Vicon’s new Origin location-based VR system aims for ‘unbreakable’ tracking
UK-based Vicon Motion Systems has introduced the “Origin”, a comprehensive location-based virtual reality (LBVR) system that is designed to empower all levels of VR developers.
Vicon’s new fully scalable solution is a combination of its Academy Award-winning tracking abilities with tools that make it easy for anyone to setup and operate. It has been developed on nearly 35 years of industry-leading R&D that has made it the leader in engineering, healthcare and motion capture for successful films.
Origin contains three brand new pieces of innovative hardware, including a software created especially for the new LBVR system. Origin is the result of Vicon’s three years of its work alongside creates like Dreamscape Immersive. This solution has everything a commercial enterprise would need to drive a fully immersive experience. Interestingly, an auto-healing software repairs calibrations between sessions, paired with tracking that never lags and ensures that the system requires minimal training and maintenance to operate seamlessly.
The Origin suite includes Viper, which is a compact lightweight tracking camera particularly designed to work with active marker technology. Wearable tracking clusters, called Pulsar, emit active infrared LED patterns synchronised to ensure optimal battery life -- these clusters can easily attach to a user’s body, limbs and head-mounted displays. Connecting to Pulsar is Beacon which creates synchronised wireless network that allows the clusters to communicate with Viper cameras and provide continuous connectivity. Evoke, which is a highly automated software platform, features unbreakable tracking and auto-healing between sessions; a fully featured API, seamless game engine integration and the ability to run Evoke entirely in the background result in a flawless capture experience that anyone can operate.
Elsewhere, a Futuresource Consulting VR Tracker Report states that VR arcades and other location-based VR entertainment venues could generate more than $800 million global revenue by 2022. The report expects consumers to spend $299 million on location-based VR entertainment in 2018, and this expenditure is expected to grow to $809 million by 2022.
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