Hands-on with DAQRI’s New Industrial Augmented Reality Helmet

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The DAQRI Smart Helmet is a prototype in the works by a Los Angeles-based company who is approaching augmented reality from an industrial standpoint rather than a commercial one. It features thermal imaging, head tracking, motion sensing, pattern recognition, and much more.

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I tried out this unique AR headset at the 4D Expo hosted by DAQRI in downtown LA that lasted two days. The relatively small conference included presentations from various industry leaders along with panel discussions and even a fireside chat with LA’s CIO, Peter Marx. Among the demonstrations, the DAQRI’s AR Smart Helmet was by far one of the most exciting technologies that the company had to offer.

Sponsored: Intel Developer Lab Explores Gesture Input With Latest RealSense Depth Cameras

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On February 18th Intel held a developers lab in Rocklin, CA (north of Sacramento) in the new ‘Hacker Lab’ space at Sierra College. The event sought to teach devs the in’s and out’s of developing with Intel’s latest RealSense 3D Camera, which allows for interactive gesture input, thanks to a 1080p color camera and depth sensor. Road to VR worked with Intel to find a local VR enthusiast to report from the event.

Welcome to Road to VR 4.0

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“4.0?!” you say. Yup. Did you know we’ve been around since 2011? In the back of my mind I know that’s when we started, but when I’m forced to write it down as I am now… whoosh!… it comes rushing to the front in a fury of nostalgia.

It was about a year before the Oculus Rift Kickstarter when Road to VR sprung to life. VR wasn’t even on the radar in the consumer space. In the commercial sector there were pockets of use for the technology, but nothing your average technology user would ever bother with, given the sliver of proprietary software available—not to mention the prohibitive cost.

So why on Earth did 2011 seem like a good time to start writing about a technology that had been considered dead in the consumer space for at least a decade? Well, here’s what I wagered in the first article ever published on Road to VR:

The time feels right now to start tracking the journey to virtual reality as a number of important technologies are being developed and starting to hit the main stream. These technologies, that are being deployed or are in development, are all stepping stones toward virtual reality. Eventually I see these technologies coalescing into what will be known as virtual reality. A few of these technologies are as follows: motion gaming (Wii/Wii Plus, Xbox Kinect, Playstation Move, etc.), voice control (Apple’s Siri, Android Voice Actions, etc.), and AR gaming (augmented reality) which is found on sensor-rich devices like smartphones and tablets.

We’ve got the technology to make pseudo virtual reality today, and you can actually find examples of it all over the place; it just hasn’t hit the mainstream yet.

It should be apparent from the list I made above, but the first place that we’re likely to see mainstream interactive virtual reality is in video games, and something that we haven’t quite seen yet… interactive movies. These are obvious places because the experience that the creators of games or movies are attempting to convey will see vastly increased immersiveness and richness of the medium if they are able to connect to the audience at a level that is far beyond what we see today.

That, and I was completely fascinated by the possibilities of VR. I like to say: should humans ever devise a system capable of perfectly replicating the way we perceive reality, you could rewrite the laws of physics. I get that ‘tiny person, huge universe’ feeling when I think about that.

And what was why I started Road to VR, to map where we were between no virtual reality, and a perfect simulation of reality, and to find out how long it would take to reach that destination. We still have a long way to go, but the progress that’s been made in the last few years is nothing short of incredible.

In 2012, Oculus took to Kickstarter and reignited the virtual reality industry.

I sometimes hear people lamenting that Oculus and others are taking “too long” to get a consumer headset out the door. But as someone who has been carefully watching this space since 2011, I’m blown away by how fast things are happening. We’ve seen huge players jump into the arena, some of the biggest companies in the world. The money being spent on development in this space has grown tremendously. Developers have devised hundreds, if not thousands of virtual reality applications, some demos, and some full experiences. And there’s still so much more to come.

We’ve felt the growth here at Road to VR. From 2013 to 2014, we grew 233%. Two months into 2015 and we’re on track for an even greater leap, right along with the exploding industry, no doubt.

And that’s one reason why it was time for an overhaul. There’s so much important news happening that it could barely be contained by our previous site.

We want readers of Road to VR to walk away with the latest picture of the VR industry. Version 4.0 is designed to let you access more content, faster, and give us the room we need to get you all the latest.

So poke around, let us know what you think. I’m sure you’ll run into some bugs here and there, we’d really appreciate if you’d report them to info@roadtovr.com.

As has become tradition, here’s a little trip down Road to VR memory lane:

I’d like to take this time to thank our readers for their support, comments, tips, and gracious sharing of the content that we work hard to bring you. I’d also like to thank the Road to VR team and everyone who has helped us along the way. This new design would not have been possible without hard work and long nights from Road to VR’s Editor and all around tech-wizard, Paul James. Also a big thanks to our contributors, Scott Hayden, “Reverend” Kyle Riesenbeck, Matt Terndrup, Jonathan Tustain, with help from Brian Hart and our guest contributor, Kevin Williams. And a blanket thank you to all of the amazingly smart people driving this incredible technology and industry.

Stay tuned, next week is going to be crazy.

This Uncovered Silhouette May Be the First Glimpse of the SteamVR Headset

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So you’ve probably heard by now that Valve is set to reveal a SteamVR Dev Kit come GDC 2015 next week. Well, some folks poking around their website found a photo hidden in the source code that reveals what might be the first glimpse of the VR headset.

Oculus Lists Official Samsung Gear VR Compatibility for Note 4 Variants

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While the Galaxy Note 4 is the only ‘one’ phone that is compatible with Samsung’s Gear VR headset, there’s different variations of the phone for different regions. Should you be attempting to import a Gear VR from a country where the device is not officially available, you can now check a compatibility list from Oculus before making a risky purchase.

Oculus Mobile VR Jam 2015 Offers $1 Million in Prizes Beginning in April

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Come April, Oculus will hold a Mobile VR Jam with prizes totaling $1 million. The company is incentivizing the creation of virtual reality games and experiences for the Samsung Gear VR headset, which Samsung built in collaboration with Oculus.

Tactical Haptics Returns to GDC 2015 with New Demo for Haptic Controller

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Reactive Grip controller prototype circa 2014

Tactical Haptics is coming back to this year’s Game Developers Conference (GDC) in San Francisco to give a fresh demo of their haptic controller, Reactive Grip. The device aims to give popular motion tracking devices a more immersive feel for in-game object manipulation, adding a level of tactile feedback that goes beyond gamepad rumble packs.

First Look: NHL Testing NextVR for Live VR Broadcast of Hockey Games

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We knew NextVR was showing off its panoramic video at the NBA All-Star Technology Summit last week, but now the company says the NHL will be getting the same 360 degree treatment, transmitted live and in ‘broadcast quality’.

Report: Nvidia May Reveal “Titan VR” Headset at GDC 2015

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After the surprise announcement that Valve would be revealing a “SteamVR Dev Kit” at next week’s GDC 2015, yet another huge entrant may be about to join the virtual reality arena. The company is reportedly on the verge of revealing a “Titan VR” headset, and may do so at an event next week during GDC.

Valve to Reveal “SteamVR Dev Kit” Next Week at GDC 2015

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Gaming giant Valve has announced that they’ll be revealing a “previously-unannounced SteamVR hardware system” at GDC 2015. The company has been actively engaged in R&D in the AR/VR space but hasn’t previously broken into the hardware market. This new information makes it look like they might be gearing up to do just that.

Convrge Adds Shared Movie Screen and New Area, ‘Theater Grand Opening’ Event Tomorrow

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Convrge, a social VR platform for the Oculus Rift, has been steadily building out its virtual space to enable multiplayer VR experiences. The latest version of the platform adds a shared movie screen for group viewings and additional space to the map.

Rev VR Podcast (Ep.95): Apollo 11 Kickstarter and Education in VR with Drash, David, and Sandra

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Several folks emailed me and asked, “Where is the podcast with the Apollo 11 developers!?” Great idea. I reached out to the developers, David and Sandra Whelan, and Drash, to talk about their hot new Kickstarter campaign.

Oculus Rift Creator: “Don’t get too hyped on the possibility of seeing [VR input] at GDC”

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Palmer Luckey, creator of the Oculus Rift, has preempted any rumors that Oculus might be showing a first-party VR input solution at the upcoming GDC 2015 in March.

Second Annual VR Mixer to be Held at GDC 2015 on March 5th, Tickets Available Now

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SVVR and SFVR invite you to the second-annual GDC VR Mixer on Thursday, March 5 from 6:30 PM – 10:30 PM in downtown San Francisco. This time, we’ve booked a 20,000 sq. ft. venue to showcase the newest virtual reality technology while making sure you have plenty of space to socialize. Best of all, it’s only two blocks from GDC.

Epic Games Offering up Cash from $5 Million Fund to ‘Anyone Making Cool Things with UE4’

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Epic Games is offering developers a “no strings attached” piece of their recently established development fund, a financial grant pool that tops out at $5,000,000 worth of cash. The funds are earmarked for projects with working prototypes, that are built in and around the company’s game engine, Unreal Engine 4.

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