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  • Activ Right Brain
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Oculus: Leading the VR Gold Rush

There’s virtual gold in them there hills and it’s time to think seriously about where you stand. Are you in or out?

The road to VR nirvana is paved with poor quality content, low res visuals and people claiming they’re the world’s greatest storytellers because they’ve ‘been at this for years’. Well, I’ve got news for you, the future for VR and AR belongs to those with both technical know-how AND creative vision.

If you’re thinking about “seeing how it goes” or if “this VR thing will take off”, think again. We have been gifted an invaluable assessment period in the development of VR and for the past 18 months, this exciting new platform has been in a very public beta.

Designers, developers and ‘tech explorers’ have had access to a number of head mounted displays (HMDs), including the original Oculus Rift (funded by a $2,437,430 Kickstarter campaign) and subsequent DK2 (118,930 global shipments), the Samsung/Oculus Gear VR and numerous Google Cardboard budget headsets for a while.

A few visionaries are starting to put their money in the right places. Recent funding rounds have hit the headlines for JauntVR, NextVR, Reload Studios and self-funded ‘The Void’, a VR theme park. The most notable move came last year when Facebook bought Oculus, the company credited with starting the current resurrection of the Virtual Reality market. 

The Oculus PR machine has been busy again today, revealing the final consumer-friendly Rift headset, input controllers and some of the launch titles. I tested the latest developer edition, Crescent Bay, at CES in January and that was a big step forward. Oculus have upped the game yet again with the consumer Rift but it’s not available to test until next week. More to follow…

It’s a stunning piece of kit with accurate head-tracking, a wireless X-Box controller, freestanding desktop motion sensor, built-in 3D stereo headphones and it’s light, very light compared to rivals. 

Oculus Founder Palmer Luckey also previewed ‘Oculus Touch, a pair of hand controllers used for more accurate input for digital interaction. They won’t be available when the main headset launches in Q1 2016, but should follow before 2017. Rift Pre-orders begin later this year.

But that’s not all as you’ll still need a PC to run the VR content. Officially, the Rift isn’t for Mac at launch but there have been VR titles in development for Mac since the original DK1 headset arrived in 2013 so they’ll still work, just not through the official Oculus store.

Next week, I’m at E3 (Electronic Entertainment Expo) where the tone will be set with a heavy focus on Virtual Reality as Oculus, Sony, HTC, Samsung, Sulon and Microsoft will all push VR headsets to the frontline in preparation for a very busy 12 months for consumer releases.

It’s these next 12 months that are so important for creative thought, innovative development and targeted investment. If you really want to make an impact, start planning, designing and building now. If you want an unprecedented investment opportunity in a guaranteed platform before it hits the market, it’s time to make your move.

There will always be room for software production houses but in these early days of VR, the spoils will go to those willing and able to push boundaries and do so with quality in mind. I can’t stress strongly enough how exciting this new dawn of VR is.

tags: Oculus, Oculus Rift, Oculus Touch, Rift, Virtual Reality, VR, wearable tech, Wearables, Facebook, E3, E32015, San Francisco, Tech, Sony Morpheus, GearVR, Samsung, Sulon Cortex, HTC Vive, Vive
categories: Futurology, Gadget, Innovation, Mobile technology, Wearable Technology, Virtual Reality
Thursday 06.11.15
Posted by Dean Johnson
 

Wearables: The Whole Package

The 2014 wearable marketplace offered a random scattergun approach to product development. Tech-biased, fashion-biased, bracelets, watches, clips and headgear all vied for the same ground without any apparent strategy other than to get there first in the rush to the front. At CES, ‘wearables’ are bigger than ever.

I’ve written a lot about mobile, wearable technology and digital content, but I don't just sit around talking about it. At Brandwidth, we help to shape the stuff, create incredible digital experiences and tell the world about it.

When all the boxes haven’t been ticked, this makes me angry. Startups, growing brands and global giants are all guilty of this. Applying the word ‘smart’ to something doesn’t automatically make it smart and even when it is, often the implementation, narrative and marketing isn’t. Quite frankly, it’s inexcusable.

Over the past year, I have been testing a number of VR and AR platforms, including Oculus Rift, Zeiss ONE VR and Samsung’s Gear VR. Rift still owns the field and was not only the first established player in this current VR reboot but has Facebook $s to back this up. They’re doing a great job and taking their time but the product is a long way from consumer’s hands. Or is it?

Actually, Rift technology is lurking inside Samsung’s Gear VR and it’s a great product that's available now, with full mobility (none of Rift’s own cabling to contend with) and a new Milk VR store. But wait, the website’s a mess, littered with typos and poor UI and none of the gloss associated with Apple’s products or even rival Zeiss ONE VR. Ironically, there's a much better representation of Gear VR on the Oculus website.

It’s just not good enough. The website can’t be an afterthought, it’s a vital portal to the products and for many the first contact with the brand. Perception is everything in a virtual world so why sell yourself short?

It’s not all about the branding. Brands need to get their stories straight if they’re going to convince us to part with more money for devices that we’re not even sure we need.

Until we’re offered genuine digital convergence, each device must fit seamlessly into our lives and play nicely with all our existing technology.

The rest of the VR and AR field is wide open and I’ve tested some incredible products at CES this year. Ones that really stood out included the latest version of Oculus Rift – Crescent Bay. The new model features 3D audio, is much lighter, has only one tethered wire, extraordinary spacial recognition for head movements and a massive step forward in screen resolution. The demos I tried were so good that the increased quality was enough to feel as if you were really there, rather than merely experiencing a great piece of tech.

I also tried the Sulon Cortex. This provides an extraordinary mix of VR and AR by using an external camera to display surroundings, then overlaying digital content until you ‘step into’ the full VR environment. This Canadian start up is currently flying below the radar as they establish solid R&D before hitting consumers. Definitely one to watch.

My final pick of the headgear wearables is the Recon Jet. More Canadian tech, but with a sports bias. Their Google Glass-beating technology is already featured in snow goggles but the headset I’ve been waiting (a long time) for is a much sleeker unit and one of the first pairs of tech glasses not to make the wearer look an idiot. They hit the market next month. More when I have my own pair…

VR and AR has incredible potential for entertainment, sport, automotive, museums and er, the sex industry, but what about the rest of the wearables market? It’s huge (like CES itself) and I’m not writing about it all here. I’ve covered VR, AR and glasses. I’ll tackle the rest next week!

tags: CES, CES 2015, Wearables, Wearable tech, Oculus Rift, Oculus, Sulon Cortex, Recon Jet, Recon, VR, AR, Virtual Reality, Augmented Reality
categories: Conference, Design, Futurology, Gadget, Innovation, Mobile technology, Museums, Sport, Wearable Technology
Thursday 01.08.15
Posted by Dean Johnson
Comments: 2
 

Designing the Future