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	<updated>2026-04-16T02:48:39Z</updated>
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	<entry>
		<id>https://vrarwiki.com/index.php?title=How_to_Become_a_VR_Artist&amp;diff=19216</id>
		<title>How to Become a VR Artist</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=How_to_Become_a_VR_Artist&amp;diff=19216"/>
		<updated>2017-01-11T15:54:21Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Virtual reality is opening new ways how artists can express their vision without having to spend long hours fighting confusing desktop applications or learning the basic princ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Virtual reality is opening new ways how artists can express their vision without having to spend long hours fighting confusing desktop applications or learning the basic principles of composition and perspective. This guide takes a close look at several popular design applications for VR, exposing their main features, advantages and disadvantages, and where they could possibly improve in the future. &lt;br /&gt;
== Tilt Brush ==&lt;br /&gt;
First released on  April 5, 2016, and currently developed and published by Google, [https://www.tiltbrush.com/ Tilt Brush] is likely the most well-known room-scale 3D painting virtual reality application on the market today. Tilt Brush is available on [http://store.steampowered.com/app/327140/ Steam] for the HTC Vive, and the application is designed to be accessible to everyone. &lt;br /&gt;
&lt;br /&gt;
It immerses users in a dark environment with a clearly visible floor, which helps with the perception of scale. To prevent confusion, this virtual world cannot be vertically rotated. This limitation is offset the ability to instantly teleport to any location. By jumping to various locations, artists can see their creations from multiple perspectives without losing their preferred scale or rotation.&lt;br /&gt;
&lt;br /&gt;
Tilt Brush include several tools for drawing on a two-dimensional plane, such as 3D rules, the ability to snap straight lines to a 90- or a 45-degree angle, and a handy symmetry tool for easy character and world creation. Thanks to the sizable collection of 36 effect brushes, it&#039;s very easy to add particle or effects to the scene. &lt;br /&gt;
&lt;br /&gt;
Because Tilt Brush is designed with casual users in mind, it doesn&#039;t support multiple layers, so everything you create is located on the same layer, and you cannot easily go back and delete individual strokes. &lt;br /&gt;
&lt;br /&gt;
== Quill ==&lt;br /&gt;
Created by Story Studio for the Oculus Rift, [https://www.oculus.com/experiences/rift/1118609381580656/ Quill] is a VR illustration tool built to empower artists and creators, whether to create final art or as a concept creation aid. &amp;lt;ref&amp;gt;https://www.oculus.com/experiences/rift/1118609381580656/&amp;lt;/ref&amp;gt; Unlike Tilt Brush, Quill&#039;s target audience are professionals in the entertainment industry.&lt;br /&gt;
&lt;br /&gt;
As such, it comes with many powerful features that make painting in virtual reality much easier. The most important feature is the ability to paint in virtual reality on an infinitely scalable canvas. Artists can effortlessly create huge megastructures and then zoom in and focus on tiny details. When leveraged to its full potential, it allows artists such as Goro Fujita to add an insane amount of detail on every level, as illustrated in his recent creation titled &amp;quot;[[Worlds in Worldshttps://www.youtube.com/watch?v=EzsG1uqfDTQ|Worlds in Worlds]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Quill&#039;s layer system is very similar to that found in Photoshop, a popular raster graphics editor developed and published by Adobe Systems. What&#039;s more, Quill can import photos while retaining their alpha channel and thus preserving transparency. &lt;br /&gt;
&lt;br /&gt;
== Oculus Medium ==&lt;br /&gt;
&lt;br /&gt;
[https://www.oculus.com/experiences/rift/1336762299669605/ Oculus Medium] is an immersive VR experience that lets you sculpt, model, paint, and create tangible objects in a VR environment.&amp;lt;ref&amp;gt;https://www.oculus.com/medium/&amp;lt;/ref&amp;gt; This approach is very different from Tilt Brush and Quill and much more similar to traditional sculpting applications which professionals are used to, like Pixologic’s Zbrush and Autodesk’s Mudbox. &lt;br /&gt;
&lt;br /&gt;
Sculpting in Oculus Medium is done with a sizable collection of [https://www.youtube.com/watch?v=RHvUjrPLnZc sculpting tools] and Touch controllers, which enable authentic hand gestures and movement for a natural, tactile experience. The sculpture can then be painted on in 2D, allowing artists to to achieve an unprecedented level of color realism.&lt;br /&gt;
&lt;br /&gt;
Medium supports up to 20 layers and as high polygon density as your GPU can process. The extensive support for layers is especially useful in conjunction with the ability to customize materials. Currently, artists have the option to choose a default, metal, and emissive material then customize sliders that affect the material’s reflectivity, diffuse color, and more.&lt;br /&gt;
&lt;br /&gt;
== Gravity Sketch ==&lt;br /&gt;
Compatible with the HTC Vive and the Oculus Rift, [http://store.steampowered.com/app/551370/ Gravity Sketch] is an intuitive 3D creation tool that empowers users to create amazing 3D models, scenes, and artwork in a fun and intuitive way.&amp;lt;ref&amp;gt;http://store.steampowered.com/app/551370/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Whereas all previous apps are developed by relatively large companies, Gravity Sketch is an independent company that focuses on innovation. With Gravity Sketch, it&#039;s very easy to create complex patterns. The application allows artists to draw a single stroke, and then have that stroke be instantly replicated 1-9 times in a circle. This can be used to create interesting fractal patterns or highly detailed symmetrical buildings. &lt;br /&gt;
&lt;br /&gt;
Gravity Sketch doesn&#039;t have a traditional undo button. Instead, users spin a dial to go back in time. As such, the undo feature in Gravity Sketch is also useful for quick comparisons with previous versions. &lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Meta_2&amp;diff=19086</id>
		<title>Meta 2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Meta_2&amp;diff=19086"/>
		<updated>2017-01-02T15:08:22Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|VR/AR= Virtual Reality&lt;br /&gt;
|Type= Head-mounted display&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform= Windows and MacOS X&lt;br /&gt;
|Creator= Meta Company&lt;br /&gt;
|Developer= Meta&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions= Meta VR 2&lt;br /&gt;
|Requires= PC&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU= Intel Core i7 (desktop CPU)&lt;br /&gt;
|GPU= NVIDIA GTX 960 / AMD R9 280&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory= 8GB RAM&lt;br /&gt;
|Storage= 10GB&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution= 2560 x 1440&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate= 60 Hz&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View= 90-degree 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= Four speaker near-ear audio system&lt;br /&gt;
|Camera= 720p front-facing camera&lt;br /&gt;
|Sensors= Sensor array for hand interactions and positional tracking&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power= Tethered &lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price= $949.00&lt;br /&gt;
|Website= https://www.metavision.com&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
&#039;&#039;&#039;The Meta 2 Development Kit&#039;&#039;&#039; wants to capture the imagination of content creators, artists, and makers who want to change the world.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt; According to the [https://www.metavision.com/ official website], &amp;quot;the Meta 2 Development Kit offers the widest field of view, the most intuitive access to digital information and direct hand interaction with holograms.&amp;quot; The kit is currently available as a [https://buy.metavision.com/products/meta2 pre-order for $949.00], supporting Unity, the most popular 3D engine in the world. &lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
The headset uses a unique neuroscience-driven interface  to access, manipulate and share digital information easily and naturally. The company call this The Neural Path of Least Resistance. and they see it as a new zero-learning-curve approach to computing.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Meta 2 sensor array makes positional tracking possible to see, grab and move holograms just like physical objects. You can also track objects, such as a pen or paint brush. Meta 2 provides a new kind of operating environment where you can arrange your holographic apps and objects. You can lay out your workspace and things stay exactly where you put them. You and a friend or colleague can even interact with the holograms simultaneously,&amp;quot; states the company on their official website.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The technology has still a long way to go before it can hit the mass market, however. &amp;quot;The sensors and tracking were shaky and didn&#039;t capture my hand movements completely. Still, demos of reaching out to pull a shoe from an Amazon webpage to see it in 3D right in front of me or moving videos around the room were impressive,&amp;quot; [https://www.wareable.com/ar/meta-2-review writes Lily Prasuethsut] for Wareable.com &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
Unveiled at TEDx 2016 by Meta CEO Meron Gribetz, the Meta 2 VR headset features a full 90-degree field of view and 2560 x 1440 high-dpi display.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt; The see-through headset makes everything below the eyebrow-level transparent. allowing users to make eye contact with others. The headset itself is lightweight and designed to be as comfortable as possible.&amp;lt;ref&amp;gt;http://www.digitaltrends.com/virtual-reality/meta-2-ar-dev-kit/&amp;lt;/ref&amp;gt; Several tech reporters have commented on how well Meta 2 accomodates for people who wear glasses.&amp;lt;ref&amp;gt;https://www.wareable.com/ar/meta-2-review&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated by Road to VR,  Meta 2 is a tethered device which requires the horsepower of a computer to display everything it can.&amp;lt;ref&amp;gt;http://www.roadtovr.com/meta-2-development-kit-hands-on-could-do-for-augmented-reality-what-oculus-rift-dk1-did-for-virtual-reality/&amp;lt;/ref&amp;gt; This could prove to be a huge obsticle to success for the company as other VR leader are pushing for untethered solutions. This version of the Meta is tethered to a computer via a 9-foot cable, either HDMI 1.4b or DisplayPort. Eventually the headset will be a standalone device, but like competitors, the technology isn’t quite there at an affordable price.&amp;lt;ref&amp;gt;http://www.digitaltrends.com/virtual-reality/meta-2-ar-dev-kit/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There’s also a 720p webcam on the front, allowing users to interact in augmented reality space with familiar control methods like a keyboard, or a Web browser. &lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&#039;&#039;&#039;Meta 2 Tech Specs&#039;&#039;&#039;&lt;br /&gt;
* 2550x1440 resolution (60 Hz refresh rate)&lt;br /&gt;
* Large field of view (90°)&lt;br /&gt;
* Four speaker near-ear audio system&lt;br /&gt;
* Nine-foot HDMI cable for video, data &amp;amp; power&lt;br /&gt;
* 720p front-facing camera&lt;br /&gt;
* Sensor array for hand interactions and positional tracking&lt;br /&gt;
* Meta operating environment&lt;br /&gt;
&#039;&#039;&#039;Recommended PC Requirements&#039;&#039;&#039;&lt;br /&gt;
* Graphics: NVIDIA GTX 960 / AMD R9 280&lt;br /&gt;
* CPU: Intel Core i7 (desktop CPU)&lt;br /&gt;
* Memory: 8GB RAM&lt;br /&gt;
* Game Engine: 64-bit Unity 5.3x&lt;br /&gt;
* Storage: 10GB&lt;br /&gt;
* Video: HDMI 1.4b&lt;br /&gt;
* Sound Card: Intel HD-compatible sound card&lt;br /&gt;
* USB Ports: USB 3.0&lt;br /&gt;
* OS: Windows 8.1 64-bit or newer&lt;br /&gt;
==Software==&lt;br /&gt;
The Meta 2 development kit includes SDK to build and share tools.&amp;lt;ref&amp;gt;https://buy.metavision.com/products/meta2&amp;lt;/ref&amp;gt; Apps built on the Meta 2 Development Kit will be in Unity 3D version 5 or higher. &amp;lt;ref&amp;gt;https://www.metavision.com/faq#meta2-tech-questions&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Apps==&lt;br /&gt;
Customers can go do the Dev Center and scroll to the bottom of the page, where they will see all apps for Meta products available for download.&amp;lt;ref&amp;gt;https://www.metavision.com/faq#meta-apps-questions&amp;lt;/ref&amp;gt;&lt;br /&gt;
With Meta 2, users can run Windows applications. Mac support is planned for later this year, along with a steady stream of native holographic Meta apps in the months ahead.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Developer==&lt;br /&gt;
Developers can use the freely available SDK to build and share tools. The included Meta 2 SDK is built on top of the most popular 3D engine in the world. Unity® enables you to create holographic apps quickly and easily with Unity and C#. The SDK includes SLAM, hands interaction tracking, occlusion, collaboration, neurointerface design guidelines, example code, apps, documentation, and support. Join the largest community of AR developers in the world.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Accessories==&lt;br /&gt;
The Meta 2 development kit is designed to create holographic apps, tools, and experiences. Its open nature makes it possible to integrate with a wide range of accessories. &lt;br /&gt;
==Background==&lt;br /&gt;
Meta is a Silicon Valley company known for making augmented reality products. The company was founded in 2013 by Meron Gribetz, who was at the time studying neuroscience and computer science at Columbia University under tutelage of Steven Feiner.&amp;lt;ref&amp;gt;http://www.cnet.com/news/metas-spaceglasses-promise-mobile-augmented-reality/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
* On May 17, 2013, Meta launched a crowdfunded Kickstarter campaign.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/551975293/meta-the-most-advanced-augmented-reality-interface&amp;lt;/ref&amp;gt;&lt;br /&gt;
* In the Fall of 2013, Feiner joined as Lead Advisor.&amp;lt;ref&amp;gt;http://www.usatoday.com/story/tech/2013/07/29/change-agents-meron-gribetz-meta-3d-glasses/2579315/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* In 2014, Meta won best heads-up display award for the Meta Pro at the Consumer Electronics Show.&amp;lt;ref&amp;gt;http://www.forbes.com/pictures/fdef45mdfe/meron-gribetz-28-2/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* In January 2015, Meta announced a $23 million Series A round.&amp;lt;ref&amp;gt;http://blogs.wsj.com/venturecapital/2015/01/28/augmented-reality-headset-maker-meta-secures-23-million/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* On February 17, 2016, Meta unveiled their second-generation product at TED.&amp;lt;ref&amp;gt;http://uploadvr.com/meta-2-ar-glasses-ted/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* On June 13, 2016, Meta announced they had raised another $50M in venture funding.&amp;lt;ref&amp;gt;https://techcrunch.com/2016/06/13/meta-raises-another-50m-as-it-gears-up-for-the-next-version-of-its-ar-headset-and-china/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Augmented Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Meta_2&amp;diff=19079</id>
		<title>Meta 2</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Meta_2&amp;diff=19079"/>
		<updated>2016-12-31T21:10:35Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;The Meta 2 development kit&amp;#039;&amp;#039;&amp;#039; wants to capture the imagination of content creators, artists, and makers who want to change the world.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Meta 2 development kit&#039;&#039;&#039; wants to capture the imagination of content creators, artists, and makers who want to change the world.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt; According to the [https://www.metavision.com/ official website], &amp;quot;the Meta 2 Development Kit offers the widest field of view, the most intuitive access to digital information and direct hand interaction with holograms.&amp;quot; The kit is currently available as a [https://buy.metavision.com/products/meta2 pre-order for $949.00], supporting Unity, the most popular 3D engine in the world. &lt;br /&gt;
==Hardware==&lt;br /&gt;
Unveiled at TEDx 2016 by Meta CEO Meron Gribetz, the Meta 2 VR headset features a full 90-degree field of view and 2560 x 1440 high-dpi display.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt; The see-through headset makes everything below the eyebrow-level transparent. allowing users to make eye contact with others. &lt;br /&gt;
&lt;br /&gt;
The headset uses a unique neuroscience-driven interface  to access, manipulate and share digital information easily and naturally. The company call this The Neural Path of Least Resistance. and they see it as a new zero-learning-curve approach to computing.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Meta 2 sensor array makes positional tracking possible to see, grab and move holograms just like physical objects. You can also track objects, such as a pen or paint brush. Meta 2 provides a new kind of operating environment where you can arrange your holographic apps and objects. You can lay out your workspace and things stay exactly where you put them. You and a friend or colleague can even interact with the holograms simultaneously,&amp;quot; states the company on their official website.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As stated by Road to VR,  Meta 2 is a tethered device which requires the horsepower of a computer to display everything it can.&amp;lt;ref&amp;gt;http://www.roadtovr.com/meta-2-development-kit-hands-on-could-do-for-augmented-reality-what-oculus-rift-dk1-did-for-virtual-reality/&amp;lt;/ref&amp;gt; This could prove to be a huge obsticle to success for the company as other VR leader are pushing for untethered solutions. &lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&#039;&#039;&#039;Meta 2 Tech Specs&#039;&#039;&#039;&lt;br /&gt;
* 2550x1440 resolution (60 Hz refresh rate)&lt;br /&gt;
* Large field of view (90°)&lt;br /&gt;
* Four speaker near-ear audio system&lt;br /&gt;
* Nine-foot HDMI cable for video, data &amp;amp; power&lt;br /&gt;
* 720p front-facing camera&lt;br /&gt;
* Sensor array for hand interactions and positional tracking&lt;br /&gt;
* Meta operating environment&lt;br /&gt;
&#039;&#039;&#039;Recommended PC Requirements&#039;&#039;&#039;&lt;br /&gt;
* Graphics: NVIDIA GTX 960 / AMD R9 280&lt;br /&gt;
* CPU: Intel Core i7 (desktop CPU)&lt;br /&gt;
* Memory: 8GB RAM&lt;br /&gt;
* Game Engine: 64-bit Unity 5.3x&lt;br /&gt;
* Storage: 10GB&lt;br /&gt;
* Video: HDMI 1.4b&lt;br /&gt;
* Sound Card: Intel HD-compatible sound card&lt;br /&gt;
* USB Ports: USB 3.0&lt;br /&gt;
* OS: Windows 8.1 64-bit or newer&lt;br /&gt;
==Software==&lt;br /&gt;
The Meta 2 development kit includes SDK to build and share tools.&amp;lt;ref&amp;gt;https://buy.metavision.com/products/meta2&amp;lt;/ref&amp;gt; Apps built on the Meta 2 Development Kit will be in Unity 3D version 5 or higher. &amp;lt;ref&amp;gt;https://www.metavision.com/faq#meta2-tech-questions&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Apps==&lt;br /&gt;
Customers can go do the Dev Center and scroll to the bottom of the page, where they will see all apps for Meta products available for download.&amp;lt;ref&amp;gt;https://www.metavision.com/faq#meta-apps-questions&amp;lt;/ref&amp;gt;&lt;br /&gt;
With Meta 2, users can run Windows applications. Mac support is planned for later this year, along with a steady stream of native holographic Meta apps in the months ahead.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Developer==&lt;br /&gt;
Developers can use the freely available SDK to build and share tools. The included Meta 2 SDK is built on top of the most popular 3D engine in the world. Unity® enables you to create holographic apps quickly and easily with Unity and C#. The SDK includes SLAM, hands interaction tracking, occlusion, collaboration, neurointerface design guidelines, example code, apps, documentation, and support. Join the largest community of AR developers in the world.&amp;lt;ref&amp;gt;https://www.metavision.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Accessories==&lt;br /&gt;
The Meta 2 development kit is designed to create holographic apps, tools, and experiences. Its open nature makes it possible to integrate with a wide range of accessories. &lt;br /&gt;
==Background==&lt;br /&gt;
Meta is a Silicon Valley company known for making augmented reality products. The company was founded in 2013 by Meron Gribetz, who was at the time studying neuroscience and computer science at Columbia University under tutelage of Steven Feiner.&amp;lt;ref&amp;gt;http://www.cnet.com/news/metas-spaceglasses-promise-mobile-augmented-reality/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
* On May 17, 2013, Meta launched a crowdfunded Kickstarter campaign.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/551975293/meta-the-most-advanced-augmented-reality-interface&amp;lt;/ref&amp;gt;&lt;br /&gt;
* In the Fall of 2013, Feiner joined as Lead Advisor.&amp;lt;ref&amp;gt;http://www.usatoday.com/story/tech/2013/07/29/change-agents-meron-gribetz-meta-3d-glasses/2579315/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* In 2014, Meta won best heads-up display award for the Meta Pro at the Consumer Electronics Show.&amp;lt;ref&amp;gt;http://www.forbes.com/pictures/fdef45mdfe/meron-gribetz-28-2/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* In January 2015, Meta announced a $23 million Series A round.&amp;lt;ref&amp;gt;http://blogs.wsj.com/venturecapital/2015/01/28/augmented-reality-headset-maker-meta-secures-23-million/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* On February 17, 2016, Meta unveiled their second-generation product at TED.&amp;lt;ref&amp;gt;http://uploadvr.com/meta-2-ar-glasses-ted/&amp;lt;/ref&amp;gt;&lt;br /&gt;
* On June 13, 2016, Meta announced they had raised another $50M in venture funding.&amp;lt;ref&amp;gt;https://techcrunch.com/2016/06/13/meta-raises-another-50m-as-it-gears-up-for-the-next-version-of-its-ar-headset-and-china/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Oculus_Sensor&amp;diff=18925</id>
		<title>Oculus Sensor</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Oculus_Sensor&amp;diff=18925"/>
		<updated>2016-12-17T10:18:38Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot; At the company’s 2015 pre-E3 show in San Francisco, California, Oculus VR founder and Oculus Rift creator Palmer Luckey introduced&amp;lt;ref&amp;gt;http://www.digitaltrends.com/computin...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
At the company’s 2015 pre-E3 show in San Francisco, California, Oculus VR founder and Oculus Rift creator Palmer Luckey introduced&amp;lt;ref&amp;gt;http://www.digitaltrends.com/computing/oculus-pre-e3-2015/&amp;lt;/ref&amp;gt; a new positional tracking system called Constellation. “We actually have an external sensor that mounts and it can detect the infrared light that is in the headset. We’ve actually got a constellation of infrared, LED light emitters underneath the fabric, and this fabric is actually infrared transparent so it looks black to us, but the infrared light … passes right through,” Luckey explained&amp;lt;ref&amp;gt;http://uploadvr.com/oculus-rift-room-scale/&amp;lt;/ref&amp;gt; the reasoning behind the name.&lt;br /&gt;
&lt;br /&gt;
The introduction of the tracking system was urged by Valve’s reveal of their SteamVR virtual reality system, which includes a laser-based tracking solution called Lighthouse. Just like Lighthouse, “constellation will allow for a bigger room area so you will be able to move around in it. And we have a number of different things that we are going to be talking about as we move forward on this,” said&amp;lt;ref&amp;gt;http://uploadvr.com/oculus-rift-room-scale/&amp;lt;/ref&amp;gt; Oculus CEO Brendan Iribe.&lt;br /&gt;
==Hardware==&lt;br /&gt;
The Constellation sensor was designed&amp;lt;ref&amp;gt;http://uploadvr.com/oculus-rift-room-scale/&amp;lt;/ref&amp;gt; in collaboration with Carbon Design, a design team behind the original Xbox 360 controllers. The shape of the sensor resembles a modern desk lamp consisting of a simple, slim stand that is about ten inches tall and a cylindrical head with an infrared camera inside. &lt;br /&gt;
&lt;br /&gt;
To start using the sensor, a user has to simply place it on their desk and plug it into a computer. During the official announcement&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=zjGw75y2P5k&amp;lt;/ref&amp;gt; of the sensor, the company has stressed that they wanted it to be as unobtrusive and simple to use as possible. &lt;br /&gt;
&lt;br /&gt;
There is a special filter in front of the camera that blocks out everything but infrared light, allowing the camera to track the infrared LED lights built into the Rift precisely. “The visible light filter restricts the light coming into the image sensor to the IR spectrum, meaning the IR LEDs on the headband will shine bright like stars,” states iFixit&amp;lt;ref&amp;gt;https://www.ifixit.com/Teardown/Oculus+Rift+Constellation+Teardown/61128&amp;lt;/ref&amp;gt;. &lt;br /&gt;
==Usage==&lt;br /&gt;
The Constellation system has been designed as an extendable single-camera solution. This gives customers the option to play with various sensor configurations and extend the tracking ability of the system for use with Oculus Touch controllers. &lt;br /&gt;
=== Single Tracking Sensor === &lt;br /&gt;
Each Rift comes with one tracking sensor, which is enough to track the headset itself. Those who also purchase the Touch controllers get another sensor to prevent the issue “that the single sensor could be easily confused and occluded by one or more of the Touch controllers,” explains TechRadar&amp;lt;ref&amp;gt;http://www.techradar.com/reviews/oculus-touch-controller&amp;lt;/ref&amp;gt;. &lt;br /&gt;
=== Multiple Tracking Sensors === &lt;br /&gt;
Touch requires, at least, two sensors to operate correctly. Oculus’s advice is that the sensors should be placed in parallel on your desk and be facing forward. This allows for standing front-facing Touch experiences. Two cameras pointed in opposite directions, on the other hand, allow for standing 360-degree Touch experiences. &amp;quot;Two cameras placed in opposite corners of the room will provide a large play space, but this risks placing them so far away from the headset that they have trouble seeing the markers clearly; this is ‘room-scale’ capable and a full 360° degree experience, but not terribly robust,&amp;quot; explains Oculus&amp;lt;ref&amp;gt;http://www.roadtovr.com/oculus-touch-support-room-scale-360-tracking-extra-cameras-sensor/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
After connecting the controllers to an open USB 3.0 port, users are required to complete a setup process. According to Oculus&amp;lt;ref&amp;gt;http://www.roadtovr.com/oculus-touch-support-room-scale-360-tracking-extra-cameras-sensor/&amp;lt;/ref&amp;gt;, the front-facing two-sensor-setup is expected to be the most popular. The company believes that most home users will see two front-facing cameras as the most practical solution.&lt;br /&gt;
&lt;br /&gt;
For true room-scale VR, Oculus requires a third sensor. Such sensor can be purchased separately for $79. Some tech reviewers have noted&amp;lt;ref&amp;gt;http://www.theverge.com/2016/12/5/13811232/oculus-touch-rift-vr-motion-controller-review&amp;lt;/ref&amp;gt; that the final sensor setup is considerably less elegant than what the company’s competitors use. The third sensor enables Oculus to see you when the user turned around in a space up to an 8×8 feet large. &amp;quot;However, we found that this space limitation is mostly artificial. By spreading that third sensor out farther and moving the two main sensors a bit further apart, we were able to get closer to 9 ft. or 10 ft. tracking in either direction,&amp;quot; commented Upload VR&amp;lt;ref&amp;gt;http://uploadvr.com/vive-vs-oculus-rift-touch-roomscale/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
== Third-Party Developers ==&lt;br /&gt;
Oculus wants to allow third-party peripheral manufacturers to create their own devices that are tracked by the system. Oculus founder Palmer Luckey told Road to VR&amp;lt;ref&amp;gt;http://www.roadtovr.com/oculus-to-open-rift-constellation-positional-tracking-api-to-third-parties/&amp;lt;/ref&amp;gt; that he believes the company’s Touch controller is “making the right set of compromises and tradeoffs to make a pretty universal VR input,” adding, “it’s never going to be better than truly optimized VR input for every game. For example, racing games: it’s always going to be a steering wheel. For a sword fighting game, you’re going to have some type of sword controller. For things that are really about fine-grain finger interactions, it’s probably going to be maybe even some type of glove or computer-vision-based hand tracking solution.”&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Entrim_4D&amp;diff=10487</id>
		<title>Entrim 4D</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Entrim_4D&amp;diff=10487"/>
		<updated>2016-06-27T18:28:39Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;First introduced by Samsung at the SXSW festival in Texas, Entrim 4D headphones give users a sensation of movement by tricking the body with specific electric messages to a ne...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;First introduced by Samsung at the SXSW festival in Texas, Entrim 4D headphones give users a sensation of movement by tricking the body with specific electric messages to a nerve in the ear.&amp;lt;ref&amp;gt;http://www.theverge.com/2016/3/14/11220836/samsung-etrim-4d-headphones-movement-vr-inner-ear&amp;lt;/ref&amp;gt; They fit in with Samsung&#039;s Gear VR headset, making it more competitive with the likes of HTC Vive and Oculus Rift. &lt;br /&gt;
==Features==&lt;br /&gt;
The technology behind Entrim 4D headphones is called Galvanic Vestibular Stimulation or GVS. It works by activating the vestibular apparatus, which, in each ear, includes the utricle, saccule, and three semicircular canals. This apparatus is responsible for processing information about motion, equilibrium, and spatial orientation.&amp;lt;ref&amp;gt;https://www.engadget.com/2016/03/14/samsung-entrim-4d-vr-motion-headphones/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Electrical signals—like the ones used to help restore balance in stroke patients—are delivered via headphones equipped with electrodes that correspond with movement data input by engineers. Users thus feel as if they are a part of the on-screen action, and can also sense direction and speed of movement. And, when paired with the team’s Drone FPV, which utilizes data from the drone’s motion sensors, they can even feel like they are flying. In this regard, Entrim 4D aims to create an unrivaled entertainment experience, removing the need for expensive 4D motion chairs.&amp;lt;ref&amp;gt;https://news.samsung.com/global/samsung-to-unveil-hum-on-waffle-and-entrim-4d-experimental-c-lab-projects-at-sxsw-2016&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Virtual reality shouldn’t be experienced only with the eyes,” says Steve Jung, Creative Leader of the project. “With Entrim 4D, we hope that people can experience VR the way it was meant to be—with their whole bodies.”&amp;lt;ref&amp;gt;https://news.samsung.com/global/samsung-to-unveil-hum-on-waffle-and-entrim-4d-experimental-c-lab-projects-at-sxsw-2016&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In its press release Samsung says that the team behind Entrim 4D also hopes that the device will help fix one of the major pain points of virtual reality: motion sickness. The company says Entrim is still in the development phase. There is currently no information on pricing or availability. &lt;br /&gt;
==Hardware==&lt;br /&gt;
The headset looks like a regular pair of headphones but contains electrodes that correspond with movement data input by engineers, thus generating physical responses to on-screen events.&amp;lt;ref&amp;gt;http://www.roadtovr.com/samsungs-new-headphones-trick-your-inner-ear-to-move-you-in-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
==Software==&lt;br /&gt;
==Apps==&lt;br /&gt;
Entrim 4D was showcased with a demo of a car racing around a track.&amp;lt;ref&amp;gt;https://www.engadget.com/2016/03/14/samsung-entrim-4d-vr-motion-headphones/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Developer==&lt;br /&gt;
The Entrim 4D team, made up of an eclectic mix of hardware professionals, software engineers and biomedical engineering experts, have conducted experiments on more than 1,500 people and developed 30 different movement patterns.&amp;lt;ref&amp;gt;https://news.samsung.com/global/samsung-to-unveil-hum-on-waffle-and-entrim-4d-experimental-c-lab-projects-at-sxsw-2016&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Accessories==&lt;br /&gt;
==Background==&lt;br /&gt;
Entrim 4D is a project of Samsung Electronics&#039; C-Lab, an innovation program that helps company employees to nurture their own creative business ideas.&amp;lt;ref&amp;gt;https://news.samsung.com/global/five-c-lab-projects-including-licon-to-be-unveiled-at-samsung-developer-conference&amp;lt;/ref&amp;gt; The team working on the experimental accessory is made up of a mix of hardware professionals, software engineers and biomedical engineering experts.&amp;lt;ref&amp;gt;http://vrscout.com/news/samsung-entrim-4d-vr-motion-headphones/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It was introduced by a team of representatives at the Samsung Developer Conference 2016 (SDC 2016), and later showcased at the Moscone West Center from April 27 to 28 in San Francisco.&lt;br /&gt;
==History==&lt;br /&gt;
* &#039;&#039;&#039;March 13, 2016&#039;&#039;&#039; - Samsung showcased Entrim 4D at SXSW 2016, Stand 1710 in Exhibit Hall 2 of the Austin Convention Center.&lt;br /&gt;
* &#039;&#039;&#039;April 27-28, 2016&#039;&#039;&#039; - Entrim 4D was introduced by a team of representatives  at the Samsung Developer Conference 2016 (SDC 2016). &lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Gloveone&amp;diff=10483</id>
		<title>Gloveone</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Gloveone&amp;diff=10483"/>
		<updated>2016-06-24T12:02:12Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Gloveone lets users use both hands to sense and interact with virtual objects on screen or virtual reality headset.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/gloveone/gloveone-...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gloveone lets users use both hands to sense and interact with virtual objects on screen or virtual reality headset.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/gloveone/gloveone-feel-virtual-reality/description&amp;lt;/ref&amp;gt; If a virtual apple is shown on the screen, users will be able to feel its shape or weight, sense all of its physical features, and even smash it. &lt;br /&gt;
==Features==&lt;br /&gt;
* Weight virtual objects&lt;br /&gt;
* Interact with buttons and elements&lt;br /&gt;
* Differentiate textures&lt;br /&gt;
* Feel the sound waves&lt;br /&gt;
* Receive haptic warnings and alert events&lt;br /&gt;
* Trigger actions and commands like a smart controller&lt;br /&gt;
* Feel from the soft fluttering of a butterfly or rain drops impact to the intensity of a virtual fire&lt;br /&gt;
==Hardware==&lt;br /&gt;
The Gloveone works by equipping each glove with an array of sensors that connect to a processing board and features both USB and Bluetooth technology. Using algorithms and data, the company created natural and realistic feelings that can differentiate between the push of a spaceship control button or the weight of a basketball.&amp;lt;ref&amp;gt;http://cyberlife.transhumanity.net/gloveone-is-bringing-touch-to-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pair of gloves has 10 actuators that are located on the fingertips and the palm. These vibrate individually and at varied intensities and frequencies, which result in the production of touch sensations that are accurate.&amp;lt;ref&amp;gt;http://www.techtimes.com/articles/59002/20150609/smart-gloves-by-gloveone-will-let-you-feel-virtual-reality.htm&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gloveone enables users to feel and touch any virtual object that they can see on the screen or in their VR headsets. If a virtual apple is shown on the screen, with Gloveone, you will be able to feel its shape or weight, sense all of its physical features, and even smash it!&amp;quot; says the company on [https://www.kickstarter.com/projects/gloveone/gloveone-feel-virtual-reality/description Kickstarter].&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&#039;&#039;&#039;Communication&#039;&#039;&#039;&lt;br /&gt;
* Low latency Bluetooth 4.0&lt;br /&gt;
* Ultra low latency mode with USB&lt;br /&gt;
&#039;&#039;&#039;Motion Tracking&#039;&#039;&#039;&lt;br /&gt;
* Independent finger tracking with 6 IMU (3-Axis)&lt;br /&gt;
* Hand orientation with 1 IMU (9-Axis)&lt;br /&gt;
&#039;&#039;&#039;Functionality&#039;&#039;&#039;&lt;br /&gt;
* 10 vibrotactile actuators&lt;br /&gt;
* Contact areas for digital and reliable gesture recognition&lt;br /&gt;
&#039;&#039;&#039;Others&#039;&#039;&#039;&lt;br /&gt;
* Long life Li-Po Battery&lt;br /&gt;
==Software==&lt;br /&gt;
N/A&lt;br /&gt;
==Apps==&lt;br /&gt;
N/A&lt;br /&gt;
==Developer==&lt;br /&gt;
Gloveone comes with an open API and SDK, which allow developers to make their ideas come true. An essential part of the development toolkit is the Gloveone Manager, a user interface for debugging and testing purposes that runs on top of Gloveone Service. Besides showing the different Gloveone devices connected with the computer and some info like battery level, connection type, serial number, and more, Gloveone Manager provides three main tabs with the following features:&lt;br /&gt;
* IMU tab: It displays a representation in 3D of a glove with the rotation in real time of Gloveone as well as the acceleration in the three axis.&lt;br /&gt;
* Contacts tab: Shows the different input gestures that can be perfermed with Gloveone.&lt;br /&gt;
* Actuators tab: This is the most important one for developers, because developers will be able to see the last n-seconds values of power for every actuator represented in a graph. In addition, it also allows to check if the actuators are working properly.&lt;br /&gt;
&lt;br /&gt;
The latest installer and dedicated SDK are available for download on the [https://www.gloveonevr.com/dev/ official website]. Currenly, the SDK is compatible only with Microsoft Windows, but OS X and Linux releases are coming soon. &lt;br /&gt;
&lt;br /&gt;
Developers are encouraged to read the [https://www.gloveonevr.com/dev/doc/ official documentation] and visit the [http://www.gloveonevr.com/dev/forum/ community forum].&lt;br /&gt;
==Accessories==&lt;br /&gt;
Gloveone doesn&#039;t provide space tracking features. Instead, it relies on auxiliary sensors like Leap Motion or Intel RealSense for hand tracking. It&#039;s possible to integrate it with any tracking technology, such Microsoft Kinect, OpenCV, or the Lighthouse from Valve.&lt;br /&gt;
==Background==&lt;br /&gt;
Gloveone is developed by a core team of 15 passionate and qualified people, from PhDs and engineers to artists, committed to bringing their unique product to the world.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/gloveone/gloveone-feel-virtual-reality/description&amp;lt;/ref&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
* June 1, 2015 - Project launched on [https://www.kickstarter.com/projects/gloveone/gloveone-feel-virtual-reality/updates Kickstarter.com]. &lt;br /&gt;
* June 3, 2015 - The project reached nearly 25% of their funding goal. &lt;br /&gt;
* June 5, 2015 - Introduciton of the Gloveone Manager, an user interface for debugging and testing purposes that runs on top of Gloveone Service.  &lt;br /&gt;
* June 9, 2015 - 35% of the funding goal achieved. &lt;br /&gt;
* July 5, 2015 - The gunding goal was achieved. &lt;br /&gt;
* July 10, 2015 - Successfully raised $151,608 USD with 362 backers. &lt;br /&gt;
* June 14, 2016 - Gloveone was showcased in E3 2016 at Los Angles Convention Center. &lt;br /&gt;
==Images==&lt;br /&gt;
* https://www.gloveonevr.com/wp-content/uploads/glove-prueba2.png&lt;br /&gt;
* http://3.bp.blogspot.com/-M97SALwyqmA/VbCAwZ744DI/AAAAAAAAANM/-Sc3NPyMjMQ/s1600/mano.png&lt;br /&gt;
* http://www.realovirtual.com/pictures/2015/06/Gloveone/GloveOneBambu.jpg&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Waltz_of_the_Wizard&amp;diff=10288</id>
		<title>Waltz of the Wizard</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Waltz_of_the_Wizard&amp;diff=10288"/>
		<updated>2016-06-02T17:45:38Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Waltz of the Wizard is a uniquely designed virtual reality experience that allows players to feel what it’s like to have magical powers. Players can combine arcane ingredien...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Waltz of the Wizard is a uniquely designed virtual reality experience that allows players to feel what it’s like to have magical powers. Players can combine arcane ingredients into a boiling cauldron, with the help of an ancient spirit trapped in a human skull, discovering spells and unleashing wizardry upon a world where everything is interactive.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=T09xOk1wqeo&amp;lt;/ref&amp;gt; &lt;br /&gt;
==Features==&lt;br /&gt;
Waltz of the Wizard is  a Unity powered intuitive experience that serves as a great introduction to virtual reality for people of all ages. It is designed ground-up for tracked VR input (also known as motion controllers), enabling players to use their own hands to interact with the virtual world. Whether to pick up objects, wield magical powers, use tools or interact with characters. The experience and its environment is designed to accommodate both room-scale and stationary gameplay modes.&amp;lt;ref&amp;gt;http://store.steampowered.com/app/436820/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is heavily inspired by the atmosphere of films such as Fantasia and Harry Potter. The developer, Aldin Dynamics, has been working exclusively on virtual reality software since early 2013, specializing in applying behavioral analysis and artificial intelligence to empower experiences. The company combines creative vision with cutting edge technologies to build worlds that are aware of players&#039; presence environments that respond convincingly to movements, and characters that understand natural intentions. &amp;lt;ref&amp;gt;http://www.roadtovr.com/waltz-of-the-wizard-trailer-brings-the-magic-to-vr-and-motion-controllers/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The title is in development for the HTC Vive, which is also the only supported VR headset. &lt;br /&gt;
==System Requirements==&lt;br /&gt;
&#039;&#039;&#039;MINIMUM&#039;&#039;&#039;: &lt;br /&gt;
* OS: Windows 7 &lt;br /&gt;
* Processor: Intel i5-4590 / AMD FX 8350 &lt;br /&gt;
* Memory: 4 GB RAM &lt;br /&gt;
* Graphics: NVIDIA GeForce GTX 970 / AMD Radeon R9 290 &lt;br /&gt;
* DirectX: Version 11 &lt;br /&gt;
* Storage: 2 GB available space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RECOMMENDED&#039;&#039;&#039;: &lt;br /&gt;
* OS: Windows 10 &lt;br /&gt;
* Processor: Intel i7-4790 &lt;br /&gt;
* Memory: 8 GB RAM &lt;br /&gt;
* Graphics: NVIDIA GeForce GTX 970 &lt;br /&gt;
* DirectX: Version 11 &lt;br /&gt;
* Storage: 5 GB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
The software is designed to be used with the HTC Vive. To install it, go to its [http://store.steampowered.com/app/436820/ Steam page] and follow the instructions.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=T09xOk1wqeo Waltz of the Wizard - Reveal Trailer]&lt;br /&gt;
* [https://www.youtube.com/watch?v=3rKMdaJc4PM The Physical Magic (and Danger) of the HTC Vive]&lt;br /&gt;
* [https://www.youtube.com/watch?v=IOabe5glPCI Waltz of the Wizard — HTC Vive Launch Trailer]&lt;br /&gt;
* [https://www.youtube.com/watch?v=RXlpn2W5G1w Let&#039;s Play VR: HTC Vive Demos!]&lt;br /&gt;
* [https://www.youtube.com/watch?v=6allFBF0M40 Waltz of the Wizard - Player Freedom in VR]&lt;br /&gt;
* [https://www.youtube.com/watch?v=eP4mzBHuD80 BE A WIZARD IN VIRTUAL REALITY! | Waltz of the Wizard (HTC Vive Gameplay)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=QfyfTz8Es3c Waltz Of The Wizard HTC Vive VR Gameplay]&lt;br /&gt;
* [https://www.youtube.com/watch?v=bWOKz3U6vW4 Harry Potter Virtual Reality? | Waltz of the Wizard Gameplay (HTC Vive VR)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=31gy7mF2ptM VIRTUALLY AWESOME! | Windlands (VR) HTC Vive Virtual Reality]&lt;br /&gt;
* [https://www.youtube.com/watch?v=eEWo1KjrAE8 Waltz of The Wizard Gameplay]&lt;br /&gt;
* [https://www.youtube.com/watch?v=UzRTI4WS8NM Waltz of the Wizard Gameplay!]&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Bigscreen&amp;diff=10287</id>
		<title>Bigscreen</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Bigscreen&amp;diff=10287"/>
		<updated>2016-06-02T17:14:34Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;BigScreen from BigScreen, Inc. is a virtual environment that allows users to host virtual reality LAN parties or use their entire Windows desktop inside VR with friends.&amp;lt;ref&amp;gt;h...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BigScreen from BigScreen, Inc. is a virtual environment that allows users to host virtual reality LAN parties or use their entire Windows desktop inside VR with friends.&amp;lt;ref&amp;gt;http://store.steampowered.com/app/457550/&amp;lt;/ref&amp;gt; It comes with the ability to display content anywhere users see fit and represents an important step toward turning VR into an integral part of our daily life.&amp;lt;ref&amp;gt;http://www.engadget.com/2016/03/13/bigscreen-vr-desktop/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Features==&lt;br /&gt;
The main idea behind BigScreen is to let users livestream their monitor to friends in an online environment, thus gaining the ability to host a virtual LAN party or movie night. People in the virtual space can mirror their monitors to friends, or use the application solo as a virtual desktop solution.&amp;lt;ref&amp;gt;http://www.roadtovr.com/bigscreen-lets-throw-virtual-lan-parties-desktop-mirroring-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The application is developed by Developer Hayden Lee, co-creator of one of the earliest social VR spaces Convrge. BigScreen CEO Darshan Shankar is a Y Combinator alum who says he’s been working on the project since 2014 and rolled it out as a private beta in July 2015.&amp;lt;ref&amp;gt;http://www.roadtovr.com/bigscreen-is-making-virtual-lan-parties-real/&amp;lt;/ref&amp;gt; Developers said that their goal &amp;quot;is to build Skype, not Chatroulette.&amp;quot;&amp;lt;ref&amp;gt;http://www.theverge.com/2016/5/3/11577244/bigscreen-user-protection-features-vr&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
With BigScreen, users can play their favorite games on a massive screen inside a virtual reality environment, or watch any content that would normally be displayed on a regular desktop screen, such as Twitch, Netflix, YouTube, and even VLC. It&#039;s then possible to choose and customize the virtual screen and make it small as 30 inches or as large as an IMAX-size screen. The virtual environment itself can be anything from a luxury apartment to outer space.&amp;lt;ref&amp;gt;http://www.roadtovr.com/bigscreen-lets-throw-virtual-lan-parties-desktop-mirroring-vr/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Multiple users can gather together and enjoy a shared experience in private or public rooms with support for up to 4 players. The application features a low-latency positional audio chat functionality and encrypted screen sharing. Future versions should add shared desktop audio, customizable avatars, Vive controller support, more environments, and better performance.&amp;lt;ref&amp;gt;http://store.steampowered.com/app/457550/&amp;lt;/ref&amp;gt; &lt;br /&gt;
==System Requirements==&lt;br /&gt;
&#039;&#039;&#039;MINIMUM&#039;&#039;&#039;: &lt;br /&gt;
* OS: Windows 8/8.1 or Windows 10 &lt;br /&gt;
* Processor: Intel i5-4590 &lt;br /&gt;
* Memory: 4 GB RAM &lt;br /&gt;
* Graphics: NVIDIA GTX 970 / AMD 290 equivalent or greater &lt;br /&gt;
* DirectX: Version 11 &lt;br /&gt;
* Network: Broadband Internet connection &lt;br /&gt;
* Storage: 800 MB available space &lt;br /&gt;
* Additional Notes: Windows 7 is not supported&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
The software is designed to be used with either the HTC Vive or Oculus Rift. To install it, go to its [http://store.steampowered.com/app/457550/ Steam page] and follow the instructions. &lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=Ag5SvOJ0swc BigScreen Beta - Steam VR Games on Google Cardboard]&lt;br /&gt;
* [https://www.youtube.com/watch?v=ubtPMa4wXXM Splatoon in BigScreen Beta on Oculus Rift] &lt;br /&gt;
* [https://www.youtube.com/watch?v=nai88kUruIw BigScreen Beta on SteamVR - Have a Virtual Reality LAN Party!]&lt;br /&gt;
* [https://www.youtube.com/watch?v=g7SOpTNzbnk ParaPlaysVR ►BIGSCREEN Beta Share your desktop with friends]&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Youtopia_VR&amp;diff=10280</id>
		<title>Youtopia VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Youtopia_VR&amp;diff=10280"/>
		<updated>2016-05-29T08:59:58Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Youtopia VR is a social world that brings users one step closer to the metaverse by connecting them to other incredible experiences that have already been created by talented...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Youtopia VR is a social world that brings users one step closer to the metaverse by connecting them to other incredible experiences that have already been created by talented VR developers.&amp;lt;ref&amp;gt;http://www.youtopiavr.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Features==&lt;br /&gt;
Youtopia is the first social hub in virtual reality that connects users the other experiences created by VR developers. It allows users co-exist and communicate in the same virtual space.&amp;lt;ref&amp;gt;http://uploadvr.com/youtopia-vr-alpha-review/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
While the concept itself is nothing new, Youtopia stands out thanks to a high level of polish and an extensive set of features. The game has only been in development for a few months, but it comes with a smooth, intuitive user-interface, which is controlled via the keyboard and mouse. &lt;br /&gt;
&lt;br /&gt;
A single mouse click brings up an action wheel and a virtual cursor, allowing users to change their avatar, access game settings, and perform many other actions.&lt;br /&gt;
&lt;br /&gt;
Youtopia makes it possible to communicate with others through the use of the built-in audio chat. The interactive browser has become a staple of almost all virtual reality worlds, but the ability to download and launch other VR applications from inside the software is something truly unique. When users enter a third-party VR experience, their avatar remains present in the game, and other users can watch their head movements as they experience additional VR content from within Youtopia.&lt;br /&gt;
&lt;br /&gt;
Last but not least, users can stream 360-degree YouTube content in private sessions or with friends and upcoming releases will also include Google Maps integration with the same functionality as the YouTube player.&amp;lt;ref&amp;gt;https://www.reddit.com/r/oculus/comments/3bfkeb/youtopia_vr_a_new_social_world_that_connects_vr/&amp;lt;/ref&amp;gt; &lt;br /&gt;
==System Requirements==&lt;br /&gt;
Youtopia VR works on Microsoft Windows 7 and up, Oculus DK1 and DK2.&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
* Download Youtopia at http://www.youtopiavr.com&lt;br /&gt;
* YouTube video requires Flash Player 18 for Firefox which is available at https://get.adobe.com/flashplayer/otherversions/&lt;br /&gt;
&#039;&#039;&#039;Controls:&#039;&#039;&#039;&lt;br /&gt;
* Standard WASD and mouse controls.&lt;br /&gt;
* Press the spacebar to talk. Push to talk can be deactivated under in settings.&lt;br /&gt;
* Right click to open the interface. If an interface is open, right click to close it.&lt;br /&gt;
* Left click to activate the world cursor.&lt;br /&gt;
* Clicking on the YouTube sphere will allow you to enter the cinema.&lt;br /&gt;
* New VR experiences can be downloaded by clicking the &amp;quot;Find Experiences&amp;quot; button&lt;br /&gt;
* It is also possible to add experiences from your local machine. Just click the &amp;quot;Find Local Experiences&amp;quot; button in the &amp;quot;Find Experiences&amp;quot; panel.&lt;br /&gt;
* If an experience has already been downloaded or added from your local machine you can launch it through the &amp;quot;Launch Experiences&amp;quot; panel.&lt;br /&gt;
* Youtopia will run in the background (with all rendering disabled) while in another experience allowing users to stay in touch. This does have a small performance cost, and under settings run in the background can be disabled. If run in the background is disabled please click after exiting the experience that you launch in order to reactivate the Youtopia window.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [http://uploadvr.wpengine.com/wp-content/uploads/2015/07/youtopia_menu1.gif The current user interface]&lt;br /&gt;
* [http://uploadvr.wpengine.com/wp-content/uploads/2015/07/youtopia_youtube1.gif Stream 360-degree YouTube videos in social VR for the first time]&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Skywand&amp;diff=10279</id>
		<title>Skywand</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Skywand&amp;diff=10279"/>
		<updated>2016-05-29T08:32:09Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Skywand is an immersive motion control device for aerial cinematography. It allows the operator to navigate in 3D around the virtual city and precisely draw the camera path by...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skywand is an immersive motion control device for aerial cinematography. It allows the operator to navigate in 3D around the virtual city and precisely draw the camera path by directly pinning keyframes in the air with hands. The animated shot of camera movement can be previewed directly in the 3D virtual world and all keyframes can be adjusted to achieved the desired results.&amp;lt;ref&amp;gt;http://skywand.com/index.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Features==&lt;br /&gt;
Skywand is a virtual reality software tool that empowers cinematographers to easily plan, capture, and even replicate stunning shots with absolute ease. It combines ease of use, repeatability, and precision by harnessing cutting-edge technologies in virtual/augment reality (VR/AR), animation, and drone flight.&amp;lt;ref&amp;gt;http://skywand.com/index.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Users step into an immersive virtual reality world, where they can intuitively place keyframes, which the drone will subsequently follow. The frames can later be adjusted or rearranged and even saved for later use. This way, it is possible to repeat the same shot to get multiple exposures of the same scenery at different times during the day.&amp;lt;ref&amp;gt;http://www.roadtovr.com/skywand-uses-vr-and-autonomous-drones-to-capture-the-perfect-shot/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Models can either be constructed by using photogrammetry, which includes structured fly scanning and 3D reconstruction software (like altizure.com). Or integrated with 3rd party vendor, such as Google Maps, Apple Maps, or PLW. &lt;br /&gt;
&lt;br /&gt;
With Skywand, it is possible to achieve the speed of up to 15m/s for Inspire 1. Of course, calmer weather results in a smoother shot. According to Skywand, when wind speed exceeds 15m/s, the shot of small quadcopter like Inspire 1 becomes unstable.&lt;br /&gt;
&lt;br /&gt;
The current release is limited to 50 keyframes, but the developers are planning to raise this limit in a future release.&amp;lt;ref&amp;gt;https://www.motionvfx.com/mblog/category/graphic/introducing_skywand_vr_-_planning_aerial_shots_in_vr_made_possible_,p4380.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skywand is created by Amber Garage, Inc. This Silicon Valley-based creative art &amp;amp; tech studio was founded by Botao Hu and Jiajie Zhang. Botao Hu is an accomplished landscape photographer and data scientist with a Master&#039;s degree in computer science from Stanford University. Jiajie Zhang is an award-winning National Geographic photographer and computer scientist. &lt;br /&gt;
==System Requirements==&lt;br /&gt;
Currently, Skywand is compatible only with drones manufactured by DJI, the Chinese technology company founded in 2006 by Frank Wang and headquartered in Shenzhen, Guangdong. It manufactures commercial and recreational unmanned aerial vehicles for aerial photography and videography. More specifically, the DJI Inspire 1 Pro and the DJI Matric 600 with Ronin MX.&lt;br /&gt;
&lt;br /&gt;
Skywand can be used with Oculus Rift, HTC Vive, or Microsoft Hololens. &lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://vimeo.com/163277992 Skywand - a simple instruction and demo on Vimeo]&lt;br /&gt;
* [https://www.youtube.com/watch?v=t92CsMnKkZc Drone waypoint planning in virtual reality with Skywand for DJI Phantom, Inspire 1 and Matrice]&lt;br /&gt;
* [https://www.youtube.com/watch?v=5H1p45P80hg Skywand VR Lets You Virtually Walk Through the Sky to Map Out Your Drone Shots]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Cardboard_Design_Lab&amp;diff=9966</id>
		<title>Cardboard Design Lab</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Cardboard_Design_Lab&amp;diff=9966"/>
		<updated>2016-05-03T17:33:55Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Cardboard Design Lab was created to teach the principles of designing for virtual reality inside virtual reality.&amp;lt;ref&amp;gt;https://www.google.com/get/cardboard/developers/&amp;lt;/ref&amp;gt; It...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cardboard Design Lab was created to teach the principles of designing for virtual reality inside virtual reality.&amp;lt;ref&amp;gt;https://www.google.com/get/cardboard/developers/&amp;lt;/ref&amp;gt; It debuted at I/O  2015, alongside the updated Cardboard VR headset. &lt;br /&gt;
==Features==&lt;br /&gt;
The program runs through 10 fundamental design aspects:&lt;br /&gt;
# Using a Reticle&lt;br /&gt;
# UI Depth &amp;amp; Eye Strain&lt;br /&gt;
# Using Constant Velocity&lt;br /&gt;
# Keeping the User Grounded&lt;br /&gt;
# Maintaining Head Tracking&lt;br /&gt;
# Guiding with Light&lt;br /&gt;
# Leveraging Scale&lt;br /&gt;
# Spatial Audio&lt;br /&gt;
# Gaze Cues&lt;br /&gt;
# Make it Beautiful&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Over the last several months, we&#039;ve been, as designers, really digging into what makes a beautiful, amazing design experience. We hit on a few things that are just basic guiding principles. But one of the things that we figured out early on was that really the best way to learn or see or experience anything in VR, you really can&#039;t talk about it or just draw it. You actually have to be there,&amp;quot; said Jon Wiley, a Google Cardboard designer. &lt;br /&gt;
&lt;br /&gt;
Created in partnership with design studio UsTwo, Cardboard Design Lab, a simple VR app that teaches how to build effective VR apps works on almost any modern Android smartphone in conjuction with a Cardboard-style headset. All that users have to do is open the lab and enjoy a short guided tour through the best practices for virtual environments.&amp;lt;ref&amp;gt;http://www.theverge.com/2015/5/29/8687219/google-cardboard-design-lab-virtual-reality-io-2015&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The application demonstrates things like the best distance to place text, the importance of smooth motion, and the use of light, which can subtly guide users in a 360-degree environment. As such, the application is not aimed at seasoned developers, but rather at people who might otherwise be intimidated by coding. &lt;br /&gt;
&lt;br /&gt;
The app is currently only available for Android, and, although Google has recently updated their Cardboard Unity SDK with iOS support, a spokesperson told Road to VR that there’s “No concrete plans [to bring this app to] iOS at the moment.”&amp;lt;ref&amp;gt;http://www.roadtovr.com/googles-new-cardboard-design-lab-app-uses-vr-to-teach-you-about-vr-design/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==System Requirements==&lt;br /&gt;
Android 4.1 and up.&lt;br /&gt;
To fully enjoy this app you&#039;ll need a viewer that works with Google Cardboard.&amp;lt;ref&amp;gt;https://play.google.com/store/apps/details?id=com.google.vr.cardboard.apps.designlab&amp;amp;hl=en&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
The application is available on Google Play Store. No special configuration is required. &lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=2Uf-ru2Ndvc 2015 UX Awards: Cardboard Design Lab] - Introduction of Cardboard Design Lab&lt;br /&gt;
* [https://www.youtube.com/watch?v=5oVu7Uglkp4 Cardboard Design Labs Preview] - Preview of the Cardboard Design Lab&lt;br /&gt;
* [https://www.youtube.com/watch?v=ZvHSDenBiZc The VR Shop Review - Cardboard Design Lab App] - Review of Cardboard Design Lab&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=AirMech:_Commend&amp;diff=9965</id>
		<title>AirMech: Commend</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=AirMech:_Commend&amp;diff=9965"/>
		<updated>2016-05-03T16:57:55Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;AirMech: Command is a unique experience that is a showcase for how VR expands gaming by allowing players to command a mighty army from above with the ultimate war machine: the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;AirMech: Command is a unique experience that is a showcase for how VR expands gaming by allowing players to command a mighty army from above with the ultimate war machine: the AirMech. They can watch the battle unfold on the table in their personal war room, or dive into the action in the single-player mode or with friends.&amp;lt;ref&amp;gt;https://carbongames.com/amc/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AirMech:Command, a free-to-play futuristic multiplayer online battle arena video game developed and published by Carbon Games for Microsoft Windows, launched on March 28th alongside the Oculus Rift. Carbon Games have been workign on the VR version for quite some time, wanting to offer players a brand new way how they can enjoy this game.&amp;lt;ref&amp;gt;https://www.carbongames.com/airmech/2016/03/AirMech-Command/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is set in the future, following the last survivors of the Great War, who continue their fight with the ultimate war machine: the AirMech. Created using lost technology, Pilots have found, salvaged, or stolen AirMechs that they use to protect the weak, or to pillage. &lt;br /&gt;
&lt;br /&gt;
AirMech can be played online competitively or cooperatively. Players earn Kudos and Experience in battle and unlock a wide collection of AirMechs, Pilots, Units and Items to customize thier army. There are 9 AirMechs to unlock, each with unique special abilities; 60 skins and 60+ cosemtic enhancements; 60 Units to build and command; 13 maps for playing solo or with friends in a variety of modes; and the option to watch other people play games with Spectate mode.&lt;br /&gt;
&lt;br /&gt;
The game features several different gameplay modes, including 1v1 to 3v3 PvP, Coop vs AI, or Survival mode, which puts up to 4 players working together to fight off incoming hordes of enemies. Furthermore, Challenge modes let seasoned players test their skills in time trials.&amp;lt;ref&amp;gt;https://carbongames.com/amc/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The customizable controls support but mouse with keyboard and Xbox 360 gamepad. Each player can change them to suit his or her personal taste and preferences, in order to more easily dominate the battlefield. &lt;br /&gt;
&lt;br /&gt;
Carbon Games director, James Green, is very skeptical of the potential for free-to-play games. For the Rift launch, Carbon reworked the originaly free-to-play game into the $40 AirMech: Command premium experience with no in-app purchases or ads. Green said Carbon will “never” shut down the free-to-play version of Airmech for PC and other platforms, but they are also shifting their focus to the VR version and other premium-priced versions.&amp;lt;ref&amp;gt;http://venturebeat.com/2016/04/07/oculus-is-ok-with-free-to-play-on-rift-but-everyone-even-a-vr-ad-company-thinks-its-too-soon/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
Minimum&lt;br /&gt;
* &#039;&#039;&#039;OS&#039;&#039;&#039;: Windows Vista&lt;br /&gt;
* &#039;&#039;&#039;Processor&#039;&#039;&#039;: Intel i3&lt;br /&gt;
* &#039;&#039;&#039;Memory&#039;&#039;&#039;: 2 GB RAM&lt;br /&gt;
* &#039;&#039;&#039;Graphics&#039;&#039;&#039;: 8800 GT&lt;br /&gt;
* &#039;&#039;&#039;DirectX®&#039;&#039;&#039; : 9.0c&lt;br /&gt;
* &#039;&#039;&#039;Hard Drive&#039;&#039;&#039;: 1GB HD space &lt;br /&gt;
* &#039;&#039;&#039;Sound&#039;&#039;&#039;: Yes&lt;br /&gt;
* &#039;&#039;&#039;Other Requirements&#039;&#039;&#039;: Broadband Internet connection&lt;br /&gt;
&lt;br /&gt;
Recommended&lt;br /&gt;
* &#039;&#039;&#039;OS&#039;&#039;&#039;: Windows 7/8/10&lt;br /&gt;
* &#039;&#039;&#039;Processor&#039;&#039;&#039;: Intel i5 (quad core or better)&lt;br /&gt;
* &#039;&#039;&#039;Memory&#039;&#039;&#039;: 4 GB&lt;br /&gt;
* &#039;&#039;&#039;Graphics&#039;&#039;&#039;: GTX 660 or Radeon 7970 &lt;br /&gt;
* &#039;&#039;&#039;DirectX®&#039;&#039;&#039;: 11&lt;br /&gt;
* &#039;&#039;&#039;Hard Drive&#039;&#039;&#039;: 2 GB HD space&lt;br /&gt;
* &#039;&#039;&#039;Sound&#039;&#039;&#039;: Yes&lt;br /&gt;
* &#039;&#039;&#039;Other Requirements&#039;&#039;&#039;: Broadband Internet connection&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
Download AirMech.exe to a location you can easily find, such as your Desktop. When complete, run AirMech.exe and you can uncheck the &amp;quot;Always ask before opening this file&amp;quot; checkbox. This will patch the game to the latest version. Whenever you want to play AirMech, just double click the launcher.&amp;lt;ref&amp;gt;https://www.carbongames.com/airmech/download.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=AOjgmyVesgM Airmech Command Video Review] - Review of Airmech: Command by UploadVR&lt;br /&gt;
* [https://www.youtube.com/watch?v=iq417yp1IBM AirMech: Command Oculus Rift Gameplay] - Short gameplay footage from VRScout&lt;br /&gt;
* [https://www.youtube.com/watch?v=Uvr5WSU_3C4 Oculus VR&#039;s Airmech Command Interview - James Green] - Interview with James Green for Maximum PC&lt;br /&gt;
* [https://www.youtube.com/watch?v=TjJLHUC3Shk AirMech Gameplay Commentary - First Look HD] - Longer gameplay commentary from MMOBomb&lt;br /&gt;
* [https://www.youtube.com/watch?v=kg5ibojf5Ow Airmech: How To Play] - Introduction to the gameplay mechanics&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Vanishing_Realms&amp;diff=9962</id>
		<title>Vanishing Realms</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Vanishing_Realms&amp;diff=9962"/>
		<updated>2016-05-02T19:54:36Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Vanishing Realms is an immersive RPG designed exclusively for Virtual Reality. Players can grab a sword and fight life-sized monsters in epic face-to-face melee combat. They g...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vanishing Realms is an immersive RPG designed exclusively for Virtual Reality. Players can grab a sword and fight life-sized monsters in epic face-to-face melee combat. They get to explore mystic domains, outwit magical wards, seek lost artifacts, wield sorcery and steel to take on denizens of the Undead Realm.&amp;lt;ref&amp;gt;http://store.steampowered.com/app/322770/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Features==&lt;br /&gt;
Vanishing Realms places playesr in the virtual shoes of an eager adventurer seeking treasure, artifacts, and victory in a mystical world populated by undead monsters. The game is deliberately light on narrative, and keeps players motivated to progress forward with the adventure alone.&amp;lt;ref&amp;gt;http://uploadvr.com/vanishing-realms-rite-of-steel-early-access-review-roomscale-dungeon-crawling/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game leverages the immersive power of room-scale VR with a use of one-to-one motion controls and movement, so that players feel like they are fully in control of combat. Instead of pressing assigned buttons to perform specific actions, they simply replicate the desired action with natural gestures and motion. With respect to actual space limitations, they can physically walk through the dungeon and teleport to various locations by pointing to it and clicking the thumbpad.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/seattle-based-company-prizmiq-creates-worlds-first-3d-retail-experience-for-arcteryx-300056404.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To further enhance the sense of immersion, player&#039;s vision isn&#039;t obscured by a UI, but looking down reveals icons showing health, mana, sword sheath, and a backpack icon. Using the Vive’s touch controller, it&#039;s possible to simply dip into the backpack and pull out objects like apples to revive health, or the all-important torch to illuminate the dank darkness.&amp;lt;ref&amp;gt;http://www.forbes.com/sites/erikkain/2016/05/01/game-of-thrones-season-6-episode-2-review-home/#4d0412c013bc&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vanishing Realms is an Early Access title, with the developer targeting a final retail release in about 4 to 6 weeks. In its current form, the game comprises two chapters. The first focuses on adventure, loot gathering, and monster slaying, with the second chapter hosting some very challenging “Rite of Steel” trials, where players have to use the battle knowledge and weaponry they&#039;ve acquired to defeat 9 waves of enemies in just 60 seconds for each round.&amp;lt;ref&amp;gt;http://uploadvr.com/vanishing-realms-rite-of-steel-early-access-review-roomscale-dungeon-crawling/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat plays an essential role in the game, and players have to learn to stand face-to-face with melee enemies and magical opponents. Real-world sword-fighting skills translate directly into the combat, making it an uniquely rewarding experience. &lt;br /&gt;
==System Requirements==&lt;br /&gt;
MINIMUM: &lt;br /&gt;
* &#039;&#039;&#039;OS:&#039;&#039;&#039; Windows 7+ &lt;br /&gt;
* &#039;&#039;&#039;Processor:&#039;&#039;&#039; Intel Core i7 &lt;br /&gt;
* &#039;&#039;&#039;Graphics:&#039;&#039;&#039; Nvidia GeForce GTX 970 equivalent or higher &lt;br /&gt;
* &#039;&#039;&#039;Storage:&#039;&#039;&#039; 2 GB available space&lt;br /&gt;
&lt;br /&gt;
RECOMMENDED: &lt;br /&gt;
* &#039;&#039;&#039;OS:&#039;&#039;&#039; Windows 7+ &lt;br /&gt;
* &#039;&#039;&#039;Processor:&#039;&#039;&#039; Intel Core i7-4790 &lt;br /&gt;
* &#039;&#039;&#039;Memory:&#039;&#039;&#039; 16 GB RAM &lt;br /&gt;
* &#039;&#039;&#039;Graphics:&#039;&#039;&#039; Nvidia GeForce GTX 980, AMD R9-290x or equivalent &lt;br /&gt;
* &#039;&#039;&#039;Storage:&#039;&#039;&#039; 2 GB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
The game is available for easy installation on Steam and requires a compatible virtual reality headset. &lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=iHjKtJnav1g Vanishing Realms Gameplay on HTC Vive] - Polygon plays Vanishing Realms with the HTC Vive.&lt;br /&gt;
* [https://www.youtube.com/watch?v=5NHCFs23OJM INSANE VIRTUAL REALITY - Vanishing Realms (HTC Vive)] - a short gameplay footage from TobyGames&lt;br /&gt;
* [https://www.youtube.com/watch?v=RauvvV4QAHQ Vanishing Realms Early Access Video Review] - A game review from UploadVR&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Prizmiq&amp;diff=9961</id>
		<title>Prizmiq</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Prizmiq&amp;diff=9961"/>
		<updated>2016-05-02T18:21:30Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Prizmiq wants to change the online retail experience. Their OpenGL-powered web viewer allows customers to examine products from all angles, thus helping online retailers incre...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prizmiq wants to change the online retail experience. Their OpenGL-powered web viewer allows customers to examine products from all angles, thus helping online retailers increase their revenues and drive conversions. Prizmiq&#039;s 3D product viewing technology is built to be fully ready for virtual and augmenting reality, allowing retailers to stay on the apex of innovation. &lt;br /&gt;
==Features==&lt;br /&gt;
Prizmiq is a Seattle-based startup that wants to change online shopping. Prizmiq captures and creates interactive 3D product experiences for e-commerce, engaging shoppers and driving product interaction. Online shoppers can use the technology to flip, turn, rotate, zoom, and investigate any angle of a product, like they would in a brick-and-mortar store.&amp;lt;ref&amp;gt;https://angel.co/prizmiq&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Unlike many other solutions, Prizmiq uses WebGL, a JavaScript API for rendering interactive 3D computer graphics and 2D graphics within any compatible web browser without the use of plug-ins, making it compatible with all modern browsers and mobile devices. The software is highly optimized for nearly instantaneous loading times and photorealistic image quality. Darrick Morrison, the founder and CEO of Prizmiq said, &amp;quot;Prizmiq gives the user a far more immersive and intuitive way to engage with online merchandise compared to 360 (degree) spin photography or even product videos. We&#039;ve built a better mousetrap and it perfectly suits the needs of the modern consumer.&amp;quot;&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/seattle-based-company-prizmiq-creates-worlds-first-3d-retail-experience-for-arcteryx-300056404.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So far, the high cost of 3D scanning technology has made it impossible for many smaller players to use it as a part of their marketing toolkit. Prizmiq is said to cost just a fraction of that, despite offering certain add-ons like custom color authoring, a comprehensive analytics package, and Points of Interest to tour different product features.&amp;lt;ref&amp;gt;http://www.prizmiq.com/#main&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prizmiq wants to help online retailers achieve higher conversions, better overall customer experience, and minimize the number of returned merchandise. All of these things are greatly affected by the quality of product pictures. &lt;br /&gt;
&lt;br /&gt;
The creators of Prizmiq see virtual and augmented reality as two technologies that will define our virtual experience in the near future. Unsurprisingly, the company wants to be ready for when it finally happens, and they built Prizmiq with VR support in mind. &lt;br /&gt;
&lt;br /&gt;
Prizmiq has been recently adopted by Arc&#039;teryx, one of the world&#039;s most revered outdoor clothing and equipment brands, who has launched its new line of hiking footwear today using Prizmiq&#039;s 3D platform. With Prizmiq, Arc&#039;teryx will allow online customers to engage with the Acrux² FL GTX Approach Shoe the same way they would in the Arc&#039;teryx store. Some of the Acrux² FL GTX&#039;s features that can now be viewed online are its unique removable liner, Vibram sole and other attributes that have positively influenced discerning buyers for years.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/seattle-based-company-prizmiq-creates-worlds-first-3d-retail-experience-for-arcteryx-300056404.html&amp;lt;/ref&amp;gt; &lt;br /&gt;
==System Requirements==&lt;br /&gt;
&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
[https://www.youtube.com/watch?v=PUYlPgJmqCA Introducing Prizmiq] - A short video presentation showcasing the technology developed by Prizmiq and introducing individual team members. &lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Gunjack&amp;diff=8487</id>
		<title>Gunjack</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Gunjack&amp;diff=8487"/>
		<updated>2016-04-23T16:28:18Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Developed by CCP Games, Gunjack aims to be a visually stunning, virtual reality, arcade shooter set in the futuristic EVE science fiction universe. The game was built from the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Developed by CCP Games, Gunjack aims to be a visually stunning, virtual reality, arcade shooter set in the futuristic EVE science fiction universe. The game was built from the ground up for VR using the next-generation Unreal Engine 4 graphics engine. Gunjack takes place in a gorgeous panoramic sci-fi setting filled with fast-paced, immersive action. Players take on the role of a gunjack, a hired mercenary who happens to be in the wrong place at the wrong time. Gunjack was released in the second half of 2015 with the launch of the Samsung Gear VR.&lt;br /&gt;
==Features==&lt;br /&gt;
Developed for the Samsung Gear VR headset and used in conjunction with either a Galaxy Note 5, Galaxy S6, Galaxy S6 Edge, or the Galaxy S6 Edge Plus smartphone, Gunjack is a first-person arcade shooter where players are put into the role of a turret gunner on a mining ship illegally operating in the outer reaches of space. Their job is to help defend it from pirates, scavengers, and rival corporations.&amp;lt;ref&amp;gt;http://venturebeat.com/2015/11/24/gunjack-gear-vr-review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is developed by CCP, and it joins their flagship product, EVE Online, as the second original VR game in development by the studio, alongside DUST 514 and the upcoming VR dogfighting simulator EVE: Valkyrie.&amp;lt;ref&amp;gt;https://community.eveonline.com/news/news-channels/eve-online-news/introducing-gunjack/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hilmar Veigar Pétursson, CEO of CCP said, &amp;quot;We believe that virtual reality will be a defining element of gaming&#039;s future.  It may take some time to get widespread adoption, but we&#039;re going to be there on day one. We&#039;re making smart investments in VR so we can learn important lessons early and blow people&#039;s minds when they get their hands on their first VR headset.&amp;quot;&amp;lt;ref&amp;gt;http://links.mail.eveonline.com/servlet/MailView?ms=NDkyMzY4MDQS1&amp;amp;r=MzA1NTUyMDk4NAS2&amp;amp;j=NzQwNDE3OTU1S0&amp;amp;mt=1&amp;amp;rt=0&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game features intuitive controls and intense, full-immersion action, wchich is is heightened even further by Gunjack&#039;s graphics, built on a solid foundation with Epic&#039;s Unreal Engine 4.&amp;lt;ref&amp;gt;http://www.polygon.com/2015/8/3/9089493/gunjack-trailer-samsung-gear-vr-ccp-games&amp;lt;/ref&amp;gt;&lt;br /&gt;
==System Requirements==&lt;br /&gt;
* &#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 7 SP1 or newer&lt;br /&gt;
* &#039;&#039;&#039;Processor (Intel)&#039;&#039;&#039;: Intel i5-4590 equivalent or greater&lt;br /&gt;
* &#039;&#039;&#039;Processor (AMD)&#039;&#039;&#039;: AMD FX 8350 equivalent or greater&lt;br /&gt;
* &#039;&#039;&#039;Memory&#039;&#039;&#039;: 8 GB RAM&lt;br /&gt;
* &#039;&#039;&#039;Hard Drive&#039;&#039;&#039;: 5 GB Free Space&lt;br /&gt;
* &#039;&#039;&#039;Graphics card (NVIDIA)&#039;&#039;&#039;: NVIDIA GeForce GTX 970 equivalent or greater&lt;br /&gt;
* &#039;&#039;&#039;Graphics card (AMD)&#039;&#039;&#039;: AMD Radeon R9 290 equivalent or greater&lt;br /&gt;
* &#039;&#039;&#039;DirectX&#039;&#039;&#039;: DirectX 11.0 Compatible&lt;br /&gt;
* &#039;&#039;&#039;Sound Card&#039;&#039;&#039;: DirectX Compatible Sound Card&lt;br /&gt;
* &#039;&#039;&#039;Network&#039;&#039;&#039;: Broadband Internet connection&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
# Purchase the game on the Oculus store&lt;br /&gt;
# Install it&lt;br /&gt;
# Enjoy the gameplay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&amp;lt;ref&amp;gt;http://store.steampowered.com/app/410570/&amp;lt;/ref&amp;gt;:&lt;br /&gt;
* Requires the Vive Headset and Vive Controllers but does not utilize Controller Motion Tracking functionality.&lt;br /&gt;
* For optimal play experience remain seated, but set the device to the ‘Standing Only’ mode.&lt;br /&gt;
* For optimal audio experience use HDMI audio output. &lt;br /&gt;
* To reset your orientation at any time use the left Menu button.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=Xs-0gisHoZA Oculus Connect 2: ‘Gunjack’: The Making of a Gear VR Game] - a video from an annual developer conference where engineers, designers, and creatives from around the world come together to learn about the future of the Oculus platform and push virtual reality forward. &lt;br /&gt;
* [https://www.youtube.com/watch?v=JF2aruO5jAY Samsung Gear VR - Gunjack Reveal Trailer] - short reveal trailer with interesting gameplay footage &lt;br /&gt;
* [https://www.youtube.com/watch?v=gWhlVyfbjpQ Gunjack for Gear VR Gameplay] - CCP&#039;s look at Gunjack for the Samsung Gear VR &lt;br /&gt;
* [https://www.youtube.com/watch?v=LB42b5-CeyA EVE Gunjack Review - Proof That VR Works] - in-depth game review &lt;br /&gt;
* [https://www.youtube.com/watch?v=mfKEd2bRL8Y EVE GUNJACK VR gameplay Video] - extensive gameplay footage &lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=FlyInside_FSX&amp;diff=8486</id>
		<title>FlyInside FSX</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=FlyInside_FSX&amp;diff=8486"/>
		<updated>2016-04-23T15:46:59Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;FlyInside FSX is software which allows players to use Microsoft Flight Simulator X inside the Oculus Rift. The application has been under heavy development for quite some time...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FlyInside FSX is software which allows players to use Microsoft Flight Simulator X inside the Oculus Rift. The application has been under heavy development for quite some time, and new updates are released on a regular basis. The latest version adds the support for HTC Vive, making this excting software even more interesting for aviation fans from around the world.&lt;br /&gt;
==Features==&lt;br /&gt;
FlyInside launched on Kickstarter on June 30, 2015.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1232710074/flyinside-fsx/updates&amp;lt;/ref&amp;gt; The project quickly gained attention of industry news publications and Microsoft Flight Simulator fans, which helped it to successfully raise $30,351 with 479 backers just a month later, exceeding its first and second Stretch Goal. &lt;br /&gt;
&lt;br /&gt;
The first Stretch Goal was to add Leap Motion support to allow press individual butotns inside the cockpit with fingers.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1232710074/flyinside-fsx/description&amp;lt;/ref&amp;gt; The current version of the game has already implemented this functionality and even extended it to virtual windows that can display any desktop application just like it was a part of the virtual cockpit. &lt;br /&gt;
&lt;br /&gt;
The second Strech Goal was to add support for Prepar3D,  a simulation platform developed by Lockheed Martin and offered for professional and academic purposes. The developer of FlyInside, Daniel Church, is still primarily focusing on Microsoft Flight Simulator X, but he has promissed to steadily keep working on the version for Prepar3D. &lt;br /&gt;
&lt;br /&gt;
FlyInside provides a smooth experience with its built in asynchronous timewarp to correct from  inconsistent and low frame-rate issues present in many flight simulators. The software can use 4k rendering to provide a crystal clear image, which is easily readable through virtual reality glasses. &lt;br /&gt;
&lt;br /&gt;
The game can be purchased through its [https://flyinside-fsx.com/Products official website]. The Microsoft Flight Simulator X version costs $35, the Prepar3D version $45, and a bundle of both version is available for a discounted price of $60.&amp;lt;ref&amp;gt;https://flyinside-fsx.com/Products&amp;lt;/ref&amp;gt; &lt;br /&gt;
==System Requirements==&lt;br /&gt;
&#039;&#039;&#039;Minimum Requirements:&lt;br /&gt;
* Intel i5 or better processor (or AMD equivelent)&lt;br /&gt;
* NVIDIA GTX 770 or better&lt;br /&gt;
* 8GB Ram&lt;br /&gt;
* Flight Simulator X Acceleration or Prepar3D 2.5 and up&lt;br /&gt;
&#039;&#039;&#039;Recommended Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Intel i5 3570k or better&lt;br /&gt;
* NVIDIA GeForce 780 Ti or better&lt;br /&gt;
* 8GB Ram&lt;br /&gt;
* Flight Simulator X Steam Edition or Prepar3D 3.0&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
According to FlyInside&#039;s Oculus webpage&amp;lt;ref&amp;gt;https://share.oculus.com/app/flyinside&amp;lt;/ref&amp;gt;, players need to: &lt;br /&gt;
# Download the version of FlyInside applicable to your flight simulator and Oculus runtime.&lt;br /&gt;
# Run the FlyInside installer, following the instructions along the way.&lt;br /&gt;
# Make sure that your Oculus Rift DK2 is turned on.&lt;br /&gt;
# Run your flight simulator.&lt;br /&gt;
&lt;br /&gt;
Flyinside FSX has a control panel which shows in the 3D virtual view and is on by default. There are some configurable settings, but none are set up “out of the box”. &lt;br /&gt;
* The first thing players need to do is use the “Settings” button to configure a suitable key to hide and show the Flyinside FSX control panel.&lt;br /&gt;
* They should also set up a key to hide or show the mouse cursor. &lt;br /&gt;
* Other useful keys can be set up. For example, “V” for disabling/enabling the Virtual Desktop” feature and “L” to disable/enable the Leap Motion (which is otherwise enabled by default).&amp;lt;ref&amp;gt;http://blog.inf.ed.ac.uk/atate/2015/11/19/flight-simulator-in-virtual-reality-with-flyinside-fsx/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=i5s51Jc5noU Fly inside FSX with the Oculus Rift - VRBUMP 07] - extensive gameplay footage&lt;br /&gt;
* [https://www.youtube.com/watch?v=VZj0PUDC--8 FlyInside FSX - Using Flight Simulator X in the Oculus Rift] - quick demonstration&lt;br /&gt;
* [https://www.youtube.com/watch?v=30pSJ0wOB6U Real life flying vs Virtual Reality] - comparison of VR with actual piloting of Cessna 172SP&lt;br /&gt;
* [https://www.youtube.com/watch?v=_5PoVMXf1CE FSX Oculus Flyinside FSX Review] - review of FlyInside FSX&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Windlands&amp;diff=8396</id>
		<title>Windlands</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Windlands&amp;diff=8396"/>
		<updated>2016-04-02T18:02:56Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Developer=[[Cyber Fox Games]]&lt;br /&gt;
|Publisher=&lt;br /&gt;
|Platform=[[Oculus Rift]]&lt;br /&gt;
|Device=[[DK1]], [[DK2]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Pre-Release]]&lt;br /&gt;
|Genre=[[RPG]], [[Puzzle]], [[Exploration]], [[Action/Adventure]]&lt;br /&gt;
|Input Device=[[Keyboard]], [[Mouse]], [[Gamepad]]&lt;br /&gt;
|Game Mode=[[Single-Player]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=http://guardiansofthewind.com&lt;br /&gt;
|Infobox Updated=&lt;br /&gt;
}}&lt;br /&gt;
[[Windlands]] is a first person grappling hook exploration game where players can soar through the ruins of a fallen civilisation and discover the secrets of the ancient world. The game includes a full support for the Oculus Rift and HTC Vive.&amp;lt;ref&amp;gt;http://store.steampowered.com/app/428370/&amp;lt;/ref&amp;gt; It was successfuly funded by 631 backers on [https://www.indiegogo.com/projects/windlands#/story Indiegogo]. &lt;br /&gt;
==Features==&lt;br /&gt;
According to the Indiegogo description, &amp;quot;Windlands is an action adventure in the vein of Shadow Of The Colossus and Zelda, but adapted for VR.&amp;quot; Focus is placed on freedom of movement, exploration, and boss fights.&amp;lt;ref&amp;gt;https://www.indiegogo.com/projects/windlands#/story&amp;lt;/ref&amp;gt; The game uses the immersive factor of virtual reality to make players feel as if they are truly making huge jumps, swinging in the air by the grappling hook, or walking along narrow edges.&lt;br /&gt;
&lt;br /&gt;
Players are put in the shoes of the last automaton created to destroy the source of power that powers all mechanical enemies in Windlands. This mission takes place across many different game environments, such as a desert, underground, or a flying island. &lt;br /&gt;
&lt;br /&gt;
Each level can be explored in many different ways, with plenty of collectibles that reward exploration and completionism. The entire gameplay is driven by one final goal, but many extra challenges are available to allow for, essentially, unlimited replayability. Windlands doesn&#039;t want to make players feel pressured or stressed, instead, it encourages slow and careful exploration at slow pace.&amp;lt;ref&amp;gt;http://www.polygon.com/2016/3/31/11339154/windlands-gameplay-overview-video-oculus-rift-vr&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
&#039;&#039;&#039;Minimum: &#039;&#039;&#039;&lt;br /&gt;
* OS: Windows 7 SP1 or newer &lt;br /&gt;
* Processor: Dual Core 2.33 GHz Intel or 3.0 GHz AMD &lt;br /&gt;
* Memory: 4 GB RAM &lt;br /&gt;
* Graphics: Geforce GTX 8800, AMD Radeon 4850 or Intel HD Graphics 5200 or better (1GB graphics memory or more. Shader Model 3.0 needs to be supported). Minimum supported resolutions 1280×720 and 1024×768. &lt;br /&gt;
* DirectX: Version 11 &lt;br /&gt;
* Storage: 3 MB available space &lt;br /&gt;
* Sound Card: Direct X Compatible &lt;br /&gt;
* Additional Notes: This is for 2D standard version, VR version higher req as per Oculus standards&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recommended: &#039;&#039;&#039;&lt;br /&gt;
* OS: Windows 7 SP1 or newer &lt;br /&gt;
* Processor: Intel i5-4590 equivalent or greater &lt;br /&gt;
* Memory: 8 GB RAM &lt;br /&gt;
* Graphics: NVIDIA GTX 970 / AMD 290 equivalent or greater &lt;br /&gt;
* Storage: 3 GB available space &lt;br /&gt;
* Sound Card: Direct X 11 Compatible &lt;br /&gt;
* Additional Notes: Minimum Requirements to Run VR Version&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
The game can be downloaded on &amp;lt;ref&amp;gt;http://store.steampowered.com/app/428370&amp;lt;/ref&amp;gt;, where it is currently available in the form of an early access version, and there is also a work-in-prgress version that can be obtained through the [https://share.oculus.com/app/windlands app directory] of the Oculus Rift. &lt;br /&gt;
==Images and Videos==&lt;br /&gt;
*[https://www.youtube.com/watch?v=_Qnjxa4mtXE Windlands: Now Available On Steam and Oculus]&lt;br /&gt;
*[https://www.youtube.com/watch?v=DVwJhiDp-5k Windlands Launch Trailer]&lt;br /&gt;
*[https://www.youtube.com/watch?v=fd5vsG5V260 VR Grappling Hooks - Windlands]&lt;br /&gt;
*[https://www.youtube.com/watch?v=31gy7mF2ptM VIRTUALLY AWESOME! | Windlands (VR) HTC Vive]&lt;br /&gt;
*[https://www.youtube.com/watch?v=weLT59w-zVs Windlands | FLYING WITH OCULUS RIFT]&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:VR Apps]] [[Category:Oculus Rift Apps]] [[Category:Pre-Release]] [[Category:RPG]] [[Category:Puzzle]] [[Category:Exploration]] [[Category:Action/Adventure]] [[Category:DK1 Apps]] [[Category:DK2 Apps]] [[Category:Windows Apps]]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Audio_Arena&amp;diff=8395</id>
		<title>Audio Arena</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Audio_Arena&amp;diff=8395"/>
		<updated>2016-04-02T17:21:07Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image=&lt;br /&gt;
|Developer=[[Yorick van Vliet]]&lt;br /&gt;
|Publisher=&lt;br /&gt;
|Platform=[[Oculus Rift]]&lt;br /&gt;
|Device=[[DK1]], [[DK2]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Pre-Release]]&lt;br /&gt;
|Genre=[[Casual]]&lt;br /&gt;
|Input Device=[[Keyboard]], [[Mouse]]&lt;br /&gt;
|Game Mode=[[Single-Player]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=http://skydomestudios.com/audio-arena/&lt;br /&gt;
|Infobox Updated=&lt;br /&gt;
}}&lt;br /&gt;
[[Audio Arena]] is a [[VR App]] for the [[Oculus Rift]].&lt;br /&gt;
Audio Arena is a single player arena game in which the gameplay is generated by music. It was developed by Yorick van Vliet, who is the sole member [http://skydomestudios.com/ Skydome Studios], for the GearVR, and it was a bronze prize winner in the [http://vrjam.challengepost.com/ Oculus Mobile VR Jam 2015].&amp;lt;ref&amp;gt;http://skydomestudios.nl/audio-arena/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Features==&lt;br /&gt;
Players are placed in an arena that stretches 360 degrees around their head. Enemies get spawned on the beat of the music, and the goal is to either avoid or destroy them using headtilt controls. Powerups are placed in the arena to kill foes. Picking them up on the beat of the music increases the sync bonus and allows players to achieve higher scores, which are counted at the end of each song.&amp;lt;ref&amp;gt;http://skydomestudios.nl/audio-arena/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Audio Arena game started as an entry into the Oculus Mobile VR Jam 2015, where it received a bronze prize. It was subsequently developed into a full game for Gear VR and Oculus Rift. The full version features 20 songs, 25 unique quests, and it can be played either sitting or standing. &amp;lt;ref&amp;gt;http://skydomestudios.nl/audioarena/press/sheet.php?p=audio_arena&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yorick van Vliet &amp;quot;wanted an arena game with as many things as possible synced to the music.&amp;quot; He drew his inspiration from music visualizers and ended up with a short list of enemy types to implement in the game: All enemies spawn with a white flash; Red enemies spawn on the bass; Yellow and Purple enemies spawn on tones; Yellow enemies pulse their size on the beat; Purple enemies speed up on the beat; A pattern of enemies, like a circle or square around the player, gets spawned on important moments in the music; Weapons activated on the beat of the music give combo-bonus.&amp;lt;ref&amp;gt;http://skydomestudios.nl/player-versus-music-generating-gameplay-from-music/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He then proceeded to use a Unity Plugin called Visualizer Studio to perform frequency analysis and a beat detection to know where exactly the beats were in the music used for the game. However, this method turned out not to be as reliable as he hoped it would be, so he ended up doing everything manually.&amp;lt;ref&amp;gt;http://skydomestudios.nl/player-versus-music-generating-gameplay-from-music/&amp;lt;/ref&amp;gt;    &lt;br /&gt;
&lt;br /&gt;
Most songs in the game are between 80 and 110 BPM (beats per minute). They have a clear beat and clear tones that are easily recognisable, but they also remain diverse enough to make the game fun to play.  &lt;br /&gt;
==System Requirements==&lt;br /&gt;
The game requires a Windows PC with a dedicated 3D-Graphics card.&amp;lt;ref&amp;gt;https://share.oculus.com/app/audio-arena&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
Audio Arena is available via the [https://share.oculus.com/app/audio-arena Oculus Rift App Directory]. Users are required to register on the site before they can download and install it on their PC. &lt;br /&gt;
Another option is to purchase it the Oculus Gear VR store for $4.99.&amp;lt;ref&amp;gt;http://skydomestudios.nl/audio-arena-released-for-gear-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=bG3RVtWvIWQ Audio Arena Mobile VR Jam 2015]&lt;br /&gt;
* [https://www.youtube.com/watch?v=AAkcEbXqiZQ Audio Arena for Rift]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:VR Apps]] [[Category:Oculus Rift Apps]] [[Category:Pre-Release]] [[Category:Casual]] [[Category:DK1 Apps]] [[Category:DK2 Apps]] [[Category:Windows Apps]]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Job_Simulator:_The_2050_Archives&amp;diff=8389</id>
		<title>Job Simulator: The 2050 Archives</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Job_Simulator:_The_2050_Archives&amp;diff=8389"/>
		<updated>2016-03-24T17:44:33Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;According to developers, Job Simulator is a tongue-in-cheek virtual reality experience for motion controlled VR platforms. The game takes place in the year 2050, in a world wh...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;According to developers, Job Simulator is a tongue-in-cheek virtual reality experience for motion controlled VR platforms. The game takes place in the year 2050, in a world where most employees were replaced by robots. To give citizens a chance to experience what it was like to actually work, a special simulator has been to replicate a variety of different jobs.&amp;lt;ref&amp;gt;http://jobsimulatorgame.com/&amp;lt;/ref&amp;gt; &lt;br /&gt;
== Features ==&lt;br /&gt;
The game is being developed for PC and PlayStation 4 by Owlchemy Lab&#039;s. The company&#039;s CEO, Alex Schwartz, said that &amp;quot;Using the Move controllers instead of a regular controller is essential because the core of the game is all about having good hand interaction. You can&#039;t really do that with a controller.&amp;quot;&amp;lt;ref&amp;gt;http://www.gamecrate.com/most-interesting-games-psx-2015-job-simulator-2050-archives/12423&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are guided by step-by-step instructions, but they can choose to ignore them at any time and do absolutely whatever they want in the limited enviroment. That way, it&#039;s possible to experience what it would be like to complete trash one&#039;s cubicle or to be the most careless convenience store clerk in the world. &lt;br /&gt;
&lt;br /&gt;
As of now, 4 jobs have been introduced: gourmet chef, office worker, automotive mechanic, and convenience store clerk. Each job comes with its own, detailed enviroment filled with many interactive objects and ways how to spend a quality fun time in the game. &lt;br /&gt;
&lt;br /&gt;
Job Simulator: The 2050 Archives is on its way to the Oculus Rift with support for the Oculus Touch motion controller when it launches in the second half of 2016. It’s also planned to be a launch title for PlayStation VR, which should arrive in the first half of the year.&amp;lt;ref&amp;gt;http://www.vrfocus.com/2016/01/job-simulator-to-have-five-jobs/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== System Requirements ==&lt;br /&gt;
System requirements are yet to be announced. &lt;br /&gt;
== Setup Instructions ==&lt;br /&gt;
The PlayStation 4 version will be distributed through Sony&#039;s content delivery platform, while the PC version should be available on Stream. Both version are not expected to require any complicated setup. &lt;br /&gt;
== Images and Videos ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=Uhh4dA-V2os Office Worker Teaser]&lt;br /&gt;
* [https://www.youtube.com/watch?v=4MpkR2L4Vc4 Convenience Store Teaser]&lt;br /&gt;
* [https://www.youtube.com/watch?v=NS_ENDFNOwI Sriracha Teaser]&lt;br /&gt;
* [https://www.youtube.com/watch?v=d4hUtoOS3TM EVEN MORE SRIRACHA Teaser]&lt;br /&gt;
* [https://www.youtube.com/watch?v=dO429iymBdo Gourmet Chef Teaser 2]&lt;br /&gt;
* [https://www.youtube.com/watch?v=MdTgZL_FNqU Automotive Mechanic Teaser]&lt;br /&gt;
* [https://www.youtube.com/watch?v=RlLw9LEmEfw PlayStation Experience 2015: Job Simulator - Gameplay Teaser]&lt;br /&gt;
* [https://www.youtube.com/watch?v=peVuqvB7RPQ Job Simulator: Making VR Games for Oculus Touch and HTC Vive]&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Battlezone&amp;diff=8388</id>
		<title>Battlezone</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Battlezone&amp;diff=8388"/>
		<updated>2016-03-24T15:39:05Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Battlezone is a remake of a first-person tank combat arcade game from Atari released in November 1980. The game was developed for PlayStation VR and Oculus Rift by Rebellion D...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Battlezone is a remake of a first-person tank combat arcade game from Atari released in November 1980. The game was developed for PlayStation VR and Oculus Rift by Rebellion Developments, the same company that is behind Sniper Elite and the Alien vs. Predator series. &lt;br /&gt;
== Features ==&lt;br /&gt;
The game was officially announced in 2015 on the official Playstation blog by Jason Kingsley.&amp;lt;ref&amp;gt;http://blog.us.playstation.com/2015/06/16/introducing-battlezone-for-project-morpheus/&amp;lt;/ref&amp;gt; Much like the original, players are placed inside a cockpit of a futuristic tank through which they view the game world. &lt;br /&gt;
&lt;br /&gt;
Battlezone for VR features new environments, such as metropolitan areas and industrial wastelands, and the game plays a slight homage to the simple visual style of the original Atari game, but with modern visual effects and high fidelity necessary for a true sense of presence. &lt;br /&gt;
&lt;br /&gt;
The goal was to “use VR to make each environment feel as awe-inspiring and monumental as possible from the cockpit of your tank.”&amp;lt;ref&amp;gt;https://blog.eu.playstation.com/2015/10/28/battlezone-will-launch-first-on-playstation-vr/&amp;lt;/ref&amp;gt; The [https://www.youtube.com/watch?v=ffTXUa7JelQ official E3 trailer] showed new types of weapons, tanks, abilities, and enemies. &lt;br /&gt;
&lt;br /&gt;
In March 2016, developers released a [https://www.youtube.com/watch?v=P_AqqlqnQ7w&amp;amp;feature=youtu.be campaign reveal trailer], which, for the first time, showed how the singleplayer campaign is going to be incorporated into the game and also demonstrated several new levels and a new, redesigned cockpit. According to the accompanying blog post on PlayStation blog, &amp;quot;a sizeable single-player campaign [is] at the heart of the Battlezone.&amp;quot;&amp;lt;ref&amp;gt;http://blog.us.playstation.com/2016/03/14/battlezone-explosive-campaign-revealed/&amp;lt;/ref&amp;gt; The campaign map is structured across a series of interlocking &amp;quot;hexes&amp;quot; that need to be completed to progress to the finale, and it’s up to you to forge a path through the campaign of your own choosing.&lt;br /&gt;
&lt;br /&gt;
When players restart their progress, a whole new set of &amp;quot;hexes&amp;quot; is generated procedurally, making it possible to replay the game again and again. Each replay gives players a chance to unlock new weapons and upgrades. &lt;br /&gt;
== System Requirements ==&lt;br /&gt;
Battlezone is a VR title coming first to PlayStation 4 and then later on Steam for PC [TBC].&amp;lt;ref&amp;gt;http://wccftech.com/battlezone-psvr-runs-60fps120-reprojection-campaign-multiplayer/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PC requirements are not yet available, but PlayStation VR owners can be rest assured that the game will work right out of the box with their VR headset and PS4 console. &lt;br /&gt;
== Setup Instructions ==&lt;br /&gt;
No special setup procedure is required. &lt;br /&gt;
== Images and Videos ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=YS714VhTC6Q Official E3 Reveal Trailer] &lt;br /&gt;
* [https://www.youtube.com/watch?v=rcN_Rl4dINs Campaign Reveal Trailer]&lt;br /&gt;
* [https://www.youtube.com/watch?v=g2Ra24FLgzE Battlezone sold me on the Playstation VR] - New gameplay and first impressions&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Fantastic_Contraption&amp;diff=8382</id>
		<title>Fantastic Contraption</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Fantastic_Contraption&amp;diff=8382"/>
		<updated>2016-03-16T15:15:14Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;The new Fantastic Contraption is a remake of an old browser game in which you must transport a ball towards a goal by building a vehicle to carry or push it there, and it has...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The new Fantastic Contraption is a remake of an old browser game in which you must transport a ball towards a goal by building a vehicle to carry or push it there, and it has been designed from the ground up to be a room-scale VR game. The game makes players feel like they are walking around a grassy island floating in the sky making a contraption the size of a horse with their hands then watching it roll out into the world. It&#039;s a one of the first virtual reality social experiences and it shows the direction this medium can take in the future.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=14lkK6ckDXc&amp;lt;/ref&amp;gt;&lt;br /&gt;
== History ==&lt;br /&gt;
The original version of Fantastic Contraption was a Flash physics game created by Colin Northway in 2008. In 2009, Northway sold his game to inXile Entertainment, an American video game developer formed in late 2002 by Brian Fargo, who later release it for iOS and, in 2010, made a sequel called Fantastic Contraption 2.&amp;lt;ref&amp;gt;http://pc.ign.com/objects/143/14300548.html&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
inXile entertainment stopped making web-games in 2015 and shortly after shutdown servers for Fantastic Contraption. The original game has been enjoyed by millions of players from all around the world and is currently available on [http://fantasticcontraption.com/original/ the official website] of the new, VR version. &lt;br /&gt;
== Features ==&lt;br /&gt;
According to Andy Moore, a developer working on the game, the experience when playing Fantastic Contraption is like building a model ship in a real space. Players grab, resize, and position various types of rods and wheels in order to assemble contraptions with the goal of moving them past obstacles into the goal area. The assembly process can happen only in a designated workshop, thus giving importance to careful planning and preparation.&amp;lt;ref&amp;gt;https://www.rockpapershotgun.com/2016/03/14/fantastic-contraption-seated-mode/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game uses the two controllers that ship HTC Vive to let players manipulate objects around them and interact with the virtual toolkit. The gameplay takes place inside an area of at least 2m x 1.5m.&amp;lt;ref&amp;gt;http://gamasutra.com/view/news/252667/Bringing_a_2D_puzzler_to_VR_in_Fantastic_Contraption_for_Vive.php&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fantastic Contraction will also ship with a livestream mode, which creates a single video stream with a combined footage from two in-game virtual cameras and one real-world camera. &amp;quot;You have your webcam, and a camera that only shows you foreground objects, so anything that’s in front of the head-mounted display, and that’s a game camera, and you have a game camera that only shows you background objects that are behind the HMD,&amp;quot; Sarah Northway explained. The streaming process is currently quite complicated, but the team is working on making it simpler to use.&amp;lt;ref&amp;gt;http://www.polygon.com/2016/2/3/10897208/fantastic-contraption-vive-valve-social&amp;lt;/ref&amp;gt; &lt;br /&gt;
== System Requirements ==&lt;br /&gt;
* Headset: HTC Vive&lt;br /&gt;
* OS: Windows 7+ &lt;br /&gt;
* Processor: Intel Core i5 4590 equivalent or greater &lt;br /&gt;
* Memory: 8 GB RAM &lt;br /&gt;
* Graphics: Nvidia GeForce GTX 970/AMD Radeon R9 290 equivalent or greater &lt;br /&gt;
* Storage: 500 MB available space&lt;br /&gt;
== Setup Instructions ==&lt;br /&gt;
Fantastic Contraption requires a play area of at least 2m x 1.5m.&amp;lt;ref&amp;gt;http://store.steampowered.com/app/386690/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Images and Videos ==&lt;br /&gt;
*[https://www.youtube.com/watch?v=itvg4LTjAg4 Northernlion Plays - FANTASTIC CONTRAPTION on the HTC Vive!] - extended gameplay footage featuring a popular Youtuber, who was invited to check out the game in person.&lt;br /&gt;
*[https://www.youtube.com/watch?v=14lkK6ckDXc Fantastic Contraption Teaser] - short teaser video demonstrating the game using the prototype version of HTC Vive. &lt;br /&gt;
*[https://www.youtube.com/watch?v=bM47bOeHSL4 Fantastic Contraption mixed-reality stream sample] - a mixed reality stream showing the game from the view of the player and observers around him. &lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Wayward_Sky&amp;diff=8381</id>
		<title>Wayward Sky</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Wayward_Sky&amp;diff=8381"/>
		<updated>2016-03-16T13:24:30Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Wayward Sky is a third person single player adventure game that focuses on atmosphere and storytelling through light puzzle solving designed to ease players into VR. The playe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wayward Sky is a third person single player adventure game that focuses on atmosphere and storytelling through light puzzle solving designed to ease players into VR. The player plays as Bess, a young co-pilot flying with his father. The two crash into a mysterious fortress that emerges out of the clouds. With the father kidnapped and plane in ruins, players set out to explore the flying fortress and rescue the father. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=7f7NcIRgjxA&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Features ==&lt;br /&gt;
The game was announced on Jun 17, 2015 by Chandana Ekanayake, Game Director of Wayward Sky at Uber Entertainment.&amp;lt;ref&amp;gt;http://blog.us.playstation.com/2015/06/17/a-look-into-wayward-sky-on-project-morpheus/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main goal of the project is to introduce Morpheus players into virtual reality gaming. This is accomplished chiefly by limiting interactivity to just pointing and pressing an action button on the PS4 controller. As such, players won&#039;t have to focus on how to navigate the virtual space, and they can, instead, immerse themselves in the virtual environment. &lt;br /&gt;
&lt;br /&gt;
Most of the game is played from the third-person perspective, but the camera also sometimes switches to the first-person view, which is scaled to a standard human perspective to create the illusion of presence. &lt;br /&gt;
&lt;br /&gt;
One thing that the developers had to overcome is the issue of camera movement. Taking the control over the camera movement out of the hands of players could result in &amp;quot;a disconnect between what your eyes see and what your body is experiencing,&amp;quot; said Chandana Ekanayake.&amp;lt;ref&amp;gt;https://www.vg247.com/2015/06/17/wayward-sky-ps4-project-morpheus-ps4/&amp;lt;/ref&amp;gt; Their solution are special transitional passages called &amp;quot;blinks&amp;quot;. They let players know that a change in a camera angle is coming, while allowing them to fully explore the world around them. &lt;br /&gt;
== System Requirements ==&lt;br /&gt;
The game is designed for PlayStation VR, which works with the PlayStation 4 video game system. Players won&#039;t need to invest in any additional hardware, besides the console and the VR headset. &lt;br /&gt;
== Setup Instructions ==&lt;br /&gt;
Just like other PlayStation VR games, Wayward Sky will be distributed digitally and installed automatically via PlayStation&#039;s content delivery platform. &lt;br /&gt;
== Images and Videos ==&lt;br /&gt;
*[https://www.youtube.com/watch?v=7f7NcIRgjxA Wayward Sky E3 Trailer]&lt;br /&gt;
*[https://www.youtube.com/watch?v=ILaQu1ks128 Wayward Sky on Playstation VR at 90fps]&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Gear_360&amp;diff=8378</id>
		<title>Gear 360</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Gear_360&amp;diff=8378"/>
		<updated>2016-03-03T16:17:44Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;The Gear 360 is a new, consumer-friendly 360-degree camera that integrates with the rest of Samsung&amp;#039;s VR ecosystem and allows users to easily capture real 360-degrees images....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Gear 360 is a new, consumer-friendly 360-degree camera that integrates with the rest of Samsung&#039;s VR ecosystem and allows users to easily capture real 360-degrees images. It was introduced at Mobile World Congress 2016 in South Korea and is scheduled for the second quarter of this year.&amp;lt;ref&amp;gt;http://www.cnet.com/products/samsung-gear-360/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Features ==&lt;br /&gt;
This 360-degree camera can work either in a single-lens mode or in a dual-lens mode. The single-lens mode is used primarily for video capture, while the dual-lens mode is used for shooting fully immersive panoramic images.&amp;lt;ref&amp;gt;http://www.samsung.com/global/galaxy/gear-360/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The construction of this camera is outdoor-friendly and built to withstand rough handling, dust, rain, and just about anything else that comes hand-in-hand with extreme sports and outdoor exploration. &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The Samsung Gear 360 camera measures just 66.7 x 56.2 x 60 mm - slightly smaller than the size of a baseball - and weighs only 153g when the battery is included. It&#039;s designed to be easily transportable and attached to various pieces of equipment using the standard camera 1/4 inch thread.&amp;lt;ref&amp;gt;http://www.cnet.com/products/samsung-gear-360/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main control element is a big red record button on the top side of the camera. A small .05-inch PMOLED display conveniently displays useful status information, which allows users to keep eyes off their smartphones and focus on the action ahead. &lt;br /&gt;
&lt;br /&gt;
The front and rear lenses each capture 180 degrees horizontally and vertically, creating a seamless and complete 360-degree field of view. The camera&#039;s dual lens setup also captures still 30MP photos that create panoramic images at 7776 x 3888. This is Samsung uses their proprietary Bright Lens 2.0 aperture that has been engineered to perform exceptionally well in low-light conditions.&amp;lt;ref&amp;gt;http://petapixel.com/2016/02/22/samsung-gear-360-ball-shaped-camera-360-photos-videos/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Image processing is taken care of by a DRIMe5s image processor and 1GB of RAM and power is provided by a removable battery with 1350 mAh capacity. &lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Camera: Dual CMOS 15MP Sensor, Dual F2.0 Fisheye Lens&lt;br /&gt;
* Resolution (movie): up to 3840 x 1920 (30 fps) for dual cam and up to 2560 x 1440 (30 fps) for single cam&lt;br /&gt;
* Resolution (still): up to 7776 x 3888 (30M) for dual cam and 3072 x 1728 (5M) for single cam&lt;br /&gt;
* Dimension: 66.7 x 56.2 x 60 mm (153 g incl. battery)&lt;br /&gt;
* Display: 0.5&amp;quot; (72 x 32) PMOLED&lt;br /&gt;
* Memory: 1GB RAM, MicroSD Card (up to 128GB)&lt;br /&gt;
* Sensors: Gyro, Accelerometer&lt;br /&gt;
* Battery: 1350mAh&lt;br /&gt;
* Connectivity: Wi-Fi 802.11 a/b/g/n/ac (2.4/5GHz), Wi-Fi Direct, Bluetooth® v4.1, USB 2.0, NFC&lt;br /&gt;
* Codec: MP4 (H.265), JPEG&lt;br /&gt;
* Compatible Devices: Galaxy S6, S6 edge, S6 edge+, Note5, S7, S7 edge&lt;br /&gt;
* Chipset: DRIMe5s&lt;br /&gt;
== Software ==&lt;br /&gt;
The dedicated mobile application greatly extends available recording options and add the support for time lapse and looping video. The camera works with all phones that can run the required Samsung Gear 360 Manager app, such as the Samsung Galaxy S7, Galaxy S7 Edge, Galaxy S6, S6 Edge, S6 Edge+ and Note 5.&amp;lt;ref&amp;gt;http://venturebeat.com/2016/02/21/samsung-gear-360-is-a-lightweight-camera-for-capturing-360-degree-photos-and-videos-ships-in-q2-2016/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gear 360 is also compatible with the Google Street View app. That means you can capture and instantly publish your photo spheres to Street View, and invite the world over to your street. Click to get the Google Street View app.&amp;lt;ref&amp;gt;http://www.samsung.com/global/galaxy/gear-360/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=LG_360_CAM&amp;diff=8377</id>
		<title>LG 360 CAM</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=LG_360_CAM&amp;diff=8377"/>
		<updated>2016-03-03T15:19:21Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;The LG 360 Cam is a compact spherical camera that complements the LG 360 VR headset as a part of the company&amp;#039;s push into the virtual reality market. It should be released arou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The LG 360 Cam is a compact spherical camera that complements the LG 360 VR headset as a part of the company&#039;s push into the virtual reality market. It should be released around April 2016 - the same time as LG’s new flagship phone.&amp;lt;ref&amp;gt;http://www.trustedreviews.com/lg-360-cam-review#T0e1fQS85siITtWl.99&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Features ==&lt;br /&gt;
Much like the already popular Ricoh Theta, the LG 360 Cam is designed to allow users easily capture and share spherical content. It can be then viewed either using the LG 360 VR headset or with any other Cardboard compatible gadget.&amp;lt;ref&amp;gt;http://www.gsmarena.com/lg_announces_lg_360_cam-blog-16758.php&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera can be connected to the LG G5 smartphone to shoot content, including video with 5.1 surround sound. LG has also made it possible to upload the content to Google Street View and YouTube 360. &amp;lt;ref&amp;gt;http://www.droid-life.com/2016/02/21/lg-360-vr-and-lg-360-cam/&amp;lt;/ref&amp;gt; &lt;br /&gt;
== Hardware ==&lt;br /&gt;
LG described the LG 360 Cam as being a &amp;quot;lipstick&amp;quot; design. It&#039;s a little chunky for lipstick, but it&#039;s basically a flattened cylindrical design, with a cover that slips over the top for convenient protection of the massive lenses. The LG 360 Cam measures 30 x 97 x 25mm and weighs 72g, so it&#039;s highly portable.&amp;lt;ref&amp;gt;http://www.pocket-lint.com/review/136802-lg-360-cam-capture-your-vr-world&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera uses dual 200-degree 13MP sensors that can record 2K video footage and three mics for directional audio capture. The 1,200 mAh battery allows users to capture up to 70 minutes of video, which can also be stored on a microSD card located at the base of the camera.&lt;br /&gt;
&lt;br /&gt;
The LG Cam has no display, but it will work completely independently without being connected to a smartphone. A large button on one side that will enable video or photo capture with a long or short press, and other button is used to switch from 180 to 360 degree capture. &amp;lt;ref&amp;gt;http://www.techradar.com/reviews/cameras-and-camcorders/lg-360-cam-1315678/review&amp;lt;/ref&amp;gt;&lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Dimension: 40 x 97 x 25 (set only)&lt;br /&gt;
* Connectivity: Bluetooth 4.0, Wi-Fi 802.11 b/g/n, USB 2.0&lt;br /&gt;
* Physical UI: Keys (Power, Shoot)&lt;br /&gt;
* Memory:4GB eMMC / Micro SD (up to 2T)&lt;br /&gt;
* Chipset:APQ8056&lt;br /&gt;
* Camera:13MP x 2EA&lt;br /&gt;
== Software ==&lt;br /&gt;
The LG Friends Manager application for the LG G5 smartphone facilitates simple Wi-Fi connection with the LG 360 Cam to greatly simplify the pairing process.&amp;lt;ref&amp;gt;http://www.trustedreviews.com/lg-360-cam-review#T0e1fQS85siITtWl.99&amp;lt;/ref&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Ricoh_Theta&amp;diff=8376</id>
		<title>Ricoh Theta</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Ricoh_Theta&amp;diff=8376"/>
		<updated>2016-03-03T14:51:32Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;The Ricoh Theta is a handheld 360-degree camera that can capture the entire space in front of its wide-angle lens with just a single shot. The compatible Android and iOS appli...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Ricoh Theta is a handheld 360-degree camera that can capture the entire space in front of its wide-angle lens with just a single shot. The compatible Android and iOS application is used for viewing, editing, and sharing of spherical images and video footage. Ricoh&#039;s main goal was to bring 360-degree imagery closer to mainstream acceptance, which is reflected in the elegant, slim design and simple control scheme. &lt;br /&gt;
== Features ==&lt;br /&gt;
The Ricoh Theta uses a special dual-lens design to record 180 degress of horizontal and vertical view. When combined, the final image offers a complete 360x360-degree wraparound spherical image of the world around  the camera. &amp;lt;ref&amp;gt;http://www.photographyblog.com/reviews/ricoh_theta_m15_review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera is intended more as a lifestyle gadget than as a professional recording device. The main selling point is the ability to effortlessly capture the entire scene without worrying about framing or composition. Since it fits into any pocket and weighs only half as much a typical smartphone, users can carry it with them anywhere they go. &lt;br /&gt;
&lt;br /&gt;
Built-in Wi-Fi connectivity enables quick pairing with the complementary iOS and Android application, which allows for remote control of the camera, preview of captured images, and convinient access to a multitude of sharing options.  &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The Ricoh Theta weights about .20 pounds and measures 1.65 x 5.08 x .9 inches. The casing is rubberized to help users securely hold the camera in the hand. Its appearance is mostly characterized with a pair of protruding lenses. Behind them is an image sensor with an automatic ISO range of 100-1600. &amp;lt;ref&amp;gt;http://www.digitalcamerareview.com/camerareview/ricoh-theta-review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera stores captured images and video footage onto 4GB of built-in storage. In practice, it can hold around 1200 images. &lt;br /&gt;
&lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Size: 42mm (W) x 129mm (H)x 22.8mm (17.4mm）(D)&lt;br /&gt;
* Weight: Approx. 95g&lt;br /&gt;
* Memory: 4GB&lt;br /&gt;
* Object distance: Approx. 10cm - ∞ (from front of lens)&lt;br /&gt;
* Shooting mode (still): Auto, shutter priority, ISO priority&lt;br /&gt;
* Shooting mode (video): Auto&lt;br /&gt;
* Exposure control mode: Auto&lt;br /&gt;
* Exposure compensation: Manual compensation (-2.0 - +2.0EV, 1/3EV step)&lt;br /&gt;
* ISO sensitivity (still): ISO 100 to 1600&lt;br /&gt;
* ISO sensitivity (video): ISO 100 to 400&lt;br /&gt;
* Shutter speed (still): 1/8000 sec. to 1/7.5 sec.&lt;br /&gt;
* Shutter speed (video): 1/8000 sec. to 1/15 sec.&lt;br /&gt;
* Battery: Lithium ion, approx. 200 photos&lt;br /&gt;
* Usage temperature range: 0°C - 40°C&lt;br /&gt;
* Usage humidity range: 90% or less&lt;br /&gt;
== Software ==&lt;br /&gt;
The Ricoh Theta application for [https://itunes.apple.com/en/app/ricoh-theta/id667238484?mt=8 iOS] and [https://play.google.com/store/apps/details?id=com.theta&amp;amp;hl=en Android] gives users the ability to use a remote control to shoot photos, view images, and share photos taken with the camera on social networking services, such as Twitter and Facebook.&lt;br /&gt;
== Developers ==&lt;br /&gt;
Ricoh wants to build an entire ecosystem around the camera and supplies developers with API and SDK that they can use to develop their own original applications. Developers can easily access various functions, including the remote shutter, ISO, shutter speed, and exposure compensation settings, or built-in file management tools. &amp;lt;ref&amp;gt;https://developers.theta360.com/en/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=LG_360_VR&amp;diff=8375</id>
		<title>LG 360 VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=LG_360_VR&amp;diff=8375"/>
		<updated>2016-03-03T13:21:28Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The LG 360 VR are new virtual reality glasses designed to connect with smartphones via the included USB-C jack, rather than housing the phone inside. They have been introduced at Mobile World Congress in Barcelona to complement LG&#039;s newest G5 phone. &amp;lt;ref&amp;gt;http://www.cnet.com/products/lg-360-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Features ==&lt;br /&gt;
The main features of these VR glasses is their small size and weight. Because they don&#039;t have to carry the weight of the smartphone the entire housing is very slim and weighs just 180 grams (6.3 ounces). &lt;br /&gt;
&lt;br /&gt;
Currently, the glasses are limited to just the LG G5, but it&#039;s expected that compatibility for additional devices will be added in the future. &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The LG 360 VR uses dual 1080p OLED screens with a resolution of 639 ppi. According to LG, these displays should provide a viewing experience similar to a 130-inch TV viewed from two meters. &amp;lt;ref&amp;gt;http://arstechnica.com/gadgets/2016/02/lg-jumps-on-the-vr-bandwagon-with-the-lg-360-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A USB-C cable is used to connect power and video, which frees the phone itself to be used as a controller for virtual reality applications and games. The glasses also have additional control buttons on top that are used for confirmations and as a &amp;quot;back&amp;quot; button. &lt;br /&gt;
&lt;br /&gt;
Sound can be outputted through the 3.5mm headphone socket on the underside of the 360 VR headset. &amp;lt;ref&amp;gt;http://www.pocket-lint.com/review/136800-lg-360-vr-preview-a-unique-perspective-on-mobile-vr&amp;lt;/ref&amp;gt; &lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Dimension: 160.07 mm x 185.61 mm x 45.9 mm&lt;br /&gt;
* Connectivity: USB 2.0 + Type C Plug&lt;br /&gt;
* Physical UI: Keys (Back, Select)&lt;br /&gt;
* Memory: 4GB eMMC / Micro SD (up to 2T)&lt;br /&gt;
* Chipset: STM32F411 - Cortex-M4 100MHz&lt;br /&gt;
== Software ==&lt;br /&gt;
&lt;br /&gt;
== Apps ==&lt;br /&gt;
The 360 VR supports Google Cardboard apps and 360 videos.&amp;lt;ref&amp;gt;http://www.roadtovr.com/good-bad-meh-lg-360-vr/&amp;lt;/ref&amp;gt; &lt;br /&gt;
== Developer ==&lt;br /&gt;
Developers who would like to create their own virtual reality applications for the LG 360 VR are encouraged to check out the [https://developers.google.com/cardboard/android Cardboard SDKs for Android], which allows applications to display 3D scenes with binocular rendering and head tracking. &lt;br /&gt;
&lt;br /&gt;
There is also the [https://developers.google.com/cardboard/unity Cardboard SDK for Unity], which helps developers adapt existing Unity 3D apps for virtual reality or build their own VR experience from scratch.&amp;lt;ref&amp;gt;https://developers.google.com/cardboard/overview&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Accessories ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
There is currently no information about availability or pricing for the 360 VR, but the headset is supposedly scheduled to be released sometime this summer. &amp;lt;ref&amp;gt;http://www.theverge.com/2016/2/24/11100776/lg-vr-360-headset-announced-mwc-2016&amp;lt;/ref&amp;gt;&lt;br /&gt;
== History ==&lt;br /&gt;
* Unveiled at MWC 2016&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=LG_360_VR&amp;diff=8374</id>
		<title>LG 360 VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=LG_360_VR&amp;diff=8374"/>
		<updated>2016-03-03T13:19:00Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;The LG 360 VR are new virtual reality glasses designed to connect with smartphones via the included USB-C jack, rather than housing the phone inside. They have been introduced...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The LG 360 VR are new virtual reality glasses designed to connect with smartphones via the included USB-C jack, rather than housing the phone inside. They have been introduced at Mobile World Congress in Barcelona to complement LG&#039;s newest G5 phone. &amp;lt;ref&amp;gt;http://www.cnet.com/products/lg-360-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Features ==&lt;br /&gt;
The main features of these VR glasses is their small size and weight. Because they don&#039;t have to carry the weight of the smartphone the entire housing is very slim and weighs just 180 grams (6.3 ounces). &lt;br /&gt;
&lt;br /&gt;
Currently, the glasses are limited to just the LG G5, but it&#039;s expected that compatibility for additional devices will be added in the future. &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The LG 360 VR uses dual 1080p OLED screens with a resolution of 639 ppi. According to LG, these displays should provide a viewing experience similar to a 130-inch TV viewed from two meters. &amp;lt;ref&amp;gt;http://arstechnica.com/gadgets/2016/02/lg-jumps-on-the-vr-bandwagon-with-the-lg-360-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A USB-C cable is used to connect power and video, which frees the phone itself to be used as a controller for virtual reality applications and games. The glasses also have additional control buttons on top that are used for confirmations and as a &amp;quot;back&amp;quot; button. &lt;br /&gt;
&lt;br /&gt;
Sound can be outputted through the 3.5mm headphone socket on the underside of the 360 VR headset. &amp;lt;ref&amp;gt;http://www.pocket-lint.com/review/136800-lg-360-vr-preview-a-unique-perspective-on-mobile-vr&amp;lt;/ref&amp;gt; &lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Dimension: 160.07 mm x 185.61 mm x 45.9 mm&lt;br /&gt;
* Connectivity: USB 2.0 + Type C Plug&lt;br /&gt;
* Physical UI: Keys (Back, Select)&lt;br /&gt;
* Memory: 4GB eMMC / Micro SD (up to 2T)&lt;br /&gt;
* Chipset: STM32F411 - Cortex-M4 100MHz&lt;br /&gt;
== Software ==&lt;br /&gt;
&lt;br /&gt;
== Apps ==&lt;br /&gt;
The 360 VR supports Google Cardboard apps and 360 videos.&amp;lt;ref&amp;gt;http://www.roadtovr.com/good-bad-meh-lg-360-vr/&amp;lt;/ref&amp;gt; &lt;br /&gt;
== Developer ==&lt;br /&gt;
Developers who would like to create their own virtual reality applications for the LG 360 VR are encouraged to check out the [https://developers.google.com/cardboard/android Cardboard SDKs for Android], which allows applications to display 3D scenes with binocular rendering and head tracking. &lt;br /&gt;
&lt;br /&gt;
There is also the [https://developers.google.com/cardboard/unity Cardboard SDK for Unity], which helps developers adapt existing Unity 3D apps for virtual reality or build their own VR experience from scratch.&amp;lt;ref&amp;gt;https://developers.google.com/cardboard/overview&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Accessories ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
There is currently no information about availability or pricing for the 360 VR, but the headset is supposedly scheduled to be released sometime this summer. &amp;lt;ref&amp;gt;http://www.theverge.com/2016/2/24/11100776/lg-vr-360-headset-announced-mwc-2016&amp;lt;/ref&amp;gt;&lt;br /&gt;
== History ==&lt;br /&gt;
* Unveiled at MWC 2016&lt;br /&gt;
== References ==&lt;br /&gt;
{{Reflist}}&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Robinson:_The_Journey&amp;diff=8355</id>
		<title>Robinson: The Journey</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Robinson:_The_Journey&amp;diff=8355"/>
		<updated>2016-02-22T12:13:29Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Robinson: The Journey A new virtual reality game from Crytek, Robinson: The Journey, uses CRYENGINE to create a realistic virtual reality experience set on a mysterious planet...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Robinson: The Journey&lt;br /&gt;
A new virtual reality game from Crytek, Robinson: The Journey, uses CRYENGINE to create a realistic virtual reality experience set on a mysterious planet. Players will assume the role of a young boy who survived a crash, and they will be given freedom to explore the planet and interact with its ecosystem to discover various secrets and interesting sights. &lt;br /&gt;
&amp;lt;ref&amp;gt;http://www.robinsonthegame.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Game Details==&lt;br /&gt;
Announced at E3 2015, there is still only a very little information available about the game. We know that it is going to be set on a mysterious planet and that the gameplay is going to focus on the exploration through the eyes of a young boy. &lt;br /&gt;
&amp;lt;ref&amp;gt;http://www.polygon.com/2015/10/27/9622214/robinson-the-journey-crytek-playstation-vr&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game demonstrates Sony’s commitment to making virtual reality a staple of their console platform. Their executives are betting on the success of VR and want to be there when it happens. &lt;br /&gt;
&amp;lt;ref&amp;gt;http://www.roadtovr.com/crytek-announce-robinson-the-journey-is-now-a-playstation-vr-exclusive/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Game Demos==&lt;br /&gt;
Crytek has demonstrated a couple of VR demos at various industry events over the past year. These demos, namely Dinosaur Island 1 and 2, gave a peek at what we could expect from Robinson: The Journey. &lt;br /&gt;
&lt;br /&gt;
The first demo placed players in a more static role as a giant dinosaur stared them down at close quarters. The second demo featured greater interactivity as users scaled a cliff and took in their expansive surroundings. Many players claimed that these demos were the most immersive and realistic VR experience ever. Everything about the environment looked believable, with an unprecedented level of visual fidelity. &lt;br /&gt;
&amp;lt;ref&amp;gt;http://blog.us.playstation.com/2015/10/27/robinson-the-journey-announced-for-playstation-vr-from-crytek/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Worlds_Adrift&amp;diff=8354</id>
		<title>Worlds Adrift</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Worlds_Adrift&amp;diff=8354"/>
		<updated>2016-02-22T12:12:38Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Worlds Adrift  Worlds Adrift an unscripted, sandbox game with real-time physics developed by Bossa Studios, the creators of Surgeon Simulator and I am Bread. The game is set i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Worlds Adrift &lt;br /&gt;
Worlds Adrift an unscripted, sandbox game with real-time physics developed by Bossa Studios, the creators of Surgeon Simulator and I am Bread. The game is set in a persistent world where player’s actions make a long-lasting impact. The final price is yet to be determined, but the game is going to use “pay once and play forever” payment model. &lt;br /&gt;
&amp;lt;ref&amp;gt;http://www.pcgamer.com/worlds-adrift-the-mmo-with-sky-high-ambitions-will-be-pay-once-to-play/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Game Details==&lt;br /&gt;
Set in a universe that was destroyed by the overmining of precious metal known as the Atlas stone, Bossa Studios wants to create a new type of MMO that would feature a game world with universal persistence. This means that actions of other players would have consequences beyond a particular server, but would, instead, change the world for all other players of the game. This opens a path for branching narration and other interesting features. &lt;br /&gt;
&amp;lt;ref&amp;gt;https://www.worldsadrift.com/overview/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to co-founder of Bossa Studious Henrique Olifiers, “The gist of it is, every single thing in the world is an entity. Every single thing is a real thing that is there forever, until someone acts upon it.”&lt;br /&gt;
&amp;lt;ref&amp;gt;http://www.pcgamer.com/a-probable-future-for-the-mmo-worlds-adrift-and-improbable-tech/&amp;lt;/ref&amp;gt;&lt;br /&gt;
This is possible because Worlds Adrift is one of the first games created using Improbable&#039;s unique technology, which allows Bossa Studios to simulate real-world physics on a scale never achieved before, for thousands of players in real-time.&lt;br /&gt;
&lt;br /&gt;
Players will be able to build a legendary skyship and escape to the clouds, forming a crew to seek the lost history of this mysterious world, perform exploration, craft, and participate in exciting airship battles. A winner ship won’t be determined by a traditional leveling system, but rather by its actual physical ability modeled after the real world. &lt;br /&gt;
&amp;lt;ref&amp;gt;https://www.worldsadrift.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Story==&lt;br /&gt;
The story of the game is set a thousand years ago when a cataclysmic event shattered a world into floating islands scattered across an endless skyline. Civilizations tumbled, societies collapsed, and all seemed lost. &lt;br /&gt;
&lt;br /&gt;
From the rubble emerged ragtag bands of nomads, who fly makeshift skyships from island to island, scavenging for resources to keep moving. Forgotten fragments of the technologies developed by civilizations who built much, and oversaw the collapse of it all can be used by players to build greater and more powerful skyships that carry them further, past the crushing wind walls, through devastating lightning storms, to entirely undiscovered islands holding the mysteries of an earlier age. &lt;br /&gt;
&lt;br /&gt;
Players can either work alone or with a crew of friends to create their own stories and rebuild the fallen society. As they do, they shape the world of the game with their actions.&lt;br /&gt;
&amp;lt;ref&amp;gt;http://store.steampowered.com/app/322780/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Improbable==&lt;br /&gt;
Improbable, the technology that powers much of Worlds Adrift, was created by a London-based studio to power seamless, persistent online experiences. They partnered in 2014 with Bossa Studious to create Worlds Adrift. The game reached a playable stage shortly after as a result of efforts of roughly a half-dozen Bossa designers. &lt;br /&gt;
&amp;lt;ref&amp;gt;http://www.gamasutra.com/view/news/256015/Improbable_How_a_team_of_15_builds_a_physicsbased_MMO.php&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Improbable handles the artificial intelligence, physics, connections between online players, and even software updates. It also allows for a single game to be visualized on a variety of devices and formats. The software makes the development of online games cheaper and more efficient. &lt;br /&gt;
&amp;lt;ref&amp;gt;http://www.theverge.com/2015/3/3/8141867/improbable-bossa-worlds-adrift-online-games&amp;lt;/ref&amp;gt;&lt;br /&gt;
==System Requirements==&lt;br /&gt;
To be announced. &lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Infinadeck&amp;diff=8222</id>
		<title>Infinadeck</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Infinadeck&amp;diff=8222"/>
		<updated>2016-02-12T19:21:37Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Having debuted at SVVR Expo back in 2014, Infinadeck is an active omnidirectional treadmill created by George Burger. A new, improved version was demonstrated at CES 2016. It...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Having debuted at SVVR Expo back in 2014, Infinadeck is an active omnidirectional treadmill created by George Burger. A new, improved version was demonstrated at CES 2016. It features frame-mounted harness, which detects force applied by the user’s body; weights just 500 pounds; and produces much less noise. The Infinadeck team targets primarily industrial and military commercial applications. &amp;lt;ref&amp;gt;http://www.roadtovr.com/hands-on-with-the-latest-infinadeck-treadmill-at-ces-2016/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
InfinaDeck is an Omnidirectional Treadmill (ODT) is similar to a typical treadmill, except that the user can walk in any direction. The Infinadeck reacts to the user’s movement, including their speed and direction, to keep them safely in the center of the deck. This, when coupled with a virtual reality headset, allows for limitless locomotion in a virtual world.&amp;lt;ref&amp;gt;http://infinadeck.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The original version was 1000 pounds heavy and entirely lacked any ability to detect user input. The user experience was, instead, driven with manual control over the belts. The latest version features a velcro harness, which straps around the waist and detects users movement to adjust the speed. In practice, when a user leans forward the belt start moving in the opposite direction at a corresponding speed and angle. A handheld kill switch can be pressed at any time to instantly deactivate the treadmill.&amp;lt;ref&amp;gt;http://www.roadtovr.com/hands-on-with-the-latest-infinadeck-treadmill-at-ces-2016/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Hardware==&lt;br /&gt;
The treadmill is only 1.3m x 1.7m (4.4ft by 5.6ft) and weighs in at 255kg (500lbs). The machine stands a mere .4m (16in) off the ground. &lt;br /&gt;
The power consumption even comes in at under 1200 watts, which is about the same as the average refrigerator.&amp;lt;ref&amp;gt;http://futurism.com/the-new-infinadeck-lets-users-explore-immersive-virtual-worlds/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
* &#039;&#039;&#039;Dimensions&#039;&#039;&#039;: 68&amp;quot; L x 64&amp;quot; W x 16 3/4&amp;quot; H&lt;br /&gt;
* &#039;&#039;&#039;Noise&#039;&#039;&#039;: ~70 decibels&lt;br /&gt;
* &#039;&#039;&#039;Movement&#039;&#039;&#039;: infinite 360 degrees, up to 6 mph&lt;br /&gt;
* &#039;&#039;&#039;Input/output&#039;&#039;&#039;: BLE (Bluetooth Low Energy), Standard Joystick with Optional API for 1:1 motion&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039;: 1200 Watts, 120 VAC - OPT 240 VAC&lt;br /&gt;
==Software==&lt;br /&gt;
==Apps==&lt;br /&gt;
==Developer==&lt;br /&gt;
==Accessories==&lt;br /&gt;
==Background==&lt;br /&gt;
The original goal was to build an inexpensive omni-directional treadmill capable of achieving speed greater than 8 mph and small enough to fit a normal-sized room. &lt;br /&gt;
==History==&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Atheer_AiR&amp;diff=8218</id>
		<title>Atheer AiR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Atheer_AiR&amp;diff=8218"/>
		<updated>2016-02-12T17:53:13Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Atheer AiR is said to be the world&amp;#039;s most interactive pair of 3D smart glasses for deskless professionals. This innovative product targets people across many different fields...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Atheer AiR is said to be the world&#039;s most interactive pair of 3D smart glasses for deskless professionals. This innovative product targets people across many different fields and provides them with critical information right in their field-of-view. Such information may include everything from image annotations to workflow charts, video calls, or web data. &amp;lt;ref&amp;gt;https://www.indiegogo.com/projects/atheer-the-world-s-most-interactive-smart-glasses#/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Atheer AiR Glasses leverage the power of existing Android applications by enabling professionals, such as doctors, technicians, and engineers, to enhance their productivity with rich information and distraction free communication. &lt;br /&gt;
&lt;br /&gt;
The glasses itself are powered by a custom built Android operating system called AiR OS. Businesses can take advantage of the collaboration-centric AiR Suite for Enterprise, which allows easy access to critical information. The AiR SDK allows developers to create new applications that utilize many different sensors that come built into the AiR Glasses.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/augmented-reality-leader-atheer-unveils-air-glasses-and-air-enterprise-suite-to-transform-the-way-deskless-professionals-work-and-collaborate-300182246.html&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
The AiR glasses feature two 720p displays capable of displaying 60 frames per second. Each display provides 50-degree field of view. &lt;br /&gt;
&lt;br /&gt;
A 3D depth camera enables gesture interaction and works in conjunction with a 9-axis inertial measurement unit (e.g. accelerometer, gyroscope, and magnetometer), dual RGB cameras, and a directional microphone.&lt;br /&gt;
&lt;br /&gt;
The processor is housed in a separate unit that connects to the glasses with a cable. This unit houses a NVIDIA Tegra K1 chip, 2GB of RAM, up to 128GB flash storage, and a 3100mAH Lithium-ion battery. The battery is hot-swappable for extra long use in the field. Additionally, there&#039;s also Bluetooth 4.1, Wi-Fi 802.11 a/b/g/n/ac, USB-C, and HDMI Out support &amp;lt;ref&amp;gt;http://venturebeat.com/2015/11/19/you-can-now-reserve-atheers-high-end-augmented-reality-glasses-for-the-workplace/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
* &#039;&#039;&#039;Display&#039;&#039;&#039;: 720p (1280 x 720) 60fps, 50 degree field-of-view&lt;br /&gt;
* &#039;&#039;&#039;CPU&#039;&#039;&#039;: NVIDIA® Tegra® K1 : quad-core ARM-based CPU and Kepler GPU&lt;br /&gt;
* &#039;&#039;&#039;RAM&#039;&#039;&#039;: 2GB RAM&lt;br /&gt;
* &#039;&#039;&#039;Storage&#039;&#039;&#039;: Up to 128GB flash storage&lt;br /&gt;
* &#039;&#039;&#039;Battery&#039;&#039;&#039;: Built-in 3100mAH Lithium-Ion battery + extensible battery pack&lt;br /&gt;
* &#039;&#039;&#039;Connectivity&#039;&#039;&#039;: Bluetooth 4.1, WiFi 802.11 a/b/g/n/ac, USB-C, HDMI Out, optional 4G/LTE &amp;amp; GPS module&lt;br /&gt;
* &#039;&#039;&#039;Sensors&#039;&#039;&#039;: 9-axis IMU, ToF 3D depth sensor for gesture control, 2x 4MP cameras&lt;br /&gt;
==Software==&lt;br /&gt;
The AiR Suite for Enterprise is comprised of three individual applications: AiR Hub, AiR Flow, and AiR Designer. Together, they improve collaboration, management, and rapid task flow deployment. &lt;br /&gt;
&lt;br /&gt;
AiR Hub is a cloud-based collaboration and management console that provides end users with remote expert guidance for AiR Flow users through live video, photo, and text. It supports multi-device &amp;amp; user profile management and integrates with leading enterprise databases &amp;amp; applications.&lt;br /&gt;
&lt;br /&gt;
AiR Designer is a task flow creation tool that lets users author procedures, checklists, and task flows with a simple drag-and-drop interface. &lt;br /&gt;
&lt;br /&gt;
AiR Flow is a customizable task flow and collaboration application that offers remote expert and multimedia collaboration with AiR Hub and easy interaction for task flow compliance.&amp;lt;ref&amp;gt;http://atheerair.com/air-suite/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
The Atheer AiR is designed to work with all existing Android applications. &lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
Developers who would like to take full advantage of everything Atheer AiR has to offer can use the AiR SDK. It&#039;s built on the Android API to allow easy design of new solutions and natural integration of rich sensor data provided by the AiR Glasses. The platform also supports common 3rd party toolkits such as Vuforia and the Unity 3D engine.&amp;lt;ref&amp;gt;http://atheerair.com/platform/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The company behind AiR (Augmented interactive Reality), Atheer, is based in Mountain View, CA and is backed by prominent investors including Bobby Yazdani, Co-Founder of Saba Software, and Farzad Naimi, Co-Founder &amp;amp; Managing Partner, RONA Holdings. Their wearable glasses are designed to enhance the productivity and safety of deskless professionals at Fortune 1000 companies.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/augmented-reality-leader-atheer-unveils-air-glasses-and-air-enterprise-suite-to-transform-the-way-deskless-professionals-work-and-collaborate-300182246.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
February 18, 2014 - End of [https://www.indiegogo.com/projects/atheer-the-world-s-most-interactive-smart-glasses#/updates Indiegogo campaign] &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=ANTVR&amp;diff=8104</id>
		<title>ANTVR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=ANTVR&amp;diff=8104"/>
		<updated>2016-02-06T18:20:22Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;ANTVR is the first universal virtual reality kit. It combines an HMD display with a transformable controller that can be used as a gamepad, lightsaber, gun, and joystick. The...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;ANTVR is the first universal virtual reality kit. It combines an HMD display with a transformable controller that can be used as a gamepad, lightsaber, gun, and joystick. The projected started on Kickstarter in 2014. &lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
The headset is compatible with many mainstream platforms, including PC, Xbox, PlayStation, and Android devices. &lt;br /&gt;
&lt;br /&gt;
It offers a low-latency, 360-degree head tracking, which allows users to look around the virtual environment just like if they were actually standing inside. The effect of immersion is made even more pronounced thanks to 100-degree diagonal field of view. This gives users an IMAX-like experience in the comfort of their own homes.&amp;lt;ref&amp;gt;http://www.antvr.com/?view=headset&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ANTVR comes with its own controller, which can be used as a gamepad, lightsaber, gun, or joystick.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/805968217/antvr-kit-all-in-one-universal-virtual-reality-kit/description&amp;lt;/ref&amp;gt; &lt;br /&gt;
==Hardware==&lt;br /&gt;
The headset is very similar in appearance to many other upcoming VR displays. It has a glossy black finish and a rubber strap for keeping it securely on the head. &lt;br /&gt;
&lt;br /&gt;
To prevent users from losing their sense of orientation, the ANTVR features a visor-like window on the lower portion of the headset to allow users a quick view of the outside environment without having to remove the headset. &lt;br /&gt;
&lt;br /&gt;
A pair of full HD displays provides a sharp picture, which is projected through aspherical lenses. A 9-axis IMU (Inertial Measurement Unit) captures movement in all directions for a realistic gaming experience. &lt;br /&gt;
&lt;br /&gt;
One of the biggest advantages of this headset is its compatibility with a wide range of devices. These include gaming consoles, but also Android smartphones and tablets, which are connected using a proprietary U2B (USB-2.4GHz and Bluetooth) module. &amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/805968217/antvr-kit-all-in-one-universal-virtual-reality-kit/description&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
* Optics: aspherical lens&lt;br /&gt;
* Motion tracking: 9-axis IMU, 1000Hz&lt;br /&gt;
* Field of view: 100°diagonal, 4:3 aspect ratio&lt;br /&gt;
* Display: 1920x1080 LCD (1.03 Mega pixel per eye)&lt;br /&gt;
* Input: HDMI cable (AK beta STANDARD) or WHDI wireless (AK beta WIRELESS)&lt;br /&gt;
* Output: USB-2.4GHz and Bluetooth&lt;br /&gt;
* Platforms: PC, Xbox, PS, Android devices etc.&lt;br /&gt;
* Headset weight: 0.370 kilograms&lt;br /&gt;
* Audio: 3.5mm output&lt;br /&gt;
* Battery performance: 8 or 3 hours (with WHDI unit)&lt;br /&gt;
* IPD Adjustment: 60-75mm&lt;br /&gt;
* Prescription glasses adaption: YES&lt;br /&gt;
==Software==&lt;br /&gt;
==Apps==&lt;br /&gt;
==Developer==&lt;br /&gt;
ANTVR will distribute SDKs to software developers. It will allow them to use ANTVR KIT&#039;s special features to create games and virtual reality application. The U2B module itself is fully open-source. &lt;br /&gt;
==Accessories==&lt;br /&gt;
==Background==&lt;br /&gt;
ANTVR broke the Chinese record of abroad crowd funding on Kickstarter. In 2015, the company collaborated with Lenovo to create a new VR product called Lemon ANTVR PhoneGlass.&lt;br /&gt;
&amp;lt;ref&amp;gt;http://www.antvr.com/?view=about&amp;lt;/ref&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
* May 14, 2014 - Launch of ANTVR&#039;s Kickstarter campaign &lt;br /&gt;
* June 23, 2014 - Successfully raised $260,835 USD with 681 backers&lt;br /&gt;
* Dec 24, 2014 - Shipping of ANTVR KITs&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Manus_VR&amp;diff=8103</id>
		<title>Manus VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Manus_VR&amp;diff=8103"/>
		<updated>2016-02-06T17:35:21Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Manus VR is the first virtual reality glove created specifically for general consumers. The team behind it wants to bridge our physical world with virtual reality, and allow u...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Manus VR is the first virtual reality glove created specifically for general consumers. The team behind it wants to bridge our physical world with virtual reality, and allow users to experience a never before seen immersion. The first developer edition of the glove should be available in the first half of 2016. &lt;br /&gt;
==Features==&lt;br /&gt;
Manus VR users an assortment of sensors to track hand movement in real time and use the captured data to faithfully reproduced the movement in virtual reality. &lt;br /&gt;
It operates completely wirelessly and comes with an open-source SDK that developers can use to integrate the hand-tracking functionality into their applications and games. &lt;br /&gt;
==Hardware==&lt;br /&gt;
The latest prototype of Manus VR is made from c, which is a hygienic sports fabric that is also known as Spandex. It provides exceptional elasticity, while being more durable than many natural materials.&amp;lt;ref&amp;gt;http://www.roadtovr.com/hands-manus-wireless-vr-gloves-adding-osvr-integration-promising-hints-future-positional-tracking/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sensor module integrates an accelerometer, gyroscope, and magnetometer into a single unit, which is fixed on the top part of the glove. Recorded data are transmitted wirelessly using the latest low energy Bluetooth standard. This allows for 5-6 hours of battery life. The built-in battery supports fast charging technology for a quick recharge. &lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
==Software==&lt;br /&gt;
Developers can take advantage of the open-source SDK hosted on [https://github.com/ManusVR/Manus/releases/tag/0.2.3 GitHub]. &lt;br /&gt;
==Apps==&lt;br /&gt;
Manus VR has been demonstrated with a game called Surgeon Simulator. In this game, players perform a surgery on an alien in a virtual environment. The glove accurately captured player&#039;s movement, but the game clearly didn&#039;t support movement of individual fingers.&amp;lt;ref&amp;gt;http://www.coolwearable.com/manus-vr-surgeon-simulator/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Developer==&lt;br /&gt;
==Accessories==&lt;br /&gt;
==Background==&lt;br /&gt;
The development of Manus VR started in 2014, when the Netherlands-based startup failed to reach their Kickstarter campaign funding goal.&lt;br /&gt;
The company managed to raise €700,000 from two Dutch investors, after they went through the High Tech XL startup bootcamp hardware accelerator program in November 2015. &amp;lt;ref&amp;gt;http://techcrunch.com/2015/06/23/manus-machina-is-building-gaming-gloves-for-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Manus DK1 is currently up for pre-order on [https://manus-vr.com/order the official website] of the company for €275. The Manus DK1 contains:&amp;lt;ref&amp;gt;https://manus-vr.com/order&amp;lt;/ref&amp;gt;&lt;br /&gt;
* One pair of Manus gloves (left and right)&lt;br /&gt;
* 2x positional tracking bracelets&lt;br /&gt;
* 2x Micro USB cable&lt;br /&gt;
* Interface&lt;br /&gt;
* SDK for Android, Windows 8+, Linux, iOS 9, Mac OSX&lt;br /&gt;
* Plug-ins for Unity and Unreal&lt;br /&gt;
* Manus VR demo game for each supported platform&lt;br /&gt;
==History==&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Avegant_Glyph&amp;diff=7980</id>
		<title>Avegant Glyph</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Avegant_Glyph&amp;diff=7980"/>
		<updated>2016-02-01T14:54:08Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;The Avegant Glyph is advertised as the world’s first personal theater designed to offer high portability and immersive video experience with excellent audio quality. It can...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Avegant Glyph is advertised as the world’s first personal theater designed to offer high portability and immersive video experience with excellent audio quality. It can be used either as a regular pair of over-the-ear headphones, or it can be flipped over eyes. The Glyph is currently available for $699. Shipping is estimated to take between 6 and 8 weeks.&amp;lt;ref&amp;gt;https://avegant.com/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
Avegant went to great lengths to ensure that the Glyph’s extraordinary multimedia capability is reflected in its design. The basic shape is elegant and strongly resembles traditional headphones. The familiar form factor makes it easy to carry around during travel, and it doesn’t draw nearly as much attention as other head mounted displays. &lt;br /&gt;
All it takes to immerse in a video is to move the lenses horizontally in front of eyes. Users can adjust for varying distances between eyes and use interchangeable nose pads to ensure great fit. The Glyph also accommodates for people with poor eyesight. This feature is necessary because it’s not recommended to keep a pair on while using the Glyph. &lt;br /&gt;
&lt;br /&gt;
==Display==&lt;br /&gt;
Instead of relying on traditional screens, the Glyph recreates natural sight with Avegant’s patented Retinal Imaging Technology, which uses advanced optics and microscopic mirrors to project images directly to the eyes. &lt;br /&gt;
Not only is this technology capable of producing high quality picture with vivid colors, but it’s also very safe and doesn’t cause eyestrain. That’s because the light source is a low-powered Light Emitting Diode (LED) that is combined with a micromirror array and optics to create a very comfortable image that feels natural even after longer periods of time. &lt;br /&gt;
The experience is like watching an 80-inch screen viewed 8 feet away, with enough space above and below to see waht’s goign on around in the real world.&amp;lt;ref&amp;gt;http://www.theverge.com/2015/12/15/10180320/avegant-glyph-personal-theater-headset-shipping-media-vr&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Audio==&lt;br /&gt;
The Glyph is equipped with a pair of 40mm high-performance polymer drivers. The over-the-ear design of the driver housing offers a good amount of passive noise isolation for comfortable listening during travel. &lt;br /&gt;
Audio can be played either via the built-in HDMI port or the 3.5mm connector. &lt;br /&gt;
&lt;br /&gt;
==Charging==&lt;br /&gt;
In video mode, the battery can last up to 4 hours. It takes about 3 hours to charge it to its maximum capacity. During this time, users can use the device in a regular fashion. &lt;br /&gt;
&lt;br /&gt;
==Usage and Compatibility==&lt;br /&gt;
The Glyph is designed to work with content from multiple different sources, including smartphones, tables, laptops, consoles, media players, drones, and more. Users can download [https://avegant.com/set-up-support#resources a compatibility guide] for a comprehensive list of tested devices.&lt;br /&gt;
Currently, onboard head tracking allows the Glyph to work with the JauntVR player, and compatibility with additional players is expected to be added in a near future. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Nikon_KeyMission_360&amp;diff=7979</id>
		<title>Nikon KeyMission 360</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Nikon_KeyMission_360&amp;diff=7979"/>
		<updated>2016-02-01T14:10:31Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;The KeyMission 360 camera was first exhibited by Nikon at the Nikon booth at the 2016 Consumer Electronics Show (CES) 2016 in Las Vegas, Nevada. According to Nikon, it’s the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The KeyMission 360 camera was first exhibited by Nikon at the Nikon booth at the 2016 Consumer Electronics Show (CES) 2016 in Las Vegas, Nevada. According to Nikon, it’s the first member of their new family of action cameras. It will be officially released in spring 2016, together with an assortment of dedicated accessories for easier attachment to bikes, helmets, and other sports gear.&amp;lt;ref&amp;gt;   http://www.nikonusa.com/en/about-nikon/press-room/press-release/iihiz21t/Nikon-Charges-Into-the-Action-Camera-Market-with-the-360-Degree-KeyMission-360.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hardware== &lt;br /&gt;
Action camera have been for a long time dominated by GoPro and their rugged 1080P and 4K cameras. With the KeyMission 360, Nikon wants to bring something new to the market. Its ability to record 360-degree video in 4K resolution will allow users to easily share lifelike videos with their friends and family. &lt;br /&gt;
The device itself is slightly smaller than the GoPro Hero Session 4, but not so much that it would make it impractical.&amp;lt;ref&amp;gt;http://www.theverge.com/2016/1/5/10718304/nikon-keymission-360-degree-action-camera-ces-2016&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Its water, dust, and shock-proof design helps it to withstand hard use and unfavorable weather conditions. It can be submerged in water up to 30 meters (100 feet) deep and will keep functioning even in very low temperatures. As such, it can be taken even to places where many other outdoor cameras would have trouble surviving.&lt;br /&gt;
 &lt;br /&gt;
The main feature is a dual image sensor with lenses on opposite sides of the device. Images from each lens are combined together to create a single immersive, 4K video and still image. The camera uses electronic Vibration Reduction (VR) system to reduce shaking and produce clear, stable image. &lt;br /&gt;
The Nikon KeyMission 360 features an image sensor and lens on opposite sides of the device, with images from each combining to create a single immersive, ultra-high-definition 360-degree video and still image. &lt;br /&gt;
&lt;br /&gt;
==Promotional Videos==&lt;br /&gt;
Nikon has released 3 [https://www.youtube.com/watch?v=coUYGhIz8Z8&amp;amp;feature=youtu.be promotional videos] recorded with the KeyMission 360 camera. In the first video, the camera is mounted on a mounted bike, as it’s being ridden though a desert environment. The camera remains remarkably stable, but the quality of the picture leaves something to be desired. This is, perhaps, caused by the high level of compression that YouTube applies to 4K footage. In the second video, the camera is fixed on a rock and captures a pair of climbers. The third video gives the best idea of what the camera is capable of. We see a kayaker going through a challenging section of a river. The KeyMission 360 deals well with fast changes in contrast and the overall lighting conditions and always provides a clear picture.  &lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Dysonics_RondoMic&amp;diff=7978</id>
		<title>Dysonics RondoMic</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Dysonics_RondoMic&amp;diff=7978"/>
		<updated>2016-02-01T12:43:29Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;Dysonics RondoMic is a patented 360° audio array, which can be optionally equipped with a 360° GoPro rig on top for capturing truly immersive VR recordings with accurate spa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dysonics RondoMic is a patented 360° audio array, which can be optionally equipped with a 360° GoPro rig on top for capturing truly immersive VR recordings with accurate spatial sound representation The technology that powers it is based on more than fifteen years of research in human audio perception done by a team of researchers and industry visionaries who have worked with UC Davis, Stanford University, University of Texas, Microsoft, Adobe and Live Nation, we have developed an agnostic solution that works with all VR platforms.&amp;lt;ref&amp;gt;http://dysonics.com/dysonics-takes-virtual-reality-to-the-streets/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Traditional 5.1 or 7.1 audio setups can provide a solid illusion of directional sound, but they are prone to leaving blind spots, which are likely to take listeners out of the experience. The RondoMic captures the sound from all directions using a series of eight custom designed omni-directional TELEFUNKEN M60 FET microphones. The individual recordings are subsequently stitched together in real-time using Dysonics&#039;s proprietary spatial and motion tracking software. There&#039;s no need for any additional post-processing or simulation to fill blanks. Everything is recorded exactly as if the listener was standing on the scene. Dysonics calls it “motion-tracked binaural” sound and they say that it&#039;s more difficult and intricate to achieve great results when compared to stitching a panoramic video together.&amp;lt;ref&amp;gt;http://uploadvr.com/dysonics-motion-tracked-audio/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Use in VR==&lt;br /&gt;
Virtual reality relies heavily on sound for maximum immersion. According to “Cymatic” Bruce Wooden, it&#039;s the positional sound that makes virtual reality experiences so convincing and immersive.&amp;lt;ref&amp;gt;http://www.businessinsider.com/virtual-reality-the-importance-of-3d-positional-audio-2015-4&amp;lt;/ref&amp;gt; Technologies like Dysonics RondoMic will play important role for both content creators and end-users. It will help with navigating virtual landscapes, and also play its part when it comes to reduction of common issues associated with extended VR use, such as nausea and confusion.  &lt;br /&gt;
&lt;br /&gt;
==Dysonics==&lt;br /&gt;
Emerging from the UC Davis incubator in 2012, the company has partnered with Virgin America to introduce some of their technology on board of Delta flights. A further expansion is planned for the future. Dysonics also sell [[Dysonics RondoMotion|RondoMotion]], which is the world’s first wireless motion sensor created with the intention to bring the live music listening experience to regular headphones. It works in conjunction with the [http://dysonics.com/rappr/ RAPPR app] for Mac or the [http://dysonics.com/rondoplayer/ RondoPlayer] for iOS devices. Together, users can experience realistic, immersive sound inside traditional headphones. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
{{Reflist}}&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Dysonics_RondoMotion&amp;diff=7942</id>
		<title>Dysonics RondoMotion</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Dysonics_RondoMotion&amp;diff=7942"/>
		<updated>2016-01-28T17:38:29Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RondoMotion by Dysonics is the world’s first wireless motion sensor created with the intention to bring the live music listening experience to regular headphones. The project launched on [https://www.kickstarter.com/projects/261641446/bring-your-headphones-to-life/updates Kickstarter] in April of 2013 and successfully raised $60,841 just two months later. &lt;br /&gt;
&lt;br /&gt;
== Technology  ==&lt;br /&gt;
&lt;br /&gt;
Dysonics capture acoustic properties of concert halls and various venues, using their patented 360° audio array called [http://dysonics.com/tag/rondomic/ RondoMic]. The captured measurements are subsequently applied to music, which creates a faithful illusion of being actually present on the location. &lt;br /&gt;
&lt;br /&gt;
A wireless motion-sensing module tracks user’s head movement and modifies the sound in a spatially correct way. As a result, listeners can freely move inside a static field of sounds and music. &lt;br /&gt;
&lt;br /&gt;
In an interview with VentureBeat, Robert Dalton, the co-founder of San Francisco-based Dysonics and chief technology officer, hinted at the possibility of using the motion-tracking capability of gaming consoles like the Nintendo Wii and Microsoft’s Kinect for the Xbox to deliver even more immersive audio experience. &lt;br /&gt;
&lt;br /&gt;
The sensor includes a three-axis accelerometer and a three-axis gyroscope to sense both rotation and acceleration. A low-energy Bluetooth 4.0 connection is used to wirelessly transfers data to listening devices, such as an iPhone or iPod.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
The RondoMotion sensor is simple to install and the complete process can be accomplished in just three steps:&lt;br /&gt;
# Users have to first install the [http://dysonics.com/rappr/ RAPPR] app for Mac or the [http://dysonics.com/rondoplayer/ RondoPlayer] for iOS devices.&lt;br /&gt;
# The sensor is then attached to any pair of regular over-the-ear or on-ear headphones.&lt;br /&gt;
# After turning the sensor on, it will automatically sync with a compatible device and provide an immersive 360° audio experience. &lt;br /&gt;
&lt;br /&gt;
The desktop application is compatible with popular services such as Spotify, Netflix, iTunes, YouTube, Pandora, and others. &lt;br /&gt;
&lt;br /&gt;
Users can fully customize the virtual space and toggle between many presets for music and video playback. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* Dimensions: 1in x 1in x 0.25in&lt;br /&gt;
* Weight: 20 grams&lt;br /&gt;
* Wireless: Bluetooth v4.0&lt;br /&gt;
* Max. range: Approx. 30 ft&lt;br /&gt;
* Battery type: Rechargeable lithium Ion&lt;br /&gt;
* Charge time: Approx. 1 hour&lt;br /&gt;
* Operating time: Approx. 20 hours&lt;br /&gt;
* Standby time: Months&lt;br /&gt;
&lt;br /&gt;
== The company ==&lt;br /&gt;
&lt;br /&gt;
Dysonics has over 15 years of experience with academic research in human audio perception and spatial sound capture/reproduction, resulting in a number of patents. The company as we know it emerged in 2012 from the Engineering Translational Technology Center (ETTC), which is a technology incubator at the UC Davis College of Engineering. Their mission is to provide the best headphone listening experience, in a time where headphones are becoming the preferred way to listen to media.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.kickstarter.com/projects/261641446/bring-your-headphones-to-life/description https://www.kickstarter.com/projects/261641446/bring-your-headphones-to-life/description]&lt;br /&gt;
* [http://dysonics.com/ http://dysonics.com/]&lt;br /&gt;
* [http://venturebeat.com/2013/04/26/dysonics-launches-kickstarter-to-fund-its-first-wireless-motion-sensor-for-headphones/ http://venturebeat.com/2013/04/26/dysonics-launches-kickstarter-to-fund-its-first-wireless-motion-sensor-for-headphones/]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Dysonics_RondoMotion&amp;diff=7941</id>
		<title>Dysonics RondoMotion</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Dysonics_RondoMotion&amp;diff=7941"/>
		<updated>2016-01-28T17:37:52Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;RondoMotion by Dysonics is the world’s first wireless motion sensor created with the intention to bring the live music listening experience to regular headphones. The projec...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;RondoMotion by Dysonics is the world’s first wireless motion sensor created with the intention to bring the live music listening experience to regular headphones. The project launched on [https://www.kickstarter.com/projects/261641446/bring-your-headphones-to-life/updates Kickstarter] in April of 2013 and successfully raised $60,841 just two months later. &lt;br /&gt;
&lt;br /&gt;
== Technology  ==&lt;br /&gt;
&lt;br /&gt;
Dysonics capture acoustic properties of concert halls and various venues, using their patented 360° audio array called [http://dysonics.com/tag/rondomic/ RondoMic]. The captured measurements are subsequently applied to music, which creates a faithful illusion of being actually present on the location. &lt;br /&gt;
&lt;br /&gt;
A wireless motion-sensing module tracks user’s head movement and modifies the sound in a spatially correct way. As a result, listeners can freely move inside a static field of sounds and music. &lt;br /&gt;
&lt;br /&gt;
In an interview with VentureBeat, Robert Dalton, the co-founder of San Francisco-based Dysonics and chief technology officer, hinted at the possibility of using the motion-tracking capability of gaming consoles like the Nintendo Wii and Microsoft’s Kinect for the Xbox to deliver even more immersive audio experience. &lt;br /&gt;
&lt;br /&gt;
The sensor includes a three-axis accelerometer and a three-axis gyroscope to sense both rotation and acceleration. A low-energy Bluetooth 4.0 connection is used to wirelessly transfers data to listening devices, such as an iPhone or iPod.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
The RondoMotion sensor is simple to install and the complete process can be accomplished in just three steps: # &amp;lt;div style=&amp;quot;margin-left:1.249cm;margin-right:0cm;&amp;quot;&amp;gt;Users have to first install the [http://dysonics.com/rappr/ RAPPR] app for Mac or the [http://dysonics.com/rondoplayer/ RondoPlayer] for iOS devices. &amp;lt;/div&amp;gt;&lt;br /&gt;
# The sensor is then attached to any pair of regular over-the-ear or on-ear headphones.&lt;br /&gt;
# After turning the sensor on, it will automatically sync with a compatible device and provide an immersive 360° audio experience. &lt;br /&gt;
&lt;br /&gt;
The desktop application is compatible with popular services such as Spotify, Netflix, iTunes, YouTube, Pandora, and others. &lt;br /&gt;
&lt;br /&gt;
Users can fully customize the virtual space and toggle between many presets for music and video playback. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* Dimensions: 1in x 1in x 0.25in&lt;br /&gt;
* Weight: 20 grams&lt;br /&gt;
* Wireless: Bluetooth v4.0&lt;br /&gt;
* Max. range: Approx. 30 ft&lt;br /&gt;
* Battery type: Rechargeable lithium Ion&lt;br /&gt;
* Charge time: Approx. 1 hour&lt;br /&gt;
* Operating time: Approx. 20 hours&lt;br /&gt;
* Standby time: Months&lt;br /&gt;
&lt;br /&gt;
== The company ==&lt;br /&gt;
&lt;br /&gt;
Dysonics has over 15 years of experience with academic research in human audio perception and spatial sound capture/reproduction, resulting in a number of patents. The company as we know it emerged in 2012 from the Engineering Translational Technology Center (ETTC), which is a technology incubator at the UC Davis College of Engineering. Their mission is to provide the best headphone listening experience, in a time where headphones are becoming the preferred way to listen to media.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [https://www.kickstarter.com/projects/261641446/bring-your-headphones-to-life/description https://www.kickstarter.com/projects/261641446/bring-your-headphones-to-life/description]&lt;br /&gt;
* [http://dysonics.com/ http://dysonics.com/]&lt;br /&gt;
* [http://venturebeat.com/2013/04/26/dysonics-launches-kickstarter-to-fund-its-first-wireless-motion-sensor-for-headphones/ http://venturebeat.com/2013/04/26/dysonics-launches-kickstarter-to-fund-its-first-wireless-motion-sensor-for-headphones/]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=360fly&amp;diff=7940</id>
		<title>360fly</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=360fly&amp;diff=7940"/>
		<updated>2016-01-28T17:36:44Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;The 360fly is a panoramic 360° HD video designed primarily for casual users who wish to capture their daily lives and important events without having to worry about proper co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 360fly is a panoramic 360° HD video designed primarily for casual users who wish to capture their daily lives and important events without having to worry about proper composition and keeping everything in the frame. The camera is controlled using a compatible iOS or Android application, which also lets users share the recorded footage with friends and family members. The 360fly is sold exclusively by Best Buy for $400. &lt;br /&gt;
&lt;br /&gt;
== Hardware ==&lt;br /&gt;
&lt;br /&gt;
The main idea behind the 360fly panoramic camera is to give users the freedom to capture immersive 360° HD video footage in a completely natural way. It can be held in the palm of the hand or mounted on a helmet or drone using existing 3-prong mounts. &lt;br /&gt;
&lt;br /&gt;
It’s can withstand unfavorable weather conditions thanks to its resistant to sweat, rain, liquid, sand, and dust, which makes it perfect for swimmers, surfers, or snowboarders.&lt;br /&gt;
&lt;br /&gt;
The heart of this device is 2.26 MP CMOS image sensor capable of capturing footage with up to 1504 x 1504 pixels resolution. High-quality audio is captured by an AAC-enabled microphone. The recorded footage is stored on the 32 GB large internal memory. &lt;br /&gt;
&lt;br /&gt;
The 360fly camera is charged via USB 2.0 interface and the built-in lithium battery can last more than 2 hours. &lt;br /&gt;
&lt;br /&gt;
== Software ==&lt;br /&gt;
&lt;br /&gt;
The 360fly is intended for use in conjunction with the 360fly mobile application. This application gives users intuitive control over the camera and offers a full editing suite and a cloud sharing option. &lt;br /&gt;
&lt;br /&gt;
The recorded footage can be viewed as a regular video or as a fully immersive 360° experience. All users have to do is to keep their smartphone in front of the face and turn their body just like if they were standing in the video itself. &lt;br /&gt;
&lt;br /&gt;
An even greater sense of immersion can be easily achieved by placing the smartphone inside the Google Cardboard VR viewer. &lt;br /&gt;
&lt;br /&gt;
A full list of supported devices can be found on [https://360fly.com/supported-devices/ the official website]. &lt;br /&gt;
&lt;br /&gt;
== Specifications ==&lt;br /&gt;
&lt;br /&gt;
* Video mode: 1504 x 1504 @ 27.97fps&lt;br /&gt;
* Video recording rate: Up to 20 Mbps VBR&lt;br /&gt;
* Audio format: Mono, 48 kHz, 64 Kbps AAC&lt;br /&gt;
* Aperture: F2.5&lt;br /&gt;
* Field of view: 240°&lt;br /&gt;
* Focal length: 0.88mm&lt;br /&gt;
* Water-resistant: 5 ATM&lt;br /&gt;
* Dust-resistant: IP6X (without Mic Plug)&lt;br /&gt;
* Shock-resistant: Up to 1.5 M&lt;br /&gt;
* Power source: Built-in Li-Polymer battery (1600mA)&lt;br /&gt;
* Full charging time: Approximately 2.5 hours with 1A charger&lt;br /&gt;
* Battery life: 2+ hours&lt;br /&gt;
&lt;br /&gt;
== The Company ==&lt;br /&gt;
&lt;br /&gt;
360fly can trace their origins to a robotics lab out of Carnegie Mellon University. Their focus quickly shifted to immersive video capture technology, and the company has launched their first product, GoPano Micro, back in 2011. &lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
* [https://360fly.com/ https://360fly.com/]&lt;br /&gt;
* [http://www.bestbuy.com/site/360fly-panoramic-360-hd-video-camera-black/9131042.p?id=1219405459683 http://www.bestbuy.com/site/360fly-panoramic-360-hd-video-camera-black/9131042.p?id=1219405459683]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=KAT_WALK&amp;diff=7861</id>
		<title>KAT WALK</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=KAT_WALK&amp;diff=7861"/>
		<updated>2016-01-22T15:45:23Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;= KAT WALK = The creators of the KAT WALK omnidirectional treadmill want to solve the problem of locomotion in virtual reality and allow users to freely move within a small sp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= KAT WALK =&lt;br /&gt;
The creators of the KAT WALK omnidirectional treadmill want to solve the problem of locomotion in virtual reality and allow users to freely move within a small space. Built especially for first person shooters, the KAT WALK is small enough to fit into any living room, yet large enough to offer 360 degrees of continuous movement. The project was successfully funded on [https://www.kickstarter.com/projects/katvr/kat-walk-a-new-virtual-reality-locomotion-device/description Kickstarter], and first units are expected to ship in the first half of 2016.&lt;br /&gt;
With its built-in and wearable sensors, users can literally walk/run (forwards and backward), jump, crouch and sit in the virtual world.  &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
The main feature of this omnidirectional treadmill is its open construction that minimizes constraints on movement and allows users to perform all basic movements like walking, running, jumping, or crouching. &lt;br /&gt;
Other omnidirectional treadmills put users inside a support ring, which stands in the way and prevents unrestricted movement of hands and legs. The KAT WALK instead puts users inside a special harness. This harness can be adjusted to accommodate various body shapes with maximum carry capacity up to 308lbs (140kg). The support structure itself is designed to work with users measuring between 4&#039;3&amp;quot; and to 6&#039;7&amp;quot; (130cm - 200cm).&lt;br /&gt;
Once strapped in the harness, users can freely move without having to worry about hitting the supporting structure. Walking and running has a realistic friction thanks to a pair of specially designed shoes. They use a high-friction material to mimic what it feels like to walk on a real ground. &lt;br /&gt;
When not used for movement control, the KAT WALK can be equipped with a swing chair add-on, which provides a comfortable place to sit during VR gaming experiences controlled with a gamepad.&lt;br /&gt;
&lt;br /&gt;
== Hardware ==&lt;br /&gt;
The final version should have an outer diameter of 40&amp;quot; (100cm) and weigh 165lbs (75kg). Not only should it be more compact than the prototype, but its durability should increase thanks to the use of aviation-grade aluminum alloy.  &lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
The KAT WALK emulates regular mouse and keyboard or gamepad input commands. As such, all games that accept this type of input should work without any major issues. Developers also work on SDK, which will help third-party developers integrate KAT WALK’s motion tracking features deeper into their games and software. &lt;br /&gt;
&lt;br /&gt;
== Kickstarter Campaign ==&lt;br /&gt;
The KAT WALK omnidirectional treadmill is a creation of KatVR, a Chinese VR company founded in 2013. Their Kickstarter campaign launched in July 2015, with a goal to reach $100,000. The campaign ended in August of the same year with a total of $149,278 raised by 231 individual backers. &lt;br /&gt;
The KAT WALK is currently available for pre-order for $799, shipping not included. An additional pair of shoes costs $29.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* http://www.roadtovr.com/kat-walk-vr-treadmill-kickstarter-raises-150000/&lt;br /&gt;
* https://virtualrealityreporter.com/kat-walk-virtual-reality-omni-directional-strain-free-gaming-treadmill-vr-gaming/&lt;br /&gt;
* http://www.katvr.com/&lt;br /&gt;
* https://www.kickstarter.com/projects/katvr/kat-walk-a-new-virtual-reality-locomotion-device/description&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=VirZoom&amp;diff=7860</id>
		<title>VirZoom</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=VirZoom&amp;diff=7860"/>
		<updated>2016-01-22T15:42:18Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= VirZoom =&lt;br /&gt;
VirZoom is a fitness oriented virtual reality experience powered by pedaling. This stationary bicycle is fitted with wireless sensors that measure speed, and action buttons for more advanced game control. The VirZoom controller is designed to be used primarily with an assortment of first-party applications, with only a limited third-party support on launch. &lt;br /&gt;
&lt;br /&gt;
== Features == &lt;br /&gt;
The VirZoom functions unlike any other virtual reality controller currently available. The main purpose is to make home exercise more appealing and fun. As such, it is built on a regular stationary exercise bike, which is enhanced with advanced electronic sensors and gaming controllers. The faster users pedal on the bike, the more speed they gain in the particular virtual environment. &lt;br /&gt;
&lt;br /&gt;
When combined with a motion sensing camera like the Sony PlayStation Camera, users can steer simply by leaning their shoulders left and right. The handlebars also contain regular gamepad buttons and triggers, which allow users to perform more complicated actions. &lt;br /&gt;
&lt;br /&gt;
The VirZoom is designed to work primarily with several first-party mini-games, which were developed in-house specifically for this controller. Stampede! is a horse-riding game set in the Wild West, where the player’s goal is to capture bandits using a lasso; Pegaso is a simple simulator of a flight through a canyon on a winged Pegasus; Go Fast Car is a track racing game. &lt;br /&gt;
&lt;br /&gt;
All games last approximately 5 to 7 minutes. The length has been purposely adjusted to match modern interval training methods and provide users with maximum stimuli. &lt;br /&gt;
&lt;br /&gt;
Online multiplayer, fitness tracking and scheduling are planned to be available for a small monthly subscription fee.&lt;br /&gt;
&lt;br /&gt;
== Compatibility == &lt;br /&gt;
The VirZoom is compatible with all major virtual reality headsets such as Sony PlayStation VR, Oculus Rift, and HTC Vive. The platform is designed to work with either PC or PS4 using a dedicated VirZoom USB Dongle. &lt;br /&gt;
&lt;br /&gt;
== Price ==&lt;br /&gt;
First 300 VirZoom controllers are available for $199.95. The early access price includes the controller itself, unlimited access to all VirZoom games, and a lifetime VirZoom Plus membership. &lt;br /&gt;
&lt;br /&gt;
The manufacturer&#039;s suggested retail price is $299,95. Shipping should begin in the first half of 2016. &lt;br /&gt;
&lt;br /&gt;
== Creators == &lt;br /&gt;
The VirZoom controller was co-founded by Eric Janszen and Eric Malafeew in early 2015. The first business plans were charted in early 2014. Eric Malafeew subsequently proceeded to file patents for VirZoom’s unique design, and began working on first prototypes. &lt;br /&gt;
&lt;br /&gt;
VirZOOM is more than 90% funded by Janszen’s iTulip investment group, and is custom-made for VirZOOM by a manufacturer in China, using a highly specialized folding exercise bike design. VZ Play games are developed by a dedicated development team in Cambridge, Massachusetts.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* http://virzoom.com/&lt;br /&gt;
* http://www.theverge.com/2015/12/16/10234898/sony-playstation-vr-virzoom-motion-controller-excercise&lt;br /&gt;
* http://www.gizmag.com/virzoom-review-exercise-bike-vr-hands-on/41259/&lt;br /&gt;
* http://www.pcworld.com/article/3016358/hardware/exercising-in-virtual-reality-with-virzooms-bike-controller-sounds-fun-but-isnt.html&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=VirZoom&amp;diff=7859</id>
		<title>VirZoom</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=VirZoom&amp;diff=7859"/>
		<updated>2016-01-22T15:41:26Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: Created page with &amp;quot;= Test =&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Test =&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=SteamVR_Controllers&amp;diff=7613</id>
		<title>SteamVR Controllers</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=SteamVR_Controllers&amp;diff=7613"/>
		<updated>2016-01-14T09:35:32Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[file:htc vive pre controllers1.jpg|350px]]&lt;br /&gt;
|Type=[[Input Device]], [[Motion Tracker]]&lt;br /&gt;
|Subtype=[[Hands/Fingers Tracking]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Valve]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[Windows]], [[Mac]], [[Linux]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&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;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=IMUs&lt;br /&gt;
|Positional Tracking=[[Beacons]]&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=trackpad, trigger&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Release Date=Q4 2015&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
[[SteamVR Controllers]] are the official [[Input Device]] for [[SteamVR]] and [[HTC Vive]]. The device  came to life as a result of [[Valve]]’s partnership with [[HTC]]. Their new VR device, HTC Vive, is composed of three distinct units: the headset itself, two SteamVR Controllers, and two base [[Beacons|laser-tracking stations]]. All of these devices work in tandem to provide users with a very realistic and accurate [[VR]] experience, however, it is the pair of hand-held controllers that offer the most versatile options for interacting with virtual worlds and objects. Their latest version has been unveiled at CES 2016, and it features a significant design and construction improvements. &lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
The original version of SteamVR Controllers had a very distinct shape because of the very unusually shaped head of the controller, which houses multidirectional laser tracking sensors. &lt;br /&gt;
The latest version features a streamlined design and a doughnut shape top that seamlessly blends in the hand-held portion of the controller.  &lt;br /&gt;
They come with a high-precision trackpad on each one of them that is similar to Valve’s Steam Controller, and it can be used as a traditional analogue stick for movement or for interacting with in-game objects. The single dual-stage trigger button works as expected and the controller provides a sufficient amount of ways how players can engage with various VR experiences. And finally, there is a home button for system and menu navigation. &lt;br /&gt;
Steam VR Controllers provide users with haptic feedback to let them know when a specific action has been completed.  &lt;br /&gt;
&lt;br /&gt;
===Functionality===&lt;br /&gt;
The already mentioned head of the controller interacts with dual base stations that are placed in opposite corners of the room. This system is optimized for sub-millimeter [[positional tracking]] with [[latency]] counted in single milliseconds. It is possible to move in spaces up to 15 feet by 15 feet, which is enough for smaller demos that operate in a limited space. In practice, users of SteamVR Controllers will not notice their strange shape because they will transform in whatever virtual object they are supposed to represent in virtual reality. Demonstration of HTC Vive showed how SteamVR Controllers can be turned into virtual paintbrushes, a pair of hands, or hands with guns in a game called Arizona Rising, which is a zombie shooter with a very deliberate pace and a good usage of [[3D audio]] for giving players timely cues about the location of enemies. Chunks, a Minecraft-style world-builder, also showcases how some games could potentially with the problem of locomotion in virtual spaces. The game uses one joystick to act as a pointing device for teleportation. Players can not only choose where they want to be transferred to, but they can also choose the scale of their avatar. This enables a quick and convenient way of moving around the map and the variable perspective enhances Minecraft’s building experience.&lt;br /&gt;
&lt;br /&gt;
The latest version of HTC Vive prototype controllers operates completely wirelessly, have no problems dealing with [[occlusion]] and are able to quickly reconnect in the rare case of complete connection loss. The built-in battery is able to last up to 4 hours, compared to just two of the previous version. Valve has managed to transfer the mouse and keyboard experience from PC to virtual reality and thus open a large bag full of possible future applications. The consumer edition of HTC Vive is expected to start shipping later in 2015.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Since the controllers require their users to firmly grip them the whole time they are using them, it is not possible to perform any gestures that involve fingers and thumbs. &lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:htc vive dk1 controllers1.jpg|thumb|left|Vive DK1 controllers]]&lt;br /&gt;
&lt;br /&gt;
[[File:htc vive pre controllers1.jpg|thumb|left|Vive DK2 (Pre) controllers]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:SteamVR]] [[Category:Input Devices]] [[Category:Motion Trackers]]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Chaperone&amp;diff=7607</id>
		<title>Chaperone</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Chaperone&amp;diff=7607"/>
		<updated>2016-01-13T08:23:22Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stock-vector.jpg|thumbnail|Concept Drawing of Chaperone&#039;s Visual Grid]]&lt;br /&gt;
The Chaperone system is a utility design by [[Valve]] to be used with their [[Virtual Reality#Platforms|VR platform]], [[SteamVR]], and [[Virtual_Reality#Devices|Head Mounted Display]], the [[HTC Vive]]. Once set up, it keeps track of where a user is in relation to the physical walls around them, and if necessary, shows a [[#Collision Bounds|blue grid]]&amp;lt;ref&amp;gt;http://www.tested.com/tech/concepts/504521-htc-vive-vs-oculus-crescent-bay-my-10-vr-takeaways/&amp;lt;/ref&amp;gt; within the user&#039;s virtual space to notify them that they are in close proximity to a physical barrier. The [[HTC Vive]] provides tracking within an approximately 15 foot by 15 foot area, and the Chaperon system provides the user with confidence that they will not collide with physical barriers as they experience their virtual content. The first working prototype was introduced at CES 2016 with the announcement of HTC&#039;s second Vive development kit.&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
The main purpose of the Chaperone system is to warn the user when they approach a physical barrier, to which they are blind because of the headset they are wearing. This will ideally prevent collisions and minimize accidents, and thus solve the problem of real space navigation in virtual reality. The system recognized objects and represents them in user&#039;s field of view as glowing outlines and silhouettes. It makes it entirely possible to change position from standing to sitting on a chair, walk from object to object in real world, and safely take advantage of all space that the room users play in provides.&lt;br /&gt;
&lt;br /&gt;
A secondary purpose for the Chaperone system is to allow games to interact with the user in a unique way. Because the Chaperone system has information about the user&#039;s environment, virtual applications can react to the user&#039;s surroundings. It could, for example, generate a location that matches the orientation and layout of the user&#039;s room. Conversely, the system could use a techniques like overlapping spaces or [[directed walking]]&amp;lt;ref&amp;gt;http://ict.usc.edu/pubs/Impossible%20Spaces-%20Maximizing%20Natural%20Walking%20in%20Virtual%20Environments%20with%20Self-Overlapping%20Architecture.pdf&amp;lt;/ref&amp;gt; to make traverse-able, virtual environments that seem much larger than the user&#039;s physical space by distorting the user&#039;s perception of distance and rotational displacement.&lt;br /&gt;
&lt;br /&gt;
The latest version of Chaperone system has two modes of operation. In the first mode, the Vive is inactive until users get close to a wall or an obstacle. The headset then shows a glimpse of the real world to give users enough time to react and avoid any obstacle. The second mode is activated by double-tapping a menu button on the controller. In this mode, users see an instant view of all their surrounding.&lt;br /&gt;
&lt;br /&gt;
==Collision Bounds==&lt;br /&gt;
Collision Bounds are the blue grid that appears in [[VR]] when the user is close to physical barriers in real life.&lt;br /&gt;
&lt;br /&gt;
On October 27, 2015, Valve introduced different styles of the grid for beta testing:&amp;lt;ref name=&amp;quot;collision beta&amp;quot;&amp;gt;http://steamcommunity.com/app/358720/discussions/0/483368526588965793/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Squares - Small floating squares on wall surfaces&lt;br /&gt;
*Beginner - Grid pattern with the intersections removed&lt;br /&gt;
*Intermediate - Same as beginner but square openings are about 2.25x the area (bars are 1.5x farther apart)&lt;br /&gt;
*Advanced - A single horizontal line on each wall&lt;br /&gt;
*Developer - A persistent line loop at floor-level that never fades away, so it helps you always be aware of where the walls are by just glancing down&lt;br /&gt;
&lt;br /&gt;
==Current Limitations==&lt;br /&gt;
The only remaining problem and potential danger is the attached cord. Unfortunately, Chaperone does not detect the cord, and it is possible for users to trip over it and fall.&lt;br /&gt;
&lt;br /&gt;
==Likely Additions==&lt;br /&gt;
According to comments by the [[Lighthouse]] developers at conventions and on Twitter&amp;lt;ref&amp;gt;https://twitter.com/vk2zay/status/573909197949009920&amp;lt;/ref&amp;gt;, as well as the emphasis on mapping in its patent&amp;lt;ref&amp;gt;http://tsdr.uspto.gov/#caseNumber=86558185&amp;amp;caseType=SERIAL_NO&amp;amp;searchType=statusSearch&amp;lt;/ref&amp;gt;, it seems likely that the [[HTC Vive]] will eventually use a stereo pair of cameras or a depth camera to aid in &amp;quot;detection and measurement&amp;quot; the user&#039;s surroundings. This might be a one-time calibration, or it could provide constantly updating information to capture changes in the user&#039;s environment. Gathering data in this fashion would also likely allow the recognition of furniture and other small objects.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Valve Corporation filed for a patent entitled &#039;CHAPERONE&#039; on March 09, 2015&amp;lt;ref&amp;gt;http://tsdr.uspto.gov/#caseNumber=86558185&amp;amp;caseType=SERIAL_NO&amp;amp;searchType=statusSearch&amp;lt;/ref&amp;gt;. In it is contained this description of the Chaperone system:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hardware and software, sensors, and beacons for the detection and measurement of physical objects and the representation of such objects in virtual reality environments; Devices used for the detection and measurement of physical objects and the representation of such objects in virtual reality environments; Electronic apparatus for the detection and measurement of physical objects and the representation of such objects in virtual reality environments&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first consumer-ready implementation of Chaperone was introduced at CES 2016 as a part of the HTC Vive Pre headset. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]] [[Category:SteamVR]]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=SteamVR_Controllers&amp;diff=7578</id>
		<title>SteamVR Controllers</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=SteamVR_Controllers&amp;diff=7578"/>
		<updated>2016-01-09T13:49:56Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: /* HTC Vive Pre */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[file:htc vive pre controllers1.jpg|350px]]&lt;br /&gt;
|Type=[[Input Device]], [[Motion Tracker]]&lt;br /&gt;
|Subtype=[[Hands/Fingers Tracking]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Valve]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[Windows]], [[Mac]], [[Linux]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&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;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=IMUs&lt;br /&gt;
|Positional Tracking=[[Beacons]]&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=trackpad, trigger&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Release Date=Q4 2015&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
[[SteamVR Controllers]] are the official [[Input Device]] for [[SteamVR]] and [[HTC Vive]]. The device  came to life as a result of [[Valve]]’s partnership with [[HTC]]. Their new VR device, HTC Vive, is composed of three distinct units: the headset itself, two SteamVR Controllers, and two base [[Beacons|laser-tracking stations]]. All of these devices work in tandem to provide users with a very realistic and accurate [[VR]] experience, however, it is the pair of hand-held controllers that offer the most versatile options for interacting with virtual worlds and objects.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
These two controllers have a very distinct shape because of the very unusually shaped head of the controller, which houses multidirectional laser tracking sensors. They come with a high-precision trackpad on each one of them that is similar to Valve’s Steam Controller and it can be used as a traditional analog stick for movement or for interacting with in-game objects. The single trigger button works as expected and the controller provides a sufficient amount of ways how players can engage with various VR experiences. &lt;br /&gt;
&lt;br /&gt;
===Functionality===&lt;br /&gt;
The already mentioned head of the controller interacts with dual base stations that are placed in opposite corners of the room. This system is optimized for sub-millimeter [[positional tracking]] with [[latency]] counted in single milliseconds. It is possible to move in spaces up to 15 feet by 15 feet, which is enough for smaller demos that operate in a limited space. In practice, users of SteamVR Controllers will not notice their strange shape because they will transform in whatever virtual object they are supposed to represent in virtual reality. Demonstration of HTC Vive showed how SteamVR Controllers can be turned into virtual paintbrushes, a pair of hands, or hands with guns in a game called Arizona Rising, which is a zombie shooter with a very deliberate pace and a good usage of [[3D audio]] for giving players timely cues about the location of enemies. Chunks, a Minecraft-style world-builder, also showcases how some games could potentially with the problem of locomotion in virtual spaces. The game uses one joystick to act as a pointing device for teleportation. Players can not only choose where they want to be transferred to, but they can also choose the scale of their avatar. This enables a quick and convenient way of moving around the map and the variable perspective enhances Minecraft’s building experience.&lt;br /&gt;
&lt;br /&gt;
The latest version of HTC Vive prototype controllers operates completely wirelessly, have no problems dealing with [[occlusion]] and are able to quickly reconnect in the rare case of complete connection loss. Valve has managed to transfer the mouse and keyboard experience from PC to virtual reality and thus open a large bag full of possible future applications. The consumer edition of HTC Vive is expected to start shipping later in 2015.&lt;br /&gt;
&lt;br /&gt;
===HTC Vive Pre===&lt;br /&gt;
HTC Vive Pre is the second Vive devopment kit. The headset has been introduced at CES 2016 and it features many improvements across the board. The new headset is more compact than the previous version. The head strap has been completely redesigned, and it now features an opening in the back for people with long hair. &lt;br /&gt;
&lt;br /&gt;
Improvements have also been made to the entire visual chain. The Vive Pre adds a pass-through camera, which can be evoked any time by double-clicking a button on the Vive Pre controller. It also automatically opens as users walk up to the boundary of the tracking space. HTC refers to this new object detection ability as the ‘Chaperone system’. &lt;br /&gt;
&lt;br /&gt;
Even though the new model uses the same 2160×1200 resolution as the original Vive, the resulting image looks noticeably and more consistent in terms of its brightness and contrast. According to HTC, this positive change is a result of something they call ‘Mura correction’ which appears to have greatly levelled out inconsistencies in brightness between pixels. In essence, this new technology significantly improves the screen-door effect. And finally, the HMD now comes with a built-in IPD (interpupillary distance) adjuster.&lt;br /&gt;
&lt;br /&gt;
The base stations and controllers have also been redesigned for better function and ergonomics. The top of the controllers has a doughnut shape that seamlessly blends in the hand-held portion, and the built-in batteries now last over four hours, compared to just two of the previous version.&lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:htc vive dk1 controllers1.jpg|thumb|left|Vive DK1 controllers]]&lt;br /&gt;
&lt;br /&gt;
[[File:htc vive pre controllers1.jpg|thumb|left|Vive DK2 (Pre) controllers]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:SteamVR]] [[Category:Input Devices]] [[Category:Motion Trackers]]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Chaperone&amp;diff=7577</id>
		<title>Chaperone</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Chaperone&amp;diff=7577"/>
		<updated>2016-01-09T13:40:38Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: /* HTC Vive Pre */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stock-vector.jpg|thumbnail|Concept Drawing of Chaperone&#039;s Visual Grid]]&lt;br /&gt;
The Chaperone system is a utility design by [[Valve]] to be used with their [[Virtual Reality#Platforms|VR platform]], [[SteamVR]], and [[Virtual_Reality#Devices|Head Mounted Display]], the [[HTC Vive]]. Once set up, it keeps track of where a user is in relation to the physical walls around them, and if necessary, shows a [[#Collision Bounds|blue grid]]&amp;lt;ref&amp;gt;http://www.tested.com/tech/concepts/504521-htc-vive-vs-oculus-crescent-bay-my-10-vr-takeaways/&amp;lt;/ref&amp;gt; within the user&#039;s virtual space to notify them that they are in close proximity to a physical barrier. The [[HTC Vive]] provides tracking within an approximately 15 foot by 15 foot area, and the Chaperon system provides the user with confidence that they will not collide with physical barriers as they experience their virtual content.&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
The main purpose of the Chaperone system is to warn the user when they approach a physical barrier, to which they are blind because of the headset they are wearing. This will ideally prevent collisions and minimize accidents. This may help [[virtual reality]] experiences be more [[immersive]] because the observer trusts that they are safe to move around in the environment.&lt;br /&gt;
&lt;br /&gt;
A secondary purpose for the Chaperone system is to allow games to interact with the user in a unique way. Because the Chaperone system has information about the user&#039;s environment, virtual applications can react to the user&#039;s surroundings. It could, for example, generate a location that matches the orientation and layout of the user&#039;s room. Conversely, the system could use a techniques like overlapping spaces or [[directed walking]]&amp;lt;ref&amp;gt;http://ict.usc.edu/pubs/Impossible%20Spaces-%20Maximizing%20Natural%20Walking%20in%20Virtual%20Environments%20with%20Self-Overlapping%20Architecture.pdf&amp;lt;/ref&amp;gt; to make traverse-able, virtual environments that seem much larger than the user&#039;s physical space by distorting the user&#039;s perception of distance and rotational displacement.&lt;br /&gt;
&lt;br /&gt;
==Collision Bounds==&lt;br /&gt;
Collision Bounds are the blue grid that appears in [[VR]] when the user is close to physical barriers in real life.&lt;br /&gt;
&lt;br /&gt;
On October 27, 2015, Valve introduced different styles of the grid for beta testing:&amp;lt;ref name=&amp;quot;collision beta&amp;quot;&amp;gt;http://steamcommunity.com/app/358720/discussions/0/483368526588965793/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Squares - Small floating squares on wall surfaces&lt;br /&gt;
*Beginner - Grid pattern with the intersections removed&lt;br /&gt;
*Intermediate - Same as beginner but square openings are about 2.25x the area (bars are 1.5x farther apart)&lt;br /&gt;
*Advanced - A single horizontal line on each wall&lt;br /&gt;
*Developer - A persistent line loop at floor-level that never fades away, so it helps you always be aware of where the walls are by just glancing down&lt;br /&gt;
&lt;br /&gt;
==Current Limitations==&lt;br /&gt;
At the time of writing, the set up procedure for the Chaperon system involves manually delineating the corners of the physical space with the [[SteamVR Controllers]].&lt;br /&gt;
&lt;br /&gt;
One other limitation of the Chaperone system is that it is currently limited to mapping the floor and walls of a space. This means that if the user&#039;s space includes a couch it would not be mapped and would present an invisible obstacle (it could, however, be defined as the limiting &#039;wall&#039; on that side of the space).&lt;br /&gt;
&lt;br /&gt;
Finally, the physical model built by the Chaperone system is static. If any portion of the setup changes, such as moved furniture, it would not be reflected in the model and therefore not be used to guide the user.&lt;br /&gt;
&lt;br /&gt;
==Likely Additions==&lt;br /&gt;
According to comments by the [[Lighthouse]] developers at conventions and on Twitter&amp;lt;ref&amp;gt;https://twitter.com/vk2zay/status/573909197949009920&amp;lt;/ref&amp;gt;, as well as the emphasis on mapping in its patent&amp;lt;ref&amp;gt;http://tsdr.uspto.gov/#caseNumber=86558185&amp;amp;caseType=SERIAL_NO&amp;amp;searchType=statusSearch&amp;lt;/ref&amp;gt;, it seems likely that the [[HTC Vive]] will eventually use a stereo pair of cameras or a depth camera to aid in &amp;quot;detection and measurement&amp;quot; the user&#039;s surroundings. This might be a one-time calibration, or it could provide constantly updating information to capture changes in the user&#039;s environment. Gathering data in this fashion would also likely allow the recognition of furniture and other small objects.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Valve Corporation filed for a patent entitled &#039;CHAPERONE&#039; on March 09, 2015&amp;lt;ref&amp;gt;http://tsdr.uspto.gov/#caseNumber=86558185&amp;amp;caseType=SERIAL_NO&amp;amp;searchType=statusSearch&amp;lt;/ref&amp;gt;. In it is contained this description of the Chaperone system:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hardware and software, sensors, and beacons for the detection and measurement of physical objects and the representation of such objects in virtual reality environments; Devices used for the detection and measurement of physical objects and the representation of such objects in virtual reality environments; Electronic apparatus for the detection and measurement of physical objects and the representation of such objects in virtual reality environments&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===HTC Vive Pre===&lt;br /&gt;
HTC Vive Pre is the second Vive development kit. The headset has been introduced at CES 2016, and it adds a front-facing pass-through camera used for object and boundary recognition. It solves the problem of real space navigation while immersed in a virtual reality. Recognized objects are represented in user&#039;s field of view as glowing outlines and silhouettes. It is now entirely possible to change position from standing to sitting on a chair, walk from object to object in real world, and safely take advantage of all space that the room users play in provides.&lt;br /&gt;
&lt;br /&gt;
The system has two modes of operation. In the first mode, the Vive is inactive until users get close to a wall or an obstacle. The headset then shows a glimpse of the real world to give users enough time to react and avoid any obstacle. The second mode is activated by double-tapping a menu button on the controller. In this mode, users see an instant view of all their surrounding. &lt;br /&gt;
&lt;br /&gt;
The only remaining problem and potential danger is the attached cord. Unfortunately, Chaperone does not detect the cord, and it is possible for users to trip over it and fall.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]] [[Category:SteamVR]]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Chaperone&amp;diff=7576</id>
		<title>Chaperone</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Chaperone&amp;diff=7576"/>
		<updated>2016-01-09T13:23:00Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stock-vector.jpg|thumbnail|Concept Drawing of Chaperone&#039;s Visual Grid]]&lt;br /&gt;
The Chaperone system is a utility design by [[Valve]] to be used with their [[Virtual Reality#Platforms|VR platform]], [[SteamVR]], and [[Virtual_Reality#Devices|Head Mounted Display]], the [[HTC Vive]]. Once set up, it keeps track of where a user is in relation to the physical walls around them, and if necessary, shows a [[#Collision Bounds|blue grid]]&amp;lt;ref&amp;gt;http://www.tested.com/tech/concepts/504521-htc-vive-vs-oculus-crescent-bay-my-10-vr-takeaways/&amp;lt;/ref&amp;gt; within the user&#039;s virtual space to notify them that they are in close proximity to a physical barrier. The [[HTC Vive]] provides tracking within an approximately 15 foot by 15 foot area, and the Chaperon system provides the user with confidence that they will not collide with physical barriers as they experience their virtual content.&lt;br /&gt;
&lt;br /&gt;
==Purpose==&lt;br /&gt;
The main purpose of the Chaperone system is to warn the user when they approach a physical barrier, to which they are blind because of the headset they are wearing. This will ideally prevent collisions and minimize accidents. This may help [[virtual reality]] experiences be more [[immersive]] because the observer trusts that they are safe to move around in the environment.&lt;br /&gt;
&lt;br /&gt;
A secondary purpose for the Chaperone system is to allow games to interact with the user in a unique way. Because the Chaperone system has information about the user&#039;s environment, virtual applications can react to the user&#039;s surroundings. It could, for example, generate a location that matches the orientation and layout of the user&#039;s room. Conversely, the system could use a techniques like overlapping spaces or [[directed walking]]&amp;lt;ref&amp;gt;http://ict.usc.edu/pubs/Impossible%20Spaces-%20Maximizing%20Natural%20Walking%20in%20Virtual%20Environments%20with%20Self-Overlapping%20Architecture.pdf&amp;lt;/ref&amp;gt; to make traverse-able, virtual environments that seem much larger than the user&#039;s physical space by distorting the user&#039;s perception of distance and rotational displacement.&lt;br /&gt;
&lt;br /&gt;
==Collision Bounds==&lt;br /&gt;
Collision Bounds are the blue grid that appears in [[VR]] when the user is close to physical barriers in real life.&lt;br /&gt;
&lt;br /&gt;
On October 27, 2015, Valve introduced different styles of the grid for beta testing:&amp;lt;ref name=&amp;quot;collision beta&amp;quot;&amp;gt;http://steamcommunity.com/app/358720/discussions/0/483368526588965793/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Squares - Small floating squares on wall surfaces&lt;br /&gt;
*Beginner - Grid pattern with the intersections removed&lt;br /&gt;
*Intermediate - Same as beginner but square openings are about 2.25x the area (bars are 1.5x farther apart)&lt;br /&gt;
*Advanced - A single horizontal line on each wall&lt;br /&gt;
*Developer - A persistent line loop at floor-level that never fades away, so it helps you always be aware of where the walls are by just glancing down&lt;br /&gt;
&lt;br /&gt;
==Current Limitations==&lt;br /&gt;
At the time of writing, the set up procedure for the Chaperon system involves manually delineating the corners of the physical space with the [[SteamVR Controllers]].&lt;br /&gt;
&lt;br /&gt;
One other limitation of the Chaperone system is that it is currently limited to mapping the floor and walls of a space. This means that if the user&#039;s space includes a couch it would not be mapped and would present an invisible obstacle (it could, however, be defined as the limiting &#039;wall&#039; on that side of the space).&lt;br /&gt;
&lt;br /&gt;
Finally, the physical model built by the Chaperone system is static. If any portion of the setup changes, such as moved furniture, it would not be reflected in the model and therefore not be used to guide the user.&lt;br /&gt;
&lt;br /&gt;
==Likely Additions==&lt;br /&gt;
According to comments by the [[Lighthouse]] developers at conventions and on Twitter&amp;lt;ref&amp;gt;https://twitter.com/vk2zay/status/573909197949009920&amp;lt;/ref&amp;gt;, as well as the emphasis on mapping in its patent&amp;lt;ref&amp;gt;http://tsdr.uspto.gov/#caseNumber=86558185&amp;amp;caseType=SERIAL_NO&amp;amp;searchType=statusSearch&amp;lt;/ref&amp;gt;, it seems likely that the [[HTC Vive]] will eventually use a stereo pair of cameras or a depth camera to aid in &amp;quot;detection and measurement&amp;quot; the user&#039;s surroundings. This might be a one-time calibration, or it could provide constantly updating information to capture changes in the user&#039;s environment. Gathering data in this fashion would also likely allow the recognition of furniture and other small objects.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Valve Corporation filed for a patent entitled &#039;CHAPERONE&#039; on March 09, 2015&amp;lt;ref&amp;gt;http://tsdr.uspto.gov/#caseNumber=86558185&amp;amp;caseType=SERIAL_NO&amp;amp;searchType=statusSearch&amp;lt;/ref&amp;gt;. In it is contained this description of the Chaperone system:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hardware and software, sensors, and beacons for the detection and measurement of physical objects and the representation of such objects in virtual reality environments; Devices used for the detection and measurement of physical objects and the representation of such objects in virtual reality environments; Electronic apparatus for the detection and measurement of physical objects and the representation of such objects in virtual reality environments&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===HTC Vive Pre===&lt;br /&gt;
HTC Vive Pre is the second Vive development kit. The headset has been introduced at CES 2016, and it adds a front-facing pass-through camera used for object and boundary recognition. It solves the problem of real space navigation while immersed in a virtual reality. Recognized objects are represented in user&#039;s field of view as glowing outlines and silhouettes. It is now entirely possible to change position from standing to sitting on a chair, walk from object to object in real world, and safely take advantage of all space that the room users play in provides. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Terms]] [[Category:SteamVR]]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=SteamVR_Controllers&amp;diff=7575</id>
		<title>SteamVR Controllers</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=SteamVR_Controllers&amp;diff=7575"/>
		<updated>2016-01-09T13:13:36Z</updated>

		<summary type="html">&lt;p&gt;Robovlk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image=[[file:htc vive pre controllers1.jpg|350px]]&lt;br /&gt;
|Type=[[Input Device]], [[Motion Tracker]]&lt;br /&gt;
|Subtype=[[Hands/Fingers Tracking]]&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Valve]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[Windows]], [[Mac]], [[Linux]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&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;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Tracking=6DOF&lt;br /&gt;
|Rotational Tracking=IMUs&lt;br /&gt;
|Positional Tracking=[[Beacons]]&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=trackpad, trigger&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Release Date=Q4 2015&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=&lt;br /&gt;
}}&lt;br /&gt;
[[SteamVR Controllers]] are the official [[Input Device]] for [[SteamVR]] and [[HTC Vive]]. The device  came to life as a result of [[Valve]]’s partnership with [[HTC]]. Their new VR device, HTC Vive, is composed of three distinct units: the headset itself, two SteamVR Controllers, and two base [[Beacons|laser-tracking stations]]. All of these devices work in tandem to provide users with a very realistic and accurate [[VR]] experience, however, it is the pair of hand-held controllers that offer the most versatile options for interacting with virtual worlds and objects.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
These two controllers have a very distinct shape because of the very unusually shaped head of the controller, which houses multidirectional laser tracking sensors. They come with a high-precision trackpad on each one of them that is similar to Valve’s Steam Controller and it can be used as a traditional analog stick for movement or for interacting with in-game objects. The single trigger button works as expected and the controller provides a sufficient amount of ways how players can engage with various VR experiences. &lt;br /&gt;
&lt;br /&gt;
===Functionality===&lt;br /&gt;
The already mentioned head of the controller interacts with dual base stations that are placed in opposite corners of the room. This system is optimized for sub-millimeter [[positional tracking]] with [[latency]] counted in single milliseconds. It is possible to move in spaces up to 15 feet by 15 feet, which is enough for smaller demos that operate in a limited space. In practice, users of SteamVR Controllers will not notice their strange shape because they will transform in whatever virtual object they are supposed to represent in virtual reality. Demonstration of HTC Vive showed how SteamVR Controllers can be turned into virtual paintbrushes, a pair of hands, or hands with guns in a game called Arizona Rising, which is a zombie shooter with a very deliberate pace and a good usage of [[3D audio]] for giving players timely cues about the location of enemies. Chunks, a Minecraft-style world-builder, also showcases how some games could potentially with the problem of locomotion in virtual spaces. The game uses one joystick to act as a pointing device for teleportation. Players can not only choose where they want to be transferred to, but they can also choose the scale of their avatar. This enables a quick and convenient way of moving around the map and the variable perspective enhances Minecraft’s building experience.&lt;br /&gt;
&lt;br /&gt;
The latest version of HTC Vive prototype controllers operates completely wirelessly, have no problems dealing with [[occlusion]] and are able to quickly reconnect in the rare case of complete connection loss. Valve has managed to transfer the mouse and keyboard experience from PC to virtual reality and thus open a large bag full of possible future applications. The consumer edition of HTC Vive is expected to start shipping later in 2015.&lt;br /&gt;
&lt;br /&gt;
===HTC Vive Pre===&lt;br /&gt;
HTC Vive Pre is the second Vive devopment kit. The headset has been introduced at CES 2016 and it features many improvements across the board. The new headset is more compact than the previous version. The head strap has been completely redesigned, and it now features an opening in the back for people with long hair. &lt;br /&gt;
&lt;br /&gt;
Improvements have also been made to the entire visual chain. The Vive Pre adds a pass-through camera, which can be evoked any time by double-clicking a button on the Vive Pre controller. It also automatically opens as users walk up to the boundary of the tracking space. HTC refers to this new object detection ability as the ‘Chaperone system’. &lt;br /&gt;
&lt;br /&gt;
Even though the new model uses the same 2160×1200 resolution as the original Vive, the resulting image looks noticeably and more consistent in terms of its brightness and contrast. According to HTC, this positive change is a result of something they call ‘Mura correction’ which appears to have greatly levelled out inconsistencies in brightness between pixels. In essence, this new technology significantly improves the screen-door effect. And finally, the HMD now comes with built-in IPD (interpupillary distance) adjuster.&lt;br /&gt;
&lt;br /&gt;
The base stations and controllers have also been redesigned for better function and ergonomics. &lt;br /&gt;
==Apps==&lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:htc vive dk1 controllers1.jpg|thumb|left|Vive DK1 controllers]]&lt;br /&gt;
&lt;br /&gt;
[[File:htc vive pre controllers1.jpg|thumb|left|Vive DK2 (Pre) controllers]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:SteamVR]] [[Category:Input Devices]] [[Category:Motion Trackers]]&lt;/div&gt;</summary>
		<author><name>Robovlk</name></author>
	</entry>
</feed>