Quelles différences entre réalité augmentée, virtuelle et mixte ?

Augmentée, virtuelle, mixte… Il n’est pas si simple de s’y retrouver avec toutes ces formes de réalité. Si différencier les réalités virtuelle et augmentée est assez aisé, la définition est moins évidente lorsqu’on combine les deux.

Les origines des concepts

Les concepts de réalité virtuelle et de réalité augmentée ont beau bénéficier d’une popularité relativement récente, leur origine ne date pas d’hier. Pour la réalité virtuelle, il faut remonter jusqu’en 1962 pour en trouver l’apparition, avec la création de Sensorama par Morton Heilig. Plus tard, dans les années 80, Steve Mann invente le EyeTap, un casque permettant d’afficher des informations virtuelles devant les yeux de son utilisateur, ce qu’on peut qualifier comme le premier exemple de réalité augmentée. Quant à la réalité mixte, il faudra attendre quelques années, en 1994, pour la voir se développer.

Aucune de ces technologies n’est donc véritablement une nouveauté, pourtant elles commencent à peine à se démocratiser auprès du grand public. Les principaux grands groupes high tech comme Google, Facebook, Sony ou encore Microsoft ont déjà proposé leurs propres solutions de réalité augmentée, virtuelle ou mixte. Et c’est là que les erreurs fusent.

Faisons un petit tour d’horizon de tous ces concepts pour essayer d’y comprendre quelque chose.

La réalité virtuelle ou RV, transport direct vers un autre monde

réalité virtuelle explication

C’est sûrement la technologie du moment, celle qui est sur toutes les lèvres en raison des casques Oculus Rift, PlayStation VR et HTC Vive (par HTC et Valve). La réalité virtuelle plonge l’utilisateur dans un monde virtuel modélisé en trois dimensions, dans lequel il est possible de se déplacer et d’interagir.

Réalité virtuelle stat

Toute l’idée d’un casque de réalité virtuelle est de créer une simulation se rapprochant le plus possible de la réalité. Pour ce faire, les principaux dispositifs se basent également sur une technologie dite de spatialisation sonore. Traduction : il est possible d’entendre des sons « en 3D », de pouvoir les localiser devant, derrière ou à côté de soi et d’avoir l’impression d’une certaine distance.

Seul bémol : il est possible d’expérimenter des nausées, vertiges ou maux de tête suivant les personnes ou les expériences. Cela est dû à la latence entre le moment où le joueur bouge la tête et celui où l’écran affiche le mouvement. Ce délais était particulièrement important il y a quelques années, rendant l’expérience peu agréable, mais cette latence s’est nettement améliorée ces derniers temps et est aujourd’hui quasiment nulle.

La réalité augmentée ou RA, l’utilisation du réel

réalité augmenté explciationPour faire simple, la réalité augmentée utilise le monde réel, par exemple la surface d’un pare-brise dans une voiture, pour y afficher des informations, en 2D ou 3D, avec lesquelles, l’utilisateur va pouvoir interagir. C’est par le biais d’un device (appareil) que ces données apparaissent, casque, lunette, smartphone, tablette, ordinateur, etc. Cette technologie consiste à prendre des informations digitales et données et de les amener dans notre monde. Par exemple, cela peut être des nombres, des images ou des textes. Ces éléments-là sont reconnaissables grâce à la lumière qu’elles projettent.Réalité augmenté statistique

Un des avantages, c’est que les lunettes RA ne sont rattachées à rien et que du coup, il est possible de se balader avec, de prendre des photos, et de jouir de ses autres fonctionnalités. Il faudra attendre quelques années avant de voir le prix des lunettes chuter et qu’elles soient commercialisées.

Et le mélange de ces deux réalités, ça donne quoi ?

C’est le géant américain Microsoft qui a le premier amené un véritable casque de réalité mixte : Hololens. Technologie la plus récente et la moins connue de toutes, la réalité mixte prend les meilleurs aspects de la réalité virtuelle et de la réalité augmentée. En faites, tout comme la RA, l’utilisateur des lunettes RM est dans le monde réel. Cependant, ce ne sont pas de simples données digitales qui sont amenées dans la vie réelle, mais des éléments vivants et non vivants de la réalité virtuelle. Ainsi vous pouvez voir apparaître un personnage virtuel dans votre salon ou votre cuisine.

Microsoft avec leurs lunettes Hololens parle alors d’hologrammes et il est possible d’interagir avec. Ce n’est pas tant l’immersion dans un autre monde, mais plus altérer l’espace autour de nous. Mais sinon, le principe reste le même à savoir faire croire à notre cerveau que tout ceci est bien réel.

Quelles utilisations pour ces technologies ?

revenues réalité virtuelle

La réalité virtuelle va métamorphoser le secteur de l’industrie, principalement dans le jeu vidéo, l’éducation, le médicale et le militaire. Une utilisation pertinente car chaque mouvement étant reproduit dans l’univers, l’immersion est totale et permet de nombreuses simulations.

La réalité augmentée et la réalité mixte sont tournées vers des secteurs plus larges comme l’automobile ou encore l’aérospatial. L’utilisation de ces technologies est plus polyvalente que la réalité virtuelle, par exemple une agence de communication, Zugara, proposait aux clients de certaines boutiques d’essayer virtuellement des habits, qui restent fixés sur le client.

Le point commun entre la réalité virtuelle, la réalité augmentée et la réalité mixte est sans doute que ces technologies ne sont pas encore très au point, ou alors bien trop cher pour que le grand public s’en équipe. D’ailleurs, l’Oculus Rift avait fait polémique lors de l’annonce du prix par son PDG, Palmer Luckey : 599$ aux Etats-Unis et 699€ pour le marché européen.

Cet article Quelles différences entre réalité augmentée, virtuelle et mixte ? a été publié sur Réalité-Virtuelle.com.

The Gear VR Adds AR Functionality With ‘Spectacle’

Last month, we brought you a story about Spectacle: the augmented reality application for Samsung Gear VR that applies Instagram like filters in real time over your everyday life. The app looked very promising and had us all looking forward to the day that it would officially launch and bring AR capabilities to this traditionally VR focused device. That day has come and Spectacle is now available for download and immediate use on you Gear VR compatible Android phone.

Spectacle costs $0.99 per download and hosts a litany of interesting features to make that minor purchase feel exceedingly worthwhile.

The app combines your phones rear camera with the VR display abilities of the Gear VR to overlay interesting visual effects onto the world surrounding you. These filters come in many different varieties and trying out each one is half the fun of the experience.

What also makes Spectacle such an intriguing experience is its use of gesture controls. Most GearVR apps employ the device’s integrated touchpad as their primary method of interface. Spectacle, however, also allows you to simply swipe your hand in front of your face to change your filter, or “whipe” your hand and clear the screen all together.

Spec3

These controls are somewhat revolutionary in an age where the VR industry is captivated by the possibility of hand tracked controllers. The two high-end headsets on the market right now, the Oculus Rift and the HTC Vive are primarily divided by the latter’s inclusion of tracked controllers and the former’s omission of the same. This key difference is drawing clear lines between fans of each system, at least until Oculus begins shipping its own Touch Controls later this year.

If a simple application like Spectacle is able to pull off gesture controls – without the use of a more powerful peripheral such as Leap Motion – than perhaps in the near future these much lauded hand tracked controllers will not only be removed as a point of differentiation between systems, but rendered obsolete all together.

The post The Gear VR Adds AR Functionality With ‘Spectacle’ appeared first on UploadVR.

The Gear VR Adds AR Functionality With ‘Spectacle’

Last month, we brought you a story about Spectacle: the augmented reality application for Samsung Gear VR that applies Instagram like filters in real time over your everyday life. The app looked very promising and had us all looking forward to the day that it would officially launch and bring AR capabilities to this traditionally VR focused device. That day has come and Spectacle is now available for download and immediate use on you Gear VR compatible Android phone.

Spectacle costs $0.99 per download and hosts a litany of interesting features to make that minor purchase feel exceedingly worthwhile.

The app combines your phones rear camera with the VR display abilities of the Gear VR to overlay interesting visual effects onto the world surrounding you. These filters come in many different varieties and trying out each one is half the fun of the experience.

What also makes Spectacle such an intriguing experience is its use of gesture controls. Most GearVR apps employ the device’s integrated touchpad as their primary method of interface. Spectacle, however, also allows you to simply swipe your hand in front of your face to change your filter, or “whipe” your hand and clear the screen all together.

Spec3

These controls are somewhat revolutionary in an age where the VR industry is captivated by the possibility of hand tracked controllers. The two high-end headsets on the market right now, the Oculus Rift and the HTC Vive are primarily divided by the latter’s inclusion of tracked controllers and the former’s omission of the same. This key difference is drawing clear lines between fans of each system, at least until Oculus begins shipping its own Touch Controls later this year.

If a simple application like Spectacle is able to pull off gesture controls – without the use of a more powerful peripheral such as Leap Motion – than perhaps in the near future these much lauded hand tracked controllers will not only be removed as a point of differentiation between systems, but rendered obsolete all together.

The post The Gear VR Adds AR Functionality With ‘Spectacle’ appeared first on UploadVR.

Virtual Umbrella Brings Back VR in a Bar

The past two years has seen one of the most laid back virtual reality (VR) events there is in the UK in a location that not even the most casual gamer can resist getting excited by. VR in a Bar, put together by VR marketing company Virtual Umbrella, is exactly what it says on the tin: an opportunity to try out some of the latest VR games and applications with a drink in your hand.

Based in the Loading Bar in Stoke Newington, very much one of the most ideal hangouts in the whole of North London for gamers and non-gamers alike, VR in a Bar gathered together developers and VR enthusiasts to mix the atmospheres of showcasing events and afterparties in one, and what better time for Virtual Umbrella to celebrate its first birthday than surrounded by VR and the community that comes along with it.

Windlands screenshot

During the latest event there was a collection of independent and well established developers who spent the night talking about their products and enjoying some well-deserved drinks.  One of the major developers who featured yesterday was Happy Finish who showcased their VR app created for Honeywell which allows the tech giant to physically demo its latest products without the huge costs of shipping to exhibitions around the world, only using an Oculus Rift and leap motion tracker to let viewers reach out and select different things to try out.

Also to join VR in a Bar is Psytec with its much paraded signature VR title, Windlands – and with fantastic reason, too. This shows how tight and supportive the community in VR is currently as Jon Hibbins from the company shared his excitement of the mainstream pick up of VR through Windlands as he told VRFocus that they have been invited on to the Gadget Show and have received numerous positive reviews following the launch of the Oculus Rift and HTC Vive.

bathleships

A well-known face at the event returned after developing Bathleships last year during one VR in a Bar event. Useful Slug was showcasing its google cardboard – “the first time VR has been made with toilet roll” – and is a gem that manifests the true spirit of creating something new on a new platform surrounded by VR products. Other exhibitors included Cubicle Ninjas, E-learning, Property Scape, and Surround Vision who all mingled with the additional guests as they tried out what they brought along to showcase.

Virtual Umbrella don’t plan on slowing the momentum of VR in a Bar meetups, and it must not be mistaken as a once-a-year type of deal as the next event is planned for June 2016 with its usual free tickets. VRFocus is told that different exhibitors will be featured during the next event, and if you are thinking about getting involved in the event you’re asked not to hesitate to contact Samantha.

For the latest news on VR events and meetups stay with VRFocus.

Watch These Four Friends Use VR To Pilot A German Tank

Jo Jørgen Stordal is the VR producer at the Germany-based company PointMedia. He is also the man who – along with three other insane entrepreneurs – thought it would be good fun to use an Oculus DK2 to pilot a tank.

“We are four crazy entrepreneurs that a few days ago realized a daring VR-stunt,” Stordal said via an email to UploadVR. “We let the operator drive a heavy battle tank through live streamed VR.”

http://ift.tt/23LxUIB

“We want to show how powerful VR can be,” Stordal says in the above video. “By letting the driver of this – a tank weighing 44 tons – steer with nothing more than VR goggles.”

In order to accomplish this goal, they mounted a 360-degree camera on the rear of the tank, and placed a high-end PC inside of the beast itself.

Screen Shot 2016-04-15 at 10.26.17 AM

The camera in question uses two “extreme fisheye” GoPro cameras – each with 280 degrees of total vision – to create a comprehensive sphere of recordable space that encompasses the entire area surrounding the tank.

Screen Shot 2016-04-15 at 10.56.49 AM

The biggest challenge the team would face in attempting this stunt was lag. Anyone who plays games online will tell you that even the tiniest bit of input lag between your controls and your display can completely throw off your gameplay. This problem becomes even more serious when you replace jungling in League of Legends with navigating the trees and boulders of the German outdoors in an honest-to-goodness panzer. It seems that all problems were mitigated, however, and the experiment was pulled off.

Interactive 360 footage of the full drive was posted to Facebook and can be viewed by dragging your mouse around the video below.

http://ift.tt/23LxVw8

The big question one might ask when presented with something such as this tank adventure is: “why?”

For Stordal, the answer to that question centers around VR evangelism. He, and his team, wanted to prove to the world that VR can already accomplish more than what most people give it credit for. In his mind, this demonstration served to further that goal:

“With this project we did prove that with hardware that is just ‘off of the shelf’ …everyone can build and stream live VR for various project[s].”

The post Watch These Four Friends Use VR To Pilot A German Tank appeared first on UploadVR.

Fated coming to Oculus Rift April 28th

One man’s quest to save his family from the destruction of the gods comes to the Rift April 28th.

Back in 2015 we were fortunate enough to get some hands-on time with an early build of FATED: The Silent Oath and came away impressed by its characters, animation and atmosphere. Now the first trailer for the game has been released alongside a launch date for the Oculus Rift and HTC Vive: April 28th.

Created using the Unreal Engine 4, FATED is a first-person adventure game set in the mythical age of the Vikings, and follows the exile of a family as they escape the wrath of the gods. Players take on the role of the father character, and experience the world of FATED through his eyes as he attempts to protect his family. Expect to interact with family members (in particular his daughter who is animated and voiced with wonderful attention to detail), solve puzzles and watch the world go by. There are no controls to learn, instead the game uses positional-tracking to let players make choices by moving their head. It feels natural and intuitive, and makes the world of FATED feel more real and alive.

Fated Oculus Rift demo 3
Fated Main

You’ll be able to experience the game for yourself when it’s released for the Oculus Rift at the end of this month. Hopefully we’ll bring you a full review shortly before then. For now, enjoy the trailer above and our hands-on from last year.

Fated Website

Volfoni salue la sélection du film 3D de Spielberg Le Bon Gros Géant (BGG) pour le Festival de Cannes 2016

logo_black_72

 

 

Paris, France, Jeudi 14 Avril 2016

Pierre Lescure, président du Festival de Cannes and Thierry Frémaux, Délégué Général du Festival, ont annoncé les 49 films sélectionnés pour le Festival de cette année.

Le premier film annoncé pendant la conférence de presse était le films 3D Le BGG de Spielberg qui sortira dans des cinémas cet été. C’est une adaptation d’une nouvelle de Roald Dahl et sera diffusé par Disney.

Pendant le Festival de Cannes, la projection 3D pour la sélection et le marché du film seront réalisés par les systèmes 3D de Volfoni. Les dates des horaires des films 3D seront présentés au moment de la programmation du festival. L’entreprise Française est partenaire technique exclusif pour les systèmes 3D pour les trois prochaines années du Festival de Cannes et un innovateur majeur dans le cinéma 3D.

Grâce aux lunettes 3D de Volfoni, le public pourra apprécier ces films dans toute leur splendeur.

« La présence continue des films 3D dans la programmation du Festival de Cannes montre un attachement à la créativité et à l’innovation, deux valeurs que nous partageons. » dit Thierry Henkinet, Président de Volfoni. Le choix du Président du jury de cette année George Miller souligne ceci; il a créé des films brillants qui ont élargis le langage du cinéma Mad Max, Mad Max 2, Mad Max Beyond Thunderdome, The Warrior Road, Fury Road (3D), Happy Feet and The Witches of Eastwick.

A propos de Volfoni

Volfoni est le leader européen de l’équipement 3D et la principale société de location 3D ayant aidé le numérique à décoller en 2007 en France et en Europe. Elle est un fournisseur mondial de solutions 3D et créateur du SmartCrystal™ Diamond plusieurs fois primé. Grâce aux lunettes 3D EDGE VR, c’est aussi la référence pour la 3D dans le domaine de la Réalité Virtuelle. C’est aussi l’inventeur de la Surface Switching Technology, et de la compact Triple Beam Technology breveté pour les projections 3D Hi-LEF.

http://www.volfoni.com

Press contact: Jérôme Hamacher, COO|+33 1 40 26 72 2

Cet article Volfoni salue la sélection du film 3D de Spielberg Le Bon Gros Géant (BGG) pour le Festival de Cannes 2016 est apparu en premier sur Volfoni.

LucidCam CEO On Pricing, Shipping, and Growing This Revolutionary Little VR Camera

Earlier in the week LucidCam announced the fulfillment of a $2.1 million round of fundraising for a 180 degree stereoscopic photo/video camera the size of a glasses case.

In addition to the cash, the company also revealed that it is entering into a partnership with Wistron – a top 5 global company ODM (Original Design Manufacturing) company based in Taiwan.

Both the investment and the partnership are being undertaken in order to enable LucidCam to finally bring a device that was previously funded through Indiegogo to the mass marketplace.

We reached out to Han Jin, LucidCam’s founder and CEO, via email. Jin is a Berkeley graduated engineer and lecturer with past experience at Sandisk and a host of other startups. He was able to provide answers to a few burning questions concerning the LucidCam’s design, production, pricing, and shipping.

Screen Shot 2016-04-14 at 2.44.48 PM

UploadVR: Why do you believe that 180 degree stereoscopic camera in this form factor is something a mass market would want?

Jin: According to Steve Jobs, consumer education of completely new products has a huge risk due to the go-to-market strategy. Therefore, Apple introduces products which have reference points to their previous design, since consumers are already used to them such as their iPad, which they called just a big iPhone.

We embrace the go-to-market strategy to bring VR products to life, because our form factor reminds consumers of normal digital cameras or GoPro which gives them a great reference point to think about when using. However, we designed our product to be scalable into different directions such as 360, AR or live stream, because when the consumer starts to actually get used and understand VR, they will see what additional ways of using our camera can be.

UploadVR: What’s the main difference between being an Indiegogo funded company and an Angel funded company?

Jin: Being an Indiegogo funded company means for a startup to take on debts and high risks, as most of the time you are selling your products on crowdfunding platforms at cost and with a time limit. Often those campaigns underestimate the actual cost of ramping up manufacturing. Even if they sell their products at margin, the additional margin has to be at least 4-5 times the cost in order to finance the manufacturing and logistics, excluding the manpower needed to develop the product.

Being an Angel funded company, you are facing the risk of selling parts of your company early and losing control, but you will have reduced pressure on manufacturing as you can scale with the cash which comes in. However, you may be working on something for years which investors love, but nobody actually would buy.

Therefore I believe that it is critical, especially for hardware startups, to find a balance between both. Understand your risk of crowdfunding you take and gain the most from the customer feedback and complement it with the right amount of angel funding to go to manufacturing.

Screen Shot 2016-04-14 at 2.30.45 PM

UploadVR: How will this $2.1 million impact operations and scale for LucidVR?

Jin: Operations and scale will obviously increase, but there are different ways how to scale operations. We decided to go through a partnership, because cash is not the most optimal way to deliver a product. Sometimes you could have lots of cash, but no expertise. So would be spending all the cash into making mistakes. We decided to add expertise with the manufacturing partnership which makes the $2.1M a stronger cash investment, than a startup which still needs to figure out that by themselves.

UploadVR: Do you still anticipate a late 2016 ship date for consumer models of the camera?

Jin: Yes

UploadVR: What will pricing be for the camera? Is the current pre-order price of $399 going to change at all when mass production begins?

Jin: The current pre-order price reflects us taking risk to manufacture at cost, but we believe that technology will be able to catch up fast enough to reduce prices over time and over scale. If my vision pans out, then no matter if our VR camera or other VR cameras hit the consumer market at scale will drive manufacturing adoption leading to better turn key solutions which will drive down prices drastically. That means right now it is almost impossible to build 3D 360 VR cameras below $400-500, but if more VR cameras come out either 2D or 3D, better cross usage of components and camera module turn key solutions will be available leading to overall lower BOM costs.

The post LucidCam CEO On Pricing, Shipping, and Growing This Revolutionary Little VR Camera appeared first on UploadVR.