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. Tue, 28 Mar 2017 20:41:23 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.3 http://www.vudream.com/wp-content/uploads/2016/12/cropped-VRheadsets-32x32.png VU Dream http://www.vudream.com 32 32 Justice League and Aquaman coming to an IMAX VR Center Near You http://www.vudream.com/justice-league-and-aquaman-coming-imax-vr-center-near-you/ http://www.vudream.com/justice-league-and-aquaman-coming-imax-vr-center-near-you/#respond Tue, 28 Mar 2017 12:25:24 +0000 http://www.vudream.com/?p=7515 BRAND NEW VR Experience coming near you! Justice League & Aquaman VR will debut soon at IMAX VR Centers at the end of this year.

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INFO

Justice League and Aquaman Coming to an IMAX VR Center Near You

Mark Metry, Founder of VU Dream

March 28, 2017

It’s been 3 days since the Justice League trailer aired on YouTube.
Some of the scenes in the trailer look amazing. So amazing you could say it would make a great immersive experience in virtual reality.
 
Ta Da!
 

Justice League, Aquaman, (1 more not announced yet) in VR

The folks over at Warner Brothers and IMAX agreed to develop and release three interactive VR experiences.
 
Based on some highly anticipated upcoming films, including Justice League, Aquaman and a third experience that has yet to be announced.
 
Warner Bros and Imax plan to launch one experience each year.
  • Justice League VR in Late 2017
IMAX VR will have an exclusive window before being made available to other VR platforms, including in-home and mobile.
“It’s fitting that with IMAX and Warner Bros.’ shared history of launching Hollywood movies in IMAX theatres, today we’re entering into our first studio deal to bring original VR content to the multiplex. A key component of our vision for VR is to help usher in the first wave of high-end blockbuster-based contentJustice League and Aquaman feature some of the most beloved characters on the planet, providing iconic properties to launch this effort This type of premium content will introduce audiences to virtual reality in standalone and multiplex-based IMAX VR centres as well as other platforms.”
– IMAX CEO Richard L. Gelfond.
Patience is key.
Justice League and Aquaman VR could have been released today at IMAX VR Centers and lacked serious quality.
 
It’s not coming out anytime soon, thus it appears they are not compromising in any aspects of the experience.
Justice League Coming to IMAX VR
 
“We are excited to be partnering with IMAX to develop and deliver premium VR experiences, and believe that capitalizing on Justice League and Aquaman characters from our well-known DC properties will broaden the appeal of this fast growing technology. Using content and characters from these upcoming films and incorporating creative direction from some of Hollywood’s most innovative filmmakers will help us to bring a groundbreaking experience to audiences and consumers who are hungry for a cutting-edge virtual reality experience.” 
– Ron Sanders, President, Warner Bros.
IMAX VR

IMAX VR

IMAX launched its first IMAX VR Centre in Los Angeles in January. The company is also set to open five more centres in New York City, California, the UK and Shanghai in the coming few months.
IMAX is currently piloting the VR Centres to test several factors. Overall customer experience, pricing models and the types of content featured are being tested.
 
The IMAX VR Experience showcases premium technology and VR content that lets users see, feel, and move in virtual worlds.
 
Utilizing VR headset technology, 360-degree sound and sophisticated room tracking, players are transported into new virtual worlds.
 
However, IMAX isn’t just stopping there…
 
IMAX also created the IMAX VR Fund at the end of last year. The Fund’s main goal is to bring together leaders from the media, entertainment and technology sectors to aid in the creation of high quality VR content.
 
The Fund is helping finance the creation of 25 interactive VR content experiences. Targeting premium, event-style productions with its Hollywood studio and filmmaker partners that complement IMAX’s film slate, as well as gaming publishers and other leading content developers.
 
Investors include IMAX, IMAX China, Acer, Creative Artists Agency (CAA), China Media Capital, The Raine Group, Studio City and WPP.
Imax 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
INFO

MakeVR App Features Advanced Design, Modeling, and 3D Printing

INFO

33 New Companies just joined HTC’s VIVE X Accelerator

POLL

What’s your Favorite VR Headset?

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MakeVR App features Advanced Design, Modeling and 3D Printing http://www.vudream.com/makevr-app-features-advanced-design-modeling-and-3d-printing/ http://www.vudream.com/makevr-app-features-advanced-design-modeling-and-3d-printing/#respond Mon, 27 Mar 2017 15:10:47 +0000 http://www.vudream.com/?p=7486 Virtual reality (VR) content creator Sixense have announced the launch of MakeVR, a 3D modeling and computer-aided design engine on the HTC Vive.

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INFO

MakeVR App features Advanced Design, Modeling and 3D Printing

Mark Metry, Founder of VU Dream

March 27, 2017

Vive Studios™, the virtual reality (VR) content development and publishing initiative from HTC VIVE™, and Sixense, a global leader in motion tracking and VR content, today launched MakeVR.
 
Developed by Sixense, MakeVR is an industry standard professional CAD engine that brings advanced 3D object modeling to VR. With an intuitive interface based on natural two-handed motions, the app uses Vive’s room-scale VR to give creators an immersive virtual space to explore and design objects like never before.
MakeVR KeyArt
MakeVR also bridges the gap between virtual and real workshop with direct export of standard object files for 3D printing.
 
The version of MakeVR launching today is introducing a highly advanced free-form modeling tool in VR for designers and makers. Vive Studios and Sixense are planning to release MakeVR Pro later this year, adding precision tools as well as features based on user feedback. MakeVR is now available and premiering on Viveport (www.viveport.com) for $19.99.
MakeVR 3D Printing
MakeVR is a first-of-its-kind advanced creativity app for VR. We recognize how the intuitive and immersive environment of VR will revolutionize digital modeling. We worked with Sixense to create MakeVR as an accessible yet advanced creativity app for Vive where room-scale VR gives creators a virtual workshop, and the use of natural physical motions brings unprecedented expressiveness and intuitiveness to object design.”
– Joel Breton, Head of Vive Studios.
MakeVR HTC Vive
MakeVR on the Vive allows anyone to create 3D content as fast as they can think it up, then turn their virtual creations into physical objects with direct-to-3D printing. Our partnership with Vive Studios in developing MakeVR and introducing a new kind of advanced creativity app using the immersion of VR is a win for makers, designers and the 3D printing ecosystem.”
– Amir Rubin, Co-founder and CEO of Sixense.
MakeVR is designed for users of all ages and skill levels with a low learning curve and intuitive two-handed 3D multi-touch interface. The app allows users to easily and naturally interact with 3D geometry to quickly create whatever they can imagine. All object and viewpoint manipulations in MakeVR are natural and one-to-one; users control how and where they move through the virtual world with simple physical movements and gestures. Scaling in MakeVR is a powerful feature because it allows users to position themselves anywhere in the environment at whatever scale best suits the current task so they are always working in their comfort zone.
MakeVR HTC Vive
Experienced makers and modelers can harness the efficiency of MakeVR’s 3D multi-touch interface to explore and create objects in ways that are more powerful and expressive than using traditional mouse and keyboard or touch on a flat screen. Users can export object files in standard formats compatible with other 3D modeling software or send them directly for 3D printing from within VR. MakeVR also has direct links from within the app to Shapeways (www.shapeways.com), the online 3D printing service.
MakeVR HTC Vive
“Shapeways is excited about the launch of MakeVR because it will help lower the barrier of entry for people to try their hand at 3D design. With cutting-edge tools like MakeVR, it becomes more intuitive and perhaps fun for people to express what they want through 3D modeling, and we’re incredibly proud to connect MakeVR to our platform and enable the creative process with Shapeways’ services.”
– Pete Weijmarshausen, CEO of Shapeways.

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

Is VR Bad for your Eyes?

INFO

33 New Companies just joined HTC’s VIVE X Accelerator

POLL

What’s your Favorite VR Headset?

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33 New Companies Just Joined HTC’s Vive X Accelerator http://www.vudream.com/33-new-companies-just-joined-htcs-vive-x-accelerator/ http://www.vudream.com/33-new-companies-just-joined-htcs-vive-x-accelerator/#respond Mon, 27 Mar 2017 11:08:45 +0000 http://www.vudream.com/?p=7456 HTC's Vive X Accelerator ensures that VR companies have all the tools necessary to create the next wave of VR Content, services, platforms, and hardware.

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INFO

33 New Companies Just Joined HTC’s Vive X Accelerator

Mark Metry, Founder of VU Dream

March 27, 2017

It’s 2017 and VR is finally here. Of course there have been plenty of problems with various HMD’s. Anyone who’s tried about VR can tell you how cool VR can be.
 
Regardless, the industry is still skimming the surface of what’s actually possible.
 
This year could be make or break for VR though.
VR is cool Node HTC Vive
For the most part there are generally three kinds of virtual reality HMDs. PC-based like Oculus Rift and HTC Vive, mobile VR sets, and console based like the Playstation VR.
Now it’s time for developers to start unlocking the potential of each device. Each device has the potential to shine with innovative VR apps and games.
 
In less than a year, Vive X has gone from being a startup itself to investing in more than sixty companies globally. HTC’s Vive X is now one of the leading VR investors in the world.
 
This is the second batch of companies in the global program. 

Vive X, Global VR Accelerator announced

a second batch of companies chosen to receive funding and support to grow the industry.
 
Over thirty new companies across San Francisco, Beijing, Shenzhen and Taipei have been selected to participate in the program with the goal of building and advancing the global VR and AR ecosystem.
 
“Vive X works with the most promising VR/AR companies to advance innovation and move the whole industry forward. We’re continuing to invest in and support the development of foundational platform services and hardware advancements, as well as expanding areas like enterprise, commerce, education, health, social, and eSports.”
– Marc Metis, Global Head of Vive X.
Vive X ensures that each company has all the tools necessary to create the next wave of VR content, services, platforms and hardware.
HTC Vive X Accelerator
Vive X officials say:
“Vive X operates under a service-oriented philosophy and seeks to build relationships and act as partners with its companies and alumni Many of the companies are more advanced than seen in accelerators, though choose to join Vive X for strategic reasons.”
Companies included in Vive X Batch 2 by City: 

San Francisco

  • cognitiveVR provides 3D spatial analytics and user feedback tools for VR/AR, enabling organizations to quickly and easily display analytics on their users’ sessions and collect deep metrics on user behavior and feedback.

CognitiveVR

  • Construct Studio is a bilingual independent studio dedicated to creating interactive narrative experiences for VR. Construct has recently created their first interactive VR narrative “The Price of Freedom”, based on the real events of CIA mind control program Project MK Ultra.

Construct Studio

  • Created by founders of Phosphor Games, the studio behind the worldwide hit VR shooter ‘The Brookhaven Experiment’, Forbidden Mechanism was formed with the single-minded passion to create the greatest competitive online multiplayer shooter for VR.
  • HyperfairVR is a SaaS web-based social VR solution for enterprises. It allows businesses to self-build and easily customize their own branded VR environment, and quickly publish to multiple platforms to engage with customers and employees in VR via avatars.
Hyperfair VR
  • Limitless is a cloud-based platform that aims to make it easier to create VR content. Using the Limitless VR Creative Environment, creators can animate characters directly in VR using motion controls, simplifying the animation process for newcomers and professionals alike.
Limitless Limited VR
  • Mindesk developed the first immersive interface for commercial CAD software in the world. With Mindesk, engineers, architects and designers can build their models naturally in VR, while collaborating in real time in the cloud.
Mindesk VR
  • Realiteer develops and distributes immersive and evidence-based programs in cognitive behavior therapy (CBT), which has been clinically shown to treat substance abuse, anxiety, and depression. It is working closely with world-class academic researchers to design and build these programs.
  • The Rogue Initiative is a new VR and Digital Media content studio, creating AAA cinematic interactive entertainment. The Rogue Initiative collaborates with established Hollywood talent to co-create and co-own new intellectual property in VR that can be further developed into various franchises.
Rogue Initiative VR
  • Subdream is a social VR gaming studio founded by serial gaming entrepreneur Jikhan Jung. Subdream plans on releasing quality multiplayer games that can be played at VR arcades and at home.
  • Vertebrae is a native advertising platform for VR and AR. The headset-agnostic tech stack connects advertisers with developers and publishers to deliver immersive, native VR/AR/360 video advertising experiences.

Vertebrae

Beijing

  • Mint Muse develops immersive audio technology and innovations, providing market-leading capture devices, immersive audio workstations, rendering SDKs and live broadcasting solutions for the VR community.
 
  • Hexa is changing the way we experience our planet by making it easy to create and scale 3D content. Hexa automatically converts 2D photos into 3D assets and enable online retailers to create virtual equivalents of their collections and display them online.

 

  • OVA’s StellarX is the best tool out there for non-programmers to develop their own VR environments in VR— through simple grab-and-drop creation
 
  • Vito, a pioneering VR education game studio, inherits the philosophy of Ge Wu Zhi Zhi, which encourages learning through exploration. Its series of original content includes Nature and Science discovery, Historical and Social stories, and Physical environment simulations.
 
  • Invrse Reality aims to fuse physical and virtual reality. Our unique interface design and touch input will bring meaningful user experiences to your fingertips.
 
  • PlusOne is an AR + AI startup creating interactive intelligent human holograms which can be used by enterprises to train their employees to interact more effectively with customers.
 
  • Multiverse is a world-class VR studio founded by game industry veterans from places like Wevr, Disney, Riot, Ubisoft, Com2us, and CJ E&M. Multiverse is poised to create industry-defining content and help bring VR to the masses. Multiverse’s previous game, Reveries: Dream Flight, is one of the highest-rated VR games worldwide, and a top selling title on the Oculus Store.
 
  • Red Accent is a game creator with a strong track record developing games for console, PC and mobile. Red Accent is currently working on sports and adventure titles and is based out of Shanghai and San Francisco.
 
  • Byond is a cloud-based VR publishing platform empowering brands, media companies and agencies to create their own personalized interactive universe in VR. Using Byond’s tools, VR applications can be easily created and published across all platforms.

Shenzhen

  • Transmind offers more than just a fun multiplayer game. Players can assume different identities in a virtual world and socialize with others, while watching videos, playing games, casually chatting, and even finding their significant others.

 

  • Aurora AR‘s goal is to be the leader in augmented reality glass optics and device design. Our first product is a 135-degree field of view augmented reality glass that works under daylight, and is cost-effective for consumers.

 

  • Kiwi Technology specializes in providing consumer products with detecting and tracking technology through an RGB camera, along with 3D graphics and visual effects. KiwiFace mobile and VR SDK have been widely adopted by over a dozen major live-streaming/short video/VR products, reaching hundreds of million devices by the first half of 2017.

 

  • Shengda provides VR solutions and training for vocational and K-12 education to replace hazardous experiment/training for employees, such as working with high- voltage engines in electrical vehicles. Shengda also helps local governments build up VR education centers in Shenzhen, Sichuan, Chongqing, and Jilin.

 

  • Brokencolors builds and integrates head-based sensing technologies that bring the users’ gaze, facial expressions, and mindsets into the virtual world. Our sensing technologies are creating a more immersive experience for VR users.

 

  • bHaptics enables users to enjoy VR with visual, auditory, and haptic feedback. Our distinguished haptic devices and haptic authoring software are the ideal solution for conveniently adding appropriate haptic feedback to various VR content.

 

  • SoccerDream is a VR football training technology that helps clubs and academies make their players smarter, and keep them highly motivated, just as the world’s top clubs do.

Taipei

  • Opaque Space is a premier developer of consumer and simulation VR experiences. Opaque Space is developing the acclaimed VR game Earthlight and collaborating with NASA to develop VR training tools for the next generation of astronauts.

 

  • Snobal builds VR Tools for business. Our VR Tools empower organizations to easily create, manage and analyze their virtual reality environments, whether for design, collaboration or stakeholder engagement.

 

  • Memora is a global leading 360-degree camera manufacturer that provides a new way to communicate and archive moments in 360VR and AI.

 

  • Xikaku develops AR technology for applications in industrial and medical fields. Our first product, the X-Visor, is an analysis and visualization system allowing factory personnel do precise and efficient machine inspection using an overlay of real-time sensor data. Our systems provide a platform to dramatically enhance the capabilities and skills of human resources in mission critical applications.

 

  • Appnori Inc. is a sports-focused VR game development company, developing games such as baseball and table tennis, which can be enjoyed by all users regardless of age.

 

  • VRANI‘s goal is to provide VR’s fantastic experiences to users by focusing on interactive VR characters. Through four core-playing experiences, Easy-Play, Extreme-Play, Interactive-Play and Multi-Play, we create fun and easy casual VR content.

 

  • TEGway is a manufacturer of flexible thermoelectric device (F-TED).  TEGway developed the world’s first high performance F-TED.  Based on F-TED technology, TEGway is introducing “ThermoReal”® solution which enables players to feel temperature and pain in the game/VR/AR environment.

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

Is VR Bad for your Eyes?

INFO

When will VR Become Indistinguishable from Reality?

POLL

What’s your Favorite VR Headset?

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Poll: What’s your Favorite VR headset? http://www.vudream.com/poll-whats-your-favorite-vr-headset/ http://www.vudream.com/poll-whats-your-favorite-vr-headset/#comments Sun, 26 Mar 2017 22:59:39 +0000 http://www.vudream.com/?p=7440 We're running our first poll. What is your favorite VR Headset? Let us know which factors were considered in your decision.

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POLL

What’s your Favorite VR Headset?

INFO

Tech Breakthrough: 12k VR Now Possible over Wi-Fi or LTE

INFO

When will VR Become Indistinguishable from Reality?

INFO

Is VR Bad for your Eyes?

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Is Virtual Reality Bad for your Eyes? http://www.vudream.com/is-virtual-reality-bad-for-your-eyes-health-risks/ http://www.vudream.com/is-virtual-reality-bad-for-your-eyes-health-risks/#respond Sat, 25 Mar 2017 13:48:17 +0000 http://www.vudream.com/?p=7391 Explore expert views on the health and safety risks around virtual reality...if there are any at all. Do you think VR is potentially dangerous?

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INFO

Is Virtual Reality Bad for your Eyes?

Mark Metry, Founder of VU Dream

March 25, 2017

Technology is awesome and so is the human body. Major forces don’t always play well together.
 
In Chemistry, one element and another element are harmless alone. But when mixed with each other a reaction may occur.
 
I’m not saying that VR is bad for your eyes because I don’t know. I will show you the data and expert opinions relating to this topic. I’m looking to the community to help me out with this question.
This still is a valid concern for people.
Likely Negative Effects of Virtual Reality Headsets
 
What do you guys think? Please leave a comment below. Is virtual reality bad for your eyes or not?
Virtual Reality VR VU Dream Eye Health

Impact of VR to your Eye’s Health

I got this information from four different virtual reality experts.
 
1. Changyin Zhou
2. John Dewar
3. Mathew Paul
4. Anderson Moorer

 1. Changyin Zhou 

Visbit.co cofounder, computer vision scientist, former GoogleX member

Changyin Zhou Visbit

 
 

It is a real issue, but not as bad as people may think. From many perspectives, VR headsets are actually more eye-friendly than smartphones.

Before getting started, I want to note that there are many on-going researches on topics of how electronic devices may affect human eyes, leaving many vague languages on “harm or not harm” if you search online. Many arguments may take years to settle. With all my respects to these researches, I want to instead be more straightforward, and compare VR headsets more to smartphones and other normal scenes.

Let me dive into those major light damages that may come with VR headsets.

1. HEV (high-energy visible light). Too much high-energy light for too long time may permanently hurt retina. Does VR headset shed too much light into our eyes?

To evaluate how bad HEV is in VR headset, consider four factors: overall brightness, contrast, frequency, and duration.

a. Overall Brightness: how bright is VR headset on earth? Will it burn my eyes or not?
Start from screen luminance (energy per unit time per solid angle per unit source surface), then consider how much will be collected by VR lens and projected to your eyes, one can derive equation for the final illuminance (luminous power incident on a surface) on human eyes. If you are interested in light calculation, this wiki can be a good start.

I bet most of you don’t want to go through the long derivations, and so here is the final/simple equation: Illuminance I = L * Sin(theta / 2) ^2 * PI, where L is screen brightness and theta is display field of view (FOV).

Take Samsung S7 + Gear VR for example, its MAX, MAX, MAX brightness is about L = 550 nits, and the diagonal FOV is about 96 degree, so the final illuminance is about I < 550 * Sing(48)^2 * PI = 1019 lux.

How bright is 1019 lux? For your reference, normal office illuminance is about 500 lux, and 1019 lux is like you are walking in a well-lit supermarket. So, the brightness level of VR headset is fine.

b. Contrast: Bright spot against dark background may do more harm. How bad / good is VR head in brightness contrast?

Against dark background, human eyes (pupils) will widely open and let in more light, and excess light from the bright spots may do more damage. The most common case is that one stares at a tiny bright smartphone screen in a dark room.

In contrast, in VR, people tend to look around a lot, which is much better than smartphone, and to some extent, similar to our real world.

c. Frequency: Blue light MAY do more harm to eyes than other light, referred to as Blue-light hazard. Will VR headset shed too much blue light to my eyes?

First, how bad is blue light? Well, significant, but not that much. A recent Harvard study show blue light suppresses the secretion of melatonin as TWICE much as green light does. Second, remember the overall brightness is the dominant factor. With 1019 lux max illuminance, it shouldn’t be a big deal.

d. Duration: all damages take time to accumulate.

Most VR contents so far have been made relatively short (like most VR videos are 3 – 10 mins long), which is pretty healthy.

2. Short-sighted. Staring at close objects for too long time may cause myopia (an arguable point, but seems widely accepted). Is it the case in VR? You may think so, but actually not.

Although VR screen is only a couple of inches away, the VR lens is designed to bend the light in such a way that the projected virtual image is actually at a distance or even at infinity. Note our eyes don’t focus on the screen, but focus on these virtual images at distance. So, short-sighted should not be a concern.

Again, compare to smartphone, lots of people are holding smartphone too close for too long time. VR headset does not have this problem.

3. Distortion.

This is my major concern if VR headset might hurt eyes. Limited by their form factor, VR lenses often suffer from strong distortion, especially in the peripheral area. The distortion is still severe after many software curations as I notice. Human eyes will try very hard to correct these distortion, which puts eyes in tension and sometimes leads to nausea.

The resolution of this problem will take both hardware and software efforts. I’d love to see Google/Facebook/Samsung/HTC and other headset manufacturers try harder to reduce distortion.

In a summary, on one hand, IMHO I don’t think VR headset does more harm as your smartphone does to your eyes because 1) its overall brightness is low; 2) people tents not to stare at one point in VR, compare to smartphone; 3) eyes focus on virtual images at a distance; 4) VR content length is often pretty short.

On the other hand, I am looking forward to seeing more researches on blue-light hazard and the side effects of lens distortion. But at this point, they seem to be minor, not permanent, or can be improved by better lens or display design.

VU Dream Safety Tips brought to you by FreeFly VR

Safety Tips brought to you by FreeFly VR

2. John Dewar

Co-founder Studio Transcendent

Anecdotally it doesn’t have any effect. My vision hasn’t changed after three years of regular use.
 
I talked to my eye doctor about it and she tells me that she doubts it would have any detrimental effect, in fact they will give 3D glasses to young children to do eye exercises at home that induce vergence-accomodation conflicts in order to strengthen the eye muscles, for example if a child is having trouble focusing at different distances. Of course this is one of the chief causes of eyestrain in VR, so hey maybe it makes your eyes stronger!
 
Any effect it would have on your vision would be similar to the effect of 3D movies. Since 3D photography has been around for well over a century, any long-lasting detrimental effects would hopefully have been discovered by now.
 
Here is an article from the American Academy of Ophthalmology basically saying it’s OK: Are 3-D Movies Bad for Your Eyes?
 
However, outside of film professionals, its doubtful that any group of people has been exposed to stereographic media for long multihour stretches day after day over a long period of time, which is likely to happen with VR. So it is a new experiment we’re embarking on and there is no certainty that new problems won’t crop up with this level of exposure.
 
One potential advantage VR and Mixed Reality could have for eye health in the future would be reducing the need to keep your eyes focused close up for long periods of time as we do today with all of our various computer screens. The percentage of people suffering from myopia in the world has shot up in industrialized countries, especially Asia[1], and there is no definitive evidence as to why — but a good hypothesis would be that we’ve got our heads buried in books and computer screens in low light levels, forcing our eyes to stay focused up close for very long periods of time including in childhood when the eyes are still developing.
 
With VR/MR you can keep all of your textual information projected on giant virtual screens off at focal infinity, where our eyes should rest comfortably. This may feel strange at first to those of us who are used to keeping our text up close, but there’s no practical reason why that is not a good solution.
 
There is also evidence that light intensity contributes to myopia, and high-dynamic range displays in future head mounted displays could help this issue as well.
 
VR manufacturers like Oculus are covering themselves with waivers and health & safety warnings, but as Liang-Hai mentioned in her answer, the chief concern is “simulator sickness” or the feeling of disorientation after emerging from intense VR experiences that move your virtual body around while your physical body remains rooted in one spot. This causes a mismatch with your vestibular system and can lead to long-lasting illness (the Oculus DK1 put me on my back for two days once).
 
The newer headsets like the Vive, Rift CV1, and PSVR are much less likely to cause these problems and developers have gotten much smarter about keeping their experiences from causing extreme motion sickness. Also different people have very different tolerance levels. (Google Cardboard is the exception here — in its current incarnation it can quickly get very uncomfortable due to the long delay between your head movement and the screen updates (“motion-to-photons latency” in VR lingo). However it looks like Google is taking major steps towards improving that situation with the next Android release[2].)
 
So for the manufacturers the real question is what happens if someone plays too long in VR and then is discombobulated after they’re done, injuring themselves in real life as a result? Hence the health & safety warning. They want make sure you know it’s your own fault if that happens.
 
Footnotes
VU Dream VR Virtual Reality Health Eye

3. Mathew Paul

Owner and Contributor at Choozurmobile
Playing with VR or AR devices are mesmerizing for sure, but wait, there are things one must always consider. How much is too much and what’s not safe?
 
The points such as HEV, Brightness, contrast, frequency, duration which Changyin mentioned above are definitely worth considering as they may cause high strain on our eyes if used these devices for longer hours.
 
I would like to add some more tech on it –
 
Hard to Focus on a Virtual world – One needs to understand how the human eye works biologically. TV displays are different and more counter-intuitive meaning, in the real world, our eyes work to both focus and converge on a single point in space – with a natural reflex called as ‘accommodation convergence reflex’ and it is more likely to adjust due to we are seeing many things around including these.
 
Our brain has to match both the things, the distance you need to converge your eyes to and the distance you need to focus your eyes to the same distance – (to converge or diverge towards objects) – Explained by Marty Banks, Professor of Optometry at UC Berkeley.
 
Error in coupling in these two responses in virtual world is called as ‘vergence-accommodation conflict’ which, in result, can cause discomfort, nuisance or eyes feeling tired.
 
So, doing too much VR/AR is certainly dangerous in some or other ways.
 
Kids Safety – Occulus have already warned strict no usage of Vr devices for kids under 13.
 
Video Games addiction – VR devices could be disastrous for excessive game lovers specially teenagers and youngsters can cause difficult time for using these devices for long hours. Those who love VR and AR devices must take enough brakes in between and can enjoy them at regular intervals.
 
Quality of Devices and Content – VR and AR are still under development, a slight inferior quality in devices, lens, video content, wrong adjustments in devices can cause long term errors in human eyes and on brain too. So people need to be careful while selecting these devices and also to decide upon what to watch.
Eyes Tech Oculus VR

4. Anderson Moorer

VFX artist, VR enthusiast

There are two valid reasons we are told not to be too close when viewing computer monitors and televisions: myopia, and squinting.
 
Myopia: There is some concern that prolonged near-focus activities can exacerbate nearsightedness. It’s unproven and the degree of myopic progression which can be attributed to near-focus eyestrain is undetermined. But the concern is there, so in an abundance of caution it’s generally advised that adults and particularly children stay a reasonable distance away from televisions and other devices.
 
Squinting: It has been observed that many individuals complaining of eyestrain or headaches from viewing screens too closely were squinting due to the brightness of the displays. Prolonged squinting strains muscles around the eyes and so again it makes sense to advise people to maintain a certain distance from screens.
 
However, a virtual reality headset or head-mounted display is not quite the same thing, so these concerns don’t apply. In a VR display each eye is viewing a separate screen independently, focusing on virtual objects some distance away, so there is no myopic eyestrain. Similarly, the brightness of the two displays is appropriate for the distance they are being viewed and the user isn’t forced to squint, so there is no muscle strain incurred.

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

Tech Breakthrough: 12k VR Now Possible over Wi-Fi or LTE

INFO

When will VR Become Indistinguishable from Reality?

INFO
CeBit Europe – 5 Examples of VR in Business

The post Is Virtual Reality Bad for your Eyes? appeared first on VU Dream.

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When will VR Become Indistinguishable from Reality? http://www.vudream.com/when-will-vr-become-indistinguishable-from-reality/ http://www.vudream.com/when-will-vr-become-indistinguishable-from-reality/#respond Fri, 24 Mar 2017 13:37:12 +0000 http://www.vudream.com/?p=7352 Will virtual reality ever become identical to real life? Is the matrix coming soon? Check out this article for the answers to these questions.

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When will VR Become Indistinguishable from Reality?

Mark Metry, Founder of VU Dream
March 24, 2017
I bet the thought of TRUE VR has creeped in your mind at least once or twice. I’m defining “TRUE VR” as a virtual world that is indistinguishable from reality.
 
I get asked this question so often. At events, conferences, online on forums, websites etc.
 
Why is that?
 
EVERYONE THINKS ABOUT THIS. If you talk to someone who has no awareness of the current vr market or its existence. They would assume virtual reality is like reality but in a virtual space.
 
Has any of you seen Black Mirror? Most of you probably have. It’s a great show I highly recommend it.
 
Black Mirror
 
In “San Junipero” people are able to enter virtual reality and experience the world as if they were actually there. The system factors every thing you can think of, smell, senses, feelings etc.
 
Today we are going to be talking about the optical implications of a virtual reality system. An advanced VR system that is indistinguishable from reality.

Where the Progress is at Now.

It can be hard to keep up with all the virtual reality news. Seems like every day a new technological breakthrough is discovered. (Which is a good thing!)

 

12k VR Now Possible on Wi-Fi or LTE

This is especially great considering it’s on mobile and compatible with today’s hardware.
Tech Breakthrough 12k VR Now Possible over Wi-Fi or LTE
 

Liquid Crystal invented Triples the sharpness of Screens

Scientists have invented a new type of liquid crystal that allows tv and computer manufacturers to pack three times as many pixels into the same area of screen, while reducing the amount of power required to run the device.

This new type of blue-phase liquid crystal is so effective because it bypasses the colour filters used in current screen technology. This change alone reduces the amount of energy lost during light transmission by more than 40 percent.

 

Liquid Crystal

HTC Vive, Oculus Rift, and Playstation VR 

Check out this awesome comparison chart between the virtual reality systems.

Oculus vs HTC vs PSVR

Where do we need to go?

I have gathered research from two experts that are actively involved in the industry.
 
1. Kynan Eng – CEO at iniLabs neuroscience of VR and applications to rehabilitation
 
2. Changyin Zhou, Visbit.co cofounder; former GoogleX engineer.
 
 

1. Kynan Eng 

Kynan Eng

A future VR device with output visually indistinguishable from reality would feature:

  • 80 Mpixels per eye

  • Full human eye field of view: 170° horizontal x 130° vertical

  • 60x the current most powerful available consumer graphics card (Nvidia GTX 1080) for rendering synthetic game environments at 120 Hz – if you don’t render humans. If you want to render humans, increase that graphics power by a factor of at least 10.

(Calculations below current as of August 2016)
For comparison, one 8K display is about 35 megapixels.
 
Resolution & Field of View
 
For someone with 20/20 vision, the resolving power of their eyes is defined as 1 minute of arc, i.e. 1/60 degree. This means that for the pixels to be barely visible, a 360° display needs at least 360 * 60 = 21600 pixels of horizontal resolution.
 
The number of pixels actually needed in a VR display depends on the field of view. For example, the HTC Vive field of view is about 100° horizontal and 110° vertical. This means that for each eye it would need a display resolution of 21600 * 100/360 = 6000 pixels horizontal, and 6600 pixels vertical. This is about 40 megapixels of resolution.
 
The field of view of one Human eye is approximately 170° horizontal and 130° vertical. (We have a higher overall field of view due to partial overlap of our left and right visual fields – the stereoscopic vision area.) At full resolution, this works out to 10200 x 7800 pixels, or just under 80 MP for each eye.
 
The story is actually more complicated than the above calculations, for at least the following reasons:
 
  • Human acuity is non-uniform: the fovea has maximum resolution, while resolution drops off towards the periphery. So if you can track where the eye is looking fast enough, you don’t need to render all pixels at maximum detail.

  • Various visual acuity experiments have shown that the brain can do super-resolution in a training paradigm, i.e. results better than what is predicted by 20/20 vision. However, these cases are fairly artificial.

FOV

 
Graphics Rendering Hardware
 
The current most powerful consumer graphics card is the Nvidia GTX 1080. It can run several modern graphics-intensive games such as Far Cry Primal at 4K resolution at around 40 Hz. We will take the visual realism of these games as our current benchmark for reality – which is reasonably true for fairly static scenes if you ignore humans or other complex dynamic objects such as deformable fabric.
 
For our headset, we need 120 Hz over two eyes, as 120 Hz is the benchmark for VR. This means we will need a theoretical graphics card with 15x the power of the GTX 1080 – per eye – to hit the required performance for a display with the field of view of the HTC Vive. For a full-human-FOV display, this number increases to 30x GTX 1080 per eye.
Changyin Zhou Visbit
 
The answer is in the specs of human eyes:
Eye resolution
  • 60 pixels per degree in the center of view, and drop exponentially to the corner.

  • Either >12K x 12K resolution for VR device, or

  • Foveate display + precise eye tracking

 

Field of view

  • >180 degree if two eyes combined.
  • Experiments show that ~120 degree is about enough to be immersive. But 180 degree is obviously ideal.

Frame Rate

  • ~12 Hz. Yes, human eyes are super slow.

  • This is one of the most trick parts, long story and I will not elaborate here. Oculus suggests 90Hz now, and some Theory shows 200Hz is better.

 

Dynamic range

  • Eyes have about ~12 stops momentarily, and can adapt to a huge range of brightness if given time.
  • HDR display is a must (like 12 stops or higher)

 

Lens design

  • Human eye is very sensitive to aberration, which causes nausea.
  • Aberration: The lens should have very little aberrations, which means a lot more complicated lens design.

  • Diffraction: when display resolution gets close to 12K, we may reach the limit of diffraction. Good aperture and lens design will be needed. This will be a hard problem.

  • Eye box: each people have different eyes (size, ipd, etc). A large eye box is required to accommodate different eyes.

 

Eye

Focus

  • Human eye can focus to different distances in a fraction of second, which involves each eye’s focus and two eyes’ convergence.
  • When focus and convergence is not aligned for a long time, some people feel nausea — referred to as “Vergence-Accommodation Conflict”

  • The answer might resident in light field display, or wave optics, or fast eye-focus tracking.

  • This is probably the hardest problem.

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

Tech Breakthrough: 12k VR Now Possible over Wi-Fi or LTE

INFO
CeBit Europe – World’s Most Advanced VR System
INFO
CeBit Europe – 5 Examples of VR in Business

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Tech Breakthrough: 12k VR Now Possible on Wi-Fi or LTE http://www.vudream.com/tech-breakthrough-12k-vr-now-possible-on-wi-fi-or-lte/ http://www.vudream.com/tech-breakthrough-12k-vr-now-possible-on-wi-fi-or-lte/#respond Thu, 23 Mar 2017 14:25:51 +0000 http://www.vudream.com/?p=7330 Visbit, showcases 12k streaming for Virtual Reality which is the highest quality on the market today.

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Tech Breakthrough: 12k VR Now Possible on Wi-Fi or LTE

Mark Metry, Founder of VU Dream

March 23, 2017

Visbit, is a visual technology company enabling 360-degree video and VR content creators to deliver the highest possible quality streaming and viewing experiences to consumers across many VR platforms.
 
Visbit Logo
 
On March 22, during IEEE VR Summit 2017 Visbit announced a technical breakthrough it had in research and development showcasing streaming in 12K 360-degree VR video. With today’s available hardware with regular Wi-Fi or LTE.

Today, 360-degree videos are mostly streamed at 1080p and occasionally at 4K. You rarely hear of 6K video streaming, so 12K, a resolution that is very close to the acuity of 20/20 human vision, is unheard of, especially when streaming on today’s regular Wi-Fi and LTE conditions. There have been advancements in networking technology, such as Intel and Ericsson’s recent demo of a 5G prototype to support 8K VR live streaming from a local server at Mobile World Congress this year, but average consumers won’t have 5G at home for years to come. With our Visbit View-Optimized Streaming technology, 12K video in 360-degrees can run on today’s networks with existing hardware, meaning that viewers can now zoom in and focus on granular details with today’s 2.5K HMD screen and achieve a viewing experience equal to 12K. This unlocks a whole new user experience for viewing 360-degree VR video, as well as new possibilities for content creation.

- Dr. Changyin (CY) Zhou

Co-Founder and CEO, Visbit

This huge milestone and technological breakthrough will enable a more immersive experience and allow VR video content creators and publishers to produce and distribute higher than 6K resolution VR video content.
Using Visbit’s View-Optimized Streaming (VVOS) technology, users can zoom in and focus on specific details, such as the plays or jersey number of an athlete during a sporting event, the names of storefronts in a city tour video or on minute details in a surgery being studied.
By double-tapping the control panel and zooming in, viewers can also increase the feeling of interaction and mobility, getting one step closer to the engaging experience they crave with Mobile VR.
 
This technology is possible due to patented Visbit View-Optimized Streaming (VVOS) technology. Visbit is the first to offer a streaming service that can deliver and play 360 VR videos without noticeable latency in 4-8K resolution over regular Wi-Fi and LTE for mobile and tethered VR headsets.
Visbit VR
Visbit’s technology allows 360-degree VR video to be viewed without downloading or heavy compression, which improves user experience, increases user reach and saves data usage – closing the gap between VR content requirements and typical network speed capabilities.
 
Visbit’s streaming service is currently available in closed beta for use on mobile VR platforms, including the Samsung Gear VR powered by Oculus and Google Cardboard. The open beta version is expected to launch later this year.
Sign up for the beta list here.

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

This Awesome Boston Startup is Powering Brain-Controlled VR & AR

INFO

CeBit Europe – World’s Most Advanced VR System

INFO

CeBit Europe – 5 Examples of VR in Business

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CeBit Europe – 5 Examples of VR in Business http://www.vudream.com/cebit-europe-5-examples-of-vr-in-business/ http://www.vudream.com/cebit-europe-5-examples-of-vr-in-business/#respond Thu, 23 Mar 2017 12:03:02 +0000 http://www.vudream.com/?p=7300 CeBit Europe 2017 features Ivan Mathy, a VR Specialist here to talk about 5 examples of Virtual Reality you can use in your Business.

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CeBit Europe – 5 Examples of VR in Business

Mark Metry, Founder of VU Dream

March 23, 2017

CeBIT is a European event presenting Leading-edge technologies such as artificial intelligence, humanoid robots and applications of virtual reality shift the boundaries between humans and technologyCeBIT features over 450 Startups, 200 Speakers, and over 200,000 participants in this 5-day conference.
 
Ivan Mathy, is a designer of interactive environments dedicated to the development of VR technology for professionals.
 
Ivan Mathy VR CeBIT VU Dream
 
In his eyes, there were three kinds of organization:
1. Those who continued to see VR as nothing more than a fad.
2. Those who virtualized everything and anything they get their hands on.
3. Those who did it right.
 
“First ask yourself the question: do I really need VR for what I hope to achieve?” – Ivan
Ivan explains that businesses often tack VR onto existing projects because it’s a trendy technology. They then see that it doesn’t make their employees any more productive – and that all it offers is a bit of fun. However, 3D interaction is bringing measurable benefits to an increasing number of tasks.
 
Ivan has recently came out with a new virtual reality game. “Don’t Mess Up” is a Virtual Reality video game designed for the HTC Vive and the Oculus Rift Touch. Please check out the website for more.
 
DMU is an incredibly fun mix of wacky, fast-paced, high-intensity challenges and immersive experiences to play solo or with your friends.
 

Brought to you by Ivan here are 5 VR examples your business can use today.

 

1. Reducing Costs and Increasing Safety in Manufacturing

In manufacturing especially, people are increasingly experimenting with technologies and processes that can prove dangerous to humans. Programming a robot for such specific tasks alone isn’t worth the hassle. But VR is allowing us to experiment in the virtual realm – and a digital lever never hurt anyone. What’s more, when it comes to training, virtual reality can save serious amounts of money. Indeed, with VR, employees no longer need to practice on some special machine, but can learn their trade from anywhere.

Lowering Costs

2. Hands-On Data Processing and More Personal Communication

Big data has long since made its debut in almost every industry. Yet the more data that exists, the harder it is to analyze. According to Mathy, VR can make it easier. VR can even improve what Mathy regards as a rather “isolated” means of collaboration.

“Directly manipulating data in 3D – and not just viewing it on a 2D timeline – makes it so much simpler to interpret patterns, for example. You have to see it to believe it, but a VR conference is far better than a normal one. The ability to point at things and read body language changes everything,” – Mathy.

3. Creating Sales Experiences

VR might lead to a long-awaited boom in sales and marketing – especially today, when customers are better informed and resistant to persuasion techniques than ever before. Virtual worlds deliver new, fun, and unique experiences designed to provide the finishing touch to any sales pitch. For instance, VR allows prospective buyers to take virtual tours of houses or flats – instead of just looking at the floor plan. Meanwhile, a salesperson can instantly implement changes to the item they’re selling; the car you’re interested in is the wrong color? A flick of the wrist and red becomes green. Scenarios like this give marketers creative freedom and make sales more personalized.

4. Endless Opportunities for Medicine

VR is gradually becoming established in almost every area of medicine. Researchers are able to fold proteins by means of 3D modeling. In clinical diagnostics, volumetric display allows doctors to view the development of a tumor over time. VR can even support treatment – of certain phobias, for example. By facing their fears virtually, patients have a higher chance of overcoming them than with traditional methods. The technology has also helped manage phantom pains in missing limbs. VR goggles trick the brain into thinking that the arm or leg is still attached – and can rewire the nerves sending out the pain impulse.

Doctors Virtual Reality

5. So Much Potential Remains Untapped

The entertainment industry, art, and the military: VR can create new experiences in almost every sector. According to pioneer Ivan Mathy, its potential is primarily geared towards data processing and training. But he makes one thing clear: “Barely anyone has ample experience with virtual reality.” Developers have to take this into account in designing VR technologies and applications.

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

This Awesome Boston Startup is Powering Brain-Controlled VR & AR

INFO

CeBit Europe – World’s Most Advanced VR System

INFO

Kingston University Opens VR and AR Training Center

The post CeBit Europe – 5 Examples of VR in Business appeared first on VU Dream.

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CeBit Europe Event – World’s Most Advanced Virtual Reality System http://www.vudream.com/cebit-europe-event-worlds-most-advanced-virtual-reality-vr-system/ http://www.vudream.com/cebit-europe-event-worlds-most-advanced-virtual-reality-vr-system/#respond Wed, 22 Mar 2017 14:11:14 +0000 http://www.vudream.com/?p=7293 CeBit Europe features the world's most advanced VR system by NTT that shocks your hand and stomach. Interesting...right?

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INFO

CeBit Europe – World’s Most Advanced VR System

Mark Metry, Founder of VU Dream

March 22, 2017

CeBIT is a European event presenting Leading-edge technologies such as artificial intelligence, humanoid robots and applications of virtual reality shift the boundaries between humans and technology. CeBIT is featuring over 450 Startups, 200 Speakers, and over 200,000 participants in this 5-day conference.

One of the big trends at CeBIT is virtual reality (VR), the ability to touch things. Japan’s NTT Group featured a VR headset and a pair of massive gloves to try out a football game system.

“We are adding in the VR a shock on your hand and also a shock on your stomach, this is the most advanced VR system in the world,” – Kazunari Moriuchi, NTT vice president and growth hacker

One of those applications involves NTT subsidiary Dimension Data equipping all the Tour de France cyclists with a GPS sensor on their bikes to record where they are and how fast they are going.

“The important point for us is how each company in our group can help our clients and users to create new business models or new systems in different fields. With these GPS sensors we have picked up different information like the placing of the cyclists and we have sent this information to the television companies and so the spectators were able to get the latest data. We also sent it to the team directors to know the movement of the bikes and to improve their race strategy.” – Hiroo Unoura

One of the products you can get from all that data gathering is this augmented reality system, that gives you extra information on the sport that you’re watching.

For more information check out this link.

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

This Awesome Boston Startup is Powering Brain-Controlled VR & AR

GUIDE

Complete Guide to Virtual Reality Careers

INFO

Kingston University Opens VR and AR Training Center

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This Awesome Boston Startup is Powering Brain-Controlled VR & AR http://www.vudream.com/this-awesome-boston-startup-is-powering-brain-controlled-vr-ar/ http://www.vudream.com/this-awesome-boston-startup-is-powering-brain-controlled-vr-ar/#respond Wed, 22 Mar 2017 13:16:50 +0000 http://www.vudream.com/?p=7283 Neurable, is a Boston-based startup that is focusing on using your brain to interact with Virtual and Augmented Reality applications.

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INFO

This Awesome Boston Startup is Powering Brain-Controlled VR & AR

Mark Metry, Founder of VU Dream

March 22, 2017

Are the days of dreaming about a mind controlled interface over?
 
You be the judge. Let me know in the comments.
 
This isn’t the first time we’ve seen a neuro-powered reality device. I had the pleasure of trying out the Meta 2 augmented reality headset.
Meta 2 Augmented Reality Headset Neuro
Meta features “The Neural Path of Least Resistance.” It’s a unique neuroscience-driven interface design principles allow you to access, manipulate and share digital information easily and naturally.
 
Today, we have something even better.
 
Introducing….
 
Neurable, a Boston-based startup is using the brain to control actions in virtual and augmented reality.
 
The breakthrough neuroscience technology behind the idea is electroencephalography (EEG).
 
Neurable uses electrodes to record brain activity then analyzes the signals and determines the action that should occur.
Neurable Boston MA
Neurable has raised a $2M seed round to bring its software platform to market.
“Our goal is to build a new platform for human-computer interaction. Our investors share our vision for the broad potential of our technology and for creating a world without limitations. We appreciate their confidence.”
– Ramses Alcaide, co-founder and CEO of Neurable
Neurable’s patent-pending technology interprets intent based on users’ brain activity, enabling real-time control of software and connected devices using only the power of the brain. The company is developing a Software Development Kit (SDK) for integration of its technology with virtual/augmented reality content and headsets
 
Brian Shin led the round through Accomplice’s Boston Syndicate including, Point Judith Capital, Loup Ventures, the Kraft Group, NXT Ventures, and other investors.
“The team at Neurable believe that they can enable people to easily control devices and objects with their minds. The implications would be enormous. They have a chance to completely alter the way humans interact with technology which is something that I had to be a part of.” 
– Brian Shin, Boston Syndicate investment Leader
Neurable has roots at the University of Michigan’s Direct Brain Interface Laboratory where Alcaide invented the core technology while working on his PhD under Dr. Jane Huggins, one of the foremost researchers in brain-computer interfaces.
Its innovation is based on new insights into how certain brainwaves work. Neurable performs complex data analyses using novel machine learning approaches, which provide significant advantages in speed and accuracy when determining user intent.  
A preliminary version of Alcaide and Huggins’ work was published in the November 2014Journal of Neural Engineering.
 
“Neurable’s technology embodies a breakthrough in BCI function initially developed at the University of Michigan Direct Brain Interface laboratory, and introduces a new generation of BCI capabilities.”
– Dr. Jane Huggins

Applying Neurable to AR/VR

Neurable offers a powerful new method for interaction in AR/VR applications, solving many of the current problems with user experience
Neurable offers a hands-free method for control while avoiding the limitations of other technologies such as eye-tracking or voice commands, like the Meta 2.
Neurable VR AR Boston Ma
Users can control menus and options in AR displays, or create magic and cast spells in VR games, all through the power of their brain. Neurable is non-invasive and uses dry-electrode sensors to record brain activity. It is also wireless, so it does not impair users’ movement.
 
Neurable will license its Software Development Kit (SDK) to manufacturers of AR/VR headsets and to content developers
 
The SDK is universal and compatible with all leading AR/VR headsets, including Oculus Rift, HTC Vive, and the Microsoft HoloLens.
 
The Neurable SDK includes plugin support for leading game engines such as Unity and Unreal as well as Qt, a platform for UI, application, and embedded device development.
 
Neurable’s SDK will be released to select developers in the second half of 2017.

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

INFOGRAPHIC

VR / AR / MR Spectrum

GUIDE

Complete Guide to Virtual Reality Careers

INFO

Kingston University Opens VR and AR Training Center

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