Oculus open-source competitor on the horizon, with multi-function controller

With the SVVR Conference and Expo underway in California, now is perhaps a timely opportunity to take a peek at what is being billed as an open-source competitor to the Oculus Rift.

Techcrunch, along with several other technology blogs / websites, covered the news a few days ago that a Chinese start-up, ANTVR Technology, is developing an open-source, cross-platform virtual reality gaming set, called the ANTVR kit.

The kit is said to be compatible with games designed for the Oculus Rift and with most PC and console platforms. It can connect to any device offering direct HDMI output, or via an HDMI adapter if no direct HDMI output is available. Supported systems include computers, games consoles, iOs devices, Android devices, and even Blu-ray players.

The ANTVR kit headset design (images courtesy of ANTVR)
The ANTVR kit headset design (image courtesy of ANTVR Technology)

The new headset is currently a part of a Kickstarter campaign, which despite the backlash over the eventual acquisition of Oculus VR by Facebook, has already seen 450 people commit (at the time of writing) almost $170,000 of the $200,000 goal in just seven days, suggesting that if the rate of pledges is maintained, the ANTVR Kit could end-up going that same way as both Oculus VR and Technical Illusion’s castAR, and exceeding its modest target by a good margin.

The headset unit has a 1920 x 1080 high definition, 1.03 megapixel per eye, display with a 4:3 ratio offering a 100-degree diagonal field-of-view. A dual aspherical lens arrangement is apparently included to help eliminate image distortion when projecting standard ratio images. Like the Oculus Rift, it has an internal 9-axis Inertial Measurement Unit (IMU) for head rotation and movement tracking, and it can be worn with prescription lens glasses.

Comparing the ANTVR with Oculus SDK2 and Sony's Morpheus
Comparing the ANTVR with Oculus SDK2 (which actually has a 5-inch screen) and Sony’s Morpheus (credit: TechInAsia)

A novel aspect of the headset is the inclusion of a “glance window”, a slide-up port on the front of the unit which can be pushed up to allow the wearer to re-orient themselves in the real world or their keyboard. While still not a real solution for those needing to use the keyboard and can’t re-orient finger positions easily (no tactile indicators on F, J, and numeric pad 5, for example), it at least means the headset itself doesn’t need to be pushed up to the forehead to see things.

Is it a Controller? Is it a Joystick? Is it a Gun? It’s all Three – and more

A further interesting feature of the kit is the inclusion of the multi-function handset controller. When completely assembled, this forms a gun which can be used in first-person shooter games and the like. However, the “barrel” of the gun can be detached, and the “pistol grip” becomes a joystick, suitable for use with flight simulators, etc., or as a Wii-style controller. This further opens-out into a game controller handset.

The three-part handset
The three-part handset (image courtesy of ANTVR Technology)

A further unique aspect of the handset unit is that it also includes a 9-axis IMU, which tracks body movement and actions, allowing the wearer to control a degree of on-screen character movement via both head and body movement, and to simulate a range of actions (crouching, jumping, throwing a grenade…).

The dual 9-axis IMUs translate body movements into on-screen character movements
The dual 9-axis IMUs translate body movements into on-screen character movements (stills via ANTVR promotional video, YouTube)

An additional WHDI unit can be added to the assembled handset (and is shown in the image above), allowing for a reported low-lag (less than 1ms) fully wireless gaming experience. The WHDI unit is not supplied as standard, but the company states it will offer it for $200.

As with the Oculus Rift, a software development kit (SDK) is to be made available with the ANTVR kit. The open-source nature of the kit means that there is potential for it to be used with a range of systems beyond those for which it initially supports.

“We wanted to make a gaming system that is universal, but it’s very difficult to make your product compatible with every kind of gaming platform,” Qin Zheng, ANTVR Technology’s founder, said in the Techcrunch report. “We’ve worked on making it compatible with Xbox, PC, and PlayStation, but there are many other gaming systems. If there are developers with other gaming systems or just device developers, they can choose to modify the firmware inside our hardware.”

Qin Zheng, ANTVR Technology's founder
Qin Zheng, ANTVR Technology’s founder (image credit: TechInAsia)

The Kickstarter campaign is being run along very similar lines to the Oculus VR, up to and including an opportunity to visit the ANTVR Technology studios in Beijing for those willing to pay-out $5,000 (plus meeting their own airfares, etc.), which will also include guided tours of China’s capital. For $270-$300, supporters get the ANTVR kit and other goodies, while for $470-$500, supporters get the kit with a WHDI wireless unit as well.Those offering less that $270 get to choose from other reward options. Qin hopes that following the kickstarter campaign, ANTVR Technology will be able to start shipping kits in September 2014.

The following promotional video examines the ANTVR kit, and shows it in use with the additional  WHDI wireless adapter.

Related Links

 

 

 

Upcoming SVVR conference to be streamed in-world in SL

SVVR

Update: The LEA blog post has been revised since this article was posted, and the following has been revised to suit.

The first Silicon Valley VR (SVVR) Conference and Expo will take place on Monday 19th May and Tuesday 20th May 2014, at the Computer History Museum, Mountain View, California.

The Computer history museum, CA (via the LEA blog)
The Computer history museum, CA (via the LEA blog)

The conference will bring together a host of experts in the VR and in virtual environments, including the likes of Palmer Luckey (Oculus VR), Philip Rosedale, Ebbe Altberg, David Holtz (Leap Motion), Ben Lang (Road to VR), Jan Goetgeluk (Virtuix) and many more – see the list of speakers and panelists on the conference website – as well as including exhibits and demos from some of the top names in the field.

For those unable to attend the event in person, the Linden Endowment for the Arts has announced that sessions will be streamed to the LEA Theatre, starting at 14:00 on Monday May 19th with Philip Rosedale’s presentation, and the Creating the VR Metaverse Panel also being streamed (see below).

Creating the VR Metaverse Panel

(l to r): Ebbe Altberg, Philip Rosedale, Stefano Corazza and Tony Parisi. Ready to answer questions on “Creating the VR Metaverse”.
(l to r): Ebbe Altberg, Philip Rosedale, Stefano Corazza and Tony Parisi. Ready to answer questions on “Creating the VR Metaverse”.

Tuesday May 20th will see a panel discussion take place on the topic of creating the VR metaverse. Occurring at 15:00 on the 20th, the discussion will feature Ebbe Altberg (Linden Lab), Philip Rosedale (High Fidelity), Stefano Corazza (Mixamo), Tony Parisi (Vizi), and will be moderated by Draxtor Despres. Together, the panel will be considering topics such as:

  • One global metaverse or many?
  • Identity and privacy
  • Virtual World Governance: democracies, the greek god model, or benevolent dictators
  • Intellectual property and legal jurisdictions
  • Avatar portability and standards

There will also be an opportunity for the audience to put questions to the panel on these and other metaverse / VR-related subjects, and you can also potentially have your own question put to the panel. Simply add your question to the comments following THIS article (link), and if selected, Drax will put it forward during the course of the discussion.

The Drax Files Radio Hour 19: sending you back to the future

radio-hourEpisode 19 of the The Drax Files Radio Hour is largely devoted to the recent transhumanist-focused Back to the Future of the Metaverse.

As well as being available on the show’s website and on Stitcher, the show is also on YouTube, and it is to that recording (embedded at the end of this article) any timestamps given in the text refer.

The show starts with a brief discussion on ways to help journos better present Second Life, with Jo having uploaded images of her 1920s Berlin Project to Wikimedia and as a part of a Wikipedia page on the project.

Leo Sun, writing for Motley Fool, picked-up on one of Jo images, together with one from the Lab, which was used in an article reflecting upon on the Facebook / Oculus VR vision of a billion-user “MMO”, thus suggesting putting out information and (particularly) good quality images that are readily available for re-use, copyright-wise, may be a way of raising SL’s visibility.

Drax also promotes the forthcoming metaverse panel which will take place at the first Silicon Valley VR (SVVR) Conference and Expo, and which he will be moderating. The panel will feature Ebbe Altberg (Linden Lab), Philip Rosedale (High Fidelity), Stefano Corazza (Mixamo), Tony Parisi (Vizi), and will take place on Tuesday May 20th, who will be considering topics such as:

  • One global metaverse or many?
  • Identity and privacy
  • Virtual World Governance: democracies, the greek god model, or benevolent dictators
  • Intellectual property and legal jurisdictions
  • Avatar portability and standards
Creating the VR metaverse panel
(l to r): Ebbe Altberg, Philip Rosedale, Stefano Corazza and Tony Parisi. Ready to answer questions on “Creating the VR Metaverse”

If you have a question you’d like to put to one, some or all of the panel, please leave it in the comments section at the end of this announcement.

The main thrust of the show however, is a look at the aforementioned Back to the Future of the Metaverse event, which took place on Thursday, May 15th, albeit it not without technical issues. An event organised by the Skefi’a online science/fiction magazine, led by Giulio Prisco (SL: giulioprisco), it was billed as a discussion of “the VR renaissance outlined in Back to the future in the Metaverse”, an essay by Mr. Prisco, published by Skefi’a on April 22nd.

On hand at the event were a number of speakers. Unfortunately, issues with SL meant things did not go as planned, and activities had to be hastily decamped to Google Hangouts, where only a subset of the participants were able to be involved in activities. Two of these were Philip Rosedale of SL and High Fidelity fame and Stephen Larson,  CEO of MetaCell and a co-founder and the project coordinator for the OpenWorm open science project, both of whom feature in this podcast.

A full video of the event is available on YouTube, with Philip Rosedale initially speaking between the 0:07:00 mark and the 0:09:50 mark, prior to the move to Google Hangouts, with his presentation resuming at the 0:21:55 mark following the move. The Radio show’s coverage of his presentation starts at the 8:20 mark in the podcast, and begins at the point where things have been picked-up in Google Hangouts.

For those who have been following High Fidelity and recent blog posts Mr. Rosedale has made, together with his presentations at events like the SVVR meet-up in March, and his VWBPE keynote, there is little of additional note in what he has to say in the roughly 12 minutes in which he speaks or in the Q&A session which follows. As well as re-treading some of the work High Fidelity are doing, and their approach to a distributed computing approach to virtual environments, he again re-states his belief in technology  – and the removal of the keyboard and mouse – as being the single key required to unlock the doors to the mass adoption of virtual environments.

How High Fidelity will work - click for full size (courtesy of High Fidelity)
How High Fidelity will work – click for full size (courtesy of High Fidelity)

Continue reading “The Drax Files Radio Hour 19: sending you back to the future” →

Upcoming SL maintenance: grid to be closed to log-ins for one hour, May 22nd

Update May 21st: This maintenance window has been postponed.

On May 15th, Linden Lab gave warning that there will be a period of scheduled maintenance on Thursday May 22nd which will see log-ins suspended for around one hour, from approximately 07:00 SLT.

The notice, posted to the Second Life Grid Status Page reads in full:

[Posted 2:15 PM PDT, 15 May 2014] The Second Life Service will be closed for logins for approximately one hour on Thursday, 22 May beginning at 7am PDT.

Residents in world will not be logged out, but will experience loss of supporting services such as search and inventory. New logins will not be accepted, and Residents in world should not attempt to transfer or manipulate L$ or valuable (no-copy) assets until the ALL CLEAR is given.

As always, if the scope or the schedule of the work changes, we will update this post.

Please bear the above in mind, and keep an eye on the Grid Status Page for updates on this announcement,

Lab launches new mesh avatars

some of the new avatars as they appear in the selection screen of the new user sign-up process
Some of the new avatars as they appear in the selection screen of the new user sign-up process

Update May 16th (2): Following a tweet I made directed at Ebbe Altberg on the NO MOD nature of the base avatar shapes, he responded with the following:

ebbe-avatars

My apologies for taking a while to post this. My ISP and WordPress have a periodic battle in which my access to this blog is at best limited. The battle was rejoined today, leaving me with severe access issues.

Update May 16th (1): While there are limitations with the new mesh avatars, they can also look very good as photographic models, with suitable inventory items and windlight settings. Caitlin Tobias demonstrates this with a series of very eye-catching images, which are well-worth a look at.

On Thursday May 15th, Linden Lab launched their line of new mesh avatars. In all, 24 avatars are were made available, both for new users signing-up to Second Life, and through the Avatar Selector for those already using SL.

The blog post announcing the new avatars reads in part:

Today, we’re updating Second Life’s default avatar options with 24 brand new mesh avatars. You may have spotted a sneak peek at a few of these as Lindens tried them out recently, and starting today, you can start using them yourself!

These avatars are designed to give new users a more appealing set of choices as they start their time in Second Life. Based on the most popular avatars picked at registration, these new options are much better-looking and take advantage of technology incorporated into Second Life over the past year (like fitted mesh and materials) for a more modern feel.

Currently, the avatars are largely limited to human forms, but are ethnically diverse. I use the terms “largely” and “human forms” as twelve of the new avatars are listed under the “Vampire” heading  – although given one looks a tad more Lycan than vampiric, another is more demon than anything, and two have a decidedly zombie look to them, I’ve perhaps have gone for “Horror” to describe this set of avatars.

The "Vampire" avatars - although "Horror" might have been a better title
The “Vampire” avatars – although “Horror” might have been a better title (click to enlarge)

Being mesh, there are inevitably some caveats around the new avatars. Facial expressions, for example, are fixed, and old-style system clothing won’t work with them and they are NO MOD – or at least the four I tried all were. This means you cannot edit the shape using the sliders without swapping the base shape for something which is MOD.

Two of the avatars  – the demon and the Lycan – come with AOs, and it’s shame a little effect wasn’t put into providing the rest with a starter AO,  if only to get rid of the newbie duck walk. While the latter is a lot better than it once was, it’s still pretty ugly to see.

Two of the new mesh avatars; "Alicia" and the werewolf (which is also a pretty good approximation for how I feel before the first mug of coffee for the day...)
Two of the new mesh avatars; “Alicia” and the werewolf (which is also a pretty good approximation for how I feel before the first mug of coffee for the day…)

In terms of overall looks, the avatars are a mixed bag. That they may have been designed to “take advantage of technology incorporated into Second Life …. (like  fitted mesh…)” seems to be something of non-sequitur for new users, given they are NO MOD, and thus require the base shape swapping out to allow for some degree of shape customisation, as mentioned above.  While this isn’t a major issue per se, it still might lead to some confusion among newbies as to way they can’t customise the shape, height, etc., of their avatar while others can.

For my part, I confess there’s nothing within this set which would divert me away from my current avatar and her look, and I’d say that overall, the avatars may well be mesh, but they’re not particularly attractive for being so.

The Drax Files Radio Hour 18: more from Santa Cruz and a CEO’s son

radio-hourEpisode 18 of The Drax Files Radio Hour features the third part of Draxtor’s chats with Linden staffers. Alongside of this is an interview with one with Aleks Altberg (son of LL CEO Ebbe) and another with Karl Krantz, organiser of the Silicon Valley Virtual Reality Conference taking place on May 19th-20th.

As well as being available on the show’s website and on Stitcher, the show is also on YouTube, and it is to that recording (embedded at the end of this article) any timestamps given in the text refer.

Brendan Iribe’s “fireside chat” with TechCrunch co-editor Matthew Panzarino at the recent TechCrunch Disrupt New York event (May 5th-7th), pops-up in the early part of the show. During the chat (which I muse upon here), Iribe outlines a potential future for VR is a (very loosely defined, in terms of purpose and use) MMO / metaverse of virtual environments. This is not a vision that he sees coming about in the next year or two – Iribe couches his frame of reference around a decade hence, at a time when he sees VR / VWs having wider acceptance and the technology itself has had time to further mature (particularly some of the associated hardware) and become more broadly accepted in daily life.

Brendan Iribe, Oculus VR CEO, talks to Matthew Panzarino at Techcrunch Disrupt NY (image via Techcrunch)
Brendan Iribe, Oculus VR CEO, talks to Matthew Panzarino at Techcrunch Disrupt NY (image via Techcrunch)

Surprise is expressed in the show that SL seems to be “unknown” or “ignored” by Iribe and others. I don’t think this is a valid assumption. Cory Ondrejka not only works at Facebook, but he was involved in the Oculus VR acquisition and he’s hardly blind to Second Life, having co-founded it.

Rather I’d suggest the reason SL isn’t mentioned comes down to something that appears to be missed in the discussion: the fact that Iribe is talking in terms of something a decade hence, and possibly something likely not built entirely by any single organisation, although FB is obviously well-placed to help build things. Perhaps more to the point, FB could position itself to provide core elements of the backbone – such as transaction services, identity services, and so on, thus becoming a gatekeeper to this new environment, much as Philip Rosedale wants to position High Fidelity in his vision of things.

As such, by the time the brave new digital world painted in Iribe’s broad brushstrokes actually arrives, it will likely be something that is so beyond comparison with SL that the latter is not seen as having relevance in discussions. In this, it’s not so much down to Iribe and others to point to SL and say, “look, this is the idea!” It is for SL to find wider relevance in the scheme of things.

The interview with Aleks Altberg commences at 16:18 into the show. A lot has been documented by Ebbe himself about Alek’s involvement in SL (perhaps first in this very blog in a comment he left just after starting at LL, then later during his VWBPE address), so it’s good to hear from him first-hand about his experiences with the platform and his thoughts about it.

Aleks Altberg, courtsey of 425 motorsport
Aleks Altberg, courtesy of 425 motorsport

Aleks reveals it was his father who indirectly go him interested in SL after he found his Dad using it. From here, his tale is probably familiar to many SL users – passing the time flying around, exploring, meeting people and only gradually unlocking the deeper secrets of SL – object creation, building, and so on, over time, which in turn led him into scripting and thus into SL commerce.

In discussing getting more people engaged in SL, Aleks offers-up an interesting “five-step” plan, which includes basic control orientation and some initial content building. It’s not a bad approach – but in some respects, it has been tried, albeit it not in quite the way he suggests, and hasn’t always worked.

He’s also less-than-convinced that trying to help people connect to things in SL which (might) interest them will work. He actually has a point – not everyone who comes to SL really knows what they’re looking for. Equally, there is no guarantee that anything which may have enticed someone into SL becomes the reason for them to remain engaged in SL.

However, I’d still suggest that many who come to SL do so because they have heard of something or seen something which has piqued their interest, and so attempting to find the means to connect them to that interest / point of curiosity (and others similarly engaged), then letting them discover everything else over time, is potentially more beneficial than appearing to say, “here’s all that SL can do – now go forth and do it!”, and shouldn’t be completely dismissed.

Karl Krantz, founder of the SVVR Meet-up (image courtesy of Road to VR)

Karl Krantz is interviewed at 26:12, where he discusses the SVVR conference and expo, which he admits to being an attempt to get the more affordable aspects of VR “away” from the gaming environment and open them out to more widespread interest / opportunities. The conference will take place at the Computer History Museum, Mountain View, California on May 19th / 20th.

Those in a position to attend can get $100 off the price of admission (reducing it to as little as $250) by using the code “drax2014″ (or indeed, “nwn2014″ if you are an NWN reader) when registering. They can then get to hear the likes of Palmer Luckey (Oculus VR), Philip Rosedale, Ebbe Altberg, David Holtz (Leap Motion), Ben Lang (Road to VR) and others.

Krantz is also no stranger to SL, and offers some interesting commentary on the platform – including the need for the Terms of Service to be redressed (which is being worked upon internally by the Lab). He’s also very positive towards LL being able to position themselves to capitalise on any VR wave which may emerge, although his comments on the ToS and on issues of performance caveat this particular view somewhat.

More particularly, he suggests Linden Lab might be better served in moving away from being solely a platform provider and focusing on providing the core services – the transaction system and Linden Dollars, the identity management service, the marketplace, etc. and then opening the rest of the platform out for development and operation by others and folding-in OpenSim. Again, this is pretty similar to the High Fidelity approach, and it could have some merit to it; the problem being how the Lab pivots away from its current operating / revenue model to this kind of approach without actually hurting itself financially in the process or causing mass disruption to SL as it is operated today.

Enkidu Linden is an Engineer Manager for Platforms at the Lab, and Drax had the opportunity of interviewing him during the Santa Cruz meet-up, as we hear starting at the 34:38 mark. Aside from his work with the transactional elements of the platform, Enkidu reveals an interesting approach to how we relate to our avatars and express ourselves through our avatars.

Where many of us seek to build our avatar as  – for want of a better term – a singular focal point of our identity in terms of looks, appearance, etc., and through while we can express ourselves, Enkidu comes from the opposite end of the spectrum, using many different avatar forms to express facets of his personality and interests. He’s certainly not alone in doing this; I have a couple of friends who routinely shift their avatar form as a means of self-expression. Even so, it’s and interesting reflection of the diverse ways in which we can define a means of identity and connection with others.

In terms of Lindens and their time in-world, Enkidu points-out that staff at the Lab, being geographically diverse in their locations (east and west coast, north and south), do spend time in-world attending various meetings in non-public regions and also spend time elsewhere (presumably using their Alts prior to Ebbe lifting the ban on staff using their “official” accounts for in-world roaming). In this, he notes, “Our job is to make sure the people in Second Life can have the experiences they want to have. If we never have those experiences ourselves, how can we understand what they are?”

This is a wide-ranging discussion which tackles, or at least touches upon, a fair few areas. Those who have ever wanted to understand more about Linden Dollar transactions, the LindeX and exchange rates (and how the latter in particular keep the SL economy stable) would do well to listen to Enkidu’s description – in totally none-technical terms – of how things flow together and the wheels turn.

As a former government employee, Enkidu offers some observations on our relationship with government and our relationship with the Lab, some of which indirectly echoed Ebbe’s own Forum-made observation of the Dunning-Kruger effect which can shape some reactions to the Lab’s stewardship of SL. it’s an observations which is, at least sometimes and in certain ways, hard to dispute.

All told, another fascinating discussion with a Lab staffer, albeit one somewhat different to those in the last two shows.

Not much to say in summary this time around, other than the interviews are once again excellent.