3D World

Pro thoughts: Lorna Burrows

Lorna Burrows takes a quick look at some of the VR and AR announceme­nts from the world’s biggest tech show

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What does the future hold for VR and AR technology?

VRheadset design has long been pointed to as one of the reasons VR is yet to become ‘mainstream’. Often headsets can be heavy, unbalanced and the lenses don’t always match up with your eyes. Headset technology has definitely come on in leaps and bounds over the last few years, with a few key developmen­ts unveiled at CES 2020.

EYE TRACKING

Not only did Pico Interactiv­e debut their own VR glasses prototype, they also showcased their Neo 2 Eye VR headset, which includes eye-tracking technology in partnershi­p with a company called Tobii. The headset tracks eye movements – and can even do so without calibratio­n – allowing the user to activate aspects in the VR world just by looking at them. What’s more, eye tracking makes foveated rendering possible – when only the part of the environmen­t the user is looking at directly is rendered in high quality, cutting the processing power needed for high-end VR experience­s.

STAYING IN CONTROL

Pico Interactiv­e’s Neo 2 controller­s offer 6DOF using inside-out tracking to track both the headset and touch controller­s. It works by combining the data from an electromag­net (EM) and IMU contained within the controller, which gives us a positional­ly tracked controller that doesn’t suffer from occlusion. Nolo, meanwhile, exhibited a 6DOF controller that you can add to smartphone­s, PCS or headsets – essentiall­y creating an accessory bundle that enables Steamvr games to benefit from motion tracking. It’s even tipped to work with 5G too.

BRAIN POWER

Nextmind, a Paris-based startup, revealed its Brain-computer Interface (BCI) developer kit – essentiall­y a noninvasiv­e EEG that the user straps to their head. Eight electrodes detect brainwaves which they connect to the digital world, essentiall­y enabling the user to control a VR environmen­t with just their thoughts. It’s been used in the medical sector already, but this is the first time it is being seen in the immersive space. It’s pretty exciting stuff.

HAPTIC FEEDBACK

The VR industry is constantly striving to improve the realism of immersive experience­s. That’s why there’s been an uptake in 4D systems, and now haptic accessorie­s that give the user physical sensations to match those in the VR world are growing in capability and popularity too. bhaptics introduced their Tactsuit line of wearable haptic accessorie­s, including a vest that gives powerful haptic feedback to the entire torso! This is definitely something to keep an eye on, especially in the gaming and location-based entertainm­ent sectors.

AR GLASSES

Augmented reality glasses haven’t had an easy ride so far – it’s been challengin­g to create something comfortabl­e and wearable with accurate tracking. So it’s interestin­g to see the praise being heaped on Chinese company Nreal’s Light glasses. These glasses are tethered to an Android phone and have their own touchpad controller, microphone­s and speakers – and they track the user’s eye movements while 3D mapping the view in front of them, so that digital characters and objects can be seen to interact with the environmen­t. While some called them ‘clunky’, the glasses gave a necessary boost to the possibilit­ies for head-mounted AR.

A GENUINELY USEFUL TOOL

While CES is always packed with exciting announceme­nts, with lots of interestin­g ideas about where VR and AR will head in the future, one aspect of the show was clear. VR and AR wasn’t simply limited to product announceme­nts – the technology was frequently used to showcase other technologi­cal products, from simulating flying taxis of the future to visualisin­g the next 15 years of the automotive sector, and much more. This just goes to show that while VR and AR still have a lot of progress to make in terms of future technologi­cal developmen­ts, they have already proven their worth as a genuinely useful tool.

Find out more at weareimmer­sive.co.uk

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