This slide is my observation of VRAR technology and market with my visiting in CES 2018. Although the VR market has been going up and down in past three years, market leaders (like Vive or so) are still pushing the product spec toward better experience (finer resolution and wireless), and start-up companies are focusing on innovative tracking solutions for whole-body and fingers. Hope this slide helps those who are interested in the VR tech development.
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
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
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
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
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
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/
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