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Hands-On With Valve’s Knuckles Prototype Controllers

UploadVR Between Realities podcast

We began to develop The Gallery on the first Oculus devkit with the Razer Hydra (a Sixense technology) to deliver surrogate hand tracking and body presence back in 2013. Back in 2014, we didn’t realize exactly how accurate SteamVR tracking was—the whole notion of roomscale VR was almost incomprehensible.

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My Taiwanese XR Chronicles part 3: Vive Pro Eye hands on, meeting with iStaging, Lyra VR and Women in XR!

The Ghost Howls

It is based in Taipei since 2014 and its purpose is letting people create high-quality content in a fast and effective way. It also enables better data analysis on what the user is doing (Eh Zuck, you want our eyes’ data… I know that!) It was a headset made by Razer, completely opensource, from hardware to software.

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Attending Digital Concerts in XR with The Boolean’s Anne McKinnon

XR for Business Podcast

Alan: I started in VR in 2014, but one of the things that stuck with me I was listening to– actually it was Kent Bye’s Voices of VR podcast. We’re speaking with Razer as well. So how can we we use overlaying data on the real world and light, and then solving that need for physical items.

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Attending Digital Concerts in XR with The Boolean’s Anne McKinnon

XR for Business Podcast

Alan: I started in VR in 2014, but one of the things that stuck with me I was listening to– actually it was Kent Bye’s Voices of VR podcast. We’re speaking with Razer as well. So how can we we use overlaying data on the real world and light, and then solving that need for physical items.

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Attending Digital Concerts in XR with The Boolean's Anne McKinnon

XR for Business Podcast

Alan: I started in VR in 2014, but one of the things that stuck with me I was listening to-- actually it was Kent Bye's Voices of VR podcast. We're speaking with Razer as well. So how can we we use overlaying data on the real world and light, and then solving that need for physical items. So for 2020, we have huge plans.

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