Smart Glasses Technology and Applications
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Specific Eye Conditions with Corresponding Adaptations/Considerations
Specific Eye Conditions with Corresponding Adaptations/Considerations # Eye Condition Effect on Vision Adaptations/Considerations 1 Achromotopsia colors are seen as shades of grey, tinted lenses, reduced lighting, alternative nystagmus and photophobia improve techniques for teaching colors will be with age required 2 Albinism decreased visual acuity, photophobia, sunglasses, visor or cap with a brim, nystagmus, central scotomas, strabismus reduced depth perception, moving close to objects 3 Aniridia photophobia, field loss, vision may tinted lenses, sunglasses, visor or cap with fluctuate depending on lighting brim, dim lighting, extra time required to conditions and glare adapt to lighting changes 4 Aphakia reduced depth perception, inability to sunglasses, visor or cap with a brim may accommodate to lighting changes be worn indoors, extra time required to adapt to lighting changes 5 Cataracts poor color vision, photophobia, visual bright lighting may be a problem, low acuity fluctuates according to light lighting may be preferred, extra time required to adapt to lighting changes 6 Colobomas photophobia, nystagmus, field loss, sunglasses, visor or cap with a brim, reduced depth perception reduced depth perception, good contrast required 7 Color Blindness difficulty or inability to see colors and sunglasses, visor or cap with a brim, detail, photophobia, central field reduced depth perception, good contrast scotomas (spotty vision), normal required, low lighting may be preferred, peripheral fields alternative techniques for teaching colors -
Vuzix Corporation Annual Report 2021
Vuzix Corporation Annual Report 2021 Form 10-K (NASDAQ:VUZI) Published: March 15th, 2021 PDF generated by stocklight.com UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-K ☑ ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended December 31, 2020 ☐ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 Commission file number: 001-35955 Vuzix Corporation ( Exact name of registrant as specified in its charter ) Delaware 04-3392453 (State of incorporation) (I.R.S. employer identification no.) 25 Hendrix Road West Henrietta, New York 14586 (Address of principal executive office) (Zip code) (585) 359-5900 (Registrant’s telephone number including area code) Securities registered pursuant to Section 12(b) of the Act: Title of each class: Trading Symbol(s) Name of each exchange on which registered Common Stock, par value $0.001 VUZI Nasdaq Capital Market Securities registered pursuant to Section 12(g) of the Act: None. Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes ◻ No þ Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Exchange Act. Yes ◻ No þ Indicate by check mark whether the registrant: (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
Virtual Reality Headsets
VIRTUAL REALITY HEADSETS LILY CHIANG VR HISTORY • Many companies (Virtuality, Sega, Atari, Sony) jumped on the VR hype in the 1990s; but commercialization flopped because both hardware and software failed to deliver on the promised VR vision. • Any use of the VR devices in the 2000s was limited to the military, aviation, and medical industry for simulation and training. • VR hype resurged after Oculus successful KickStarter campaign; subsequently acquired by Facebook for $2.4 bn. • Investments rushed into the VR industry as major tech firms such as Google, Samsung, and Microsoft and prominent VC firms bet big on the VR revolution. LIST OF VIRTUAL REALITY HEADSET FIRMS Company Name Entered Exited Disposition Company Name Entered Exited Disposition Company Name Entered Exited Disposition LEEP Optics 1979 1998 Bankrupt Meta Altergaze 2014 Ongoing VPL Research 1984 1990 Bankrupt SpaceGlasses 2012 Ongoing Archos VR 2014 Ongoing Division Group Sulon Cortex 2012 Ongoing AirVr 2014 Ongoing LTD 1989 1999 Acquired Epson Moverio Sega VR 1991 1994 Bankrupt BT-200 2012 Ongoing 360Specs 2014 Ongoing Virtuality 1991 1997 Acquired i2i iPal 2012 Ongoing Microsoft VictorMaxx 1992 1998 Bankrupt Star VR 2013 Ongoing Hololens Systems 2015 Ongoing Durovis Dive 2013 Ongoing Razr OSVR 2015 Ongoing Atari Jaguar VR 1993 1996 Discontinued Vrizzmo 2013 Ongoing Virtual I-O 1993 1997 Bankrupt Cmoar 2015 Ongoing CastAR 2013 Ongoing eMagin 1993 Ongoing Dior Eyes VR 2015 Ongoing VRAse 2013 Ongoing Virtual Boy 1994 1995 Discontinued Yay3d VR 2013 Ongoing Impression Pi -
Casual Immersive Viewing with Smartphones
Casual Immersive Viewing with Smartphones Ismo Rakkolainen, Roope Raisamo Matthew Turk, Tobias Höllerer Karri Palovuori TAUCHI Research Center Computer Science Department Department of Electronics University of Tampere University of California Tampere Univ. of Tech. 33014 Tampere, Finland Santa Barbara, CA 93106, USA 33720 Tampere, Finland [email protected] mturk, [email protected] [email protected] 1 ABSTRACT ter stereoscope , yet suitable for a much wider range of media. In this paper, we explore how to better integrate virtual reality Such an embedded VR viewer would always be available to the viewing to a smartphone. We present novel designs for casual user. Along with various sensors it would also bring spatial 3D (short-term) immersive viewing of spatial and 3D content, such as and immersive user interfaces (UI) closer to mainstream usage. augmented and virtual reality, with smartphones. Our goal is to Lightweight and high-resolution virtual views can be created with create a simple and low-cost casual-viewing design which could various kinds of hand-held micro-displays or head-mounted dis- be retrofitted and eventually be embedded into smartphones, in- plays (HMD), or projected to the environment with pico projec- stead of using larger spatial viewing accessories. We explore dif- tors. Current HMDs are not pocket-sized or suitable for casual ferent designs and implemented several prototypes. One prototype use. Even lightweight HMDs are too big to be carried everywhere uses thin and light near-to-eye optics with a smartphone display, and may not always be available. They are very immersive and thus providing the user with the functionality of a large, high- suitable for use at homes and offices for many purposes, but they resolution virtual display. -
View the Future® Vuzix Developer Newsletter
Game Developer Conference - Special Edition - March, 2010 View the Future® Vuzix Developer Newsletter Stereoscopic 3D Eyewear – Goes From Geek to Chic Royalty Free SDK Update Stereoscopic 3D is the latest trend in movies and games – which format(s) do I support? Beta Release SDK Supports Side- by-Side Stereoscopic 3D Video and 6-DoF Tracker. Vuzix has been providing a roy- alty free SDK for its PC compat- ible video eyewear since 2006. A new release of the Vuzix SDK (beta release) will be available for download from the Vuzix website (www.vuzix.com) in late March, 2010. This new release expands the depth of supported stereoscop- ic formats and adds support for the soon to be released Wrap 6-DoF (Degree of Freedom) Tracker. This is a question many game developers are asking themselves, as there is no single clear winner in the format The Side-by-Side stereoscopic wars. Until recently, Frame Sequential appeared to be the leading format for PC games, but recently Side-by-Side 3D format has become popular of has made great strides. Vuzix offers end-users two options, Frame Sequential through the iWear® VR920 video late and is expected to show up in eyewear or Side-by-Side through the Wrap line of video eyewear. other titles moving forward. This format is supported in this new The sunglass style Wrap™ eyewear line is the latest addition to the Vuzix eyewear line. When equipped with an SDK release and Vuzix encour- optional Wrap VGA Adapter, it can be connected to any Windows based PC running XP, Vista or 7 - 32 or 64-bit ages software developers to sup- versions. -
Whitepaper Head Mounted Displays & Data Glasses Applications and Systems
Whitepaper Head Mounted Displays & Data Glasses Applications and Systems Dr.-Ing. Dipl.-Kfm. Christoph Runde Virtual Dimension Center (VDC) Fellbach Auberlenstr. 13 70736 Fellbach www.vdc-fellbach.de © Competence Centre for Virtual Reality and Cooperative Engineering w. V. – Virtual Dimension Center (VDC) System classes Application fields Directions of development Summary Content . System classes Head Mounted Display (HMD) – Video glasses – Data glasses . Simulator disease / Cyber Sickness . Application fields HMDs: interior inspections, training, virtual hedging engineering / ergonomics . Application fields data glasses: process support, teleservice, consistency checks, collaboration . Directions of development: technical specifications, (eye) tracking, retinal displays, light field technology, imaging depth sensors . Application preconditions information & integration (human, IT, processes) . Final remark 2 SystemSystem classes classes Application fields Directions of development Summary Head Mounted Displays (HMDs) – Overview . 1961: first HMD on market . 1965: 3D-tracked HMD by Ivan Sutherland . Since the 1970s a significant number of HMDs is applied in the military sector (training, additional display) Table: Important HMD- projects since the 1970s [Quelle: Li, Hua et. al.: Review and analysis of avionic helmet-mounted displays. In : Op-tical Engineering 52(11), 110901, Novembre2013] 3 SystemSystem classes classes Application fields Directions of development Summary Classification HMD – Video glasses – Data glasses Head Mounted Display -
When VR Really Hits the Street Panel Transcript Final
When VR Really Hits the Street Panel presented at the 2014 SPIE “Engineering of Virtual Reality” Session. Session Chairs Ian MCDowell and Margaret Dolinsky February 3, 2014 Panel Moderator JaCki Morie, All These Worlds, LLC (JFM) Panelists, VR Pioneers Brenda Laurel (BL) and Margaret Dolinsky (MD) AudienCe member partiCipants (AM) JFM: Welcome everybody. I am really excited to be doing this panel. My name is Jacki Morie and I have some illustrious VR people here with me today. Here’s our schedule on the slide, which we’ll try to keep to so we can get a lot of information covered. This is not only about us up here as panelists; it is also about you. We have an extra seat up here and there will times during the presentation that ask YOU to come up and be part of the panel. This panel was actually inspired by recent events – that Silvia (Ruzanka) mentioned in her talk earlier – the new devices coming out, how inexpensive they are, and how much better they are than what we had 20-25 years ago. So many of us who have worked in VR are looking at this and wondering: What is this? Is this the Second Coming, or is this the Second Coming of more hype? We have to figure this out. So my idea was to bring some experts in and have this conversation. Do we really have what we dreamed of 25 years ago or is there still a big gap between what we need and what’s still coming in today? So that’s what we are going to be talking about today. -
Two Eyes See More Than One Human Beings Have Two Eyes Located About 6 Cm (About 2.4 In.) Apart
ivi act ty 2 TTwowo EyesEyes SeeSee MoreMore ThanThan OneOne OBJECTIVES 1 straw 1 card, index (cut in half widthwise) Students discover how having two eyes helps us see in three dimensions and 3 pennies* increases our field of vision. 1 ruler, metric* The students For the class discover that each eye sees objects from a 1 roll string slightly different viewpoint to give us depth 1 roll tape, masking perception 1 pair scissors* observe that depth perception decreases *provided by the teacher with the use of just one eye measure their field of vision observe that their field of vision decreases PREPARATION with the use of just one eye Session I 1 Make a copy of Activity Sheet 2, Part A, for each student. SCHEDULE 2 Each team of two will need a metric ruler, Session I About 30 minutes three paper cups, and three pennies. Session II About 40 minutes Students will either close or cover their eyes, or you may use blindfolds. (Students should use their own blindfold—a bandanna or long strip VOCABULARY of cloth brought from home and stored in their science journals for use—in this depth perception and other activities.) field of vision peripheral vision Session II 1 Make a copy of Activity Sheet 2, Part B, for each student. MATERIALS 2 For each team, cut a length of string 50 cm (about 20 in.) long. Cut enough index For each student cards in half (widthwise) to give each team 1 Activity Sheet 2, Parts A and B half a card. Snip the corners of the cards to eliminate sharp edges. -
Binocular Vision
BINOCULAR VISION Rahul Bhola, MD Pediatric Ophthalmology Fellow The University of Iowa Department of Ophthalmology & Visual Sciences posted Jan. 18, 2006, updated Jan. 23, 2006 Binocular vision is one of the hallmarks of the human race that has bestowed on it the supremacy in the hierarchy of the animal kingdom. It is an asset with normal alignment of the two eyes, but becomes a liability when the alignment is lost. Binocular Single Vision may be defined as the state of simultaneous vision, which is achieved by the coordinated use of both eyes, so that separate and slightly dissimilar images arising in each eye are appreciated as a single image by the process of fusion. Thus binocular vision implies fusion, the blending of sight from the two eyes to form a single percept. Binocular Single Vision can be: 1. Normal – Binocular Single vision can be classified as normal when it is bifoveal and there is no manifest deviation. 2. Anomalous - Binocular Single vision is anomalous when the images of the fixated object are projected from the fovea of one eye and an extrafoveal area of the other eye i.e. when the visual direction of the retinal elements has changed. A small manifest strabismus is therefore always present in anomalous Binocular Single vision. Normal Binocular Single vision requires: 1. Clear Visual Axis leading to a reasonably clear vision in both eyes 2. The ability of the retino-cortical elements to function in association with each other to promote the fusion of two slightly dissimilar images i.e. Sensory fusion. 3. The precise co-ordination of the two eyes for all direction of gazes, so that corresponding retino-cortical element are placed in a position to deal with two images i.e. -
STAR 1200 & 1200XL User Guide
STAR 1200 & 1200XL Augmented Reality Systems User Guide VUZIX CORPORATION VUZIX CORPORATION STAR 1200 & 1200XL – User Guide © 2012 Vuzix Corporation 2166 Brighton Henrietta Town Line Road Rochester, New York 14623 Phone: 585.359.5900 ! Fax: 585.359.4172 www.vuzix.com 2 1. STAR 1200 & 1200XL OVERVIEW ................................... 7! System Requirements & Compatibility .................................. 7! 2. INSTALLATION & SETUP .................................................. 14! Step 1: Accessory Installation .................................... 14! Step 2: Hardware Connections .................................. 15! Step 3: Adjustment ..................................................... 19! Step 4: Software Installation ...................................... 21! Step 5: Tracker Calibration ........................................ 24! 3. CONTROL BUTTON & ON SCREEN DISPLAY ..................... 27! VGA Controller .................................................................... 27! PowerPak+ Controller ......................................................... 29! OSD Display Options ........................................................... 30! 4. STAR HARDWARE ......................................................... 34! STAR Display ...................................................................... 34! Nose Bridge ......................................................................... 36! Focus Adjustment ................................................................ 37! Eye Separation ................................................................... -
Collaborative Treatment for Vision After TBI
Collaborative Treatment for Vision After TBI Tom Wilson, OD, COVD Terri Cassidy, OTR, CDRS Vision is Primary • Human vision is a complex process that involves the coordinated efforts of both the eyes and the brain. • We use central vision (focal) to see detail. • We use peripheral vision (ambient) to inform us of movement or a direction we should point our eyes. • Even if we feel like our eyes (and brain) are not giving us accurate information – we believe our eyes. 2 Case Study 1 56 y/o woman involved in a motor vehicle crash. She was able to walk and talk. MRI was negative. Not long after she notices symptoms of not being able to read correctly, headaches, motion sickness is much worse than normal, she can’t go back to work on the computer, she is very tentative about driving. Her eye doctor tells her that her eyes are fine, it must be her medications. Finally she is referred to Dr. Wilson who does an evaluation and refers her to vision rehab with OT. Presentation Title – Date (month #, ####) 3 Evaluation Neuro-optometric Assessment • Eye health • Binocular Vision • Prism evaluation • Function Occupational Therapy Vision Assessment • Goal of OT is to improve the client’s level of performance in a needed ADL. • Deficiencies in visual processing are significant to the OT Process if they interfere with occupational performance – doing the tasks that she wants and needs to do. Presentation Title – Date (month #, ####) 4 Evaluation Results OD Finds: OT Finds: Characteristics of Post Trauma Pt is not able to work more than 2 Vision Syndrome -
20/20 VISION Part I: Eyesight, Perception and Vision
20/20 VISION Part I: Eyesight, perception and vision In this first part of our three-part exploration of 20/20 vision, we are going to look at our physical eyes and how they work. Then we will explore perception and how the brain actually converts all that sensory information into images. Finally, we will look at some of the techniques for improving our vision naturally and ask if these really work. 20/20 vision is a term used to express normal visual acuity (the clarity or sharpness of vision) measured at a distance of 20 feet. ... If you have 20/100 vision, it means that you must be as close as 20 feet to see what a person with normal vision can see at 100 feet. Having 20/20 vision does not necessarily mean you have perfect vision. 20/20 vision only indicates the sharpness or clarity of vision at a distance. Other important vision skills, including peripheral awareness or side vision, eye coordination, depth perception, focusing ability and colour vision, contribute to your overall visual ability. Some people can see well at a distance but are unable to bring nearer objects into focus. This condition can be caused by hyperopia (far-sightedness) or presbyopia (loss of focusing ability). Others can see items that are close but cannot see those far away. This condition may be caused by myopia (near-sightedness). Is it possible to see better than 20/20? Yes, it's indeed possible to have sharper than 20/20 vision. In fact, most people with young, healthy eyes are capable of identifying at least some of the letters on the 20/15 line or even smaller letters on the Snellen chart.