Google and Squanch Games Team up for New Daydream Exclusive, ‘Dr. Splorchy Presents: Space Heroes’

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In partnership with Google, developers Squanch Games have revealed Dr. Splorchy Presents: Space Heroes, the first in a series of exclusive games for the Daydream VR platform. Announced today, the game is playable on the GDC show floor at Google’s booth.

Google Opens ‘Maps’ API So Devs Can Create ‘Pokémon Go’-style Games

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Image courtesy Google

During the Google Developer Day presentation at GDC 2018, Product Manager Clementine Jacoby and Engineering Lead Patrick Donelan at Google Maps presented the team’s progress in bringing their technology and data to game developers. Several ‘location-based’ AR games using Google Maps APIs and ARCore are coming to mobile devices this year.

4 Interesting New ARCore Apps Hitting Google Play Store

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image courtesy eBay

ARCore, Google’s augmented reality software development kit for Android devices, was recently made available on 13 flagship smartphones – giving over 100 million devices, the company says, the ability to run AR apps. At GDC today, Google highlighted two upcoming apps arriving on the Play Store today, and two arriving in the second half of year.

Hands-on: ‘Budget Cuts’ Showcases an Impressive Grip on What Makes VR Great

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Image courtesy Neat Corp

It’s been over two years since Stockholm-based Neat Corporation released the initial prototype for Budget Cuts, an upcoming stealth-action game that throws you into a robot-filled office space and arms you with various throwing weapons and a novel portal-based teleporting device, letting you sneakily stalk the corridors like a knife-wielding Nightcrawler. Now that the game has an official release date and price, Neat Corp let us in for the first official taste of the game at this year’s GDC before it heads out to HTC Vive and Oculus Rift in May.

Sony Highlights 30+ PSVR Games Launching This Spring

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Image courtesy Snail Games
Over on the US PlayStation Blog, SIEA Social Media Manager Justin Massongill has compiled a list of 34 PSVR games targeting a Spring 2018 release. The article details some of the more anticipated titles: Ark Park, Crisis on the Planet of the Apes, Rick and Morty: Virtual Rick-ality, Smash Hit Plunder, Torn, and Xing: The Land Beyond.

NVIDIA Announces ‘RTX’, Real-Time Ray Tracing Engine for Volta GPUs

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NVIDIA today announced RTX, a GPU accelerated technology capable of producing photo-realistic imagery through realtime ray-tracing, all accelerated on the company’s latest generation of Volta GPUs.

Report: Facebook to Launch Oculus Go Standalone Headset at F8 Developer Conference

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Image courtesy Oculus

Oculus Go, the company’s upcoming $200 standalone VR headset, doesn’t have an official release date yet, but a recent report from Variety contends Oculus will be launching Go at Facebook’s f8 developer conference this May.

Magic Leap Launches Developer SDK, Confirms Eye-tracking, Room-scanning, and More

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Image courtesy Magic Leap

Today Magic Leap has launched the Lumin SDK, the toolkit which allows developers to build AR experiences for Lumin OS, the operating system that powers the Magic Leap One headset.

LG Confirms No Presence at GDC, the One Year Anniversary of Their Headset’s Reveal

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LG's SteamVR headset prototype (2017) | Image by Road to VR

At GDC 2017 last year, LG made the surprise introduction of a SteamVR headset boasting high resolution displays and an interesting ergonomic design. After HTC’s Vive, It would be the first SteamVR headset introduced by a major company and also making use of SteamVR Tracking. Having heard almost nothing since that initial introduction, many hoped that GDC 2018 would see the first glimpse of an update on the status of the headset. Alas, the company has confirmed they aren’t present at GDC.

Vive Pro Headset Pre-orders Open at $800 for April 5th Launch, Original Vive Drops to $500

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Image courtesy HTC

HTC today announced that the Vive Pro headset only (without controllers or base stations) will cost $800 and launch on April 5th; the headset is now available for pre-order. Meanwhile, the original Vive is getting a price cut of $100, down to $500.

Update: Weta’s Concept First-person Shooter is Really Coming to Magic Leap One

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image courtesy Magic Leap

Magic Leap One, the upcoming AR headset from one of the most well-funded startups in history, is said to arrive sometime this year. While no real specs are known about the headset outside of a few choice bits revealed during its unveiling back in December, one important factor that’s been largely unresolved is starting to slowly materialize despite the company’s insistence on complete secrecy: content. Talking to Rolling Stone, Weta Gameshop designer and artist Greg Broadmore revealed that an upcoming first-person shooter called Dr. Grordbort’s Invaders, which is slated to launch alongside Magic Leap One, has been the headset’s longest-developed game.

If ‘Ready Player One’ Doesn’t Suck, It Stands to Positively Impact the VR Industry

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Image courtesy Warner Bros Pictures

Steven Spielberg’s film adaptation of Ernest Cline’s best-selling novel Ready Player One is hitting the big screen later this month. As a story based in a world where virtual reality headsets are omnipresent and everyone is connected to the massive multiplayer online universe dubbed ‘The Oasis’, many are wondering what role the film will play in VR’s continued push towards mainstream adoption. While basically none of the technology portrayed in Ready Player One reflects the current state of VR devices or software, leaving a clear gap in its ‘advertised’ benefits and the reality of the experience available to VR users today, it still has the potential to be a significant factor in VR adoption. To what extent? Well, that comes down to how many eyeballs see it and if it sucks or not.

What to Expect From Top AR/VR Companies at GDC 2018

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Image courtesy UBM

GDC is here once again, all next week we’ll have boots on the ground bringing you the latest VR/AR news. Held annually in San Francisco, Game Developers Conference has undeniably been a focal point for VR the industry, and as augmented reality continues to heat up, we expect it to be increasingly important for AR as well. Here’s a look at what we’re expecting to find next week from the top VR/AR companies.

Exclusive: Scaffolding in VR – Interaction Design for Easy & Intuitive Building

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There’s something magical about building in VR. Imagine being able to assemble weightless car engines, arrange dynamic virtual workspaces, or create imaginary castles with infinite bricks. Arranging or assembling virtual objects is a common scenario across a range of experiences, particularly in education, enterprise, and industrial training—not to mention tabletop and real-time strategy gaming.

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.

Update (3/18/18): Leap Motion has released the Scaffolding demo for anyone with a Leap Motion peripheral to download and try for themselves. They’ve also published a video showing what the finished prototype looks like (see above).

For our latest interaction sprint, we explored how building and stacking interactions could feel seamless, responsive, and stable. How could we place, stack, and assemble virtual objects quickly and accurately while preserving the nuance and richness of a proper physics simulation?

The Challenge

Manipulating physically simulated virtual objects with your bare hands is an incredibly complex task. This is one of the reasons we developed the Leap Motion Interaction Engine, whose purpose is to make the foundational elements of grabbing and releasing virtual objects feel natural.

Nonetheless, the precise rotation, placement, and stacking of physics-enabled objects—while very much possible—takes a deft touch. Stacking in particular is a good example.

Stacking in VR shouldn’t feel like bomb defusal.

When we stack objects in the physical world, we keep track of many aspects of the tower’s stability through our sense of touch. Placing a block onto a tower of objects, we feel when and where the held block makes contact with the structure. In that instant we feel actual physical resistance.

The easiest way to counteract these issues in VR is to disable physics and simply move the objects around. This successfully eliminates unintended collisions and accidental nudges.

With gravity and inertia disabled, we can assemble the blocks however we want, but it lacks the realistic physics-based behavior which is an important part of how we would do the same task in the real world.

However, this solution is far from ideal, as precise rotation, placement, and alignment are still challenging. Moreover, disabling physics on virtual objects makes interacting with them far less compelling. There’s an innate richness to physically simulated virtual interactions in VR/AR that’s only amplified when you can use your bare hands.

A Deployable Scaffold

The best VR/AR interaction design often combines cues from the real world with the unique possibilities of the medium. Investigating how we make assembling things in the physical world easier, we looked at things like rulers and measuring tapes for alignment and the concept of scaffolding, a temporary structure used to support materials in aid of construction.

Snappable grids are a common feature of flat-screen 3D applications. Even in VR we see early examples like the very nice implementation in Google Blocks.

However, rather than covering the whole world in a grid, we proposed the idea of using them as discrete volumetric tools. This would be a temporary, resizable three-dimensional grid which would help create assemblies of virtual objects—a deployable scaffold! As objects are placed into the grid, they would snap into position and be held by a physics spring, maintaining physical simulation throughout the interaction. Once a user was done assembling, they could deactivate the grid. This releases the springs and returns the objects to unconstrained physics simulation.

To create this scaffolding system we needed to build two components: (1) a deployable, resizable, and snappable 3D grid, and (2) an example set of objects to assemble.

Generating A 3D Grid

Building the visual grid around which Scaffold interactions are centered is straightforward. But since we want to be able to change the dimensions of a Scaffold dynamically, we may have many of them per Scaffold (and potentially multiple Scaffolds per scene). To optimize, we created a custom GPU-instanced shader to render the points in our Scaffold grid. This type of repetitive rendering of identical objects is great to put onto the GPU because it saves CPU cycles and keeps our framerate high.

In the early stages of development it was helpful to color-code the dots. Since the grid will be dynamically resized, colors are helpful to identify what we’re destroying and recreating or whether our dot order is orderly (also it was pretty and we like rainbow things).

Shader-Based Grid Hover Affordance

In our work we strive to make things reactive to our actions—heightening the sense of presence and magic that makes VR such a wonderful medium. VR lacks many of the depth cues that we rely on in the physical world, so reactivity is also important in boosting proprioception (our sense of the relative positions of different parts of our body).

With that in mind, we didn’t stop at simply making a grid of cubes. Since we render our grid points with a custom shader, we could add features to our shader to help users better understand the position and depth of their hands. With that in mind, our grid points will grow and glow when your hand is near, making it more responsive and easy to use.

Making Scaffold-Reactive Blocks & Their Ghosts

Creating objects that can be placed within (and aligned to) our new grid starts with adding an InteractionBehaviour component to one of our block models. Combined with the Interaction Engine, this takes care of the important task of making the object graspable. To empower the block to interact with the grid, we created and added another Monobehaviour component that we called ScaffoldBehaviour. This behavior handles as much of the block-specific logic as possible so the grid classes stay less complicated and remain wieldy (yes, it’s a word).

As with the grid itself, we’ve learned to think about the affordances for our interactions right along with the interactions themselves. We designed interaction logic to create and manage a ghost of the block when it’s within the grid, so you can easily tell where the block will go when you release it:

Resizing The Grid with Interaction Engine Handles

By building handles to grasp and drag, a user can resize the Scaffold to fit within a specific area. We created spherical handles with Interaction Engine behaviors, which we constrained to the move in the axis they control. This way, if the user places blocks in the Scaffold and drags the handles to make the grid smaller, the blocks are released, dropping them. Conversely, if the handles are dragged to make the grid larger, and blocks had been placed at those grid points, then the blocks snap back into place!

Continued on Page 2: Widget Stages, States, and Shapes »

LeanGP Home Motorcycle Sim Doubles Crowdfunding Goal With 3 Weeks to Go

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Image courtesy LeanGP

Described as the “first affordable and foldable motorcycle simulator,” LeanGP is a dedicated gaming controller and chassis for bike enthusiasts, compatible with various VR-supported gaming platforms. Valencia-based startup LeanGP reached their Kickstarter goal within the first 48 hours of the crowdfunding campaign.

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