Alphabet Inc. s Google outlined several initiatives around virtual-reality in a bid to compete with rivals like Facebook Inc. that have taken an early lead in the emerging technology.Google is already a prolific maker of virtual-reality headsets, with its Cardboard offering that uses a smartphone as a screen and costs $20.Google has given out more than one million of the devices, including to most subscribers of the New York Times as part of a partnership with the paper.Oculus also offers virtual-reality software, including an effective app store that is also available on Samsung s devices, which will compete directly against Google s new VR software.HTC Corp. has partnered with gaming firm Valve Corp. to offer a high-end VR headset, and Sony Corp. is planning its own headset for its PlayStation game console later this year.Google also said its model headset will offer higher-quality experiences than smartphone-based devices, reducing complaints of motion sickness.
Future phones available starting this fall will be considered Daydream-ready if they meet certain requirements: a high-power SoC that can provide a quality experience at 60 frames per second, a low-persistence display read: OLED only , low-latency, and high-quality sensors are all required for certification.It s not 90 frames per secondMany people have argued that VR displays have to update at a minimum of 90 frames per second in order to minimize motion sickness.And you can forget about it working on iPhone, like Cardboard does.So if you get a call or a text, it s rendered into the VR world and you can respond.But wouldn t it be cool if you could converse with the Google Assistant in VR?Expect Cardboard to stick around for at least a couple more years.
Fallout 4's lead character and Dogmeat look over the game's huge world BethesdaBethesda has announced exciting new plans to bring VR versions of its highly popular post-apocalyptic RPG, Fallout 4, and its recently released Doom reboot to the HTC Vive in 2017.Bethesda will also have to deal with the issue of motion sickness, which is a possibility when players rapidly move through longer distances in a VR environment."We think that VR is the perfect fit for truly immersive games like our massive open-world RPGs," Hines said.The recent Doom reboot was also released to critical acclaim on 13 May and is currently holding on to the No 3 spot in the UK sales charts.With the competition heating up in the virtual reality sector, more gaming, software and hardware developers will look to tap into the growing market."VR will be a major focus at E3," Piper Jaffray analyst Michael Olsen told USA Today.
One of the main challenges for VR companies, besides getting headset prices down so everyone can have a go, is how to reduce motion sickness, a sickly sensation caused mainly by the disparity between what you see and what you feel.So instead of getting really stuck in, you re limited to how long you can go before you need to take a breather.Work to overcome the problem is thankfully underway, with proposed solutions so far including anything from stuffing the headset with LED lights to including a virtual nose in the display.They recently found that masking the user s view during certain parts of the VR experience – particularly when a lot of movement is taking place in the content – can eliminate feelings of nausea, allowing the user to enjoy longer VR sessions.To find the perfect balance between restricting FOV to eliminate motion sickness and retaining the full VR experience, the researchers performed numerous tests to see how much of the view needed to be reduced and at precisely which moments it should happen.Virtual reality has the potential to profoundly change how we interact with people, machines, and information, Columbia University computer science professor Steven Feiner said, adding, It s critical that the experience be both comfortable and compelling, and we think we ve found a way.
In the ongoing effort to tackle one of virtual reality's biggest drawbacks, researchers at a US university claim to have discovered a new way of reducing the symptoms of motion sickness in users.Other than a high asking price for the worthwhile, higher-end experiences and limited use outside of gaming, virtual reality also comes with more visceral problems.There have been a few proposed solutions to this problem, which range from vestibulocochlear nerve stimulation using specially-designed headphones, to projecting a virtual reality nose in front of users wearing a VR headset.To combat this, they developed a system that would be almost imperceptible to those wearing a VR headset.To do this, they developed what they labelled a pair of "dynamic FOV restrictors" that partially obscure each eye's view with a virtual soft-edged cu-tout.Oculus CTO John Carmack demoed Minecraft in VR at Microsoft's E3 press conference in June 2016The researchers explained in a YouTube video: "While the field of view change is readily apparent on a regular computer monitor, it is much more subtle when seen through a wide FOV display, such as the Oculus Rift DK2, used in our study.
Window or aisle, front or back, we all have our airplane seat preferences.JetBlue asked one of its pilots where to find the quietest seat on a plane.In a video, he said:There s less noise when you re sitting forward on the wings.If motion sickness is a problem for you, the front of the plane is also a good spot to sit, but you may also want to sit near the middle, where the wing is located.According to experts, this is the calmest area of the plane.Wingtip: Where are the quietest seats on a plane?
Video: Peake Tries To Call His FamilyThis is what Tim Peake wrote on his Principia blog on June about motion sickness in space.Experts say it is common for astronauts who have returned from the weightlessness of space, where their systems have adjusted to the conditions, to experience it as they come back down to earth:He said: "We do move quickly across Earth's surface ten times the speed of a bullet… that s pretty quick!Of course, it takes a short while to adjust to microgravity and during the first couple of days in space you might feel some space sickness .Space sickness on the other hand can come and go quite quickly, even catching you by surprise, and its possible to function normally in between short periods of feeling unwell.Once our body learns to accept this conflict between vestibular and visual information, we can do things in space which would make you feel very sick on Earth.For example, I have tried spinning in space for several minutes at a rapid speed whilst moving my head up and down with my eyes open.
A conceptual image shows a Hyperloop passenger transport capsule: there are no functioning Hyperloops anywhere in the world.Photograph: APMoscow has signed an agreement with Los Angeles-based company Hyperloop One to explore building a futuristic, high-speed transportation system known as a Hyperloop in the Russian capital.Hyperloop can improve life dramatically for the 16 million people in the greater Moscow area, cutting their commute to a fraction of what it is today, Shervin Pishevar, co-founder of Hyperloop One, said in a press release.The Hyperloop One chief executive officer, Rob Lloyd, said it is unclear how much it will cost to build a Hyperloop in Moscow, and the system would not necessarily travel at its top speed in such a metropolitan area.To successfully transport passengers, designers will have to overcome challenges including motion sickness and fear of travelling at high speeds in a sealed tube.Despite the challenges, Hyperloop One s Lloyd said last month the company would build a system capable of transporting cargo by 2019 and passengers by 2021.
REUTERS/Steve MarcusSAN FRANCISCO Reuters - Moscow on Tuesday signed an agreement with Los Angeles-based company Hyperloop One to explore building a futuristic, high-speed transportation system known as a Hyperloop in the Russian capital."Hyperloop can improve life dramatically for the 16 million people in the greater Moscow area, cutting their commute to a fraction of what it is today," Shervin Pishevar, co-founder of Hyperloop One, said in a press release.Hyperloop One Chief Executive Officer Rob Lloyd said it is unclear how much it will cost to build a Hyperloop in Moscow, and the system would not necessarily travel at its top speed in a metropolitan area like Moscow.The Hyperloop concept originated in a paper by Tesla Motors Chief Executive Officer Elon Musk in 2013, who envisioned it whisking passengers from Los Angeles to San Francisco in 30 minutes.To successfully transport passengers, designers will have to overcome challenges including motion sickness and public fear of traveling at high speeds in a sealed tube.Despite the challenges, Hyperloop One's Lloyd last month said the company will build a system capable of transporting cargo by 2019 and passengers by 2021.
Columbia's researchers tested a few maximum FOV restriction levels before settling on the box here labeled e .The Oculus Rift and HTC Vive can make users feel immersed and comfortable in their virtual worlds, but that's easier in limited virtual environments, especially ones without movement.What can be done about the pukey feeling brought on by harsher forms of virtual movement, when the brain and the body don't agree on what's happening?In its report, which was published last week alongside a demonstration video shown below , the Columbia team concluded that "even though we had a relatively small number of participants 24 after removing people who were considered "immune" to virtual motion sickness , our data indicates that FOV restrictors helped participants stay in the virtual environment longer and feel more comfortable than they did in the control condition."Users largely didn't notice the dynamic FOV changes until they were informed well after the study concluded, and the few who did notice reported preferring the limits, since they didn't obscure the primary VR viewpoint.Before the primary study was completed, the researchers asked peers to test out various FOV blockers and shaders until the team decided upon a blurred radius that started blacking visual data out at the 120-degree mark and stopped doing so at the 50-degree mark.
It s widely believed that a satisfying VR experience requires a steady 90 frames per second, and that dropping even a single frame below that threshold could cause you to spew chunks.To find out if that s really true, I decided to test it.This PC doesn t just meet the specs for VR, it exceeds it, with a GeForce GTX 1080, 64GB of DDR4, and an overclocked Core i7-6700K.Indeed, AVA Direct built this PC after consulting VR specialty site RoadToVR.com for guidance on achieving an optimal VR experience.It s an awesome VR game that forces you to duck and move far more than most other VR games.It s a 360-degree VR environment shooter and those pans will kill you if you have any sensitivity to motion sickness.
Bonkers British inventor Colin Furze has just emerged from his workshop with yet another hair-raising contraption, this one as preposterous as it is petrifying.But one you probably wouldn t want your kid to ride.You see, Furze s swing doesn t stop at the usual back-and-forth movements that we see with most garden-variety swings.Instead, it goes all the way around.At the start of the video above introducing his latest madcap creation, Furze tells us he gets motion sickness, he doesn t like heights, and he doesn t like going upside down.Billed as the U.K. s only 360 swing, the video shows Furze climb aboard the structure while choosing to ignore the clearly absurd idea of using straps or a safety harness to ensure that he doesn t die while riding it.
An unsatisfied gamer has taken his copy of No Man's Sky and, using third party conversion program VorpX, made it work in virtual reality.The game is being lauded for its large and beautiful universe and now YouTube user Hoopermation VR is seeing it all through his HTC Vive headset.The results aren't exactly perfect - thanks to some of No Man's Sky's lagging and stuttering as well as the fact that it's not actually been developed to work with the HTC Vive headset, playing the title in VR looks like a fairly nauseating experience.That said, it doesn't seem to bother Hoopermation VR, who is clearly ecstatic with the results in a video posted to his channel.Sick bags at the readyIf motion sickness isn't an issue and you'd like to experience the same kind of joy as Hoopermation VR, he's posted instructions on how to get the PC version of the game running on HTC Vive and Oculus Rift on Reddit.
Facebook CEO Mark Zuckerberg walks past Mobile World Congress attendees watching a virtual reality presentation in Barcelona on Feb. 21, 2016.Facebook wants to make sure that any VR home movies shared on its social network won't make people puke.That's why the company is building a new video stabilization algorithm that will help smooth out all of the bumps and shakes that come from wielding a 360-degree camera.The new algorithm is designed for stabilizing 360-degree videos in particular, something that Facebook says is important for addressing the growing amount of spherical footage.Previous stabilization technology was designed primarily for videos with a smaller field of view because they were usually taken with traditional 2D cameras.It's an important step for Facebook, which has been focused on virtual reality content and 360-degree video, especially after its US$2 billion acquisition of VR hardware maker Oculus in 2014.
When Qualcomm announces a reference design, it's not usually the most exciting thing in the world – but with the Snapdragon VR820, the brand has created a rather exciting virtual reality headset.Sadly, it won't be able for mere mortals to buy, but is designed in association with manufacturer Goertek to show just how capable the Snapdragon 820 chipset is at powering a VR headset.The exciting parts come in the form of eye tracking with two separate cameras for monitoring both eyeballs and dual front-facing cameras, so you'll be able to combine the virtual and real worlds for easy augmented reality.It'll also support gesture based input, Anthony Murray, senior vice president and general manager of IoT at Qualcomm, told TechRadar.This means you'll be able to interact with the virtual world using your hands as well, rather than needing to use a controller.The VR820 uses two separate OLED displays to show the content in front of your eyes, with the 1440 x 1440 resolution panels being among the sharpest on the market right now – in short, this should all amount to a stunning virtual reality experience, as it offers a blindingly quick 18ms latency.
Virtual reality is easily one of the most exciting and fastest growing markets in the consumer tech industry right now, and like any new such products, there are still a couple major drawbacks.The first is easily the high buy-in cost with the price of a headset and high-end PC, but beyond that is the issue of the length of cables between those two components that make their way across the floor, causing a fear of tripping that poses a threat to the full immersion VR tech is designed to offer.With this being the case, the announcement of a possible wireless model of the HTC Vive is very exciting.The news comes from Quark VR, a Bulgarian virtual reality developer, which has revealed a new partnership with Valve to bring WiFi streaming to the Vive.Unfortunately, WiFi is known to be less than ideal when it comes to the amount of bandwidth needed for the large amounts of data transferred when using VR.And if you ve been following the development of VR headsets, you know that any display lag between user movements and what they see results in major motion sickness.
motion sickness of human growth is forecast to be driverless by in cars.the future of driverless by in cars, no one needs to pay attention to the road, so travelers can focus on, say, gaming or reading.in Its turn, is projected to increase significantly sickness from the number of people suffering.for Example, in the united states calculated that up to 12% driverless by in a car in travel of people suffer from moderate to severe travel sickness.the Problem has gripped the british Ansible Motion –the name of the company, which has developed motion sickness to cause a driving simulator.the hope that It will help the car factories to plan the kind of vehicles that people get sick as little as possible.
But just because the tech is moving forward, not every developer is paying heed to what actually makes for a good VR experience.Time to don a comedy beard and do our best Charlton Heston impressions: these are the 10 VR Commandments that need to be lived by.Thou shall limit the bounds of player spaceAs much as it would be great to be able to run across the VR fields, frolic in the meadows and generally have a nice time in a big space, that's not possible for most people.We usually have a dingy, tiny living room that can't accurately host an entire meadow, unless that meadow is filled with sofas and dirty laundry.If thine avatar sits, thou should also be sitting
One month ago as I pulled off my VR headset I felt a drop in my stomach as the motion sickness overwhelmed me.How we deal with fears, anxiety and pain, how we interact and empathize with other people, and even how we can learn to reshape our own memories.For a more in-depth look check out my regular VR and The Mind column on VRFocus.In the UK, around 40 per cent of new claimants for disability benefits are suffering from mental illnesses, of which anxiety and depression are the most common.Most concerning, despite more people reporting symptoms and the high treatability of many anxiety disorders, less than a third of people actually seek help ADAA .Anxiety can broadly be tackled in three main ways, often employed in tandem.
Once a teenage prodigy, at 21 he was set for life, when Facebook bought the company he started in his parents California garage.Now, with an estimated $700m £540m fortune, Luckey is living the archetype of the American dream.And yet, he spends much of his time not in this world, but in a simulation, with a black headset covering his face and a set of high-fidelity headphones around his ears.At a shopping centre demo near you, curious members of the public will be lining up to strap on the Rift s futuristic-looking black goggles, plug in a gamepad and be instantly teleported to a different universe.Several false dawns have come and gone, most famously in the 1990s when Sega and Nintendo s projects quickly flopped due to the inescapable motion sickness they caused.Luckey admits that the Oculus Rift, which requires an expensive, high-powered computer to run, will appeal mainly to a niche group of hardcore video gamers at first, and describes a future without such compromises as the dream .