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Oculus Details ‘Buffered Haptics’ for Advanced Haptics on Touch Controllers

Road to VR

Oculus has added new documentation to their developer knowledge base detailing the ‘buffered haptics’ feature of the Oculus SDK, a method for programming more advanced haptic feedback from the company’s Touch controllers. The SDK supports two approaches to controller haptics, Buffered and Non-buffered.

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Second Life is Looking for Beta Testers for its New Puppetry Feature: Control Your SL Avatar’s Face and Upper Body Movements Using Your Webcam!

Ryan Schultz

This afternoon, Linden Lab (the makers of virtual world Second Life) made an announcement : Wouldn’t it be cool if you could animate your avatar in real time? Or imagine if your avatar could reach out and touch something in-world or perform animations? What if you could wave your arm and your avatar could mimic your motions?

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RezMela is a CMS for OpenSim, and it’s going free and open source

Hypergrid Business

Empowering users should always be the primary focus of the metaverse and virtual worlds. Our open-source project aims to develop a user-generated content platform that allows users to easily create, modify, and share high-quality content to support applications that have real-world impact.

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The Gigantic List of Augmented Reality Use Cases

UploadVR Between Realities podcast

AR adds digital elements on top of the real world. Second, most use cases for VR prioritize interaction with the virtual world over the physical one. Because you’re fully immersed in a screen, you aren’t interacting much with the real world. Magnification: zoom and enhance small or far-away text so it’s legible.

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AR, MR, XR or VR?

VeeR VR

From this point in VR’s history, it is ‘just’ resolution and fidelity boosts to get to our modern consumer-based headsets. We can see many peripherals and equipment that was created in the 90’s that foreshadowed our systems today with life-size accessories and controller methods to further immerse the content consumer in the scene.

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