It seems smartphones and virtual reality is an emerging trend this year at Mobile World Congress (well, at least for Korean phone makers). Earlier this week, LG has announced the G5 along with a number of accessories including a 360 degree camera and a head-mounted display. 

Samsung, the other Korean phone maker at MWC is doing the same thing by announcing an accessory that will help users to create VR content with the help of the Galaxy S7 and Galaxy S7 Edge. This is the Samsung Gear 360, which is equivalent to LG’s 360 Cam.


The camera is just a tad smaller than a typical golf ball and sports two 15MP camera sensors that are located at the back and front of the device. There’s a 0.5-inch PMOLED panel on the top of the device which displays basic information about the device including its battery as well as its current shooting mode. The Gear 360 also sports a 1350mAh battery, 1GB of RAM, a microSD card slot that supports up to 128GB cards and an accelerometer.


As far as performance is concerned, the Gear 360 is able to churn out close to 4K quality 360-degree videos – 3840 x 1920 clips (at 30 fps) to be more specific. Using only one camera, the Gear 360 is still able to capture 180-degree videos at a resolution of 2560 x 1440 (30 fps). If you’re planning to capture still images, the Gear 360 is also able to snap up to 30M photos on dual cam setup and 5MP shots on a single cam setup.

Samsung has also taken the liberty to add different video modes when using either single lens mode or dual lens mode. These include time-lapse video as well as looping video. Moreover, the camera is IP58 certified which means it has some sort of waterproofing, though it shouldn’t be treated as a full-fledged action camera.


The Samsung Gear 360 will work on PCs via an ActionDirector software and on some of Samsung’s smartphones including the Galaxy S6, S6 Edge, S6 Edge+, Note 5 and of course the newly announced Galaxy S7 and S7 Edge. 

There’s no word on pricing yet, but Samsung promises to ship the device by Q2 2016 in select countries.


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The Oculus Rift has been in the VR scene for quite some time now but we are yet to see a consumer-friendly model released for the general public. Well, after a long time of waiting, it seems that Oculus is now ready to get its product to everyone. 


The company has just announced the consumer-ready version of its Rift headset ahead of E3 at a special event in San Francisco. The device features a new constellation tracking system that works with a desktop sensor to help determine the user’s position in space. Oculus VR has also built an integrated audio system into the headset to provide immersive sound.

These audio system is removable though to enable users who want to use their own headphones with the device. A slider can also be found at the bottom of the headset that will allow consumers to adjust the distance of the lens between their eyes.


The system will include an Xbox One controller and a wireless PC adapter to serve as input devices. As you might have guessed, the company has partnered with Microsoft for the controller (and then some). The partnership also means that the Rift will have native support in Windows 10 and users will be able to stream Xbox One games to PCs with the device.

There’s also going to be a new system software for the Rift called Oculus Home. This will act as a central hub for all VR content for the headset including games and social networking to name a few.
For an even more immersive experience, the company has also introduced another way to interact in the VR world. Oculus VR has created its own input system called Oculus Touch that aims to provide users with a more intuitive way of using the Rift.


According to the company’s founder, Palmer Luckey, the most common reaction of people when they try the system is to reach out with their hands in the virtual world. That’s why they’ve build the Oculus Touch AKA Half Moon to get hand presence and precise manipulation in VR space.

The controllers are wireless and features 360-degree and inertial tracking technology. They also come with a couple of buttons, an analog trigger, a hand trigger, a thumbstick and haptics that provide feedback when a user touches something in the VR Space.

The VR company plans to get a demo setup at E3 next week to show the full capabilities of the system as well as to showcase the newest games developed for the Rift.

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Both LG and Samsung are already working on their own virtual reality headsets, and other manufacturers such as Sony and Carl Zeiss are doing the same. So in order to make a lasting impression, a new comer needs to do something different.


And this is exactly what HTC did with its Vive VR headset. For starters, the Vive doesn’t use an HD camera to track a user’s movements. Instead it uses several sensors including a laser position tracker, which when combined with a gyrosensor and accelerometer can accurately track the movement of a user’s head to an accuracy of 1/10th of a degree. The Vive also goes with a pair of Steam VR base stations that track your physical location in spaces up to 15 x 15 feet.

In terms of video, the Vive sports dual Full HD displays for both eye that features a refresh rate of 90fps and displays photorealistic images, which according to HTC will eliminate the jitter issues found in other brands’ offerings.


As you may have noticed, HTC has partnered with Valve in the development of this VR headset, which means the device will have access to games developed by the brand on top of the content their partners such Cloudhead Games, Dovetail Games and Fireproof Games will make for the headset.

As with other VR headsets, the Vive’s shipping date and price haven’t been announce yet. Nevertheless, HTC’s entry into the VR scene is a good sign that the development of the technology is progressing.

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Google has recently announced a couple of improvements to its DIY virtual reality headset that made a soft debut at the company’s developer conference – Google I/O earlier in June. Today, the search giant is bringing updates to Google Cardboard marking the company’s push for the development of VR devices.


The first announcement was about an update to the Cardboard app that highlights apps in the Play Store that are compatible with the VR headset. Apps included in the Cardboard app include Google Earth, YouTube, a Tour Guide app that lets users visit Versailles with a local guide, an Exhibit app that lets users examine cultural artifacts from different angles, a Photo Sphere app and a Windy Day app that shows an interactive animated short from Spotlight stories.

Google also announced an updated SDK for the VR headset both for Android and Unity. The SDK should allow developers to create immersive VR experiences using cardboard.

Finally, the search firm also released new building specifications and tools for companies who are interested in building the Cardboard headset. The new specifications include richer design templates, more detailed manufacturing tips and tools that help makers calibrate their design with existing Cardboard apps.

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Remember that DIY-looking augmented reality glasses that were first seen during last year’s Maker Faire in California. The start up behind the glasses – Technical Illusions is now ready to send out the first pair of CastAR headsets.

Image Credit: Engadget

The first consumer-friendly headset is a far cry from what we initially saw last year with a clean and improved construction. But the technology is still the same, which includes an active shutter glass, a camera input and a projector that displays images into a special surface. There’s also a clip-on accessory that gives the CastAR some VR functionality.


Technical Illusions has already reached its $1 million goal on Kickstarter. The first set of headset will soon be received by the initial backers of the project, with the company rolling out more units and peripherals in the near future.

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Working with Samsung on the Gear VR has done Oculus well. Having the Korean tech giant’s resources has helped Oculus with fast-tracking its progress with its own virtual reality headset. The company has launched new SDKs late last week alongside its collaborative work with Samsung.


For starters, there’s the Oculus Mobile SDK, which is now available on the company’s Developer center. The initial version of the Oculus Mobile SDK is specifically designed for the Gear VR Innovator edition for the Galaxy Note 4.

The Mobile SDK supports Asynchronous Timewarp, direct front buffer rendering, clock frequency locking, GPU context priorities, real-time GPU context switching (fine-grained), real-time CPU threading and direct warped content. Oculus has also scored an open license for Oculus Cinema, Oculus 360 Photos and Oculus 360 Video.

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Back in September, Samsung showcased a prototype of its VR headset accessory called the Gear VR during at IFA in Berlin. This week, a more consumer-ready version of the VR headset has showed itself at this year’s Samsung Developer Conference.


It’s called the Gear VR Innovator and it could be available as early as next month. Samsung will offer the accessory in two packages: a base package consisting of just the $199 headset or a $249 bundle with a Bluetooth gamepad. The caveat is that this headset is only compatible with the Samsung Galaxy Note 4 which makes the overall cost of the experience much higher.

Samsung has also introduced a new camera for the Gear VR called Project Beyond. Basically, Project Beyond will be one of the devices that will support Gear VR by capturing 360 degree environments.


Beyond features 16 full HD cameras that capture a 360-degree panoramic view of its environment in 3D, collecting a huge amount of 3D data per second. According to Samsung, the device is capable of high-speed connectivity, adaptive stitching and ultra-wide-angle video and image capture.

Samsung isn’t disclosing everything about Project Beyond yet. It appears the device is only meant as a prototype or a preview of what the company is currently working on. Nevertheless, Project Beyond is quite promising as it is currently the only input device we’ve seen for VR systems.

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