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	<updated>2026-04-18T04:14:31Z</updated>
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	<entry>
		<id>https://vrarwiki.com/index.php?title=Xbox_One_Project_Scorpio&amp;diff=16891</id>
		<title>Xbox One Project Scorpio</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Xbox_One_Project_Scorpio&amp;diff=16891"/>
		<updated>2016-09-21T12:59:10Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|6WnLvk3wIIk|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Console]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=[[Xbox One]]&lt;br /&gt;
|Creator=[[Microsoft]]&lt;br /&gt;
|Developer=[[Microsoft]]&lt;br /&gt;
|Manufacturer=[[Microsoft]]&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=[[Xbox One VR]]&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=Eight cores, speculation: up-clocked Jaguar or equivalent &lt;br /&gt;
|GPU=Speculation: 56/60 GCN compute units at 800-850MHz &lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=Over 320GB/s bandwidth - speculation: 12GB of GDDR5 &lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=2017&lt;br /&gt;
|Price=$600.00 (estimate)&lt;br /&gt;
|Website=[http://www.xbox.com/en-US/project-scorpio/ Xbox One Project Scorpio]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Project Scorpio is a new games console from Microsoft, in the Xbox One family. It was announced during the company’s 2016 E3 presentation by Phil Spencer – the head of Microsoft’s Xbox division &amp;lt;ref name=”1”&amp;gt; Passingham, Michael (2016). Xbox Scorpio: Release date, specs, performance – all the latest news. Retrieved from www.trustedreviews.com/news/xbox-scorpio-release-date-specs-news-rumours-4k-vr&amp;lt;/ref&amp;gt;. Scorpio will have powerful hardware capable of delivering true 4K gaming, high-end virtual reality (VR) and HDR content &amp;lt;ref name=”2”&amp;gt; Stuart, Keith (2016). Scorpio rising: Microsoft’s plans for Xbox One and the future of video games. Retrieved from www.theguardian.com/technology/2016/jul/11/scorpio-microsoft-xbox-one-s-future-video-games&amp;lt;/ref&amp;gt;, in an attempt to keep up with the demands of gamers for those types of technologies. It also signifies a new transition in how Microsoft will market its games, having a family of three consoles: Xbox One, Xbox One S (a small mid-life refresh of the original Xbox One with HDR, 4K media capabilities, and 4K upscaled resolution for games), and Project Scorpio &amp;lt;ref name=”3”&amp;gt; Leong, Lewis (2016). Project Scorpio: everything we know about Microsoft’s 4K-ready Xbox. Retrieved from www.techradar.com/news/gaming/project-scorpio-release-date-news-and-features-everything-we-know-about-microsoft-s-4k-ready-xbox-1323455&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Scorpio will not be, necessarily, a substitute for the other two consoles. Rather it will add to them, giving the players the choice of which version of a game they want to play, since the same game will be published in all platforms. The games will be developed to take advantage of the different capabilities of the consoles in the Xbox family. The difference in power of the Scorpio will naturally lead to a better version of games, something akin to what happens in the PC ecosystem now, in which high-end PC’s can run a game with their maximum specifications unlike a low-end one &amp;lt;ref name=”4”&amp;gt; Kohler, Chris (2016). Xbox chief Phil Spencer talks Project Scorpio, VR, and those magical 6 teraflops. Retrieved from www.wired.com/2016/06/xbox-vr-scorpio-phil-spencer&amp;lt;/ref&amp;gt;. This compatibility of games for the Xbox console family has been highlighted, and according to Mike Ybarra, director of program management for Xbox, “Compatibility has always been the thing that makes console generations define themselves: when you leave one and got to the next, you give up your games, you usually give up the hardware or throw it in a closet – that’s what we want to remove. We’re focusing more on how do we deliver gaming in a boundless way to our players. We announced three platforms – today’s Xbox One, Xbox One S and Scorpio. We’re giving gamers the choice to say, ‘I want to invest in these particular games and this particular hardware, and I want those to work going forward, I don’t want to have to worry about giving that up &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;.’”&lt;br /&gt;
&lt;br /&gt;
This is a clear sign of change in the traditional console cycle, in which a console will be much closer to a PC in the future than its past iterations. In an interview for Wired, Phil Spencer commented that they are “trying to think beyond generations and say, how do you bring all the content that you purchased and love from this generation and move it forward with you?” This might mean that the new strategy will involve taking advantage of new technology by providing continuous, periodic updates, while maintaining a high-level of integration and connectivity to past games and consoles &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Webster, Andrew (2016). Xbox: Start to continue. Retrieved from www.theverge.com/2016/6/13/11915624/microsoft-xbox-one-s-pc-cross-platform-future-phil-spencer-interview&amp;lt;/ref&amp;gt;. Indeed, initiatives like the Xbox Play Anywhere – which brings Xbox One and Windows 10 closer together, allowing players to buy a game once and play it in both platforms – is already a step in the direction of seamless integration and evolution &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
There is currently no information regarding the price of this new console. There are some estimates that the Scorpio will be sold at around $600, taking into account its specs. Also, the console will not be bundled with a VR set, which will increase its total price in order to take advantage of VR &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
The release date for the Project Scorpio has not been officially announced, although it will probably be available in the holiday season of 2017 &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Console Specifications==&lt;br /&gt;
&lt;br /&gt;
The Scorpio will be powerful enough to play both 4K native games and virtual reality experiences. Phil Spencer mentioned that the upgrade to Scorpio, in terms of visual fidelity, will feel as dramatic of a change as we’re used to seeing in new generations. It will have a graphics card with six teraflops, an 8-core CPU, and 320GB/s of memory bandwidth &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;. Below is a table comparing the (probable) specifications of Project Scorpion and the current Xbox One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! XBox One !! Project Scorpio&lt;br /&gt;
|-&lt;br /&gt;
| CPU || Eight Jaguar cores clocked at 1.75GHz || Eight cores, speculation: up-clocked Jaguar or equivalent&lt;br /&gt;
|-&lt;br /&gt;
| GPU || 12 GCN compute units at 853MHz || Speculation: 56/60 GCN compute units at 800-850MHz&lt;br /&gt;
|-&lt;br /&gt;
| MEMORY || 8GB DDR3 at 68GB/s and 32MB ESRAM at max 218GB/s || Over 320GB/s bandwidth - speculation: 12GB of GDDR5&lt;br /&gt;
|}&lt;br /&gt;
Table adapted from www.eurogamer.net/articles/digitalfoundry-2016-xbox-one-project-scorpio-spec-analysis&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Console]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=PlayStation_VR_Aim&amp;diff=16890</id>
		<title>PlayStation VR Aim</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=PlayStation_VR_Aim&amp;diff=16890"/>
		<updated>2016-09-21T12:57:11Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|6Jv3VGfzpM8|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Controller]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=[[PlayStation VR]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[PlayStaion]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=[http://www.cnet.com/products/sony-ps-vr-aim-controller// PlayStation VR Aim on CNET]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Playstation VR Aim (PS VR Aim) is a new gun peripheral controller to be compatible with the Playstation VR headset. It is intended to make first-person shooters even more engaging and immersive in virtual reality. It was first announced after Sony’s E3 2016 keynote &amp;lt;ref name=”1”&amp;gt; Miller Ross (2016). New Playstation VR Gun Peripheral Looks Nothing Like a Gun. Retrieved from www.theverge.com/2016/6/14/11932532/playstation-vr-aim-gun-hands-on-e3-2016&amp;lt;/ref&amp;gt;. The design of the PS VR Aim is minimalistic, and the developer promises direct 1:1 movement tracking, meaning that wherever you point the controller, the in-game gun will respond accordingly &amp;lt;ref name=”2”&amp;gt; Lawler, Richard (2016). PS VR Aim Controller Promises 1:1 Precision for Virtual Shooters. Retrieved from www.engadget.com/2016/06/14/ps-vr-aim-controller-promises-1-1-precision-for-virtual-shooters&amp;lt;/ref&amp;gt;. It can be considered a successor of the Sony’s Sharpshooter, which was a gun peripheral that used the Playstation Move motion controller. The PS VR Aim will be far more accurate and with less delay between the actions of the player and the response in-game &amp;lt;ref&amp;gt; Cnet (2016). Sony’s Playstation VR Aim Controller Makes it Easy to Shoot Scary Space Spiders (Hands-On). Retrieved from www.cnet.com/products/sony-ps-vr-aim-controller&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The new peripheral has the same controls as the standard PS4 Dualshock 4 controller, with two analogue sticks, four face buttons, two bumpers, two triggers, a D-pad, Share and Options buttons, and a final one that is mapped to the Dualshock’s touchpad button. The two trigger buttons are in different positions, allowing the controller to be handled like a gun. Also, the PS VR Aim is ambidextrous &amp;lt;ref name=”4”&amp;gt; Betters, Elise (2016). PS VR Aim Controller Preview: Playing Farpoint With Sony’s New Gun-Shaped Controller. Retrieved from www.pocket-lint.com/review/137951-ps-vr-aim-controller-preview-playing-farpoint-with-sony-s-new-gun-shaped-controller&amp;lt;/ref&amp;gt;, and from initial reports there doesn’t seem to be any haptic feedback in it &amp;lt;ref name=”5”&amp;gt; Lang, Ben (2016). Hands-on: “PSVR Aim” Controller Debuts with “Farpoint” FPS. Retrieved from www.roadtovr.com/farpoint-psvr-aim-controller-playstation-vr-aim-e3-2016-hands-on&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The gun-like controller was co-developed by indie studio Impulse Gear in collaboration with Sony, and it’s designed for use with the game Farpoint (exclusive to Playstation VR), developed by the studio mentioned above &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Jones, Brad (2016). This is the Playstation VR Aim Controller. Retrieved from gamerant.com/playstation-vr-aim-controller-e3&amp;lt;/ref&amp;gt;. Farpoint is a Sci-fi FPS in which the player will be exploring a foreign planet filled with alien creatures &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
According to Seth Luisi, the co-founder of Impulse Gear, “The PS VR Aim Controller offers the most realistic and precise way to control our game. With direct 1 to 1 tracking, you aim in Farpoint just as you would in real life. How you hold and where you point the controller are directly matched in the game. This allows you to do things in Farpoint that just are not possible in a standard FPS game. It also provides an unbelievable sense of presence in the virtual world &amp;lt;ref&amp;gt; Luisi, Seth (2016). Farpoint Announced for Playstation VR. Retrieved from blog.us.playstation.com/2016/06/13/farpoint-announced-for-playstation-vr&amp;lt;/ref&amp;gt;.”&lt;br /&gt;
The released date of the Playstation VR Aim and its price point haven’t been disclosed &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Device]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Prizmiq&amp;diff=16889</id>
		<title>Prizmiq</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Prizmiq&amp;diff=16889"/>
		<updated>2016-09-21T12:51:05Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|PUYlPgJmqCA|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Bonsai Media Group]]&lt;br /&gt;
|Publisher=[[Bonsai Media Group]]&lt;br /&gt;
|Director=[Jason LaBaw]]&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Device=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Type=[[Application]]&lt;br /&gt;
|Genre=[[Shopping]]&lt;br /&gt;
|Input Device=[[Mouse]]&lt;br /&gt;
|Game Mode=&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price= &lt;br /&gt;
|Website=[http://www.prizmiq.com// Prizmiq]&lt;br /&gt;
|Infobox Updated=8/20/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Prizmiq wants to change the online retail experience. Their OpenGL-powered web viewer allows customers to examine products from all angles, thus helping online retailers increase their revenues and drive conversions. Prizmiq&#039;s 3D product viewing technology is built to be fully ready for virtual and augmenting reality, allowing retailers to stay on the apex of innovation. &lt;br /&gt;
==Features==&lt;br /&gt;
Prizmiq is a Seattle-based startup that wants to change online shopping. Prizmiq captures and creates interactive 3D product experiences for e-commerce, engaging shoppers and driving product interaction. Online shoppers can use the technology to flip, turn, rotate, zoom, and investigate any angle of a product, like they would in a brick-and-mortar store.&amp;lt;ref&amp;gt;https://angel.co/prizmiq&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Unlike many other solutions, Prizmiq uses WebGL, a JavaScript API for rendering interactive 3D computer graphics and 2D graphics within any compatible web browser without the use of plug-ins, making it compatible with all modern browsers and mobile devices. The software is highly optimized for nearly instantaneous loading times and photorealistic image quality. Darrick Morrison, the founder and CEO of Prizmiq said, &amp;quot;Prizmiq gives the user a far more immersive and intuitive way to engage with online merchandise compared to 360 (degree) spin photography or even product videos. We&#039;ve built a better mousetrap and it perfectly suits the needs of the modern consumer.&amp;quot;&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/seattle-based-company-prizmiq-creates-worlds-first-3d-retail-experience-for-arcteryx-300056404.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So far, the high cost of 3D scanning technology has made it impossible for many smaller players to use it as a part of their marketing toolkit. Prizmiq is said to cost just a fraction of that, despite offering certain add-ons like custom color authoring, a comprehensive analytics package, and Points of Interest to tour different product features.&amp;lt;ref&amp;gt;http://www.prizmiq.com/#main&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prizmiq wants to help online retailers achieve higher conversions, better overall customer experience, and minimize the number of returned merchandise. All of these things are greatly affected by the quality of product pictures. &lt;br /&gt;
&lt;br /&gt;
The creators of Prizmiq see virtual and augmented reality as two technologies that will define our virtual experience in the near future. Unsurprisingly, the company wants to be ready for when it finally happens, and they built Prizmiq with VR support in mind. &lt;br /&gt;
&lt;br /&gt;
Prizmiq has been recently adopted by Arc&#039;teryx, one of the world&#039;s most revered outdoor clothing and equipment brands, who has launched its new line of hiking footwear today using Prizmiq&#039;s 3D platform. With Prizmiq, Arc&#039;teryx will allow online customers to engage with the Acrux² FL GTX Approach Shoe the same way they would in the Arc&#039;teryx store. Some of the Acrux² FL GTX&#039;s features that can now be viewed online are its unique removable liner, Vibram sole and other attributes that have positively influenced discerning buyers for years.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/seattle-based-company-prizmiq-creates-worlds-first-3d-retail-experience-for-arcteryx-300056404.html&amp;lt;/ref&amp;gt; &lt;br /&gt;
==System Requirements==&lt;br /&gt;
&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
[https://www.youtube.com/watch?v=PUYlPgJmqCA Introducing Prizmiq] - A short video presentation showcasing the technology developed by Prizmiq and introducing individual team members. &lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Virtual App]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=LG_360_VR&amp;diff=16888</id>
		<title>LG 360 VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=LG_360_VR&amp;diff=16888"/>
		<updated>2016-09-21T12:47:25Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:lg360 vr1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[VR Glasses]]&lt;br /&gt;
|Subtype=[[Multimedia Headset &amp;amp; Mobile Tethered Type]]&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=[[LG Electronics]]&lt;br /&gt;
|Developer=[[LG Electronics]]&lt;br /&gt;
|Manufacturer=[[LG Electronics]]&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=[[LG G5]]&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=1.88&amp;quot; IPS LCD x 2 EA, 920 x 720 per Eye, 639 ppi Real RGB&lt;br /&gt;
|Resolution=960x720 pixels at 693ppi (per eye)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=Horizontal FOV (field-of-view) 80° lens&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=6-axis (Gyro &amp;amp; Accelerometer) Proximity Sensor&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=4.12 oz.&lt;br /&gt;
|Size=164.1 x 185.6 x 45.9 mm&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$199.99&lt;br /&gt;
|Website=[http://www.lg.com/us/lg-friends/lg-LGR100.AVRZTS-360-vr// LG 360 VR]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The LG 360 VR are new virtual reality glasses designed to connect with smartphones via the included USB-C jack, rather than housing the phone inside. They have been introduced at Mobile World Congress in Barcelona to complement LG&#039;s newest G5 phone. &amp;lt;ref&amp;gt;http://www.cnet.com/products/lg-360-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Features ==&lt;br /&gt;
The main features of these VR glasses is their small size and weight. Because they don&#039;t have to carry the weight of the smartphone the entire housing is very slim and weighs just 180 grams (6.3 ounces). &lt;br /&gt;
&lt;br /&gt;
Currently, the glasses are limited to just the LG G5, but it&#039;s expected that compatibility for additional devices will be added in the future. &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The LG 360 VR uses dual 1080p OLED screens with a resolution of 639 ppi. According to LG, these displays should provide a viewing experience similar to a 130-inch TV viewed from two meters. &amp;lt;ref&amp;gt;http://arstechnica.com/gadgets/2016/02/lg-jumps-on-the-vr-bandwagon-with-the-lg-360-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A USB-C cable is used to connect power and video, which frees the phone itself to be used as a controller for virtual reality applications and games. The glasses also have additional control buttons on top that are used for confirmations and as a &amp;quot;back&amp;quot; button. &lt;br /&gt;
&lt;br /&gt;
Sound can be outputted through the 3.5mm headphone socket on the underside of the 360 VR headset. &amp;lt;ref&amp;gt;http://www.pocket-lint.com/review/136800-lg-360-vr-preview-a-unique-perspective-on-mobile-vr&amp;lt;/ref&amp;gt; &lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Dimension: 160.07 mm x 185.61 mm x 45.9 mm&lt;br /&gt;
* Connectivity: USB 2.0 + Type C Plug&lt;br /&gt;
* Physical UI: Keys (Back, Select)&lt;br /&gt;
* Memory: 4GB eMMC / Micro SD (up to 2T)&lt;br /&gt;
* Chipset: STM32F411 - Cortex-M4 100MHz&lt;br /&gt;
== Software ==&lt;br /&gt;
&lt;br /&gt;
== Apps ==&lt;br /&gt;
The 360 VR supports Google Cardboard apps and 360 videos.&amp;lt;ref&amp;gt;http://www.roadtovr.com/good-bad-meh-lg-360-vr/&amp;lt;/ref&amp;gt; &lt;br /&gt;
== Developer ==&lt;br /&gt;
Developers who would like to create their own virtual reality applications for the LG 360 VR are encouraged to check out the [https://developers.google.com/cardboard/android Cardboard SDKs for Android], which allows applications to display 3D scenes with binocular rendering and head tracking. &lt;br /&gt;
&lt;br /&gt;
There is also the [https://developers.google.com/cardboard/unity Cardboard SDK for Unity], which helps developers adapt existing Unity 3D apps for virtual reality or build their own VR experience from scratch.&amp;lt;ref&amp;gt;https://developers.google.com/cardboard/overview&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Accessories ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
There is currently no information about availability or pricing for the 360 VR, but the headset is supposedly scheduled to be released sometime this summer. &amp;lt;ref&amp;gt;http://www.theverge.com/2016/2/24/11100776/lg-vr-360-headset-announced-mwc-2016&amp;lt;/ref&amp;gt;&lt;br /&gt;
== History ==&lt;br /&gt;
* Unveiled at MWC 2016&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Star_Trek:_Bridge_Crew&amp;diff=10715</id>
		<title>Star Trek: Bridge Crew</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Star_Trek:_Bridge_Crew&amp;diff=10715"/>
		<updated>2016-09-05T11:21:42Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|romB8e5nMp8|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Red Storm Entertainments]]&lt;br /&gt;
|Publisher=[[Ubisoft]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=PlayStation 4, Microsoft Windows&lt;br /&gt;
|Device=VR Devices&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Adventure]]&lt;br /&gt;
|Input Device=&lt;br /&gt;
|Game Mode=&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=2016&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=[https://www.ubisoft.com/en-US/game/star-trek-bridge-crew// Star Trek: Bridge Crew at Ubisoft]&lt;br /&gt;
|Infobox Updated=8/13/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Star Trek: Bridge Crew is a virtual reality (VR) game developed by Red Storm Entertainment, an Ubisoft’s studio. It was announced during the E3 of 2016 &amp;lt;ref name=”1”&amp;gt; Varanini, Giancarlo (2016). Star Trek: Bridge Crew – Going boldly into VR. Retrieved from blog.ubi.com/star-trek-bridge-crew-going-boldly-vr&amp;lt;/ref&amp;gt;. The same studio is also responsible for the creation of the VR game Werewolves Within. The development of Werewolves helped with the creation of the basis for Bridge Crew, even though this last one is more complex in terms of full body avatars, hand tracking and general gameplay. The game has been compared to Artemis Bridge Simulator &amp;lt;ref name=”2”&amp;gt; Warr, Philippa (2016). Boldly going into more detail on Star Trek: Bridge Crew. Retrieved from www.rockpapershotgun.com/2016/06/30/star-trek-bridge-crew&amp;lt;/ref&amp;gt;. With a release date for the fall of 2016, exclusively to VR on Oculus Rift, HTC Vive and PlaystationVR, it will provide a chance for players “to live out a fantasy of being on the bridge of a Federation Starship.” &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bridge Crew relies on co-operative gameplay with emphasis on communication. There are four positions available in the bridge for the players: Captain, Helm, Tactical, and Engineering. These encourage the players to think as a cohesive group, since each position is dependent on each other &amp;lt;ref&amp;gt; Hurley, Leon (2016). Star Trek: Bridge Crew lets you pilot a starship with friends in VR and it’s as amazing as that sounds. Retrieved from www.gamesradar.com/star-trek-bridge-crew-lets-you-pilot-a-starship-with-friends-in-vr-and-its-as-amazing-as-that-sounds&amp;lt;/ref&amp;gt;. It takes advantage of the sense of social presence that virtual reality allows, with hand tracking and full body avatars that have real time lip-sync, contributing to the general perception that you really are in a space interacting with other players &amp;lt;ref name=”4”&amp;gt; StarTrek.com Staff (2016). You’re in command with Star Trek: Bridge Crew. Retrieved from www.startrek.com/article/youre-in-command-with-star-trek-bridge-crew&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In terms of aesthetics and placement in the Star Trek universe, the game will take place in the reboot universe of the J.J. Abrams films [2], although you do not assume the roles of Captain Kirk or any other of the classic characters of the franchise. This was a choice made in order to maintain the suspension of disbelief and allow for the players to tell their own stories &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Schwartz, Terri (2016). E3 2016: In Star Trek: Bridge Crew, teamwork is everything. Retrieved from www.ign.com/articles/2016/06/13/e3-2016-in-star-trek-bridge-crew-teamwork-is-everything&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&lt;br /&gt;
According to David Votypka, Creative Director at Red Storm Entertainment, the studio had “been working on social multiplayer, and trying to expand the depth and the amount of social interaction that players can have in online video games. (…) But at some point, really allowing the players to use their social skills online was a bit elusive in a traditional gaming format. (…) We started discovering the idea of social VR, and that’s when we began brainstorming different ideas. I was talking with people about some different licensed ideas for doing VR. At the same time, we had some designers here that were pitching us on a crew-based game that utilized VR, where players could be in a mechanized crew together.” &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the choice was made to use the Star Trek franchise for the crew-based game, a pitch was made to CBS who agreed with its development. The goal was to create a lighthearted social experience, in which the players can have fun &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
The overriding mission of Star Trek: Bridge Crew will be to explore an uncharted sector of space known as The Trench aboard the U.S.S. Aegis, to locate a suitable planet for the surviving Vulcan community to inhabit &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;. There is going to be two modes: the story mode and a mission generator that will procedurally generate missions to increase the hours of solo and co-op gameplay &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Ubisoft. Star Trek: Bridge Crew. Retrieved from www.ubisoft.com/en-GB/game/star-trek-bridge-crew&amp;lt;/ref&amp;gt;. On the bridge of the starship each one of the four possible roles that the players can take will be crucial to the success of the various missions. It is possible to play the game alone, in which the player will take the role of the captain and the other main members of the crew will be NPCs &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;. Each player has a unique LCARS panel for their respective station with which they can interact with the Oculus touch controllers. There will be an option to play the game utilizing a gamepad &amp;lt;ref&amp;gt; Dingman, Hayden (2016). Hands-on: Star Trek Bridge Crew fulfills every geek’s wildest starship fantasies in VR. Retrieved from www.pcworld.com/article/3083936/virtual-reality/hands-on-star-trek-bridge-crew-fulfills-every-geeks-wildest-starship-fantasies-in-vr.html&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In an E3 2016 demo, players had to rescue a number of survivors from a ruined space station orbiting a dying sun about to explode, while also having to deal with attacks from the Klingons &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Walton, Mark (2016). Star Trek: Bridge Crew lets you go where no man has gone before (in VR). Retrieved from arstechnica.com/gaming/2016/06/star-trek-bridge-crew-vr-hands-on-video&amp;lt;/ref&amp;gt;. The demo was well received but there have been questions regarding if there is enough adoption for VR in order for the social component of the game to work out &amp;lt;ref&amp;gt; Tassi, Paul (2016). “Star Trek: Bridge Crew” is cool, but playing with friends may be tricky in the current VR market. Retrieved from www.forbes.com/sites/insertcoin/2016/06/14/star-trek-bridge-crew-is-cool-but-multiplayer-vr-isnt-remotely-realistic-right-now/#61f5cc95556c&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:PlayStation 4]] [[Category:Microsoft Windows] [[Category:VR Devices]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Damaged_Core&amp;diff=10714</id>
		<title>Damaged Core</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Damaged_Core&amp;diff=10714"/>
		<updated>2016-09-05T11:20:06Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|cVPSiseR7tw|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[High Voltage]]&lt;br /&gt;
|Publisher=&lt;br /&gt;
|Producer=[[Oculus Studios]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Device=[[Oculus Rift CV1]]&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[First-person Shooter]]&lt;br /&gt;
|Input Device=&lt;br /&gt;
|Game Mode=&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=Spring of 2016&lt;br /&gt;
|Price= $39.99&lt;br /&gt;
|Website=[http://vrscout.com/games/damaged-core-oculus-rift// Damaged Core at VRscout]&lt;br /&gt;
|Infobox Updated=8/13/2016&lt;br /&gt;
}}&lt;br /&gt;
==Preview==&lt;br /&gt;
First Person Shooters seem like an ideal fit for Virtual Reality, but when one really thinks about some of the challenges involved, especially with Sitting VR, things become a lot more complicated. Does Damaged Core manage to overcome the inherent issues of FPS in VR?&lt;br /&gt;
&lt;br /&gt;
Damaged Core is one of the newest titles in High Voltage’s&amp;lt;ref&amp;gt;http://www.high-voltage.com/&amp;lt;/ref&amp;gt; Conduit series. The series originally found its home on the Wii and mobile devices, so High Voltage certainly has experience with building First Person Shooters with unusual control methods. With Damaged Core, they are trying their hand at a VR FPS.&lt;br /&gt;
&lt;br /&gt;
Damaged Core is an Oculus Rift exclusive and is presented with several design challenges. How do you make a fast paced shooter in VR without causing nausea and disorientation? Could you imagine playing the new Doom (or even the old one!) in VR? It wouldn’t work – the amount of movement and on the dime turns you make would be very uncomfortable for a first person view. &lt;br /&gt;
&lt;br /&gt;
Therefore, in Damaged Core, you do not walk or run, rather, you teleport between a variety of stationary enemies, each with their own unique sets of abilities. While this might sound static and simplistic, the movement turns out to work quite well. Instead of fumbling with aiming, the enemies are stationary – but the decision making shifts to when you abandon bodies. Some of the more exciting moments come from fleeing to a new body moments before the destruction of your previous one.  Therefore, you juggle between bodies as enemies spawn all around you, having to keep in mind what abilities each enemy has, who the most effective next target is, and how much damage you can do before having to eject. You might not be rocket jumping building up speed ala Quake Live, but there is still a lot to keep in mind here.&lt;br /&gt;
However, Damaged Core is not finished yet. High Voltage has stated that a number of other mechanics will be introduced, such as a missile lobbing enemy that you can hijack and aim its ordnance by tilting your head, whether such additions are merely gimmicks or turn out to be interesting core gameplay features remains to be seen. &lt;br /&gt;
&lt;br /&gt;
All that said, what is truly exciting is that there is no ‘blueprint’ for High Voltage to follow. They are not revisiting old, tired formulas that are “safe” and “guaranteed” to succeed. This is uncharted territory, and while there are plenty of good arguments to be made for iteration, we should always encourage innovation as well. &lt;br /&gt;
&lt;br /&gt;
Could these innovations fall flat on their face? They could, but the old rules of FPS simply do not apply and if we want the genre to properly transition into the VR medium, risks will have to be taken and experiments will have to be made. As it stands, Damaged Core is an intriguing experiment, and may very well be one of the paths the FPS genre takes in VR. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;High Voltage has slated Damaged Core for a Spring 2016 release as an Oculus Shop exclusive, it will set you back $39.99.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]] [[Category:VR Games]] [[Category:VR Apps]] [[Category:Shooter]] [[Category:FPS]] [[Category:Oculus Rift]] [[Category:Oculus Rift CV1]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=The_Climb&amp;diff=10713</id>
		<title>The Climb</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=The_Climb&amp;diff=10713"/>
		<updated>2016-09-05T11:19:08Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|aAUx5K5tVYU|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Crytek]]&lt;br /&gt;
|Publisher=[[Crytek]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Device=[[Oculus Rift CV1]]&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Sports]], [[Racing]], [[Arcade]], [[Action]], [[Exploration]]&lt;br /&gt;
|Input Device=[[Gamepad]]&lt;br /&gt;
|Game Mode=[[Single Player]]&lt;br /&gt;
|Comfort Level=Intense&lt;br /&gt;
|Version=0.594&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=April 28, 2016&lt;br /&gt;
|Price= $49.99&lt;br /&gt;
|Website=[http://www.theclimbgame.com// The Climb]&lt;br /&gt;
|Infobox Updated=8/13/2016&lt;br /&gt;
}}&lt;br /&gt;
==Review==&lt;br /&gt;
There have been a lot of complaints from certain gamers in the last few years about so called ‘walking simulations’. Games with minimalistic or sometimes virtually no gameplay mechanics at all have drawn a lot of criticism and their status as a “real game” is hotly debated. While Crytek’s The Climb&amp;lt;ref&amp;gt;http://www.theclimbgame.com/&amp;lt;/ref&amp;gt;, with its impressive vistas and lovingly crafted canyons and forests may look like one such game at first glance, the mechanics behind the actual climbing are actually surprisingly deep – that said, personal experience with these mechanics will differ significantly, for some, this big-budget release could be absolutely worth it, while others may only experience frustration and neck pain.&lt;br /&gt;
&lt;br /&gt;
If nothing else, Crytek is known for some really good looking games, chief among them being the original Crysis, which back in 2006 was basically developed for a hypothetical space computer rather than the rigs in your average person’s home. A lot of games are pretty though, but Crysis and the original Far Cry also had some really good level design that elevated them above your bog standard shooter. Crysis also introduced a number of mechanics through its nanosuit that brought a lot of color to what, at the time, was a genre stuck at rehearsing the Normandy landings and Stalingrad sieges over and over again.   &lt;br /&gt;
All this brings us to The Climb, just like its predecessors, The Climb is awfully pretty and it boasts some rather unique mechanics as well. While in most first person games activities such as climbing and jumping across chasms are relegated to QTEs, The Climb took a different path – it had to, after all, climbing is the central mechanic and there isn’t anyone around for you to murder. &lt;br /&gt;
&lt;br /&gt;
This is not, however, without its flaws – the lack of Oculus Touch certainly has an effect on the otherwise excellent immersion. Oculus will be releasing its Touch devices later this year, and The Climb will be supporting them. Until then, players control their avatar’s two disembodied hands with a mixture of Xbox Controller and the Rift’s head tracking. Rather than reaching out physically, you look at the place you want to climb to and use the controller to pull yourself up. All of this is controlled by a fatigue system that limits how long you can hang from only one hand. You can increase your grip by periodically rubbing your hands with chalk – which is also done with a controller button. &lt;br /&gt;
&lt;br /&gt;
All in all, without the motion controls, The Climb and other games like it are a rather bizarre experience as you combine two rather unintuitive control methods. That is not to say that motion controls do not have their own issues, especially as far as the endurance and mobility of each particular player. &lt;br /&gt;
&lt;br /&gt;
Finally, there is the matter of price. The Climb’s campaign is certainly not very long, clocking in at about four hours. While there is an impressive list of challenges ranging from speed runs to the removal of save points. The game actually only has 3 levels – that said, each of its 3 difficulties takes you along a different route, so there is some replay value.&lt;br /&gt;
For some, the AAA price tag of $49.99 might be a tad too high for a relatively short experience, but The Climb remains, as we’ve come to expect from CryTek, a very good looking game, and even, for better or worse, an innovative one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Climb is out now on the Oculus Store.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]] [[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:Arcade]] [[Category:Sports]] [[Category:Oculus Rift]] [[Category:Oculus Rift CV1]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Pollen&amp;diff=10712</id>
		<title>Pollen</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Pollen&amp;diff=10712"/>
		<updated>2016-09-05T11:18:07Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|0sikKm-Fhhk|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Mindfield Games]]&lt;br /&gt;
|Publisher=[[Mindfield Games]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]]&lt;br /&gt;
|Device=[[Oculus Rift CV1]], [[HTC Vive]]&lt;br /&gt;
|Operating System=[[Windows 7]] &lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Adventure]], [[Indie]]&lt;br /&gt;
|Input Device=[[Gamepad]], [[Keyboard]], [[Mouse]]&lt;br /&gt;
|Game Mode=[[Single Player]], [[Multiplayer]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=v1.0.1&lt;br /&gt;
|Rating=Mixed&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=April 20, 2016&lt;br /&gt;
|Price= $13.52&lt;br /&gt;
|Website=[http://pollengame.com// P.O.L.L.E.N.]&lt;br /&gt;
|Infobox Updated=8/13/2016&lt;br /&gt;
}}&lt;br /&gt;
==Review==&lt;br /&gt;
&#039;&#039;Mindfield Games’ POLLEN is the latest in a growing trend of titles certain people like to call “Walking Simulators” – unlike its predecessors however, it natively supports VR, but is that enough to make it interesting?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mindfield Games’ POLLEN [official site] has made the wise decision to not be exclusive to VR. While VR is new and exciting technology, there are still few early adopters, many people are still holding off on purchasing a headset and with good reason – this is still nascent technology. Since POLLEN is a relatively niche title, making it available for those who are not early adopters was the right choice.&lt;br /&gt;
&lt;br /&gt;
Perhaps one of the closest analogues to POLLEN, at least as far as gameplay goes, is Gone Home. While POLLEN features an interesting alternate history Sci-Fi setting instead of a nostalgia-laden 90s household, the way you interact with the world is quite similar.&lt;br /&gt;
&lt;br /&gt;
Much like in Gone Home, you can interact with a huge variety of objects in the world, unfortunately, most of these interactions only go as far as picking them up and looking at them, but it is definitely a boon to world building, This could, however, also lead to frustration for some, as the game decides what objects you actually get to put in your inventory, you might find yourself picking up and shaking every single item you come across for plot advancement purposes rather than because you want to.&lt;br /&gt;
&lt;br /&gt;
POLLEN supports both HTC Vive and Oculus Rift, and is certainly a more immersive experience with them. The game looks beautiful, and seeing it through the headset is even better. A lot of the technology in the game is the kind of thing you’d expect to see in an Aliens movie – boxy, scrolling green text terminals, punch cards, cassette players, it really does give the game a fairly unique identity when it could have easily been mired in mundane “future tech”. &lt;br /&gt;
&lt;br /&gt;
While certainly interesting, POLLEN does have some issues. While the early parts of the game appear to be very carefully crafted, the further you go on, the more rushed the experience appears to be. &lt;br /&gt;
It is also not a very long experience, clocking in at approximately 2-3 hours. Is this an issue? Not necessarily. Many gamers have complained about such short experience before, but truly, the real question should be: “Is this a satisfying, complete experience?” rather than “Did I spend X number of hours playing this?”&lt;br /&gt;
&lt;br /&gt;
With an increasingly older gamer population that has more responsibility and less free time, many people welcome shorter but more meaningful experiences. At the end of the day, if a game is “all killer no filler”, the fact that its only 3 hours long shouldn’t be an issue. &lt;br /&gt;
&lt;br /&gt;
Is POLLEN such an experience? That depends on the individual. Gone Home and the more recent Firewatch were both excellent experiences, if you could draw anything emotionally or intellectually from them, if you are coming at these games from a traditional perspective, then you might not feel they are worthwhile.&lt;br /&gt;
&lt;br /&gt;
We all love traditional games where you just murder demons from hell or collect loot, those will never go away, and don’t let anyone tell you that those are “low brow” or less clever. However, POLLEN and other recent games like it show us just how diverse our medium can be, that in itself, is something worthwhile. &lt;br /&gt;
&lt;br /&gt;
POLLEN is out now on Steam, GoG and the Humble Store. It will set you back $25.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]] [[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:Indie]] [[Category:Oculus Rift]] [[Category:Oculus Rift CV1]] [[Category:HTC Vive]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Minecraft_(Virtual_Reality)&amp;diff=10711</id>
		<title>Minecraft (Virtual Reality)</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Minecraft_(Virtual_Reality)&amp;diff=10711"/>
		<updated>2016-09-05T11:16:57Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
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{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|ZuskmGBMPMk|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Mojang AB]]&lt;br /&gt;
|Publisher=[[Mojang AB]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[Gear VR]]&lt;br /&gt;
|Device=[[Gear VR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Adventure]], [[Educational]]&lt;br /&gt;
|Input Device=[[Gamepad]]&lt;br /&gt;
|Game Mode=[[Single Player]], [[Multiplayer]], [[Co-op]]&lt;br /&gt;
|Comfort Level=Moderate&lt;br /&gt;
|Version=0.15.6.0&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=April 27, 2016&lt;br /&gt;
|Price= $6.99&lt;br /&gt;
|Website=[https://minecraft.net/en/vr// Minecraft VR]&lt;br /&gt;
|Infobox Updated=8/13/2016&lt;br /&gt;
}}&lt;br /&gt;
On September 24, 2015, during [[Oculus Connect 2]], Minecraft was announced to be officially coming to the [[Oculus Rift (Platform)]].&lt;br /&gt;
&lt;br /&gt;
[[Minecraft: Gear VR Edition]] launched on the [[Oculus Store]] on April 27, 2016 for $6.99. Minecraft will release for [[Rift]] in Spring, 2016.&lt;br /&gt;
&lt;br /&gt;
==Review==&lt;br /&gt;
&#039;&#039;VR has come to one of the biggest franchises of this decade.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
How do you review a phenomenon like [[Minecraft]]. Ever since its initial release in May of 2009 to its official ‘full’ release in November 2011, Markus “Notch” Persson’s game has sold a total of over 70 million copies across multiple platforms and has pretty much become a household name, easily sitting alongside the likes of Mario.&lt;br /&gt;
&lt;br /&gt;
Minecraft has been part of a push for the use of games as education – it even made it into classrooms, it has its own convention, and “Notch” sold the property to Minecraft for $2.5 billion. To put those billions into perspective, Disney bought Lucasfilm (and by extension the Star Wars franchise) for $4 billion. More than half the price of one of the biggest pop culture icons of the modern age, Minecraft is just that big. &lt;br /&gt;
How so, though? How did a low-fidelity with apparently no rules and no true goals become so popular? &lt;br /&gt;
&lt;br /&gt;
It is, perhaps, in that very lack of rules and imposed goals that a lot of the appeal lies. Minecraft came at a time when games were becoming increasingly more linear and scripted, when you would be set down a specific path and had little control or agency, rather than shaping the game world itself, you were along for the ride. &lt;br /&gt;
&lt;br /&gt;
There were, of course, exceptions to this, but it is quite rare to see a game that sticks so purely to its vision. The premise of Minecraft was simple, rather than sending you on grandiose quests or sticking you in tight corridors, you were simply thrown out into a procedurally generated world and left to explore. &lt;br /&gt;
&lt;br /&gt;
What you would do with this world was left to your imagination. Perhaps you would try to live off of the land without severely damaging or changing it, or maybe you wanted a skull fortress. Because, why not? Or perhaps you wanted to recreate a place from another game or media, or even reality. Regardless of what you wanted, Minecraft just let you do it, it was all up to your imagination, and that was a powerful feeling that was never really tapped into properly by games before.&lt;br /&gt;
&lt;br /&gt;
Since then, the game has evolved immensely. The core premise of the game has remained intact, but more traditional elements have been included for those who wish to pursue them – including even an “end goal” – hunting a dragon from another dimension. As recent as February 2016, new, major game mechanics have been introduced, such as a complete rework of the rather basic combat system into something a little more complex. &lt;br /&gt;
&lt;br /&gt;
Perhaps the most interesting addition, however, has been the inclusion of VR. While the whole thing is still very much a work in progress, it is quite promising.&lt;br /&gt;
&lt;br /&gt;
Whether you’re using Oculus Rift or Gear VR, there are, in fact, two modes available. You may first be eased into the experience by playing through a simulated TV in a virtual room. The living room itself looks like something someone would build in the game. &lt;br /&gt;
&lt;br /&gt;
The second mode is the game as normal - you’d think VR might not add much to such a pixelated game, but even here, it makes for a more immersive experience. The mountain ranges, the grandiose buildings you construct, all of those landscapes that were low-fi but beautiful in their own way now take on a whole different scale, and if you’re playing on Survival Mode, all of those monsters who have maybe stopped being creepy over the years will seem a lot more terrifying. &lt;br /&gt;
&lt;br /&gt;
Mojang has shown its committal to the game throughout the years, and will hopefully iron out the remaining bugs and bring Minecraft to all VR platforms. While new IP and new genres for VR are exciting, seeing old titles through a new perspective can be refreshing as well. &lt;br /&gt;
&lt;br /&gt;
Minecraft is out now on a wide variety of platforms.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;&#039;April 27, 2016&#039;&#039;&#039;: [[Minecraft: Gear VR Edition|Gear VR Edition]] of Minecraft is launched on the [[Oculus Store]] for $6.99.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;June 13, 2016&#039;&#039;&#039;: [[John Carmack]] announced in E3 2016 that [[Minecraft]] will have cross platform online play including all the [[VR Devices]] such as [[Gear VR]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]] [[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:Educational]] [[Category:Gear VR]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Space_Pirate_Trainer&amp;diff=10710</id>
		<title>Space Pirate Trainer</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Space_Pirate_Trainer&amp;diff=10710"/>
		<updated>2016-09-05T11:15:49Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|3e3DX25Lens|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[I-Illusions]]&lt;br /&gt;
|Publisher=[[I-Illusions]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Device=[[HTC Vive]]&lt;br /&gt;
|Operating System=Windows 7 or earlier&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Action]], [[Early Access]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Game Mode=[[Single-Player]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=Overwhelmingly Positive (622 reviews)&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=April 6, 2015&lt;br /&gt;
|Price= $9.00&lt;br /&gt;
|Website=[http://store.steampowered.com/app/418650// Space Pirate Trainer on Steam]&lt;br /&gt;
|Infobox Updated=8/6/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Review==&lt;br /&gt;
&#039;&#039;I-Illusions&#039; game sells itself as an immersive 80s arcade cabinet game. But will it only be blasting away robots, or the doubts of VR skeptics as well?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Space Pirate Trainer is one of HTC Vive’s release titles. The Vive does not have quite as many “core” release titles as the Oculus – many of the games being relatively small in size and scope and meant to showcase the concept of VR more than deliver a complete experience. This makes sense, the tech is still relatively new and we have not seen a big push from the AAA industry towards it yet – with [[CCP]]’s [[Eve Valkyrie]] being one of the few exceptions to the rule. Most of the titles we see are built by small teams on limited budgets, but these indie devs are laying the groundwork for what is to come, and if nothing else, it is certainly interesting. &lt;br /&gt;
&lt;br /&gt;
Space Pirate Trainer is no different. I-Illusions’ game is really simple. You stand on a platform with a fancy skybox in the distance and you defend your ship from a bunch of flying robots. If Space Pirate Trainer were not a VR game, it would be nothing more than a functional but very limited first person shooter. However, being able to move your head to look around while also independently moving your two motion controllers fundamentally changes how the game plays. &lt;br /&gt;
&lt;br /&gt;
It is a difficult feeling to explain, but  physically dodging projectiles and suddenly remembering that, you can, in fact, simply duck when someone is shooting at you, gives the game a sort of physicality that a mouse and keyboard or controller setup could never hope to achieve. Being able to blind-fire off screen to your right while raising your shield against projectiles coming from the left makes you feel like an action movie hero – it certainly does help that the motion controllers themselves are gun shaped as well. &lt;br /&gt;
&lt;br /&gt;
That said, Space Pirate Trainer remains a demo. You will be fighting wave after wave of enemies, ever larger in size, without any real change in opponents or location. Your twin pistols and shields are your only weapons, albeit with different fire settings. At the end of the day, like a lot of the HTC Vive’s library, it remains a proof of concept. &lt;br /&gt;
&lt;br /&gt;
Will Space Pirate Trainer ever go any further than that? In theory, the game is in early access. According to I-Illusions, further content can be expected throughout 2016, with a final release by the end of the year. Exactly what this content will entail remains to be seen, but it will doubtless be interesting to see what direction they take their game in.&lt;br /&gt;
&lt;br /&gt;
All that said, the fact that what could be considered a simple tech demo can still be so enchanting speaks volumes about the kind of experiences VR headsets could be bringing into our homes in the next few years. Perhaps Space Pirate Trainer will only entertain for a couple of hours, but the thought of more shooters going its way in the future makes a relatively static and stale genre new and exciting again. &lt;br /&gt;
&lt;br /&gt;
Space Pirate Trainer is out now on Steam. It will set you back $15 or your regional equivalent.&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:Early Access]] [[Category:SteamVR]] [[Category:HTC Vive]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Waltz_of_the_Wizard&amp;diff=10709</id>
		<title>Waltz of the Wizard</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Waltz_of_the_Wizard&amp;diff=10709"/>
		<updated>2016-09-05T11:14:39Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
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{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|T09xOk1wqeo|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Aldin Dynamics]]&lt;br /&gt;
|Publisher=[[Aldin Dynamics]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Device=[[HTC Vive]]&lt;br /&gt;
|Operating System=Windows 7 or newer&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Adventure]], [[Indie]], [[Simulation]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Game Mode=[[Single Player]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=Update (v1.0.3)&lt;br /&gt;
|Rating=Very Positive&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=June 1, 2016&lt;br /&gt;
|Price= Free to Play&lt;br /&gt;
|Website=[http://store.steampowered.com/app/436820// Waltz of the Wizard]&lt;br /&gt;
|Infobox Updated=8/6/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Waltz of the Wizard is a uniquely designed virtual reality experience that allows players to feel what it’s like to have magical powers. Players can combine arcane ingredients into a boiling cauldron, with the help of an ancient spirit trapped in a human skull, discovering spells and unleashing wizardry upon a world where everything is interactive.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=T09xOk1wqeo&amp;lt;/ref&amp;gt; &lt;br /&gt;
==Features==&lt;br /&gt;
Waltz of the Wizard is  a Unity powered intuitive experience that serves as a great introduction to virtual reality for people of all ages. It is designed ground-up for tracked VR input (also known as motion controllers), enabling players to use their own hands to interact with the virtual world. Whether to pick up objects, wield magical powers, use tools or interact with characters. The experience and its environment is designed to accommodate both room-scale and stationary gameplay modes.&amp;lt;ref&amp;gt;http://store.steampowered.com/app/436820/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is heavily inspired by the atmosphere of films such as Fantasia and Harry Potter. The developer, Aldin Dynamics, has been working exclusively on virtual reality software since early 2013, specializing in applying behavioral analysis and artificial intelligence to empower experiences. The company combines creative vision with cutting edge technologies to build worlds that are aware of players&#039; presence environments that respond convincingly to movements, and characters that understand natural intentions. &amp;lt;ref&amp;gt;http://www.roadtovr.com/waltz-of-the-wizard-trailer-brings-the-magic-to-vr-and-motion-controllers/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The title is in development for the HTC Vive, which is also the only supported VR headset. &lt;br /&gt;
==System Requirements==&lt;br /&gt;
&#039;&#039;&#039;MINIMUM&#039;&#039;&#039;: &lt;br /&gt;
* OS: Windows 7 &lt;br /&gt;
* Processor: Intel i5-4590 / AMD FX 8350 &lt;br /&gt;
* Memory: 4 GB RAM &lt;br /&gt;
* Graphics: NVIDIA GeForce GTX 970 / AMD Radeon R9 290 &lt;br /&gt;
* DirectX: Version 11 &lt;br /&gt;
* Storage: 2 GB available space&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RECOMMENDED&#039;&#039;&#039;: &lt;br /&gt;
* OS: Windows 10 &lt;br /&gt;
* Processor: Intel i7-4790 &lt;br /&gt;
* Memory: 8 GB RAM &lt;br /&gt;
* Graphics: NVIDIA GeForce GTX 970 &lt;br /&gt;
* DirectX: Version 11 &lt;br /&gt;
* Storage: 5 GB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
The software is designed to be used with the HTC Vive. To install it, go to its [http://store.steampowered.com/app/436820/ Steam page] and follow the instructions.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=T09xOk1wqeo Waltz of the Wizard - Reveal Trailer]&lt;br /&gt;
* [https://www.youtube.com/watch?v=3rKMdaJc4PM The Physical Magic (and Danger) of the HTC Vive]&lt;br /&gt;
* [https://www.youtube.com/watch?v=IOabe5glPCI Waltz of the Wizard — HTC Vive Launch Trailer]&lt;br /&gt;
* [https://www.youtube.com/watch?v=RXlpn2W5G1w Let&#039;s Play VR: HTC Vive Demos!]&lt;br /&gt;
* [https://www.youtube.com/watch?v=6allFBF0M40 Waltz of the Wizard - Player Freedom in VR]&lt;br /&gt;
* [https://www.youtube.com/watch?v=eP4mzBHuD80 BE A WIZARD IN VIRTUAL REALITY! | Waltz of the Wizard (HTC Vive Gameplay)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=QfyfTz8Es3c Waltz Of The Wizard HTC Vive VR Gameplay]&lt;br /&gt;
* [https://www.youtube.com/watch?v=bWOKz3U6vW4 Harry Potter Virtual Reality? | Waltz of the Wizard Gameplay (HTC Vive VR)]&lt;br /&gt;
* [https://www.youtube.com/watch?v=31gy7mF2ptM VIRTUALLY AWESOME! | Windlands (VR) HTC Vive Virtual Reality]&lt;br /&gt;
* [https://www.youtube.com/watch?v=eEWo1KjrAE8 Waltz of The Wizard Gameplay]&lt;br /&gt;
* [https://www.youtube.com/watch?v=UzRTI4WS8NM Waltz of the Wizard Gameplay!]&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:Simulation]] [[Category:Indie]] [[Category:SteamVR]] [[Category:HTC Vive]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Vanishing_Realms&amp;diff=10708</id>
		<title>Vanishing Realms</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Vanishing_Realms&amp;diff=10708"/>
		<updated>2016-09-05T11:13:26Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|iHjKtJnav1g|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Indimo Labs LLC]]&lt;br /&gt;
|Publisher=[[Indimo Labs LLC]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Device=[[HTC Vive]]&lt;br /&gt;
|Operating System=Windows 7 or newer&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Adventure]], [[RPG]], [[Easy Acccess]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Game Mode=[[Single Player]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=Overwhelmingly Positive (940 reviews)&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=April 5, 2016&lt;br /&gt;
|Price= $10.66 &lt;br /&gt;
|Website=[http://store.steampowered.com/app/322770// Vanishing Realms on Steam]&lt;br /&gt;
|Infobox Updated=8/6/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vanishing Realms is an immersive RPG designed exclusively for Virtual Reality. Players can grab a sword and fight life-sized monsters in epic face-to-face melee combat. They get to explore mystic domains, outwit magical wards, seek lost artifacts, wield sorcery and steel to take on denizens of the Undead Realm.&amp;lt;ref&amp;gt;http://store.steampowered.com/app/322770/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Features==&lt;br /&gt;
Vanishing Realms places playesr in the virtual shoes of an eager adventurer seeking treasure, artifacts, and victory in a mystical world populated by undead monsters. The game is deliberately light on narrative, and keeps players motivated to progress forward with the adventure alone.&amp;lt;ref&amp;gt;http://uploadvr.com/vanishing-realms-rite-of-steel-early-access-review-roomscale-dungeon-crawling/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game leverages the immersive power of room-scale VR with a use of one-to-one motion controls and movement, so that players feel like they are fully in control of combat. Instead of pressing assigned buttons to perform specific actions, they simply replicate the desired action with natural gestures and motion. With respect to actual space limitations, they can physically walk through the dungeon and teleport to various locations by pointing to it and clicking the thumbpad.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/seattle-based-company-prizmiq-creates-worlds-first-3d-retail-experience-for-arcteryx-300056404.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To further enhance the sense of immersion, player&#039;s vision isn&#039;t obscured by a UI, but looking down reveals icons showing health, mana, sword sheath, and a backpack icon. Using the Vive’s touch controller, it&#039;s possible to simply dip into the backpack and pull out objects like apples to revive health, or the all-important torch to illuminate the dank darkness.&amp;lt;ref&amp;gt;http://www.forbes.com/sites/erikkain/2016/05/01/game-of-thrones-season-6-episode-2-review-home/#4d0412c013bc&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vanishing Realms is an Early Access title, with the developer targeting a final retail release in about 4 to 6 weeks. In its current form, the game comprises two chapters. The first focuses on adventure, loot gathering, and monster slaying, with the second chapter hosting some very challenging “Rite of Steel” trials, where players have to use the battle knowledge and weaponry they&#039;ve acquired to defeat 9 waves of enemies in just 60 seconds for each round.&amp;lt;ref&amp;gt;http://uploadvr.com/vanishing-realms-rite-of-steel-early-access-review-roomscale-dungeon-crawling/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat plays an essential role in the game, and players have to learn to stand face-to-face with melee enemies and magical opponents. Real-world sword-fighting skills translate directly into the combat, making it an uniquely rewarding experience. &lt;br /&gt;
==System Requirements==&lt;br /&gt;
MINIMUM: &lt;br /&gt;
* &#039;&#039;&#039;OS:&#039;&#039;&#039; Windows 7+ &lt;br /&gt;
* &#039;&#039;&#039;Processor:&#039;&#039;&#039; Intel Core i7 &lt;br /&gt;
* &#039;&#039;&#039;Graphics:&#039;&#039;&#039; Nvidia GeForce GTX 970 equivalent or higher &lt;br /&gt;
* &#039;&#039;&#039;Storage:&#039;&#039;&#039; 2 GB available space&lt;br /&gt;
&lt;br /&gt;
RECOMMENDED: &lt;br /&gt;
* &#039;&#039;&#039;OS:&#039;&#039;&#039; Windows 7+ &lt;br /&gt;
* &#039;&#039;&#039;Processor:&#039;&#039;&#039; Intel Core i7-4790 &lt;br /&gt;
* &#039;&#039;&#039;Memory:&#039;&#039;&#039; 16 GB RAM &lt;br /&gt;
* &#039;&#039;&#039;Graphics:&#039;&#039;&#039; Nvidia GeForce GTX 980, AMD R9-290x or equivalent &lt;br /&gt;
* &#039;&#039;&#039;Storage:&#039;&#039;&#039; 2 GB available space&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
The game is available for easy installation on Steam and requires a compatible virtual reality headset. &lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=iHjKtJnav1g Vanishing Realms Gameplay on HTC Vive] - Polygon plays Vanishing Realms with the HTC Vive.&lt;br /&gt;
* [https://www.youtube.com/watch?v=5NHCFs23OJM INSANE VIRTUAL REALITY - Vanishing Realms (HTC Vive)] - a short gameplay footage from TobyGames&lt;br /&gt;
* [https://www.youtube.com/watch?v=RauvvV4QAHQ Vanishing Realms Early Access Video Review] - A game review from UploadVR&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:RPG]] [[Category:SteamVR]]  [[Category:HTC Vive]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Gunjack&amp;diff=10707</id>
		<title>Gunjack</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Gunjack&amp;diff=10707"/>
		<updated>2016-09-05T11:12:19Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
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{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|6BZXNyA-IzU|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[CCP Games]]&lt;br /&gt;
|Publisher=[[CCP Games]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]], [[SteamVR]]&lt;br /&gt;
|Device=[[Oculus Rift]], [[Samsung Gear VR]], [[HTC Vive]]&lt;br /&gt;
|Operating System=Windows 7 SP1 or newer &lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Action]], [[Casual]]&lt;br /&gt;
|Input Device=[[Gamepad]], [[Keyboard]], [[Mouse]]&lt;br /&gt;
|Game Mode=[[Single Player]]&lt;br /&gt;
|Comfort Level=[[Comfortable]]&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=Mostly Positive&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=April 5, 2016&lt;br /&gt;
|Price= $6.82 (SteamVR), $9.99 (Occulus Rift)&lt;br /&gt;
|Website=[http://www.gunjack.com// Gunjack]&lt;br /&gt;
|Infobox Updated=8/6/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Developed by CCP Games, Gunjack aims to be a visually stunning, virtual reality, arcade shooter set in the futuristic EVE science fiction universe. The game was built from the ground up for VR using the next-generation Unreal Engine 4 graphics engine. Gunjack takes place in a gorgeous panoramic sci-fi setting filled with fast-paced, immersive action. Players take on the role of a gunjack, a hired mercenary who happens to be in the wrong place at the wrong time. Gunjack was released in the second half of 2015 with the launch of the Samsung Gear VR.&lt;br /&gt;
==Features==&lt;br /&gt;
Developed for the Samsung Gear VR headset and used in conjunction with either a Galaxy Note 5, Galaxy S6, Galaxy S6 Edge, or the Galaxy S6 Edge Plus smartphone, Gunjack is a first-person arcade shooter where players are put into the role of a turret gunner on a mining ship illegally operating in the outer reaches of space. Their job is to help defend it from pirates, scavengers, and rival corporations.&amp;lt;ref&amp;gt;http://venturebeat.com/2015/11/24/gunjack-gear-vr-review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game is developed by CCP, and it joins their flagship product, EVE Online, as the second original VR game in development by the studio, alongside DUST 514 and the upcoming VR dogfighting simulator EVE: Valkyrie.&amp;lt;ref&amp;gt;https://community.eveonline.com/news/news-channels/eve-online-news/introducing-gunjack/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hilmar Veigar Pétursson, CEO of CCP said, &amp;quot;We believe that virtual reality will be a defining element of gaming&#039;s future.  It may take some time to get widespread adoption, but we&#039;re going to be there on day one. We&#039;re making smart investments in VR so we can learn important lessons early and blow people&#039;s minds when they get their hands on their first VR headset.&amp;quot;&amp;lt;ref&amp;gt;http://links.mail.eveonline.com/servlet/MailView?ms=NDkyMzY4MDQS1&amp;amp;r=MzA1NTUyMDk4NAS2&amp;amp;j=NzQwNDE3OTU1S0&amp;amp;mt=1&amp;amp;rt=0&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game features intuitive controls and intense, full-immersion action, wchich is is heightened even further by Gunjack&#039;s graphics, built on a solid foundation with Epic&#039;s Unreal Engine 4.&amp;lt;ref&amp;gt;http://www.polygon.com/2015/8/3/9089493/gunjack-trailer-samsung-gear-vr-ccp-games&amp;lt;/ref&amp;gt;&lt;br /&gt;
==System Requirements==&lt;br /&gt;
* &#039;&#039;&#039;Operating System&#039;&#039;&#039;: Windows 7 SP1 or newer&lt;br /&gt;
* &#039;&#039;&#039;Processor (Intel)&#039;&#039;&#039;: Intel i5-4590 equivalent or greater&lt;br /&gt;
* &#039;&#039;&#039;Processor (AMD)&#039;&#039;&#039;: AMD FX 8350 equivalent or greater&lt;br /&gt;
* &#039;&#039;&#039;Memory&#039;&#039;&#039;: 8 GB RAM&lt;br /&gt;
* &#039;&#039;&#039;Hard Drive&#039;&#039;&#039;: 5 GB Free Space&lt;br /&gt;
* &#039;&#039;&#039;Graphics card (NVIDIA)&#039;&#039;&#039;: NVIDIA GeForce GTX 970 equivalent or greater&lt;br /&gt;
* &#039;&#039;&#039;Graphics card (AMD)&#039;&#039;&#039;: AMD Radeon R9 290 equivalent or greater&lt;br /&gt;
* &#039;&#039;&#039;DirectX&#039;&#039;&#039;: DirectX 11.0 Compatible&lt;br /&gt;
* &#039;&#039;&#039;Sound Card&#039;&#039;&#039;: DirectX Compatible Sound Card&lt;br /&gt;
* &#039;&#039;&#039;Network&#039;&#039;&#039;: Broadband Internet connection&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
# Purchase the game on the Oculus store&lt;br /&gt;
# Install it&lt;br /&gt;
# Enjoy the gameplay&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes&#039;&#039;&#039;&amp;lt;ref&amp;gt;http://store.steampowered.com/app/410570/&amp;lt;/ref&amp;gt;:&lt;br /&gt;
* Requires the Vive Headset and Vive Controllers but does not utilize Controller Motion Tracking functionality.&lt;br /&gt;
* For optimal play experience remain seated, but set the device to the ‘Standing Only’ mode.&lt;br /&gt;
* For optimal audio experience use HDMI audio output. &lt;br /&gt;
* To reset your orientation at any time use the left Menu button.&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=Xs-0gisHoZA Oculus Connect 2: ‘Gunjack’: The Making of a Gear VR Game] - a video from an annual developer conference where engineers, designers, and creatives from around the world come together to learn about the future of the Oculus platform and push virtual reality forward. &lt;br /&gt;
* [https://www.youtube.com/watch?v=JF2aruO5jAY Samsung Gear VR - Gunjack Reveal Trailer] - short reveal trailer with interesting gameplay footage &lt;br /&gt;
* [https://www.youtube.com/watch?v=gWhlVyfbjpQ Gunjack for Gear VR Gameplay] - CCP&#039;s look at Gunjack for the Samsung Gear VR &lt;br /&gt;
* [https://www.youtube.com/watch?v=LB42b5-CeyA EVE Gunjack Review - Proof That VR Works] - in-depth game review &lt;br /&gt;
* [https://www.youtube.com/watch?v=mfKEd2bRL8Y EVE GUNJACK VR gameplay Video] - extensive gameplay footage &lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:Casual]] [[Category:Oculus Rift]] [[Category:SteamVR]] [[Category:Oculus Rift]] [[Category:HTC Vive]] [[Category:Samsung Gear VR]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Job_Simulator:_The_2050_Archives&amp;diff=10706</id>
		<title>Job Simulator: The 2050 Archives</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Job_Simulator:_The_2050_Archives&amp;diff=10706"/>
		<updated>2016-09-05T11:10:44Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
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{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|8H9ieJk8AJ4|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Owlchemy Labs]]&lt;br /&gt;
|Publisher=[[Owlchemy Labs]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[SteamVR]], [[Oculus Rift]], [[PlayStation VR]]&lt;br /&gt;
|Device=[[HTC Vive]], [[Oculus Touch]], [[PlayStation VR]]&lt;br /&gt;
|Operating System=Windows 7 SP1, Windows 8.1 or later&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Simulation]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]], [[Occulus Touch Motion Controllers]]&lt;br /&gt;
|Game Mode=[[Single Player]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=68/100&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=April 5, 2016 (SteamVR)&lt;br /&gt;
|Price= $16.00 (SteamVR)&lt;br /&gt;
|Website=[http://jobsimulatorgame.com// Job Simulator Game]&lt;br /&gt;
|Infobox Updated=8/6/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
According to developers, Job Simulator is a tongue-in-cheek virtual reality experience for motion controlled VR platforms. The game takes place in the year 2050, in a world where most employees were replaced by robots. To give citizens a chance to experience what it was like to actually work, a special simulator has been to replicate a variety of different jobs.&amp;lt;ref&amp;gt;http://jobsimulatorgame.com/&amp;lt;/ref&amp;gt; &lt;br /&gt;
== Features ==&lt;br /&gt;
The game is being developed for PC and PlayStation 4 by Owlchemy Lab&#039;s. The company&#039;s CEO, Alex Schwartz, said that &amp;quot;Using the Move controllers instead of a regular controller is essential because the core of the game is all about having good hand interaction. You can&#039;t really do that with a controller.&amp;quot;&amp;lt;ref&amp;gt;http://www.gamecrate.com/most-interesting-games-psx-2015-job-simulator-2050-archives/12423&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are guided by step-by-step instructions, but they can choose to ignore them at any time and do absolutely whatever they want in the limited enviroment. That way, it&#039;s possible to experience what it would be like to complete trash one&#039;s cubicle or to be the most careless convenience store clerk in the world. &lt;br /&gt;
&lt;br /&gt;
As of now, 4 jobs have been introduced: gourmet chef, office worker, automotive mechanic, and convenience store clerk. Each job comes with its own, detailed enviroment filled with many interactive objects and ways how to spend a quality fun time in the game. &lt;br /&gt;
&lt;br /&gt;
Job Simulator: The 2050 Archives is on its way to the Oculus Rift with support for the Oculus Touch motion controller when it launches in the second half of 2016. It’s also planned to be a launch title for PlayStation VR, which should arrive in the first half of the year.&amp;lt;ref&amp;gt;http://www.vrfocus.com/2016/01/job-simulator-to-have-five-jobs/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== System Requirements ==&lt;br /&gt;
System requirements are yet to be announced. &lt;br /&gt;
== Setup Instructions ==&lt;br /&gt;
The PlayStation 4 version will be distributed through Sony&#039;s content delivery platform, while the PC version should be available on Stream. Both version are not expected to require any complicated setup. &lt;br /&gt;
== Images and Videos ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=Uhh4dA-V2os Office Worker Teaser]&lt;br /&gt;
* [https://www.youtube.com/watch?v=4MpkR2L4Vc4 Convenience Store Teaser]&lt;br /&gt;
* [https://www.youtube.com/watch?v=NS_ENDFNOwI Sriracha Teaser]&lt;br /&gt;
* [https://www.youtube.com/watch?v=d4hUtoOS3TM EVEN MORE SRIRACHA Teaser]&lt;br /&gt;
* [https://www.youtube.com/watch?v=dO429iymBdo Gourmet Chef Teaser 2]&lt;br /&gt;
* [https://www.youtube.com/watch?v=MdTgZL_FNqU Automotive Mechanic Teaser]&lt;br /&gt;
* [https://www.youtube.com/watch?v=RlLw9LEmEfw PlayStation Experience 2015: Job Simulator - Gameplay Teaser]&lt;br /&gt;
* [https://www.youtube.com/watch?v=peVuqvB7RPQ Job Simulator: Making VR Games for Oculus Touch and HTC Vive]&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Simulation]] [[Category:Oculus Rift]] [[Category:SteamVR]] [[Category:Oculus Touch]] [[Category:HTC Vive]] [[Category:PlayStation VR]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Battlezone&amp;diff=10705</id>
		<title>Battlezone</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Battlezone&amp;diff=10705"/>
		<updated>2016-09-05T11:08:08Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
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{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|FRXu-EptPLs|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Rebellion Developments]]&lt;br /&gt;
|Publisher=[[Rebellion Developments]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]], [[PlayStation VR]]&lt;br /&gt;
|Device=[[PlayStation VR]]&lt;br /&gt;
|Operating System=[[PlayStation]]&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Action]], [[Shooter]]&lt;br /&gt;
|Input Device=[[PlayStation VR headsets]]&lt;br /&gt;
|Game Mode=[[Single Player]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=2016 (alongside with the release of PlayStation VR)&lt;br /&gt;
|Price= &lt;br /&gt;
|Website=[http://www.battlezone.com// Battlezone]&lt;br /&gt;
|Infobox Updated=8/6/2016&lt;br /&gt;
}}&lt;br /&gt;
Battlezone is a remake of a first-person tank combat arcade game from Atari released in November 1980. The game was developed for PlayStation VR and Oculus Rift by Rebellion Developments, the same company that is behind Sniper Elite and the Alien vs. Predator series. &lt;br /&gt;
== Features ==&lt;br /&gt;
The game was officially announced in 2015 on the official Playstation blog by Jason Kingsley.&amp;lt;ref&amp;gt;http://blog.us.playstation.com/2015/06/16/introducing-battlezone-for-project-morpheus/&amp;lt;/ref&amp;gt; Much like the original, players are placed inside a cockpit of a futuristic tank through which they view the game world. &lt;br /&gt;
&lt;br /&gt;
Battlezone for VR features new environments, such as metropolitan areas and industrial wastelands, and the game plays a slight homage to the simple visual style of the original Atari game, but with modern visual effects and high fidelity necessary for a true sense of presence. &lt;br /&gt;
&lt;br /&gt;
The goal was to “use VR to make each environment feel as awe-inspiring and monumental as possible from the cockpit of your tank.”&amp;lt;ref&amp;gt;https://blog.eu.playstation.com/2015/10/28/battlezone-will-launch-first-on-playstation-vr/&amp;lt;/ref&amp;gt; The [https://www.youtube.com/watch?v=ffTXUa7JelQ official E3 trailer] showed new types of weapons, tanks, abilities, and enemies. &lt;br /&gt;
&lt;br /&gt;
In March 2016, developers released a [https://www.youtube.com/watch?v=P_AqqlqnQ7w&amp;amp;feature=youtu.be campaign reveal trailer], which, for the first time, showed how the singleplayer campaign is going to be incorporated into the game and also demonstrated several new levels and a new, redesigned cockpit. According to the accompanying blog post on PlayStation blog, &amp;quot;a sizeable single-player campaign [is] at the heart of the Battlezone.&amp;quot;&amp;lt;ref&amp;gt;http://blog.us.playstation.com/2016/03/14/battlezone-explosive-campaign-revealed/&amp;lt;/ref&amp;gt; The campaign map is structured across a series of interlocking &amp;quot;hexes&amp;quot; that need to be completed to progress to the finale, and it’s up to you to forge a path through the campaign of your own choosing.&lt;br /&gt;
&lt;br /&gt;
When players restart their progress, a whole new set of &amp;quot;hexes&amp;quot; is generated procedurally, making it possible to replay the game again and again. Each replay gives players a chance to unlock new weapons and upgrades. &lt;br /&gt;
== System Requirements ==&lt;br /&gt;
Battlezone is a VR title coming first to PlayStation 4 and then later on Steam for PC [TBC].&amp;lt;ref&amp;gt;http://wccftech.com/battlezone-psvr-runs-60fps120-reprojection-campaign-multiplayer/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PC requirements are not yet available, but PlayStation VR owners can be rest assured that the game will work right out of the box with their VR headset and PS4 console. &lt;br /&gt;
== Setup Instructions ==&lt;br /&gt;
No special setup procedure is required. &lt;br /&gt;
== Images and Videos ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=YS714VhTC6Q Official E3 Reveal Trailer] &lt;br /&gt;
* [https://www.youtube.com/watch?v=rcN_Rl4dINs Campaign Reveal Trailer]&lt;br /&gt;
* [https://www.youtube.com/watch?v=g2Ra24FLgzE Battlezone sold me on the Playstation VR] - New gameplay and first impressions&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:Shooter]] [[Category:Oculus Rift]] [[Category:PlayStation VR]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Wayward_Sky&amp;diff=10704</id>
		<title>Wayward Sky</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Wayward_Sky&amp;diff=10704"/>
		<updated>2016-09-05T11:05:30Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|A87t25fgj1Q|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Uber Entertainment]]&lt;br /&gt;
|Publisher=[[Uber Entertainment]]&lt;br /&gt;
|Director=[[Chandana Ekanayake]]&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[PlayStation VR]]&lt;br /&gt;
|Device=[[PlayStation VR]]&lt;br /&gt;
|Operating System=[[PlayStation]]&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Puzzle]], [[Adventure]]&lt;br /&gt;
|Input Device=[[PlayStation Move controllers]]&lt;br /&gt;
|Game Mode=[[Single Player]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price= &lt;br /&gt;
|Website=[http://blog.us.playstation.com/2015/06/17/a-look-into-wayward-sky-on-project-morpheus// Info About Wayward Sky]&lt;br /&gt;
|Infobox Updated=8/5/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wayward Sky is a third person single player adventure game that focuses on atmosphere and storytelling through light puzzle solving designed to ease players into VR. The player plays as Bess, a young co-pilot flying with his father. The two crash into a mysterious fortress that emerges out of the clouds. With the father kidnapped and plane in ruins, players set out to explore the flying fortress and rescue the father. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=7f7NcIRgjxA&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Features ==&lt;br /&gt;
The game was announced on Jun 17, 2015 by Chandana Ekanayake, Game Director of Wayward Sky at Uber Entertainment.&amp;lt;ref&amp;gt;http://blog.us.playstation.com/2015/06/17/a-look-into-wayward-sky-on-project-morpheus/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main goal of the project is to introduce Morpheus players into virtual reality gaming. This is accomplished chiefly by limiting interactivity to just pointing and pressing an action button on the PS4 controller. As such, players won&#039;t have to focus on how to navigate the virtual space, and they can, instead, immerse themselves in the virtual environment. &lt;br /&gt;
&lt;br /&gt;
Most of the game is played from the third-person perspective, but the camera also sometimes switches to the first-person view, which is scaled to a standard human perspective to create the illusion of presence. &lt;br /&gt;
&lt;br /&gt;
One thing that the developers had to overcome is the issue of camera movement. Taking the control over the camera movement out of the hands of players could result in &amp;quot;a disconnect between what your eyes see and what your body is experiencing,&amp;quot; said Chandana Ekanayake.&amp;lt;ref&amp;gt;https://www.vg247.com/2015/06/17/wayward-sky-ps4-project-morpheus-ps4/&amp;lt;/ref&amp;gt; Their solution are special transitional passages called &amp;quot;blinks&amp;quot;. They let players know that a change in a camera angle is coming, while allowing them to fully explore the world around them. &lt;br /&gt;
== System Requirements ==&lt;br /&gt;
The game is designed for PlayStation VR, which works with the PlayStation 4 video game system. Players won&#039;t need to invest in any additional hardware, besides the console and the VR headset. &lt;br /&gt;
== Setup Instructions ==&lt;br /&gt;
Just like other PlayStation VR games, Wayward Sky will be distributed digitally and installed automatically via PlayStation&#039;s content delivery platform. &lt;br /&gt;
== Images and Videos ==&lt;br /&gt;
*[https://www.youtube.com/watch?v=7f7NcIRgjxA Wayward Sky E3 Trailer]&lt;br /&gt;
*[https://www.youtube.com/watch?v=ILaQu1ks128 Wayward Sky on Playstation VR at 90fps]&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:Puzzle]] [[Category:PlayStation VR]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Wayward_Sky&amp;diff=10703</id>
		<title>Wayward Sky</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Wayward_Sky&amp;diff=10703"/>
		<updated>2016-09-05T11:04:49Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|A87t25fgj1Q|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Uber Entertainment]]&lt;br /&gt;
|Publisher=[[Uber Entertainment]]&lt;br /&gt;
|Director=[[Chandana Ekanayake]]&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[PlayStation VR]]&lt;br /&gt;
|Device=[[PlayStation VR]]&lt;br /&gt;
|Operating System=[[PlayStation]]&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Puzzle]], [[Adventure]]&lt;br /&gt;
|Input Device=[[PlayStation Move controllers]]&lt;br /&gt;
|Game Mode=[[Single Player]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price= &lt;br /&gt;
|Website=[http://blog.us.playstation.com/2015/06/17/a-look-into-wayward-sky-on-project-morpheus// Info About Wayward Sky]&lt;br /&gt;
|Infobox Updated=8/5/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wayward Sky is a third person single player adventure game that focuses on atmosphere and storytelling through light puzzle solving designed to ease players into VR. The player plays as Bess, a young co-pilot flying with his father. The two crash into a mysterious fortress that emerges out of the clouds. With the father kidnapped and plane in ruins, players set out to explore the flying fortress and rescue the father. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=7f7NcIRgjxA&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Features ==&lt;br /&gt;
The game was announced on Jun 17, 2015 by Chandana Ekanayake, Game Director of Wayward Sky at Uber Entertainment.&amp;lt;ref&amp;gt;http://blog.us.playstation.com/2015/06/17/a-look-into-wayward-sky-on-project-morpheus/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main goal of the project is to introduce Morpheus players into virtual reality gaming. This is accomplished chiefly by limiting interactivity to just pointing and pressing an action button on the PS4 controller. As such, players won&#039;t have to focus on how to navigate the virtual space, and they can, instead, immerse themselves in the virtual environment. &lt;br /&gt;
&lt;br /&gt;
Most of the game is played from the third-person perspective, but the camera also sometimes switches to the first-person view, which is scaled to a standard human perspective to create the illusion of presence. &lt;br /&gt;
&lt;br /&gt;
One thing that the developers had to overcome is the issue of camera movement. Taking the control over the camera movement out of the hands of players could result in &amp;quot;a disconnect between what your eyes see and what your body is experiencing,&amp;quot; said Chandana Ekanayake.&amp;lt;ref&amp;gt;https://www.vg247.com/2015/06/17/wayward-sky-ps4-project-morpheus-ps4/&amp;lt;/ref&amp;gt; Their solution are special transitional passages called &amp;quot;blinks&amp;quot;. They let players know that a change in a camera angle is coming, while allowing them to fully explore the world around them. &lt;br /&gt;
== System Requirements ==&lt;br /&gt;
The game is designed for PlayStation VR, which works with the PlayStation 4 video game system. Players won&#039;t need to invest in any additional hardware, besides the console and the VR headset. &lt;br /&gt;
== Setup Instructions ==&lt;br /&gt;
Just like other PlayStation VR games, Wayward Sky will be distributed digitally and installed automatically via PlayStation&#039;s content delivery platform. &lt;br /&gt;
== Images and Videos ==&lt;br /&gt;
*[https://www.youtube.com/watch?v=7f7NcIRgjxA Wayward Sky E3 Trailer]&lt;br /&gt;
*[https://www.youtube.com/watch?v=ILaQu1ks128 Wayward Sky on Playstation VR at 90fps]&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:Puzzle]] [[Category:PlayStationVR]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Fantastic_Contraption&amp;diff=10702</id>
		<title>Fantastic Contraption</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Fantastic_Contraption&amp;diff=10702"/>
		<updated>2016-09-05T11:03:16Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
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{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|s-PxyWKY9dg|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Northway Games]], [[Radial Games]]&lt;br /&gt;
|Publisher=[[Northway Games]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[SteamVR]]&lt;br /&gt;
|Device=[[HTC Vive]]&lt;br /&gt;
|Operating System=[[Windows 7+]]&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Indie]], [[Simulation]]&lt;br /&gt;
|Input Device=[[Tracked Motion Controllers]]&lt;br /&gt;
|Game Mode=[[Single Player]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=Update 1.1.3&lt;br /&gt;
|Rating=Positive&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=April 6, 2016&lt;br /&gt;
|Price= $30.00&lt;br /&gt;
|Website=[http://fantasticcontraption.com// Fantastic Contraption]&lt;br /&gt;
|Infobox Updated=8/13/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The new Fantastic Contraption is a remake of an old browser game in which you must transport a ball towards a goal by building a vehicle to carry or push it there, and it has been designed from the ground up to be a room-scale VR game. The game makes players feel like they are walking around a grassy island floating in the sky making a contraption the size of a horse with their hands then watching it roll out into the world. It&#039;s a one of the first virtual reality social experiences and it shows the direction this medium can take in the future.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=14lkK6ckDXc&amp;lt;/ref&amp;gt;&lt;br /&gt;
== History ==&lt;br /&gt;
The original version of Fantastic Contraption was a Flash physics game created by Colin Northway in 2008. In 2009, Northway sold his game to inXile Entertainment, an American video game developer formed in late 2002 by Brian Fargo, who later release it for iOS and, in 2010, made a sequel called Fantastic Contraption 2.&amp;lt;ref&amp;gt;http://pc.ign.com/objects/143/14300548.html&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
inXile entertainment stopped making web-games in 2015 and shortly after shutdown servers for Fantastic Contraption. The original game has been enjoyed by millions of players from all around the world and is currently available on [http://fantasticcontraption.com/original/ the official website] of the new, VR version. &lt;br /&gt;
== Features ==&lt;br /&gt;
According to Andy Moore, a developer working on the game, the experience when playing Fantastic Contraption is like building a model ship in a real space. Players grab, resize, and position various types of rods and wheels in order to assemble contraptions with the goal of moving them past obstacles into the goal area. The assembly process can happen only in a designated workshop, thus giving importance to careful planning and preparation.&amp;lt;ref&amp;gt;https://www.rockpapershotgun.com/2016/03/14/fantastic-contraption-seated-mode/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game uses the two controllers that ship HTC Vive to let players manipulate objects around them and interact with the virtual toolkit. The gameplay takes place inside an area of at least 2m x 1.5m.&amp;lt;ref&amp;gt;http://gamasutra.com/view/news/252667/Bringing_a_2D_puzzler_to_VR_in_Fantastic_Contraption_for_Vive.php&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fantastic Contraction will also ship with a livestream mode, which creates a single video stream with a combined footage from two in-game virtual cameras and one real-world camera. &amp;quot;You have your webcam, and a camera that only shows you foreground objects, so anything that’s in front of the head-mounted display, and that’s a game camera, and you have a game camera that only shows you background objects that are behind the HMD,&amp;quot; Sarah Northway explained. The streaming process is currently quite complicated, but the team is working on making it simpler to use.&amp;lt;ref&amp;gt;http://www.polygon.com/2016/2/3/10897208/fantastic-contraption-vive-valve-social&amp;lt;/ref&amp;gt; &lt;br /&gt;
== System Requirements ==&lt;br /&gt;
* Headset: HTC Vive&lt;br /&gt;
* OS: Windows 7+ &lt;br /&gt;
* Processor: Intel Core i5 4590 equivalent or greater &lt;br /&gt;
* Memory: 8 GB RAM &lt;br /&gt;
* Graphics: Nvidia GeForce GTX 970/AMD Radeon R9 290 equivalent or greater &lt;br /&gt;
* Storage: 500 MB available space&lt;br /&gt;
== Setup Instructions ==&lt;br /&gt;
Fantastic Contraption requires a play area of at least 2m x 1.5m.&amp;lt;ref&amp;gt;http://store.steampowered.com/app/386690/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Images and Videos ==&lt;br /&gt;
*[https://www.youtube.com/watch?v=itvg4LTjAg4 Northernlion Plays - FANTASTIC CONTRAPTION on the HTC Vive!] - extended gameplay footage featuring a popular Youtuber, who was invited to check out the game in person.&lt;br /&gt;
*[https://www.youtube.com/watch?v=14lkK6ckDXc Fantastic Contraption Teaser] - short teaser video demonstrating the game using the prototype version of HTC Vive. &lt;br /&gt;
*[https://www.youtube.com/watch?v=bM47bOeHSL4 Fantastic Contraption mixed-reality stream sample] - a mixed reality stream showing the game from the view of the player and observers around him. &lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Indie]] [[Category:Simulation]] [[Category:SteamVR]] [[Category:HTC Vive]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Robinson:_The_Journey&amp;diff=10701</id>
		<title>Robinson: The Journey</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Robinson:_The_Journey&amp;diff=10701"/>
		<updated>2016-09-05T10:48:39Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
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{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|AOZtqDhQP44|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Crytek]]&lt;br /&gt;
|Publisher=[[Crytek]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=[[Elijah Freeman]]&lt;br /&gt;
|Platform=[[PlayStation VR]]&lt;br /&gt;
|Device=[[PlayStation VR]]&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Adventure]], [[Role Playing]]&lt;br /&gt;
|Input Device=&lt;br /&gt;
|Game Mode=[[Single Player]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=October 13, 2016&lt;br /&gt;
|Price= &lt;br /&gt;
|Website=[http://www.robinsonthegame.com// Robinson: The Journey]&lt;br /&gt;
|Infobox Updated=8/19/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Robinson: The Journey&lt;br /&gt;
A new virtual reality game from Crytek, Robinson: The Journey, uses CRYENGINE to create a realistic virtual reality experience set on a mysterious planet. Players will assume the role of a young boy who survived a crash, and they will be given freedom to explore the planet and interact with its ecosystem to discover various secrets and interesting sights. &lt;br /&gt;
&amp;lt;ref&amp;gt;http://www.robinsonthegame.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Game Details==&lt;br /&gt;
Announced at E3 2015, there is still only a very little information available about the game. We know that it is going to be set on a mysterious planet and that the gameplay is going to focus on the exploration through the eyes of a young boy. &lt;br /&gt;
&amp;lt;ref&amp;gt;http://www.polygon.com/2015/10/27/9622214/robinson-the-journey-crytek-playstation-vr&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game demonstrates Sony’s commitment to making virtual reality a staple of their console platform. Their executives are betting on the success of VR and want to be there when it happens. &lt;br /&gt;
&amp;lt;ref&amp;gt;http://www.roadtovr.com/crytek-announce-robinson-the-journey-is-now-a-playstation-vr-exclusive/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Game Demos==&lt;br /&gt;
Crytek has demonstrated a couple of VR demos at various industry events over the past year. These demos, namely Dinosaur Island 1 and 2, gave a peek at what we could expect from Robinson: The Journey. &lt;br /&gt;
&lt;br /&gt;
The first demo placed players in a more static role as a giant dinosaur stared them down at close quarters. The second demo featured greater interactivity as users scaled a cliff and took in their expansive surroundings. Many players claimed that these demos were the most immersive and realistic VR experience ever. Everything about the environment looked believable, with an unprecedented level of visual fidelity. &lt;br /&gt;
&amp;lt;ref&amp;gt;http://blog.us.playstation.com/2015/10/27/robinson-the-journey-announced-for-playstation-vr-from-crytek/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:PlaystationVR]] [[Category:Advanture]] [[Category:Role Playing]] [[Category:Apps]] [[Category:VR Games]] [[Category:VR Apps]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Elite_Dangerous&amp;diff=10700</id>
		<title>Elite Dangerous</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Elite_Dangerous&amp;diff=10700"/>
		<updated>2016-09-05T10:45:16Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|dwvjElmFCfE|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Frontier Developments]]&lt;br /&gt;
|Publisher=[[Frontier Developments]]&lt;br /&gt;
|Director=[[David Braben]]&lt;br /&gt;
|Producer=[[Michael Brookes]]&lt;br /&gt;
|Platform=[[Oculus Rift (Platform)]], [[SteamVR]]&lt;br /&gt;
|Device=[[Oculus Rift CV1]], [[HTC Vive]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Full Game]]&lt;br /&gt;
|Genre=[[Adventure]], [[Shooter]], [[MMO]]&lt;br /&gt;
|Input Device=[[Gamepad]], [[Keyboard]], [[Mouse]]&lt;br /&gt;
|Game Mode=[[Single Player]], [[Multiplayer]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=Update 2.1.05&lt;br /&gt;
|Rating=80/100&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=April 2, 2015&lt;br /&gt;
|Price= $30.00 + $34.00 (expansion)&lt;br /&gt;
|Website=[https://www.elitedangerous.com// Elite Dangerous]&lt;br /&gt;
|Infobox Updated=8/3/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Review==&lt;br /&gt;
&#039;&#039;Elite Dangerous has been out for a rather long time to relatively mixed user reviews – with consumer versions of VR headsets now out in the wild, will the game be revitalized?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Frontier Developments’ Elite Dangerous is a rather difficult game to review, especially for someone with fond memories of older multiplayer spaceship-based games, such as Freelancer. &lt;br /&gt;
&lt;br /&gt;
A lot of people may bounce off due to its complexity and the rather perplexing lack of direction. While the former is perfectly fine, I feel more could have been done to help players choose the direction they want to take their game in. Indeed, there are a lot of things to do, but little in the way of helping you discover them. That is not to say that Elite Dangerous should hold the hands of its players at all time, but even series such as Dark Souls, touted for its difficulty and hardcore nature gives you more hints and direction than Elite does sometimes. &lt;br /&gt;
&lt;br /&gt;
Being told you can go anywhere you want and do whatever you want can be very liberating, but, ironically, it can also feel restrictive and the game certainly suffers as a result. &lt;br /&gt;
&lt;br /&gt;
What is more – the 1.0 release back in December 2014 was plainly unfinished. A lot of promised mechanics were missing and the ones that were there often did not work properly. A promised offline mode was scrapped (although you can play solo – but must be always on), much-hyped features such as the galactic economy and evolving politics were broken. All this was not helped by the fact that the learning curve was more akin to a “learning cliff”, a lot of people were frustrated, and understandably so. &lt;br /&gt;
&lt;br /&gt;
Frontier Developments has, however, taken the game a long way since then, and is apparently planning much more. One of the biggest problems was indeed the lack of meaningful player interaction. Things such as multi-crew ships and proper alliances are exactly what people have been asking for. While one shouldn’t expect Elite to suddenly turn into an EVE-like affair, it remains a step in the right direction. &lt;br /&gt;
And yet, Elite Dangerous remains a fascinating experience. Yes, an experience. Wherever the game and its mechanics might fall flat, the experience of actually flying a starship through space holds up beautifully. It would be hard to think of another game that sells this experience quite so well. From the visuals to the sound assets, everything feels authentic. &lt;br /&gt;
&lt;br /&gt;
What about VR headsets then? This is certainly one of the games people dream up when they think of VR. Being in a cockpit bypasses any of the usual problems of seated VR – after all, your character is also seated. If you combine the headset with a HOTAS Flight Stick and some voice commands, Elite Dangerous turns from an interesting but flawed space game into ”Oh my god I am flying my own spaceship!”.&lt;br /&gt;
&lt;br /&gt;
The sense of scale of the space stations, the vast emptiness of space, the stars and planetary bodies that you fly by and land on, the way your character’s hands on the flight stick mimic your own moves, all of these things were already impressive before – with an Oculus or Vive, it becomes the dream of anyone who ever imagined something like this back when the original Elite was out in 1984. &lt;br /&gt;
  &lt;br /&gt;
Elite Dangerous has occasionally been described as “Euro Truck Simulator in space” – and it is true. You could be a peaceful trader, carrying cargo across the stars, avoiding any of that dogfighting nonsense that some people seem to be into, and it would be a very similar experience. &lt;br /&gt;
&lt;br /&gt;
There is a lot that remains unsaid here. None of Elite Dangerous’ mechanics are terribly deep, but the range of things you can do is quite impressive. From the way power management works, to how you smuggle illegal goods into stations, ship choices, outfitting, and do forth – to not even mention the more recent Horizons expansion which introduced the ability to land on planetary bodies. &lt;br /&gt;
&lt;br /&gt;
Overall, Elite Dangerous suffers from the same problems its original 1984 predecessor did. If you are not the kind of person who likes setting their own goals, your experience will suffer. If that does not deter you though, or even if you are simply looking for trucking in space, Elite Dangerous, especially with VR, is the only game that can offer such an experience. At least, the only fully released one.&lt;br /&gt;
&lt;br /&gt;
Elite Dangerous is out now on Steam. It will set you back $30 or your regional equivalent. The expansion will cost an extra $34.&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:Shooter]] [[Category:MMOs]] [[Category:Oculus Rift]] [[Category:SteamVR]] [[Category:Oculus Rift CV1]] [[Category:HTC Vive]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Lenovo_Phab_2_Pro&amp;diff=10695</id>
		<title>Lenovo Phab 2 Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Lenovo_Phab_2_Pro&amp;diff=10695"/>
		<updated>2016-08-20T10:31:13Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:lenovo phab 2 pro1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]], [[Augmented Reality]]&lt;br /&gt;
|Type=IPS capacitive touchscreen, 16M colors&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=Android OS v6.0 (Marshmallow)&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=[[Lenovo]]&lt;br /&gt;
|Manufacturer=[[Lenovo]]&lt;br /&gt;
|Operating System=Android OS v6.0 (Marshmallow)&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=Octa-core (4x1.8 GHz Cortex-A72 &amp;amp; 4x1.4 GHz Cortex-A53)&lt;br /&gt;
|GPU=Adreno 510&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=64 GB, 4 GB RAM&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=6.4-inch Quad HD (2560x1440) IPS display&lt;br /&gt;
|Resolution=1440 x 2560 pixels &lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=Vibration; MP3, WAV ringtones&lt;br /&gt;
|Camera=16 MP, phase detection autofocus&lt;br /&gt;
|Sensors=depth &amp;amp; motion tracking sensors&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Non-removable Li-Ion 4050 mAh battery&lt;br /&gt;
|Weight=259g (9.14 oz)&lt;br /&gt;
|Size=6.4 inches&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=2016&lt;br /&gt;
|Price=starts at $499.00&lt;br /&gt;
|Website=[http://shop.lenovo.com/us/en/tango// Lenovo Phab 2 Pro]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Lenovo Phab 2 Pro is a smartphone developed by Lenovo in collaboration with Google. It was announced during the Lenovo Tech World 2016 event in San Francisco by Yang Yuanging (Chairman and CEO of Lenovo). It is the first consumer facing product with Google’s Tango included. It is one of three new Lenovo Phab phones that will arrive to the US in 2016, complementing the Lenovo Phab 2 and the Lenovo Phab 2 Plus &amp;lt;ref name=”1”&amp;gt; Gadgets 360 Staff (2016). Lenovo Phab 2 Pro ‘Tango’ Smartphone With 4 Cameras, 6.4-Inch Display Launched. Retrieved from gadgets.ndtv.com/mobiles/news/lenovo-phab2-pro-tango-smartphone-with-4-cameras-64-inch-display-launched-847304&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
According to Yang Yuanging, the smartphone is intended to make “AR and VR as pervasive as GPS”, augmenting the world we already live in. To achieve this it will utilize Tango, and make use of an array of cameras, sensors and software to map spaces in three dimensions. Even though it is the first consumer product that will have Tango, it is not the first device that comes with it. The first Tango device was a reference design tablet made by Google for developers. The companies worked together in order to give the Phab 2 Pro a smaller design than a tablet but still able to accommodate all the technology necessary for Tango to function, such as the sensors, cameras and other hardware. The result is a smartphone with a 6.4-inch Quad HD screen. It can be describe as a phablet since it is almost a small tablet in terms of size &amp;lt;ref name=”2”&amp;gt; Gokey, M. (2016). Hands On: Lenovo Phab 2 Pro. Retrieved from www.digitaltrends.com/mobile/lenovo-phab-plus-pro-hands-on/&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Holly, R. (2016). Lenovo PHAB 2 Pro Tango preview: Consider Our Minds Blown. Retrieved from www.androidcentral.com/lenovo-phab-2-pro-early-look-consider-our-minds-blown&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It has to be noted that the smart camera technology isn’t exclusive to Tango. There’s Intel’s 3D RealSense cameras that can also track depth and Microsoft´s positional-tracking technology in the Kinect and HoloLens, for example. Smarter cameras could be doorways into a new future, allowing face and object recognition, auto-navigation, and advanced augmented reality (AR) applications &amp;lt;ref name=”4”&amp;gt; CNET (2016). Lenovo Phab2 Pro: World’s First Google Tango Phone Could be The Key to Mind-Blowing Indoor Maps. Retrieved from www.cnet.com/products/lenovo-phab-2-pro/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The global release date is scheduled for September, and it is expected to start shipping from online stores in August with a Champagne Gold version, and a Gunmetal Grey edition coming later &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Fitzsimmons, M. (2016).Hands On: Lenovo Phab 2 Pro Preview. Retrieved from www.techradar.com/reviews/phones/lenovo-phab-2-pro-1322905/review/2&amp;lt;/ref&amp;gt;. Lenovo’s Phab 2 Pro will cost $499 in the US. Currently there is no UK or AU pricing. In the US it will be available in Best Buy stores and Lowe’s hardware stores. It is considered to be reasonably priced, considering its specifications &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Google Tango==&lt;br /&gt;
&lt;br /&gt;
Tango has been in development for several years, as a way to not only measure distances in 3D space but also map building interiors – including the location of doors and windows - and create augmented reality, superimposing virtual elements into real space. Lenovo Phab 2 Pro, besides being the first ready-to-buy Tango phone, is also the first Lenovo phone to be sold in the US, where the company is best known for selling laptops &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; Associated Press (2016). Lenovo, Google Unveil Phab 2 Pro: A Phone That Knows Its Way Around a Room. Retrieved from gadgets.ndtv.com/mobiles/features/lenovo-google-unveil-phab-2-pro-a-phone-that-knows-its-way-around-a-room-847462&amp;lt;/ref&amp;gt;. Viewing the surroundings from the onboard camera of the Phab 2 Pro, there will be inserted a myriad of virtual elements like dinosaurs, dominoes, or appliances into the physical space, depending on the specific nature of the app. These can be interacted with through the phone’s screen &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;. During the development of Tango, when it was in a developer kit tablet, it was used to test various experimental ideas. Its main skills are depth-sensing, location-mapping, and placing virtual objects into reality with a better sense of accuracy &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;. To create the AR experience, the smartphone relies mainly on motion tracking, depth perception and area learning &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Tango can be considered a crucial step in the new frontier of AR, being able to create internal maps of homes and offices on the fly, without Google needing to build a previous mapping database, like Google Maps or Street View. With Tango being integrated in a device that normally people have with them all the time – without the need of wearing a headset - it could become pervasive, although the capacities of this technology have raised concerns about privacy &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;. Google hopes to have several other partners during the next years that will included Tango &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Augmented reality and applications==&lt;br /&gt;
&lt;br /&gt;
The plan is to have 25 specific apps for Tango available in the Play Store at the launch of the Lenovo Phab 2 Pro. At the end of the year this number should increase to 100. The unit has been demoed and some apps were available, like a furniture trial app, a dinosaur education app, and two game apps &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Lowes home improvement app will help the customer to choose the furniture, flooring or appliances that fits bets in his home. This app projects them into the physical space, allowing the user to have a preview in AR environment without the need to buy anything. It could be a useful app for interior designers, construction crews, and DIYers. Another application, similar to the Intel RealSense 3D imaging technology used on the Venue 7000 series tablets made by Dell, is the measuring app. This allows the user to measure anything in two or three dimensions &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
There is also other possibilities for the combination of the Phab 2 Pro hardware with the Tango software and retail stores: navigation to a certain item in a store, leading the client directly into the products desired. Retail companies could develop several apps that provide this service while also providing advertisement to the user when they are near a particular brand &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
There is also an app where the Tango camera generates a 3D photo mapped model of the surroundings, allowing for the mapping of interior spaces in full 3D. Tango measures and learns about the shape of the area, sensing the beginning and end of the objects, and the location of walls and doorways. Google envisions using this technology for mapping interior locations with an equivalent accuracy of the outdoor maps &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
At Lenovo Tech World event it was shown an app called Dinosaurs Among Us. It inserts dinosaurs into the environment with which the user can interact, having potential as an educational tool. Another possibility explored with the technology and its applications is to have an app that provides the user information about a specific piece of artwork while visiting a museum, for example, guiding the person through a charted course like a tour &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Besides these type of applications, two games have been show. One in which the player shoots at virtual aliens that show up around the real location of the user – not unlike other augmented reality games already in existence – and a game of virtual dominoes where the player sets the virtual pieces over the image of real objects or space and then watches them being knocked down one by one &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Phone specifications==&lt;br /&gt;
&lt;br /&gt;
The Lenovo Phab 2 Pro has a 6.4- inch Quad HD display with a specially made Tango Edition Qualcomm Snapdragon 652 octa-core processor and 4 GB of RAM to enable the high-level processing that is needed for the Tango mapping abilities. In terms of storage, there is 64 GB available with the possibility of a microSD up to 128 GB. The phone has three cameras on the back, including a 16MP standard RGB camera, a fisheye camera, and an infrared camera for depth. On the front, there is an 8MP fixed-focus camera. There are Dolby Amos speakers on the bottom and a fingerprint sensor on the back. Finally, it has a 4.050mAh battery with fast charging &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Concerns about smartphone adoption==&lt;br /&gt;
&lt;br /&gt;
There have been concerns about the level of adoption for this new smartphone. One of the main arguments is that it is a niche product, lacking the apps to attract the general consumer. Later iterations of the product can make it smaller and with applications attractive and necessary enough for the general masses adoption. Another concern expressed was that the Tamgo compatible apps test where not stable, but this is expected to be solved by the time the smartphone is launched &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Seifert, D. (2016). The First Phone With Google Tango is a 6.4-Inch Monster From Lenovo. Retrieved from www.theverge.com/2016/6/9/11882514/lenovo-phab-2-plus-pro-tango-google-specs-announce-smartphone&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Lenovo_Phab_2_Pro&amp;diff=10694</id>
		<title>Lenovo Phab 2 Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Lenovo_Phab_2_Pro&amp;diff=10694"/>
		<updated>2016-08-20T10:28:23Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:lenovo phab 2 pro1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]], [[Augmented Reality]]&lt;br /&gt;
|Type=IPS capacitive touchscreen, 16M colors&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=[[Android OS]] v6.0 (Marshmallow)&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[Android OS]] v6.0 (Marshmallow)&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=Octa-core (4x1.8 GHz Cortex-A72 &amp;amp; 4x1.4 GHz Cortex-A53)&lt;br /&gt;
|GPU=Adreno 510&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=64 GB, 4 GB RAM&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=6.4-inch Quad HD (2560x1440) IPS display&lt;br /&gt;
|Resolution=1440 x 2560 pixels &lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=Vibration; MP3, WAV ringtones&lt;br /&gt;
|Camera=16 MP, phase detection autofocus&lt;br /&gt;
|Sensors=depth &amp;amp; motion tracking sensors&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Non-removable Li-Ion 4050 mAh battery&lt;br /&gt;
|Weight=259g (9.14 oz)&lt;br /&gt;
|Size=6.4 inches&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=2016&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=[http://shop.lenovo.com/us/en/tango// Lenovo Phab 2 Pro]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Lenovo Phab 2 Pro is a smartphone developed by Lenovo in collaboration with Google. It was announced during the Lenovo Tech World 2016 event in San Francisco by Yang Yuanging (Chairman and CEO of Lenovo). It is the first consumer facing product with Google’s Tango included. It is one of three new Lenovo Phab phones that will arrive to the US in 2016, complementing the Lenovo Phab 2 and the Lenovo Phab 2 Plus &amp;lt;ref name=”1”&amp;gt; Gadgets 360 Staff (2016). Lenovo Phab 2 Pro ‘Tango’ Smartphone With 4 Cameras, 6.4-Inch Display Launched. Retrieved from gadgets.ndtv.com/mobiles/news/lenovo-phab2-pro-tango-smartphone-with-4-cameras-64-inch-display-launched-847304&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
According to Yang Yuanging, the smartphone is intended to make “AR and VR as pervasive as GPS”, augmenting the world we already live in. To achieve this it will utilize Tango, and make use of an array of cameras, sensors and software to map spaces in three dimensions. Even though it is the first consumer product that will have Tango, it is not the first device that comes with it. The first Tango device was a reference design tablet made by Google for developers. The companies worked together in order to give the Phab 2 Pro a smaller design than a tablet but still able to accommodate all the technology necessary for Tango to function, such as the sensors, cameras and other hardware. The result is a smartphone with a 6.4-inch Quad HD screen. It can be describe as a phablet since it is almost a small tablet in terms of size &amp;lt;ref name=”2”&amp;gt; Gokey, M. (2016). Hands On: Lenovo Phab 2 Pro. Retrieved from www.digitaltrends.com/mobile/lenovo-phab-plus-pro-hands-on/&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Holly, R. (2016). Lenovo PHAB 2 Pro Tango preview: Consider Our Minds Blown. Retrieved from www.androidcentral.com/lenovo-phab-2-pro-early-look-consider-our-minds-blown&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It has to be noted that the smart camera technology isn’t exclusive to Tango. There’s Intel’s 3D RealSense cameras that can also track depth and Microsoft´s positional-tracking technology in the Kinect and HoloLens, for example. Smarter cameras could be doorways into a new future, allowing face and object recognition, auto-navigation, and advanced augmented reality (AR) applications &amp;lt;ref name=”4”&amp;gt; CNET (2016). Lenovo Phab2 Pro: World’s First Google Tango Phone Could be The Key to Mind-Blowing Indoor Maps. Retrieved from www.cnet.com/products/lenovo-phab-2-pro/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The global release date is scheduled for September, and it is expected to start shipping from online stores in August with a Champagne Gold version, and a Gunmetal Grey edition coming later &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Fitzsimmons, M. (2016).Hands On: Lenovo Phab 2 Pro Preview. Retrieved from www.techradar.com/reviews/phones/lenovo-phab-2-pro-1322905/review/2&amp;lt;/ref&amp;gt;. Lenovo’s Phab 2 Pro will cost $499 in the US. Currently there is no UK or AU pricing. In the US it will be available in Best Buy stores and Lowe’s hardware stores. It is considered to be reasonably priced, considering its specifications &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Google Tango==&lt;br /&gt;
&lt;br /&gt;
Tango has been in development for several years, as a way to not only measure distances in 3D space but also map building interiors – including the location of doors and windows - and create augmented reality, superimposing virtual elements into real space. Lenovo Phab 2 Pro, besides being the first ready-to-buy Tango phone, is also the first Lenovo phone to be sold in the US, where the company is best known for selling laptops &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; Associated Press (2016). Lenovo, Google Unveil Phab 2 Pro: A Phone That Knows Its Way Around a Room. Retrieved from gadgets.ndtv.com/mobiles/features/lenovo-google-unveil-phab-2-pro-a-phone-that-knows-its-way-around-a-room-847462&amp;lt;/ref&amp;gt;. Viewing the surroundings from the onboard camera of the Phab 2 Pro, there will be inserted a myriad of virtual elements like dinosaurs, dominoes, or appliances into the physical space, depending on the specific nature of the app. These can be interacted with through the phone’s screen &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;. During the development of Tango, when it was in a developer kit tablet, it was used to test various experimental ideas. Its main skills are depth-sensing, location-mapping, and placing virtual objects into reality with a better sense of accuracy &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;. To create the AR experience, the smartphone relies mainly on motion tracking, depth perception and area learning &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Tango can be considered a crucial step in the new frontier of AR, being able to create internal maps of homes and offices on the fly, without Google needing to build a previous mapping database, like Google Maps or Street View. With Tango being integrated in a device that normally people have with them all the time – without the need of wearing a headset - it could become pervasive, although the capacities of this technology have raised concerns about privacy &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;. Google hopes to have several other partners during the next years that will included Tango &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Augmented reality and applications==&lt;br /&gt;
&lt;br /&gt;
The plan is to have 25 specific apps for Tango available in the Play Store at the launch of the Lenovo Phab 2 Pro. At the end of the year this number should increase to 100. The unit has been demoed and some apps were available, like a furniture trial app, a dinosaur education app, and two game apps &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Lowes home improvement app will help the customer to choose the furniture, flooring or appliances that fits bets in his home. This app projects them into the physical space, allowing the user to have a preview in AR environment without the need to buy anything. It could be a useful app for interior designers, construction crews, and DIYers. Another application, similar to the Intel RealSense 3D imaging technology used on the Venue 7000 series tablets made by Dell, is the measuring app. This allows the user to measure anything in two or three dimensions &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
There is also other possibilities for the combination of the Phab 2 Pro hardware with the Tango software and retail stores: navigation to a certain item in a store, leading the client directly into the products desired. Retail companies could develop several apps that provide this service while also providing advertisement to the user when they are near a particular brand &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
There is also an app where the Tango camera generates a 3D photo mapped model of the surroundings, allowing for the mapping of interior spaces in full 3D. Tango measures and learns about the shape of the area, sensing the beginning and end of the objects, and the location of walls and doorways. Google envisions using this technology for mapping interior locations with an equivalent accuracy of the outdoor maps &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
At Lenovo Tech World event it was shown an app called Dinosaurs Among Us. It inserts dinosaurs into the environment with which the user can interact, having potential as an educational tool. Another possibility explored with the technology and its applications is to have an app that provides the user information about a specific piece of artwork while visiting a museum, for example, guiding the person through a charted course like a tour &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Besides these type of applications, two games have been show. One in which the player shoots at virtual aliens that show up around the real location of the user – not unlike other augmented reality games already in existence – and a game of virtual dominoes where the player sets the virtual pieces over the image of real objects or space and then watches them being knocked down one by one &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Phone specifications==&lt;br /&gt;
&lt;br /&gt;
The Lenovo Phab 2 Pro has a 6.4- inch Quad HD display with a specially made Tango Edition Qualcomm Snapdragon 652 octa-core processor and 4 GB of RAM to enable the high-level processing that is needed for the Tango mapping abilities. In terms of storage, there is 64 GB available with the possibility of a microSD up to 128 GB. The phone has three cameras on the back, including a 16MP standard RGB camera, a fisheye camera, and an infrared camera for depth. On the front, there is an 8MP fixed-focus camera. There are Dolby Amos speakers on the bottom and a fingerprint sensor on the back. Finally, it has a 4.050mAh battery with fast charging &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Concerns about smartphone adoption==&lt;br /&gt;
&lt;br /&gt;
There have been concerns about the level of adoption for this new smartphone. One of the main arguments is that it is a niche product, lacking the apps to attract the general consumer. Later iterations of the product can make it smaller and with applications attractive and necessary enough for the general masses adoption. Another concern expressed was that the Tamgo compatible apps test where not stable, but this is expected to be solved by the time the smartphone is launched &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Seifert, D. (2016). The First Phone With Google Tango is a 6.4-Inch Monster From Lenovo. Retrieved from www.theverge.com/2016/6/9/11882514/lenovo-phab-2-plus-pro-tango-google-specs-announce-smartphone&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Lenovo_Phab_2_Pro&amp;diff=10693</id>
		<title>Lenovo Phab 2 Pro</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Lenovo_Phab_2_Pro&amp;diff=10693"/>
		<updated>2016-08-20T10:27:35Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:lenovo phab 2 pro1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]], [[Augmented Reality]]&lt;br /&gt;
|Type=IPS capacitive touchscreen, 16M colors&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=Android OS, v6.0 (Marshmallow)&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=Android OS, v6.0 (Marshmallow)&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=Octa-core (4x1.8 GHz Cortex-A72 &amp;amp; 4x1.4 GHz Cortex-A53)&lt;br /&gt;
|GPU=Adreno 510&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=64 GB, 4 GB RAM&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=6.4-inch Quad HD (2560x1440) IPS display&lt;br /&gt;
|Resolution=1440 x 2560 pixels &lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=Vibration; MP3, WAV ringtones&lt;br /&gt;
|Camera=16 MP, phase detection autofocus&lt;br /&gt;
|Sensors=depth &amp;amp; motion tracking sensors&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Non-removable Li-Ion 4050 mAh battery&lt;br /&gt;
|Weight=259g (9.14 oz)&lt;br /&gt;
|Size=6.4 inches&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=2016&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=[http://shop.lenovo.com/us/en/tango// Lenovo Phab 2 Pro]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Lenovo Phab 2 Pro is a smartphone developed by Lenovo in collaboration with Google. It was announced during the Lenovo Tech World 2016 event in San Francisco by Yang Yuanging (Chairman and CEO of Lenovo). It is the first consumer facing product with Google’s Tango included. It is one of three new Lenovo Phab phones that will arrive to the US in 2016, complementing the Lenovo Phab 2 and the Lenovo Phab 2 Plus &amp;lt;ref name=”1”&amp;gt; Gadgets 360 Staff (2016). Lenovo Phab 2 Pro ‘Tango’ Smartphone With 4 Cameras, 6.4-Inch Display Launched. Retrieved from gadgets.ndtv.com/mobiles/news/lenovo-phab2-pro-tango-smartphone-with-4-cameras-64-inch-display-launched-847304&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
According to Yang Yuanging, the smartphone is intended to make “AR and VR as pervasive as GPS”, augmenting the world we already live in. To achieve this it will utilize Tango, and make use of an array of cameras, sensors and software to map spaces in three dimensions. Even though it is the first consumer product that will have Tango, it is not the first device that comes with it. The first Tango device was a reference design tablet made by Google for developers. The companies worked together in order to give the Phab 2 Pro a smaller design than a tablet but still able to accommodate all the technology necessary for Tango to function, such as the sensors, cameras and other hardware. The result is a smartphone with a 6.4-inch Quad HD screen. It can be describe as a phablet since it is almost a small tablet in terms of size &amp;lt;ref name=”2”&amp;gt; Gokey, M. (2016). Hands On: Lenovo Phab 2 Pro. Retrieved from www.digitaltrends.com/mobile/lenovo-phab-plus-pro-hands-on/&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt; Holly, R. (2016). Lenovo PHAB 2 Pro Tango preview: Consider Our Minds Blown. Retrieved from www.androidcentral.com/lenovo-phab-2-pro-early-look-consider-our-minds-blown&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It has to be noted that the smart camera technology isn’t exclusive to Tango. There’s Intel’s 3D RealSense cameras that can also track depth and Microsoft´s positional-tracking technology in the Kinect and HoloLens, for example. Smarter cameras could be doorways into a new future, allowing face and object recognition, auto-navigation, and advanced augmented reality (AR) applications &amp;lt;ref name=”4”&amp;gt; CNET (2016). Lenovo Phab2 Pro: World’s First Google Tango Phone Could be The Key to Mind-Blowing Indoor Maps. Retrieved from www.cnet.com/products/lenovo-phab-2-pro/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The global release date is scheduled for September, and it is expected to start shipping from online stores in August with a Champagne Gold version, and a Gunmetal Grey edition coming later &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Fitzsimmons, M. (2016).Hands On: Lenovo Phab 2 Pro Preview. Retrieved from www.techradar.com/reviews/phones/lenovo-phab-2-pro-1322905/review/2&amp;lt;/ref&amp;gt;. Lenovo’s Phab 2 Pro will cost $499 in the US. Currently there is no UK or AU pricing. In the US it will be available in Best Buy stores and Lowe’s hardware stores. It is considered to be reasonably priced, considering its specifications &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Google Tango==&lt;br /&gt;
&lt;br /&gt;
Tango has been in development for several years, as a way to not only measure distances in 3D space but also map building interiors – including the location of doors and windows - and create augmented reality, superimposing virtual elements into real space. Lenovo Phab 2 Pro, besides being the first ready-to-buy Tango phone, is also the first Lenovo phone to be sold in the US, where the company is best known for selling laptops &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”6”&amp;gt; Associated Press (2016). Lenovo, Google Unveil Phab 2 Pro: A Phone That Knows Its Way Around a Room. Retrieved from gadgets.ndtv.com/mobiles/features/lenovo-google-unveil-phab-2-pro-a-phone-that-knows-its-way-around-a-room-847462&amp;lt;/ref&amp;gt;. Viewing the surroundings from the onboard camera of the Phab 2 Pro, there will be inserted a myriad of virtual elements like dinosaurs, dominoes, or appliances into the physical space, depending on the specific nature of the app. These can be interacted with through the phone’s screen &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;. During the development of Tango, when it was in a developer kit tablet, it was used to test various experimental ideas. Its main skills are depth-sensing, location-mapping, and placing virtual objects into reality with a better sense of accuracy &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;. To create the AR experience, the smartphone relies mainly on motion tracking, depth perception and area learning &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Tango can be considered a crucial step in the new frontier of AR, being able to create internal maps of homes and offices on the fly, without Google needing to build a previous mapping database, like Google Maps or Street View. With Tango being integrated in a device that normally people have with them all the time – without the need of wearing a headset - it could become pervasive, although the capacities of this technology have raised concerns about privacy &amp;lt;ref name=”6”&amp;gt;&amp;lt;/ref&amp;gt;. Google hopes to have several other partners during the next years that will included Tango &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Augmented reality and applications==&lt;br /&gt;
&lt;br /&gt;
The plan is to have 25 specific apps for Tango available in the Play Store at the launch of the Lenovo Phab 2 Pro. At the end of the year this number should increase to 100. The unit has been demoed and some apps were available, like a furniture trial app, a dinosaur education app, and two game apps &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Lowes home improvement app will help the customer to choose the furniture, flooring or appliances that fits bets in his home. This app projects them into the physical space, allowing the user to have a preview in AR environment without the need to buy anything. It could be a useful app for interior designers, construction crews, and DIYers. Another application, similar to the Intel RealSense 3D imaging technology used on the Venue 7000 series tablets made by Dell, is the measuring app. This allows the user to measure anything in two or three dimensions &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
There is also other possibilities for the combination of the Phab 2 Pro hardware with the Tango software and retail stores: navigation to a certain item in a store, leading the client directly into the products desired. Retail companies could develop several apps that provide this service while also providing advertisement to the user when they are near a particular brand &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
There is also an app where the Tango camera generates a 3D photo mapped model of the surroundings, allowing for the mapping of interior spaces in full 3D. Tango measures and learns about the shape of the area, sensing the beginning and end of the objects, and the location of walls and doorways. Google envisions using this technology for mapping interior locations with an equivalent accuracy of the outdoor maps &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
At Lenovo Tech World event it was shown an app called Dinosaurs Among Us. It inserts dinosaurs into the environment with which the user can interact, having potential as an educational tool. Another possibility explored with the technology and its applications is to have an app that provides the user information about a specific piece of artwork while visiting a museum, for example, guiding the person through a charted course like a tour &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Besides these type of applications, two games have been show. One in which the player shoots at virtual aliens that show up around the real location of the user – not unlike other augmented reality games already in existence – and a game of virtual dominoes where the player sets the virtual pieces over the image of real objects or space and then watches them being knocked down one by one &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Phone specifications==&lt;br /&gt;
&lt;br /&gt;
The Lenovo Phab 2 Pro has a 6.4- inch Quad HD display with a specially made Tango Edition Qualcomm Snapdragon 652 octa-core processor and 4 GB of RAM to enable the high-level processing that is needed for the Tango mapping abilities. In terms of storage, there is 64 GB available with the possibility of a microSD up to 128 GB. The phone has three cameras on the back, including a 16MP standard RGB camera, a fisheye camera, and an infrared camera for depth. On the front, there is an 8MP fixed-focus camera. There are Dolby Amos speakers on the bottom and a fingerprint sensor on the back. Finally, it has a 4.050mAh battery with fast charging &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Concerns about smartphone adoption==&lt;br /&gt;
&lt;br /&gt;
There have been concerns about the level of adoption for this new smartphone. One of the main arguments is that it is a niche product, lacking the apps to attract the general consumer. Later iterations of the product can make it smaller and with applications attractive and necessary enough for the general masses adoption. Another concern expressed was that the Tamgo compatible apps test where not stable, but this is expected to be solved by the time the smartphone is launched &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Seifert, D. (2016). The First Phone With Google Tango is a 6.4-Inch Monster From Lenovo. Retrieved from www.theverge.com/2016/6/9/11882514/lenovo-phab-2-plus-pro-tango-google-specs-announce-smartphone&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Lenovo_phab_2_pro1.jpg&amp;diff=10692</id>
		<title>File:Lenovo phab 2 pro1.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Lenovo_phab_2_pro1.jpg&amp;diff=10692"/>
		<updated>2016-08-20T10:17:45Z</updated>

		<summary type="html">&lt;p&gt;Louisg: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Xbox_One_Project_Scorpio&amp;diff=10691</id>
		<title>Xbox One Project Scorpio</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Xbox_One_Project_Scorpio&amp;diff=10691"/>
		<updated>2016-08-20T08:43:03Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|6WnLvk3wIIk|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Console]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=[[Xbox One]]&lt;br /&gt;
|Creator=[[Microsoft]]&lt;br /&gt;
|Developer=[[Microsoft]]&lt;br /&gt;
|Manufacturer=[[Microsoft]]&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=[[Xbox One VR]]&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=Eight cores, speculation: up-clocked Jaguar or equivalent &lt;br /&gt;
|GPU=Speculation: 56/60 GCN compute units at 800-850MHz &lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=Over 320GB/s bandwidth - speculation: 12GB of GDDR5 &lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=2017&lt;br /&gt;
|Price=$600.00 (estimate)&lt;br /&gt;
|Website=[http://www.xbox.com/en-US/project-scorpio/ Xbox One Project Scorpio]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Project Scorpio is a new games console from Microsoft, in the Xbox One family. It was announced during the company’s 2016 E3 presentation by Phil Spencer – the head of Microsoft’s Xbox division &amp;lt;ref name=”1”&amp;gt; Passingham, Michael (2016). Xbox Scorpio: Release date, specs, performance – all the latest news. Retrieved from www.trustedreviews.com/news/xbox-scorpio-release-date-specs-news-rumours-4k-vr&amp;lt;/ref&amp;gt;. Scorpio will have powerful hardware capable of delivering true 4K gaming, high-end virtual reality (VR) and HDR content &amp;lt;ref name=”2”&amp;gt; Stuart, Keith (2016). Scorpio rising: Microsoft’s plans for Xbox One and the future of video games. Retrieved from www.theguardian.com/technology/2016/jul/11/scorpio-microsoft-xbox-one-s-future-video-games&amp;lt;/ref&amp;gt;, in an attempt to keep up with the demands of gamers for those types of technologies. It also signifies a new transition in how Microsoft will market its games, having a family of three consoles: Xbox One, Xbox One S (a small mid-life refresh of the original Xbox One with HDR, 4K media capabilities, and 4K upscaled resolution for games), and Project Scorpio &amp;lt;ref name=”3”&amp;gt; Leong, Lewis (2016). Project Scorpio: everything we know about Microsoft’s 4K-ready Xbox. Retrieved from www.techradar.com/news/gaming/project-scorpio-release-date-news-and-features-everything-we-know-about-microsoft-s-4k-ready-xbox-1323455&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Scorpio will not be, necessarily, a substitute for the other two consoles. Rather it will add to them, giving the players the choice of which version of a game they want to play, since the same game will be published in all platforms. The games will be developed to take advantage of the different capabilities of the consoles in the Xbox family. The difference in power of the Scorpio will naturally lead to a better version of games, something akin to what happens in the PC ecosystem now, in which high-end PC’s can run a game with their maximum specifications unlike a low-end one &amp;lt;ref name=”4”&amp;gt; Kohler, Chris (2016). Xbox chief Phil Spencer talks Project Scorpio, VR, and those magical 6 teraflops. Retrieved from www.wired.com/2016/06/xbox-vr-scorpio-phil-spencer&amp;lt;/ref&amp;gt;. This compatibility of games for the Xbox console family has been highlighted, and according to Mike Ybarra, director of program management for Xbox, “Compatibility has always been the thing that makes console generations define themselves: when you leave one and got to the next, you give up your games, you usually give up the hardware or throw it in a closet – that’s what we want to remove. We’re focusing more on how do we deliver gaming in a boundless way to our players. We announced three platforms – today’s Xbox One, Xbox One S and Scorpio. We’re giving gamers the choice to say, ‘I want to invest in these particular games and this particular hardware, and I want those to work going forward, I don’t want to have to worry about giving that up &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;.’”&lt;br /&gt;
&lt;br /&gt;
This is a clear sign of change in the traditional console cycle, in which a console will be much closer to a PC in the future than its past iterations. In an interview for Wired, Phil Spencer commented that they are “trying to think beyond generations and say, how do you bring all the content that you purchased and love from this generation and move it forward with you?” This might mean that the new strategy will involve taking advantage of new technology by providing continuous, periodic updates, while maintaining a high-level of integration and connectivity to past games and consoles &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Webster, Andrew (2016). Xbox: Start to continue. Retrieved from www.theverge.com/2016/6/13/11915624/microsoft-xbox-one-s-pc-cross-platform-future-phil-spencer-interview&amp;lt;/ref&amp;gt;. Indeed, initiatives like the Xbox Play Anywhere – which brings Xbox One and Windows 10 closer together, allowing players to buy a game once and play it in both platforms – is already a step in the direction of seamless integration and evolution &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
There is currently no information regarding the price of this new console. There are some estimates that the Scorpio will be sold at around $600, taking into account its specs. Also, the console will not be bundled with a VR set, which will increase its total price in order to take advantage of VR &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
The release date for the Project Scorpio has not been officially announced, although it will probably be available in the holiday season of 2017 &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Console Specifications==&lt;br /&gt;
&lt;br /&gt;
The Scorpio will be powerful enough to play both 4K native games and virtual reality experiences. Phil Spencer mentioned that the upgrade to Scorpio, in terms of visual fidelity, will feel as dramatic of a change as we’re used to seeing in new generations. It will have a graphics card with six teraflops, an 8-core CPU, and 320GB/s of memory bandwidth &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;. Below is a table comparing the (probable) specifications of Project Scorpion and the current Xbox One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! XBox One !! Project Scorpio&lt;br /&gt;
|-&lt;br /&gt;
| CPU || Eight Jaguar cores clocked at 1.75GHz || Eight cores, speculation: up-clocked Jaguar or equivalent&lt;br /&gt;
|-&lt;br /&gt;
| GPU || 12 GCN compute units at 853MHz || Speculation: 56/60 GCN compute units at 800-850MHz&lt;br /&gt;
|-&lt;br /&gt;
| MEMORY || 8GB DDR3 at 68GB/s and 32MB ESRAM at max 218GB/s || Over 320GB/s bandwidth - speculation: 12GB of GDDR5&lt;br /&gt;
|}&lt;br /&gt;
Table adapted from www.eurogamer.net/articles/digitalfoundry-2016-xbox-one-project-scorpio-spec-analysis&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:Shooter]] [[Category:MMOs]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=PlayStation_VR_Aim&amp;diff=10690</id>
		<title>PlayStation VR Aim</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=PlayStation_VR_Aim&amp;diff=10690"/>
		<updated>2016-08-20T08:32:02Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
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{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|6Jv3VGfzpM8|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Controller]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=[[PlayStation VR]]&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=[[PlayStaion]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=[http://www.cnet.com/products/sony-ps-vr-aim-controller// PlayStation VR Aim on CNET]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Playstation VR Aim (PS VR Aim) is a new gun peripheral controller to be compatible with the Playstation VR headset. It is intended to make first-person shooters even more engaging and immersive in virtual reality. It was first announced after Sony’s E3 2016 keynote &amp;lt;ref name=”1”&amp;gt; Miller Ross (2016). New Playstation VR Gun Peripheral Looks Nothing Like a Gun. Retrieved from www.theverge.com/2016/6/14/11932532/playstation-vr-aim-gun-hands-on-e3-2016&amp;lt;/ref&amp;gt;. The design of the PS VR Aim is minimalistic, and the developer promises direct 1:1 movement tracking, meaning that wherever you point the controller, the in-game gun will respond accordingly &amp;lt;ref name=”2”&amp;gt; Lawler, Richard (2016). PS VR Aim Controller Promises 1:1 Precision for Virtual Shooters. Retrieved from www.engadget.com/2016/06/14/ps-vr-aim-controller-promises-1-1-precision-for-virtual-shooters&amp;lt;/ref&amp;gt;. It can be considered a successor of the Sony’s Sharpshooter, which was a gun peripheral that used the Playstation Move motion controller. The PS VR Aim will be far more accurate and with less delay between the actions of the player and the response in-game &amp;lt;ref&amp;gt; Cnet (2016). Sony’s Playstation VR Aim Controller Makes it Easy to Shoot Scary Space Spiders (Hands-On). Retrieved from www.cnet.com/products/sony-ps-vr-aim-controller&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The new peripheral has the same controls as the standard PS4 Dualshock 4 controller, with two analogue sticks, four face buttons, two bumpers, two triggers, a D-pad, Share and Options buttons, and a final one that is mapped to the Dualshock’s touchpad button. The two trigger buttons are in different positions, allowing the controller to be handled like a gun. Also, the PS VR Aim is ambidextrous &amp;lt;ref name=”4”&amp;gt; Betters, Elise (2016). PS VR Aim Controller Preview: Playing Farpoint With Sony’s New Gun-Shaped Controller. Retrieved from www.pocket-lint.com/review/137951-ps-vr-aim-controller-preview-playing-farpoint-with-sony-s-new-gun-shaped-controller&amp;lt;/ref&amp;gt;, and from initial reports there doesn’t seem to be any haptic feedback in it &amp;lt;ref name=”5”&amp;gt; Lang, Ben (2016). Hands-on: “PSVR Aim” Controller Debuts with “Farpoint” FPS. Retrieved from www.roadtovr.com/farpoint-psvr-aim-controller-playstation-vr-aim-e3-2016-hands-on&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The gun-like controller was co-developed by indie studio Impulse Gear in collaboration with Sony, and it’s designed for use with the game Farpoint (exclusive to Playstation VR), developed by the studio mentioned above &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt; Jones, Brad (2016). This is the Playstation VR Aim Controller. Retrieved from gamerant.com/playstation-vr-aim-controller-e3&amp;lt;/ref&amp;gt;. Farpoint is a Sci-fi FPS in which the player will be exploring a foreign planet filled with alien creatures &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
According to Seth Luisi, the co-founder of Impulse Gear, “The PS VR Aim Controller offers the most realistic and precise way to control our game. With direct 1 to 1 tracking, you aim in Farpoint just as you would in real life. How you hold and where you point the controller are directly matched in the game. This allows you to do things in Farpoint that just are not possible in a standard FPS game. It also provides an unbelievable sense of presence in the virtual world &amp;lt;ref&amp;gt; Luisi, Seth (2016). Farpoint Announced for Playstation VR. Retrieved from blog.us.playstation.com/2016/06/13/farpoint-announced-for-playstation-vr&amp;lt;/ref&amp;gt;.”&lt;br /&gt;
The released date of the Playstation VR Aim and its price point haven’t been disclosed &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Device]] [[Category:Shooter]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Gloveone&amp;diff=10689</id>
		<title>Gloveone</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Gloveone&amp;diff=10689"/>
		<updated>2016-08-20T08:17:19Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|RAZidk_mPc8|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=[[OS VR]], [[Samsung Gear VR]], [[Oculus Rift]], [[HTC Vive]]&lt;br /&gt;
|Creator=[[NeuroDigital Technologies]]&lt;br /&gt;
|Developer=[[NeuroDigital Technologies]]&lt;br /&gt;
|Manufacturer=[[NeuroDigital Technologies]]&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=Hand orientation with 1 IMU (9-Axis)&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=Low latency Bluetooth 4.0&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Long life Li-Po Battery&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=[https://www.neurodigital.es/gloveone// Gloveone]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Gloveone lets users use both hands to sense and interact with virtual objects on screen or virtual reality headset.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/gloveone/gloveone-feel-virtual-reality/description&amp;lt;/ref&amp;gt; If a virtual apple is shown on the screen, users will be able to feel its shape or weight, sense all of its physical features, and even smash it. &lt;br /&gt;
==Features==&lt;br /&gt;
* Weight virtual objects&lt;br /&gt;
* Interact with buttons and elements&lt;br /&gt;
* Differentiate textures&lt;br /&gt;
* Feel the sound waves&lt;br /&gt;
* Receive haptic warnings and alert events&lt;br /&gt;
* Trigger actions and commands like a smart controller&lt;br /&gt;
* Feel from the soft fluttering of a butterfly or rain drops impact to the intensity of a virtual fire&lt;br /&gt;
==Hardware==&lt;br /&gt;
The Gloveone works by equipping each glove with an array of sensors that connect to a processing board and features both USB and Bluetooth technology. Using algorithms and data, the company created natural and realistic feelings that can differentiate between the push of a spaceship control button or the weight of a basketball.&amp;lt;ref&amp;gt;http://cyberlife.transhumanity.net/gloveone-is-bringing-touch-to-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each pair of gloves has 10 actuators that are located on the fingertips and the palm. These vibrate individually and at varied intensities and frequencies, which result in the production of touch sensations that are accurate.&amp;lt;ref&amp;gt;http://www.techtimes.com/articles/59002/20150609/smart-gloves-by-gloveone-will-let-you-feel-virtual-reality.htm&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gloveone enables users to feel and touch any virtual object that they can see on the screen or in their VR headsets. If a virtual apple is shown on the screen, with Gloveone, you will be able to feel its shape or weight, sense all of its physical features, and even smash it!&amp;quot; says the company on [https://www.kickstarter.com/projects/gloveone/gloveone-feel-virtual-reality/description Kickstarter].&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
&#039;&#039;&#039;Communication&#039;&#039;&#039;&lt;br /&gt;
* Low latency Bluetooth 4.0&lt;br /&gt;
* Ultra low latency mode with USB&lt;br /&gt;
&#039;&#039;&#039;Motion Tracking&#039;&#039;&#039;&lt;br /&gt;
* Independent finger tracking with 6 IMU (3-Axis)&lt;br /&gt;
* Hand orientation with 1 IMU (9-Axis)&lt;br /&gt;
&#039;&#039;&#039;Functionality&#039;&#039;&#039;&lt;br /&gt;
* 10 vibrotactile actuators&lt;br /&gt;
* Contact areas for digital and reliable gesture recognition&lt;br /&gt;
&#039;&#039;&#039;Others&#039;&#039;&#039;&lt;br /&gt;
* Long life Li-Po Battery&lt;br /&gt;
==Software==&lt;br /&gt;
N/A&lt;br /&gt;
==Apps==&lt;br /&gt;
N/A&lt;br /&gt;
==Developer==&lt;br /&gt;
Gloveone comes with an open API and SDK, which allow developers to make their ideas come true. An essential part of the development toolkit is the Gloveone Manager, a user interface for debugging and testing purposes that runs on top of Gloveone Service. Besides showing the different Gloveone devices connected with the computer and some info like battery level, connection type, serial number, and more, Gloveone Manager provides three main tabs with the following features:&lt;br /&gt;
* IMU tab: It displays a representation in 3D of a glove with the rotation in real time of Gloveone as well as the acceleration in the three axis.&lt;br /&gt;
* Contacts tab: Shows the different input gestures that can be perfermed with Gloveone.&lt;br /&gt;
* Actuators tab: This is the most important one for developers, because developers will be able to see the last n-seconds values of power for every actuator represented in a graph. In addition, it also allows to check if the actuators are working properly.&lt;br /&gt;
&lt;br /&gt;
The latest installer and dedicated SDK are available for download on the [https://www.gloveonevr.com/dev/ official website]. Currenly, the SDK is compatible only with Microsoft Windows, but OS X and Linux releases are coming soon. &lt;br /&gt;
&lt;br /&gt;
Developers are encouraged to read the [https://www.gloveonevr.com/dev/doc/ official documentation] and visit the [http://www.gloveonevr.com/dev/forum/ community forum].&lt;br /&gt;
==Accessories==&lt;br /&gt;
Gloveone doesn&#039;t provide space tracking features. Instead, it relies on auxiliary sensors like Leap Motion or Intel RealSense for hand tracking. It&#039;s possible to integrate it with any tracking technology, such Microsoft Kinect, OpenCV, or the Lighthouse from Valve.&lt;br /&gt;
==Background==&lt;br /&gt;
Gloveone is developed by a core team of 15 passionate and qualified people, from PhDs and engineers to artists, committed to bringing their unique product to the world.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/gloveone/gloveone-feel-virtual-reality/description&amp;lt;/ref&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
* June 1, 2015 - Project launched on [https://www.kickstarter.com/projects/gloveone/gloveone-feel-virtual-reality/updates Kickstarter.com]. &lt;br /&gt;
* June 3, 2015 - The project reached nearly 25% of their funding goal. &lt;br /&gt;
* June 5, 2015 - Introduciton of the Gloveone Manager, an user interface for debugging and testing purposes that runs on top of Gloveone Service.  &lt;br /&gt;
* June 9, 2015 - 35% of the funding goal achieved. &lt;br /&gt;
* July 5, 2015 - The gunding goal was achieved. &lt;br /&gt;
* July 10, 2015 - Successfully raised $151,608 USD with 362 backers. &lt;br /&gt;
* June 14, 2016 - Gloveone was showcased in E3 2016 at Los Angles Convention Center. &lt;br /&gt;
==Images==&lt;br /&gt;
* https://www.gloveonevr.com/wp-content/uploads/glove-prueba2.png&lt;br /&gt;
* http://3.bp.blogspot.com/-M97SALwyqmA/VbCAwZ744DI/AAAAAAAAANM/-Sc3NPyMjMQ/s1600/mano.png&lt;br /&gt;
* http://www.realovirtual.com/pictures/2015/06/Gloveone/GloveOneBambu.jpg&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[VR Device]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Cardboard_Design_Lab&amp;diff=10688</id>
		<title>Cardboard Design Lab</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Cardboard_Design_Lab&amp;diff=10688"/>
		<updated>2016-08-20T08:01:46Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|5oVu7Uglkp4|350}}&lt;br /&gt;
|Developer=[[Google]]&lt;br /&gt;
|Publisher=&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[Google Cardboard]]&lt;br /&gt;
|Device=[[Google Cardboard]], Smartphone&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Type=[[Education]], [[Experience]]&lt;br /&gt;
|Genre=[[Education]]&lt;br /&gt;
|Input Device=&lt;br /&gt;
|Game Mode=&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=[https://play.google.com/store/apps/details?id=com.google.vr.cardboard.apps.designlab&amp;amp;hl=en Google Play]&lt;br /&gt;
|Infobox Updated=5/8/2016&lt;br /&gt;
}}&lt;br /&gt;
[[Cardboard Design Lab]] is an [[android]] [[app]] developed by [[Google]]. It was created to teach the principles of designing for [[virtual reality]] inside [[virtual reality]].&amp;lt;ref&amp;gt;https://www.google.com/get/cardboard/developers/&amp;lt;/ref&amp;gt; It can be accessed by any user who possesses a smartphone along with a [[Google Cardboard]] [[slide-on HMD]]. It debuted at I/O  2015, alongside the updated Google Cardboard.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Cardboard Design Lab is developed by Google and can be installed for free on any smartphone running the android operating system. The app needs a Google Cardboard for full functionality. The app teaches design principles for developing in VR within VR. The app puts the user inside a VR environment and teaches the fundamentals of VR design in a very effective way.&lt;br /&gt;
Cardboard Design Lab is meant to start and arise discussions between developers and designers. The app features two different sections for the users. One is “Foundation” which shows and demonstrates the basic principles with examples. The other section is “Immersion” which explores advanced principles by different beautiful audio and video examples &amp;lt;ref&amp;gt;https://userexperienceawards.com/2015-submissions/cardboard-design-lab/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
The app uses virtual reality to demonstrate 10 VR design fundamentals in a span of less than 10 minutes. The app walkthroughs the user through the following things&amp;lt;ref&amp;gt;http://www.wired.com/2015/05/googles-cardboard-app-go-vr-design/&amp;lt;/ref&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scale&#039;&#039;&#039; - You can change the scale of different objects in the virtual world and then observe the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;User Interface (UI)&#039;&#039;&#039; - User Interface is an extremely important parameter for virtual reality. The interface needs to be purely 3D just like the virtual world itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acceleration&#039;&#039;&#039; - The velocity in the virtual world should be constant in order not to create confusion for the users as they are stationary in actual but are moving in the virtual world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sound&#039;&#039;&#039; - The rules of sound are explained to the users by navigating him/her through meticulously and beautifully designed scenes which illustrate exactly how a principle works. Each click takes the user to a new scene and a new experience.&lt;br /&gt;
&lt;br /&gt;
The other design principles that are covered in Cardboard Design Lab are as follows:&lt;br /&gt;
&lt;br /&gt;
# Using a Reticle&lt;br /&gt;
# UI Depth &amp;amp; Eye Strain&lt;br /&gt;
# Using Constant Velocity&lt;br /&gt;
# Keeping the User Grounded&lt;br /&gt;
# Maintaining Head Tracking&lt;br /&gt;
# Guiding with Light&lt;br /&gt;
# Leveraging Scale&lt;br /&gt;
# Spatial Audio&lt;br /&gt;
# Gaze Cues&lt;br /&gt;
# Make it Beautiful&lt;br /&gt;
&lt;br /&gt;
Cardboard Design Lab is the perfect app for developers who want to start developing and working in the field of VR. The app does not teach how to actually create a game or software in VR but it rather gives a lot of useful information and explains basic principles of VR to help the user start his or her own games. Even if the user is not a developer, still the app explains the concept and elements of a good VR experience beautifully&amp;lt;ref&amp;gt;http://www.roadtovr.com/googles-new-cardboard-design-lab-app-uses-vr-to-teach-you-about-vr-design/&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Created in partnership with design studio UsTwo, Cardboard Design Lab, a simple VR app that teaches how to build effective VR apps works on almost any modern Android smartphone in conjuction with a Cardboard-style headset. All that users have to do is open the lab and enjoy a short guided tour through the best practices for virtual environments.&amp;lt;ref&amp;gt;http://www.theverge.com/2015/5/29/8687219/google-cardboard-design-lab-virtual-reality-io-2015&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The application demonstrates things like the best distance to place text, the importance of smooth motion, and the use of light, which can subtly guide users in a 360-degree environment. As such, the application is not aimed at seasoned developers, but rather at people who might otherwise be intimidated by coding. &lt;br /&gt;
&lt;br /&gt;
The app is currently only available for Android, and, although Google has recently updated their Cardboard Unity SDK with iOS support, a spokesperson told Road to VR that there’s “No concrete plans [to bring this app to] iOS at the moment.”&amp;lt;ref&amp;gt;http://www.roadtovr.com/googles-new-cardboard-design-lab-app-uses-vr-to-teach-you-about-vr-design/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==System Requirements==&lt;br /&gt;
Android 4.1 and up.&lt;br /&gt;
To fully enjoy this app you&#039;ll need a viewer that works with Google Cardboard.&amp;lt;ref&amp;gt;https://play.google.com/store/apps/details?id=com.google.vr.cardboard.apps.designlab&amp;amp;hl=en&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
The application is available on Google Play Store. No special configuration is required. &lt;br /&gt;
==Images and Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=2Uf-ru2Ndvc 2015 UX Awards: Cardboard Design Lab] - Introduction of Cardboard Design Lab&lt;br /&gt;
* [https://www.youtube.com/watch?v=5oVu7Uglkp4 Cardboard Design Labs Preview] - Preview of the Cardboard Design Lab&lt;br /&gt;
* [https://www.youtube.com/watch?v=ZvHSDenBiZc The VR Shop Review - Cardboard Design Lab App] - Review of Cardboard Design Lab&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:App]] [[Category:VR Apps]] [[Category:Cardboard Apps]] [[Category:Education]] [[Category:Experience]] [[Category:Android Apps]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Prizmiq&amp;diff=10687</id>
		<title>Prizmiq</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Prizmiq&amp;diff=10687"/>
		<updated>2016-08-20T07:59:16Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|PUYlPgJmqCA|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Bonsai Media Group]]&lt;br /&gt;
|Publisher=[[Bonsai Media Group]]&lt;br /&gt;
|Director=[Jason LaBaw]]&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Device=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Type=[[Application]]&lt;br /&gt;
|Genre=[[Shopping]]&lt;br /&gt;
|Input Device=[[Mouse]]&lt;br /&gt;
|Game Mode=&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price= &lt;br /&gt;
|Website=[http://www.prizmiq.com// Prizmiq]&lt;br /&gt;
|Infobox Updated=8/20/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Prizmiq wants to change the online retail experience. Their OpenGL-powered web viewer allows customers to examine products from all angles, thus helping online retailers increase their revenues and drive conversions. Prizmiq&#039;s 3D product viewing technology is built to be fully ready for virtual and augmenting reality, allowing retailers to stay on the apex of innovation. &lt;br /&gt;
==Features==&lt;br /&gt;
Prizmiq is a Seattle-based startup that wants to change online shopping. Prizmiq captures and creates interactive 3D product experiences for e-commerce, engaging shoppers and driving product interaction. Online shoppers can use the technology to flip, turn, rotate, zoom, and investigate any angle of a product, like they would in a brick-and-mortar store.&amp;lt;ref&amp;gt;https://angel.co/prizmiq&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Unlike many other solutions, Prizmiq uses WebGL, a JavaScript API for rendering interactive 3D computer graphics and 2D graphics within any compatible web browser without the use of plug-ins, making it compatible with all modern browsers and mobile devices. The software is highly optimized for nearly instantaneous loading times and photorealistic image quality. Darrick Morrison, the founder and CEO of Prizmiq said, &amp;quot;Prizmiq gives the user a far more immersive and intuitive way to engage with online merchandise compared to 360 (degree) spin photography or even product videos. We&#039;ve built a better mousetrap and it perfectly suits the needs of the modern consumer.&amp;quot;&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/seattle-based-company-prizmiq-creates-worlds-first-3d-retail-experience-for-arcteryx-300056404.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So far, the high cost of 3D scanning technology has made it impossible for many smaller players to use it as a part of their marketing toolkit. Prizmiq is said to cost just a fraction of that, despite offering certain add-ons like custom color authoring, a comprehensive analytics package, and Points of Interest to tour different product features.&amp;lt;ref&amp;gt;http://www.prizmiq.com/#main&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prizmiq wants to help online retailers achieve higher conversions, better overall customer experience, and minimize the number of returned merchandise. All of these things are greatly affected by the quality of product pictures. &lt;br /&gt;
&lt;br /&gt;
The creators of Prizmiq see virtual and augmented reality as two technologies that will define our virtual experience in the near future. Unsurprisingly, the company wants to be ready for when it finally happens, and they built Prizmiq with VR support in mind. &lt;br /&gt;
&lt;br /&gt;
Prizmiq has been recently adopted by Arc&#039;teryx, one of the world&#039;s most revered outdoor clothing and equipment brands, who has launched its new line of hiking footwear today using Prizmiq&#039;s 3D platform. With Prizmiq, Arc&#039;teryx will allow online customers to engage with the Acrux² FL GTX Approach Shoe the same way they would in the Arc&#039;teryx store. Some of the Acrux² FL GTX&#039;s features that can now be viewed online are its unique removable liner, Vibram sole and other attributes that have positively influenced discerning buyers for years.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/seattle-based-company-prizmiq-creates-worlds-first-3d-retail-experience-for-arcteryx-300056404.html&amp;lt;/ref&amp;gt; &lt;br /&gt;
==System Requirements==&lt;br /&gt;
&lt;br /&gt;
==Setup Instructions==&lt;br /&gt;
&lt;br /&gt;
==Images and Videos==&lt;br /&gt;
[https://www.youtube.com/watch?v=PUYlPgJmqCA Introducing Prizmiq] - A short video presentation showcasing the technology developed by Prizmiq and introducing individual team members. &lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Virtual App]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Ricoh_Theta&amp;diff=10686</id>
		<title>Ricoh Theta</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Ricoh_Theta&amp;diff=10686"/>
		<updated>2016-08-20T07:51:15Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:ricoh theta 360 cam1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[360 Camera]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=[[Android]], [[iOS]]&lt;br /&gt;
|Creator=[[Ricoh Company, Ltd.]]&lt;br /&gt;
|Developer=[[Ricoh Company, Ltd.]]&lt;br /&gt;
|Manufacturer=[[Ricoh Company, Ltd.]]&lt;br /&gt;
|Operating System=[[Windows]], [[Mac]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=4GB&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Lithium ion&lt;br /&gt;
|Weight=Approx. 95g&lt;br /&gt;
|Size=42mm (W) x 129mm (H)x 22.8mm (17.4mm）(D)&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$349.95(Theta S); $249.95(Theta m15)&lt;br /&gt;
|Website=[https://theta360.com/en/about/theta/s.html// Ricoh Theta 360]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ricoh Theta is a handheld 360-degree camera that can capture the entire space in front of its wide-angle lens with just a single shot. The compatible Android and iOS application is used for viewing, editing, and sharing of spherical images and video footage. Ricoh&#039;s main goal was to bring 360-degree imagery closer to mainstream acceptance, which is reflected in the elegant, slim design and simple control scheme. &lt;br /&gt;
== Features ==&lt;br /&gt;
The Ricoh Theta uses a special dual-lens design to record 180 degress of horizontal and vertical view. When combined, the final image offers a complete 360x360-degree wraparound spherical image of the world around  the camera. &amp;lt;ref&amp;gt;http://www.photographyblog.com/reviews/ricoh_theta_m15_review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera is intended more as a lifestyle gadget than as a professional recording device. The main selling point is the ability to effortlessly capture the entire scene without worrying about framing or composition. Since it fits into any pocket and weighs only half as much a typical smartphone, users can carry it with them anywhere they go. &lt;br /&gt;
&lt;br /&gt;
Built-in Wi-Fi connectivity enables quick pairing with the complementary iOS and Android application, which allows for remote control of the camera, preview of captured images, and convenient access to a multitude of sharing options.  &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The Ricoh Theta weights about .20 pounds and measures 1.65 x 5.08 x .9 inches. The casing is rubberized to help users securely hold the camera in the hand. Its appearance is mostly characterized with a pair of protruding lenses. Behind them is an image sensor with an automatic ISO range of 100-1600. &amp;lt;ref&amp;gt;http://www.digitalcamerareview.com/camerareview/ricoh-theta-review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera stores captured images and video footage onto 4GB of built-in storage. In practice, it can hold around 1200 images. &lt;br /&gt;
&lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Size: 42mm (W) x 129mm (H)x 22.8mm (17.4mm）(D)&lt;br /&gt;
* Weight: Approx. 95g&lt;br /&gt;
* Memory: 4GB&lt;br /&gt;
* Object distance: Approx. 10cm - ∞ (from front of lens)&lt;br /&gt;
* Shooting mode (still): Auto, shutter priority, ISO priority&lt;br /&gt;
* Shooting mode (video): Auto&lt;br /&gt;
* Exposure control mode: Auto&lt;br /&gt;
* Exposure compensation: Manual compensation (-2.0 - +2.0EV, 1/3EV step)&lt;br /&gt;
* ISO sensitivity (still): ISO 100 to 1600&lt;br /&gt;
* ISO sensitivity (video): ISO 100 to 400&lt;br /&gt;
* Shutter speed (still): 1/8000 sec. to 1/7.5 sec.&lt;br /&gt;
* Shutter speed (video): 1/8000 sec. to 1/15 sec.&lt;br /&gt;
* Battery: Lithium ion, approx. 200 photos&lt;br /&gt;
* Usage temperature range: 0°C - 40°C&lt;br /&gt;
* Usage humidity range: 90% or less&lt;br /&gt;
== Software ==&lt;br /&gt;
The Ricoh Theta application for [https://itunes.apple.com/en/app/ricoh-theta/id667238484?mt=8 iOS] and [https://play.google.com/store/apps/details?id=com.theta&amp;amp;hl=en Android] gives users the ability to use a remote control to shoot photos, view images, and share photos taken with the camera on social networking services, such as Twitter and Facebook.&lt;br /&gt;
== Developers ==&lt;br /&gt;
Ricoh wants to build an entire ecosystem around the camera and supplies developers with API and SDK that they can use to develop their own original applications. Developers can easily access various functions, including the remote shutter, ISO, shutter speed, and exposure compensation settings, or built-in file management tools. &amp;lt;ref&amp;gt;https://developers.theta360.com/en/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Gear_360&amp;diff=10685</id>
		<title>Gear 360</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Gear_360&amp;diff=10685"/>
		<updated>2016-08-20T07:50:04Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:gear 360 samsung1.jpg|400px]]&lt;br /&gt;
|VR/AR=VR&lt;br /&gt;
|Type=[[360 Camera]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Galaxy S6, S6 edge, S6 edge+, Note5, S7, S7 edge&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=1GB RAM, MicroSD Card (up to 128GB)&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=0.5&amp;quot; (72 x 32) PMOLED&lt;br /&gt;
|Resolution=up to 3840 x 1920 (30 fps) for dual cam and up to 2560 x 1440 (30 fps) for single cam&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=Dual CMOS 15MP Sensor, Dual F2.0 Fisheye Lens&lt;br /&gt;
|Sensors=Gyro, Accelerometer&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=Wi-Fi 802.11 a/b/g/n/ac (2.4/5GHz), Wi-Fi Direct, Bluetooth® v4.1, USB 2.0, NFC&lt;br /&gt;
|Power=1350mAh&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=66.7 x 56.2 x 60 mm&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$349.99&lt;br /&gt;
|Website=[http://www.samsung.com/global/galaxy/gear-360// Gear 360]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Gear 360 is a new, consumer-friendly 360-degree camera that integrates with the rest of Samsung&#039;s VR ecosystem and allows users to easily capture real 360-degrees images. It was introduced at Mobile World Congress 2016 in South Korea and is scheduled for the second quarter of this year.&amp;lt;ref&amp;gt;http://www.cnet.com/products/samsung-gear-360/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During SDC 2016, on May 1, 2016, Samsung announced that they would integrate Gear 360 with it&#039;s content platform [[Milk VR]].&lt;br /&gt;
== Features ==&lt;br /&gt;
This 360-degree camera can work either in a single-lens mode or in a dual-lens mode. The single-lens mode is used primarily for video capture, while the dual-lens mode is used for shooting fully immersive panoramic images.&amp;lt;ref&amp;gt;http://www.samsung.com/global/galaxy/gear-360/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The construction of this camera is outdoor-friendly and built to withstand rough handling, dust, rain, and just about anything else that comes hand-in-hand with extreme sports and outdoor exploration. &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The Samsung Gear 360 camera measures just 66.7 x 56.2 x 60 mm - slightly smaller than the size of a baseball - and weighs only 153g when the battery is included. It&#039;s designed to be easily transportable and attached to various pieces of equipment using the standard camera 1/4 inch thread.&amp;lt;ref&amp;gt;http://www.cnet.com/products/samsung-gear-360/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main control element is a big red record button on the top side of the camera. A small .05-inch PMOLED display conveniently displays useful status information, which allows users to keep eyes off their smartphones and focus on the action ahead. &lt;br /&gt;
&lt;br /&gt;
The front and rear lenses each capture 180 degrees horizontally and vertically, creating a seamless and complete 360-degree field of view. The camera&#039;s dual lens setup also captures still 30MP photos that create panoramic images at 7776 x 3888. This is Samsung uses their proprietary Bright Lens 2.0 aperture that has been engineered to perform exceptionally well in low-light conditions.&amp;lt;ref&amp;gt;http://petapixel.com/2016/02/22/samsung-gear-360-ball-shaped-camera-360-photos-videos/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Image processing is taken care of by a DRIMe5s image processor and 1GB of RAM and power is provided by a removable battery with 1350 mAh capacity. &lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Camera: Dual CMOS 15MP Sensor, Dual F2.0 Fisheye Lens&lt;br /&gt;
* Resolution (movie): up to 3840 x 1920 (30 fps) for dual cam and up to 2560 x 1440 (30 fps) for single cam&lt;br /&gt;
* Resolution (still): up to 7776 x 3888 (30M) for dual cam and 3072 x 1728 (5M) for single cam&lt;br /&gt;
* Dimension: 66.7 x 56.2 x 60 mm (153 g incl. battery)&lt;br /&gt;
* Display: 0.5&amp;quot; (72 x 32) PMOLED&lt;br /&gt;
* Memory: 1GB RAM, MicroSD Card (up to 128GB)&lt;br /&gt;
* Sensors: Gyro, Accelerometer&lt;br /&gt;
* Battery: 1350mAh&lt;br /&gt;
* Connectivity: Wi-Fi 802.11 a/b/g/n/ac (2.4/5GHz), Wi-Fi Direct, Bluetooth® v4.1, USB 2.0, NFC&lt;br /&gt;
* Codec: MP4 (H.265), JPEG&lt;br /&gt;
* Compatible Devices: Galaxy S6, S6 edge, S6 edge+, Note5, S7, S7 edge&lt;br /&gt;
* Chipset: DRIMe5s&lt;br /&gt;
== Software ==&lt;br /&gt;
The dedicated mobile application greatly extends available recording options and add the support for time lapse and looping video. The camera works with all phones that can run the required Samsung Gear 360 Manager app, such as the Samsung Galaxy S7, Galaxy S7 Edge, Galaxy S6, S6 Edge, S6 Edge+ and Note 5.&amp;lt;ref&amp;gt;http://venturebeat.com/2016/02/21/samsung-gear-360-is-a-lightweight-camera-for-capturing-360-degree-photos-and-videos-ships-in-q2-2016/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gear 360 is also compatible with the Google Street View app. That means you can capture and instantly publish your photo spheres to Street View, and invite the world over to your street. Click to get the Google Street View app.&amp;lt;ref&amp;gt;http://www.samsung.com/global/galaxy/gear-360/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Gear_360&amp;diff=10684</id>
		<title>Gear 360</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Gear_360&amp;diff=10684"/>
		<updated>2016-08-20T07:49:26Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:gear 360 samsung1.jpg|400px]]&lt;br /&gt;
|VR/AR=VR&lt;br /&gt;
|Type=[[360 Camera]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=Galaxy S6, S6 edge, S6 edge+, Note5, S7, S7 edge&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=1GB RAM, MicroSD Card (up to 128GB)&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=0.5&amp;quot; (72 x 32) PMOLED&lt;br /&gt;
|Resolution=up to 3840 x 1920 (30 fps) for dual cam and up to 2560 x 1440 (30 fps) for single cam&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=Dual CMOS 15MP Sensor, Dual F2.0 Fisheye Lens&lt;br /&gt;
|Sensors=Gyro, Accelerometer&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=Wi-Fi 802.11 a/b/g/n/ac (2.4/5GHz), Wi-Fi Direct, Bluetooth® v4.1, USB 2.0, NFC&lt;br /&gt;
|Power=1350mAh&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=66.7 x 56.2 x 60 mm&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$349.99&lt;br /&gt;
|Website=[http://www.samsung.com/global/galaxy/gear-360//Gear 360]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Gear 360 is a new, consumer-friendly 360-degree camera that integrates with the rest of Samsung&#039;s VR ecosystem and allows users to easily capture real 360-degrees images. It was introduced at Mobile World Congress 2016 in South Korea and is scheduled for the second quarter of this year.&amp;lt;ref&amp;gt;http://www.cnet.com/products/samsung-gear-360/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
During SDC 2016, on May 1, 2016, Samsung announced that they would integrate Gear 360 with it&#039;s content platform [[Milk VR]].&lt;br /&gt;
== Features ==&lt;br /&gt;
This 360-degree camera can work either in a single-lens mode or in a dual-lens mode. The single-lens mode is used primarily for video capture, while the dual-lens mode is used for shooting fully immersive panoramic images.&amp;lt;ref&amp;gt;http://www.samsung.com/global/galaxy/gear-360/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The construction of this camera is outdoor-friendly and built to withstand rough handling, dust, rain, and just about anything else that comes hand-in-hand with extreme sports and outdoor exploration. &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The Samsung Gear 360 camera measures just 66.7 x 56.2 x 60 mm - slightly smaller than the size of a baseball - and weighs only 153g when the battery is included. It&#039;s designed to be easily transportable and attached to various pieces of equipment using the standard camera 1/4 inch thread.&amp;lt;ref&amp;gt;http://www.cnet.com/products/samsung-gear-360/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The main control element is a big red record button on the top side of the camera. A small .05-inch PMOLED display conveniently displays useful status information, which allows users to keep eyes off their smartphones and focus on the action ahead. &lt;br /&gt;
&lt;br /&gt;
The front and rear lenses each capture 180 degrees horizontally and vertically, creating a seamless and complete 360-degree field of view. The camera&#039;s dual lens setup also captures still 30MP photos that create panoramic images at 7776 x 3888. This is Samsung uses their proprietary Bright Lens 2.0 aperture that has been engineered to perform exceptionally well in low-light conditions.&amp;lt;ref&amp;gt;http://petapixel.com/2016/02/22/samsung-gear-360-ball-shaped-camera-360-photos-videos/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Image processing is taken care of by a DRIMe5s image processor and 1GB of RAM and power is provided by a removable battery with 1350 mAh capacity. &lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Camera: Dual CMOS 15MP Sensor, Dual F2.0 Fisheye Lens&lt;br /&gt;
* Resolution (movie): up to 3840 x 1920 (30 fps) for dual cam and up to 2560 x 1440 (30 fps) for single cam&lt;br /&gt;
* Resolution (still): up to 7776 x 3888 (30M) for dual cam and 3072 x 1728 (5M) for single cam&lt;br /&gt;
* Dimension: 66.7 x 56.2 x 60 mm (153 g incl. battery)&lt;br /&gt;
* Display: 0.5&amp;quot; (72 x 32) PMOLED&lt;br /&gt;
* Memory: 1GB RAM, MicroSD Card (up to 128GB)&lt;br /&gt;
* Sensors: Gyro, Accelerometer&lt;br /&gt;
* Battery: 1350mAh&lt;br /&gt;
* Connectivity: Wi-Fi 802.11 a/b/g/n/ac (2.4/5GHz), Wi-Fi Direct, Bluetooth® v4.1, USB 2.0, NFC&lt;br /&gt;
* Codec: MP4 (H.265), JPEG&lt;br /&gt;
* Compatible Devices: Galaxy S6, S6 edge, S6 edge+, Note5, S7, S7 edge&lt;br /&gt;
* Chipset: DRIMe5s&lt;br /&gt;
== Software ==&lt;br /&gt;
The dedicated mobile application greatly extends available recording options and add the support for time lapse and looping video. The camera works with all phones that can run the required Samsung Gear 360 Manager app, such as the Samsung Galaxy S7, Galaxy S7 Edge, Galaxy S6, S6 Edge, S6 Edge+ and Note 5.&amp;lt;ref&amp;gt;http://venturebeat.com/2016/02/21/samsung-gear-360-is-a-lightweight-camera-for-capturing-360-degree-photos-and-videos-ships-in-q2-2016/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gear 360 is also compatible with the Google Street View app. That means you can capture and instantly publish your photo spheres to Street View, and invite the world over to your street. Click to get the Google Street View app.&amp;lt;ref&amp;gt;http://www.samsung.com/global/galaxy/gear-360/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Gear_360_samsung1.jpg&amp;diff=10683</id>
		<title>File:Gear 360 samsung1.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Gear_360_samsung1.jpg&amp;diff=10683"/>
		<updated>2016-08-20T07:40:35Z</updated>

		<summary type="html">&lt;p&gt;Louisg: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Ricoh_Theta&amp;diff=10682</id>
		<title>Ricoh Theta</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Ricoh_Theta&amp;diff=10682"/>
		<updated>2016-08-20T07:35:49Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:ricoh theta 360 cam1.jpg|350px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[360 Camera]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=[[Android]], [[iOS]]&lt;br /&gt;
|Creator=[[Ricoh Company, Ltd.]]&lt;br /&gt;
|Developer=[[Ricoh Company, Ltd.]]&lt;br /&gt;
|Manufacturer=[[Ricoh Company, Ltd.]]&lt;br /&gt;
|Operating System=[[Windows]], [[Mac]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=4GB&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Lithium ion&lt;br /&gt;
|Weight=Approx. 95g&lt;br /&gt;
|Size=42mm (W) x 129mm (H)x 22.8mm (17.4mm）(D)&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$349.95(Theta S); $249.95(Theta m15)&lt;br /&gt;
|Website=[https://theta360.com/en/about/theta/s.html//Ricoh Theta 360]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ricoh Theta is a handheld 360-degree camera that can capture the entire space in front of its wide-angle lens with just a single shot. The compatible Android and iOS application is used for viewing, editing, and sharing of spherical images and video footage. Ricoh&#039;s main goal was to bring 360-degree imagery closer to mainstream acceptance, which is reflected in the elegant, slim design and simple control scheme. &lt;br /&gt;
== Features ==&lt;br /&gt;
The Ricoh Theta uses a special dual-lens design to record 180 degress of horizontal and vertical view. When combined, the final image offers a complete 360x360-degree wraparound spherical image of the world around  the camera. &amp;lt;ref&amp;gt;http://www.photographyblog.com/reviews/ricoh_theta_m15_review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera is intended more as a lifestyle gadget than as a professional recording device. The main selling point is the ability to effortlessly capture the entire scene without worrying about framing or composition. Since it fits into any pocket and weighs only half as much a typical smartphone, users can carry it with them anywhere they go. &lt;br /&gt;
&lt;br /&gt;
Built-in Wi-Fi connectivity enables quick pairing with the complementary iOS and Android application, which allows for remote control of the camera, preview of captured images, and convenient access to a multitude of sharing options.  &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The Ricoh Theta weights about .20 pounds and measures 1.65 x 5.08 x .9 inches. The casing is rubberized to help users securely hold the camera in the hand. Its appearance is mostly characterized with a pair of protruding lenses. Behind them is an image sensor with an automatic ISO range of 100-1600. &amp;lt;ref&amp;gt;http://www.digitalcamerareview.com/camerareview/ricoh-theta-review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera stores captured images and video footage onto 4GB of built-in storage. In practice, it can hold around 1200 images. &lt;br /&gt;
&lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Size: 42mm (W) x 129mm (H)x 22.8mm (17.4mm）(D)&lt;br /&gt;
* Weight: Approx. 95g&lt;br /&gt;
* Memory: 4GB&lt;br /&gt;
* Object distance: Approx. 10cm - ∞ (from front of lens)&lt;br /&gt;
* Shooting mode (still): Auto, shutter priority, ISO priority&lt;br /&gt;
* Shooting mode (video): Auto&lt;br /&gt;
* Exposure control mode: Auto&lt;br /&gt;
* Exposure compensation: Manual compensation (-2.0 - +2.0EV, 1/3EV step)&lt;br /&gt;
* ISO sensitivity (still): ISO 100 to 1600&lt;br /&gt;
* ISO sensitivity (video): ISO 100 to 400&lt;br /&gt;
* Shutter speed (still): 1/8000 sec. to 1/7.5 sec.&lt;br /&gt;
* Shutter speed (video): 1/8000 sec. to 1/15 sec.&lt;br /&gt;
* Battery: Lithium ion, approx. 200 photos&lt;br /&gt;
* Usage temperature range: 0°C - 40°C&lt;br /&gt;
* Usage humidity range: 90% or less&lt;br /&gt;
== Software ==&lt;br /&gt;
The Ricoh Theta application for [https://itunes.apple.com/en/app/ricoh-theta/id667238484?mt=8 iOS] and [https://play.google.com/store/apps/details?id=com.theta&amp;amp;hl=en Android] gives users the ability to use a remote control to shoot photos, view images, and share photos taken with the camera on social networking services, such as Twitter and Facebook.&lt;br /&gt;
== Developers ==&lt;br /&gt;
Ricoh wants to build an entire ecosystem around the camera and supplies developers with API and SDK that they can use to develop their own original applications. Developers can easily access various functions, including the remote shutter, ISO, shutter speed, and exposure compensation settings, or built-in file management tools. &amp;lt;ref&amp;gt;https://developers.theta360.com/en/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Ricoh_theta_360_cam1.jpg&amp;diff=10681</id>
		<title>File:Ricoh theta 360 cam1.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Ricoh_theta_360_cam1.jpg&amp;diff=10681"/>
		<updated>2016-08-20T07:35:36Z</updated>

		<summary type="html">&lt;p&gt;Louisg: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Ricoh_Theta&amp;diff=10680</id>
		<title>Ricoh Theta</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Ricoh_Theta&amp;diff=10680"/>
		<updated>2016-08-20T07:33:31Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:rico theta 360 cam1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[360 Camera]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=[[Android]], [[iOS]]&lt;br /&gt;
|Creator=[[Ricoh Company, Ltd.]]&lt;br /&gt;
|Developer=[[Ricoh Company, Ltd.]]&lt;br /&gt;
|Manufacturer=[[Ricoh Company, Ltd.]]&lt;br /&gt;
|Operating System=[[Windows]], [[Mac]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=4GB&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Lithium ion {approx. 200 photos}&lt;br /&gt;
|Weight=Approx. 95g&lt;br /&gt;
|Size=42mm (W) x 129mm (H)x 22.8mm (17.4mm）(D)&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$349.95(Theta S); $249.95(Theta m15)&lt;br /&gt;
|Website=[https://theta360.com/en/about/theta/s.html//Ricoh Theta 360]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ricoh Theta is a handheld 360-degree camera that can capture the entire space in front of its wide-angle lens with just a single shot. The compatible Android and iOS application is used for viewing, editing, and sharing of spherical images and video footage. Ricoh&#039;s main goal was to bring 360-degree imagery closer to mainstream acceptance, which is reflected in the elegant, slim design and simple control scheme. &lt;br /&gt;
== Features ==&lt;br /&gt;
The Ricoh Theta uses a special dual-lens design to record 180 degress of horizontal and vertical view. When combined, the final image offers a complete 360x360-degree wraparound spherical image of the world around  the camera. &amp;lt;ref&amp;gt;http://www.photographyblog.com/reviews/ricoh_theta_m15_review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera is intended more as a lifestyle gadget than as a professional recording device. The main selling point is the ability to effortlessly capture the entire scene without worrying about framing or composition. Since it fits into any pocket and weighs only half as much a typical smartphone, users can carry it with them anywhere they go. &lt;br /&gt;
&lt;br /&gt;
Built-in Wi-Fi connectivity enables quick pairing with the complementary iOS and Android application, which allows for remote control of the camera, preview of captured images, and convenient access to a multitude of sharing options.  &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The Ricoh Theta weights about .20 pounds and measures 1.65 x 5.08 x .9 inches. The casing is rubberized to help users securely hold the camera in the hand. Its appearance is mostly characterized with a pair of protruding lenses. Behind them is an image sensor with an automatic ISO range of 100-1600. &amp;lt;ref&amp;gt;http://www.digitalcamerareview.com/camerareview/ricoh-theta-review/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera stores captured images and video footage onto 4GB of built-in storage. In practice, it can hold around 1200 images. &lt;br /&gt;
&lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Size: 42mm (W) x 129mm (H)x 22.8mm (17.4mm）(D)&lt;br /&gt;
* Weight: Approx. 95g&lt;br /&gt;
* Memory: 4GB&lt;br /&gt;
* Object distance: Approx. 10cm - ∞ (from front of lens)&lt;br /&gt;
* Shooting mode (still): Auto, shutter priority, ISO priority&lt;br /&gt;
* Shooting mode (video): Auto&lt;br /&gt;
* Exposure control mode: Auto&lt;br /&gt;
* Exposure compensation: Manual compensation (-2.0 - +2.0EV, 1/3EV step)&lt;br /&gt;
* ISO sensitivity (still): ISO 100 to 1600&lt;br /&gt;
* ISO sensitivity (video): ISO 100 to 400&lt;br /&gt;
* Shutter speed (still): 1/8000 sec. to 1/7.5 sec.&lt;br /&gt;
* Shutter speed (video): 1/8000 sec. to 1/15 sec.&lt;br /&gt;
* Battery: Lithium ion, approx. 200 photos&lt;br /&gt;
* Usage temperature range: 0°C - 40°C&lt;br /&gt;
* Usage humidity range: 90% or less&lt;br /&gt;
== Software ==&lt;br /&gt;
The Ricoh Theta application for [https://itunes.apple.com/en/app/ricoh-theta/id667238484?mt=8 iOS] and [https://play.google.com/store/apps/details?id=com.theta&amp;amp;hl=en Android] gives users the ability to use a remote control to shoot photos, view images, and share photos taken with the camera on social networking services, such as Twitter and Facebook.&lt;br /&gt;
== Developers ==&lt;br /&gt;
Ricoh wants to build an entire ecosystem around the camera and supplies developers with API and SDK that they can use to develop their own original applications. Developers can easily access various functions, including the remote shutter, ISO, shutter speed, and exposure compensation settings, or built-in file management tools. &amp;lt;ref&amp;gt;https://developers.theta360.com/en/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Rico_theta_360_cam1.jpg&amp;diff=10679</id>
		<title>File:Rico theta 360 cam1.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Rico_theta_360_cam1.jpg&amp;diff=10679"/>
		<updated>2016-08-20T07:22:37Z</updated>

		<summary type="html">&lt;p&gt;Louisg: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=LG_360_CAM&amp;diff=10678</id>
		<title>LG 360 CAM</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=LG_360_CAM&amp;diff=10678"/>
		<updated>2016-08-20T07:16:11Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:lg360 cam1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Camera]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=Android 5.0 (L OS) or later, and iOS 8 or later&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=4GB eMMC / Micro SD (up to 2T)&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=dual 13 MP&lt;br /&gt;
|Sensors=9-axis Sensors&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=Wi-Fi®, Bluetooth®&lt;br /&gt;
|Power=1,200 mAh&lt;br /&gt;
|Weight=2.65 oz. (set only)&lt;br /&gt;
|Size=1.57&amp;quot; x 3.82&amp;quot; x 0.98&amp;quot; (set only)&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$199.99&lt;br /&gt;
|Website=[http://www.lg.com/us/lg-friends/lg-LGR105.AVRZTS-360-cam//LG 360 CAM]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The LG 360 Cam is a compact spherical camera that complements the LG 360 VR headset as a part of the company&#039;s push into the virtual reality market. It should be released around April 2016 - the same time as LG’s new flagship phone.&amp;lt;ref&amp;gt;http://www.trustedreviews.com/lg-360-cam-review#T0e1fQS85siITtWl.99&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Features ==&lt;br /&gt;
Much like the already popular Ricoh Theta, the LG 360 Cam is designed to allow users easily capture and share spherical content. It can be then viewed either using the LG 360 VR headset or with any other Cardboard compatible gadget.&amp;lt;ref&amp;gt;http://www.gsmarena.com/lg_announces_lg_360_cam-blog-16758.php&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera can be connected to the LG G5 smartphone to shoot content, including video with 5.1 surround sound. LG has also made it possible to upload the content to Google Street View and YouTube 360. &amp;lt;ref&amp;gt;http://www.droid-life.com/2016/02/21/lg-360-vr-and-lg-360-cam/&amp;lt;/ref&amp;gt; &lt;br /&gt;
== Hardware ==&lt;br /&gt;
LG described the LG 360 Cam as being a &amp;quot;lipstick&amp;quot; design. It&#039;s a little chunky for lipstick, but it&#039;s basically a flattened cylindrical design, with a cover that slips over the top for convenient protection of the massive lenses. The LG 360 Cam measures 30 x 97 x 25mm and weighs 72g, so it&#039;s highly portable.&amp;lt;ref&amp;gt;http://www.pocket-lint.com/review/136802-lg-360-cam-capture-your-vr-world&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera uses dual 200-degree 13MP sensors that can record 2K video footage and three mics for directional audio capture. The 1,200 mAh battery allows users to capture up to 70 minutes of video, which can also be stored on a microSD card located at the base of the camera.&lt;br /&gt;
&lt;br /&gt;
The LG Cam has no display, but it will work completely independently without being connected to a smartphone. A large button on one side that will enable video or photo capture with a long or short press, and other button is used to switch from 180 to 360 degree capture. &amp;lt;ref&amp;gt;http://www.techradar.com/reviews/cameras-and-camcorders/lg-360-cam-1315678/review&amp;lt;/ref&amp;gt;&lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Dimension: 40 x 97 x 25 (set only)&lt;br /&gt;
* Connectivity: Bluetooth 4.0, Wi-Fi 802.11 b/g/n, USB 2.0&lt;br /&gt;
* Physical UI: Keys (Power, Shoot)&lt;br /&gt;
* Memory:4GB eMMC / Micro SD (up to 2T)&lt;br /&gt;
* Chipset:APQ8056&lt;br /&gt;
* Camera:13MP x 2EA&lt;br /&gt;
== Software ==&lt;br /&gt;
The LG Friends Manager application for the LG G5 smartphone facilitates simple Wi-Fi connection with the LG 360 Cam to greatly simplify the pairing process.&amp;lt;ref&amp;gt;http://www.trustedreviews.com/lg-360-cam-review#T0e1fQS85siITtWl.99&amp;lt;/ref&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=LG_360_CAM&amp;diff=10677</id>
		<title>LG 360 CAM</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=LG_360_CAM&amp;diff=10677"/>
		<updated>2016-08-20T07:14:56Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:lg360 cam1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[Camera]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=Android 5.0 (L OS) or later, and iOS 8 or later&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=dual 13 MP&lt;br /&gt;
|Sensors=9-axis Sensors&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=Wi-Fi®, Bluetooth®&lt;br /&gt;
|Power=1,200 mAh&lt;br /&gt;
|Weight=2.65 oz. (set only)&lt;br /&gt;
|Size=1.57&amp;quot; x 3.82&amp;quot; x 0.98&amp;quot; (set only)&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$199.99&lt;br /&gt;
|Website=[http://www.lg.com/us/lg-friends/lg-LGR105.AVRZTS-360-cam//LG 360 CAM]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The LG 360 Cam is a compact spherical camera that complements the LG 360 VR headset as a part of the company&#039;s push into the virtual reality market. It should be released around April 2016 - the same time as LG’s new flagship phone.&amp;lt;ref&amp;gt;http://www.trustedreviews.com/lg-360-cam-review#T0e1fQS85siITtWl.99&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Features ==&lt;br /&gt;
Much like the already popular Ricoh Theta, the LG 360 Cam is designed to allow users easily capture and share spherical content. It can be then viewed either using the LG 360 VR headset or with any other Cardboard compatible gadget.&amp;lt;ref&amp;gt;http://www.gsmarena.com/lg_announces_lg_360_cam-blog-16758.php&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera can be connected to the LG G5 smartphone to shoot content, including video with 5.1 surround sound. LG has also made it possible to upload the content to Google Street View and YouTube 360. &amp;lt;ref&amp;gt;http://www.droid-life.com/2016/02/21/lg-360-vr-and-lg-360-cam/&amp;lt;/ref&amp;gt; &lt;br /&gt;
== Hardware ==&lt;br /&gt;
LG described the LG 360 Cam as being a &amp;quot;lipstick&amp;quot; design. It&#039;s a little chunky for lipstick, but it&#039;s basically a flattened cylindrical design, with a cover that slips over the top for convenient protection of the massive lenses. The LG 360 Cam measures 30 x 97 x 25mm and weighs 72g, so it&#039;s highly portable.&amp;lt;ref&amp;gt;http://www.pocket-lint.com/review/136802-lg-360-cam-capture-your-vr-world&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The camera uses dual 200-degree 13MP sensors that can record 2K video footage and three mics for directional audio capture. The 1,200 mAh battery allows users to capture up to 70 minutes of video, which can also be stored on a microSD card located at the base of the camera.&lt;br /&gt;
&lt;br /&gt;
The LG Cam has no display, but it will work completely independently without being connected to a smartphone. A large button on one side that will enable video or photo capture with a long or short press, and other button is used to switch from 180 to 360 degree capture. &amp;lt;ref&amp;gt;http://www.techradar.com/reviews/cameras-and-camcorders/lg-360-cam-1315678/review&amp;lt;/ref&amp;gt;&lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Dimension: 40 x 97 x 25 (set only)&lt;br /&gt;
* Connectivity: Bluetooth 4.0, Wi-Fi 802.11 b/g/n, USB 2.0&lt;br /&gt;
* Physical UI: Keys (Power, Shoot)&lt;br /&gt;
* Memory:4GB eMMC / Micro SD (up to 2T)&lt;br /&gt;
* Chipset:APQ8056&lt;br /&gt;
* Camera:13MP x 2EA&lt;br /&gt;
== Software ==&lt;br /&gt;
The LG Friends Manager application for the LG G5 smartphone facilitates simple Wi-Fi connection with the LG 360 Cam to greatly simplify the pairing process.&amp;lt;ref&amp;gt;http://www.trustedreviews.com/lg-360-cam-review#T0e1fQS85siITtWl.99&amp;lt;/ref&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Lg360_cam1.jpg&amp;diff=10676</id>
		<title>File:Lg360 cam1.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Lg360_cam1.jpg&amp;diff=10676"/>
		<updated>2016-08-20T07:11:25Z</updated>

		<summary type="html">&lt;p&gt;Louisg: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=LG_360_VR&amp;diff=10675</id>
		<title>LG 360 VR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=LG_360_VR&amp;diff=10675"/>
		<updated>2016-08-20T07:08:15Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:lg360 vr1.jpg|400px]]&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=[[VR Glasses]]&lt;br /&gt;
|Subtype=[[Multimedia Headset &amp;amp; Mobile Tethered Type]]&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=[[LG Electronics]]&lt;br /&gt;
|Developer=[[LG Electronics]]&lt;br /&gt;
|Manufacturer=[[LG Electronics]]&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=[[LG G5]]&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=1.88&amp;quot; IPS LCD x 2 EA, 920 x 720 per Eye, 639 ppi Real RGB&lt;br /&gt;
|Resolution=960x720 pixels at 693ppi (per eye)&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=Horizontal FOV (field-of-view) 80° lens&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=6-axis (Gyro &amp;amp; Accelerometer) Proximity Sensor&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=&lt;br /&gt;
|Weight=4.12 oz.&lt;br /&gt;
|Size=164.1 x 185.6 x 45.9 mm&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$199.99&lt;br /&gt;
|Website=[http://www.lg.com/us/lg-friends/lg-LGR100.AVRZTS-360-vr// LG 360 VR]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The LG 360 VR are new virtual reality glasses designed to connect with smartphones via the included USB-C jack, rather than housing the phone inside. They have been introduced at Mobile World Congress in Barcelona to complement LG&#039;s newest G5 phone. &amp;lt;ref&amp;gt;http://www.cnet.com/products/lg-360-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Features ==&lt;br /&gt;
The main features of these VR glasses is their small size and weight. Because they don&#039;t have to carry the weight of the smartphone the entire housing is very slim and weighs just 180 grams (6.3 ounces). &lt;br /&gt;
&lt;br /&gt;
Currently, the glasses are limited to just the LG G5, but it&#039;s expected that compatibility for additional devices will be added in the future. &lt;br /&gt;
== Hardware ==&lt;br /&gt;
The LG 360 VR uses dual 1080p OLED screens with a resolution of 639 ppi. According to LG, these displays should provide a viewing experience similar to a 130-inch TV viewed from two meters. &amp;lt;ref&amp;gt;http://arstechnica.com/gadgets/2016/02/lg-jumps-on-the-vr-bandwagon-with-the-lg-360-vr/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A USB-C cable is used to connect power and video, which frees the phone itself to be used as a controller for virtual reality applications and games. The glasses also have additional control buttons on top that are used for confirmations and as a &amp;quot;back&amp;quot; button. &lt;br /&gt;
&lt;br /&gt;
Sound can be outputted through the 3.5mm headphone socket on the underside of the 360 VR headset. &amp;lt;ref&amp;gt;http://www.pocket-lint.com/review/136800-lg-360-vr-preview-a-unique-perspective-on-mobile-vr&amp;lt;/ref&amp;gt; &lt;br /&gt;
=== Technical Specifications ===&lt;br /&gt;
* Dimension: 160.07 mm x 185.61 mm x 45.9 mm&lt;br /&gt;
* Connectivity: USB 2.0 + Type C Plug&lt;br /&gt;
* Physical UI: Keys (Back, Select)&lt;br /&gt;
* Memory: 4GB eMMC / Micro SD (up to 2T)&lt;br /&gt;
* Chipset: STM32F411 - Cortex-M4 100MHz&lt;br /&gt;
== Software ==&lt;br /&gt;
&lt;br /&gt;
== Apps ==&lt;br /&gt;
The 360 VR supports Google Cardboard apps and 360 videos.&amp;lt;ref&amp;gt;http://www.roadtovr.com/good-bad-meh-lg-360-vr/&amp;lt;/ref&amp;gt; &lt;br /&gt;
== Developer ==&lt;br /&gt;
Developers who would like to create their own virtual reality applications for the LG 360 VR are encouraged to check out the [https://developers.google.com/cardboard/android Cardboard SDKs for Android], which allows applications to display 3D scenes with binocular rendering and head tracking. &lt;br /&gt;
&lt;br /&gt;
There is also the [https://developers.google.com/cardboard/unity Cardboard SDK for Unity], which helps developers adapt existing Unity 3D apps for virtual reality or build their own VR experience from scratch.&amp;lt;ref&amp;gt;https://developers.google.com/cardboard/overview&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Accessories ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
There is currently no information about availability or pricing for the 360 VR, but the headset is supposedly scheduled to be released sometime this summer. &amp;lt;ref&amp;gt;http://www.theverge.com/2016/2/24/11100776/lg-vr-360-headset-announced-mwc-2016&amp;lt;/ref&amp;gt;&lt;br /&gt;
== History ==&lt;br /&gt;
* Unveiled at MWC 2016&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Lg360_vr1.jpg&amp;diff=10674</id>
		<title>File:Lg360 vr1.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Lg360_vr1.jpg&amp;diff=10674"/>
		<updated>2016-08-20T06:58:48Z</updated>

		<summary type="html">&lt;p&gt;Louisg: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Infinadeck&amp;diff=10673</id>
		<title>Infinadeck</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Infinadeck&amp;diff=10673"/>
		<updated>2016-08-20T06:54:11Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Device Infobox&lt;br /&gt;
|image={{#ev:youtube|7uO8Z34f0xE|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Type=Device&lt;br /&gt;
|Subtype=Omnidirectional Treadmill (ODT)&lt;br /&gt;
|Platform=[[Oculus Rift]], [[PlayStation VR]], [[HTC Vive]]&lt;br /&gt;
|Creator=[[George Burger]]&lt;br /&gt;
|Developer=[[George Burger]]&lt;br /&gt;
|Manufacturer=&lt;br /&gt;
|Operating System=&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=&lt;br /&gt;
|Display=&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=BLE (Bluetooth Low Energy), Standard Joystick with Optional API for 1:1 motion&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=1200 Watts, 120 VAC - OPT 240 VAC&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=68&amp;quot; L x 64&amp;quot; W x 16 3/4&amp;quot; H&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=2016&lt;br /&gt;
|Price=&lt;br /&gt;
|Website=[http://www.roadtovr.com/hands-on-with-the-latest-infinadeck-treadmill-at-ces-2016// Infinadeck at roadtovr]&lt;br /&gt;
}}&lt;br /&gt;
Having debuted at SVVR Expo back in 2014, Infinadeck is an active omnidirectional treadmill created by George Burger. A new, improved version was demonstrated at CES 2016. It features frame-mounted harness, which detects force applied by the user’s body; weights just 500 pounds; and produces much less noise. The Infinadeck team targets primarily industrial and military commercial applications. &amp;lt;ref&amp;gt;http://www.roadtovr.com/hands-on-with-the-latest-infinadeck-treadmill-at-ces-2016/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
InfinaDeck is an Omnidirectional Treadmill (ODT) is similar to a typical treadmill, except that the user can walk in any direction. The Infinadeck reacts to the user’s movement, including their speed and direction, to keep them safely in the center of the deck. This, when coupled with a virtual reality headset, allows for limitless locomotion in a virtual world.&amp;lt;ref&amp;gt;http://infinadeck.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The original version was 1000 pounds heavy and entirely lacked any ability to detect user input. The user experience was, instead, driven with manual control over the belts. The latest version features a velcro harness, which straps around the waist and detects users movement to adjust the speed. In practice, when a user leans forward the belt start moving in the opposite direction at a corresponding speed and angle. A handheld kill switch can be pressed at any time to instantly deactivate the treadmill.&amp;lt;ref&amp;gt;http://www.roadtovr.com/hands-on-with-the-latest-infinadeck-treadmill-at-ces-2016/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Hardware==&lt;br /&gt;
The treadmill is only 1.3m x 1.7m (4.4ft by 5.6ft) and weighs in at 255kg (500lbs). The machine stands a mere .4m (16in) off the ground. &lt;br /&gt;
The power consumption even comes in at under 1200 watts, which is about the same as the average refrigerator.&amp;lt;ref&amp;gt;http://futurism.com/the-new-infinadeck-lets-users-explore-immersive-virtual-worlds/&amp;lt;/ref&amp;gt;&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
* &#039;&#039;&#039;Dimensions&#039;&#039;&#039;: 68&amp;quot; L x 64&amp;quot; W x 16 3/4&amp;quot; H&lt;br /&gt;
* &#039;&#039;&#039;Noise&#039;&#039;&#039;: ~70 decibels&lt;br /&gt;
* &#039;&#039;&#039;Movement&#039;&#039;&#039;: infinite 360 degrees, up to 6 mph&lt;br /&gt;
* &#039;&#039;&#039;Input/output&#039;&#039;&#039;: BLE (Bluetooth Low Energy), Standard Joystick with Optional API for 1:1 motion&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039;: 1200 Watts, 120 VAC - OPT 240 VAC&lt;br /&gt;
==Software==&lt;br /&gt;
==Apps==&lt;br /&gt;
==Developer==&lt;br /&gt;
==Accessories==&lt;br /&gt;
==Background==&lt;br /&gt;
The original goal was to build an inexpensive omni-directional treadmill capable of achieving speed greater than 8 mph and small enough to fit a normal-sized room. &lt;br /&gt;
==History==&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Atheer_AiR&amp;diff=10666</id>
		<title>Atheer AiR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Atheer_AiR&amp;diff=10666"/>
		<updated>2016-08-18T17:22:23Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[File:atheer air1.jpg|400px]]&lt;br /&gt;
|VR/AR=AR&lt;br /&gt;
|Type=[[Smart Glasses]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=[[Atheer]]&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=NVIDIA® Tegra® K1 : quad-core ARM-based CPU and Kepler GPU&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=Up to 128GB flash storage&lt;br /&gt;
|Display=720p (1280 x 720) 60fps, 50 degree field-of-view&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Built-in 3100mAH Lithium-Ion battery + extensible battery pack&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$3,950.00&lt;br /&gt;
|Website=[http://www.atheerair.com/air-glasses/ Atheer AiR]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Atheer AiR is said to be the world&#039;s most interactive pair of 3D smart glasses for deskless professionals. This innovative product targets people across many different fields and provides them with critical information right in their field-of-view. Such information may include everything from image annotations to workflow charts, video calls, or web data. &amp;lt;ref&amp;gt;https://www.indiegogo.com/projects/atheer-the-world-s-most-interactive-smart-glasses#/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Atheer AiR Glasses leverage the power of existing Android applications by enabling professionals, such as doctors, technicians, and engineers, to enhance their productivity with rich information and distraction free communication. &lt;br /&gt;
&lt;br /&gt;
The glasses itself are powered by a custom built Android operating system called AiR OS. Businesses can take advantage of the collaboration-centric AiR Suite for Enterprise, which allows easy access to critical information. The AiR SDK allows developers to create new applications that utilize many different sensors that come built into the AiR Glasses.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/augmented-reality-leader-atheer-unveils-air-glasses-and-air-enterprise-suite-to-transform-the-way-deskless-professionals-work-and-collaborate-300182246.html&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
The AiR glasses feature two 720p displays capable of displaying 60 frames per second. Each display provides 50-degree field of view. &lt;br /&gt;
&lt;br /&gt;
A 3D depth camera enables gesture interaction and works in conjunction with a 9-axis inertial measurement unit (e.g. accelerometer, gyroscope, and magnetometer), dual RGB cameras, and a directional microphone.&lt;br /&gt;
&lt;br /&gt;
The processor is housed in a separate unit that connects to the glasses with a cable. This unit houses a NVIDIA Tegra K1 chip, 2GB of RAM, up to 128GB flash storage, and a 3100mAH Lithium-ion battery. The battery is hot-swappable for extra long use in the field. Additionally, there&#039;s also Bluetooth 4.1, Wi-Fi 802.11 a/b/g/n/ac, USB-C, and HDMI Out support &amp;lt;ref&amp;gt;http://venturebeat.com/2015/11/19/you-can-now-reserve-atheers-high-end-augmented-reality-glasses-for-the-workplace/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
* &#039;&#039;&#039;Display&#039;&#039;&#039;: 720p (1280 x 720) 60fps, 50 degree field-of-view&lt;br /&gt;
* &#039;&#039;&#039;CPU&#039;&#039;&#039;: NVIDIA® Tegra® K1 : quad-core ARM-based CPU and Kepler GPU&lt;br /&gt;
* &#039;&#039;&#039;RAM&#039;&#039;&#039;: 2GB RAM&lt;br /&gt;
* &#039;&#039;&#039;Storage&#039;&#039;&#039;: Up to 128GB flash storage&lt;br /&gt;
* &#039;&#039;&#039;Battery&#039;&#039;&#039;: Built-in 3100mAH Lithium-Ion battery + extensible battery pack&lt;br /&gt;
* &#039;&#039;&#039;Connectivity&#039;&#039;&#039;: Bluetooth 4.1, WiFi 802.11 a/b/g/n/ac, USB-C, HDMI Out, optional 4G/LTE &amp;amp; GPS module&lt;br /&gt;
* &#039;&#039;&#039;Sensors&#039;&#039;&#039;: 9-axis IMU, ToF 3D depth sensor for gesture control, 2x 4MP cameras&lt;br /&gt;
==Software==&lt;br /&gt;
The AiR Suite for Enterprise is comprised of three individual applications: AiR Hub, AiR Flow, and AiR Designer. Together, they improve collaboration, management, and rapid task flow deployment. &lt;br /&gt;
&lt;br /&gt;
AiR Hub is a cloud-based collaboration and management console that provides end users with remote expert guidance for AiR Flow users through live video, photo, and text. It supports multi-device &amp;amp; user profile management and integrates with leading enterprise databases &amp;amp; applications.&lt;br /&gt;
&lt;br /&gt;
AiR Designer is a task flow creation tool that lets users author procedures, checklists, and task flows with a simple drag-and-drop interface. &lt;br /&gt;
&lt;br /&gt;
AiR Flow is a customizable task flow and collaboration application that offers remote expert and multimedia collaboration with AiR Hub and easy interaction for task flow compliance.&amp;lt;ref&amp;gt;http://atheerair.com/air-suite/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
The Atheer AiR is designed to work with all existing Android applications. &lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
Developers who would like to take full advantage of everything Atheer AiR has to offer can use the AiR SDK. It&#039;s built on the Android API to allow easy design of new solutions and natural integration of rich sensor data provided by the AiR Glasses. The platform also supports common 3rd party toolkits such as Vuforia and the Unity 3D engine.&amp;lt;ref&amp;gt;http://atheerair.com/platform/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The company behind AiR (Augmented interactive Reality), Atheer, is based in Mountain View, CA and is backed by prominent investors including Bobby Yazdani, Co-Founder of Saba Software, and Farzad Naimi, Co-Founder &amp;amp; Managing Partner, RONA Holdings. Their wearable glasses are designed to enhance the productivity and safety of deskless professionals at Fortune 1000 companies.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/augmented-reality-leader-atheer-unveils-air-glasses-and-air-enterprise-suite-to-transform-the-way-deskless-professionals-work-and-collaborate-300182246.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
February 18, 2014 - End of [https://www.indiegogo.com/projects/atheer-the-world-s-most-interactive-smart-glasses#/updates Indiegogo campaign] &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Atheer_air1.jpg&amp;diff=10665</id>
		<title>File:Atheer air1.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Atheer_air1.jpg&amp;diff=10665"/>
		<updated>2016-08-18T17:21:41Z</updated>

		<summary type="html">&lt;p&gt;Louisg: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Atheer_AiR&amp;diff=10664</id>
		<title>Atheer AiR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Atheer_AiR&amp;diff=10664"/>
		<updated>2016-08-18T17:19:11Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[[File:Atheer Air.png|400px]]&lt;br /&gt;
|VR/AR=AR&lt;br /&gt;
|Type=[[Smart Glasses]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=[[Atheer]]&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=NVIDIA® Tegra® K1 : quad-core ARM-based CPU and Kepler GPU&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=Up to 128GB flash storage&lt;br /&gt;
|Display=720p (1280 x 720) 60fps, 50 degree field-of-view&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Built-in 3100mAH Lithium-Ion battery + extensible battery pack&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$3,950.00&lt;br /&gt;
|Website=[http://www.atheerair.com/air-glasses/ Atheer AiR]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Atheer AiR is said to be the world&#039;s most interactive pair of 3D smart glasses for deskless professionals. This innovative product targets people across many different fields and provides them with critical information right in their field-of-view. Such information may include everything from image annotations to workflow charts, video calls, or web data. &amp;lt;ref&amp;gt;https://www.indiegogo.com/projects/atheer-the-world-s-most-interactive-smart-glasses#/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Atheer AiR Glasses leverage the power of existing Android applications by enabling professionals, such as doctors, technicians, and engineers, to enhance their productivity with rich information and distraction free communication. &lt;br /&gt;
&lt;br /&gt;
The glasses itself are powered by a custom built Android operating system called AiR OS. Businesses can take advantage of the collaboration-centric AiR Suite for Enterprise, which allows easy access to critical information. The AiR SDK allows developers to create new applications that utilize many different sensors that come built into the AiR Glasses.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/augmented-reality-leader-atheer-unveils-air-glasses-and-air-enterprise-suite-to-transform-the-way-deskless-professionals-work-and-collaborate-300182246.html&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
The AiR glasses feature two 720p displays capable of displaying 60 frames per second. Each display provides 50-degree field of view. &lt;br /&gt;
&lt;br /&gt;
A 3D depth camera enables gesture interaction and works in conjunction with a 9-axis inertial measurement unit (e.g. accelerometer, gyroscope, and magnetometer), dual RGB cameras, and a directional microphone.&lt;br /&gt;
&lt;br /&gt;
The processor is housed in a separate unit that connects to the glasses with a cable. This unit houses a NVIDIA Tegra K1 chip, 2GB of RAM, up to 128GB flash storage, and a 3100mAH Lithium-ion battery. The battery is hot-swappable for extra long use in the field. Additionally, there&#039;s also Bluetooth 4.1, Wi-Fi 802.11 a/b/g/n/ac, USB-C, and HDMI Out support &amp;lt;ref&amp;gt;http://venturebeat.com/2015/11/19/you-can-now-reserve-atheers-high-end-augmented-reality-glasses-for-the-workplace/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
* &#039;&#039;&#039;Display&#039;&#039;&#039;: 720p (1280 x 720) 60fps, 50 degree field-of-view&lt;br /&gt;
* &#039;&#039;&#039;CPU&#039;&#039;&#039;: NVIDIA® Tegra® K1 : quad-core ARM-based CPU and Kepler GPU&lt;br /&gt;
* &#039;&#039;&#039;RAM&#039;&#039;&#039;: 2GB RAM&lt;br /&gt;
* &#039;&#039;&#039;Storage&#039;&#039;&#039;: Up to 128GB flash storage&lt;br /&gt;
* &#039;&#039;&#039;Battery&#039;&#039;&#039;: Built-in 3100mAH Lithium-Ion battery + extensible battery pack&lt;br /&gt;
* &#039;&#039;&#039;Connectivity&#039;&#039;&#039;: Bluetooth 4.1, WiFi 802.11 a/b/g/n/ac, USB-C, HDMI Out, optional 4G/LTE &amp;amp; GPS module&lt;br /&gt;
* &#039;&#039;&#039;Sensors&#039;&#039;&#039;: 9-axis IMU, ToF 3D depth sensor for gesture control, 2x 4MP cameras&lt;br /&gt;
==Software==&lt;br /&gt;
The AiR Suite for Enterprise is comprised of three individual applications: AiR Hub, AiR Flow, and AiR Designer. Together, they improve collaboration, management, and rapid task flow deployment. &lt;br /&gt;
&lt;br /&gt;
AiR Hub is a cloud-based collaboration and management console that provides end users with remote expert guidance for AiR Flow users through live video, photo, and text. It supports multi-device &amp;amp; user profile management and integrates with leading enterprise databases &amp;amp; applications.&lt;br /&gt;
&lt;br /&gt;
AiR Designer is a task flow creation tool that lets users author procedures, checklists, and task flows with a simple drag-and-drop interface. &lt;br /&gt;
&lt;br /&gt;
AiR Flow is a customizable task flow and collaboration application that offers remote expert and multimedia collaboration with AiR Hub and easy interaction for task flow compliance.&amp;lt;ref&amp;gt;http://atheerair.com/air-suite/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
The Atheer AiR is designed to work with all existing Android applications. &lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
Developers who would like to take full advantage of everything Atheer AiR has to offer can use the AiR SDK. It&#039;s built on the Android API to allow easy design of new solutions and natural integration of rich sensor data provided by the AiR Glasses. The platform also supports common 3rd party toolkits such as Vuforia and the Unity 3D engine.&amp;lt;ref&amp;gt;http://atheerair.com/platform/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The company behind AiR (Augmented interactive Reality), Atheer, is based in Mountain View, CA and is backed by prominent investors including Bobby Yazdani, Co-Founder of Saba Software, and Farzad Naimi, Co-Founder &amp;amp; Managing Partner, RONA Holdings. Their wearable glasses are designed to enhance the productivity and safety of deskless professionals at Fortune 1000 companies.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/augmented-reality-leader-atheer-unveils-air-glasses-and-air-enterprise-suite-to-transform-the-way-deskless-professionals-work-and-collaborate-300182246.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
February 18, 2014 - End of [https://www.indiegogo.com/projects/atheer-the-world-s-most-interactive-smart-glasses#/updates Indiegogo campaign] &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Atheer_Air.png&amp;diff=10663</id>
		<title>File:Atheer Air.png</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Atheer_Air.png&amp;diff=10663"/>
		<updated>2016-08-18T17:18:41Z</updated>

		<summary type="html">&lt;p&gt;Louisg: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Atheer_AiR&amp;diff=10662</id>
		<title>Atheer AiR</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Atheer_AiR&amp;diff=10662"/>
		<updated>2016-08-18T17:16:34Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Device Infobox&lt;br /&gt;
|image=[[[File:Atheer Air.jpg|350px]]&lt;br /&gt;
|VR/AR=AR&lt;br /&gt;
|Type=[[Smart Glasses]]&lt;br /&gt;
|Subtype=&lt;br /&gt;
|Platform=&lt;br /&gt;
|Creator=&lt;br /&gt;
|Developer=&lt;br /&gt;
|Manufacturer=[[Atheer]]&lt;br /&gt;
|Operating System=[[Android]]&lt;br /&gt;
|Versions=&lt;br /&gt;
|Requires=&lt;br /&gt;
|Predecessor=&lt;br /&gt;
|Successor=&lt;br /&gt;
|CPU=NVIDIA® Tegra® K1 : quad-core ARM-based CPU and Kepler GPU&lt;br /&gt;
|GPU=&lt;br /&gt;
|HPU=&lt;br /&gt;
|Memory=&lt;br /&gt;
|Storage=Up to 128GB flash storage&lt;br /&gt;
|Display=720p (1280 x 720) 60fps, 50 degree field-of-view&lt;br /&gt;
|Resolution=&lt;br /&gt;
|Pixel Density=&lt;br /&gt;
|Refresh Rate=&lt;br /&gt;
|Persistence=&lt;br /&gt;
|Precision=&lt;br /&gt;
|Field of View=&lt;br /&gt;
|Optics=&lt;br /&gt;
|Tracking=&lt;br /&gt;
|Rotational Tracking=&lt;br /&gt;
|Positional Tracking=&lt;br /&gt;
|Update Rate=&lt;br /&gt;
|Tracking Volume=&lt;br /&gt;
|Latency=&lt;br /&gt;
|Audio=&lt;br /&gt;
|Camera=&lt;br /&gt;
|Sensors=&lt;br /&gt;
|Input=&lt;br /&gt;
|Connectivity=&lt;br /&gt;
|Power=Built-in 3100mAH Lithium-Ion battery + extensible battery pack&lt;br /&gt;
|Weight=&lt;br /&gt;
|Size=&lt;br /&gt;
|Cable Length=&lt;br /&gt;
|Release Date=&lt;br /&gt;
|Price=$3,950.00&lt;br /&gt;
|Website=[http://www.atheerair.com/air-glasses/ Atheer AiR]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Atheer AiR is said to be the world&#039;s most interactive pair of 3D smart glasses for deskless professionals. This innovative product targets people across many different fields and provides them with critical information right in their field-of-view. Such information may include everything from image annotations to workflow charts, video calls, or web data. &amp;lt;ref&amp;gt;https://www.indiegogo.com/projects/atheer-the-world-s-most-interactive-smart-glasses#/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Atheer AiR Glasses leverage the power of existing Android applications by enabling professionals, such as doctors, technicians, and engineers, to enhance their productivity with rich information and distraction free communication. &lt;br /&gt;
&lt;br /&gt;
The glasses itself are powered by a custom built Android operating system called AiR OS. Businesses can take advantage of the collaboration-centric AiR Suite for Enterprise, which allows easy access to critical information. The AiR SDK allows developers to create new applications that utilize many different sensors that come built into the AiR Glasses.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/augmented-reality-leader-atheer-unveils-air-glasses-and-air-enterprise-suite-to-transform-the-way-deskless-professionals-work-and-collaborate-300182246.html&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Hardware==&lt;br /&gt;
The AiR glasses feature two 720p displays capable of displaying 60 frames per second. Each display provides 50-degree field of view. &lt;br /&gt;
&lt;br /&gt;
A 3D depth camera enables gesture interaction and works in conjunction with a 9-axis inertial measurement unit (e.g. accelerometer, gyroscope, and magnetometer), dual RGB cameras, and a directional microphone.&lt;br /&gt;
&lt;br /&gt;
The processor is housed in a separate unit that connects to the glasses with a cable. This unit houses a NVIDIA Tegra K1 chip, 2GB of RAM, up to 128GB flash storage, and a 3100mAH Lithium-ion battery. The battery is hot-swappable for extra long use in the field. Additionally, there&#039;s also Bluetooth 4.1, Wi-Fi 802.11 a/b/g/n/ac, USB-C, and HDMI Out support &amp;lt;ref&amp;gt;http://venturebeat.com/2015/11/19/you-can-now-reserve-atheers-high-end-augmented-reality-glasses-for-the-workplace/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Technical Specifications==&lt;br /&gt;
* &#039;&#039;&#039;Display&#039;&#039;&#039;: 720p (1280 x 720) 60fps, 50 degree field-of-view&lt;br /&gt;
* &#039;&#039;&#039;CPU&#039;&#039;&#039;: NVIDIA® Tegra® K1 : quad-core ARM-based CPU and Kepler GPU&lt;br /&gt;
* &#039;&#039;&#039;RAM&#039;&#039;&#039;: 2GB RAM&lt;br /&gt;
* &#039;&#039;&#039;Storage&#039;&#039;&#039;: Up to 128GB flash storage&lt;br /&gt;
* &#039;&#039;&#039;Battery&#039;&#039;&#039;: Built-in 3100mAH Lithium-Ion battery + extensible battery pack&lt;br /&gt;
* &#039;&#039;&#039;Connectivity&#039;&#039;&#039;: Bluetooth 4.1, WiFi 802.11 a/b/g/n/ac, USB-C, HDMI Out, optional 4G/LTE &amp;amp; GPS module&lt;br /&gt;
* &#039;&#039;&#039;Sensors&#039;&#039;&#039;: 9-axis IMU, ToF 3D depth sensor for gesture control, 2x 4MP cameras&lt;br /&gt;
==Software==&lt;br /&gt;
The AiR Suite for Enterprise is comprised of three individual applications: AiR Hub, AiR Flow, and AiR Designer. Together, they improve collaboration, management, and rapid task flow deployment. &lt;br /&gt;
&lt;br /&gt;
AiR Hub is a cloud-based collaboration and management console that provides end users with remote expert guidance for AiR Flow users through live video, photo, and text. It supports multi-device &amp;amp; user profile management and integrates with leading enterprise databases &amp;amp; applications.&lt;br /&gt;
&lt;br /&gt;
AiR Designer is a task flow creation tool that lets users author procedures, checklists, and task flows with a simple drag-and-drop interface. &lt;br /&gt;
&lt;br /&gt;
AiR Flow is a customizable task flow and collaboration application that offers remote expert and multimedia collaboration with AiR Hub and easy interaction for task flow compliance.&amp;lt;ref&amp;gt;http://atheerair.com/air-suite/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Apps==&lt;br /&gt;
The Atheer AiR is designed to work with all existing Android applications. &lt;br /&gt;
&lt;br /&gt;
==Developer==&lt;br /&gt;
Developers who would like to take full advantage of everything Atheer AiR has to offer can use the AiR SDK. It&#039;s built on the Android API to allow easy design of new solutions and natural integration of rich sensor data provided by the AiR Glasses. The platform also supports common 3rd party toolkits such as Vuforia and the Unity 3D engine.&amp;lt;ref&amp;gt;http://atheerair.com/platform/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Accessories==&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The company behind AiR (Augmented interactive Reality), Atheer, is based in Mountain View, CA and is backed by prominent investors including Bobby Yazdani, Co-Founder of Saba Software, and Farzad Naimi, Co-Founder &amp;amp; Managing Partner, RONA Holdings. Their wearable glasses are designed to enhance the productivity and safety of deskless professionals at Fortune 1000 companies.&amp;lt;ref&amp;gt;http://www.prnewswire.com/news-releases/augmented-reality-leader-atheer-unveils-air-glasses-and-air-enterprise-suite-to-transform-the-way-deskless-professionals-work-and-collaborate-300182246.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
February 18, 2014 - End of [https://www.indiegogo.com/projects/atheer-the-world-s-most-interactive-smart-glasses#/updates Indiegogo campaign] &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Virtual Reality Devices]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=File:Atheer_Air.jpg&amp;diff=10661</id>
		<title>File:Atheer Air.jpg</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=File:Atheer_Air.jpg&amp;diff=10661"/>
		<updated>2016-08-18T17:00:26Z</updated>

		<summary type="html">&lt;p&gt;Louisg: File uploaded with MsUpload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File uploaded with MsUpload&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
	<entry>
		<id>https://vrarwiki.com/index.php?title=Xbox_One_Project_Scorpio&amp;diff=10660</id>
		<title>Xbox One Project Scorpio</title>
		<link rel="alternate" type="text/html" href="https://vrarwiki.com/index.php?title=Xbox_One_Project_Scorpio&amp;diff=10660"/>
		<updated>2016-08-18T16:49:06Z</updated>

		<summary type="html">&lt;p&gt;Louisg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{App Infobox&lt;br /&gt;
|image={{#ev:youtube|6WnLvk3wIIk|350}}&lt;br /&gt;
|VR/AR=[[Virtual Reality]]&lt;br /&gt;
|Developer=[[Microsoft]]&lt;br /&gt;
|Publisher=[[Microsoft]]&lt;br /&gt;
|Director=&lt;br /&gt;
|Producer=&lt;br /&gt;
|Platform=[[Xbox One]]&lt;br /&gt;
|Device=[[Xbox One VR]]&lt;br /&gt;
|Operating System=[[Windows]]&lt;br /&gt;
|Type=[[Console]]&lt;br /&gt;
|Genre=[[Adventure]], [[Shooter]], [[MMO]]&lt;br /&gt;
|Input Device=&lt;br /&gt;
|Game Mode=[[Single Player]], [[Multiplayer]]&lt;br /&gt;
|Comfort Level=&lt;br /&gt;
|Version=&lt;br /&gt;
|Rating=&lt;br /&gt;
|Downloads=&lt;br /&gt;
|Release Date=2017&lt;br /&gt;
|Price= $600.00 (estimate)&lt;br /&gt;
|Website=[http://www.xbox.com/en-US/project-scorpio/ Xbox One Project Scorpio]&lt;br /&gt;
|Infobox Updated=8/19/2016&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Project Scorpio is a new games console from Microsoft, in the Xbox One family. It was announced during the company’s 2016 E3 presentation by Phil Spencer – the head of Microsoft’s Xbox division &amp;lt;ref name=”1”&amp;gt; Passingham, Michael (2016). Xbox Scorpio: Release date, specs, performance – all the latest news. Retrieved from www.trustedreviews.com/news/xbox-scorpio-release-date-specs-news-rumours-4k-vr&amp;lt;/ref&amp;gt;. Scorpio will have powerful hardware capable of delivering true 4K gaming, high-end virtual reality (VR) and HDR content &amp;lt;ref name=”2”&amp;gt; Stuart, Keith (2016). Scorpio rising: Microsoft’s plans for Xbox One and the future of video games. Retrieved from www.theguardian.com/technology/2016/jul/11/scorpio-microsoft-xbox-one-s-future-video-games&amp;lt;/ref&amp;gt;, in an attempt to keep up with the demands of gamers for those types of technologies. It also signifies a new transition in how Microsoft will market its games, having a family of three consoles: Xbox One, Xbox One S (a small mid-life refresh of the original Xbox One with HDR, 4K media capabilities, and 4K upscaled resolution for games), and Project Scorpio &amp;lt;ref name=”3”&amp;gt; Leong, Lewis (2016). Project Scorpio: everything we know about Microsoft’s 4K-ready Xbox. Retrieved from www.techradar.com/news/gaming/project-scorpio-release-date-news-and-features-everything-we-know-about-microsoft-s-4k-ready-xbox-1323455&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Scorpio will not be, necessarily, a substitute for the other two consoles. Rather it will add to them, giving the players the choice of which version of a game they want to play, since the same game will be published in all platforms. The games will be developed to take advantage of the different capabilities of the consoles in the Xbox family. The difference in power of the Scorpio will naturally lead to a better version of games, something akin to what happens in the PC ecosystem now, in which high-end PC’s can run a game with their maximum specifications unlike a low-end one &amp;lt;ref name=”4”&amp;gt; Kohler, Chris (2016). Xbox chief Phil Spencer talks Project Scorpio, VR, and those magical 6 teraflops. Retrieved from www.wired.com/2016/06/xbox-vr-scorpio-phil-spencer&amp;lt;/ref&amp;gt;. This compatibility of games for the Xbox console family has been highlighted, and according to Mike Ybarra, director of program management for Xbox, “Compatibility has always been the thing that makes console generations define themselves: when you leave one and got to the next, you give up your games, you usually give up the hardware or throw it in a closet – that’s what we want to remove. We’re focusing more on how do we deliver gaming in a boundless way to our players. We announced three platforms – today’s Xbox One, Xbox One S and Scorpio. We’re giving gamers the choice to say, ‘I want to invest in these particular games and this particular hardware, and I want those to work going forward, I don’t want to have to worry about giving that up &amp;lt;ref name=”2”&amp;gt;&amp;lt;/ref&amp;gt;.’”&lt;br /&gt;
&lt;br /&gt;
This is a clear sign of change in the traditional console cycle, in which a console will be much closer to a PC in the future than its past iterations. In an interview for Wired, Phil Spencer commented that they are “trying to think beyond generations and say, how do you bring all the content that you purchased and love from this generation and move it forward with you?” This might mean that the new strategy will involve taking advantage of new technology by providing continuous, periodic updates, while maintaining a high-level of integration and connectivity to past games and consoles &amp;lt;ref name=”4”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt; Webster, Andrew (2016). Xbox: Start to continue. Retrieved from www.theverge.com/2016/6/13/11915624/microsoft-xbox-one-s-pc-cross-platform-future-phil-spencer-interview&amp;lt;/ref&amp;gt;. Indeed, initiatives like the Xbox Play Anywhere – which brings Xbox One and Windows 10 closer together, allowing players to buy a game once and play it in both platforms – is already a step in the direction of seamless integration and evolution &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
There is currently no information regarding the price of this new console. There are some estimates that the Scorpio will be sold at around $600, taking into account its specs. Also, the console will not be bundled with a VR set, which will increase its total price in order to take advantage of VR &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”3”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
The release date for the Project Scorpio has not been officially announced, although it will probably be available in the holiday season of 2017 &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Console Specifications==&lt;br /&gt;
&lt;br /&gt;
The Scorpio will be powerful enough to play both 4K native games and virtual reality experiences. Phil Spencer mentioned that the upgrade to Scorpio, in terms of visual fidelity, will feel as dramatic of a change as we’re used to seeing in new generations. It will have a graphics card with six teraflops, an 8-core CPU, and 320GB/s of memory bandwidth &amp;lt;ref name=”1”&amp;gt;&amp;lt;/ref&amp;gt; &amp;lt;ref name=”5”&amp;gt;&amp;lt;/ref&amp;gt;. Below is a table comparing the (probable) specifications of Project Scorpion and the current Xbox One.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  !! XBox One !! Project Scorpio&lt;br /&gt;
|-&lt;br /&gt;
| CPU || Eight Jaguar cores clocked at 1.75GHz || Eight cores, speculation: up-clocked Jaguar or equivalent&lt;br /&gt;
|-&lt;br /&gt;
| GPU || 12 GCN compute units at 853MHz || Speculation: 56/60 GCN compute units at 800-850MHz&lt;br /&gt;
|-&lt;br /&gt;
| MEMORY || 8GB DDR3 at 68GB/s and 32MB ESRAM at max 218GB/s || Over 320GB/s bandwidth - speculation: 12GB of GDDR5&lt;br /&gt;
|}&lt;br /&gt;
Table adapted from www.eurogamer.net/articles/digitalfoundry-2016-xbox-one-project-scorpio-spec-analysis&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:VR Games]] [[Category:VR Apps]] [[Category:Action/Adventure]] [[Category:Shooter]] [[Category:MMOs]]&lt;/div&gt;</summary>
		<author><name>Louisg</name></author>
	</entry>
</feed>