This past week we exhibited at Augmented World Expo in Santa Clara. The annual AR/VR event is gaining traction as the leading merger of minds in our industry, and this year’s event was no different. We were pleased to demo our latest technology with the 4,700 attendees who came out to make this the biggest AWE yet. AWE was a time to celebrate for uSens, as we announced the winners of our uDev Challenge and awarded cash prizes to our U.S. regional champions. The #uDevChallenge saw software developers compete to create unique AR and VR apps using our SDK and the uSens Fingo module. When the final panelist scores were tallied, Chris Wren and his app MonsterShop walked away with the $50,000 U.S. grand prize. MonsterShop delivers the framework for a VR retail experience by allowing players to customize the appearance of monster avatars via drag-and-drop hand gestures. $50,000 is a lot of money, so we asked Chris: What will you do next? “I’m putting my daughter through college!” Well done, Chris! You can purchase the same Fingo module Chris used to develop his prize-winning app! Visit usens.myshopify.com to get yours for just $99.
At the Augmented World Expo (AWE) opening today in Silicon Valley, uSens, Inc. announced the winners of its U.S. regional uDev Challenge. A total of $200,000 in prizes were distributed amongst challenge entrants in the U.S. and China. These are the winners in the U.S.: Grand Prize: Developer Chris Wren won $50,000 for his application MonsterShop. The application delivers the framework for a VR retail experience by allowing players to customize the appearance of monster avatars via drag-and-drop hand gestures. For example, players can drag different colored eyeballs and facial hair onto the monsters. 2nd Prize: Developer Wallace Lages won $25,000 for Krinkle, a mobile action game that enables hand-activated spells. Players use motion gestures to shoot fire from their palms and form water balls. 3rd Prize: Developer Tom Leahy won $10,000 for Embodied Labs, an interactive medical training tool that lets users experience macular degeneration first-hand. In the Chinese regional competition, winning titles included fighting games GestureMagic and Shadow Play, the self-explanatory Throwing Bomb Game, and electronic circuit assembly experience VR Electronics Laboratory. “We were impressed by the quality and creativity of the projects submitted by our semifinalists,” said Dr. Yue Fei, uSens CTO and co-founder. “Our winners integrated Fingo modules in imaginative ways and demonstrated the ability to make engaging, exciting use of our tracking technology to benefit end-users. I’m very pleased about the promise of future applications of our tracking tech.” Dr. Fei is speaking at AWE at 4:15 pm on June 2 on “4 Keys to Augmented Reality’s Future.” Winning projects were selected from a pool of semifinalists, and determined by a panel of judges including analyst Jon Peddie, Samsung Research America director Chris Peri, Silicon Valley Virtual Reality Meetup founder Karl Krantz, and uSens executives. Project scores were based on several score categories, including use of the uSens Software Development Kit (SDK) for augmented and virtual reality applications. uSens’ SDK integrates the uSens Fingo module for 26DOF (degrees of freedom) hand tracking on mobile ARVR platforms as well as PC-based VR systems. All uDev Challenge submissions were made for Samsung Gear VR™, Google Cardboard™, HTC Vive™, or Oculus Rift™. Semifinalists developed their applications using the uSens SDK and an entry-level uSens Fingo module for adding 26DOF controller-free hand tracking. The uSens Fingo series of modules offers advanced 3D human-computer interaction capability for both mobile and tethered systems. By attaching a Fingo to the front of a head-mounted display (HMD) device, end users can enjoy their favorite apps without major sacrifices to system power consumption or performance – even on mobile.
By Dr. Yue Fei, CTO and Cofounder of uSens 2017 will be a pivotal year for virtual and augmented reality, given rather precarious positioning in the trough of disillusionment on the famed “hype cycle.” Industry predictions are starting to grow lofty again, with the most recent IDC study claiming that AR and VR headset shipments will approach 100 million in the next 5 years. VR/AR funding is at an all-time high. And the number of active users is forecast to reach 171 million by 2018. But does any of that mean the long dark night is over? Not just yet. We’re going to be disappointed if we expect the industry to continue growing unabated. The promise of AR/VR may be widely understood by the general public, but that doesn’t necessarily make it a mainstream technology. Right now, the industry is still plagued by user nausea, not to mention a lack of content and affordability issues. The knight in shining virtual armor, for the near term, will be smartphone-based VR platforms. With their greater ease of use, lower cost, and wider range of games and applications, Mobile VR is like the “gateway drug” that will give way to mass adoption. Eventually. There are a few big players in Mobile VR already: Google, LG, and Lenovo. But given that there are approximately 2 billion active mobile smartphones in the world capable of providing AR/VR content, we should expect more mobile makers to jump on the bandwagon and come out with their own devices and applications soon. Mobile VR presents a much lower cost-of-entry for consumers, and much less risk for manufacturers. Naysayers will point out that current smartphones just aren’t built to handle the intense computational load that VR requires, and they’re right. Most legacy mobile devices are still apt to kick into overdrive and overheat while running a sim, which puts a time limit on any VR fun. But chip makers and smartphone manufacturers are already stepping up their game: 2017 is the year we’ll see VR-friendly devices that don’t bake as easily and are designed to handle the additional processing. Even with state of the art mobile devices distributed by the millions across the world, if there’s no content to run on them, VR won’t latch on. Some developers have taken the plunge and created crowd favorites (à la Pokémon Go), but we still haven’t seen the “killer app.” At this point, I don’t know that there will be one. We might just see content growth via user engagement campaigns from healthcare, social, and enterprise applications. Consumers often wait until “the timing is finally right” to adopt a new technology. Such timing is rarely tied directly to one event, but rather a collection of events that eventually collect enough weight to tip the scale. VR content in myriad forms will be required to supply that substance. Meeting (and then exceeding) consumer expectation will depend heavily on the available ways users can immerse themselves into the content and interact with it. Which leads me to another hurdle: There are some basic human-computer interaction problems that the industry must address this year. The ability to employ familiar interfaces — seamlessly scroll, tap, or type to navigate your way through a virtual realm — would make a world of difference. Until recently, natural gesture and position tracking have been a challenge in AR/VR, but the industry is rising to the challenge: HTC has years of investment in external trackers and the Oculus Rift will eventually deploy hands-free control. There is nothing yet on the market that successfully combines mobile 3D hands-free tracking AND robust head position tracking in AR/VR, but we’re working on it. Inside the AR/VR echo chamber, it’s easy to think that the public is ready to fully embrace our technology. But it’s still early days. Virtual reality is not for everyone, and there are going to be many more unforeseen obstacles to overcome as the sector matures. For those of us founding this entirely new industry, a clear focus on known issues as we pass beyond hype and into certainty will sustain us through 2017 and beyond.
By Jan Olaf Gaudestad, uSens Director of Business Development The Augmented World Expo (AWE), featuring some of the world’s hottest augmented reality and virtual reality technology, returns to the Santa Clara Convention Center May 31 – June 2. We’re excited that the uSens team will be in booth #400 so please stop by to meet the team, experience a demo, and discuss anything and everything AR and VR related. At AWE, the winners of the annual Auggie Awards will be announced, highlighting the best-of-the-best in AR and VR. We’re thrilled that our Fingo 3D stereo vision hand tracking technology is nominated in the Best Developer Tool category. With its mixture of revolutionary software and hardware, Fingo offers low latency, 26DOF and the tracking of 22 finger joints. The combination of these features allows users to interact with digital objects in AR and VR the same way they would in the real world. Simply by attaching a Fingo module to the front of a HMD device holder, you can experience your favorite apps controller-free. Fingo supports mobile ARVR platforms including Samsung Gear VR™, Google Daydream™, and Google Cardboard™, in addition to any Android OS-powered glasses for augmented reality. Fingo also supports PC-tethered virtual reality systems such as Oculus Rift™ and HTC Vive™. Public voting on the Auggies is now open. Please vote for uSens Fingo by May 22 to help us reach the semifinals! (Quick tip: Try voting though a desktop computer as well as your mobile device.) Additionally, uSens co-founder and CTO Dr. Yue Fei will be speaking at 4:15 p.m. on June 2 to share his insights on “4 Keys to Augmented Reality’s Future.” Dr. Fei will break down the challenges to AR adoption and how to overcome them. With all the current hype around the promise and potential of AR, you won’t want to miss this featured presentation. Whether you’re an executive, designer, developer, analyst, investor, or reporter, AWE is a fantastic opportunity to discover all the latest news and trends in our industry. Experience it with us and share what’s top-of-mind for you in the world of AR.
We’re super excited to announce the uSens Developer Challenge, an opportunity for AR/VR developers to use cutting-edge human-computer interaction tech to build amazing apps and compete for a total of $100,000 in cash prizes. Participants will have a chance to show off their submissions to industry leaders at conferences throughout the United States and China. Also, you could potentially be in the running for a $50,000 grand prize. Original apps made for Samsung GearVR, Google Cardboard, HTC Vive, or Oculus are eligible! The vertical does not matter; games, educational, industrial, are all fine, the app just needs to be compatible with our SDK. (Please check out our SDK documentation here) Submissions will be evaluated based on: Application of the Fingo SDK (40%) Creativity (20%) User Experience (20%) Business Potential (10%) Polish (10%) Here’s the process in a nutshell: Submit your application on the contest page by October 15th We will review applications and announce the 10 semifinalists by November 1st Our panel of judges will review your submissions and select winners We will announce the winners at GDC 2017 during 02/27-03/03 Prizes Grand Prize: $50,000 Second Place: $25,000 Third Place: $10,000 We are thrilled to see what our applicants will come up with! More details and the application page can be found on the uSens contest page. Apply now! Follow us on Twitter for updates: https://twitter.com/usensinc
The 2016 Vision Summit conference took place on February 10 and 11, 2016 in Los Angeles. It was hosted by the wildly popular middle-ware engine, Unity 3D. Above, John Riccitiello, Unity’s CEO, welcomes the elated standing room only crowd of global attendees to VS16. This special two-day VIP developer focused event may have ushered in the official sea change for 3D development moving towards 4D and beyond. This conference gathered together 1,400+ hardcore Unity 3D, digital, and interactive content and business developers focused on the business of AR and VR. The energy was unfiltered AR/VR passion for 48 hours straight. The keynote presentation consolidated impressive influencers in the contemporary AR and VR landscapes. Executives from Google, Sony, Oculus, Valve/Steam, NASA, Hollywood, as well as Unity’s CTO and VR Skunkworks team showed off their current AR and VR efforts. Attendees learned curious and interesting facts in the keynote from people like Alex McDowell explaining how the Minority Report movie storyline and world came from AR technology visionaries rather than traditional script writers. Director Jeff Norris, who leads much of NASA’s virtual outreach program from JPL in Pasadena, took the Vision Summit keynote crowd to a virtual Mars, where we viewed a glimpse of our real world with ever changing virtual content. Jeff’s team and all of NASAs virtual content developers are actively using VR and AR tools for almost every part of their outreach these days. And, of course Unity 3D is there in the hands of these developers, allowing for rapid designs and output of 3D interactive VR and AR content to take us all into space. More excellent keynote content was provided by Unity’s CTO, Joachim, and other lead engineers who demoed the new Unity 3D v5.4 capabilities that optimize and streamline rendering as well as enable in-engine VR editing, such as below. Additional keynote highlights came separately from Gabe Newell (Valve), followed by Palmer Lucky (Oculus), each with their own gifts for the crowd. Gabe had his self-anointed “Oprah” moment where he gifted every attendee a gratis commercial HTC Vive unit. Oculus followed at the end with a generous gift of months of free subscriptions for Unity Pro tools for all attendees. Needless to say, the Vive chatter never stopped until a few days ago when we all got our shipment notifications. The keynote set a high benchmark for the entire two days full of panels, presentations, networking, and parties. It was unarguably the epicenter for AR and VR development and education for those awesome days. The hosts and planning team ensured there were thoughtful and well planned tracks focusing on specific AR/VR production tools and work flow, business and investment advice from related domain experts, and most importantly was the ability to share with each other in a very well-orchestrated professional social environment. The Expo hall and demo showcase halls deserve special attention too. These areas included many of the major players, like Google with Tango, Epson with their AR glasses, to indies showing off beautiful VR worlds rendered directly from Houdini and other high-end art and audio tools. Also included were independent developers who came from Denmark, Israel, and further out to impress us with their content and technology demos. Below are some examples from the expo and demo areas. VR Unicorns have built a really fun and compelling immersive tennis experience for the HTC Vive system. Shape Space VR had a mesmerizing visual mobile VR experience. Altspace VR is now providing multiplayer social media VR experiences. Vizuality Studios combines physical peripherals with immersive VR experiences that feel “real”. The entire Unity team, the VS advisory board, all participating companies and all of the developers who attended should be commended for the incredible energy that flowed for two days non-stop. The location was convenient, there were tons of drink stations, great food, and a really respectful atmosphere to interact in. Can’t wait until next year! -Mark T. Morrison
2015 is a memorable year for Virtual Reality (VR). It’s the year we may look back and remember the beginning of a new technology renaissance. The first PCs and smart phones each provided evolved human computing interaction. This new VR movement feels more collaborative within its competitive landscape. It also feels like this VR movement is going to be the best storytelling media individual consumers have had yet. Game consoles were a lot of fun for kids and playful adults who wanted to be interactively entertained, but VR represents a more natural experience for almost every use case and human being. ‘Immersive’ really is a good description for VR nowadays. The interactive development landscape has changed drastically towards more ubiquity and compatibility. From 2010-2013, middle-ware and content creators both helped to reinvent the app and game space. Developers are at the forefront of the VR movement now, creating different content flavors from immersive 2.5D games to emotionally engaging cinematic stories. Commercial VR wasn’t possible 20 or even 5 years ago, mainly because computing and graphics had not yet evolved enough in consumer’s hands. Software and hardware makers were competing with each other, rather than working together to realize self-sustaining content platforms that could benefit consumers, which equals bigger business. We’ve come a long way since mobile carriers and console manufacturers dictated our daily dose of interactive content. Now, those choices are more in the hands of consumers and the developers especially. Consumer tastes, development tools, and technology innovations have all played active roles in growing a world ready for mass market VR. One thing that appears to be set now is the race to the top of the VR ecosystem. Three big players are ready for 2016 releases and offer different value propositions to consumers in a higher priced setting. AT THE TOP PSVR (aka Morpheus): PSVR has a great launch advantage. It’s plug and play into an existing PS4 system that its users already own or might purchase for their VR experiences. Sony has really improved its 3rd party developer network over the last few years. Sony has also positioned the opportunity for its large install base of indie Unity and Unreal developers to design and publish their games directly to PSVR. The PlayStation Network (PSN) makes it easier for developers to reach consumers with their content, receiving professional support and PR from a global software and hardware manufacturer. Oculus: Oculus is synonymous with VR. It was the first (modern) VR product most of us read about in the news a few years ago. It was also invented out of a humble R&D educational setting with a broad input from many inventors, students, and researchers. While some of the original participants may not have all ended up as Oculus employees, many have continued to innovate and invent in the same VR space. Having a parent company in Facebook won’t hurt the Oculus movement as they can reach a wide target of end users, many of whom will still need to prepare their experience with expensive equipment they might not own for current Candy Crush game play. Vive: Vive is a compelling entry at the top. Many professional VR tastemakers have expressed that the Vive is the best VR experience they’ve had. This product comes from one of the top game developers in the world plus a reputable hardware partner. It’s going to be fueled by the successful Steam store, although there currently are far less Vive compatible games than those offered on Steam. In The Middle GearVR: There’s also a middle spectrum of the VR medium being created and supported by the Samsung GearVR Head Mounted Display (HMD). It’s safe to assume that other competitors will help grow out this mid-spectrum layer supporting higher-end mobile devices and experiences. StarVR: It may be premature to place StarVR into this category until they expose their tech more. It would be great to have another serious player in this middle playing field. ??? It would be very smart for Amazon to leverage a Kindle compatible HMD in this middle VR niche. Amazon has a lot of related computer vision and AI experience as well as 126 reasons to extend the VR medium to their Kindle and App store customers. AT THE SURFACE While the mid-tier experiences might not be as high resolution as the top-tier systems, being able to experience VR on the go could ignite a lot of initial excitement and loyalty to a global smart phone install base that is quickly reaching 2B users. Google and The New York times will release 1M free ‘Cardboard’ HMDs in this Sunday’s NYT edition, all of which can be used with the new NYT VR mobile app. If this is a successful campaign, we might start to see large brands and entertainment firms using mobile VR for marketing and promotions similarly to billboards and TV commercials. There are so many perspectives and angles to look at in the future of VR business, but perhaps the easiest and potentially most lucrative near term VR opportunities are already in our pocket? Most people don’t yet realize they can experience a ton of VR content from their smart phone today, both on Android and iOS platforms. – Mark T. Morrison For more about uSens, Inc. and Impression Pi, check out our other social media sites: Twitter: @usensinc Facebook: uSens, Inc. – Impression Pi Google+: uSens, Inc. – Impression Pi LinkedIn: uSens, Inc. Company Profile
Last week, we brought our Impression Pi prototype, complete with our latest advances in augmented reality overlay, seamless transitions between augmented and virtual reality, and 3D “free hand” gesture recognition and tracking, to SIGGRAPH. SIGGRAPH is an annual conference on computer graphics convened by the ACM SIGGRAPH organization. This year, the conference was held at the Los Angeles Convention Center from August 9-13. This year at SIGGRAPH, we offered attendees the chance to experience two different demos. The first, was a demonstration of Impression Pi’s hand tracking / gesture recognition technology. This demo invited attendees to poke at balloons in space using their fingers. The cameras on the Impression Pi Core track the user’s hand movement and depth and translate that into virtual reality, so you can see yourself interacting with the balloons. The second demo stole the show. In this one, which we have dubbed, “The Terracotta Warrior Experience,” attendees had a chance to interact with a model Terracotta Warrior. Our Impression Pi first impressed users with an AR overlay, etching its original colors back onto the Terracotta Warrior. Then, users were amazed as the augmented reality scene shifted right before their eyes to virtual reality. In VR, users were able to interact with the scene, accessorizing the Terracotta Warrior, before the scene shifted back to AR. Our team not only had a booth space on the exhibition floor at SIGGRAPH, we were also invited to present at VR Village. At VR Village, we presented for two days. On the second day, due to the huge volume of attendees interested in Impression Pi and the long lines that had formed on the first day, the organizers placed us in one of the largest demo spaces at VR Village. On the exhibition floor, the level of buzz that Impression Pi generated was significant as well. Often, there were 10-15 people at any given time, waiting to try out Impression Pi. Over the course of the three days that we were at SIGGRAPH, over 1,000 people either visited us at our booth or came by our table / demo space at VR Village. Attendees who stopped by to try out Impression Pi represented a diverse group of people, from university researchers to graphics designers to content developers. We were especially thrilled to see several of our Kickstarter backers who came by our booth to try out our latest technological progress with Impression Pi. Impression Pi will be tabling at TechCrunch’s Disrupt SF, from September 21 – 23. Farther out, we will have a booth at CES 2016 in Las Vegas from January 6 – 9, next year. For more about uSens, Inc. and Impression Pi, check out our social media sites: On the Twitter: @usensinc On the Facebook: uSens, Inc. – Impression Pi On the Google+: uSens, Inc. – Impression Pi And their company page on LinkedIn: uSens, Inc. Company Profile
Impression Pi, uSens’ Product, Named a Top 10 Finalist in SIGGRAPH’s Immersive Realities Contest LOS ANGELES, CA–(Marketwired – Aug 10, 2015) – SIGGRAPH 2015 — Silicon Valley start-up uSens, Inc. today announced two major breakthroughs in virtual reality technology. The first is 3D hand gesture recognition and tracking for mobile VR-headsets. The second is Super Reality: a natural combination of augmented and virtual reality, and the seamless transition between the two. Both of these technologies can be found in the Impression Pi Core, which will empower the next generation of virtual reality headsets. uSens will be demonstrating Impression Pi in Booth #241 at SIGGRAPH, August 11 – 13, in Los Angeles. The company will also have a table at SIGGRAPH’s VR Village on August 12 from 9 a.m. to 7 p.m. and August 13 from 9 a.m. to 1 p.m. and will be giving a brief presentation at SIGGRAPH’s Exhibits FastForward on August 10 from 3:45 – 5:15 p.m. “Businesses and consumers have long understood and aspired to create deeper and more meaningful ways to see and experience things that can’t be physically present and to project layers of virtual data onto real world environments,” said Anli He, CEO and Co-Founder of uSens. “But the industry has grappled with a myriad of challenges such as with gesture control and with combining AR and VR technologies. uSens is proud to provide a solution that not only solves these problems, but is light, portable and allows users to embrace a truly immersive ‘Super Reality.’” Impression Pi’s natural 3D gesture recognition, orientation sensing, and 6DOF head position tracking allows users to control a display and use their hands and fingers like they would in the real world. The result is a more immersive VR experience, allowing users to do things like interact with people and/or objects in applications much more naturally than they could with a joystick or touchpad. Completely wireless, Impression Pi offers total mobility. Because Impression Pi is equipped with its own internal proprietary computer vision module, which track both your hands and your position in the room, it can “read” the environment and shift as a user moves around. It is a light, mobile headset that lets you navigate the virtual world with your physical body, unencumbered by cords or accessories. uSens’ pioneering mobile VR/AR technology also opens up a whole new world of potential target markets not possible with current virtual reality products — such as virtual training and education, healthcare/medical, entertainment, and creating new emotional connections through shared virtual experiences. Impression Pi’s features include: Fully Wireless – empowers mobile phones without requiring cumbersome cords (untethered) Super Reality – transitions smoothly between virtual reality and augmented reality Gesture Control – hand and finger recognition and interaction to sub-mm accuracy at > 60fps Head Tracking – ultra low latency head tracking to gain positional awareness with a movement range of > 5 meters 90º Field of View – incredibly wide field of view compared to other headsets Easy Porting of Content – SDK seamlessly integrates content from Unity and Google Cardboard, with others in the works. You’ll be able to easily port your existing virtual reality content into our ecosystem. uSens is working with content developers to provide more applications to users. uSens will be shipping developer kits by Christmas this year and is currently seeking additional developer partnerships. Impression Pi is also a reference design for potential industry partners on the type of modular frame compatible with our embedded Impression Pi Core. About uSens Founded in 2013, Silicon Valley-based uSens Inc. provides 3D interactive solutions for virtual reality and augmented reality. An innovative start-up, uSens is the first to offer 3D gesture recognition on mobile platforms and first to combine virtual and augmented reality. uSens’ latest product, Impression Pi, is a next generation mobile VR + AR headset with gesture control and 6DOF head position tracking, allowing users to experience a truly immersive “Super Reality.” Beyond gaming, uSens’ technology can empower a new world of applications in education, healthcare, entertainment, and business training. uSens’ founders and team include some of the pioneers in virtual reality. In addition to Impression Pi, uSens is also the creator of the highly popular Fingo Virtual Touch (FVT), their touch-free 3D interactive kiosks in China. To learn more, visit their website: www.usens.com
Come join us at SIGGRAPH and get a live demo of Impression Pi. We’ll be at the Los Angeles Convention Center from August 9-13. uSens, Inc. will have demonstrations of Impression Pi at our booth (Booth #241) on the exhibition floor from August 11-13. We will also have a table at SIGGRAPH’s VR Village from August 9-13 and will be giving a brief presentation at SIGGRAPH’s Exhibits FastForward onAugust 10 from 3:45 – 5:15 pm. Hey folks! Now that our Kickstarter campaign has ended, the Impression Pi team has been hard at work on the R&D side of things. At present, one of our primary focuses is finishing our own unique Pi SDK. Although we had begun working on the SDK while the Kickstarter campaign was still in progress, we have now dedicated more manpower and more resources to this project. Once this is completed, developers will be able to build apps for Impression Pi. The entire Impression Pi team will also be at SIGGRAPH this year. We will have a live demo of Impression Pi at SIGGRAPH. For those of you who came out to try Impression Pi at VRLA and/or GDC, it’ll be worth your while to attend SIGGRAPH to see the advances we’ve made. SIGGRAPH will be the last showing of Impression Pi before our release to backers at the end of the year. SIGGRAPH will be held in Los Angeles from August 11-13 at the Los Angeles Convention Center. We will be at Booth 241. We have also entered Impression Pi in SIGGRAPH’s Immersive Realities Contest, featuring Impression Pi’s remarkable interactive VR and AR modes as well as Impression Pi’s smooth transition between augmented and virtual reality. Our project name is entitled, “Introducing Super Reality: a Melding of VR + AR through Time and Space.” Here is the video we shot from our submission: All of this was made possible by the technology inside Impression Pi and the efforts of our incredible engineering team. The video is a demonstration of our technological progress since the release of our last demo video a few months ago. We hope that you can join us at SIGGRAPH to see for yourself how far we have come from the R&D side in these few short months. It was announced a few days ago that out of over 50 submissions in the Immersive Realities Contest, ours placed within the Top 10 finalists. As a result, we’ve been offered a special invitation to present our project with Impression Pi at SIGGRAPH’s VR Village. The following is an excerpt from an email sent to us by Dr. Jason Jerald of SIGGRAPH’s VR Village: “Congratulations for being one of the top 10 submissions for the SIGGRAPH 2015 Immersive Realities Contest! You are hereby invited to submit your VR/AR or Fulldome content for screening at the VR Village debuting at SIGGRAPH 2015. The VR Village is virtual ‘screening room’ for cutting-edge VR and immersive media programming. This is not an open call for programming – you are being invited as part of a curation process.” SIGGRAPH’s VR Village will be held in the South Hall G of the Los Angeles Convention Center from August 9-13. ———————- Other Tech News: Android Community: Impression PI is the fashionable VR headset SlashGear: Impression Pi VR headset update shows off fully 3D augmented reality Tom’s Hardware: Too Good To Be True? Impression Pi Joins The VR Game With Wireless HMD From Our Blog: The Seven Drivers of the VR/AR Industry Can’t Swim? Kingii Can Save You Completely Unplugged: Wireless Charging Goes High Tech VR Porn Will Be Available on Oculus VR, Just Not From Facebook Microsoft Office Apps Now on Android Phones Instagram Overhauls Search Function; Does It Want to be Twitter? VR/AR’s Ever-Expanding Presence at E3 Is Apple’s iPhone 6S a Real Thing? Consumer Smart Glasses That Can Replace Your Smartphone The NFL’s Dallas Cowboys to Train their QBs Using VR Huawei, The Biggest Smartphone Company You’ve Never Heard Of How Google Photos will Destroy Apple’s iCloud SanDisk Launches World’s Smallest Flash Drive: More Storage, But Less Space Metaio, a German Augmented Reality Company, Bought By Apple, Inc. Google’s I/O Conference 2015 The Failure of Google Glass Vox Media Acquires Re/code Why Consumer Virtual Reality Will Succeed This Time TV Tech Advances At Blistering Rate Live from SVVR Check Out uSens, Inc.’s Impression Pi: a wireless VR + AR headset that offers 3D hand/gesture tracking, head tracking, and position tracking for an immersive and interactive experience in gaming and beyond. And their social media platforms: On the Twitter: @usensinc On the Facebook: uSens, Inc. – Impression Pi On the Google+: uSens, Inc. – Impression Pi And their company page on LinkedIn: uSens, Inc. Company Profile