At AWE Europe in Vienna, I’ve had the pleasure of experiencing some fascinating XR solutions firsthand. I’ve already shared my thoughts on XPANCEO contact lenses, Snap Spectacles, the MeganeX Superlight 8K headset, and Gracia volumetric videos. However, there were several other incredible innovations I explored, and since I can’t devote an entire article to each, I’m summarizing them here in this comprehensive roundup.
Surreal Controllers
Not long ago, Surreal Interactive introduced the Surreal Touch, a pioneering set of third-party controllers designed for the Apple Vision Pro. Primarily, these controllers aim to enable wireless gameplay of SteamVR titles on a Vision Pro that’s connected to a PC, possibly through ALVR. The company also intends to offer an SDK to developers interested in creating native titles for Apple Vision Pro. The launch of these controllers intrigued the community, and I was eager to test them out at AWE Europe.
Upon handling them, I found the build quality to be quite decent and the design fairly appealing. The comfort level was satisfactory, though not exceptional, as they felt a tad too large, not quite conforming to my hands.
A key feature of the Surreal Touch is its inside-out tracking via cameras embedded in the controllers, crucial since the Vision Pro doesn’t support controllers natively. They manage tracking independently, akin to Quest Pro controllers, justifying their Kickstarter price of about $370 for a pair.
The demo I tried had limitations due to the venue’s inadequate Wi-Fi quality, allowing only basic interactions with 2D interfaces. A clandestine test of Beat Saber in a quieter room suggested the tracking was functional as the controllers followed both positional and rotational movements well, confirming the product’s legitimacy, though I couldn’t fully assess tracking quality due to technical constraints.
For more information, check out Surreal Interactive’s website.
Scentient
Scentient is a novel accessory that wraps around your neck and connects via Bluetooth to your headset, introducing scents to your XR experience. During my demo with a Quest headset, I engaged with rudimentary tasks like grabbing cubes and clicking on spheres, each coupled with distinct smells, thanks to a Unity SDK. Although the scents were identifiable and swiftly emitted, akin to chocolate and burnt wood, they felt artificially recreated.
A noteworthy challenge with scent-based devices is atmospheric saturation; a multitude of scents can make it difficult to perceive new ones, and prolonged exposure might overwhelm the senses. Post-demo, I detected remnants of scents still clinging to my clothing.
I believe scent technology holds promise, particularly for specialized areas like training simulations where smelling something like burning wood can enhance realism. Expected to launch early next year around £750, more details can be found on Scentient’s website.
Senmag Robotics
One of my standout experiences at AWE was with Senmag Robotics. This company’s force feedback device resembles a pen linked to a compact robotic arm capable of simulating force feedback, invaluable for hands-on tasks like surgical training.
Initially, the pen’s ergonomics weren’t ideal for me, especially around my pinky finger, though Senmag claims customizable options are available. While the pen felt slightly encumbered by its robotic tether, donning a VR headset and engaging in a demo application revealed the device’s potential. Handling virtual objects like a ball demonstrated robust resistance feedback, vividly replicating the sensation of touching a hard surface, and adjusting for varying virtual weights was impressive.
Despite its limitations compared to more versatile haptic gloves, for niche applications like surgery training, this device is exceptional. Find further information on the Senmag Robotics website.
Magos Gloves
Following my presentation, I had a brief encounter with Magos gloves—haptic devices resembling hand exoskeletons, providing finger tracking and feedback. Though my VR-less demo was concise, they struck me as promising. If interested, visit their website for more.
Trip The Light
I sampled Dark Arts Software’s upcoming title, Trip The Light, after being urged to try it out by a friend. The immersive experience placed me in a virtual dance hall with an AI partner, offering freeform movement or partnered dance, leading to a delightfully amusing, if slightly silly, start to my day. Surprisingly, dancing with a virtual partner evoked a notable emotional response, underscoring VR’s ability to craft intimate experiences.
A Chinese MR Headset
While visiting a Chinese booth marketing a "Vision Pro competitor," I met with some amusing miscommunication regarding display specs and witnessed a demo unit with shaky hardware issues, including a loose flip-up display. The passthrough feature mirrored immersive "white noise," quite literally blurring the experience. While the demo was faulty, it was entertaining. No brand names here to keep things lighthearted, but it illustrates the intense competition Apple faces.
This wraps up my series from AWE Europe. I hope you found my insights valuable. If you did, please share this article on social media. Thank you for your support!
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