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      Sorry for the radio silence! I’ve been juggling the upcoming animated series, album #2, comics, as…

      comics.movim.eu / Belzebubs · Tuesday, 5 March - 16:48

    Sorry for the radio silence! I’ve been juggling the upcoming animated series, album #2, comics, as well as some additional stuff regarding the 360° Hexperience, our virtual ”live gig”, which just came out a couple of weeks back.

    The response to the Hexperience has been amazing, and I want to thank all of you who’ve raised their horns and crabwalked with us through this painful yet rewarding journey. You rule! 🔥🤘🔥

    And yes, if you’re still interested in checking it out, you’ll find the info on igg.me/at/belzebubs . Please note, though, that Indiegogo doesn’t offer an autoreply to which I could add the necessary details to, so I’m always sending out the infos out to you manually, so to speak. 🙂

    Thanks again, more comics dropping later!

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      C-Infinity is a bulky, quixotic solution to VR’s nausea problem

      news.movim.eu / ArsTechnica · Wednesday, 21 February - 17:55

    Important note: You (probably) will not look this good when using the C-Infinity.

    Enlarge / Important note: You (probably) will not look this good when using the C-Infinity. (credit: Neurosync)

    Anyone who has spent significant time trying to traverse large spaces in virtual reality knows that it can sometimes be a nauseating experience. The mismatch between a vestibular system telling your body it's standing still and a VR headset telling your eyes that you're moving often causes an almost instant upset stomach for many VR users.

    For years, VR games and experiences have tried to mitigate this problem with software tricks, such as movement by "teleportation" and "snap" turning that jumps in sharp, discrete angles. But these solutions come with their own problems for games in which smoother walking motion and free rotation are important.

    Rather than focusing on software, Neurosync has decided to use hardware to try to solve this problem. The company's C-Infinity "VR Locomotion Platform" (which is currently wrapping up a successful Kickstarter campaign ) promises to "effectively reduc[e] motion sickness while delivering an unparalleled true sense of movement... while also reducing fatigue."

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      What I learned from the Apple Store’s 30-minute Vision Pro demo

      news.movim.eu / ArsTechnica · Wednesday, 7 February - 21:46 · 1 minute

    These mounted displays near the entrance let visitors touch, but not use, a Vision Pro.

    Enlarge / These mounted displays near the entrance let visitors touch, but not use, a Vision Pro. (credit: Kyle Orland)

    For decades now , potential Apple customers have been able to wander in to any Apple Store and get some instant eyes-on and hands-on experience with most of the company's products. The Apple Vision Pro is an exception to this simple process; the "mixed-reality curious" need to book ahead for a guided, half-hour Vision Pro experience led by an Apple Store employee.

    As a long-time veteran of both trade show and retail virtual-reality demos , I was interested to see how Apple would sell the concept of "spatial computing" to members of the public, many of whom have minimal experience with existing VR systems. And as someone who's been following news and hands-on reports of the Vision Pro's unique features for months now, I was eager to get a brief glimpse into what all the fuss was about without plunking down at least $3,499 for a unit of my own.

    After going through the guided Vision Pro demo at a nearby Apple Store this week, I came away with mixed feelings about how Apple is positioning its new computer interface to the public. While the short demo contained some definite "oh, wow" moments, the device didn't come with a cohesive story pitching it as Apple's next big general-use computing platform.

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      Don’t wear Apple Vision Pro while piloting a self-driving Tesla, officials warn

      news.movim.eu / ArsTechnica · Wednesday, 7 February - 19:34

    A mock-up of a person in a car wearing the Apple Vision Pro headset.

    Enlarge (credit: Getty Images / Apple / Benj Edwards )

    The recent launch of the Apple Vision Pro mixed-reality headset has inspired a number of social media stunts, including a viral video of someone wearing the headset while piloting a Tesla Cybertruck set to self-driving mode. On Monday, this prompted US Secretary of Transportation Pete Buttigieg to issue a warning on social media, reports BBC and The New York Times .

    "Reminder—ALL advanced driver assistance systems available today require the human driver to be in control and fully engaged in the driving task at all times," Buttigieg wrote on the social media platform X.

    The Apple Vision Pro's mixed-reality features combine elements of stereoscopic VR with camera passthrough so users can see the world around them while they use the device. This has led to people experimenting with wearing the goggles while walking around in public and filming the results for TikTok and YouTube.

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      BREIN Takes Down Virtual Pirate Streaming Worlds on VRChat

      news.movim.eu / TorrentFreak · Tuesday, 16 January - 10:54 · 2 minutes

    quest3 Two decades ago, it was not uncommon for pirates to wait several days for a film or TV show to finish downloading.

    Times have changed. These days pirates can put on their VR headsets, join a virtual streaming world, and instantly stream their favorite new releases, all without paying.

    VR pirates currently operate in a relatively tight niche. The trend is expected to grow in the years to come but as pirates experiment with this new technology, anti-piracy groups are paying close attention too.

    VRChat Takedowns

    Virtual world platform VRChat was recently made acutely aware of this brewing clash. The company, which facilitates online spaces for games, online gatherings and other events, was contacted by Dutch anti-piracy group BREIN, which pointed out the existence of several ‘pirate streaming’ worlds.

    In a report published this week, BREIN said the VR worlds specifically catered to pirates, offering thousands of links to pirated streams, which could be enjoyed through VR headsets.

    “Through the lenses of VR glasses, a wide selection of popular films and series could be chosen from a wide selection of popular films and series in these ‘worlds’, within a simulated cinema environment,” BREIN writes.

    BREIN reported these pirate worlds to San Francisco-based VRChat, which took them offline in response.

    VR DMCA

    For VRChat users, it should be no surprise that their worlds are subject to imminent destruction. The platform openly explains that it will respond to valid takedown notices, as it’s required to do so by law.

    “[Y]ou are responsible for obtaining any relevant third-party permissions. Pursuant to our Copyright Policy, we cooperate with all requests to take down content that are used without permission from the rights-holder,” it explains.

    VRChat has a formal policy where it explains that it will process takedown notices under the DMCA guidelines. The VR platform also has a repeat infringer policy, noting that those who “repeatedly or blatantly” post pirated material risk having their accounts terminated.

    Most Popular Worlds

    BREIN didn’t venture into these pirate VR worlds by accident. The group says it was alerted by a concerned consumer, which prompted them to investigate the matter. This revealed several popular piracy worlds on the VR platform.

    “During BREIN’s research, each of the ‘worlds’ had between a thousand and four thousand users present at the same time. This made it one of the most popular ‘worlds’ on VRChat,” the group explains .

    While this type of piracy isn’t rampant just yet, BREIN wants to act swiftly before it becomes more commonplace.

    “By addressing this at an early stage, BREIN prevents the normalization of misuse of VR technology for infringement of copyright and related rights. It is therefore a positive development that the companies behind these new types of platform, such as VRChat, also take it seriously.”

    If anything, these takedowns show that anti-piracy outfits are battling piracy on multiple fronts, from different eras. BREIN continues to monitor old technologies from the early 80s, such as Usenet, while also exploring new VR worlds.

    TorrentFreak asked BREIN how many worlds were taken down and if any follow-up action is planned. If more information comes in we will update this article accordingly.

    From: TF , for the latest news on copyright battles, piracy and more.

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      La FNAC écrase le prix du casque VR HTC Vive Flow (-50%)

      news.movim.eu / JournalDuGeek · Wednesday, 10 January - 17:15

    HTC Vice Flow

    Pour les soldes, la FNAC massacre le prix du casque VR HTC Vive Flow avec une réduction immédiate de -50% sur votre achat.
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      Snapdragon XR2+ Gen 2 : la nouvelle puce dédiée à la VR s’invite au CES

      news.movim.eu / JournalDuGeek · Saturday, 6 January - 08:30

    Snapdragon Xr2+ Gen 2

    Qualcomm compte bien faire de l'ombre à Apple avec une puce dédiée au spatial computing en "réalité étendue".
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      Cupra Exponential Experience : on a testé le simulateur e-sport le plus réaliste du monde FACE WITH OPEN MOUTH

      news.movim.eu / JournalDuGeek · Tuesday, 2 January - 16:00

    Cupra Experience46

    La vie est trop courte pour jouer à un jeu de course en restant sur place. C'était l'idée de départ d'une équipe qui s'est vue confier le développement de la Cupra Exponential Experience. Le résultat est jouissif.
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      Meta Quest 3 hands-on review: VR rejoins the real world

      news.movim.eu / ArsTechnica · Friday, 13 October - 17:58 · 1 minute

    Look into my eyes... all three of them.

    Enlarge / Look into my eyes... all three of them. (credit: Meta)

    You'd be forgiven for not realizing that the Quest 3 is actually the fourth headset in Meta's popular Quest line. In fact, Meta would probably prefer that everyone forget about last year's ill-considered Quest Pro , which paired a handful of minor improvements with an absolutely massive $1,500 starting price. Even a quick price drop to $1,000 couldn't save this over-engineered stopgap gadget.

    What a difference a year makes—or three years, for VR aficionados who wisely stuck with 2020's Quest 2 until now. The Quest 3 offers distinct improvements over previous Quest headsets in the areas that matter most (resolution, form factor, etc.) without many of the Pro's more expensive, heavy, and least necessary indulgences (eye-tracking cameras, rechargeable controllers, charging dock, etc.). The Quest 3 also offers a usable (but rough) suite of new mixed-reality features, providing an intriguing glimpse of a world where VR content is routinely layered over our view of reality.

    Most importantly, the Quest 3 does this all at a mass-market price (starting at $500) and in a way that ensures continuity with Quest's existing software. While there's nothing here that will usher in the long-sought virtual reality revolution , this is the kind of incremental improvement the space needs if it's going to continue to increase the size of its niche .

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