, makes no sound and only requires that the user wear socks. The Omni VR on the other hand requires users to wear a custom pair of low friction shoes and it makes a considerable amount of noise when used. The video below shows Cyberith founder Tuncay Cakmak play a modified version of Grand Theft Auto IV using the Virtualizer, a Wiimote and of course an Oculus Rift headset.

    I’d still rather have wearable motion sensors if I’m ever going to play a VR game, but I think the Virtualizer has great potential. Hopefully someday all of its electronics can be embedded in a less conspicuous form.

    [Cyberith via Reddit & Oculus Rift]