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Genuine SHINECON VR BOX 3D Virtual Reality Glasses+Controller For Samsung iPhone
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SkyTechSport offers a virtual reality ski simulator for those who want to ski without the snow. They offer a panoramic 4K view that looks like a ski resort and motors that reproduce sensations as if you were actually skiing. The simulation can be adjusted to fit your preference. You might forget that you're not outdoors. Read more...
More about Sports, Olympics, Snow, Vr, and ColdOver the last few years a busy conference circuit has emerged for creators and enthusiasts interested in VR and AR technology, and 2018 is already full of events throughout the year.
We’ll update this list of VR and AR-related events from time to time as more dates are announced. If we’ve missed a big one, please email tips@uploadvr.com with information about the conference or event and we’ll periodically update this post.
Barcelona, Spain
Registration: Attendee
Austin, United States
Registration: Exhibitor | Attendee
Reutlingen, Germany
Registration: Attendee
San Francisco, United States
Registration: Exhibitor | Attendee
Laval, France
Registration: Exhibitor | Attendee
Las Vegas, United States
Registration: Exhibitor | Attendee
New York, United States
Registration: Attendee
San Jose, United States
Registration: Attendee
Los Angeles, United States
Registration: Attendee
Las Vegas, United States
Registration: Exhibitor | Attendee
London, England
Registration: Exhibitor | Attendee
Santa Clara, United States
Registration: Exhibitor | Attendee
Los Angeles, United States
Registration: Exhibitor | Attendee
San Diego, United States
Registration: Exhibitor | Attendee Badges (Sold Out)
Vancouver, Canada
Registration: Attendee
Cologne, Germany
Registration: Exhibitor | Attendee
The Creating Reality Hackathon, sponsored by USC, will inspire participants from USC and around the world to build original AR and VR applications. Over the course of four days (March 12-15), attendees will form interdisciplinary teams to design and create new experiences. The hackathon is sponsored by the USC School of Cinematic Arts, the Viterbi School of Engineering Game Pipe Lab and the Iovine and Young Academy.
The Creating Reality Hackathon is a one-time, purpose-built, diverse, international and large-scale community. 400 participants, selected from over 2,000 applications from students and working practitioners will compete for cash and other prizes. This community’s core purpose is to learn and to deepen our understanding of how immersive technologies can be applied.
In the new and cutting-edge fields of AR and VR, the only way to gain a deeper understanding is using the iterative prototyping fostered by hackathons. Scaling the hackathon to 60 – 100 submissions parallelizes the investigation of how we can use immersive technology and produces more insightful apps and experiences. In addition, forming teams comprised of individuals from different background and expertise increases the creativity and originality of the work.
The hackathon is non-profit and non-commercial. Judges are looking for submissions that demonstrate an impactful and important idea.
The Reality Virtually Hackathon sponsored by the MIT Media Lab served as a learning experience that inspired this year’s Creating Reality Hackathon at USC, and the format was adapted for the USC and LA communities. The areas of interest and project submission categories are expected to vary for the two hackathons, because of differences in the two universities’ curriculum and research, as well as the geographical representation of industries.
The hackathon begins with a day of enabling workshops for developers, designers, and artists followed by two days of building. Learning in workshops transcends into learning by designing and building for two full days. The last day is dedicated to judging the 80 project submissions.
This is a promotional post not produced by the UploadVR staff. No compensation was exchanged for the creation of this content.
University of Alberta’s uses AR technology to project a patient’s internal anatomy onto their body in real-time.
Ever press a flashlight up against the palm of your hand and watch the innards illuminate? Now imagine a machine that did pretty much the same thing, only 1000x more accurately.
That’s what the brilliant folks over at the University of Alberta are working on with ProjectDR, an exciting new AR-powered system capable of displaying a patient’s detailed internal structure directly onto their body in real-time.
The result is a technology akin to something along the lines of x-ray specs. Using ProjectDR, healthcare professionals are able to project advanced medical images such as CT scans and MRI data onto subjects with a surprising amount of accuracy. It even has the ability to isolate and display individual layers and segments of the body, such as specific organs, blood vessels, whatever the operator wishes to see.
What’s even more impressive is the system’s ability to track and follow a patient’s movement. Thanks to a custom software written by Ian Watts, a computer science graduate student and developer of the project alongside fellow graduate student Michael Fiest, an array of motion-trackers using infrared cameras are able to identify and follow a series of trackers attached to the subject. This keeps the projected image tightly secured to the patient at all times.
Needless to say all these features could very well make ProjectDR the next big thing in modern medicine.
“There are lots of applications for this technology, including in teaching, physiotherapy, laparoscopic surgery and even surgical planning,” said Watts.
According to Pierre Boulanger, a professor in Alberta’s Department of Computer Science, ProjectDR will soon enter surgical simulation laboratories to test and analyze potential real world application before being implemented into the actual clinics. However research team members are optimistic that surgical pilot studies are just on the horizon.
For more information you can head over to the University of Alberta’s Faculty of Science page. ProjectDR was first introduced last November at the Virtual Reality Software and Technology Symposium in Gothenburg, Sweden.
The post This AR X-Ray Could Revolutionize Modern Medicine appeared first on VRScout.
I’ve always wanted to visit the Mushroom Kingdom. Ever since I was a kid watching the Super Mario Bros. Super Show, despite how terrible that show is nowadays in hindsight, the world just seemed like such a magical place. VR artists are making my childhood dreams come true because not only can I visit Zelda’s Hyrule already, but now the Mushroom Kingdom is getting the VR treatment as well.
A VR Art Director on Twitter by the name of Vladimir Ilic (otherwise referred to as VRHuman) recently published a video of a sculpture he did that completely recreates Super Mario World’s map in VR using Google’s Blocks 3D modeling app. It’s truly impressive.
Over the past several months we’ve seen a lot of creative uses for Google’s Blocks, such as this developer that built a small game in just a matter of weeks. Ilic’s rendition of Super Mario World’s map is remarkably accurate, as he built it by referencing screenshots every step of the way. You can see the whole process in the YouTube video up above.
Although Nintendo is far from interested in VR at this time, it’s still great to see their properties getting re-imagined in fun and inventive ways by dedicated artists.
Let us know what you think of this project down in the comments below!
Tagged with: blocks, Super Mario World
A Microsoft-endorsed hard hat solution lets construction workers use holograms on site.
Industrial collaboration tools are one of the fastest-developing areas for the Microsoft HoloLens, with many companies such as Object Theory looking for ways to diversify and broaden the market for Mixed Reality. On the other hand, selling this technology as an everyday working tool in places like construction sites, offshore facilities and mining projects means making it robust enough to be used as such. This means it has to comply with very specific and stringent safety and environmental standards.
Which is how Microsoft finds itself in the somewhat unlikely position of endorsing a hard hat. They have been working with Trimble to come up with a design complete with MSA V-Gard hard hat, suspension system, and quick-release accessory clips. All of which allow workers to wear the HoloLens comfortably without voiding the warranty of the $3,000 device.
It also meets basic impact protection requirements of ANSI Z87.1, CSA Z94.3 and EN 166 (the most common protective glass certification standards) and IP50 rated testing, meaning the device will be able to perform protected from dust. And while that might not sound like the sexiest list of features, it seems to have got this construction crew excited enough in the demo video below.
These workers already routinely use technology such as tablets to access plans and data on site, but going from 2D to 3D at scale brings that to a whole new level. “Superimposing the digital model on the physical environment provides a clear understanding of the relations between the 3D design model and the actual work on a jobsite,” explained Olivier Pellegrin, BIM manager, GA Smart Building.
The application they are using is called Trimble Connect. It turns data into 3D holograms, which are then mapped out to scale onto the real-world environment. This gives workers an instant sense of where and how various elements will fit and exposes mistakes early on in the process.
The HoloLens app does that by combining multiple models – structural, mechanical, electrical – and aligning each one precisely on a 1:1 scale onto the job site structures. Workers can review and make changes to the models in context with the physical environment they’ll be applied to. Not only can you plan work more efficiently, but you can also train workers and compare plans against tasks completed. Other features enable users to view and capture data with onsite measuring tools, make annotations, and assign tasks.
Trimble – a California-based company that specializes in advanced location-based technology – was one of the first HoloLens partners that Microsoft onboarded back in 2015. Later that year, Trimble launched its Mixed Reality program and released the first commercially available enterprise-level product for the device – called SketchUp Viewer – in partnership with multinational engineering firm AECOM.
Trimble Connect is available now on the Microsoft Windows App Store with a free trial option. Users will be able to not only use the functionality in training scenarios, but also visualize and share holographic data to collaborate in projects and manage tasks such as quality control and progress monitoring.
“We are expanding the opportunities for implementation of Mixed Reality in a broad range of industries,” says Aviad Almagor, director of Trimble’s Mixed-Reality Program. “With the rise in acceptance for mixed-reality solutions in business, the need for 3D visualization outside the office is driving this next wave of innovation.”
The Hard Hat Solution, which is expected to be released later in the first quarter of 2018, will build upon what has been Microsoft’s HoloLens strategy from the very start, focusing on enabling Industry 4.0 efficiencies and capturing the lion’s share of the enterprise market.
Which is not to say that they are ignoring the average user, however, as the new wave of Windows Mixed Reality headsets proves. These headsets incorporate many of the features the company developed for the HoloLens, such as inside-out tracking capabilities, which make them a lot more comfortable to wear and brings the tech a step closer to looking like a viable consumer proposition. It does mean, however, that Microsoft can afford to play the long game as far as mass-market adoption goes, and that’s a pretty nice place for it to be, especially as we start to anticipate what the next generation of the HoloLens will look like and how it will compare with other newcomers in that space like Magic Leap.
The post This Is What A Mixed Reality Hard Hat Looks Like appeared first on VRScout.
In the past few months I’ve seen some really impressive stuff in VR. From standing atop the mountains of Skyrim, gazing down at a seemingly endless landscape, to the subtle nuances of the little girl in Wolves in the Walls, VR is really starting to hit its stride lately, especially with character interactions. Now with light field company Lytro’s acquisition of VR animation studio Limitless, we’re inching closer to a world where the virtual is nearly indistinguishable from reality.
And in a way, it all started with a little cartoon seagull.
Gary the Gull was one of the first really impressive VR demos I tried that made me feel like the virtual character in front of me was actually aware of my presence. And then once the company released its animation toolset, the democratization of VR innovation was underway.
It’s been a long road for Limitless already in our young industry, but teaming up with Lytro marks a new beginning, even if the partnership doesn’t seem to immediately make a ton of sense.
“I know Tim [Milliron], who runs Engineering at Lytro, very, very well. We’ve known each other for a long time and both worked at Pixar on projects like Cars and Brave. In fact, we were college roommates,” explained Tom Sanocki, CEO and Founder of Limitless, during an interview with UploadVR. “When Lytro was getting into VR we had already been talking so when we had an opportunity to think about being acquired, we started asking a lot of other people in the space and of course Tim was on that list. There was a lot of strategic alignment and seemed like a good fit.”
They released the above teaser video as a glimpse into the types of things this partnership might be capable of. Imagine being able to capture the real world using light fields at super high resolution with crystal clear fidelity and then marry that with Limitless’ artificial intelligence characters and you can achieve something shockingly realistic.
“We released a video with Hallelujah integrated with CG objects to toss beach balls around, or take other pieces from CG and add on real-time effects like fog or smoke, pulling lightfields into game engines,” said Sanocki. “We also believe that interactivity is important so we are looking to do future projects that have interactivity and game engine support at the core. Game engines are a good vehicle for that, but it’s new territory. I appreciate that the customers that Lytro works with are excited about the future of interactivity in game engines.”
We still don’t know exactly which projects Limitless and Lytro are working on together, but hopefully more details will be revealed in March at 2018’s GDC in San Francisco, CA. Until then, let us know what you think down in the comments below!
Tickets are now on sale to one of the largest conferences in the world focused on virtual reality, VRLA.
The event will be held May 4 and 5, 2018 at the Los Angeles Convention Center. As of this writing there’s an early bird offer that lowers the price to $20 for a pass to Saturday, May 5 only. There’s also an early bird two-day pass for $249 geared toward professionals, adding access for Friday, May 4. There’s also a one-day student pass starting at $15. Prices go up significantly starting Feb. 10.
While VRLA draws visitors and exhibitors from around the world, its location in the heart of Los Angeles draws a lot of professionals and enthusiasts from both Southern California and Silicon Valley. With a number of VR arcades expanding or opening in 2018 and lower prices being achieved by headset manufacturers, it’ll be interesting to see how that impacts the type of exhibitors and turnout at VRLA.
“With this year’s theme, ‘A New Reality,’ we’re expanding the expo’s scope beyond VR and AR to explore new ways emergent technology improves our lives in and out of the headset,” Cosmo Scharf, Co-Founder of VRLA, said in a prepared statement. “New verticals include AI, internet of things, robotics, blockchain, 3D printing, alternative energy, cryptocurrency, biotech, and more.”
Games don’t often get delayed a whole year, but it’s usually for the best if they do. Originally slated for the second half of 2017, The Persistence was pushed into summer 2018 and now finally has a firm release date of July 24, 2018.
In The Persistence you play as a member of a crew on a spaceship that’s traveling through deep space. It’s a brutally difficult game that mixes stealth with survival horror and tense, first-person shooter combat. There are also heavy roguelike elements as well since each and every death results in you restarting from the very beginning — although you do get to keep a bit of your skill progressions. And each time you restart the ship has a totally different layout.
We’ve gone hands-on with the game on two separate instances and our most recent demo at last year’s PSX down in Anaheim showed a game that’s received significant polish and updates over the past several months.
Footage from a hands-on event in March 2017
What makes The Persistence especially unique is that it will also include a second screen experience so that other people in the room can play along using their phone or tablet while your face is crammed into the PSVR headset. Using a free app other players can manipulate the world by opening or closing doors, highlighting items, or even hindering your progress.
PSVR doesn’t have a game quite like The Persistence and it should hopefully deliver a lot of replayability with the procedural, roguelike elements. Let us know what you think of The Persistence so far ahead of its July 24 release down in the comments below!
Tagged with: The Persistence
Bethesda is rolling out updates for its VR games this week, and Fallout 4 VR is the last to get one.
A beta version of update 1.1.24.0 is now live and you’ll have to opt into the update via Steam itself (right click on Fallout 4, click properties, betas, and then select it from a drop-down menu). But what does it actually add?
For the most part, the patch consists of some key fixes for the game, even when it comes to new features. Bethesda has added new performance and quality options, for example, to help players get the most out of the experience. You can now adjust world scale to fix height issues, and there’s the option to invert Pip-Boy map scrolling.
In terms of straight-up fixes, the game now has scope support and improved V.A.T.S. targeting. You can see the full changelog right here, as a lot of these changes are very specific.
Bethesda’s other two VR games, Doom VFR and Skyrim VR, also saw big updates this week. Doom even received Windows VR support on PC, though there’s no sign of that support in Fallout 4 right now, sadly. There’s no word on official Oculus Rift support, either, though the game can at least be played unofficially with the headset.
Tagged with: Fallout 4 VR
Lenovo’s new Mirage Solo standalone VR headset is headed to the classroom.
The company this month introduced the Lenovo Virtual Reality Classroom, offering VR field trips across the world to students without having to leave the room. The package, sold directly to schools, will include the Mirage Solo as well as the software needed to take students anytime, any place, anywhere.
Teachers will be able to use a Lenovo Tab 4 PLUS tablet, included in the package, to navigate students through experiences. The content, meanwhile, comes from Google Expeditions, the company’s own educational initiative that originally used Cardboard VR viewers to the same effect. That means more than 700 VR field trips are already available on Lenovo’s platform. It’s a logical move; the Mirage Solo is based on a reference design established by Google and uses the company’s Daydream mobile VR platform.
On top of that, the VR Classroom will have exclusive content from famed primatologist, Jane Goodall. The package also contains a tested lesson plan from Scholastic, access to monthly webinars for best practice sharing and consultation as well as an 18-month warranty.
The initiative is coming to the US first in April (perhaps hinting at when the commercial Mirage Solo itself will be released) and will arrive in Canada this fall. Packages start at $2899 for a three-student package and go up to 24 students, with a headset included for every student respectively. You can also add the new Mirage VR180 camera to the bundle.
Positron has announced that its Voyager virtual reality chair has received seed funding totaling $1.4 million, which will bankroll the development of a second generation of the hardware.
The post Positron Voyager virtual reality chair snags $1.4 million in seed funding appeared first on Digital Trends.
Prep YAR Daydream headsets because pirate-themed adventure game, Narrows, by Resolution Games (Bait! and Wonderglade) is dropping its anchor next month on February 15th. Described as “a roguelike strategy game that’s a little bit FTL, a little bit Sid Meier’s Pirates,” Narrows will cost $9.99 at launch.
Resolution has quickly made a name for itself as one of the strongest mobile VR game developers and Narrows certainly looks like it will be up to that same standard.
Judging from the trailer above, it definitely seems like there is a nice diversity of gameplay types from a top-down strategy element with map movement, to ship battles, and even melee combat against enemies trying to board your ship.
With the game’s launch just about two weeks away it won’t be long before we can put it through its paces and see how it stacks up on the high seas.
Let us know your thoughts on it down in the comments below!
Tagged with: Narrows, Pirates, resolution games