Recent Changes

Wednesday, November 8

  1. page Haptic controllers edited ... Muscle-Propelled Force Feedback Haptic Shoes Shifty https://www.youtube.com/watch?v=1l0wKk6…
    ...
    Muscle-Propelled Force Feedback
    Haptic Shoes
    Shifty https://www.youtube.com/watch?v=1l0wKk6q_ss&feature=youtu.be
    Haptic Shape Illusion https://www.reddit.com/r/oculus/comments/7blixi/a_smaller_controller_that_feels_like_a_bigger_one/ https://www.youtube.com/watch?v=ICsNQ5v8gYg http://nawafuji.org/illusioncontroller/

    DIY
    Touchless 3D Tracking Interface
    (view changes)
    2:44 pm
  2. page Haptic controllers edited Traxion Novint XIO Novint Falcon Touch 3D stylus Reactive Grip MYO USB Biofeedback Game Cont…
    Traxion
    Novint XIO
    Novint Falcon
    Touch 3D stylus
    Reactive Grip
    MYO
    USB Biofeedback Game Controller
    Dexmo
    DUO
    3DTouch
    Revel
    PHANTOM Desktop
    Muscle-Propelled Force Feedback
    Haptic Shoes
    DIY
    Touchless 3D Tracking Interface
    Low-Cost VR

    (view changes)
    2:43 pm
  3. page Traxion edited [[image: align="center" width="320"]] Developer Type Release date  Price …
    [[image: align="center" width="320"]]
    Developer
    Type
    Release date
     Price
     
    Features
    Hardware
    Software
    Development
    Media
    In the media
    Reviews
    Interviews
    Relevant forum threads
    https://www.reddit.com/r/oculus/comments/26w3ib/traxion_a_tactile_interaction_device_with_virtual/
    References
    External links
    Official website

    (view changes)
    2:39 pm

Sunday, October 29

  1. page Canted displays edited ... In the Oculus PC SDK, prior to version 1.17, eye poses only had three degrees-of-freedom (DOF)…
    ...
    In the Oculus PC SDK, prior to version 1.17, eye poses only had three degrees-of-freedom (DOF), i.e. only translation. Eye poses were specified in the HmdToEyeOffset vector provided by the ovr_GetRenderDesc function. Starting with version 1.17, HmdToEyeOffset has been renamed to HmdToEyePose using the type ovrPosef which contains a Position and Orientation, effectively giving eye poses six degrees-of-freedom. This means that each eye’s render frustum can now be rotated away from the HMD’s orientation, in addition to being translated by the SDK. Because of this, the eye frustums’ axes are no longer guaranteed to be parallel to each other or to the HMD’s orientation axes. This generalization provides greater freedom to the SDK in defining the HMD geometry. But it also means that, as a VR app developer, you need to be more careful about your previous assumptions, especially when it comes to rendering.
    Engine support
    = UnrealUnreal Engine 4
    Unreal Engine 4.18 (October 23, 2017) :
    VR : Added support for non-parallel projections for HMDs that have canted display panels
    (view changes)
    9:04 am
  2. page Canted displays edited Headsets StarVR StarVR : {https://www.starvr.com/wp-content/uploads/2017/02/largeVRheadset.…

    Headsets
    StarVR
    StarVR :
    {https://www.starvr.com/wp-content/uploads/2017/02/largeVRheadset.png}
    With its arrowed angled displays, the StarVR headset maximizes the lenses performance and reduces the form factor.
    Pimax
    Low-level support
    Open VR
    OpenVR v1.0.9 (July 20, 2017) :
    Drivers:
    Added TrackedDeviceDisplayTransformUpdated, which allows HMD drivers to explicitly specify the 4x3 eye-to-head transforms. The classic mechanism of setting Prop_UserIpdMeters_Float is still supported.
    Oculus SDK
    Oculus SDK 1.17 (August 10, 2017) :
    New Features
    In the Oculus PC SDK, prior to version 1.17, eye poses only had three degrees-of-freedom (DOF), i.e. only translation. Eye poses were specified in the HmdToEyeOffset vector provided by the ovr_GetRenderDesc function. Starting with version 1.17, HmdToEyeOffset has been renamed to HmdToEyePose using the type ovrPosef which contains a Position and Orientation, effectively giving eye poses six degrees-of-freedom. This means that each eye’s render frustum can now be rotated away from the HMD’s orientation, in addition to being translated by the SDK. Because of this, the eye frustums’ axes are no longer guaranteed to be parallel to each other or to the HMD’s orientation axes. This generalization provides greater freedom to the SDK in defining the HMD geometry. But it also means that, as a VR app developer, you need to be more careful about your previous assumptions, especially when it comes to rendering.
    Engine support
    = Unreal Engine 4
    Unreal Engine 4.18 (October 23, 2017) :
    VR : Added support for non-parallel projections for HMDs that have canted display panels
    Unity

    (view changes)
    9:03 am

Wednesday, October 25

  1. page StarVR edited ... rotational : accelerometer, gyroscope, magnetometer FOV 210° 155° horizontal monocular …
    ...
    rotational : accelerometer, gyroscope, magnetometer
    FOV
    210°155° horizontal monocular
    210° horizontal binocular
    100° binocular overlap

    130° vertical
    Weight
    (view changes)
    4:18 pm

Monday, October 23

  1. page Simulator sickness edited ... https://www.youtube.com/watch?v=lHzCmfuJYa4 "Stanney and Kennedy [27] note that 30–40% o…
    ...
    https://www.youtube.com/watch?v=lHzCmfuJYa4
    "Stanney and Kennedy [27] note that 30–40% of participants in flight-simulator studies do not experience simulator sickness, but only 5–10% of participants in early VR studies are asymptomatic. We also expected some of our participants would not experience VR sickness, noting further that there have been many changes in the technology being used since those early studies. Inspecting our data, we observed that 6 out of the 30 participants had ADS< 1 (all < 0.65) in both their R and N sessions."
    Total nausea at first exposure : 80%
    ...
    no nausea at first exposure : 20%
    Michael Abrash
    Why Virtual Reality Isn't (Just) the Next Big Platform
    ...
    One thing I should point out is that's based on things like the DK1. When you actually have really proper stuff and you're only experiencing your own motion, I don't get motion sick at all. So if I'm in a room and I can walk around the room and it tracks properly, it's fine because it's just like the real world.
    The question is, what happens when I'm sitting down and I'm doing something that's moving me at 40 mph through an alley?. You know, then I'm gonna get motion sick.
    Total nausea at first exposure : 80%
    ...
    no nausea at first exposure : 20%
    Reddit polls
    Do you get Nausea from First Person Motion? results (DK2 / November 9, 2014) :
    ...
    Only some games : 25%
    Never : 19%
    Total nausea at first exposure : 81%
    ...
    no nausea at first exposure : 19%
    Results of the VR Sickness Questionnaire results (January 2016) :
    Iron stomach : 1 : 20.4%
    ...
    4 : 16.1%
    Very sensitive : 5 : 6.8%
    Total nausea at first exposure : 79.5%
    ...
    no nausea at first exposure : 20.4%
    [POLL] How sensitive are you to stick/trackpad-based artificial locomotion in VR? results (August 7, 2016) :
    Total nausea at first exposure : 78%
    ...
    no nausea at first exposure : 22%
    Conditions
    http://invibe.net/biblio_database_dyva/woda/data/att/b424.file.pdf
    (view changes)
    12:42 pm

Sunday, October 22

  1. page Oculus Rift edited ... Previous ETA Q1 2016  Price  $599  Launch : $599 See also : Software for the Oculus Rift…
    ...
    Previous ETA Q1 2016
     Price
     $599 Launch : $599
    See also : Software for the Oculus Rift.
    Development
    (view changes)
    5:44 am

More