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	<updated>2026-04-16T06:42:05Z</updated>
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	<entry>
		<id>https://vrarwiki.com/index.php?title=DaystAR&amp;diff=24945</id>
		<title>DaystAR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=DaystAR&amp;diff=24945"/>
		<updated>2018-01-08T11:02:31Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:lenovo daystAR 1.jpg|400px]]&lt;br /&gt;
|VR/AR=Augmented Reality&lt;br /&gt;
|Type=Head-mounted Display&lt;br /&gt;
|Subtype=Standalone HMD&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=Lenovo&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=40 Degrees&lt;br /&gt;
|Optics= Free-formed Surface Lens&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=Yes&lt;br /&gt;
|Sensors=Yes&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
DaystAR is [[Lenovo]]’s [[standalone argument reality headset]]. The [[HMD]] device is the company’s second [[AR]] related announcement since its foray into the industry. The DaystAR AR HMD is a proof of concept with no release date or price. &lt;br /&gt;
&lt;br /&gt;
==Introducing the DaystAR AR HMD==&lt;br /&gt;
In the first half of 2017, Lenovo announced its plans to bet big on [[AI]], AR, [[Internet of Things]], and [[big data]] by investing $1.2 billion over the next 4 years. During the [[Lenovo Tech World]] event, the audience got to see the unveiling of the concept of the new DaystAR standalone [[augmented reality]] headset by Lenovo. Yong Rui, Lenovo’s Chief Technology Officer, revealed that the AR hardware will have a 40-degree [[FOV]] (Field of View), [[free-formed surface lens]], and an independent [[vision processing unit]]. &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
Lenovo’s DaystAR is similar to [[Microsoft]]’s [[HoloLens]] in look and design. Lenovo has adopted a semi-helmet design with adjustable band. Select tech reports got to try a non-functional model of the DaystAR [[headset]]. Four HMDs in different metallic color schemes were placed for the demonstration. The AR headsets came with adjustable straps and multiple [[sensors]] to track the position of the device. For the purpose of adjusting the [[Pupillary Distance]] (PD), there is a top-mounted wheel on the headset. &lt;br /&gt;
&lt;br /&gt;
==Software and Features==&lt;br /&gt;
During the event, the tech company also gave partial detail of the [[software suite]] that would accompany the DaystAR HMD. Lenovo announced that the AR headset will be supported by features such as [[3D object manager]], [[remote assistance]], multiplayer interaction, and [[cloud object recognition]]. Users can use these and other built-in services to scan [[3D]] contents, upload them, and edit via Lenovo’s AR platform. &lt;br /&gt;
&lt;br /&gt;
The DaystAR is a standalone HMD device; users don’t need a [[PC]] or phone to experience augmented reality. Applications for the standalone headset can be built using the company’s own augmented reality platform. Among other things, DaystAR also comes fitted with a [[camera]] to recognize the surrounding environment. &lt;br /&gt;
&lt;br /&gt;
==Lenovo’s Phone-Powered AR Headset==&lt;br /&gt;
Although in its nascent stages, the augmented reality market is attracting some big players, each aspiring to become the leader and dominant players in the market. &lt;br /&gt;
&lt;br /&gt;
The announcement about DaystAR was the second big move made by Lenovo in the field of augmented reality. Just a few days earlier, Lenovo unveiled a [[phone-powered AR]] headset. The Lenovo and [[Disney]] joint collaborative project aims to improve the [[Star Wars]] experience of the users. At the [[D23 Expo]] fan event, they launched the [[Star Wars: Jedi Challenges]] that’ll allow users to enjoy the lightsaber experience and the [[Dejarik holochess]] game from A New Hope movie.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.digitaltrends.com/computing/lenovo-daystar-headset-augmented-reality/ &lt;br /&gt;
&lt;br /&gt;
2. http://www.hardwarezone.com.sg/tech-news-lenovo-unveils-daystar-mixed-reality-headset-and-its-big-dreams-ai-dominated-future &lt;br /&gt;
&lt;br /&gt;
3. https://immersed.io/lenovo-daystar-announcement/ &lt;br /&gt;
&lt;br /&gt;
4. https://www.roadtovr.com/lenovo-reveals-ar-headset-daystar/ &lt;br /&gt;
&lt;br /&gt;
5. https://www.engadget.com/2017/07/20/lenovo-ar-headset-ai-smart-speaker-concepts/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=DaystAR&amp;diff=24944</id>
		<title>DaystAR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=DaystAR&amp;diff=24944"/>
		<updated>2018-01-08T10:55:50Z</updated>

		<summary type="html">&lt;p&gt;Deephak: Created page with &amp;quot;{{Device Infobox |image=400px |VR/AR=Augmented Reality |Type=Head-mounted Display |Subtype=Standalone HMD |Platform= |Creator=Lenovo |Developer=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:lenovo daystAR 1.jpg|400px]]&lt;br /&gt;
|VR/AR=Augmented Reality&lt;br /&gt;
|Type=Head-mounted Display&lt;br /&gt;
|Subtype=Standalone HMD&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=Lenovo&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=40 Degrees&lt;br /&gt;
|Optics= Free-formed Surface Lens&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=Yes&lt;br /&gt;
|Sensors=Yes&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
DaystAR is Lenovo’s standalone argument reality headset. The HMD device is the company’s second AR related announcement since its foray into the industry. The DaystAR AR HMD is a proof of concept with no release date or price. &lt;br /&gt;
&lt;br /&gt;
==Introducing the DaystAR AR HMD==&lt;br /&gt;
In the first half of 2017, Lenovo announced its plans to bet big on AI, AR, Internet of Things, and big data by investing $1.2 billion over the next 4 years. During the Lenovo Tech World event, the audience got to see the unveiling of the concept of the new DaystAR standalone augmented reality headset by Lenovo. Yong Rui, Lenovo’s Chief Technology Officer, revealed that the AR hardware will have a 40-degree FOV (Field of View), free-formed surface lens, and an independent vision processing unit. &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
Lenovo’s DaystAR is similar to Microsoft’s HoloLens in look and design. Lenovo has adopted a semi-helmet design with adjustable band. Select tech reports got to try a non-functional model of the DaystAR headset. Four HMDs in different metallic color schemes were placed for the demonstration. The AR headsets came with adjustable straps and multiple sensors to track the position of the device. For the purpose of adjusting the Pupillary Distance (PD), there is a top-mounted wheel on the headset. &lt;br /&gt;
&lt;br /&gt;
==Software and Features==&lt;br /&gt;
During the event, the tech company also gave partial detail of the software suite that would accompany the DaystAR HMD. Lenovo announced that the AR headset will be supported by features such as 3D object manager, remote assistance, multiplayer interaction, and cloud object recognition. Users can use these and other built-in services to scan 3D contents, upload them, and edit via Lenovo’s AR platform. &lt;br /&gt;
&lt;br /&gt;
The DaystAR is a standalone HMD device; users don’t need a PC or phone to experience augmented reality. Applications for the standalone headset can be built using the company’s own augmented reality platform. Among other things, DaystAR also comes fitted with a camera to recognize the surrounding environment. &lt;br /&gt;
&lt;br /&gt;
==Lenovo’s Phone-Powered AR Headset==&lt;br /&gt;
Although in its nascent stages, the augmented reality market is attracting some big players, each aspiring to become the leader and dominant players in the market. &lt;br /&gt;
&lt;br /&gt;
The announcement about DaystAR was the second big move made by Lenovo in the field of augmented reality. Just a few days earlier, Lenovo unveiled a phone-powered AR headset. The Lenovo and Disney joint collaborative project aims to improve the Star Wars experience of the users. At the D23 Expo fan event, they launched the Star Wars: Jedi Challenges that’ll allow users to enjoy the lightsaber experience and the Dejarik holochess game from A New Hope movie.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.digitaltrends.com/computing/lenovo-daystar-headset-augmented-reality/ &lt;br /&gt;
&lt;br /&gt;
2. http://www.hardwarezone.com.sg/tech-news-lenovo-unveils-daystar-mixed-reality-headset-and-its-big-dreams-ai-dominated-future &lt;br /&gt;
&lt;br /&gt;
3. https://immersed.io/lenovo-daystar-announcement/ &lt;br /&gt;
&lt;br /&gt;
4. https://www.roadtovr.com/lenovo-reveals-ar-headset-daystar/ &lt;br /&gt;
&lt;br /&gt;
5. https://www.engadget.com/2017/07/20/lenovo-ar-headset-ai-smart-speaker-concepts/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Lenovo_daystAR_1.jpg&amp;diff=24943</id>
		<title>File:Lenovo daystAR 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Lenovo_daystAR_1.jpg&amp;diff=24943"/>
		<updated>2018-01-08T10:55:27Z</updated>

		<summary type="html">&lt;p&gt;Deephak: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Seurat&amp;diff=24942</id>
		<title>Seurat</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Seurat&amp;diff=24942"/>
		<updated>2018-01-07T10:14:15Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=&lt;br /&gt;
|Industry=Virtual Reality&lt;br /&gt;
|Developer=Google&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=VR Hardware&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
Seurat is [[Google]]’s new tool built to bring high-end [[3D]] visuals that are usually seen in movies to [[mobile VR]]. Named after the famous French [[post-impressionist]] painter [[Georges Seurat]], the tool has accomplished what other light-field approaches have failed to do so far. Seurat not only runs the [[CGI]] assets on [[mobile hardware]], it does so at a fraction of a file size. &lt;br /&gt;
&lt;br /&gt;
==An Overview of Seurat== &lt;br /&gt;
Seurat was introduced to the world by Google at the [[I/O 2017]] Annual Developer Festival in California. The new [[rendering technology]] does something really remarkable. Even powerful [[desktop hardware]] that is designed to deliver high performance is not capable of running [[ultra high-quality]] CGI scenes in real time. Google has found an ingenious way to format the visuals and run on [[virtual reality headsets]] without affecting the level of detail. The converted [[3D scenes]] on the [[VR]] hardware would be the near-perfect replica of its more complex counterpart. &lt;br /&gt;
&lt;br /&gt;
The new technology isn’t just about running [[360 videos]]. The users are not going to experience an environment from one static point, instead, games designed using this rendering technology will allow the users to move around in a room-scale environment. Also, the content that Seurat generates will fully retain real [[volumetric data]] and it would be clear and sharp. &lt;br /&gt;
&lt;br /&gt;
An obvious benefit arising out of the new launch is that [[video game developers]] can now build games where players will be seen in the [[high fidelity environments]] generated using the Seurat tool. &lt;br /&gt;
&lt;br /&gt;
==How Seurat Works?==&lt;br /&gt;
According to Google the process involves setting up of a few parameters. Firstly, the volume in which the user views and walks around is clearly defined. Secondly, the number of [[polygons]] that’s to be created and the [[Overdraw]] is defined.  &lt;br /&gt;
&lt;br /&gt;
Once the required parameters are clearly defined, the Seurat tool begins the conversion process employing what’s called the [[surface light-fields technology]]. From different areas of the predefined volume, the tool takes several images and converts them into polygons. The recreated scene, stitched using the polygons, is considerably smaller and simpler – capable of running on [[virtual reality]] headsets – but very identical to the original scene. &lt;br /&gt;
&lt;br /&gt;
How is Google’s Seurat different from other [[light-field]] approaches? The biggest problem other approaches faced was the sheer amount of data they absorbed. They take so much data from the [[UHQ]] visuals that it becomes very difficult for them to deliver on virtual reality hardware. &lt;br /&gt;
&lt;br /&gt;
Google’s innovative approach – using [[room-scale view boxes]] – gathers the same level of detail from the original asset to produce visuals that are only a few [[megabytes]] in size. What’s more; it’s very much possible to add dynamic, [[interactive elements]] as well. &lt;br /&gt;
&lt;br /&gt;
==The Seurat Demonstration – Rogue One: A Star Wars Story Experience==&lt;br /&gt;
Google along with [[LucasFilm]] offered a demonstration of Seurat using the imperial hanger from [[Rogue One: A Star Wars Story]]. The formatted scene showed the animated CGI character [[K-2SO]], the textures, and the lighting effects in incredible detail. &lt;br /&gt;
&lt;br /&gt;
According to [[ILMxLAB]], on a high-end [[PC]], it took the company an hour to render the scene from the Star Wars movie. The [[visual effects]] division of LucasFilm then used Seurat to convert the scene into an experience that could be rendered on a mobile [[GPU]] in 13ms. To successfully convert the scene the polygon count had to be reduced by a factor of 1000 and texture size by a factor of 300.&lt;br /&gt;
&lt;br /&gt;
To say the rendered environment is cinema quality is to stretch the truth. The experience that Seurat creates may not be perfect for now, but it is way better than what the previous approaches achieved and what we currently see running in virtual reality gadgets. &lt;br /&gt;
&lt;br /&gt;
==An Idea that Holds Promise== &lt;br /&gt;
It cannot be denied that the Seurat tool has succeeded where others have not, but even Google had to make compromises to achieve its goal. In the rendered environment the users can only walk around a small area – the room-scale perspective region set by the developers – to view the scene. The rest of the scene will only be a backdrop. Actually, truth be told, Google hasn’t solved the problem of ultra high-quality 3D rendering in VR hardware. It has simply found a way to circumvent the problem.&lt;br /&gt;
&lt;br /&gt;
==Potential Benefits== &lt;br /&gt;
Talking about the potential benefits of using Seurat, John Gaeta, creative director of ILMxLAB, said that the new tool clears the way for [[cinematic realism]] in virtual reality. He said that the problem that’s currently affecting virtual reality and hampering its growth is lack of great content. He further added that any technology or tool that helps create compelling interactive experiences on VR would be helpful.  &lt;br /&gt;
&lt;br /&gt;
==Unanswered Questions==&lt;br /&gt;
It’s still early days for Seurat, and at the event, Google did not reveal much, other than an overview of the new tool. The tech giant promised to give a deeper technical explanation about Seurat in the near future. In addition, there is no word on when the Seurat tool will be made available to content developers. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.theverge.com/2017/5/18/15660218/google-seurat-daydream-mobile-vr-rendering-star-wars-io-2017 &lt;br /&gt;
&lt;br /&gt;
2. https://www.roadtovr.com/googles-seurat-surface-light-field-tech-graphical-breakthrough-mobile-vr/&lt;br /&gt;
&lt;br /&gt;
3. https://newatlas.com/google-seurat-vr-rendering-tool/49601/ &lt;br /&gt;
&lt;br /&gt;
4. https://techcrunch.com/2017/05/18/googles-seurat-for-mobile-vr-means-you-can-finally-truly-step-into-star-wars/&lt;br /&gt;
&lt;br /&gt;
5. https://www.engadget.com/2017/05/18/google-seurat-vr/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Seurat&amp;diff=24941</id>
		<title>Seurat</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Seurat&amp;diff=24941"/>
		<updated>2018-01-07T09:59:58Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=&lt;br /&gt;
|Industry=Virtual Reality&lt;br /&gt;
|Developer=Google&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=VR Hardware&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
Seurat is Google’s new tool built to bring high-end 3D visuals that are usually seen in movies to mobile VR. Named after the famous French post-impressionist painter Georges Seurat, the tool has accomplished what other light-field approaches have failed to do so far. Seurat not only runs the CGI assets on mobile hardware, it does so at a fraction of a file size. &lt;br /&gt;
&lt;br /&gt;
==An Overview of Seurat== &lt;br /&gt;
Seurat was introduced to the world by Google at the I/O 2017 Annual Developer Festival in California. The new rendering technology does something really remarkable. Even powerful desktop hardware that is designed to deliver high performance is not capable of running ultra high-quality CGI scenes in real time. Google has found an ingenious way to format the visuals and run on virtual reality headsets without affecting the level of detail. The converted 3D scenes on the VR hardware would be the near-perfect replica of its more complex counterpart. &lt;br /&gt;
&lt;br /&gt;
The new technology isn’t just about running 360 videos. The users are not going to experience an environment from one static point, instead, games designed using this rendering technology will allow the users to move around in a room-scale environment. Also, the content that Seurat generates will fully retain real volumetric data and it would be clear and sharp. &lt;br /&gt;
&lt;br /&gt;
An obvious benefit arising out of the new launch is that video game developers can now build games where players will be seen in the high fidelity environments generated using the Seurat tool. &lt;br /&gt;
&lt;br /&gt;
==How Seurat Works?==&lt;br /&gt;
According to Google the process involves setting up of a few parameters. Firstly, the volume in which the user views and walks around is clearly defined. Secondly, the number of polygons that’s to be created and the Overdraw is defined.  &lt;br /&gt;
&lt;br /&gt;
Once the required parameters are clearly defined, the Seurat tool begins the conversion process employing what’s called the surface light-fields technology. From different areas of the predefined volume, the tool takes several images and converts them into polygons. The recreated scene, stitched using the polygons, is considerably smaller and simpler – capable of running on virtual reality headsets – but very identical to the original scene. &lt;br /&gt;
&lt;br /&gt;
How is Google’s Seurat different from other light-field approaches? The biggest problem other approaches faced was the sheer amount of data they absorbed. They take so much data from the UHQ visuals that it becomes very difficult for them to deliver on virtual reality hardware. &lt;br /&gt;
&lt;br /&gt;
Google’s innovative approach – using room-scale view boxes – gathers the same level of detail from the original asset to produce visuals that are only a few megabytes in size. What’s more; it’s very much possible to add dynamic, interactive elements as well. &lt;br /&gt;
&lt;br /&gt;
==The Seurat Demonstration – Rogue One: A Star Wars Story Experience==&lt;br /&gt;
Google along with LucasFilm offered a demonstration of Seurat using the imperial hanger from Rogue One: A Star Wars Story. The formatted scene showed the animated CGI character K-2SO, the textures, and the lighting effects in incredible detail. &lt;br /&gt;
&lt;br /&gt;
According to ILMxLAB, on a high-end PC, it took the company an hour to render the scene from the Star Wars movie. The visual effects division of LucasFilm then used Seurat to convert the scene into an experience that could be rendered on a mobile GPU in 13ms. To successfully convert the scene the polygon count had to be reduced by a factor of 1000 and texture size by a factor of 300.&lt;br /&gt;
&lt;br /&gt;
To say the rendered environment is cinema quality is to stretch the truth. The experience that Seurat creates may not be perfect for now, but it is way better than what the previous approaches achieved and what we currently see running in virtual reality gadgets. &lt;br /&gt;
&lt;br /&gt;
==An Idea that Holds Promise== &lt;br /&gt;
It cannot be denied that the Seurat tool has succeeded where others have not, but even Google had to make compromises to achieve its goal. In the rendered environment the users can only walk around a small area – the room-scale perspective region set by the developers – to view the scene. The rest of the scene will only be a backdrop. Actually, truth be told, Google hasn’t solved the problem of ultra high-quality 3D rendering in VR hardware. It has simply found a way to circumvent the problem.&lt;br /&gt;
&lt;br /&gt;
==Potential Benefits== &lt;br /&gt;
Talking about the potential benefits of using Seurat, John Gaeta, creative director of ILMxLAB, said that the new tool clears the way for cinematic realism in virtual reality. He said that the problem that’s currently affecting virtual reality and hampering its growth is lack of great content. He further added that any technology or tool that helps create compelling interactive experiences on VR would be helpful.  &lt;br /&gt;
&lt;br /&gt;
==Unanswered Questions==&lt;br /&gt;
It’s still early days for Seurat, and at the event, Google did not reveal much, other than an overview of the new tool. The tech giant promised to give a deeper technical explanation about the tool in the near future. In addition, there is no word on when the Seurat tool will be made available to content developers. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.theverge.com/2017/5/18/15660218/google-seurat-daydream-mobile-vr-rendering-star-wars-io-2017 &lt;br /&gt;
&lt;br /&gt;
2. https://www.roadtovr.com/googles-seurat-surface-light-field-tech-graphical-breakthrough-mobile-vr/&lt;br /&gt;
&lt;br /&gt;
3. https://newatlas.com/google-seurat-vr-rendering-tool/49601/ &lt;br /&gt;
&lt;br /&gt;
4. https://techcrunch.com/2017/05/18/googles-seurat-for-mobile-vr-means-you-can-finally-truly-step-into-star-wars/&lt;br /&gt;
&lt;br /&gt;
5. https://www.engadget.com/2017/05/18/google-seurat-vr/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Seurat&amp;diff=24940</id>
		<title>Seurat</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Seurat&amp;diff=24940"/>
		<updated>2018-01-07T09:54:56Z</updated>

		<summary type="html">&lt;p&gt;Deephak: Created page with &amp;quot;Seurat is Google’s new tool built to bring high-end 3D visuals that are usually seen in movies to mobile VR. Named after the famous French post-impressionist painter Georges...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Seurat is Google’s new tool built to bring high-end 3D visuals that are usually seen in movies to mobile VR. Named after the famous French post-impressionist painter Georges Seurat, the tool has accomplished what other light-field approaches have failed to do so far. Seurat not only runs the CGI assets on mobile hardware, it does so at a fraction of a file size. &lt;br /&gt;
&lt;br /&gt;
==An Overview of Seurat== &lt;br /&gt;
Seurat was introduced to the world by Google at the I/O 2017 Annual Developer Festival in California. The new rendering technology does something really remarkable. Even powerful desktop hardware that is designed to deliver high performance is not capable of running ultra high-quality CGI scenes in real time. Google has found an ingenious way to format the visuals and run on virtual reality headsets without affecting the level of detail. The converted 3D scenes on the VR hardware would be the near-perfect replica of its more complex counterpart. &lt;br /&gt;
&lt;br /&gt;
The new technology isn’t just about running 360 videos. The users are not going to experience an environment from one static point, instead, games designed using this rendering technology will allow the users to move around in a room-scale environment. Also, the content that Seurat generates will fully retain real volumetric data and it would be clear and sharp. &lt;br /&gt;
&lt;br /&gt;
An obvious benefit arising out of the new launch is that video game developers can now build games where players will be seen in the high fidelity environments generated using the Seurat tool. &lt;br /&gt;
&lt;br /&gt;
==How Seurat Works?==&lt;br /&gt;
According to Google the process involves setting up of a few parameters. Firstly, the volume in which the user views and walks around is clearly defined. Secondly, the number of polygons that’s to be created and the Overdraw is defined.  &lt;br /&gt;
&lt;br /&gt;
Once the required parameters are clearly defined, the Seurat tool begins the conversion process employing what’s called the surface light-fields technology. From different areas of the predefined volume, the tool takes several images and converts them into polygons. The recreated scene, stitched using the polygons, is considerably smaller and simpler – capable of running on virtual reality headsets – but very identical to the original scene. &lt;br /&gt;
&lt;br /&gt;
How is Google’s Seurat different from other light-field approaches? The biggest problem other approaches faced was the sheer amount of data they absorbed. They take so much data from the UHQ visuals that it becomes very difficult for them to deliver on virtual reality hardware. &lt;br /&gt;
&lt;br /&gt;
Google’s innovative approach – using room-scale view boxes – gathers the same level of detail from the original asset to produce visuals that are only a few megabytes in size. What’s more; it’s very much possible to add dynamic, interactive elements as well. &lt;br /&gt;
&lt;br /&gt;
==The Seurat Demonstration – Rogue One: A Star Wars Story Experience==&lt;br /&gt;
Google along with LucasFilm offered a demonstration of Seurat using the imperial hanger from Rogue One: A Star Wars Story. The formatted scene showed the animated CGI character K-2SO, the textures, and the lighting effects in incredible detail. &lt;br /&gt;
&lt;br /&gt;
According to ILMxLAB, on a high-end PC, it took the company an hour to render the scene from the Star Wars movie. The visual effects division of LucasFilm then used Seurat to convert the scene into an experience that could be rendered on a mobile GPU in 13ms. To successfully convert the scene the polygon count had to be reduced by a factor of 1000 and texture size by a factor of 300.&lt;br /&gt;
&lt;br /&gt;
To say the rendered environment is cinema quality is to stretch the truth. The experience that Seurat creates may not be perfect for now, but it is way better than what the previous approaches achieved and what we currently see running in virtual reality gadgets. &lt;br /&gt;
&lt;br /&gt;
==An Idea that Holds Promise== &lt;br /&gt;
It cannot be denied that the Seurat tool has succeeded where others have not, but even Google had to make compromises to achieve its goal. In the rendered environment the users can only walk around a small area – the room-scale perspective region set by the developers – to view the scene. The rest of the scene will only be a backdrop. Actually, truth be told, Google hasn’t solved the problem of ultra high-quality 3D rendering in VR hardware. It has simply found a way to circumvent the problem.&lt;br /&gt;
&lt;br /&gt;
==Potential Benefits== &lt;br /&gt;
Talking about the potential benefits of using Seurat, John Gaeta, creative director of ILMxLAB, said that the new tool clears the way for cinematic realism in virtual reality. He said that the problem that’s currently affecting virtual reality and hampering its growth is lack of great content. He further added that any technology or tool that helps create compelling interactive experiences on VR would be helpful.  &lt;br /&gt;
&lt;br /&gt;
==Unanswered Questions==&lt;br /&gt;
It’s still early days for Seurat, and at the event, Google did not reveal much, other than an overview of the new tool. The tech giant promised to give a deeper technical explanation about the tool in the near future. In addition, there is no word on when the Seurat tool will be made available to content developers. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.theverge.com/2017/5/18/15660218/google-seurat-daydream-mobile-vr-rendering-star-wars-io-2017 &lt;br /&gt;
&lt;br /&gt;
2. https://www.roadtovr.com/googles-seurat-surface-light-field-tech-graphical-breakthrough-mobile-vr/&lt;br /&gt;
&lt;br /&gt;
3. https://newatlas.com/google-seurat-vr-rendering-tool/49601/ &lt;br /&gt;
&lt;br /&gt;
4. https://techcrunch.com/2017/05/18/googles-seurat-for-mobile-vr-means-you-can-finally-truly-step-into-star-wars/&lt;br /&gt;
&lt;br /&gt;
5. https://www.engadget.com/2017/05/18/google-seurat-vr/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Go&amp;diff=24939</id>
		<title>Oculus Go</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Go&amp;diff=24939"/>
		<updated>2017-12-26T09:56:14Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Oculus Go.jpg|400px]]&lt;br /&gt;
|VR/AR=Virtual Reality&lt;br /&gt;
|Type= Head-mounted Display&lt;br /&gt;
|Subtype=Low-end Standalone HMD&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=Oculus&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=Android&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=Fast-switch LCD&lt;br /&gt;
|Resolution=2560x1440&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=110 Degrees&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=Standing, Seated (inside-out)&lt;br /&gt;
|Rotational Tracking=Yes&lt;br /&gt;
|Positional Tracking=No&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=Integrated audio, Headphones&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=Accelerometer, Magnetometer, Gyroscope&lt;br /&gt;
|Input=Wireless Controller&lt;br /&gt;
|Connectivity=3.5mm audio jack&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=Arriving early 2018&lt;br /&gt;
|Price=Starting at $199&lt;br /&gt;
|Website=[https://www.oculus.com/go/ Oculus]&lt;br /&gt;
}}&lt;br /&gt;
Oculus Go is the new low-end [[standalone]] [[head-mounted display]] introduced by [[Facebook]] CEO Mark Zuckerberg in October 2017. Go, the third such launch from [[Oculus]], doesn’t require smartphone or a [[PC]] to power the headset. The makers are planning to release the [[headset]] in early 2018 and the device comes with a starting price tag of $199. &lt;br /&gt;
&lt;br /&gt;
==Focus on Affordability and Functionality==&lt;br /&gt;
During the [[Oculus Connect]] keynote session Mark Zukerberg announced partial details of the new [[untethered]] [[VR]] headset the company is creating with heavy focus on affordability and functionality. All the stuff – [[processor]], electronics, and [[software]] – that create the [[virtual reality]] experience are built into the Go headset. &lt;br /&gt;
&lt;br /&gt;
Go, the latest virtual reality headset from Oculus, is not the successor of [[Santa Cruz]]. But, from the details that were released, we can assume that Oculus Go is a lot closer to [[Gear VR]] than Santa Cruz. While the standalone Santa Cruz headset is equipped with 6[[DOF]] ([[Degree of Freedom]]) [[positional tracking]], the Oculus Go VR headset contains only 3DOF [[rotational tracking]], just like Gear VR. The Oculus Go headset has rotational and [[orientation tracking]], but not positional tracking.&lt;br /&gt;
&lt;br /&gt;
Oculus is promising high-quality performance of its next generation lens that’ll provide a wide [[FOV]] with reduced glare. Very similar to Gear VR, Oculus Go has adopted the same input model and same application platform. &lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
Oculus is yet to release the virtual reality headset for the experts and consumers to comment on its design, look, and feel. The company has shared some pieces of information and from the images that were released we can make some guesses. &lt;br /&gt;
&lt;br /&gt;
In terms of the shape and look of the device, Oculus Go is quite similar to the [[Oculus Rift]]. Like the Rift, Go also has a fabric wrapped around the harder exterior. The makers have worked on the comfort quotient, by adding a new ‘more breathable’ fabric and replacing the standard plastic Velcro with a soft elastic strap. &lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
The new standalone from Oculus comes with integrated [[audio]]. The wearer of the headset doesn’t require a [[headphone]] to listen to the audio because the device comes with [[built-in speakers]]. For private listening headphones can be plugged into the [[3.5mm audio jack]] in the device.&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
Designing the Go VR [[HMD]], the company has opted for [[fast-switch LCD]] instead of the [[OLED]] display. The makers are of the opinion that the 2560x1440 resolution LCD display has better fill-factor than the other display technology. It’s also believed that the [[Liquid Crystal Display]] technology would greatly help in eliminating the screen door effect. &lt;br /&gt;
&lt;br /&gt;
Learning a thing or two from its earlier releases Oculus announced that the Go headset will have the second-generation [[Fresnel lenses]]. The technology upgrade is aimed at reducing the amount of glare. &lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
It’s only natural for the users to wonder the kinds of [[applications]], [[games]], and content that the Oculus Go would support. It’s believed that the new standalone HMD will have its own library of supporting applications, games, etc. Moreover, much of the software and content that run on Gear VR will also be compatible with Oculus Go. The company has also announced that the VR headset will support [[Unreal]] and [[Unity]] engine. &lt;br /&gt;
&lt;br /&gt;
==Controller==&lt;br /&gt;
The [[controller]] offered along with the headset features a [[touchpad]] and trigger. In terms of functionality, tracking, and features the Oculus Go Controller is believed to be a lot like the [[Daydream View]] or Gear VR controllers. &lt;br /&gt;
&lt;br /&gt;
==The Rationale behind Oculus’ Third Launch==&lt;br /&gt;
There is no denying that the era of virtual reality and [[augmented reality]] has arrived. For it to be accepted by the masses, it would take quite a few years unless the technology becomes affordable. It seems Mark Zuckerberg has understood the situation and the launch of the low-cost Oculus Go is the right step in that direction. &lt;br /&gt;
&lt;br /&gt;
At the event attended by scores of computer programmers and tech enthusiasts, Zuckerberg reassured them of his commitment to the cause of virtual reality. His goal is to see a billion people use virtual reality in the days to come. The Facebook CEO also assured the crowd that the new [[low-cost standalone headset]] will offer the most accessible virtual reality experience ever. &lt;br /&gt;
&lt;br /&gt;
Oculus isn’t the only company that’s working on standalone headsets. [[Google]], which already has the Daydream View that requires a smartphone, is currently working on a [[standalone HMD]] device. But, not much is known about the product, how it works, its cost, and when it’ll be released. &lt;br /&gt;
&lt;br /&gt;
==Availability and Price== &lt;br /&gt;
The low-cost standalone HMD was announced at the Oculus event and the makers a promising an early 2018 release, though the solid roll out date is still a mystery. Even though Oculus Go isn’t the most advanced standalone virtual reality headset, the affordable price (starting at $199) has got people excited about the product.     &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.oculus.com/go/&lt;br /&gt;
&lt;br /&gt;
2. https://www.roadtovr.com/oculus-go-headset-announcement-price-release-date-oculus-connect-4/&lt;br /&gt;
&lt;br /&gt;
3. https://www.digitaltrends.com/virtual-reality/oculus-rift-vs-oculus-go/&lt;br /&gt;
&lt;br /&gt;
4. https://www.theverge.com/2017/10/11/16459442/oculus-go-standalone-vr-headset-announce-pricing&lt;br /&gt;
&lt;br /&gt;
5. http://www.techradar.com/news/oculus-go-release-date-price-news-and-features&lt;br /&gt;
&lt;br /&gt;
6. https://techcrunch.com/2017/10/11/oculus-announces-199-oculus-go-standalone-headset/&lt;br /&gt;
&lt;br /&gt;
7. https://www.engadget.com/2017/10/11/oculus-go/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Go&amp;diff=24938</id>
		<title>Oculus Go</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Go&amp;diff=24938"/>
		<updated>2017-12-26T09:39:17Z</updated>

		<summary type="html">&lt;p&gt;Deephak: Created page with &amp;quot;{{Device Infobox |image=400px |VR/AR=Virtual Reality |Type= Head-mounted Display |Subtype=Low-end Standalone HMD |Platform= |Creator= |Developer=Oculus...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Oculus Go.jpg|400px]]&lt;br /&gt;
|VR/AR=Virtual Reality&lt;br /&gt;
|Type= Head-mounted Display&lt;br /&gt;
|Subtype=Low-end Standalone HMD&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=Oculus&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=Android&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=Fast-switch LCD&lt;br /&gt;
|Resolution=2560x1440&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=110 Degrees&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=Standing, Seated (inside-out)&lt;br /&gt;
|Rotational Tracking=Yes&lt;br /&gt;
|Positional Tracking=No&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=Integrated audio, Headphones&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=Accelerometer, Magnetometer, Gyroscope&lt;br /&gt;
|Input=Wireless Controller&lt;br /&gt;
|Connectivity=3.5mm audio jack&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=Arriving early 2018&lt;br /&gt;
|Price=Starting at $199&lt;br /&gt;
|Website=[https://www.oculus.com/go/ Oculus]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Oculus Go is the new low-end standalone head-mounted display introduced by Facebook CEO Mark Zuckerberg in October 2017. Go, the third such launch from Oculus, doesn’t require smartphone or a PC to power the headset. The makers are planning to release the headset in early 2018 and the device comes with a starting price tag of $199. &lt;br /&gt;
&lt;br /&gt;
==Focus on Affordability and Functionality==&lt;br /&gt;
During the Oculus Connect keynote session Mark Zukerberg announced partial details of the new untethered VR headset the company is creating with heavy focus on affordability and functionality. All the stuff – processor, electronics, and software – that create the virtual reality experience are built into the Go headset. &lt;br /&gt;
&lt;br /&gt;
Go, the latest virtual reality headset from Oculus, is not the successor of Santa Cruz. But, from the details that were released, we can assume that Oculus Go is a lot closer to Gear VR than Santa Cruz. While the standalone Santa Cruz headset is equipped with 6DOF (Degree of Freedom) positional tracking, the Oculus Go VR headset contains only 3DOF rotational tracking, just like Gear VR. The Oculus Go headset has rotational and orientation tracking, but not positional tracking.&lt;br /&gt;
&lt;br /&gt;
Oculus is promising high-quality performance of its next generation lens that’ll provide a wide FOV with reduced glare. Very similar to Gear VR, Oculus Go has adopted the same input model and same application platform. &lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
Oculus is yet to release the virtual reality headset for the experts and consumers to comment on its design, look, and feel. The company has shared some pieces of information and from the images that were released we can make some guesses. &lt;br /&gt;
&lt;br /&gt;
In terms of the shape and look of the device, Oculus Go is quite similar to the Rift. Like the Rift, Go also has a fabric wrapped around the harder exterior. The makers have worked on the comfort quotient, by adding a new ‘more breathable’ fabric and replacing the standard plastic Velcro with a soft elastic strap. &lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
The new standalone from Oculus comes with integrated audio. The wearer of the headset doesn’t require a headphone to listen to the audio because the device comes with built-in speakers. For private listening headphones can be plugged into the 3.5mm audio jack in the device.&lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
Designing the Go VR HMD, the company has opted for fast-switch LCD instead of the OLED display. The makers are of the opinion that the 2560x1440 resolution LCD display has better fill-factor than the other display technology. It’s also believed that the Liquid Crystal Display technology would greatly help in eliminating the screen door effect. &lt;br /&gt;
&lt;br /&gt;
Learning a thing or two from its earlier releases Oculus announced that the Go headset will have the second-generation Fresnel lenses. The technology upgrade is aimed at reducing the amount of glare. &lt;br /&gt;
&lt;br /&gt;
==Software==&lt;br /&gt;
It’s only natural for the users to wonder the kinds of applications, games, and content that the Oculus Go would support. It’s believed that the new standalone HMD will have its own library of supporting applications, games, etc. Moreover, much of the software and content that run on Gear VR will also be compatible with Oculus Go. The company has also announced that the VR headset will support Unreal and Unity engine. &lt;br /&gt;
&lt;br /&gt;
==Controller==&lt;br /&gt;
The controller offered along with the headset features a touchpad and trigger. In terms of functionality, tracking, and features the Oculus Go Controller is believed to be a lot like the Daydream or Gear VR controllers. &lt;br /&gt;
&lt;br /&gt;
==The Rationale behind Oculus’ Third Launch==&lt;br /&gt;
There is no denying that the era of virtual reality and augmented reality has arrived. For it to be accepted by the masses, it would take quite a few years unless the technology becomes affordable. It seems Mark Zuckerberg has understood the situation and the launch of the low-cost Oculus Go is the right step in that direction. &lt;br /&gt;
&lt;br /&gt;
At the event attended by scores of computer programmers and tech enthusiasts, Zuckerberg reassured them of his commitment to the cause of virtual reality. His goal is to see a billion people use virtual reality in the days to come. The Facebook CEO also assured the crowd that the new low-cost standalone headset will offer the most accessible virtual reality experience ever. &lt;br /&gt;
&lt;br /&gt;
Oculus isn’t the only company that’s working on standalone headsets. Google, which already has the Daydream View that requires a smartphone, is currently working on a standalone HMD device. But, not much is known about the product, how it works, its cost, and when it’ll be released. &lt;br /&gt;
&lt;br /&gt;
==Availability and Price== &lt;br /&gt;
The low-cost standalone HMD was announced at the Oculus 4 event and the makers a promising an early 2018 release, though the solid roll out date is still a mystery. Even though Oculus Go isn’t the most advanced standalone virtual reality headset, the affordable price (starting at $199) has got people excited about the product.     &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.oculus.com/go/&lt;br /&gt;
&lt;br /&gt;
2. https://www.roadtovr.com/oculus-go-headset-announcement-price-release-date-oculus-connect-4/&lt;br /&gt;
&lt;br /&gt;
3. https://www.digitaltrends.com/virtual-reality/oculus-rift-vs-oculus-go/&lt;br /&gt;
&lt;br /&gt;
4. https://www.theverge.com/2017/10/11/16459442/oculus-go-standalone-vr-headset-announce-pricing&lt;br /&gt;
&lt;br /&gt;
5. http://www.techradar.com/news/oculus-go-release-date-price-news-and-features&lt;br /&gt;
&lt;br /&gt;
6. https://techcrunch.com/2017/10/11/oculus-announces-199-oculus-go-standalone-headset/&lt;br /&gt;
&lt;br /&gt;
7. https://www.engadget.com/2017/10/11/oculus-go/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Oculus_Go.jpg&amp;diff=24937</id>
		<title>File:Oculus Go.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Oculus_Go.jpg&amp;diff=24937"/>
		<updated>2017-12-26T09:35:53Z</updated>

		<summary type="html">&lt;p&gt;Deephak: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ARKit&amp;diff=24864</id>
		<title>ARKit</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ARKit&amp;diff=24864"/>
		<updated>2017-12-11T21:45:06Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=[[File:ARKit.png|400px]]&lt;br /&gt;
|Type=Software Development Kit (SDK)&lt;br /&gt;
|Industry=[[Virtual reality]], [[Augmented Reality]]&lt;br /&gt;
|Developer=[[Apple]]&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=[[iOS]]&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=iPhone SE, 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, all models of iPad Pro, and the new 9.7-inch iPad&lt;br /&gt;
|Release Date=June 2017&lt;br /&gt;
|Website= https://developer.apple.com/arkit/&lt;br /&gt;
}}&lt;br /&gt;
In June 2017 [[Apple]] released the ARKit API tool for developers working on [[virtual reality]] and [[augmented reality]] applications. The ARKit Tool is designed to accurately map the surrounding using [[SLAM]] ([[Simultaneous Localization and Mapping]]). Moreover, to create augmented reality experiences users don’t need any external equipment. &lt;br /&gt;
&lt;br /&gt;
==Creating Augmented Reality Apps Is Much Easier Now==&lt;br /&gt;
During the [[Worldwide Developers Conference]], that was held a few months back, Apple CEO Tim Cook introduced the next generation version of its [[operating system]] – the [[iOS 11]]. The new [[OS]] brings many changes, small and big, to both design and interface. In addition, many new developer tools have also been added to boost the performance of the apps. &lt;br /&gt;
&lt;br /&gt;
The ARKit API will be hosted by iOS 11 – the latest version of the Apple operating system. ARKit allows users to make the best use of the cameras and sensors already built-in the Apple devices to create new [[AR]] applications.&lt;br /&gt;
&lt;br /&gt;
ARKit has opened a wide range of possibilities in the area of augmented reality. For example, the software helps identify the flat surface of a table, so that a user can place virtual objects on it. Even basic AR experiences like this one require tremendous computing power. Fortunately, ARKit can count on the capabilities of [[iPad]] and [[iPhone]] to create [[impressive AR experiences]]. Apple is very bullish on ARKit to create a huge range of applications and games that blends the virtual world with the real one. &lt;br /&gt;
&lt;br /&gt;
Developers who have had the opportunity to use the ARKit are impressed with the simplicity and elegance of the framework. Most of them feel the development of AR experiences using ARKit is a lot easier than using [[Microsoft Hololens]] and [[Google Tango]]. &lt;br /&gt;
&lt;br /&gt;
==Best Features of the Apple ARKit==&lt;br /&gt;
&lt;br /&gt;
===TrueDepth Camera=== &lt;br /&gt;
ARKit and [[iPhone X]] bring the groundbreaking face tracking feature in AR applications. With the help of the [[TrueDepth Camera]], the ARKit Software can detect and analyze 50 different facial muscles, along with the expressions, topology, and position of the face.  The highly accurate and live data captured by the camera can be used by the app to generate facial expressions to create [[3D animoji]] characters.&lt;br /&gt;
&lt;br /&gt;
===Visual Inertial Odometry=== &lt;br /&gt;
ARKit taps into [[VIO]] ([[Visual Inertial Odometry]]) to correctly read the surrounding environment. VIO combines the data captured by the camera sensor with the [[CoreMotion]] data. The combined information lets the device accurately sense its movement in the room without any further calibration.&lt;br /&gt;
&lt;br /&gt;
===Scene Understanding and Lighting Estimation=== &lt;br /&gt;
The ARKit tool allows the device to analyze and understand the scene presented by the camera and identify horizontal surfaces. The flat surface of floors and tables detected by the tool can be used to create augmented reality experiences where virtual objects can be placed on the real surface. In addition, with the help of [[camera sensors]], the ARKit estimates the lighting in a scene and uses that information to light the virtual objects. &lt;br /&gt;
&lt;br /&gt;
===High Performance Hardware and Rendering Optimizations=== &lt;br /&gt;
Revolutionary, innovative, compelling, and detail-oriented [[augmented reality apps]] and games can be built by developers using the ARKit primarily due to the computing power delivered by [[Apple A9]], [[A10]], and [[A11]] processors. The ARKit functioning can be further optimized using [[SceneKit]], Metal, or third-party software such as [[Unreal]] Engine and [[Unity]].&lt;br /&gt;
&lt;br /&gt;
==Documentations and Sample Codes==&lt;br /&gt;
Apple provides detailed documentation for developers to build augmented reality experiences on iOS devices. From the Apple website developers can also download sample codes to gain better understanding of the ARKit API tool. ARKit will take the augmented reality to the next level and introduce users to new ways to interact with the real world. &lt;br /&gt;
&lt;br /&gt;
==Apple Devices that Work with ARKit==&lt;br /&gt;
ARKit runs on Apple devices that are powered by A9, A10, and A11. But, not all devices that run these processors will support ARKit. The augmented reality developer tool ARKit will only work on [[iPhone SE]], 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, all models of [[iPad Pro]], and the new 9.7-inch iPad. &lt;br /&gt;
&lt;br /&gt;
==Uses of ARKit==&lt;br /&gt;
Sky is the limit for what can be built with ARKit, but for now developers have come up with some interesting apps and games that blend the virtual with the real world. Here are some of the best augmented reality apps and games created using ARKit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Painting Apps&#039;&#039;&#039;: [[Virtual reality]] studio, [[Normal]] has brought together the [[HTC VR]] Kit and [[iOS beta]] powered iPad in its new AR app. The firm has built an augmented reality painting tool that replicates the action of the [[HTC Vive]] wearer on the iPad screen. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy Games&#039;&#039;&#039;: During the Worldwide Developers Conference the audience were given a visual treat. [[Wingnut AR]], a game development studio, showcased a virtual battlefield that could be easily developed into a strategy game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tape Measure&#039;&#039;&#039;: [[Measurement Cloud]], built by [[Smart Picture 3D]], can be used as a measuring tape. Now, you don’t have to wonder whether the new work table you purchased will fit your office or not. You don’t need a measuring tape; your smartphone with this app can do the job. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle Purchases&#039;&#039;&#039;: People who are too busy to accompany their children on their first bike or car purchase can use an ARKit built application to preview the vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Education&#039;&#039;&#039;: [[Krutosh]], an iOS developer, has designed an iPhone application that can bring virtual planets and stars in the living room. This simple app demonstrates the potential of augmented reality in the field of education. &lt;br /&gt;
&lt;br /&gt;
==References== &lt;br /&gt;
1. https://developer.apple.com/arkit/&lt;br /&gt;
&lt;br /&gt;
2. https://www.roadtovr.com/10-coolest-things-built-apples-arkit-right-now/&lt;br /&gt;
&lt;br /&gt;
3. https://www.roadtovr.com/arkit-project-demonstrates-turn-turn-directions-giving-future-glimpse-ar-enabled-maps/&lt;br /&gt;
&lt;br /&gt;
4. https://www.macrumors.com/roundup/ios-11/#ios_11_for_developers&lt;br /&gt;
&lt;br /&gt;
5. https://www.theverge.com/2017/6/6/15742736/apple-arkit-augmented-reality-platform-wwdc-breakdown&lt;br /&gt;
&lt;br /&gt;
6. https://www.inverse.com/article/34260-12-cool-ios-11-arkit-uses-iphone-8-future&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Bridge_SDK&amp;diff=24863</id>
		<title>Bridge SDK</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Bridge_SDK&amp;diff=24863"/>
		<updated>2017-12-11T21:44:55Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=Software Development Kit (SDK)&lt;br /&gt;
|Industry=Virtual Reality and Augmented Reality &lt;br /&gt;
|Developer= Logitech International S.A.&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=HTC Vive&lt;br /&gt;
|Release Date= November 3rd, 2017&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
Bridge SDK is a [[software development kit]] introduced by [[Logitech]]. The Bridge SDK enables both Software developers and App developers to bring in entry of text in [[virtual reality]]. The [[SDK]] was released on November 3rd, 2017 partnering with 50 select developers for creating new and compelling experiences with the [[VR Keyboard]]. &lt;br /&gt;
&lt;br /&gt;
==About Bridge SDK==&lt;br /&gt;
The development kit essentially consists of the [[Logitech Gaming keyboard]], the [[software]] and an accessory which accurately positions the [[HTC Vive tracker]] on the Logitech Gaming Keyboard. One of the downsides of [[VR]] is the non availability of an [[input]] method for text and that is exactly where the Bridge SDK comes into play. The kit offers a virtual representation of the keyboard in the VR application, the need for the kit to include a physical keyboard is to provide tactile feedback and a universal experience.&lt;br /&gt;
&lt;br /&gt;
==The Logitech G Keyboard==&lt;br /&gt;
The Logitech G keyboard is an important component for Bridge SDK. Any other keyboard from any other maker wouldn’t let you have the virtual keyboard experience. The Logitech G series keyboards are both pro gaming and everyday use keyboards. Logitech is famous for producing tournament grade keyboards. &lt;br /&gt;
&lt;br /&gt;
The Logitech G Keyboards are equipped with [[Romer-G]] mechanical switches. These switches are faster, give better response and are long lasting. They are fairly quiet and more comfortable. &lt;br /&gt;
&lt;br /&gt;
The Logitech G Keyboards runs the excellent piece of software called the [[Logitech Gaming Software]]. One of the cool features is that you can track stats such as how many times a certain button has been pushed and one can also program the keys from F1 to F12. The backlighting can also be programmed and one can also maintain their lighting profile. &lt;br /&gt;
&lt;br /&gt;
The bottom line is the Logitech G Keyboards are known for their great performance and portability. &lt;br /&gt;
&lt;br /&gt;
==The HTC Vive Tracker==&lt;br /&gt;
The Vive tracker is a special tracking device from [[HTC]] which enables us to bring any real world object into the virtual world. The tracker can be added to specially-designed physical accessories to bring the movement mappings into the VR experience. &lt;br /&gt;
&lt;br /&gt;
The tracker has 6 connector pins, connecting to the base of the accessory. The [[hardware]] features of the tracker include – LED Indicator, Power Button, [[Sensors]], Mounting, and [[Micro-USB]]. &lt;br /&gt;
&lt;br /&gt;
The aim of the Vive tracker is to bring in more immersing realistic experience to VR. A single HTC Vive tracker is priced at $99. &lt;br /&gt;
&lt;br /&gt;
==Why the Bridge SDK was made?==&lt;br /&gt;
The presence of the keyboard on the Virtual Reality and [[Augmented Reality]] ecosystems is a critical part of enabling the web which is necessary for VR expansion. It is the situations where the keyboard was required to interact with the applications, especially in desktop scenarios, gaming scenarios which encouraged the team to study this possibility. The need for a physical keyboard is also essential to provide the user with immersive real like experience while gaming or communicating. &lt;br /&gt;
&lt;br /&gt;
VR will take the keyboard experience to a completely new level all together. One can make simple to complex customizations on the keyboard, ranging from changing the fonts on the keys to changing the keyboard’s skin color, etc., can be customized to dynamically highlight [[shortcuts]] and [[commands]], the possibilities are endless. &lt;br /&gt;
&lt;br /&gt;
==How the Bridge SDK was made?==&lt;br /&gt;
After much survey of the community and getting to know their experience, the Logitech team collaborated with the likes of [[Autodesk]], [[Virtual Desktop]] and [[BigScreen]] to come up with the [[SDK]]. With the SDK the HTC Vive Tracker could track and represent the keyboard on the [[Steam VR]] System. All one has to do is to turn on the tracker to see the virtual keyboard in any [[virtual reality application]]. &lt;br /&gt;
&lt;br /&gt;
The team went above and beyond to even enable the tracker to scan the hands and show it in VR. This adds to the realistic feel and the real typing experience. The kit also allows the keyboard to be skinned in a variety of ways, letting developers make unique experiences.&lt;br /&gt;
&lt;br /&gt;
==About the Maker - Logitech==&lt;br /&gt;
Logitech International S.A. is a Swiss company with its American headquarters in Newark and California. Famous for its [[computer mouse]], the company is known for producing and marketing [[PC]] peripherals such as computer mice, [[keyboards]], [[universal remotes]], [[speakers]] and much more. &lt;br /&gt;
&lt;br /&gt;
Logitech has been working closely with the [[HTC Vive]] team studying and exploring ways to improve the Virtual and Augmented Reality experience. As a result of this effort they have now come out with the Bridge SDK.&lt;br /&gt;
&lt;br /&gt;
==Bridge SDK’s Version and Release== &lt;br /&gt;
The Bridge Kit in its current form is essentially a BETA version of the SDK and is primarily a [[Proof of Concept]] to encourage the developer community to work on it and give their feedback. The Logitech team is working on removing the robustness issues and other bugs. &lt;br /&gt;
&lt;br /&gt;
The 50 first developer kits are free; if one has to purchase the kit then it is priced at $150. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
1. https://blog.vive.com/us/2017/11/02/introducing-the-logitech-bridge-sdk/ &lt;br /&gt;
&lt;br /&gt;
2. http://blog.logitech.com/2017/11/03/introducing-logitech-bridge-sdk/ &lt;br /&gt;
&lt;br /&gt;
3. https://www.vrfocus.com/2017/11/htc-vive-and-logitech-announce-bridge-sdk-to-bring-keyboards-into-vr/ &lt;br /&gt;
&lt;br /&gt;
4. https://www.theverge.com/2017/11/3/16602674/logitech-bridge-sdk-htc-vive-tracker-keyboard &lt;br /&gt;
&lt;br /&gt;
5. https://www.tomsguide.com/us/logitech-g-pro-keyboard,review-4243.html &lt;br /&gt;
&lt;br /&gt;
6. https://www.vive.com/in/vive-tracker/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Bridge_SDK&amp;diff=24862</id>
		<title>Bridge SDK</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Bridge_SDK&amp;diff=24862"/>
		<updated>2017-12-11T21:42:39Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=Software Development Kit (SDK)&lt;br /&gt;
|Industry=Virtual Reality and Augmented Reality &lt;br /&gt;
|Developer= Logitech International S.A.&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=HTC Vive&lt;br /&gt;
|Release Date= November 3rd, 2017&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
Bridge SDK is a [[software development kit]] introduced by [[Logitech]]. The Bridge SDK enables both Software developers and App developers to bring in entry of text in [[virtual reality]]. The [[SDK]] was released on November 3rd, 2017 partnering with 50 select developers for creating new and compelling experiences with the [[VR Keyboard]]. &lt;br /&gt;
&lt;br /&gt;
==About Bridge SDK==&lt;br /&gt;
The development kit essentially consists of the [[Logitech Gaming keyboard]], the [[software]] and an accessory which accurately positions the [[HTC Vive tracker]] on the Logitech Gaming Keyboard. One of the downsides of [[VR]] is the non availability of an [[input]] method for text and that is exactly where the Bridge SDK comes into play. The kit offers a virtual representation of the keyboard in the VR application, the need for the kit to include a physical keyboard is to provide tactile feedback and a universal experience.&lt;br /&gt;
&lt;br /&gt;
==The Logitech G Keyboard==&lt;br /&gt;
The Logitech G keyboard is an important component for Bridge SDK. Any other keyboard from any other maker wouldn’t let you have the virtual keyboard experience. The Logitech G series keyboards are both pro gaming and everyday use keyboards. Logitech is famous for producing tournament grade keyboards. &lt;br /&gt;
&lt;br /&gt;
The Logitech G Keyboards are equipped with [[Romer-G]] mechanical switches. These switches are faster, give better response and are long lasting. They are fairly quiet and more comfortable. &lt;br /&gt;
&lt;br /&gt;
The Logitech G Keyboards runs the excellent piece of software called the [[Logitech Gaming Software]]. One of the cool features is that you can track stats such as how many times a certain button has been pushed and one can also program the keys from F1 to F12. The backlighting can also be programmed and one can also maintain their lighting profile. &lt;br /&gt;
&lt;br /&gt;
The bottom line is the Logitech G Keyboards are known for their great performance and portability. &lt;br /&gt;
&lt;br /&gt;
==The HTC Vive Tracker==&lt;br /&gt;
The Vive tracker is a special tracking device from [[HTC]] which enables us to bring any real world object into the virtual world. The tracker can be added to specially-designed physical accessories to bring the movement mappings into the VR experience. &lt;br /&gt;
&lt;br /&gt;
The tracker has 6 connector pins, connecting to the base of the accessory. The [[hardware]] features of the tracker include – LED Indicator, Power Button, [[Sensors]], Mounting, and [[Micro-USB]]. &lt;br /&gt;
&lt;br /&gt;
The aim of the Vive tracker is to bring in more immersing realistic experience to VR. A single HTC Vive tracker is priced at $99. &lt;br /&gt;
&lt;br /&gt;
==Why the Bridge SDK was made?==&lt;br /&gt;
The presence of the keyboard on the Virtual Reality and [[Augmented Reality]] ecosystems is a critical part of enabling the web which is necessary for VR expansion. It is the situations where the keyboard was required to interact with the applications, especially in desktop scenarios, gaming scenarios which encouraged the team to study this possibility. The need for a physical keyboard is also essential to provide the user with immersive real like experience while gaming or communicating. &lt;br /&gt;
&lt;br /&gt;
VR will take the keyboard experience to a completely new level all together. One can make simple to complex customizations on the keyboard, ranging from changing the fonts on the keys to changing the keyboard’s skin color, etc., can be customized to dynamically highlight [[shortcuts]] and [[commands]], the possibilities are endless. &lt;br /&gt;
&lt;br /&gt;
==How the Bridge SDK was made?==&lt;br /&gt;
After much survey of the community and getting to know their experience, the Logitech team collaborated with the likes of [[Autodesk]], [[Virtual Desktop]] and [[BigScreen]] to come up with the [[SDK]]. With the SDK the HTC Vive Tracker could track and represent the keyboard on the [[Steam VR]] System. All one has to do is to turn on the tracker to see the virtual keyboard in any [[virtual reality application]]. &lt;br /&gt;
&lt;br /&gt;
The team went above and beyond to even enable the tracker to scan the hands and show it in VR. This adds to the realistic feel and the real typing experience. The kit also allows the keyboard to be skinned in a variety of ways, letting developers make unique experiences.&lt;br /&gt;
&lt;br /&gt;
==About the Maker - Logitech==&lt;br /&gt;
Logitech International S.A. is a Swiss company with its American headquarters in Newark and California. Famous for its [[computer mouse]], the company is known for producing and marketing [[PC]] peripherals such as computer mice, [[keyboards]], [[universal remotes]], [[speakers]] and much more. &lt;br /&gt;
&lt;br /&gt;
Logitech has been working closely with the [[HTC Vive]] team studying and exploring ways to improve the Virtual and Augmented Reality experience. As a result of this effort they have now come out with the Bridge SDK.&lt;br /&gt;
&lt;br /&gt;
==Bridge SDK’s Version and Release== &lt;br /&gt;
The Bridge Kit in its current form is essentially a BETA version of the SDK and is primarily a [[Proof of Concept]] to encourage the developer community to work on it and give their feedback. The Logitech team is working on removing the robustness issues and other bugs. &lt;br /&gt;
&lt;br /&gt;
The 50 first developer kits are free; if one has to purchase the kit then it is priced at $150. &lt;br /&gt;
&lt;br /&gt;
References&lt;br /&gt;
&lt;br /&gt;
1. https://blog.vive.com/us/2017/11/02/introducing-the-logitech-bridge-sdk/ &lt;br /&gt;
&lt;br /&gt;
2. http://blog.logitech.com/2017/11/03/introducing-logitech-bridge-sdk/ &lt;br /&gt;
&lt;br /&gt;
3. https://www.vrfocus.com/2017/11/htc-vive-and-logitech-announce-bridge-sdk-to-bring-keyboards-into-vr/ &lt;br /&gt;
&lt;br /&gt;
4. https://www.theverge.com/2017/11/3/16602674/logitech-bridge-sdk-htc-vive-tracker-keyboard &lt;br /&gt;
&lt;br /&gt;
5. https://www.tomsguide.com/us/logitech-g-pro-keyboard,review-4243.html &lt;br /&gt;
&lt;br /&gt;
6. https://www.vive.com/in/vive-tracker/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Bridge_SDK&amp;diff=24861</id>
		<title>Bridge SDK</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Bridge_SDK&amp;diff=24861"/>
		<updated>2017-12-11T21:41:55Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=Software Development Kit (SDK)&lt;br /&gt;
|Industry=Virtual Reality and Augmented Reality &lt;br /&gt;
|Developer= Logitech International S.A.&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=HTC Vive&lt;br /&gt;
|Release Date= November 3rd, 2017&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bridge SDK is a [[software development kit]] introduced by [[Logitech]]. The Bridge SDK enables both Software developers and App developers to bring in entry of text in [[virtual reality]]. The [[SDK]] was released on November 3rd, 2017 partnering with 50 select developers for creating new and compelling experiences with the [[VR Keyboard]]. &lt;br /&gt;
&lt;br /&gt;
==About Bridge SDK==&lt;br /&gt;
The development kit essentially consists of the [[Logitech Gaming keyboard]], the [[software]] and an accessory which accurately positions the [[HTC Vive tracker]] on the Logitech Gaming Keyboard. One of the downsides of [[VR]] is the non availability of an [[input]] method for text and that is exactly where the Bridge SDK comes into play. The kit offers a virtual representation of the keyboard in the VR application, the need for the kit to include a physical keyboard is to provide tactile feedback and a universal experience.&lt;br /&gt;
&lt;br /&gt;
==The Logitech G Keyboard==&lt;br /&gt;
The Logitech G keyboard is an important component for Bridge SDK. Any other keyboard from any other maker wouldn’t let you have the virtual keyboard experience. The Logitech G series keyboards are both pro gaming and everyday use keyboards. Logitech is famous for producing tournament grade keyboards. &lt;br /&gt;
&lt;br /&gt;
The Logitech G Keyboards are equipped with [[Romer-G]] mechanical switches. These switches are faster, give better response and are long lasting. They are fairly quiet and more comfortable. &lt;br /&gt;
&lt;br /&gt;
The Logitech G Keyboards runs the excellent piece of software called the [[Logitech Gaming Software]]. One of the cool features is that you can track stats such as how many times a certain button has been pushed and one can also program the keys from F1 to F12. The backlighting can also be programmed and one can also maintain their lighting profile. &lt;br /&gt;
&lt;br /&gt;
The bottom line is the Logitech G Keyboards are known for their great performance and portability. &lt;br /&gt;
&lt;br /&gt;
==The HTC Vive Tracker==&lt;br /&gt;
The Vive tracker is a special tracking device from [[HTC]] which enables us to bring any real world object into the virtual world. The tracker can be added to specially-designed physical accessories to bring the movement mappings into the VR experience. &lt;br /&gt;
&lt;br /&gt;
The tracker has 6 connector pins, connecting to the base of the accessory. The [[hardware]] features of the tracker include – LED Indicator, Power Button, [[Sensors]], Mounting, and [[Micro-USB]]. &lt;br /&gt;
&lt;br /&gt;
The aim of the Vive tracker is to bring in more immersing realistic experience to VR. A single HTC Vive tracker is priced at $99. &lt;br /&gt;
&lt;br /&gt;
==Why the Bridge SDK was made?==&lt;br /&gt;
The presence of the keyboard on the Virtual Reality and [[Augmented Reality]] ecosystems is a critical part of enabling the web which is necessary for VR expansion. It is the situations where the keyboard was required to interact with the applications, especially in desktop scenarios, gaming scenarios which encouraged the team to study this possibility. The need for a physical keyboard is also essential to provide the user with immersive real like experience while gaming or communicating. &lt;br /&gt;
&lt;br /&gt;
VR will take the keyboard experience to a completely new level all together. One can make simple to complex customizations on the keyboard, ranging from changing the fonts on the keys to changing the keyboard’s skin color, etc., can be customized to dynamically highlight [[shortcuts]] and [[commands]], the possibilities are endless. &lt;br /&gt;
&lt;br /&gt;
==How the Bridge SDK was made?==&lt;br /&gt;
After much survey of the community and getting to know their experience, the Logitech team collaborated with the likes of [[Autodesk]], [[Virtual Desktop]] and [[BigScreen]] to come up with the [[SDK]]. With the SDK the HTC Vive Tracker could track and represent the keyboard on the [[Steam VR]] System. All one has to do is to turn on the tracker to see the virtual keyboard in any [[virtual reality application]]. &lt;br /&gt;
&lt;br /&gt;
The team went above and beyond to even enable the tracker to scan the hands and show it in VR. This adds to the realistic feel and the real typing experience. The kit also allows the keyboard to be skinned in a variety of ways, letting developers make unique experiences.&lt;br /&gt;
&lt;br /&gt;
==About the Maker - Logitech==&lt;br /&gt;
Logitech International S.A. is a Swiss company with its American headquarters in Newark and California. Famous for its [[computer mouse]], the company is known for producing and marketing [[PC]] peripherals such as computer mice, [[keyboards]], [[universal remotes]], [[speakers]] and much more. &lt;br /&gt;
&lt;br /&gt;
Logitech has been working closely with the [[HTC Vive]] team studying and exploring ways to improve the Virtual and Augmented Reality experience. As a result of this effort they have now come out with the Bridge SDK.&lt;br /&gt;
&lt;br /&gt;
==Bridge SDK’s Version and Release== &lt;br /&gt;
The Bridge Kit in its current form is essentially a BETA version of the SDK and is primarily a [[Proof of Concept]] to encourage the developer community to work on it and give their feedback. The Logitech team is working on removing the robustness issues and other bugs. &lt;br /&gt;
&lt;br /&gt;
The 50 first developer kits are free; if one has to purchase the kit then it is priced at $150. &lt;br /&gt;
&lt;br /&gt;
References&lt;br /&gt;
1. https://blog.vive.com/us/2017/11/02/introducing-the-logitech-bridge-sdk/ &lt;br /&gt;
&lt;br /&gt;
2. http://blog.logitech.com/2017/11/03/introducing-logitech-bridge-sdk/ &lt;br /&gt;
&lt;br /&gt;
3. https://www.vrfocus.com/2017/11/htc-vive-and-logitech-announce-bridge-sdk-to-bring-keyboards-into-vr/ &lt;br /&gt;
&lt;br /&gt;
4. https://www.theverge.com/2017/11/3/16602674/logitech-bridge-sdk-htc-vive-tracker-keyboard &lt;br /&gt;
&lt;br /&gt;
5. https://www.tomsguide.com/us/logitech-g-pro-keyboard,review-4243.html &lt;br /&gt;
&lt;br /&gt;
6. https://www.vive.com/in/vive-tracker/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Bridge_SDK&amp;diff=24860</id>
		<title>Bridge SDK</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Bridge_SDK&amp;diff=24860"/>
		<updated>2017-12-11T21:41:29Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=Software Development Kit (SDK)&lt;br /&gt;
|Industry=[[Virtual Reality]] and [[Augmented Reality]] &lt;br /&gt;
|Developer= Logitech International S.A.&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=HTC Vive&lt;br /&gt;
|Release Date= November 3rd, 2017&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Bridge SDK is a [[software development kit]] introduced by [[Logitech]]. The Bridge SDK enables both Software developers and App developers to bring in entry of text in [[virtual reality]]. The [[SDK]] was released on November 3rd, 2017 partnering with 50 select developers for creating new and compelling experiences with the [[VR Keyboard]]. &lt;br /&gt;
&lt;br /&gt;
==About Bridge SDK==&lt;br /&gt;
The development kit essentially consists of the [[Logitech Gaming keyboard]], the [[software]] and an accessory which accurately positions the [[HTC Vive tracker]] on the Logitech Gaming Keyboard. One of the downsides of [[VR]] is the non availability of an [[input]] method for text and that is exactly where the Bridge SDK comes into play. The kit offers a virtual representation of the keyboard in the VR application, the need for the kit to include a physical keyboard is to provide tactile feedback and a universal experience.&lt;br /&gt;
&lt;br /&gt;
==The Logitech G Keyboard==&lt;br /&gt;
The Logitech G keyboard is an important component for Bridge SDK. Any other keyboard from any other maker wouldn’t let you have the virtual keyboard experience. The Logitech G series keyboards are both pro gaming and everyday use keyboards. Logitech is famous for producing tournament grade keyboards. &lt;br /&gt;
&lt;br /&gt;
The Logitech G Keyboards are equipped with [[Romer-G]] mechanical switches. These switches are faster, give better response and are long lasting. They are fairly quiet and more comfortable. &lt;br /&gt;
&lt;br /&gt;
The Logitech G Keyboards runs the excellent piece of software called the [[Logitech Gaming Software]]. One of the cool features is that you can track stats such as how many times a certain button has been pushed and one can also program the keys from F1 to F12. The backlighting can also be programmed and one can also maintain their lighting profile. &lt;br /&gt;
&lt;br /&gt;
The bottom line is the Logitech G Keyboards are known for their great performance and portability. &lt;br /&gt;
&lt;br /&gt;
==The HTC Vive Tracker==&lt;br /&gt;
The Vive tracker is a special tracking device from [[HTC]] which enables us to bring any real world object into the virtual world. The tracker can be added to specially-designed physical accessories to bring the movement mappings into the VR experience. &lt;br /&gt;
&lt;br /&gt;
The tracker has 6 connector pins, connecting to the base of the accessory. The [[hardware]] features of the tracker include – LED Indicator, Power Button, [[Sensors]], Mounting, and [[Micro-USB]]. &lt;br /&gt;
&lt;br /&gt;
The aim of the Vive tracker is to bring in more immersing realistic experience to VR. A single HTC Vive tracker is priced at $99. &lt;br /&gt;
&lt;br /&gt;
==Why the Bridge SDK was made?==&lt;br /&gt;
The presence of the keyboard on the Virtual Reality and [[Augmented Reality]] ecosystems is a critical part of enabling the web which is necessary for VR expansion. It is the situations where the keyboard was required to interact with the applications, especially in desktop scenarios, gaming scenarios which encouraged the team to study this possibility. The need for a physical keyboard is also essential to provide the user with immersive real like experience while gaming or communicating. &lt;br /&gt;
&lt;br /&gt;
VR will take the keyboard experience to a completely new level all together. One can make simple to complex customizations on the keyboard, ranging from changing the fonts on the keys to changing the keyboard’s skin color, etc., can be customized to dynamically highlight [[shortcuts]] and [[commands]], the possibilities are endless. &lt;br /&gt;
&lt;br /&gt;
==How the Bridge SDK was made?==&lt;br /&gt;
After much survey of the community and getting to know their experience, the Logitech team collaborated with the likes of [[Autodesk]], [[Virtual Desktop]] and [[BigScreen]] to come up with the [[SDK]]. With the SDK the HTC Vive Tracker could track and represent the keyboard on the [[Steam VR]] System. All one has to do is to turn on the tracker to see the virtual keyboard in any [[virtual reality application]]. &lt;br /&gt;
&lt;br /&gt;
The team went above and beyond to even enable the tracker to scan the hands and show it in VR. This adds to the realistic feel and the real typing experience. The kit also allows the keyboard to be skinned in a variety of ways, letting developers make unique experiences.&lt;br /&gt;
&lt;br /&gt;
==About the Maker - Logitech==&lt;br /&gt;
Logitech International S.A. is a Swiss company with its American headquarters in Newark and California. Famous for its [[computer mouse]], the company is known for producing and marketing [[PC]] peripherals such as computer mice, [[keyboards]], [[universal remotes]], [[speakers]] and much more. &lt;br /&gt;
&lt;br /&gt;
Logitech has been working closely with the [[HTC Vive]] team studying and exploring ways to improve the Virtual and Augmented Reality experience. As a result of this effort they have now come out with the Bridge SDK.&lt;br /&gt;
&lt;br /&gt;
==Bridge SDK’s Version and Release== &lt;br /&gt;
The Bridge Kit in its current form is essentially a BETA version of the SDK and is primarily a [[Proof of Concept]] to encourage the developer community to work on it and give their feedback. The Logitech team is working on removing the robustness issues and other bugs. &lt;br /&gt;
&lt;br /&gt;
The 50 first developer kits are free; if one has to purchase the kit then it is priced at $150. &lt;br /&gt;
&lt;br /&gt;
References&lt;br /&gt;
1. https://blog.vive.com/us/2017/11/02/introducing-the-logitech-bridge-sdk/ &lt;br /&gt;
&lt;br /&gt;
2. http://blog.logitech.com/2017/11/03/introducing-logitech-bridge-sdk/ &lt;br /&gt;
&lt;br /&gt;
3. https://www.vrfocus.com/2017/11/htc-vive-and-logitech-announce-bridge-sdk-to-bring-keyboards-into-vr/ &lt;br /&gt;
&lt;br /&gt;
4. https://www.theverge.com/2017/11/3/16602674/logitech-bridge-sdk-htc-vive-tracker-keyboard &lt;br /&gt;
&lt;br /&gt;
5. https://www.tomsguide.com/us/logitech-g-pro-keyboard,review-4243.html &lt;br /&gt;
&lt;br /&gt;
6. https://www.vive.com/in/vive-tracker/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Bridge_SDK&amp;diff=24859</id>
		<title>Bridge SDK</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Bridge_SDK&amp;diff=24859"/>
		<updated>2017-12-11T21:39:59Z</updated>

		<summary type="html">&lt;p&gt;Deephak: Created page with &amp;quot;{{Software Infobox |image= |Type=Software Development Kit (SDK) |Industry=Virtual Reality and Augmented Reality  |Developer= Logitech International S.A. |Written In= |Operatin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=Software Development Kit (SDK)&lt;br /&gt;
|Industry=Virtual Reality and Augmented Reality &lt;br /&gt;
|Developer= Logitech International S.A.&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=Android and iOS&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=HTC Vive&lt;br /&gt;
|Release Date= November 3rd, 2017&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bridge SDK is a [[software development kit]] introduced by [[Logitech]]. The Bridge SDK enables both Software developers and App developers to bring in entry of text in [[virtual reality]]. The [[SDK]] was released on November 3rd, 2017 partnering with 50 select developers for creating new and compelling experiences with the [[VR Keyboard]]. &lt;br /&gt;
&lt;br /&gt;
==About Bridge SDK==&lt;br /&gt;
The development kit essentially consists of the [[Logitech Gaming keyboard]], the [[software]] and an accessory which accurately positions the [[HTC Vive tracker]] on the Logitech Gaming Keyboard. One of the downsides of [[VR]] is the non availability of an [[input]] method for text and that is exactly where the Bridge SDK comes into play. The kit offers a virtual representation of the keyboard in the VR application, the need for the kit to include a physical keyboard is to provide tactile feedback and a universal experience.&lt;br /&gt;
&lt;br /&gt;
==The Logitech G Keyboard==&lt;br /&gt;
The Logitech G keyboard is an important component for Bridge SDK. Any other keyboard from any other maker wouldn’t let you have the virtual keyboard experience. The Logitech G series keyboards are both pro gaming and everyday use keyboards. Logitech is famous for producing tournament grade keyboards. &lt;br /&gt;
&lt;br /&gt;
The Logitech G Keyboards are equipped with [[Romer-G]] mechanical switches. These switches are faster, give better response and are long lasting. They are fairly quiet and more comfortable. &lt;br /&gt;
&lt;br /&gt;
The Logitech G Keyboards runs the excellent piece of software called the [[Logitech Gaming Software]]. One of the cool features is that you can track stats such as how many times a certain button has been pushed and one can also program the keys from F1 to F12. The backlighting can also be programmed and one can also maintain their lighting profile. &lt;br /&gt;
&lt;br /&gt;
The bottom line is the Logitech G Keyboards are known for their great performance and portability. &lt;br /&gt;
&lt;br /&gt;
==The HTC Vive Tracker==&lt;br /&gt;
The Vive tracker is a special tracking device from [[HTC]] which enables us to bring any real world object into the virtual world. The tracker can be added to specially-designed physical accessories to bring the movement mappings into the VR experience. &lt;br /&gt;
&lt;br /&gt;
The tracker has 6 connector pins, connecting to the base of the accessory. The [[hardware]] features of the tracker include – LED Indicator, Power Button, [[Sensors]], Mounting, and [[Micro-USB]]. &lt;br /&gt;
&lt;br /&gt;
The aim of the Vive tracker is to bring in more immersing realistic experience to VR. A single HTC Vive tracker is priced at $99. &lt;br /&gt;
&lt;br /&gt;
==Why the Bridge SDK was made?==&lt;br /&gt;
The presence of the keyboard on the Virtual Reality and [[Augmented Reality]] ecosystems is a critical part of enabling the web which is necessary for VR expansion. It is the situations where the keyboard was required to interact with the applications, especially in desktop scenarios, gaming scenarios which encouraged the team to study this possibility. The need for a physical keyboard is also essential to provide the user with immersive real like experience while gaming or communicating. &lt;br /&gt;
&lt;br /&gt;
VR will take the keyboard experience to a completely new level all together. One can make simple to complex customizations on the keyboard, ranging from changing the fonts on the keys to changing the keyboard’s skin color, etc., can be customized to dynamically highlight [[shortcuts]] and [[commands]], the possibilities are endless. &lt;br /&gt;
&lt;br /&gt;
==How the Bridge SDK was made?==&lt;br /&gt;
After much survey of the community and getting to know their experience, the Logitech team collaborated with the likes of [[Autodesk]], [[Virtual Desktop]] and [[BigScreen]] to come up with the [[SDK]]. With the SDK the HTC Vive Tracker could track and represent the keyboard on the [[Steam VR]] System. All one has to do is to turn on the tracker to see the virtual keyboard in any [[virtual reality application]]. &lt;br /&gt;
&lt;br /&gt;
The team went above and beyond to even enable the tracker to scan the hands and show it in VR. This adds to the realistic feel and the real typing experience. The kit also allows the keyboard to be skinned in a variety of ways, letting developers make unique experiences.&lt;br /&gt;
&lt;br /&gt;
==About the Maker - Logitech==&lt;br /&gt;
Logitech International S.A. is a Swiss company with its American headquarters in Newark and California. Famous for its [[computer mouse]], the company is known for producing and marketing [[PC]] peripherals such as computer mice, [[keyboards]], [[universal remotes]], [[speakers]] and much more. &lt;br /&gt;
&lt;br /&gt;
Logitech has been working closely with the [[HTC Vive]] team studying and exploring ways to improve the Virtual and Augmented Reality experience. As a result of this effort they have now come out with the Bridge SDK.&lt;br /&gt;
&lt;br /&gt;
==Bridge SDK’s Version and Release== &lt;br /&gt;
The Bridge Kit in its current form is essentially a BETA version of the SDK and is primarily a [[Proof of Concept]] to encourage the developer community to work on it and give their feedback. The Logitech team is working on removing the robustness issues and other bugs. &lt;br /&gt;
&lt;br /&gt;
The 50 first developer kits are free; if one has to purchase the kit then it is priced at $150. &lt;br /&gt;
&lt;br /&gt;
References&lt;br /&gt;
1. https://blog.vive.com/us/2017/11/02/introducing-the-logitech-bridge-sdk/ &lt;br /&gt;
2. http://blog.logitech.com/2017/11/03/introducing-logitech-bridge-sdk/ &lt;br /&gt;
3. https://www.vrfocus.com/2017/11/htc-vive-and-logitech-announce-bridge-sdk-to-bring-keyboards-into-vr/ &lt;br /&gt;
4. https://www.theverge.com/2017/11/3/16602674/logitech-bridge-sdk-htc-vive-tracker-keyboard &lt;br /&gt;
5. https://www.tomsguide.com/us/logitech-g-pro-keyboard,review-4243.html &lt;br /&gt;
6. https://www.vive.com/in/vive-tracker/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Mi_VR_Play&amp;diff=24847</id>
		<title>Mi VR Play</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Mi_VR_Play&amp;diff=24847"/>
		<updated>2017-11-29T20:53:44Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Xiaomi’s Mi VR Play.jpg|400px]]&lt;br /&gt;
|VR/AR=Virtual Reality&lt;br /&gt;
|Type=Head-mounted Display&lt;br /&gt;
|Subtype=Slide-on HMD&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=Xiaomi &lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=Android, iOS&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Smartphone with display screen between 4.7 to 5.7 inches&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=Xiaomi Mi VR Play 2&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display= Depends on the smartphone&lt;br /&gt;
|Resolution= Depends on the smartphone&lt;br /&gt;
|Pixel Density= Depends on the smartphone&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=Anti-reflective Aspheric Lenses&lt;br /&gt;
|Tracking= IMUs in Smartphone&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=208.7 grams&lt;br /&gt;
|Size=201mm x 107mm x 91mm&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=2016&lt;br /&gt;
|Price=$15&lt;br /&gt;
|Website=http://www.mi.com/en/mivr1c/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mi VR Play is a [[virtual reality]] headset developed and manufactured by [[Xiaomi]]. Mi VR Play is hoping to create a buzz in the market by making virtual reality more affordable to customers. Mi Play supports [[smartphones]] that have a [[display screen]] size between 4.7-5.7 inches. Xiaomi’s Mi Play aims to offer the experience of high-end [[VR]] [[headsets]] at a budget of [[Google Cardboard]]. &lt;br /&gt;
&lt;br /&gt;
Introduced to the world in mid-2016, Mi Play is eyeing the VR market share captured by Google Cardboard. Priced at $15, Xiaomi’s Mi Play is just one-fifth the cost of many top-rated, high-end virtual reality headsets like [[Gear VR]]. &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
Like the other smartphone dependent VR headsets, Mi Play also has a simple technical design. The body of the headset is made of a lightweight yet sturdy material called as [[Lycra]]. &lt;br /&gt;
&lt;br /&gt;
Xiaomi’s [[VR headset]] weighs around 209g, that’s lighter than many other gadgets in the same category. The headset is comfortable to wear even after hours of use by VR enthusiasts. The [[eye socket]] is spacious and the three-way strap holds the device in place. The hook and loop tapes on the three-way strap allow users to adjust the headset to fit any head size. The Mi Play VR headset can be worn with eyeglasses on, but the user might feel congested inside the eye socket. &lt;br /&gt;
&lt;br /&gt;
To facilitate slight adjustments and allow free flow of air the front-end of the headset is provided with dual openings. The two-way zipper grip holds a wide variety of smartphones, having display size from 4.7 inches to 5.7 inches, securely in the front-end slot. &lt;br /&gt;
&lt;br /&gt;
To facilitate easy navigation, textured button is provided at the top of the headset. With the goal of reducing [[optical aberrations]] and producing [[distortion-free images]], Xi Play has fitted the headset with anti-reflective [[Aspheric lenses]].&lt;br /&gt;
&lt;br /&gt;
==Content Library==&lt;br /&gt;
To make its presence felt in this highly competitive market, Xiaomi’s Mi Play is focusing heavily on creating a solid content library. It has already partnered with the Chinese video sharing site [[Youku]], [[Conde Nast Traveler]], and many others. To feed the growing demand for video content, Xiaomi is planning to invest $1 billion for this purpose.&lt;br /&gt;
&lt;br /&gt;
==Inside the box==&lt;br /&gt;
Xiaomi’s Mi Play VR headset is delivered to the customer in a contemporary black box with an inscription that when translated means ‘Go Explore’. At the other end of the box, customers can find standard instructions, necessary information about the manufacturer, and a section that lists the items included in the box. &lt;br /&gt;
&lt;br /&gt;
Inside the box, the users will find a small instruction booklet, the three-way strap, and the Xiaomi Mi VR Play headset. The instruction manual is in Chinese; this makes nearly impossible for people who don’t know the language to understand the instructions. Customers can use the [[QR code]] in the manual to download the [[VR app]] that gives access to Chinese websites such as [[VR hotcast]], [[iQiyi]], Youku, etc. &lt;br /&gt;
&lt;br /&gt;
The Mi VR Play users who intend to play various [[VR games]] using the navigation button won’t find the QR code for the [[Cardboard app]] on the instruction manual. The same can be accessed through various third party websites. &lt;br /&gt;
&lt;br /&gt;
==Lens Protection==&lt;br /&gt;
Before wearing the headset remove the plastic protection placed on the front and back end of the lens. The blue plastic protection is placed to prevent fingerprint marks.&lt;br /&gt;
&lt;br /&gt;
==Future Plans ==&lt;br /&gt;
Xiaomi, the makers of Mi Play, have also announced that variants of this virtual reality headset in camouflage, leopard, floral, and denim designs are to be launched in the future. At present, the headset is available only in black color. &lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
Virtual reality enthusiasts aren’t required to shell out a hefty sum to make Mi VR Play their own. Xiaomi’s new VR headset costs just $15. Although Mi VR Play wants to compete with the big boys in the future, Xiaomi’s immediate aim is to use its entry level VR headset to capture a sizeable chunk of the Google Cardboard market. &lt;br /&gt;
&lt;br /&gt;
At the time of the Mi Play’s launch, the makers also announced the release of [[Mi Live app]].  The Mi Live is Xiaomi’s live streaming application that supports live virtual reality content. &lt;br /&gt;
&lt;br /&gt;
==An Overview of the Key Features==&lt;br /&gt;
*Xiaomi Mi VR Play headset is made of Lycra – an ultra-comfortable, lightweight fabric. &lt;br /&gt;
*Button with textures on the top of the headset for easy navigation and game control. &lt;br /&gt;
*To ensure maximum clarity, reduce optical aberrations and produce distortion free images Aspheric lens with anti-reflective feature is fitted in the headset.&lt;br /&gt;
*The anti-slip strips hold the smartphone in place so that users don’t have to constantly fiddle with the phone to find the ideal angle.   &lt;br /&gt;
*Compatible with all smartphones that have a screen size between 4.7-5.7 inches.&lt;br /&gt;
*The makers are heavily investing in expanding their [[panoramic]], [[2D]] and [[3D]] content library.&lt;br /&gt;
*Dedicated [[virtual reality app]] for the headset to access content from various Chinese websites such as VR hotcast, iQiyi, Youku, etc.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
([[http://www.mi.com/en/mivr1c/]])&lt;br /&gt;
([[http://www.androidcentral.com/xiaomi-mi-vr-play-review]])&lt;br /&gt;
([[https://www.neowin.net/news/xiaomi-mi-vr-play-review-a-pleasant-surprise]])&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Xiaomi%E2%80%99s_Mi_VR_Play.jpg&amp;diff=24846</id>
		<title>File:Xiaomi’s Mi VR Play.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Xiaomi%E2%80%99s_Mi_VR_Play.jpg&amp;diff=24846"/>
		<updated>2017-11-29T20:53:34Z</updated>

		<summary type="html">&lt;p&gt;Deephak: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Arena_Infinity&amp;diff=24845</id>
		<title>Arena Infinity</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Arena_Infinity&amp;diff=24845"/>
		<updated>2017-11-29T19:42:30Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Arena Infinity.jpg|400px]]&lt;br /&gt;
|VR/AR=Virtual Reality&lt;br /&gt;
|Type=Controller&lt;br /&gt;
|Subtype=Haptic Gun Controller&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=Striker VR&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Head-mounted Display&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking= Sixense STEM, PhaseSpace, Integrated Tracking&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Dual Touchpads, Trigger, L / R Secondary Buttons, and Base Button, &lt;br /&gt;
|Connectivity=Micro USB &lt;br /&gt;
|Power=AI33V Battery&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=October 2017&lt;br /&gt;
|Price=$2,800&lt;br /&gt;
|Website=https://www.strikervr.com/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Arena Infinity – Haptic Gun Controller From Striker VR=&lt;br /&gt;
Arena Infinity is [[Striker VR]]’s first [[gun controller]] that uses the revolutionary [[haptic technology]]. The new [[VR]] gun can accurately imitate the function of various weapons. The creators of this gun, Striker VR first unveiled the design in April last year. The first working prototype was introduced to the public in August later that year. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Striker VR is aiming to introduce Arena Infinity into the Digital Out-Of-Home [[virtual reality]] market. The [[peripheral system]] is said to be designed based on Edon Guraziu’s amazing [[retro-futuristic design]]. Like many of the tech inventions, the idea of using [[simulator technology]] first took root in military circles. The military used this concept to train soldiers and treat post-traumatic stress disorder (PTSD) patients in the defense forces. &lt;br /&gt;
&lt;br /&gt;
In April last year Striker VR was mainly focused on developing the [[haptic feedback system]] for simulator guns. With its new product, the company now aims to manufacture the replica gun. Tech enthusiasts who have tried the prototype were amazed by the powerful kick the gun controller was able to provide. For an electronic system designed for the virtual world, they felt, Arena Infinity had very realistic recoil. &lt;br /&gt;
&lt;br /&gt;
==Different Modes of Arena Infinity==&lt;br /&gt;
The Arena Infinity prototype launched by Striker VR has an inbuilt haptic system. What this essentially means is that the users will feel they are shooting a real gun. Another interesting feature of Striker VR’s gun controller is that it comes with multiple modes – single shot, burst mode, and the full auto. Each mode replicates a different weapon. The single shot simulates the shotgun, the burst mode mimics the assault rifle, and the full auto imitates the sub-machine gun. &lt;br /&gt;
&lt;br /&gt;
There is more to Arena Infinity than just guns; the gun controller can also imitate chainsaw for those who love horror flicks such as Texas Chainsaw Massacre and Evil Dead. With onboard haptic features, the possibilities are endless. In future, more modes like laser blaster and railgun effects can also be added to Striker VR products. &lt;br /&gt;
&lt;br /&gt;
==Opinion of an Expert==&lt;br /&gt;
A lot has been written about Striker VR’s Arena Infinity, but people would naturally want to know how good this haptic gun [[controller]] is. Ben Lang, virtual reality enthusiast and tech writer for Road to VR, tried his hands on the technology. In 2014, he put to test the different modes of the haptic gun controller. Ben Lang isn’t new to shooting. He claims to have experience in shooting weapons such as rifles, pistols, and shotguns. He is of the opinion the only way to mimic the recoil that’s caused by a mini-explosion inside the gun is to create another mini-explosion. After using the gun controller, Ben Lang agreed that Arena Infinity came pretty close to creating that effect. According to him, Striker VR’s Arena Infinity has the most responsive and powerful recoil system he has ever experienced.&lt;br /&gt;
 &lt;br /&gt;
==Striker VR’s Future Plans==&lt;br /&gt;
Striker VR fitted its working prototype gun controller with an attached tracker. But, its goal is to provide support to other [[location tracking]] systems. This will give virtual reality firms the freedom to choose the [[tracking system]] that’s best suited for their use. Currently, Striker VR supports the tracking systems such as the [[Sixense STEM]] and [[PhaseSpace]]. The company is also working to incorporate [[Move Tracking System]] ([[PlayStation]]), [[Constellation]] ([[Oculus]]), and [[Lighthouse]] ([[Valve]]).&lt;br /&gt;
&lt;br /&gt;
Speaking on future plans, co-founders of Striker VR, Kyle Monti and Martin Holly, revealed that Arena Infinity is just the start. For now the peripheral acts as a haptic doorway to the virtual world. In future, they want the haptic feedback system to interact with the surrounding environment. The idea is to simulate the happenings in the virtual environment. For example, to make the gun shudder when there is an explosion nearby in the virtual environment. The co-founders of Striker VR believe peripherals using haptic technology linked to virtual reality open up all sorts of possibilities to the users.&lt;br /&gt;
&lt;br /&gt;
==Haptic Technology – The Future of the Gaming Industry==&lt;br /&gt;
The gaming industry, which some felt was reaching a saturation point, can get a new lease of life by adopting the haptic technology. Those who love to play [[FPS games]] ([[first person shooter games]]) will get to experience the excitement and rush of real life situation. With the help of Arena Infinity and other haptic peripherals, gamers can really feel what it’s like being one with the game. It’s believed the need to offer a better experience to users will force video game makers, to readily embrace VR games and peripherals that use haptic technology.&lt;br /&gt;
&lt;br /&gt;
==Release Date==&lt;br /&gt;
Striker VR hasn’t announced a definite release date for its consumer version of Arena Infinity haptic gun controller. When Arena Infinity finally finds its way into the hands of select virtual reality developers the [[SDK]] kit will include a haptic [[sandbox game]], SDK, and the [[haptic gun]]. After its rollout to select VR developers, Striker VR plans a wider release of the development kit. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
([[http://technewshunter.com/tech-science/striker-vrs-arena-infinity-vr-gun-takes-shooting-to-the-next-level-18545/]])&lt;br /&gt;
([[http://www.roadtovr.com/striker-vr-arena-infinity-haptic-vr-gun-force-feedback-effects/]])&lt;br /&gt;
([[http://www.roadtovr.com/striker-vr-arena-infinity-v1-prototype-haptic-vr-gun/]])&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Arena_Infinity&amp;diff=24844</id>
		<title>Arena Infinity</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Arena_Infinity&amp;diff=24844"/>
		<updated>2017-11-29T19:40:59Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Arena Infinity.jpg|400px]]&lt;br /&gt;
|VR/AR=Virtual Reality&lt;br /&gt;
|Type=Controller&lt;br /&gt;
|Subtype=Haptic Gun Controller&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=Striker VR&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Head-mounted Display&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking= Sixense STEM, PhaseSpace, Integrated Tracking&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Dual Touchpads, Trigger, L / R Secondary Buttons, and Base Button, &lt;br /&gt;
|Connectivity=Micro USB &lt;br /&gt;
|Power=AI33V Battery&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$2,800&lt;br /&gt;
|Website=https://www.strikervr.com/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Arena Infinity – Haptic Gun Controller From Striker VR=&lt;br /&gt;
Arena Infinity is [[Striker VR]]’s first [[gun controller]] that uses the revolutionary [[haptic technology]]. The new [[VR]] gun can accurately imitate the function of various weapons. The creators of this gun, Striker VR first unveiled the design in April last year. The first working prototype was introduced to the public in August later that year. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Striker VR is aiming to introduce Arena Infinity into the Digital Out-Of-Home [[virtual reality]] market. The [[peripheral system]] is said to be designed based on Edon Guraziu’s amazing [[retro-futuristic design]]. Like many of the tech inventions, the idea of using [[simulator technology]] first took root in military circles. The military used this concept to train soldiers and treat post-traumatic stress disorder (PTSD) patients in the defense forces. &lt;br /&gt;
&lt;br /&gt;
In April last year Striker VR was mainly focused on developing the [[haptic feedback system]] for simulator guns. With its new product, the company now aims to manufacture the replica gun. Tech enthusiasts who have tried the prototype were amazed by the powerful kick the gun controller was able to provide. For an electronic system designed for the virtual world, they felt, Arena Infinity had very realistic recoil. &lt;br /&gt;
&lt;br /&gt;
==Different Modes of Arena Infinity==&lt;br /&gt;
The Arena Infinity prototype launched by Striker VR has an inbuilt haptic system. What this essentially means is that the users will feel they are shooting a real gun. Another interesting feature of Striker VR’s gun controller is that it comes with multiple modes – single shot, burst mode, and the full auto. Each mode replicates a different weapon. The single shot simulates the shotgun, the burst mode mimics the assault rifle, and the full auto imitates the sub-machine gun. &lt;br /&gt;
&lt;br /&gt;
There is more to Arena Infinity than just guns; the gun controller can also imitate chainsaw for those who love horror flicks such as Texas Chainsaw Massacre and Evil Dead. With onboard haptic features, the possibilities are endless. In future, more modes like laser blaster and railgun effects can also be added to Striker VR products. &lt;br /&gt;
&lt;br /&gt;
==Opinion of an Expert==&lt;br /&gt;
A lot has been written about Striker VR’s Arena Infinity, but people would naturally want to know how good this haptic gun [[controller]] is. Ben Lang, virtual reality enthusiast and tech writer for Road to VR, tried his hands on the technology. In 2014, he put to test the different modes of the haptic gun controller. Ben Lang isn’t new to shooting. He claims to have experience in shooting weapons such as rifles, pistols, and shotguns. He is of the opinion the only way to mimic the recoil that’s caused by a mini-explosion inside the gun is to create another mini-explosion. After using the gun controller, Ben Lang agreed that Arena Infinity came pretty close to creating that effect. According to him, Striker VR’s Arena Infinity has the most responsive and powerful recoil system he has ever experienced.&lt;br /&gt;
 &lt;br /&gt;
==Striker VR’s Future Plans==&lt;br /&gt;
Striker VR fitted its working prototype gun controller with an attached tracker. But, its goal is to provide support to other [[location tracking]] systems. This will give virtual reality firms the freedom to choose the [[tracking system]] that’s best suited for their use. Currently, Striker VR supports the tracking systems such as the [[Sixense STEM]] and [[PhaseSpace]]. The company is also working to incorporate [[Move Tracking System]] ([[PlayStation]]), [[Constellation]] ([[Oculus]]), and [[Lighthouse]] ([[Valve]]).&lt;br /&gt;
&lt;br /&gt;
Speaking on future plans, co-founders of Striker VR, Kyle Monti and Martin Holly, revealed that Arena Infinity is just the start. For now the peripheral acts as a haptic doorway to the virtual world. In future, they want the haptic feedback system to interact with the surrounding environment. The idea is to simulate the happenings in the virtual environment. For example, to make the gun shudder when there is an explosion nearby in the virtual environment. The co-founders of Striker VR believe peripherals using haptic technology linked to virtual reality open up all sorts of possibilities to the users.&lt;br /&gt;
&lt;br /&gt;
==Haptic Technology – The Future of the Gaming Industry==&lt;br /&gt;
The gaming industry, which some felt was reaching a saturation point, can get a new lease of life by adopting the haptic technology. Those who love to play [[FPS games]] ([[first person shooter games]]) will get to experience the excitement and rush of real life situation. With the help of Arena Infinity and other haptic peripherals, gamers can really feel what it’s like being one with the game. It’s believed the need to offer a better experience to users will force video game makers, to readily embrace VR games and peripherals that use haptic technology.&lt;br /&gt;
&lt;br /&gt;
==Release Date==&lt;br /&gt;
Striker VR hasn’t announced a definite release date for its consumer version of Arena Infinity haptic gun controller. When Arena Infinity finally finds its way into the hands of select virtual reality developers the [[SDK]] kit will include a haptic [[sandbox game]], SDK, and the [[haptic gun]]. After its rollout to select VR developers, Striker VR plans a wider release of the development kit. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
([[http://technewshunter.com/tech-science/striker-vrs-arena-infinity-vr-gun-takes-shooting-to-the-next-level-18545/]])&lt;br /&gt;
([[http://www.roadtovr.com/striker-vr-arena-infinity-haptic-vr-gun-force-feedback-effects/]])&lt;br /&gt;
([[http://www.roadtovr.com/striker-vr-arena-infinity-v1-prototype-haptic-vr-gun/]])&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Arena_Infinity.jpg&amp;diff=24843</id>
		<title>File:Arena Infinity.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Arena_Infinity.jpg&amp;diff=24843"/>
		<updated>2017-11-29T19:40:39Z</updated>

		<summary type="html">&lt;p&gt;Deephak: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Mi_VR_Play&amp;diff=24842</id>
		<title>Mi VR Play</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Mi_VR_Play&amp;diff=24842"/>
		<updated>2017-11-29T10:12:26Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mi VR Play is a [[virtual reality]] headset developed and manufactured by [[Xiaomi]]. Mi VR Play is hoping to create a buzz in the market by making virtual reality more affordable to customers. Mi Play supports [[smartphones]] that have a [[display screen]] size between 4.7-5.7 inches. Xiaomi’s Mi Play aims to offer the experience of high-end [[VR]] [[headsets]] at a budget of [[Google Cardboard]]. &lt;br /&gt;
&lt;br /&gt;
Introduced to the world in mid-2016, Mi Play is eyeing the VR market share captured by Google Cardboard. Priced at $15, Xiaomi’s Mi Play is just one-fifth the cost of many top-rated, high-end virtual reality headsets like [[Gear VR]]. &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
Like the other smartphone dependent VR headsets, Mi Play also has a simple technical design. The body of the headset is made of a lightweight yet sturdy material called as [[Lycra]]. &lt;br /&gt;
&lt;br /&gt;
Xiaomi’s [[VR headset]] weighs around 209g, that’s lighter than many other gadgets in the same category. The headset is comfortable to wear even after hours of use by VR enthusiasts. The [[eye socket]] is spacious and the three-way strap holds the device in place. The hook and loop tapes on the three-way strap allow users to adjust the headset to fit any head size. The Mi Play VR headset can be worn with eyeglasses on, but the user might feel congested inside the eye socket. &lt;br /&gt;
&lt;br /&gt;
To facilitate slight adjustments and allow free flow of air the front-end of the headset is provided with dual openings. The two-way zipper grip holds a wide variety of smartphones, having display size from 4.7 inches to 5.7 inches, securely in the front-end slot. &lt;br /&gt;
&lt;br /&gt;
To facilitate easy navigation, textured button is provided at the top of the headset. With the goal of reducing [[optical aberrations]] and producing [[distortion-free images]], Xi Play has fitted the headset with anti-reflective [[Aspheric lenses]].&lt;br /&gt;
&lt;br /&gt;
==Content Library==&lt;br /&gt;
To make its presence felt in this highly competitive market, Xiaomi’s Mi Play is focusing heavily on creating a solid content library. It has already partnered with the Chinese video sharing site [[Youku]], [[Conde Nast Traveler]], and many others. To feed the growing demand for video content, Xiaomi is planning to invest $1 billion for this purpose.&lt;br /&gt;
&lt;br /&gt;
==Inside the box==&lt;br /&gt;
Xiaomi’s Mi Play VR headset is delivered to the customer in a contemporary black box with an inscription that when translated means ‘Go Explore’. At the other end of the box, customers can find standard instructions, necessary information about the manufacturer, and a section that lists the items included in the box. &lt;br /&gt;
&lt;br /&gt;
Inside the box, the users will find a small instruction booklet, the three-way strap, and the Xiaomi Mi VR Play headset. The instruction manual is in Chinese; this makes nearly impossible for people who don’t know the language to understand the instructions. Customers can use the [[QR code]] in the manual to download the [[VR app]] that gives access to Chinese websites such as [[VR hotcast]], [[iQiyi]], Youku, etc. &lt;br /&gt;
&lt;br /&gt;
The Mi VR Play users who intend to play various [[VR games]] using the navigation button won’t find the QR code for the [[Cardboard app]] on the instruction manual. The same can be accessed through various third party websites. &lt;br /&gt;
&lt;br /&gt;
==Lens Protection==&lt;br /&gt;
Before wearing the headset remove the plastic protection placed on the front and back end of the lens. The blue plastic protection is placed to prevent fingerprint marks.&lt;br /&gt;
&lt;br /&gt;
==Future Plans ==&lt;br /&gt;
Xiaomi, the makers of Mi Play, have also announced that variants of this virtual reality headset in camouflage, leopard, floral, and denim designs are to be launched in the future. At present, the headset is available only in black color. &lt;br /&gt;
&lt;br /&gt;
==Cost==&lt;br /&gt;
Virtual reality enthusiasts aren’t required to shell out a hefty sum to make Mi VR Play their own. Xiaomi’s new VR headset costs just $15. Although Mi VR Play wants to compete with the big boys in the future, Xiaomi’s immediate aim is to use its entry level VR headset to capture a sizeable chunk of the Google Cardboard market. &lt;br /&gt;
&lt;br /&gt;
At the time of the Mi Play’s launch, the makers also announced the release of [[Mi Live app]].  The Mi Live is Xiaomi’s live streaming application that supports live virtual reality content. &lt;br /&gt;
&lt;br /&gt;
==An Overview of the Key Features==&lt;br /&gt;
*Xiaomi Mi VR Play headset is made of Lycra – an ultra-comfortable, lightweight fabric. &lt;br /&gt;
*Button with textures on the top of the headset for easy navigation and game control. &lt;br /&gt;
*To ensure maximum clarity, reduce optical aberrations and produce distortion free images Aspheric lens with anti-reflective feature is fitted in the headset.&lt;br /&gt;
*The anti-slip strips hold the smartphone in place so that users don’t have to constantly fiddle with the phone to find the ideal angle.   &lt;br /&gt;
*Compatible with all smartphones that have a screen size between 4.7-5.7 inches.&lt;br /&gt;
*The makers are heavily investing in expanding their [[panoramic]], [[2D]] and [[3D]] content library.&lt;br /&gt;
*Dedicated [[virtual reality app]] for the headset to access content from various Chinese websites such as VR hotcast, iQiyi, Youku, etc.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
([[http://www.mi.com/en/mivr1c/]])&lt;br /&gt;
([[http://www.androidcentral.com/xiaomi-mi-vr-play-review]])&lt;br /&gt;
([[https://www.neowin.net/news/xiaomi-mi-vr-play-review-a-pleasant-surprise]])&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Arena_Infinity&amp;diff=24841</id>
		<title>Arena Infinity</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Arena_Infinity&amp;diff=24841"/>
		<updated>2017-11-29T05:52:20Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Arena Infinity – Haptic Gun Controller From Striker VR=&lt;br /&gt;
Arena Infinity is [[Striker VR]]’s first [[gun controller]] that uses the revolutionary [[haptic technology]]. The new [[VR]] gun can accurately imitate the function of various weapons. The creators of this gun, Striker VR first unveiled the design in April last year. The first working prototype was introduced to the public in August later that year. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Striker VR is aiming to introduce Arena Infinity into the Digital Out-Of-Home [[virtual reality]] market. The [[peripheral system]] is said to be designed based on Edon Guraziu’s amazing [[retro-futuristic design]]. Like many of the tech inventions, the idea of using [[simulator technology]] first took root in military circles. The military used this concept to train soldiers and treat post-traumatic stress disorder (PTSD) patients in the defense forces. &lt;br /&gt;
&lt;br /&gt;
In April last year Striker VR was mainly focused on developing the [[haptic feedback system]] for simulator guns. With its new product, the company now aims to manufacture the replica gun. Tech enthusiasts who have tried the prototype were amazed by the powerful kick the gun controller was able to provide. For an electronic system designed for the virtual world, they felt, Arena Infinity had very realistic recoil. &lt;br /&gt;
&lt;br /&gt;
==Different Modes of Arena Infinity==&lt;br /&gt;
The Arena Infinity prototype launched by Striker VR has an inbuilt haptic system. What this essentially means is that the users will feel they are shooting a real gun. Another interesting feature of Striker VR’s gun controller is that it comes with multiple modes – single shot, burst mode, and the full auto. Each mode replicates a different weapon. The single shot simulates the shotgun, the burst mode mimics the assault rifle, and the full auto imitates the sub-machine gun. &lt;br /&gt;
&lt;br /&gt;
There is more to Arena Infinity than just guns; the gun controller can also imitate chainsaw for those who love horror flicks such as Texas Chainsaw Massacre and Evil Dead. With onboard haptic features, the possibilities are endless. In future, more modes like laser blaster and railgun effects can also be added to Striker VR products. &lt;br /&gt;
&lt;br /&gt;
==Opinion of an Expert==&lt;br /&gt;
A lot has been written about Striker VR’s Arena Infinity, but people would naturally want to know how good this haptic gun [[controller]] is. Ben Lang, virtual reality enthusiast and tech writer for Road to VR, tried his hands on the technology. In 2014, he put to test the different modes of the haptic gun controller. Ben Lang isn’t new to shooting. He claims to have experience in shooting weapons such as rifles, pistols, and shotguns. He is of the opinion the only way to mimic the recoil that’s caused by a mini-explosion inside the gun is to create another mini-explosion. After using the gun controller, Ben Lang agreed that Arena Infinity came pretty close to creating that effect. According to him, Striker VR’s Arena Infinity has the most responsive and powerful recoil system he has ever experienced.&lt;br /&gt;
 &lt;br /&gt;
==Striker VR’s Future Plans==&lt;br /&gt;
Striker VR fitted its working prototype gun controller with an attached tracker. But, its goal is to provide support to other [[location tracking]] systems. This will give virtual reality firms the freedom to choose the [[tracking system]] that’s best suited for their use. Currently, Striker VR supports the tracking systems such as the [[Sixense STEM]] and [[PhaseSpace]]. The company is also working to incorporate [[Move Tracking System]] ([[PlayStation]]), [[Constellation]] ([[Oculus]]), and [[Lighthouse]] ([[Valve]]).&lt;br /&gt;
&lt;br /&gt;
Speaking on future plans, co-founders of Striker VR, Kyle Monti and Martin Holly, revealed that Arena Infinity is just the start. For now the peripheral acts as a haptic doorway to the virtual world. In future, they want the haptic feedback system to interact with the surrounding environment. The idea is to simulate the happenings in the virtual environment. For example, to make the gun shudder when there is an explosion nearby in the virtual environment. The co-founders of Striker VR believe peripherals using haptic technology linked to virtual reality open up all sorts of possibilities to the users.&lt;br /&gt;
&lt;br /&gt;
==Haptic Technology – The Future of the Gaming Industry==&lt;br /&gt;
The gaming industry, which some felt was reaching a saturation point, can get a new lease of life by adopting the haptic technology. Those who love to play [[FPS games]] ([[first person shooter games]]) will get to experience the excitement and rush of real life situation. With the help of Arena Infinity and other haptic peripherals, gamers can really feel what it’s like being one with the game. It’s believed the need to offer a better experience to users will force video game makers, to readily embrace VR games and peripherals that use haptic technology.&lt;br /&gt;
&lt;br /&gt;
==Release Date==&lt;br /&gt;
Striker VR hasn’t announced a definite release date for its consumer version of Arena Infinity haptic gun controller. When Arena Infinity finally finds its way into the hands of select virtual reality developers the [[SDK]] kit will include a haptic [[sandbox game]], SDK, and the [[haptic gun]]. After its rollout to select VR developers, Striker VR plans a wider release of the development kit. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
([[http://technewshunter.com/tech-science/striker-vrs-arena-infinity-vr-gun-takes-shooting-to-the-next-level-18545/]])&lt;br /&gt;
([[http://www.roadtovr.com/striker-vr-arena-infinity-haptic-vr-gun-force-feedback-effects/]])&lt;br /&gt;
([[http://www.roadtovr.com/striker-vr-arena-infinity-v1-prototype-haptic-vr-gun/]])&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ManoMotion&amp;diff=24840</id>
		<title>ManoMotion</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ManoMotion&amp;diff=24840"/>
		<updated>2017-11-27T12:23:06Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=[[File:ManoMotion.png|400px]]&lt;br /&gt;
|Type=Software Development Kit (SDK)&lt;br /&gt;
|Industry=Virtual Reality, Augmented Reality, and Mixed Reality&lt;br /&gt;
|Developer=ManoMotion&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=iOS&lt;br /&gt;
|License=Freemium&lt;br /&gt;
|Supported Devices=All devices that support ARKit&lt;br /&gt;
|Release Date=September 2017&lt;br /&gt;
|Website=https://www.manomotion.com/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A number of tech firms are launching or planning to launch, in the near future, [[hardware]] and [[software]] products related to [[virtual reality]] and [[augmented reality]]. In the first half of September 2017, a Computer Vision and Machine Learning Company, [[ManoMotion]], announced its plan to integrate their phone-based gesture control tool with [[ARKit]] – the [[AR]] [[Development Software Kit]] created by [[Apple]]. This integration when complete will bring [[hand-tracking]] into AR and allow users to track their hand gestures using the phone’s camera, sensors, and onboard processors. &lt;br /&gt;
&lt;br /&gt;
==Hand Gesture Input for Apple’s ARKit==&lt;br /&gt;
The race to lead the world into a new era dominated by augmented reality and virtual reality has already begun with the announcement of Apple’s ARKit and [[Google]]’s [[ARCore]]. Now, tech enthusiasts are eagerly waiting to see how developers use these software development kits to create [[apps]] and [[games]] that let users experience augmented reality in their Apple and [[Android]] devices. We have already seen a few developers release experiments and prototypes built using the two software kits, but ManoMotion is the first firm to integrate hand tracking into the augmented reality platform. &lt;br /&gt;
&lt;br /&gt;
Even before the announcement, ManoMotion was an entity widely known for its work on [[gesture-based input]] capabilities. Talking about ManoMotion’s latest presentation, the company’s CEO Daniel Carlman shared some interesting insights. Similar to their previous creation, the new [[SDK]] tracked many of the hand’s 27 [[DOF]] ([[degrees of freedom]]). The new build is also capable of tracking depth and identify hand gestures like a release, grab, tapping, clicking, and swipes. The beauty of the integrated version is its ability to perform complex functions without taxing the memory, [[CPU]], and consuming too much from the battery. &lt;br /&gt;
&lt;br /&gt;
ManoMotion even released a video showing its new ARKit driven app in action. The clip clearly draws our attention to ARKit’s [[spatial mapping]] abilities. On the display screen of the device, we can see the application identify the user’s hand and mimic its physical gesture (in this case, the flicking motion). The hand’s flicking motion attempts to land the virtual ping pong ball into a virtual cup. &lt;br /&gt;
&lt;br /&gt;
ManoMotion’s ARKit-based beer pong game might not seem such a big achievement for some, but the ability to use the hand to interact with the virtual world on the phone opens up a world of possibilities. In this regard, augmented reality technologies like [[Meta 2]] and [[HoloLens]] are quite far ahead. To make the [[user interface]] ([[UI]]) more interactive these devices rely on gesture tracking. Introducing gesture tracking in augmented reality has many practical applications in numerous fields. Placing virtual objects on real surfaces, turning on/off internet-connected switches, and resizing windows are just some of the benefits of blending the two concepts. &lt;br /&gt;
&lt;br /&gt;
According to Daniel Carlman, the inability to instinctively interact with [[AR]] objects in the virtual space has, so far, hampered the growth of the augmented reality technology. He considers, being the first to integrate gesture control into ARKit, as a fantastic milestone for the company. He is keen to see how developers create and rewrite the concept of interaction in the AR arena. &lt;br /&gt;
&lt;br /&gt;
==How Does the Integration of Gesture Control into ARKit Help?==&lt;br /&gt;
ManoMotion’s announcement will allow developers to build ARKit-based games, apps, and digital content with hand tracking functionality. What this means is:&lt;br /&gt;
* The users will be able to use their hand in [[3D]] to maneuver virtual objects in [[Mixed Reality]] / Augmented Reality World.&lt;br /&gt;
* Virtual objects can be controlled using the left or the right hand.  &lt;br /&gt;
* Hand gestures and virtual object manipulation can be defined and the extent of manipulation can be controlled by the users. The SDK comes with its own set of hand gestures, including grab, swipe, pinch, push, and point. These predefined hand gestures can be used in developing the augmented reality content.&lt;br /&gt;
 &lt;br /&gt;
==Downloading ManoMotion’s ARKit Integrated SDK==&lt;br /&gt;
ManoMotion has announced that the ARKit integrated hand tracking SDK can be downloaded from their official website. Initially, the new SDK build will be available only for [[Unity iOS]]. In the subsequent updates, the company plans to extend support to [[Native iOS]].  &lt;br /&gt;
&lt;br /&gt;
To get their hands on the ARKit integrated Software Development Kit, developers are required to sign up and join the ManoMotion developers’ community. Apart from the SDK, developers also get access to product documentation, comprehensive tutorials, guides, and forums. &lt;br /&gt;
&lt;br /&gt;
==ManoMotion - About the Company== &lt;br /&gt;
ManoMotion is a Computer Vision-based company that is situated in Stockholm, Sweden. They also have an office in Palo Alto, US. ManoMotion is a group of Software Development Engineers and Computer Vision and Machine Learning Scientists working to expand the horizons of technology. The company has been researching and working for 7 years on [[gesture technology]] and they have seen unparalleled success in revolutionizing human-machine interactions. &lt;br /&gt;
&lt;br /&gt;
In the area of gesture technology, the framework developed by ManoMotion needs just the [[RGB camera]] to recognize gestures and track hand movements accurately in real time. The framework can perform these complex functions with low processing expenditure. The company offers businesses and developers the required tools and knowledge to integrate the gesture-based interactions into their own creations likes apps and games. The solutions and frameworks developed by ManoMotion support several platforms and focuses on multiple industries including Automotive, Consumer Electronics, Virtual Reality, Augmented Reality, Mixed Reality, and Embedded Systems.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.manomotion.com/&lt;br /&gt;
&lt;br /&gt;
2. https://www.manomotion.com/company/&lt;br /&gt;
&lt;br /&gt;
3. https://www.manomotion.com/tag/sdk/&lt;br /&gt;
&lt;br /&gt;
4. https://www.manomotion.com/manomotion-integrates-hand-gesture-technology-apples-arkit/ &lt;br /&gt;
&lt;br /&gt;
5. https://www.roadtovr.com/manomotion-brings-hand-tracking-gesture-input-apples-arkit/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:ManoMotion.png&amp;diff=24839</id>
		<title>File:ManoMotion.png</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:ManoMotion.png&amp;diff=24839"/>
		<updated>2017-11-27T12:22:58Z</updated>

		<summary type="html">&lt;p&gt;Deephak: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ManoMotion&amp;diff=24838</id>
		<title>ManoMotion</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ManoMotion&amp;diff=24838"/>
		<updated>2017-11-27T12:03:58Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A number of tech firms are launching or planning to launch, in the near future, [[hardware]] and [[software]] products related to [[virtual reality]] and [[augmented reality]]. In the first half of September 2017, a Computer Vision and Machine Learning Company, [[ManoMotion]], announced its plan to integrate their phone-based gesture control tool with [[ARKit]] – the [[AR]] [[Development Software Kit]] created by [[Apple]]. This integration when complete will bring [[hand-tracking]] into AR and allow users to track their hand gestures using the phone’s camera, sensors, and onboard processors. &lt;br /&gt;
&lt;br /&gt;
==Hand Gesture Input for Apple’s ARKit==&lt;br /&gt;
The race to lead the world into a new era dominated by augmented reality and virtual reality has already begun with the announcement of Apple’s ARKit and [[Google]]’s [[ARCore]]. Now, tech enthusiasts are eagerly waiting to see how developers use these software development kits to create [[apps]] and [[games]] that let users experience augmented reality in their Apple and [[Android]] devices. We have already seen a few developers release experiments and prototypes built using the two software kits, but ManoMotion is the first firm to integrate hand tracking into the augmented reality platform. &lt;br /&gt;
&lt;br /&gt;
Even before the announcement, ManoMotion was an entity widely known for its work on [[gesture-based input]] capabilities. Talking about ManoMotion’s latest presentation, the company’s CEO Daniel Carlman shared some interesting insights. Similar to their previous creation, the new [[SDK]] tracked many of the hand’s 27 [[DOF]] ([[degrees of freedom]]). The new build is also capable of tracking depth and identify hand gestures like a release, grab, tapping, clicking, and swipes. The beauty of the integrated version is its ability to perform complex functions without taxing the memory, [[CPU]], and consuming too much from the battery. &lt;br /&gt;
&lt;br /&gt;
ManoMotion even released a video showing its new ARKit driven app in action. The clip clearly draws our attention to ARKit’s [[spatial mapping]] abilities. On the display screen of the device, we can see the application identify the user’s hand and mimic its physical gesture (in this case, the flicking motion). The hand’s flicking motion attempts to land the virtual ping pong ball into a virtual cup. &lt;br /&gt;
&lt;br /&gt;
ManoMotion’s ARKit-based beer pong game might not seem such a big achievement for some, but the ability to use the hand to interact with the virtual world on the phone opens up a world of possibilities. In this regard, augmented reality technologies like [[Meta 2]] and [[HoloLens]] are quite far ahead. To make the [[user interface]] ([[UI]]) more interactive these devices rely on gesture tracking. Introducing gesture tracking in augmented reality has many practical applications in numerous fields. Placing virtual objects on real surfaces, turning on/off internet-connected switches, and resizing windows are just some of the benefits of blending the two concepts. &lt;br /&gt;
&lt;br /&gt;
According to Daniel Carlman, the inability to instinctively interact with [[AR]] objects in the virtual space has, so far, hampered the growth of the augmented reality technology. He considers, being the first to integrate gesture control into ARKit, as a fantastic milestone for the company. He is keen to see how developers create and rewrite the concept of interaction in the AR arena. &lt;br /&gt;
&lt;br /&gt;
==How Does the Integration of Gesture Control into ARKit Help?==&lt;br /&gt;
ManoMotion’s announcement will allow developers to build ARKit-based games, apps, and digital content with hand tracking functionality. What this means is:&lt;br /&gt;
* The users will be able to use their hand in [[3D]] to maneuver virtual objects in [[Mixed Reality]] / Augmented Reality World.&lt;br /&gt;
* Virtual objects can be controlled using the left or the right hand.  &lt;br /&gt;
* Hand gestures and virtual object manipulation can be defined and the extent of manipulation can be controlled by the users. The SDK comes with its own set of hand gestures, including grab, swipe, pinch, push, and point. These predefined hand gestures can be used in developing the augmented reality content.&lt;br /&gt;
 &lt;br /&gt;
==Downloading ManoMotion’s ARKit Integrated SDK==&lt;br /&gt;
ManoMotion has announced that the ARKit integrated hand tracking SDK can be downloaded from their official website. Initially, the new SDK build will be available only for [[Unity iOS]]. In the subsequent updates, the company plans to extend support to [[Native iOS]].  &lt;br /&gt;
&lt;br /&gt;
To get their hands on the ARKit integrated Software Development Kit, developers are required to sign up and join the ManoMotion developers’ community. Apart from the SDK, developers also get access to product documentation, comprehensive tutorials, guides, and forums. &lt;br /&gt;
&lt;br /&gt;
==ManoMotion - About the Company== &lt;br /&gt;
ManoMotion is a Computer Vision-based company that is situated in Stockholm, Sweden. They also have an office in Palo Alto, US. ManoMotion is a group of Software Development Engineers and Computer Vision and Machine Learning Scientists working to expand the horizons of technology. The company has been researching and working for 7 years on [[gesture technology]] and they have seen unparalleled success in revolutionizing human-machine interactions. &lt;br /&gt;
&lt;br /&gt;
In the area of gesture technology, the framework developed by ManoMotion needs just the [[RGB camera]] to recognize gestures and track hand movements accurately in real time. The framework can perform these complex functions with low processing expenditure. The company offers businesses and developers the required tools and knowledge to integrate the gesture-based interactions into their own creations likes apps and games. The solutions and frameworks developed by ManoMotion support several platforms and focuses on multiple industries including Automotive, Consumer Electronics, Virtual Reality, Augmented Reality, Mixed Reality, and Embedded Systems.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.manomotion.com/&lt;br /&gt;
&lt;br /&gt;
2. https://www.manomotion.com/company/&lt;br /&gt;
&lt;br /&gt;
3. https://www.manomotion.com/tag/sdk/&lt;br /&gt;
&lt;br /&gt;
4. https://www.manomotion.com/manomotion-integrates-hand-gesture-technology-apples-arkit/ &lt;br /&gt;
&lt;br /&gt;
5. https://www.roadtovr.com/manomotion-brings-hand-tracking-gesture-input-apples-arkit/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ARKit&amp;diff=24837</id>
		<title>ARKit</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ARKit&amp;diff=24837"/>
		<updated>2017-11-27T09:49:58Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=[[File:ARKit.png|400px]]&lt;br /&gt;
|Type=Software Development Kit (SDK)&lt;br /&gt;
|Industry=[[Virtual reality]], [[Augmented Reality]]&lt;br /&gt;
|Developer=[[Apple]]&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=[[iOS]]&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=iPhone SE, 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, all models of iPad Pro, and the new 9.7-inch iPad&lt;br /&gt;
|Release Date=June 2017&lt;br /&gt;
|Website= https://developer.apple.com/arkit/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In June 2017 [[Apple]] released the ARKit API tool for developers working on [[virtual reality]] and [[augmented reality]] applications. The ARKit Tool is designed to accurately map the surrounding using [[SLAM]] ([[Simultaneous Localization and Mapping]]). Moreover, to create augmented reality experiences users don’t need any external equipment. &lt;br /&gt;
&lt;br /&gt;
==Creating Augmented Reality Apps Is Much Easier Now==&lt;br /&gt;
During the [[Worldwide Developers Conference]], that was held a few months back, Apple CEO Tim Cook introduced the next generation version of its [[operating system]] – the [[iOS 11]]. The new [[OS]] brings many changes, small and big, to both design and interface. In addition, many new developer tools have also been added to boost the performance of the apps. &lt;br /&gt;
&lt;br /&gt;
The ARKit API will be hosted by iOS 11 – the latest version of the Apple operating system. ARKit allows users to make the best use of the cameras and sensors already built-in the Apple devices to create new [[AR]] applications.&lt;br /&gt;
&lt;br /&gt;
ARKit has opened a wide range of possibilities in the area of augmented reality. For example, the software helps identify the flat surface of a table, so that a user can place virtual objects on it. Even basic AR experiences like this one require tremendous computing power. Fortunately, ARKit can count on the capabilities of [[iPad]] and [[iPhone]] to create [[impressive AR experiences]]. Apple is very bullish on ARKit to create a huge range of applications and games that blends the virtual world with the real one. &lt;br /&gt;
&lt;br /&gt;
Developers who have had the opportunity to use the ARKit are impressed with the simplicity and elegance of the framework. Most of them feel the development of AR experiences using ARKit is a lot easier than using [[Microsoft Hololens]] and [[Google Tango]]. &lt;br /&gt;
&lt;br /&gt;
==Best Features of the Apple ARKit==&lt;br /&gt;
&lt;br /&gt;
===TrueDepth Camera=== &lt;br /&gt;
ARKit and [[iPhone X]] bring the groundbreaking face tracking feature in AR applications. With the help of the [[TrueDepth Camera]], the ARKit Software can detect and analyze 50 different facial muscles, along with the expressions, topology, and position of the face.  The highly accurate and live data captured by the camera can be used by the app to generate facial expressions to create [[3D animoji]] characters.&lt;br /&gt;
&lt;br /&gt;
===Visual Inertial Odometry=== &lt;br /&gt;
ARKit taps into [[VIO]] ([[Visual Inertial Odometry]]) to correctly read the surrounding environment. VIO combines the data captured by the camera sensor with the [[CoreMotion]] data. The combined information lets the device accurately sense its movement in the room without any further calibration.&lt;br /&gt;
&lt;br /&gt;
===Scene Understanding and Lighting Estimation=== &lt;br /&gt;
The ARKit tool allows the device to analyze and understand the scene presented by the camera and identify horizontal surfaces. The flat surface of floors and tables detected by the tool can be used to create augmented reality experiences where virtual objects can be placed on the real surface. In addition, with the help of [[camera sensors]], the ARKit estimates the lighting in a scene and uses that information to light the virtual objects. &lt;br /&gt;
&lt;br /&gt;
===High Performance Hardware and Rendering Optimizations=== &lt;br /&gt;
Revolutionary, innovative, compelling, and detail-oriented [[augmented reality apps]] and games can be built by developers using the ARKit primarily due to the computing power delivered by [[Apple A9]], [[A10]], and [[A11]] processors. The ARKit functioning can be further optimized using [[SceneKit]], Metal, or third-party software such as [[Unreal]] Engine and [[Unity]].&lt;br /&gt;
&lt;br /&gt;
==Documentations and Sample Codes==&lt;br /&gt;
Apple provides detailed documentation for developers to build augmented reality experiences on iOS devices. From the Apple website developers can also download sample codes to gain better understanding of the ARKit API tool. ARKit will take the augmented reality to the next level and introduce users to new ways to interact with the real world. &lt;br /&gt;
&lt;br /&gt;
==Apple Devices that Work with ARKit==&lt;br /&gt;
ARKit runs on Apple devices that are powered by A9, A10, and A11. But, not all devices that run these processors will support ARKit. The augmented reality developer tool ARKit will only work on [[iPhone SE]], 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, all models of [[iPad Pro]], and the new 9.7-inch iPad. &lt;br /&gt;
&lt;br /&gt;
==Uses of ARKit==&lt;br /&gt;
Sky is the limit for what can be built with ARKit, but for now developers have come up with some interesting apps and games that blend the virtual with the real world. Here are some of the best augmented reality apps and games created using ARKit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Painting Apps&#039;&#039;&#039;: [[Virtual reality]] studio, [[Normal]] has brought together the [[HTC VR]] Kit and [[iOS beta]] powered iPad in its new AR app. The firm has built an augmented reality painting tool that replicates the action of the [[HTC Vive]] wearer on the iPad screen. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy Games&#039;&#039;&#039;: During the Worldwide Developers Conference the audience were given a visual treat. [[Wingnut AR]], a game development studio, showcased a virtual battlefield that could be easily developed into a strategy game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tape Measure&#039;&#039;&#039;: [[Measurement Cloud]], built by [[Smart Picture 3D]], can be used as a measuring tape. Now, you don’t have to wonder whether the new work table you purchased will fit your office or not. You don’t need a measuring tape; your smartphone with this app can do the job. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle Purchases&#039;&#039;&#039;: People who are too busy to accompany their children on their first bike or car purchase can use an ARKit built application to preview the vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Education&#039;&#039;&#039;: [[Krutosh]], an iOS developer, has designed an iPhone application that can bring virtual planets and stars in the living room. This simple app demonstrates the potential of augmented reality in the field of education. &lt;br /&gt;
&lt;br /&gt;
==References== &lt;br /&gt;
1. https://developer.apple.com/arkit/&lt;br /&gt;
&lt;br /&gt;
2. https://www.roadtovr.com/10-coolest-things-built-apples-arkit-right-now/&lt;br /&gt;
&lt;br /&gt;
3. https://www.roadtovr.com/arkit-project-demonstrates-turn-turn-directions-giving-future-glimpse-ar-enabled-maps/&lt;br /&gt;
&lt;br /&gt;
4. https://www.macrumors.com/roundup/ios-11/#ios_11_for_developers&lt;br /&gt;
&lt;br /&gt;
5. https://www.theverge.com/2017/6/6/15742736/apple-arkit-augmented-reality-platform-wwdc-breakdown&lt;br /&gt;
&lt;br /&gt;
6. https://www.inverse.com/article/34260-12-cool-ios-11-arkit-uses-iphone-8-future&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ARKit&amp;diff=24836</id>
		<title>ARKit</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ARKit&amp;diff=24836"/>
		<updated>2017-11-27T09:49:17Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.example.com link title]{{Software Infobox&lt;br /&gt;
|image=[[File:ARKit.png|400px]]&lt;br /&gt;
|Type=Software Development Kit (SDK)&lt;br /&gt;
|Industry=[[Virtual reality]], [[Augmented Reality]]&lt;br /&gt;
|Developer=[[Apple]]&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=[[iOS]]&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=iPhone SE, 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, all models of iPad Pro, and the new 9.7-inch iPad&lt;br /&gt;
|Release Date=June 2017&lt;br /&gt;
|Website= https://developer.apple.com/arkit/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In June 2017 [[Apple]] released the ARKit API tool for developers working on [[virtual reality]] and [[augmented reality]] applications. The ARKit Tool is designed to accurately map the surrounding using [[SLAM]] ([[Simultaneous Localization and Mapping]]). Moreover, to create augmented reality experiences users don’t need any external equipment. &lt;br /&gt;
&lt;br /&gt;
==Creating Augmented Reality Apps Is Much Easier Now==&lt;br /&gt;
During the [[Worldwide Developers Conference]], that was held a few months back, Apple CEO Tim Cook introduced the next generation version of its [[operating system]] – the [[iOS 11]]. The new [[OS]] brings many changes, small and big, to both design and interface. In addition, many new developer tools have also been added to boost the performance of the apps. &lt;br /&gt;
&lt;br /&gt;
The ARKit API will be hosted by iOS 11 – the latest version of the Apple operating system. ARKit allows users to make the best use of the cameras and sensors already built-in the Apple devices to create new [[AR]] applications.&lt;br /&gt;
&lt;br /&gt;
ARKit has opened a wide range of possibilities in the area of augmented reality. For example, the software helps identify the flat surface of a table, so that a user can place virtual objects on it. Even basic AR experiences like this one require tremendous computing power. Fortunately, ARKit can count on the capabilities of [[iPad]] and [[iPhone]] to create [[impressive AR experiences]]. Apple is very bullish on ARKit to create a huge range of applications and games that blends the virtual world with the real one. &lt;br /&gt;
&lt;br /&gt;
Developers who have had the opportunity to use the ARKit are impressed with the simplicity and elegance of the framework. Most of them feel the development of AR experiences using ARKit is a lot easier than using [[Microsoft Hololens]] and [[Google Tango]]. &lt;br /&gt;
&lt;br /&gt;
==Best Features of the Apple ARKit==&lt;br /&gt;
&lt;br /&gt;
===TrueDepth Camera=== &lt;br /&gt;
ARKit and [[iPhone X]] bring the groundbreaking face tracking feature in AR applications. With the help of the [[TrueDepth Camera]], the ARKit Software can detect and analyze 50 different facial muscles, along with the expressions, topology, and position of the face.  The highly accurate and live data captured by the camera can be used by the app to generate facial expressions to create [[3D animoji]] characters.&lt;br /&gt;
&lt;br /&gt;
===Visual Inertial Odometry=== &lt;br /&gt;
ARKit taps into [[VIO]] ([[Visual Inertial Odometry]]) to correctly read the surrounding environment. VIO combines the data captured by the camera sensor with the [[CoreMotion]] data. The combined information lets the device accurately sense its movement in the room without any further calibration.&lt;br /&gt;
&lt;br /&gt;
===Scene Understanding and Lighting Estimation=== &lt;br /&gt;
The ARKit tool allows the device to analyze and understand the scene presented by the camera and identify horizontal surfaces. The flat surface of floors and tables detected by the tool can be used to create augmented reality experiences where virtual objects can be placed on the real surface. In addition, with the help of [[camera sensors]], the ARKit estimates the lighting in a scene and uses that information to light the virtual objects. &lt;br /&gt;
&lt;br /&gt;
===High Performance Hardware and Rendering Optimizations=== &lt;br /&gt;
Revolutionary, innovative, compelling, and detail-oriented [[augmented reality apps]] and games can be built by developers using the ARKit primarily due to the computing power delivered by [[Apple A9]], [[A10]], and [[A11]] processors. The ARKit functioning can be further optimized using [[SceneKit]], Metal, or third-party software such as [[Unreal]] Engine and [[Unity]].&lt;br /&gt;
&lt;br /&gt;
==Documentations and Sample Codes==&lt;br /&gt;
Apple provides detailed documentation for developers to build augmented reality experiences on iOS devices. From the Apple website developers can also download sample codes to gain better understanding of the ARKit API tool. ARKit will take the augmented reality to the next level and introduce users to new ways to interact with the real world. &lt;br /&gt;
&lt;br /&gt;
==Apple Devices that Work with ARKit==&lt;br /&gt;
ARKit runs on Apple devices that are powered by A9, A10, and A11. But, not all devices that run these processors will support ARKit. The augmented reality developer tool ARKit will only work on [[iPhone SE]], 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, all models of [[iPad Pro]], and the new 9.7-inch iPad. &lt;br /&gt;
&lt;br /&gt;
==Uses of ARKit==&lt;br /&gt;
Sky is the limit for what can be built with ARKit, but for now developers have come up with some interesting apps and games that blend the virtual with the real world. Here are some of the best augmented reality apps and games created using ARKit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Painting Apps&#039;&#039;&#039;: [[Virtual reality]] studio, [[Normal]] has brought together the [[HTC VR]] Kit and [[iOS beta]] powered iPad in its new AR app. The firm has built an augmented reality painting tool that replicates the action of the [[HTC Vive]] wearer on the iPad screen. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy Games&#039;&#039;&#039;: During the Worldwide Developers Conference the audience were given a visual treat. [[Wingnut AR]], a game development studio, showcased a virtual battlefield that could be easily developed into a strategy game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tape Measure&#039;&#039;&#039;: [[Measurement Cloud]], built by [[Smart Picture 3D]], can be used as a measuring tape. Now, you don’t have to wonder whether the new work table you purchased will fit your office or not. You don’t need a measuring tape; your smartphone with this app can do the job. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle Purchases&#039;&#039;&#039;: People who are too busy to accompany their children on their first bike or car purchase can use an ARKit built application to preview the vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Education&#039;&#039;&#039;: [[Krutosh]], an iOS developer, has designed an iPhone application that can bring virtual planets and stars in the living room. This simple app demonstrates the potential of augmented reality in the field of education. &lt;br /&gt;
&lt;br /&gt;
==References== &lt;br /&gt;
1. https://developer.apple.com/arkit/&lt;br /&gt;
&lt;br /&gt;
2. https://www.roadtovr.com/10-coolest-things-built-apples-arkit-right-now/&lt;br /&gt;
&lt;br /&gt;
3. https://www.roadtovr.com/arkit-project-demonstrates-turn-turn-directions-giving-future-glimpse-ar-enabled-maps/&lt;br /&gt;
&lt;br /&gt;
4. https://www.macrumors.com/roundup/ios-11/#ios_11_for_developers&lt;br /&gt;
&lt;br /&gt;
5. https://www.theverge.com/2017/6/6/15742736/apple-arkit-augmented-reality-platform-wwdc-breakdown&lt;br /&gt;
&lt;br /&gt;
6. https://www.inverse.com/article/34260-12-cool-ios-11-arkit-uses-iphone-8-future&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ARKit&amp;diff=24835</id>
		<title>ARKit</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ARKit&amp;diff=24835"/>
		<updated>2017-11-27T09:48:45Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://www.example.com link title]{{Software Infobox&lt;br /&gt;
|image=[[File:ARKit.png|400px]]&lt;br /&gt;
|Type=[[Software Development Kit]] (SDK)&lt;br /&gt;
|Industry=[[Virtual reality]], [[Augmented Reality]]&lt;br /&gt;
|Developer=[[Apple]]&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=[[iOS]]&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=iPhone SE, 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, all models of iPad Pro, and the new 9.7-inch iPad&lt;br /&gt;
|Release Date=June 2017&lt;br /&gt;
|Website= https://developer.apple.com/arkit/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In June 2017 [[Apple]] released the ARKit API tool for developers working on [[virtual reality]] and [[augmented reality]] applications. The ARKit Tool is designed to accurately map the surrounding using [[SLAM]] ([[Simultaneous Localization and Mapping]]). Moreover, to create augmented reality experiences users don’t need any external equipment. &lt;br /&gt;
&lt;br /&gt;
==Creating Augmented Reality Apps Is Much Easier Now==&lt;br /&gt;
During the [[Worldwide Developers Conference]], that was held a few months back, Apple CEO Tim Cook introduced the next generation version of its [[operating system]] – the [[iOS 11]]. The new [[OS]] brings many changes, small and big, to both design and interface. In addition, many new developer tools have also been added to boost the performance of the apps. &lt;br /&gt;
&lt;br /&gt;
The ARKit API will be hosted by iOS 11 – the latest version of the Apple operating system. ARKit allows users to make the best use of the cameras and sensors already built-in the Apple devices to create new [[AR]] applications.&lt;br /&gt;
&lt;br /&gt;
ARKit has opened a wide range of possibilities in the area of augmented reality. For example, the software helps identify the flat surface of a table, so that a user can place virtual objects on it. Even basic AR experiences like this one require tremendous computing power. Fortunately, ARKit can count on the capabilities of [[iPad]] and [[iPhone]] to create [[impressive AR experiences]]. Apple is very bullish on ARKit to create a huge range of applications and games that blends the virtual world with the real one. &lt;br /&gt;
&lt;br /&gt;
Developers who have had the opportunity to use the ARKit are impressed with the simplicity and elegance of the framework. Most of them feel the development of AR experiences using ARKit is a lot easier than using [[Microsoft Hololens]] and [[Google Tango]]. &lt;br /&gt;
&lt;br /&gt;
==Best Features of the Apple ARKit==&lt;br /&gt;
&lt;br /&gt;
===TrueDepth Camera=== &lt;br /&gt;
ARKit and [[iPhone X]] bring the groundbreaking face tracking feature in AR applications. With the help of the [[TrueDepth Camera]], the ARKit Software can detect and analyze 50 different facial muscles, along with the expressions, topology, and position of the face.  The highly accurate and live data captured by the camera can be used by the app to generate facial expressions to create [[3D animoji]] characters.&lt;br /&gt;
&lt;br /&gt;
===Visual Inertial Odometry=== &lt;br /&gt;
ARKit taps into [[VIO]] ([[Visual Inertial Odometry]]) to correctly read the surrounding environment. VIO combines the data captured by the camera sensor with the [[CoreMotion]] data. The combined information lets the device accurately sense its movement in the room without any further calibration.&lt;br /&gt;
&lt;br /&gt;
===Scene Understanding and Lighting Estimation=== &lt;br /&gt;
The ARKit tool allows the device to analyze and understand the scene presented by the camera and identify horizontal surfaces. The flat surface of floors and tables detected by the tool can be used to create augmented reality experiences where virtual objects can be placed on the real surface. In addition, with the help of [[camera sensors]], the ARKit estimates the lighting in a scene and uses that information to light the virtual objects. &lt;br /&gt;
&lt;br /&gt;
===High Performance Hardware and Rendering Optimizations=== &lt;br /&gt;
Revolutionary, innovative, compelling, and detail-oriented [[augmented reality apps]] and games can be built by developers using the ARKit primarily due to the computing power delivered by [[Apple A9]], [[A10]], and [[A11]] processors. The ARKit functioning can be further optimized using [[SceneKit]], Metal, or third-party software such as [[Unreal]] Engine and [[Unity]].&lt;br /&gt;
&lt;br /&gt;
==Documentations and Sample Codes==&lt;br /&gt;
Apple provides detailed documentation for developers to build augmented reality experiences on iOS devices. From the Apple website developers can also download sample codes to gain better understanding of the ARKit API tool. ARKit will take the augmented reality to the next level and introduce users to new ways to interact with the real world. &lt;br /&gt;
&lt;br /&gt;
==Apple Devices that Work with ARKit==&lt;br /&gt;
ARKit runs on Apple devices that are powered by A9, A10, and A11. But, not all devices that run these processors will support ARKit. The augmented reality developer tool ARKit will only work on [[iPhone SE]], 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, all models of [[iPad Pro]], and the new 9.7-inch iPad. &lt;br /&gt;
&lt;br /&gt;
==Uses of ARKit==&lt;br /&gt;
Sky is the limit for what can be built with ARKit, but for now developers have come up with some interesting apps and games that blend the virtual with the real world. Here are some of the best augmented reality apps and games created using ARKit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Painting Apps&#039;&#039;&#039;: [[Virtual reality]] studio, [[Normal]] has brought together the [[HTC VR]] Kit and [[iOS beta]] powered iPad in its new AR app. The firm has built an augmented reality painting tool that replicates the action of the [[HTC Vive]] wearer on the iPad screen. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy Games&#039;&#039;&#039;: During the Worldwide Developers Conference the audience were given a visual treat. [[Wingnut AR]], a game development studio, showcased a virtual battlefield that could be easily developed into a strategy game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tape Measure&#039;&#039;&#039;: [[Measurement Cloud]], built by [[Smart Picture 3D]], can be used as a measuring tape. Now, you don’t have to wonder whether the new work table you purchased will fit your office or not. You don’t need a measuring tape; your smartphone with this app can do the job. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle Purchases&#039;&#039;&#039;: People who are too busy to accompany their children on their first bike or car purchase can use an ARKit built application to preview the vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Education&#039;&#039;&#039;: [[Krutosh]], an iOS developer, has designed an iPhone application that can bring virtual planets and stars in the living room. This simple app demonstrates the potential of augmented reality in the field of education. &lt;br /&gt;
&lt;br /&gt;
==References== &lt;br /&gt;
1. https://developer.apple.com/arkit/&lt;br /&gt;
&lt;br /&gt;
2. https://www.roadtovr.com/10-coolest-things-built-apples-arkit-right-now/&lt;br /&gt;
&lt;br /&gt;
3. https://www.roadtovr.com/arkit-project-demonstrates-turn-turn-directions-giving-future-glimpse-ar-enabled-maps/&lt;br /&gt;
&lt;br /&gt;
4. https://www.macrumors.com/roundup/ios-11/#ios_11_for_developers&lt;br /&gt;
&lt;br /&gt;
5. https://www.theverge.com/2017/6/6/15742736/apple-arkit-augmented-reality-platform-wwdc-breakdown&lt;br /&gt;
&lt;br /&gt;
6. https://www.inverse.com/article/34260-12-cool-ios-11-arkit-uses-iphone-8-future&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ARKit&amp;diff=24834</id>
		<title>ARKit</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ARKit&amp;diff=24834"/>
		<updated>2017-11-27T09:46:28Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=[[File:ARKit.png|400px]]&lt;br /&gt;
|Type= [[Software Development Kit]] (SDK)&lt;br /&gt;
|Industry=[[Virtual reality]], [[Augmented Reality]]&lt;br /&gt;
|Developer=[[Apple]]&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=[[iOS]]&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=iPhone SE, 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, all models of iPad Pro, and the new 9.7-inch iPad&lt;br /&gt;
|Release Date=June 2017&lt;br /&gt;
|Website= https://developer.apple.com/arkit/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In June 2017 [[Apple]] released the ARKit API tool for developers working on [[virtual reality]] and [[augmented reality]] applications. The ARKit Tool is designed to accurately map the surrounding using [[SLAM]] ([[Simultaneous Localization and Mapping]]). Moreover, to create augmented reality experiences users don’t need any external equipment. &lt;br /&gt;
&lt;br /&gt;
==Creating Augmented Reality Apps Is Much Easier Now==&lt;br /&gt;
During the [[Worldwide Developers Conference]], that was held a few months back, Apple CEO Tim Cook introduced the next generation version of its [[operating system]] – the [[iOS 11]]. The new [[OS]] brings many changes, small and big, to both design and interface. In addition, many new developer tools have also been added to boost the performance of the apps. &lt;br /&gt;
&lt;br /&gt;
The ARKit API will be hosted by iOS 11 – the latest version of the Apple operating system. ARKit allows users to make the best use of the cameras and sensors already built-in the Apple devices to create new [[AR]] applications.&lt;br /&gt;
&lt;br /&gt;
ARKit has opened a wide range of possibilities in the area of augmented reality. For example, the software helps identify the flat surface of a table, so that a user can place virtual objects on it. Even basic AR experiences like this one require tremendous computing power. Fortunately, ARKit can count on the capabilities of [[iPad]] and [[iPhone]] to create [[impressive AR experiences]]. Apple is very bullish on ARKit to create a huge range of applications and games that blends the virtual world with the real one. &lt;br /&gt;
&lt;br /&gt;
Developers who have had the opportunity to use the ARKit are impressed with the simplicity and elegance of the framework. Most of them feel the development of AR experiences using ARKit is a lot easier than using [[Microsoft Hololens]] and [[Google Tango]]. &lt;br /&gt;
&lt;br /&gt;
==Best Features of the Apple ARKit==&lt;br /&gt;
&lt;br /&gt;
===TrueDepth Camera=== &lt;br /&gt;
ARKit and [[iPhone X]] bring the groundbreaking face tracking feature in AR applications. With the help of the [[TrueDepth Camera]], the ARKit Software can detect and analyze 50 different facial muscles, along with the expressions, topology, and position of the face.  The highly accurate and live data captured by the camera can be used by the app to generate facial expressions to create [[3D animoji]] characters.&lt;br /&gt;
&lt;br /&gt;
===Visual Inertial Odometry=== &lt;br /&gt;
ARKit taps into [[VIO]] ([[Visual Inertial Odometry]]) to correctly read the surrounding environment. VIO combines the data captured by the camera sensor with the [[CoreMotion]] data. The combined information lets the device accurately sense its movement in the room without any further calibration.&lt;br /&gt;
&lt;br /&gt;
===Scene Understanding and Lighting Estimation=== &lt;br /&gt;
The ARKit tool allows the device to analyze and understand the scene presented by the camera and identify horizontal surfaces. The flat surface of floors and tables detected by the tool can be used to create augmented reality experiences where virtual objects can be placed on the real surface. In addition, with the help of [[camera sensors]], the ARKit estimates the lighting in a scene and uses that information to light the virtual objects. &lt;br /&gt;
&lt;br /&gt;
===High Performance Hardware and Rendering Optimizations=== &lt;br /&gt;
Revolutionary, innovative, compelling, and detail-oriented [[augmented reality apps]] and games can be built by developers using the ARKit primarily due to the computing power delivered by [[Apple A9]], [[A10]], and [[A11]] processors. The ARKit functioning can be further optimized using [[SceneKit]], Metal, or third-party software such as [[Unreal]] Engine and [[Unity]].&lt;br /&gt;
&lt;br /&gt;
==Documentations and Sample Codes==&lt;br /&gt;
Apple provides detailed documentation for developers to build augmented reality experiences on iOS devices. From the Apple website developers can also download sample codes to gain better understanding of the ARKit API tool. ARKit will take the augmented reality to the next level and introduce users to new ways to interact with the real world. &lt;br /&gt;
&lt;br /&gt;
==Apple Devices that Work with ARKit==&lt;br /&gt;
ARKit runs on Apple devices that are powered by A9, A10, and A11. But, not all devices that run these processors will support ARKit. The augmented reality developer tool ARKit will only work on [[iPhone SE]], 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, all models of [[iPad Pro]], and the new 9.7-inch iPad. &lt;br /&gt;
&lt;br /&gt;
==Uses of ARKit==&lt;br /&gt;
Sky is the limit for what can be built with ARKit, but for now developers have come up with some interesting apps and games that blend the virtual with the real world. Here are some of the best augmented reality apps and games created using ARKit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Painting Apps&#039;&#039;&#039;: [[Virtual reality]] studio, [[Normal]] has brought together the [[HTC VR]] Kit and [[iOS beta]] powered iPad in its new AR app. The firm has built an augmented reality painting tool that replicates the action of the [[HTC Vive]] wearer on the iPad screen. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy Games&#039;&#039;&#039;: During the Worldwide Developers Conference the audience were given a visual treat. [[Wingnut AR]], a game development studio, showcased a virtual battlefield that could be easily developed into a strategy game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tape Measure&#039;&#039;&#039;: [[Measurement Cloud]], built by [[Smart Picture 3D]], can be used as a measuring tape. Now, you don’t have to wonder whether the new work table you purchased will fit your office or not. You don’t need a measuring tape; your smartphone with this app can do the job. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle Purchases&#039;&#039;&#039;: People who are too busy to accompany their children on their first bike or car purchase can use an ARKit built application to preview the vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Education&#039;&#039;&#039;: [[Krutosh]], an iOS developer, has designed an iPhone application that can bring virtual planets and stars in the living room. This simple app demonstrates the potential of augmented reality in the field of education. &lt;br /&gt;
&lt;br /&gt;
==References== &lt;br /&gt;
1. https://developer.apple.com/arkit/&lt;br /&gt;
&lt;br /&gt;
2. https://www.roadtovr.com/10-coolest-things-built-apples-arkit-right-now/&lt;br /&gt;
&lt;br /&gt;
3. https://www.roadtovr.com/arkit-project-demonstrates-turn-turn-directions-giving-future-glimpse-ar-enabled-maps/&lt;br /&gt;
&lt;br /&gt;
4. https://www.macrumors.com/roundup/ios-11/#ios_11_for_developers&lt;br /&gt;
&lt;br /&gt;
5. https://www.theverge.com/2017/6/6/15742736/apple-arkit-augmented-reality-platform-wwdc-breakdown&lt;br /&gt;
&lt;br /&gt;
6. https://www.inverse.com/article/34260-12-cool-ios-11-arkit-uses-iphone-8-future&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ARKit&amp;diff=24833</id>
		<title>ARKit</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ARKit&amp;diff=24833"/>
		<updated>2017-11-27T09:14:52Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=[[File:ARKit.png|400px]]&lt;br /&gt;
|Type= Software Development Kit (SDK)&lt;br /&gt;
|Industry=Augmented Reality&lt;br /&gt;
|Developer=Apple&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=iOS&lt;br /&gt;
|License=&lt;br /&gt;
|Supported Devices=Devices running Apple A9, A10, and A11 processors&lt;br /&gt;
|Release Date=June 2017&lt;br /&gt;
|Website= https://developer.apple.com/arkit/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In June 2017 Apple released the ARKit API tool for developers working on virtual reality and augmented reality applications. The ARKit Tool is designed to accurately map the surrounding using SLAM (Simultaneous Localization and Mapping). Moreover, to create augmented reality experiences users don’t need any external equipment. &lt;br /&gt;
&lt;br /&gt;
==Creating Augmented Reality Apps Is Much Easier Now==&lt;br /&gt;
During the Worldwide Developers Conference, that was held a few months back, Apple CEO Tim Cook introduced the next generation version of its operating system – the iOS 11. The new OS brings many changes, small and big, to both design and interface. In addition, many new developer tools have also been added to boost the performance of the apps. &lt;br /&gt;
&lt;br /&gt;
The ARKit API will be hosted by iOS 11 – the latest version of the Apple operating system. ARKit allows users to make the best use of the cameras and sensors already built-in the Apple devices to create new AR applications.&lt;br /&gt;
&lt;br /&gt;
ARKit has opened a wide range of possibilities in the area of augmented reality. For example, the software helps identify the flat surface of a table, so that a user can place virtual objects on it. Even basic AR experiences like this one require tremendous computing power. Fortunately, ARKit can count on the capabilities of iPad and iPhone to create impressive AR experiences. Apple is very bullish on ARKit to create a huge range of applications and games that blends the virtual world with the real one. &lt;br /&gt;
&lt;br /&gt;
Developers who have had the opportunity to use the ARKit are impressed with the simplicity and elegance of the framework. Most of them feel the development of AR experiences using ARKit is a lot easier than using Microsoft Hololens and Google Tango. &lt;br /&gt;
&lt;br /&gt;
==Best Features of the Apple ARKit==&lt;br /&gt;
&lt;br /&gt;
===TrueDepth Camera=== &lt;br /&gt;
ARKit and iPhone X bring the groundbreaking face tracking feature in AR applications. With the help of the TrueDepth Camera, the ARKit Software can detect and analyze 50 different facial muscles, along with the expressions, topology, and position of the face.  The highly accurate and live data captured by the camera can be used by the app to generate facial expressions to create 3D animoji characters.&lt;br /&gt;
&lt;br /&gt;
===Visual Inertial Odometry=== &lt;br /&gt;
ARKit taps into VIO (Visual Inertial Odometry) to correctly read the surrounding environment. VIO combines the data captured by the camera sensor with the CoreMotion data. The combined information lets the device accurately sense its movement in the room without any further calibration.&lt;br /&gt;
&lt;br /&gt;
===Scene Understanding and Lighting Estimation=== &lt;br /&gt;
The ARKit tool allows the device to analyze and understand the scene presented by the camera and identify horizontal surfaces. The flat surface of floors and tables detected by the tool can be used to create augmented reality experiences where virtual objects can be placed on the real surface. In addition, with the help of camera sensors, the ARKit estimates the lighting in a scene and uses that information to light the virtual objects. &lt;br /&gt;
&lt;br /&gt;
===High Performance Hardware and Rendering Optimizations=== &lt;br /&gt;
Revolutionary, innovative, compelling, and detail-oriented augmented reality apps and games can be built by developers using the ARKit primarily due to the computing power delivered by Apple A9, A10, and A11 processors. The ARKit functioning can be further optimized using SceneKit, Metal, or third-party software such as Unreal Engine and Unity.&lt;br /&gt;
&lt;br /&gt;
==Documentations and Sample Codes==&lt;br /&gt;
Apple provides detailed documentation for developers to build augmented reality experiences on iOS devices. From the Apple website developers can also download sample codes to gain better understanding of the ARKit API tool. ARKit will take the augmented reality to the next level and introduce users to new ways to interact with the real world. &lt;br /&gt;
&lt;br /&gt;
==Apple Devices that Work with ARKit==&lt;br /&gt;
ARKit runs on Apple devices that are powered by A9, A10, and A11. But, not all devices that run these processors will support ARKit. The augmented reality developer tool ARKit will only work on iPhone SE, 6s, 6s Plus, 7, 7 Plus, 8, 8 Plus, X, all models of iPad Pro, and the new 9.7-inch iPad. &lt;br /&gt;
&lt;br /&gt;
==Uses of ARKit==&lt;br /&gt;
Sky is the limit for what can be built with ARKit, but for now developers have come up with some interesting apps and games that blend the virtual with the real world. Here are some of the best augmented reality apps and games created using ARKit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Painting Apps&#039;&#039;&#039;: Virtual reality studio, Normal has brought together the HTC VR Kit and iOS beta powered iPad in its new AR app. The firm has built an augmented reality painting tool that replicates the action of the Vive wearer on the iPad screen. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategy Games&#039;&#039;&#039;: During the Worldwide Developers Conference the audience were given a visual treat. Wingnut AR, a game development studio, showcased a virtual battlefield that could be easily developed into a strategy game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tape Measure&#039;&#039;&#039;: Measurement Cloud, built by Smart Picture 3D, can be used as a measuring tape. Now, you don’t have to wonder whether the new work table you purchased will fit your office or not. You don’t need a measuring tape; your smartphone with this app can do the job. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle Purchases&#039;&#039;&#039;: People who are too busy to accompany their children on their first bike or car purchase can use an ARKit built application to preview the vehicle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Education&#039;&#039;&#039;: Krutosh, an iOS developer, has designed an iPhone application that can bring virtual planets and stars in the living room. This simple app demonstrates the potential of augmented reality in the field of education. &lt;br /&gt;
&lt;br /&gt;
==References== &lt;br /&gt;
1. https://developer.apple.com/arkit/&lt;br /&gt;
&lt;br /&gt;
2. https://www.roadtovr.com/10-coolest-things-built-apples-arkit-right-now/&lt;br /&gt;
&lt;br /&gt;
3. https://www.roadtovr.com/arkit-project-demonstrates-turn-turn-directions-giving-future-glimpse-ar-enabled-maps/&lt;br /&gt;
&lt;br /&gt;
4. https://www.macrumors.com/roundup/ios-11/#ios_11_for_developers&lt;br /&gt;
&lt;br /&gt;
5. https://www.theverge.com/2017/6/6/15742736/apple-arkit-augmented-reality-platform-wwdc-breakdown&lt;br /&gt;
&lt;br /&gt;
6. https://www.inverse.com/article/34260-12-cool-ios-11-arkit-uses-iphone-8-future&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:ARKit.png&amp;diff=24832</id>
		<title>File:ARKit.png</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:ARKit.png&amp;diff=24832"/>
		<updated>2017-11-27T09:14:44Z</updated>

		<summary type="html">&lt;p&gt;Deephak: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ARCore&amp;diff=24831</id>
		<title>ARCore</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ARCore&amp;diff=24831"/>
		<updated>2017-11-27T08:33:36Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=Software Development Kit (SDK)&lt;br /&gt;
|Industry=[[Augmented Reality]]&lt;br /&gt;
|Developer=[[Google]]&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=Android OS&lt;br /&gt;
|License= GNU General Public License v3.0&lt;br /&gt;
|Supported Devices=Devices running Android Nougat and higher&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Website=https://developers.google.com/ar/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Google]] has given the world a preview of its new [[augmented reality]] toolkit called ARCore. The [[software development kit]] for [[Android]] devices is for building an AR-based [[apps]], games, etc. Unlike its predecessor [[Tango]], ARCore does not require any specialized hardware devices with [[sensors]] for creating augmented reality experiences.  &lt;br /&gt;
&lt;br /&gt;
==Devices that Support ARCore==&lt;br /&gt;
Google ARCore is supported by all Android devices that runs 7.0 [[Nougat]] and later. In a post, Dave Burke, Google VP of Android engineering, stated that the [[AR Development Toolkit]] will run on [[Pixel]], [[Pixel XL]], and the following models of the [[Samsung Galaxy S8]]: SM-G950FD, SM-G950F, SM-G950N, SM-G950U, SM-G950U1, and SM-G950W.    &lt;br /&gt;
&lt;br /&gt;
==How does ARCore Work?==&lt;br /&gt;
The three technologies that ARCore platform uses to blend the virtual world with the real one are: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Motion Tracking]]&#039;&#039;&#039; – senses and tracks the position of the device relative to the world&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environmental Understanding&#039;&#039;&#039; – uses the camera and sensors built-in the device to identify the size, location, important points, and features of the real objects in the surrounding environment. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List Estimation&#039;&#039;&#039; – lets the device estimate the lighting in the surrounding environment. &lt;br /&gt;
&lt;br /&gt;
The ARCore Toolkit understands the real world surrounding of the user by tracking the position of the handheld device and using the camera and sensors in the mobile device to identify the edges, points, surfaces, and other important features of the surrounding environment.  &lt;br /&gt;
&lt;br /&gt;
Using the data collected by ARCore, developers can create [[AR experiences]] that allow users to place [[virtual objects]] on the surface of a real table, position a virtual character next to a real person, etc. The motion tracking feature gives the user the freedom to move around and view the virtual object from any angle.  &lt;br /&gt;
&lt;br /&gt;
==History of ARCore==&lt;br /&gt;
In November, last year, Google claimed that the [[3D sensing camera]] technology Tango would be the biggest thing to happen after [[GPS]]. Tango’s director of product Nikhil Chandhok even went on to say that in 2017 many manufacturers will make [[Tango phones]] and that Tango was not an experiment. But, soon circumstances changed and Google had to let go of Tango. The change of heart was brought about by the introduction of [[Apple]]’s [[ARKit]]. Google decided to take the Apple route and find an easier, better, and cheaper way to do what Tango promised. &lt;br /&gt;
&lt;br /&gt;
Google dropped the Tango phone experiment and launched ARCore. Like ARKit, ARCore will use the phone camera to sense and evaluate the surrounding environment and also track the phone’s movement in relation to the natural world. The [[ARCore API]] also tracks the surface of the floor, table, etc. so that users can place virtual objects on the surface. The users can see the blending of the virtual with the real world on the screen of the phone or any suitable handheld device. &lt;br /&gt;
&lt;br /&gt;
The ARCore also allows developers sense the lighting of the scene and use the data to adjust the lighting on the virtual objects. Take for example, having a virtual dog in front of you. On the screen, you would see the dog’s shadow appropriately adjusted and pointing in the correct direction. &lt;br /&gt;
&lt;br /&gt;
==Developers – The Target Market==&lt;br /&gt;
The ARCore API has developers as its target market. Even though augmented reality in some form or the other existed before the [[Pokemon Go]], it was the game that introduced the potential of augmented reality to the general public. With the help of ARCore, developers can create sophisticated apps and games that can be uploaded on normal app stores and run on millions on existing handheld devices such as phones, tablets, etc.&lt;br /&gt;
&lt;br /&gt;
==Uses of ARCore==&lt;br /&gt;
Interestingly, Google and Apple have found a new tech field to compete with each other – augmented reality ([[AR]]). Just a few weeks back when Apple was preparing to launch [[iPhone 8]] and [[iPhone X]] and making big plans for rolling out [[iOS 11]], Google was slowing revealing its game plan for augmented reality. &lt;br /&gt;
&lt;br /&gt;
Google has put out in the public domain six augmented reality experiences created by [[Daydream Labs]]. The experiments are designed to showcase how augmented reality in Android devices can revolutionize the way users interact with the real world. &lt;br /&gt;
&lt;br /&gt;
One of the experiments shows how ARCore can improve [[Street View]]. The prototype that used ARCore to create street view app gives users a panoramic view of the [[Great Russell Street]] and experience the [[British Museum]] at very close range. In another street view prototype app, the users could walk in a particular direction to change the view. Here the user’s physical activity is used to control the street view instead of the usual arrow marks. &lt;br /&gt;
&lt;br /&gt;
Yet another Daydream Labs prototype shows how augmented reality can be used in the field of building design. A [[3D]] model of a home can be overlaid on an under construction building to give a glimpse of the finished design. &lt;br /&gt;
&lt;br /&gt;
Google sees ARCore play an important role in training, skill development, and education. Another prototype app [[Espresso Trainer]] offers instructions on the art of making espresso coffee. &lt;br /&gt;
&lt;br /&gt;
The Daydream Labs have also released a prototype that resembles the work of [[Project Tango]], ARCore’s predecessor. The experiment allows the users to interact with virtual creations. The prototype also includes depth of field feature that make automatic adjustments as the user moves closer or away. &lt;br /&gt;
&lt;br /&gt;
The final experiment involves the use [[VPS]] ([[Visual Positioning Service]]) Beta. Using the ARCore created app a user can share current location to a friend. The app will use the VPS technology to guide the friend to the user’s location. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.blog.google/products/google-vr/arcore-augmented-reality-android-scale/&lt;br /&gt;
&lt;br /&gt;
2. https://www.cnet.com/news/google-tango-dead-arcore-arkit-apple/&lt;br /&gt;
&lt;br /&gt;
3. http://www.techradar.com/news/heres-how-google-sees-you-using-arcore&lt;br /&gt;
&lt;br /&gt;
4. https://www.theregister.co.uk/2017/08/31/google_arcore_brings_ar_to_small_audience/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ARCore&amp;diff=24830</id>
		<title>ARCore</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ARCore&amp;diff=24830"/>
		<updated>2017-11-27T07:52:09Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Software Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Type=Software Development Kit (SDK)&lt;br /&gt;
|Industry=Augmented Reality&lt;br /&gt;
|Developer=Google&lt;br /&gt;
|Written In=&lt;br /&gt;
|Operating System=Android OS&lt;br /&gt;
|License= GNU General Public License v3.0&lt;br /&gt;
|Supported Devices=Devices running Android Nougat and higher&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Website=https://developers.google.com/ar/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Google has given the world a preview of its new augmented reality toolkit called ARCore. The software development kit for Android devices is for building an AR-based apps, games, etc. Unlike its predecessor Tango, ARCore does not require any specialized hardware devices with sensors for creating augmented reality experiences.  &lt;br /&gt;
&lt;br /&gt;
==Devices that Support ARCore==&lt;br /&gt;
Google ARCore is supported by all Android devices that runs 7.0 Nougat and later. In a post, Dave Burke, Google VP of Android engineering, stated that the AR Development Toolkit will run on Pixel, Pixel XL, and the following models of the Samsung Galaxy S8: SM-G950FD, SM-G950F, SM-G950N, SM-G950U, SM-G950U1, and SM-G950W.    &lt;br /&gt;
&lt;br /&gt;
==How does ARCore Work?==&lt;br /&gt;
The three technologies that ARCore platform uses to blend the virtual world with the real one are: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Tracking&#039;&#039;&#039; – senses and tracks the position of the device relative to the world&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environmental Understanding&#039;&#039;&#039; – uses the camera and sensors built-in the device to identify the size, location, important points, and features of the real objects in the surrounding environment. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List Estimation&#039;&#039;&#039; – lets the device estimate the lighting in the surrounding environment. &lt;br /&gt;
&lt;br /&gt;
The ARCore Toolkit understands the real world surrounding of the user by tracking the position of the handheld device and using the camera and sensors in the mobile device to identify the edges, points, surfaces, and other important features of the surrounding environment.  &lt;br /&gt;
&lt;br /&gt;
Using the data collected by ARCore, developers can create AR experiences that allow users to place virtual objects on the surface of a real table, position a virtual character next to a real person, etc. The motion tracking feature gives the user the freedom to move around and view the virtual object from any angle.  &lt;br /&gt;
&lt;br /&gt;
==History of ARCore==&lt;br /&gt;
In November, last year, Google claimed that the 3D sensing camera technology Tango would be the biggest thing to happen after GPS. Tango’s director of product Nikhil Chandhok even went on to say that in 2017 many manufacturers will make Tang phones and that Tango was not an experiment. But, soon circumstances changed and Google had to let go of Tango. The change of heart was brought about by the introduction of Apple’s ARKit. Google decided to take the Apple route and find an easier, better, and cheaper way to do what Tango promised. &lt;br /&gt;
&lt;br /&gt;
Google dropped the Tango phone experiment and launched ARCore. Like ARKit, ARCore will use the phone camera to sense and evaluate the surrounding environment and also track the phone’s movement in relation to the natural world. The ARCore API also tracks the surface of the floor, table, etc. so that users can place virtual objects on the surface. The users can see the blending of the virtual with the real world on the screen of the phone or any suitable handheld device. &lt;br /&gt;
&lt;br /&gt;
The ARCore also allows developers sense the lighting of the scene and use the data to adjust the lighting on the virtual objects. Take for example, having a virtual dog in front of you. On the screen, you would see the dog’s shadow appropriately adjusted and pointing in the correct direction. &lt;br /&gt;
&lt;br /&gt;
==Developers – The Target Market==&lt;br /&gt;
The ARCore API has developers as its target market. Even though augmented reality in some form or the other existed before the Pokemon Go, it was the game that introduced the potential of augmented reality to the general public. With the help of ARCore, developers can create sophisticated apps and games that can be uploaded on normal app stores and run on millions on existing handheld devices such as phones, tablets, etc.&lt;br /&gt;
&lt;br /&gt;
==Uses of ARCore==&lt;br /&gt;
Interestingly, Google and Apple have found a new tech field to compete with each other – augmented reality (AR). Just a few weeks back when Apple was preparing to launch iPhone 8 and iPhone X and making big plans for rolling out iOS 11, Google was slowing revealing its game plan for augmented reality. &lt;br /&gt;
&lt;br /&gt;
Google has put out in the public domain six augmented reality experiences created by Daydream Labs. The experiments are designed to showcase how augmented reality in Android devices can revolutionize the way users interact with the real world. &lt;br /&gt;
&lt;br /&gt;
One of the experiments shows how ARCore can improve Street View. The prototype that used ARCore to create street view app gives users a panoramic view of the Great Russell Street and experience the British Museum at very close range. In another street view prototype app, the users could walk in a particular direction to change the view. Here the user’s physical activity is used to control the street view instead of the usual arrow marks. &lt;br /&gt;
&lt;br /&gt;
Yet another Daydream Labs prototype shows how augmented reality can be used in the field of building design. A 3D model of a home can be overlaid on an under construction building to give a glimpse of the finished design. &lt;br /&gt;
&lt;br /&gt;
Google sees ARCore play an important role in training, skill development, and education. Another prototype app Espresso Trainer offers instructions on the art of making espresso coffee. &lt;br /&gt;
&lt;br /&gt;
The Daydream Labs have also released a prototype that resembles the work of Project Tango, ARCore’s predecessor. The experiment allows the users to interact with virtual creations. The prototype also includes depth of field feature that make automatic adjustments as the user moves closer or away. &lt;br /&gt;
&lt;br /&gt;
The final experiment involves the use VPS (Visual Positioning Service) Beta. Using the ARCore created app a user can share current location to a friend. The app will use the VPS technology to guide the friend to the user’s location. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.blog.google/products/google-vr/arcore-augmented-reality-android-scale/&lt;br /&gt;
&lt;br /&gt;
2. https://www.cnet.com/news/google-tango-dead-arcore-arkit-apple/&lt;br /&gt;
&lt;br /&gt;
3. http://www.techradar.com/news/heres-how-google-sees-you-using-arcore&lt;br /&gt;
&lt;br /&gt;
4. https://www.theregister.co.uk/2017/08/31/google_arcore_brings_ar_to_small_audience/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Moto_360&amp;diff=24829</id>
		<title>Moto 360</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Moto_360&amp;diff=24829"/>
		<updated>2017-11-27T06:41:33Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Moto 360 Camera.png|400px]]&lt;br /&gt;
|VR/AR=&lt;br /&gt;
|Type=[[360-degree Camera]]&lt;br /&gt;
|Subtype=Add-on Camera Mod&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=[[Motorola]]&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Moto Z Series Phones&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage= SD Card, Phone, Cloud Storage&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution= 360-degree Ultra HD 4K resolution at 24fps&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View= 360-degree spherical panorama&lt;br /&gt;
|Optics= Two 13MP render resolution&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio= Immersive 3D 4-channel sound&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors= Two 1/2.8-inch sensors&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Motorola Phone&lt;br /&gt;
|Weight=85 grams&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=August 2017&lt;br /&gt;
|Price=$299.99&lt;br /&gt;
|Website= https://www.motorola.com/us/products/moto-mods/moto-360-camera&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Moto 360 Camera is [[Motorola]]’s new accessory for its [[Moto Z]] Phones. The new camera module can shoot immersive videos at [[4K resolution]] at 24fps and captures [[3D audio]] with the help of 4 microphones that are packed inside the small module. The [[camera mod]] is priced at $299.99, and Motorola has released the camera along with the new [[Moto Z2 Force Edition Phone]]. &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
Like all add-on mods, the Moto 360 Camera uses a module support to attach itself to the Motorola phone. Once fastened, the camera adds weight and depth to the phone. The user won’t feel much of a difference because the camera weighs only a few ounces and adds just one-eighth of an inch to the phone’s depth. &lt;br /&gt;
&lt;br /&gt;
The camera has two lenses, one facing the front and the other facing the back. Both lenses are placed behind slightly concave glasses and each lens can capture 150 degrees view around it. The Moto Z2 Force phone comes with a 13MP camera at 1/2.8 inches, for a [[pixel size]] of 1.25um. The Moto 360 Mod has two cameras with the same specification in it. The accessory has a [[lens aperture]] of f/2.0 and the sensors in the mod are quite good. Motorola has managed to pack the lenses, sensors, microphones, etc. into this tiny module, leaving no space for battery. Therefore, the camera has to draw power from the Motorola phone.  &lt;br /&gt;
&lt;br /&gt;
To use the Moto 360 Camera, a compatible phone is necessary. At the time of the announcement, the manufacturers made it clear that the 360-degree capture camera is compatible with all phones of the Moto Z Series. &lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
The Moto 360 Camera captures both images and video. The camera shoots video at 4k (3840 x 1920 pixels) resolution at 24 [[frames per second]]. The captured footage is converted to an [[MP4 format]] with a bitrate of 50Mbps. One of the notable features that can help the Moto 360 Camera differentiate itself from others is the ability to capture immersive 3D Sound. &lt;br /&gt;
&lt;br /&gt;
There are mixed reactions to the video recorded using the Moto 360 Camera. Objects that are close to the two lenses are sharp and clear, but objects that are at a distance, in the background, appear soft and slightly blurry. Furthermore, there seems to be a slight difference in lens exposure and misalignment. Some users have noticed seam lines in the video captured by the front lens. In this regard, the back lens seems to perform better. The Moto 360 Camera has a decent dynamic range and it has minor purple color fringing. &lt;br /&gt;
&lt;br /&gt;
==Features and Settings== &lt;br /&gt;
Attaching the camera module to a Moto Z phone will automatically activate the [[camera app]] on the phone. The user will be given a guided tour of the various editing tools and modes built for the 360-degree camera. The Moto 360 Mod runs on the default camera app on the Moto Z phone, hence there is no need to download any special app. To switch between the default phone camera and the 360-degree camera, click the icon at the lower left corner of the display screen. &lt;br /&gt;
&lt;br /&gt;
The Moto 360 Camera comes with three modes. The Photo Mode is a lot like the phone camera; point the camera mod and click the shutter icon to take a picture. In the Ultra-wide Mode, the mod uses just one lens to capture 180-degree photo image. The Professional Mode allows the user to adjust exposure compensation, shutter speed, white balance, [[ISO]], etc. before shooting a [[360-degree photo]]. When using a tripod, the timer feature will come handy. Steady the phone and camera on the tripod, set the timer, and let the module do the rest. &lt;br /&gt;
&lt;br /&gt;
When operating the camera the user has the option to choose any of the three viewfinder modes. The Globe Mode offers a 360-degree view of the surrounding that the lenses see. The user also gets to zoom and swipe before focusing on a particular area to shoot. The second choice is the Split-screen Mode that presents two views, as taken by the two lenses, in separate panels. This mode doesn’t allow either swiping or zooming. The third viewfinder mode lets the user move the [[360-degree panoramic view]] below the horizontal slider left or right. &lt;br /&gt;
&lt;br /&gt;
The images or videos captured with the Moto 360 Camera Mod can be shared on social media networks such as [[Facebook]], [[YouTube]], etc. As of now, live streaming of content on [[Facebook Live]] is not possible. Users will have to wait for the next software update to use the live-stream feature. &lt;br /&gt;
&lt;br /&gt;
==Highlights== &lt;br /&gt;
*Captures 360-degree videos, images, and audio&lt;br /&gt;
*The camera shoots media at [[Ultra HD]] 4K resolution with immersive 3D sound&lt;br /&gt;
*The Camera contains two 13 megapixel lenses &lt;br /&gt;
*Each lens has an ultra wide-angle view of 150 degrees&lt;br /&gt;
*Effortlessly share the captured video with friends or on social media from the [[Google Photos app]]&lt;br /&gt;
*Live stream the captured media on your favorite social media channel &lt;br /&gt;
*The 360-degree capture camera is compatible with all Moto Z Phones &lt;br /&gt;
&lt;br /&gt;
==Availability and Cost==&lt;br /&gt;
Moto 360 Camera helps people convert their experiences into fond memories that they can share with others. The camera ensures every angle is captured, every time, without exception. The Moto 360 Camera is available for a price $299.99. &lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 85g&lt;br /&gt;
|-&lt;br /&gt;
|Field of View (FOV) || Spherical 360 degrees&lt;br /&gt;
|-&lt;br /&gt;
|Camera Lens || Two 13MP render resolution&lt;br /&gt;
|-&lt;br /&gt;
|Video || 360-degree Ultra HD 4K resolution at 24fps&lt;br /&gt;
|-&lt;br /&gt;
|Audio || Immersive 3D 4-channel sound&lt;br /&gt;
|-&lt;br /&gt;
|Aperture || f/2.0&lt;br /&gt;
|-&lt;br /&gt;
|Sensors || Two 1/2.8-inch sensors&lt;br /&gt;
|-&lt;br /&gt;
|File Format || Image: JPEC; Video: MPEG4&lt;br /&gt;
|-&lt;br /&gt;
|Storage || SD Card, Phone, Cloud Storage&lt;br /&gt;
|-&lt;br /&gt;
|Notable Feature || Video live-stream feature&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.motorola.com/us/products/moto-mods/moto-360-camera&lt;br /&gt;
&lt;br /&gt;
2. https://www.digitaltrends.com/mobile/moto-360-camera-mod-review/ &lt;br /&gt;
&lt;br /&gt;
3. https://www.androidcentral.com/moto-360-camera&lt;br /&gt;
&lt;br /&gt;
4. https://www.cnet.com/au/products/motorola-moto-360-camera/preview/&lt;br /&gt;
&lt;br /&gt;
5. https://www.theverge.com/circuitbreaker/2017/7/25/16026256/hands-on-motorola-360-degree-camera-moto-mod&lt;br /&gt;
&lt;br /&gt;
6. https://www.engadget.com/2017/07/25/motorola-360-camera/&lt;br /&gt;
&lt;br /&gt;
7. http://360rumors.com/2017/07/sample-4k-360-video-moto-360-camera-looks-impressive.html&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Moto_360&amp;diff=24828</id>
		<title>Moto 360</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Moto_360&amp;diff=24828"/>
		<updated>2017-11-27T06:21:19Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Moto 360 Camera.png|400px]]&lt;br /&gt;
|VR/AR=&lt;br /&gt;
|Type=360-degree Camera&lt;br /&gt;
|Subtype=Add-on Camera Mod&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=Motorola&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Moto Z Series Phones&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage= SD Card, Phone, Cloud Storage&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution= 360-degree Ultra HD 4K resolution at 24fps&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View= 360-degree spherical panorama&lt;br /&gt;
|Optics= Two 13MP render resolution&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio= Immersive 3D 4-channel sound&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors= Two 1/2.8-inch sensors&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Motorola Phone&lt;br /&gt;
|Weight=85 grams&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=August 2017&lt;br /&gt;
|Price=$299.99&lt;br /&gt;
|Website= https://www.motorola.com/us/products/moto-mods/moto-360-camera&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Moto 360 Camera is Motorola’s new accessory for its Moto Z Phones. The new camera module can shoot immersive videos at 4K resolution at 24fps and captures 3D audio with the help of 4 microphones that are packed inside the small module. The camera mod is priced at $299.99, and Motorola has released the camera along with the new Moto Z2 Force Edition Phone. &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
Like all add-on mods, the Moto 360 Camera uses a module support to attach itself to the Motorola phone. Once fastened, the camera adds weight and depth to the phone. The user won’t feel much of a difference because the camera weighs only a few ounces and adds just one-eighth of an inch to the phone’s depth. &lt;br /&gt;
&lt;br /&gt;
The camera has two lenses, one facing the front and the other facing the back. Both lenses are placed behind slightly concave glasses and each lens can capture 150 degrees view around it. The Moto Z2 Force phone comes with a 13MP camera at 1/2.8 inches, for a pixel size of 1.25um. The Moto 360 Mod has two cameras with the same specification in it. The accessory has a lens aperture of f/2.0 and the sensors in the mod are quite good. Motorola has managed to pack the lenses, sensors, microphones, etc. into this tiny module, leaving no space for battery. Therefore, the camera has to draw power from the Motorola phone.  &lt;br /&gt;
&lt;br /&gt;
To use the Moto 360 Camera, a compatible phone is necessary. At the time of the announcement, the manufacturers made it clear that the 360-degree capture camera is compatible with all phones of the Moto Z Series. &lt;br /&gt;
&lt;br /&gt;
==Performance==&lt;br /&gt;
The Moto 360 Camera captures both images and video. The camera shoots video at 4k (3840 x 1920 pixels) resolution at 24 frames per second. The captured footage is converted to an MP4 format with a bitrate of 50Mbps. One of the notable features that can help the Moto 360 Camera differentiate itself from others is the ability to capture immersive 3D Sound. &lt;br /&gt;
&lt;br /&gt;
There are mixed reactions to the video recorded using the Moto 360 Camera. Objects that are close to the two lenses are sharp and clear, but objects that are at a distance, in the background, appear soft and slightly blurry. Furthermore, there seems to be a slight difference in lens exposure and misalignment. Some users have noticed seam lines in the video captured by the front lens. In this regard, the back lens seems to perform better. The Moto 360 Camera has a decent dynamic range and it has minor purple color fringing. &lt;br /&gt;
&lt;br /&gt;
==Features and Settings== &lt;br /&gt;
Attaching the camera module to a Moto Z phone will automatically activate the camera app on the phone. The user will be given a guided tour of the various editing tools and modes built for the 360-degree camera. The Moto 360 Mod runs on the default camera app on the Moto Z phone, hence there is no need to download any special app. To switch between the default phone camera and the 360-degree camera, click the icon at the lower left corner of the display screen. &lt;br /&gt;
&lt;br /&gt;
The Moto 360 Camera comes with three modes. The Photo Mode is a lot like the phone camera; point the camera mod and click the shutter icon to take a picture. In the Ultra-wide Mode, the mod uses just one lens to capture 180-degree photo image. The Professional Mode allows the user to adjust exposure compensation, shutter speed, white balance, ISO, etc. before shooting a 360-degree photo. When using a tripod, the timer feature will come handy. Steady the phone and camera on the tripod, set the timer, and let the module do the rest. &lt;br /&gt;
&lt;br /&gt;
When operating the camera the user has the option to choose any of the three viewfinder modes. The Globe Mode offers a 360-degree view of the surrounding that the lenses see. The user also gets to zoom and swipe before focusing on a particular area to shoot. The second choice is the Split-screen Mode that presents two views, as taken by the two lenses, in separate panels. This mode doesn’t allow either swiping or zooming. The third viewfinder mode lets the user move the 360-degree panoramic view below the horizontal slider left or right. &lt;br /&gt;
&lt;br /&gt;
The images or videos captured with the Moto 360 Camera Mod can be shared on social media networks such as Facebook, YouTube, etc. As of now, live streaming of content on Facebook Live is not possible. Users will have to wait for the next software update to use the live-stream feature. &lt;br /&gt;
&lt;br /&gt;
==Highlights== &lt;br /&gt;
*Captures 360-degree videos, images, and audio&lt;br /&gt;
*The camera shoots media at Ultra HD 4K resolution with immersive 3D sound&lt;br /&gt;
*The Camera contains two 13 megapixel lenses &lt;br /&gt;
*Each lens has an ultra wide-angle view of 150 degrees&lt;br /&gt;
*Effortlessly share the captured video with friends or on social media from the Google Photos app&lt;br /&gt;
*Live stream the captured media on your favorite social media channel &lt;br /&gt;
*The 360-degree capture camera is compatible with all Moto Z Phones &lt;br /&gt;
&lt;br /&gt;
==Availability and Cost==&lt;br /&gt;
Moto 360 Camera helps people convert their experiences into fond memories that they can share with others. The camera ensures every angle is captured, every time, without exception. The Moto 360 Camera is available for a price $299.99. &lt;br /&gt;
&lt;br /&gt;
==Specifications==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 85g&lt;br /&gt;
|-&lt;br /&gt;
|Field of View (FOV) || Spherical 360 degrees&lt;br /&gt;
|-&lt;br /&gt;
|Camera Lens || Two 13MP render resolution&lt;br /&gt;
|-&lt;br /&gt;
|Video || 360-degree Ultra HD 4K resolution at 24fps&lt;br /&gt;
|-&lt;br /&gt;
|Audio || Immersive 3D 4-channel sound&lt;br /&gt;
|-&lt;br /&gt;
|Aperture || f/2.0&lt;br /&gt;
|-&lt;br /&gt;
|Sensors || Two 1/2.8-inch sensors&lt;br /&gt;
|-&lt;br /&gt;
|File Format || Image: JPEC; Video: MPEG4&lt;br /&gt;
|-&lt;br /&gt;
|Storage || SD Card, Phone, Cloud Storage&lt;br /&gt;
|-&lt;br /&gt;
|Notable Feature || Video live-stream feature&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.motorola.com/us/products/moto-mods/moto-360-camera&lt;br /&gt;
&lt;br /&gt;
2. https://www.digitaltrends.com/mobile/moto-360-camera-mod-review/ &lt;br /&gt;
&lt;br /&gt;
3. https://www.androidcentral.com/moto-360-camera&lt;br /&gt;
&lt;br /&gt;
4. https://www.cnet.com/au/products/motorola-moto-360-camera/preview/&lt;br /&gt;
&lt;br /&gt;
5. https://www.theverge.com/circuitbreaker/2017/7/25/16026256/hands-on-motorola-360-degree-camera-moto-mod&lt;br /&gt;
&lt;br /&gt;
6. https://www.engadget.com/2017/07/25/motorola-360-camera/&lt;br /&gt;
&lt;br /&gt;
7. http://360rumors.com/2017/07/sample-4k-360-video-moto-360-camera-looks-impressive.html&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Moto_360_Camera.png&amp;diff=24827</id>
		<title>File:Moto 360 Camera.png</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Moto_360_Camera.png&amp;diff=24827"/>
		<updated>2017-11-27T06:21:10Z</updated>

		<summary type="html">&lt;p&gt;Deephak: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Mi_VR_Play_2&amp;diff=24821</id>
		<title>Mi VR Play 2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Mi_VR_Play_2&amp;diff=24821"/>
		<updated>2017-11-25T22:18:26Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Mi VR Play 2.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=Head-mounted Display (HMD)&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=[[Xiaomi]]&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System= Android and iOS&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Smartphone display size: 4.7 to 5.7 inches&lt;br /&gt;
|Predecessor= [[Mi VR Play]]&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=93 degrees&lt;br /&gt;
|Optics= [[Aspheric lenses]]&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=183 grams &lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$14&lt;br /&gt;
|Website=http://www.mi.com/in/mi-vr-play-2/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mi VR Play 2 is a low-cost [[virtual reality]] [[HMD]] developed by the China based company [[Xiaomi]]. The Play 2 headset was launched in China on 19 April 2017 and it is available at a price of $14. &lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
In terms of design, the Xiaomi Mi VR Play 2 is a lot similar to [[Daydream View]]. The Play 2 headset has a curved design with a pill shaped front panel. Similar to the Daydream View, the front of the headset can be easily pulled open to insert the phone. Any phone, between 4.7 to 5.7 inches, will sit prettily inside the headset.  &lt;br /&gt;
&lt;br /&gt;
The front panel of the headset is fitted with a clip system that holds the phone when it’s placed for viewing. The socket that provides space for the phone to be placed comes with a grooved line. The line helps the user in centering the phone. The front panel has grilles that allow the heat generated by the phone to escape. The button at the top of the headset is used to navigate and select the desired app, game, or media. &lt;br /&gt;
&lt;br /&gt;
The Xiaomi Mi VR Play 2 is 12% lighter than its predecessor. The headset is made of a newly developed material that looks futuristic, apart from being comfortable and convenient. The PBT material used to make the headset is durable, easy to clean, and most importantly, antistatic.  &lt;br /&gt;
&lt;br /&gt;
The eye socket of the headset covers part of the forehead, eyes, and the upper cheekbone area. The porous inner padding keeps the eye socket cool and sweat-free. The inner soft padding that sits on the skin is comfortable and does not allow light to seep in. The headset also comes with an adjustable elastic strap that holds the gadget firmly in place. The updated design of the Mi VR Play 2 headset significantly improves the virtual reality experience of the wearer. &lt;br /&gt;
&lt;br /&gt;
==Features of Xiaomi Mi VR Play 2 Headset==&lt;br /&gt;
&lt;br /&gt;
===Compatibility===&lt;br /&gt;
The Xiaomi Mi VR Play 2 headset accommodates Android and iOS based phones. The gadget supports any phone that has a screen size between 4.7-5.7 inches.  &lt;br /&gt;
&lt;br /&gt;
===Unlimited Content===  &lt;br /&gt;
While the public attention is always focused on the headset, it’s the content that determines the wearer’s virtual reality experience. The Xiaomi Mi VR Play 2 will take the user to places he/she has never seen and offer experiences that the user only has dreamt of. Even though virtual reality hasn’t reached the public in a big way, there is no dearth of content that can be viewed using Mi VR Play 2. Xiaomi offers plenty of immersive content from websites like [[Whaley VR]], [[Youku VR]], [[IDG Arts VR]], etc. for users of Mi VR Play 2 to enjoy. &lt;br /&gt;
&lt;br /&gt;
===Xiaomi VR App===&lt;br /&gt;
All the wearer’s favorite destinations, 3D movies, and games are just a few clicks away. To enjoy a 3D movie on Mi VR Play 2, the user has to only put on the virtual reality headset, run the [[Xiaomi VR app]], search for the desired content, and play it. &lt;br /&gt;
&lt;br /&gt;
===Supports Different Content Formats===&lt;br /&gt;
The headset supports different forms of content. Content that is in 2D, 3D, 180 degrees, and 360 degrees work perfectly well on Mi Play 2. The gadget comes with the automatic video type recognition feature that identifies the video format and runs the appropriate tool. Using the Mi VR Play 2, it’s possible to wirelessly connect with the Mi Router and browse virtual reality content. &lt;br /&gt;
&lt;br /&gt;
===Equipped with Aspheric Lenses=== &lt;br /&gt;
The Xiaomi Mi VR Play 2 headset is fitted with [[Aspheric lenses]] that reduce distortion when the images pass the lenses. To avoid the double image problem the headset comes with an adjustment knob to change the distance between the lenses. &lt;br /&gt;
&lt;br /&gt;
===Updated User Interface===&lt;br /&gt;
Aiming to improve the virtual reality experience of the wearer, Xiaomi has updated the user interface screen to give it a more modern look. The new interface also makes navigation easier and simpler. The interface screen can be used to upload and launch [[VR]] applications and media content. To help the user easily navigate and choose, the content has been categorized and displayed under various options, such as apps, photos, videos, games, etc.&lt;br /&gt;
&lt;br /&gt;
===Use the VR Headset Anywhere and Anytime===&lt;br /&gt;
The compact and lightweight design make the Xiaomi Mi VR Play 2 headset easily portable; the user can take the headset anywhere and use it at any time.  &lt;br /&gt;
&lt;br /&gt;
===Product of Hard Work and Dedication===&lt;br /&gt;
Xiaomi has left no stone unturned to present the consumers with the best possible virtual reality headset. The Mi VR Play 2 is the result of innovative thinking, hard work, and dedication. The company rejected numerous interface ideas before settling on the current interface design. Xiaomi tested at least 60 materials and fabrics for the headset. The company has carried out more than 1000 algorithm tests to perfect the functioning of the Mi VR Play 2 headset. &lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 183g&lt;br /&gt;
|-&lt;br /&gt;
|Field of View (FOV) || 93 degrees&lt;br /&gt;
|-&lt;br /&gt;
|Color || Black &lt;br /&gt;
|-&lt;br /&gt;
|Compatibility || Size: 4.7 to 5.7 inches; 1080p resolution (recommended); Android and iOS phones&lt;br /&gt;
|-&lt;br /&gt;
|Lens || Aspheric lenses without coating&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
A late entrant into the virtual reality field, Xiaomi is trying to make up for lost time by releasing a number of VR gadgets in quick succession. It made a foray into the VR market by releasing two [[VR headsets]] last year. The first product was similar to the cardboard headset wrapped in Lycra. This was followed by a more sophisticated [[Mi VR Play]] headset with the motion controller. In April this year, Xiaomi launched the updated version called Xiaomi Mi VR Play 2. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.wareable.com/xiaomi/xiaomi-mi-vr-play-2-review &lt;br /&gt;
&lt;br /&gt;
2. https://vr-headset-review.com/xiaomi-mi-vr-play-2-review-is-it-better-than-the-previous-headset&lt;br /&gt;
&lt;br /&gt;
3. http://technave.com/gadget/Xiaomi-to-reveal-Mi-6-and-Mi-VR-Play-2-officially-on-19-April-2017-9846.html&lt;br /&gt;
&lt;br /&gt;
4. https://xiaomi-mi.com/vr-glasses/xiaomi-mi-vr-glasses-play-2-black/&lt;br /&gt;
&lt;br /&gt;
5. https://www.techora.net/2017/07/xiaomi-mi-vr-play-2-review.html&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Mi_VR_Play_2&amp;diff=24820</id>
		<title>Mi VR Play 2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Mi_VR_Play_2&amp;diff=24820"/>
		<updated>2017-11-25T22:17:35Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Mi VR Play 2.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=Head-mounted Display (HMD)&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=[[Xiaomi]]&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System= [[Android]] and [[iOS]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Smartphone display size: 4.7 to 5.7 inches&lt;br /&gt;
|Predecessor= [[Mi VR Play]]&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=93 degrees&lt;br /&gt;
|Optics= [[Aspheric lenses]]&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=183 grams &lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$14&lt;br /&gt;
|Website=http://www.mi.com/in/mi-vr-play-2/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mi VR Play 2 is a low-cost [[virtual reality]] [[HMD]] developed by the China based company [[Xiaomi]]. The Play 2 headset was launched in China on 19 April 2017 and it is available at a price of $14. &lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
In terms of design, the Xiaomi Mi VR Play 2 is a lot similar to [[Daydream View]]. The Play 2 headset has a curved design with a pill shaped front panel. Similar to the Daydream View, the front of the headset can be easily pulled open to insert the phone. Any phone, between 4.7 to 5.7 inches, will sit prettily inside the headset.  &lt;br /&gt;
&lt;br /&gt;
The front panel of the headset is fitted with a clip system that holds the phone when it’s placed for viewing. The socket that provides space for the phone to be placed comes with a grooved line. The line helps the user in centering the phone. The front panel has grilles that allow the heat generated by the phone to escape. The button at the top of the headset is used to navigate and select the desired app, game, or media. &lt;br /&gt;
&lt;br /&gt;
The Xiaomi Mi VR Play 2 is 12% lighter than its predecessor. The headset is made of a newly developed material that looks futuristic, apart from being comfortable and convenient. The PBT material used to make the headset is durable, easy to clean, and most importantly, antistatic.  &lt;br /&gt;
&lt;br /&gt;
The eye socket of the headset covers part of the forehead, eyes, and the upper cheekbone area. The porous inner padding keeps the eye socket cool and sweat-free. The inner soft padding that sits on the skin is comfortable and does not allow light to seep in. The headset also comes with an adjustable elastic strap that holds the gadget firmly in place. The updated design of the Mi VR Play 2 headset significantly improves the virtual reality experience of the wearer. &lt;br /&gt;
&lt;br /&gt;
==Features of Xiaomi Mi VR Play 2 Headset==&lt;br /&gt;
&lt;br /&gt;
===Compatibility===&lt;br /&gt;
The Xiaomi Mi VR Play 2 headset accommodates [[Android]] and [[iOS]] based phones. The gadget supports any phone that has a screen size between 4.7-5.7 inches.  &lt;br /&gt;
&lt;br /&gt;
===Unlimited Content===  &lt;br /&gt;
While the public attention is always focused on the headset, it’s the content that determines the wearer’s virtual reality experience. The Xiaomi Mi VR Play 2 will take the user to places he/she has never seen and offer experiences that the user only has dreamt of. Even though virtual reality hasn’t reached the public in a big way, there is no dearth of content that can be viewed using Mi VR Play 2. Xiaomi offers plenty of immersive content from websites like [[Whaley VR]], [[Youku VR]], [[IDG Arts VR]], etc. for users of Mi VR Play 2 to enjoy. &lt;br /&gt;
&lt;br /&gt;
===Xiaomi VR App===&lt;br /&gt;
All the wearer’s favorite destinations, 3D movies, and games are just a few clicks away. To enjoy a 3D movie on Mi VR Play 2, the user has to only put on the virtual reality headset, run the [[Xiaomi VR app]], search for the desired content, and play it. &lt;br /&gt;
&lt;br /&gt;
===Supports Different Content Formats===&lt;br /&gt;
The headset supports different forms of content. Content that is in 2D, 3D, 180 degrees, and 360 degrees work perfectly well on Mi Play 2. The gadget comes with the automatic video type recognition feature that identifies the video format and runs the appropriate tool. Using the Mi VR Play 2, it’s possible to wirelessly connect with the Mi Router and browse virtual reality content. &lt;br /&gt;
&lt;br /&gt;
===Equipped with Aspheric Lenses=== &lt;br /&gt;
The Xiaomi Mi VR Play 2 headset is fitted with [[Aspheric lenses]] that reduce distortion when the images pass the lenses. To avoid the double image problem the headset comes with an adjustment knob to change the distance between the lenses. &lt;br /&gt;
&lt;br /&gt;
===Updated User Interface===&lt;br /&gt;
Aiming to improve the virtual reality experience of the wearer, Xiaomi has updated the user interface screen to give it a more modern look. The new interface also makes navigation easier and simpler. The interface screen can be used to upload and launch [[VR]] applications and media content. To help the user easily navigate and choose, the content has been categorized and displayed under various options, such as apps, photos, videos, games, etc.&lt;br /&gt;
&lt;br /&gt;
===Use the VR Headset Anywhere and Anytime===&lt;br /&gt;
The compact and lightweight design make the Xiaomi Mi VR Play 2 headset easily portable; the user can take the headset anywhere and use it at any time.  &lt;br /&gt;
&lt;br /&gt;
===Product of Hard Work and Dedication===&lt;br /&gt;
Xiaomi has left no stone unturned to present the consumers with the best possible virtual reality headset. The Mi VR Play 2 is the result of innovative thinking, hard work, and dedication. The company rejected numerous interface ideas before settling on the current interface design. Xiaomi tested at least 60 materials and fabrics for the headset. The company has carried out more than 1000 algorithm tests to perfect the functioning of the Mi VR Play 2 headset. &lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 183g&lt;br /&gt;
|-&lt;br /&gt;
|Field of View (FOV) || 93 degrees&lt;br /&gt;
|-&lt;br /&gt;
|Color || Black &lt;br /&gt;
|-&lt;br /&gt;
|Compatibility || Size: 4.7 to 5.7 inches; 1080p resolution (recommended); Android and iOS phones&lt;br /&gt;
|-&lt;br /&gt;
|Lens || Aspheric lenses without coating&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
A late entrant into the virtual reality field, Xiaomi is trying to make up for lost time by releasing a number of VR gadgets in quick succession. It made a foray into the VR market by releasing two [[VR headsets]] last year. The first product was similar to the cardboard headset wrapped in Lycra. This was followed by a more sophisticated [[Mi VR Play]] headset with the motion controller. In April this year, Xiaomi launched the updated version called Xiaomi Mi VR Play 2. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.wareable.com/xiaomi/xiaomi-mi-vr-play-2-review &lt;br /&gt;
&lt;br /&gt;
2. https://vr-headset-review.com/xiaomi-mi-vr-play-2-review-is-it-better-than-the-previous-headset&lt;br /&gt;
&lt;br /&gt;
3. http://technave.com/gadget/Xiaomi-to-reveal-Mi-6-and-Mi-VR-Play-2-officially-on-19-April-2017-9846.html&lt;br /&gt;
&lt;br /&gt;
4. https://xiaomi-mi.com/vr-glasses/xiaomi-mi-vr-glasses-play-2-black/&lt;br /&gt;
&lt;br /&gt;
5. https://www.techora.net/2017/07/xiaomi-mi-vr-play-2-review.html&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Mi_VR_Play_2&amp;diff=24819</id>
		<title>Mi VR Play 2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Mi_VR_Play_2&amp;diff=24819"/>
		<updated>2017-11-25T22:16:19Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Mi VR Play 2.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=Heat-mounted Display ([[HMD]])&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=[[Xiaomi]]&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System= [[Android]] and [[iOS]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Smartphone display size: 4.7 to 5.7 inches&lt;br /&gt;
|Predecessor= [[Mi VR Play]]&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=93 degrees&lt;br /&gt;
|Optics= [[Aspheric lenses]]&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=183 grams &lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$14&lt;br /&gt;
|Website=http://www.mi.com/in/mi-vr-play-2/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mi VR Play 2 is a low-cost [[virtual reality]] [[HMD]] developed by the China based company [[Xiaomi]]. The Play 2 headset was launched in China on 19 April 2017 and it is available at a price of $14. &lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
In terms of design, the Xiaomi Mi VR Play 2 is a lot similar to [[Daydream View]]. The Play 2 headset has a curved design with a pill shaped front panel. Similar to the Daydream View, the front of the headset can be easily pulled open to insert the phone. Any phone, between 4.7 to 5.7 inches, will sit prettily inside the headset.  &lt;br /&gt;
&lt;br /&gt;
The front panel of the headset is fitted with a clip system that holds the phone when it’s placed for viewing. The socket that provides space for the phone to be placed comes with a grooved line. The line helps the user in centering the phone. The front panel has grilles that allow the heat generated by the phone to escape. The button at the top of the headset is used to navigate and select the desired app, game, or media. &lt;br /&gt;
&lt;br /&gt;
The Xiaomi Mi VR Play 2 is 12% lighter than its predecessor. The headset is made of a newly developed material that looks futuristic, apart from being comfortable and convenient. The PBT material used to make the headset is durable, easy to clean, and most importantly, antistatic.  &lt;br /&gt;
&lt;br /&gt;
The eye socket of the headset covers part of the forehead, eyes, and the upper cheekbone area. The porous inner padding keeps the eye socket cool and sweat-free. The inner soft padding that sits on the skin is comfortable and does not allow light to seep in. The headset also comes with an adjustable elastic strap that holds the gadget firmly in place. The updated design of the Mi VR Play 2 headset significantly improves the virtual reality experience of the wearer. &lt;br /&gt;
&lt;br /&gt;
==Features of Xiaomi Mi VR Play 2 Headset==&lt;br /&gt;
&lt;br /&gt;
===Compatibility===&lt;br /&gt;
The Xiaomi Mi VR Play 2 headset accommodates [[Android]] and [[iOS]] based phones. The gadget supports any phone that has a screen size between 4.7-5.7 inches.  &lt;br /&gt;
&lt;br /&gt;
===Unlimited Content===  &lt;br /&gt;
While the public attention is always focused on the headset, it’s the content that determines the wearer’s virtual reality experience. The Xiaomi Mi VR Play 2 will take the user to places he/she has never seen and offer experiences that the user only has dreamt of. Even though virtual reality hasn’t reached the public in a big way, there is no dearth of content that can be viewed using Mi VR Play 2. Xiaomi offers plenty of immersive content from websites like [[Whaley VR]], [[Youku VR]], [[IDG Arts VR]], etc. for users of Mi VR Play 2 to enjoy. &lt;br /&gt;
&lt;br /&gt;
===Xiaomi VR App===&lt;br /&gt;
All the wearer’s favorite destinations, 3D movies, and games are just a few clicks away. To enjoy a 3D movie on Mi VR Play 2, the user has to only put on the virtual reality headset, run the [[Xiaomi VR app]], search for the desired content, and play it. &lt;br /&gt;
&lt;br /&gt;
===Supports Different Content Formats===&lt;br /&gt;
The headset supports different forms of content. Content that is in 2D, 3D, 180 degrees, and 360 degrees work perfectly well on Mi Play 2. The gadget comes with the automatic video type recognition feature that identifies the video format and runs the appropriate tool. Using the Mi VR Play 2, it’s possible to wirelessly connect with the Mi Router and browse virtual reality content. &lt;br /&gt;
&lt;br /&gt;
===Equipped with Aspheric Lenses=== &lt;br /&gt;
The Xiaomi Mi VR Play 2 headset is fitted with [[Aspheric lenses]] that reduce distortion when the images pass the lenses. To avoid the double image problem the headset comes with an adjustment knob to change the distance between the lenses. &lt;br /&gt;
&lt;br /&gt;
===Updated User Interface===&lt;br /&gt;
Aiming to improve the virtual reality experience of the wearer, Xiaomi has updated the user interface screen to give it a more modern look. The new interface also makes navigation easier and simpler. The interface screen can be used to upload and launch [[VR]] applications and media content. To help the user easily navigate and choose, the content has been categorized and displayed under various options, such as apps, photos, videos, games, etc.&lt;br /&gt;
&lt;br /&gt;
===Use the VR Headset Anywhere and Anytime===&lt;br /&gt;
The compact and lightweight design make the Xiaomi Mi VR Play 2 headset easily portable; the user can take the headset anywhere and use it at any time.  &lt;br /&gt;
&lt;br /&gt;
===Product of Hard Work and Dedication===&lt;br /&gt;
Xiaomi has left no stone unturned to present the consumers with the best possible virtual reality headset. The Mi VR Play 2 is the result of innovative thinking, hard work, and dedication. The company rejected numerous interface ideas before settling on the current interface design. Xiaomi tested at least 60 materials and fabrics for the headset. The company has carried out more than 1000 algorithm tests to perfect the functioning of the Mi VR Play 2 headset. &lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 183g&lt;br /&gt;
|-&lt;br /&gt;
|Field of View (FOV) || 93 degrees&lt;br /&gt;
|-&lt;br /&gt;
|Color || Black &lt;br /&gt;
|-&lt;br /&gt;
|Compatibility || Size: 4.7 to 5.7 inches; 1080p resolution (recommended); Android and iOS phones&lt;br /&gt;
|-&lt;br /&gt;
|Lens || Aspheric lenses without coating&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
A late entrant into the virtual reality field, Xiaomi is trying to make up for lost time by releasing a number of VR gadgets in quick succession. It made a foray into the VR market by releasing two [[VR headsets]] last year. The first product was similar to the cardboard headset wrapped in Lycra. This was followed by a more sophisticated [[Mi VR Play]] headset with the motion controller. In April this year, Xiaomi launched the updated version called Xiaomi Mi VR Play 2. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.wareable.com/xiaomi/xiaomi-mi-vr-play-2-review &lt;br /&gt;
&lt;br /&gt;
2. https://vr-headset-review.com/xiaomi-mi-vr-play-2-review-is-it-better-than-the-previous-headset&lt;br /&gt;
&lt;br /&gt;
3. http://technave.com/gadget/Xiaomi-to-reveal-Mi-6-and-Mi-VR-Play-2-officially-on-19-April-2017-9846.html&lt;br /&gt;
&lt;br /&gt;
4. https://xiaomi-mi.com/vr-glasses/xiaomi-mi-vr-glasses-play-2-black/&lt;br /&gt;
&lt;br /&gt;
5. https://www.techora.net/2017/07/xiaomi-mi-vr-play-2-review.html&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Mi_VR_Play_2&amp;diff=24818</id>
		<title>Mi VR Play 2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Mi_VR_Play_2&amp;diff=24818"/>
		<updated>2017-11-25T22:04:21Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:Mi VR Play 2.jpg|400px]]&lt;br /&gt;
|VR/AR=Virtual Reality&lt;br /&gt;
|Type=Heat-mounted Display&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=Xiaomi&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System= Android and iOS&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Smartphone display size: 4.7 to 5.7 inches&lt;br /&gt;
|Predecessor= Mi VR Play&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=93 degrees&lt;br /&gt;
|Optics= Aspheric lenses&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=183 grams &lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$14&lt;br /&gt;
|Website=http://www.mi.com/in/mi-vr-play-2/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mi VR Play 2 is a low-cost virtual reality HMD developed by the China based company Xiaomi. The Play 2 headset was launched in China on 19 April 2017 and it is available at a price of $14. &lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
In terms of design, the Xiaomi Mi VR Play 2 is a lot similar to Daydream View. The Play 2 headset has a curved design with a pill shaped front panel. Similar to the Daydream View, the front of the headset can be easily pulled open to insert the phone. Any phone, between 4.7 to 5.7 inches, will sit prettily inside the headset.  &lt;br /&gt;
&lt;br /&gt;
The front panel of the headset is fitted with a clip system that holds the phone when it’s placed for viewing. The socket that provides space for the phone to be placed comes with a grooved line. The line helps the user in centering the phone. The front panel has grilles that allow the heat generated by the phone to escape. The button at the top of the headset is used to navigate and select the desired app, game, or media. &lt;br /&gt;
&lt;br /&gt;
The Xiaomi Mi VR Play 2 is 12% lighter than its predecessor. The headset is made of a newly developed material that looks futuristic, apart from being comfortable and convenient. The PBT material used to make the headset is durable, easy to clean, and most importantly, antistatic.  &lt;br /&gt;
&lt;br /&gt;
The eye socket of the headset covers part of the forehead, eyes, and the upper cheekbone area. The porous inner padding keeps the eye socket cool and sweat-free. The inner soft padding that sits on the skin is comfortable and does not allow light to seep in. The headset also comes with an adjustable elastic strap that holds the gadget firmly in place. The updated design of the Mi VR Play 2 headset significantly improves the virtual reality experience of the wearer. &lt;br /&gt;
&lt;br /&gt;
==Features of Xiaomi Mi VR Play 2 Headset==&lt;br /&gt;
&lt;br /&gt;
===Compatibility===&lt;br /&gt;
The Xiaomi Mi VR Play 2 headset accommodates Android and iOS based phones. The gadget supports any phone that has a screen size between 4.7-5.7 inches.  &lt;br /&gt;
&lt;br /&gt;
===Unlimited Content===  &lt;br /&gt;
While the public attention is always focused on the headset, it’s the content that determines the wearer’s virtual reality experience. The Xiaomi Mi VR Play 2 will take the user to places he/she has never seen and offer experiences that the user only has dreamt of. Even though virtual reality hasn’t reached the public in a big way, there is no dearth of content that can be viewed using Mi VR Play 2. Xiaomi offers plenty of immersive content from websites like Whaley VR, Youku VR, IDG Arts VR, etc. for users of Mi VR Play 2 to enjoy. &lt;br /&gt;
&lt;br /&gt;
===Xiaomi VR App===&lt;br /&gt;
All the wearer’s favorite destinations, 3D movies, and games are just a few clicks away. To enjoy a 3D movie on Mi VR Play 2, the user has to only put on the virtual reality headset, run the Xiaomi VR app, search for the desired content, and play it. &lt;br /&gt;
&lt;br /&gt;
===Supports Different Content Formats===&lt;br /&gt;
The headset supports different forms of content. Content that is in 2D, 3D, 180 degrees, and 360 degrees work perfectly well on Mi Play 2. The gadget comes with the automatic video type recognition feature that identifies the video format and runs the appropriate tool. Using the Mi VR Play 2, it’s possible to wirelessly connect with the Mi Router and browse virtual reality content. &lt;br /&gt;
&lt;br /&gt;
===Equipped with Aspheric Lenses=== &lt;br /&gt;
The Xiaomi Mi VR Play 2 headset is fitted with Aspheric lenses that reduce distortion when the images pass the lenses. To avoid the double image problem the headset comes with an adjustment knob to change the distance between the lenses. &lt;br /&gt;
&lt;br /&gt;
===Updated User Interface===&lt;br /&gt;
Aiming to improve the virtual reality experience of the wearer, Xiaomi has updated the user interface screen to give it a more modern look. The new interface also makes navigation easier and simpler. The interface screen can be used to upload and launch VR applications and media content. To help the user easily navigate and choose, the content has been categorized and displayed under various options, such as apps, photos, videos, games, etc.&lt;br /&gt;
&lt;br /&gt;
===Use the VR Headset Anywhere and Anytime===&lt;br /&gt;
The compact and lightweight design make the Xiaomi Mi VR Play 2 headset easily portable; the user can take the headset anywhere and use it at any time.  &lt;br /&gt;
&lt;br /&gt;
===Product of Hard Work and Dedication===&lt;br /&gt;
Xiaomi has left no stone unturned to present the consumers with the best possible virtual reality headset. The Mi VR Play 2 is the result of innovative thinking, hard work, and dedication. The company rejected numerous interface ideas before settling on the current interface design. Xiaomi tested at least 60 materials and fabrics for the headset. The company has carried out more than 1000 algorithm tests to perfect the functioning of the Mi VR Play 2 headset. &lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|Weight || 183g&lt;br /&gt;
|-&lt;br /&gt;
|Field of View (FOV) || 93 degrees&lt;br /&gt;
|-&lt;br /&gt;
|Color || Black &lt;br /&gt;
|-&lt;br /&gt;
|Compatibility || Size: 4.7 to 5.7 inches; 1080p resolution (recommended); Android and iOS phones&lt;br /&gt;
|-&lt;br /&gt;
|Lens || Aspheric lenses without coating&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
A late entrant into the virtual reality field, Xiaomi is trying to make up for lost time by releasing a number of VR gadgets in quick succession. It made a foray into the VR market by releasing two VR headsets last year. The first product was similar to the cardboard headset wrapped in Lycra. This was followed by a more sophisticated Mi VR Play headset with the motion controller. In April this year, Xiaomi launched the updated version called Xiaomi Mi VR Play 2. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.wareable.com/xiaomi/xiaomi-mi-vr-play-2-review &lt;br /&gt;
&lt;br /&gt;
2. https://vr-headset-review.com/xiaomi-mi-vr-play-2-review-is-it-better-than-the-previous-headset&lt;br /&gt;
&lt;br /&gt;
3. http://technave.com/gadget/Xiaomi-to-reveal-Mi-6-and-Mi-VR-Play-2-officially-on-19-April-2017-9846.html&lt;br /&gt;
&lt;br /&gt;
4. https://xiaomi-mi.com/vr-glasses/xiaomi-mi-vr-glasses-play-2-black/&lt;br /&gt;
&lt;br /&gt;
5. https://www.techora.net/2017/07/xiaomi-mi-vr-play-2-review.html&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Mi_VR_Play_2.jpg&amp;diff=24817</id>
		<title>File:Mi VR Play 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Mi_VR_Play_2.jpg&amp;diff=24817"/>
		<updated>2017-11-25T22:04:00Z</updated>

		<summary type="html">&lt;p&gt;Deephak: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=GoPro_Fusion&amp;diff=24816</id>
		<title>GoPro Fusion</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=GoPro_Fusion&amp;diff=24816"/>
		<updated>2017-11-25T20:56:17Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:GoPro Fusion.jpg|400px]]&lt;br /&gt;
|VR/AR=Virtual Reality&lt;br /&gt;
|Type=Camera&lt;br /&gt;
|Subtype=360-degree Camera&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=GoPro&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=GoPro Quick App, Fusion Studio Software for PC and Mac&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=5.2K Resolution at 30fps&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=2 Cameras, 180 degrees each &lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=November 2017&lt;br /&gt;
|Price=$699.99&lt;br /&gt;
|Website=https://shop.gopro.com/cameras/fusion/CHDHZ-101.html&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In April this year, [[GoPro]] announced its plan to release the GoPro Fusion 360-degree Camera by the end of 2017. What the 360-degree media capture camera will offer in terms of features and functionality is not fully known yet. But, the sneak peek has revealed certain important information about the next big thing in [[virtual reality]].&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
Individuals familiar with [[Hero5 Camera]] will easily recognize that the GoPro Fusion is slightly bigger and squarer in shape. The exact dimension of the finished product is not known, but experts feel the new camera would be roughly around 8cm tall and wide. If anything, Fusion will be smaller than [[GoPro Omni 360 Camera]]. &lt;br /&gt;
&lt;br /&gt;
Similar to Hero5, Fusion has adopted the two-tone gray finish. Furthermore, the new camera also has a soft rubber texture and the grip pattern around the edges is also similar to the Hero5 camera. The close similarities between the two cameras suggest that like Hero5, the GoPro Fusion is also waterproof. &lt;br /&gt;
&lt;br /&gt;
The 360-degree media capture is made possible by two 180-degree cameras, one in the front and the other on the back of the device. The cameras are housed in slightly protruding concave glasses. One press of the button, on the front of the camera, is all it takes to trigger the image capture or video record function. The front side is also home to a monochrome [[LCD]] screen.&lt;br /&gt;
&lt;br /&gt;
On the right side of the camera, at the top-end, features the Mode / Highlight button. Interestingly, there are three microphone holes/ports at the top of the camera. It’s believed that these microphone ports are placed to provide directional audio for spherical videos. The GoPro Fusion 360-degree Camera can be mounted on most GoPro accessories, except the [[Drone]] or [[Karma Grip]].&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===Camera===&lt;br /&gt;
GoPro has revealed precious little about the hardware specifications of the new [[360-degree camera]]. What it revealed is that the two cameras can jointly capture media in 5.2k resolution at 30fps (frames per second). To know more about the hardware specifications, we have to wait for GoPro’s next update. &lt;br /&gt;
&lt;br /&gt;
===Waterproofing===&lt;br /&gt;
The similarities that Fusion has with Hero5 makes many believe that the new 360-degree camera is waterproof. Is it at the same level as the Hero5 camera? Tech enthusiasts are confident that it is. &lt;br /&gt;
&lt;br /&gt;
===OverCapture===&lt;br /&gt;
From what’s known about GoPro Fusion so far, [[OverCapture]] seems to be the most interesting feature of the new camera. The camera dishes out 360-degree recorded media, which on an ordinary phone looks unimpressive. &lt;br /&gt;
&lt;br /&gt;
The OverCapture feature makes the camera versatile. It allows the user to edit the captured media and separate parts of it to view it as flat 1080p ([[Full HD]]) video clips. What this effectively means is that GoPro Fusion can serve both as an ordinary camera capable of producing flat media and 360-degree capture device that can produce spherical and immersive videos that can be enjoyed on a [[VR headset]]. &lt;br /&gt;
&lt;br /&gt;
OverCapture allows users to shoot first and think later. The camera captures more than what’s needed, all at once. After the video is captured, the user can select the transitions, angles, zooming, panning, etc. &lt;br /&gt;
&lt;br /&gt;
===Other Features=== &lt;br /&gt;
GoPro is holding the full list of features close to its heart. But, people who are familiar with the company and its cameras suspect that the Fusion will have voice control functionality, [[GPS]], [[Wi-Fi]], and all other features that cameras of this nature should have. &lt;br /&gt;
&lt;br /&gt;
==GoPro Quik App==&lt;br /&gt;
A late entrant into the VR market, GoPro hopes to make up for the lost time by introducing a versatile camera supported by a powerful editing app. &lt;br /&gt;
&lt;br /&gt;
People who have tried the beta version of the powerful GoPro editing app Quik are quite impressed with its performance. Editing and sharing of videos, both flat and spherical, on social media have never been so easy. Users need not worry about transferring the recorded content to their smartphones. They can focus on going about their usual business and never let any interesting experience unrecorded. The app will continuously sync the captured content with the smartphone. The only issue the users have to keep in mind is the amount of juice/power the advanced feature will consume. GoPro is planning to release the updated version of Quik by the end of summer. &lt;br /&gt;
&lt;br /&gt;
[[GoPro Quik]] offers a number of preset options to choose from. It can even sync the tunes of music to the recorded image or video. Some social media channels place restrictions on the length of the video clips that can be displayed. To reduce the post-capture editing time, the GoPro Quik app gives the users the freedom to choose/set the duration of the video to make the process of uploading to social media easy and quick. &lt;br /&gt;
&lt;br /&gt;
==Release Date==&lt;br /&gt;
To improve and fine tune user experience and prepare unique and inspiring content for both ordinary and virtual reality experiences GoPro is inviting content creators, agencies, and brands to apply for the pilot program for the new Fusion 360-degree Camera. The company is also planning a limited commercial release by the end of this year. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.stuff.tv/gopro/fusion/review&lt;br /&gt;
&lt;br /&gt;
2. https://gopro.com/news/fusion-pilot-program &lt;br /&gt;
&lt;br /&gt;
3. http://www.pocket-lint.com/news/141320-gopro-fusion-features-release-date-and-everything-else-we-know-so-far&lt;br /&gt;
&lt;br /&gt;
4. http://www.techradar.com/news/gopro-fusion&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=GoPro_Fusion&amp;diff=24815</id>
		<title>GoPro Fusion</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=GoPro_Fusion&amp;diff=24815"/>
		<updated>2017-11-25T20:46:42Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:GoPro Fusion.jpg|400px]]&lt;br /&gt;
|VR/AR=&lt;br /&gt;
|Type=Camera&lt;br /&gt;
|Subtype=360-degree Camera&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=GoPro&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=GoPro Quick App, Fusion Studio Software for PC and Mac&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=5.2K Resolution at 30fps&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=2 Cameras, 180 degrees each &lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=November 2017&lt;br /&gt;
|Price=$699.99&lt;br /&gt;
|Website=https://shop.gopro.com/cameras/fusion/CHDHZ-101.html&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In April this year, GoPro announced its plan to release the GoPro Fusion 360-degree Camera by the end of 2017. What the 360-degree media capture camera will offer in terms of features and functionality is not fully known yet. But, the sneak peek has revealed certain important information about the next big thing in virtual reality.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
Individuals familiar with Hero5 Camera will easily recognize that the GoPro Fusion is slightly bigger and squarer in shape. The exact dimension of the finished product is not known, but experts feel the new camera would be roughly around 8cm tall and wide. If anything, Fusion will be smaller than GoPro Omni 360 Camera. &lt;br /&gt;
&lt;br /&gt;
Similar to Hero5, Fusion has adopted the two-tone gray finish. Furthermore, the new camera also has a soft rubber texture and the grip pattern around the edges is also similar to the Hero5 camera. The close similarities between the two cameras suggest that like Hero5, the GoPro Fusion is also waterproof. &lt;br /&gt;
&lt;br /&gt;
The 360-degree media capture is made possible by two 180-degree cameras, one in the front and the other on the back of the device. The cameras are housed in slightly protruding concave glasses. One press of the button, on the front of the camera, is all it takes to trigger the image capture or video record function. The front side is also home to a monochrome LCD screen.&lt;br /&gt;
&lt;br /&gt;
On the right side of the camera, at the top-end, features the Mode / Highlight button. Interestingly, there are three microphone holes/ports at the top of the camera. It’s believed that these microphone ports are placed to provide directional audio for spherical videos. The GoPro Fusion 360-degree Camera can be mounted on most GoPro accessories, except the Drone or Karma Grip.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===Camera===&lt;br /&gt;
GoPro has revealed precious little about the hardware specifications of the new 360-degree camera. What it revealed is that the two cameras can jointly capture media in 5.2k resolution at 30fps (frames per second). To know more about the hardware specifications, we have to wait for GoPro’s next update. &lt;br /&gt;
&lt;br /&gt;
===Waterproofing===&lt;br /&gt;
The similarities that Fusion has with Hero5 makes many believe that the new 360-degree camera is waterproof. Is it at the same level as the Hero5 camera? Tech enthusiasts are confident that it is. &lt;br /&gt;
&lt;br /&gt;
===OverCapture===&lt;br /&gt;
From what’s known about GoPro Fusion so far, OverCapture seems to be the most interesting feature of the new camera. The camera dishes out 360-degree recorded media, which on an ordinary phone looks unimpressive. &lt;br /&gt;
&lt;br /&gt;
The OverCapture feature makes the camera versatile. It allows the user to edit the captured media and separate parts of it to view it as flat 1080p (Full HD) video clips. What this effectively means is that GoPro Fusion can serve both as an ordinary camera capable of producing flat media and 360-degree capture device that can produce spherical and immersive videos that can be enjoyed on a VR headset. &lt;br /&gt;
&lt;br /&gt;
OverCapture allows users to shoot first and think later. The camera captures more than what’s needed, all at once. After the video is captured, the user can select the transitions, angles, zooming, panning, etc. &lt;br /&gt;
&lt;br /&gt;
===Other Features=== &lt;br /&gt;
GoPro is holding the full list of features close to its heart. But, people who are familiar with the company and its cameras suspect that the Fusion will have voice control functionality, GPS, Wi-Fi, and all other features that cameras of this nature should have. &lt;br /&gt;
&lt;br /&gt;
==GoPro Quik App==&lt;br /&gt;
A late entrant into the VR market, GoPro hopes to make up for the lost time by introducing a versatile camera supported by a powerful editing app. &lt;br /&gt;
&lt;br /&gt;
People who have tried the beta version of the powerful GoPro editing app Quik are quite impressed with its performance. Editing and sharing of videos, both flat and spherical, on social media have never been so easy. Users need not worry about transferring the recorded content to their smartphones. They can focus on going about their usual business and never let any interesting experience unrecorded. The app will continuously sync the captured content with the smartphone. The only issue the users have to keep in mind is the amount of juice/power the advanced feature will consume. GoPro is planning to release the updated version of Quik by the end of summer. &lt;br /&gt;
&lt;br /&gt;
GoPro Quik offers a number of preset options to choose from. It can even sync the tunes of music to the recorded image or video. Some social media channels place restrictions on the length of the video clips that can be displayed. To reduce the post-capture editing time, the GoPro Quik app gives the users the freedom to choose/set the duration of the video to make the process of uploading to social media easy and quick. &lt;br /&gt;
&lt;br /&gt;
==Release Date==&lt;br /&gt;
To improve and fine tune user experience and prepare unique and inspiring content for both ordinary and virtual reality experiences GoPro is inviting content creators, agencies, and brands to apply for the pilot program for the new Fusion 360-degree Camera. The company is also planning a limited commercial release by the end of this year. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.stuff.tv/gopro/fusion/review&lt;br /&gt;
&lt;br /&gt;
2. https://gopro.com/news/fusion-pilot-program &lt;br /&gt;
&lt;br /&gt;
3. http://www.pocket-lint.com/news/141320-gopro-fusion-features-release-date-and-everything-else-we-know-so-far&lt;br /&gt;
&lt;br /&gt;
4. http://www.techradar.com/news/gopro-fusion&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:GoPro_Fusion.jpg&amp;diff=24814</id>
		<title>File:GoPro Fusion.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:GoPro_Fusion.jpg&amp;diff=24814"/>
		<updated>2017-11-25T20:46:15Z</updated>

		<summary type="html">&lt;p&gt;Deephak: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=VRTrek&amp;diff=24813</id>
		<title>VRTrek</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=VRTrek&amp;diff=24813"/>
		<updated>2017-11-23T22:01:52Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:VRTrek.png|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Latency Measurement Device]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=Basemark&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=VRTrek Sensor Device, SDK&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=Less than 0.01 ms&lt;br /&gt;
|Field of View=12 degrees&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=2 Photosensitive Sensors&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=March, 2016&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=https://www.basemark.com/products/vrtrek-library/&lt;br /&gt;
}}&lt;br /&gt;
VRTrek, the [[virtual reality]] [[latency measurement device]], is created by [[Basemark]] and now available for creators and developers. The VRTrek testing tool comes with necessary low-cost [[hardware]] and assistance solutions to measure and check the accuracy of the results. The testing package also comprises of the software development kit ([[SDK]]) to be used with the VRTrek Sensor Device. &lt;br /&gt;
&lt;br /&gt;
==Testing the Performance of the HMD==&lt;br /&gt;
It looks like, every tech company, big and small, is under the virtual reality spell. Every other week, a new [[HMD]] or its related [[VR]] accessory like [[camera]], [[headphone]], [[controllers]], etc., is announced or launched at some tech event. With so many VR HMDs finding its way into the hands of the consumers, it’s only natural to ask – How good are these virtual reality headsets? &lt;br /&gt;
&lt;br /&gt;
To evaluate the performance of a virtual reality system, the current method adopted by most manufacturers involves testing the [[latency]] of the headset. Our brains are wired to pick up the slightest delays between the image that appears on the screen and our brain’s expectation. If both don’t sync, we feel nauseated. To measure the latency, virtual reality HMD makers now have a robust tool in the form of VRTrek. Basemark’s revolutionary tool will help manufacturers lay down virtual reality standards and design better-performing systems.&lt;br /&gt;
&lt;br /&gt;
==What’s in the Package?==&lt;br /&gt;
The latency and performance measuring tool comprises of both the hardware (VRTrek), software (SDK), [[API]] Documentation, and User Guide. The software supports both [[DirectX]] 11 and 12. The hardware tool comes with [[optical sensors]] that are connected to the computer through the audio jack (microphone-in). &lt;br /&gt;
&lt;br /&gt;
==How Does the Tool Work?==&lt;br /&gt;
The tool runs a series of tests on both the personal computer system and the VR HMD device. The Basemark tool supports [[OSVR’s HDK]], [[Oculus Rift]], and [[HTC Vive]] headsets. All along the development process, Basemark was working along with key industry players such as [[NVIDIA]], [[Intel]], and [[AMD]]. &lt;br /&gt;
&lt;br /&gt;
===System Test===&lt;br /&gt;
The System Test checks the PC’s (Personal Computer) performance by running [[Sky Harbor]] on the system. The Sky Harbor virtual reality experience is developed by [[Crytek]]. The testing tool measures the frame rate and other crucial performance parameters throughout the test. The VR experience is run sequentially as fast as possible and the rendering sequence is repeated several times. The speed at which the rendering loop is completed determines the speed of the PC. The System Test only assesses the system performance and not the virtual reality headset. To measure the functioning of the VR HMD a full VRTrek test is needed. &lt;br /&gt;
&lt;br /&gt;
===VRTrek Test===&lt;br /&gt;
This is the mode which has created so much buzz among the developers. The VRTrek Test will be using the key hardware component of Basemark. To run this test a hardware device with sensors will be used to assess the latency between images run using the [[personal computer]] and shown in the virtual reality headset. Similar to the above System Test, here too the tool runs a virtual reality experience again and again on the VR headset. &lt;br /&gt;
&lt;br /&gt;
The latency of the headset is measured by the VRTrek device. The VRTrek device is a flat glass plate like structure with 2 photosensitive sensors. The flat plate is placed on a height adjustable stand. Adjust the height and position of the flat plate and make the sensors face the 2 lenses of the virtual reality headset. The cable, at the other end of the VRTrek device, is plugged in the computer’s microphone-in audio port. &lt;br /&gt;
&lt;br /&gt;
The software uses the computer to direct flashes (of images) on the display of the VR HMD in a timely manner. The sensors on the VRTrek device pick up these flashes and send the [[analog]] measurements via the microphone-in port to the computer. The latency is determined by comparing the timing of the command and the display of the flashes on the headset. Apart from measuring the latency, the benchmark also detects [[duplicate frames]], [[frame latency]], and [[dropped frames]] that are received by the virtual reality headset. The tool also measures the latency of right and left eyes at the same time.  &lt;br /&gt;
&lt;br /&gt;
==Specifications and Features==&lt;br /&gt;
*VRTrek supports [[Windows]] 7 and newer. [[Windows Audio Kernel Mode Streaming]] is also supported. &lt;br /&gt;
*[[OLED display]] devices such as Smartphones, Virtual Reality HMDs, etc. are supported. On request [[LCD]] support is also offered.&lt;br /&gt;
*For virtual reality application measurements, the tool uses [[multi-frame latency measurement algorithm]].&lt;br /&gt;
*For display latency measurements, [[single frame latency measurement algorithm]] is utilized.&lt;br /&gt;
*The testing tool uses PC’s audio jack (microphone-in) and [[RealTek integrated audio cards]].  &lt;br /&gt;
&lt;br /&gt;
==About the Company==&lt;br /&gt;
Latency testing tool, VRTrek was introduced to the world by Basemark in March, 2016. The Helsinki based firm also made public the [[VRScore]] benchmark. Due to many delays, the release of the benchmark tool for the public was postponed a number of times. But, the corporate version of the VRTrek tool is ready and finding its way into the hands of developers and creators.&lt;br /&gt;
&lt;br /&gt;
Basemark, the Helsinki based company, is already an established player in this field. It has introduced many well-known performance measurement tools and solutions. The pick of the pack is the [[Basemark X]], which measures graphics performance of mobile devices.&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Parameter&lt;br /&gt;
!Rating&lt;br /&gt;
|-&lt;br /&gt;
|Spectral Range of Sensitivity || Near infrared to deep blue / purple&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 12 degrees&lt;br /&gt;
|-&lt;br /&gt;
|Response Time || 8 microseconds&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy || 0.2ms&lt;br /&gt;
|-&lt;br /&gt;
|Precision || Less than 0.01 ms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.roadtovr.com/first-look-basemarks-vrscore-benchmark-arrives-unique-solution-accurate-testing/&lt;br /&gt;
&lt;br /&gt;
2. https://www.basemark.com/products/vrtrek-library/ &lt;br /&gt;
&lt;br /&gt;
3. http://www.gamenguide.com/articles/96274/20161221/vrtrek-latency-tool-release-date-news-update-basemark-releases-world-s-first-universal-vr-latency-tool.htm&lt;br /&gt;
&lt;br /&gt;
4. http://www.tomshardware.co.uk/basemark-vrtrek-library-latency-test,news-54434.html&lt;br /&gt;
&lt;br /&gt;
5. https://www.forbes.com/sites/marcochiappetta/2017/01/30/basemark-releases-comprehensive-vr-benchmark-vrscore-pc-and-vrtrek-latency-testing-device/#32f22668492b&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=VRTrek&amp;diff=24812</id>
		<title>VRTrek</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=VRTrek&amp;diff=24812"/>
		<updated>2017-11-23T21:41:02Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:VRTrek.png|400px]]&lt;br /&gt;
|VR/AR=Virtual Reality&lt;br /&gt;
|Type=Latency Measurement Device&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=Basemark&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=VRTrek Sensor Device, SDK&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=Less than 0.01 ms&lt;br /&gt;
|Field of View=12 degrees&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=2 Photosensitive Sensors&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=March, 2016&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=https://www.basemark.com/products/vrtrek-library/&lt;br /&gt;
}}&lt;br /&gt;
VRTrek, the virtual reality latency measurement device, is created by Basemark and now available for creators and developers. The VRTrek testing tool comes with necessary low-cost hardware and assistance solutions to measure and check the accuracy of the results. The testing package also comprises of the software development kit (SDK) to be used with the VRTrek Sensor Device. &lt;br /&gt;
&lt;br /&gt;
==Testing the Performance of the HMD==&lt;br /&gt;
It looks like, every tech company, big and small, is under the virtual reality spell. Every other week, a new HMD or its related VR accessory like camera, headphone, controllers, etc., is announced or launched at some tech event. With so many VR HMDs finding its way into the hands of the consumers, it’s only natural to ask – How good are these virtual reality headsets? &lt;br /&gt;
&lt;br /&gt;
To evaluate the performance of a virtual reality system, the current method adopted by most manufacturers involves testing the latency of the headset. Our brains are wired to pick up the slightest delays between the image that appears on the screen and our brain’s expectation. If both don’t sync, we feel nauseated. To measure the latency, virtual reality HMD makers now have a robust tool in the form of VRTrek. Basemark’s revolutionary tool will help manufacturers lay down virtual reality standards and design better-performing systems.&lt;br /&gt;
&lt;br /&gt;
==What’s in the Package?==&lt;br /&gt;
The latency and performance measuring tool comprises of both the hardware (VRTrek), software (SDK), API Documentation, and User Guide. The software supports both DirectX 11 and 12. The hardware tool comes with optical sensors that are connected to the computer through the audio jack (microphone-in). &lt;br /&gt;
&lt;br /&gt;
==How Does the Tool Work?==&lt;br /&gt;
The tool runs a series of tests on both the personal computer system and the VR HMD device. The Basemark tool supports OSVR’s HDK, Oculus Rift, and HTC Vive headsets. All along the development process, Basemark was working along with key industry players such as NVIDIA, Intel, and AMD. &lt;br /&gt;
&lt;br /&gt;
===System Test===&lt;br /&gt;
The System Test checks the PC’s (Personal Computer) performance by running Sky Harbor on the system. The Sky Harbor virtual reality experience is developed by Crytek. The testing tool measures the frame rate and other crucial performance parameters throughout the test. The VR experience is run sequentially as fast as possible and the rendering sequence is repeated several times. The speed at which the rendering loop is completed determines the speed of the PC. The System Test only assesses the system performance and not the virtual reality headset. To measure the functioning of the VR HMD a full VRTrek test is needed. &lt;br /&gt;
&lt;br /&gt;
===VRTrek Test===&lt;br /&gt;
This is the mode which has created so much buzz among the developers. The VRTrek Test will be using the key hardware component of Basemark. To run this test a hardware device with sensors will be used to assess the latency between images run using the personal computer and shown in the virtual reality headset. Similar to the above System Test, here too the tool runs a virtual reality experience again and again on the VR headset. &lt;br /&gt;
&lt;br /&gt;
The latency of the headset is measured by the VRTrek device. The VRTrek device is a flat glass plate like structure with 2 photosensitive sensors. The flat plate is placed on a height adjustable stand. Adjust the height and position of the flat plate and make the sensors face the 2 lenses of the virtual reality headset. The cable, at the other end of the VRTrek device, is plugged in the computer’s microphone-in audio port. &lt;br /&gt;
&lt;br /&gt;
The software uses the computer to direct flashes (of images) on the display of the VR HMD in a timely manner. The sensors on the VRTrek device pick up these flashes and send the analog measurements via the microphone-in port to the computer. The latency is determined by comparing the timing of the command and the display of the flashes on the headset. Apart from measuring the latency, the benchmark also detects duplicate frames, frame latency, and dropped frames that are received by the virtual reality headset. The tool also measures the latency of right and left eyes at the same time.  &lt;br /&gt;
&lt;br /&gt;
==Specifications and Features==&lt;br /&gt;
*VRTrek supports Windows 7 and newer. Windows Audio Kernel Mode Streaming is also supported. &lt;br /&gt;
*OLED display devices such as Smartphones, Virtual Reality HMDs, etc. are supported. On request LCD support is also offered.&lt;br /&gt;
*For virtual reality application measurements, the tool uses multi-frame latency measurement algorithm.&lt;br /&gt;
*For display latency measurements, single frame latency measurement algorithm is utilized.&lt;br /&gt;
*The testing tool uses PC’s audio jack (microphone-in) and RealTek integrated audio cards.  &lt;br /&gt;
&lt;br /&gt;
==About the Company==&lt;br /&gt;
Latency testing tool, VRTrek was introduced to the world by Basemark in March, 2016. The Helsinki based firm also made public the VRScore benchmark. Due to many delays, the release of the benchmark tool for the public was postponed a number of times. But, the corporate version of the VRTrek tool is ready and finding its way into the hands of developers and creators.&lt;br /&gt;
&lt;br /&gt;
Basemark, the Helsinki based company, is already an established player in this field. It has introduced many well-known performance measurement tools and solutions. The pick of the pack is the Basemark X, which measures graphics performance of mobile devices.&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Parameter&lt;br /&gt;
!Rating&lt;br /&gt;
|-&lt;br /&gt;
|Spectral Range of Sensitivity || Near infrared to deep blue / purple&lt;br /&gt;
|-&lt;br /&gt;
|Field of View || 12 degrees&lt;br /&gt;
|-&lt;br /&gt;
|Response Time || 8 microseconds&lt;br /&gt;
|-&lt;br /&gt;
|Accuracy || 0.2ms&lt;br /&gt;
|-&lt;br /&gt;
|Precision || Less than 0.01 ms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.roadtovr.com/first-look-basemarks-vrscore-benchmark-arrives-unique-solution-accurate-testing/&lt;br /&gt;
&lt;br /&gt;
2. https://www.basemark.com/products/vrtrek-library/ &lt;br /&gt;
&lt;br /&gt;
3. http://www.gamenguide.com/articles/96274/20161221/vrtrek-latency-tool-release-date-news-update-basemark-releases-world-s-first-universal-vr-latency-tool.htm&lt;br /&gt;
&lt;br /&gt;
4. http://www.tomshardware.co.uk/basemark-vrtrek-library-latency-test,news-54434.html&lt;br /&gt;
&lt;br /&gt;
5. https://www.forbes.com/sites/marcochiappetta/2017/01/30/basemark-releases-comprehensive-vr-benchmark-vrscore-pc-and-vrtrek-latency-testing-device/#32f22668492b&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=SteamVR_Knuckles&amp;diff=24811</id>
		<title>SteamVR Knuckles</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=SteamVR_Knuckles&amp;diff=24811"/>
		<updated>2017-11-23T21:05:54Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:valve-knuckles-proto-front-01.jpg|300px]]&lt;br /&gt;
|Type=[[Input Device]]&lt;br /&gt;
|Subtype=[[Controller]]&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=Valve&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=Motion Tracking (Individual Finger Tracking)&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Motion Sensors, Buttons&lt;br /&gt;
|Connectivity=USB, Wireless&lt;br /&gt;
|Power=Rechargeable Battery &lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
Knuckles Controllers – first made public in the [[Steam Dev Days 2016]] event is now shipping to select developers hand-picked by [[Valve]]. The new controller for [[SteamVR]] is compatible with most pre-developed hardware and software. Along with [[motion tracking]], the Knuckles Controllers can also track each individual finger. &lt;br /&gt;
&lt;br /&gt;
Here is what we know so far. &lt;br /&gt;
&lt;br /&gt;
==Introducing the Knuckles Controllers==&lt;br /&gt;
The prototype version of the Valve Knuckles controllers was first unveiled at the Steam Dev Days 2016 event. The design of the Knuckles controller created quite a buzz. That’s because, users of Knuckles can let go of the controllers, but it’ll not drop to the ground. Surprisingly, the device doesn’t have a safety cord to strap the controller to the wrist. Additionally, inspired by [[Oculus Touch]], the makers have also included the [[finger tracking]] feature to Knuckles. &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
[[File:valve-knuckles-attach-gif.gif|300px|right]]&lt;br /&gt;
The Knuckles Controller’s specialty is its unique design. At first glance, Knuckles looks like a controller with a coffee mug handle attached to it. To put on the controller, insert the hand between the handle strap and the controller. The soft padding on the inner side of the handle rests on the back of the hand, over the knuckles. The handle strap is adjustable. To tighten the grip, pull the looped cord that’s protruding at the bottom of the device. Once that’s done, the controller will not drop even if it’s let go. The grip can be loosened by pressing the release button at the bottom of the controller. &lt;br /&gt;
&lt;br /&gt;
The Valve Knuckles Controllers will perfectly fit most hands. People with differing hand sizes will have no problem using the controllers. But, there are always exceptions. Those with smaller hands will have difficulty reaching the [[track pad]]. Then again, the controller will be a tight fit for large hands.  &lt;br /&gt;
&lt;br /&gt;
The Knuckles package that the developers receive contains two controllers – one for each hand. While the buttons and sensors are the same in both right-hand and left-hand controllers, the straps won’t fit. Hence, the controller meant for the right-hand won’t fit the left hand, and vice versa. &lt;br /&gt;
&lt;br /&gt;
==Buttons and Sensors==&lt;br /&gt;
[[File:valve-knuckles-touch-diagram-01.jpg|250px|right]]&lt;br /&gt;
In many respects, Knuckles resemble the [[HTC Vive controller]]. The thumb rests on the track pad; surrounding it there are three more buttons that help read the thumb – the system, inner face, and outer face buttons. On the opposite side of the track pad, the index finger rests on the trigger button. To read the middle, ring, and the little finger, Knuckles has three sensors in the grip area. &lt;br /&gt;
&lt;br /&gt;
==LED Indicator==&lt;br /&gt;
The LED light on each controller indicates its status. No light means the controller is powered down. The controller is on but not connected if the [[LED]] is solid blue. A solid white light indicates the controller is connected via [[USB]] or wireless connection. Flashing blue light means the controller is being paired with another device. Lastly, flashing red light means Knuckles is being updated.  &lt;br /&gt;
&lt;br /&gt;
==How to Calibrate Finger Tracking on the Knuckles Controller?==&lt;br /&gt;
[[File:valve-knuckles-recalibrate-gif-01.gif|250px|right]]&lt;br /&gt;
To calibrate most other controllers, users would have to remove the headset and change the settings through the personal computer. The Knuckles controllers have hassle-free calibration. To calibrate the software, first put on the controller, hold the device and pull the locking cord to tighten the grip, and position each finger where it needs to be – on the respective sensors. Now, release the fingers and keep it open for a second. The device will automatically calibrate itself. To track fingers, the device usually chooses the median result of the previous three calibrations. &lt;br /&gt;
&lt;br /&gt;
==Compatibility with Hardware and Software==&lt;br /&gt;
The Valve Knuckles uses the same base station for tracking as [[HTC Vive]]. Hence, as its extension, the controller is compatible with all versions and hardware of the Vive headset. The same goes for software as well. The Valve Knuckles Controllers are compatible with the pre-developed software. The makers are also planning to include buttons and features, in the hardware, that emulate the wand controllers.   &lt;br /&gt;
&lt;br /&gt;
==Battery==&lt;br /&gt;
The Knuckles Controller is powered by a rechargeable battery. It takes about an hour to fully charge and that’s enough to run the controller for 3 hours. A USB micro-B connector is used to charge the battery. &lt;br /&gt;
&lt;br /&gt;
==Pairing Knuckles with SteamVR==&lt;br /&gt;
Currently, the Knuckles Controllers are only made available to a few developers chosen by Valve. If you have a pair of Knuckles Controllers, here is how you can pair them with SteamVR headset. To pair both devices properly choose the [[SteamVR Beta branch]]. Well, to opt for Beta, run the Steam client, and enter the Library, then into the Tools section. Right-click the SteamVR option present under the Tools section. Enter Properties, and choose the Beta option from the Beta tab drop-down list. Now, to pair the devices, bring up the Devices menu in the SteamVR headset and use the Pair Controller setup to link both of them. &lt;br /&gt;
&lt;br /&gt;
==When Will the General Population Get to Use the Knuckles Controllers?==&lt;br /&gt;
Sadly, the Knuckles controllers are not available for the general population. Only developers specially selected by Valve receive the controllers. The makers have created a Steam Community Knuckles Group and the Developer Kits have been dispatched. Valve is still working on the product to perfect its design.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.vrheads.com/valve-knuckles-controllers&lt;br /&gt;
&lt;br /&gt;
2. https://steamcommunity.com/sharedfiles/filedetails/?id=943406651&lt;br /&gt;
&lt;br /&gt;
3. http://www.gamesindustry.biz/articles/2017-06-23-valves-steamvr-knuckles-controller-tracks-all-five-fingers&lt;br /&gt;
&lt;br /&gt;
4. http://www.techradar.com/news/fingers-crossed-that-valves-new-knuckles-vr-controller-is-as-good-as-it-looks&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=SteamVR_Knuckles&amp;diff=24810</id>
		<title>SteamVR Knuckles</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=SteamVR_Knuckles&amp;diff=24810"/>
		<updated>2017-11-23T21:04:27Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:valve-knuckles-proto-front-01.jpg|300px]]&lt;br /&gt;
|Type=[[Input Device]]&lt;br /&gt;
|Subtype=Controller&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=Valve&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=Motion Tracking (Individual Finger Tracking)&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=Motion Sensors, Buttons&lt;br /&gt;
|Connectivity=USB, Wireless&lt;br /&gt;
|Power=Rechargeable Battery &lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
Knuckles Controllers – first made public in the [[Steam Dev Days 2016]] event is now shipping to select developers hand-picked by [[Valve]]. The new controller for [[SteamVR]] is compatible with most pre-developed hardware and software. Along with [[motion tracking]], the Knuckles Controllers can also track each individual finger. &lt;br /&gt;
&lt;br /&gt;
Here is what we know so far. &lt;br /&gt;
&lt;br /&gt;
==Introducing the Knuckles Controllers==&lt;br /&gt;
The prototype version of the Valve Knuckles controllers was first unveiled at the Steam Dev Days 2016 event. The design of the Knuckles controller created quite a buzz. That’s because, users of Knuckles can let go of the controllers, but it’ll not drop to the ground. Surprisingly, the device doesn’t have a safety cord to strap the controller to the wrist. Additionally, inspired by [[Oculus Touch]], the makers have also included the [[finger tracking]] feature to Knuckles. &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
[[File:valve-knuckles-attach-gif.gif|300px|right]]&lt;br /&gt;
The Knuckles Controller’s specialty is its unique design. At first glance, Knuckles looks like a controller with a coffee mug handle attached to it. To put on the controller, insert the hand between the handle strap and the controller. The soft padding on the inner side of the handle rests on the back of the hand, over the knuckles. The handle strap is adjustable. To tighten the grip, pull the looped cord that’s protruding at the bottom of the device. Once that’s done, the controller will not drop even if it’s let go. The grip can be loosened by pressing the release button at the bottom of the controller. &lt;br /&gt;
&lt;br /&gt;
The Valve Knuckles Controllers will perfectly fit most hands. People with differing hand sizes will have no problem using the controllers. But, there are always exceptions. Those with smaller hands will have difficulty reaching the [[track pad]]. Then again, the controller will be a tight fit for large hands.  &lt;br /&gt;
&lt;br /&gt;
The Knuckles package that the developers receive contains two controllers – one for each hand. While the buttons and sensors are the same in both right-hand and left-hand controllers, the straps won’t fit. Hence, the controller meant for the right-hand won’t fit the left hand, and vice versa. &lt;br /&gt;
&lt;br /&gt;
==Buttons and Sensors==&lt;br /&gt;
[[File:valve-knuckles-touch-diagram-01.jpg|250px|right]]&lt;br /&gt;
In many respects, Knuckles resemble the [[HTC Vive controller]]. The thumb rests on the track pad; surrounding it there are three more buttons that help read the thumb – the system, inner face, and outer face buttons. On the opposite side of the track pad, the index finger rests on the trigger button. To read the middle, ring, and the little finger, Knuckles has three sensors in the grip area. &lt;br /&gt;
&lt;br /&gt;
==LED Indicator==&lt;br /&gt;
The LED light on each controller indicates its status. No light means the controller is powered down. The controller is on but not connected if the [[LED]] is solid blue. A solid white light indicates the controller is connected via [[USB]] or wireless connection. Flashing blue light means the controller is being paired with another device. Lastly, flashing red light means Knuckles is being updated.  &lt;br /&gt;
&lt;br /&gt;
==How to Calibrate Finger Tracking on the Knuckles Controller?==&lt;br /&gt;
[[File:valve-knuckles-recalibrate-gif-01.gif|250px|right]]&lt;br /&gt;
To calibrate most other controllers, users would have to remove the headset and change the settings through the personal computer. The Knuckles controllers have hassle-free calibration. To calibrate the software, first put on the controller, hold the device and pull the locking cord to tighten the grip, and position each finger where it needs to be – on the respective sensors. Now, release the fingers and keep it open for a second. The device will automatically calibrate itself. To track fingers, the device usually chooses the median result of the previous three calibrations. &lt;br /&gt;
&lt;br /&gt;
==Compatibility with Hardware and Software==&lt;br /&gt;
The Valve Knuckles uses the same base station for tracking as [[HTC Vive]]. Hence, as its extension, the controller is compatible with all versions and hardware of the Vive headset. The same goes for software as well. The Valve Knuckles Controllers are compatible with the pre-developed software. The makers are also planning to include buttons and features, in the hardware, that emulate the wand controllers.   &lt;br /&gt;
&lt;br /&gt;
==Battery==&lt;br /&gt;
The Knuckles Controller is powered by a rechargeable battery. It takes about an hour to fully charge and that’s enough to run the controller for 3 hours. A USB micro-B connector is used to charge the battery. &lt;br /&gt;
&lt;br /&gt;
==Pairing Knuckles with SteamVR==&lt;br /&gt;
Currently, the Knuckles Controllers are only made available to a few developers chosen by Valve. If you have a pair of Knuckles Controllers, here is how you can pair them with SteamVR headset. To pair both devices properly choose the [[SteamVR Beta branch]]. Well, to opt for Beta, run the Steam client, and enter the Library, then into the Tools section. Right-click the SteamVR option present under the Tools section. Enter Properties, and choose the Beta option from the Beta tab drop-down list. Now, to pair the devices, bring up the Devices menu in the SteamVR headset and use the Pair Controller setup to link both of them. &lt;br /&gt;
&lt;br /&gt;
==When Will the General Population Get to Use the Knuckles Controllers?==&lt;br /&gt;
Sadly, the Knuckles controllers are not available for the general population. Only developers specially selected by Valve receive the controllers. The makers have created a Steam Community Knuckles Group and the Developer Kits have been dispatched. Valve is still working on the product to perfect its design.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.vrheads.com/valve-knuckles-controllers&lt;br /&gt;
&lt;br /&gt;
2. https://steamcommunity.com/sharedfiles/filedetails/?id=943406651&lt;br /&gt;
&lt;br /&gt;
3. http://www.gamesindustry.biz/articles/2017-06-23-valves-steamvr-knuckles-controller-tracks-all-five-fingers&lt;br /&gt;
&lt;br /&gt;
4. http://www.techradar.com/news/fingers-crossed-that-valves-new-knuckles-vr-controller-is-as-good-as-it-looks&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HP_Windows_Mixed_Reality_Headset&amp;diff=24809</id>
		<title>HP Windows Mixed Reality Headset</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HP_Windows_Mixed_Reality_Headset&amp;diff=24809"/>
		<updated>2017-11-23T20:29:19Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:hpwmrh1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Mixed Reality]]&lt;br /&gt;
|Type=Head-mounted Display&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=HP&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=Windows 10 – Creators Update (Developer Mode enabled)&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=Intel Core i7, AMD Ryzen 7 1700 (6 Core, 12 threads)&lt;br /&gt;
|GPU=NVIDIA GTX 965Ml AMD Radeon RX 480M (2GB) equivalent or greater DX12 and WDDM 2.2 capable GPU (Laptop); NVIDIA® GTX 980/1060 AMD Radeon RX 480 (2GB) equivalent or greater DX12 and WDDM 2.2 capable GPU (Desktop)&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=16GB or greater (Both LAPTOP PC, DESKTOP PC)&lt;br /&gt;
|Storage=10 GB additional free space (Both LAPTOP PC, DESKTOP PC)&lt;br /&gt;
|Display=2.89&amp;quot; diagonal (x2)&lt;br /&gt;
|Resolution=1440x1440 per eye (2880x1440 combined)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=90Hz when paired to HDMI 2.0 port / 60Hz when paired to HDMI 1.4 port&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=95 degrees horizontal (Fresnel-Aspherical)&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=6 degrees of freedom plus inside-out tracking&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=3.5mm combo audio jack&lt;br /&gt;
|Camera=2 front-facing cameras&lt;br /&gt;
|Sensors=Accelerometer, gyroscope, and proximity sensor&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=HDMI, USB&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=834 grams&lt;br /&gt;
|Size=338.84 mm (W) x 176.02 mm (L) x 127.76 mm (H)&lt;br /&gt;
|Cable Length=4.0 meter (Long) / 0.6 meters (short)&lt;br /&gt;
|Release Date=October 17, 2017&lt;br /&gt;
|Price=$329 standlone, $449 with controllers&lt;br /&gt;
|Website=http://store.hp.com/us/en/cv/mixed-reality-headset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In October last year, Microsoft announced that it has partnered with tech giants like Acer, HP, Asus, Dell, and Lenovo, to create virtual reality headsets. The developer version of the HP Windows Mixed Reality Headset is ready, and developers can pre-order from the Microsoft Store. &lt;br /&gt;
&lt;br /&gt;
==Introducing the HP Windows MR Headset==&lt;br /&gt;
&lt;br /&gt;
The HP Windows Mixed Reality Headset isn’t the only hybrid reality headset that is soon to be released. Many other tech companies such as [[Acer]], [[Lenovo]], [[Dell]], and [[Asus]] are also working along similar lines. Interestingly, there are many similarities between the three gadgets. That’s because, all three [[mixed reality headsets]] are being built using the same [[virtual reality]] and [[mixed reality software]], with the same technical specifications, and based on the same reference design given by [[Microsoft]].   &lt;br /&gt;
&lt;br /&gt;
The HP Windows Mixed Reality Headset is available for pre-order, but only for developers. Microsoft also provides the necessary tools for developers to create apps and games for the headset. The developer edition of the HP Windows MR Headset is available for $329.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
The HP Windows Mixed Reality Headset uses the double-padded headband design, instead of the three-way strap design, that most people are familiar. The headset is designed to ensure convenience and comfort. The headband design, foam pad on the segment that rests on the forehead, easy adjustment knob, and the hinge mechanism to hold the display component, offer the best immersive experience without straining the neck or head. The headset can be worn for many hours without pain or stress on the muscles. &lt;br /&gt;
&lt;br /&gt;
The mixed reality headset comes with two 1440 x 1440 high-resolution displays. The biggest benefit of using the high-resolution display is that the risk of experiencing the [[screen door effect]] is quite minimal.    &lt;br /&gt;
&lt;br /&gt;
The HP Windows MR Headset costs slightly more than the Acer model. That’s because HP has made a few changes of its own to the standard design. The HP headband features a knob to adjust the grip of the headset. Furthermore, the HP [[Windows]] design offers increased nose space and head strap padding. &lt;br /&gt;
&lt;br /&gt;
The [[HTC Vive]] and [[Oculus Rift]] – two of the best [[HMD headsets]] – use external sensors to capture the surrounding. On the other hand, the HP Windows MR Headset comes fitted with front-facing cameras. These embedded, room-sensing, cameras offer 6 [[degrees of freedom]]. Now, the users can move left, right, up, down, forward and back. HP Window offers truly immersive mixed reality experience using both positional and rotational (orientation) tracking.&lt;br /&gt;
&lt;br /&gt;
==Apps and Games==&lt;br /&gt;
&lt;br /&gt;
Many interesting concepts have seen premature deaths because there was not enough encouragement and incentive for their adoption. To encourage rapid adoption of this relatively new technology, the makers are planning to introduce numerous Windows Mixed Realty games and apps that can run on a wide range of HMD headsets and [[personal computers (PC)]].&lt;br /&gt;
&lt;br /&gt;
==Input Options==&lt;br /&gt;
&lt;br /&gt;
The HP Windows Mixed Reality Headset comes with a wide range of input options such as keyboards, mice, gamepads, and gaze, gestures, motion, and voice controller input options. The [[positional tracking]] and [[rotational tracking]] features built-in the headset and motion controllers offer the users the freedom to give form to their imagination. Users can create the content they envision; the only limitation is the user’s imagination.&lt;br /&gt;
&lt;br /&gt;
==Development Kit==&lt;br /&gt;
&lt;br /&gt;
Microsoft’s [[Universal Windows Platform]] is a boon to the developers. Developing new apps and games has never been easier and simpler. With the necessary skill set and a single set of APIs that Microsoft offers, developers can create amazing apps and games in no time. To join the community of developers, access the developer tools, check the system recommendation, and read the documentation, developers can visit the [[Windows Dev Center]]. &lt;br /&gt;
&lt;br /&gt;
==Release Date and Cost==&lt;br /&gt;
&lt;br /&gt;
HP Windows Mixed Reality Headset is set for release in August 2017. For now, the mixed reality headset is meant only for developers. The consumer version isn’t far behind. Microsoft plans to roll out the consumer versions of the MR headset before the holiday season. The developer version of the HP Windows Mixed Reality Headset is priced at $329. It’s posted on the Microsoft website that the personal computer (PC) specifications for the headset given on the website might vary.  &lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Display || 2 x High-resolution liquid crystal display (1440 x 1440)&lt;br /&gt;
|-&lt;br /&gt;
| Display Size || 2 x 2.89-inch diagonal display&lt;br /&gt;
|-&lt;br /&gt;
| Headset Design || Headband with front hinged display&lt;br /&gt;
|-&lt;br /&gt;
| Field of View (FOV) || 95 degrees FOV&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate || Up to 90Hz&lt;br /&gt;
|-&lt;br /&gt;
| Audio (Output) || Built-in audio out feature&lt;br /&gt;
|-&lt;br /&gt;
| Audio (Input) || 3.5mm jack mic input&lt;br /&gt;
|-&lt;br /&gt;
| Connectivity || USB 3.0 for data connectivity and HDMI 2.0 for display connectivity&lt;br /&gt;
|-&lt;br /&gt;
| Cable Type || 4.00m/0.60m cable (removable)&lt;br /&gt;
|-&lt;br /&gt;
| Tracking Technology || [[Inside-out tracking]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended System Requirements (for developers)==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 10 – Creator Update (Developer Mode enabled)&lt;br /&gt;
*&#039;&#039;&#039;Processor&#039;&#039;&#039;: Desktop: Intel Core i7 (6+ Core) or AMD Ryzen 7 1700 (8 Core, 16 threads) | Laptop: Intel Core i7 OR AMD Ryzen 7 1700 (6 Core, 12 threads)&lt;br /&gt;
*&#039;&#039;&#039;Graphic GPU&#039;&#039;&#039;: Desktop: NVIDIA GTX 980/1060, AMD Radeon RX 480 (2GB) equivalent or greater, DX12 and WDDM 2.2 capable GPU | Laptop: NVIDIA GTX 965Ml, AMD Radeon RX 480M (2GB) equivalent or greater, DX12 and WDDM 2.2 capable GPU&lt;br /&gt;
*&#039;&#039;&#039;Graphic Drivers&#039;&#039;&#039;: Windows Display Driver Model (WDDM) 2.2&lt;br /&gt;
*&#039;&#039;&#039;Thermal Design Power&#039;&#039;&#039;: 15W or greater&lt;br /&gt;
*&#039;&#039;&#039;HMD Connectors&#039;&#039;&#039;: HDMI 1.4 or Display Port 1.2 for 60 Hz HMDs | HDMI 2.0 or Display Port 1.2 for 90 Hz HMDs | 1x available graphics display port for HMD&lt;br /&gt;
*&#039;&#039;&#039;Resolution&#039;&#039;&#039;: SVGA (800 x 600)&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 16 GB or greater&lt;br /&gt;
*&#039;&#039;&#039;Bit Depth&#039;&#039;&#039;: 32 bits of color/pixel&lt;br /&gt;
*&#039;&#039;&#039;Storage&#039;&#039;&#039;: More than 10 GB of additional free space&lt;br /&gt;
*&#039;&#039;&#039;Connectivity&#039;&#039;&#039;: USB: 1 x USB port for HMD | USB 3.0 (Type A) | min. 900mA USB power supply; Bluetooth 4.0 or greater for connecting accessories&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.microsoft.com/en-us/store/d/hp-windows-mixed-reality-headset-developer-edition/91thzqtvgspf&lt;br /&gt;
&lt;br /&gt;
2. https://www.cnet.com/products/hp-windows-mixed-reality-headset/preview/&lt;br /&gt;
&lt;br /&gt;
3. http://store.hp.com/us/en/cv/mixed-reality-headset&lt;br /&gt;
&lt;br /&gt;
4. https://www.neowin.net/news/windows-mixed-reality-headsets-from-acer-and-hp-get-companion-apps-in-the-windows-store&lt;br /&gt;
&lt;br /&gt;
5. https://www.roadtovr.com/acer-and-hp-windows-holographic-mixed-reality-vr-dev-kits-now-available-for-purchase-starting-at-300/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=HP_Windows_Mixed_Reality_Headset&amp;diff=24808</id>
		<title>HP Windows Mixed Reality Headset</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=HP_Windows_Mixed_Reality_Headset&amp;diff=24808"/>
		<updated>2017-11-23T20:06:44Z</updated>

		<summary type="html">&lt;p&gt;Deephak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:hpwmrh1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Mixed Reality]]&lt;br /&gt;
|Type=Head-mounted Display&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=HP&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=Windows 10 – Creators Update (Developer Mode enabled)&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=Intel Core i7, AMD Ryzen 7 1700 (6 Core, 12 threads)&lt;br /&gt;
|GPU=NVIDIA GTX 965Ml AMD Radeon RX 480M (2GB) equivalent or greater DX12 and WDDM 2.2 capable GPU (Laptop); NVIDIA® GTX 980/1060 AMD Radeon RX 480 (2GB) equivalent or greater DX12 and WDDM 2.2 capable GPU (Desktop)&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=16GB or greater (Both LAPTOP PC, DESKTOP PC)&lt;br /&gt;
|Storage=10 GB additional free space (Both LAPTOP PC, DESKTOP PC)&lt;br /&gt;
|Display=2.89&amp;quot; diagonal (x2)&lt;br /&gt;
|Resolution=1440x1440 per eye (2880x1440 combined)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=90Hz when paired to HDMI 2.0 port / 60Hz when paired to HDMI 1.4 port&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=95 degrees horizontal (Fresnel-Aspherical)&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=6 degrees of freedom plus inside-out tracking&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=3.5mm combo audio jack&lt;br /&gt;
|Camera=2 front-facing cameras&lt;br /&gt;
|Sensors=Accelerometer, gyroscope, and proximity sensor&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=HDMI, USB&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=834 grams&lt;br /&gt;
|Size=338.84 mm (W) x 176.02 mm (L) x 127.76 mm (H)&lt;br /&gt;
|Cable Length=4.0 meter (Long) / 0.6 meters (short)&lt;br /&gt;
|Release Date=October 17, 2017&lt;br /&gt;
|Price=$329 standlone, $449 with controllers&lt;br /&gt;
|Website=http://store.hp.com/us/en/cv/mixed-reality-headset&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
In October last year, Microsoft announced that it has partnered with tech giants like Acer, HP, Asus, Dell, and Lenovo, to create virtual reality headsets. The developer version of the HP Windows Mixed Reality Headset is ready, and developers can pre-order from the Microsoft Store. &lt;br /&gt;
&lt;br /&gt;
==Introducing the HP Windows MR Headset==&lt;br /&gt;
&lt;br /&gt;
The HP Windows Mixed Reality Headset isn’t the only hybrid reality headset that is soon to be released. Many other tech companies such as Acer, Lenovo, Dell, and Asus are also working along similar lines. Interestingly, there are many similarities between the three gadgets. That’s because, all three mixed reality headsets are being built using the same virtual reality and mixed reality software, with the same technical specifications, and based on the same reference design given by Microsoft.   &lt;br /&gt;
&lt;br /&gt;
The HP Windows Mixed Reality Headset is available for pre-order, but only for developers. Microsoft also provides the necessary tools for developers to create apps and games for the headset. The developer edition of the HP Windows MR Headset is available for $329.&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
&lt;br /&gt;
The HP Windows Mixed Reality Headset uses the double-padded headband design, instead of the three-way strap design, that most people are familiar. The headset is designed to ensure convenience and comfort. The headband design, foam pad on the segment that rests on the forehead, easy adjustment knob, and the hinge mechanism to hold the display component, offer the best immersive experience without straining the neck or head. The headset can be worn for many hours without pain or stress on the muscles. &lt;br /&gt;
&lt;br /&gt;
The mixed reality headset comes with two 1440 x 1440 high-resolution displays. The biggest benefit of using the high-resolution display is that the risk of experiencing the screen door effect is quite minimal.    &lt;br /&gt;
&lt;br /&gt;
The HP Windows MR Headset costs slightly more than the Acer model. That’s because HP has made a few changes of its own to the standard design. The HP headband features a knob to adjust the grip of the headset. Furthermore, the HP Windows design offers increased nose space and head strap padding. &lt;br /&gt;
&lt;br /&gt;
The HTC Vive and Oculus Rift – two of the best HMD headsets – use external sensors to capture the surrounding. On the other hand, the HP Windows MR Headset comes fitted with front-facing cameras. These embedded, room-sensing, cameras offer 6 degrees of freedom. Now, the users can move left, right, up, down, forward and back. HP Window offers truly immersive mixed reality experience using both positional and rotational (orientation) tracking.&lt;br /&gt;
&lt;br /&gt;
==Apps and Games==&lt;br /&gt;
&lt;br /&gt;
Many interesting concepts have seen premature deaths because there was not enough encouragement and incentive for their adoption. To encourage rapid adoption of this relatively new technology, the makers are planning to introduce numerous Windows Mixed Realty games and apps that can run on a wide range of HMD headsets and personal computers (PC).&lt;br /&gt;
&lt;br /&gt;
==Input Options==&lt;br /&gt;
&lt;br /&gt;
The HP Windows Mixed Reality Headset comes with a wide range of input options such as keyboards, mice, gamepads, and gaze, gestures, motion, and voice controller input options. The positional and rotational tracking features built-in the headset and motion controllers offer the users the freedom to give form to their imagination. Users can create the content they envision; the only limitation is the user’s imagination.&lt;br /&gt;
&lt;br /&gt;
==Development Kit==&lt;br /&gt;
&lt;br /&gt;
Microsoft’s Universal Windows Platform is a boon to the developers. Developing new apps and games has never been easier and simpler. With the necessary skill set and a single set of APIs that Microsoft offers, developers can create amazing apps and games in no time. To join the community of developers, access the developer tools, check the system recommendation, and read the documentation, developers can visit the Windows Dev Center. &lt;br /&gt;
&lt;br /&gt;
==Release Date and Cost==&lt;br /&gt;
&lt;br /&gt;
HP Windows Mixed Reality Headset is set for release in August 2017. For now, the mixed reality headset is meant only for developers. The consumer version isn’t far behind. Microsoft plans to roll out the consumer versions of the MR headset before the holiday season. The developer version of the HP Windows Mixed Reality Headset is priced at $329. It’s posted on the Microsoft website that the personal computer (PC) specifications for the headset given on the website might vary.  &lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Part&lt;br /&gt;
!Spec&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Display || 2 x High-resolution liquid crystal display (1440 x 1440)&lt;br /&gt;
|-&lt;br /&gt;
| Display Size || 2 x 2.89-inch diagonal display&lt;br /&gt;
|-&lt;br /&gt;
| Headset Design || Headband with front hinged display&lt;br /&gt;
|-&lt;br /&gt;
| Field of View (FOV) || 95 degrees FOV&lt;br /&gt;
|-&lt;br /&gt;
| Refresh Rate || Up to 90Hz&lt;br /&gt;
|-&lt;br /&gt;
| Audio (Output) || Built-in audio out feature&lt;br /&gt;
|-&lt;br /&gt;
| Audio (Input) || 3.5mm jack mic input&lt;br /&gt;
|-&lt;br /&gt;
| Connectivity || USB 3.0 for data connectivity and HDMI 2.0 for display connectivity&lt;br /&gt;
|-&lt;br /&gt;
| Cable Type || 4.00m/0.60m cable (removable)&lt;br /&gt;
|-&lt;br /&gt;
| Tracking Technology || Inside-out tracking&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recommended System Requirements (for developers)==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 10 – Creator Update (Developer Mode enabled)&lt;br /&gt;
*&#039;&#039;&#039;Processor&#039;&#039;&#039;: Desktop: Intel Core i7 (6+ Core) or AMD Ryzen 7 1700 (8 Core, 16 threads) | Laptop: Intel Core i7 OR AMD Ryzen 7 1700 (6 Core, 12 threads)&lt;br /&gt;
*&#039;&#039;&#039;Graphic GPU&#039;&#039;&#039;: Desktop: NVIDIA GTX 980/1060, AMD Radeon RX 480 (2GB) equivalent or greater, DX12 and WDDM 2.2 capable GPU | Laptop: NVIDIA GTX 965Ml, AMD Radeon RX 480M (2GB) equivalent or greater, DX12 and WDDM 2.2 capable GPU&lt;br /&gt;
*&#039;&#039;&#039;Graphic Drivers&#039;&#039;&#039;: Windows Display Driver Model (WDDM) 2.2&lt;br /&gt;
*&#039;&#039;&#039;Thermal Design Power&#039;&#039;&#039;: 15W or greater&lt;br /&gt;
*&#039;&#039;&#039;HMD Connectors&#039;&#039;&#039;: HDMI 1.4 or Display Port 1.2 for 60 Hz HMDs | HDMI 2.0 or Display Port 1.2 for 90 Hz HMDs | 1x available graphics display port for HMD&lt;br /&gt;
*&#039;&#039;&#039;Resolution&#039;&#039;&#039;: SVGA (800 x 600)&lt;br /&gt;
*&#039;&#039;&#039;RAM&#039;&#039;&#039;: 16 GB or greater&lt;br /&gt;
*&#039;&#039;&#039;Bit Depth&#039;&#039;&#039;: 32 bits of color/pixel&lt;br /&gt;
*&#039;&#039;&#039;Storage&#039;&#039;&#039;: More than 10 GB of additional free space&lt;br /&gt;
*&#039;&#039;&#039;Connectivity&#039;&#039;&#039;: USB: 1 x USB port for HMD | USB 3.0 (Type A) | min. 900mA USB power supply; Bluetooth 4.0 or greater for connecting accessories&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
1. https://www.microsoft.com/en-us/store/d/hp-windows-mixed-reality-headset-developer-edition/91thzqtvgspf&lt;br /&gt;
&lt;br /&gt;
2. https://www.cnet.com/products/hp-windows-mixed-reality-headset/preview/&lt;br /&gt;
&lt;br /&gt;
3. http://store.hp.com/us/en/cv/mixed-reality-headset&lt;br /&gt;
&lt;br /&gt;
4. https://www.neowin.net/news/windows-mixed-reality-headsets-from-acer-and-hp-get-companion-apps-in-the-windows-store&lt;br /&gt;
&lt;br /&gt;
5. https://www.roadtovr.com/acer-and-hp-windows-holographic-mixed-reality-vr-dev-kits-now-available-for-purchase-starting-at-300/&lt;/div&gt;</summary>
		<author><name>Deephak</name></author>
	</entry>
</feed>