• AR & VR are the Focus During South Korea’s Global Developers Forum 2018 Dedicated to VR & AR, the conference highlights the country's focus on the technology.
  • Become a Navy Pilot in Flying Aces – Navy Pilot Simulator Out Now Do you have what it takes to master the F-18 Super Hornet fighter jet?
  • Humaneyes Technologies Debuts The $400 Vuze XR, A Dual Camera That Captures 360° And VR180 Imagery
    Humaneyes Technologies Debuts The $400 Vuze XR, A Dual Camera That Captures 360° And VR180 Imagery

    Humaneyes Technologies has announced a follow-up to its Vuze VR camera, one that captures both 360° (2D) and stereoscopic VR180 (3D) videos and photos. The Vuze XR camera, which will cost around $400 when it launches later this year, is basically two cameras in one.

    When it’s closed, it’s a 360° camera, but you can click a button to convert the device into a VR180 camera. The Vuze XR also has built-in livestreaming smarts, meaning you can share video to social media in real time.

    Above: Vuze XR Camera open

    Founded in 2000, Israel-based Humaneyes says it holds more than 70 patents across the 3D spectrum. In 2016, the company debuted the $800 Vuze VR camera, though it didn’t start shipping units until last year. The camera was the result of years of R&D at the Hebrew University in Jerusalem. Back in January, Humaneyes launched the $1,200 Vuze+ VR camera with a bunch of upgrades, targeting the prosumer market.


    At Vidcon last year, Google unveiled a new video format, called VR180, that is designed to make VR more accessible and affordable. It was created in conjunction with Google’s Daydream VR team and promises immersive 3D video that only requires creators to capture 180 degrees. This means that they just have to shoot what’s in front of them, rather than getting the full 360-degree landscape.

    A number of manufacturers had previously been selected to support the VR180 format, including Lenovo, LG, and Yi, but Google opened the format to any manufacturer in April.

    “One camera can now livestream in 360° from a concert, take immersive VR180 pictures of the band, and record your friends singing along to edit and share the full experience later,” said Humaneyes CEO Shahar Bin-Nun. “We’re giving users the freedom to spontaneously shoot content from all angles, or only a few, and we can’t wait to see what’s created with it.”

    This post by Paul Sawers originally appeared on VentureBeat. 

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  • Rocket Raccoon Brings The Explosions In New Marvel Powers United VR Gameplay He might be small but he packs a lot of punches.
  • Review: Animal Force An interesting take on the tower defense genre that ultimately doesn't quite meet expectations.
  • Beat Saber Update Includes Easter Egg Track And it's not too hard to find either.
  • Squanch Games Release Trailer for Dr. Splorchy Presents: Space Heroes Madcap space adventure from the studio founded by Rick and Morty creator is due to be released next week.
  • Finding Small Parts Is Easier Than Ever With Amazon AR Amazon's app on iOS can use AR capabilities to identify small parts like screws and washers.
  • Why Farpoint’s Best Moments Don’t Involve A Gun
    Why Farpoint’s Best Moments Don’t Involve A Gun

    It took me a little time, but last week I finally took the internet’s cruelly-delivered advice, manned up, and shot my way through Farpoint. There was some screaming, some jumping and some “lalalala I’m not really here”-ing, but by god I got there. By the time all the spider-slaying and pants-changing was done though, I have to admit it wasn’t my bravery that lingered in my mind, nor was it the PlayStation Aim Controller-fuelled action.

    Believe it or not, it was that thing that’s so often forgotten when making a first-person shooter: the story.

    Farpoint’s story is a little odd in that, though the player must trek through a hostile alien planet on their own, it’s not their tale that’s the focus. Instead, you retrace the footsteps of two scientists, Dr. Eva Tyson and Dr. Grant Moon, that landed on the planet before you. Between the game’s linear levels, you’ll discover databanks that piece together more of the pair’s time on this strange new world, while certain sections throughout the gameplay also allow you to play back moments from when they stood in the same place.

    Though you may start off wondering exactly why you should be so interested in two strangers when your own adventures are surely enough to talk about, Eva and Grant’s story quickly becomes one of the most engaging aspects of Farpoint. Eva, a passionate and dedicated scientist in her own right, devotes herself to finding a way back home, determined to salvage a ship and make it back. As she makes her own journey across the planet in search of survivors, Grant stays back at a makeshift home base, studying up on the lay of the land. The two communicate over an intercom, revealing more about themselves as they go.

    It may seem strange to create a VR game with a dedicated controller that delivers incredible immersion then take the viewer away from their own body, but in doing so Farpoint manages to grow a bond between two people you haven’t even met. What developer Impulse Gear instead creates is theatre; you watch two people that feel like they’re really there bounce off of each other with unparalleled intimacy, like you’re simply poking your head through a wall in a private space and watching what unfolds. Every frown, raised eyebrow and shake of the head carries much more weight than it does on the flat screen. Tellingly, the story is penned by Rob Yescombe, who also worked on the brilliant third-person VR narrative, The Invisible Hours, and recently joined Valve. If you enjoyed watching that game’s ensemble fight amongst themselves, you’ll know what I’m talking about here.

    It’s not until deeper into the story, where things get a little more desperate, when things really start to come alive, though. At one point, Farpoint abandons is gunplay for a good ten minutes to tell you more about Grant and Eva, and that’s where it really shines. It begins with a sequence in which you embody Grant and must deliver some heavy news

    The post Why Farpoint’s Best Moments Don’t Involve A Gun appeared first on UploadVR.

  • Jido Maps Are Building A Save Button For AR Experiences New API will allow for persistent augmented reality experiences to be saved.
  • VR for Training Orthopaedic Surgeons The Johnson & Johnson Institute are experimenting with a system for training doctors and nurses for surgical procedures.
  • The Persistence Developers Talk Sci-Fi, Mutants and Gameplay Sci-fi horror with Roguelike elements is coming soon, and the developers reveal some more of what players can expect.
  • Spider-Man Won’t Swing In Marvel VR, Oculus Explains Why
    Spider-Man Won’t Swing In Marvel VR, Oculus Explains Why

    Yesterday we finally got the news we’d been waiting for; Spider-Man will indeed be a playable character in Marvel: Powers United VR when it launches on Oculus Rift next week (along with several other fan-favorite characters like Wolverine). But those of you that watched the game’s launch trailer may have noticed some of Peter Parker’s most iconic features were strangely absent.

    Namely, Spidey doesn’t web-swing or wall-crawl in the footage (as seen below). Instead, we see the web-head running on the ground like other heroes, and zipping up to higher spots using a web-line. So, can you actually web-swing in the game?

    Sadly not, but developer Sanzaru Games did test it out, and there’s a good reason why it’s missing.

    Taking to Reddit this week, an Oculus Studio PR member explained that web-zipping would be Spidey’s “main for of locomotion in the game. “We iterated on web swinging and wall-climbing,” they explained, “but faced a ton of challenges: how do you swing a player directly at a wall, and then flip them to face the action without making them uncomfortable? How do you determine where in the game Spidey can wall-cling, when some levels don’t even have walls (Dark Dimension)?”

    Indeed, Sanzaru isn’t even the first developer to encounter these issues. Last year’s free tie-in to Spider-Man: Homecoming also avoided any kind of wall-crawling and one lone swing right at the end of the experience heavily shrunk your field of view.

    “We also realized that for levels to be big enough for Spider-Man, they would be too big and frustrating to traverse for everyone else,” the spokesperson continued. “And if you grab a wall with one hand, you’re 50% as effective as everyone else using two hands to fight…it sounds good on paper, but it puts Spider-Man at a disadvantage in practice. He can, however, zip farther across the map than any other Super Hero and there are special perch-points for non-flying characters.”

    It’s definitely a shame that we won’t be able to experience the full extent of Spidey’s powers, but we’re still happy he’s in the game. Marvel: Powers United VR hits Oculus Rift on July 26th.

    Tagged with: Marvel Powers United VR

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  • Virtual Whisky With The Macallan Experience The Macallan Distillery Experience comes to New York City.
  • Innovate UK Backs Colorway AR From The Foundry The next-generation of technology to replace physical prototypes with augmented reality.