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Showing posts with label Virtual Reality. Show all posts
Showing posts with label Virtual Reality. Show all posts

News Google Card Box Update : Google Is Supporting People With Free Cardboxes

Google has a new technologically developed aspect added to is genre. Google Expeditions, a Cardboard app that’s designed to take kids on a virtual-reality field trip to faraway places.

When Google announced a do-it-yourself virtual reality kit made of cardboard at its I/O developer conference this week, one of the first questions people asked was: Is this a big joke?

Was Google mocking VR and poking fun at Oculus, the VR goggle makers Facebook acquired for $2 billion? Or maybe the company was just pulling a gag on attendees, who were excited to get a free smartwatch in their conference goodie bag?

Turns out, Google is using cheap, corrugated paper to give virtual reality its neatest and most accessible tool for converting nonbelievers. While it’s no Oculus Rift headset, Google’s Cardboard initiative has a huge role to play in VR by putting it in the hands of anyone with $25 and a smartphone.
VR is supposed to change everything: film, gaming, communication, travel, education — even what we understand about sensory experience itself. Oculus is the once-scrappy outfit started by 21-year-old Palmer Luckey that was purchased by Mark Zuckerberg’s social network in March. Oculus, now flush with resources and the game industry’s finest minds, is the VR torchbearer, blazing a trail toward a bright future we’d thought only science fiction could provide.

But for most people, consumer VR is still a fringe technology. It’s a futurist’s fantasy easily caricatured, an activity we could see devolving into the kind of techno-dystopian world that we fear Facebook and the smartphone era has already begun creating. That’s a realm where people sit in the living room with computers strapped to their faces, ignoring each other and escaping even further from reality and face-to-face contact.

The crucial disparity between the critical reception of Oculus’ product and the public’s perception of VR is a problem. It arises from the fact that the technology, as it stands now, is firmly in the “you have to see it to believe it” camp of consumer electronics. Unless you’ve strapped an Oculus Rift or Sony’s Project Morpheus to your face — devices that quite literally change the world before your eyes — you’re not likely to think a high-fidelity VR headset is really a product category capable of changing industries.

Why? Well, most everyday technology users don’t frequent electronics trade shows or game developer conferences, where the Rift and Morpheus are trotted out and where attendees line up to give them a whirl. So while technologists believe in VR, our friends, family, and the folks freaked out by Google Glass, the company’s smart eyewear, aren’t going to have the opportunity to try out a modern-day VR experience until full-blown headsets arrive in the next year or so.

That’s where Google Cardboard, perhaps one of the most important, quirky, and ingenious advances in consumer VR since the Rift itself, comes in.

Announced as part of Google’s annual product giveaway at I/O, Cardboard is a meant to be a super-low-cost, crowdsourced toolkit anyone can build to run elementary VR experiences. Essentially, it’s a cardboard housing for a smartphone running Google’s Android mobile OS. You get a $10 lens kit, about $7 in off-the-shelf magnets, $3 worth of velcro, a rubber band, and an easily programmable $1.50 Near-Field Communication sticker tag for launching the companion mobile app automatically.

You can even cut the cardboard housing, the schematics for which are posted online (PDF), out of a pizza box.

The result is a low-key yet completely usable headset that’s good enough to hand to a stranger and have them experience a genuine VR revelation. In fact, countless people — at San Francisco’s Moscone Center and here, too, at CNET’s headquarters — who have never had the opportunity to try on a Rift have been holding up Cardboard’s goofy-looking smartphone mount and walking away thinking VR might not be so crazy after all.

They also say it may just be the coolest tech they’ve played with in a while.

Google’s Cardboard app, which is what plays on the phone screen while it sits in the cardboard casing, lets you cruise through a landscape or city street in Google Earth and watch YouTube videos in a virtual theater. Even wackier Web-based experiences — what Google is calling Chrome Experiments — let you play a simple coin-collecting game, visit the Great Barrier Reef in a helicopter, and ride a roller coaster. That only one of the more than a dozen apps you can access with Cardboard is game-related is a boon for VR too, proving that you can design worthwhile and interesting experiences in a first-person view.
 
The idea behind Cardboard isn’t to undermine the technical achievement and feasibility of professional-grade VR headsets, but rather to close the loop from the bottom up. Now, with Oculus and Cardboard, we have a full spectrum for VR, with both DIY and high-end hardware optimized for apps both large and small, serious and playful.

More than anything, Cardboard illustrates Google doing what it does best: handing everyday people the tools to build the kinds of experiences that larger companies, including itself, would otherwise never consider or have time for. It just so happens that in creating Cardboard, Google has designed the blueprints to a device that can convince the world that VR is mind-blowing, about to arrive, and about way more than just gaming.

News HTC Product Update : HTC Vive Hands On: Brilliantly Immersive, Beautifully Executed

The official unveiling of the HTC Vive was among the biggest surprises of this year's MWC, and with good reason. The Taiwanese smartphone manufacturer was expected to launch the successor to the HTC One M8 and perhaps a smartwatch, but blindsided us all and instead launched its first virtual reality headset, which also happens to be, in my opinion, the best.

I've tested both Facebook's Oculus Rift and Sony's Project Morpheus, with varying results. I found Oculus to be slightly buggy and the headset ill-fitting, while Morpheus was immersive and genuinely quite scary (I tested The Deep, a demo in which a shark savages the diving cage I was trapped in). It still left me with a headache caused by latency - a form of nausea triggered when the brain struggles to process sensory overload. It's a common side effect of VR headsets and goggles, and one both the teams are working to minimise.

I came away from the (admittedly limited) time I'd had with the headsets thinking Morpheus was significantly closer to delivering what the consumer experience of what virtual reality has always promised but never truly delivered - losing yourself in a whole new world. But now it looks like the Vive is on the verge of changing that.

Created in partnership with games company Valve, the Vive claims to "transform the way in which consumers interact with technology and the world around them". The companies developed a full room scale 360 degree solution with tracked controllers, which simply means wearing the headset and holding its wireless controllers is supposed to give the impression of walking around an unlimited virtual world with the opportunity to grip and pick up objects in a way that's never been truly convincing before.

The HTC Vive essentially consists of a boxy headset, fixed in place over your head by a series of straps (like Oculus), and two controllers (like Morpheus, a more updated version of which was also showcased at MWC). When I walked into the small room I was testing the Vive in, it was lying in a tangle of cables on the floor. While the controllers in the final version will be wireless, the developer version I tried out were linked to thick wires. The headset works by communicating with two sensors mounted on the wall directly in front of me at a 90 degree angle, and remains in constant sync even when I crouched, ducked and shuffled around. A helpful man fitted the headset - which was wired into a PC - over my face, showed me how best to hold the controllers and started the first of five short demos. 
 Once my eyes adjusted to my surroundings, I'd been transported to the deck of an underwater ship (what is it with virtual reality and underwater?), surrounded by curious fish and huge manta rays. I wandered around the confines of the wooden deck, waving my hands at the shoals of fish to send them fleeing. I had a nagging feeling a shark was going to ambush me. Then I stood transfixed as a gigantic blue whale sailed by. It paused close enough for me to see the whites of its enormous eye, before soaring away - its tail coming within inches of clipping the ship's rail.

Put bluntly - it felt real. The whole experience was oddly breathtaking. I lost awareness of the headset, which fitted comfortably, and the plastic of the controllers in my palms and for around 15 minutes really felt as though I was in another world. 
I threw pots and pans around a robot kitchen, chopped up carrots and mushrooms and then microwaved a bottle of wine (it melted into a twisted cube). I drew amazing 3D shapes in the air using my right hand as a paintbrush and my left as a pallete, then walked through and around them. I attempted to fix a poorly robot who then promptly fell apart, before eventually turning on me and enveloping me in a cube before crushing me.

It sounds ridiculous, but I was grinning like a lunatic the whole time. I can't urge you strongly enough to try it for yourself, and HTC's vision for the headset extends beyond gaming; incorporating shopping, travelling and even speaking with friends. And it deserves to be enormously successful.

HTC will launch a developer edition of the Vive during the spring, and hopes to bring a consumer edition of the headset to market by the end of 2015. Frankly, it can't come soon enough. And it didn't even give me a headache.

News Samsung Gadget Review : Samsung Gear VR Review: A Shallow Dip Into the Virtual Pool

For decades, virtual reality has been both a tech buzzword and the stuff of science fiction. But nowadays, it’s something you can actually buy and experience for yourself thanks to products like Samsung 's005930.SE +0.22% Gear VR headset. Virtual reality isn’t mainstream just yet, but Gear VR is a significant step in taking VR to the masses. It’s also one of the best virtual reality headsets I’ve used, so far.


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The best thing about it is also its biggest setback. Gear VR uses a smartphone for its display and processing power—which means you don’t have to invest in a PC or videogame console to play games or watch videos. But it only works with one model: Samsung’s Galaxy Note 4.

The experience itself is awesome. Once you put it on, your field of view is consumed by virtual menus that direct you to different apps and games. You control what you see based on where you point your head, and a touch panel on the right side of the device. Floating deep in the ocean is thrilling, especially when you turn your head and suddenly see with sharks swimming by. It’s more immersive than anything you can do with a couch and TV, though having to rely on a set of headphones for decent audio is distracting.

The headset itself is lightweight and comfortable, though it left me feeling motion sick after about 20 minutes of wear. This is an issue that plagues every VR headset on the market right now.
There also isn’t much content to check out yet for Gear VR. You can watch Coldplay and Paul McCartney perform individual songs while you stand there, as if you were in the front row. You can play a handful of short, simplistic games reminiscent of what you’d play on a smartphone. You can watch a few movie trailers and a few 360-degree videos in Samsung’s Milk VR video app. And there are virtual deep sea dives and space excursions. But this isn’t a deep library—you can do all of this in the course of an hour or two.

Hopefully, the amount of stuff you can do with a VR headset will change over time, but there are no guarantees. As wowing as Gear VR is, I wouldn’t recommend you ditch your current phone for a Note 4 and this headset. If you’re an early adopter, if you’re intrigued by virtual reality and if you already own a Note 4, then Gear VR is worth the $200. Otherwise, just wait. More headsets will arrive this year and next with better displays, more content and wider device compatibility.

News Gadget Update : View-Master History: From Sawyers, Mattel To The Age Of Virtual Reality

The View-Master, the classic children's toy from the 1930s, has undergone a series of upgrades through the years, but nothing gives this fire-engine red 3D picture viewer a 21st century boost more than a collaboration with Google Cardboard does.

Mattel's View-Master has come a long way from William Gruber's stereoscope updated with the new Kodachrome color film. A chance encounter with Harold Graves of Sawyers Photography led to the View-Master being introduced to the world at the New York City World's Fair in 1939. 
A classic toy gets a modern upgrade. At the Toy Industry Association's Toy Fair on Friday, Feb. 13, Mattel unveiled a new partnership with Google to introduce immersive reels into the iconic View-Master 3D picture viewer. Children -- and adults -- will soon be able to experience virtual reality in a toy for $30 per piece

The View-Master was not initially intended for children's entertainment. Instead, its owners envisioned it as an educational tool for adults. The U.S. military even commissioned specially produced reels to help with spotting enemy aircraft in World War II.

However, the early 1950s brought in the rise of rivals that Sawyers decided to purchase. More importantly, Sawyers acquired the rights to create Disney-themed reels, so the View-Master as a children's toy was born. A series of acquisitions later, Mattel acquired View-Master and has been distributing the toy under its Fisher-Price brand since 1997.

Now, amid slumping sales for Mattel, the toymaker has introduced the next-generation View-Master infused with virtual reality, one of the hottest, if still experimental, new technologies being developed by plenty of major Internet and electronics companies, including Facebook and Samsung.

"By working with Google's Cardboard platform, we are now able to take that experience even further, bringing the discovery and immersive viewing experience of the View-Master to the digital age," said Doug Wadleigh, senior vice president and global brand general manager of Toy Box at Mattel. "Combining technology and innovation with this classic toy gives kids an enhanced experience, allowing for play opportunities not yet imagined through new, digitally curated content."

The new View-Master will become available in the fall, just in time for the holidays, for $30, and will come with a sample reel that allows children -- and adults -- to take a virtual tour to places such as the solar system, where text boxes pop up from out of thin air to provide information and trivia about the planets and other celestial bodies.

A quick flick of the lever on the side takes the viewer to other places, such as the Alcatraz Island on San Francisco Bay, a CGI-enhanced jungle populated by dinosaurs, or the Golden Gate Bridge. Mattel will also sell additional reel packs for $15 per pack, each containing four reels with different themes, such as science, nature and adventure destinations.

For the View-Master to deliver virtual reality experiences, it will need to be paired with the View-Master app and a smartphone slid into the plastic binoculars. Mattel says it is working to make both iPhone and Android smartphones compatible with the toy.

Mike Jazayeri, product director for Google Cardboard, says the partnership does not include a licensing or revenue sharing agreement. Instead, Cardboard was developed as a cheap and easy way to bring virtual reality to the masses without requiring them to pay large sums for a top-of-the-line device such as the Oculus Rift currently in development.

"We developed Google Cardboard as an open platform to inspire companies like Mattel to rethink how to deliver new user experiences through technology," said Jazayeri.
 
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