Vive Focus Standalone VR Headset Launches in China

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Based on images courtesy HTC

Vive Focus, HTC’s first standalone VR headset, has officially launched in China. Based on HTC’s new mobile VR platform, which includes a mobile version of the Viveport content store, the headset debuts with more than 40 apps.

Facebook Open-sources ‘Detectron’ Computer Vision Algorithm for AR Research

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Image courtesy Facebook

Facebook announced this week the open-sourcing of Detectron, the company’s platform for computer vision object detection algorithm based on a deep learning framework. The company says that its motive for opening up the project is to accelerate computer vision research, and that teams within Facebook are using the platform for a variety of applications, including augmented reality.

Wargaming to Develop ‘World of Tanks VR’ for VR Arcades

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Wargaming—the company behind free-to-play titles World of Tanks (2010), World of Warplanes (2013), and World of Warships (2015)—has announced development of a new title, World of Tanks VR, under development for deployment into VR arcades.

‘Cubism’ Aims to Artfully Tickle Your Brain With Its Solid Dissection Puzzles, Demo Now Available

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Cubism is an upcoming VR puzzle game from indie developer Thomas Van Bouwel that challenges you to think in 3 dimensions. Inspired by puzzles like the Soma cube, or a cube composed of smaller Tetris-like geometric pieces, Cubism tasks players with assembling increasingly complex shapes in what results in a real brain teaser.

AltspaceVR CEO Eric Romo Joins Facebook’s Social VR Team

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image courtesy Eric Romo

Eric Romo, co-founder and CEO of AltspaceVR, is joining Facebook’s Social VR team.

Harry Potter Universe ‘Fantastic Beasts’ VR Experience Comes to Vive, Oculus & Gear VR

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image courtesy Warner Bros. Pictures

Gallopin’ Gorgons! An updated version of the Harry Potter Universe game for Daydream, Fantastic Beasts and Where to Find Them VR Experience, is arriving today. Not only that, but owners of Vive, Rift and Gear VR will finally be able to get in on the magic-casting fun too, as the game lands on their respective app stores.

VR Mech Combat Game ‘Vox Machinae’ is Back with Motion Input, Closed Beta Coming Soon

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With VR’s strengths for cockpit-based games, you’d think that there would be more quality mech titles available to today’s headsets. Alas, a killer VR mech game hasn’t reared its head just yet; Vox Machinae, a promising VR mech combat game that has been running silent on development for a long time, has reappeared, now set for release in 2018.

Play ‘Onward’ Tactical Multiplayer Shooter for Free on Rift This Weekend

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Image courtesy Downpour Interactive

Onward, the tactical multiplayer shooter for Vive and Rift, is getting another free weekend – this time for Rift players on Oculus Home.

Exclusive: Summoning & Superpowers – Designing VR Interactions at a Distance

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Manipulating objects with bare hands lets us leverage a lifetime of physical experience, minimizing the learning curve for users. But there are times when virtual objects will be farther away than arm’s reach, beyond the user’s range of direct manipulation. As part of its interactive design sprints, Leap Motion, creators of the hand-tracking peripheral of the same name, prototyped three ways of effectively interacting with distant objects in VR.

Guest Article by Barrett Fox & Martin Schubert

Barrett is the Lead VR Interactive Engineer for Leap Motion. Through a mix of prototyping, tools and workflow building with a user driven feedback loop, Barrett has been pushing, prodding, lunging, and poking at the boundaries of computer interaction.

Martin is Lead Virtual Reality Designer and Evangelist for Leap Motion. He has created multiple experiences such as Weightless, Geometric, and Mirrors, and is currently exploring how to make the virtual feel more tangible.

Barrett and Martin are part of the elite Leap Motion team presenting substantive work in VR/AR UX in innovative and engaging ways.

Experiment #1: Animated Summoning

The first experiment looked at creating an efficient way to select a single static distant object then summon it directly into the user’s hand. After inspecting or interacting with it, the object can be dismissed, sending it back to its original position. The use case here would be something like selecting and summoning an object from a shelf then having it return automatically—useful for gaming, data visualization, and educational simulations.

This approach involves four distinct stages of interaction: selection, summoning, holding/interacting, and returning.

1. Selection

One of the pitfalls that many VR developers fall into is thinking of hands as analogous to controllers, and designing interactions that way. Selecting an object at a distance is a pointing task and well suited to raycasting. However, holding a finger or even a whole hand steady in midair to point accurately at distant objects is quite difficult, especially if a trigger action needs to be introduced.

To increase accuracy, we used a head/headset position as a reference transform, added an offset to approximate a shoulder position, and then projected a ray from the shoulder through the palm position and out toward a target (veteran developers will recognize this as the experimental approach first tried with the UI Input Module). This allows for a much more stable projective raycast.

In addition to the stabilization, larger proxy colliders were added to the distant objects, resulting in larger targets that are easier to hit. The team added some logic to the larger proxy colliders so that if the targeting raycast hits a distant object’s proxy collider, the line renderer is bent to end at that object’s center point. The result is a kind of snapping of the line renderer between zones around each target object, which again makes them much easier to select accurately.

After deciding how selection would work, next was to determine when the ‘selection mode’ should be active; since once the object was brought within reach, users would want to switch out of selection mode and go back to regular direct manipulation.

Since shooting a ray out of one’s hand to target something out of reach is quite an abstract interaction, the team thought about related physical metaphors or biases that could anchor this gesture. When a child wants something out of their immediate vicinity, their natural instinct is to reach out for it, extending their open hands with outstretched fingers.

Image courtesy Picture By Mom

This action was used as a basis for activating the selection mode: When the hand is outstretched beyond a certain distance from the head, and the fingers are extended, we begin raycasting for potential selection targets.

To complete the selection interaction, a confirmation action was needed—something to mark that the hovered object is the one we want to select. Therefore, curling the fingers into a grab pose while hovering an object will select it. As the fingers curl, the hovered object and the highlight circle around it scale down slightly, mimicking a squeeze. Once fully curled, the object pops back to its original scale and the highlight circle changes color to signal a confirmed selection.

2. Summoning

To summon the selected object into direct manipulation range, we referred to real world gestures. A common action to bring something closer begins with a flat palm facing upwards followed by curling the fingers quickly.

At the end of the selection action, the arm is extended, palm facing away toward the distant object, with fingers curled into a grasp pose. We defined heuristics for the summon action as first checking that the palm is (within a range) facing upward. Once that’s happened, we check the curl of the fingers, using how far they’re curled to drive the animation of the object along a path toward the hand. When the fingers are fully curled the object will have animated all the way into the hand and becomes grasped.

During the testing phase we found that after selecting an object—with arm extended, palm facing toward the distant object, and fingers curled into a grasp pose—many users simply flicked their wrists and turned their closed hand towards themselves, as if yanking the object towards themselves. Given our heuristics for summoning (palm facing up, then degree of finger curl driving animation), this action actually summoned the object all the way into the user’s hand immediately.

This single motion action to select and summon was more efficient than two discrete motions, though they offered more control. Since our heuristics were flexible enough to allow both, approaches we left them unchanged and allowed users to choose how they wanted to interact.

3. Holding and Interacting

Once the object arrives in hand, all of the extra summoning specific logic deactivates. It can be passed from hand to hand, placed in the world, and interacted with. As long as the object remains within arm’s reach of the user, it’s not selectable for summoning.

4. Returning

You’re done with this thing—now what? If the object is grabbed and held out at arm’s length (beyond a set radius from head position) a line renderer appears showing the path the object will take to return to its start position. If the object is released while this path is visible, the object automatically animates back to its anchor position.

Overall, this execution felt accurate and low effort. It easily enables the simplest version of summoning: selecting, summoning, and returning a single static object from an anchor position. However, it doesn’t feel very physical, relying heavily on gestures and with objects animating along predetermined paths between two defined positions.

For this reason it might be best used for summoning non-physical objects like UI, or in an application where the user is seated with limited physical mobility where accurate point-to-point summoning would be preferred.

Continued on Page 2: Telekinetic Powers »

Race to Find These 20 ‘Sprint Vector’ Closed Beta Keys

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image courtesy Survios

Survios, the studio behind Raw Data (2017), announced a closed beta test for Sprint Vector, its multiplayer competitive foot racing game. The closed beta began on January 20th and go through January 28th. Race to find one of 20 closed beta keys that we’ve hidden within.

Oculus Sends 5 VR Experiences to Sundance 2018

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image courtesy Oculus

The Sundance Film Festival just kicked off in Park City, Utah, and Oculus announced in a blogpost they’re debuting five experiences at the New Frontier section of Sundance—all of which they helped bring to life.

Dell Partners With Meta to Sell Meta 2 AR Dev Kit in February

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Photo by Road to VR

Dell and AR headset manufacturer Meta announced a new partnership, allowing Dell to be the first third-party seller of the Meta 2 Augmented Reality Development Kit. Dell says that through the partnership, they’ll also be able to provide both the Meta 2 Dev Kit and the tools necessary to create immersive experiences to businesses involved in sectors such as healthcare, manufacturing and construction.

Investors Poured a Record $2 Billion into VR/AR in 2017, But Early Stage Funding Slowed

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Image courtesy Greenlight Insights

In 2017, venture funding of VR/AR companies reached at least $1.9B, ending slightly above 2016. The total number of companies raising venture capital during 2017 outpaced 2016, but the average deal size declined sharply by 35%, according to Greenlight Insights’ annual year-end analysis of individual venture capital deals dating back to 2011.

‘Oculus Start’ Program Aims to Help Indies Jump into VR Development

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Image courtesy Oculus

Providing “access, support, and savings” to qualifying indie developers, the new Oculus Start program hopes to encourage and enable the development of great apps from those just getting started in VR. The program, which was introduced in a brief post on the Oculus developer blog, has begun to accept applications via this form.

Play ‘From Other Suns’ Co-op Sci-fi Adventure Game for Free This Weekend

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image courtesy Gunfire Games

Gunfire Games’ most recent release, the space adventure game From Other Suns (2017), is playable for free this weekend. The game is exclusive to the Oculus platform and designed “from the ground up” for the Touch controllers, coming from the studio behind Chronos (2016) and Dead & Buried (2017).

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