HTC VIVE VR Survey Sweepstakes – Rules

Enter between July 19, 2017 and July 28, 2017 for a chance to win. Visit for full sweepstakes rules and to apply. ©2017 HTC Corporation. All rights reserved. HTC, HTC U, VIVE, and all other HTC product and service names are trademarks or registered trademarks of HTC Corporation. is a registered trademark of Amazon, Inc. All other trademarks are the property of their respective owners. 

Abridged Terms:

  1. No purchase necessary. A purchase or payment of any kind will not increase your chances of winning. Void where prohibited.
  2. HTC VIVE VR Survey Sweepstakes is open only to legal residents of the fifty U.S. States and District of Columbia who are at least eighteen (18) years old at the time of entry.
  3. Sweepstakes begins on July 19, 2017 at 7:00 AM Pacific Time, and ends on July 28, 2017 at 11:59PM Pacific Time.
  4. Multiple entries are not permitted; only one (1) entry permitted per person per Entry Period (as defined herein) and each entry must be submitted or obtained in accordance with entry requirements.
  5. Click here for full terms and conditions.



HTC VIVE VR Survey Sweepstakes

Official Rules


  1. Eligibility: The HTC VIVE VR Survey Sweepstakes (the “Sweepstakes”) is open only to legal residents of the fifty U.S. States and District of Columbia who are at least eighteen (18) years old at the time of entry (the “Eligible Residents”). Employees of HTC America, Inc. and its parent and affiliate companies as well as the immediate family (spouse, parents, siblings and children) and household members of each such employee are not eligible. Non-natural persons (including corporations and other business entities) are not eligible to participate in the Sweepstakes. The Sweepstakes is subject to all applicable federal, state, municipal, territorial and local laws and regulations and is void where prohibited. Participation constitutes entrant’s full and unconditional agreement to these Official Rules and Sponsor’s decisions, which are final and binding in all matters related to the Sweepstakes. Winning a prize is contingent upon fulfilling all requirements set forth herein.
  1. Sponsor: HTC America, Inc. 308 Occidental Avenue South, Seattle, Washington 98104.
  1. Timing: The Sweepstakes begins on July 19, 2017 at 7:00 a.m. Pacific Daylight Time (“PT”), ends on July 28, 2017 at 11:59 p.m. PT (the “Promotion Period”). Sponsor’s servers are the official time-keeping device for the Sweepstakes.
  1. Entries: Eligible Residents may enter by completing and submitting the entry form after completing a survey on experiences with VR at (“Website”) or by sending a 3×5 postcard with your name, address, daytime area code and phone number, and email address to: HTC VIVE VR Survey Sweepstakes 308 Occidental Ave. South, Seattle, WA 98104. All mailed entries must be received by July 31, 2017. Mail-in entrants do not need to answer the survey on the Website. Submission of a complete entry form will result in one (1) entry into the Sweepstakes. Eligible Residents must input the requested details (including but not limited to full name, and a valid email address) for an entry to be valid.Entrants will receive one (1) entry into the Sweepstakes corresponding to the day their requested details are submitted. Incomplete or indecipherable entries will be deemed invalid.  Multiple entries are not permitted; only one (1) entry permitted per person and each entry must be submitted or obtained in accordance with entry requirements.Except where prohibited, by participating in the Sweepstakes and winning any prize, entrant consents to the use of his/her name, photo and/or likeness, biographical information, entry and statements attributed to entrant (if true) for advertising and promotional purposes, without additional compensation. See the section on “Personal Information”. All entries become property of Sponsor and none will be acknowledged or returned.
  1. Drawings: Sponsor’s decisions as to the administration and operation of the Sweepstakes and the selection of the potential winner in a drawing is final and binding in all matters related to the Sweepstakes. Sponsor will randomly select a potential Sweepstake winner from all eligible entries received during the Promotion Period. All drawings will take place at HTC, after entries close for the Sweepstakes. The drawing shall take place on July 31, 2017. The Sponsor may draw additional reserve and record them in order in case an invalid entry or ineligible entrant is drawn. All times indicated are in PST. Potential Sweepstakes winner(s) will be notified by the Sponsor via an email. Each potential winner will be required to respond to the Sponsor’s notification with the requested information within one (1) day of the date notice or attempted notice is sent.If a potential winner of any prize cannot be contacted, fails to provide the requested information within the required time period, or cannot accept the prize, the potential winner forfeits his/her prize.  Receiving a prize is contingent upon compliance with these Official Rules.  In the event that a potential winner is disqualified for any reason, Sponsor will award the applicable prize to an alternate winner by random drawing from among all remaining eligible entries.  Only one (1) alternate drawing will be held, after which the prize(s) will remain un-awarded.Prizes will be fulfilled after winner confirmation by emailing winner to redeem the prize by following the included instructions.
  1. Prizes: No cash or other substitution shall be permitted. Sponsor will not replace any lost or stolen prizes. Winners are solely responsible for any and all federal, state, provincial and local taxes, if any, that apply to prizes. If a prize is mailed, the winner assumes the risk of the prize’s safe arrival.The prize shall consist of the following: three (3) HTC VIVE VR Headsets and seven (7) gift cards for either $100 to or $150 to Viveport (the “Prize”).Retail value of prize package is approximately Three Thousand Four Hundred Fifty U.S. Dollars ($3,450) at the maximum.

    The Prize is non-transferable and no substitution will be made except as provided herein at the Sponsor’s sole discretion. Sponsor reserves the right to substitute a prize for one of equal or greater value if the designated prize should become unavailable for any reason.

    Odds of winning a prize depend on the number of eligible entries received for the applicable Sweepstakes during the Promotion Period.  Limit: One (1) prize per person.

  1. Release: By receipt of any prize, winners agree to release and hold harmless Sponsor and its respective subsidiaries, affiliates, suppliers, distributors, advertising/promotion agencies, and prize suppliers, and each of their respective parent companies and each such company’s officers, directors, employees and agents (collectively, the “Released Parties”) from and against any claim or cause of action, including, but not limited to, personal injury, death, or damage to or loss of property, arising out of participation in the Sweepstakes or receipt or use or misuse of any prize.
  1. Publicity: Except where prohibited, participation in the Sweepstakes constitutes each winner’s consent to Sponsor’s, and their agents’ use of winner’s name, likeness, photograph, voice, opinions and/or hometown and state (and/or province) for promotional purposes in any media, worldwide, without further payment or consideration.
  1. General Conditions: Sponsor reserves the right to cancel, suspend and/or modify the Sweepstakes, or any part of it, if any fraud, technical failures, human error or any other factor impairs the integrity or proper functioning of the Sweepstakes, as determined by Sponsor in its sole discretion. In such event, Sponsor, in its sole discretion, may elect to hold a random drawing from among all eligible entries received up to the date of discontinuance for any or all of the prizes offered herein. Sponsor reserves the right, in its sole discretion, to disqualify any individual it finds to be tampering with the entry process or the operation of the Sweepstakes or to be acting in violation of the Official Rules of this or any other promotion or in an unsportsmanlike or disruptive manner.  Any attempt by any person to deliberately undermine the legitimate operation of the Sweepstakes may be a violation of criminal and civil law, and, should such an attempt be made, Sponsor reserves the right to seek damages from any such person to the fullest extent permitted by law.  Sponsor’s failure to enforce any term of these Official Rules shall not constitute a waiver of that provision.
  1. Limitations of Liability: The Released Parties are not responsible for: (1) any incorrect or inaccurate information, whether caused by entrants, typographical errors, printing errors or by any of the equipment or programming associated with or utilized in the Sweepstakes; (2) technical failures of any kind, including, but not limited to malfunctions, interruptions, or disconnections in phone lines or network hardware or software; (3) unauthorized human intervention in any part of the entry process or the Sweepstakes; (4) technical or human error which may occur in the administration of the Sweepstakes or the processing of entries; (5) late, lost, undeliverable, damaged or stolen mail; or (6) any injury or damage to persons or property which may be caused, directly or indirectly, in whole or in part, from entrant’s participation in the Sweepstakes or receipt or use or misuse of any prize. If for any reason an entrant’s entry is confirmed to have been erroneously deleted, lost, or otherwise destroyed or corrupted, entrant’s sole remedy is another entry in the Sweepstakes, if it is possible. No more than the stated number of prizes will be awarded. In the event that production, technical, seeding, programming or any other reasons cause more than the stated number of prizes as set forth in these Official Rules to be available and/or claimed, Sponsor reserves the right to award only the stated number of prizes by a random drawing among all legitimate, un-awarded, eligible prize claims.
  1. Disputes: Except where prohibited, entrant agrees that: (1) the Sweepstakes is governed by the laws of Washington State and that all federal, state, and local laws and regulations apply; (2) any and all claims, judgments and awards shall be limited to actual out-of-pocket costs incurred, including costs associated with entering this Sweepstakes, but in no event attorneys’ fees; and (3) under no circumstances will entrant be permitted to obtain awards for, and entrant hereby waives all rights to claim, indirect, punitive, incidental and consequential damages and any other damages, other than for actual out-of-pocket expenses, and any and all rights to have damages multiplied or otherwise increased. All issues and questions concerning the construction, validity, interpretation and enforceability of these Official Rules, or the rights and obligations of the entrant and Sponsor in connection with the Sweepstakes, shall be governed by, and construed in accordance with, the laws of the State of Washington without giving effect to any choice of law or conflict of law rules (whether of the State of Washington or any other jurisdiction), which would cause the application of the laws of any jurisdiction other than the State of Washington.
  1. Entrant’s Personal Information: Information collected from entrants is subject to Sponsor’s Privacy Policy By entering this promotion, you understand that you are providing your information to Sponsor.
  1. Winner List: For a winner list, please send a self addressed stamped envelope to the follow address within three (3) months of Sweepstakes end date:HTC VIVE VR Survey Sweepstakes Winners list
    308 Occidental Avenue South
    Seattle, Washington 98104

The post HTC VIVE VR Survey Sweepstakes – Rules appeared first on VIVE Blog.

Viveport Subscription – now over 200 titles

A bigger selection than ever, all for the same low monthly price.

Viveport Subscription: over 200 titles

We thought over 150 titles was a lot, but why would we stop there? There are now over 200 apps and games available for you to pick and play in Viveport Subscription.

We’re adding more content fast, too – our number of titles in Viveport Subscription has grown by 30% each month since launch, and we’re still growing. Plus, the number of Viveport Subscribers (Hey, that might be you!) has grown by 50% each month since launch.

Now is also a great time to opt-in to Viveport Subscription if you’re a developer with a paid app on Viveport. All you have to do is tick one box, and you’re in. In markets outside of China, nearly 50% of our total catalog on Viveport is in Subscription. Join the club!

Every month as part of your Viveport Subscription you get to choose five new VR experiences, which you can keep in your selection or swap out when your subscription renews. (We’ve recently improved the process so now you can leave selection slots open if you’d like to add a title or two later in the month!)

With this many titles to choose from, it can be tricky to figure out what’s in your five. We’ve already talked about some of the new additions this July, but to give you an overview of our biggest titles, below you’ll find the top 10 apps and games in Viveport Subscription. Any of these would be a great start for your subscription choices! Click any app or game name below to see it on Viveport.

Top 10 Apps in Viveport Subscription (July 2017)

  1. Fantastic Contraption
  2. theBlu
  3. Everest VR
  4. Tilt Brush
  5. Cloudlands: VR Minigolf
  6. Apollo 11 VR
  7. Richie’s Plank Experience
  8. Mars Odyssey
  9. Firebird – La Péri
  10. Alcatraz: VR Escape Room

Top 10 Games in Viveport Subscription

  1. Arcade Saga
  2. Overkill VR
  3. Sairento VR Lite
  4. Knockout League
  5. Windlands
  6. Front Defense
  7. Virtual Sports
  8. Cosmic Trip
  9. ROM: Extraction
  10. Storm VR

Ready to start your Viveport Subscription? Click here to begin your free trial!

The post Viveport Subscription – now over 200 titles appeared first on VIVE Blog.

New to Viveport Subscription – July 2017

New and notable titles in Viveport Subscription right now. What’s in your five?


With hundreds of apps and games available in Viveport Subscription, it can be tricky to pick the five you want to experience. Here are some of the new and notable titles recently added to Viveport Subscription.

Front Defense

Developer: Fantahorn Studio

Front Defense is an arcade-style VR shooter that puts you on the front lines, defending a European town from Axis forces. You’ll need to duck and cover, then fight back with a selection of increasingly powerful weaponry until you face down the ultimate super weapon. Man the guns and get ready to hold the line!


Developer: LyraVR

A music creation platform that takes full advantage of room-scale VR, LyraVR isn’t about recreating guitars or trumpets. Instead it lets you create music by placing sounds in a virtual environment, then linking them together to form loops or lining them up to create songs. If you want to get hands-on you can play virtual drums, keyboards and more, then either perform in real-time for friends or share them for others. It’s a fresh way to look at, experience and create music, unique to VR.

Dwingle B.O.T

Developer: XXII

We’ve seen a number of ‘escape room’ VR experiences, but this one’s different – you’ll be building your own AI companion – Bot – who’ll work alongside you. Bot’s moods change and adapt depending on your interaction, so each player’s experience will be different.

Panzer Panic

Developer: Handygames
On the ‘lighter’ side of war, Panzer Panic is a local multiplayer (and single player vs AI) tank game, where you’ll need to capture the enemy’s flag while defending your own. With plenty of power-ups, fun tank customization options and fast gameplay, it’s perfect for your next VR LAN party.

Twisted Arrow

Developer: Phaser Lock Interactive
This over-the-top shooter kicks the average archery game up a notch or five. You’ll move around a huge city, teleporting up and down buildings to try and make the perfect shot with your top secret combat bow. This isn’t a serious military sim though: you’re packing some extra-special arrows ready to rain pain, as well as hi-tech shields to keep you alive through the six massive levels.


Developer: VRUnicorns
On the complete other end of the ‘what you can do with a bow and arrow’ spectrum, #Archery (yup – ‘hashtag archery’!) asks you to imagine if you woke up one day and had to do everything with a bow and arrow. Like, everything. You won’t be standing on a target range for this: you’ll be selling ice cream, making vegetarian pizza, delivering newspapers, chopping wood, catching fish and, as they say, much more. You’ll never look at a bow and arrow the same way again.


Developer: VRUnicorns
The hashtag sports craze doesn’t end with #Archery – we also have #SelfieTennis available for those of you who like the idea of a calm, relaxed game where you use your tennis racket to murder people. Wait, what?

Yes, #SelfieTennis isn’t exactly up to tennis tournament standards, but that just makes it all the better. Don’t worry, we’re not talking about a Tennis Murder Simulator here – you’re ‘killing’ #BallPeople, who are basically tennis balls with feet. I mean, they deserve it, right?


Developer: Treefortress Games
There’s something about a retro-future-world dominated by neon-like lasers that makes just about anything look cool. HoloBall puts you right in the middle of those beautiful pixels with only a paddle, tasking you with defeating a rogue AI. Your skills will be tested as you hit, smash and curve your virtual ball on the path to freedom.

Not signed up for a Viveport Subscription yet? Start your free trial today.

The post New to Viveport Subscription – July 2017 appeared first on VIVE Blog.

HTC Vive and Jaguar Join Forces For A Second Car Launch To Reveal The Jaguar E-PACE

Jaguar, together with HTC Vive last night revealed the all-new Jaguar E-PACE in a stunning VR experience. The exclusive event at the ExCel in London featured over 70 Vives to give guests a virtual sneak peak of the model before seeing it in the metal later in the evening.

Taking place over 12 VR pods, the experience featured a series of interactive technology stories, to dive deeper into the mechanics of the E-PACE. With Vive’s tracked controllers, guests could rotate the model to view from all angles and lift away sections of the car to reveal the interior. Whole sections of the car could be interacted with, such as opening the boot to get a 3D view of the capacity inside, or removing the engine for a close up look.

The VR experience culminated in placing the participant between two ramps in the heart of a thrilling car stunt. The 15.3 metre-long jump complete with a 270-degree corkscrew-like ‘barrel roll’ stunt was then spectacularly recreated live at the ExCel, setting an official GUINNESS WORLD RECORDS™ title, for the Furthest Barrel roll in a Production Vehicle.

Jaguar and stunt driver Terry Grant set a new Guinness World Record for longest barrel roll at the global launch of the new Jaguar E-PACE at ExCel London. (Composite Image)

The E-PACE is the newest member of Jaguar’s SUV family, joining the all-electric I-PACE Concept which was also revealed with Vive in a live cross-continent virtual reality event in November 2016. The launch was a world’s first, connecting 66 participants wearing Vive headsets based in the US and the UK.

The November launch took the audience far beyond any new car experience, allowing people across the world to connect in real time, be fully immersed within the vehicle and share live together their experience of Jaguar’s first ever-electric vehicle.

Richard Agnew, Global Product PR Director at Jaguar Land Rover said, “The reception from the first-of-its-kind VR launch of the Jaguar I-PACE Concept was incredibly positive and this feedback was taken on board when planning our next car reveal. We believe Vive provides us with a unique platform to share a deeper understanding of the engineering, design and technology that makes our cars, and creates a level of immersion previously unachievable through traditional PR techniques. It’s great to be partnering for a second time with Vive, for the launch of the Jaguar E-PACE and we look forward to the exciting opportunities that VR can further offer the automotive industry.”

Herve Fontaine, VP for B2B and Business Development at Vive commented, “We are seeing rapid growth in the adoption of VR within the automotive space and with Vive we are forging a path for new forms marketing and redefining product launches within the industry. Following the success of the I-PACE Concept virtual launch last year, we’re thrilled to collaborate again with our friends at Jaguar and Imagination on this spectacular VR experience.”

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Limitless VR possibilities: talking with Tom Sanocki

3D animation of any kind can be a long, slow process. Limitless aims to change all that. We spoke to Tom Sanocki of Limitless to explain.


Hello there! Tell us who you are and what you do at Limitless Ltd.

I’m Tom Sanocki, and I’m CEO and Founder at Limitless Ltd. I focus mainly on running the business and the public face of the company, with occasional dips into design from time to time. Plus everything else!

Limitless Ltd, is working on a VR animation suite that lives in the cloud. Can you tell us what it’s intended for, and how it works?

VR is really hard to build, and it takes a long time even for professionals. The software takes months to learn, you have to do so much of your work on a flatscreen, and you’re using a user interface designed for mouse and keyboard. This is holding back our industry’s mission to make amazing VR experiences, the ‘killer apps’ if you will. If we can make VR content faster to build and easier to learn (let’s shoot for minutes, not months), then we’ll be able to iterate faster. If we try out more ideas faster, and build everything in VR, we’ll be much closer to discovering those amazing VR experiences that convince consumers to buy VR headsets. 

You’ve just added Gary the Gull and Reaping Rewards to Viveport, which are both short, interactive VR experiences. Can you tell us the origins of each?

We built Gary the Gull and Reaping Rewards as promotional pieces – to “show rather than tell”. We wanted people to see a real example of our character technology in action – short but complete, and something they could imagine wanting to build themselves. This follows a long tradition from companies like Epic and Pixar — for example, Pixar made their early short films when they were a hardware company and wanted to show how well the Pixar Image Computer worked. We also wanted to use our character technology ourselves first, so we could feel the pain of development and have a visceral understanding of our customer’s pain points.

Your career in visual effects and animation started at Pixar. What lessons learned there do you use today?

Keeping it simple. Pixar has a wonderful philosophy of finding simple technical solutions to artistic problems whenever possible, and respecting the need for full control by the artist. Pixar also has a great tradition of courage when it comes to embracing technical challenges. It’s hard to see now, but early films such as Finding Nemo were full of giant technical and creative challenges. Cars was supposed to be a ‘straightforward’ film but still had major challenges like shiny reflective surfaces, talking cars, runtime model performance, and huge environments. Pixar’s culture was excellent in teaching how to avoid fear, embrace the challenge, and find a clean and simple way forward. I saw many examples of how the right people with the right attitude could not just solve hard problems, but solve them in ways that were so simple and elegant it felt impossible.

Traditional animation can take a long time, and Limitless aims to dramatically reduce that. Can you break down what Limitless does specifically?

The biggest and most important thing is time from idea to result. If you want to move a character from point A to point B, you just do it instantly using your hands. If you want the character’s arms to hit a certain pose, you put them there. Instant feedback and intuitive UX — getting the computer out of the way so you forget there even is a computer. You also get big benefits from working in context — adjust lighting and environment around your animation or vice versa. And you absolutely need to share with your team because the best VR is built collaboratively. By running on the cloud we make it easy to share among your team so everyone can work together.

Where does Limitless fit in the traditional animation workflow?

There are several ways to use it, and we’re seeing different people find different ways to use it. Most people start with prototyping to get an idea up and running fast – because in VR you have to experience it in VR to know whether it’s good or not. Fast prototyping is one of the most important and hardest problems in VR today. Customers are also using it for character animation, often in conjunction with other packages as is standard in the professional community. And we’re excited to see how people use it in the future as we add more support for interactivity and sharing.

How important is VR to Limitless? How about the room-scale VR that Vive offers?

VR is absolutely critical. Being inside a scene and interacting with motion controllers is the core of what we do. Some people talk about AR and MR as being more important than VR – whether that ends up being the case or not, VR is the place to solve the hard problems with interaction and content, and you can do that today. Even though we support multiple ways of working people love room scale VR, walking around your experience is amazing.

Currently Limitless is available to select studios. What’s the ultimate plan for it? Will it remain a business tool only, or do you think you’ll allow animation enthusiasts to use it as well?

We are targeting professionals today, starting with major studios so our team can stay focused. But something that fascinates us is the question of who is a professional. Video editing used to be super expensive and specialized – highly trained people needed expensive video editing machines which literally had a custom keyboard. Now you can edit video on your iPhone. We are really excited that people are finding our software fast and easy to learn, because if we continue to make it easy we’ll expand the pool of VR professionals drastically. Then even more creatives will build revolutionary VR experiences, whether they’re full-time professionals or part-time prosumers.  

Limitless uses the Vive controllers to track movement, but those are limited to your hands. Are you planning on adding support for things like the Vive Tracker and Valve’s ‘Knuckles’ controllers for full-body and/or fine detail movement?

Absolutely. We are incredibly excited by the Vive Tracker and Valve’s Knuckles controller. We’re focusing on the Vive controller to start, partially to focus but also to force us to build UX that is simple and intuitive with a minimum of input, just like the iPhone build an entire UX around one or two fingers. 

There are some other ‘VR animation’ apps out there (or coming) including Mindshow. How do you see Limitless as differing from the competition?

Limitless is focused on professional 3D content, especially character-driven animation. We’re good friends with Mindshow and love what they’re doing to enable consumers to make movies in VR. So we’re in different markets — professionals versus consumer. The types of content professionals build is very different types from what consumers build, so the workflows and tools end up being very different. Ultimately we don’t see other companies as competitors; we’re all growing the VR ecosystems in our own individual ways.

You’re part of HTC’s ViveX accelerator program. For other developers out there, can you elaborate on how helpful it’s been to you? How have you benefited?

ViveX has been a great way for us to become more involved in HTC’s strategic initiatives around VR. We’re particularly excited to work with HTC to bring VR to a bigger audience that goes beyond core gamers. We’re big fans of ViveX and hope we can help other batches in the future.

Thank you for talking with us, Tom!

Check out what Limitless can create with Gary the Gull and Reaping Rewards, both available on Viveport.

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Vive Trackers: A Developer’s First Look from Futurus

We sat down for a Q&A with Annie Eaton, CEO at Futurus, a futures technology company, to discover the useful ways they are currently utilizing virtual reality and the VIVE trackers.

Can you tell us more about what you do at Futurus & what you’re currently doing with the VIVE & it’s trackers?

Being a part of a revolution is not something we, at Futurus, take lightly, so when we received our Vive Trackers from HTC, we got to work.  Our company focuses on the more practical, business-minded use cases of VR to begin with, and our first instinct was to find useful ways to solve problems with the technology.

Once you received the VIVE trackers, what were some of the first experiments you conducted with them?

Right out of the box we attached a Vive Tracker to an Xbox gun. It was a controller our CTO had lying around his house and we thought it would be a fun, first experiment (probably the least practical thing we did).  In anticipation of the Vive Trackers’ arrival, he created a simple shooter function in an existing Unity environment. Much to our surprise, we opened the box, screwed the tracker on a handmade mount for the gun, and it worked. The most incredible part of that day was tossing the controller. We took turns wearing the Vive and throwing it to each other. Catching it was mind blowing and for working in the VR industry the past several years, one of the most exciting things I’ve witnessed.

As we moved on to more practical ways we’re implementing the Vive Trackers, we thought of chairs. If there is ever an experience where we want to sit and stand while still engaged in an experience, it can be tricky.  We either have to break the immersion and temporarily lift the headset, or we have to use the pass through camera feature which requires we leave our virtual environment temporarily for the menu. So we decided it was time to add a Vive Tracker to our office chairs. The ability to sit in a rolling office chair while completely blind to reality is such a convenience. With more integration of everyday conveniences, we see VR usership rising as a whole.

We also understand that you utilized the VIVE trackers to run an experiment on quite an unusual situation. Can you tell us more about that?

Well, it would help if I didn’t have a constant fear of tripping over my pets when immersing myself in VR. So, I wanted to use the Vive Trackers to help visualize my dogs.

My dogs are small and fast and love to stand under my feet. I’ve gotten used to this while cooking, doing my makeup and walking around my house, but they do not understand VR like we do. They do not know that I am walking around blindly which can cause issues. We attached the trackers to their jackets and instantly I could see them floating around in space, but we needed a better way to visualize them.

I am particular about how I perceive real world objects in VR. I actually do not like having arms because they are never my arms. Or if I do, I want them to be more abstract than the recreation of the human arm. We ended up going that route with a more abstract representation of the dogs, floating dodecahedrons, and we made sure to include an image of each of their faces to know which one was which. Problem solved! (Or at least started.)

Your team also had people test the trackers out in a retail based layout. Can you explain to us how you went about this & the overall response from the users that took part in the experiment?

Our final experiment was to integrate the Vive Trackers into an existing internal program we have been developing. We have a system in which we test retail layout and packaging in a virtual reality environment. We were able to track every movement by our test shoppers, completely automated by our programming, eliminating human error that exists in traditional focus group testing. But the people who are testing these environments and layouts are not necessarily accustomed to using VR regularly, so we wanted a way to help them transition from the real world.

We decided the best way to do that was to track the shopping cart in VR. We used a tracker to allow the user to push the cart in the environment, giving them a sense of grounding. They still put the items in a virtual cart, but it lines up with the real-world cart and we’ve had positive feedback. Users seem to understand how the process works faster and there is less of a learning curve which saves time in testing.  We have plans to continue exploring and evolving the best use of Vive Trackers with this program.

Finally, what is it about virtual reality that has the team at Futurus excited about the future?

There are endless opportunities with virtual reality programming. We see it every day. I love the challenge that presents itself when we must create a compelling and engaging environment. The technology is evolving so quickly that these environments are only going to become more immersive and with tools like Vive Trackers, more interactive as well.

To learn more about what Futurus have done with the Vive Trackers, check out this video:

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