If you’ve got Skyrim for VR, there is a plethora of mods that can be added to enhance your experience, but it can be daunting to figure which ones are good to install. The following are is a link to help you get started:
With the launch of VIVE Pro, developers will now have access to the stereo front facing cameras to create new experiences that can mix the see-through stereo camera view and their virtual worlds. This will enable developers to perform 3D perception and depth sensing with the stereo RGB sensors, opening new worlds for more creative, interactive experiences.
In addition to the updated OpenVR camera APIs that can now handle more than the mono camera of the original VIVE, the VIVE Software team is also providing developers the VIVE SRWorks SDK. With this SDK you can access more than just the raw camera images:
- Spatial Mapping (static and dynamic meshes)
- Placing virtual objects in the foreground or background
- Live interactions with virtual objects and simple hand interactions
More details on getting and accessing the SDK here: link
Augmented Empire developer Coatsink is back with its latest VR game, the first it’s specifically developed for release on the Oculus Go standalone headset (and, naturally, Gear VR too). That game is They Suspect Nothing.
HTC has announced a new set of tools allowing developers to build applications which take advantage of the Vive Pro’s stereo front-facing cameras, effectively turning the device into an AR headset dev kit. The new tools allow the cameras to capture depth, spatial mapping data, hand input, and seamlessly shift between VR and AR worlds.
While the original Vive launched with a front-facing camera, it went sorely unused. This time around, with the Vive Pro, the company is offering the VIVE SRWorks SDK. Announced last week, HTC says that the SDK includes three modules: a depth module, see-through module, and a 3D reconstruction module—effectively a foundational set of tools enabling the headset to sense the world through its front-facing cameras, and allowing developers to use that data for creating interesting experiences that can be pure AR or VR, or a combination of both.
Virtual reality (VR) head-mounted displays (HMD) allow for a highly immersive experience and are currently becoming part of the living room entertainment. Current VR systems focus mainly on increasing the immersion and enjoyment for the user wearing the HMD (HMD user), resulting in all the bystanders (Non-HMD users) being excluded from the experience. We propose ShareVR, a proof-of-concept prototype using floor projection and mobile displays in combination with positional tracking to visualize the virtual world for the Non-HMD user, enabling them to interact with the HMD user and become part of the VR experience. We designed and implemented ShareVR based on the insights of an initial online survey (n=48) with early adopters of VR HMDs. We ran a user study (n=16) comparing ShareVRto a baseline condition showing how the interaction using ShareVR led to an increase of enjoyment, presence and social interaction. In a last step we implemented several experiences for ShareVR, exploring its design space and giving insights for designers of co-located asymmetric VR experiences.