• Neon Wasteland Is A Gory Animated AR Comic Book
    Neon Wasteland Is A Gory Animated AR Comic Book

    We’ve seen plenty of ideas for how comic books can be reimagined in VR, but what about AR? Neon Wasteland has one interesting approach.

    Created by Rob Shields, Neon Wasteland is a cyberpunk-themed book that uses markers in a real comic to bring the panels to life through your iOS or Android smartphone. Simply point your phone at the pages and you’ll see animated versions of the illustrations, including gory head explosions and slick action sequences. It reminds us a little of’s Masters of the Sun.

    Better yet, you’ll be able to make choices within the app that actually change the course of the comic’s story and alter the panels you see. Set in the year 2088, Neon Wasteland depicts a world in which many humans have sort immortality through a digital metaverse and those that remain must survive on a ruined Earth.

    Outside of the book, the free app will also offer bonus features allowing you to explore environments in more detail and even interact with characters from the story.

    Neon Wasteland has already surpassed a Kickstarter crowd-funding goal of $4,275 for its first issue (it’s raised $6,055 at the time of writing). You can get a digital copy of the book, which is expected to ship in May 2019, for $10, whilst a physical version is going for $15. The latter also comes with a limited edition print that will also include AR animation. Backer pledges reach all the way up to $1,000, which includes a Hardcore edition that gets you in the book.

    The idea behind this is definitely interesting, though we can’t help but think it will have more use once the tech reaches head-mounted AR devices like HoloLens and Magic Leap. Hopefully Neon Wasteland can find its way there in the future, too.

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  • TeamViewer Announces New Augmented Reality Capabilities TeamViewer introduce TeamViewer Pilot, an AR solution for remote support.
  • Oculus Co-Founder Said To Be Leaving Facebook Brenden Iribe announces departure from Facebook as rumours circulate of cancellation of Oculus Rift 2.
  • Oculus Rift No Longer Supports Movie Rentals And Purchases
    Oculus Rift No Longer Supports Movie Rentals And Purchases

    Did you know you could rent and purchase movies through your Oculus Rift? Like normal, big blockbusters and the like? Well, you could… until yesterday.

    Amid news that former CEO Brendan Iribe was parting ways with the company, Oculus sent out an email to Rift owners letting them know that they would no longer be able to purchase and rent movies on their headset. Anyone that purchased any such content over the past two and a half years will have that money reimbursed, which probably tells you how many people actually used it.

    The email sent to Rift owners reads: “Over the years, we’ve seen how people use VR for everything from gaming to movies, and it’s become clear that while people love to stream immersive media on other devices, Rift is used primarily for gaming. These insights inform how we support new and existing features and apps across the platform.”

    Movie rentals and purchases were first introduced for Gear VR at an Oculus Connect keynote a few years back, allowing you to watch the latest releases on a virtual screen. It’s not clear if this closure also extends to Gear VR, but Variety reports that they are being kept alive on Oculus Go. We’ve reached out to Oculus to clarify.

    Either way, there’s still plenty to watch on your Rift, be it 360-degree videos or full VR movies as well as traditional content from apps like Hulu.

    Are you upset at the loss of movie rentals and purchases on Rift? Or did you ever even buy anything?

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  • Fantamstick Launches Multiplayer Educational AR App Math Ninja AR – Battle With Boxes launches on iOS.
  • The Fourth VR Diversity Initiative Displays the Potential of Practical VR Workshops Tech and VR novices learned how to film 360, design in VR and build in VR software Unity in a single day.
  • Bait!, Angry Birds AR Dev Resolution Games Raises $7.5 Million
    Bait!, Angry Birds AR Dev Resolution Games Raises $7.5 Million

    It’s more good news for Resolution Games, the VR and AR developer co-founded by Candy Crush Saga creator Tommy Palm.

    The company today announced that it has raised $7.5 million in a series B round of investment led by MizMaa Ventures with participation from GP Bullhound, Fly Forever and Unity founder David Helgason. Previous investors also contributed to the recent round, which brings the Sweden-based developer’s total funding to $13.5 million.

    The studio says it will use this money to “expand its portfolio” of games for both VR and AR hardware.

    Resolution has had a pretty busy few years, starting out with a free solitaire game on Gear VR before launching its popular Bait! fishing series, which has enjoyed VR and AR entries and even a minigame inside Facebook’s Spaces social VR platform. Since then the studio has released Google Daydream titles like Wonderglade and Narrows but, more recently, launched an AR version of Rovio’s Angry Birds franchise on the Magic Leap One.

    “With the amount of interest we’re seeing from the industry around our titles, coupled with the exciting new platforms like the Oculus Quest coming to market, we foresee larger volumes of players and a viable multiplayer market,” Palm said in a prepared statement. “Needless to say, these are exciting times.”

    It sounds like we might be seeing some Resolution titles on Quest, then.

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  • Fraunhofer Demonstrates VR Microdisplay Prototype European R&D firm shows how the future of VR might involve microdisplays.
  • Epson Demonstrates Use of Moverio AR Smart Glasses At PhotoPlus Expo Epson will be showcasing how Moverio AR smart glasses can be used for drone photography.
  • Community Download: What Would You Want Out Of A Rift 2?
    Community Download: What Would You Want Out Of A Rift 2?

    Community Download is a weekly discussion-focused articles series published every Monday in which we pose a single, core question to you all, our readers, in the spirit of fostering discussion and debate.

    Tons of technology companies around the world are actively working on VR whether it be from a software or hardware perspective. HTC has already released both the standard Vive and Vive Pro headsets and even Sony did a small update to the PSVR — as well as Samsung’s new iteration of the Gear  VR. Facebook has stayed awfully quiet about future Rift plans, though.

    After the announcement that Brendan Iribe is officially leaving Oculus, rumors swirled about the cancellation of a ‘Rift 2’ PC-based VR headset. Facebook has since stated that future versions of Rift are still coming, but didn’t provide any details beyond that.

    Oculus has always been notoriously tight-lipped about not only sales figures, but also its product roadmap. At Oculus Connect 5 we learned a bit about the company’s long-term vision in regards to a three-pronged approach with the Oculus Go, Oculus Quest, and Oculus Rift.

    Ultimately, the question boils down to this: What would you want out of a Rift 2 or the next version of the Rift? As a consumer, what would you prefer — waiting longer for a bigger upgrade (foveated rendering, built-in wireless, wider FOV and higher resolution) or would you rather have a small upgrade in the near-term that only improves things marginally, like the Vive Pro.

    Let us know your thoughts down in the comments below!

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  • Hand & Finger Tracking Coming Soon To The HTC Vive Pro

    HTC reveals native hand/finger tracking for Vive Pro alongside 6DoF functionality for Vive Focus. It looks as though the front-facing cameras on your Vive Pro will finally begin seeing some use as HTC reveals plans to launch native support for hand and finger tracking on their high-end PC VR headset. HTC revealed the devices exciting

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  • VR Escape Room Neverout Debuts On PlayStation VR Twisted VR puzzle/escape room heads to the PlayStation VR.
  • Ghostbusters World Review: A Middling AR Adventure For Fans Of The Franchise
    Ghostbusters World Review: A Middling AR Adventure For Fans Of The Franchise

    When I imagine the perfect Ghostbusters game, a map-based AR adventure isn’t one of the things that comes to mind. A mysterious third person shooter? You got it. A spookily-funny puzzler? Sure. There isn’t really a reason the classic Bill Murray-fueled franchise would work with the formula dominated by Pokemon GO.

    Ghostbusters World failed to change my mind. It’s a mobile adventure that dresses basic elements of the genre, popularized by games like Ingress and Pokemon GO, with a Ghostbusters theme. Pokestops are now dimensional doors, Pokeballs are now ghost traps, and obviously– Pokemon are now the famous ghosts found in all corners of the Ghostbusters franchise.

    Everything about Ghostbusters World is done well enough, gameplay is tight and responsive, battle mechanics are somewhat deep, and the story mode does a good job of adding meaning to the collect-a-thon that this genre promotes. The issue is that collecting has never been a big part of Ghostbusters, so World doesn’t push me to care enough to walk around the block to a McDonalds for a group Stay Puft Marshmallow Man raid (and even when I did try the game crashed a few times). This game is proof that the franchise doesn’t fit the genre.

    Ghostbusters World has two main elements: the typical map-based AR, free-roam gameplay and a structured story mode consisting of short missions tied together with a comic book styled narrative. The combination of those two features, alongside a long list of ghosts and other modes, makes for a meaty package for a free-to-play game. Although progress-slowing microtransactions rear their ugly heads early on.

    There are a couple primary types of gameplay in World, one where you capture ghosts on the map by aiming a proton gun with your finger and turn-based team battles where you use capture ghosts to fight other ghosts.

    The capture mechanics are simple, ghosts will try to attack you as you try to capture them with various versions of the proton gun, you can counter their attacks with a carefully timed finger tap but there aren’t a lot of consequences if you mess up. It’s a simple back and forth that gets a bit more complicated as ghosts get stronger and you gain access to different types of equipment later in the game.

    The team-based battling has a bit of depth to it that’s surprising for a game like this. Ghosts have levels and ranks that can be upgraded through battle (and that process can be sped up  through in-game currencies), ghosts are assigned a rock-paper-scissors type classification to make battles less of a punching match and ghosts have other abilities that are used both passively and actively in battle.

    World shines in adding a story mode to the game, tying all the elements and progression systems together. It actually feels like you’re working towards something when you collect ghosts and level up– unlike Pokemon GO where it feels like an endless sea of collecting and going back and forth with PVP battles.

    I had a good bit a fun battling

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  • Oculus Confirms It’s Still Working On A ‘Future Version Of Rift’
    Oculus Confirms It’s Still Working On A ‘Future Version Of Rift’

    An Oculus representative reaffirmed to us the words of Facebook CEO Mark Zuckberg from last month’s OC5 VR developer conference in saying today the company is still “planning a future version of Rift.”

    Facebook focused a large part of its 5th VR developer conference on Oculus Quest, the forthcoming $400 standalone headset, but the company is still invested in PC-powered Rift games we don’t expect to ship until 2019 at the earliest. We know the company is also investing heavily into ideas like eye-tracking, foveated rendering and wide field of view optics for VR headsets that might require PCs to power them in the future. In addition, Oculus supports the VirtualLink connector included on the newest NVIDIA RTX graphics cards meant for next-generation VR headsets, though no headsets take advantage of the new connector yet.


    — Boz (@boztank) October 22, 2018

    With news today that Oculus co-founder and former CEO Brendan Iribe is departing the company, a report from Techcrunch suggested that Iribe’s vision for Oculus differed from that of Facebook’s executives and referred to a cancelled “Rift 2” headset Iribe is said to have worked on.

    Oculus co-founder Nate Mitchell, who has been leading the Rift and PC organization with Iribe, will remain in his position and lead the team.

    A lot of questions today about the future of Rift — we’re still driving forward on the Rift/PC platform with new hardware, software, and content.

    Lots of great stuff in the works. More to share in the months ahead.

    — Nate Mitchell (@natemitchell) October 22, 2018

    As a reminder, here’s what Zuckerberg said to developers at Oculus Connect 5 on September 26 this year, referencing a “new version” of the Rift.

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  • Educational Chemistry Experience HoloLAB Champions Arrives on Oculus Rift Learn the basics of chemistry using Schell Games latest experience.