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Cycling Virtual Reality

WideRun VR lets you bike through any world while staying put

There’s nothing like a long, challenging bike ride on a crisp day surrounded by the hustle and bustle of city life or the lush landscapes of nature. Granted, this is only true so long as there’s no rain, sleet, snow or extremely cold temperatures. Put simply, inclement weather is a cyclist’s biggest enemy, often leading to missed opportunities for both pleasure and fitness.

WideRun’s marriage of both cycling and virtual reality eliminates the tedium of stationary biking, offering eager cyclists a chance to ride in diverse environments when they’re forced to stay indoors. Of course, the biggest challenge with all VR experiences is achieving a suitable level of immersion. WideRun’s system accomplishes this by employing a bike trainer engineered to apply pedal resistance and let cyclists turn their handlebars; these two variables are essential in convincing riders that they’re riding the Great Wall of China or through an abandoned, zombie-infested city.

While WideRun is compatible with any bike, it is currently only compatible with the Oculus Rift, Samsung Gear VR, and smart TVs (for those who don’t have access to a VR headset). No matter which route a cyclist chooses to take, WideRun must be connected to a smartphone or PC. In exchange, the software lets users check their performance, ride with community members, and challenge other riders as a means to keep things interesting.

The full system can be had for $446 with an expected ship date of April 2016. The campaign is looking for $44,475 in funding by May 2, 2015.

While WideRun claims its pedal resistance can successfully mirror the feeling of riding uphill, it may not do enough. Because the system lacks the means to transmit other types of feedback — like bumps in the road or uneven paths — the fullness of the experience might be compromised. Still, the product is very well thought out, sporting similarities to the VirtuixOmni.

Categories
Fitness Input Virtual Reality

Revisit your virtual stomping grounds and break a sweat with Stompz VR foot sensors

The promise of virtual reality is, at the same time, plagued with a number of real problems which can hinder the entire experience. The biggest problem yet to be solved involves how users can experience unlimited movement within very real, limited spaces. Because omni-directional treadmills and other wonky solutions aren’t ripe for the mainstream, reducing movement to controllers remains a necessary sacrifice.

patent-claimedStompz  is a product which allows VR enthusiasts to use their own two legs and avoid bumping into walls in the process. The product comes in the form of two sensors, each containing a nine-axis motion tracker, that attach to sneakers. Walking in place will map the same experience over to the virtual world, while walking slightly faster will translate into a run, providing a low intensity workout at the same time. The inputs themselves are fully customizable, so users have control over how to walk backwards, jump, sprint, etc. Stompz isn’t limited to the feet, though, as the motion trackers are versatile enough to be used with fitness equipment or as alternative controllers alá the Wii Nunchuks. Interested backers looking for a new way to use their headsets can shell out $125 for the Stompz kit, expected in December 2015. The campaign is looking for $100,000 in funding by April 10.

This product targets an extremely niche market of gamers looking to experiment with alternative forms of input when it comes to VR, something that is both very necessary but still a ways away from being successful. Products like Stompz and 3DRudder are the closest approximations to mainstream solutions currently available — and neither does a great job. Until a truly all-in-one solution comes along, these products will serve as testing beds until a product comes along and does it just right.

Categories
Virtual Reality

ViSR VR cardboard headset is a low cost of entry for a high-quality virtual experience

One of the boldest moves in the past few years, in the midst of tech companies chasing the dream of virtual reality, was Google coming out with Cardboard. If you hadn’t heard, it was a pair of VR googles made completely made out of the ho-hum material that worked in tandem with Android devices. As ridiculous as it may seemed, what most surprised everyone was that it worked. 

Now, there are Google Cardboard imitators pretty much everywhere, but the folks at ViSR VR would be quick to point out the superiority of their Mark I headset. Theirs is a laminated, high-quality quality cardboard visor that is extremely durable and can last as long as most smartphones.

At the end of the day, though, it isn’t a very new idea to upgrade Google Cardboard with better material, but its durability will certainly attract those who had been previously been on the fence about VR. Compatible with iPhones, Android devices, and Windows phones, most anyone can get into the VR game as long as they have £15 (~$23) to spare. Notable stretch goals include special edition versions in gold, a day with the team, or even a backer’s own ViSR game! The £25,000 (~$37,900) campaign is looking to ship the Mark I ViSR by March 2015.

Categories
Podcasts

The Backerjack Podcast, Episode 3, with Ross Rubin and Steve Sande

Steve and Ross, your two favorite crowdfunding connoisseurs, check out three innovative products in this leaner Episode 3 of The Backerjack Podcast:

  • The promising Neeo thinking remote that turns an Android app into a true universal remote.
  • The ambitious, Immersis entertainment projection system that turns your liing room into a half-sphere of video entertainment.
  • The potentially useful Vikaura e-paper displays that turn a pricey Kindle-like screen into a home for helpful messages or other information.

All the campaigns are still active so check them out our thoughts before signing up to back them.

Not an iTunes user? You can download the podcast by saving this link, subscribe via RSS, or listen to it with the player below:.

 

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
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.