N e w s ,
f e a t u r e s
a n d
a n a l y s i s
f o r
i m m e r s i v e
t e c h
a n d
e n t e r p r i s e
m a g a z i n e
w w w. v r w o r l d t e c h . c o m
XRSPACE Redefining how people connect, socialise, and collaborate
What virtual, augmented and mixed reality are really for, is everyone
XR feels the need— the need
to succeed! HTC Vive
ThirdEye Gen
XR Association
What comes first, the hardware or the software?
The AR and MR equivalents of getting down to business
The XR community needs to ensure that accessibility is baked in from the start
T H E
B U S I N E S S
O F
M A N U FA C T U R E D
R E A L I T I E S
Deadline: 2 6 / 1 1 / 2 0 2 1 Public a tion da te: 0 6 / 1 2 / 2 0 2 1
Manufacturing Issue Designers are at the forefront of virtual reality, creating and refining ever impressive products, machines and buildings, without having to leave their studio and on much grander scales, while augmented reality is being utilised to redefine traditional spaces and bring 3D models alive, in the real world.
Mark Dugdale, Editor editor@vrworldtech.com
Jonathan Savage, Publisher jonsavage@vrworldtech.com
VRWorldTech Magazine
Published by: Premeditated Media Group Ltd 71-75 Shelton Street Covent Garden London WC2H 9JQ Editor Mark Dugdale editor@vrworldtech.com
Publisher Jonathan Savage jonsavage@vrworldtech.com
Editorial board Jan Pflueger, advisXR Sophia Moshasha
FOLLOW US Twitter:
Facebook:
LinkedIn:
www.twitter.com/
www.facebook.com/
www.linkedin.com/
VRWorldTech
virtualrealityworldtech
company/vrworldtech
© 2021 Premeditated Media Group Ltd. All rights in and relating to this publication are expressly reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means without written permission from the publisher. The views expressed in VRWorldTech Magazine are not necessarily those of the publisher. While the publisher has taken every care in compiling this publication to ensure accuracy at the time of going to press, it does not accept liability or responsibility for errors or omissions therein, however caused.
w w w. v r w o r l d t e c h . c o m
April 2021
3
Editor’s Note
Moving past the headlines Understanding hardware is vital as virtual, augmented and mixed reality move toward the mainstream
H
ello all and thank
story is our interview with Graham
developer of the new the Pro 3 range,
you for taking
Wheeler, general manager of HTC
to find out how important remote
the time to read
EMEA, who walked me through HTC
assistance and the smartphone are
the latest issue
Vive’s enterprise strategy when it
to the present and future of these
of VRWorldTech
comes to virtual reality hardware,
two immersive technologies for
Magazine, the first time we’ve
as well as the software that makes
enterprise and professional use. The
focused on a specific area of
it sing. Turn to that article now for
overwhelming answer is: very.
immersive technology itself, rather
some interesting insights, which also
than an industry or sector where
nicely set up the rest of the issue.
virtual, augmented and mixed reality are being deployed.
Finally, I also had the opportunity to interview Elizabeth Hyman,
I also had the pleasure of speaking
chief executive officer of the XR
to Nikitas Glykas and Kurt Liu of
Association (XRA), the group
We chose hardware because this
XRSPACE on the development of
representing headset and technology
is the headline grabber, often the
a dedicated virtual reality headset
manufacturers across the broader
enterprise market’s first introduction
for the platform that is attempting
XR or immersive technology industry.
to these immersive technologies.
to redefine how people connect,
XRA is doing fantastic work on
Hardware releases are often picked
socialise, and collaborate. It’s early
the development and promotion
up by mainstream technology media
days for XRSPACE MANOVA World,
of best practices among hardware
and examined from a number of
yet business and professional users
and software providers, ensuring
different angles, but rarely from
of this immersive technology should
that users of all abilities can avail
the point of view of business or
be satisfied that the startup has an
themselves of the many benefits
professional use. This is slowly
actionable, ambitious plan backed
and opportunities that immersive
changing and we’re more than happy
by an innovative headset. Portable,
technology has to offer. This is
to contribute to the discussion.
powerful and, above all, useful.
incredibly important and a vital task as virtual, augmented and mixed
Our hardware focus is on virtual
Turning to augmented and mixed
reality headsets and augmented and
reality smart glasses, we check
mixed reality smart glasses, and
out X2 Mixed Reality Glasses from
Next up for VRWorldTech Magazine
you’re in for a real treat. Our main
ThirdEye Gen, and meet NuEyes,
are focuses on AEC, entertainment
4
April 2021
reality move toward the mainstream.
and manufacturing, plus the issue out at the end of August will turn to software, in the same vein as this one. We’ll be making announcements in due course about 2022 and what to expect from the only magazine dedicated to immersive technology for enterprise. Until then, please enjoy this issue, and, as ever, please do let us know what you think via social media or editor@ vrworldtech.com.
Mark has been a business-to-business journalist for a decade. He has edited and written for websites within financial services and law. He graduated from the University of Leeds with a BA in creative writing.
Mark Dugdale Editor VRWorldTech
Contents
10 30
XRSPACE Redefining how people connect, socialise, and collaborate requires not only simplifying A round up of the biggest hardware stories tracked over
the hardware and user experience, but
the past two months. Have a story to tell? Submit it
understanding that they need to be, as
now: editor@vrworldtech.com. This issue features Make
XRSPACE demonstrates
In this issue Real, Infinadeck, Epson, Nreal, Varjo and HaptX
18
Editor’s Comment What virtual, augmented and mixed reality are really for, is everyone
22
HTC Vive What comes first, the hardware or the software? At HTC Vive, the answer is neither, the customer does
6
April 2021
Contents
38
ThirdEye Gen The X2 Mixed Reality Glasses from ThirdEye Gen are augmented and mixed reality equivalents of rolling up your sleeves and getting down to business
44
XR Association Hardware is becoming smaller, more powerful and affordable, but the XR community needs to ensure that accessibility is baked in from the start
NuEyes 50
NuEyes is well known for its excellent work on technology to address low vision. But now, it’s expanding to serve a range of enterprise and consumer use cases, too
w w w. v r w o r l d t e c h . c o m
April 2021
7
VRWorldTech is a must-read resource if you want to stay up-to-date on progress within immersive technology for enterprise. Our content sits between the technology’s creators and developers and the business leaders who can benefit from its use and application. We cover the stories that make immersive technology a reality.
A round up of the biggest stories tracked in The Reality Wire over the past two months.
S
Reducing the ‘fuss factor’ for enterprise VR hardware use ince the release of the
organisations do not want to deploy
inside the headset. This makes it
Oculus Rift DK1 in 2013, and
tethered virtual reality, citing health
difficult to assist and troubleshoot
the initial consumer virtual
and safety reasons, or wanting to
issues and makes for a less
reality launches in 2016,
avoid complicated setups, or the
impactful demo, when the non-virtual
enterprise organisations
cost of additional hardware.
reality audience cannot see what’s
have dabbled with deploying virtual reality for a variety of use cases.
going on. Solution 1a: More recent tethered headsets have incorporated inside-
Solution 2: Some standalone virtual
With the launch of standalone
out tracking capabilities, removing
reality headsets are able to cast
devices in 2019 onwards, scaled-
the need for the external sensors and
to a Google Chromecast device
up deployments have occurred as
additional sockets required to drive
plugged into a HD TV, as long as
many barriers have been reduced or
them. However, the cost of a high-
both devices are connected to the
removed entirely, but some new ones
end PC remains.
same WiFi network. This brings back
have been added, for a completely frictionless operation.
the mirroring capability of tethered Solution 1b: Standalone (or all-in-
devices to see what the user is
one) devices remove the need for a
seeing.
Let’s look at some of the friction
PC, since the computer, battery and
points that have been addressed
sensors are contained within the
Problem 3: Chromecast operates by
from tethered devices to standalone
device, without the need for anything
creating a temporary private YouTube
and solutions incorporated by many
else. However, the ease of use
stream and requires external internet
enterprise organisations, to reduce
comes at a cost of graphical fidelity.
access to function. Many enterprise
that ‘fuss factor’.
IT policies block YouTube access. Problem 2: Standalone devices
Problem 1: Unless very specific
are self-contained, so without that
Solution 3: There are some Android
use cases require high-end
tether to a PC and monitor, it is not
system-level ADB commands that
graphical fidelity, many enterprise
possible to see what is happening
developers can use to provide a
10
April 2021
Do you want to know more? Visit: www.vrworldtech.com/news/the-reality-wire
video stream, but this requires a USB cable and a PC to operate fully. Problem 4: Many sectors need to be able to audit and trace learners and certification back to the training session to validate the named learner matches the person in the real world. Solution 4: SkillShield enables the video casted from the standalone virtual reality headset to be live composited alongside the feed from the webcam, encoding learner record and the training session into one, single video file, with associated learning outcomes tracked and relevant information embedded into the metadata. Once the standalone virtual
be live-streamed to remote viewers,
records, so they can track and
reality headset has been paired to
who may not be present physically
trace who undertook the training in
the laptop via USB, the training
for the training session. The training
comparison to who is on-site, which
experiences and sessions can be
facilitator is able to scrub through
is necessary when on-site incidents
operated untethered, as long as
the video to review performance and
occur. SkillShield acts as the bridge
both devices are on the same WiFi
where improvements could be made
between virtual reality hardware and
network. This can be provided by
next time.
existing PCs to reduce these fuss
an unconnected WiFi access point without requiring internet access.
factors. Enterprise organisations, especially within the construction sector, have
Visit www.makereal.co.uk/work/
The added bonus of this combined
been deploying SkillShield in order
skillshield to find out more about
video feed being recorded is it can
to create irrefutable learner video
SkillShield from Make Real.
w w w. v r w o r l d t e c h . c o m
April 2021
11
TRW
Epson Moverio BT-40 and BT-40S AR smart glasses available for pre-order
T
he new Moverio BT-40 and
They are powered by Epson Si-OLED
Moverio BT-40 and BT-40S offer
BT-40S augmented reality
technology and offer a number of
advances in image quality, comfort
smart glasses from Epson
advances on previous iterations,
and wearability that will serve
are available for pre-order.
including a wider FOV (field of view,
Epson’s target use cases well,
full HD 1080p display resolution, high
including industrial field service
The latest generation Moverio line-
contrast, improved connectivity, and
and remote assistance, as well as
up, first announced in December
a more comfortable, adjustable and
accessibility usage.
2020, are available to buy on Amazon
easy-to-wear design.
and through Epson’s distribution
Del Mar adds: “As a pioneer in this
network for $579 (BT-40) and $999
Remi Del Mar, senior product
space, we look forward to seeing
(BT-40S).
manager for digital experiences in the
how these new smart glasses are
augmented reality and commercial
implemented by customers.”
These smart glasses are more
display solutions unit at Epson
established than some of their more
America, stresses the company’s
A closer look at the key Moverio
recent competitors, with Epson
history and experience in developing
BT-40 and BT-40S upgrades
developing the range for almost a
these products, saying: “With over 10
decade.
years in the AR market and its long
Upgrading to the Moverio BT-40 and
history in the projector segment—
BT-40S from older or competitor
Epson says the Moverio BT-40 and
having delivered high performance
models will bring a wide 34 deg
BT-40S smart glasses are designed
optical engines and impeccable color
FOV and a heads-up, hands-free
to deliver a high-quality augmented
production—Epson is bringing that
experience with higher resolution
reality viewing experience with
same legacy to this next generation
equivalent to viewing a 120 in screen
maximum comfort.
of Moverio smart glasses.”
from a distance of 15 ft.
12
April 2021
TRW There is also improved connectivity in a new headset design with advanced weight distribution and optional nose pads that allow for enhanced comfort. An up to 500,000:1 contrast ratio allows unused display space to appear transparent and an improved aesthetic design offers a glasses-style form factor and optional dark shades. The binocular design also offers a see-through SiOLED display. Moverio BT-40 and BT-40S are also equipped with USB Type-C connectivity for a range of compatible smartphones, tablets and computers. Moverio BT-40S offers the option of a controller running Android 9.0 that supports Google Mobile Services for custom software integration.
Nreal Enterprise Edition to launch this year
N
real is turning its
around the wearer’s head, while
attention to the
offering the same lightweight
enterprise market
and comfort as Nreal Light. Eye
with a new dedicated
tracking and gesture recognition
edition of its mixed
provide intuitive control.
reality glasses. The edition boasts the same
The controller features an integrated
The China-based developer is
high-quality augmented and
touchscreen, customised user interfaces,
also launching the consumer
mixed reality experiences as
expandable memory up to 2TB, an IPx2
edition, Nreal Light, in Europe and
Nreal light, with a sophisticated
rating for durability, and Google Play
the US for the first time.
understanding of the surrounding
compatibility.
environment, thanks to in-built Nreal Enterprise Edition, launching
6DoF (six degrees of freedom)
Additional controller features include
this year, is the developer’s first
tracking, plane detection, and
built-in WiFi, Bluetooth, GPS, a
focused foray into the enterprise
image tracking.
compass, an accelerometer, a
market. Nreal Light, although
gyroscope, a 13MP autofocus camera, a
clearly a consumer product, is
The enterprise edition is also fully
flashlight, a noise cancelling microphone
also aimed at business users,
customisable, making the device
and audio jack, and a high-performance
with the smart glasses capable
capable of meeting the needs
rechargeable battery that lasts up to five
of serving as a multi-tasking
of businesses in manufacturing,
hours, according to Epson.
monitor with compatible Bluetooth
retail, tourism, education, logistics
keyboards.
and automotive.
augmented-reality to find out about the
The enterprise edition comes with
Visit www.nreal.ai to find out more
Moverio range of smart glasses.
a new halo design that wraps
about Nreal Enterprise Edition.
Visit www.epson.com/moverio-
w w w. v r w o r l d t e c h . c o m
April 2021
13
TRW
Unlimited movement in VR is now a reality with Infinadeck
W
elcome to the future—unlimited movement
users to naturally walk in any direction, providing 360
in any direction while navigating through
deg of realistic locomotion for a wide variety of uses,
virtual reality is now a reality.
including physical therapy, gaming, industrial training, and many more. The possibilities are limitless.
Imagine being fully immersed in one of
your favourite virtual reality gaming experiences and
The Infinadeck Experience Platform is paired with
the way you move your body is the way your avatar
augmented or virtual reality headsets to create amazing
moves—side to side, in circles, even airborne. Imagine
immersive experiences and is available now.
rehabilitating from an injury where you, the patient, can take steps to explore Stonehenge instead of a boring
Current clients include hospitals, military training units,
physical therapy centre.
gaming companies, and many more. The Infinadeck Experience Platform was even featured in Steven
Imagine you are taking part in military operations training
Spielberg's Ready Player One!
that allows you to train with your entire squad. Think real-time training and planning as well as both tactical
The Infinadeck Experience Platform uses less that 6 sf of
and strategic movements around obstacles in highly
space, allowing multiple devices to be used at the same
customised virtual reality training scenarios, creating
time in a space smaller than your average family room.
muscle memory before you ever get to the battlefield. The future for fully immersible virtual reality with The Infinadeck Experience Platform is the world's first
locomotion is now. Visit www.infinadeck.com to find out
commercially viable omnidirectional treadmill. It allows
more about the Infinadeck Experience Platform.
14
April 2021
TRW
Varjo XR-3 and VR-3 enterprise headsets shipping now
V
arjo’s next generation
high resolution across the full frame,
with LiDAR and stereo RGB video
XR-3 and VR-3 enterprise
as well as colour accuracy that
pass-through to deliver seamless
mixed and virtual reality
mirrors the real world.
mixed reality.
Varjo has boosted the performance of
The headset’s inside-out tracking
XR-3 and VR-3, giving the headsets
also enables users to determine
The Finnish immersive technology
a refresh rate of 90 hz and fast and
the precise position of XR-3 within
developer priced its latest range of
accurate eye tracking up to 200
the environment, which improves
enterprise headsets significantly
hz, which delivers optimised visual
tracking accuracy and removes the
lower than their predecessors, at
fidelity through foveated rendering.
need for SteamVR base stations.
they are well worth checking out on
Both devices also feature integrated
Varjo recently joined Unity’s verified
Varjo’s website or through one of its
Ultraleap hand tracking for natural
solutions partner programme as the
35 certified reseller partners if you’re
interactions.
first XR hardware provider, so its latest
headsets are now shipping worldwide.
$3,195 (VR-3) and $5,495 (XR-3), so
in need of high-end hardware.
headsets are fully verified to work with Varjo has designed a new three-point
the content development platform.
The new headsets from Varjo are big
precision fit headband, made the
leaps forward and designed to serve
headsets 40% lighter, introduced
Its headsets are also compatible
a wider range of businesses.
active cooling, and implemented
with Unreal Engine, Lockheed
ultra-wide optical design to lessen
Martin Prepar3d, VBS BlueIG and
eye strain and simulator sickness.
FlightSafety Vital, among dozens of
Both headsets boast a 115 deg FOV (field of view) made possible by
other software.
Varjo’s full frame Bionic Display with
XR-3—with mixed reality now fully
double the human-eye resolution
integrated—boasts several of its own
Visit www.varjo.com to find out about
area. They now also support ultra-
upgrades, including depth awareness
XR-3 and VR-3.
w w w. v r w o r l d t e c h . c o m
April 2021
15
TRW
HaptX comes to market with its first commercially available haptic gloves
H
aptic technology
the haptic gloves, or as close to ‘true
exotendons that apply up to 40 lbs of
developer HaptX is
contact’ as possible.
dynamic force feedback per hand (8
coming to market with
lbs/35 N per finger).
its most advanced
Michaels explains: “Vibration
haptic feedback gloves
feedback and force feedback
The gloves also incorporate accurate
were not sufficient for their needs.
hand tracking through a proprietary
To achieve success with their
magnetic system that captures 30
HaptX Gloves DK2 are the first
virtual reality training and design
deg of freedom per hand with sub-
gloves with true-contact haptics
applications, they needed to
mm precision.
available for purchase, according to
convince the hands as well as the
their developer, making them ideal
eyes and ears, so we endeavoured to
Further refinements made HaptX
for a range of enterprise use cases,
make the most realistic haptic glove
Gloves DK2 lighter and smaller than
including training, collaboration and
product on the market.”
earlier models.
HaptX uses proprietary microfluidic
The new gloves also boast a better fit
Joe Michaels, chief revenue officer
technology to replicate the feeling of
and ergonomics, and are capable of
of HaptX, says HaptX Gloves DK2
touching real objects.
room-scale virtual reality support and
to date.
design.
incorporates several features and
multi-user networking.
improvements over previous models,
Each DK2 glove features more
after the company spent two years
than 130 discrete points of tactile
HaptX Gloves DK2 are a haptic
collecting feedback from enterprise
feedback that physically displace the
peripheral that are finally suitable for
customers that were able to lease
user’s skin up to 2 mm.
HaptX’s enterprise customers to own
earlier generations.
in their own right. Together, they are capable of the
Most notably, those enterprise
strongest force feedback currently
Michaels says virtual reality-based
customers wanted more realism from
available, according to HaptX, with
training and design, along with
16
April 2021
TRW T h i s i s a n i m m e r s i v e w o r l d advanced robotics, are the primary
and service the new haptic gloves
use cases for the new gloves.
worldwide.
One of the big lessons for HaptX
Michaels calls the partnership a
during the development of these
“critical and foundational one”
gloves was that virtual reality must be
for HaptX. It was struck in 2019
realistic enough to avoid a negative
and paired the haptic technology
training result.
developer with a company that builds human-machine interface products in
“Realistic touch feedback can mean
the medical, industrial, commercial,
the difference between negative
military and gaming markets.
training—where learners must unlearn their training when they’ve
He says: “Any young hardware
used equipment that wasn’t quite
company faces questions about
accurate—and successful training,”
who is going to manufacture their
Michaels explains.
products, what their experience level
The Reality Wire tracks the latest press releases from across immersive technology. If you have a new product, an important update, vital funding or plans to partner, we want to hear from you.
is, and how confident they can be “Realistic touch feedback like ours
that the end result will be a robust
teaches you the right way the first
and dependable product.”
time. Then you know your job, your hands automatically go to the right
“In Advanced Input Systems, we found
location and behave in the right way.”
a partner capable of supporting us throughout. They supported the final
Michaels also says that military
design stages, manufacturing, and will
customers have expressed an interest
help to sell and service the product.
in the haptic peripherals, particularly
They are very much our right hand.”
for training personnel to carry out maintenance and repairs.
Michaels says that HaptX and Advanced Input Systems are
Design is also an exciting use case
organising the reseller network for
for HaptX Gloves DK2 because better
HaptX Gloves DK2.
haptics that provide more realistic feedback during the prototyping
Interested businesses can learn more
stage will save “a lot of time and
about and request a quote at www.
money”, Michaels says.
haptx.com. Although in-person events and meetings are not possible at
HaptX partnered with Advanced
the moment due to Covid-19, the
Input Systems to scale up production
company will ship devices in certain
of HaptX Gloves DK2, and to sell
circumstances for trials and testing.
Have a story to tell? Submit it now: editor@vrworldtech.com
Hardware / Editor’s Comment
XR feels the need— the need
to succeed!
18
April 2021
Do you want to know more? Visit: www.vrworldtech.com/tag/hardware
Hardware / Editor’s Comment
What virtual, augmented and mixed reality are really for, is everyone By Mark Dugdale
T
here is a concerted
With that established, what is
effort among hardware
immersive technology for? Simply
developers across
put, the answer is in the question.
immersive technologies
These devices enable deeper
to define what it is their
immersion, a stronger connection
devices are for.
with the information and data so arranged before the user’s eyes. They
Whether it’s the rapidly emerging
allow you to interact with, shape and
training use case for virtual reality, or
define with your virtual fingertips
even collaboration and creation, or
what you cannot with a mouse.
remote assistance for augmented and mixed reality, hardware developers
This means that training can be
must still explain to the enterprise
more impactful, collaborations
market what their devices can do,
more productive, communication
because they represent a significant
more efficient. Two colleagues
investment of time, money and
working remotely lose that spark
resources, but also because they are
that underpins in-person meetings.
a fad, an indulgence, for gamers.
Virtual, augmented and mixed reality cannot recreate that, but they can
Here is a quick primer for any new
redefine what it means to digitally
readers: immersive technology is the
connect.
next computing platform. It's the next smartphone and personal computer,
Hardware developers are a
not to mention the next mouse,
primary example of why enterprise
keyboard, set of headphones, and
organisations should sit up and take
much, much more.
notice of immersive technology. The years and resources they have spent
That isn’t overselling it. Immersion is
developing virtual, augmented and
the next logical step in computing, as
mixed reality to the point of serving
sure as 3D has overtaken 2D in the
real needs are a testament to their
visualisation and graphics stakes.
belief in this modality.
w w w. v r w o r l d t e c h . c o m
April 2021
19
Hardware / Editor’s Comment HTC Vive is a tried and trusted
their competitors’ progress in
This is much more palatable to
brand in the virtual reality space that
showing what virtual reality is for, and
enterprise organisations and their
is showing the enterprise market
so are going about their business a
in-house IT departments. It’s also a
exactly what this particular immersive
little differently.
trend that could gather pace when
technology is for—essentially, whatever they need.
Apple finally comes to market with Taiwan-headquartered XRSPACE,
its device, although there is a chance
the startup of former HTC chief
that cloud-based solutions and the
As HTC’s Graham Wheeler explained
executive officer Peter Chou, decided
power of streaming could offer a
to me during a meeting in Vive Sync,
to create its own headset for the
viable alternative base on which to
the need for immersive meetings
specific purpose of accessing and
build these devices. Keep a close eye
necessitated the creation of a virtual
interacting with its new social and
on Magic Leap.
reality remote collaboration tool.
communications platform.
With that came a need for realistic
As hardware developers move
avatars to deepen the immersion,
For XRSPACE, learning, working,
forward with their devices, attention
and so HTC Vive has created the Vive
shopping and more in XRSPACE
must be paid to individual users
Facial Tracker to track a user’s facial
MANOVA World required a headset
and their needs. Enterprise-wide is
expressions and lip movements.
that was portable and powerful, but
a favourite catch-all, but it always
also more immersive and free of as
misses someone.
Those demands of the technology
many distractions as possible. So
do not stop there. Organisations
the startup developed hand tracking
I had the pleasure of exploring this
using Vive Sync may prefer PC
technology and removed the need
topic in an interview with Elizabeth
virtual reality in-house, but what if
for a controller, betting that this was
Hyman, chief executive officer of
they want to meet their customers to
the way virtual reality was going
the XR Association, which is doing
demonstrate their latest prototype in
anyway, while wanting to remove
fantastic work in promoting industry-
all its 3D glory?
one more barrier to that ideal
backed best practices for developing
immersive experience that will take it
accessible platforms that enhance
to the next level.
experiences for all users.
those won’t do the virtual model
Augmented and mixed reality
Immersive technology is in the
justice. So, instead, the organisation
hardware developers face similar
enviable position of being at the
sends out one of HTC Vive’s all-in-
challenges in explaining to enterprise
beginning of its journey.
one headsets specifically for the
organisations just what their
meeting and demo, and HTC Vive
technology is for, but companies such
At this point, developers would
and this technology serve not just
as ThirdEye Gen have a head start
do well to think quickly about
one need, but all of them.
with the remote assistance use case.
the meaning and delivery of their
That’s what expensive, gimmicky
Plus, for now at least, they are
virtual reality is for. Serving your needs.
leaning towards smartphones as the
Sure, the tool can be accessed via web browser or smartphone, but
innovations now so that everyone’s needs can be met.
underlying computing platform, with
Only then can we finally prove that
There are virtual reality hardware
the smart glasses as an extension
what virtual, augmented and mixed
developers that are unhappy with
rather than a replacement.
reality are really for, is everyone.
20
April 2021
Deadline: 01/10/2021
Publication date: 11/10/2021
Entertainment Issue
Immersive movies, games and experiences are becoming big business, online and in the real world. They can be found in homes as headsets become cheaper for consumers, in museums as guests demand more immersion, and at venues as operators seek new ways to attract customers.
Mark Dugdale, Editor editor@vrworldtech.com
Jonathan Savage, Publisher jonsavage@vrworldtech.com
Hardware / HTC Vive
THE FUNDAMENTAL
INTERCONNECTEDNESS
OF VR THINGS
What comes first, the hardware or the software? At HTC Vive, the answer is neither, the customer does
V
ive Sync, where Graham Wheeler, general manager of HTC EMEA, meets VRWorldTech Magazine for an interview on this topic, is a case in point. The solution is best described as a virtual reality remote collaboration
tool and was borne from a very real fatigue with video conferencing solutions such as Zoom that professionals in particular, but even your friends and family, have grown accustomed to and, perhaps in the absence of face-to-face contact, tired of. The solution started out as an internal review tool at HTC Vive, the virtual reality arm of the global tech
22
April 2021
Do you want to know more? Visit: www.vrworldtech.com/tag/hardware
Hardware / HTC Vive
company that is HTC, as a means
And so HTC Vive revealed Vive XR
"Different tools are needed for
of better connecting geographically
Suite, a combination of the virtual
different environments. Vive XR
distributed colleagues.
reality offerings of Immersive VR
Suite is an array of five different
Education, Virbela, VRChat and
apps that allow us to suit the right
But the outbreak of Covid-19
Museum of Other Realities (MOR).
needs of the audience.”
last year demonstrated the
They are known as Vive Sessions,
wider need for alternatives to
Campus, Social and Museum, with
Take the example of a museum
video conferencing to ensure the
Sync making up the fifth solution
exhibition. Its curator would want
continuation of an activity rendered
(see examples on p28 and p29).
persistence and virtual versions of
too difficult by social distancing. As
artwork to be present, a task that
it happened, several other activities
Wheeler says: “We don’t think
the MOR-powered Vive Museum
needed solutions, too.
that one size fits all for software."
would be best placed to achieve.
w w w. v r w o r l d t e c h . c o m
April 2021
23
Hardware / HTC Vive Wheeler continues: “You wouldn’t want to run a museum exhibition in Vive Sync because it’s more about meetings and collaboration. They’re very specific tasks and how they work together.” HTC Vive applies this same approach to the hardware that it develops and Wheeler reveals that development of
Name: Vive Cosmos Price: $699 Type: PC VR What HTC Vive says: The world's first virtual reality system with a suite of versatile modular options. Includes inside-out tracking, a 2880 x 1700 px combined resolution, and a flip-up design.
the two go hand-in-hand. “Vive Sync has evolved significantly from the internal tool that it once was,” Wheeler says, before manifesting a big screen and playing a short trailer for Vive Sync. As he does, the lights dim and the content demands the attention of everyone present. Wheeler says: “This is a good example of how we can show information in Vive Sync, for the purposes of a more engaging experience. The ease with which that content can be introduced, but also the environmental settings and how they affect the experience, are all new and key to making Vive Sync much more engaging.” As Wheeler speaks, the mouth of his avatar mimics the movements of his
Name: Vive Cosmos Elite Price: $549 (or $899 for headset + base stations and controllers) Type: PC VR What HTC Vive says: This model supports SteamVR tracking and is suited to elite game-level experiences.
24
April 2021
own lips, thanks to HTC Vive’s recently released Vive Facial Tracker (pictured on p23). Capable of tracking 38 facial movements across the lips, jaw, teeth, tongue, chin, and cheeks, Wheeler’s avatar is doing as good as an approximation of a real face as you are likely to see today. He says: “The Vive Facial Tracker came about because we wanted to make our avatars more
Hardware / HTC Vive lifelike and to do that, we needed to track the lower part of the mouth. In essence, it allows us to be more human in the interaction.” This quest for realism also connects Vive Sync with smartphones (and of course, the solution can be accessed on mobile devices and computers, for anyone who doesn’t have access to a compatible virtual reality headset). A companion app downloaded via Apple’s App Store or Google Play allows you to scan your face, tweak your realistic avatar and upload it to your account before your meeting in Vive Sync. Room access is also optimised for ease, with either a QR code or numerical code granting you entry into a meeting. This relationship between hardware and software, between problem and solution, pushes HTC Vive forward. Although it’s still in beta—Wheeler
Name: Vive Focus Plus Price: $799 (Vive Enterprise BWS is required for commercial use) Type: Mobile VR What HTC Vive says: A commercialgrade system designed for flexibility and portability. Scale your deployment with direct support for leading mobile device management solutions and easy batch configuration. Deploy virtual reality training and remote collaboration that meets business data privacy and IT compliance.
says “thousands” of meetings have been held so far—Vive Sync has
‘product’ is a prototype helicopter
Australia, New Zealand and Taiwan
emerged as a real solution to a
that isn’t exactly compatible with a
joining Greater China and Europe,
real problem. “We’re finding that
real meeting room.
the Middle East, and Africa.
Reviews are much quicker and more
In Vive Sync, models can be
An entire ecosystem
productive. And we have plenty of
shared, reviewed and critiqued,
examples of clients who have been
even drawn on, quickly and
HTC Vive’s approach to software
able to achieve similar results.”
efficiently. “That’s the beauty of
and hardware development, that
meetings are much more engaging.
virtual reality,” Wheeler says, “it
they happen side by side and to
Bell Helicopters, for example, uses
allows us to do much more within it
address unique sets of needs,
Vive Sync for product reviews
and control the environment.”
is summarised succinctly by
and has managed to reduce its
Wheeler’s retelling of the story of
development time from six years to
XR Vive Suite is rolling out in
his arrival at the company more
six months. In its case of course, the
several jurisdictions this year, with
than 10 years ago.
w w w. v r w o r l d t e c h . c o m
April 2021
25
Hardware / HTC Vive When he joined HTC, the
Wheeler says: “You can see how
How is the enterprise market
company had just released a
you need to build the software tools
approaching its hardware needs?
new smartphone. This model was
to make the hardware elements
Wheeler says it depends on the
equipped with the capability to view
useful. That’s why accessories like
customer and even then, once HTC
images, a technology that HTC had
the Vive Facial Tracker are very
Vive speaks to a single business,
gained through acquisition. This
important."
it’s rarely one need, but many.
its smartphones were just being
"Whether it’s the consumer or the
“Each use case and the hardware
equipped with cameras and until
enterprise market, it’s the specific
for it is always complicated. We
then, the company offered only a
requirement that’s key. And so we
see PC virtual reality as being
file explorer and no meaningful way
focus on the entire ecosystem, right
very much about performance, but
of interacting with this content.
down to the service we provide.”
I spoke to an architectural firm
was necessary at the time because
recently and they want both PC and mobile virtual reality. They need the
Name: Vive Pro Price: $599 (does not include controllers, base stations or Vive wireless adapter) Type: PC VR What HTC Vive says: Built to meet the needs of today’s most demanding users, Vive Pro is an easy-to-deploy PC virtual reality system that scales with your business. From seated environments to expansive, multiuser deployments, Vive Pro delivers high-quality visual fidelity, powerful audio and an immersive experience.
quality of PC virtual reality in their office but also the flexibility and ease of use for demonstrating to clients off-premises, which suits our all-in-one headsets.” The subject of PC virtual reality versus mobile turns the discussion toward HTC Vive’s plans for headsets for a range of customers. Wheeler says: “We look at the verticals when we design the headsets and design the headsets depending on the vertical needs inside that. In architecture, construction, engineering and technology, pixels and polygons count. We need to show every detail that counts and that’s where PC virtual reality can’t be outdone.” “But with the all-in-one category, that’s all about ease of use and accessibility and having that ability to get into something easily. One of the main use cases for headsets
26
April 2021
Hardware / HTC Vive
“
Penumbra needs to be able to take VR to that person recovering from the injury, so in that case it’s all about ease of use and flexibility Graham Wheeler General manager HTC EMEA such as Vive Focus Plus is training,
use cases for virtual reality, but
when it comes through and moves
particularly en mass.”
their requirements demand a level
forward.”
of quality that only PC virtual Vive Focus Plus is the headset
reality can meet. On the other
This goes back to that solution and
VRWorldTech Magazine is using
hand, global healthcare company
problem approach, and what comes
for the interview and it’s certainly
Penumbra uses mobile virtual
first, the hardware or the software.
more than capable of meeting that
reality to treat patients who are
need (stay tuned for a review on
recovering from stroke and other
The answer is neither, the customer
VRWorldTech.com). Of course,
neurological injuries.
does. And so the enterprise
there are some unique training
market’s interest in and gradual
needs that mobile virtual reality and
“They need to be able to take
investment in immersive technology
all-in-one headsets cannot meet.
virtual reality to that person
is being met by providers that are
recovering from the injury,” Wheeler
practising measured innovation,
Several top Premier League soccer
explains, “so in that case it’s all
mixed with the ambitions of
clubs have training and treatment
about ease of use and flexibility
individual innovators.
w w w. v r w o r l d t e c h . c o m
April 2021
27
Hardware / HTC Vive Wheeler says: “I see XR glasses, or the all-in-two design, as the next opportunity. That’s very much about portability. You’ll be able to connect a pair of lightweight glasses to your smartphone and access solutions such as Vive Sync (Wheeler and Mark Dugdale converse using the tool on p29). It would be much more limited than virtual reality, but more flexible as a result.” Further defining the use case, Wheeler adds: “As a business traveller, I can be in, say, France and I want to go into a virtual reality meeting. I’ll put on this lightweight pair of glasses and I’ll be there. Even though today’s all-in-one headsets are portable compared to PC virtual reality, they’re not what I’d describe as business portable, in your bag when you travel. That’s where we also see a future there, in that category.” HTC Vive needs to “develop products for each one of those three categories—PC virtual reality, mobile/all-in-one, and XR glasses— to make sure that we support our customer needs.” Wheeler and HTC Vive “see growth in” in XR glasses, but “all three are very interesting, are expanding markets”. HTC Vive will not forget its roots and Wheeler sees a big future for PC virtual reality: “If you just look
28
April 2021
Hardware / HTC Vive
at the growth that PC virtual reality
user who wants to show their
“Certain users really want to be
has enjoyed in the last couple of
friends. Or to turn the conversation
connected directly to the graphics
years and some of the biggest
to the enterprise market, the
card and get absolute precision detail
suppliers, such as AutoDesk,
architectural firm needing the
and that’s where we need to cater to
Unreal, AutoCad, and Dassault
quality of PC virtual reality in-house
them, but then there are also users
Systèmes, have all created
and the flexibility of mobile virtual
that want the flexibility, and then there
solutions for virtual reality because
reality for clients.
is the demand for portability.”
big trend, and that filters down [to
Take an all-in-one headset as an
The days of an all-in-one that’s
the consumer market].”
example. Today’s offerings can be
perfect for everyone may be a long
they know it’s going to be a very
connected to a PC and HTC Vive
way off, but the enterprise market can
Wheeler promises further exciting
even offers a wireless solution (an
rest assured that there are options
announcements above and beyond
obvious alternative is Oculus Air
out there for them, and virtual reality
the Vive Facial Tracker and Vive
Link, the new wireless solution for
is as accessible, affordable and
Tracker 3.0 “soon” (indeed, a
connecting Quest 2 to a PC for a
capable as it’s ever been.
virtual event, announced after this
1.5 PC virtual reality experience) for
interview, is planned for May). He
direct streaming.
As for HTC Vive, Wheeler says:
reiterates the point that there is
“For now, all I can say is expect to
no one-size-fits-all approach for
“But that resulting experience is
see some exciting things from us.
hardware, like software, and that
very different to connecting the
There is an enormous amount of
“there are trade-offs on all sides”,
headset directly into the graphics
innovation coming, because we see
whether it’s an enthusiast/gamer
card, as is the case with proper PC
such a big opportunity for business
demanding high-quality graphics
virtual reality, so there is a trade-off
to make the jump into virtual
from PC virtual reality or a casual
in catering for multiple use cases.”
reality.”
w w w. v r w o r l d t e c h . c o m
April 2021
29
Hardware / XRSPACE
VR made simple Redefining how people connect, socialise, and collaborate requires not only simplifying the hardware and user experience, but understanding that they need to be, as XRSPACE demonstrates 30
February 2021
“
The singular goal of XRSPACE,” said founder and former HTC chief executive officer Peter Chou (pictured on p31) last year, “is to take XR to the masses by redefining how people connect, socialise, and collaborate by simplifying the hardware and user experience.”
It’s that bold simplification of headset and platform, going controller-free and open world, that may be how this Taiwanheadquartered startup transforms virtual reality into the next widely used computing modality. And if not the sole instigator of that transformation, at least a very important step on the road toward mass adoption and use of virtual reality, to the point where there is a headset on every desk, a dozen digital meetings for every in-person one, a shopping trip from the comfort of your own home.
Do you want to know more? Visit: www.vrworldtech.com/tag/hardware
Hardware / XRSPACE
w w w. v r w o r l d t e c h . c o m
April 2021
31
Hardware / XRSPACE
Ready everyone
Kurt Liu, head of the content ecosystem at XRSPACE
It represents something of a reset for virtual reality headsets, in
It’s been widely reported that Chou
that it requires users to use hand
was chairman of one of the visual
motions and gestures to navigate
effects companies involved in the
through and interact with XRSPACE
development of Steven Spielberg’s
MANOVA World.
2018 movie Ready Player One. XRSPACE identified the need for a This is a powerful marketing
dedicated headset early on, as far
message, to be able to compare the
back as 2017, because there was “no
fictional Oasis with his own vision
device on the market that recognised
for XRSPACE MANOVA World, the
hand gestures”, says Nikitas Glykas,
social and communications platform
vice president and head of Europe,
where users will be able to “connect,
the Middle East and Africa.
socialise, and collaborate”. “We saw an opening in the market It’s instantly recognisable
for a device that’s attractive,
and cuts through many of the
portable and fast—but also that you
misunderstandings the mass market
could operate with your hands.”
may have about virtual reality. Being able to use hand motions But it also masks a great deal of
and gestures “one of the very first
work, and some very important
critical decisions we had to make”,
decisions and innovation that
adds Kurt Liu, head of the content
can create a world where, like in
ecosystem at XRSPACE.
the Oasis of Ernest Cline’s 2011
32
April 2021
novel on which Spielberg’s movie
“Once we decided our vision was
is based, the virtual has all but
to bring people together and virtual
replaced real life. The XRSPACE
reality to the masses, we had to
MANOVA headset is the shining
look at why immersive technologies
example of this work.
haven’t really taken off.”
Hardware / XRSPACE
even though it was a very difficult technology to develop. But we didn’t want to fall into that niche
Name: XRSPACE MANOVA Price: €499 (consumer) €599 (business, including extended warranty and access to support team) Type: Mobile VR What XRSPACE says: The headset boasts 5G, LTE and WiFi, with powerful Qualcomm Snapdragon 845, packed with 6G RAM and still 20% lighter than most. Includes hand-tracking for controller-free experience and comes in two colours. A controller is included in the box to cater for every user.
trap and alienate potential users.” Hand tracking is a feature that Facebook is working to perfect for Oculus Quest, so XRSPACE had further validation that a controllerfree future for virtual reality was a likely trend. It’s also a module that the startup believes has applications in other areas, including augmented reality. The specs for XRSPACE MANOVA
Immersiveness was one key reason,
that require thousands of tiny
back up Glykas’s view that the
Liu says. For enthusiasts and
interactions every day, removing
headset is “attractive, portable
gamers, precision and accuracy
the immersion barrier that is a
and fast”. It’s also worth adding
are essential in virtual reality, which
controller was crucial. Liu explains:
‘capable’ to that list.
is why XRSPACE has developed a
“If you have to think twice about
single controller for the MANOVA
shaking hands with other people
Available in white and orange, the
headset that comes in the box.
using a controller, you’re aware that
sleek headset is 20% lighter than
you’re in virtual reality and so not
its competitors and is all curves.
For the mass market, from workers
completely immersed.”
attending virtual meetings to
It also packs a punch, powered as
consumers intent on shopping or
“So it was a very easy decision
it is by the Qualcomm Snapdragon
learning, all social experiences
to make, to go controller-free,
845 mobile platform, and is fully
w w w. v r w o r l d t e c h . c o m
April 2021
33
Hardware / XRSPACE
Nikitas Glykas, vice president and head of EMEA at XRSPACE portable, capable of delivering a
we want to push it even further in
that Glykas puts down to its aim for
virtual reality experience over 5G,
the future.”
mass market appeal.
LTE, or WiFi connections. Beyond its own headset, XRSPACE
“We see socialising as a means of
XRSPACE MANOVA provides 6DoF
is also looking at making its
communication,” he says. “In every
(six degrees of freedom) within
platform accessible via computers
aspect of life, there is a social
the FOV (field of view) and 3DoF
and mobile devices, “because
element, from going to the bank to
(three degrees of freedom) outside,
person-to-person interaction is
shopping.”
making this mobile headset useful
crucial to mass market adoption of
for everything from training to
virtual reality, at its various degrees
Realistic avatars that can
social entertainment experiences.
of immersion”, according to Glykas.
gesticulate naturally enable that
Liu says they caused some surprise
Realism realised
when they announced the headset would be an all-in-one model.
social interaction so important to the communication use case for virtual reality.
An area where XRSPACE has further pushed the envelope
Liu agrees: “Realistic avatars are
But XRSPACE MANOVA had to
is avatars. Those available
the beginning of the revolution. They
be powerful and portable to carry
to users within its social and
were another feature we wanted
that mass market appeal. “This is
communications platform are much
early on, so the mass market could
a mobile computing platform,” Liu
more realistic than those of its
get a taste and understand what the
explains. “It has its uses today, but
potential competitors, an approach
future will look like.”
34
April 2021
Hardware / XRSPACE
That future, at least as far as
Taiwan and China Telecom in China,
Glykas says: “We need to be persistent
XRSPACE MANOVA World is
which have set up stores staffed by
and there to provide support, and
concerned, will be a simplified
real customer service assistants.
deliver amazing experiences for trade
open world dominated not by
They are able to host events
shows and education, because those
app stores and content libraries,
outside in their square, before
will be the early adopters of XRSPACE
but private and public spaces
bringing potential customers inside
MANOVA World.”
that blend into one another and
to discuss purchasing content
immerse users as they go about
packages.
To this end, XRSPACE has
their everyday tasks and work.
Space to breathe
partnered with TAITRA, Taiwan's XRSPACE is also keen on enabling
government co-sponsored trade
real estate and property viewings on
promotion organisation, to
its platform, as well as ecommerce.
demonstrate how virtual reality-
In XRSPACE MANOVA World, public
based conferences and exhibitions
and private spaces enable users
3D content and visualisation will be
can enhance or replace existing
to move in and out of different
key for these in the future, and the
large-scale events.
contexts, depending on what it
startup is laying the groundwork by
is they’re there to do. Current
initially targeting trade shows and
The public demonstration of the
utilisations of public spaces include
education, so badly affected by the
TAITRA trade show (pictured on
XRSPACE’s telecoms partners,
pandemic but perfect for an virtual
p37) is remarkable in its realism,
such as Deutsche Telekom in
environment such as XRSPACE
from the dozens of trade booths to
Germany, Chungwa Telecom in
MANOVA World.
the business-attired avatars. It’s
w w w. v r w o r l d t e c h . c o m
April 2021
35
Hardware / XRSPACE also interesting for its dedication to reality, when so much of virtual reality has been about the wonder and amazement of a virtual world. It speaks to a focus on the mass market, not upending their preconceptions about what these experiences should involve, but redefining them. This aim is also apparent in how XRSPACE MANOVA World will function as a social experience. The structure of spaces means freeto-enter shops can exist alongside private meeting rooms. Each user will have their own private rooms for meetings and social entertainment. Acquaintance can only be formalised via friend request and blocking is in place to deal with harassment. XRSPACE is also committed to privacy and data security, says Glykas. Nothing is recorded inside XRSPACE MANOVA World and little data is collected beyond a name, email address and age. The startup uses local servers so doesn’t store any information, in compliance with national regulations on privacy and data protection. Roll out of XRSPACE MANOVA World and its dedicated headset was hampered by the pandemic, say Glykas and Liu, but with that challenge came the opportunity to show many more potential users, enterprise and consumer, just what
36
April 2021
Hardware / XRSPACE
virtual reality can achieve when
virtual reality has a particular effect
children engaging in the kind of
socialising is at its core.
on emotions that he favours. “It
remote learning that we could only
does more than words can do for
dream of pre-pandemic, will only
you, it’s the feeling.”
whet their appetite for more.
XRSPACE MANOVA World in March.
Wozniak continued: “I love being
A new headset is making much of
This was the first DEF CON event to
live at a sports game or a concert.
this possible, as is a dedicated
be held in virtual reality and featured
In these Covid times, we get these
social and communications
live music as well as talks from a
concerts online and they seem sort
platform that puts socialising front
range of guest speakers, including
of dull, but if I could get a virtual
and centre.
Apple co-founder Steve Wozniak.
reality appearance there, that would
A prime example is the DEF CON China Party, which was held in
be great.”
Delivering on that ambition, to
DEF CON teamed up with Chinese
redefine how people connect,
internet giant Baidu to hold the
It’s that strength of feeling where
socialise, and collaborate,
party, hosted in parallel with a
virtual reality is at its most powerful.
requires not only simplifying the
smaller in-person event in Beijing.
hardware and user experience, For enterprise, placing virtual
but understanding that they need
During his talk, Wozniak gave his
products in the hands of an avatar
to be, and accepting that virtual
view on immersive technologies as
representing a potential customer,
reality must live up to those real
they currently stand, saying that
or an auditorium full of school
needs.
w w w. v r w o r l d t e c h . c o m
April 2021
37
Right needs, right now The X2 Mixed Reality Glasses from ThirdEye Gen are augmented and mixed reality equivalents of rolling up your sleeves and getting down to business
A
ugmented and mixed reality, by which we mean 3D content that overlays the real world and interacts with it, are becoming useful to organisations of all kinds, shapes and sizes. And this diversity of utility is reflected in the
headsets and smart glasses on offer. The market for augmented and mixed reality-capable headsets and smart glasses is made up of a few highend devices, mainly Magic Leap 1 and HoloLens 2, which offer the most immersive experiences and are more head-mounted display than face-worn glasses. These are aimed at enterprise and serve use cases ranging from training to remote assistance. Then there are consumer-focused smart glasses, such as Snapchat’s Spectacles 3. These aren’t technically powered by immersive technology, but they can be included in the ‘immersive’ category because, at least in the case of Snapchat, the smart glasses serve as an extension of a social media app where augmented reality content is a constant.
38
April 2021
Do you want to know more? Visit: www.vrworldtech.com/tag/hardware
Hardware / ThirdEye Gen In between these two extremes are the augmented and mixed reality equivalents of rolling up your sleeves and getting down to business. Available from the likes of Vuzix Corporation, these smart glasses are dedicated to enterprise, stick to mobile computing platforms with the smartphone the ubiquitous device of today, and promise performance. One startup in this category, ThirdEye Gen, has developed X2 Mixed Reality Glasses, which aim to be ruggedised and portable, in an age when hardware developers are still trying to find that sweet spot that will kickstart widespread enterprise and consumer use.
Augmented reality’s breakthrough use case Collaboration has emerged as a leading use case for enterprise virtual reality alongside training. Cut off as everyone has been by social distancing and lockdowns, what was obvious to current users has become clear to everyone else. Immersion coupled with highquality mobile performance delivers engagement and productivity, regardless of the user’s location. In a similar vein, remote assistance has emerged as a primary use case for augmented and mixed reality. This is where ThirdEye is focusing its smart glasses, particularly in the field of telehealth and connecting
w w w. v r w o r l d t e c h . c o m
April 2021
39
Hardware / ThirdEye Gen
front-line first responders across
At the outbreak of Covid-19,
they do not feel any discomfort,”
paramedic, police and fire services.
ThirdEye’s X2 MR Glasses were
says Cherukuri.
used by first responders to detect Nick Cherukuri, founder and chief
fevers, a key symptom of the illness,
He continues: “Right now, our
executive officer of ThirdEye,
through an attached thermal sensor
glasses are perfectly suited to
explains: “Healthcare has always
and consult doctors and other
enterprise—they’re ruggedised,
been a priority for us because
medical professionals remotely
they can be used outdoors, and
there’s just so many use cases,
via telehealth through the glasses’
they have a high enough brightness
from vision impairment to surgery
built-in WiFi.
level to be used in infrared sunlight,
and visualisation. But the outbreak
so they’re really suited for first
of Covid-19 last year accelerated
Of course, remote assistance isn’t
responder use.”
the need for remote assistance and
just a use case of healthcare: “For
that’s where telehealth came in.”
every industry that has remote
With 6DoF (six degrees of freedom)
workers, we’re seeing increased
inside-out tracking, a 42 deg FOV
“Smart glasses enable first
demand for augmented reality.”
(field of view), and a resolution of
responders to continue working
Part of the appeal of X2 MR Glasses
1280 x 720 HD, and as well as an
hands-free while connecting with a
is the design and form factor. They
integrated CPU/GPU, 4GB of RAM
doctor remotely. That’s proving very
weigh just 10 oz. “Even when users
and 64GB of storage under the
valuable.”
utilise them for an hour straight,
hood, these are a valuable asset
40
April 2021
Hardware / ThirdEye Gen
that connect front-line worker and remote expert. There is also the added benefit of further customisation if an enterprise customer approaches ThirdEye for something in particular: “We’ve developed glasses that are really suited for the enterprise market, but if customers come to us with a customisation request, then we consider developing an accessory or customising the hardware itself.”
Differentiation game Where ThirdEye is differentiating itself for remote assistance is its
Name: X2 Mixed Reality Glasses Price: Contact ThirdEye for customer prices Type: Mobile AR/MR What ThirdEye says: These are lightweight augmented and mixed reality glasses, fit a wide field of view, contain powerful sensors, and come with the VisionEye SLAM SDK into an exceptionally minimalistic form factor.
w w w. v r w o r l d t e c h . c o m
April 2021
41
Hardware / ThirdEye Gen
Nick Cherukuri Founder and chief executive officer of ThirdEye Gen software platform. RespondEye, its
operators can maintain their
dedicated, custom telepresence
situational awareness while at
solution for emergency services
work, instead of looking down at
and first responders offered
the smartphone they’d usually
through MR Workspace, ensures
use.The custom-developed
these users have the tools they
software gives operators a live
need to use X2 MR Glasses to their
drone feed, which can also be
fullest potential. “We try to be as
overlaid with augmented reality
use case- and deployment-friendly
content that provides greater
as possible,” Cherukuri says.
context to target user groups, including, again, emergency
42
April 2021
Another area where ThirdEye has
services dealing with situations
developed software, after spotting
where drone use is necessary.
a gap in the market, is drones.
Forest fires are a good example.
DroneEye allows users to control
Cherukuri says: “The drone use
aerial drones via X2 MR Glasses.
case is very recent. We saw
Much in the same way as they
augmented reality as a perfect
enable first responders to keep
platform for interacting with drones
their hands free while in the field,
because the user maintains their
the smart glasses mean drone
situational awareness—they can
Hardware / ThirdEye Gen
“
That’s the beauty of Android-based smart glasses. It’s very easy to make an app that’s compatible with almost any drone company in the world
phone app, it is easily portable onto the glasses.
Smaller, but mightier ThirdEye is currently working on the next generation of smart glasses and Cherukuri promises to reveal more details soon. He did say that the company is planning to make them smaller and improve specs such as the FOV.
see what’s going on around them
software platform to niche use
There are also plans to add more
and the drone’s feed inside the
cases such as drone operation.
augmented reality features to
glasses.”
DroneEye and make the smart Cherukuri says: “That’s the beauty
glasses viable for deployment in
“We can even integrate augmented
of Android-based smart glasses.
new industries and sectors. This is
reality into the drone’s feed and
It’s very easy to make an app that’s
a small, niche market, according to
develop recognition of objects and
compatible with almost any drone
Cherukuri, but well worth exploring.
points of interest, such as roads.
company in the world.”
With that integration, the drone can
The plan, he adds, is very much
recognise what it’s looking at and
ThirdEye is currently working with
to continue addressing the right
relay that information.”
Chinese technology company
needs, the most immediate,
and large drone manufacturer
right now. Augmented and mixed
This has potential applications
DJI but is also able to talk to
reality are powerful immersive
in other industries and sectors,
smaller companies that make more
technologies that can and do serve
including the military, where the
specialised drones and connect
important use cases, particularly
ThirdEye team has many years of
them to its glasses.
following a global pandemic.
As an android-based device,
He says: “We’re going to see where
ThirdEye has the flexibility to work
the users go and develop for them.
Running on Android 9.0 has been
with almost any drone company
I think right now we’re addressing
key to ThirdEye expanding its
worldwide. If they have an Android
needs that are in the market.”
experience, as well as engineering, real estate and insurance.
w w w. v r w o r l d t e c h . c o m
April 2021
43
Hardware / XR Association
V
RWorldTech Magazine
institutions have moved by necessity
recently had the
toward greater digitisation. People
opportunity to interview
are looking for better digital ways
Elizabeth Hyman,
to connect, collaborate, learn,
chief executive officer
and produce great results—and
of the XR Association (XRA), the
immersive technology is one of the
group representing headset and
most compelling platforms to do all
technology manufacturers across
of that.
the broad XR industry. The interview was conducted via email and edited
Is 2021 ‘the’ crucial year? Maybe,
for style and clarity.
maybe not—but XR is working its way to becoming the computing
VRWTM: Thank you for speaking
platform of the future, and that
to us. What are your thoughts on
future is approaching quickly.
immersive technology as it stands today—is this a crucial year?
When you look at it that way, it is no accident that a country such as
Elizabeth Hyman: I remain
Montenegro is investing millions
very optimistic about immersive
of dollars into an XR innovation
technology. We continue to see
centre to support its post-
positive indicators of adoption and
pandemic economic recovery; that
uptake—things like more compelling
hardware companies are making
content, more sophisticated sales
commitments to augmented/virtual
approaches such as subscription
reality research, development,
services, and better hardware. These
and production; that industry
trends have been supercharged
sectors are investing in immersive
by the pandemic as people and
solutions. We conducted a study
44
April 2021
Hardware is becoming smaller, more powerful and affordable, but the XR community needs to ensure that accessibility is baked in from the start
Hardware / XR Association last April that found that 80% of
think through the importance of
respondents in manufacturing, 75%
inclusive design from the beginning.
in healthcare, 74% in education, and 70% in public safety predicted
VRWTM: What are your members
that their organisation will increase
doing to make their own devices
spending on XR technology over the
more accessible?
next five years. Elizabeth Hyman: There are some VRWTM: On the topic of
really fantastic developments that
accessibility, what have the
are underway that fully embrace this
members of XRA learned about their
idea of inclusive design.
own products that is informing their work in hardware?
Certainly, building on the important work at the World Wide Web
Elizabeth Hyman: All of our
Consortium (W3C) on XR and closed
members came together to draft
captioning, there is a great research
the third chapter of our Developers
project that Google has underway
Guide, which we released in
called ‘Wearable Subtitles’ that is
October 2020 and is exclusively
a lightweight 3D-printed proof-of-
focused on accessibility.
concept set of glasses where you can see captions in real life. The
These are industry-backed best
intent is to have a head-worn display
practices for developing accessible
(HWD) that explores augmenting
platforms that enhance experiences
communication through sound
for all users, not just those with
transcription for a full workday.
disabilities. The hardware is becoming smaller, more powerful,
Thinking about the recent
and more affordable, but we need to
announcement of Microsoft Mesh,
ensure that accessibility is baked in
which is a platform for building
from the start.
collaborative, mixed reality applications, it could up the ante for
We know that through the
object recognition and spatial audio
development of software and
and other tools critical to inclusive
technology platforms there is so
design.
much that can be done to address sight, auditory, speech, mobility
This in turn could elevate research
and cognitive disabilities right now.
projects such as Project Tokyo,
Our hope is that the document can
which uses a modified version of
augment the work our members are
the Hololens and AI to help people
already doing in this space and help
with limited or no vision better
new developers in the community
understand their surroundings.
The XR Association (XRA) promotes the dynamic growth of the XR industry, which includes virtual reality, augmented reality, mixed reality, and future immersive technology. XRA leads the way for the responsible development and adoption of XR by convening stakeholders, developing best practices and research, and advocating on behalf of our members and the greater XR industry. Association members represent the headset and technology manufacturers across the broad XR industry, including Google, HTC Vive, Microsoft, Oculus from Facebook, and Sony Interactive Entertainment.
w w w. v r w o r l d t e c h . c o m
April 2021
45
Hardware / XR Association Facebook Reality Labs (FRL) is working on an electromyography device worn at the wrist that can detect neural signals intended for the hands or wrists. While discussed in the context of its effort to develop smart glasses with simple human interaction, for someone who is not able to use their hands, this device could provide mobility and dexterity in a virtual environment. HTC Vive just introduced the next evolution of the Vive Tracking ecosystem with the launch of the new Facial Tracker and new VIVE Tracker 3.0. Facial Tracker In October 2020, the XR Association (XRA)
is really important for continuing to make
released an update to its Developers Guide, a
virtual reality more accessible—people
starter guide for developers designing reality-
want to be able to express themselves
expanding experiences. This standalone
more clearly and connect with others.
update, Accessibility & Inclusive Design in Immersive Experiences, offers a set of
And the new Tracker 3.0 is great for
industry-backed best practices for developing
everything from motion capture and film/
accessible platforms that enhance experiences
TV production, through to industrial
for all users, not just those with disabilities.
processes and training, all the way to rehabilitation and sports training
First published in 2018, the XRA Developers Guide outlines design principles meant
While it may take some time to get these
to guide the responsible development of
from research and prototype to actual
immersive experiences. This third chapter
market applications, it is a strong sign that
builds on prior guidance focused on physical
industry is working to ensure accessibility
and psychological user comfort and safety
of XR.
in XR to help ensure users of all abilities can avail themselves of the many benefits and
VRWTM: Where and how do hardware
opportunities the technology offers.
manufacturers want software developers to focus their efforts and boost
XRA’s member companies and a coalition
accessibility, particularly as XR enters the
of accessibility advocates, including the XR
workplace?
Access Initiative, came together to share critical feedback that was instrumental to the
Elizabeth Hyman: Great question. I
creation of this chapter.
mentioned before that our survey indicates that many sectors of our economy intend to invest in XR in the coming five years.
46
April 2021
Hardware / XR Association
“
There is a solid return on investment to adopt these best practices on accessibility Elizabeth Hyman, chief executive officer of the XR Association
As we look out at how XR can play
Department of Labor’s Partnership
the case to them that there is a
in the workplace, there are at least
on Employment & Accessible
solid return on investment to adopt
three scenarios that come to mind:
Technology, and the XR Access
these best practices.
•
Virtual reality-based simulations
initiative) to ensure that these
to train the staff about job
work experiences in XR are ‘born
HTC has done great work in
requirements, customer
accessible’.
this area as well, creating SDKs
relations, landscape or safety; •
(software development kits) to be
Mixed reality ‘on the floor’
VRWTM: How receptive are
launched alongside its projects
instructions for manufacturing,
software developers to your best
that speed development time
repair, and service, to allow a
practices? Is there any reluctance
and usability for alternate input
worker to be more productive
there that XRA and its members are
functions. They are currently
as they see, learn, and do all at
working to overcome?
focused on updating and releasing
once; and
software to support eye tracking,
Remote assistance enabled by
Elizabeth Hyman: No, just the
hand tracking, gesture tracking, and
co-presence, communication,
opposite, we have seen solid
facial tracking in easy-to-implement
and collaboration.
support for these best practices.
SDKs alongside integrations with
We wrote the chapter on
OpenXR, Unity, and Unreal. They
All of the best practices that are in
accessibility for our Developers
intend for these to continue to
our Developers Guide are certainly
Guide because we want the
grow and increase in robustness
relevant to the gaming world, but
community to have easy access to
to further make devices more
they are equally relevant to each
those best practices.
accessible to different types of
•
of these scenarios. As software
users and for different use cases.
developers create tools to address
It is incumbent on us and all
the XR work scenarios, I hope they
those who care deeply about
Just look at developments like
will draw on our guide and other
the accessibility of XR to keep
The Last of Us Part II, a game
resources (such as the Facebook
a constant dialogue with the
developed by Naughty Dog and
Virtual Reality Checks, the US
development community and make
published by Sony Interactive
w w w. v r w o r l d t e c h . c o m
April 2021
47
Hardware / XR Association Entertainment—and widely hailed as one of the most accessible games with more than 60 accessibility settings—and it helps to make the case that accessibility is not just a ‘nice to have’, but a necessary feature that enhances the value and reputation of the product. The PWD (persons with disabilities) community is a powerful consumer market in and of itself. But as you know, this is about inclusive design and understanding that the features that we design perhaps with disabled communities in mind, actually benefit us all. For example, we recommend in our best practices guide that developers build in undo/redo functions to XR experiences. This helps people with cognitive disabilities, but it also helps someone like me when I have been distracted and did not choose the option I intended. This is not about building to the average user. It is about building inclusively for all. VRWTM: What is XRA’s next area of focus for developing best practices? Do you have a roadmap in mind as the ecosystem evolves and immersive technologies mature? Elizabeth Hyman: We have always said that the Developers Guide is a living and breathing document and that we will look to add to it or update it as we see the need. At the moment, we are talking with membership and the broader community to ensure knowledge and adoption of the work already done and we will assess in the coming months what further direction we should take. The publishing of our Developers Guide does not happen in a vacuum with respect to the work of XRA. We are committed to responsible development of the technology
Useful links Montenegro is investing millions of dollars into an XR innovation centre to support its post-pandemic economic recovery: www.seenews.com/news/montenegroto-invest-255-mln-euro-in-vr-innovationcentre-707512 XRA’s A New Reality in Immersive Technology (XR): Insights and Industry Trends: www.xra.org/research/a-new-realityin-immersive-technology-xr-insights-andindustry-trends XRA Developers Guide: www.xra.org/wp-content/uploads/2020/10/ XRA_Developers-Guide_Chapter-3_Web_ v3.pdf Google’s Wearable Subtitles: www.dl.acm.org/ doi/10.1145/3379337.3415817 Microsoft’s project Tokyo: www.microsoft.com/en-us/research/project/ project-tokyo/?lang=fr_ca Facebook Reality Labs’s wrist-based interaction for the next computing platform: www.tech.fb.com/inside-facebook-realitylabs-wrist-based-interaction-for-the-nextcomputing-platform Facebook Virtual Reality Checks: www.developer.oculus.com/blog/ introducing-the-accessibilityvrcs/?fbclid=IwAR1EwrRG-2WFZ2M54SmFu YzzQKPadMFSmdsStbnL61rLwTMRt9-ve587O8
understanding in the technology.
Department of Labor’s Partnership on Employment & Accessible Technology: www.peatworks.org/futureofwork/xr
For example, we recently launched a year-long project with
XR Access: www.xraccess.org
and fostering a policy environment that builds trust and
the Bipartisan Policy Center that will examine the impacts of the technology and how we balance the positive applications of immersive technologies in a way that is consistent with societal values and standards.
48
April 2021
XRA and Bipartisan Policy Center project: www.xra.org/bpc-xra-future-of-xr-project
Deadline: 06/08/2021 Publication date: 16/08/2021
Software Issue
Computer-generated content creation solutions abound, offering enterprises plenty of ways of building engaging and thoughtful immersive content for whatever the purpose. But should they use third-party developers or build their own content and software in-house? And what tools should developers and studios use to serve the enterprise market and why? Mark Dugdale, Editor editor@vrworldtech.com
Jonathan Savage, Publisher jonsavage@vrworldtech.com
Emerging / NuEyes Mark Greget, chief executive officer and founder of NuEyes
Meet:
NuEyes and Pro 3
L
NuEyes is well known for its excellent work on technology to address low vision. But now, it’s expanding to serve a range of enterprise and consumer use cases, too
ate last year, NuEyes, a
makes NuEyes very much a developer
specialist in low-vision
of augmented reality technology that’s
technology based in
worth getting to know.
California, USA, announced the release of a range of
VRWorldTech Magazine spoke to Mark
new augmented reality smart glasses
Greget, chief executive officer and
capable of serving multiple industries
founder of NuEyes, about the Pro 3
and sectors.
range and this latest expansion.
This was an expansion into enterprise
The interview was conducted via email
and gaming for NuEyes, whose
and edited for style and clarity.
mission until then had been dedicated to assisting those with eye conditions
VRWTM: It’s exciting to see your
such as macular degeneration,
expansion into enterprise and gaming
glaucoma and retinitis pigmentosa.
with the Pro 3 range—why have you made this move now?
Carrying out this mission is still a
50
April 2021
priority for the company, but its new
Mark Greget: Over the years of
Pro 3 range of smart glasses, which
selling thousands of augmented and
includes three versions for enterprise
virtual reality glasses, we have had
use cases and a fourth for gaming,
very well-known Fortune 100 and
Do you want to know more? Visit: www.vrworldtech.com/long-reads/meet
Emerging / NuEyes
500 companies, as well as government entities, reach out and ask for glasses for different use cases outside of the assistive technology space. As Pro 3 had emerged from an idea we had about tethering a pair of smart glasses to a mobile device, I knew that I had to find the right team to execute on the expansion. Our strategic hires last year and more to come this year, as well as adding new advisers to the team, were critical to the success of Pro 3 and Pro 3e. We are positioned extremely well to do big things in the augmented reality smart glasses space in 2021 and beyond. VRWTM: How well equipped is the Pro 3 range? What’s under the hood? Mark Greget: We feel Pro 3 and Pro 3e will be the next iteration of progress in smart glasses technology. Being in the augmented reality smart glasses space since 2013 and launching NuEyes in 2016, we have seen a lot of dos and don’ts emerging in the industry. Given where we are with current technology and supply chains to support it, we felt that having a crisp 52 deg FOV
Name: VPro 3 and Pro 3e Price: $1,799 to $1,999 (Pro 3, three versions) and $699 for Pro 3e Type: Mobile AR What NuEyes says: Wearable technology is the future and NuEyes brings the future to you in a small compact, yet powerful head-worn device. This lightweight pair of glasses with a 4K display and 52 deg FOV—available in three versions— addresses low vision and medical needs, but also meets enterprise demand for augmented reality smart glasses that can facilitate training and learning, guided workflows, remote assistance, knowledge transfer, visualisation, and maintenance, repair and operations. Pro 3e is aimed at light enterprise use cases and entertainment/gaming.
(field of view), 4K birdbath display at 2,500 nits (that does not heat up on your
But most of all, having a pair of
face) was a great place to start.
augmented reality smart glasses that were truly plug and play was critical to
Weight, comfort, and ergonomics were
our vision. With Pro 3 and Pro 3e, you
huge factors as well, so having Pro 3
can literally plug in the USB-C cable to
come in at 88 g and Pro 3e at 68 g was
your device and the glasses immediately
also important.
power up and work.
w w w. v r w o r l d t e c h . c o m
April 2021
51
VRWTM: What are your key use
Mark Greget: We feel that the
VRWTM: What are your plans for
cases for this device?
unique selling points of Pro 3 and
the rest of 2021?
Pro 3e are the ergonomics of the Mark Greget: Of course, my main
device, weight, clarity of the display,
Mark Greget: The team has been
passion is low vision and medical,
FOV, and overall ‘glasses’ look.
working extremely hard and has
but as we expand past those,
set up major pilot studies with
enterprise and gaming use cases
Other than the hardware and lower
30+ Fortune 100/500 companies
and applications include step-by-
cost to the consumer (monthly
that are looking to roll out major
step instructions, maintenance,
payment options are available for
deployments this year. They have
repair, remote assistance/
Pro 3 and Pro 3e is priced at $699),
also been standing up Pro 3e for
telemedicine, AEC (architecture,
one of our biggest competitive
gaming and entertainment. We
engineering and construction),
advantages is our partnerships.
feel that 2021 and beyond will be
manufacturing, data visualisation,
where augmented reality smart
automotive, thermal visualisation,
Being surrounded by great
glasses take off and we will see
logistics, education, and
partnerships such as Unity, Samsung
the adoption that we have all been
entertainment and gaming.
(pictured, above), Comcast,
talking about.
and a few others that we will be VRWTM: What are the unique
announcing soon, is what separates
selling points of Pro 3 that give it the
NuEyes from other companies that
edge over the competition?
just offer a glasses-only solution.
52
April 2021
Deadline: 0 4 / 0 6 / 2 0 2 1
Publication date: 1 4 / 0 6 / 2 0 2 1
Architecture, Engineering And Construction Issue Designers are at the forefront of virtual reality, creating and refining ever impressive products, machines and buildings, without having to leave their studio and on much grander scales, while augmented reality is being utilised to redefine traditional spaces and bring 3D models alive, in the real world.
Mark Dugdale, Editor editor@vrworldtech.com
Jonathan Savage, Publisher jonsavage@vrworldtech.com
VRWorldTech is a must-read resource if you want to stay up-to-date on progress within immersive technology for enterprise. Our content sits between the technology’s creators and developers and the business leaders who can benefit from its use and application. We cover the stories that make immersive technology a reality.
w w w . v r w o r l d t e c h . c o m