Tag Archive for: VR

Virtual Reality Worlds Expand in Doctor Who and Peaky Blinders

A brand new Doctor Who trilogy is set to extend across VR, console, Switch and Mobile. Also, a Peaky Blinders VR game called The King’s Ransom! Virtual Reality is getting interesting indeed!

Maze Theory, the Virtual Reality studio that will develop both these amazing games. Are set to receive investment from the UK Creative Content EIS Fund. Furthermore they’ve been awarded a second grant from the Government’s UK Research and Innovation Body, UKRI!

Doctor Who & Peaky Blinders Expansion

Doctor Who franchise expansion will kick off next year! Launching a Playstation, Xbox, PC and switch game. Plus a horror/sci-fi mobile phone takeover game.

The three games create a trilogy of experiences. Doctor Who: The Edge of Time VR was the first.

It will include new mechanics, new subplots and iconic features! Such as the TARDIS, Daleks and the chance to collude with the Doctor herself.

The Kings Ransom, launches in 2021. Tommy Shelby, Arthur Shelby and Polly Gray features. Also it’s set in iconic locations such as The Garrison Pub and Charlies Yard. Furthermore, King’s Ransom will be a narrative driven action adventure!

What they’re saying….

“Maze Theory is evolving to the next level. We know from feedback that fans of shows like Doctor Who and Peaky Blinders crave new and exciting experiences across multiple devices and interwoven stories that create an overall experience far surpassing that of a single game.”

The world is facing challenging times right now, but the gaming sector continues to be resilient in times of economic uncertainty. These investments and our new content initiatives enable us to grow our fanbase and drive our business forward. We remain as committed as ever to delivering brilliant gaming experiences.” Maze Theory CEO, Ian Hambleton

 

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SO REAL

We recently chatted with Kelly Vero of SO REAL a company who have the fastest 3D Model tech tool in the business. They produce some awesome content. Content that is built at cinematic quality and game/VR ready assets which can be usde in games film and all XR!

They do this by using their patent pending scanning and conversion tech, the SO REAL tech then automates the productionof digital twins of 3D real life objects. It’s so incredibly cool, you really cannot tell which is real and which is computer generated. Check out the image at the bottom of this article for an example.

The SO REAL tech also does a whole host of things such as:

  • Game- / XR-Ready Guarantee
  • Cinematic Quality
  • Huge, Growing Portfolio
  • Physics Parameters
  • Cool Features. Such as: Built-in Physics Parameters, X-Ray Vision Mode and Shatter Effect

SO REAL: Why?

Immersion > Empathy > Understanding > Peace & Commerce

The guys over at SO REAL are all about making the world smaller. They want to allow you to immerse yourself in the content you engage with. If you want to understand or learn another language or culture, what better way to immerse yourself in it. (Other than flying to another country to experience a new culture first hand)

Well immersion helps with a few things other than making your carbon footprint smaller:

  • Immersive experiences are the next best thing.
  • Immersion leads to empathy.
  • Empathy leads to understanding.
  • Understanding leads to peace.

Their Mission Statement

By mass-producing cinematic-quality, XR- / game-ready 3D objects, we enable global access to immersive experiences and thus accelerate the journey to global understanding.

They believe that by making the world smaller and immersing individually you are able to emerge together as one. Aritsts and business people are the true ambassadors of the world and by immersing your content with SO REAL it would help with understanding others more. Therefore as SO REAL state that if it doesn’t WOW you, it’s not complete. You have to BUSHIDO, which is samurai code for commit and deliver, walk the talk! Collaborate with others and find a way to complete the task at hand. Plus humour. Having fun and laughing accelerates the speed of adoption of anything new that you are learning!

Check out what they promise to both their customers and their investors:

The SO REAL Promise (USP) for customers

Each SO REAL object:

  1. is game- / xR-ready.
  2. is of cinematic quality, (but we can make them more cartoony if you’d like).
  3. has astonishingly precise topology.
  4. has the physics parameters already built in.
  5. has optional cool features not available anywhere else:
    • Superman X-Ray Vision Mode built in. (Yes, you can look inside the objects!)
    • Shatter Effect. (precalculated shatter points and shards)

SO REAL’s proprietary automation technology reduces production time of 3D objects by orders of magnitude. As we can produce 100’s of new objects per week, we deliver you never-ending VARIETY.

The SO REAL promise For INVESTORS

SCALE!

SO REAL has 2 stages of multipliers.

STAGE 1, the rocket booster:
With very little effort, we create 1000’s of objects each of which can be sold 1000’s of times.

STAGE 2, the afterburner:
After a few years, the SO REAL automation tool will be a robust, stable product of its own. By licensing it to 3rd parties, 1000’s of 3D artists can also create 100’s or even 1000’s of 3D objects per year, each of which can be sold (by SO REAL) 1000’s of times.

 

An example of their work is below, can YOU tell the difference?

Above all we think that SO REAL are doing some fantastic work and we cannot wait to see what they come up with over the next few years. It’s an incredible piece of tech that we LOVE!

Check them out here

Listen to our interview with Kelly Vero here

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Episode 355 “Robbing Pete Tong” Ft Kelly Vero

Boiling Steel – SCI FI VR Madness

 

MicroWin Studio, the studio behind Guns ‘n’ Stories: Bulletproof VR, have announced an amazing Sci-Fi VR shooter. It’s called Boiling Steel and will come to Steam Early access on December 5th 2019.

Boiling Steel has been in development since early 2018. It’s made for gamers who love fast-paced action! Which is also wrapped in a complex story rich setting. It’s written by a member of the team behind the S.T.A.L.K.E.R. series.

From what we can see this game has some beautiful graphics, smooth controls and a lot of action! Boiling Steel has an arsenal of upgradable construction tools too. Which provide a truly unique experience!

Boiling Steel: Plot

The story of Boiling Steel is set far in the future and centered around a colonized planet. This planet has been designed to be a bastion of scientific research and development. Furthermore it is free of bureaucratic, religious, and legal restrictions and the technology is very very advanced.

So, by utilizing the ability to transfer a human consciousness to a robotic shell (how cool does that sound!). Players are able to do hazardous work in mines and factories without the need to worry about danger. You are eager for the chance at a better life. Therefore you get really excited about working for the Engineering Corps.

However, radical fanatics with unknown motives launch a virus into the system. Messing things up real bad. Empty shells run rampant as they’re controlled by the virus. Murdering anyone they can find.

This leads players to a number of questions such as:

Who is behind the virus attack and why?
Why haven’t the military arrived to rescue the colonists?

You get inquizitive and it’s up to you, even with your construction equipment, to get to the bottom of the issue.

Included in Boiling Steel:

  • 9 tools, each with unique playstyle, upgrades, and handling
  • Experience upgrade system: The more you use a tool, the more powerful it becomes.
  • Furthermore, be rewarded for sticking with a favorite.
  • Non-story missions are randomly generated to make each playthrough exciting and unique.
  • Plus, more than 40 combat missions! Equaling over 10 hours of action-packed VR shooting goodness.
  • A variety of enemy shells with a multitude of armaments, configurations, and combat style.
  • Overcome planetary security systems! Such as automated turrets, minefields, energy barriers. Achieve even more with smarts, quick reflexes, and puzzle-solving ability.
  • Also, explore cloud-city complexes, frozen structures, sandy mining platforms, and more.

Purchase via Steam here!

Early Access Release Date: Dec 5th 2019

Price: $19.99

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Top 10 Virtual Turkeys – Thanksgiving 2019

 

Thanksgiving is TODAY! Thanksgiving is known for Turkey and we thought we would share a piece from another tech outlet inside.com, who have run down the Top 10 Virtual Turkeys of yesteryear. What is that I hear you ask? Well it’s pieces of tech that have flunked over the years, otherwise known as a Turkey!

Enjoy!

This piece originally appeared in a newsletter from inside.com [InsideAR Nov.27th 2019] and was written by Alice Bonasio

Alice Bonasio is a journalist and consultant obsessed with the immersive technology space, including AR/VR/MR/XR and any other acronyms that fit into the realities spectrum. Over the past 15 years, Alice has advised a wide range of start-ups and corporations on digital transformation and communication strategy and is the Founder and Editor-in-Chief of Tech Trends. She also regularly contributes to publications such as Quartz, Fast Company, Wired, Playboy, The Next Web, Ars Technica, VRScout and many others. 

Top 10 Virtual Turkeys – Thanksgiving 2019

10.

The Nintendo Virtual Boy is widely considered one of the company’s greatest failures. Yet it has also become a cult object!  Learning a bit more about it also provides us with useful context on how the company has approached its latest (and much better received) efforts with the Nintendo Labo VR.   So while the console itself has been a failure. It was also ahead of its time in many respects. With the technology developed by Nintendo has since been incorporated into many of its products to this day. And should you come across one at a garage sale somewhere, snap it up quickly! As fewer than 800,000 units were made worldwide, making it a valuable collector’s item.

Dissecting the Turkey

The Virtual Boy was is a 32-bit table-top video game console touted as the first of its kind to offer stereoscopic 3D graphics. That promised to totally immerse the players in their own private universe. Content fell well short of expectations, however, with only 22 games ever being released for the system. (A problem arguably still plaguing VR today) At the time of its release in 1995, Nintendo of America projected hardware sales of 1.5 million units and software sales numbering 2.5 million by the end of the year. Nintendo had shipped 350,000 units of the Virtual Boy by December 1995. Around three and a half months after its North American release. Panned by critics and plagued by health and safety concerns, sales fell well short of expectations and production ceased by early 1996.

The Virtual Boy created an illusion of depth through the effect known as parallax. In a manner similar to using a head-mounted display, the user looks into an eyepiece made of neoprene on the front of the machine. Then an eyeglass-style projector allows viewing of the monochromatic (in this case, red) image. Nintendo claimed that a color display would have made the system too expensive and resulted in “jumpy” images. So the company opted for a monochrome display.

9. 

Morton Heilig was known as the father of virtual reality, and for good reason. His Sensorama machine, which he patented in 1962, is one of the earliest examples of multimodal technology. Heilig was a multimedia creator in a time when the term hadn’t yet been invented. His concept of multi-sensory theater-like experiences was laid out in his 1955 paper The Cinema of the Future. Where he talks about being inspired by the concept of  “feelies”. Movies enhanced with sensory elements. Imagined in Aldous Huxley’s seminal Science Fiction tale Brave New World.

It’s probably fair to say that Heilig was ahead of his time. As he never did get funding to take his design into commercial production, so eventually abandoned it. Heilig died in 1997, yet his website – which bizarrely still says it’s “under construction” lists the Sensorama machine for sale to a serious collector or museum. The reported price tag on this piece of VR history is $1.5 million.

Dissecting the Turkey

He went on to build the Sensorama prototype to showcase that concept in practice. To experience a two-minute immersive experience, the user would insert a token, straddle a bucket seat, grasp a pair of handles, and place their eyes on viewing holes (safe in the knowledge that the clever design even incorporated UV lights that sterilized the equipment after each use) surrounded by vents.

There were five films to choose from, all shot by Heilig himself using a 3D camera he also invented and built from scratch, which filmed side-by-side 35mm simultaneously, had capacity for two 400 ft magazines, and yet was small enough to be used as a hand-held device. Intriguing titles included Belly Dancer, Dune Buggy, and, I’m a Coca-Cola Bottle. In Motorcycle, the simulation took you for a ride through New York as you felt the wind on your face, heard the noises of the city, and even smelt the food in the snack shops and the exhaust from the bus in front of you.

8.

It seems strange to call something that happened just five years ago a “throwback,” but if tech time works like dog-years, in the immersive space things can move so fast it can feel more like fly-years. So as I cast my mind back when I first unwrapped my Samsung Gear VR and plugged what now seems like a very old and clunky phone on its front, it seems like another world from the sleek experience I can get from an Oculus quest for not that much more money.

This is why we’ve seen such a sharp fall in demand for mobile VR. Which finally caused Samsung to drop support for the Gear VR on its latest Samsung Galaxy models. Although it held on as long as it could.  Yet the fact we seem to be moving on from mobile VR shouldn’t make us overlook the contribution that the format. The Samsung Gear VR in particular – have had on the ecosystem. Although far from perfect, the price point and accessibility they offered bridged the gap between the ultra-basic cardboard introductions to the medium and the full-blown setups required by the HTC VIVE and Oculus Rift. There are still not many VR devices out there that can claim to have been sold out on the day of their release.

Dissecting the Turkey

The Samsung Gear VR was developed as a collaboration between Samsung and Oculus. Although the Samsung Gear VR consumer edition was released in November 2015. Samsung had obtained a patent in 2005 detailing the use of a mobile phone as the display for an HMD. However, mobile phone technology at the time limited the degree of quality and performance possible. Samsung continued to research VR and HMD internally.

When in use, a compatible Samsung Galaxy device acts as the headset’s display and processor. While the Gear VR unit itself acts as the controller, which contains the field of view. As well as a custom Inertial Measurement Unit (IMU) for rotational tracking, which connects to the smartphone via USB-C or micro-USB. The Gear VR headset also includes a touchpad and back button on the side, as well as a proximity sensor to detect when the headset is on.

7.

Thirty-three years ago the National Film Board of Canada commissioned a production called Transitions to be showcased at the country’s Expo 86 in Vancouver, the first-ever IMAX presentation using polarized glasses.  It was also the first full-color 3D IMAX film.  In an article published in The Province newspaper in June 1986, film critic Michael Walsh described how the experience was sure to be “every small child’s single most treasured memory of Expo 86”

So perhaps when we look at the past five years or so since this latest wave of enthusiasm for immersive technologies has started. It is useful to ponder on how long the technology has been enthusing people for

The difference now is that they no longer need an IMAX setup to do so. Although a portmanteau of random special effects would probably not be enough to keep audiences interested for long nowadays. Walsh’s experience also demonstrates how engaging content is key to getting people to embrace it.

Dissecting the Turkey

From a fixed position, McNabb’s camera puts dressed lumber, a gymnast and that wonderful teddy bear within our apparent reach.  Parallel tracking shots follow voyageur canoes along a wilderness river and a historic steam locomotive across the country. When McNabb tracks forward, the audience drives down a rural road behind a vintage automobile. Trots around a track just inches ahead of a harness racehorse and, briefly, sits astride a speeding motorcycle.”

 

 

 

6.

The Forte VFX1 Headset was the most advanced, complex and expensive consumer VR system. That appeared on the market during the mid-1990s VR craze. It was released in 1995 and cost about $599. It comprised a helmet, a handheld controller, and an ISA interface board. For those keen on indulging in some retro gaming, you can still occasionally find operational headsets for sale. One sold on eBay recently for $240! There is a surprising amount of content available for it, including classic games such as Duke Nukem 3D.

Dissecting the Turkey

The helmet – which in looks and functionality comes pretty close to what was portrayed in the 1992 classic “Lawnmower Man”. Featured Two Degrees of Freedom (2DOF). Head tracking with internal sensors for pitch (70 degrees). Roll (70 degrees), and yaw (360 degrees) in addition to stereoscopic 3D and stereo audio.

It even had cool features which we see in modern VR headsets. Such as a “smart visor” that could be opened to allow the user to look at the outside world. Without taking off the whole thing.  The visuals, which by all accounts were very impressive for the time. Were delivered by dual 0.7″ 263 x 230 LCD displays capable of 256 colors. Optics comprised dual lenses with adjustable focus and interpupillary distance, with a 45-degree diagonal Field of View (FOV).  The helmet also included built-in stereo speakers and a condenser microphone.

A hand-held controller called the Cyberpuck offered three buttons and internal sensors for pitch and roll.  Audio, video, and tracking information was transmitted via the VIP Board. A 16-bit ISA card that received video input from the video card’s 26-pin VESA feature connector. Making this complex setup work was not for the faint-hearted though. As it required a lot of calibrating and setup with good old MS-DOS. For starters, the system’s “VIP” card needed to be installed into an ISA slot of the host PC. This worked together with the PC’s video-card connected via VESA bus to provide stereoscopic imagery on both screens of the HMD.

5.

After Nintendo Labo announced the release of its VR software system, which includes a cardboard headset brings to mind some of the similar formats that populated our childhood experiences, such as the View-Master. Though the View-Master wasn’t technically considered virtual or augmented reality. The 3-D stereoscope film reels of everything from planets in the solar system to movements of dinosaurs captured my attention with each flick of the plastic lever.

Dissecting the Turkey

Originally created in 1939, the View-Master quickly became popular for looking at high-quality images of tourist destinations. Shortly after the advent of color photographs. After going through a few iterations and discoveries of practical uses. The View-Master ultimately became visual entertainment for children.

As a way to stay modern with the times. View-Master traded in its iconic film reel for and SDK to create the View-Master Virtual Reality Viewer. Though View-Master is doing what it must to continue providing visual stimulation to children. I will never forget how important the View-Master was to my childhood.

4.

As far as I’m concerned, 2016 was a pretty good year for VR. People were starting to get really excited about the technology and some significant advances were being made, and I wrote my first article about VR Porn for Playboy. But it was also the end of an era. As Disney announced that it would be closing down its pioneering Indoor Interactive Theme Park, DisneyQuest. It was a relatively early proof of concept as to the appetite for location-based VR entertainment. Something that companies like The VOID are now reviving in a big way.

Not only that, but DisneyQuest was also the launchpad for many prominent careers in the immersive field. As those who worked for the company are still shaping the industry ecosystem. Case-in-point being Avi Bar-Zeev, who after working for them in the 90s moved to Microsoft and then Apple. Where he was rumored to be involved in the development of their AR glasses.

Dissecting the Turkey

Originally opened in 1998, the Orlando five-story indoor interactive theme park cost an estimated $90 million. Boasting (for the time) cutting edge computer graphics and HMDs.

Multi-sensory rides such as “Aladdin’s Magic Carpet” and “Ride the Comix” proved really popular for years. But by the end of the ’90s it was suffering from a lack of investment. Before finally closing its doors permanently and making way for a new attraction on July 3, 2017.

 

3. 

Most people associate Morton Heilig with the iconic Sensorama machine. Yet he invented something even before then. Eight years before the Sword of Damocles which is widely credited with being the first-ever VR headset. Yet in 1960 Heilig patented yet another pioneering VR invention: The Telesphere Mask, which to me looks much like an aluminum version of the Gear VR. And in a very real way, it actually was. The only real difference is that instead of connecting to a yet-to-be-invented smartphone. It linked to miniaturized TV tubes.

Heilig describes it in the patent filing as  “a telescopic television apparatus for individual use where the spectator is given a complete sensation of reality, i.e. moving three-dimensional images which may be in color, with 100% peripheral vision, binaural sound, scents, and air breezes.”

Dissecting the Turkey

The amazing device was (unlike the Sword of Damocles) light enough to wear on your head. With adjustable ear and eye fixings. Like Sensorama, the mask proved a commercial failure way ahead of its time. Even as the second coming of VR dawned in 2016. It remained an obscure footnote in the history of immersive tech. Morton’s widow, Marianne Heilig, repeatedly tried to donate the historic piece to a museum that would display it. But was flatly rejected by places such as the Hollywood Museum even when she offered it for free.

In an interview for Tech Radar back in 2016 she said the whole thing made her feel very sad and demoralized:  “I’ve almost given up on this whole thing, but I’m not just going to give it away after a lifetime of struggle. I’m still working just to pay interest on the debt because I refuse to go bankrupt,” she told Holly Brockwell at the time

2. 

While 3D cinema is still a thing, especially in Asia. Major manufacturers such as Samsung have pulled 3D TV from their offering. Signaling the demise of the once-promising format. Given the fact that a lot of the companies involved in developing these 3D display technologies, are also involved in making AR/VR headsets. We are also likely to see some of the key innovations “recycled” into new products.

It is difficult to envisage a future where we are still buying giant screens to put into our homes for much longer. However, when displays are already emerging that allow for high-resolution immersive content to be consumed anytime, anywhere.

Dissecting the Turkey 

The buzz around 3D TV hit its peak around 2010. With companies hailing its immersive powers as the future of entertainment. The fact that all that investment has turned into one massive flop. Certainly fuels arguments for VR naysayers who are keen to draw parallels between the two.

There are certainly some lessons to be learned around the fact that no matter how cool a technology might be. If it doesn’t hit a sweet spot between practicality, price, and compelling content. It won’t snare consumers! Certainly not in the numbers needed to make it “the next big thing.”

However, the straight-up comparison is rather unfair if we look at the broader spectrum of immersive technology! (i.e. XR and Spatial Computing rather than narrower AR/VR applications) as opposed to 3D TV’s very narrow utility scope.

1.

Back in the early 90s, Sega attempted to get into VR. In a very similar way in which Sony has done with the PSVR. Building peripheral virtual reality hardware for its most popular console. But things did not go well for the gaming giant. The Sega Genesis VR headset was a gigantic flop that never even got a proper release.

Given that this all happened 26 years ago! (Don’t know about you. But as someone who can still clearly remember losing myself in those Mega Drive games. That makes me feel old). It does put into perspective just how far things have advanced over the past few years. There’s no doubt that for anybody who bothers to look into the history of VR. That it’s a slow burner with plenty of pitfalls that will trip even the mightiest companies.

Dissecting the Turkey

So what went so terribly wrong? In 1991 Sega began development on a home VR headset, the Virtua VR, which was later rebranded as Sega VR. The company introduced the headset  – with its rather sleek (in a retro sort of way). Wrap-around-glasses design – at the 1993 Consumer Electronics Show. With an announced target price of $200. It got broadly covered in the press. Becoming one of the most eagerly anticipated holiday product releases of the year.

Yet when it came to testing the device in action. There were severe problems with it causing widespread motion sickness. Something that the VR industry has been working hard to address even to this day. In the end, it seems to have been a classic case of PR panic! That caused the company to simply cut its losses and pull the plug on the release of the Sega VR. Some of the technology developed was eventually repurposed onto the company’s arcade machines. But it certainly steered clear of the consumer VR market since.

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Assassins Creed: Beyond Medusas Gate

Live in the world of Assassin’s Creed!

Ubisoft have recently announced a VR Escape Room experience called Beyond Medusa’s Gate. The new experience is available at more than 100 location based entertainment centres across the US and Europe! The new VR experience is designed to be played with friends. As the larger than life reality adventure experience is designed with co-op multiplayer VR in mind. You are transported to the world of Ancient Greece in Assassins Creed Odyssey: Beyond Medusa’s Gate. So, you must work as a team to solve a series of complex puzzles which include various different activities. Such as interaction with ancient objects, climbing, shooting arrows and much more!

Beyond Medusa’s Gate

Beyond Medusa’s Gate is developed by Ubisoft Blue Byte and is the second of it’s kind available on the Ubisoft Escape Games platform. It’s designed to re-create the Ancient Greece within the world of Assassin’s Creed Odyssey. You can team up in teams of 2 or 4 and you have a total of 60 minutes to work together and find a way out of a vase Aegean costal cave. As within this cave is the legendary ship of the Argonauts.

Consequently, to complete the game and successfully escape, teams must work together to solve various problem solving skills and precise timing to solve riddles. Furthermore, the immersive VR experience is room scale and players get the chance to choose from 6 diverse characters which are fully customisable!

I don’t know about you but this sounds like so much fun!

Purchase Assassins Creed Odyssey by clicking here!

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How To Kill An Hour Drone DJI

Gifts For The Tech-Lover In Your Life

Although being able to give someone a gift – whether it’s their birthday, for another special occasion, or even if it’s simply because you feel like it, it’s often not the easiest thing in the world when you really don’t know what someone likes or if they already have everything, or even if they’re just one of those people who seem to be a bit fussy about the things they have.

However, other people do make it a bit easier, but then comes the question of what to get them within the area that you know they really like – and sometimes this can be even more difficult than not knowing what they like because that way you have more options to get it right, and this way you’re feeling overwhelmed with too many options.

So, in this post we’re going to share with you some of our top tips for gift ideas for the tech-lover in your life.

 

Drone:

Drones have become massively popular in the last few years, and we have to admit they’re seriously cool things, so why wouldn’t they be popular? However, whilst they were at first only available to the military, the government and the media, they’re now available to pretty much anyone, and although they’re not exactly the cheapest things on the planet to buy, they would make an excellent gift for someone who’s a bit on the techy side. It’s important to remember though that drones are banned in many countries, so for example if someone is planning to use one whilst traveling to take pictures with, then this is going to be something they need to check the law on before deciding to take the drone with them because otherwise they risk it being confiscated or even finding themselves faced with a fine.

 

Hoverboard:

Although the hoverboards we have nowadays aren’t exactly those we envisioned from movies like Back To The Future, they are still pretty cool and would make a really fun gift for the techy person in your life. The great thing about hoverboards is that they’re available in most price ranges so you’ll pretty much always be able to find one to suit the budget you have available, and they also have cool features such as bluetooth.

 

Car/Motorbike Accessories:

If the person you’re buying a gift for is someone who has a passion for cars or motorbikes, then a great gift for them could be something like accessories for their car or bike. You can find all kinds of techy gadgets and cool supplies both offline and online at places like Solo Moto, so you’ll be able to see a huge selection of things that they could really enjoy and would get a lot of use out of.

 

Computer/Tablet:

Gadgets like laptops and tablets may not be the cheapest items on the market in the technology space today, however, if you know a tech-lover and are looking for a great gift, then you’re going to struggle to go wrong in this area since most of the ones being made today have some seriously cool features and are extremely powerful in many ways, and although they’re not cheap, they do come in a good variety of price ranges to suit most budgets depending on the features you’re looking for and how much you’re looking to spend.

 

VR Headset:

Virtual Reality has become massive in the past 5 years and is fast becoming one of the biggest and fastest growing industries in the technology sector, so it’s definitely one that anyone who’s interested in technology will be watching with enthusiasm. One of the best things about VR, aside from how advanced it’s becoming is that it’s actually affordable to normal people, and most of the big tech giants such as Samsung are really looking to cash in on this desire for people to have VR at an accessible and affordable price point, so this could easily be one of the best gifts they ever receive if you decide to pursue this route.

 

Camera:

Although a camera may be just a camera to some people, if you know someone who loves to take photos either as a hobby or on a semi-professional level, then a good camera is something they’ll see as an investment and something they’ll truly appreciate because they know that a good camera will really enhance the photos they take. So, if you’re looking for a great gift, this is definitely one you can’t go wrong with and that will have lots of cool features.

Bionik Mantis VR Headphones for PSVR

Bionik Mantis VR Headphones

The bionik Mantis VR Headphone's for the PlayStation VR will totally immerse you in gaming worlds! Find out more here: http://www.howtokillanhour.com/entertainment/bionik-mantis-vr-headphones-for-psvr

Posted by How To Kill an Hour on Saturday, 2 March 2019

Bionik Mantis VR Headphones – High Fidelity Headset For PSVR are really really cool! They bring super crisp audio to the VR world and a new element to the PSVR experience. To get the most out of the PSVR you have to wear headphones alongside it, the experience just won’t be the same listening through the audio from the television. In most cases headphones will have to be worn either over the ears and subsequently the headset, which is cumbersome. Additionally, you can wear ear buds when playing the PSVR but again it is uncomfortable and the wires get in the way of the playing experience. 

Design

To combat this Bionik have enabled their headphones to clip directly on to the PSVR headset. Furthermore they are lightweight and rest gently on the ears. Consequently eliminating any ear fatigue that may occur using other methods. The cables are tangle proof too, so there are no issues there! Furthermore the Bionik Mantis VR Headphones also share the same colour scheme as the PSVR, complimenting it well. Seamlessly integrating with the rest of the headset!

As they simply clip on to the PSVR the headphones are easily removable and when not in use they can simply be flipped upwards making them easy to put away and store, or if you need to hear what’s occurring in your environment. The headphones can easily be slid up or down the PSVR headset, raised or lowered,  making it easy to adjust for ear location and head size. Every one is different! Furthermore the over the ear pads (often sold separately) blocks out more sound than any other design making it highly immersive.

Purchase Mantis VR Headphones for Playstation VR by clicking here!

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VR Concert

The First VR Concert

Our friends over at Mashable are reporting about the recent Oculus Venue concert from Vance Joy. Vance performed at the Colorado Red Rock Amphitheatre and it was beamed across the world as a live VR concert.

It was part of a brand new feature that’s available for the Oculus Go and Samsung Gear VR. A feature that allows users to watch live events with friends in VR! To show off this cool feature Facebook offered a free concert from Australian Vance Joy to concert goers back in May. It wasn’t pre-recorded and beamed across the world like a DVD showing. It was an actual live event. A first for Facebook/Oculus but not a brand new thing. To be eligible for this you had to have an Oculus Account, the Oculus iOS/Android App and a Oculus Go or Gear VR headset. Bad luck any of you top of the line Oculus owners, you were out of luck. Then open up the Venue section and connect to the event.

Event

Just like in real life you sit down in a stadium , albeit a virtual one, looking at the Red Rock Amphitheatre. Look around and it’s filled with other VR concert goers in avatar form. You are able to watch in both solo mode or with others in social mode too. While as you would expect social mode allows you to chat with other fans, in an attempt from Oculus to make it feel like an actual concert. Like you’re there, without actually being there. If you are wondering too, you can chat to them using your voice and not messaging one another. Though as Oculus is Facebook owned, if you share common interests with the person next to you, it will show up on screen.

VR concert: Behaviour

As is like the real world you’re going to have to behave yourself, upon entering the arena, Mashable are reporting that you are presented with a code of conduct screen. Which we’re not sure if many people will read, yet, Mashable are reporting that it states not to harass, use any offensive language or display anti-social behaviour. So like in real life at concerts. Don’t be a d*ck.

If someone is being the aforementioned body part you can click on their avatar and Facebook will look into it. While they may not get kicked out straight away, you are able to mute and block them. If only that feature could work in the real world. However, you can add them as an Oculus friend. You can turn up the music and turn down the chat volume of the crowd too. With Mashable reporting that this was a real pleasing part of the experience! To add to this experience trumping a real life concert, there are no phones in your face recording the event. People are too busy enjoying the music or talking to one another. Something that really should happen in real life in all honesty.

Is it worth it?

Enjoy music at home, without the commute home, pushing and shoving, drugged up skinny teenagers trying to sell you dodgy pills, p*ss bottles, should know better middle aged people trying to be cool or the rowdy couple who couldn’t wait to get home. While all that sounds rather inviting and pleasing, maybe that’s what concerts are all about. The experience, the atmosphere isn’t just the same as being there. That’s what it feels like, hopefully we get the chance to experience this in How To Kill An Hour towers ourselves, as it seems rather intriguing!

Click here to purchase Oculus Go or Samsung Gear

Arca's Path

Episode 285 Arca’s Path w/Dave Ranyard