VU Dream http://www.vudream.com Global VR Accelerator. Speeding up the Future of Virtual Reality with Education, Distribution and Collaboration. Shop for the Best & Affordable VR Headsets & Devices for Education, Healthcare, Entertainment, Gaming and more. Wed, 19 Jul 2017 15:09:22 +0000 en-US hourly 1 https://wordpress.org/?v=4.8 http://www.vudream.com/wp-content/uploads/2016/12/cropped-VRheadsets-32x32.png VU Dream http://www.vudream.com 32 32 How Young Students can Create Virtual Reality Content http://www.vudream.com/how-young-students-can-create-virtual-reality-content/ http://www.vudream.com/how-young-students-can-create-virtual-reality-content/#respond Wed, 19 Jul 2017 15:02:21 +0000 http://www.vudream.com/?p=9168 VR allows students to put their imagination into a brand new medium, and immerse themselves in the final creation. Read to learn how you can dive in now.

The post How Young Students can Create Virtual Reality Content appeared first on VU Dream.

]]>

INFO

July 19, 2017

How Young Students can Create Virtual Reality Content

Mark Metry Founder VU Dream

Mark Metry, Founder of VU Dream

You ask the questions, we ask the community for answers.

1. Jennifer Nilsson, AR/VR enthusiast

The popularity of VR is consistently increasing and pushes the boundaries. Thus the question how to create VR content becomes one among the foremost commonly asked. Virtual reality still has not made its grand breakthrough as a result of the reliance on several technical factors and the progress done by other disciplines.But we can state that the process is accelerating as the VR technology finds its way to hearts of the mass consumer which also makes marketers and manufacturers more interested in it.
 
How to create content for a virtual reality app
 
There are two ways of creating content for your virtual reality app:
 
1. Taking a 360-degree immersive videos.
 
2. Making a 3D animation or construction.
 
Of the two possibilities for creating VR content, taking a 360-degree video is the cheaper solution since your only expenses are the camera and possible editing costs. 360-degree videos are useful if you want to capture a video footage of an event from the real world. This could be a concert or the Nobel Prize Award Ceremony. Just like any other ordinary video, your footage must be entertaining in the first place. Otherwise, no one is going to watch it even with VR technology attached. This is why shouldn’t be afraid to experiment, use multiple entry points, and bold angles. Also, bear in mind that you’re creating content for viewers that have different levels of familiarity with VR. It is important to get everyone satisfied, so you must think of multiples ways to interact with the content. Also don’t forget about clear instructions, choices, and hints to remind users about VR options.
 
When filming, it is important to maintain the camera in a still position. If the camera moves around, it must maintain even movements, since otherwise it will cause motion sickness for the user.
3D animation is the way to go when you want to achieve better immersion and give your app a more real feel. Users are free to move wherever they want, take a closer look at objects around, and interact with them as they would in real life.
 
One of the easiest ways to create a virtual environment is to use Structure Sensor that will work as a 3D scanner while being attached to a tablet. Everything that catches this scanner in the real world becomes a virtual 3D model. It includes rooms, furniture, and even people! Structure Sensor is compatible with Android tablets and Apple’s iPad.
 
If you want to go big, then you can try using game engines like Unity or Unreal. These are game development tools in the first place, but nothing prevents you from using them to create 3D models, constructions, and interior designs. With the help of detailed tutorials and dedicated team of professionals, you can deliver a solid 3D VR experience on both engines. For developers familiar with Adobe After Effects we would also recommend checking Mettle’s Skybox Studio.
 
OculusTraining
 2. Emily Pascual, Won the 2016 MIT VR/AR Hackathon
Think about VR as its own medium
 
Context is an important part of this question. What is the setting, duration, and goal for the student and you? Will this be in a classroom environment, at home, club project with many students or 1-1? What is the budget for camera equipment and software, operating devices, and VR headset? Out of all the VR headsets available today, the Google Cardboard or headsets with Cardboard-level immersion is recommended for young students.
 
If you are planning to integrate VR into a lesson what overall goal and purpose does it serve? What makes VR the ideal creation tool to use? Ask yourself what the, “why.” This will help you and the students understand the scope and enjoy the process. VR allows your students to put their imagination into a brand new medium, and immerse themselves in the final creation. The best way to decide what kind of content you want to make is to sample some from YouTube 360/180, Cardboard games on the app stores, and educational focused content from EdTech companies.
 
Ideation and brainstorming with young students
 
When creating in VR you can introduce young students to design thinking. It may be best to make the students play a bigger part of the ideation and design process before getting them working in Unity, C# code, or 3D modeling—especially elementary aged students and younger. From my experience making eBooks with young students, using traditional non-technical creation tools has been the most effective way to start.
 
Have students begin with hand drawing, painting, free-writing, getting inspiration online and concepting before diving into 3D modeling or scripting. Likewise go through planning a video, with blocking and script writing, if desired, before firing off a 360 camera project. These planning and production steps will help the project gain a vision and makes the VR creation a clearer and more simplified process. Remember to set time limits on each stage. This will keep the project progressing, as a colleague of mine says, “Art is never finished, it is only abandoned.”
 
Using Unity
  • Download the latest version of Unity
  • Have a topic ready for them or begin brainstorming ideas and objects for their VR creation
  • Make a final list of objects, or assets, that will be created for the VR project (either done by the instructor or with the student)
  • Use the a free 3D modeling and rendering software,
  • Google made this process a lot more novice friendly with Blocks, check it out for simple 3D modeling (Note: it only works with Vive or Rift, systems recommended for adult and teenage use)
  • Blender or a student version of Maya you can get that for free.
  • These two require learning the basics of 3D modeling, I would stick with primitives like creating a snowman to begin.
Using 360 Video
  • Buy a durable 360° camera that is known to be easy to use and won’t break if a child is operating it
  • Try this under $100 camera that is an add-on to your smartphone
  • Decide if you want to learn to stitch the footage or buy a camera that does that for you (prices vary)
  • Plan where and when to shoot, keep in mind that the camera will capture the entire view when planning
  • Try one of these 360 sketching app
The most popular uses for VR content involve narratives, storytelling, and games. Show and teach students elements of storytelling prior to getting started. Students can create all new worlds or recreate something they already have experience or have learned about. A group VR project can be a great way to combine skill sets in children, quicken the production process, and practice social learning! Treating VR as a form of Project Based Learning (PBL) would be a great combination of pedagogy and blended learning.
Hackathon

3. Paolo Sylos Labini, works at University of Bari

If you want to create VR content, you can try a game engine such as Unity, which is free and has a big community.
 
Unity is quite simple to learn, as there is a lot of material online and the community is very helpful.
 
If you don’t know programming, you may need to learn some first. You can probably do that while learning the basis of Unity, but for advanced apps you will need a stronger foundation.
 
When you have grasped the foundamental concepts (let’s say you built your first simple 3D game) you can start experimenting with VR. It’s quite easy to implement VR in unity (at least at an amateur level); there is a free SteamVR asset that lets you import VR in your virtual world with a few clicks. Be sure you have a VR headset for testing.
 
If you want to produce quality content that’s a long way to go (months, if you start from zero programming knowledge) but you could create your first VR application in a week or so.
 
Plus, if you are a student, programming is a skill that will soon become important to you.
 
Have fun!
vr coding

Conclusion

Check back on this page frequently for updates and additions.

We’ve seen a tremendous amount of disruptive change coming from the Virtual Reality Industry. It is surely certain that this kind of content will accelerate based on trends in the future.

You most likely have some other VR ideas that can change the world! Share them with us on social media!

Thank you for Reading

INFO

Why Aren’t VR Games and Experiences Realistic

NEWS

SaeboVR World’s First VR Rehab System

NEWS

Archangel is an Intense Mech Shooter on PSVR

The post How Young Students can Create Virtual Reality Content appeared first on VU Dream.

]]>
http://www.vudream.com/how-young-students-can-create-virtual-reality-content/feed/ 0
Skydance Interactive’s VR Game ‘Archangel’ Is Available Now On PSVR http://www.vudream.com/skydance-interactives-vr-game-archangel-is-available-now-on-psvr-playstation/ http://www.vudream.com/skydance-interactives-vr-game-archangel-is-available-now-on-psvr-playstation/#respond Tue, 18 Jul 2017 22:12:26 +0000 http://www.vudream.com/?p=9162 Drop into the cockpit of a six-story war machine in Archangel, the first original title from Skydance Interactive. Launches on other platforms, August 2nd.

The post Skydance Interactive’s VR Game ‘Archangel’ Is Available Now On PSVR appeared first on VU Dream.

]]>

NEWS

July 18, 2017

Skydance Interactive’s Award-Winning Virtual Reality Game ‘Archangel’ Is Available Now On PSVR

Mark Metry Founder VU Dream

Mark Metry, Founder of VU Dream

Skydance Interactive today debuts its first virtual reality game – award-winning first-person shooter Archangel – exclusively on PlayStation VR. Using DUALSHOCK®4 or PlayStation®Move hand controllers, players will step into the cockpit to pilot a six-story high war machine and lead their squad mates in an incredible VR battle across the scarred landscapes of a post-apocalyptic America. Archangel is now available at the official PlayStation Store for $39.99.

Set in a post-apocalyptic America during the year 2089, players choose to play the role of Gabby or Gabriel Walker, codename “Guardian,” who has been selected by the United States Free Forces to lead the resistance against the tyrannical corporation HUMNX, a private conglomerate that governs what is left of our ravaged nation. Players must use strategy and skill to fire upon enemies with a wide array of high-powered weapons while protecting their allies from onslaught.

“How better to introduce players to Skydance Interactive’s vision for the future of virtual reality gaming than to give them hands-on control of a giant mech in a way that no other medium can deliver, Now is the time to join the resistance, protect your friends and countrymen, and become the beacon of hope that America needs – the Archangel!”

– Peter Akemann, President of Skydance Interactive.

Archangel garnered “Best VR Game” Awards at E3 2017 from Geek Citadel, MMOGames, and MEUPS4. On August 2, 2017 it will be available on other leading virtual reality platforms, including HTC Vive and Oculus. A location-based version of the game will also be made available in IMAX VR Centres in August.

To learn more about Archangel visit www.archangelgame.com and follow @archangelgame on Twitter, Facebook, and Instagram.

Conclusion

Check back on this page frequently for updates and additions.

We’ve seen a tremendous amount of disruptive change coming from the Virtual Reality Industry. It is surely certain that this kind of content will accelerate based on trends in the future.

You most likely have some other VR ideas that can change the world! Share them with us on social media!

Thank you for Reading

INFO

Why Aren’t VR Games and Experiences Realistic

NEWS

SaeboVR World’s First VR Rehab System

NEWS

Merge is Offering Classroom AR/VR Goggles to Educators

The post Skydance Interactive’s VR Game ‘Archangel’ Is Available Now On PSVR appeared first on VU Dream.

]]>
http://www.vudream.com/skydance-interactives-vr-game-archangel-is-available-now-on-psvr-playstation/feed/ 0
Why aren’t VR Games and Experiences Realistic? http://www.vudream.com/why-arent-vr-games-and-experiences-realistic/ http://www.vudream.com/why-arent-vr-games-and-experiences-realistic/#respond Fri, 14 Jul 2017 22:11:58 +0000 http://www.vudream.com/?p=9154 It's the year 2017 and unfortunately, most virtual reality games on the consumer market are still blurry or feature unrealistic graphics. Find out why here.

The post Why aren’t VR Games and Experiences Realistic? appeared first on VU Dream.

]]>

INFO

July 14, 2017

Why aren’t VR Games and Experiences Realistic?

Mark Metry Founder VU Dream

Mark Metry, Founder of VU Dream

Ivan Gris, Ph.D. Computer Science, VR and AR developer, researcher, entrepreneur says
 
Here are a few reasons why:
  1. Hardware limitations. Remember that VR devices have double screens, one per eye. Now add a monitor with a relatively high resolution. This is the equivalent of rendering in three screens. On top of that, you need a steady 60 fps or more at least. Add the inherent latency between input devices or controllers, and in some cases like the VIVE the player’s position tracking, and most computers will struggle.
  2. Because of this, as a developer you reduce your market size greatly, as now you need a computer with VR capable specs and a lot more power on top of it for the game itself.
  3. There may be projects already working on this, but those will not be indie developers. These projects usually take 2+ years for completion. Given VR devices hit the consumer market about a year ago, there is still some time.
  4. Notable exceptions are AAA games that were or are being ported to VR, such as Fallout 4 or Resident Evil 7, but these were games successful on their own, so the companies are not taking a major risk with the ports.
EDIT: As some other people pointed out, some platforms actually require 90 fps, otherwise you can get quite dizzy.
job simulator
David Wiernicki, President at Force Dynamics
 
Two main reasons:
  1. Tech. The hardware requirements for a given level of graphics are muchhigher for VR than they are for a single monitor (or even a triple monitor). To put this in perspective, for VR you need to render probably 5x as many raw pixels as you do for the output of a current console at 1080p, you need to do additional post processing on them when you’re done, and you need to do it three times as fast (90+ vs 30fps). So you’re talking about (in an oversimplified way) 10 to 15x hardware requirements for the same content vs a console fame. And you can never have dropped frames or stutter (things like Timewarp mitigate the impact but it’s still critical). So this right away means you won’t be able to use the same poly counts and do the same shaders – the secret sauce – that make modern games look amazing.
  2. Market size. The total VR market right now is in the low single digit millions across all platforms (Vive, Rift, PSVR) and it’s tricky to do cross-platform yet. So you need to pay for your development with 1/50th or less the potential audience you have with a conventional game. That means you’re not going to have $100m budgets and the offices full of texture artists, shader makers, and modelers required to build the detailed worlds you see in big AAA titles. So if you want to make a game, you need to focus your limited budget on the kind of titles and content that you can execute well with the team your market size will support. And that doesn’t tend to be the photorealistic, precisely-rendered environments you can do with big budgets and lower pixel/framerate requirements.

Conclusion

Check back on this page frequently for updates and additions.

We’ve seen a tremendous amount of disruptive change coming from the Virtual Reality Industry. It is surely certain that this kind of content will accelerate based on trends in the future.

You most likely have some other VR ideas that can change the world! Share them with us on social media!

Thank you for Reading

INFO

Sports & Music Industry is Leading The Non-Gaming VR Evolution

NEWS

SaeboVR World’s First VR Rehab System

NEWS

Merge is Offering Classroom AR/VR Goggles to Educators

The post Why aren’t VR Games and Experiences Realistic? appeared first on VU Dream.

]]>
http://www.vudream.com/why-arent-vr-games-and-experiences-realistic/feed/ 0
SaeboVR – World’s First Virtual ADL Rehabilitation System http://www.vudream.com/saebovr-worlds-first-virtual-adl-rehabilitation-system/ http://www.vudream.com/saebovr-worlds-first-virtual-adl-rehabilitation-system/#respond Thu, 13 Jul 2017 16:13:50 +0000 http://www.vudream.com/?p=9149 Leader in unique, affordable technologies for individuals suffering from impaired mobility and function releases a virtual ADL system to maximize therapy help.

The post SaeboVR – World’s First Virtual ADL Rehabilitation System appeared first on VU Dream.

]]>

NEWS

July 13, 2017

Introducing SaeboVR – World’s First Virtual ADL Rehabilitation System

Mark Metry Founder VU Dream

Mark Metry, Founder of VU Dream

Saebo, Inc. announced on Wednesday that the U.S. Food and Drug Administration (FDA) has cleared SaeboVR, a virtual ADL (activities of daily living) rehabilitation system designed to engage neurological clients in both physical and cognitive challenges involving simulated functional tasks. This first-of-its-kind software system is grounded in National Institutes of Health (NIH)-sponsored research demonstrating the efficacy of virtual ADL practice for upper extremity rehabilitation.

 

SaeboVR’s ADL-focused virtual world provides clients with real-life challenges. Users will incorporate their impaired upper limb to perform simulated self-care tasks that involve picking up, transferring and manipulating virtual objects. The proprietary platform recreates real, everyday life experiences including, but not limited to, grocery shopping, making breakfast, taking care of a pet, or planting a virtual garden.  In addition to interacting with meaningful self-care tasks, SaeboVR uses a virtual assistant that appears on the screen to educate and facilitate performance by providing real-time feedback. As an added benefit, SaeboVR can be customized to challenge endurance, speed, range of motion, coordination, timing, and cognitive demand, thereby ensuring maximum success. After each session, SaeboVR displays graphical reports for easy viewing.

“As an occupational therapist working with individuals with neurological diagnoses, I want to provide realistic and meaningful activities that also offer many repetitions of movements to promote neuroplasticity,” stated Allison Ellington, OTD, OTR/L. “SaeboVR is a motivating, engaging, and occupation-based product that allows for customizable and safe practice of activities that are meaningful to clients.  Individuals who have used this system tell me they notice improvements in how they are able to use their impaired arm more functionally, which is so important.”

This great excitement for SaeboVR is fueled by years of clinical research, as well. “Barron Associates, Inc. is excited to partner with Saebo in making virtual ADL practice a reality for patients and therapists,” said Richard Adams, Ph.D. “The release of SaeboVR culminates five years of NIH-sponsored R&D and successful clinical trials that have provided a solid body of evidence for the efficacy of simulated ADLs in improving upper extremity motor function in individuals with acquired brain injury.”

Saebo’s Co-Founder, Henry Hoffman, notes that the SaeboVR is opening new opportunities for clinicians and patients alike. “As the world’s only provider of a virtual reality system solely focused on simulated self-care tasks, SaeboVR opens new possibilities for clinicians and patients,” he noted. “Prior to this break-through technology, motion capture programs were primarily focused on games rather than real-life functional tasks. Although computer-based exercises can be beneficial, often times, therapists report that games are not always appropriate for a certain patient population or lack significance to maintain a client’s motivation and engagement. Thankfully, SaeboVR fills the void by not only being meaningful and relevant, but truly functional and appropriate for all ages.”

Conclusion

Check back on this page frequently for updates and additions.

We’ve seen a tremendous amount of disruptive change coming from the Virtual Reality Industry. It is surely certain that this kind of content will accelerate based on trends in the future.

You most likely have some other VR ideas that can change the world! Share them with us on social media!

Thank you for Reading

INFO

Sports & Music Industry is Leading The Non-Gaming VR Evolution

NEWS

NEW Hapto VR – Revolutionary Motion Controller, Feel Everything

NEWS

Merge is Offering Classroom AR/VR Goggles to Educators

The post SaeboVR – World’s First Virtual ADL Rehabilitation System appeared first on VU Dream.

]]>
http://www.vudream.com/saebovr-worlds-first-virtual-adl-rehabilitation-system/feed/ 0
Infographic: 5 Ways VR is Improving Healthcare in the World today http://www.vudream.com/infographic-5-ways-vr-is-improving-healthcare-in-the-world-today/ http://www.vudream.com/infographic-5-ways-vr-is-improving-healthcare-in-the-world-today/#respond Wed, 12 Jul 2017 23:13:30 +0000 http://www.vudream.com/?p=9143 Check out VU Dream's infographic on 5 Ways VR is Improving Healthcare in the World today with innovative technology and uses.

The post Infographic: 5 Ways VR is Improving Healthcare in the World today appeared first on VU Dream.

]]>

INFOGRAPHIC

July 12, 2017

5 Ways VR is Improving Healthcare in the World today

Infographic - 5 Ways VR is Improving Healthcare in the world today

Share this Image On Your Site

Thank you for Reading

INFO

Merge’s Classroom AR:VR Goggles

INFO

Sports & Music Industry is Leading The Non-Gaming VR Evolution

INFO

VINDICTA is the first Middle Eastern VR Game

The post Infographic: 5 Ways VR is Improving Healthcare in the World today appeared first on VU Dream.

]]>
http://www.vudream.com/infographic-5-ways-vr-is-improving-healthcare-in-the-world-today/feed/ 0
Samsung’s Exynos 3’s Eye Tracking Feature by Visual Camp http://www.vudream.com/samsungs-exynos-3s-eye-tracking-feature-visual-camp/ http://www.vudream.com/samsungs-exynos-3s-eye-tracking-feature-visual-camp/#respond Fri, 07 Jul 2017 16:55:59 +0000 http://www.vudream.com/?p=9136 Samsung's Exynos 3, in addition to the company's eye-tracking technology, including hand tracking, voice recognition, and facial expression recognition.

The post Samsung’s Exynos 3’s Eye Tracking Feature by Visual Camp appeared first on VU Dream.

]]>

NEWS

July 7, 2017

Samsung’s Exynos 3’s Eye Tracking Feature by Visual Camp

Mark Metry Founder VU Dream

Mark Metry, Founder of VU Dream

Users of Samsung Electronics’ Exynos 3 (3rd generation) will now be able to experience Visual Camp’s VR eye-tracking technology.
The VR eye-tracking technology of Visual Camp will be mounted on Samsung Electronics’ next-generation all-in-one-type Exynos VR HMD (head-mounted display).
Merge VR Classroom Sets AR/VR Goggles
The K-ICT Born2Global Centre, a major Korean government agency under the Ministry of Science, ICT and Future Planning (MSIP), announced that the VR eye-tracking technology of member company Visual Camp will be mounted on Samsung Electronics’ next-generation all-in-one-type Exynos VR HMD (head-mounted display).
 
Eye tracking is crucial to both virtual (VR) and augmented reality (AR) technologies. When applied to VR and AR, the resolution of the part of the display screen being viewed by the user’s eyes at any given time is sharpened, while the resolution for all other parts is reduced: this process is called “foveated rendering”.
 
Several other technologies will be applied to the Exynos 3, in addition to the company’s eye-tracking technology, including hand tracking, voice recognition, and facial expression recognition.
 
Visual Camp attracted significant attention for its VR eye-tracking technology at the Samsung Electronics booth at Mobile World Congress Shanghai 2017 (MWCS 2017), held from June 28 through July 1 in Shanghai. At the event, Samsung Electronics revealed its new Exynos 3 and VR reference platform. 
 
With its mobile HMD-optimized eye-tracking technology, Visual Camp has now truly become a global player. Because its technology can be applied to both smartphone-connected and all-in-one HMD devices and features lower electricity consumption and prevents smart phone CPUs from overheating, Visual Camp has a clear comparative advantage over its competitors.
 
A measurement of the CPU power consumption of Samsung Electronics’ Exynos 8890 chip resulted in the relatively low (average) figure of less than three percent, proving the product’s outstanding performance.
 
“By collaborating with Samsung Electronics, our technology was internationally recognized at MWCS 2017, enabling us to secure a bridgehead for future global marketing efforts. Now, we will continue promoting the high quality of Korean startup technologies and products overseas.”
– Suk Yunchan, Visual Camp CEO
The company is already widely recognized for its technological competitiveness and growth potential. After its inclusion on the 2015 Red Herring Asia 100 list, which has featured prominent industry names such as Google, Facebook, Alibaba, and Kakao, Visual Camp was also included on the G-Startup Seoul Top 15, which is a ranking which involves the participation of over 200 outstanding startup companies from all over the world.
“The recent buyouts by Apple, Google, and Facebook of companies that possess eye-tracking technology show that this technology is receiving a great deal of interest within the VR industry. We therefore have high expectations for the future of Visual Camp, which has demonstrated its highly promising VR-related technology.”
– Kim Jong-kap, Chief Executive Director of the Born2Global Centre

Conclusion

Check back on this page frequently for updates and additions.

We’ve seen a tremendous amount of disruptive change coming from the Virtual Reality Industry. It is surely certain that this kind of content will accelerate based on trends in the future.

You most likely have some other VR ideas that can change the world! Share them with us on social media!

Thank you for Reading

INFO

Sports & Music Industry is Leading The Non-Gaming VR Evolution

NEWS

NEW Hapto VR – Revolutionary Motion Controller, Feel Everything

NEWS

Merge is Offering Classroom AR/VR Goggles to Educators

The post Samsung’s Exynos 3’s Eye Tracking Feature by Visual Camp appeared first on VU Dream.

]]>
http://www.vudream.com/samsungs-exynos-3s-eye-tracking-feature-visual-camp/feed/ 0
Merge is Offering Classroom AR/VR Goggles to Educators http://www.vudream.com/merge-offering-classroom-ar-vr-goggles-educators/ http://www.vudream.com/merge-offering-classroom-ar-vr-goggles-educators/#respond Fri, 30 Jun 2017 17:04:45 +0000 http://www.vudream.com/?p=9128 Merge now offering its award-winning AR/VR Goggles in classroom sets for schools and educators available at educational pricing.

The post Merge is Offering Classroom AR/VR Goggles to Educators appeared first on VU Dream.

]]>

NEWS

June 30, 2017

Merge is Offering Classroom AR/VR Goggles to Educators

Mark Metry Founder VU Dream

Mark Metry, Founder of VU Dream

Merge announced today that its award-winning AR/VR Goggles are now offered in classroom sets for educators and schools. The marshmallow-soft Merge AR/VR Goggles have been awarded by Academics’ Choice, Parents’ Choice, and Parent Tested Parent Approved, named “Best for Big Kids and Tweens” by Common Sense Media, and selected as an Expert Pick by Consumer Reports
 
Merge is offering demos of its award-winning AR/VR Goggles and Merge Cube this week at ISTE, the most comprehensive educational technology conference in the world. The annual event attracts over 18,000 attendees and industry representatives, including teachers, technology coordinators, administrators, library media specialists, and other officials
Merge VR Classroom Sets AR/VR Goggles
Use of virtual reality technology in the classroom allows students to learn in an immersive way not possible before. They can swim alongside blue whales, travel back in time for an impactful history lesson, or glide through outer space as they explore the solar system. The Merge AR/VR Goggles provide access to this technology in a way that is simple and comfortable.
“We truly believe the Merge AR/VR Goggles are the best option for use in schools. They’re easy to wipe clean, extremely durable, and can be dropped without worry. The adjustable lenses and flexible construction allows them to fit any size face. The goggles also have both left and right input buttons which is an important consideration for accessibility. These features just aren’t available with other VR products. Schools districts and teachers have reached out to us regarding their needs for bulk orders, so we’re really happy to offer the class sets and to help more students experience the power of learning through virtual reality. “
– Andrew Trickett, Merge Co-founder
Class sets of the VR Goggles are comprised of certified, refurbished headsets that have undergone thorough testing to ensure quality and condition. They are available at educational pricing directly through the company’s website.

Conclusion

Check back on this page frequently for updates and additions.

We’ve seen a tremendous amount of disruptive change coming from the Virtual Reality Industry. It is surely certain that this kind of content will accelerate based on trends in the future.

You most likely have some other VR ideas that can change the world! Share them with us on social media!

Thank you for Reading

INFO

Sports & Music Industry is Leading The Non-Gaming VR Evolution

NEWS

NEW Hapto VR – Revolutionary Motion Controller, Feel Everything

NEWS

VINDICTA is the First Middle Eastern VR Game

The post Merge is Offering Classroom AR/VR Goggles to Educators appeared first on VU Dream.

]]>
http://www.vudream.com/merge-offering-classroom-ar-vr-goggles-educators/feed/ 0
Sports & Music Industry is Leading The Non-Gaming VR Evolution http://www.vudream.com/sports-music-industry-is-leading-non-gaming-vr-evolution/ http://www.vudream.com/sports-music-industry-is-leading-non-gaming-vr-evolution/#respond Thu, 29 Jun 2017 16:40:19 +0000 http://www.vudream.com/?p=9116 Check out Polo Lam’s article on how the Sports and Music industry are taking full advantage of VR from Gaz VR's Marketing expert.

The post Sports & Music Industry is Leading The Non-Gaming VR Evolution appeared first on VU Dream.

]]>

INFO

June 29, 2017

Sports & Music Industry is Leading The Non-Gaming VR Evolution

Polo Lam

Polo Lam, Global Marketing Assistant at Gaz VR

In my last article, I gave an insight to which industries VR has been disrupting. Recently, I have been involved in creating 360 contents for Alex (ANKLI) an up-coming artist in Spain. It gave me the inspiration to explore how the Sports and Music industry are taking full advantage of VR.

How many times in your life have you dreamed of meeting your favorite celebrity. How many times have you wished to have a conversation with them and get to know them for who they really are. Well, dream no more as VR is turning this into a reality. The most noticeable are in the sports and music industry.

Sports – NextVR 

NEXT VR Live Shooting

NextVR Live VR Shooting

NextVR is without a doubt the leading VR live sports production company that is leading the VR evolution. It is available on Samsung Gear VR where you can watch live VR NBA, football, tennis and NFL. They were one of the first VR experiences that I tried and made me believe in VR. For example, I watched Chelsea vs Real Madrid in full immersion for 90 minutes. It is very different to other VR experiences because they usually last only a few minutes and doesn’t appeal to me to go back for more. However, with NextVR I was able to watch from the first row right next to the pitch whilst sat in a completely different continent. This saves me the cost of the flights, game ticket, accommodation and takes me right next to superstar footballers in action.

On the other hand, there are problems which inhibits live VR sports to penetrate the mass market. For example, fans can’t choose their seats, the quality of the image is not able to replicate real life view and it remains exclusive to a few leagues and sports. I have no doubt they will slowly expand its operation globally when adoption of VR picks up its pace. Also, this company is slowly working on better ways of broadcasting such as allowing different seats options, 6 degree of freedom (your movements imitated in real time in VR) and negotiating with more sports leagues. I believe VR broadcast in sports will be a massive industry within a few years. 

Samsung & UFC Partnership

Fight UFC

Samsung UFC VR Live Stream

Samsung has recently announced its partnership to live stream in VR with UFC, Live Nation and X Games. This is a free experience for Samsung Gear VR owners. Samsung’s push in this direction is definitely a strong sign that sports is at the heart of the VR industry. Hopefully, the involvement of Samsung will allow the step up from the limitations I mentioned above about VR live streaming

 

John Terry Football Academy

Samsung Gear VR In app screenshot of John Terry

Whilst live VR broadcast is great for sports fans, we should also turn our attention to one off exclusive VR experiences. John Terry Football Academy VR is a recently launched experience on the Samsung Gear VR headset. The app includes a one to one experience with John Terry of Chelsea FC, one of the best defenders in the world. He shares to you football tips, stories of his life and his success. As a fan, I don’t believe I can get any closer to him. This experience can be applied to almost any celebrities who wants to get closer to fans and connect with us in a way no other medium has ever been able to provide. It is the sense of emotional connection that is not replicable when you seat face to face with your role models.

However, there are only a few of these experiences at the moment because of cost and knowledge about VR technology. I encourage more celebrities out there to use this as an opportunity to connect with their fans. I foresee many more of this type of experience very soon that can persuade more fans to buy their first VR headsets.

Follow my lead: The Story of the 2016 NBA Finals

Finals

Samsung Gear VR App, Follow My Lead

FOLLOW MY LEAD: The Story of the 2016 NBA Finals is an exclusive VR documentary on Samsung Gear VR. Before, we discussed about the emotional connection that the fans get in a sports VR experience and this one is no different. The documentary is action packed, full of emotion with behind the scene exclusives. I am not even a fan of basketball but this documentary managed to bring out excitement from my body that I didn’t expect. For a basketball fan, this would be a treat of a life time.

However, the difficult part of making a VR sports documentary is the planning and the collection of many pieces of material before hand in order to make a perfect story. This is because the content creators cannot predict what will happen during the games therefore, filming would have to be flexible and on the call instead of a pre-planned one time shooting. The difficulty in this is the cost of placing a team that can be called out to film whenever a special moment is occurring. In addition, post-production would take many people to sort out and correct all the material in order to put a final piece together. With this in mind, I do not see many VR sports documentary releasing soon because of the high cost and time consumption of making one.

Overall, the sports industry is leading the VR evolution and embracing it in order to connect to their fans through live stream and exclusive contents. Although we will have to wait for a few years until the price of this technology goes down so both the content creators and fans can afford such an immersive experience.

 

Music

MadCool Festival

Mad Cool Festival VR Documentary by GAZ VR

Music is another industry that is embracing the VR technology. For example, Mad Cool Festival is a new rock music event in Madrid, Spain that attracted a lot of attention last summer. GAZ Virtual Reality is the content studio behind the creation of this sneak peak 360 experience that brought this festival to life for those who missed out on the first year. The use of VR to promote a music festival is fantastic because whilst videos and pictures can give an idea of the fun experience, VR immerses people into the festival directly. It can amplify your senses that a video cannot capture and put you right in the middle of the crowd.

Without a doubt, there remains limitation to how much VR can enhance a viewer’s experience because the VR industry is in its infancy. For example, for a music festival, the ambience is very important and 360 visuals alone cannot capture this. It needs 360 audio as well to capture the noise in the environment to increase the authenticity of being there. In addition, it needs a good pair of headphones. I believe these complementary components will be vital to improve the VR technology as a whole.

One Republic — Kids

This music video was captured by a leading VR content studio Here Be Dragons. It was a complementary 360 experience to their 2D music video. It has over 1 million views on YouTube and had was taken in one continuous shot. The bravery and effort put into this experience demonstrates the possibilities of VR and that there are no limits to what story you can tell.

The only improvement I can suggests is turning this passive story into a more active one by placing the viewer as the first person. Slowly we will see more of this as the technology becomes easier to handle by producers.

Kendrick Lamar — Humble

Kendrick Lamar, the most celebrated rapper for his creativity and bravery for pushing boundaries. In his latest music video, it features a part where he used a 360 camera to create a little planet effect. Although the video is not in 360 nor VR, it is fair to say that the big artists in the music industries are jumping into this technology.

VR music videos remain very rare because of the difficulty in both the idea generation and execution. This is because filming in 360 degrees requires a completely new technique both for directors and actors. Personally, I have been involved in a few shooting myself and there are many areas which the industry are still learning. For example, the directors can no longer sit behind the cameras. Monitoring a shot requires an external solution such as Teradek that displays all angles, wireless and behind the stage. This is just one of many problems of shooting with this new medium.

Overall, VR is adding a substantial value to the music industry and more artists will be using this to propel their creativity further.

Conclusion

I believe the sports and music industry is leading the non-gaming VR evolution because the value is obvious to both the creators and the fans. Of course the use of this technology remains a niche but with big artists and bands like Kendrick Lamar and One Republic embracing it, the adoption will spread. I encourage you, who is reading this right now to do a shout out to your favourite artist and sportsperson to make a 360/VR video.

Next article, I want to share with you the theme HYPER-REALITY. It is a free roaming, warehouse-scale VR experience that is very similar to laser tag. It is the most immersive experience in the world right now!

Visit our page to enjoy some exciting 360/VR project that are coming soon: www.gazvr.com

Thanks for reading!

(Polo Lam, Global Marketing Assistant @GAZ VR)

Conclusion

Check back on this page frequently for updates and additions.

We’ve seen a tremendous amount of disruptive change coming from the Virtual Reality Industry. It is surely certain that this kind of content will accelerate based on trends in the future.

You most likely have some other VR ideas that can change the world! Share them with us on social media!

Thank you for Reading

NEWS

VINDICTA is the First Middle Eastern VR Game

NEWS

NEW Hapto VR – Revolutionary Motion Controller, Feel Everything

NEWS

WePlayVR is a New Immersive VR Arcade

The post Sports & Music Industry is Leading The Non-Gaming VR Evolution appeared first on VU Dream.

]]>
http://www.vudream.com/sports-music-industry-is-leading-non-gaming-vr-evolution/feed/ 0
VINDICTA is the First Middle Eastern VR Game http://www.vudream.com/vindicta-is-the-first-middle-eastern-vr-game/ http://www.vudream.com/vindicta-is-the-first-middle-eastern-vr-game/#respond Thu, 22 Jun 2017 00:16:02 +0000 http://www.vudream.com/?p=9106 Game Cooks, is the first game developer in the Middle East to release a VR video game called VINDICTA.

The post VINDICTA is the First Middle Eastern VR Game appeared first on VU Dream.

]]>

NEWS

June 21, 2017

VINDICTA is the First Middle Eastern VR Game

Mark Metry Founder VU Dream

Mark Metry, Founder of VU Dream

Game Cooks, is the first game developer in the Middle East to release a VR video game called VINDICTA.  A first of its kind in the region, VINDICTA is a first-person shooter VR game for HTC Vive set to launch on Steam VR June 21st.
 
Not only is Game Cooks tackling VR development far away from the VR center of the West Coast, they have created an intuitive and natural arm-swinging locomotion system to move your character forward.
VINDICTA
VINDICTA also takes advantage of HTC Vive’s room scale VR, making the player physically duck, crouch and crawl to avoid incoming bullets from enemy robot!
 
VINDICTA is set inside UB Industries, a dangerous facility that exists for the sole purpose of building a robot army to take over the world.
 
The player plays the role of heroic Agent V, an elite infantry agent tasked to infiltrate the facility and put an end to UB Industries operations once and for all.
 
The initial early access version of VINDICTA features one tutorial level and four full levels translating into a solid 6 to 8 hours of gameplay.
VR Gameplay
The game includes a variety of enemies and weapons of different grades, a scoring system, movement options (such as walking, running, climbing, crawling, ducking etc.) and two main locomotion systems: arm-swinging locomotion which feels very natural inside a VR environment and a very smooth and responsive trackpad movement option.
 
“We worked closely with members of the VR community to help shape the game launching today, and we’ll continue to develop and refine the game alongside them after early access launch. We believe in VR and are proud of what we are building.” – Lebnan Nader, CEO and Founder of Game Cooks. 
 
VINDICTA is now available for HTC Vive on Steam in Early Access for $29.99 + 33% launch discount, making the title $20.09 for a limited time. For more details, please visit www.vindictagame.com.

Conclusion

Check back on this page frequently for updates and additions.

We’ve seen a tremendous amount of disruptive change coming from the Virtual Reality Industry. It is surely certain that this kind of content will accelerate based on trends in the future.

You most likely have some other VR ideas that can change the world! Share them with us on social media!

Thank you for Reading

NEWS

Watch Raising a Rukus at IMAX VR Centres on May 19

NEWS

NEW Hapto VR – Revolutionary Motion Controller, Feel Everything

NEWS

WePlayVR is a New Immersive VR Arcade

The post VINDICTA is the First Middle Eastern VR Game appeared first on VU Dream.

]]>
http://www.vudream.com/vindicta-is-the-first-middle-eastern-vr-game/feed/ 0
NEW Hapto VR – Revolutionary Motion Controller – Feel Everything http://www.vudream.com/new-hapto-vr-revolutionary-motion-controller-feel-everything/ http://www.vudream.com/new-hapto-vr-revolutionary-motion-controller-feel-everything/#respond Thu, 01 Jun 2017 15:00:46 +0000 http://www.vudream.com/?p=9007 Hapto is a revolutionary VR controller that allows you to enjoy 100%-accurate haptic feelings when touching any objects in VR.

The post NEW Hapto VR – Revolutionary Motion Controller – Feel Everything appeared first on VU Dream.

]]>

NEWS

June 1, 2017

NEW Hapto VR – Revolutionary Motion Controller, Feel Everything

Mark Metry Founder VU Dream

Mark Metry, Founder of VU Dream

Hapto, a Singapore-based VR startup, launched its Indiegogo campaign today. A virtual reality controller unlike any other in the world, Hapto provides a realistic haptic effect for its users.
 
With Hapto users can make any movement in VR: touch, hold, or throw objects, deftly wield weapons, and experience a virtual space as if it were real.
 
One of the primary benefits of the Hapto controller is that it is very easy to use; the user simply has to put it on and is ready to go.
 
Hapto is compatible with PCs and Android devices, as well as most popular VR headsets and platforms, including Samsung Gear VR, Oculus Rift, Google Cardboard, HTC Vive, Google Daydream, and Merge VR Goggles.
Hapto will be available for sale at $249 USD, but the discounted early-bird price during the campaign is $149 USD.
“Hapto is meant to open up the VR possibilities we’ve all been dreaming about. It’s the sci-fi world come true. For many years we studied the latest medical research on how the human brain forms tactical feelings. Once we understood the science, we created a system that fully reproduces the impact on the brain when a person interacts with an object. You put Hapto on, start a VR game or app, and experience such a realistic haptic effect that you may even forget you’re in virtual reality.”
– Alexander Khromenkov, CEO and Founder of Hapto.
Hapto VR Controller
The first Hapto prototype was developed in 2013 when the project collected 100K in funding on Kickstarter. Since then the company has completely redesigned Hapto to achieve a totally unique and improved controller.
 
The haptic mechanism that now powers Hapto consists of 20 pushers that are configured and programmed to provide the same haptic effect for the user’s hand as if she was touching an object in the real world.
 
Hapto also has movement-capturing light circles placed on both sides that catch the user’s every move, an accelerometer or gyroscope for rotation detection and motion detection, and four buttons for basic navigation in any game or app.
 
“It’s a totally different experience. It’s weird to have that sensation. I mean, I know I am not touching it, but it feels like I am touching it. I really like it. I like the idea of it. I can actually be involved with more than just my eyes; I can touch a thing and move it. That’s pretty cool,”
– Bernard Jacobsen, Hapto Tester
Hapto is perfectly ergonomic, suitable for any hand, and equipped with a comfortable strap, allowing for perfect adjustment. The device is available in three colors (white and orange, black and white, and black and orange), and has a rechargeable battery that lasts for two to three hours of constant gaming.
 
Hapto is currently compatible with the most popular VR headsets, such as Samsung Gear VR, Oculus Rift, HTC Vive, Google Cardboard, Google Daydream, and Merge VR Goggles.
 
Support for PSVR, OSVR, and Hololens will soon be added. To integrate Hapto into games, developers can use Hapto’s SDK.
 
The Hapto team is thrilled to get its product out to VR users, and invites backers to claim their controllers at the early-bird price of $149 USD, available on Indiegogo starting from May 31st.
Hapto-gaming

FEATURES

  • Unique construction, no analogues: Hapto is based on the thoughtfully programmed work of 20 pushers that completely imitate real interaction with real objects. Construction is developed on the basis of the latest medical research about the way our brains actually “understand” what we’re touching. It replicates the same experience.

 

  • Design: Hapto is 100% ergonomic, suitable for hands of all sizes, and comes with a comfy strap that allows you to adjust it perfectly. The movement-catching light circles placed on the two sides catch your every move. Four buttons for pointing, grabbing, reloading, and changing your weapon allow any action available in a game or app.

 

  • Colors: Hapto is available in three colors—white and orange, black and white, and black and orange.

 

  • Long play: The battery works without needing a recharge for two hours.

 

  • Easy to use: Put it on and you’re set. Hapto uses Bluetooth 4.2, which is the fastest and most stable version. No lags, guaranteed!

 

  • Easy to integrate: Full SDK is provided for game and app developers.

 

  • Perfectly compatible: Hapto already works with PC and Android devices, as well as supports Samsung Gear VR, Oculus Rift, HTC Vive, Google Cardboard, Google Daydream, and Merge VR Goggles. Development to add support for iOS, HTC Vive, PSVR, OSVR, and Hololens is underway.

Conclusion

Check back on this page frequently for updates and additions.

We’ve seen a tremendous amount of disruptive change coming from the Virtual Reality Industry. It is surely certain that this kind of content will accelerate based on trends in the future.

You most likely have some other VR ideas that can change the world! Share them with us on social media!

Thank you for Reading

NEWS

Watch Raising a Rukus at IMAX VR Centres on May 19

NEWS – EDUCATION

Learn VR Filmmaking at the UNCSA Filmmaking School

NEWS

WePlayVR is a New Immersive VR Arcade

The post NEW Hapto VR – Revolutionary Motion Controller – Feel Everything appeared first on VU Dream.

]]>
http://www.vudream.com/new-hapto-vr-revolutionary-motion-controller-feel-everything/feed/ 0