Talking castAR and High Fidelity

The Silicon Valley VR (SVVR) Meet-up at the end of March featured a series of presentations from people within the VR field, including those by Brian Bruning, VP of Business Development and Marketing at Technical Illusions (castAR) and Philip Rosedale of High Fidelity.

The full video of the presentations is provided below, and I’ve included notes on each of these two presentations in particular. When reading, please be aware that these are notes, and not a full transcript.

Brain Bruning – castAR

Brian Bruning’s presentation commences at the 0:05:48 mark.

Image courtesy of Technical Illusions
Image courtesy of Technical Illusions

I’ve covered the early work on castAR in the past, some of which is touched upon at various points in the presentation, so I don’t want to repeat things here. What is interesting is that the system’s development has been following a similar route to that of the Oculus Rift: Technical Illusions have been out attending technology shows, conferences, exhibitions, etc., to gain visibility for the product , they ran a successful Kickstarter campaign for castAR which raised $1,052,110 of a $400,000 target.

[07;10] castAR has three modes of operation:

  • Projected augmented reality (AR), which presents a 3D hologram image projected onto a retro-reflective surface in front of you. allowing you to interact with it via a “wand”
  • Augmented reality of a similar nature to that of Google Glass
  • Virtual reality of the kind seen with the Oculus Rift.
castAR projected AR gaming with the castAR wand (image via Technabob)

The emphasis is that the headset is natural, comfortable-looking (a pair of glasses) which has three product features built-in. As a result of the Kickstarter, the company has now grown to 10 people, and the technical specifications for the system have been decided:

Glasses

  • Less than 100 grams in weight
  • Fits over most prescription glasses
  • Ultra flexible micro coax cable
  • Active shutters with 50% duty cycle
Projectors

  • 1280 x 720 resolution per eye
  • 120hz refresh rate per eye 24 bits of color per pixel
  • 65 degree horizontal field of view 93% fill factor
Tracking System

  • 110 degree FOV
  • 120hz update rate
  • 8.3ms response time
  • 6 degrees of freedom
  • Absolute positioning Over 200 unique tracking points
  • 0.07mm accuracy at 1.5m
AR & VR Clip-On

  • 90 degree horizontal FOV
  • Very low distortion freeform optics
  • 5mm by 8mm eye box
  • Removable flip-up shutter for AR mode

[11:20] castAR has its roots within the gaming environment and has been developed with the games market in mind (again, as had pretty much been the case with Oculus Rift), although they had recognised the potential for wider applications – they just hadn’t anticipated that someone like Facebook would step into the VR / AR arena and potentially add impetus to the wider applications for VR / AR.

[11:45] One of the benefits seen with a combined approach to VR / AR is that there are situations in work, in education, in research / medical fields where a completely occluded view of the real world  – as required by head-mounted displays (HMDs) such as the Oculus Rift – are simply not appropriate (Mr. Bruning jokes that there are even some activities associated with gaming where a HMD is inappropriate – such as simply trying to eat a snack or take a drink without interrupting the game flow!). In these situations, the projected AR or the Google Glass-like” AR are seen as more beneficial, and hence the drive to address all three modes of operation.

[13:20] Technical Illusions believe that many of the challenges faced by AR and VR content creators are similar in nature – such as dealing with UI issues, both seeing UI elements and interacting with those UI elements, or dealing with physical objects which my be places within a VR / AR scene. As such, Technical Illusions are focused on educating content creators to the needs of immersive / augmented environments and are producing dev kits to assist content creators in developing suitable environments / games / activities which take such issues into account.

[14:57] Current planning is for Technical Illusions to have their dev kits and the Kickstarter sets shipped in summer 2014, and to have the consumer version ready to ship by the fourth quarter of 2014, and it is indicated that price-point for consumer kits (glasses, tracking components, retro-reflective surface and input wand) will be “sub $300”.

The castAR update is an interesting, fast-paced piece, primarily focused on the projected AR capabilities of the glasses. Little or nothing was said reading the ability of the system to be used as a VR system, and no disclosure was given on the VR clip-on system.

This is apparently a deliberate decision on the part of the company, in that they are allowing VR HMD focused companies promote the potential use of VR, While Technical Illusions focus on the potential of projected AR capabilities.  While an interesting approach to take, I can’t help but feel that (assuming the VR clip-on is at a “feature complete” status) promoting all capabilities in castAR  wouldn’t be better, as they help present the product as a more versatile tool.

Continue reading “Talking castAR and High Fidelity”

castAR, the “Oculus competitor”, gains $500,000 in three days on Kickstarter

Back in May 2013, and courtesy of The Verge,  I was able to report on the development of castAR, an Augmented Reality headset, a prototype of which made an appearance at the May 2013 Maker Faire in New York.

The project, initially started by Jeri Ellsworth and colleague Rick Johnson while both were employed by Valve, came about by accident. However, development work in-house at Valve came to an end in February 2013 when both Ellsworth and Johnson were let go by the company. But in a generous move, Gabe Newell, co-founder and Managing Director of Valve, gave them his blessings to take the idea and the associated IP with them.

The castAR glasses (image coutesy of Technical Illusions)
The castAR glasses

As I reported back in May, convinced the idea had legs, Ellsworth and Johnson founded their own company, Technical Illusions, and have been hard at work developing things further.

The castAR system differs from the likes of Oculus Rift in that in its primary function is augmented reality, rather than immersive virtual reality. It projects images onto a retroreflective projector screen. A camera also built-in to the glasses  tracks the exact position of your head so that the software can adjust the 3D perspective in real-time. The result is a holographic-like projection of images and objects from the computer as 3D objects which you can move around and examine.

At the time of the May 2013 Maker Faire, the team had managed to put together a very rough-and-ready prototype of the system, and have since been working to further refine the technology and the idea. In September, they were back in New York for another Maker Faire, where they were awarded blue and red ribbons with a win of Editors and Educators Choice. Buoyed by this, the team set-out to move ahead with their planned Kickstarter project in order to secure funding which would allow the work to continue and would hopefully see the system further refined, including the creation of a software development kit which might in turn help with adoption of the system.

The Kickstarter launched on October 14th, 2103 together with a video expanding on the idea and their plans. They’d hoped to raise $400,000 in a one-month period to November 14th, 2013.

As of October 18th, over $500,000 had been pledged by more than 2,000 people.

The castAR wand (image coutesy of Technical Illusions)
The castAR wand

Interaction with the virtual projections can be achieved through both the use of traditional games controllers and joysticks, or via a dedicated “magic wand”. The latter allows for a wide range of interactions, with Sean Hollister of The Verge using it to play a virtual game of Jenga. Other elements, such as an RFID grid and “bases” which can be attached to physical objects allows such objects to be used within the virtual projection, with movement of such objects interactively plotted, etc.

As with Oculus Rift, uses for the system are potentially huge. Not only could castAR be used for computer games and virtual worlds, it might equally be used for playing board games (with players sitting anywhere in the world), or for it to be used in diverse fields as research, data visualisation work, 3D design, virtual worlds and so on.

For those wishing to experience more of an immersive, Occulus-like virtual reality experience, such as when using castAR in a virtual environment like Second Life, Technical Illusions are developing what they call the “AR & VR Clip on”. This allows users to dispense with the retroreflective surfaces and experience images projected onto a pair of screens, the result matching that of the Oculus Rift.

The AR & VR Clip-on is designed to allow castAR to function in amn Uvuls Rift-like manner
The AR & VR Clip-on is designed to allow castAR to function in an Oculus Rift-like manner (images:Technical Illusions and Netlinked Daily)

Continue reading “castAR, the “Oculus competitor”, gains $500,000 in three days on Kickstarter”

CastAR: looking at the virtual through a different pair of glasses

There has been a lot of excitement about Oculus Rift (OR) over the last few months and how it could revolutionise immersive gameplay, including the potential it offers to SL (and vice-versa).

Now The Verge reports on another innovative development using a headset system called  CastAR, and augmented reality system aimed at the gaming market and formally announced at the 2013 Maker Faire in New York. Whether it might find a suitable use within Second Life remains to be seen. However, whether it does or doesn’t, it is a fascinating concept which could potentially bring the world of high-end, ultra-expensive augmented reality capabilities directly into the home (and workplace?) for a variety of uses.

Currently in the earliest stages of development, CastAR essentially projects virtual environments into the real world, where you can directly interact with them in a variety of ways. It is the brainchild of former Valve employees  Jeri Ellsworth, a hardware engineer, and programmer Rick Johnson. “Former” because they were let go by the company in February 2013, along with 23 other engineers, after spending a year on the project. However, not only did Gabe Newell, co-founder and Managing Director of Valve let Ellsworth and Johnson go – he gave them his blessings to take the idea and the associated IP with them (a remarkable move in itself).  Since then, they’ve founded their own company, Technical Illusions, and have been hard at work developing a system which, according to The Verge, they’ve already poured a better part of a year of their lives.

Conceptual art for the production CastAR glasses (image courtesy of Technical Illusions / The Verge)
Conceptual art for the production CastAR glasses (image courtesy of Technical Illusions / The Verge)

The system comprises a special pair of glasses which house a set of projectors which beam the image from your computer – such as a game – onto a retroreflective projector screen. A camera also built-in to the glasses sees infrared LEDs positioned around the edges of that projector screen, allowing the glasses to track the exact position of your head so that the software can adjust the 3D perspective in real-time. The result is the projection of images and objects from the computer as 3D objects which you can move around and examine.

This is in marked contrast to the likes of Oculus Rift, where images are displayed on screens within the headset. The result is that even on the small-scale prototype the team have so far developed, it is possible to move around the projected image and interact with it: Sean Hollister from The Verge demonstrated playing a Jenga-like game which allowed him to dismantle virtual towers of block using a hand-held wand. He was also able to demonstrate playing a two-player shoot-’em-up, with both players using the same retroreflective surface, but each seeing views unique to their relative position and head movement.

The initial CastAR prototype glasses shown at the 2013 Maker Faire
The initial CastAR prototype glasses shown at the 2013 Maker Faire (image courtesy of The Verge)

Right now, CastAR is in a very rudimentary stage of development, as indicated in the coverage found in The Verge, as are the potential uses for the system.  Ellsworth and Johnson have presented an early prototype of the system at the 2013 Maker Faire in New York,  where they have also been soliciting feedback on possible uses for CastAR.

One suggested idea would be to make the retroreflective surface room-sized, allowing for complete augmentation / immersion in  3D environment where one and not only look around, but also interact with the objects they find. Quite how this would be achieved is open to debate; redecorating an entire room as a holodeck environment isn’t something that is likely to be welcomed in the average home – although the potential for low-cost specialist environments might be another matter.

However, entire holorooms aren’t necessarily what Technical Illusions are considering. As The Verge states, the team are still very much open to idea, and while Rick Johnson “envisions little children filling their Tonka trucks with virtual sand; family board games; and incredible sessions of Dungeons & Dragons“, Jeri Ellsworth is quoted as saying, “I suspect we’re going to be very surprised about what people find fun in this space,”

One of the aims the team has is to keep overall retail cost of the unit low – around $200 once it is available on the market, largely thanks to their ability to use readily available components, and also in being able to design their own chips and code. To fund the project, the team plan to launch a kickstarter fundraiser in the near future, and will be making a Software Development Kit available to game-makers. However, the aim is very much to try to make the system a commercial product in its own right. This may start small, with simple games played on a small projection surface and a couple of headsets with control wands – but how far the system goes beyond that could be anyone’s guess.

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