At AxonVR, we believe your hand should be your hand, your body should be your body, and virtual objects should feel like real objects. These are simple ideas, and they have broad implications for how we interact with the technology of the Experience Age.
Kent Bye'sVoices of VR is the de facto podcast for those interested in the field of virtual and augmented reality. At GDC this year, Jake Rubin, AxonVR's Co-founder and CEO, sat down with Kent to discuss AxonVR's advanced haptics technology. TheVoices of VR has hosted an array of thought leaders, including Tom Furness, Nonny de la Peña, and Mel Slater.
We imagine a future in which digital experiences are indistinguishable from real life, enabled by a full-body haptics suit like those popularized in Ernest Cline’s Ready Player One. That’s why when I watched the game trailers at E3 this year, I couldn’t stop fantasizing about a future of haptics-driven gaming.
I'm pleased to share a major milestone in our vision of delivering realistic touch and creating a world in which virtual reality is indistinguishable from real life. The US Patent and Trademark office recently issued our keystone patent, Whole-Body Human-Computer Interface. This patent enables us to deliver a suite of products which will provide advanced haptic feedback for a wide range of enterprise customers in location-based entertainment, training and simulation, and design and manufacturing.
You don’t have to look very far to find a VR MeetUp Group, industry conference, or, if you’re in China, a VR Café. It’s safe to say that the wave one of VR has arrived. It’s a huge, north-shore-of-Maui-sized wave, and we’ll be enjoying the ride for a long time.
In a previous post, I described how haptics can be divided into a series of “sensory channels” — tactile, vibrotactile, force, and thermal. I focused on tactile feedback in that post. This time, let’s move on to vibrotactile (vibration) feedback.
Six months ago, most people would have had to look up the word haptics. Now, it seems to be on everyone's lips in the world of VR and AR. The definition of the word “haptics” is straightforward: technology that interfaces with a user through their sense of touch.But what does "haptics" really mean?
Seattle was the center of the VR universe this week, with IMMERSE and Steam Dev Days taking place back to back. The AxonVR team joined thousands of leaders, developers, and enthusiasts – some of whom traveled internationally – to dive into immersive technologies, and discuss the future of our industry.
Bob Berry of Envelop VR kicked off IMMERSE by celebrating our community. In terms of our population, Seattle is punching well above its weight in its impact on VR. “As a region well-used to disruptive technologies, we are the people actually creating this multi-billion-dollar industry,” said Berry.
Pokémon GO is an augmented reality (AR) mobile app that launched July 6. A staggering 7.5 million people downloaded it in its first week. Nintendo, Pokémon’s parent company, earns an estimated $1.6 million per day through in-app purchases alone. Pokémon GO is invading social media with Facebook groups, Meetup events, and SubReddits. Visit your local park, and I’m sure you’ll see a handful of GO players who gotta catch 'em all.
Virtual reality can intimidate newcomers. It’s advanced technology, and there are new announcements every day. The internet has mountains of information on VR, but it’s difficult to know where to start.
We live in a time where the separation between our physical and digital worlds seems obvious: digital is software running locally or in a mystical cloud, and physical is something you can touch. Those worlds, however, are on a collision course, fueled by the Internet of Things, Virtual Reality, and Augmented Reality.
In the very near future, you’ll be able to touch digital objects and program physical environments.
I used to think VR was just for gaming – something I don’t know much about. Then I was presented with an opportunity to invest in AxonVR. As I did my due diligence, it became clear that what AxonVR is working on will improve healthcare – something I am, unfortunately, very familiar with.
Technology blogs are buzzing about the first major showdown of the VR industry: the Oculus Rift vs the HTC Vive. Which has better content? Which has better specs? Which one will actually ship?
While there’s fun in the debate, it’s too early to pick sides. This industry is so young that there is more to be gained by growing the industry as a whole than fighting each other for a slice of the pie.
I signed myself up for this when I founded Proof of Concept, my early-stage technology development company. Over the years, people have walked through my door and pitched perpetual motion machines, zero-point energy devices, and all manner of other physically impossible doodads.