Author name: Rejus Almole

3-ways-to-adjust-the-mouse-double-click-speed-on-windows

3 Ways to Adjust the Mouse Double-Click Speed on Windows

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3 Ways to Adjust the Mouse Double-Click Speed on Windows Read More »

how-to-check-successful-or-failed-login-attempts-on-your-windows-computer

How to Check Successful or Failed Login Attempts on Your Windows Computer

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How to Check Successful or Failed Login Attempts on Your Windows Computer Read More »

3-vpn-features-you-should-use-to-avoid-vpn-blocks

3 VPN Features You Should Use to Avoid VPN Blocks

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3 VPN Features You Should Use to Avoid VPN Blocks Read More »

the-7-best-employee-monitoring-tools

The 7 Best Employee Monitoring Tools

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The 7 Best Employee Monitoring Tools Read More »

how-to-create-a-linux-virtual-machine-inside-a-windows-virtual-machine-using-hyper-v

How to Create a Linux Virtual Machine Inside a Windows Virtual Machine Using Hyper-V

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How to Create a Linux Virtual Machine Inside a Windows Virtual Machine Using Hyper-V Read More »

sunset-photography:-a-complete-guide-for-beginners

Sunset Photography: A Complete Guide for Beginners

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Sunset Photography: A Complete Guide for Beginners Read More »

indie-vr-hit-‘gorilla-tag’-is-the-most-rated-quest-game-ever,-and-only-just-coming-to-the-main-store

Indie VR Hit ‘Gorilla Tag’ is the Most-rated Quest Game Ever, and Only Just Coming to the Main Store

Indie VR hit Gorilla Tag has been staggeringly popular despite only being available thus far on Quest’s App Lab. Now set for release on the main Quest store on December 15th, it will launch as the most-rated game on the entire store, even surpassing Beat Saber, one of VR’s best known apps.

App Lab is Meta’s ‘unlisted’ app store for Quest, which allows developers a way onto the platform but precludes them from being promoted or easily found through the main Quest store that most customers see.

Still, we’ve seen apps find success on App Lab, and none more so than Gorilla Tag, a simple game of multiplayer tag with unique hand-based locomotion and charmingly low-fi visuals, which has succeeded in finding an audience despite not being visible in the main Quest store.

Having only been on App Lab since March 2021Gorilla Tag has already amassed 46,000 reviews; that’s more than any other Quest app—even those on the main store—including Beat Saber’s 45,000 reviews, which is perhaps VR’s most well known game to date. Compared to Beat SaberGorilla Tag of course has the advantage of being free, but the game also has the most reviews among free apps too—even those on the main store—pulling ahead of the top free app, Rec Room, which sits at 22,000 reviews.

And now the game is finally headed to the main Quest store, where it’s destined to only become more popular. Developer Kerestell Smith has announced a Gorilla Tag release date of December 15th on the main Quest store. Gorilla Tag is also available on PC VR.

Smith began Gorilla Tag as a one-man project under the studio name Another Axiom. With the game’s explosive popularity, Smith has grown the studio to 15 people, according to Meta.

Gorilla Tag’s popularity isn’t only measured in reviews though; Smith said earlier this year that the game had reached a staggering 4.5 million players.

And where has the app found such traction, despite being ‘unlisted’ in the Quest store? Smith tells Road to VR that TikTok has been a huge driver, with the hashtag #gorillatag seeing 4.4 billion views to date—purely organic, according to the developer.

Indie VR Hit ‘Gorilla Tag’ is the Most-rated Quest Game Ever, and Only Just Coming to the Main Store Read More »

indie-vr-gem-‘compound’-set-to-release-on-quest-2-next-week

Indie VR Gem ‘COMPOUND’ Set to Release on Quest 2 Next Week

First released in early access on Steam in 2018, VR roguelite COMPOUND hit its 1.0 release on PC VR earlier this year and is now set to launch on Quest 2 for the first time next week on December 8th.

Compound is a VR roguelite with a unique pixel-art style and an arsenal of fun weaponry with which to experiment. And though little-known, it’s something of a cult hit as the 6th best-rated VR game according to Steam (with an ‘Overwhelmingly Positive’ 97% rating) and the 9th best-rated according to Steam250 (which uses its own algorithm to determine rankings).

Created by one-man indie developer Bevan “NotDead” McKechnie, Compound was originally released in early access on Steam in 2018 and saw slow but steady development right up to its 1.0 release on PC VR earlier this year.

Now McKechnie has announced that Compound is set to launch on Quest 2 next week on December 8th for $20, the same price as the PC VR version.

McKechnie says the Quest version of Compound includes the full contents of the PC VR version, except for leaderboards and achievements. Visually he says he “didn’t need to make any compromises” and still managed to get the game to run at 80Hz. Unfortunately Compound will be available on Quest 2 but not the original Quest.

Indie VR Gem ‘COMPOUND’ Set to Release on Quest 2 Next Week Read More »

razer-launches-free-haptic-authoring-tool-for-quest,-ps5,-&-more

Razer Launches Free Haptic Authoring Tool for Quest, PS5, & More

Razer, the popular peripheral company, today announced the free release of the Interhaptics haptic authoring tool which is designed to make it faster and easier for developers to create compelling haptic effects for multiple haptic devices.

Razer acquired haptic software tool company Interhaptics earlier this year. Having gotten its start building VR haptic peripherals under the name Go Touch VR, it’s no surprise that the Interhaptics tool is compatible with Meta’s Quest headset controllers, in addition to PS5 and non-VR game platforms like Android and iOS.

Now free for developers to use, the Haptic Composer tool from Interhaptics provides a visual authoring system for developers to build haptic effects for various controllers and devices.

Different devices have different types of haptic engines in them which means different haptic capabilities and different methods for triggering them. Instead of dealing with a different haptic tool for each controller or device, Interhaptics allows developers to build and test their haptic effects through one common interface.

To author haptic effects, the Haptic Composer allows developers to base the effect on an imported audio file. This works as a starting point for a haptic effect that can match a sound effect played in the game at the same time. From there developers can iterate the haptic effect using keyframe authoring and test on the actual hardware until they get the result they’re looking for.

Presently Razer says the Interhaptics tool supports Quest, PS5, iOS, and Android. Notably lacking at the moment is support for other major VR controllers like Vive wands and Index controllers, as well as the other major consoles, Xbox and Nintendo Switch. While the Interhaptics tool says it supports PS5’s DualSense controllers, it isn’t clear if this will extend to the upcoming PSVR 2 controllers which include similar haptic capabilities. We’ve reached out to Razer for clarification.

Razer Launches Free Haptic Authoring Tool for Quest, PS5, & More Read More »

spatial-formalizes-exclusible-and-polycount-relationship,-announces-new-features

Spatial Formalizes Exclusible and Polycount Relationship, Announces New Features

 

Spatial doesn’t sell NFTs. But, since it pivoted out of enterprise last year, it’s become a meeting place for NFT enthusiasts and even a gallery for their works. So the company is working with an NFT outfit, Exclusible, to offer that flavor.

That’s not all. Recent (and impending) updates to Spatial’s platform are also giving more social tools and interaction options. To learn more, we talked with representatives of both Spatial and Exclusible.

It’s a Long Story

Spatial started life in 2016 as an enterprise platform. When ARPost first met Spatial a few years after that, enterprise was still their bread and butter. During this period, the company became aware of a design studio called M2 Studio (now known as Polycount) which specializes in designing and selling immersive environments.

“When we were still in that intermediary period where we still had a lot of enterprise clients, M2 was very popular with our enterprise clients, so we became very friendly with them,” explained Spatial’s Head of Growth, Jacob Loewenstein.

Meanwhile, Exclusible is in the business of selling NFT luxury goods. However, their NFTs don’t have to be one-to-one. A lot of their projects use the replicable nature of digital goods to make premium digital items available to a large number of buyers at a lower price. This connected with Spatial when members of the two companies met at a conference.

“At that time, people were uncomfortable with the idea that we weren’t selling land,” said Loewenstein. “[Exclusible wasn’t] trying to sell one space for a million dollars, they were trying to sell something that a lot of users could afford.”

Lowenstein recommended Polycount to Exclusible for help with virtual environments. Exclusible reached out, and the two clicked. Exclusible’s Metaverse Analyst, Hugo Gesbert, took the story from there:

“After a few internal discussions, we decided to acquire the full Polycount studio because we thought it could be very beneficial for our clients to have the full ability to develop in-house,” said Gesbert. “When we’re building a metaverse experience, it’s all about how we’re going to make it useful. This is where Polycount is bringing their expertise.”

The Road So Far

Late last year, Spatial officially pivoted to serve the NFT and cultural community. This has meant more rather than less work with custom space designers. A company looking to have remote meetings is more likely to be happy with a copy-and-paste space than an artist or gallery is.

“When you want to do something no one has seen before, the experience needs to be bespoke and custom almost by definition,” said Lowenstein.

Spatial, Exclusible, and Polycount have worked together on a number of activations including the first film premiere in VR, and a more recent collection of virtual penthouses. The penthouses can be used as they are, or used as templates that are modified or otherwise “reskinned” to fit the owner or the event.

Paris Penthouse - Spatial & Exclusible

“The latest topic that we’re dealing with is how to define the metaverse as also a product,” said Exclusible’s NFTs and Metaverse Marketing Manager Sara Teixeira.

The next step on the journey together in part formalizes their ongoing professional relationship.

“We’re honored to formalize a long-term relationship with the Exclusible team to create extravagant and design-led spaces for any individual or brand to experience a slice of luxury in the metaverse,” Spatial co-founder and Chief Product Officer, Jinha Lee, said in a release shared with ARPost.

Metaverse Yachts. No, Not Like That.

About a year ago, a virtual yacht sold for over half-a-million dollars worth of Ethereum. While some metaverse pundits described it as an illustration of how digital objects can have most real-world value, most commentators found the event laughable largely because the artifact itself has been described as “comically hideous.”

So, the decision of Polycount, Exclusible, and Spatial to christen their now-official relationship with virtual yachts and beach houses might be questionable. Except, of course, for a few key differences in tact.

First, as was pointed out above, these aren’t one-to-one products with unnecessary scarcity driving up the price. We don’t have numbers on how many of these sites will be available and at what price, but we anticipate that they will be made en masse and sold at a price that reflects that.

Yacht - Spatial and Exclusible

Second, we’ve seen the kinds of environments that this team makes and they are anything but “Minecraft-esque” as the previously-mentioned virtual yacht had been described. These are environments that took lots of time, a large team, and plenty of expertise to execute. Again, the price reflects this but these are luxury items because of their beauty and complexity, not their artificial scarcity.

Finally, one of the largest questions about last year’s virtual yacht was “who wants this?” This initiative was inspired by user feedback collected by both the Exclusible and the Spatial communities. These are environments that users have explicitly asked for.

More Coming to Spatial

Partnerships and locations aside, Spatial is in the midst of a major redesign – perhaps the biggest since their market pivot almost a year ago. These are also inspired by user feedback.

For one, the website is being redesigned to promote the discoverability of spaces. How spaces are ranked for discovery is also now a direct reflection of how many visits and how many positive user responses those spaces have received.

Further, users are getting their own profiles that can be used for more than just logging in. Users can also now follow one another, whether that be friends that they already know, or some of their favorite world builders.

Going forward, the Spatial team is also working on making spaces that are more interactive and allowing more dynamic interactions between user avatars. The team is also working on increasing the number of users that can occupy a space at one time. Some of these changes are already in place, while some will be rolling out over the next few months.

Soak Up the Virtual Sun

Virtual yachts and beach houses are fun. But, they’re not the biggest news here. This story is largely a story of evolution. Some believe that NFTs are the future of the metaverse. Others believe that NFTs are destroying the metaverse. Wherever you stand, there are things that immersive tech stands to gain from adopting or at least learning from the NFT space.

When people plow ahead making NFTs for the sake of NFTs, they usually create more problems than products. But, companies like Spatial are working with experts in the space as well as members of their own communities to incorporate elements of the NFT world in a way that is responsive to users and responsible in the market.

Spatial Formalizes Exclusible and Polycount Relationship, Announces New Features Read More »

qreal-launches-multi-brand,-multi-category-ar-virtual-try-on-app-tryo

QReal Launches Multi-Brand, Multi-Category AR Virtual Try-On App TRYO

 

Virtual try-on is not an entirely novel concept. Converse, for one, first offered this shopping experience back in 2010 through The Sampler iPhone app which leveraged augmented reality. However, limitations on technology and devices hampered the adoption of virtual try-on.

With the rising popularity of online shopping today, virtual try-on is getting the spotlight. As it helps address challenges in online shopping, it enables consumers to get the best possible experiences when shopping on digital platforms.

Addressing Challenges in Online Shopping

In 2021, online retail sales in the United States amounted to $1.050 trillion. However, the amount of merchandise returned accounts for approximately 20.8 percent of this figure. That’s a whopping $218 billion in returns.

One contributing problem to this loss is the difficulty shoppers face in finding out how an item will fit or look on them without trying it on. This results in ill-fitting clothing, wrong shades, unmet expectations, and other issues that compel buyers to return the products.

Leveraging advanced AR and VR technology, virtual try-on presents an effective solution to this problem. This digital tool lets shoppers try on items before purchasing them. A smartphone, an app, and a few taps of their fingertips are all they need to make better selections when shopping online.

A Snap research substantiates how effective virtual try-on is. In their recent research, 80% of shoppers said that they feel more confident in their purchases as a result of using AR. The same research shows that 2 out of 3 shoppers are less likely to return a product after using AR.

Still, shoppers have limited options when it comes to using this functionality. Not all brands have virtual try-on apps. Also, shoppers have to visit different online boutiques or download multiple apps to use the virtual try-on.

This is something the newly-launched TRYO – a virtual try-on experience that lets shoppers view multiple brands and multiple categories in one library – could help with.

QReal AR Virtual Try-On App TRYO

TRYO’s Virtual Try-On: Revolutionizing How People Shop Online

TRYO strives to become the engine that powers the next evolution of shopping. It is creating a vast library of 3D branded models including products from Gucci, Cartier, and Adidas to name a few.

TRYO provides online shoppers with a one-stop shopping experience. Through advanced AR tech, shoppers can virtually try on footwear, watches, hats, eyewear, and other merchandise. From over 500 items at the time of the launch, TRYO’s library of ultra-realistic branded models will be growing fast with new products planned to be added weekly.

TRYO AR virtual try-on app

As TRYO offers brands an easy way to provide exceptional shopping experiences, we can expect more rapid adoption of virtual try-on technology across the industry.

“We want to show brands how easy it could be to embed a virtual try-on experience into their own websites,” said Mike Cadoux, co-founder of TRYO, and Managing Director at QReal, in a press release shared with ARPost.  “It may seem like a daunting task, but we’re able to do it. TRYO shows it can be done.”

Developed by QReal, The Glimpse Group subsidiary, TRYO features world-class 3D and AR capabilities. It is now available for download in the App Store. Shoppers can also view the 3D models in the TRYO digital showroom.

The Future of Shopping Is More Exciting

Virtual try-on apps bring value to both brands and shoppers. Brands are able to deliver memorable shopping experiences that delight shoppers and make their buyer journeys seamless and enjoyable. They are also able to ensure customer satisfaction and lessen the need for returns. Ultimately, utilizing virtual try-on technology impacts the entire industry and makes shopping more exciting.

QReal Launches Multi-Brand, Multi-Category AR Virtual Try-On App TRYO Read More »

expressvpn-survey-explores-immersive-tech-in-the-workplace

ExpressVPN Survey Explores Immersive Tech in the Workplace

 

ExpressVPN has conducted a survey of 1,500 employees and 1,500 employers to learn about attitudes toward immersive work. Remote collaboration has been one of the biggest promises of immersive technology as it relates to work but employers seem to be more excited than employees. One potential reason: surveillance fears.

Who Wants to Work in the Metaverse?

Remote work was already trending upward before the pandemic. However, as more and more offices closed, remote work started to seem like part of the “new normal.” It was also an explosive opportunity for the immersive tech industry with many promoting the metaverse as the new office water cooler.

While immersive tech gained some traction during this period, video conferencing remains the standard alternative to in-person meetings. About a third of employees and almost as many employers who participated in the survey prefer video conferencing to in-person meetings.

As for immersive meetings, 17% of employers and only 9% of employees surveyed preferred them over other communication methods. So, metaverse was less popular than in-person meetings, video conferencing, instant messaging, and email among employees, but more popular than social media, phone calls, and project management platforms.

On the other hand, it’s interesting that metaverse was the second-preferred method of communication among employers, with video conferencing being the top pick.

Which communication method makes you feel most connected and engaged with your co-workers
Source: ExpressVPN

Why Not Bring Immersive Tech Into the Workplace?

Why the low numbers among employees? First, they aren’t that low. After all, project management platforms were literally designed for remote collaboration, and immersive tech beat them out. And better than the telephone? That’s pretty good for an emerging technology.

Another potential explanation is that most people still haven’t tried an immersive meeting. The survey report didn’t ask (or didn’t include) how many people have experienced a meeting in the metaverse.

While virtual office meetings are becoming more common, they’re still not part of most people’s work week. Further, these platforms are improving but a lot still have hiccups. Even those that work as intended aren’t what most people are used to, which can lead to a learning curve if not plain old friction.

However, the study also found that over half (57%) of polled employees and over three-quarters (77%) of polled employers are interested in immersive work. So, while not all employees are already convinced, a good number of them are at least curious.

There’s still one more reason that employees in particular aren’t sold on the metaverse for meetings. It’s actually a concern that they already have about more conventional remote work solutions.

Surveillance of employees working remotely is already fairly common practice, particularly in large businesses. Immersive technology platforms, particularly those incorporating VR hardware, offer more opportunities for surveillance. Employees seem largely convinced that more opportunity means more abuse.

Sixty-three percent of employees are concerned about data collection, and 61% about being monitored by their employer in the metaverse.

More than half of surveyed employees responded that they’re concerned specifically about real-time location (51%) and real-time screen monitoring (50%). To be fair, under 40% of employers surveyed said that they intended to use emerging technologies in these ways.

Okay, Boomer

Digging too deep into what these numbers mean can be tricky for one more reason. Zany demographic information. Specifically, Boomers. To understand how confusing their responses are, one other piece of demographic information is required: Gen Z is typically the most supportive and least skeptical about the metaverse.

Boomers are the second most curious about the metaverse – they’re also the least excited and the least optimistic about it. They’re the least convinced that it will positively impact productivity but the second most convinced that it will positively impact work performance.

How do different generations feel about the meatverse and how do they think that the metaverse will positively impact work
Source: ExpressVPN

They’re the second least concerned about employee surveillance but the most concerned about overall digital privacy and security. Finally, they’re the most excited about remote collaboration and working remotely, but well under half of them think that immersive tech is the future of work.

Does any of that make sense to you? No? That’s a relief.

More Problems With Trust

There’s one more area worth looking at that helps to illustrate the complicated relationship between employees and immersive work. That has to do with trust. Sixty-one percent of respondents trust Microsoft, 58% trust Google, 57% trust Apple, and 36% trust Meta. Most have never heard of other immersive tech companies like Magic Leap and NVIDIA.

That said, Google and Apple are doing very little when it comes to (publicly) developing (the user side of) the metaverse for work. Meanwhile, the most trusted company (Microsoft) and the least trusted company (Meta) are working together on their immersive work strategies. The survey report suggests that this reflects a lack of information on service providers.

The survey report concludes by saying that employers should be wary that trust plays such a large role in adoption and employees – particularly those already familiar with workplace surveillance – just don’t trust employers with immersive technology in the workplace.

Why would employers care about the adoption of immersive technologies? They might not. But, if avoiding enhanced workplace surveillance means that employees work somewhere else, employers may want to think twice about how close an eye they keep on their talent.

The Future? Yes. Tomorrow? No.

Please do read the original survey for yourself. There was a lot in there that we didn’t cover here and there are places where you might be able to make more sense of it.

No matter how one reads the numbers, immersive tech may well be the future of work but it may not be the immediate future of work.

ExpressVPN Survey Explores Immersive Tech in the Workplace Read More »