VR: HTC Vive hands-on

The Vive from HTC:  a VR headset developed with Valve
The Vive from HTC: a VR headset developed with Valve

On Sunday, March 1st, HTC held a presentation on the eve of the Mobile World Congress, Barcelona. During the course of the event, they revealed a new VR headset they’re developing in partnership with Valve.

I pulled together news on the announcement from a variety of sources a few hours after it was made. Since then, more information has hit the media, the results of numerous opportunities for hands-on demonstrations. And going by the feedback, it would appear Oculus VR has some very series competition on its hands.

The big thing everyone has been pointing to as being the real secret sauce for VR is a sense of presence. With so many different systems in so many different states of development, how this will be properly achieved has perhaps been hard to judge. Some headsets are managing it in part, some third-party peripheral makers are looking at various means of providing it with room sensors, body kits, etc. However, from all the hands-on reports, it would seem that HTC are the first to nail it in one fairly straight forward package.

“With the original Oculus Rift and things like Samsung Gear VR, that sensation of really being somewhere else is present, but fleeting,” Carlos Rebato says, writing for Gizmodo. “Those can’t track your body, so as soon as you lean just slightly, the illusion is shattered. The Oculus Rift DK2 did it better, with a motion tracking camera that at least let you lean, but you were still a sort of an armless half-body. Sony’s Project Morpheus improved it further by using controllers keep track of your hands.

“But the Vive? It’s like nothing that’s ever come before.”

The HTC Vive headset with a pair of "base station" scanner below and to the left of it, and a pair of the hand controllers in the foreground (image courtesy of PC Gamer)
The HTC Vive headset with a pair of “base station” scanner below and to the left of it, and a pair of the hand controllers in the foreground (image courtesy of PC Gamer)

Gareth Beavis, over at Techradar, is equally gushing. “There’s a TV show from the early 1990s called Red Dwarf that depicted the last human (and a group of humanoids) that were lost in space in the future, desperate to get home. One of the big ways they stayed entertained was with a holographic headset that let them play in hyper real worlds, like they were living in the action sequence … I always thought that idea, that experience, would never be real.

“But with the HTC Vive I took my first steps into that world.”

Both reports – and others in a similar vein – point to the distinguishing factors that make the Vive the complete package: the laser “base station” scanners and the dedicated hand controllers. Details of both of these were rough at the time of HTC’s announcement, but the various hands-on demonstrations taking place at the MWC and, under the Valve banner, as the Game Developers Conference in San Francisco, more information on them has filtered into the tech media.

The scanners are small, box-like objects designed to be mounted on wall at 90-degrees to one another. As noted in my original article ion the Vive, these can then scan a square area up to 4.6 metres (15ft on a side), accurately tracking multiple sensors on the headset, and the motions of the wearer’s body and recreating them within a virtual environment, allowing the wearer to move around “inside” a virtual space. To reduce the risk of collisions with physical objects, the scanner also map the location of walls and furniture, and the system fades these into the wearer’s field of view should they get too close.

A closer look at one of the "base station" laser  scanners used with the Vive (image courtesy of PC Gamer)
A closer look at one of the “base station” laser scanners used with the Vive (image courtesy of PC Gamer)

Continue reading “VR: HTC Vive hands-on” →

HTC enters the VR arena with Vive and Valve

The Vive from HTC: a VR headset developed with Valve
The  Vive from HTC: a VR headset developed with Valve

On Sunday, March 1st, 2015, Taiwanese smartphone manufacturer HTC caught the VR world and tech media somewhat off-guard when, among a series of product announcements on the eve of the Mobile World Congress (March 2nd-5th, 2015, Barcelona), they revealed a new high-end VR headset they have been developing in partnership with Valve, the on-line gaming service.

The revelation comes after a week of speculation on what Valve; statement they’d be revealing a “previously unannounced” Steam VR Development Kit, thought to comprise a new headset and other goodies, at the upcoming Game Developer’s Conference  in San Francisco.

As reported by Engadget among other tech journals, the HTC headset is called the Vive, and is both the headset Valve have been dropping hints about and is a direct competitor to the Oculus Rift, rather than being a headset for use with mobile devices, despite being announced at a an event focused on mobile devices.

As reported by Gamespot, it’s unit offering a 1,200 by 1,800 pixel screen in front of each eye, each with a 90 fps refresh rate to eliminate image judder and offer “photo realism”. It also features a gyrosensor, accelerometer, and laser position sensor. The latter tracks the rotation of your head, allowing you to look around a virtual environment naturally.

Peter Chou, HTC's CEO, unveils the Vive on the eve of the Mobile World Congress in Barcelona, March 1st, 2015
Peter Chou, HTC’s CEO, unveils the Vive on the eve of the Mobile World Congress in Barcelona, March 1st, 2015

According the HTC, the new headset will have high fidelity audio capabilities as well. But what is particularly interesting about it is that HTC are claiming it “will bring the first room-scale [VR] experience” to the world.

This is apparently achieved by combining the headset with a pair of SteamVR “base stations”, and some 70 movement sensors within the system. When placed out, the “base stations” can scan a square space up to 4.6 metres (15 feet) on a side, and any body movement, walking, jumping, turning, etc., captured within that space will be tracked and reproduced within the VR space being seen through the headset.

If that wasn’t enough, HTC are also indicating that they have solved the issue of interacting in virtual spaces. They’ve done this by pairing the headset with a set of wireless hand controllers of their own design. These apparently allow the wearer to use their hands, point, hold things, etc., with sensors mounted on the front of the headset tracking all such movements / actions and again reproducing them in the virtual environment.

The front of the HTC Vive, showing the sensors for capturing hand movements
The front of the HTC Vive, showing the sensors for capturing hand movements / tracking head movements

Like the Oculus Rift, the headset is being initially aimed at the games market, with HTC indicating that Dovetail Games, Fireproof Games, Cloudhead Games, Owlchemy Lab, Bossa Studios, Steel Wool Games and Vertigo Games already having signed-up to support the device.

In addition, and as reported by The Road to VR (see the link earlier in this article), Valve have also been putting out the word that they want to hear from developers and a link from the HTCVR website, launched at the same time as the announcement was made, directs any developer wishing to register their interest in working with the new headset to the Steam website, where they can do so.

Continue reading “HTC enters the VR arena with Vive and Valve” →

Microsoft co-founder backs High Fidelity with US $11 million

HF-logoIn what is its largest round of funding to date, High Fidelity, Philip Rosedale’s virtual work start-up, received an additional US $11 million in a round lead by Vulcan Capital, the investment company founded and run by Ex-Microsoft co-founder Paul Allen.

This marks at least the second time Vulcan Capital has made an investment in VR technology recently. In October 2014, they were a part of a US $542 million round of investment in Magic Leap, the company developing a new augmented reality system, with an eye potentially on VR applications and virtual worlds as well.

The news of the funding was broken by TechCrunch on Wednesday, February 25th, after papers confirming the funding round were filed with the US Securities and Exchange Commission. Philip Rosedale later confirmed the news to Techcrunch, after the technology journal had placed an enquiry with High Fidelity on the matter.

Rosedale then went on to make a more public announcement on the High Fidelity blog, which included a fun and informative video on matters featuring himself, HiFi co-founder Ryan Karpf and the ever-popular Emily Donald. As this is unlisted on YouTube, I’m respecting High Fidelity’s wishes and linking to it, rather than sharing it via embedding, although I am sneaking in a still from it.

The US $11 million funding confirmation from High Fidelity includes a short video from Ryan, Emily and Philip outlining the investment news, what it means for the company and mentioning job opportunities at HiFi (image source: High Fidelity)
The US $11 million funding confirmation from High Fidelity includes a short video from Ryan Kampf, Emily Donald and Philip Rosedale, outlining the investment news, what it means for the company and mentioning job opportunities at HiFi (image source: High Fidelity)

The blog post leads with the statement:

We are happy to announce today that we have raised an additional $11M in funding, in a new round led by Vulcan Capital and with participation from other new and existing investors.  This is certainly great news for us, but also great news for the overall VR ecosystem as we continue to see more and more validation from the investing community that VR presents enormous opportunities.  With this investment, we will be able to substantially grow our team as we continue to develop and release our open source shared virtual reality software.

The amount raised is more than that had been achieved during both the first and second funding rounds for the company. These occurred in April 2013 (US $2.4 million) and March 2014 (US $2.5 million), and were largely lead by True Ventures and Google Ventures. In the video, Ryan Kampf gives some idea of what this latest round immediately means for High Fidelity:

The next step for us is going to be moving to a more open alpha stage to let you guys come in and create a lot of cool content that you see around you. We’ve had a lot of fun making it, and we look forward to seeing what you guys can create as well.

The video also covers the fact that High Fidelity is still hiring, with Emily Donald pointing people to the company’s job page, and her e-mail address.

Definitely worth smiling about: Philip Rosedale's High Fidelity gains a further US $11 million in funding
Definitely worth smiling about: Philip Rosedale’s High Fidelity gains a further US $11 million in funding

Following the March 2014 US $2.5 million round of funding, which came on the heels of Facebook acquiring Oculus VR, I idly speculated whether or not it might have put High Fidelity – until then point regarded as being something of a “stealth start-up” in the eyes of the technology media – more firmly on people’s radar. If it wasn’t the case then, a further US $11 million now should certainly do so. And that’s not just good for High Fidelity.

As Rosedale notes in the quote given earlier in this article, this latest investment in High Fidelity does much to further validate the VR / VW ecosystem as a whole as an investment opportunity. That’s got to be good news for any company working on a new VW platform / environment, and which may want to explore wider options and opportunities for possible funding in the future, even if it’s not necessarily a start-up like High Fidelity.

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Avatars on Mars, Falcons in Florida and oceans in space

CuriosityCuriosity, NASA’s Mars Science Laboratory (MSL), has been wrapping things up in the “Pahrump Hills” region at the base of “Mount Sharp”, the mountain-sized mound of deposited material occupying the centre of Gale Crater.

For the last several months, the rover has been engaged on what geologists on Earth call a “walkabout”, zigzagging back and forth across the area, looking for targets of interest for follow-up investigations, and allow the science team to better understand the geology and form of the region.

This method of activity is a change from how Curiosity has largely operated to date, which has seen the rover primarily move from point-to-point along its route, only re-visiting sites as a part of its onward movement towards the goal of reaching and climbing “Mount Sharp” (such as when travelling into, and then back out of the “Glenelg” and “Yellowknife Bay” regions Curiosity first explored in 2012 / 2013).

Curiosity's wandering through
Curiosity’s wandering through “Pahrump Hills”, which started with one of the tree lines into the region at the top of the image

In this respect, and as Aileen Yingst, the Deputy Principal Investigator with the Mars Hand Lens Imager (MAHLI) on the rover, describes, Curiosity has been demonstrating just how much of an avatar it is for the science team, allowing them to careful investigate, examine and catalogue “Pahrump Hills” in a rich, practical way using the very human technique of the “walkabout”, which will serve the mission well as the ascent up “Mount Sharp” continues.

Most recently, and since collecting samples from “Mojave 2″, the area of rock displaying interesting crystalline elements within it, Curiosity has been looking at an area geologists dubbed “pink cliffs”, which shows further signs of the crystalline structures, and might be a candidate for further investigation. If so, it will be the last stopping point in “Pahrump Hills” before Curiosity continues its climb up “Mount Sharp”.

Oppy Reaches 11

January 25th, 2015 saw NASA’s Mars Exploration Rover, Opportunity, reach it’s eleventh anniversary on Mars. The rover, one of two MER vehicles, arrived on Mars at January 25th, 2004 (Universal Time), ready to start a mission initially planned to last just 90 days.

Since then, and up to its anniversary, “Oppy” has travelled a distance of some 41.7 kilometres (25.9 miles). While this doesn’t sound that much (and in truth, a human science team could have travelled that far in just a few days, including time for any science carried out along the way), remember that “Oppy’s” forward speed is measured in centimetres per hour.

As one of two solar-powered MER rovers (the second, Spirit having finally succumbed to the hostile environment on Mars around March 215th, 2011), Opportunity has carried out an incredible amount of work, and greatly contributed to our understanding of the planet, returning compelling evidence about wet environments on ancient Mars.

A panoramic view of Endeavour Crater as seen from “Cape Tribulation” an uprising close to the crater’s rim, the summit of which Opportunity reach in January 2015, marking its 11th anniversary on Mars (click for full size)

The rover marked its anniversary by reaching the summit of “Cape Tribulation”, an uprising close to the rim of 20 kilometre (13.7 mile) wide Endeavour Crater, which the rover has been gradually circumnavigating. This involved a change in elevation for “Oppy” of about 135 metres (440 feet), and afforded it a panoramic view of the crater and the land around it, presenting a unique opportunity for geological observations of the crater and its rim.

 A New Mars Mystery

That night, too, there was another jetting out of gas from the distant planet. I saw it … That night another invisible missile started on its way to the earth from Mars, just a second or so under twenty-four hours after the first one.

– The narrator, H.G. Wells’ The War of the Worlds

Okay, so it’s unlikely to be the sign of an impending invasion of Martians possibly ticked-of at the way we’re cluttering-up their planet with our probes and landers and rovers, but recent events high in the atmosphere of Mars have given rise to some excitement.

The images, originally capture in 2012, show huge plumes rising some 250 kilometres (156 miles) into the most tenuous reaches of Mars’ thin atmosphere.

Martian high-altitude plumes
Martian high-altitude plumes (image: ESA)

The plumes occurred on two separate occasions in March and April 2012, and were spotted by amateur astronomers. Each time, they developed with relative rapidity, rising upwards and outwards to cover areas of some 1000 x 500 kilometres (625 x 312.5 miles) in a period of around 10 hours before remaining visible for up to 10 days at a time, their structure and form changing on a daily basis.

Unfortunately, neither event was seen from orbit about Mars, occurring so high on the planet’s limb as to be effectively out-of-sight for the NASA and ESA orbital vehicles, and by the time word had spread sufficiently about the observations, the events were largely over.

However, investigations into images of the planet taken by the Hubble Space Telescope in orbit around the Earth have revealed similar plumes being imaged in the past. However, with the exception of an image captured in 1997, none have been anywhere near as high or dramatic as the 2012 events.

So what might have caused this plumes to occur? The answer to that question is uncertain.

Continue reading “Avatars on Mars, Falcons in Florida and oceans in space” →

Yes, you can have a View-Master with your virtual reality

The re-vamped View-Master for VR from Mattel, and one of the scenic discs that accompany it
The re-vamped View-Master for VR from Mattel, and one of the scenic discs that accompany it (image: Mattel Inc.)

Alongside all the the news and hype surrounding VR in 2014, there were a lot of witty / dour comments relating to the old Mattel View-Master system, and how people would prefer to have that, rather than strapping a plastic brick to their forehead.

Well, it looks like the laugh might be on those cracking such jokes, as Mattel have announced that the View-Master brand is to be revamped as a virtual reality headset system utilising Google Cardboard software.

Announcing the move at the New York City Toy Fair, which opened to the public in – wait for it – New York City on February 14th, 2015, Mattel’s Senior Vice President of Global Brands, Doug Wadleigh said the aim of the partnership is “to create the View-Master brand for the next 75 years,” and offer kids the chance to have “a collectible they can keep in their room.”

The iconic View-Master has been through many iterations during it 75-year history
The iconic View-Master has been through many iterations during it 75-year history, but has always had the same basic functionality (image: doyouremember.co.uk)

The original View-Master, which incredibly celebrated its 75th anniversary in 2014, was once a staple part of many children’s toy boxes. With it, kids could load circular reels of 3D images into a hand-held, binocular-like device with a lever on the side which is used to flip through the pictures, providing the user with a stereoscopic views of landmarks, scenery, historic events, and so on.

The new system announced at the NYC toy fair retains much of this original functionality. It comprises a hand-held  device into which a mobile phone running the Cardboard software can be fitted.

Like the original, it is designed to use special scene “reels”; only rather than being placed in the unit, the disc-like reels are placed on a flat surface in front of the user. When viewed through the device, they generate AR-style navigational environments which the user then “enters”. This allows, for example, the key locations in a virtual “tour” to be visualised AR-style, and then individual locations within the tour selected and viewed immersively, with additional information on sights and locations being provided by pop-up text boxes.

In actual fact, the “reels” are optional, if people prefer, they will be able to download the immersive experiences directly to their smartphone for us with the new View-Master. However, the reels are being provided to maintain the “collectible” aspect of the original View-Master system, which Mattel see as an additional selling-point for the system. They plan to grow the range of available reels over time to provide many different types of experience, some of which – in a possibly canny move – might be built around the company’s other products.

For example, Mattel is already talking in terms of a video shot from within one of their “Hot Wheels” toy cars as it races through a “Hot Wheels” track, putting the person watching “behind the wheel” of the car.

Commenting further on the re-vamp, Wadleigh said, “The View-Master was first introduced in 1939, giving consumers access to spectacular 3D worlds by simply selecting a reel and looking through a device. By working with Google’s Cardboard platform, we are now able to take that experience even further, bringing the discovery and immersive viewing experience of the View-Master to the digital age.”

Google are also delighted with this further move into a broader VR presence for Cardboard, which comes hard on the heels of LG launching their VR for G3 virtual reality headset. Commenting on the partnership with Mattel, which doesn’t include any licensing arrangement or revenue sharing for Google, Cardboard Product Director Mike Jazayeri, said in a press release, “We developed Google Cardboard as an open platform to inspire companies like Mattel to rethink how to deliver new user experiences through technology. Many of us on the Google Cardboard team grew up playing with View-Master, so we were excited to collaborate with Mattel and to see the viewer evolve and work with Google Cardboard.”

The new View-Master is due to go on sale from autumn 2015 at a suggested price of $29.99 (£19.50) for the headset (sans smartphone), and the company hope to have it available for both Android handsets and iPhones. One image disc will be supplied with the device, and additional discs will be sold at $14.99 (£9.75) each.

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IXV paves the way for PRIDE and more

An artist's impression of ESA's IXV lifting body attached to its upper sage booster during its first sub-orbital flight
An artist’s impression of ESA’s IXV lifting body attached to its upper sage booster during its first sub-orbital flight

On Wednesday, February 11th, the European Space Agency (ESA) launched a Vega rocket from their Guiana Space Centre in French Guiana, South America. The rocket has been Europe’s launch system for lightweight payloads since 2012, and in this capacity it has generally been used to lift Earth observation mission payloads into polar orbits, where they can see as much of the Earth’s surface as the planet rotates beneath them.

The February 11th mission was different, however. This was launched due west, out over the Atlantic and directly towards Africa. And, rather than carrying a satellite, the rocket carried a new, experimental spaceplane, very unglamorously called IXV,  for Intermediate eXperimental Vehicle.

Dubbed a “mini-shuttle” by some in the media, IXV is more correctly a lifting body design. That is, it has no wings of any description. Instead, it uses its own aerodynamic shape to generate lift and stability during re-entry into the Earth’s atmosphere. This particular principle of flight isn’t new. Lifting body designs have been used for a number of experimental purposes over the years, including in the 1960s and 1970s as NASA investigated potential designs for a reusable space vehicle (although the evolving mission requirements for the space shuttle meant that a lifting body design was eventually rejected in favour of a delta wing configuration).

The IXV mission
The IXV mission

In popular culture, and for those old enough to remember, footage of the crash and disintegration of a lifting body piloted by Bruce Peterson, was used in the opening titles of the TV series The Six Million Dollar Man. Unlike the fictional Steve Austin, however, Peterson survived his crash without the aid of bionics, although he did lose his sight in one eye … courtesy of an infection which occurred while he was in hospital after the crash. More recently, the use of a lifting body approach has been been demonstrated by Sierra Nevada’s Dream Chaser vehicle, which had been intended to fly crews to and from the International Space Station.

Europe’s IXV is an uncrewed vehicle, weighing just under 2 tonnes. It’s primary objective is to research the re-entry and flight characteristics of such a vehicle shape and to test the re-entry shielding technologies that ESA are developing. All of this is with a view to developing a new generation of reusable space vehicles that could be employed for both crewed and uncrewed missions. The first of these is likely to be PRIDE – the Programme for Reusable In-orbit Demonstrator in Europe – a genuine spaceplane using a combination lifting body / winged design.

ESA's PRIDE aims to demonstrate the use of a reusable spaceplane in satellite launch operations
ESA’s PRIDE aims to demonstrate the use of a reusable spaceplane in satellite launch operations

PRIDE is designed to be launched atop a rocket and, once in orbit, deploy satellite payloads prior to returning to Earth for a conventional runway landing, refurbishment and reuse. In this, it would be somewhat similar to the US Air Force’s uncrewed and classified X-37B spaceplane, which is capable of long duration orbital flights, notching-up some 1,367 days in space in just 3 missions between 2010 and 2014. However, unlike the X-37 programme, which is believed to be both an advanced technologies test vehicle and potentially capable of undertaking reconnaissance activities when in orbit, PRIDE would be a purely civilian operation.

Another potential use for the technologies seen in IXV is in providing the means to operate reusable boosters as a part of Europe’s next generation of launch vehicles, which would be capable of flying themselves back to a safe landing after use. Lifting body technologies and the re-entry systems used on IXV might also be used in missions to returns samples from Mars and the asteroids to Earth, and spaceplane technologies in general might one day form a part of ESA’s strategy for ferrying crews to / from orbital space facilities in the future.

The technologies being tested by IXV may one day be used in reusable boosters forming a part of ESA's next generation of launchers
The technologies being tested by IXV may one day be used in reusable boosters forming a part of ESA’s next generation of launchers

IXV’s maiden flight was relatively short – just under 2 hours in duration – and sub-orbital in nature. Boosted to an altitude of around 450 kilometres (281 miles), the vehicle cruised over Africa prior to initiating re-entry through the Earth’s atmosphere at a speed of some 7.5 kilometres per second (just under 16,800 miles per hour), using its shape to generate lift and stability, and two tail-mounted “paddles” for steering. Once through the heat of re-entry and slowed to hypersonic speeds, a special parachute deployed to slow the vehicle to subsonic speeds. This allowed the main parachute system could be deployed, which brought the car-sized vehicle to a relatively “soft” splashdown at just 7 metres a second (12.5 mph), so it could be recovered by the vessel Nos Aries.

The entire mission, from launch to splashdown, occurred almost precisely on schedule. Only a slight delay prior to lift-off causing the schedule to be adjusted. Ironically, recovery of the vehicle following splashdown took almost as along as the mission itself, and an overcast sky in the recovery zone presented images being captured of the vehicle’s descent by parachute.

Nevertheless, the mission was a great success. Now begins a long trawl through the data gathered by some 300 instruments and sensors spread throughout and over the little spaceplane.

All images and video, courtesy of the European Space Agency