Atlas Virtual Reality Turns Any Room Into A Holodeck You Can Run Around In

Atlas Virtual Reality

Archenemies for decades, video games and exercise are about to unite. Atlas is a cheap, new “walk-around” virtual reality system that uses markers you put on the ground to track your movements as you play with an Oculus Rift headset. Protagonist is Kickstarting Atlas to get real-space VR into the hands of developers, so they can build games that ditch joysticks and actually let you run-and-gun.

Here’s how startup Protagonist’s Atlas system works. First you find an open space. If you’ve got a huge living room it could work, but you’re better off in a garage, on a basketball court or in a warehouse. Then you lay out the location markers. You can print them at home, but Protagonist plans to give out vinyl ones that stick to the floor so they don’t get displaced. Then you strap on your Oculus Rift VR goggles, an optional Razer Hydra-equipped gun or sword, and the Atlas chest mount for your iPhone.

Fire up the Oculus and Atlas iPhone app, and step into the future. The patent-pending Atlas positioning system maps the markers and uses your phone’s accelerometer and gyroscopes to know where your are. Play with Atlas and when you walk forward your in-game avatar walks forward, too. Chasing aliens or exploring dungeons could become an alternative to going to the gym.

“I’ve wanted a Holodeck since I was a kid,” says Atlas inventor and Protagonist founder Aaron Rasmussen. He’s no stranger to making sci-fi dreams come true. Back in college, Rasmussen was the first person to make an optical-tracking sentry gun. He stitched together an automatic BB gun and a video camera with some home-made machine-vision software to make a weapon worthy of defending your fort. “The military came to my dorm room. I thought that only happened in movies,” he tells me. Since then he’s built and sold a robotic machine tool company called USMechatronics, created the Blood Energy potion drink sold in IV bags, and most recently sold a ghost detector that connects to your iPhone. (It’s detected zero ghosts to date.)

Real-space VR systems have been around for well over a decade but have been reserved for big research institutions. That’s because there weren’t wide-field-of-view head displays with low-latency, head-orientation tracking for under $50,000, and the positioning systems were clumsy and cost hundreds of thousands of dollars. Lucky for Rasmussen, the Oculus Rift took care of the first problem, freeing him up to reimagine real-space positioning. Unlike the Virtuix Omni VR treadmill, Atlas not only lets you walk, but also run, jump, crouch and move around like you do in real life.

Right now Rasmussen is the only one working on Atlas full-time out of the four-person team, but that will change if it meets its $125,000 Kickstarter goal to manufacture the chest mounts and refine the software. The plan is to get the system and Unity integration assets to developers so they can start building first-person shooters, fantasy epics, and educational exploration games. “Someone should do Jurassic Park,” Rasmussen says.

I’m pretty excited about meatspace/virtual reality hybrid games and their potential to help us avert a Wall-E future where we just get fatter and fatter watching our screens. The technology will take some time to trickle down, but Atlas could eventually become a distinct industry parallel to console gaming.

“We’re really living in Year Zero of virtual reality,” Rasmussen giddily tells me. “We’re going to to see more wearable technology become consumer products. As developers work on games, we’ll work on a consumer version that kids can get under their Christmas tree. My vision for the system is something you and some friends bring to a racquetball court, play a high-intensity game for an hour, and get a workout.”

Kickstart Atlas if you want your games to make you sweat



Disney’s New Algorithm Turns Any Photo Into a 3D Wonderland

Disney Research, a partnership between the mouse-eared entertainment juggernaut and universities around the globe, is on a virtual reality roll. Its latest development, an algorithm that turns 2D photographs into 3D landscapes, can transform a regular photo into a video game-style environment, using consumer-grade computer hardware.

Read more…

    

The Future of Virtual Reality Looks Super Creepy From the Outside

OK, so Oculus Rift? Awesome. Virtual reality treadmill? Dope. Gun controllers? Well duh; you’ve played Duck Hunt. Put them all together and you should get something unbelievably amazing, right? Right?!

Read more…

    

Whoa, Disney Made Video Game Rumble Feedback for Kinect Motion

Virtual reality only immerses two of your senses: sight and hearing. Not that we’re dying for smell and taste in video games (bleh! Imagine first person shooters), but tactile feedback makes things feel a lot more real. Disney Research’s Aireal does this by blowing puffs of air in your face, and it’s not nearly as crazy as it sounds.

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Oculus Rift smartphone support may be on the way

A fews days after discussing possible price points and business models for the Oculus Rift, the company is now thinking about what devices that the VR headset will integrate with besides PCs. CEO Brendan Iribe sees the Oculus Rift has working perfectly with smartphones, and he also noted that the headset would release at some point next year, most likely.

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Speaking with Edge, Iribe said that consoles aren’t a huge focus for the company, and instead have a lot of interest in “next-gen cellphones.” He notes that it has mostly to do with innovation and the upgrade cycle of products, noting that smartphones advance much faster than consoles, and that could match up nicely with the Oculus Rift’s plans to innovate just as quickly.

Iribe notes that he loves consoles, but the company specifically is “a lot more excited about where mobile’s going to go, and being able to plug it right into a next-gen cellphone.” He points out that smartphone innovation is “almost doubling every year, compared to a console that’s just stuck it out for eight years.”

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As for Oculus Rift competitors, Iribe says bring it on, as it’ll speed up development and innovation for virtual reality. He notes that Oculus Rift is just one year in, and there are a lot of problems that still need to be tackled. With other virtual reality developers out there, VR could see faster innovation, and Iribe wonders what we’ll see in eight to ten years.

As for the 2014 release window, Iribe says that the Oculus Rift definitely won’t launch this year, but 2014 seems more like a feasible deadline. Obviously, a specific release date isn’t set yet, but the company wants to get the headset right before they send it out the public, and a 2014 launch window would give them enough time to complete it.

SOURCE: Edge


Oculus Rift smartphone support may be on the way is written by Craig Lloyd & originally posted on SlashGear.
© 2005 – 2013, SlashGear. All right reserved.

Zeiss Cinemizer Review

Zeiss is a name best known for its camera lenses, but the company also has entertainment in mind with the Cinemizer OLED wearable display. A chunk set of oversized video glasses, where Google’s Glass takes the approach of augmenting the real world with digital tidbits, the Cinemizer blocks out the real world and allows you to replace it with 2D/3D video and motion-tracking games. Is all that worth the $750 price tag, however? Read on for the SlashGear review.

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Hardware and Design

Video glasses aren’t new, though they’ve traditionally been oversized and clunky in their design. Zeiss takes a more streamlined approach: if it wasn’t for the blank white expanse where lenses might normally be found, you could mistake the Cinemizer for sunglasses when viewed head-on. Their depth gives the game away from any other angle, though, with large rubber eyepieces fixed to a thick display assembly.

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Inside, there are two OLED displays – one for each eye – that each runs at 870 x 500 resolution. That’s obviously less than HD, in fact short of 720p never mind 1080p, and so while the Cinemizer has an HDMI input, you’ll not be seeing anything in Full HD resolution through it. That input is in the battery box, a compact black block that offers both HDMI and analog connections, along with a 450 mAh rechargeable power pack which Zeiss claims is good for up to 6hrs of runtime, depending on what you have connected.

Zeiss Cinemizer
Zeiss Cinemizer
Zeiss Cinemizer

There’s also a 3.5mm headphone jack, if you want to use your own headphones, though the Cinemizer has a pair as well. Those who would normally wear glasses get individual diopter adjustment for both sides, with dials shifting them from -5 to +2. As with any such system there’s a limit to how much you can accommodate – if you have an astigmatism, for instance, there’s no option to adjust for that – but if you wear a relatively straightforward prescription then you should be able to make the setup comfortable.

Zeiss Cinemizer

Comfort and Performance

Overall, the Cinemizer headset tips the scales at 120g, with the battery box adding another 60g to that, and the HDMI adapter a further 30g. However, since part of the weight of the video glasses themselves is supported by your ears, Zeiss quotes around 75g of weight on your nose specifically.

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In practice, they’re comfortable enough for up to a couple of hours playback, but after that point they start to feel noticeably heavy. It’s a similar problem we’ve observed with other wearable displays; Google gets around it with Glass by only offering a monocular screen and trimming the battery down, bringing its wearable to 36g in total, but then again Glass isn’t exactly made for immersive movie consumption.

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The sub-HD resolution means you’ll get better video performance from your regular TV, and the supplied earbuds aren’t exactly audiophile-standard. They lack bass, and the trebles don’t have the sparkle that rivals offer. Zeiss’ use of OLED means that the colors and contrast are at least impressively rich – though there’s a purple shadowing in paler areas of the display – and the rubber eyepiece keeps out most extraneous light. Zeiss suggests you’ll get the equivalent of a 40-inch TV viewed from 2m away, and there’s 3D support that looks clear and has minimal crosstalk.

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Thanks to HDMI, you can easily hook up a console or computer to the Cinemizer, but our results are mixed. The 870 x 500 resolution means anything with significant amounts of text needs outlandishly large font sizes if the writing isn’t to be fuzzy, and most games assume there’ll be more pixels on hand whether they’re PC or console.

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The Cinemizer also supports head-movement tracking, though we weren’t particularly impressed by how usable it is. For a start it’s an add-on dongle, which costs extra on top of the Cinemizer itself, snapping onto the earpiece and making the whole thing even more cumbersome. It hooks up via USB to your PC where it’s basically recognized as a mouse: moving your head left and right, or up and down, and the mouse pointer moves. In games, you can do the same thing, though we struggled to achieve the same efficiency of control as with a regular mouse. It’s also not full VR, as you might get with the Oculus Rift.

Zeiss Cinemizer

Zeiss quotes up to six hours of battery life when you’re using the AV input, or up to 2.5 hours when you’re using the HDMI port. In practice, we saw roughly that sort of runtime, though the battery invariably lasted longer than we could handle wearing the Cinemizer.

Wrap-Up

Personal video is a concept that has been around for some years now, each generation with its own advantages and, it must be said, flaws. With the Cinemizer, Zeiss addresses some of them – the headset isn’t quite so clunky as previous iterations from other manufacturers – but neither, with its separate battery box, various cables, and adapters, is it as streamlined as something like Glass.

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Glass and the Cinemizer represent very different markets, of course, though it’s hard not to compare today’s wearables. The difference is, where Glass’ Explorer Edition is presented as a test move to iron out kinks, the Cinemizer is billed as a final product, complete with a $750 price tag.

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At that level, it’s hard to recommend. The image quality is reasonable but lacks in resolution, and we can’t see gamers getting much use out of the head-tracking functionality, especially with the adapter itself costing extra. As wearable video displays go, the Cinemizer is probably the best we’ve seen, but we’re left unconvinced that the segment is mature enough to warrant the expense.


Zeiss Cinemizer Review is written by Vincent Nguyen & originally posted on SlashGear.
© 2005 – 2013, SlashGear. All right reserved.

Oculus Rift hack puts user inside Black Armor Drone with first-person view

The Oculus Rift virtual reality headset was originally developed with only gaming in mind, but since the company has been sending out units to game developers, the headset has been used for all sorts of neat things. Most recently, the Oculus Rift has given users a first-person view of RC drones thanks to a little hack.

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Co-founder of Intuitive Aerial Erik Torkel Danielsson took his company’s Black Armor Drone and paired it with the Oculus Rift. Since the VR headset essentially uses two displays, two cameras were mounted on top of the drone to stream video simultaneously. The drone also has a laptop on board that encodes the video as it’s being received.

From there, the video is then sent to the computer on the ground, from which it is then transmitted to the Oculus Rift. You’re probably thinking this creates a lot of lag, and you’re almost correct, as Danielsson noticed a latency of about 120 milliseconds, which isn’t bad, but it’s ultimately not ideal.

Danielsson and company are working to make the system better, though, including using newer hardware and cutting down the weight of the electrics on board the drone, as well as upgrade the cameras and increase the range of the transmitters.

If you’re wondering what the company will do with this technology, they haven’t mentioned whether or not they plan to sell these kits to the public at some point in the future, but Oculus Rift and drone owners would undoubtedly love to get their hands on this type of technology, and frankly, it’s possible for anyone to do this with a little know-how.

VIA: Hackaday


Oculus Rift hack puts user inside Black Armor Drone with first-person view is written by Craig Lloyd & originally posted on SlashGear.
© 2005 – 2013, SlashGear. All right reserved.

Oculus Rift aiming for subsidized cost, could be free with subscription

The Oculus Rift is making waves with virtual reality gaming, and while only developers can get their hands on the new headset, the general public will be able to grab an Oculus Rift for themselves at some point in the future, but at what cost exactly. The developer kit is priced at $300 right now, but the company would love for their product to be free up front.

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Speaking with Edge Magazine, Oculus CEO Brendan Iribe says that the company is pondering over different business models with the Rift, including a strategy where gamers wouldn’t have to pay anything up front for the VR headset, but would pay some kind of subscription cost every month or every year.

Iribe notes that “the lower the price point, the wider the audience.” The company has “all kinds of fantasy ideas” and said that they would “love” if the headset wouldn’t cost anything. Iribe says that the Rift definitely won’t be free at the beginning when it first launches to the public, but over time the headset could see a lower and lower subsidized cost.

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Iribe also points out that the company is “targeting the $300 price point” with the product’s official launch to the public, which is the price point as the developer kit is right now, but he says that “there’s the potential that it could get much less expensive with a few different relationships and strategies” in the future.

The Oculus Rift raised $2.4 million on Kickstarter last year, and the company recently received $16 million in funding last month from venture capitalists Spark Capital and Matrix Partners in order to fund the Rift’s mass public launch. There’s no official release date for the headset just yet, but we should be expecting it rather soon.

SOURCE: Edge


Oculus Rift aiming for subsidized cost, could be free with subscription is written by Craig Lloyd & originally posted on SlashGear.
© 2005 – 2013, SlashGear. All right reserved.

Oculus Rift latency and motion sickness issues addressed

We’ve been hearing alot about virtual reality lately, especially with the popularity of the Oculus Rift headset gaining massive traction. While the team at Oculus has been focused on improving the hardware (such as upgrading it to 1080p), they’re also putting their efforts towards solving latency issues and cutting down on motion sickness.

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Latency can be a huge problem when gaming, but it’s even more of a problem when gaming using a virtual reality headset like the Oculus Rift. The company says that “latency is widely recognized as a key source of disorientation and disbelief,” since the brain can’t be fooled. To fix latency problems, Oculus is working on something called “predictive tracking,” which gives the VR headset the ability to predict where the head is going to be, rather than just stay in the present or the past.

As for motion sickness, that’s something that’s a bit more difficult to tackle, since it depends on the person using the VR headset and their vulnerability to get sick. Rather than a hardware or software issue, it’s purely a natural issue that can’t really be fixed 100%. However, Oculus notes that game developers can at least reduce motion sickness by using some clever design techniques.

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The company notes that “the causes of most forms of motion-induced illness…are poorly understood. Although we don’t understand the physiology well, we do understand many of the things that cause it,” and they “can be solved with good (though complex) engineering.” Things that developers can improve to reduce motion sickness are things such as camera calibration and distortion correction, but there also a heap of things are hard to improve, like disparity between focus depth and vergence.

In the end, the best solution that game developers can come up with, according to Oculus Rift, is “do the math right, don’t cut corners, be kind to your sensitive players, and encourage them to take it slowly at first.” That’s sound advice, and can almost even be applied to any game out on the market today.

VIA: Engadget


Oculus Rift latency and motion sickness issues addressed is written by Craig Lloyd & originally posted on SlashGear.
© 2005 – 2013, SlashGear. All right reserved.

Oculus Rift unconvinced by Xbox One and PS4 VR potential

The Oculus Rift team still intends to ignore the Xbox One and PS4 and focus on PC and Android, concerned that lengthening development cycles for consoles could see them left behind in virtual reality, even with the cloud’s help. “There’s no reason it can’t technically work,” Oculus Rift CEO Brendan Iribe conceded to OXM, but pointed out that “one of the concerns that we do generally have around consoles is that their life cycles are getting longer all the time.” While the PlayStation 4 and Xbox One are considered powerful today, they could be seriously out-performed when it comes to VR in the next few years, Iribe argues.

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“I think that you will see VR move fast – AR also, but especially VR” the chief exec suggested. “You’re going to see rapid innovation, and one of the concerns that we do generally have around consoles is that their life cycles are getting longer all the time – it’s a seven to eight year lifecycle, and in eight years, VR is going to be insane. Incredible.”

Instead, the headset – which uses a pair of head-mounted LCD displays to create a virtual gaming environment – will work initially with PCs and Android devices, as that “made more sense” according to Iribe. The fact that both platforms are liberal with hardware and software is key to that decision, the CEO explained.

Even Microsoft’s decision to harness the power of the cloud to bolster the Xbox One won’t be of much use to virtual reality, he says. Microsoft has said that each Xbox One will also have access to cloud-based processing equivalent to roughly three more consoles, which could be used for processing richer backgrounds in games, more realistic reflections and textures, and other detail.

The system has met with keen interest from game developers, but is unlikely to be of use to virtual reality systems like Oculus Rift, Iribe points out, because of the latency involved.

Virtual reality “wants a maximum latency of 20-30 milliseconds from your head moving to the headset updating your eye on screen – what we call motion-to-photon” he explains. “Right now it’s at 30-50 milliseconds in the current versions, but we do expect that to come down and reach that 15-20 millisecond ‘Holy Grail’ timing.”

However, while attention on Oculus Rift has been high since the start-up’s Kickstarter back in August 2012, the company doesn’t want to keep VR all to itself. In fact, Iribe is hopeful that Microsoft or Sony – preferably both – wade in themselves, seeing it as a net-benefit to Oculus Rift’s business overall.

“The more that they push into this space, even if it’s a different device, or their own device, a different experience, the more that they’re throwing into AR and VR, the better it is for everybody” he said.

VIA Trusted Reviews


Oculus Rift unconvinced by Xbox One and PS4 VR potential is written by Chris Davies & originally posted on SlashGear.
© 2005 – 2013, SlashGear. All right reserved.