Categories
Input Video Games

3DRudder sets new course for game control from head to toe

Controlling interactive games by hand has long been the industry standard. Kinect and other motion-sensing systems have come along in recent years to enable players to control games by using their entire bodies. The makers of a small number of recent devices, however, are looking to take game control down another route, sticking with traditional hand-controlled keyboards and joysticks, but adding hardware that adds the user’s feet to the mix.

An example of the latter is 3DRudder. Created by created by a team of French designers, the device is a foot-controlled navigation and motion controller that works in conjunction with existing PC games. The controller can emulate keyboard keys or a joystick and is intended to be a companion device for virtual reality headsets like the Oculus Rift The 3DRudder is used while seated and users just rest their feet on it while playing a game. To move forward, the user tilts the device forward; to move to the right, the user tilts the device to the right, and so on. The pedal enables users to also move up or down.

The device supports a maximum user weight of 286 pounds. To use the controller, the user must have a computer featuring an AMD Phenom or Intel Core i3, I5 or i7 processor, 2 GB of RAM, a USB 2.0 port and an Internet connection. Backers can get a 3DRudder for $110 as part of an early bird special and the device will ship in May. Its makers are looking to raise $50,000 on Indiegogo.

The controller is similar in concept to the somewhat more primitive-looking, Kickstarter-funded Stinky the Gaming Footboard. But both devices seem targeted at only a niche segment of the gamer market. The lack of current support for the Microsoft, Nintendo and Sony game consoles only underscores that. The 3DRudder’s makers are targeting 3D professionals including designers as one core audience for its device, and it seems best-suited for that crowd–unless Facebook’s ultra-bullish prediction for virtual reality headsets comes true.

Categories
Cell Phone Accessories Virtual Reality

Get comfy with the Viewbox neoprene virtual reality headset

If it wasn’t already apparent, virtual reality, or VR, is here to stay. Events like Facebook’s acquisition of Oculus Rift prove exactly that. As such, the future is one where both augmented and virtual reality will be as commonplace as the smartphones and tablets are in our lives now. For now, though, the industry is still in its infancy.

Currently, the most inexpensive and popular route to a full VR experience is with the use of smartphones alongside headsets designed to facilitate a user’s experience, with Google Cardboard being the most popular example. Company evomade has taken up a notch by creating the Viewbox, a product remarkably similar to Cardboard but with minor differences that end up making all the difference.

Instead of being made from cardboard, the Viewbox is made of soft neoprene which allows it to fold up and be easily transported from one location to the next. In addition, the material makes wearing the product comfortable even with glasses on, and ventilation holes prevent moisture and fog to build up within the viewing area. The kr350 (~$45) product is expected to ship in April of 2015 with a successful campaign goal of kr80,000 (~$10,197).

Although users can easily create their own VR headset, the Viewbox is a very streamlined and low-key way to enjoy a wide variety of VR apps already available now, and the fact that it works with smartphones with screens as big as 5.7″ ensures many can use it. The AirVR looks kind of wacky to wear practically, while the Samsung Gear VR offers a similar experience to the Viewbox, but with a steep premium and bulkier design.

Categories
Sports Virtual Reality

Eon Sports uses virtual reality to teach real football

Breeding the next crop of NFL superstars takes a ton of hard work and dedication both on the field and off. The development of an athlete’s skills is a delicate balance between repetition and on-field immersion, both of which are in short supply for those who are absolutely serious about the game of football. The EON Sports virtual reality simulator offers players the opportunity to practice anywhere at all and still get the immersion necessary to effectively train their on-field intelligence.

The EON Sports virtual reality simulator is the type of advance both players and coaches were waiting for, erasing the limits regarding where and how training can be accomplished. The simulator utilizes a modified version of Shoogee’s DIVE handsfree VR headset with an iOS, Android, or Windows smartphone loaded in. When combined, the headset provides players an authentic viewpoint from which to sharpen their ability to pick apart defenses or make snap decisions. EON Sports has not only created the system itself, but partnered with legendary coaches like Mike Ditka and Terry Shea to offer training sessions exclusive to the platform so players will learn from the best when they strap themselves in. The headset will cost $99 during the $50,000 campaign, after which it will go up to $129. Backers can expect their own simulator in May of 2015.

The EON Sports virtual reality simulator is a fantastic idea, but instead of assisting in the mastery of physical movement like Virtual Knockout or the Shoot Natural Glove, it only focuses on IQ through the use of a gaming controller. Although football intelligence is a vital part of the game, the option to train physical movements just isn’t present, a huge missed opportunity for true innovation rather than settling for what Google could have done with cardboard. What EON Sports has really done is provide valuable strategy from coaching legends and make it widely available, but wouldn’t making such useful advice widely know degrade its quality?

Categories
Virtual Reality

Open DoVision creates VR using open components

When Oculus Rift was bought by Facebook, many interested parties suddenly found themselves without that passionate interest in the device. Thankfully, companies like DotLab are working on alternatives, like the Open DoVision; a fully open-source VR headset that is easy to connect and use. By simply connecting the USB cable and the display output cable of choice (HDMI, VGA, A/V), Open DoVision can display any content right in front of the user’s eyes, with head-tracking features by moving the mouse cursor with accelerometers.

Because Open DoVision is open-source, DotLab encourages users to get their hands into the code and create new features and functions for the device. Additionally, a few parts can be interchanged in the headset to create a simple head-mounted display for use in games that don’t natively support VR headsets or for movies or other media content.

DotLab needs $20,000 AUD (~$17,000 USD) to release Open DoVision, and backers can get their head in the game for $99 AUD (~$85 USD) in January 2015. The presentation is a little lacking, and gamers shouldn’t expect direct support for the Open DoVision for a while, but at this price tag, this is a VR headset worth looking into.

Categories
Augmented Reality Input

Nimble Sense brings virtual reality the input devices you were born with

Virtual reality technology is on the brink of reaching the average consumer after decades of failed vision and false promises. While head tracking and immersive headsets are great, the next level of immersion comes from a sense of touch rather than just using a keyboard and mouse.

The Nimble Sense is a hand-tracking camera created by Nimble VR, a company with years of experience working in the biggest tech companies and a history of focusing on hand-tracking technology. With this, their first proprietary camera, they are offering a gesture control and navigation system not just for gamers looking to lose themselves in a fantasy world, but also something that can have a wide variety of applications across a number of real-world situations.

Like the Kinect camera that Microsoft bundles with its Xbox consoles, the Nimble Sense creates a 3-D point cloud to track motion, depth, and gestures. With 110 degrees of vision and the ability to be mounted in any number of devices, the thin but powerful Nimble Sense is great for adding intuitive functionality to any piece of compatible technology. The 70 centimeter range also allows for any length of arms and less restrictive motion. Nimble VR needs $62,500 to complete design, testing, tooling, and production of the Sense. Supporters can reach out and grab one for only $99, with an expected release of June 2015.

By focusing exclusively on the hands, the Nimble Sense should offer a greater sense of accuracy and precision than many other motion cameras available, and will be a great companion for any Oculus Rift buyers. At this point, however, the technology is largely for novelty purposes, and it’s hard to think of existing practical applications for this product. Creators and VR enthusiasts will love it, others may want to let the technology continue to develop.

 

Categories
Cell Phone Accessories Virtual Reality

ShareVR is another way to get virtual reality using your smartphone

At the top of many holiday wish lists this year will be VR headsets. However, many of the devices that are already household names are not ready to go to market just yet and almost all of them will be rather expensive. shareVR is an interesting new way to make VR possible with head-tracking functions by connecting a smartphone to a PC. With just a micro USB cable, a head mount, and the software that communicates with the PC, shareVR can give a consumer a functioning VR headset for less than $50.

The device works with any game using DirectX 9, 10, or 11, and head-tracking through an Inertial Measurement Unit. With only 30ms of latency, the time between the action on the main screen and what’s happening in the goggles is minimal for most kinds of applications. shareVR inventor Marcin Grygiel is raising £50,000 (~$78,250) to complete the software. For backers, the program will cost only £9 (~$14) and they can use their head mount of choice. shareVR offers an interesting DIY way of bringing VR home, and will be a great entry point for many customers. However, the specific compatibility requirements and technical limitations may be off-putting to purists.

Categories
Tablet Accessories Virtual Reality

AirVR makes the iPhone a window into the world of virtual reality

VR headsets are a hot item that everyone wants to get their hands on, but why not beat the rush and convert some existing technology into a fully functional VR headset instead?

That’s the philosophy behind AirVR, an iPad Mini or iPhone 6+ mount that straps onto the head to create a VR headset with visuals on a high-quality retina display. By taking a tablet or phone consumers may already have, the cost of adopting a VR device is cut significantly, requiring consumers only to purchase the mount. With foam padding and adjustable nylon straps, the AirVR is easy to adjust to any head size or shape. The front-facing camera also allows the iOS device to pick up on augmented reality markers and create a 3-D environment that users can move and look around it with complete motion tracking.

Utilizing only a portion of the screen for the virtual experience, AirVR does not simply waste the additional space on the iPad Mini screen. Instead, a dynamic touch interface is put at the bottom allowing users to comfortably navigate through content without having to remove the device, change the content, and then put the headset back on. Toronto, Ontario designer Metatecture is raising $20,000 CAD (~$18,000 USD) to get AirVR out in time for the holidays. Existing iPad Mini and iPhone 6+ owners only need to pay $49 CAD (~$43 USD) to have their own VR headset in February 2015.

Devices like the AirVR and Samsung Galaxy Gear VR are looking to leapfrog the delayed VR headset manufacturers that built all the excitement up, but have yet to release a product. If it fits consumers’ needs and existing hardware, they’ll take the easier, cheaper route. The market is primed for a product like AirVR to be wildly successful.

Categories
Input Video Games

Trinity Magnum lets you virtually bring a gun to a keyboard and mouse fight

The Premise. Since video games became a cultural phenomenon, gamers and developers alike have craved ways to become a part of the game. After 20 years of stalling and failing to launch, virtual reality headsets are on the brink of becoming the next big thing in gaming. Now it’s time to gear up with the weapons to survive the games.

The Product. The Trinity Magnum is a motion controller designed to handle and feel like a gun, the kind of which one would find in any first-person shooter. With one- or two-handed grips, a trigger, two joysticks, and four buttons, the Magnum is intuitively compatible with a number of titles regardless of genre. With a 9-axis IMU and optical tracking using a compatible camera, 1:1 motion is offered with no drift and maximum accuracy.

The Pitch. The launch video for Trinity Magnum is exactly what those who follow the gaming industry should expect. With hands-on footage from Game Developer’s Conference and testimonials from developers and users alike, it’s easy to get excited by what’s on display. The campaign itself goes into more detail regarding compatibility and functionality, as well as existing partnerships for the device. TrinityVR are shooting for a goal of $60,000 to assemble and test the prototype before finalizing and shipping the Magnum.

The Perks. A Magnum Developer Kit can be scored for $80 and will be out by the end of the year complete with SDK and the gun itself, though a compatible camera will need to be picked up elsewhere. Higher tiers simply offer multiple Trinity Magnums.

The Potential. As is pointed out in the pitch video, virtual reality gaming is all about immersion, and a VR headset is just half the battle. The technology behind the Trinity Magnum should make it an incredibly powerful tool in bringing games to life. Unfortunately, some of that realism might be lost through the current prototype design, which looks a bit like a Wii Zapper and a PlayStation Move controller had a baby as opposed to resembling a gun. The other issue this campaign might run into is focusing only on backers receiving development kits: which is great news for designers, but more than the average gamer needs. Add to this that an OpenCV camera is required, and there’s something that’s a really great piece of technology, but maybe a little too rough around the edges to really sell VR equipment.

Categories
Video Games Wearables

ANTVR seeks to make gamer attention undergo an Oculus drift

The Premise. Virtual reality headsets have been on the cusp of being widespread technology for decades, but now it seems like all of the pieces are finally here and this long-promised device will be in homes across the world in a matter of months. Everyone knows about the Oculus Rift, but one company wants to make people forget that name already.

The Product. ANTVR is an all-in-one virtual reality headset designed for movies and of course, video games. The product has a number of refinements to it that make it a step above the competition, from a fully wireless model to an aspherical lens designed to reduce distortion and eye strain. Packaged with ANTVR is a gun controller that is perfect for first-person shooters, providing unparalleled control, but for those that prefer other genres, ANTVR has them covered. The gun can disassemble down to a grip designed to function as a joystick or sword, and can itself unfold into a traditional-style controller that doubles as a racing wheel.

The Pitch. The ANTVR team is excited about VR and its passion for the medium shows in the countless features that it shows off in the launch video. With so many options and styles of use in mind, there’s a lot of ground to cover and the Kickstarter campaign page has a lot of information, all of it exciting. ANTVR needs $200,000 to bring their virtual dream into reality.

The Perks. The beta ANTVR setup, complete with the transformable bag/vest, controller, headset, and all the other necessary hookups and goodies will ship out in September of this year to those that pledge $300 or more. To take things a step farther and provide more freedom of movement, the wireless ANTVR is available for $500, while developers that want ANTVR early to have a game or app ready at launch can get their equipment in July for $1,500.

The Potential. VR headsets are primed to be the next big thing in media, not just in gaming. Anyone with a device ready to go around the same time that the Oculus Rift launches stands to achieve a great deal of attention. That being said, the ANTVR system looks like a fantastic alternative to the Oculus because of its built-in compatibility, application flexibility, wireless setup, and jaw-droppingly transformable controller. As an all-in-one system with no need to get anything else, the ANTVR looks like something that will be a must buy for anyone who wants the best immersive experience right out of the box.

Categories
Displays Video

Avegant Glyph transforms from headphone to head-mounted theater

editors-choiceThe Premise. Since the inception of personal devices, there’s been a consistent battle to have the best graphics possible. As screens get smaller and closer to the eye, this has been quite the significant challenge to overcome. No product has been able to come out the definite victor, and they continue to strive for a completely immersive experience.

The Product. The Avegant Glyph combines high-quality audio with image quality unlike traditional displays. The flip-down headband provides a vibrant display by projecting the images directly onto the retina. The end result is a powerful combination of audio and visual entertainment with extensive potential. According to Avegant, they want the Glyph to be a universal device that can allow for 360 degree immersion, making phone calls, and seeing ultraviolet and infrared signatures in real time. It can work with most devices by using a simple HDMI cable, so it can be integrated with almost all your current devices.

The Pitch. Yobie Benjamin, the COO of Avegant, summed up the austerity of the Glyph pretty well. “It’s not about just building a better product. It’s actually about building a platform that nobody’s ever seen.” The video shows how simple the Glyph is: flip down the headband, and be immersed in an entirely new world. But the video really focuses on where it hopes developers will take the product and use it in ways previously unimagined. After demonstrating the Glyph at CES, Avegant hopes to bring the Glyph to consumers by the end of the year.

The Perks. $499. That’s all it takes to have this prototypical combination of crisp audio and stunning visuals in your hands. A pair of high quality headphones will set you back $300-$400 dollars, so it’s completely reasonable that the Glyph would be $499. It will take until December 2014 for it to ship, but the opportunity to be among the first to try out this new personal device it well worth the wait.

The Potential. The Glyph’s micromirror system helps avoid issues plaguing other virtual reality headsets and the flip-down headband/visor helps avoid some of the stigma often incurred with other VR headsets. While its profile is still chunky, Avegant claims that the functional beta shipping to backers will have smaller headphone cups. It may not be enough to make HMDs  mainstream. However it wouldn’t be surprising to see increased use in public places such as planes.