The Oculus Rift surpassed the HTC Vive in popularity among Steam users for the first time, according to the results of the latest monthly Steam Hardware & Software Survey. The survey, which scans users’ PCs for different hardware components, found that the Oculus Rift accounts for 47.31 percent of VR headset use, compared to the HTC Vive’s 45.38 percent share of the market. Last January’s survey saw the gap between the two devices closing, with the Vive representing 46.96 percent of headset use while the Oculus Rift took 46.09 percent. Now the Rift sits in first place, just edging out HTC’s product. Windows Mixed Reality is
Sensory reality pods let workers de-stress in VR
Dutch startup Sensiks claims it has the answer to job stress and fatigue in the workplace, in the form of a sensory reality pod (SRP) that stimulates multiple senses to immerse its users in relaxing virtual environments. The company also mentions the ability to “recall memories from the past” using its multisensory simulations. Each pod is 240 cm tall and 140 cm wide. Workers sit inside, donning a VR headset that presents them with 360-degree video while corresponding scent cartridges release smells like burning wood and freshly-cut lawn. Other sensory manipulations involve changes in temperature, air flow, and light frequencies. Visuals may take a person to
Microsoft develops ‘canetroller’ device for the visually impaired
Researchers at Microsoft have developed a device they call the “canetroller”, a haptic VR controller that works with the HTC Vive headset and tracker to help people with visual impairments navigate virtual environments. The canetroller consists of five parts: a cane controller that the user sweeps and taps as they would a regular cane, a brake mechanism to be worn around the waist, a slider placed between the controller and the break to impart the physical resistance generated by the brake, a voice coil that provides the controller with tactile feedback, and a tracker that monitors the controller’s position. The actual controller is shorter than normal
eBay announces plans for new AR tools, AI development
eBay has joined the ranks of retailers dipping their toes in the augmented and virtual reality waters, according to a Fortune report. The online marketplace announced that it is currently developing an AR kit in order to add AR features to its website later this year. One proposed feature will allow shoppers to see how an item would look or fit in its intended space–such as by overlaying the image of tires on a car–before making a bid or a purchase. Another feature will let sellers choose the proper box size when packaging merchandise by showing images of the different size options over the item
New Apple patent describes optical system for VR headsets
Details of Apple’s new design for a wearable VR device went public last Thursday when the United States Patent and Trademark Office published a patent application Apple filed in 2017 related to optical systems. The patent describes an “Optical System for Head-mounted Display” intended to make VR headgear more comfortable. In the application, Apple notes that VR headsets can be “cumbersome and tiring to wear” due to “bulky and heavy” lens arrangements. VR devices typically use microdisplays, requiring high magnification of visual content and thus thicker lenses between the display and the wearer’s eyes. Currently, many popular headsets overcome this issue by using Fresnel lenses–a type of
4-D goggles let virtual objects “touch” users
Researchers from the UC San Diego and San Diego State University have developed a pair of 4-D goggles intended to synchronize the feeling of being touched with visual input from a VR device. The creation is based on the neuroscience team’s new study that maps the regions of the brain dedicated to multisensory integration. The researchers used functional magnetic resonance imaging (fMRI) to detect oxygenated blood flow–an indicator of neural activity–to different brain areas to detect which ones were activated by a combination of visual and tactile input. Once they had the relevant regions localized, the team was able to gauge what timing of sights
New to VR? A beginner’s guide
Virtual reality (VR) produces a computer-generated environment–complete with realistic sights, sounds and other sensations–which a person can explore by wearing a special kind of headset and, in some cases, using certain props. Basically every VR experience will allow the user to feel as though they are in this simulated world and look around it, while more advanced systems allow for movement and interaction. While the ability of VR to provide valuable, realistic experiences without introducing real-world risks has found many fans across various industries (from healthcare to real estate), the most popular types of virtual reality content remain video games, movies and television. For those
Dreamscape Immersive launches multisensory VR “Alien Zoo”
Location-based startup Dreamscape Immersive debuted its multisensory VR experience “Alien Zoo” on Feb. 7. The experience is open to the public at Westfield Century City in Los Angeles through March 2. Up to six people can visit Dreamscape Immersive’s intergalactic exhibit during one 40 minute time slot. The experience itself takes just 12 minutes, but participants need time to gear up with a VR headset, a backpack, shoe coverings, and sensor-equipped gloves. Each person has a full-body avatar in the “Alien Zoo” environment. To make this possible, Dreamscape Immersive partnered with Artanim, a Swiss research institute developing motion capture technology, which created a body-mapping software that
Brain-controlled video game to hit VR arcades this year
Boston-based startup Neurable will bring its brain-controlled VR video game Awakening, which the company claims is the first of its kind, to VR arcades around the world by the end of this year. This brain-computer interface (BCI) is made possible by the attachment of an HTC Vive VR headset to a brain-scanning headband equipped with electrodes that pick up neural activity by recording electroencephalography (EEG) signals. When the gamer focuses his gaze on an object in the game, Neurable’s machine learning software recognizes the resulting changes in the EEG signal and turns this into a game command, selecting that object for use. For this to
Las Vegas Strip’s Big Apple roller coaster has a new VR experience option
The New York-New York Hotel and Casino in Las Vegas has teamed up with German company VR Coaster to add a virtual reality experience to its Big Apple roller coaster starting Feb. 7. This development will make the 4,777-foot long Big Apple coaster the longest in the world to be equipped with VR. For an extra $5 in ride fees, riders will be able to don wireless VR headsets once they board the coaster; the storyline will take them to an alien research facility in the Nevada desert where an extraterrestrial specimen has just escaped, and as the ride begins, so does a search for