How Game Designers Reduce VR Motion Sickness
Technical overview of VR locomotion, hardware and design patterns, examining teleportation (Robo Recall), zero?g movement (Lone Echo) and strategies to reduce motion sickness.
Technical overview of VR locomotion, hardware and design patterns, examining teleportation (Robo Recall), zero?g movement (Lone Echo) and strategies to reduce motion sickness.
Overview of virtual imaging and holographic projection: principles, system architectures, volumetric 3D display types, and recent industry developments.
Guide to connecting a VR headset to a phone, covering compatibility, physical and wireless interfaces, headset calibration, and differences between VR headset and AR glasses.
Monocle, a palm-sized AR open-hardware module for conversational AI, uses FPGA StreamLogic to enable open-source developer workflows, customization, and prototyping.
Technical overview of acoustic radiation pressure and airborne ultrasonic haptics, covering principles, tracking integration, implementations, and application scenarios.
XRSLAM: modular C++ visual-inertial odometry (VIO) with IMU–camera fusion, cross-platform builds, real-time mobile performance and EuRoC accuracy evaluation.
Technical overview of the Vive Tracker: developer documentation covering Pogo pin I/O, MicroUSB data, wireless USB 2.0 dongle, antenna clearance, 270° tracking FOV.
Comprehensive technical summary of 3D display principles and development: binocular vision, Pulfrich effect, anaglyphs, polarization, parallax methods, VR headsets and holography.
Technical overview of the industrial metaverse detailing core technologies (digital twin, AI, CAD, AR/VR, networks), application scenarios, and standards outlook.
White paper: augmented reality testing for connected and autonomous vehicles (CAVs) accelerates scenario-driven validation, reducing cost and time.