Carnegie Mellon research aims to combine touch with useability in VR: A winning approach?

Virtual reality (VR) is able to create stunning immersive visual experiences - yet they remain an alternative dimension, with the user experience somewhat obtrusive. Research into haptics - the area of interaction between virtual and physical forms - is ongoing. Yet new research from Carnegie Mellon University (CMU) has aimed to unlock the challenge of simulating touch in VR.

The device uses multiple strings attached to the hand and fingers to simulate the feel of obstacles and...

AR and VR headsets to see short-term Covid-19 decline – but IDC notes positive long-term outlook

IDC has forecast a decrease in augmented (AR) and virtual reality (VR) device shipments in the first half of 2020 due to supply chain disruptions caused by the recent Covid-19 outbreak – but says the long-term landscape is strong.

According to IDC, a decline of 10.5% is expected on a year-over-year basis in the first quarter, followed by a 24.1% decrease in the second quarter. However, a bounce back is expected in the second half of 2020, considering gradual production increase...

Porsche introduces VR experience for customers to explore new Taycan model

Porsche has announced the launch of the Taycan VR Experience, which aims to let customers view the new Porsche Taycan model up close and even under the bodywork by making use of VR goggles.

Customers can trace the contours of the latest model by wearing the goggles, as well as experience the Porsche styling for themselves.

Robert Ader, head of customer relations at Porsche said: “The Taycan is the beginning of a new era at Porsche – and it is only appropriate...

All Nippon Airways to introduce VR safety training to enhance risk prediction and worker safety

Japanese airline All Nippon Airways (ANA) has announced that it will soon be introducing virtual reality (VR) training designed to help its mechanics predict future risks and also improve safety in all aspects of aircraft operation.

According to the company, the latest VR Safety Training System will make use of 3D simulations of work environments in order to build real-world scenarios based on common work-related accidents. Those workers who would be participating in the VR training...

AR market value to exceed $100bn by 2024 – through emerging interaction methods for smart glasses

The value of the augmented reality (AR) market is set to break $100 billion by 2024, according to ABI Research, as emerging interaction methods for AR smart glasses maximise and optimise user experience.

The analyst firm’s latest report, ‘User Interface and User Experience in AR Technology’, states that more intuitive and user-friendly interaction would enhance UX and drive growth of the AR smart glasses market in the coming years.

Eleftheria Kouri,...

HTC reveals three new flavours of VIVE Cosmos VR headset for novice and experienced users

HTC is expanding the range of its VIVE Cosmos series of PC-tethered virtual reality products – aiming to sate the appetites of the most demanding enthusiasts, as well as entry level starters.

The VIVE Cosmos Elite, Cosmos XR and Cosmos Play family of products (above) were unveiled by the Taiwan-based manufacturer, alongside new faceplates that can expand the functionality of Cosmos.

Cosmos Elite is the highest-capability offering and ‘pairs the performance of...

Mozilla adds new features to its Firefox Reality VR browser – from Bluetooth to bookmarks

Mozilla’s latest product launch now allows its users to sign into Firefox Reality with their Firefox Account credentials, which means that users will now be able to get the benefits of new features that includes Bluetooth keyboard support and the ability to share history, bookmarks, and tabs between devices.

Users who want to avoid bookmarking and directly send an active tab from another device to their Oculus Quest, can now do so without any hesitation. Anyone who is watching...

Virtual and augmented reality market volatile but promising, warns CCS Insight

The market for extended reality products, comprising VR and AR devices, will see a growth of 21% in 2019 to just over 10 million devices, according to the latest forecast from analyst CCS Insight.

Sony has been already on track to record a solid 2019, and Facebook too has started gaining meaningful revenue from its Oculus devices, the company argued in what it descried as a ‘volatile but promising’ market.

CCS Insight also noted that the variety of VR devices is...

Why breaking the one metre barrier is key to unlocking the true potential of VR

Much like Twitter’s original 140 character limit, the vergence accommodation conflict (VAC) is responsible for one of the defining limitations of VR content today, ‘the one metre barrier’.

So what is the problem? It is uncomfortable to spend time up close and personal in a VR environment because of the decoupling of the natural vergence and accommodation responses in our eyes. As objects get closer, our eyes naturally turn inwards to triangulate with the object...

Global smart AR glasses market ‘poised for rapid growth’, says Tractica

The global market for smart augmented reality (AR) glasses has struggled taking off even after few years of pilots, implementations, and a lot of hype. A new report by Tractica has revealed that smart AR glasses market is gaining traction as it inches away from being a niche product to becoming an industrial and enterprise problem solver.

While consumer adoption is elusive, the market is building its ecosystem, refining hardware, and taking a more realistic approach for the long-run...