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How We’re Advancing Accessibility at Meta

  • Meta is focusing on creating products that promote accessibility on Global Accessibility Awareness Day.
  • Ray-Ban Meta glasses offer hands-free features and Meta AI integrations for daily assistance, especially beneficial for the blind and low vision community.
  • Meta AI on Ray-Ban Meta glasses will now provide detailed responses customized to the user's surroundings, enhancing accessibility.
  • The Call a Volunteer feature, in partnership with Be My Eyes, will expand to 18 countries supporting Meta AI users for real-time assistance.
  • Meta is exploring sEMG wristbands for human-computer interaction, aiding those with physical disabilities like hand paralysis or tremors.
  • Research collaborations with clinical organizations and universities aim to improve sEMG wristbands for accessibility use cases.
  • In the metaverse, Meta offers live captions and speech features for improved accessibility, allowing text-to-speech and speech-to-text options.
  • Llama, Meta's AI models, are being utilized for accessibility, such as translating American Sign Language into text for better communication.
  • Meta remains committed to enhancing accessibility features and products to serve the diverse needs of global users.
  • The focus on promoting accessibility aligns with Meta's goal of fostering a more inclusive and connected world for all users.

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WNBA Basketball 2025 Season Tips Off This Week on Quest, Featuring 20 Livestreamed Games

  • The 2025 WNBA season will start this week with Meta livestreaming 20 games on Quest, through the Xtadium app and Horizon Worlds NBA Arena.
  • Quest users can watch 20 live games, including some in 180-degree immersive video, via the Xtadium app in US and public watch parties in the NBA Arena on the Horizon Worlds social VR platform.
  • NBA Arena will offer WNBA avatar merch starting May 27th, and geo-restrictions may apply to some games, limiting availability based on local blackouts.
  • The season will feature games between multiple teams, with specific matchups and timings revealed till September, giving fans a schedule to follow in the upcoming season.

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Synth Riders Adds Blur, Radiohead & More With 90s Rock Music Pack

  • Synth Riders releases 90s Rock Music Pack featuring Blur, Radiohead, and more.
  • The music pack will be available from 8am PT for most supported platforms.
  • The paid DLC pack includes songs from Red Hot Chili Peppers, Soundgarden, and The Presidents of the United States of America.
  • Each song can be purchased individually for $1.99 or as a bundle for $7.99.

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Pirates VR: Jolly Roger Is Out Now On PlayStation VR2

  • Pirates VR: Jolly Roger is now available on PlayStation VR2 after its initial release on Steam in January.
  • Developed by Split Light Studio, the action adventure game allows players to explore a cursed Caribbean island, fight undead pirates, solve puzzles, and interact with a sarcastic parrot companion.
  • The PlayStation VR2 port includes new features such as haptic feedback, adaptive trigger support, and an additional introduction scene in a pirate bar.
  • While the PC VR version received mixed reviews for its design issues and combat mechanics, it still offers a colorful adventure with rewarding exploration.

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‘VRChat’ Opens New Marketplace for Buying and Selling VR Avatars

  • VRChat has officially opened its Avatar Marketplace for buying and selling VR avatars within the platform.
  • Users can now browse avatars through the 'Avatars' tab, try them on before purchasing using VRChat Credits, the app's premium currency.
  • The Marketplace hosts high-quality user-generated avatars as well as branded avatars like 'Quill' from Moss and 'Achilles' from Combo Devils.
  • The Marketplace will feature tag search and filtering in future updates to improve browsing, with plans to onboard more sellers and increase available avatars.

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How Augmented Reality takes submarine construction to the next level at thyssenkrupp Marine Systems

  • Augmented Reality has revolutionized submarine construction at thyssenkrupp Marine Systems by eliminating the need for hundreds of 2D drawing sheets.
  • The introduction of AR technology in submarine construction began in 2016 at thyssenkrupp Marine Systems in Kiel.
  • Augmented Reality enhances the design of submarine components by overlaying virtual content onto physical reality.
  • thyssenkrupp Marine Systems developed an agile project using the SCRUM technique to implement immersive technologies in submarine construction.
  • AR at thyssenkrupp Marine Systems allows technicians to interact with virtual objects, improving efficiency and accuracy.
  • The use of AR eliminates the need for 2D drawings, saving time, effort, and improving quality through error detection in the production process.
  • Smart glasses like Microsoft's HoloLens are used at thyssenkrupp Marine Systems for AR applications in checking completion status and marking welded parts.
  • AR glasses provide a seamless flow of information and visualization, making work more intuitive for technicians building submarines.
  • The future of AR at thyssenkrupp Marine Systems includes potential applications in onboard documentation and remote assistance, enhancing the entire construction process.
  • Augmented Reality is seen as a technology that will become an integral part of daily life, much like smartphones, and thyssenkrupp Marine Systems aims to further develop its use in ship- and submarine-building.

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Is virtual reality the best way to train endodontists?

  • A study found that students training with virtual reality haptic simulators showed higher manual dexterity and confidence in their skills.
  • Virtual reality training can reduce anxiety and improve students' proficiency in dental procedures like access cavity preparations.
  • However, there are barriers to using VR in dental training, such as technical limitations, financial concerns, and resistance to change.
  • Recommendations include further technological development, cost reduction, and targeted faculty training to enhance the effectiveness of VR haptics in education.

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Samsung Unveils Advanced 4K Micro-OLED Displays For "Next-Generation" Headsets

  • Samsung unveils two new micro-OLED panels at SID Display Week 2025 for high-resolution headsets with brighter 4K per-eye displays.
  • Micro-OLED displays offer higher pixel density, enabling slim designs with OLED's signature infinite contrast and rich colors.
  • The new displays from Samsung output 15,000 nits and 20,000 nits respectively, addressing poor optical efficiency of pancake lenses for improved brightness.
  • Samsung's advanced micro-OLED displays offer higher resolution, wider color gamut with true RGB subpixels, but still face challenges in terms of cost and are currently in research & development phase.

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Apple might let you scroll with your eyes in the Vision Pro

  • Apple is testing a feature in the Vision Pro that allows users to scroll through apps using eye-tracking technology.
  • The eye-based scrolling may work across all Apple-built apps and could potentially be extended to third-party developers.
  • Current eye-based scrolling options like Dwell Control are considered clunky, so the new feature from Apple might offer a more intuitive experience.
  • Apple is expected to introduce this new eye-tracked scrolling feature in the upcoming visionOS 3 release, which may be showcased at the June WWDC event.

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visionOS 3 Will Reportedly Let You Scroll With Your Eyes

  • Apple Vision Pro's visionOS 3 will reportedly allow scrolling with eyes, per Bloomberg's Mark Gurman.
  • The current method for scrolling in visionOS involves physical exertion by pinching fingers together and moving vertically.
  • visionOS 3 is expected to be announced at Apple's WWDC25 event on June 9, with rumored eye-scrolling feature.
  • Other features expected in visionOS 3 include PlayStation VR2 Sense controller support, magnifying passthrough, AI-driven description functionality, and upcoming brain-computer interface (BCI) device support.

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VRChat Avatar Marketplace Opens To VR Fashion Designers

  • VRChat has introduced an Avatar Marketplace for VR fashion designers to sell their creations.
  • Users can try on avatars in a private space before making a purchase, making avatar selection easier.
  • The Marketplace allows creators to monetize their designs and simplifies the avatar purchasing process for users.
  • VRChat's new system is initially open to select sellers and aims to reduce the burden on creators in supporting avatar users.

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Meta wants your smile, squats, and small talk — and it's paying $50 an hour to scan them

  • Meta, previously known as Facebook, is recruiting individuals through data firm Appen to record facial expressions and small talk for $50 an hour to develop realistic virtual avatars for the metaverse.
  • The project, named 'Project Warhol,' aims to enhance the virtual reality experience and is crucial for Meta's metaverse ambitions, with 2025 marked as a make-or-break year for the company.
  • Participants in 'Project Warhol' will assist in training Codec Avatars to create photorealistic digital replicas for virtual and augmented reality use, with studies focusing on human motion and group conversations set to start in September.
  • Meta's Reality Labs division, responsible for avatars and smart devices, has faced significant losses, and the company sees 2025 as a critical year for its success in the metaverse despite previous setbacks and internal challenges.

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As Horizon OS Advances, Developers Face Bugs & Performance Regression

  • Meta's Horizon OS updates for Quest headsets are frequent, but they come with performance issues and bugs for developers.
  • Developers have reported a decline in frame rates with each new Horizon OS release, starting from v72, through v74, v76, and into pre-release builds of v77.
  • A puzzling change occurred in Battery Saver feature capping app frame rates at 45FPS without communication, causing motion sickness for users, blaming developers.
  • Developers are facing various issues on Quest platform like analytics disappearing, players losing access to DLCs, and frustration with store backend, despite promises from Meta for a 'stable era'.

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A day at Pimax: hands-on Pimax Crystal Super (again) and a quick view at Dream Air prototypes

  • In a recent visit to China, the author visited Pimax, where they tried the latest Pimax Crystal Super and saw early prototypes of Pimax Dream Air.
  • Impressions from the Pimax headquarters showed a company striving to improve despite challenges, with a focus on enhancing quality control.
  • The Pimax Crystal Super has seen improvements in design and comfort, with better visuals and decreased warping issues compared to previous versions.
  • While the device remains heavy and has minor visual distortions, its visuals and field of view offer a superior immersive experience.
  • Tracking issues were noted but are said to be addressed in upcoming updates, with a practical yet effective fan-based testing approach.
  • Early impressions of the Pimax Dream Air prototypes indicated a lightweight and compact design, potentially offering a comfortable fit.
  • Prototype features like adjustable lenses and mobile connectivity showcased innovative aspects of the Pimax Dream Air design.
  • Despite limited hands-on time with the Dream Air, initial impressions suggest a promising headset, hinting at a potential mobile-powered VR experience.
  • Overall, the visit provided insights into Pimax's progress and future offerings, emphasizing both challenges and advancements in VR technology.
  • The author expressed positive feedback on the improvements seen in the Pimax Crystal Super and the innovative aspects of the Dream Air prototypes.

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Virtual Reality-Based Medical Education in Ophthalmology: A Scoping Review

  • Virtual reality (VR) is making strides in medical education, promising innovative teaching methods, particularly in ophthalmology.
  • A scoping review mapped current VR applications in ophthalmology education, showing a focus on surgical training over other areas.
  • The review highlighted gaps in VR use among students, healthcare personnel, and patients, suggesting the need for broader applications.
  • Future research should explore expanding VR to enhance diagnostic skills, patient education, and interdisciplinary collaboration in ophthalmology.
  • VR has been predominantly utilized for surgical training, especially for residents, signaling untapped potential in other educational aspects and for different learner groups.
  • Challenges include limited sources, variability in VR systems, and a bias towards positive outcomes, warranting caution in interpreting the findings.
  • Future studies should focus on standardized assessment metrics for VR training, long-term skill retention assessment, and broader implementation in healthcare settings.
  • VR technology could transform ophthalmology education by enhancing diagnostic skills, patient care, and interdisciplinary collaboration, benefiting both learners and patients.
  • Immediate steps suggested include integrating VR into medical school curricula, offering VR-based training at conferences, and educating clinicians on VR applications in diagnostics.
  • Taking these steps would harness the full potential of VR in improving both training experiences and patient care in ophthalmology.

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