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Ultimate Fishing Simulator 2 VR Casts off in 2022

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There are a couple of good virtual reality (VR) fishing videogames out there one of which is Ultimate Games’ Ultimate Fishing Simulator VR. If you’re a fan of digitally hooking a few fish then good news, the studio has announced that a sequel is on the way, with the official launch scheduled for next year.

Ultimate Fishing Simulator 2

Being developed by Polish studio MasterCode, Ultimate Fishing Simulator 2 VR promises more highly detailed, realistic fishing the series is known for. There will be a diverse range of fisheries all based on real-world locations like American Jackson National Park – Snake River, as seen in these screenshots. Locations will feature different seasons and there will be new dynamic water effects to further immerse players in the experience.

Being a fishing simulator the videogame will include various techniques such as spinning, float, ground and fly fishing, sea, ice and beach fishing. Of course, there will be a varied selection of fish to catch but none have been mentioned just yet. The fish will also come with new AI systems which should make them harder to tempt onto the hook.

“Our goal is to set new standards when it comes to fishing simulators. Work on Ultimate Fishing Simulator 2 has already suffered some delays, which is simply due to the fact that we want to deliver the game in the highest possible quality. The new instalment will significantly differ from the first one,” said Rafał Jelonek, COO at Ultimate Games in a statement. “We are preparing many different improvements and completely new elements. In a nutshell – Ultimate Fishing Simulator 2 includes, among others, vastly improved graphics, additional third-person perspective mode (TPP), as well as new dynamic water and fish AI systems.”

Ultimate Fishing Simulator 2

“When creating Ultimate Fishing Simulator 2 we did not concentrate solely on avid fishing enthusiasts. We are working on two game modes – one of them will be simplified and aimed at new players, including those who have not had any contact with fishing before,” Jelonek adds. Additionally, instead of solo fishing players can also enjoy online PvP and co-op multiplayer fishing.

Ultimate Fishing Simulator 2 VR is scheduled to debut as a Steam Early Access title towards the end of 2021, with the official launch taking place across all platforms in 2022. It’ll support headsets including Oculus Rift, HTC Vive, Valve Index and Windows Mixed Reality. A non-VR, demo version of Ultimate Fishing Simulator 2 is available now via Steam if you want to take an early look. For further updates, keep reading VRFocus.

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Source: https://www.vrfocus.com/2021/05/ultimate-fishing-simulator-2-vr-casts-out-in-2022/

AR/VR

LIV Mobile App Lets You Record Quest Mixed Reality Video with Just Your iPhone, Now in Beta

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LIV develops software for mixed reality video capture, and over the years it’s become the de facto method for streamers showing themselves immersed in VR from a third-person perspective. For best results though, using LIV invariably means you’ll need some extra equipment, which isn’t ideal for everyone. Now LIV has released its newly unveiled mobile iOS app which lets you record your Quest experience without the need of a green screen, webcam, or PC—only an iPhone or iPad.

The LIV.tv mobile app is still in early beta, however it can be freely downloaded via the iOS TestFlight program. You’ll also need the LIV Connect Quest companion app, which is available for free on SideQuest. Of course, you’ll need an iOS device (iPhone or iPad), but also ideally a 5 GHz Wi-Fi connection. The team says it’s working on bringing it to the Oculus Store in the future, and also to Android by the end of the year.

The mobile app includes two modes, a ‘Mixed Reality’ mode for third-person capture using the iOS device, and ‘Watch Mode’ for watching gameplay from a fixed perspective. Calibration is said to be “the easiest mixed reality calibration yet,” which only requires you to hold a Touch controller to the iOS device so the physical and digital cameras can line up properly.

Check out the app in action below:

There’s only 11 Quest games that natively support LIV’s mobile app for now, including:

Like custom Zoom backgrounds, the masking effect isn’t as perfect as it might be with green screen chromakey, however the results seem much more stable than previous efforts. Considering its quick setup time and excellent latency, it’s a great option for aspiring streamers, and anyone who wants to showoff their in-game experience to friends.

LIV had previously released a similar Quest beta last year, although the developers admit was “glitchy, difficult to use, and required a ton of support from us to keep running.” Since then, the team has devised a new method, having completely taken the Quest Beta offline.

If you’ve never installed an app from SideQuest, check out our handy step-by-step guide to get you perusing a mountain of Quest content.

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Source: https://www.roadtovr.com/liv-mobile-beta-ios-app-mixed-reality-quest/

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Augmented Reality: The Future of Education is Now

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Sophie Zoria

Traditional methods of education that we are used to are rapidly changing as the technological innovations are ushering in the age of digitalization. A new trend, the so-called EdTech, is now booming, and it is even expected to eventually replace traditional education methods.

Augmented reality (AR) has a leading position in EdTech as educational apps and technologies are becoming more advanced and available. In this article, we will explore how AR is evolving to reshape the future of education.

When it comes to the technology’s potential, AR has a bright future, and it is expected that the number of active users will reach 1.73 billion in 2024. Although now AR is mainly used in the entertainment industry, we should recognize its considerable impact on education.

To be more specific, AR changes the perception of mobile applications and other types of visual experiences. Therefore, AR can effectively enhance the ability of students to learn through a more interactive environment and eLearning.

This potential is recognized by many companies as the AR education market is projected to grow on a global scale, although North America maintains a leading position. Furthermore, EdTech, particularly the app market, is expected to rise at 26% CAGR by 2024 with several large companies such as Alphabet Inc, Duolingo, and Age of Learning Inc. taking the lead.

As the EdTech industry is steadily growing, more potential consumers are looking to the solutions that are currently available. AR is the technology that is available for both users and developers. Its further development is going to make it even more accessible and imperative for the EdTech industry’s growth.

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Interesting as it may sound, AR technologies are already commonly present in preschool education. A recent study found out that the use of AR apps by children aged 4–6 yielded increased levels of engagement coupled with active interaction with their surroundings. This way, the technology benefits children by keeping them motivated to learn.

The most obvious application of AR is associated with the classroom environment. Teachers can incredibly enhance the learning experience through virtual examples. Even more, students can benefit from the technology as visual assistance enhances the learning process. Dinosaur 4D+ is a great example of how AR can be effectively applied in the classroom setting. Yet another curious example of AR in the classroom is Curiscope. Both apps interact with physical objects to generate a better learning experience for students.

As almost everyone has some gadgets nowadays, teachers find it harder to keep students engaged, and eLearning apps are becoming more popular than ever. eLearning app developers recognize the potential of AR and actively implement this technology in their products. For instance, Veative has a large selection of educational modules. The case of Veative is an excellent example of how to engage students in complex STEM disciplines.

Yet another example of distance learning is Seek Education. An online platform can be accessed by students who can acquire new knowledge more effectively through the visualization of subjects. Equipping a platform with similar features in the mobile app is a great way to bring convenience to the aspiring students.

AR in education has several prominent benefits that should be highlighted:

  1. Accessibility of learning materials. As people are carrying gadgets everywhere, they can access information at any time. AR apps can make education less expensive and more accessible as one can have a perfect alternative to some textbooks and other physical learning materials.
  2. Improvement to collaborative learning. AR apps are enhancing the learning experience through engagement, so it is possible to use this advantage and improve classwork that requires all the students to collaborate.
  3. Practical learning. AR technologies can be effectively used in professional training as well. They can potentially reduce costs and risks associated with practical learning by replacing traditional training methods with AR.

Unfortunately, AR and its use in education have some drawbacks that cannot be ignored. After all, this is an emerging technology, and it is still tricky to implement its elements in the already established learning and training environments.

  • The cost — currently this is the biggest pitfall in the active application of AR in education. While the majority of modern smartphones and tablets are able to handle and incorporate AR apps, budget devices usually lack these capabilities. The solution can be pricey as not every educational institution or company can provide learners with innovative AR devices.
  • Hardware dependency — a continuation of the previous challenge. Not every student or teacher can have access to the gadgets that are needed for the AR use in education. This fact greatly limits accessibility to the technology and its features.
  • Quality of connection — as AR apps rely on constant Internet connectivity, it is quite hard to negate the risks of connection issues or losses. The majority of learning apps are cloud-based and require stable connection. Any disruptions in access to the cloud can potentially ruin the educational experience and learning processes altogether.
  • Lack of training — AR technologies are becoming more available to the general public but there is still a considerable training gap that has to be filled. Implementation of AR in the curriculum will require extensive training programs for the staff thus resulting in more expenditures.

The development of AR in education is moving forward as developers are actively releasing new apps and solutions. From a broader perspective, AR and VR are often combined to create a mixed reality — a learning environment that is often used by large companies for training and project development. It is possible to expect that such an approach to education will be implemented in a wider educational field.

Augmented reality development requires an expertise in niche technologies, and it is important to find a developer who will be able to create a unique and customized app that can be used for educational purposes.

Despite all the complexity that comes with AR, its employment in education is quite promising. Industry giants such as Google and Apple are moving forward in AR development. Therefore, it is possible to expect the appearance of new technologies that will considerably reduce the price of gadgets that are required for an effective use of AR. In turn, this development will make AR technology easily applicable in the educational sector.

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Source: https://arvrjourney.com/augmented-reality-the-future-of-education-is-now-9b1167cf87ec?source=rss—-d01820283d6d—4

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JUMP Opens Pre-sales for Tickets to Its Virtual Skydiving Attraction

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JUMP, the destination-based entertainment company, exited stealth late last year and teased a unique attraction that would combine real-world wing suits, wind effects, body harnesses and VR headsets for a fully immersive skydiving experience. The company is now taking pre-orders for tickets to its debut locations, which for now are in Utah and New Jersey. 

JUMP was largely a mystery when James Jensen, co-founder of the now defunct mixed reality attraction The Void, revealed the essence of his next project: simulate a way for people to have the potentially life-threatening experience of wing suit skydiving, but in a safe and controlled environment.

Jensen left his position as The Void’s Chief Visionary Officer in 2018—well before it experienced cash flow issues due to the COVID-19 pandemic, which eventually saw its closure and subsequent liquidation.

With things looking up for out-of-home attractions now though, the company has opened preorder ticket sales for its mutli-sensory experience, and has also revealed debut locations situated in Salt Lake City, Utah and at American Dream, located in East Rutherford, New Jersey. Locations are tentatively said to start operations sometime in November 2021. With Jensen’s experience in out-of-home entertainment, we expect to see that number go up before then.

Billed as a “hyper-reality experience,” JUMP is a mix of a suspension and wind system that allows people to experience the thrill of jumping off cliffs and skyscrapers, albeit without the danger (or time investment) involved. We still haven’t seen it in action, although it certainly sounds like a very Void-esque mix of sensory elements.

The company is offering four pass tiers to the public, which can be redeemed at any of its planned or future locations. According to the company’s website, they’ve already pre-sold over $190,000 worth of passes.

Check out the four JUMP pass tiers below:

  • Duo – $99: includes 2 transferable passes, one limited-edition JUMP t-shirt, 100 JUMP upgrade credits, and an exclusive wing suit skin
  • Squad – $299: includes 6 transferrable passes, 4 limited-edition JUMP t-shirts, 250 JUMP upgrade credits, and an exclusive wing suit skin
  • Captain – $999: includes 20 transferable passes, 6 limited-edition JUMP t-shirts, 600 JUMP upgrade credits, and an exclusive wing suit skin, limited JUMP bomber jacket
  • Lifetime (limited quantity) – $11,999: include one lifetime pass (includes 3 guests) 4 limited-edition JUMP t-shirts; 1000 JUMP upgrade credits; an exclusive wing suit skin; limited bomber jacket; pre-opening launch event

“JUMP is everything that location-based hyperreality should be,” said Jensen. “We’ve envisioned an experience that transcends what’s possible for people to experience in real life. Mustering the courage to JUMP off a mountaintop and fly close to the ground has the possibility to transform people. People who have experience the demo are truly blown away.”

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Source: https://www.roadtovr.com/jump-tickets-2021-vr-skydiving/

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Google and Jio collaborate on ‘ultra-affordable’ JioPhone Next

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The JioPhone Next. | Image: Jio Platforms

Indian tech giant Jio Platforms has collaborated with Google on a new affordable smartphone called the JioPhone Next, Jio’s parent company Reliance announced today. The Next is aimed at helping the roughly 300 million users in India who are currently on 2G networks upgrade to 4G, TechCrunch reports. It will be released in India on September 10th, before coming to other markets at a later date.

Reliance chairman Mukesh Ambani said the JioPhone Next would be an “ultra-affordable 4G smartphone,” but didn’t reveal exact pricing or full specs for the device. However, the company did say it will include voice assistant support, translation features, and a camera with support for augmented reality. The phone is running on an optimized version…

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Source: https://vrarnews.com/details/google-and-jio-collaborate-on-ultra-affordable-jiophone-next-60d484b1b87ecc2a6065882b?s=rss

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