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Google to release development tools for Android XR glasses later this year

  • Google made announcements at AWE 2025 about developing for Android XR glasses.
  • Smartglasses are a trending XR technology, but lack proper SDKs for developers.
  • Google revealed Android XR will support MR headsets, AR glasses, and smartglasses as separate OS.
  • Applications for MR and smartglasses differ in interaction and design.
  • There are expectations of tools for developing Android XR smartglasses later this year.
  • Google plans to support applications across mixed reality headsets and AR glasses with computational puck.
  • Development tools for smartglasses are anticipated, possibly with an SDK and emulator.
  • Google and Samsung are collaborating on a reference design for Android XR glasses.
  • Google's development tools announcement may push other smartglasses manufacturers to release SDKs.
  • The integration of AndroidXR with Gemini hints at AI features in future smart glasses applications.

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Report: Samsung’s Project Moohan XR Headset May Get a Launch Date at Unpacked Next Month

  • Samsung Unpacked event next month may showcase Project Moohan XR headset alongside Galaxy Z Flip 7, Fold 7, and Galaxy Watch 8.
  • Project Moohan is set to run Google's XR operating system and was announced in December 2024 with no specific launch date yet.
  • Samsung serial leaker 'Panda Flash' hints at a possible release date announcement for Project Moohan at the event.
  • The XR headset is expected to launch first in South Korea before a global rollout, similar to Apple's approach with Vision Pro.
  • Features of Project Moohan include Qualcomm Snapdragon XR2 + Gen 2, micro-OLED panels, hand and eye-tracking, and VR motion controllers.
  • The headset may also have support for optional accessories like a light shield and a removable external battery pack.
  • Samsung's smart glasses project may also be discussed at the event to compete with Ray-Ban Meta Smart Glasses.
  • Official dates for Samsung Unpacked are anticipated to be announced early next month in New York City.

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VR MMORPG Ilysia Goes Free-To-Play This Summer

  • VR MMORPG Ilysia is transitioning to a free-to-play model this summer.
  • Developer Team 21 Studio announced the change during the VR Game Spotlight at AWE USA.
  • New players will have access to the first region, Lavea, for free, while existing owners can continue uninterrupted.
  • Those who purchased Ilysia before the free-to-play shift will receive a 'Founder's Pack' with exclusive in-game items.
  • Similar moves have been made by other VR MMOs, like Zenith: The Last City and OrbusVR: Reborn, with varying success.
  • The exact release date for the free-to-play update is expected in Summer 2025.
  • Ilysia is currently available in early access on Quest and Steam.

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nDreams Offers a Deep Dive into Next Level VR Immersion Coming to ‘Reach’

  • nDreams Elevation provides insights into the upcoming VR game 'Reach' in a VR Developer Direct spotlight.
  • Reach is a parkour-focused combat game, emphasizing VR-native movement and battle mechanics.
  • The game is built on three core pillars: action, adventure, and presence, with a focus on immersive VR experiences.
  • Reach introduces innovative movement mechanics such as a gesture-based jumping system to enhance user experience.
  • Player agency is highlighted in Reach, allowing interaction with the environment and climbing wherever it appears possible.
  • Full-body Awareness system in Reach ensures players have a realistic presence in-game with a full-body player character.
  • The game offers a mix of high-action and stealth gameplay, providing players with different strategies and tools like a versatile bow with various arrow types.
  • Players can utilize stealth tactics, including drawing enemies with fired arrows for strategic combat encounters.
  • Reach is set to launch on major VR headsets later this year and is available for wishlisting on various platforms like Quest 3, PSVR 2, and Steam for PC VR.

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Flat2VR Goes Behind the Scenes on ‘Roboquest VR’, Its Next Big VR Port

  • Flat2VR Studios is working on bringing the beloved roguelite shooter Roboquest into the VR realm as their next big project.
  • Flat2VR team expressed enthusiasm in VR-ifying Roboquest due to its dynamic gameplay elements like double jump and rail grinding.
  • The COO of Flat2VR, Eric Masher, flew to Sweden to persuade Starbreeze Entertainment for an official VR port of Roboquest, which was quickly approved.
  • The CEO of Flat2VR, Jasmine Uniza, mentioned the extensive work involved in physically modeling guns for reloading mechanics in VR.
  • Flat2VR is focusing on optimizing game mechanics, including UI adjustments like placing ammo counters on guns and tweaking the minimap for a more immersive experience.
  • The studio aims to expand its VR projects to various platforms, including Surviving Mars Pioneer, Out of Sight VR, and more.
  • Roboquest VR is expected to launch on major VR headsets in Fall 2025 and will be available on platforms like Quest 2, Steam, and PlayStation Store for PSVR 2.

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Varjo XR-4 Headset Powers First EASA-Qualified Mixed Reality Flight Simulator

  • Varjo's technology powers the first mixed reality flight simulation training device qualified to EASA standards.
  • The NOVASIM MR DA-42 simulator by BRUNNER Elektronik AG achieved FNPT II qualification.
  • The simulator uses Varjo's XR-4 Focal Edition headset to create a photorealistic mixed reality cockpit environment.
  • Varjo's headset was crucial in meeting EASA's rigorous standards for mixed reality flight training.
  • Europe's first formal recognition of mixed reality-based training for civilian flight hours was achieved with this certification.
  • The Varjo-powered simulator offers enhanced training compared to traditional devices by integrating dynamic scene rendering and real-time responses.
  • The integration of eye-tracking in the simulator helps capture trainees' visual attention during critical scenarios.
  • BRUNNER Elektronik AG and Lufthansa Aviation Training are key players in redefining aviation training with this mixed reality simulator.
  • The simulator combines Swiss engineering with XR technology to provide realism and flexibility in pilot training.
  • The EASA qualification could accelerate XR adoption in pilot training and pave the way for further regulatory approvals.
  • The certification signifies a milestone in pilot training for civil aviation and a shift towards mixed reality solutions.
  • Varjo and BRUNNER Elektronik AG express their pride in achieving this EASA qualification for mixed reality simulation.
  • Lufthansa Aviation Training has been instrumental in supporting the project and advancing the mixed reality simulator technology.
  • The Varjo XR-4 headset proves essential in creating a reliable and cost-effective solution for the aviation industry.
  • The use of mixed reality in flight training represents a scalable and operational solution for the industry.
  • The innovative features of the Varjo-powered simulator promise unmatched realism and practicality in pilot training.

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The Power of AI in Immersive Training: A Primer for L&D Leaders

  • Traditional corporate training is facing challenges and becoming outdated, with a need for reskilling by 2030.
  • AI in immersive training, including metaverse environments, VR, and AR, is enhancing skill proficiency and engagement.
  • AI enables scalable and personalized content creation, real-time coaching, and data gathering.
  • AI tools like generative AI, conversational AI, and machine learning enhance immersive training experiences.
  • AI applications include generative content creation, synthetic media, NLP for interactions, computer vision, and adaptive learning systems.
  • Avatars in immersive training assist as virtual instructors and peers for enhanced learning experiences.
  • AI improves personalization, real-time guidance, insight analytics, faster content development, and higher engagement in immersive training.
  • AI and XR combined offer unprecedented training experiences, adapting to real-world business needs.
  • The future of training with AI and XR promises personalized, adaptive, and scalable learning experiences.
  • AI and XR together aim to fill skill gaps and replace static educational content with immersive learning.
  • AI in immersive training is transforming corporate learning, making it more engaging, effective, and efficient.
  • The integration of AI with immersive technologies is essential for driving better training outcomes and addressing modern workplace challenges.

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Meta Shipped Quest v77 Update Knowing It Had Major Bugs, Despite Quality Control Pledge

  • Meta shipped the Quest v77 update with major bugs despite the company's pledge to improve quality control.
  • Meta CTO, Andrew Bosworth, acknowledged that the company was aware of the bugs and was working on fixes.
  • Last month, Bosworth mentioned taking developer complaints seriously and working to address issues.
  • Developers have reported encountering more bugs in the v77 release, core to the OS experience, beyond just the Navigator interface bugs.
  • Virtual Desktop's developer publicly criticized the decision to roll out v77 despite unresolved issues reported during the Public Test Channel build.
  • Other developers have also reported experiencing similar issues with the latest update.
  • Bosworth acknowledged the quality control issues and the decision to roll out the update despite known bugs affecting developers and users.
  • He explained the necessity for the rollout due to certain reasons that forced the decision, noting urgent work on fixes, including collaboration with Qualcomm.
  • Bosworth mentioned the ongoing process of improving quality control despite the setbacks experienced.

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AR In VR: 15 Years Of Augmented World Expo With Ori Inbar

  • Ori Inbar, co-founder of Augmented World Expo, discussed the evolution of the AR market during an interview at AWE event.
  • The event's theme 'XR Is Going Mainstream' highlighted the convergence of AR and VR technologies.
  • Inbar showcased the capabilities of Snapchat's Spectacles glasses in utilizing AR for pool shots and discussed the industry's growth since 2010.
  • He mentioned the increasing adoption of mobile AR, especially among Gen Z, while hinting at the future potential of AR glasses like Spectacles.
  • The conversation delved into the differences between VR and AR devices, their field of view, and the potential integration of both technologies into a single device.
  • Inbar expressed optimism about the advancements in mixed reality experiences and the importance of designing AR content that seamlessly merges with the real world.
  • The dialogue touched on Apple's approach to AR with the Vision Pro headset and the ongoing developments in creating optimal AR/VR devices.

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VR Bungee Jumping Simulation Tips You Over In Real Life At AWE

  • A simulation of bungee jumping called Anywhere Bungee at Augmented World Expo in Long Beach this year gives the sensation of actually falling.
  • Participants are strapped into a contraption resembling a massage table wedged between two motorized arms and wear a Quest 3 headset.
  • The experience starts with the sensation of being high in the air, dangling over the edge of a skyscraper in Tokyo, Japan.
  • The simulation involves dropping suddenly to a fully vertical position, providing a unique sensation in virtual reality that evokes fear and exhilaration.
  • The CEO of Logilicity, Tetsuya Nonomura, developed the Anywhere Bungee system to allow people to experience bungee jumping in a controlled and accessible way.
  • The virtual bungee experience is currently available in rooftop settings in Japan, with plans to expand to partners and the general public.
  • The intense experience has left participants seeking more similar extreme sports simulations using motion platforms and VR.

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The Ownership Economy: Why It Took 7 Years to Build a Web3 Platform for the Music Industry

  • Blockchain technology was seen as a solution to digital feudalism, where tech giants monopolize user data and economic value.
  • The journey to revolutionize ownership through blockchain technology involved failure, perseverance, and the challenges of mainstream adoption.
  • Initial endeavors like Trybe, a blockchain-based learning platform, showcased community governance but faced setbacks during the 2018 crypto winter.
  • Venturing into decentralized finance on Terra led to success with a DEX but faced collapse due to ecosystem volatility in 2022.
  • The realization of building solutions to real problems, not just using technology for the sake of it, came through the broken economics of the music industry.
  • By simplifying blockchain technology and focusing on artist empowerment, a platform was created to transform music economics by enabling direct fan engagement and artist support.
  • The platform aims to shift music consumption to active economic participation, where fans are stakeholders in artists' success with programmable incentives.
  • Lessons from failures and challenges endured over seven years have shaped the platform's approach to creating value and ownership in the music industry.
  • The long-term vision extends beyond music to establish a stakeholder economy in various industries, challenging extractive platform capitalism.
  • While adoption is early, the belief in cultural shifts towards ownership and value creation online drives the persistence in revolutionizing traditional economic relationships.

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‘Zombie Army VR’ Review – Arcade Zombie-Slaying Done Right(ish)

  • Zombie Army VR brings arcade-style shooting to major VR headsets, focusing on killing Nazi zombies with WWII-era guns in a neon green universe.
  • The game lacks deep storytelling, emphasizing zombie-slaying action and replay value through campaign missions and co-op play.
  • Players utilize various WWII weapons, grenades, mines, and TNT to defeat zombies, with weapon upgrades available at workbenches.
  • Earning XP by efficiently killing zombies unlocks weapon upgrades, enhancing gameplay and encouraging replayability.
  • The game features melee weapons and limited scoped rifle use, with boss fights being somewhat disappointing.
  • Immersion in Zombie Army VR is somewhat conflicted, balancing manual reloading for engagement with automatic reloading for fast-paced action.
  • The game's visuals are impressive, offering dark yet detailed environments on the Quest 3 headset.
  • Various comfort settings are available, allowing players to adjust locomotion, rotation, and difficulty for a more personalized experience.

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A Jumping Flash PlayStation VR Game Was In Early Development Before Being Cancelled

  • Former PlayStation executive Shuhei Yoshida revealed that a VR adaptation of Jumping Flash was in early development before being cancelled.
  • Sony had explored licensing dormant franchises for VR adaptations before pursuing modern deals.
  • Yoshida confirmed that Jumping Flash, a 1995 1st person platformer, was in the 'very early' stages of development for VR.
  • Details about the development studio or cancellation date were not disclosed.
  • Another game that progressed is Fantavision 202X, a rebooted 2000 puzzle game from PlayStation Japan Studio.
  • Fantavision 202X became a PlayStation VR2 launch game in 2023 and later received a Steam release with optional VR support.
  • Post his retirement in January, Yoshida has been supportive of PlayStation VR2 and associated games.
  • Yoshida expressed his fondness for Synapse and Before Your Eyes, despite initial misjudgments on Sony's latest headset.
  • Yoshida has been visible at events like Summer Game Fest, backing nDreams' forthcoming game, Reach.

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Infinadeck first impressions: hands-on the treadmill from Ready Player One

  • Infinadeck is an omnidirectional treadmill designed for virtual reality, allowing movement in all directions.
  • The latest iteration features a more fluid platform movement with improved tracking using Vive Ultimate Trackers.
  • Initial setup involves wearing trackers on ankles and waist for walking detection, providing a simple user experience.
  • While walking on Infinadeck, users may not experience a fully realistic walking sensation, with some lag in walking detection.
  • The device offers the ability to walk in virtual reality naturally, though some adjustments may be needed for balance.
  • Despite some shortcomings, the experience on Infinadeck is considered better than traditional VR treadmills.
  • Infinadeck is available for purchase directly from the company, with the option for renting and suitable pricing for medium to large companies.
  • Potential sectors for its use include oil and gas training and the military.
  • Overall, Infinadeck shows promise but has room for improvement to enhance the user experience.
  • The article details a first-hand experience with Infinadeck at AWE, presenting initial impressions and highlighting key features of the omnidirectional treadmill.

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The Midnight Walk Will Receive Film & TV Adaptation

  • The Midnight Walk, a dark fantasy VR claymation adventure by MoonHood Studios, is set to be adapted for film and TV.
  • MoonHood Studios announced the adaptation in partnership with Story Kitchen, a production company that has worked on projects like Sonic the Hedgehog and Tomb Raider.
  • The game features The Burnt One and Potboy in a unique narrative across five tales.
  • Founders Klaus Lyngeled and Olov Redmalm confirmed plans for both film and television adaptations.
  • The project is in early development with meetings currently ongoing with writers.
  • No further details are available about the adaptation at this time.
  • The Midnight Walk received a positive review, scoring 4/5 stars.
  • Critics praised the unique aesthetic of the game but suggested it could benefit from more in-depth puzzles.
  • An upcoming patch for PlayStation VR2 aims to address resolution concerns, following a recent update for the Steam release.
  • The game offers an enchanting and bleak adventure, combining flatscreen and VR design.
  • Another VR game, Phasmophobia, is also receiving a film adaptation by Blumhouse, known for projects like M3GAN and Five Nights at Freddy's.
  • The release window for the Phasmophobia movie is also currently unspecified.
  • The Midnight Walk is currently available on PlayStation VR2 and Steam.
  • The game's review highlighted its beautiful clay animation visuals and dark fantasy world.
  • It is described as a captivating VR experience with some minor drawbacks.
  • The Midnight Walk joins the trend of VR games being adapted for film and TV.

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