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CES 2018 VRAR
jAMES Wang
Jan. 2018
Content
• CES Innov. Awards (2016-2018)
• Misc VR Sys & Appl.
• Body & Finger Tracking Solutions
• Location-based VR Sys & Solutions
CES 2018 VRAR Brief
• No big surprise in VR booths, most companies are currently
pursuing
1. Better spec & feature: higher resolution, wireless
2. Standalone HMD with: inside-out tracking & 6DoF controller
3. Tracking more DoFs: whole-body, fingers … not matured so far
• Really fun VR game usually is the one with customized HWs
• More smart-glasses than real AR
CES Innov. Awards
(about ARVR)
Wearable
2016
2017
Innov. awards began to go to VR products
2017 – Virtual Reality
Many talking about 360°videos …
2018 – VR&AR
AR head set and standalone VR coming in …
Misc VR Sys & Appl.
Vive Pro
• Dual-Cam not ready for
developers
• Wireless: Intel WiGig 60GHz
=> Good UX
• 70% resolution increase
reduces “screen-door” effect
Vive Pro
Vive Pro
Backpack
Solution
Wirelss
Solution
• HP Z VR backpack
• Core i7
• nVIDIA Quadro P5200
• 4.6kG & appor. 1-Hr
• $3,300
• It seems that VIVE is thinking
what’s the best solution for un-
tethered gaming scenario !?
LUCI - immers
• Target: high-quality immerse video experience
• 4K TV/movies
• Dual 1920x1080
• Weight: 185g => very light-weight and comfortable
LUCI-alyx vs. Pimax-8K
8K War &
Dream
LUCI-alyx vs. Pimax-8K
Before shipment, ideas are just ideas ~~~
Pico goblin
• The first company to announce a standalone VR set with
6DoF head & 6DoF controller tracking
• Need offset calibration sometimes
• Jitter, inaccurate, translation happens when being rotated
• Controller tracking actually … sucks
Misc AR Sys & Appl.
AR Wear
• A lot of smart-glasses
• None of them are MagicLeap styled eyewears ^^
MERGE
• Very creative & interesting AR toy for kids
• AR toy: markered cube +
App + or goggle
• Very educational for kids
• 6DoF Blaster
Body & Finger
Tracking Solutions
ORBBEC
• 19-joint depth-based tracking
• Like Kinect but with 6DoF pose of each joint
• Coarse tracking, it seems not bad => but its bulky
size only suitable for TV video game
• Not an accurate tracking that's needed by VR
Xsens
• IMU-based tracking of quaternions
• Whole-body tracking: 22 joints
• => 10-finger tracking not yet ready
• Need initial pose calibration
• 1% drift for not so long time
• Best solution may be: optical + IMUs
VRFREE - Sensoryx
• HMD to glove => optical
• Finger to glove => 2x5 (finger) x2 (hand) = 20 IMU
modules; 950MHz wireless communication
• Cannot cross fingers, Not good enough
• Significant latency (especially trying to flip balls by
both hands) … not sure due to wireless or filtering
optical
IMUs
uSense
• Target: mobile application for head &
hand tracking
• Obvious jitter and may lost tracking
when ten fingers crossed
ManoMotion
• Real-time 3D gesture analysis with RGB input,
running on smartphone
• Product: SDK for Android/iOS
• One hand only so far
• Finger tracking not good so far
BeBop
• Finger sensing with fabric piezoresistivity
• Haptic feedback (by vibrator) not bad
• Sometimes lost tracking due to
mismatch between glove and fingers
• Only 1-DoF for each finger
BeBop
• Piezoresistive material
can be used for detecting
misc motions, but may
not be accurate
GoTouchVR
• A France-based company
• Camera-based finger tracking (from Leap Motion)
• Neural-science based haptic feedback (ultrasonic
vibration) … based on a lot of research papers
Location-based VR Sys
& Solutions
YAW
• Currently a Kickstarter project
• A rotational motion simulator, suitable for
home entertainment
• Compatible with Simtools, on PC platform
most of the VR games can control it
• Max loading: 150 (kg)
ICAROS
• A Germany-based company
• Product: H/W + SDK (rotation output)
• 2-axis gimbal for human body (no
motors used, rotated by human body
mass shifting)
• Latency between gimbal rotation
output and graphics rendering =>
caused nausea abit
• More like exercise + entertainment =>
practice core-muscle => good for gym
REALIS
• SZ-based company with biz model to
provide total solution for location-based
stores
• light-ball based => there is chance to hit &
break the ball supporter
• 10x10 (m^2) requires 2x4 camera at least
(in CES they used 4x4 cameras to ensure
reliability)
• A little inaccurate and laggy
REALIS
Optotrack-like
tracking
Voxel
• Location-based facility
• Kinet-like body optical tracking
• Cave-like image projection
Hologate
Vive controller inside
Vive-based total solution of
multiple users shooting
game for location-based
stores
Hologate
• Vive-based, tethered HMD to i) restrict locomotion ii) to release wire inconvenience
• Well designed for multiple users in shooting game: players are separated by game
design and real space, although cannot run too far
• Gun is made directly with Vive controller
• Link: http://hologate.com/about/
WePlay
• The best experience of one-player VR game
WePlay
• The best experienced game for one-player VR game
Modal VR
• Founded by Nolan Bushnell (founder of
Atari)
• Head tracking:
• Position tracking (GPS-principle) +
• Orientation tracking (IMU)
• Tracking range: sqrt(9e5ft^2/(3.3^2)) =
287m => 3-football filed wide
• 10-ms latency for each Rx, N Rxs causes
10xN ms latency
• Experience: not good enough
• HMD getting loosen when running
• Feel dizzy when head rotates
Modal VR
• Tracking range: sqrt(9e5ft^2/(3.3^2)) = 287m => 3-football filed wide
• 10-ms latency for each Rx => N Rxs causes 10xN ms latency
James D.B. Wang
• Background:
• Career Focus:
• Expert in Motion Tracking & Machine Learning
• Expertise:
• IMU-based motion algorithm development in wearables and VR/AR
• Machine learning for real-time human motion recognition
• Sensor design (microphone, accelerometer, angular rate sensor)
• System integration modeling, analysis and design optimization

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CES 2018 VRAR

  • 1. CES 2018 VRAR jAMES Wang Jan. 2018
  • 2. Content • CES Innov. Awards (2016-2018) • Misc VR Sys & Appl. • Body & Finger Tracking Solutions • Location-based VR Sys & Solutions
  • 3. CES 2018 VRAR Brief • No big surprise in VR booths, most companies are currently pursuing 1. Better spec & feature: higher resolution, wireless 2. Standalone HMD with: inside-out tracking & 6DoF controller 3. Tracking more DoFs: whole-body, fingers … not matured so far • Really fun VR game usually is the one with customized HWs • More smart-glasses than real AR
  • 6. 2017 – Virtual Reality Many talking about 360°videos …
  • 7. 2018 – VR&AR AR head set and standalone VR coming in …
  • 8. Misc VR Sys & Appl.
  • 9. Vive Pro • Dual-Cam not ready for developers • Wireless: Intel WiGig 60GHz => Good UX • 70% resolution increase reduces “screen-door” effect
  • 11. Vive Pro Backpack Solution Wirelss Solution • HP Z VR backpack • Core i7 • nVIDIA Quadro P5200 • 4.6kG & appor. 1-Hr • $3,300 • It seems that VIVE is thinking what’s the best solution for un- tethered gaming scenario !?
  • 12. LUCI - immers • Target: high-quality immerse video experience • 4K TV/movies • Dual 1920x1080 • Weight: 185g => very light-weight and comfortable
  • 14. LUCI-alyx vs. Pimax-8K Before shipment, ideas are just ideas ~~~
  • 15. Pico goblin • The first company to announce a standalone VR set with 6DoF head & 6DoF controller tracking • Need offset calibration sometimes • Jitter, inaccurate, translation happens when being rotated • Controller tracking actually … sucks
  • 16. Misc AR Sys & Appl.
  • 17. AR Wear • A lot of smart-glasses • None of them are MagicLeap styled eyewears ^^
  • 18. MERGE • Very creative & interesting AR toy for kids • AR toy: markered cube + App + or goggle • Very educational for kids • 6DoF Blaster
  • 20. ORBBEC • 19-joint depth-based tracking • Like Kinect but with 6DoF pose of each joint • Coarse tracking, it seems not bad => but its bulky size only suitable for TV video game • Not an accurate tracking that's needed by VR
  • 21. Xsens • IMU-based tracking of quaternions • Whole-body tracking: 22 joints • => 10-finger tracking not yet ready • Need initial pose calibration • 1% drift for not so long time • Best solution may be: optical + IMUs
  • 22. VRFREE - Sensoryx • HMD to glove => optical • Finger to glove => 2x5 (finger) x2 (hand) = 20 IMU modules; 950MHz wireless communication • Cannot cross fingers, Not good enough • Significant latency (especially trying to flip balls by both hands) … not sure due to wireless or filtering optical IMUs
  • 23. uSense • Target: mobile application for head & hand tracking • Obvious jitter and may lost tracking when ten fingers crossed
  • 24. ManoMotion • Real-time 3D gesture analysis with RGB input, running on smartphone • Product: SDK for Android/iOS • One hand only so far • Finger tracking not good so far
  • 25. BeBop • Finger sensing with fabric piezoresistivity • Haptic feedback (by vibrator) not bad • Sometimes lost tracking due to mismatch between glove and fingers • Only 1-DoF for each finger
  • 26. BeBop • Piezoresistive material can be used for detecting misc motions, but may not be accurate
  • 27. GoTouchVR • A France-based company • Camera-based finger tracking (from Leap Motion) • Neural-science based haptic feedback (ultrasonic vibration) … based on a lot of research papers
  • 29. YAW • Currently a Kickstarter project • A rotational motion simulator, suitable for home entertainment • Compatible with Simtools, on PC platform most of the VR games can control it • Max loading: 150 (kg)
  • 30. ICAROS • A Germany-based company • Product: H/W + SDK (rotation output) • 2-axis gimbal for human body (no motors used, rotated by human body mass shifting) • Latency between gimbal rotation output and graphics rendering => caused nausea abit • More like exercise + entertainment => practice core-muscle => good for gym
  • 31. REALIS • SZ-based company with biz model to provide total solution for location-based stores • light-ball based => there is chance to hit & break the ball supporter • 10x10 (m^2) requires 2x4 camera at least (in CES they used 4x4 cameras to ensure reliability) • A little inaccurate and laggy
  • 33. Voxel • Location-based facility • Kinet-like body optical tracking • Cave-like image projection
  • 34. Hologate Vive controller inside Vive-based total solution of multiple users shooting game for location-based stores
  • 35. Hologate • Vive-based, tethered HMD to i) restrict locomotion ii) to release wire inconvenience • Well designed for multiple users in shooting game: players are separated by game design and real space, although cannot run too far • Gun is made directly with Vive controller • Link: http://hologate.com/about/
  • 36. WePlay • The best experience of one-player VR game
  • 37. WePlay • The best experienced game for one-player VR game
  • 38. Modal VR • Founded by Nolan Bushnell (founder of Atari) • Head tracking: • Position tracking (GPS-principle) + • Orientation tracking (IMU) • Tracking range: sqrt(9e5ft^2/(3.3^2)) = 287m => 3-football filed wide • 10-ms latency for each Rx, N Rxs causes 10xN ms latency • Experience: not good enough • HMD getting loosen when running • Feel dizzy when head rotates
  • 39. Modal VR • Tracking range: sqrt(9e5ft^2/(3.3^2)) = 287m => 3-football filed wide • 10-ms latency for each Rx => N Rxs causes 10xN ms latency
  • 40. James D.B. Wang • Background: • Career Focus: • Expert in Motion Tracking & Machine Learning • Expertise: • IMU-based motion algorithm development in wearables and VR/AR • Machine learning for real-time human motion recognition • Sensor design (microphone, accelerometer, angular rate sensor) • System integration modeling, analysis and design optimization

Editor's Notes

  1. 2-now