Schlagwort: htc vive

  • REAL™ Immersive System with HTC VIVE Wins Design Award

    REAL™ Immersive System with HTC VIVE Wins Design Award

    Reading Time: 2 minutes

    There’s never a shortage of challenges facing the world and we want to be part of solutions. That’s why we are taking a moment today to congratulate our partners at Penumbra for winning the Core77 Design Award for Health & Wellness.

    As we shared in March, The REAL™ System is an immersive, wireless virtual reality system using the VIVE FOCUS headset. It’s built for brain injury rehabilitation following a stroke that provides therapy by a clinician at the patient’s bedside, in a rehab center, or a mobile health location. The systems is entirely self-contained, wireless, and portable for ease and accessibility for clinicians and patients.

    Beyond accessibility, the design is also optimized for comfort. Wireless body sensors in soft neoprene bands capture the patient’s movements during sessions and securely record data to a tablet used by the clinician. The Vive Focus headset is light and comfortable, with attachment straps designed specifically for patients with limited grip strength and mobility. All of these things help make the physical rehabilitation needed to recover from a brain injury a little easier.

    But in addition to the physical challenges faced by those who suffered a brain injury, there are also mental and emotional barriers to overcome. The loss of a fully-functioning arm, leg, or other physical ability due to brain injury can be devastating and lead to depression. Progress is slow and therapy sessions can feel monotonous, which can cause patients to become bored and frustrated – sometimes quitting the treatment altogether.

    To keep patients engaged, encouraged, and entertained, the team took elements of gaming and incorporated therapeutic motions like shoulder flexion, trunk stability, and functional reach. In the virtual environment “Happy Valley,” patients grow food for villagers, fly balloons over mountaintops, put birds in nests, build houses, and do other activities where they can see their avatar (processed by the brain as an extension of the body) being productive and helpful. Achievement awards and progressive levels make it feel even more like playing a game, with motivation and incentive to keep going.

    Please join us in congratulating the teams at Delve, Penumbra, Sixense, and HTC VIVE for designing a solution that uses VR technology to improve stroke rehabilitation.

    The Community Choice award is still open for votes through July 7 and you can cast your vote for the REAL Immersive System here.

    To learn more about the REAL Immersive System go here.

    Website: LINK

  • Case Study: CannonDesign boosts efficiency with VIVE and NVIDIA remote collaboration platform

    Case Study: CannonDesign boosts efficiency with VIVE and NVIDIA remote collaboration platform

    Reading Time: < 1 minute

    Please Select Your Location

    Thailand

    Australia

    Österreich

    België

    Canada

    Canada – Français

    中国

    Česká republika

    Denmark

    Deutschland

    France

    HongKong

    Iceland

    India

    Ireland

    Italia

    日本

    Korea

    Latvija

    Lietuva

    Lëtzebuerg

    Malaysia

    Malta

    Mexico

    Nederland

    New Zealand

    Norge

    Polska

    Portugal

    Russia

    Saudi Arabia

    Singapore

    Southeast Asia

    España

    Suisse

    Suomi

    Sverige

    台灣

    Ukraine

    United Kingdom

    United States

    Việt Nam

    المملكة العربية السعودية (Arabic)

    Website: LINK

  • HTC VIVE and Qualcomm Technologies work together to help accelerate XR and 5G experiences

    HTC VIVE and Qualcomm Technologies work together to help accelerate XR and 5G experiences

    Reading Time: 3 minutes

    Here at HTC Vive, we have long partnered with Qualcomm Technologies to bring amazing immersive mobile experiences to consumers and businesses. Throughout our history of making smartphones at HTC to creating VR headsets like Focus Plus, we leverage the latest and greatest processing power from Qualcomm® Snapdragon™ mobile platform. Today we’re furthering our commitment through an agreement to pre-integrate and optimize Vive’s WAVE development platform for devices powered by Snapdragon including the Snapdragon 855, Snapdragon 865, Snapdragon XR1, and Snapdragon XR2 Platforms.

    Starting now, the Vive Wave runtime will be made available to all Snapdragon customers on these chipsets. In addition, HTC engineers will offer testing and support for new deployments of the Wave platform as part of the agreement.

    For device manufacturers, whether a smartphone-powered VR experience or a stand-alone headset, the Wave platform delivers both a runtime and content library so that businesses and carriers can quickly offer new VR options for their customers with low overhead for engineering teams.

    This work also allows us to create a turnkey XR solution by unlocking access to the VIVEPORT app store to deliver rich, immersive XR content.

    A new category of VR experiences

    Vive is known for both PC-VR and stand-alone headsets like the Focus Plus, but we also see growing interest in smartphone-driven experiences, especially as 5G comes online around the world. With Vive Wave runtime integrated on 5G smartphones powered by Snapdragon, operators will be able to easily deploy a connected VR experience to headset “XR viewers,” tethered back to a smartphone.

    XR viewers are glasses tethered to a 5G-enabled smartphone, via a USB-C cable, offering an immersive and accessible way to experience your favorite smartphone or VR apps as an augmented or mixed reality experience by utilizing Vive Wave. By combining the power and accessibility of 5G with the latest technology, you’ll soon be able to access your favorite content anywhere.

    Awarding Mobile VR Developers

    In addition to access to the Vive Wave runtime and support from HTC engineers for new deployments, we’re also awarding hard-working and creative developers. In October, we announced the 2020 Wave Developer Awards (WDA), a global contest for high-quality mobile VR content including games, videos, and applications (education/medical/art, etc). 24 titles have been shortlisted as WDA Finalists across two content standards—for three degrees of freedom (3DoF) and six degrees of freedom (6DoF)—for a chance to win prize money, the latest VR devices, and technical support and promotion opportunities.

    All WDA entries will be published on Viveport automatically, included in the Viveport Infinity content library, and made available to users of standalone VR devices such as HTC VIVE, iQIYI QIYU VR, Pico, DPVR, Skyworth VR, and Shadow VR. Our Viveport China team is also organizing a virtual WDA ceremony on June 23, through the Engage Platform, to celebrate the winners.

    Through the WDA and the availability of even more high-quality mobile VR content in Viveport Infinity, we’re continually working hard to jointly promote the development of the mobile VR industry.

    As technology moves forward, we’re focused on being at the forefront of new innovations, such as next-generation XR viewers powered by 5G smartphones, by providing an open platform for easy mobile VR development through Vive Wave. For more information, please visit: https://developer.vive.com/us/wave/.

    Qualcomm Snapdragon is a product of Qualcomm Technologies, Inc. and/or its subsidiaries.

    Website: LINK

  • Manufacturers Benefit From Simplified 3D Design Processes in VR Thanks to Dassault Systèmes and HTC VIVE

    Manufacturers Benefit From Simplified 3D Design Processes in VR Thanks to Dassault Systèmes and HTC VIVE

    Reading Time: 3 minutes

    With the goal of fundamentally changing how design concepts go from the mind’s eye to reality, HTC VIVE Pro teamed up with Dassault Systèmes. That objective is becoming even more important within complex technology and engineering verticals—as agility, responsiveness, and speed to market continually shift.

    Over the last four decades Dassault Systèmes has led the world in the application of 3D technology in design and engineering. From its origins in aerospace, it now supports a myriad of manufacturing disciplines. 3D design is central to Dassault Systèmes’ philosophy and a primary feature of its entire software portfolio. This focus has made them a natural partner for the HTC VIVE Pro. By using its CATIA Natural Sketch platform Dassault Systèmes is upending traditional processes of design, manufacturing, and testing—improving collaboration and reducing time to market.

    Design workflows are typically linear. They begin with sketches, then design, followed by computer-aided design (CAD), industrialization, and eventually full production. By the time the product assumes its first 3D existence, the original concept on which it was based might be lost in multiple iterations. Meanwhile, in the time it takes for the design to reach its first physical form, consumers’ evolving tastes—as well as competitors’ offerings—may have moved on. Additionally, the conventional sketched concept approach does not lend itself easily to collaboration. It also limits output to the creative and technical abilities of a single designer. With the help of the HTC VIVE Pro, these conventions and their limitations are being challenged by Dassault Systèmes—reinventing how complex design and engineering concepts are brought to life.

    By utilizing the HTC VIVE Pro’s sophisticated VR capability, CATIA Natural Sketch enables designers quickly to sketch in 3DS and render their ideas as fully-visualized 3D designs at the conceptualization stage. This allows designers and engineers to realistically form compelling ideas and translate their creative vision directly into the design and engineering, invigorating the process. Automotive designer and CEO Takumi Yamamoto commented: “For automotive design it’s important to do a full-size scale model. When I tried it for the first time I was into the virtual world, and I almost forgot about the real world.”

    The HTC VIVE Pro headset enables CATIA users to create, style, modify, and validate complex, innovative shapes. This can also greatly increase the speed and efficiency with which organizations can evaluate requests for product changes. A benefit like this offers multiple uses across a breadth of diverse sectors—such as aerospace, shipbuilding, energy, and architecture. It also enables the formulation, design, and manufacturing of electrical systems—spanning the complete process from conceptual design through production.

    “We are moving into the age of experience,” claims Xavier Melkonian, Director of the CATIA Design Portfolio. “For us, the experience is critical. The ability to experience your design in a more immersive and natural way is key, and to make it accessible directly from the Design authoring Application CATIA is essential. For creative designers and engineers, there are many use cases where the immersive experience is very powerful all along their Design innovation process.”

    With the help of the HTC VIVE Pro, CATIA is revolutionizing the speed ideas can travel from the depths of a designer’s imagination to the hands of the consumer. Organizations working with complex technology and engineering can now quickly explore hypotheticals at a lower cost, allowing designers and manufacturers to test hypotheses in order to gather answers faster than before. Designers also noticed using the tool provided immediate results and helped stimulate creative thinking, as well as innovation, to a far greater extent than conventional 2D sketching.

    For decades the process of converting conceptual thoughts into prototyped design has been cumbersome, costly, and wasteful. Thanks to HTC VIVE Pro and CATIA Natural Sketch, a more dynamic, flexible, and collaborative process is now available—not only by allowing ideas and products to be conceived, but to be optimized in real-time, too.

    Website: LINK

  • War Remains Transports Audiences to the Hellish Landscape of the First World War

    War Remains Transports Audiences to the Hellish Landscape of the First World War

    Reading Time: 3 minutes

    War Remains, which premiered at the 2019 Tribeca Film Festival and later opened for a limited run in Austin, Texas, is now available to experience at home, including on HTC VIVE. War Remains transports viewers to one of history’s bloodiest battlefields: The Western Front of the First World War. We interview Ethan Stearns of MWM Interactive and Alessandro Kitchener of Flight School Studio on how they created this audacious and unforgettable undertaking. 

    Each time you put on a VR headset, you are transported to another world. What if you were able to go back in time and experience a moment in history?

    Now available on HTC VIVE, “War Remains” is what creators call an “immersive memory.” Podcast legend Dan Carlin, MWM Interactive, and Flight School Studio have created an experience that lets viewers witness the Battle of Passchendaele on the Western Front of the First World War in full color and sound.

    The view from the trenches in War Remains.

    As educational as it is exhilarating, the piece blends Dan Carlin’s classic narrative style with moments of unfettered combat to bring audiences closer to history than ever before.

    Podcast legend and narrator of War Remains, Dan Carlin.

    The VIVE team recently connected with Ethan Stearns of MWM Interactive and Alessandro Kitchener of Flight School Studio on how they created this audacious undertaking.

    Why did you choose HTC VIVE as a platform to release War Remains?
    Stearns: Our goal is to bring these experiences to as many people as possible. Viveport provides a great vehicle to distribute War Remains to the VR community around the world.

    Kitchener: In particular, the Vive Pro with wireless technology offers high graphical fidelity, powerful audio and allows us to create a completely immersive experience for War Remains.

    What was it like developing the visuals for this experience, and did you reference any historical source material?
    Kitchener: Typically, at Flight School Studio, we design our assets from concept art that’s imagined and not truly rooted in reality. It was an interesting change in our workflow to work completely from historical references and even using Dan Carlin himself as a resource for historical accuracy.

    All of our props, character designs and environment development were based on historical references to make War Remains feel as real as possible. The only aspect of the project where this wasn’t possible were certain visual effects like period-accurate mustard gas and flares, which had to be extrapolated from eye witness accounts or completely invented because the footage of it simply doesn’t exist. Without a foot solidly in reality, the experience wouldn’t work at all.

    How did you design the experience so that the audience feels completely immersed?
    Stearns: We set out to make an experience that engages the senses, particularly sound, so that audiences feel truly in this moment. Guided by Dan Carlin’s iconic voice, they hear the destruction and see a battle unfold right before their eyes.

    VR has the power to make people feel present in a synthesized moment and bring them closer to the story. If War Remains can help people feel that moment of presence in the trenches, and if it can help them better understand what people went through in the First World War, we’ll consider ourselves successful.

    Kitchener: With the goal of full immersion into a specific time and place, historical accuracy of the props and terrible conditions people experienced in these trenches was paramount. From an environment design standpoint, we strived to create the sense that you have been dropped into the middle of a lived-in trench surrounded by war immediately going on around you. Soldiers are yelling, bombs explode in every direction, guns are firing to your left, to your right, and even behind you. This sense of chaos creates a more realistic sense of these battles and makes the user feel like they are in the thick of it, rather than watching a series of scripted vignettes, directly in front of the camera.

    War Remains is now available to experience on Viveport Infinity. Order War Remains here.

    Website: LINK

  • Case Study: Firefighters get better training for real-world dangers through VR

    Case Study: Firefighters get better training for real-world dangers through VR

    Reading Time: < 1 minute

    Please Select Your Location

    Thailand

    Australia

    Österreich

    België

    Canada

    Canada – Français

    中国

    Česká republika

    Denmark

    Deutschland

    France

    HongKong

    Iceland

    India

    Ireland

    Italia

    日本

    Korea

    Latvija

    Lietuva

    Lëtzebuerg

    Malaysia

    Malta

    Mexico

    Nederland

    New Zealand

    Norge

    Polska

    Portugal

    Russia

    Saudi Arabia

    Singapore

    España

    Suisse

    Suomi

    Sverige

    台灣

    Ukraine

    United Kingdom

    United States

    Việt Nam

    المملكة العربية السعودية (Arabic)

    Website: LINK

  • Technology – and VR – Evolves to be More Accessible and Collaborative

    Technology – and VR – Evolves to be More Accessible and Collaborative

    Reading Time: 2 minutes

    Over the years, technology has evolved to become more intuitive and easier to use. As companies today are quickly adjusting to the new norm of remote workforces, technology offers new ways to address the changing face of work, keeping teams and employees engaged, collaborative and productive. Right now, we’re witnessing how relatively simple innovations make technology not only accessible to more people, but more adaptive to our needs.

    VR content is becoming more varied, allowing a greater number of people and industries to benefit, and the selection of applications has broadened beyond gaming and entertainment to include new ways to work, train, and collaborate (such as our recently-announced Vive Sync beta for team meetings in virtual reality). Companies in the automotive, aerospace, and architecture industries, for example, are already tapping into the benefits of VR to drive efficiencies among remote product and design teams.

    [youtube https://www.youtube.com/watch?v=Vh0bU6RE9AY?feature=oembed&wmode=opaque&w=730&h=411]

    For that reason, Logitech has been looking at experiences across the VR/AR ecosystem and finding new ways to improve them for many years. They solved the problem of text entry in VR by letting you see and input via keyboards inside virtual environments. More recently, Logitech introduced VR Ink, a more ergonomic and intuitive way to interact and design within virtual worlds, reducing learning curves often associated with traditional VR controllers.

    VR is traditionally thought of as being primarily a visual experience, however our tactile senses need to also be considered as a channel of communication and immersion. With controls built right into the pen, it can be squeezed as a form of input and its built-in haptics allow for pressure-sensitive writing against physical surfaces.

    The VR industry has made big strides over the years, and continues to mature as it makes its way further into education and workplace environments, enabling deeper levels of engagement and collaboration. If we’re unable to team up and design together in the real world, VR is the next best thing and its adaptability will only continue to increase the usefulness it can provide in our every day work lives.

    Stay tuned for more as we explore new input paradigms in VR.

    Website: LINK

  • VIVE Cosmos 1.0.11.2 – Release Notes

    VIVE Cosmos 1.0.11.2 – Release Notes

    Reading Time: < 1 minute

    Website: LINK

  • HTC VIVE Pro Now Only $599

    HTC VIVE Pro Now Only $599

    Reading Time: 2 minutes

    Website: LINK

  • VIVE Cosmos 1.0.9.2 – Beta Release Notes

    VIVE Cosmos 1.0.9.2 – Beta Release Notes

    Reading Time: < 1 minute

    Please Select Your Location

    Thailand

    Australia

    Österreich

    België

    Canada

    Canada – Français

    中国

    Česká republika

    Denmark

    Deutschland

    France

    HongKong

    Iceland

    India

    Ireland

    Italia

    日本

    Korea

    Latvija

    Lietuva

    Lëtzebuerg

    Malaysia

    Malta

    Mexico

    Nederland

    New Zealand

    Norge

    Polska

    Portugal

    Russia

    Saudi Arabia

    Singapore

    España

    Suisse

    Suomi

    Sverige

    台灣

    Ukraine

    United Kingdom

    United States

    Việt Nam

    المملكة العربية السعودية (Arabic)

    Website: LINK

  • Case Study: Virtual Home Tours are Changing the Way Buyers Shop for Real Estate

    Case Study: Virtual Home Tours are Changing the Way Buyers Shop for Real Estate

    Reading Time: < 1 minute

    Website: LINK

  • Big Brands are Using This Small Tool to Design in Virtual Reality

    Big Brands are Using This Small Tool to Design in Virtual Reality

    Reading Time: 2 minutes

    Written by Denis O’Keeffe, Director of AR/VR Programs at Logitech

    Every new invention gets improved upon and specialized. A Neolithic flint ax head bears little resemblance to today’s kitchen knife or garden spade, but it’s certainly a precursor. Similarly, in the world of art, ancient hand paintings gave way to today’s wide variety of brushes, crayons, and styluses. To each task, its toolThe virtual reality design revolution is off and running, and it has some wonderful tools.

    [youtube https://www.youtube.com/watch?v=MduBtmijXZc?feature=oembed&wmode=opaque&w=730&h=411]

    When we look at the work being done by automotive, aerospace, architecture, and media pioneers, we can already see the start of an expansive technological revolution. That’s just one of the reasons we are so optimistic and excited about the future of this engaging new space.

    While technology is advancing incredibly quickly, VR design still has plenty of room to be improved upon and specialized. One of the most pressing of these areas is control and precision. Existing controllers do an excellent job for many tasks—yet Michelangelo would never have set about painting the Sistine Chapel with a paint roller. That’s where Logitech’s VR Ink Pilot Edition comes in.

    VR Ink is a stylus that offers control and precision in virtual reality. On two-dimensional surfaces and in three-dimensional room-scale spaces, VR Ink offers users unbeatable accuracy. For nearly forty years, Logitech has designed innovative product experiences that give people creative control, keeping them in their flow without interruption. There is no device that is more intuitive, or that offers you more command of digital content, than a mouse, keyboard, or stylus. With VR Ink, Logitech is bringing that accuracy to VR.

    Already, companies such as BMW, Sector 5 Digital, Audi, and others are pushing the boundaries of what’s possible. These companies are early adopters of the technology, and they rely on VR app developers and design companies. Logitech is dedicated to providing them with the tools they need to do their pioneering work. VR Ink is just one part of a set-up, including VIVE Virtual Reality Systems and the app of your choice, that makes designing in VR both intuitive and productive. Together, we’re cutting timelines from years down to months, and saving companies millions of dollars in development.

    Since we launched VR Ink earlier this year, we’ve worked hard to improve product experience and design, as well as to integrate new apps. Today, we can count Autodesk VRED, flyingshapes, Gravity Sketch, IRISVR, Mindesk, MARUI-Plugin, Tilt Brush from Google, and VectorSuite amongst our app partners. Starting now, we’re opening up VR Ink for pre-order in limited quantities.

    If you want to find out more or pre-order VR Ink Pilot Edition, visit our website.

    Website: LINK

  • VIVE Cosmos Software Update 1.0.8.8 – Release Notes

    VIVE Cosmos Software Update 1.0.8.8 – Release Notes

    Reading Time: 2 minutes

    Website: LINK

  • VIVE Cosmos Beta 1.0.8.8 – Beta Release Notes

    VIVE Cosmos Beta 1.0.8.8 – Beta Release Notes

    Reading Time: < 1 minute

    Please Select Your Location

    Thailand

    Australia

    Österreich

    België

    Canada

    Canada – Français

    中国

    Česká republika

    Denmark

    Deutschland

    France

    HongKong

    Iceland

    India

    Ireland

    Italia

    日本

    Korea

    Latvija

    Lietuva

    Lëtzebuerg

    Malaysia

    Malta

    Mexico

    Nederland

    New Zealand

    Norge

    Polska

    Portugal

    Russia

    Saudi Arabia

    Singapore

    España

    Suisse

    Suomi

    Sverige

    台灣

    Ukraine

    United Kingdom

    United States

    Việt Nam

    المملكة العربية السعودية (Arabic)

    Website: LINK

  • When Spectators Become the Players: VR for the Tech-Lovers and Tech-Less

    When Spectators Become the Players: VR for the Tech-Lovers and Tech-Less

    Reading Time: 3 minutes

    By Brent Bushnell and Eric Gradman, Two Bit Circus Co-Founders

    Two Bit Circus describes the role of VIVE and elbow-to-elbow play in creating a more universal VR experience — even for those who aren’t the ones in the headsets.

    The future of fun is often thought of as something years or even decades away. But, with new forms of experiential entertainment and virtual reality driving immersive experiences at a growing rate, the opportunities for meaningful and engaging fun are boundless — today.

    When we launched Two Bit Circus Micro-Amusement Park in Downtown LA in September 2018 our goal was to fuse the latest interactive technology with the wonder and spectacle of classic circus and carnival, bringing people together to play elbow-to-elbow. At the core of these experiences has been our VR attractions, which make up around a third of our revenue. We use VR in everything from our story rooms (our take on the classic escape room) to immersive arena experiences and special events such as Esports tournaments. 

    Virtual reality is a solid component of our park’s success. As we continue to grow as a location-based entertainment venue, we needed a supplier that understood our desire to get people to play, elbow-to-elbow, and who could provide players with opportunities for diverse play as well as mobility and immersion — even in a typically-tethered arena.

    This is where our collaboration with VIVE came into play. As our park has developed, they’ve provided ongoing support for LBE solutions and — as a group of [mad] inventors constantly creating – offered us a sense of security through the service plan they tailored to our industry. Over the past year, nearly all of our VR attractions — whether third party or developed in house — are now driven by HTC products. From free roam games such as The Raft and the Asterion Maze, to multiplayer games like Hologate and our newly-added Hyperdeck, they’re some of our most popular attractions throughout the entire park.

    What’s the special ingredient for this success? Spectator-friendly VR gaming.

    As a company focused on the future of fun, we want our experiences to be memorable and repeatable. For us, this means not only appealing to the folks who are already invested in VR but also those who might be hesitant to give it a try. Being able to actively participate in a VR experience, even if you’re not the one in the headset, is a key way to draw in new customers and create a more universal experience for players.

    We’ve seen that with Hyperdeck in particular. The VIVE headsets look really sleek and integrate well with the custom shooting turrets. Players are lit up and spectators not only view the action on external screens, they use tablets to throw power-ups to the VR players. The shared motion platform immerses the players while drawing  in the crowd who’s cheering them on. Just like a roller coaster at a traditional theme park, this is an adrenaline rush for the tech era. And those in line are growing increasingly eager to strap into the virtual world too.

    When companies prioritize spectators just as much as players in new games and experiences, it opens up a window of opportunity for elbow-to-elbow play. The future of fun is here, and it’s aiming to be immersive and accessible to all. So whether you’re a VR evangelist or have never put on a headset, we encourage you to give it a shot and find new ways of experiencing this evolving form of entertainment. From two guys who’ve spent their whole lives creating and diving into tech, trust us when we say: it really is out of this world fun.

    Website: LINK

  • Save Hundreds on Vive Virtual Reality Hardware for Cyber Weekend

    Save Hundreds on Vive Virtual Reality Hardware for Cyber Weekend

    Reading Time: 2 minutes

    Website: LINK

  • VIVE Cosmos 1.0.8.1 – Release Notes

    VIVE Cosmos 1.0.8.1 – Release Notes

    Reading Time: 2 minutes

    Website: LINK

  • Case Study: adidas Revolutionizes Internal Workflow with Virtual Reality

    Case Study: adidas Revolutionizes Internal Workflow with Virtual Reality

    Reading Time: < 1 minute

    Website: LINK

  • Designing Products in Virtual Reality First is the Future, Here’s Why

    Designing Products in Virtual Reality First is the Future, Here’s Why

    Reading Time: < 1 minute

    Website: LINK

  • Case Study: Rinnai® America Increases Lead Generation by 50% With VIVE

    Case Study: Rinnai® America Increases Lead Generation by 50% With VIVE

    Reading Time: < 1 minute

    Website: LINK

  • Vive Cosmos: Continuing to Update

    Vive Cosmos: Continuing to Update

    Reading Time: 3 minutes

    We built VIVE Cosmos to adapt to the needs of VR customers with ease, comfort, and performance. It’s our most versatile headset yet—with inside-out tracking, unlimited content in the box, swappable faceplate mods for more options in the future, and an entirely new design. We’re proud to have developed a VR kit that is built to grow with you over time from both a hardware and software perspective. This will allow users to enjoy Cosmos for years without needing to buy a new headset.

    We’re excited to finally get to share this product with you. And most important, we want to say thanks for being a VIVE customer.

    However, we’ve been hearing from customers and reviewers about a few issues. We want to address them and will continue to work to ensure you are getting the best experience with Cosmos.

    Tracking

    Vive Cosmos uses inside-out tracking, which requires data points in your play environment to deliver the most accurate tracking, as well as consistent lighting. Set up works best in a bright room without mirrors or reflectors. Plain walls with a lack of defining features could affect tracking.

    Our engineering team continues to fine tune the performance of the headset for different kinds of play environments and we’re looking into low-light reports from some users who were getting a persistent “dark environment” message. We’ve adjusted the notification window for low-light scenarios and the update is already live.

    We’re continuing to refine the tracking and notifications in these scenarios and expect to release another software update soon.

    Content

    With awesome clarity, audio, and increased comfort, we know you’re excited to set up your new Cosmos and dive right into playing. However, you may have noticed that not all your favorite titles are compatible yet.

    While the majority of Viveport and Viveport Infinity experiences are optimized for Cosmos, we’re working closely with developers across stores to update their titles with controls for Cosmos. We’ve also already seen the community submit bindings for many titles.

    We have discovered some titles are incorrectly prevented from launching that should be compatible with Cosmos. We are testing a fix internally and expect to release this week.

    Cosmos is the only VR headset with content packaged in the box with six months of Viveport Infinity included (one year if you pre-ordered). Cosmos gives you all you can eat VR and a diverse content library from games to travel to education across many languages.

    Currently ~ 90% of Viveport’s top 100 titles are compatible with Cosmos—including Battlewake, Arizona Sunshine, and Ninja Legends—allowing you to explore all that the Viveport Infinity subscription service has to offer with your new headset, including games, education and travel content, and more.

    Controller Batteries

    Cosmos uses AA batteries in its controllers. A figure that has been previously reported is incorrect, and unfortunately, widely circulated. We’ve seen a wide range of performance and expect four to eight hours depending on light, environments, type of content, and other variables. The quality of the battery itself may also impact longevity. Our engineering team will continually work to optimize for performance. We’ve tested NiMH rechargeable batteries and found them to perform well.

    Ergonomics and Build

    Cosmos was designed specifically to give you the potential for the best VR experience. Cosmos delivers crystal-clear text and graphics at 2880 x 1700 combined pixel resolution (1440 x 1700 pixels per eye), and we want to make sure you can take advantage of that, so our adjustable interpupillary dial (IPD) ranges from approximately 60.5 to 74 mm, putting your eyes in the perfect spot.

    The adjustable head strap and halo design balance weight distribution, and soft and lightweight materials make for all-day play. The user guide illustrates the proper way to wear the headset. If you are having issues fitting your Cosmos comfortably to your head, please refer to it and contact us if you can’t get your fit quite right.

    Our built-in headphones are designed to give you crisp and clear audio, however some of you may be experiencing a lower quality audio experience. Please check that you are using a USB 3.0 port to ensure optimal audio.

    We are continuing to work to improve Cosmos and your experience and will update you with the most pertinent and timely information as it becomes available. If you are experiencing any issues, please contact us at www.vive.com/support/contactus.

    Website: LINK

  • VIVE Pro Eye Simplifies Research Applications Involving Visual Attention

    VIVE Pro Eye Simplifies Research Applications Involving Visual Attention

    Reading Time: 2 minutes

    By Peter Schlueer, President and Founder of WorldViz.

    With VIVE Pro Eye scientists have easy access to research quality VR eye-tracking. WorldViz Vizard VR software makes this data available with as much low-level control exposed as possible.

    Believe it or not, our VR technology has fueled scientific research for over two decades, and about every five years a leap in technology redefines what’s possible.

    [youtube https://www.youtube.com/watch?v=ADZaShd9Q1Y]

    The VIVE Pro Eye is one of these leaps, and at WorldViz it’s our goal to help researchers use and access eye-tracking data as easily as possible and yet retain the essential low-level control and data quality that’s essential for quality science. In keeping with our original mission that VR creation should be accessible to anyone without technical skills, we’re excited to announce the rich support of HTC VIVE Pro Eye within the WorldViz VR software toolkit Vizard.

    Being able to explore visual attention in virtual environments is transforming how scientific studies can be conducted. It opens up exciting new research possibilities in fields such as psychology, neuroscience, training, performance assessment, and consumer behavior.

    Andy Beall, founder and Chief Scientist at WorldViz, says: “It’s amazing how simple it is now to set up immersive eye-tracking experiments with the VIVE Pro Eye. With Vizard, you then can quickly add eye tracking to your virtual scene, and perform analysis including recording and exporting of your data.”

    Vizard’s R&D-focused analysis capabilities have empowered thousands of academic and commercial research labs for over 20 years. Vizard is a general-purpose development environment for scientific VR, allowing researchers and innovators to build precise and complex simulations that connect to the VIVE Pro Eye, CAVEs & Powerwalls, head/hand/eye trackers, and motion capture systems. We also support specialty devices, including biophysiological sensors like EEG, EKG, GSR, and more. With an embedded Python interface, development is straightforward and open, which means you don’t have to be a computer science expert to build applications. You can also tap into a huge Python user community for numerous libraries and utilities.

    VR Eye Tracking Analytics Lab
    To get your VIVE Pro Eye–based research started quickly, we’ve designed the VR Eye Tracking Analytics Lab, a simple yet powerful tool for setting up eye-tracking experiments in VR that include examples for common eye tracking tasks. The VR Eye Tracking Analytics Lab runs on Vizard, which allows native integration with thousands of Python libraries. Templates include:

    • Recording and playback of eye-tracking behavior for “after-action review,” including 3D path review
    • Extensive data analytics
    • User performance-triggered feedback loops with eye or physiological sensor data
    • Precise timing experimental control and device synchronization
    • 360 videos and 3D files from a wide array of sources as customizable stimuli
    • Recording of gaze direction data, pupil size, fixation timings, and other low-level parameters
    • Multi-user environments
    • Heat maps
    • Access to a support ticketing system for professional users
    • …and more

    Is now the time to buy a VR headset with built-in eye tracking? If you’re still on the fence about the VIVE Pro Eye, read an in-depth review of VR eye-tracking benefits by WorldViz Chief Scientist Andrew Beall, including a simple Vizard example script that demonstrates how to use run an eye-tracking experiment.

    Website: LINK