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McDonald's Launches First Official VRChat World, Inspired By Its Iconic Fries

  • McDonald's Japan launches its first official VRChat world to commemorate a promotional campaign.
  • The campaign features three popular artists in Japan, along with an all-new song.
  • The VRChat world allows visitors to experience 'virtual McDonald's fries'.
  • The world is themed around the experience of visiting McDonald's Japanese stores.

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Lauded VR Storytelling Studio Astrea Releases Latest Project on Quest & PC VR

  • Lauded VR storytelling studio Astrea has released an interactive VR experience called 'The Passengers' on Quest and PC VR headsets.
  • The four-chapter, 40-minute experience allows players to become one of four characters and embody passengers on a train, interacting with the environment using their hands and voice.
  • The Passengers offers visually diverse storytelling styles, including oil paint, watercolor, pencil, colored pencils, and immersive video.
  • The experience has received awards and recognition in various festivals and is available on the Horizon Store for Quest 2 and above, as well as on Steam for PC VR headsets for $5.

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Bigscreen Beyond 2 Hands-On: Refining A Vision For VR Enthusiasts Without Apple Or Meta

  • Bigscreen Beyond 2 is the sequel to the Beyond SteamVR headset, introducing new features like independent adjustment of lens placement for each eye.
  • Beyond 2 comes with clearer, wider, and adjustable lenses, and an upcoming model will include eye-tracking technology.
  • Bigscreen's solution for lens placement involves an IPD Tool for manual adjustment, making it a cheaper and lighter option compared to Apple's headset.
  • The design of Beyond 2 focuses on weight reduction, clarity, and continued emphasis on delivering immersive theater experiences at an affordable price.
  • Beyond 2 offers total edge-to-edge clarity, with improved optics and reduced weight compared to its predecessor.
  • The headset weighs just 107 grams and is suitable for long VR sessions in various virtual environments, boasting features like a theater-sized screen.
  • Shipping in April, Beyond 2 starts at $1019 with an eye-tracking model available for $1219, requiring at least an RTX 2070 graphics card for operation.
  • Bigscreen's focus on creating a lightweight VR headset for enthusiasts emphasizes immersive experiences over spatial computing trends.
  • The Beyond 2 headset is positioned as a comfortable, long-wear option for VR enthusiasts, offering high-end performance for a compelling virtual reality experience.
  • In comparison to heavier VR platforms like Meta and Apple, Beyond 2 excels in weight reduction and user-friendly design, delivering a unique VR experience.

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Bigscreen Beyond 2 Has Clearer, Wider, Adjustable Lenses And Optional Eye Tracking

  • Bigscreen Beyond 2 is a tethered PC VR headset with upgraded and adjustable lenses, shipping next month, while Beyond 2e with eye tracking is expected in May.
  • Both versions require a powerful PC, tracking base stations, and user-provided input devices like controllers.
  • Face scan using an iPhone is needed for a custom-fit face pad, but an upcoming Halo Mount accessory will eliminate this requirement.
  • Beyond 2 offers adjustable IPD and lighter weight, with the lenses allowing independent horizontal position adjustment.
  • The new pancake lenses of Beyond 2 provide wider field of view, edge-to-edge clarity, and reduced glare, similar to high-end VR headsets.
  • Eye tracking will be available in Beyond 2e for avatar eye movement in VRChat, with plans for foveated rendering support later.
  • Utilizing upscaling for 90Hz mode like its predecessor, Beyond 2 can run at 75Hz or 90Hz with a slight reduction in sharpness at higher refresh rates.
  • Bigscreen Beyond 2 is priced at $1019, Beyond 2e at $1219, with discounts for Beyond 1 owners. They come in various colors and start shipping soon.

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Elsewhere Electric Unites VR & Mobile Players With A New Co-Op Puzzler

  • Elsewhere Electric is a co-op puzzle game coming to Quest and PC VR, with one player exploring the world in VR while the other joins in on mobile.
  • The game is set in an eerie facility, where players take on the roles of two Elsewhere Electric employees sent to investigate and get it back online.
  • The VR player physically explores the facility while the mobile player relays key information for their survival and success in solving puzzles.
  • Described as a 'spooky roguelike Metroidvania,' Elsewhere Electric is developed by Games by Stitch and will be available on Quest, Steam, and mobile platforms this Summer.

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Vocational training: How can VR prepare you for the jobs of tomorrow?

  • VR redefines the learning experience by immersing learners in simulated environments, enabling them to interact with real-life situations and improving understanding and retention of information.
  • Immersive simulations in VR excel at teaching technical skills, allowing learners to practice in a safe and personalized environment, reducing errors and enhancing skill mastery.
  • VR bridges the gap between theoretical knowledge and practical application, making it easier for new employees to adapt and increasing their productivity more quickly. It also prepares learners for rare but critical situations.
  • VR in vocational training offers accessibility and inclusivity, providing personalized learning for people with disabilities and enabling distance learning. It also standardizes training quality, guaranteeing consistency in the transmission of skills.
  • VR is not limited to technical skills, but also helps in developing soft skills such as communication, stress management, leadership, and decision-making in simulated environments. It enhances teamwork and improves the employability of individuals in a digital job market.

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Groundbreaking new device could let you taste food in virtual reality

  • Researchers are developing a device that integrates taste into virtual reality (VR) and augmented reality (AR) environments, known as e-Taste.
  • E-Taste captures taste information through sensors and microfluidic systems to replicate key taste molecules wirelessly.
  • The device allows for adjustable intensity and customizable flavor combinations, providing realistic taste sensations in virtual experiences.
  • Participants could distinguish between different sourness intensities with 70% accuracy and experience remote tasting from distant locations.
  • E-Taste aims to fill the gap in VR and AR by incorporating the chemical dimension of taste, leveraging next-generation technology.
  • The device's lightweight and flexible design ensures seamless integration with the human body, enhancing wearability and user comfort.
  • Applications of e-Taste extend to accessibility, medical research, and potential treatments for taste or smell disorders.
  • Future advancements may include miniaturization, wider taste compound compatibility, and integration of olfaction for a more immersive sensory experience.
  • E-Taste signifies a significant step in engaging all five senses in digital experiences, promising a more immersive virtual world.
  • This innovative device could revolutionize virtual environments, offering new possibilities in gaming, remote dining, and biomedical research.

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LG Closes XR Product Division, Instead Focusing on R&D

  • LG has closed its XR product division and shifted focus to long-term research and development.
  • LG's partnership with Meta for XR advancement fell through, leading to the decision.
  • The organization responsible for XR products was disbanded in late 2024.
  • LG plans to delay the commercialization plan and prioritize R&D.

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Meta: “We Are Still Investing Massively In VR Gaming And Don't Plan To Stop”

  • Meta has funded over 100 VR & mixed reality titles that shipped in 2024, with over 200 currently in active production.
  • Over $2 billion has been spent on Quest content to date, and monthly headset usage increased by 30% in 2024.
  • Meta's CTO, Andrew Bosworth, confirms that they are still investing massively in VR gaming and see a strong continuum between social and gaming.
  • Meta's focus for 2025 is largely on the rising number of adults who enjoy sports, action movies, and concerts, suggesting less focus on traditional gaming content.

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Six-armed octopuses and other abyssal horrors from Ark: Survival Evolved's new AI slop trailer

  • Studio Wildcard distances themselves from an AI-generated trailer for Ark: Survival Evolved's Aquatica expansion.
  • The AI-generated trailer received criticism from fans for its quality and lack of respect for the audience.
  • The trailer contrasted with the recent animated trailer for Wildcard's Lost Colony expansion, which received praise.
  • Despite the backlash, the demoralizing assault on different aspects of existence continues.

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Immersive Learning Strategy: Best Practices for XR Implementation

  • Immersive learning has the power to accelerate skill development, improve retention, and reduce costs according to PWC.
  • To implement immersive learning effectively, setting clear goals is crucial to design an impactful program.
  • Choosing the right technology is essential by assessing specific skill gaps and selecting suitable immersive solutions like VR or AR.
  • Designing an engaging curriculum with a focus on realism and adaptability is key to effective immersive learning.
  • Integrating immersive elements into existing training programs can accelerate adoption and enhance ROI.
  • Monitoring progress through metrics like engagement levels and assessment scores is vital for success.
  • Scaling the immersive learning strategy requires testing pilot programs, staying updated on technology advancements, and gathering feedback.
  • To overcome resistance to immersive learning, communicate benefits clearly, provide hands-on demos, and make the experience fun and personalized.
  • Immersive learning is transforming employee development with engaging and meaningful programs.
  • Developing an immersive learning strategy involves reshaping the learning approach by setting goals, choosing tools wisely, and gathering feedback continuously.

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Prepare Your Rubber Boots As Electrician Simulator VR Launches This Week

  • Electrician Simulator VR is set to be launched on Quest, PS VR2, and Steam this week.
  • Developed by Take IT Studio!, the game aims to provide a realistic experience of the electrical trade.
  • Players will learn to run diagnostics, verify voltage, and resolve various electrical issues.
  • The game features both serious and silly commissions, with a focus on immersive environmental storytelling and physics gameplay.

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Meta: Over $2 Billion Spent On Quest Content, Monthly Headset Usage Up 30%

  • Over $2 billion has been spent on Quest content, and monthly headset usage increased 30% in 2024.
  • Meta Reality Labs has generated a total of $9 billion since Quest 2 launched.
  • Over 70% of time spent on Quest headsets is in free-to-play apps.
  • The launch of Quest 3S has resulted in a shift towards a younger audience that primarily plays free-to-play titles.

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‘Alex and the Jets’ Brings Mixed Reality Dogfights to Your Living Room Next Month

  • HOOP-O Studios is bringing the remote-controlled dogfighting game 'Alex and the Jets' to Quest 3 next month.
  • The game allows players to control Alex the Squirrel and their small fixed-wing propeller plane in aerial combat against enemies from 'The Jets' gang.
  • It features donut-shaped goals with powerups and health boosts, as well as a free roam mode for stress-free flying in your room.
  • HOOP-O Studio plans to release the game on the Horizon Store in April, supporting Quest 3 and Quest 3S.

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Meta's CTO Says He "Loved And Hoped To Keep" The Oculus Brand

  • Meta's CTO, Andrew Bosworth, expresses his love for the Oculus brand and hopes to keep it.
  • Bosworth mentions that the story behind the rebranding is different from what people think and is not something he can currently disclose.
  • Meta, formerly Facebook, acquired Oculus in 2014 and rebranded it as Meta Quest in 2021, with further rebranding to Meta Horizon later.
  • Bosworth's comments suggest there may be legal reasons behind the rebranding decision, but he promises to share the story in the future.

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