Tag: Virtual Reality

Apple Is Partnering With Pixar As Part Of Its Big Push Into Augmented Reality

Apple announced that it’s partnering with computer animation studio Pixar to boost the company’s augmented reality initiative, the company announced Monday during its annual WWDC conference for app developers.

In iOS 12, we wanted to make an easy way to experience AR across the [eco]system, and to do that we got together with some of the greatest minds in 3D, at Pixar,” Apple senior vice president Craig Federighi said.

Together, Apple and Pixar developed a new file format for AR called “USDZ.” It’s a compact and simple format that’s designed to let people share AR content “while retaining great 3D graphics and even animations.”

The USDZ format is addressing the typically large storage size of AR content, which can make it harder to share information easily and quickly.




 

Companies like Adobe are adopting the USDZ format to work with its Creative Cloud platform, which includes apps like Photoshop and Dimension.

Once iOS 12 is released in the fall, AR content can be shared in the USDZ format in apps like Safari, Messages, and Mail, and can be managed in the Files app.

ARKit 2

Federighi also announced Apple’s latest version of its AR platform, called ARKit 2.

ARKit 2 will offer improved face tracking, more realistic rendering, support for 3D object detection, and the ability to start an AR experience based on a real-world physical object or space.

ARKit 2 will also support shared experiences, where two or more people can play AR games together.

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Pass it on: Popular Science

Disney Made A Jacket To Simulate Physical Experiences, Like A Snake Slithering Across Your Body

Disney Research, MIT Media Lab, and Carnegie Mellon University have unveiled a new conceptual haptic “force jacket” that simulates physical experiences to people wearing the device.

The force jacket is lined with airbags controlled by a computer that inflates and deflates the bags.

Disney envisions the jacket will be used with VR headsets for more immersive experiences, given its ability to simulate hugs, being hit or punched, and peculiarly, the sensation of a snake slithering across your body.

The jacket is made up of airbags with sensors attached that direct force and vibrations to specific locations on your body.




The software-controlled jacket weighs about five pounds and has a valve system that inflates and deflates 26 air compartments.

It has adjustable sleeves, and the vest is made of a repurposed life vest with the inside foam replaced with the air bags. The air compartments are located on the jacket’s front, back, arms, and sides.

The speed, force, and duration of inflation and deflation can be controlled using a haptic effects software editor.

In their paper, researchers on the project from Disney, MIT, and Carnegie Mellon wrote: “At this stage of work, the goal is to develop core technology for the Force Jacket that will be sufficient for basic psychophysical assessment and to design and test an initial set of effects.

So far, those effects include: a racing heartbeat, light or heavy rain, snowball hit to the chest, a hand tap on the shoulder, slime dripping on your back, a bug crawling up your arm, and motorcycle vibrations.

There are further refining parameters, like controlling the feeling of how fast that bug is crawling.

The researchers built three VR apps in testing the jacket, including a snowball fight game, a simulation of a snake crawling around, and a simulation of “growing muscles” — like turning into the Hulk. They wrote:

“The overall system set-up is very bulky and confining for the user. Also, with the surround body effects that the wearable can achieve, a 360 degree virtual reality experience is possible; however, the user’s ability to rotate or move in the VR space is limited by the tubing that tethers them to the air and vacuum supply.”

The researchers believe with more development the jacket could be more viable in VR use.

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Pass it on: Popular Science

Apple Shows VR Could Help Fight Motion Sickness & Boredom In Self-driving Cars

When you’re driving a car, you’re invested with a sense of purpose: stay alert, don’t crash, optimize your route for the fastest and most comfortable experience.

But what about when self-driving cars become the norm, and we’re no longer involved in those tasks?

You’ll probably want to catch up on work, or play a game to fight the inevitable boredom—two things Apple thinks will be done in VR in the near future.

A recently published patent from Apple delves into this all-too-likely future, and theorizes that VR will be used to not only fight boredom in the car.

But also mitigate motion sickness by completely supplanting screens such as laptops and smartphones and actively compensating for motion-related sickness.




Motion sickness is typically caused by the disconnect between what a user sees and what they feel, something early VR enthusiasts know all too well.

Many game design techniques can be employed to create exceedingly comfortable VR experiences, such as rendering cockpits, and using similar FOV filters to limit the sensation of movement in your peripheral view.

Although this is the first time we’ve heard these tried-and-true concepts being used outside the realm of objectively fun things like VR-enabled roller coasters and purpose-built motion simulators.

The patent outlines a VR headset system that’s ties into the active controls of a self-driving car that could “provide virtual views that match visual cues with the physical motions that a passenger experiences,” and be “altered to accommodate a passenger upon determining that the passenger is prone to or is exhibiting signs of motion sickness.

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Pass it on: Popular Science

Augmented Reality Vs. Virtual Reality

Augmented reality and virtual reality devices are on the cusp of explosive growth. So what’s the difference between the two, and which will make a bigger impact on our lives?

 

Virtual Reality at E3 https://www.youtube.com/watch?v=jyfiG…

History of Virtual Reality https://www.youtube.com/watch?v=43mA_…

Microsoft Hololens Review https://www.youtube.com/watch?v=ihKUo…

Magic Leap Demo https://www.youtube.com/watch?v=GmdXJ…

Paraplegics using VR to walk again https://www.youtube.com/watch?v=pb36O…

Boston Children’s Hospital Announce VR Platform To Offer Customized 3D Tours Inside Their Bodies

Boston Children’s Hospital and Klick Health today unveiled the HealthVoyager™ medical education and patient experience platform – a Proof of Concept that uses Virtual Reality (VR) technology to bring patients’ individual medical findings to life in an immersive, 3D environment.

The first iteration of the tool, HealthVoyager™ GI, has been designed for pediatric gastrointestinal (GI) patients and is being used at Boston Children’s as part of a clinical study to validate its effect on patient and family understanding, engagement, and satisfaction.




By integrating into the clinical workflow of endoscopic procedures such as colonoscopies, HealthVoyager™ GI will enable Boston Children’s gastroenterologists to custom-configure life-like, 3D anatomical imagery and take pediatric patients with conditions such as Crohn’s disease and ulcerative colitis on iPhone-based virtual tours of their GI tract.

Aimed at creating an impactful, engaging, and memorable experience, the platform leverages modern technology to communicate a patient’s personalized conditions and endoscopic findings.

Boston Children’s performs thousands of endoscopic procedures each year. Of the 1.6 million Americans with inflammatory bowel disease, as many as 80,000 of them are children, according to the Crohn’s & Colitis Foundation of America.

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Pass it on: New Scientist