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Hausaufgabe:

Zu Ende schauen: https://www.youtube.com/watch?time_continue=171&v=ZzCQtoQ8ypk

Abgabe des Konzeptes bis zum 6.9.19

Beinhaltet: 1x Cover,
2 x Seiten Text ,
inklusive Quellenangaben.

1 x Lensstudio Code extra  auf einer eigenen Seite

Unity Dateien sind vorhanden.

Bitte die Datei per Wetransfer / Dropbox zusenden oder am Freitag den 6.9 einen Stick mitbringen.

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https://www.youtube.com/watch?v=Yy-d5VVZlxQ&t=

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Abgabebereich ist im Intranet freigeschaltet. Neue Links:
Updated am 6.9.19

Unterricht Fahrplan bis jetzt:

• AR Vuforia Unity Basics (Done)
• AR Lensstudio Basics (Done)
• Zwischenthema VR (Done)
• AR Interaktion ARKIT, AR CORE (Done)
• Reality Composer (Done)
• AR Konzept (Done)
• Zwischenthema: Infos:AI ML Robotik (offen, folgt)

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News zu VR, AR und KI | Into Mixed Reality

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Auf der Apple-Entwicklerkonferenz WWDC wurde eine neue Version des ARKit vorgestellt. Bei Twitter zeigen AR-Entwickler erste Experimente mit der Software.
XR-Entwickler Tim Field demonstriert in einem Video, wie das ARKit einen menschlichen Körper in Bewegung identifiziert und von der Umgebung ablöst.

Dank einer Ganzkörpermaske kann man dem maschinellen Sehen gleichsam beim Arbeiten zusehen: Ein Pulli gehört nach dem Ausziehen noch eine Sekunde zur Person und ein Hut wird zum Bestandteil der Person, die ihn aufgesetzt hat.

People segmentation & depth using #ARKit3 pic.twitter.com/xLzr7ty1bZ

- Tim Field (@nobbis) 4. Juni 2019

Einige Twitternutzer fühlen sich nach dem Ansehen des Videos an die dystopische Zukunftsvision der Black-Mirror-Episode White Christmas erinnert, in der eine ähnliche AR-Funktion dazu benutzt wird, Menschen audiovisuell zu blocken.

Der AR-Entwickler Alberto Taiuti nahm ein Video und ließ die darin vorgeführten Kung-Fu-Bewegungen von der Body-Capture-Funktion des ARKit 3 analysieren. Hier ist das recht solide Resultat:

Testing out #ARKit3 body pose tracking pic.twitter.com/wyWne19WSe

- Alberto Taiuti (@albtaiuti) 4. Juni 2019

Ein weiterer iOS-Entwickler stellt den Verdeckungseffekt des neuen ARKit auf den Prüfstand, in dem er hinter und durch ein in der Luft schwebendes visuell komplexes 3D-Modell läuft. Das Video zeigt, dass die Technologie bereits gut funktioniert, auch wenn es gelegentlich zu Ungenauigkeiten und Artefakten kommt.

Initial tests and recordings of the new #ARKit3 people occlusion feature. I'm having a lot of fun! 👋🚶🏻‍♂️🖥 #WWDC19 #ARKit Still using #scenekit for now...#realityKit is next on my list. pic.twitter.com/GASUtUyv2a

- Romain 📱 playing with #ARKit3 (@londonrom) 5. Juni 2019

ARKit 3 erscheint im Herbst mit der Veröffentlichung von iOS 13. Die gezeigten Effekte funktionieren nur mit der neuesten Generation iPhones und iPads: dem iPhone XS, iPhone XS Max, iPhone XR sowie dem elf und 12,9 Zoll große iPad Pro.

Mehr erfahren über ARKit 3:

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ARKit 3: Augmented-Reality-Entwickler testen die neuen Funktionen

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Auf der Apple-Entwicklerkonferenz WWDC wurde eine neue Version des ARKit vorgestellt. Bei Twitter zeigen AR-Entwickler erste Experimente mit der Software. XR-Entwickler Tim Field demonstriert in einem Video, wie das ARKit einen menschlichen Körper in Bewegung identifiziert und von der Umgebung ablöst.

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Oculus Quest - Oculus First Contact | Trailer

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We were reminded today of the stunning work in the AR art exhibition, Mirages and Miracles through a tweet from WITHIN. The work by the digital artists Adrien M & Claire B will make you rethink the possibilities of creating art through augmented reality.

Here's the trailer for the exhibition which is a collection of small to large-scale pieces and installations:

The show is now in the Netherlands at the Noordezon Performing Arts Festival in Groningen and moving this fall to the Théâtre ARLES in Arles, France.

A different AR art exhibition

Mirages and Miracles takes a different approach from many other augmented reality art exhibitions where the technology simply enhances an existing work. As VRroom notes, the artists have been showing their performance work in large theater spaces but this time,

. . . they decided to transpose this experience and create a performance for a single spectator. Utilizing HTC VIVE headsets, iPads, the Pepper's Ghost trick, amongst other various illusion techniques, viewers experience the exhibition space and the visual magic trick embedded in each piece. The handheld devices sort of work like 3D glasses; when you look through their lenses static flat images come into motion. The hope is that this new format creates this, 'continuous feeling of an imaginary digital world tightly building upon our real world,' write the artists.

And indeed, it does. It's an AR art exhibition that feels personal, that's not about the technology, but about the experience itself.

Adrien M & Claire B

Claire Bardainne & Adrien Moncot joined forces in 2011 with backgrounds in performance, theater, art, and technology. They describe their art as "mobile, handcrafted, short-lived, and responsive" and Mirages and Miracles embodies that vision as an AR art exhibition and installation.

The company currently has 30 associates and two performances and two exhibitions on international tours.

A new wave of creativity

There's a growing array of art exhibitions using augmented and virtual reality this year from the Seattle Art Museum's Double Exposure and the Museum of Contemporary Art in Chicago, I Was Raised on the Internet. And we're looking forward to the AR/VR David Bowie exhibit this fall.

It's time the art world embraced immersive technologies as platforms for creativity. The virtual world awaits.

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Stunning AR Art Exhibition - "Mirages and Miracles" | VR, AR and AI | Digital Bodies

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We were reminded today of the stunning work in the AR art exhibition, Mirages and Miracles through a tweet from WITHIN. The work by the digital artists Adrien M & Claire B will make you rethink the possibilities of creating art through augmented reality.

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Bleibe auf den neusten Stand auch wenn kein Unterricht stattfindet:

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enjoy fresh news of technology and beyond

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XR Talks is a weekly series that features the best presentations and educational videos from the XR universe. It includes embedded video, as well as narrative analysis and top takeaways. Speakers' opinions are their own.
This week's L.E.A.P. conference gave us a new piece of terminology among other things. "Magicverse" defines Magic Leap's ideology for how spatial computing will manifest. It's similar to the AR cloud but with an extra layer of Magic Leap's principles (more on those in a bit).

"Perhaps you've participated in talking about something called the AR cloud," said Magic Leap SVP of Creative Strategy, John Gaeta. "This is to some degree that conversation, but it gets larger than that over time. We believe that we're not here just talking about mixed reality."

One of the underlying constructs of the Magicverse for example is "verses." Not a completely new concept, these are data sets that represent thematic layers of content that one might want to see overlaid on their world. There can be layers for entertainment, art, sports, work, utility/safety, etc..

"Maybe there's going to be a director who creates a week-long comic adventure over Los Angeles," posed Magic Leap CEO Rony Abovitz. "That may be the entertainment layer. Other folks might want to work on the communication layer or health and wellness layers."

Furthering the analogy (key root: "analog"), Magic Leap Chief Futurist and Snow Crash author Neil Stephenson invoked a recent lunch where the restaurant had both pleasing decor and eyesores like exit signs. These represent functional layers that could be activated in a Magicverse construct.

"Most of the time you may want to just see the beautiful stuff, but in an emergency, what you want to know is where to find the exits," he said. "So the idea of layers that serve different purposes that we can toggle on and off as we need them is a key element to the Magicverse concept."

Another key variable is scale. The above two examples involve small-scale "verses" (a restaurant) and large-scale ones (an entire city). These will likely develop over time from small to big, but the capacity is there for both. And advancing wireless broadband will be an enabler.

"You have almost a digital soul for a physical place, and you could think 'that's a room,' 'that's a building,' 'that's a coffee house,' 'that's an entire city,' said Abovitz. "When you put incredibly high-speed networks like 5g into cities, it becomes a platform for all of you to develop amazing things."

One question this raises is will layers/verses replace the prevailing mobile development platform: apps? That could take a while of course, but there's growing realization that the siloed app vessel that ruled the smartphone era isn't optimal for the dynamism required in spatial computing.

Again, lots of these concepts aren't totally new and have been discussed under the AR cloud umbrella for a while. In fact, AR Cloud pioneer Matt Miesnieks started his journey in AR a decade ago at Layar - a company title that played on the concept of digital layers for the physical world.

But Magic Leap's differentiation comes down to several factors. Beyond full stack orientation, massive funding and technical chops, it's unique take on the AR cloud (ahem, Magicverse), boils down to a set of principles for things like cross-platform functionality and decentralization.

"There's something we think of as 'XR compatibility,'" said Abovitz. "That means if you build something in Magic Leap, how could it talk to other devices? How could it talk to phones, tablets, or other XR systems so that your work is expressed and amplified in a much greater way."

As for decentralization, questions of who owns AR content and data continue to be asked. Could the construction of a new system be an opportunity to decentralize (insert Pied Piper joke)? Abovitz thinks so, stressing that Magic Leap isn't motivated by ad revenue to collect user data.
See the full presentation below, coded to start at the right segment. Also stay tuned for more standalone analysis on the apps vs. layers concept. For deeper XR data and intelligence, join ARtillry PRO and subscribe to the free ARtillry Weekly newsletter. Disclosure: ARtillry has no financial stake in the companies mentioned in this post, nor received payment for its production. Disclosure and ethics policy can be seen here.
"There's thought processes you as creators have to go through: 'What kind of system do I want to build?' 'Who do I want to build it for?' 'Who am I building it with?'" he said. "We want it to be distributed, not centrally controlled. We want users to have control over their data."

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XR Talks: What's the Magicverse? - AR Insider

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XR Talks is a weekly series that features the best presentations and educational videos from the XR universe. It includes embedded video, as well as narrative analysis and top takeaways. Speakers' opinions are their own. This week's L.E.A.P. conference gave us a new piece of terminology among other things.

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Wer es nicht mehr abwarten kann bis nach den Ferien:
https://www.youtube.com/watch?v=2bGa4bhOHeY&t=344s

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https://sparkar.facebook.com/ar-studio

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https://lensstudio.snapchat.com/

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Ellen is a Verdict staff writer and reporter. You can reach her at ellen.daniel@verdict.co.uk

From virtual reality to driverless cars, there is no doubt that emerging technologies have received a significant amount of attention over recent years. However, will such technology live up to expectations, or will some of the promising tech trends disappear into oblivion? The Gartner Hype Cycle 2018 aims to answer this.

The report, known in full as the Gartner Hype Cycle for Emerging Technologies 2018, looks at emerging technology trends with the aim of identifying technologies that will be important for businesses over the next five to ten years, and those that won't.

The research company uses insights from more than 2,000 technologies and condenses them into a succinct set of 35 emerging technology trends on a "hype cycle".

Gartner's hype cycle is a graphical representation of the life cycle stages a technology goes through from conception to maturity and widespread adoption. It maps the public's expectations of emerging technologies from the peak of inflated expectations, through the trough of disillusionment, the slope of enlightenment and then eventually the plateau of productivity.

Gartner Hype Cycle 2018 predicts rise of mixed reality

One of the key findings is that mixed reality (MR) is forecast to overtake virtual reality (VR) and augmented reality (AR) as the preferred technology.

Also known as hybrid reality, MR is the blending of AR and VR, providing users with the ability to switch between fully immersive virtual content and augmented digital content overlaid on the real world.

According to the Gartner Hype Cycle, standalone AR will reach the trough of disillusionment, which means that interest in the technology will decrease, in five to ten years. However, MR will remain popular for longer because it better integrates real-world objects and their virtual counterparts.

The hype cycle therefore reveals that MR will become a widely used human-machine interface technology in the coming years.

Head of VR/AR at PwC Jeremy Dalton believes that the spread of devices that incorporate AR is partly responsible for this:

"Augmented Reality is fast becoming a default part of the devices in our pockets. Google and Apple own the majority of the smartphone market and are both investing heavily in AR, helping this technology reach the mainstream more quickly and explaining its more advanced position on the latest Hype Cycle.

"The business case for developing further AR applications continues to grow as the technology becomes increasingly ubiquitous. It's a virtuous circle - launching more AR apps means people become more comfortable using this kind of technology, and in turn this continues to drive up adoption."

Technologies entering the trough of disillusionment

Other emerging technologies that are entering the trough of disillusionment include smart fabrics, connected homes and most significantly, blockchain, which has received a considerable amount of attention in recent years, with some experts predicting that bitcoin will replace traditional currencies within a decade.

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However, Gartner predicts that other technologies look likely to continue growing in popularity and ubiquity in the next decade. Artificial intelligence (AI) is among this group, which the organisation predicts will be 'virtually everywhere' over the next ten years.

This trend is enabled by the following technologies: AI platform as a service, artificial general intelligence, autonomous driving, autonomous mobile robots, conversational AI platform, deep neural nets, flying autonomous vehicles, smart robots and virtual assistants.

Research vice-president at Gartner Mike Walker said:

"Technologies representing democratised AI populate three out of five sections on the Hype Cycle, and some of them, such as deep neural nets and virtual assistants, will reach mainstream adoption in the next two to five years. Other emerging technologies of that category, such as smart robots or AI PaaS, are also moving rapidly through the Hype Cycle approaching the peak and will soon have crossed it."

The dawn of the transhuman era

Perhaps more unsettling for some, Garter also predicts that humanity will soon begin its "transhuman" era. This refers to the introduction of technologies that enhance human intellect and physiology through biohacking, with body modifications such as brain-computer interfaces, biochips and cultured or artificial tissue predicted to soon become more commonplace.

Although questions remain about how far society is prepared to accept these kinds of applications and what ethical issues they create, Gartner predicts that they could become the norm within a decade.

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Gartner hype cycle 2018: Mixed reality to overtake VR and AR

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Ellen is a Verdict staff writer and reporter. You can reach her at ellen.daniel@verdict.co.uk From virtual reality to driverless cars, there is no doubt that emerging technologies have received a significant amount of attention over recent years. However, will such technology live up to expectations, or will some of the promising tech trends disappear into oblivion?

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thispersondoesnotexist.com

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https://research.fb.com/category/augmented-reality-virtual-reality/

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https://ai.googleblog.com/2018/05/duplex-ai-system-for-natural-conversation.html

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What does mainstream augmented reality look like? I'm not talking about the stuff you see in concept videos and science fiction films. No. What does it really look like?

If you ask anyone working within the AR space today, the future of AR is wherever the immediately realizable profits are. For most, that means enterprise AR. And they're right. But that's just a temporary state of affairs.

Back in March, the XR Association - which counts Google, Facebook, Samsung, and Sony Interactive Entertainment as members - teamed up with international law firm Perkins Coie, a major group that represents clients in the AR and VR space, as well as in blockchain, Internet e-commerce, and interactive entertainment (clients have included Microsoft, Intel, Amazon, Magic Leap, T-Mobile, Apple, Lucasfilm, LG, Dell, HTC, Lockheed Martin, and many others). Together, the organizations released a survey that tapped the minds of 200 startup founders and executives for their thoughts on immersive technology.

The majority of respondents to that survey (54%) believe that the leading investment target for immersive technology will be entertainment - specifically, gaming. Conversely, only 20% of those respondents picked manufacturing, automotive, education, and military (the usual targets for enterprise AR) as the likely beneficiaries of increased immersive technology investment activity.

Although the survey mixed AR and VR to represent "immersive technology" as a whole (which probably skewed the results toward gaming-heavy VR), the trend lines are becoming clearer. Enterprise is where the best AR hardware and software execution and development is happening "today," but over time, AR is destined for the masses.

BOE's concept of mainstream AR use at home. Image by BOE/YouTube

The platform choices of the immersive technology professionals questioned revealed additional indicators pointing to a mainstream future. The leading platform survey respondents are developing for is ARCore (34%), Android's mobile AR development environment that only works (for now) on smartphones.

The runner up is Apple's ARKit (20%), which means that the two leading mobile device platforms already account for more than 50% of the AR development focus of leading AR business people.

How does the enterprise-centric HoloLens fare? Just 16% named Microsoft's device as a development target. However, most of those people probably haven't had a chance to sample the HoloLens 2, which is a giant step forward for AR in general. As for Magic Leap, only 6% tagged the device as a development target.

When asked what the biggest obstacles to mainstream adoption of AR are, those surveyed named user experience (hardware, technical issues) and content offerings as the two leading hurdles.

While VR is currently getting a lot of the immersive computing buzz via movie franchises, an incredibly active hardware and software release environment, and a growing VR gaming community, a whopping 70% of the survey's respondents believe that AR will surpass VR in revenue within the next five years.

And while VR is currently getting a lot of the immersive computing buzz via movie franchises, an incredibly active hardware and software release environment, and a growing VR gaming community, a whopping 70% of the survey's respondents believe that AR will surpass VR in revenue within the next five years.

All these numbers make it even more clear as to why so many AR insiders are focused on Apple's next move in AR, instead of focusing on high-end headset makers and smaller startups. Hardware and content are two areas Apple has mastered, particularly in mobile. And once Apple launches its vision, it's logical to predict that a new wave of Android opportunities will become viable through the same kind of copying that trailed the release of the mobile industry-changing iPhone.

But when will this reality shifting Apple AR smartglasses device arrive? Well, Apple analyst Ming-Chi Kuo, usually a reliable source of what's coming next at Apple, indicates that the device is already in production on some level.

If true, it might be helpful to look at how the gradual reveal of the Apple Watch occurred. Some of the earliest rumors around an Apple Watch surfaced in 2011. Four years later, in September of 2014, Tim Cook formally announced the device at an official event. The device itself didn't go on sale until the following year, in April of 2015.

Now let's apply that framework and timeline to a potential Apple Glasses rollout.

Apple release announced ARKit in 2017, but rumors surrounding a pair of Apple smartglasses date back as early as 2016. If Apple's product cycle versus leaks dynamic holds, that means we should get an official Apple Glasses announcement either Q4 of this year or at next year's WWDC 2020 (Q2), at the latest. Using those guesstimates, we might expect to be able to buy a pair of Apple Glasses sometime in Q2 of 2021. That's not long at all in the arena of category-defining product releases.

But if Apple's AR smart glasses kick off a new era of mobile AR for both iOS and Android users, what will become of all those higher-end AR (mixed reality, spatial computing, etc.) headsets?

For Magic Leap, a company still mostly shrouded in mystery, even after the long-awaited release of its Magic Leap One, the future is still unclear. The company claims that it has a more consumer-oriented "Magic Leap Two" device in the works that will support AT&T's 5G network. There's no date attached to that claim, but the hope from many is that it will be smaller, cheaper, and more competitive with the features offered in the HoloLens 2.

The Magic Leap One as seen in a recent AT&T commercial. Image by AT&T/YouTube

However, the recent appearance of the Magic Leap One on AT&T's website as a product consumers can buy "today" has sent a confusing message: Why sell a relatively bulky, developer-centric device that isn't designed for outdoor, mobile use on a fully mainstream wireless service website if another, more consumer-friendly version is coming soon?

Because of that aggressive sales decision, and the still relatively small community of Magic Leap developers, the indication is that it may be some time before we see a consumer version "Magic Leap Two."

And even then, assuming it's smaller and cheaper, Magic Leap would still need to get its announcement out before Apple takes over the spotlight with Apple Glasses. But time is running out on that window, so Magic Leap's best bet is to try to become the Pepsi to HoloLens 2's Coca-Cola in the enterprise AR space.

The most exciting thing about the HoloLens 2 is that, while it isn't well suited for mainstream adoption, it's such a great overall experience, we shouldn't be surprised to see it begin to pop up at amusement parks and other location-based entertainment facilities. The eye tracking and hand tracking on the HoloLens 2 are so stable and smooth, and the new hardware is so comfortable, game developers and major IP owners may not be able to resist diving into what is currently the best AR experience on the planet.

HoloLens creator Alex Kipman with the HoloLens 2. Image by Microsoft/YouTube

Nevertheless, long-term, in about five to 10 years, it's likely that even enterprise customers will move over to Apple and Android AR wearables due to the smaller form factors and software support networks of both.

Therefore, based on all the evidence and indicators available, the best path forward for non-enterprise focused content creators, and any service providers using mobile apps today is to begin developing and testing your AR apps "now."

Whether you're focused on iOS, or Android, or both, the time to begin working on these mobile AR solutions, which require completely new interface and user experience dynamics, is today. If you decide to wait until Cook hits the stage and announces Apple's "one more thing," you'll already be late to the party.

Perception: It will take 5 to 10 years for augmented reality to become mainstream.

Next Reality: Apple lights the Apple Glasses fuse in early 2020, 2021 is AR's big bang moment as lighter, mobile smartglasses explode on the world stage.

NEXT: The Future of Augmented Reality - What to Expect This Year & in 2020
This post was created as a part of our Future of AR series. View the whole series.

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The Future of Augmented Reality Mainstream Adoption

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What does mainstream augmented reality look like? I'm not talking about the stuff you see in concept videos and science fiction films. No. What does it really look like? If you ask anyone working within the AR space today, the future of AR is wherever the immediately realizable profits are.

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IEEE Spectrum: Technology, Engineering, and Science News

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Photo: Mojo Vision

Mojo Vision won't say exactly what its superdense microLED display is for, but it's a good bet that they're not making iPhones for ladybugs.

A Silicon Valley-based startup has recently emerged from stealth mode to reveal what it claims is the smallest, most pixel-dense dynamic display ever built. Mojo Vision 's display is just 0.48 millimeters across, but it has about 300 times as many pixels per square inch as a typical smartphone display.

The display used microLED technology instead of OLEDs (as in several generations of Samsung devices and the iPhone X) or an LCD (as in every other iPhone). Made from gallium nitride, microLED displays can consume as little as 10 percent of the power of LCDs and are 5 to 10 times as bright as OLEDs. That combination makes them a good fit for head-up displays and other augmented reality applications.

Like other microLED companies looking to power augmented reality devices, Mojo Vision builds it gallium-nitride microLEDs as an array and then bonds the array to a silicon CMOS backplane that switches them on and off. Paul Martin, vice president for displays, says the company had to overcome several hurdles to build the 14,000 pixels-per-inch display. "The pixels are 1.3 [micrometers across], which means that the gap is only 0.5 µm. Smaller gaps creates harder and harder problems of fabrication." He would not detail how the company overcame this problem and others.

Photo: Mojo Vision

A closeup of Mojo Vision's 14,000-pixels per inch display.

MicroLED displays targeted at AR are typically measured in centimeters, not fractions of a millimeter like Mojo Vision's. "The dimensions of it are purpose built for the application we're going to use it for," says Martin. "We need it to be incredibly small in overall dimensions so it is not blocking your real-world view."

Company executives were cagey about exactly what the final application will be. Mojo Vision, they say, was founded with a particular application in mind. The microLED display "is one piece of several building blocks that we have to have in place to build the product that we're making," says Steve Sinclair, senior vice president of product and marketing at Mojo Vision.

The best clues to its purpose are in Mojo Vision's stated pursuit of something it calls invisible computing-basically information that's there when you need it and gone when you don't. It's proved a compelling enough idea that the company, which is just over 3 years old, has attracted a total of $108 million in venture capital to date, some of it from the venture arms of big tech companies including Alphabet, HP, and LG.

Sinclair and Martin say that the company is not done boosting the pixel density of the display. "Our goal is to match resolution of the human eye eventually," says Sinclair. He agreed that resolution depends on how close to the eye the display is, but said that talking about what that distance is is not something they would do yet. "Devices are becoming more personal. As they become more personal they get closer to eye, and they need more pixels," says Sinclair. "We're trying to build something personal that is always with you but is small enough so it doesn't distract you."

This post was corrected on 3 June 2019 to give the proper inter-pixel spacing.

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This MicroLED Display Is Smaller Than a Bug

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A Silicon Valley-based startup has recently emerged from stealth mode to reveal what it claims is the smallest, most pixel-dense dynamic display ever built. Mojo Vision 's display is just 0.48 millimeters across, but it has about 300 times as many pixels per square inch as a typical smartphone display.

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News zu VR, AR und KI | Into Mixed Reality

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Die spanischen Youtuber von Jugon Virtual haben ebenfalls ein World-Scale-Experiment mit Oculus Quest gewagt: Sie spielen eine komplette Mission aus dem Abenteuerspiel Apex Construct auf einem 6.000 Quadratmeter großen Fußballfeld. Das Ergebnis sieht man im Youtube-Video:
Ursprünglicher Artikel vom 13. Mai 2019: Offiziell unterstützt Oculus Quest kein World-Scale-VR. Ein französischer XR-Blogger hat sich mit der VR-Brille dennoch ins Freie gewagt - mit gutem Ergebnis.
"Es ist ein bisschen wie Ready Player One", meint der Redakteur des XR-Blogs ETR, als er auf einem offenen Spielfeld zu Fuß durch ein Areal des Quest-Abenteuerspiels Journey of the Gods spaziert. Das physische Überbrücken des virtuellen Raums sei anstrengender als mit einem Analogstick, witzelt der Blogger.

Das Video ist in der Abenddämmerung aufgenommen. Der Grund: Direktes Sonnenlicht irritiert die Trackingkameras der Oculus Quest. Unter den im Video gezeigten Umständen funktioniere das Tracking aber "tadellos".

Eine weitere, wichtige Bedingung für World-Scale-VR mit Oculus Quest: Der Untergrund und die Umgebung dürfe nicht zu neutral sein und müsse den Trackingkameras visuelle Orientierungspunkte geben, meint der Blogger. Ansonsten verliere sich das Gerät im realen Raum.

Seien wie in dem Video beide Bedingungen erfüllt, mache das World-Scale-Erlebnis "viel Spaß". Und das, obwohl das Gerät gar nicht für diesen Anwendungszweck optimiert sei, sagt der XR-Blogger in seinem Testresümee.

Das Unfallrisiko ist groß

Das Guardian-System der Oculus Quest unterstützt eine Trackingfläche von maximal 60 Quadratmetern. Das fand auch der Tester heraus: Für das VR-Boxspiel Creed maß er einen Raum von circa 6,5 auf 6,5 Meter aus, mehr ging nicht. Die Fläche reichte jedoch aus, um sich frei im virtuellen Boxring zu bewegen, wie das Video unten zeigt.

Für den World-Scale-Test deaktivierte der Redakteur das Guardian-System. Hierfür musste er zuerst in den Entwicklermodus wechseln. Im Video warnt der Blogger Nachahmer: Man solle nur in Begleitung und auf einer sicheren Spielfläche mit World-Scale-VR experimentieren.

Die Quest-Nutzung unter freiem Himmel wird seitens Oculus offiziell nicht unterstützt. Der Grund dürfte nicht nur technischer Natur sein: Wer mit einer Oculus Quest im Freien spielt, sieht die reale Umgebung nicht mehr. Das Unfall- und Klagerisiko ist daher groß. Viel wahrscheinlicher ist, dass Quest unter kontrollierten Bedingungen in großen Spielhallen zum Einsatz kommt. Wie das aussehen könnte, hat Oculus selbst eindrücklich demonstriert.
Titelbild und Quelle: ETR.fr
Weiterlesen zum Thema World-Scale-VR:

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Wie Ready Player One: Oculus Quest trifft auf World-Scale-VR

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Die spanischen Youtuber von Jugon Virtual haben ebenfalls ein World-Scale-Experiment mit Oculus Quest gewagt: Sie spielen eine komplette Mission aus dem Abenteuerspiel Apex Construct auf einem 6.000 Quadratmeter großen Fußballfeld. Das Ergebnis sieht man im Youtube-Video: Ursprünglicher Artikel vom 13. Mai 2019: Offiziell unterstützt Oculus Quest kein World-Scale-VR.

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VRdirect vereint kreative Erstellung und flexible Distribution in einem Workflow. Der einfachste Einstieg in eine Vielzahl von Virtual Reality Use Cases. Agenturen unterstützen wir mit Vergünstigungen und Support!

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Apple has been exploring virtual reality and augmented reality technologies for more than 10 years based on patent filings, but with virtual and augmented reality exploding in popularity with the launch of ARKit, Apple's dabbling is growing more serious and could lead to an actual dedicated AR/VR product in the not-too-distant future.

Apple is rumored to have a secret research unit comprising hundreds of employees working on AR and VR, exploring ways the emerging technologies could be used in future Apple products. VR/AR hiring has ramped up and Apple has acquired multiple AR/VR companies, suggesting something is afoot in Cupertino.

Apple has been rumored to be working on multiple virtual and augmented reality headset prototypes as engineers search for the "most compelling application" for such a device.

A July 2019 report from Taiwanese site DigiTimes suggests that Apple has temporarily halted development on its AR/VR headsets. DigiTimes says that the team developing the technology was disbanded in May and reassigned to other products.

It's not clear where Apple's work on a AR/VR headset stands at this point in time as DigiTimes' report has thus far not been backed up by another source.

AR Smart Glasses

Along with rumors of a powerful AR/VR headset, there are rumors pointing towards work on augmented reality smart glasses. It's not yet entirely clear if the augmented reality smart glasses and the AR/VR headset are one and the same project or two different projects.

Rumors have described Apple's augmented reality project as "smart glasses" or an "augmented reality headset" which would be quite a bit different from the full AR/VR headset described above, but it's possible Apple's AR project evolved or that elements were left out of the original smart glasses rumors. Both projects use the code name T288, but that seems to be a blanket code name for several AR/VR prototypes.

Apple analyst Ming-Chi Kuo believes Apple's augmented reality smart glasses will arrive sometime between late 2019 and the second quarter of 2020 and will work as an iPhone accessory. Kuo says the glasses will take on a display role while wirelessly offloading computing, networking, and positioning to the iPhone.

Designing the glasses as an iPhone companion device allows Apple to keep them slim and lightweight because the processor doesn't need to be built in.

Bloomberg has said Apple is developing an AR-focused product with a dedicated display, a built-in processor, and a new "rOS" or reality operating system. rOS is said to be based on iOS, the operating system that runs on the iPhone. For the AR headset, Apple is developing a "system-on-a-package" chip similar to what's in the Apple Watch.

As for input methods, Apple is considering touch panels, voice activation, and head gestures, and a range of applications from mapping to texting are being prototyped. Virtual meeting rooms and 360-degree video playback are also concepts that are being explored.

Bloomberg has suggested Apple is aiming to finish work on the augmented reality headset by 2019, and a finished product could be ready to ship as soon as 2020.

A Powerful AR/VR Headset

According to the latest rumors, Apple is working on an incredibly powerful AR/VR headset that's not quite like anything else on the market. It is said to feature an 8K display for each eye that would be untethered from either a computer or a smartphone, and it would work with both virtual and augmented reality applications.

Rather than relying on a connection to a smartphone or a computer, the headset would connect to a "dedicated box" using a high-speed short-range wireless technology called 60GHz WiGig. The box would be powered by a custom 5-nanometer Apple processor that's "more powerful than anything currently available." At the current time, the box apparently resembles a PC tower, but it "won't be an actual Mac computer."

To use the headset, users will not need to install special cameras in a room to detect their location as with some available VR headsets. All of the technology will be built into the headset and the box.

Apple is said to be aiming to launch this AR/VR headset in 2020, but the company's plans could be delayed or scrapped.

Other Rumors

In November of 2017, Apple purchased Vrvana, a company that developed a mixed reality headset called Totem. Vrvana's technology could potentially be used in a future Apple headset. Apple followed its purchase of Vrvana with an acquisition of Akonia Holographics, a company that makes lenses for AR smart glasses.

Rumors have also suggested Apple could incorporate its augmented reality research into its ongoing car project as part of an in-car software system that could include a heads-up display or other features.

Recently, Apple CEO Tim Cook said that at the current time, the technology does not exist to create a pair of augmented reality smart glasses "in a quality way."

"But today I can tell you the technology itself doesn't exist to do that in a quality way. The display technology required, as well as putting enough stuff around your face -- there's huge challenges with that, he said. "The field of view, the quality of the display itself, it's not there yet." Cook did, however, add that most technology challenges can be solved, but it takes time.

Apple executives have shared little information on the topic of virtual reality, but Apple CEO Tim Cook extolled the virtues and benefits of AR many times in the months leading up to the launch of ARKit in September 2017.

"AR can be really great," he said in 2016. "We have been and continue to invest a lot in this. We're high on AR in the long run." Cook said he believes AR content will make the iPhone even more essential than it already is. "I think AR is big and profound. This is one of those huge things that we'll look back at and marvel at the start of it," he said.

According to Cook, augmented reality should encourage, not replace, human contact, and it should not be a "barrier." "There's no substitute for human contact," said Cook. "And so you want the technology to encourage that."

When it comes to AR vs. VR, Cook believes augmented reality is the "larger of the two" because it allows people to "be very present" while using the technology. He thinks less people would be interested in virtual reality, but admits it has interesting use cases for education and gaming.

Cook says AR is a " big idea like the smartphone," equating it to a product that's for everyone. "I think AR is that big, it's huge. I get excited because of the things that could be done that could improve a lot of lives," he said in early 2017.

Augmented reality (AR) and virtual reality (VR) are similar technologies, but there's a major difference between them and their potential applications vary widely. Virtual reality refers to a full immersive experience in a virtual world, while augmented reality refers to a modified view of the real world.

The difference can perhaps be best summed up by a comparison between two products, one AR and one VR. Google Glass, Google's now-defunct set of smart glasses, is an example of augmented reality. The eye-worn Google Glass let users view the world as it is, but it offered a heads-up display that overlaid relevant computer-provided information over that real world view, such as local weather, maps, and notifications.

This is similar to what Apple is said to be working on with its " smart glasses" or augmented reality headset.

In comparison, Facebook's Oculus Rift is a virtual reality headset offering an immersive visual experience that doesn't augment the real world with additional sensory information -- it fully replaces the real world with a simulated world.

Augmented reality provides computer-generated context and information about the world around us while allowing us to interact with our surroundings, while virtual reality is designed to isolate us from our surroundings so we can interact with fictitious worlds.

Potential applications for the two are vastly different. Virtual reality is singularly focused on immersive content consumption because it makes the wearer feel as if they're actually experiencing what's going on in the simulated world through visual, tactile, and audio feedback. Virtual reality is largely linked to gaming right now, but it also has the potential to recreate real world experiences for educational or training purposes.

Augmented reality doesn't hinge on immersive content and while less exciting because it's augmenting reality instead of replacing it, it has a wider range of potential applications. In fact, augmented reality apps and games are readily available in iOS 11 thanks to ARKit.

With ARKit, an iOS device is able to identify a surface like a table, and then virtual objects can be added to it. Because of the computing power of the iPhone and the iPad, ARKit's augmented reality capabilities are impressive. ARKit is already being used to create a huge range of apps and games, blending digital objects with the real world.

Apple may aim for a product that works with both augmented and virtual reality, as suggested by recent rumors indicating work on an AR/VR headset that would connect via Wi-Fi to a PC-like box that features a powerful processor. Such a product could be used for serious virtual reality applications as well as augmented reality experiences.

In macOS High Sierra, Apple introduced for VR in Metal 2 and partnering with Valve, Unity, and Unreal to bring VR creation tools to the Mac, which could hints at some kind of future hardware. At the very least, Apple's latest Macs and upcoming iMac Pro will support existing virtual reality hardware and VR content creation.

KGI Securities analyst Ming-Chi Kuo believes Apple's AirPods and its rumored high-end over-ear headphones are the future of Apple's AI and augmented reality ambitions. He believes the two audio devices will complement Apple's rumored augmented reality glasses.

Apple's work on virtual and augmented reality dates back multiple years, but rumors picked up starting in March of 2015 when news hit that Apple had a small team of people working on augmented reality. In 2015 and into early 2016, Apple's team grew as the company hired employees with expertise in AR/VR technology and made multiple related acquisitions.

Apple's AR/VR team includes several hundred engineers from across Apple, all of whom have expertise in virtual and augmented reality. The team works across office parks in both Cupertino and Sunnyvale, and Apple is exploring several hardware and software projects under the code name "T288."

Apple's augmented reality team combines "the strengths of its hardware and software veterans," and is led by Mike Rockwell, who came from Dolby. Former employees of companies like Oculus, HoloLens, Amazon (from the VR team), 3D animation company Weta Digital, and Lucasfilm are working on AR at Apple.

Apple developers have also joined the WebVR community group dedicated to make VR content viewable on any device and on the web.

Hires

One of Apple's most prominent AR/VR hires was computer science professor Doug Bowman, who previously led the Virginia Tech's Center for Human-Computer Interaction. He specializes in three-dimensional user interface design and has written a book on the subject covering 3D interfaces and the benefits of immersive virtual environments. He has expertise with both virtual and augmented reality.

Apple has also hired employees that have worked on virtual or augmented reality products at Microsoft and Lytro. Some recent hires are said to be from Microsoft's HoloLens team, while others worked at Lytro, a company working on a camera able to blend live action and computer graphics for a live action VR experience. Employees coming from the HoloLens team would have experience creating an advanced augmented reality headset.
The Lytro Immerge 360 degree camera
Zeyu Li, who served as a principal computer vision engineer at Magic Leap (a startup developing a head-mounted AR/VR display), is now working at Apple as a "Senior Computer Vision Algorithm Engineer."

Yury Petrov, a former research scientist at Facebook-owned Oculus, is now serving as a "research scientist" at Apple. According to his LinkedIn profile, Petrov studied virtual reality experiences, prototyped optics, and developed computer simulation software.

Augmented reality expert Jeff Norris joined Apple in April 2017 as a senior manager working on the company's augmented reality team. Norris founded the Mission Operations Innovation Office and JPL Ops Lab at NASA. He led multiple projects focused on human-system interaction with an emphasis on virtual and augmented reality.

Apple in May 2018 2018 hired Sterling Crispin, who developed a painting app for mobile VR headsets. "Cyber Paint" let VR headset wearers create 2D 260-degree pictures on Oculus Go, Daydream, GearVR, and Vive Focus. Crispin's LinkedIn page says he is working as a "prototyping researcher," suggesting he has jointed the team rumored to be working on VR/AR headset technology.

Apple in December 2018 hired former senior Tesla and Microsoft HoloLens designer Andrew Kim, and given his history, he could be working on Apple's rumored AR glasses project or its upcoming Apple car that's said to be in development.

Jaunt VR founder Arthur van Hoff joined Apple as a senior architect in April 2019. Prior to working at Apple, his company created VR hardware, including a $100,000 3D VR camera called the Jaunt One. Prior to when van Hoff left the company, Jaunt failed and pivoted to AR experiences.

With Apple's team encompassing hundreds of employees, there are many other virtual reality expert hires that have gone under the radar. On LinkedIn, there are multiple software engineers with virtual reality experience that are employed by Apple, but it is unclear if they work on the secret AR/VR team.

Acquisitions

Many members of Apple's AR/VR team may have joined the company though acquisitions. Since 2015, Apple has purchased several companies that created AR/VR-related products, and some of its AR/VR acquisitions even date back several years.

Akonia Holographics

Apple in August 2018 bought Akonia Holographics, a startup that makes lenses for augmented reality glasses. Akonia Holographics advertises the "world's first commercially available volume holographic reflective and waveguide optics for transparent display elements in smart glasses."

The displays that it makes are said to use the company's HoloMirror technology for "ultra-clear, full-color performance" to enable the "thinnest, lightest head worn displays in the world."

Vrvana

In November of 2017, Apple purchased Vrvana, a company that developed a mixed reality headset called Totem. Totem, which was never released to the public, was designed to combine both augmented and virtual reality technologies in a single headset, merging full VR capabilities with pass-through cameras to enable screen-based augmented reality features.

Totem essentially used a set of cameras to project real world images into its built-in 1440p OLED display, a somewhat unique approach that set it apart from competing products like Microsoft's HoloLens, which uses a transparent display to combine virtual and augmented reality. Apple could be planning to use some of Totem's technology in a future product.

PrimeSense

Apple purchased Israeli-based 3D body sensing firm PrimeSense in 2013, sparking speculation that motion-based capabilities would be implemented into the Apple TV. PrimeSense's 3D depth technology and motion sensing capabilities were used in Microsoft's initial Kinect platform.

PrimeSense uses near-IR light to project an invisible light into a room or a scene, which is then read by a CMOS image sensor to create a virtual image of an object or person. This enables motion-based controls for software interfaces, but it's also able to do things like measure virtual objects and provide relative distances or sizes, useful for augmented reality applications like interactive gaming, indoor mapping, and more. PrimeSense technology can also create highly accurate 360 degree scans of people and objects, potentially useful for virtual reality applications.

Metaio

Apple acquired augmented reality startup Metaio in May of 2015. Metaio built a product called the Metaio Creator, which could be used to create augmented reality scenarios in just a few minutes. Prior to being purchased by Apple, Metaio's software was used by companies like Ferrari, who created an augmented reality showroom.

Metaio technology was also used in Berlin to allow people visiting the site of the Berlin Wall to use a smartphone or tablet to see what the area looked like when the Berlin Wall was still standing. Metaio's technology is one that could potentially be used to implement augmented reality capabilities into Apple apps like Maps.

Faceshift

Apple acquired Faceshift in August of 2015, marking its second augmented reality purchase in 2015. Before being acquired by Apple, Faceshift worked with game and animation studios on technology designed to quickly and accurately capture facial expressions using 3D sensors, transforming them into animated faces in real time. Faceshift was also working on a consumer-oriented product that would allow people to morph their faces into cartoon or monster faces in real time in Skype.

Faceshift's technology has a wide range of possible use cases, and Apple appears to be using the feature to power Animoji in the iPhone X.

Emotient

Emotient, a company that built tools for facial expression analysis, was acquired by Apple in January of 2016. Emotient's technology uses artificial intelligence and machine learning to read human emotion, features that have been used in the real world by advertisers to determine emotional reactions to advertisements.

There are dozens of things Apple could do with Emotient, ranging from better facial detection in the Photos app to analyzing customer feelings in Apple retail stores to unlocking iOS devices, but it also has potential AR/VR uses. Like Faceshift, Emotient's technology could be used to analyze and transform facial expressions for the creation of virtual avatars, useful for social media purposes and games. Emotient technology was likely used for Animoji.

Flyby Media

Purchased in early 2016, Flyby Media is another company that worked on augmented reality. Flyby created an app that worked with Google's 3D sensor-equipped "Project Tango" smartphone, allowing messages to be attached to real world objects and viewed by others with one of Google's devices.

A look at the Flyby Messenger app before it was pulled from the App Store, via TechCrunch

For example, a person could "scan" a landmark like San Francisco's Golden Gate Bridge and write a message attached to it. A person visiting the bridge later would then be able to scan the bridge with the Flyby app to see the message. The Flyby app likely drew the attention of Apple because it was able to recognize and understand different objects that were scanned, technology that could be used by Apple in a number of ways in apps like Photos and Maps.

RealFace

In February of 2017, Apple purchased RealFace, a cybersecurity and machine learning company that specializes in facial recognition technology, which could potentially be used for future augmented reality features.

RealFace developed facial recognition technology integrating artificial intelligence for frictionless face recognition. Realface technology was likely employed in the iPhone X, Apple's first smartphone with facial recognition capabilities in the form of Face ID.

Several of Apple's competitors are working on virtual or augmented reality projects, which is another factor that's likely renewed Apple's interest in the matter. Many competing technology companies have already launched VR/AR products or are planning to launch in the near future putting development ahead of whatever Apple may be working on.

Facebook - Oculus

Oculus Rift is one of the first virtual reality headsets available for consumers. It was released at the end of March 2016, and is priced competitively at $599. The Oculus Rift debuted on Kickstarter in 2013 and has been under development since then, attracting a lot of attention and bringing virtual reality into the spotlight.

Worn over the head, the Oculus Rift has two 1080 x 1200 resolution OLED panels for each eye, both with a 90Hz refresh rate for an immersive visual experience that isn't subjected to motion blurring or choppiness. It includes a gamepad, external infrared tracking sensors to track where a user's head is positioned, and optional Oculus Touch motion controllers that can be tracked in 3D space with the sensors.

The Oculus Rift is subject to some technical limitations. It is not a standalone device, requiring a connection to a Windows PC equipped with a powerful GPU, and it is targeted at the gaming market. Software must be specially created for the Oculus Rift using the Oculus SDK. Oculus has said that it cannot bring the Rift to Macs because Apple does not prioritize high-end GPUs. Current Macs cannot support the Oculus Rift.

Oculus Rift users are also be able to watch both conventional movies and 360 degree videos, and there are social-oriented apps in development as Oculus is now owned by Facebook. Virtual worlds where people can interact with one another socially are one of the areas where there's significant general consumer potential for devices like the Oculus Rift.

Facebook in May of 2018 launched the Oculus Go, a $199 virtual reality headset that operates on a standalone basis without the need for a connection to a smartphone or a computer.

Design wise, the Oculus Go looks similar to the Oculus Rift. It's a VR headset that fits over the eyes and attaches to the head with adjustable straps and breathable fabrics. It is a standalone device, which means it does not require a connection to a computer or a gaming system to operate.

Oculus Go features a 5.5-inch display with a 2560 x 1440 resolution (1280 x 1140 per eye), a Qualcomm, Snapdragon 821 processor, and built-in spatial audio drivers. It shipped with more than 1,000 available apps.

Microsoft - HoloLens

Microsoft's HoloLens is similar to Google Glass, with a head-worn pair of glasses that resemble safety goggles. The HoloLens incorporates a stereoscopic 3D display, spatial sound, a microphone array, a video camera, and sensors like an accelerometer, gyroscope, and magnetometer. It runs the Windows Holographic operating system, which allows people to interact with the HoloLens through gestures, eye movement, and voice.

The HoloLens combines both virtual and augmented reality, creating virtual objects Microsoft calls "holograms" that can be viewed and manipulated alongside real-world objects. Microsoft has showcased multiple use cases for the HoloLens, including an interactive version of Skype, an augmented reality first person shooter, an augmented reality version of Minecraft, a 3D modeling application for creating objects to be 3D printed, and human anatomy lesson.

Microsoft's HoloLens has been attracting a lot of attention because of the way that it mixes virtual reality and augmented reality, going beyond typical augmented reality applications but without losing the benefit of real-world interaction.

Microsoft has also developed the Windows Mixed Reality platform, which is essentially a virtual reality platform for developers and hardware makers. Microsoft has partnered with Acer, Dell, HP, Lenovo, and Samsung to create headsets for the device, and there are a range of them now available at prices starting at $329.

Samsung has developed the $499 HMD Odyssey headset for Windows Mixed Reality, offering high-resolution dual 3.5-inch AMOLED displays with a 110-degree field of view and built-in AKG headphones for 360 degree spatial sound to create an immersive experience.

Google - Cardboard

Google Cardboard is an ultra simple virtual reality implementation, building a cardboard viewer around an existing smartphone. Given its simplicity, the Google Cardboard isn't likely a product Apple will emulate, but it does raise the possibility of an accessory that could be used alongside the iPhone to enable virtual reality experiences.

Google Cardboard headsets are constructed from low-cost components and require a compatible app to split an iPhone's display into two to create a stereoscopic 3D image. As an open platform, Google Cardboard has been used by multiple companies to build apps with 3D experiences and games. Other features include a photography app for taking 360 degree photos and an educational component for sending students on virtual field trips.

Google is said to be working on a second-generation Cardboard headset, along with a full standalone virtual reality headset that would be similar in design to the Oculus Rift but without the need for a connection to a computer.

Other products

PlayStation VR - PlayStation VR is similar to the Oculus Rift with a full head-mounted display that works with the PlayStation 4 console. The PS VR includes a 1920 x 1080 120fps OLED display with a wide field of view, stereoscopic 3D, and head-tracking capabilities. It was released in the fall of 2016.

Samsung Gear VR - Developed in partnership with Oculus, the Gear VR is similar to the Google Cardboard, incorporating a Samsung Galaxy Note 5, Galaxy S6, Galaxy S6 Edge to serve as the display and processor. It includes custom sensors and high field of view lenses that make it more accurate than the simpler Google Cardboard.

HTC Vive - The HTC Vive is a head-mounted display HTC has developed in partnership with Valve. Like the Oculus Rift and the PlayStation VR, it's primarily aimed at gamers and works with the Steam platform. It includes two 1080 x 1200 90Hz displays in each eyepiece and it incorporates more than 70 different sensors. With an included base station, it can detect a person's movements to avoid obstacle collisions.

Apple has filed at multiple patents that relate directly to a virtual reality headset, all dating back several years. While technology has likely advanced somewhat beyond these, they provide an interesting look at the ideas Apple has explored in the past.

A 2008 patent application covered a fairly basic "personal display system" designed to mimic the experience of being in a movie theater when watching video.

A second patent described a " Head Mounted Display System" with a "laser engine" that projected images onto a clear glass display worn over the eyes, similar to glasses. In this configuration, the headset connected to a handheld video player such as an iPod to provide processing power.

A third patent originally filed for in 2008 was similar in design, covering a goggle-like video headset designed to let users watch movies and other content. It outlined two adjustable optical modules lined up with the user's eye, which could provide vision correction and allow for the viewing of 3D content. Apple described this as offering a personal media viewing experience.

A fourth patent from 2008 covered a video headset frame similar to the Google Glass, which would allow a user to slide their iPhone or iPod into the headset to provide video. The headset was described as an augmented reality product that would let users do things like watch a video or check email while keeping an eye on their surroundings.

Beyond headset-related patents, Apple has also filed for patents describing other ways virtual and augmented reality features could be implemented into its devices. A 2009 patent application, for example, covered camera-equipped 3D displays that would shift in perspective based on a user's relative position.

Such a display would detect head movement, allowing a user to move their head around to look at a 3D image from different angles while also incorporating elements of a user's environment.

2010 and 2012 patents described the use of motion sensors to create a 3D interface for iOS devices using augmented reality techniques. Apple described the interface as a "virtual room" navigated by manipulating the orientation of the device through built-in sensors or through gestures.

In 2011, Apple filed a patent for an augmented reality feature in the Maps app related to mapping the distance to notable landmarks. With the camera, a user could look at the area around them and get real-time estimations of the distance between two points along with overlays of relevant information.

A patent filed in 2014 and granted in 2017 covers a mobile augmented reality system able to detect objects in the environment and overlay them with virtual information through the use of cameras, a screen, and a user interface. Apple describes the system as ideal for a head-mounted display, but it also shows it being used in smartphones.

Apple has been working on virtual reality technology that could be used within autonomous vehicles. Several Apple patents describe a system that includes an in-car virtual reality system with a VR headset worn to provide entertainment and to mitigate carsickness from tasks like reading and working while a vehicle is in motion.

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Apple Glasses: Apple's Secret Work on Virtual and Augmented Reality

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Apple has been exploring virtual reality and augmented reality technologies for more than 10 years based on patent filings, but with virtual and augmented reality exploding in popularity with the launch of ARKit, Apple's dabbling is growing more serious and could lead to an actual dedicated AR/VR product in the not-too-distant future.

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This Special Helmet Combines Augmented Reality with Computer Vision to Assist Firefighters

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Kinect for Windows Retail Clothing Scenario Video

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The multi-awarded narrative VR experience is now available on Oculus Quest. ARTE gives you the opportunity to discover and rediscover Notes On Blindness, an emotional journey into a world beyond sight.

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Built-in apps, such as Safari, Messages, Mail, News, and Notes, use Quick Look to display USDZ files of virtual objects in 3D or AR on iPhone and iPad. You can embed Quick Look views in your apps and websites to let users see incredibly detailed object renderings in a real-world surrounding with support for audio playback.

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Quick Look Gallery - Augmented Reality - Apple Developer

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Embed Quick Look views in your apps and websites to let users see incredible detailed renderings in 3D or AR.

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Architected for AR, RealityKit provides developers access to world-class capabilities for rendering, animation, physics, and spatial audio. See how RealityKit reimagines the traditional 3D engine to make AR development faster and easier for developers than ever before. Understand the building...

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https://www.androidpit.de/amazon-ist-ueberzeugt-alexa-braucht-unbedingt-einen-koerper

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https://patents.google.com/

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Can you tell which sandwich is #AR? (Answer at end of video)

Try the #augmentedreality @Instagram filter on your📱here: https://t.co/Y4g2qJxWJc

https://t.co/StDKKN8kM1 featuring 😎@kabaqapp @panerabread 🥖 

#sparkAR #filters

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Can you tell which sandwich is #AR? (Answer at end of video)

Try the #augmentedreality @Instagram filter on your📱here: https://t.co/Y4g2qJxWJc

https://t.co/StDKKN8kM1 featuring 😎@kabaqapp @panerabread 🥖 

#sparkAR #filters https://t.co/tbbWfX8Adx

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Can you tell which sandwich is #AR? (Answer at end of video)

Try the #augmentedreality @Instagram filter on your📱here: https://t.co/Y4g2qJxWJc https://t.co/StDKKN8kM1 featuring 😎@kabaqapp @panerabread 🥖 #sparkAR #filters pic.twitter.com/tbbWfX8Adx
— Dr. Helen Papagiannis, Ph.D. (@ARstories) August 16, 2019

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Can you tell which sandwich is #AR? (Answer at end of video)

Try the #augmentedreality @Instagram filter on your📱here: https://t.co/Y4g2qJxWJc

https://t.co/StDKKN8kM1 featuring 😎@kabaqapp @panerabread 🥖 

#sparkAR #filters https://t.co/tbbWfX8Adx

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Can you tell which sandwich is #AR? (Answer at end of video)

Try the #augmentedreality @Instagram filter on your📱here: https://t.co/Y4g2qJxWJc

https://t.co/StDKKN8kM1 featuring 😎@kabaqapp @panerabread 🥖 

#sparkAR #filters https://t.co/tbbWfX8Adx

# data[].attributes.attachment_link.metadata.attachment_props.text
Can you tell which sandwich is #AR? (Answer at end of video)

Try the #augmentedreality @Instagram filter on your📱here: https://t.co/Y4g2qJxWJc

https://t.co/StDKKN8kM1 featuring 😎@kabaqapp @panerabread 🥖 

#sparkAR #filters

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One of the hardest things about design is keeping track of the terminology. There are many words to learn, and definitions frequently overlap. But don't think for a moment that any two terms mean the exact same thing. Distinctions abound. Abbreviations matter.

So it is with user experience and customer experience design, or UX vs. CX. The two disciplines are so closely related, their differences so murky, that they are sometimes used interchangeably.

Originally, the UX umbrella was meant to cover every facet of an individual's interplay with a company, but our distinctly digital age complicated things. UX is now associated with the quality of interactions between a user and a digital product, and CX design has come to encompass all the other encounters that a person has with a business.

All other encounters -the scope is enormous.

Today, UX designers typically focus on a series of goal-driven tasks and the overall quality of interactions; for instance, "How can we improve mobile navigation so people can find things more easily?"

To create cohesive experiences, UX designers must also be aware of the ways in which their work impacts existing features. "Does changing our navigation improve discoverability and speed up our purchasing process (or increase our conversion rates)?"

Zoom in with UX. Zoom out with CX. It's a natural pairing.

But what about other design disciplines? How do they fit into the CX design equation? More specifically, what impact does brand design have on the customer experience? At the very least, it seems like brand designers ought to be aware of all the ways in which their clients interact with customers.

Rather than two distinct fields, CX and UX are interrelated.

Avoid a Myopic Brand

Brand designers have an uncanny ability to pinpoint the attributes that make companies special.

What do they do best?

How are they different than the competition?

Why should anyone care?

With these insights in hand, brand designers unify the most essential truths into a promise between company and customer.

This promise, the brand promise, has few words but permeates every aspect of a company's activities. It names a common goal and inspires everyone involved to move with a shared sense of mission.

Brand, branding, and brand design each have distinct definitions.

But, a brand promise can be restrictive-especially when a brand designer doesn't appreciate the full scope of a company's touchpoints (a.k.a. any interaction that has the potential to change a customer's feelings towards a business).

For example, a design team lands a contract with a grocery chain and goes all-in on a strategy that makes digital interactions top priority. They define a compelling brand promise and outline a company-wide mindset that emphasizes high-quality digital tools and content.

Unfortunately, the team doesn't give the same level of care to the grocer's brick-and-mortar experience, and they fail to develop a plan to infuse in-store interactions with the updated brand sentiments. A crucial aspect of CX design and customer engagement has been ignored.

With time, customers grow frustrated because the glossy rebrand they encounter online doesn't doesn't translate to the real world. In-person interactions with the grocery didn't become markedly worse, but they feel slow and dated in contrast to the lofty expectations set by the rebrand.

CX Apathy Causes Irrelevant Brand Collateral

Visual identity design builds on brand design. A brand promise is the foundation, brand values are the frame, and the elements within a visual identity are the fixtures and finishing touches. They embody the most important aspects of the brand in visual form and serve as aesthetic benchmarks for a host of promotional collateral.

Chobani's visual identity was designed so that the brand, despite being a household name, would be perceived as a small, humble, craft company (like its early days).

To create an effective visual identity, it's crucial that a brand designer have big-picture knowledge of a company's customer journey-all the ways customers interact with the company and perform tasks over time. Why is this so important?

Designing promotional collateral for brand channels isn't like creating a responsive interface for different screen sizes. It's not enough to recycle and resize the same design elements over and over. Every channel has unique constraints and content demands.

Time, scale, distance, environmental distractions, and user expectations are just a few factors that come into play. It's not necessarily the brand designer's job to create promotional collateral, but it is their job to design a visual identity that is adaptable to multiple scenarios.

Let's expand on our example from earlier-the brand team that goes all-in on digital.

While building out the grocery chain's visual identity, the brand team decides to outline a set of photography guidelines that will give the grocer a more intimate and human feel. The intentions of the team are good: They want to cultivate a more relatable web and social presence by showing happy people enjoying the grocer's goods.

But the human-centric photos don't account for the chain's past success promoting products out of home -where ads must be interpreted in the blink of an eye. When a new set of billboards, bus wraps, and kiosks are designed following the brand team's guidelines, they are visually attractive, but the photos of smiling people don't fully communicate the deals the grocer is offering. The ads fail to grab the attention of motorists and pedestrians, and the campaign fizzles.

Engaging customers moving at high speeds is a different challenge than communicating with them through a handheld device.

Brand Designer Keys to Omni-channel Awareness

Brand Channels Are Unique and Evolving

Every channel that a company uses to communicate with customers has its own idiosyncrasies. What works on one channel isn't guaranteed to work on another.

Some channels are structured for highly personalized interactions-others less so. One channel may be geared toward in-depth videos while another is known for short audio clips.

Channels aren't static either. Features, popularity, and demographics are always in flux. Just when everyone thinks they have a handle on "where users are spending their time," a new channel emerges and disrupts everything.

The paradigm can't be controlled. Flexibility is paramount.

There's no way to dominate every channel. Fit is crucial.

Consistency Is the Lifeblood of Engagement

Engagement measures a customer's feeling of relationship with a product or company. Feelings and relationships may be fickle, but they thrive on consistency.

The takeaway for brand designers? Consistency encompasses more than visual design decisions like logo placement and color use. Every touchpoint makes an impression. Every interaction impacts perception. No part of the customer's journey is inconsequential or dismissable.

The Customer Experience Is Interconnected

Customer experience design is a web of interconnected interactions. Touchpoints don't exist independently of one another. They're all part of the same story, all linked to a brand's core promise.

A purchasing experience on mobile doesn't end. It extends into unboxing, setup, and regular use. It continues through ad campaigns and customer support. It endures on social media. Finally, it breathes new life with the choice to make, or not make, another purchase.

Customer journey maps tell the story of how a customer interacts with a business over the course of time.

CX Strengthens Brand Relevance

Branding is dead? Hardly. It's stronger than ever, but that doesn't change the fact that a crummy interaction completely undermines even the most inspiring brand promise. Can brand designers control what happens at every touchpoint? No, but they can design brands that are disconnected from reality-brands that make big promises but don't deliver when it counts. When such a disconnect exists, customers tend to look elsewhere.

Branding isn't dead, but the days of crafting brands without incorporating a CX design mindset are drawing to a close.

* * *

Further reading on the Toptal Design Blog:

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CX design encompasses EVERY interaction that a customer has with a business. The scope is enormous, so how do brand designers fit into the equation? By adopting a CX mindset, brand designers will learn to meaningfully engage customers at multiple touchpoints.

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Oculus Quest ist die erste VR-Brille, die präzises Kopf- und Handtracking bietet und flüssig auf einem mobilen Prozessor läuft. In einem Online-Artikel erklären Facebook-Forscher, wie die Präzision und Energieeffizienz des zugrundeliegenden Trackingsystem erreicht wurde.
Oculus Insight nennt Facebook die Trackingtechnologie, die in Oculus Quest und Oculus Rift S arbeitet. Sie erfasst mittels integrierter Sensoren die räumliche Position der VR-Brille und VR-Controller, bestimmt die Fußbodenhöhe und erstellt eine rudimentäre 3D-Karte der Umgebung. Das folgende Video zeigt schematisch, wie das funktioniert:

Drei Arten von Sensoren kommen hierbei zum Einsatz: sogenannte IMU s, das sind Trackingeinheiten, die in der VR-Brille und den Controllern verbaut sind und Beschleunigungen sowie Drehungen erfassen, mehrere Weitwinkel-Kameras im Gehäuse der VR-Brille, die charakteristische Merkmale und Muster der Umgebung registrieren und daraus die räumliche Position ermitteln und Infrarot-LEDs, die in den Trackingringen der VR-Controller untergebracht sind und von den Kameras erfasst werden. Sie helfen dabei, die räumliche Position der Eingabegeräte relativ zur VR-Brille zu bestimmen.

Kostspielige Lidar-Systeme oder 3D-Sensoren, die die Tiefe des Raums mittels Lichtstrahlen messen, werden nicht benötigt. Das war ein Ziel Facebooks: Die Herstellungskosten möglichst tief zu halten.

KI-Technologie half bei der Optimierung

Doch die Gesamtheit dieser Sensordaten allein genügten nicht, um die gewünschte Trackingpräzision zu erreichen, weshalb die Facebook-Forscher auf KI-Technologie zurückgriffen.

In einem ersten Schritt maßen die Forscher die Bewegungen von VR-Brille und VR-Controller mit Hilfe des professionellen Trackingsystems Optitrack in verschiedenen Nutzungsszenarien. Hierbei wurden kugelförmige Marker an der VR-Brille und den VR-Controllern angebracht, die anschließend mittels externer Kameras dreidimensional präzise erfasst wurden.

Die Optitrack-Systeme wurden sowohl in den Forschungsräumlichkeiten als auch bei Facebook-Mitarbeitern zu Hause installiert, um möglichst viele verschiedene Umgebungen abzudecken. Beim Testen von VR-Inhalten entstanden so tausende Stunden Videomaterial.

In einem zweiten Schritt kreierten die Facebook-Forscher ein Programm, das Oculus Insight im Einsatz umfassend simulierte. Anschließend wurde ein künstliches neuronales Netz mit dem Videomaterial gefüttert, erfasste Abweichungen zwischen den Optitrack-Messungen und der Simulation und optimierte den Algorithmus hinter Oculus Insight entlang der Optitrack-Messungen, bis sich die beiden Messungen anglichen.

Das Trackingsystem wurde so für reale Anwendungsszenarien optimiert und kann gewisse Bewegungen sogar voraussehen und damit die Latenz verringern.

Oculus Insight kommt in Facebooks AR-Brille

Damit die Rechenleistung des mobilen Prozessors nicht vollständig für das 3D-Tracking aufgebraucht wird, wurden die Berechnungen auf mehrere Nebenkerne verteilt, sodass neben dem Betriebssystem und dem 3D-Tracking noch reichlich Leistung für Apps und Spiele blieb.

Laut Facebook-Technikchef Mike Schroepfer wusste man am Anfang nicht, ob das überhaupt möglich ist. "Du hast einen mobilen Prozessor in diesem Ding. Und der Großteil der Rechenleistung geht für Inhalte drauf", erklärt Schroepfer gegenüber Techcrunch und spielt auf den Umstand an, dass integriertes 3D-Raumtracking vor wenigen Jahren noch vornehmlich in Robotern zum Einsatz kam, die sich im Raum orientieren müssen. "Der Robotor spielt nicht zugleich Beat Saber, während er durch das Warenhaus navigiert."

Facebook sieht in Oculus Insight einen Trackingstandard, der "die Zukunft ganztägig tragbarer, raumerfassender AR-Brillen darstellt". Dieser Formfaktor werde der Hardware und Software noch stärkere Beschränkungen auferlegen, sodass man den Energieverbrauch auf zwei Prozent des Werts reduzieren werden müsse, den eine XR-Brille für Raumtracking braucht. Dazu werde es weiterer Innovationen bei Hardware und KI brauchen.
Titelbild: Facebook, Quellen: Facebook AI Blog, Tech@FB, Techcrunch
Weiterlesen über Oculus Insight:

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Oculus Insight: Facebook gibt Einblick in Entwicklung des Trackingsystems

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Oculus Quest ist die erste VR-Brille, die präzises Kopf- und Handtracking bietet und flüssig auf einem mobilen Prozessor läuft. In einem Online-Artikel erklären Facebook-Forscher, wie die Präzision und Energieeffizienz des zugrundeliegenden Trackingsystem erreicht wurde. Oculus Insight nennt Facebook die Trackingtechnologie, die in Oculus Quest und Oculus Rift S arbeitet.

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Zur Inspiration wie im Unterricht besprochen

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Zur Inspiration

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http://www.mtv.de/news/8z8bu9/performt-jetzt-mit-yung-hurn-zu-seiner-single-cabrio

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Tanz mit dem Diamant Bebi! Gemeinsam mit MTV bringt der Wiener Rapper Yung Hurn eine neue App auf den Markt. Mit der Yung Hurn - Cabrio AR App kann ab heute jeder ein eigenes Musikvideo mit dem Hip-Hop-Künstler drehen. Es ist das erste in Teilen volumetrisch gefilmte Augmented Reality Musikvideo der Welt. So kann Yung Hurn seine Single "Cabrio" in jeder beliebigen Umgebung performen. Gefilmt wurde die App mit sage und schreibe 106 Kameras, UV- und Laserscannern im Dimension Studio, in London.

"Ich bin extrem stolz, bei einem der weltweit ersten gefilmten AR-Musikvideos Regie geführt zu haben. Yung Hurn passt perfekt als Künstler und ich glaube, wir können zusammen mit MTV dem Genre Musikvideo einen ordentlichen Push in die Zukunft geben. Augmented Reality kills the Video Star!" - so Regisseur Uwe Flade.
>>> Hier könnt Ihr Euch die Yung Hurn - Cabrio AR App runterladen
Das Ergebnis ist ein individuelles Video, das Yung Hurn mit seinen Fans in einer eigens gewählten Location zusammen kommen lässt. Ob im Park, im Club oder im eigenen Wohnzimmer - der Künstler tanzt mit. Anschließend kann der Clip in allen sozialen Netzwerken geteilt werden, denn welcher Fan würde nicht gern in einem Video des Rappers mitspielen? MTV und Yung Hurn sind gespannt auf eine Menge kreative und vor allem lustige Videos.
Die Yung Hurn - Cabrio AR App könnt Ihr Euch gratis im App Store runterladen.

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Performt jetzt mit Yung Hurn zu seiner Single "Cabrio" | MTV Germany

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Tanz mit dem Diamant Bebi! Gemeinsam mit MTV bringt der Wiener Rapper Yung Hurn eine neue App auf den Markt. Mit der Yung Hurn - Cabrio AR App kann ab heute jeder ein eigenes Musikvideo mit dem Hip-Hop-Künstler drehen. Es ist das erste in Teilen volumetrisch gefilmte Augmented Reality Musikvideo der Welt.

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https://developer.amazon.com/docs/ask-overviews/build-skills-with-the-alexa-skills-kit.html

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https://www.hubspot.com/products/crm/chatbot-builder?utm_source=motionai_website&utm_medium=referral&utm_campaign=motionai_acquisition&utm_referrer=https%3A%2F%2Fwww.motion.ai%2F

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Regardless of whatever other augmented reality hardware solutions Apple might have been working on, the company's immediate path forward appears to be iPhone-dependent AR glasses with a handheld controller, rather than a standalone platform. That's the biggest surprise developers Steve Troughton-Smith and Guilherme Rambo have discovered in newly released versions of iOS 13 and XCode 11, which now show clear evidence of a stereo augmented reality feature called StarBoard - a necessary software prelude to the release of compatible hardware.

As of now, StarBoard looks similar to iOS's CarPlay feature, which uses an iPhone to generate the graphics for a car's external touch display. Unlike CarPlay, which outputs a single image for the 2D dashboard display, StarBoard appears to be focused on outputting two images for a 3D stereoscopic headset, which would be paired with a new touch-based controller for AR navigation. Code suggests that your hand will grasp something akin to a Siri Remote or Oculus Go controller, combining a touch surface and motion controls with a trigger and a Home button.

While it appears that Apple will have developers create objects and environments within its existing ARKit software environment, there are references in Apple's code to Holokit, Garta, Franc, and Luck, which appear to be new AR software and hardware currently undergoing internal testing at the company. Troughton-Smith speculates that Apple might be priming a third-party accessory program to bring compatible glasses into the marketplace with its own offering as a "halo" product.

From a distance, Apple's approach appears to be similar but not identical to Qualcomm's XR Smart Viewer initiative, which will use Snapdragon 855-powered smartphones to process data and visuals for lightweight, screen-laden glasses. Qualcomm's program was announced in February, shortly after Nreal demonstrated a 3-ounce pair of glasses called Light at CES that use a prior-generation Snapdragon 845 processor.

Priced at $500, Nreal Light occupies a 52-degree field of view with a bright, colorful 1080p resolution display that appears to make digital objects float plausibly in your field of view. Twin cameras and SLAM technology help an inside-out tracking system display the objects within real-world spaces, correctly adjusting their position and perspective as you move around them. Further advancements in graphics chips and display resolution will soon enable rendering of even more complex objects, likely approaching photorealism.

Two big challenges for Apple will be offering the accessory with both a form factor and a price that will resonate with consumers, rather than just enterprise users. Microsoft and Magic Leap have both released multi-thousand-dollar AR headsets that demand significant computing power, which Microsoft anchors on your head and Magic Leap tethers to your waist, using a cable, like Nreal Light. For numerous reasons, neither platform has taken off with mainstream audiences.

It remains to be seen whether Apple will be able to stream data wirelessly to the headset while offering enough battery power to make it usable for hours at a time. New iPhone 11 and iPhone 11 Pro models notably include both Wi-Fi 6 and an ultra-wideband wireless chip called U1, which could enable the company to steer fairly high-bandwidth wireless transmissions from iPhone to headset rather than relying on a cable.

Software will also be an issue, though a decision to rely on iPhones as the initial foundation for an AR headset could be canny. Apple could rely on developers to code iOS apps that will initially depend on iPhones, then spin off into apps that run directly on a more powerful future headset or over 5G from cloud servers. The company was originally said to be working on a custom variant of iOS called "rOS" for its wearable AR devices, which could emerge in the future as 5-nanometer chip manufacturing shrinks its A- or S-series processors down to glasses frame sizes.

Apple's reveal timing for its headset remains unclear. A report earlier this year suggested that it had killed the headset project, while another claimed that it was mobilizing internal resources to finalize the project - possibly a sign that a more ambitious standalone device was shelved in favor of a more practical and shippable tethered one.

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iOS 13 reveals iPhone-tethered Apple AR glasses with a controller

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Regardless of whatever other augmented reality hardware solutions Apple might have been working on, the company's immediate path forward appears to be iPhone-dependent AR glasses with a handheld controller, rather than a standalone platform.

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Mark Zuckerberg hatte die Lacher auf seiner Seite: "Das ist dann quasi euer Rift 2.0", sagte er während seiner Präsentation auf der Oculus Connect 6, der alljährlichen VR-Entwicklerkonferenz von Facebook. Denn ab November 2019 soll das Oculus Quest (Test) ein Software-Update erhalten, damit es per USB-C-Kabel mit einem PC oder Notebook verbunden werden kann. Der Hersteller nennt das Oculus Link.

1. operational services GmbH & Co. KG, Braunschweig

2. EDAG BFFT Electronics, Ingolstadt

Das Quest ist ein autarkes VR-Headset mit Inside-Out-Tracking, in welchem ein Snapdragon-835-Chip steckt. Durch die aktualisierte Firmware kann es mit einem Rechner gekoppelt werden, wodurch dann die Rift-Anwendungen eines Nutzers auf dem Quest laufen. Zwar gibt es bereits Cross-Buy für Spiele wie Space Pirate Trainer, aber das Snapdragon-SoC ist nicht im Ansatz vergleichbar mit einem Highend-PC, wie er für Titel wie Lone Echo notwendig ist. Facebook selbst will ein passendes USB-C-Kabel selbst anbieten, grundsätzlich funktionieren aber auch andere.

Zudem soll es ab Oktober 2019 mit Passthrough+ eine verbesserte Version der Durchsicht bei Oculus Quest geben: Der Blick durch die Kameras ohne das VR-Headset abzusetzen ist bisher leicht verzerrt, das soll bald behoben sein. Passthrough+ ist per Knopfdruck verfügbar und nicht nur, wenn der Spieler aus dem virtuellen Käfig tritt oder diesen einrichtet. Auch plant Facebook; über 50 Apps von Oculus Go für Quest zu veröffentlichen.

Im Frühjahr 2020 wird ein weiteres Firmware-Update für das Oculus Quest folgen, welches Hand-Tracking freischaltet. Bisher wird das VR-Headset mit zwei ControllerN ausgeliefert, welche denen des Rift (S) stark ähneln. Facebook nutzt die Quest-Kameras und maschinelles Lernen; um Hände und Finger zu lokalisieren. Für Entwickler wird es eine Beta geben; um die Funktion zu integrieren.

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VR-Headset: Oculus Quest erhält PC-Modus und Hand-Tracking - Golem.de

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Mark Zuckerberg hatte die Lacher auf seiner Seite: "Das ist dann quasi euer Rift 2.0", sagte er während seiner Präsentation auf der Oculus Connect 6, der alljährlichen VR-Entwicklerkonferenz von Facebook. Denn ab November 2019 soll das Oculus Quest (Test) ein Software-Update erhalten, damit es per USB-C-Kabel mit einem PC oder Notebook verbunden werden kann.