In-Car VR Entertainment Solutions that Promise to Eliminate Motion Sickness

In-car entertainment is gaining importance given the substantial time people spend in vehicles, whether daily commutes, long-distance trips, or leisure journeys. This time can feel unproductive or monotonous, particularly for passengers. Additionally, extended travel can cause discomfort and motion sickness. Car motion sickness often arises from a mismatch between the motion perceived by the eyes and that sensed by the inner ear. This is particularly common when reading or focusing on a stationary object within a moving vehicle.

Designer: holoride

holoride aims to provide engaging in-car entertainment while addressing the common motion sickness problem. It does this through innovative virtual reality synchronized with the vehicle’s motion. By matching the virtual experiences with the car’s real-world movements, holoride creates a cohesive perception of motion. For example, the virtual environment reflects this movement if the vehicle turns. This helps the brain align visual and sensory inputs, reducing the conflict that often causes motion sickness.

The immersive experience of VR entertainment provided by holoride significantly distracts from the monotony or discomfort of travel. Passengers can immerse themselves in a virtual world that moves in sync with the car, transforming the travel experience into an engaging and enjoyable activity. This is especially beneficial on long journeys, where potential hours of boredom or discomfort can be converted into time spent exploring virtual landscapes, playing games, or engaging in other interactive VR experiences.

I first experienced Holoride’s technology at CES 2019. Audi drove me around the Las Vegas Speedway while I played a special demo created by Disney Games and Interactive Experiences. The experience gave me the impression that holoride was on the verge of revolutionizing in-car entertainment by integrating virtual reality (VR) with the car’s movements. The test system utilized Oculus Rift VR glasses, providing a uniquely immersive experience. The initial trial featured a game developed by Disney Games and Interactive Experiences, “Marvel’s Avengers: Rocket’s Rescue Run,” which I played in a virtual space as the car moved.

holoride’s technology uses the car’s telemetry data to sync the VR experience with real-time car movements, such as turns, acceleration, and braking, creating a seamless blend of the real and virtual worlds. This synchronization helps to minimize motion sickness, a common issue when using VR in a moving vehicle.

One of the exciting features of holoride is its adaptability. The duration of the VR experience can stretch or shrink to match the length of the car journey, making each ride a unique adventure. Beyond just entertainment, it can also offer educational experiences based on the journey’s location.

Though holoride was born within Audi, it’s not exclusive to the automaker and isn’t fully owned by Disney. The plan is to invite additional investors and open the platform to other content creators and automakers. It also has potential for use in autonomous vehicles, and the experience could be enriched by integrating data from the vehicle’s sensors.

In its early stages, holoride aims to enhance the passenger experience, transforming every car ride into a unique adventure. As the platform evolves and attracts more developers, the possibilities for in-car VR experiences are expected to expand significantly.

So, where’s holoride today? holoride, the Munich-based tech company, announced the release of its holoride retrofit device at CES 2023. This product is a compact device that turns any vehicle into a platform for extended reality entertainment. The company recognized as a 2023 CES Innovation Awards honoree, has made its mark in the industry by integrating virtual reality (VR) and real-time vehicle data.

The holoride retrofit device is about the same size as a typical smart speaker. It connects to a VR headset via Bluetooth and uses movement and location data to create adaptive virtual experiences that respond to a vehicle’s movements in real-time. This data-driven approach creates a dynamic experience that helps mitigate motion sickness.

Nils Wollny, CEO and co-founder of holoride said that the retrofit device brings them closer to their goal of making every vehicle a portal into holoride’s immersive world. “Any vehicle can serve as your gateway into holoride’s adaptive virtual experiences where each new ride becomes the blueprint for your next immersive adventure,” Wollny said.

In conjunction with the launch of the retrofit device, holoride also announced an addition to their content library. Subscribers will now have access to a new game, Pixel Ripped 1995: On the Road, from Emmy Award-winning studio ARVORE. The game takes place in a car during a family road trip and is available to all holoride subscribers.

The holoride retrofit device weighs less than half a pound and can be mounted on a vehicle’s windshield. It boasts a 14-hour battery life and can simultaneously connect to two headsets. The device is priced at $199, with a bundle option available for 699€/$, including a HTC VIVE Flow headset, and includes a 3-month holoride subscription and 3-month access to VIVEPORT Infinity Vista.

The post In-Car VR Entertainment Solutions that Promise to Eliminate Motion Sickness first appeared on Yanko Design.

The 90s Nintendo’s Virtual Boy gets revamped into interactive gaming headsets for the ultimate AR gaming experience!

Who remembers Virtual Boy from the ‘90s? The first three-dimensional, immersive gaming experience that was “so advanced” it couldn’t be viewed on conventional TV or LCD screens. After a successful nine-year-long streak of brilliant product design, Nintendo released Virtual Boy, code-named VR32. Unfortunately, due to weak hardware and rushed development, the first virtual reality gaming system of its kind flopped, becoming one of the worst-selling consoles of all time. Today, Virtual Boy is generally accepted as a failure on an otherwise long list of innovative successes from Nintendo, but its design still grips both gamers and designers. James Tsai, a Los Angeles-based designer, brought his creative chops to the drawing board and gave Virtual Boy a modern fine-tuning of his own.

Following the trends of today in regard to retro aesthetics and gameplay mobility, Tsai reimagined Nintendo’s virtual reality experience with Nintendo Switch Joy-Glasses. Tsai recognized Nintendo Switch’s hybridity that allows it to transform from a handheld gaming tablet to a plugged-in video game console for the television. This gives Nintendo Switch players the option of bringing a gaming console with them anywhere, making Nintendo Switch a mobile gaming device. This mobile hybridity gives the Switch a leg-up, and with today’s gamers being so nostalgic, it’s no wonder VR games like Pokémon Go are such global successes. Further, on the game’s market triumph, Tsai writes, “Successfully tapping into 1990s nostalgia, [Pokémon Go] is attracting millions of Millennials…Taking advantage of this retro hype, it’s about time to refashion existing technology and create something unique to connect with more recent generations.” And so his Joy-Glasses were born.

Snowballing off Nintendo Switch’s hybridity, through an integrated pairing feature, Tsai’s Joy-Glasses project games either to the integrated headset display or to external monitors like television or computer screens. Transition lenses also adapt to changing light when players switch between their headset display and external monitor gaming. The Joy-Glasses incorporate augmented reality and dual gameplay so that multiple users can enjoy an enhanced video game experience together. The Joy-Glasses come equipped with a built-in speaker and open-ear audio, allowing you to connect and communicate with other Joy-Glasses users. This incorporation of voice chats and social connectivity bridges the product’s augmented reality features with the gamer’s reality, delivering multi-layered interactivity. Similar to the infamous red-and-black onscreen color scheme of VR32, Tsai’s Joy-Glasses come with an infrared camera that, when switched on, turns the game and the player’s world into zones of varying degrees. MicroLED display technology fills the lenses of Joy-Glasses for better contrast, quicker response times, and energy efficiency for video games, another improvement made on the coattails of VR32’s failures. Soak in all the 90s feels and check out the rendering below.

Designer: James Tsai

Facebook just demonstrated what they claim is the world’s thinnest VR headset

Looking at this rudimentary prototype, one wouldn’t assume that a device so thin could be Facebook’s new stab at a consumer-grade VR headset. The company only recently announced it would be terminating sales and support of Oculus Go, its affordable VR headset… and that left a pretty obvious void in Oculus’s catalog of products. The creative minds sitting in Facebook’s Reality Labs (FRL), however, have been working on making VR headsets less clunky/bulky, and more like something you’d want to carry around and wear at work or at home.

Demonstrated at this year’s virtual SIGGRAPH conference, Facebook Reality Lab’s latest prototype VR wearable is, to mildly put it, ridiculously thin, measuring at just around 9mm. Designed to look like a pair of wayfarers, these glasses actually hold display units inside them, and Facebook’s research in viewing optics technology has helped them condense the headset from something that feels like a toaster strapped to your face, to a pair of frames that look like a pretty slick pair of shades.

So how is this even possible? How did Facebook manage to shrink a state-of-the-art headset into something that’s 9mm thick? Well, FB’s research blog’s been kind enough to release a GIF that shows exactly how the spectacles create the illusion of distance between the eyes and the display. It’s sort of similar to how binoculars work, in which mirrors are used to make a beam of light take a longer path within a small chamber. FB’s prototype headset, however, doesn’t use mirrors, but rather relies on a holographic lens. You see, a VR headset has three main components – a source of light (e.g., LEDs), a display panel that brightens or dims the light to form an image (e.g., an LCD panel), and a viewing optic that focuses the image far enough away so that the viewer’s eyes can see it (e.g., a plastic lens). LED and LCD panels can easily be compressed into slim modules that are paper-thin, but the trick has always been to make lenses thinner, and to reduce the large gap between the lens and the image. The prototype headset’s revolutionary holographic lens achieves this impossible feat by not just being thin, but by also creating the illusion of distance in a way that feels like the screen, that’s literally right in front of you, is a couple of feet away (there’s a demo GIF below too). This headset, for now, exists only in a prototype stage as the guys at Facebook’s Reality Labs try to work out the kinks in the design, from creating LED/LCD panels that are high-resolution and eye-strain-free, to accommodating other components like chipsets and batteries into the headset’s slim design.

“While it points toward the future development of lightweight, comfortable, and high-performance AR/VR technology, at present our work is purely research. In our technical paper, we identify the current limitations of our proposed display architecture and discuss future areas of research that will make the approach more practical. To our knowledge, our work demonstrates the thinnest VR display demonstrated to date, and we’re excited to see what the future holds”, say the guys at FRL.

Designer: Facebook Reality Labs

The new Oculus Rift S arrives this spring for $399

Oculus announced at GDC today that an updated version of its Rift virtual reality headset is on the way this spring. Oculus Rift S will cost $399, an increase of $50 from the Rift, while it's set to offer improved resolution and the same integrated a...

HTC’s Vive Focus Plus gives you full hand tracking on the go

Oculus Quest is coming. The all-in-one VR headset, which is due this spring for $399, represents a major threat to HTC and its expanding Vive business. So how is the company responding? With a new headset bundle, of course. At Mobile World Congress i...

VR for Her

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What lady doesn’t love a spa day?! But with our modern schedules, who has time to go regularly? Bring the zen to you with Relaxee, a virtual reality/massage headset designed just for the ladies. Simply put it on and use the intuitive remote control to be taken away to another place where you can immerse yourself in total relaxation of body and mind to reset and unwind.

Designer: Wiwi Wong

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Archos: a set of VR glasses that costs less than $30 USD

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It would seem Facebook with Oculus and Sony with Morpheus are the big players in the VR space, but along comes Archos with the lowest entry price yet.

Virtual reality is not here quite yet, although its arrival seems imminent. Facebook, Samsung and Sony seem to be leading the race thanks to their very solid upcoming efforts although all of them are very early prototypes, models, or projects. As things stand now, save for a couple honorable exceptions, virtual reality seems to be more set in the near future than the present, yet that doesn’t mean people aren’t working to get it to the masses. That is exactly what Archos is attempting to do, by releasing their own headset priced at $29.99, the cheapest set yet.

The Archos is meant to be paired with a smartphone, ideally a 5? model capable of displaying 1080p and sporting a quad-core processor into the headset (so, basically, a Nexus 5?). The phone and Archos headset are then strapped to the user’s head who will now be ready to enjoy the joys of the virtual world. It would seem the multimedia contents are not here just yet, but the fact that companies are willing to bring virtual reality to the masses sets us off for a fantastic start.

Via Technabob

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