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Vrvana's Totem HMD Puts a Camera Over Each Eye

The Verge reports that Montreal startup Vrvana has produced a prototype of its promised (and crowd-funded) VR Totem headset. One interesting aspect of the Totem is the inclusion of front-facing cameras, one over each eye, the output of which can be fed to the displays. Reviewer Mike Futter has worn a prototype, and seems to be generally impressed, writing at Game Informer: Vrvana’s device offers 1080p resolution and features 90-degree field of view (the same as the Project Morpheus, but less than the Oculus Rift's 100-degree FOV), an OLED display, and adjustable lenses that can compensate for lens prescription. The HMD is usable by glasses wearers, but the tuning provides an option for those that don't want to wear corrective lenses while in VR. The system connects via HDMI to any source, and can model 3D (side-by-side) from game consoles as virtual reality right now. The Totem is currently compatible with all Oculus developer kit 1 applications, and Vrvana is working on getting DK2 experiences working. The prototype I wore was a good proof of concept, but didn't yet feature the OLED screen. This led to increased persistence due to the LCD. The head tracking also wasn't perfect, requiring some software tuning to prevent drift (something easily surmountable down the road). The clarity was impressive, rivaling some of the best experiences I've had with a Rift or Morpheus.

25 comments

  1. And a mic over each ear by Anonymous Coward · · Score: 0, Funny

    and called it macaronni

  2. Still not perfect by StripedCow · · Score: 3

    The problem still with these VR goggles is that my eyes want to adjust its focus on stuff that is nearby, and want to have a distant focal point when stuff is far away.
    The danger is of course that when using these goggles often, my eyes may "unlearn" their focus behavior.

    --
    If Pandora's box is destined to be opened, *I* want to be the one to open it.
    1. Re:Still not perfect by Zobeid · · Score: 1

      If you live long enough, your eyes will "unlearn" their focus behavior. That's why bifocals were invented. Maybe the old-timers will actually have an advantage with VR goggles.

    2. Re:Still not perfect by X0563511 · · Score: 1

      Lenses are wonderful things. You can have a display inches from your eye, with a focal point hundreds of meters away.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    3. Re:Still not perfect by StripedCow · · Score: 1

      You missed the point.
      The problem is that the focal point SHOULD NOT be 100m away if the object (in the virtual world) is at 10cm distance.

      --
      If Pandora's box is destined to be opened, *I* want to be the one to open it.
    4. Re:Still not perfect by Anonymous Coward · · Score: 0

      Yeah, this is an interesting solution for prebyopes. Set the focal distance of the displays to something nice and comfortable for the presbyope to look at, then the auto-focusing cameras can do all the work.

      Having the auto-focus guess at the focal distance would drive you nuts. Probably have to set it to focus on whatever is exactly in the center. You'd have to point your head at whatever you wanted to look at. But that's very similar to progressive lenses.

      This could get really cool if it had some fancy eye-tracking system that could determine precisely where your eyes are looking, then tell the cameras to focus on that. Then it would work just like your eyes used to work when you were younger.

  3. FOV question by Cinnamon+Whirl · · Score: 1

    Anyone know what the FOV of a human is?

    I assume that moving your eyes while wearing a headset doesn't work, instead, you have to move your whole head. So the FOV ought to be that of a human who is only looking forward. Increasing or decreasing the FOV would surely create dis-orientation for the user.

    1. Re:FOV question by Thanshin · · Score: 3, Informative

      The approximate field of view of an individual human eye is 95 away from the nose, 75 downward, 60 toward the nose, and 60 upward, allowing humans to have an almost 180-degree forward-facing horizontal field of view. With eyeball rotation of about 90 (head rotation excluded, peripheral vision included), horizontal field of view is as high as 270. About 12–15 temporal and 1.5 below the horizontal is the optic nerve or blind spot which is roughly 7.5 high and 5.5 wide.

  4. "a CAMERA over each eye" by andreas.hummelbrunne · · Score: 0

    Now where does this system put a camera over each eye? Poster seems to be confused about what a camera and what a display is.

    1. Re:"a CAMERA over each eye" by FatLittleMonkey · · Score: 2

      Now where does this system put a camera over each eye?

      Directly in front of each display, so it's in line with the eyes. Bring up any image of the front of the device and they're right fucking there.

      Such as the linked article.

      Poster seems to be confused about what a camera and what a display is.

      Someone certainly is.

      --
      Science is all about firing a drunk pig out of a cannon just to see what happens.
  5. Snow Crash by Scholasticus · · Score: 1, Troll

    Gargoyles represent the embarrassing side of the Central Intelligence Corporation. Instead of using laptops, they wear their computers on their bodies, broken up into separate modules that hang on the waist, on the back, on the headset. They serve as human surveillance devices, recording everything that happens around them. Nothing looks stupider; these getups are the modern-day equivalent of the slide-rule scabbard or the calculator pouch on the belt, marking the user as belonging to a class that is at once above and far below human society. They are a boon to Hiro because they embody the worst stereotype of the CIC stringer. They draw all the attention. The payoff for this self-imposed ostracism is that you can be in the Metaverse all the time, and gather intelligence all the time.

  6. Peripheral vision trick by FatLittleMonkey · · Score: 1

    You can buy LED strips (and fancier kits) to stick behind your TV/monitor to create a coloured glow on the wall around your screen which extends the edges of the images to create a greater immersion.

    Given that screen-size is the limiting factor in these VR headsets, are any of the manufacturers including this kind of ultra-simple peripheral lighting within the headset? To reduce the blinker effect from the limited FOV.

    TV/monitor kits can only use the regular image and extrapolate the edge effects. But with a VR kit, the content developers themselves would be able to program peripheral lighting in addition to the monitor image. So an object could appear in your peripheral vision before it reaches the edge of the actual screen. Similarly, small and large objects would show differences in the peripheral lighting even though both have the same size on the screen. Both effects increasing the immersion. (And, of course, in horror games, the devs would use it to just fuck with you.)

    IMO, with a peripheral lighting system, a screen with a mere 90 FOV would be plenty for full immersion. It's rare that you pivot your eyes beyond 45 without turning your head. You flick your eyes across, then turn your head to re-centre your vision. And when you do that, your eyes don't have long enough to focus on the object (to extract detail) before your head movement has caught up, so under normal circumstances you still shouldn't notice the extremely low resolution of the peripheral lighting.

    [Disclaimer: I ain't even got a Nintendo Virtual Boy, so maybe modern VR devices all do this, but I can't find any reference to it online except a single 5 year old forum post.]

    --
    Science is all about firing a drunk pig out of a cannon just to see what happens.
    1. Re:Peripheral vision trick by Anonymous Coward · · Score: 0

      IllumiRoom is much better. Now if only Microsoft would hurry up and make it available as a consumer product.

      http://research.microsoft.com/...

    2. Re:Peripheral vision trick by ArcadeMan · · Score: 1

      NerveGear is much better. Now if only reality could catch up with anime science-fiction so that companies could make it available as a consumer product.

  7. Sounds like a great thing for a fur-suiter to have by nani+popoki · · Score: 1

    Fur-suiting folks have a big problem with vision. You're usually looking out through mesh fabric, often recessed and colored. Your vision is limited and peripheral vision is almost nonexistent. And that's if your fursona (furry persona) is a predator species. If your character is a prey species, your eyes aren't in the right place, which looks odd. A system (which could be hacked) that provides a camera-and-display for each eye would let one mount the cameras where your line of sight should be and allow the mask to have eyes in the proper place.

  8. Re:Hellllo Springtime by Anonymous Coward · · Score: 0

    Ahem

    You were saying?

  9. Re:Hellllo Springtime by Anonymous Coward · · Score: 0

    Since when is war not homicide?

    Huff post is owned by Aol.

  10. Still not perfect by Anonymous Coward · · Score: 0

    Maybe you want Avegant's "DLP" styled VR goggles?

    http://beta.slashdot.org/submission/3111611/hands-on-with-avegants-impressive-virtual-retinal-head-mounted-display

  11. Spherical tuning only by Anonymous Coward · · Score: 0

    "adjustable lenses that can compensate for lens prescription."

    "The HMD is usable by glasses wearers, but the tuning provides an option for those that don't want to wear corrective lenses while in VR"

    This can only accomodate spherical prescriptions. For astigmatism, you're still going to need glasses. Unless they do something like the Televue does with it's telescope eyepieces and let you buy separate cylindrical lenses as an add-on.

  12. Compared to DK2 by mrjimorg · · Score: 1

    Kickstarter begin 3 days be Occulus announced their Crescent Bay which has vastly improved resolution. I have a DK2 and as immersive as it is, the resolution is definitely an issue, and this is the same resolution as the Vrvana one. The cameras are nice though- the ability to switch between the 2 is useful. The only other thing that would be a god-send would be a 2d->3d button for when a 2d image is sent to the vr headset which you are required to see, but due to lens cannot.

  13. Re:Sounds like a great thing for a fur-suiter to h by Anonymous Coward · · Score: 0

    Such systems have existed for years if you wanted to DIY. I assume no one uses them because they'd add heat and weight and would eventually need to be recharged. If you wanted to spend some money, you could even do it with two action cams and a cell phone. You don't need 'fancy' eye-tracking or an advanced head mount to make it work.

    I had a fine HUD for a robot using an X11 camera and an Eyetop over 8 years ago. Hobby RC airplanes having been doing similar things even longer, dating back to at least the 90s. I really wished people would take a moment to look at tech history instead of believing all the marketing lies that say they're the first to do things. I haven't seen anything new in a long time, advancements in hardware are only making things cheaper and smaller; it already existed and isn't new. Taking something that already exists and remaking it with the next iteration in hardware isn't innovative or cool, it's a minor step.