{"id":301,"date":"2018-01-30T12:12:18","date_gmt":"2018-01-30T10:12:18","guid":{"rendered":"https:\/\/webpages.tuni.fi\/gamification\/?p=301"},"modified":"2018-01-30T12:12:18","modified_gmt":"2018-01-30T10:12:18","slug":"xr-bulletin-january-2017","status":"publish","type":"post","link":"https:\/\/webpages.tuni.fi\/gamification\/2018\/01\/30\/xr-bulletin-january-2017\/","title":{"rendered":"XR Bulletin January 2018"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">Developing AR applications has very recently become more attractive than it has ever been before. As Apple launched the ARKit (<\/span><a href=\"https:\/\/www.apple.com\/newsroom\/2017\/09\/ios-11-available-tomorrow\/\"><span style=\"font-weight: 400;\">September 19, 2017<\/span><\/a><span style=\"font-weight: 400;\">, with iOS 11) and Google launched ARCore (<\/span><a href=\"https:\/\/github.com\/google-ar\/arcore-android-sdk\/releases\"><span style=\"font-weight: 400;\">August 25 2017, first preview<\/span><\/a><span style=\"font-weight: 400;\">), app developers were given the possibility to jump into AR with the help of a robust and easy to get into platform. The list of devices currently supported by <\/span><a href=\"https:\/\/developers.google.com\/ar\/discover\/\"><span style=\"font-weight: 400;\">ARCore<\/span><\/a><span style=\"font-weight: 400;\"> is rather slim, but <\/span><a href=\"https:\/\/developer.apple.com\/library\/content\/documentation\/DeviceInformation\/Reference\/iOSDeviceCompatibility\/DeviceCompatibilityMatrix\/DeviceCompatibilityMatrix.html\"><span style=\"font-weight: 400;\">ARKit<\/span><\/a><span style=\"font-weight: 400;\"> is rather well supported within the Apple device lineup.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">You can read more about what makes <\/span><a href=\"https:\/\/medium.com\/super-ventures-blog\/why-is-arkit-better-than-the-alternatives-af8871889d6a\"><span style=\"font-weight: 400;\">ARKit<\/span><\/a><span style=\"font-weight: 400;\"> and <\/span><a href=\"https:\/\/medium.com\/super-ventures-blog\/how-is-arcore-better-than-arkit-5223e6b3e79d\"><span style=\"font-weight: 400;\">ARCore<\/span><\/a><span style=\"font-weight: 400;\"> tick, their pros and cons, as well as how they are limited, on the <\/span><a href=\"https:\/\/medium.com\/super-ventures-blog\"><span style=\"font-weight: 400;\">Super Ventures Blog<\/span><\/a><span style=\"font-weight: 400;\">. Getting started with development is very easy with <\/span><a href=\"https:\/\/unity3d.com\/\"><span style=\"font-weight: 400;\">Unity<\/span><\/a><span style=\"font-weight: 400;\"> for b<\/span><span style=\"font-weight: 400;\">ot<\/span><span style=\"font-weight: 400;\">h platforms: <\/span><a href=\"https:\/\/blogs.unity3d.com\/2017\/09\/12\/get-ready-to-launch-your-arkit-app-on-ios11\/\"><span style=\"font-weight: 400;\">ARKit<\/span><\/a><span style=\"font-weight: 400;\">, <\/span><a href=\"https:\/\/developers.google.com\/ar\/develop\/unity\/getting-started\"><span style=\"font-weight: 400;\">ARCore<\/span><\/a><span style=\"font-weight: 400;\"> . <\/span><\/p>\n<p><span style=\"font-weight: 400;\">To get an understanding of the state of mobile AR applications at the moment, one good source is <\/span><a href=\"https:\/\/arcritic.com\/\"><span style=\"font-weight: 400;\">AR Critic<\/span><\/a><span style=\"font-weight: 400;\">, a site dedicated to game and app reviews (at the moment for the iOS platform).<\/span><\/p>\n<div style=\"width: 593px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/cdn.wikitude.com\/static-website\/2017\/09\/13162406\/IphoneX2.png\" alt=\"iPhoneX face tracking: wikitude.com\" width=\"583\" height=\"266\" \/><p class=\"wp-caption-text\">iPhone X face tracking: wikitude.com<\/p><\/div>\n<p style=\"text-align: left;\"><span style=\"font-weight: 400;\">When it comes to VR, <\/span><a href=\"https:\/\/varjo.com\/\"><i><span style=\"font-weight: 400;\">Varjo<\/span><\/i><\/a><span style=\"font-weight: 400;\"> has been working hard on releasing their first batch of <\/span><a href=\"https:\/\/www.anandtech.com\/show\/12102\/varjo-announces-shipping-of-vr-high-res-headset-prototype\"><span style=\"font-weight: 400;\">prototypes<\/span><\/a><span style=\"font-weight: 400;\"> to companies. They promise is the human-eye resolution in VR with the help of their \u201cbionic\u201d display. It utilizes eye-tracking and delivers a high-resolution picture of the focus area through a system of two layers of lenses. Varjo headsets were not meant for commercial use but will certainly set a standard for the future of commercial VR.<\/span><\/p>\n<div style=\"width: 509px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" style=\"text-align: start;\" src=\"https:\/\/s.aolcdn.com\/hss\/storage\/midas\/38c010c2984470caf468239c70980202\/205390902\/Varjo-VR-resolution-2017-06-19-06.jpg\" alt=\"Varjo: endgadget.com\" width=\"499\" height=\"267\" \/><p class=\"wp-caption-text\">Varjo: endgadget.com<\/p><\/div>\n<p style=\"text-align: left;\"><span style=\"font-weight: 400;\">Controllers with 6 degrees-of-freedom (6DoF) have become a standard with the Oculus Rift and HTC Vive, but they provide little intuitive interaction with the environment. One of the ways to bring actions and interactions in VR to feel as close as possible to the \u201creal thing\u201d is being developed by <\/span><a href=\"https:\/\/www.leapmotion.com\/\"><i><span style=\"font-weight: 400;\">Leap Motion<\/span><\/i><\/a><span style=\"font-weight: 400;\">. They are using the concept of <\/span><a href=\"https:\/\/www.roadtovr.com\/leap-motion-explores-ways-to-make-controller-free-input-more-intuitive-and-immersive-vr-design\/\"><span style=\"font-weight: 400;\">reactive affordances<\/span><\/a><span style=\"font-weight: 400;\"> to bridge the gap between the movement and action of user\u2019s physical hands and the lack of reaction of objects in VR. This exploration includes e.g. changing the colour of the fingertips when decreasing the proximity to an object, as well as changing the shape of the object itself.<\/span><\/p>\n<p style=\"text-align: center;\"><span style=\"font-weight: 400;\"><iframe loading=\"lazy\" src=\"https:\/\/gfycat.com\/ifr\/DimwittedWellgroomedAmurstarfish\" width=\"640\" height=\"360\" frameborder=\"0\" scrolling=\"no\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/span><\/p>\n<p style=\"text-align: left;\"><span style=\"font-weight: 400;\">In the meantime, <\/span><a href=\"https:\/\/uploadvr.com\/check-trailer-justice-league-vr-now-imax-centers\/\"><i><span style=\"font-weight: 400;\">Justice League: An IMAX VR Exclusive<\/span><\/i><\/a> <span style=\"font-weight: 400;\">has hit IMAX centres in North America. What is the most interesting about it is the reactive haptic controller developed by <\/span><a href=\"http:\/\/tacticalhaptics.com\/\"><i><span style=\"font-weight: 400;\">Tactical Haptics<\/span><\/i><\/a><span style=\"font-weight: 400;\">. Company\u2019s <\/span><i><span style=\"font-weight: 400;\">Reactive Grip\u2122 Motion Controller<\/span><\/i><span style=\"font-weight: 400;\"> enables greater immersion by providing haptic feedback, which is still greatly missed in commercial VR. In fact, the most convincing experiences would be achieved by combining Leap Motion\u2019s and Tactical Haptics\u2019 work. For now, a commercial version of Justice League VR is available for PSVR, Oculus, and Vive.<\/span><\/p>\n<p style=\"text-align: left;\"><span style=\"font-weight: 400;\">Two exciting new pieces of content became available recently as well. The first is BBC\u2019s <\/span><a href=\"http:\/\/www.bbc.co.uk\/taster\/projects\/home-a-vr-spacewalk\"><i><span style=\"font-weight: 400;\">Home: A VR Spacewalk<\/span><\/i><\/a><span style=\"font-weight: 400;\">, which enables users to try out a short but marvellous looking mission just outside the ISS. There are two modes that differ in difficulty and getting a \u201ctaste\u201d of astronauts\u2019 views and moving technique in zero gravity is guaranteed in both versions &#8211; something that was not possible before VR. However, please be advised that sudden spinning might evoke dizziness.<\/span><\/p>\n<div style=\"width: 509px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/pbs.twimg.com\/media\/CsT5XLgVMAQXtiO.jpg\" alt=\"Home: A VR Spacewalk: twitter.com\" width=\"499\" height=\"343\" \/><p class=\"wp-caption-text\">Home: A VR Spacewalk: twitter.com<\/p><\/div>\n<p style=\"text-align: left;\"><span style=\"font-weight: 400;\">While <\/span><a href=\"http:\/\/store.steampowered.com\/app\/348250\/Google_Earth_VR\/\"><span style=\"font-weight: 400;\">Google Earth Street View<\/span><\/a><span style=\"font-weight: 400;\"> in VR was released in September 2017, it only enabled panoramic views. However, the <\/span><a href=\"https:\/\/www.roadtovr.com\/google-earth-vr-update-adds-street-view-navigation-optimizes-quicker-loading\/\"><span style=\"font-weight: 400;\">latest update<\/span><\/a><span style=\"font-weight: 400;\"> optimizes the content for Oculus and Vive so that it is now possible to navigate through the street just as you would on a PC.<\/span><\/p>\n<p style=\"text-align: left;\"><span style=\"font-weight: 400;\">Finally, with the year 2017 at an end, <\/span><i><span style=\"font-weight: 400;\">Valve <\/span><\/i><span style=\"font-weight: 400;\">has released the list of the\u00a0<\/span><a href=\"http:\/\/store.steampowered.com\/sale\/2017_top_vr_titles\/\"><span style=\"font-weight: 400;\">most popular VR games<\/span><\/a><span style=\"font-weight: 400;\"> sold on <\/span><i><span style=\"font-weight: 400;\">Steam<\/span><\/i><span style=\"font-weight: 400;\">. Rankings have been divided into four tiers, without revealing the sales ratios between individual games. Relying on the <\/span><a href=\"https:\/\/steamspy.com\/\"><i><span style=\"font-weight: 400;\">SteamSpy&#8217;s<\/span><\/i><\/a><i><span style=\"font-weight: 400;\"> (<\/span><\/i><span style=\"font-weight: 400;\">unofficial) statistics, <\/span><a href=\"https:\/\/www.roadtovr.com\/valve-reveals-steams-top-selling-vr-games-in-2017\/\"><i><span style=\"font-weight: 400;\">RoadToVr<\/span><\/i><\/a> <span style=\"font-weight: 400;\">ranked the games in each tier depending on the estimated gross income.<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Developing AR applications has very recently become more attractive than it has ever been before. As Apple launched the ARKit (September 19, 2017, with iOS 11) and Google launched ARCore (August 25 2017, first preview), app developers were given the possibility to jump into AR&#8230;<\/p>\n","protected":false},"author":4,"featured_media":305,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,15,18,27],"tags":[],"_links":{"self":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/301"}],"collection":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/users\/4"}],"replies":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/comments?post=301"}],"version-history":[{"count":0,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/301\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media\/305"}],"wp:attachment":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media?parent=301"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/categories?post=301"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/tags?post=301"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}