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Testing Approach for Augmented/Virtual Reality Products

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Prashant - The Tester

Augmented Reality / Virtual Reality (AR/VR) is no longer rocket science. It is very much here and now, a viable part of the consumer market, available for millions of users. More and more companies are now seeing the uses for AR/VR products — It provides enormous potential ranging from chasing digital creatures to designing complex machines or providing engineering solutions. If your business is planning to launch an AR/VR application project, you probably know that there are two crucial activities that will define user satisfaction with the final product. The first one is a natural and immersive user experience. The second one is quality assurance. In this article, I would be talking about the approach to test AR/VR and how to ensure Quality in AR/VR products.

To learn more about Software Testing & Quality Assurance, and how can you start your career as a QA please click here.

The core difference between the two conceptually is about how augmented reality augments or enhances a real-life experience, while virtual reality recreates or simulates a real-life experience. Both rely heavily on the word “reality” but how they leverage reality is where the difference truly is.

The biggest challenge with AR/VR testing–is that it’s the blackest kind of Black Box testing you can imagine because you’re taking the input that you think the device should be getting and then trying to determine whether it’s the correct output. It’s not until a period of trial and error that you’re able to become familiar with the app.

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  • Examine the product requirements beforehand to see the conditions under which the product will be used.
  • Figure out the devices and types of interaction supported by the product.
  • Learn about the AR development environment which is going to be used in your project, and the kind of testing supported by them.
  • AR/VR software testing is far more time-consuming and less consistent than traditional testing. It is important to set up correct environments and test the app with different physical objects, in different scenes under different environmental conditions.
  • Emulators are good but for sure they cannot substitute real devices when it comes to finding and eliminating possible issues within real physical environments.
  • Tracking Objects in real-time.
  • Confirm if the Environment Scanning is working correctly.
  • Check 2D/3D objects registration by the application.
  • Test the performance of the application under different inputs.
  • Verify if AR/VR model redirects to the desired information.
  • Test the application GUI testing to acknowledge and solve any errors in the application’s interface.
  • Functional Testing- Exploratory testing, planning, and implementing test cases as per the functionality or business requirements, while completely integrating the whole AUT.
  • Usability testing- The pre-production testing to check whether the use case is aligned with the preferences and needs of your target audience. Running the tests also helps to gather workable feedback on usability and the manner of interaction of the users.
  • Immersive Testing- Characteristically VR requires distinct hardware to function. We ensure that the device works well and remains compatible with existing software and devices for successful simulation.
  • Hardware Testing- Understanding and trying various available physical environments required for your audience who would use the AR/VR app.
  • Accessibility Testing: Ensure the AR/VR app can be used irrespective of age and physical condition, reduce discomfort and ensure quick and natural navigation.
  • Security Testing: Helps to identify and further remove any possibility of data loss or any privacy issues.
  • Accessibility Testing: AR/VR sounds great in theory, yet it comes with health impacts and keeps causing headaches, eye strain, and motion sickness, it is up to the software team to ensure accessibility and create a product that can be used regardless of age and physical condition, reduce discomfort and ensure quick and natural navigation.

Specifically looking at AR vs. VR from a testing angle, both may need extra hardware to support the testing process, especially VR. In the case of AR, a lot more field testing will be required, compared to VR since it is all about enhancing a real-world experience.

  • As QA professionals, we’re in an awesome position to align ourselves with the development team because the technology is so new and continuously evolving.
  • For some of the developers working on your projects, it might be their first time working with these APIs, so it’s a great time for you to educate yourself as well.
  • The best way to learn is to get your hands dirty- there are a couple of opensource and freeware tools available to create AR/VR apps, try creating your own app and this exercise will give you valuable perspective, in context, about how these apps are created as well as ideas on how to approach testing them.

I know most of the times a Software Tester / QA is supposed to be “Destructive” or break the app but trust me to be a successful QA professional, you need to explore your curious and creative side like a kid;

  • As a tester, try to look for how to leverage the other technology to make the effort more productive — i.e. AR to help test VR and vice versa.
  • Do not “Freak Out” — there’s no model or recipe for you to Google. There’s no stack overflow to look at. You have to follow the basic principle of science — Trial & Error!
  • Try the “Pair Testing” approach, you can pair up with a Developer or a senior Tester, or someone from the Business or Product side and try testing with them.
  • From a test data standpoint, it is primarily a simulation of the real world. As a tester, you should try all scenarios that could possibly happen in the real world or those that cannot be tried in real-time or edge cases that are so rare to happen in real-time.

If you like what you read, please give a clap and/or share your thoughts in the comments section below as I learn just as much from you as you do from me.

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Source: https://arvrjourney.com/testing-approach-for-augmented-virtual-reality-products-d7d11746c405?source=rss—-d01820283d6d—4

AR/VR

Watch Vera vs. Bhullar During ONE: DANGAL, May 15 in Venues

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Since his promotional debut in 2014, ONE Heavyweight World Champion Brandon Vera has knocked out every heavyweight to challenge his title—and all in the first…

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AR/VR

Report: PSVR 2 May Feature 4K Visuals, Eye-Tracking, Haptics

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A new report from UploadVR teases some pretty impressive specs for Sony’s upcoming PlayStation VR 2 headset

According to a report by UploadVR, Sony’s upcoming next-gen VR headset, the PlayStation VR 2, will feature a 4k improved resolution, built-in haptic technology, and a bevy of other impressive features that promise to take console VR to the next level.

Citing “multiple sources,” UploadVR reports that the PSVR 2 will feature a 4000×2040 — 2000×2040 per eye resolution, slightly less than that of the HP Reverb G2, but a dramatic upgrade from the original PSVR’s 960×1080 per-eye resolution. In addition to 4k visuals, the PSVR 2 will supposedly make use of foveated rendering, a technique in which the visuals displayed outside the users’ peripheral vision are downgraded in order to better manage the rendering workload. Foveated rendering would be powered by built-in eye-tracking technology, which could have a significant impact on social VR experiences by allowing for more natural interactions between players.

Image Credit: Sony Interactive Entertainment

The report also indicates the potential inclusion of haptic feedback technology. According to UploadVR, the PSVR 2 will feature a dedicated motor built directly into the headset, delivering immersive haptic feedback to your noggin; a first for any VR headset—PC, standalone, or otherwise.

Then there’s the mention of inside-out tracking. Whereas the original PSVR requires the PlayStation 4 motion camera in order to track the position of both the headset as well as the controllers, the PSVR 2 will feature an onboard camera, removing the need for any external sensors. The report also claims that the headset will feature a simplified cable system consisting of a single USB-C cable. This information lines up with details shared by Sony during the initial reveal of its follow-up VR headset, during which it teased an improved resolution, better tracking, and an easier setup process.

Image Credit: Sony Interactive Entertainment

This past March, the company offered us our first look at the new and improved “Orb” VR controllers, which promise comfortable ergonomics, improved weight balance, adaptive triggers capable of simulating resistance, and more accurate tracking when compared to the standard PlayStation Move controllers.

Of course, the above-mentioned information has yet to be confirmed and we still have no official release date as of yet. That being said, the company has wasted no time filing a series of interesting patents ranging from a non-VR spectator mode to a new shadow banning system designed specifically for VR.

For more information check out UploadVR’s full report here.

Feature Image Credit: Sony Interactive Entertainment

The post Report: PSVR 2 May Feature 4K Visuals, Eye-Tracking, Haptics appeared first on VRScout.

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AR/VR

VIVE FOCUS 3 – The Quest 2 Killer For Business – But Worth It For Enthusiasts, Too?

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The Vive Focus 3 is a standalone headset for business customers. But is it worth it for enthusiasts too? Pre-Order Vive Pro 2 in Europe: http://bit.ly/vive-pro-2-europe Pre-Order Focus 3 in Europe: http://bit.ly/vive-focus-3-europe 🔴 You want MORE MRTV content? Exclusive videos? The direct connection to MRTV? Become a member of the MRTV Elite! http://www.mrtvelite.com 🔴 My VR Hardware Recommendation (Europe Only): My VR Laptop – XMG NEO 15 – Configure yours here: https://bit.ly/xmg-neo My VR Desktop – XMG TRINITY – Configure yours here: https://bit.ly/xmg-trinity 🔴 Ich currently recommend these VR headsets: Everyone – Oculus Quest 2: https://geni.us/2qnAb (Facebook Account Requirement!) PC VR Gamers – HP Reverb G2: https://bit.ly/bestware-g2-europe PC VR Gamers – Valve Index: https://store.steampowered.com/sub/35… PS4/PS5 Owners – PlaystationVR: https://geni.us/JgokK 🔴 Best VR Accessories Best Gun Stock That Fits ALL VR Headsets – Apto 2.0: https://bit.ly/mamut-apto-2 Grips For VR Controllers – Grips DX: https://bit.ly/mamut-grips-dx Oculus Link Cable Alternative (Cheap!): https://geni.us/irRCoJ VR Cover For All VR Headsets: https://vrcover.com/?itm=207 MRTV VR Head: https://geni.us/5JYq1fS Batteries For G2 Controller: https://geni.us/Dc0wDk NiZn Charger (You Need This): https://geni.us/NdIy 🔴 My YouTube Studio Gear My Camera: https://geni.us/hhf9 My Lens: https://geni.us/ho0dG My Microphone: https://geni.us/0Hps9 My Lights: https://geni.us/wV3f9 My Livestream Command Center: https://geni.us/SY3EUq My Capture Card For Quest Streams: https://geni.us/U2QSCk 🔴 Subscribe for more VR content: https://www.youtube.com/mixedrealityt… 🔴Let’s connect: MRTV on Twitter: http://www.twitter.com/mixedrealitytv MRTV on instagram: @mixedrealitytv MRTV Discord Server: https://bit.ly/mrtv-discord 🔴How to support MRTV for FREE: – don’t skip the ads, it will help a lot! – buy anything on amazon? go here first (bookmark!): http://bit.ly/mrtv-usa (US) – http://bit.ly/mrtv-gb (GB) THANKS! – like the video, it makes a difference! – comment on the video, engagement is everything! – share the video, let people know about MRTV! – Amazon Prime member? Subscribe to MRTV on twitch: http://twitch.tv/mixedrealitytv Business email: [email protected] Timestamps 00:00 Intro 01:19 Ready Player One 02:30 Ready Player Two 05:30 Audiobook For Free!

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HTC VIVE unveils its VIVE Focus 3 headset for business and enterprise VR

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In Virtual Reality News

May 11, 2021 – HTC VIVE, a provider of premium virtual reality (VR) solutions, has today announced at its VIVECON 2021 global VR conference its newest business VR headset with the introduction of the VIVE Focus 3 device, alongside its announcements for its VIVE Business platform and the consumer-focused VIVE Pro 2 headset.

The new All-In-One VIVE Focus 3 features a 5K resolution thanks to its dual 2.5K displays, a 90Hz refresh rate and an ultra-wide 120-degree field of view. These new visuals mean that fine details like writing and overall fidelity are clearer, allowing for software design and user interaction to be more natural, according to the company.

The VIVE Focus 3 also comes with a new strap design, balanced weight distribution, and a curved battery pack that can be quickly changed, allowing for all-day VR sessions. Plus, its quick charge functionality apparently provides 50% battery from just 30 minutes of charging, with an LED indicator that shows how much power is left.

The device is housed in a magnesium alloy frame that is 20% lighter and 500% stronger than traditional plastics. VIVE Focus 3 also has a fine-adjustable inter-pupillary distance (IPD) range, as well as a quick-release button and easily removable magnetic front and rear face gaskets – allowing for quick and effortless swapping and cleaning – something that is important on days when there are lots of different users.

For audio, the VIVE Focus 3 has new open-back speakers featuring a pair of dual drivers, delivering immersive and true-to-life audio. They are contact-free, which means users can still maintain environmental awareness while staying immersed in VR. Furthermore, for peace of mind in VR meetings, a special audio privacy setting dramatically reduces the risk of sound being overheard by people nearby.

VIVE Focus 3 uses an AI powered inside-out tracking algorithm for precise tracking, with privacy at the forefront as all tracking data is stored in an encrypted format on the headset. The redesigned 6DoF controllers are easy and intuitive to use and supposedly last for 15 hours on a single charge. HTC VIVE added that hand tracking support will be released in the future in order to enable operation of the headset without the need for the controllers.

Powering VIVE Focus 3 is a specially optimised Qualcomm Snapdragon XR2 platform, combined with a copper heat pipe and cooling fan. Featuring the all-new VIVE Reality System 2.0 which delivers a more streamlined and professional environment, VIVE Focus 3 will be on sale from 24 June, for GBP £1060 / USD $1300 / EUR €1180. These prices also include 24 months of VIVE Business Warranty and Services (but exclude VAT).

For more information on the VIVE Focus 3, please visit HTC VIVE’s website.

Full specs can be found below:

Headset Specs
Screen
Dual 2.88″ LCD panels
Resolution
2448 x 2448 pixels per eye (4896 x 2448 pixels combined)
Refresh Rate
Field of view
Up to 120 degrees
Audio
  • Dual microphones with echo cancellation
  • 2x Dual driver with patented directional speaker design
  • Privacy Mode
  • Hi-Res Certified 3.5mm audio jack output
Inputs
  • Dual integrated microphones
  • Headset button
Connections
  • 2x USB 3.2 Gen-1 Type-C peripheral ports
    (External USB-C port supports USB OTG)
  • Bluetooth 5.2 + BLE
  • Wi-Fi 6
Sensors
  • 4x Tracking cameras
  • G-sensor
  • Gyroscope
  • Proximity sensor
Ergonomics
  • Weight balance provides comfortable long-session use
  • Ergonomically curved battery module mounted in the rear as counterweight
  • Magnetically-attached front gasket and rear padding with easy to clean PU leather trim
  • 150mm-wide facial interface accomodates wide eyeglasses
  • Eye comfort adjustment supporting IPD range of 57mm to 72mm
  • Patented Quick-Release Headstrap design with easy-to-use adjustment dial
Battery
  • 26.6Wh Battery – removeable & swappable
  • Lightweight and quickly rechargeable with Lithium-Polymer Gel chemistry
  • Designed and molded with an ergonomic curve
Tracking
  • VIVE Inside-out Tracking
  • Up to 7x7m play space recommended
Controller Specs
Sensors
  • Hall sensors on Trigger and Grip buttons
  • Capacitive sensors on Trigger, Joystick, and Thumb-rest area
  • G-Sensor
  • Gyroscope
Input
  • Ergonomic Grip button
  • Analog Trigger button
  • AB / XY buttons
  • System / Menu buttons
  • Joystick
Battery
  • Up to 15 hours of battery life
  • Integrated rechargeable battery (charged via USB-C)
    *All battery claim results will vary. Battery life and charge cycles vary by use
Tracked Area Requirements
Standing / Seated
Both available
Room-scale
Up to 7m x 7m play area recommended. Minimum play area is 1m x 1m (standing).

Image / video credit: HTC VIVE / YouTube

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.

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Source: https://www.auganix.org/htc-vive-unveils-its-vive-focus-3-headset-for-business-and-enterprise-vr/

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