Revised Landscape Report 2020

Total Page:16

File Type:pdf, Size:1020Kb

Revised Landscape Report 2020 MOVING THE EUROPEAN XR TECH INDUSTRY FORWARD Revised Landscape Report 2020 www.xr4all.eu This project has received funding from the European Union’s Horizon 2020 Research and Innovation Programme under Grant Agreement N° 825545. XR4ALL ‐ eXtended Reality for All Main authors Name Organisation Country Oliver Schreer Fraunhofer HHI Germany Ivanka Pelivan Fraunhofer HHI Germany Peter Kauff Fraunhofer HHI Germany Ralf Schäfer Fraunhofer HHI Germany Anna Hilsmann Fraunhofer HHI Germany Paul Chojecki Fraunhofer HHI Germany Thomas Koch Fraunhofer HHI Germany Serhan Gül Fraunhofer HHI Germany Aurela Shehu Fraunhofer HHI Germany Weiwen Hu Fraunhofer HHI Germany Youssef Sabbah Europe Unlimited S.A. Belgium Jérôme Royan b<>com France Muriel Deschanel b<>com France Albert Murienne b<>com France Laurent Launay b<>com France Jacques Verly Image & 3D Europe Belgium Alain Gallez Image & 3D Europe Belgium Sylvain Grain Image & 3D Europe Belgium Alexandra Gérard Image & 3D Europe Belgium Leen Segers LucidWeb Belgium Mealle Quevillard LucidWeb Belgium Gauthier Lafruit Université Libre de Bruxelles Belgium Donna Schipper Leiden University, Centre for Innovation The Netherlands Mitchell Bosch Leiden University, Centre for Innovation The Netherlands Xiaoqing Jiu Leiden University, Centre for Innovation The Netherlands Anastasia Pash Globetrotter VR Cyprus Alan Chalmers University of Warwick United Kingdom Luciana Gaspar University of Warwick United Kingdom This project has received funding from the European Union’s Horizon 2020 Research and Innovation Programme under Grant Agreement N° 825545. LEGAL NOTICE The information and views set out in this report are those of the authors and do not necessarily reflect the official opinion of the European Union. Neither the European Union institutions and bodies nor any person acting on their behalf may be held responsible for the use which may be made of the information contained therein. It is important to notice that the official review process of this report is not being formally finalised yet by the European Commission. © XR4ALL Consortium, 2020 Reproduction is authorised provided the source is acknowledged. This project has received funding from the European Union’s Horizon 2020 Research and Innovation Programme under Grant Agreement N° 825545. Table of Contents ACRONYMS .................................................................................................................................. 7 1 INTRODUCTION .................................................................................................................... 8 2 THE SCOPE OF EXTENDED REALITY ............................................................................................ 9 2.1 References.................................................................................................................................... 11 3 XR MARKET WATCH ............................................................................................................ 12 3.1 Market development and forecast .............................................................................................. 12 3.2 Areas of application ..................................................................................................................... 16 3.3 Investments .................................................................................................................................. 18 3.4 Shipment of devices ..................................................................................................................... 19 3.5 Main players ................................................................................................................................. 22 3.6 International, European and regional associations in XR ............................................................ 25 3.7 Patents ......................................................................................................................................... 29 3.8 References.................................................................................................................................... 32 4 XR TECHNOLOGIES .............................................................................................................. 35 4.1 Video capture for XR .................................................................................................................... 35 4.2 3D sound capture ......................................................................................................................... 38 4.3 Scene analysis and computer vision ............................................................................................ 41 4.4 3D sound processing algorithms .................................................................................................. 52 4.5 Interactive technologies for virtual flavour ................................................................................. 55 4.6 Input and output devices ............................................................................................................. 58 4.7 Render engines and authoring tools ............................................................................................ 66 4.8 Cloud services .............................................................................................................................. 66 4.9 Conclusion .................................................................................................................................... 69 5 XR APPLICATIONS ............................................................................................................... 70 5.1 Advertising and commerce .......................................................................................................... 70 5.2 Cultural Heritage .......................................................................................................................... 73 5.3 Education and Research ............................................................................................................... 77 5.4 Industry 4.0 .................................................................................................................................. 87 5.5 Health and medicine .................................................................................................................. 101 5.6 Security and Sensing .................................................................................................................. 110 5.7 Journalism & weather ................................................................................................................ 114 5.8 Social VR ..................................................................................................................................... 115 5.9 Travel and Tourism ..................................................................................................................... 121 5.10 Conclusion .................................................................................................................................. 126 6 STANDARDS .................................................................................................................... 127 6.1 XR specific standards .................................................................................................................. 127 6.2 XR related standards .................................................................................................................. 130 7 REVIEW OF CURRENT EC RESEARCH ....................................................................................... 134 D4.2: Revised Landscape Report Page 4 7.1 References.................................................................................................................................. 136 8 CONCLUSION ................................................................................................................... 141 List of figures Figure 1: Extended reality scheme. ............................................................................................................. 9 Figure 2: Major components of an eXtended Reality system. ................................................................. 10 Figure 3: VR/AR market forecast by Gartner and Credit Suisse [7]. ........................................................ 12 Figure 4: Market growth rates by worldwide regions [4]. ....................................................................... 13 Figure 5: AR/VR regional revenue between 2017 and 2022 [15]. ............................................................ 14 Figure 6: Global XR boost to gross domestic product by 2030 [18]. ........................................................ 14 Figure 7: Major EU countries XR boost to gross domestic product from 2019 to 2030 [18]. .................. 15 Figure 8: Job enhancement by 2030 through XR [18]. .............................................................................. 15 Figure 9: Distribution of VR/AR companies analysed in survey by Capgemini Research [19]. ............... 16 Figure 10: Separated AR and VR sector revenue from 2017 to 2022 [8]. Note: This diagram represents just relations of revenue between different sectors, the scale for AR and VR are not the same. .......... 17 Figure 11: XR use cases boost to gross domestic product from 2019 to 2030 [18]. ................................ 18 Figure 12: XR4ALL analysis of European investors for start‐ups [22]. ....................................................
Recommended publications
  • Samsung Announces New Windows-Based Virtual-Reality Headset at Microsoft Event 4 October 2017, by Matt Day, the Seattle Times
    Samsung announces new Windows-based virtual-reality headset at Microsoft event 4 October 2017, by Matt Day, The Seattle Times Samsung is joining Microsoft's virtual reality push, Microsoft also said that it had acquired AltspaceVR, announcing an immersive headset that pairs with a California virtual reality software startup that was Windows computers. building social and communications tools until it ran into funding problems earlier this year. The Korean electronics giant unveiled its Samsung HMD Odyssey at a Microsoft event in San ©2017 The Seattle Times Francisco recently. It will sell for $499. Distributed by Tribune Content Agency, LLC. The device joins Windows-based immersive headsets built by Lenovo, HP, Acer and Dell, and aimed for release later this year. Microsoft is among the companies seeking a slice of the emerging market for modern head-mounted devices. High-end headsets, like Facebook-owned Oculus's Rift and the HTC Vive, require powerful Windows PCs to run. Others, including the Samsung Gear VR and Google's Daydream, are aimed at the wider audience of people who use smartphones. Microsoft's vision, for now, is tied to the PC, and specifically new features in the Windows operating system designed to make it easier to build and display immersive environments. The company also has its own hardware, but that hasn't been on display recently. Microsoft's HoloLens was a trailblazer when it was unveiled in 2015. The headset, whose visor shows computer-generated images projected onto objects in the wearer's environment without obscuring the view of the real world completely, was subsequently offered for sale to developers and businesses.
    [Show full text]
  • VR Headset Comparison
    VR Headset Comparison All data correct as of 1st May 2019 Enterprise Resolution per Tethered or Rendering Special Name Cost ($)* Available DOF Refresh Rate FOV Position Tracking Support Eye Wireless Resource Features Announced Works with Google Subject to Mobile phone 5.00 Yes 3 60 90 None Wireless any mobile No Cardboard mobile device required phone HP Reverb 599.00 Yes 6 2160x2160 90 114 Inside-out camera Tethered PC WMR support Yes Tethered Additional (*wireless HTC VIVE 499.00 Yes 6 1080x1200 90 110 Lighthouse V1 PC tracker No adapter support available) HTC VIVE PC or mobile ? No 6 ? ? ? Inside-out camera Wireless - No Cosmos phone HTC VIVE Mobile phone 799.00 Yes 6 1440x1600 75 110 Inside-out camera Wireless - Yes Focus Plus chipset Tethered Additional HTC VIVE (*wireless tracker 1,099.00 Yes 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro adapter support, dual available) cameras Tethered All features HTC VIVE (*wireless of VIVE Pro ? No 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro Eye adapter plus eye available) tracking Lenovo Mirage Mobile phone 399.00 Yes 3 1280x1440 75 110 Inside-out camera Wireless - No Solo chipset Mobile phone Oculus Go 199.00 Yes 3 1280x1440 72 110 None Wireless - Yes chipset Mobile phone Oculus Quest 399.00 No 6 1440x1600 72 110 Inside-out camera Wireless - Yes chipset Oculus Rift 399.00 Yes 6 1080x1200 90 110 Outside-in cameras Tethered PC - Yes Oculus Rift S 399.00 No 6 1280x1440 90 110 Inside-out cameras Tethered PC - No Pimax 4K 699.00 Yes 6 1920x2160 60 110 Lighthouse Tethered PC - No Upscaled
    [Show full text]
  • Innovation in Shared Virtual Spaces for Mental Health Therapy
    Innovation in Shared Virtual Spaces for Mental Health Therapy Jake Backer Advisor: Professor Soussan Djamasbi Worcester Polytechnic Institute May 23, 2021 This report represents the work of one or more WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on the web without editorial or peer review. 1 Contents 1 Abstract 3 2 Introduction 4 3 Background 5 3.1 Mental Health . .5 3.2 Telehealth . .5 3.3 Augmented Reality (AR) . .6 3.4 AR Therapy . .7 3.5 Avatars . .7 4 Designing the Application 8 4.1 Infrastructure . .8 4.1.1 Networking . .9 4.1.2 Movement . 11 4.1.3 Audio Communication . 12 4.1.4 Immersive Experience . 14 4.1.5 Telemetry . 15 5 User Studies 17 5.1 Results . 17 5.2 Discussion and Future User Studies . 19 6 Contribution and Future Work 21 References 24 2 1 Abstract Rates of mental health disorders among adolescents and younger adults are on the rise with the lack of widespread access remaining a critical issue. It has been shown that teletherapy, defined as therapy delivered remotely with the use of a phone or computer system, may be a viable option to replace in-person therapy in situations where in-person therapy is not possible. Sponsored by the User Experience and Decision Making (UXDM) lab at WPI, this IQP is part of a larger project to address the need for mental health therapy in situations where patients do not have access to traditional in-person care.
    [Show full text]
  • Immersive Virtual Reality Methods in Cognitive Neuroscience and Neuropsychology: Meeting the Criteria of the National Academy Of
    Immersive virtual reality methods in cognitive neuroscience and neuropsychology: Meeting the criteria of the National Academy of Neuropsychology and American Academy of Clinical Neuropsychology Panagiotis Kourtesisa,b,c,d* and Sarah E. MacPhersone,f aNational Research Institute of Computer Science and Automation, INRIA, Rennes, France; bUniv Rennes, Rennes, France; cResearch Institute of Computer Science and Random Systems, IRISA, Rennes, France; dFrench National Centre for Scientific Research, CNRS, Rennes, France. eHuman Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, UK; fDepartment of Psychology, University of Edinburgh, Edinburgh, UK; * Panagiotis Kourtesis, National Research Institute of Computer Science and Automation, INRIA, Rennes, France. Email: [email protected] Abstract Clinical tools involving immersive virtual reality (VR) may bring several advantages to cognitive neuroscience and neuropsychology. However, there are some technical and methodological pitfalls. The American Academy of Clinical Neuropsychology (AACN) and the National Academy of Neuropsychology (NAN) raised 8 key issues pertaining to Computerized Neuropsychological Assessment Devices. These issues pertain to: (1) the safety and effectivity; (2) the identity of the end-user; (3) the technical hardware and software features; (4) privacy and data security; (5) the psychometric properties; (6) examinee issues; (7) the use of reporting services; and (8) the reliability of the responses and results. The VR Everyday Assessment Lab (VR-EAL) is the first immersive VR neuropsychological battery with enhanced ecological validity for the assessment of everyday cognitive functions by offering a pleasant testing experience without inducing cybersickness. The VR-EAL meets the criteria of the NAN and AACN, addresses the methodological pitfalls, and brings advantages for neuropsychological testing.
    [Show full text]
  • New Realities Risks in the Virtual World 2
    Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK.
    [Show full text]
  • Exploring Telepresence in Virtual Worlds
    Exploring Telepresence in Virtual Worlds Dan Zhang z3378568 A thesis in fulfillment of the requirements for the degree of Doctor of Philosophy School of Information Systems and Technology Management UNSW Business School March 2018 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES Thesis/Dissertation Sheet Surname or Family name: Zhang First name: Dan Other name/s: Abbreviation for degree as given in the University calendar: PhD School: School of Information Systems and Technology Management Faculty: UNSW Business School Title: Exploring telepresence in virtual worlds Abstract 350 words maximum: (PLEASE TYPE) Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence.
    [Show full text]
  • PROFESSIONAL VIDEO 315 800-947-1175 | 212-444-6675 Blackmagic • Canon
    PROFESSIONAL VIDEO 315 800-947-1175 | 212-444-6675 Blackmagic • Canon VIDEO TAPE Fuji Film PRO-T120 VHS Video Cassette (FUPROT120)............................3.29 XA10 Professional HD Camcorder DVC-60 Mini DV Cassette (FUDVC60) .......................................3.35 Pocket Cinema Camera Ultra-compact, the XA10 DVC-80 Mini DV Cassette (FUDVC80)........................................7.99 shares nearly all the Pocket Cinema Camera is a HDV Cassette, 63 Minute (FUHDVDVM63) .................................6.99 functionality of the XF100, true Super 16 digital film DV141HD63S HDV (FUDV14163S) ............................................7.95 but in an even smaller, camera that’s small enough run-and-gun form factor. to keep with you at all times. Maxell 64GB internal flash drive Remarkably compact (5 x 2.6 DV-60 Mini DV Cassette (MADVM60SE) .................................3.99 and two SDXC-compatible x 1.5”) and lightweight (12.5 M-DV63PRO Mini DV Cassette (MADVM63PRO)......................5.50 card slots allow non-stop oz) with a magnesium alloy chassis, it features 13 stops of T-120 VHS Cassette (MAGXT120) ..........................................2.39 recording. Able to capture dynamic range, Super 16 sensor size, and and records 1080HD STD-160 VHS Cassette (MAGXT160).....................................2.69 AVCHD video at bitrates up to lossless CinemaDNG RAW and Apple ProRes 422 (HQ) files to fast STD-180 VHS Cassette (MAGXT180)......................................3.09 24Mbps, the camcorder’s native 1920 x1080 CMOS sensor also SDXC cards, so you can immediately edit or color correct your HG-T120 VHS Cassette (MAHGT120) .....................................1.99 lets you choose 60i, 24p, PF30, and PF24 frame rates for media on your laptop. Active Micro Four Thirds lens mount can HG-T160 VHS Video Cassette (MAHGT160) ............................2.59 customizing the look of your footage.
    [Show full text]
  • Inverse Kinematic Infrared Optical Finger Tracking
    Inverse Kinematic Infrared Optical Finger Tracking Gerrit Hillebrand1, Martin Bauer2, Kurt Achatz1, Gudrun Klinker2 1Advanced Realtime Tracking GmbH ∗ Am Oferl¨ 3 Weilheim, Germany 2Technische Universit¨atM¨unchen Institut f¨urInformatik Boltzmannstr. 3, 85748 Garching b. M¨unchen, Germany e·mail: [email protected] Abstract the fingertips are tracked. All further parameters, such as the angles between the phalanx bones, are Human hand and finger tracking is an important calculated from that. This approach is inverse input modality for both virtual and augmented compared to the current glove technology and re- reality. We present a novel device that overcomes sults in much better accuracy. Additionally, the the disadvantages of current glove-based or vision- device is lightweight and comfortable to use. based solutions by using inverse-kinematic models of the human hand. The fingertips are tracked by an optical infrared tracking system and the pose of the phalanxes is calculated from the known anatomy of the hand. The new device is lightweight and accurate and allows almost arbitrary hand movement. Exami- nations of the flexibility of the hand have shown that this new approach is practical because ambi- guities in the relationship between finger tip posi- tions and joint positions, which are theoretically possible, occur only scarcely in practical use. Figure 1: The inverse kinematic infrared optical finger tracker Keywords: Optical Tracking, Finger Tracking, Motion Capture 1 Introduction 1.1 Related Work While even a standard keyboard can be seen For many people, the most important and natural as an input device based on human finger mo- way to interact with the environment is by using tion, we consider only input methods that allow their hands.
    [Show full text]
  • Introduction to Mixed Reality
    Introduction to Mixed Reality Jung Lee Contents • Basic Principles of MR • Application Examples • MR Devices • Discussion 2017/4/17 | # 2 Who Am I? 2017/4/17 | # 3 Virtual Reality, VR • Virtual space with only artificial entities Inception, 2010 2017/4/17 | # 4 Augmented Reality, AR • Real world overlapped with virtual entities . + interaction among them Harry Potter & the Order of the Phoenix, 2007 2017/4/17 | # 5 What is Augmented Reality? 2017/4/17 | # 6 What is Augmented Reality? • Definition by Ronald Azuma, 1997 . Real world with virtual entities . Interactive in real-time . Placed in 3D Augmented Reality Car 2017/4/17 | # 7 Mixed Reality Continuum • Combinations of the real and virtual worlds Mixed Reality Augmented Augmented Virtual Reality Reality Virtuality Reality 2017/4/17 | # 8 MIT Sixth Sense (Pranav Mistry, TED 2009) • Prototype for the future AR concept 2017/4/17 | # 9 Basic Principles of MR Basic Principle of VR • Binocular disparity . Difference between images seen from both eyes 2017/4/17 | # 11 2017/4/17 | # 12 Basic Roles of AR Components • User . Observes the AR display and . Changes the viewpoint • System . Tracks the user’s viewpoint, . Registers the virtual content in the real world, and . Presents situated visualization 2017/4/17 | # 13 Application Examples Virtual Try-On FXMirror, FXGear 2017/4/17 | # 15 VR Therapy : Arachnophobia • Realistic movement of a virtual spider . Relatively weak immersion into the situation 2017/4/17 | # 16 VR Therapy : PTSD • Soldiers, fire fighters, policemen, victims of sexual assaults, etc. Repeating the similar situations 2017/4/17 | # 17 Sport Broadcast Visualization 2017/4/17 | # 18 AR Browser • Superimposes points of interest on a live video Yelp Monocle 2017/4/17 | # 19 Translation • Spontaneous translations of text .
    [Show full text]
  • Virtual Reality for Telecommuting
    Virtual Reality for Telecommuting Yaying Zhang Abstract Microsoft Vancouver The COVID-19 outbreak resulted in a large scale [email protected] prevention action of quarantine, which made many Figure 1: Floating emojis in people and companies unable to conduct normal work AltspaceVR [1]. Brennan Jones activities for weeks. This triggered vast discussions in Department of Computer the improvement of telecommuting technologies. Science Although telecommuting is beneficial, it is currently not University of Calgary widely accepted, especially in traditional industries like [email protected] farming, retail, and manufacturing. One reason is that it cannot completely replace the experience of working locally yet. One key requirement is for technologies to provide a “feeling of presence,” so that remote users feel as if they are there with colleagues, and to be able to manipulate machines remotely as easy as (or better than) when they are on-site. This is a major challenge Figure 2: In AltspaceVR [1] 101 Events, a host teaches the that virtual reality (VR) can play a role in solving. This audience how to use AltspaceVR’s paper discusses current VR technologies for connecting functionalities with slides and humans to humans and humans to things in microphone speech. telecommuting, as well as the gaps and potential directions VR practitioners can work toward addressing. Introduction In late 2019 and early 2020, a novel coronavirus outbreak, COVID-19, struck Wuhan, China around Lunar New Year, when hundreds of millions of people were travelling for family gatherings. Infections rose Copyright is held by the author/owner(s). sharply from tens to hundreds to thousands.
    [Show full text]
  • Augmented Reality and Its Aspects: a Case Study for Heating Systems
    Augmented Reality and its aspects: a case study for heating systems. Lucas Cavalcanti Viveiros Dissertation presented to the School of Technology and Management of Bragança to obtain a Master’s Degree in Information Systems. Under the double diploma course with the Federal Technological University of Paraná Work oriented by: Prof. Paulo Jorge Teixeira Matos Prof. Jorge Aikes Junior Bragança 2018-2019 ii Augmented Reality and its aspects: a case study for heating systems. Lucas Cavalcanti Viveiros Dissertation presented to the School of Technology and Management of Bragança to obtain a Master’s Degree in Information Systems. Under the double diploma course with the Federal Technological University of Paraná Work oriented by: Prof. Paulo Jorge Teixeira Matos Prof. Jorge Aikes Junior Bragança 2018-2019 iv Dedication I dedicate this work to my friends and my family, especially to my parents Tadeu José Viveiros and Vera Neide Cavalcanti, who have always supported me to continue my stud- ies, despite the physical distance has been a demand factor from the beginning of the studies by the change of state and country. v Acknowledgment First of all, I thank God for the opportunity. All the teachers who helped me throughout my journey. Especially, the mentors Paulo Matos and Jorge Aikes Junior, who not only provided the necessary support but also the opportunity to explore a recent area that is still under development. Moreover, the professors Paulo Leitão and Leonel Deusdado from CeDRI’s laboratory for allowing me to make use of the HoloLens device from Microsoft. vi Abstract Thanks to the advances of technology in various domains, and the mixing between real and virtual worlds.
    [Show full text]
  • FACEBOOK LAUNCHES VIRTUAL REALITY-POWERED WORKSPACE FEATURES Relevant For: Security Related Matters | Topic: Basics of Cyber Security and Related Matters
    Source : www.thehindu.com Date : 2021-08-25 FACEBOOK LAUNCHES VIRTUAL REALITY-POWERED WORKSPACE FEATURES Relevant for: Security Related Matters | Topic: Basics of Cyber Security and related matters Facebook' Horizon Workrooms | Photo Credit: photo by special arrangement Facebook has introduced Horizon Workrooms, an app that will enable users to collaborate with colleagues using virtual reality (VR) with the Oculus Quest 2 headset. (Subscribe to our Today's Cache newsletter for a quick snapshot of top 5 tech stories. Click here to subscribe for free.) The “mixed reality experience” that will allow users to connect their physical desk and compatible keyboard with the virtual room. Users will also be able to access and share files from their computer in the virtual room. They can write on a virtual whiteboard, export contents and share them as images on a computer. “Workrooms works across both virtual reality and the web and is designed to improve your teams ability to collaborate, come or communicate, and connect remotely, through the power of VR,” the company said in a statement. To personalise the experience, Facebook has enabled users to create custom looks or avatars, helping them feel like they’re really with their colleagues. Additionally, low latency spatial audio support with will make conversations sound real and flow smoothly, according to the company. Also Read | Facebook aims to prove VR's popularity more than virtual The tech giant has also extended support for hand tracking, which will allow users to control the keyboard and other features using their hands. The app will support up to 50 people on a video call, and up to 16 people in the virtual room, Facebook noted.
    [Show full text]