Chipset maker Qualcomm Technologies has introduced a virtual reality (VR) software development kit (SDK) targeting VR-capable Android smartphone and headset makers.
The Snapdragon VR SDK offers access to optimized VR features, to simplify development and to help developers with attain improved VR performance and power efficiency with the Snapdragon 820 for Android smartphones and upcoming VR headsets.
Qualcomm will be offering the SDK in the second quarter of 2016 through the Qualcomm Developer Network.
Here is a cool look at The New Revolution at Dare Devil Dive at Six Flags Over Georgia & Hurricane Harbor with a side-by-side shot of what you will see when wearing the VR headset. Are you looking forward to checking out this new technology?
NEW YORK, March 7, 2016 /PRNewswire/ — Horizon Media, the largest and fastest growing privately held media services agency in the world, announced today its most recent research on consumer interest in virtual reality devices. The research was fielded in Finger on the Pulse, the agency’s proprietary online research community comprised of 3,000 people reflective of the U.S. population, and with the social media expertise of Horizon’s Distillery social intelligence team. The research shows that despite extensive media coverage of Oculus Rift, Samsung Gear VR, Google Cardboard and other virtual reality devices, fully two thirds of consumers are unaware of the technology.
Virtual reality – often referred to as “VR” – has been readily embraced by the mainstream media as the shiny, new, technological advancement. Marketers are also understandably excited about the possibilities unleashed by VR technology. But while there is interest among consumers, the survey findings suggest that companies would be well served to walk before they run when incorporating virtual reality activations into marketing plans, at least until the technology reaches greater awareness and scale.
Consumers are open to a VR enhanced future, but believe it will take several more years to get there. Unaided awareness of the major devices is fairly low at just 33%. However, more than a third (36%) say they are interested in owning some sort of virtual reality device. In addition Horizon’s Distillery social intelligence team found that 9% of online discussion around the topic is related to positive purchase interest. In fact, compared to the Apple Watch before its release, VR got much more love from Finger on the Pulse panelists. Twice as many consumers consider VR “an exciting new innovation to own” (82% for VR vs. 44% for Apple Watch), and twice as many say “everyone is going to wish they owned one” (55% for VR vs. 24% for Apple Watch). A strong majority of consumers (81%) also believe that five years from now, anywhere from a quarter to half of the population will own a VR device.
You may have heard of Magic Leap, future purveyors of “cinematic reality” (augmented reality) headsets. This is a company without a single commercial product, and yet it’s worth $4.5 billion. Many are invigorated by the company’s potential, but a tour of its most recent, 160,000-word, 350-page patent application — especially with current events in mind — could suggest other, less exciting applications for the emerging technology.
No one really knows what to expect from the company: by design, it’s mysterious. (Out of silence comes allure.) We’ve seen two videos, we’ve investigated its job postings, and we know that wealthy organizations love throwing money its way. But we do have access to Magic Leap’s patent applications, and it published its most recent one in late January.
People are excited about VR and AR. With reason, too: the demos, previews, and new releases we get to watch are striking. The games we imagine playing in the future are enthralling. The mere idea of a virtual or augmented world, either distinct from or mixed with the actual (boring, depressing, what-have-you) world, is enough to invigorate all of our wayward souls.
Virtual and augmented reality is taking giant leaps every day, both in the mainstream and in research labs. In a recent TechEmergence interview, Biomedical Engineer and Founder of g.tec Medical Engineering Christopher Guger said the next big steps will be in brain-computer interfaces (BCIs) and embodiment.
Image credit: HCI International
If you’re unfamiliar with the term, embodiment is the moment when a person truly “feels” at one with a device controlled by their thoughts, while sensing that device as a part of, or an extension, of themselves. While researchers are taking big strides toward that concept, Guger believes those are only baby steps toward what is to come.
While augmented or virtual reality can take us away for a brief period, Guger said true embodiment will require far more BCI development. There has been a lot of work recently in robotic embodiment using BCI.
“We have the robotic system, which is learning certain tasks. You can train the robotic system to pick up objects, to play a musical instrument and, after the robotic system has learned, you’re just giving the high-level command for the robotic system to do it for you,” he said. “This is like a human being, where you train yourself for a certain task and you have to learn it. You need your cortex and a lot of neurons to do the task. Sometimes, it’s pre-programmed and (sometimes) you’re just making the high-level decision to do it.”
Another tool at work in the study of embodiment is what Guger called “virtual avatars.” These virtual avatars allow researchers to experiment with embodiment and learn both how avatars need to behave, while also helping humans grow more comfortable with the concept of embodiment inside the avatar. Being at ease inside the avatar, he said, makes it easier for one to learn tasks and train, or re-train, for specific functions.
As an example, Guger cited a stroke patient working to regain movement in his hand. Placing the patient into a virtual avatar, the patient can “see” the hand of the avatar moving in the same manner that he wants his own hand to move. This connection activates mirror neurons in the patient’s brain, which helps the brain rewire itself to regain a sense of the hand.
“We also do functional electrical stimulation (where) the hand is electrically stimulated, so you also get the same type of movement. This, altogether, has a very positive effect on the remobilization of the patient,” Guger said. “Your movement and the virtual movement, that’s all feeding back to the artificial systems in the cortex again and is affecting brain plasticity. This helps people learn to recover faster.”
One hurdle that researchers are still working to overcome is the concept of “break in presence” (discussed in the article under the sub-heading ‘head-tracking module’). Basically, this is the moment where one’s immersion in a virtual reality world is interrupted by an outside influence, leading to the loss of embodiment. Avoiding that loss of embodiment, he said, is what researchers are striving to attain to make virtual reality a more effective technology.
Though Guger believes mainstream BCI use and true embodiment is still a ways off, other applications of BCI and embodiment are already happening in the medical field. In addition to helping stroke patients regain their mobility, there are BCI systems that allow doctors to do assessments of brain activity on coma patients, which provides some level of communication for both the patient and the family. Further, ALS patients are able to take advantage of BCI technology to improve their quality of life through virtual movement and communication.
“For the average person on the street, it’s very important that the BCI system is cheap and working, and it has to be faster or better compared to other devices that you might have,” he said. “The embodiment work shows that you can really be embodied in another device; this is only working if you are controlling it mentally, like the body is your own, because you don’t have to steer the keyboard or the mouse. It’s just your body and it’s doing what you want it to do. And then you gain something.”
Personally, I cannot wait to visit historical sites where they are leveraging AR to bring history to life. Visiting Versailles or the Winter Palace in Russia and seeing historical figures acting out as they did then would be pretty amazing.
DALLAS, TX — (Marketwired) — 03/07/16 — Parks Associates today announced Glenn Hower, Research Analyst, will address the evolving virtual reality market at the Cablefax Multiscreen Summit this week in New York City.
“Virtual reality is still in its earliest days, though there are clear signs that VR is about to move from concept to market reality,” Hower said. “The big change for 2016 is the emergence of multiple players making VR headsets. The Oculus Rift is currently the most recognized brand, but HTC, Samsung, and Sony have all expanded the market with their own models, which could help move this market beyond gaming and into new use cases such as virtual field trips, training, and recreation of historical events.”
Hower will participate in the session “Virtual Reality Show: How VR-Enabled Content Will Change the Content Game” on Tuesday, March 8, at 1:25 p.m. at the Yale Club in New York City. The session examines how VR content and technology could disrupt the video content and distribution industry. Other panelists include Craig Barry, EVP, Production & Chief Content Officer, Turner Sports; Debra Sharon Davis, President & CEO, Davis Communications Group, Inc.; and Dekker Dreyer, CCO, Clever Fox.