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Home Virtual Reality

AWE Workshops: Surreal Controllers, Scentient, Senmag Robotics, and Beyond!

by BuzzGaming
November 14, 2024
in Virtual Reality
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At AWE Europe in Vienna, I had the chance to dive into some really intriguing XR solutions. I’ve previously shared my thoughts on XPANCEO’s contact lenses, the Snap Spectacles, the MeganeX Superlight 8K headset, and Gracia’s volumetric videos. But there were a few other remarkable experiences I had that, while they don’t each merit their own piece, certainly deserve a mention. Let’s take a quick tour of other highlights from the event.

Surreal Controllers

A few months back, Surreal Interactive unveiled their Surreal Touch, the first third-party controllers designed for the Apple Vision Pro. These are primarily for playing SteamVR games wirelessly on a Vision Pro through a PC connection like ALVR. The company is also planning an SDK release for developers interested in creating Vision Pro games that utilize these controllers. When they were first announced, they certainly piqued community interest, so I was eager to try them out at AWE Europe.

Upon getting hands-on, I found the build quality quite decent and the design was fair. Comfort-wise, they weren’t bad, but they could use a little tweaking. They felt a tad oversized for my hands, leading to less than a perfect fit.

What’s fascinating is that these controllers employ inside-out tracking with cameras embedded within them. Since Apple’s Vision Pro doesn’t natively support controllers, these need to independently track movement via their cameras. It’s somewhat akin to the Quest Pro’s setup, shedding light on their Kickstarter pricing of about $370 for a pair, given the level of tech involved.

As for the actual tracking performance? That’s hard to say. The venue’s Wi-Fi just couldn’t support smooth PCVR streaming, which hindered the demo. I managed to sneak into a quieter room where conditions were slightly better and attempted to play Beat Saber streamed from a PC to the Apple Vision Pro. Unfortunately, streaming latency and quality issues persisted, preventing a thorough assessment. The takeaway? The controllers did track my movements in terms of position and rotation, making the concept real, not a scam. But in-depth performance insight will have to wait for better conditions.

For more information, you can check out the Surreal Interactive website.

Scentient

Enter Scentient, a neck-worn gizmo that connects via Bluetooth to your headset, infusing your XR experience with scents. They gave me a go with a Quest headset paired with the device. The demo utilized a modified Unity XR Interaction Toolkit sample since they already have a Unity SDK, with Unreal’s still in progress.

It was a tech demo through and through: the tasks were simple, like grabbing cubes and clicking spheres, each associated with different scents. A more immersive demo would be fantastic, like pairing the scent of apples with a 3D apple model since our brains often link visual cues with scents.

The device holds four scent cartridges, and during the demo, I experienced fragrances such as chocolate and burned wood. The response time was quick; as soon as I interacted with an object, its associated scent hit me almost instantly. The scents themselves were identifiable and generally pleasant, though like most synthetic recreations, they didn’t feel completely natural.

A significant hurdle, however, is scent saturation. If too many scents are emitted at once, it fills the air with diverse particles, making it harder to distinguish new aromas. Plus, your nose can get overwhelmed, wanting a break after a while. Not to mention, afterward, my suit still faintly echoed the scents of the demo!

Because of these drawbacks, scent simulation isn’t quite consumer-ready. However, Scentient is looking at specialized applications, such as training scenarios—for example, helping firefighters distinguish various fire-related scents, possibly improving training effectiveness.

Expect Scentient to hit the market early next year, possibly January, at around £750. For further details, check their company website.

Senmag Robotics

Of all the demos, my time with Senmag Robotics left a strong impression. They were showcasing a force feedback device resembling a pen—a concept I first encountered during my university years but had never tried in person. Picture a 3D pen tethered to a robotic arm, offering force feedback—a handy tool for training activities requiring hand tools, such as surgery.

My first impression wasn’t stellar: the pen’s ergonomics were lacking, particularly discomforting my pinky finger. Senmag assured me they offer alternatives for different hand types, which weren’t on display at AWE. Initially moving the pen revealed it didn’t glide as freely as expected, subtly influenced by the arm despite the lack of resistance.

Wearing a headset while managing an app, likely made in Unity, changed everything. Learning the pen’s functions—two buttons (one for “clicking” and another for menu access) plus a small wheel—transitioned into a new level of engagement. The force feedback demo was a game-changer. Dragging a virtual ball across the virtual table, the device’s resistance genuinely simulated hitting a solid surface. In another segment, lifting balls of varying weights demonstrated the arm’s capability to alter resistance, replicating a hefty sensation based on weight.

This was my inaugural encounter with truly believable force feedback in XR. Gloves attempting similar feats have fallen short of the tactile authenticity achieved here. Utilizing a stationary attachment like a desk allows this little robotic arm to apply considerable force and react quickly, enhancing realism significantly.

While its application scope might be narrower than that of haptic gloves, for specific niches like surgery training, it’s a phenomenal tool. Visit Senmag Robotics’s website to dive deeper.

Magos Gloves

Post-speech, I had a brief jaunt with Magos gloves. These gloves, resembling an exoskeleton, offer finger tracking and haptic feedback. Sadly, the test was brief and lacked a VR component, so my impressions are limited to noting their potential.

Here’s the link to the website for anyone interested in exploring further:

Trip The Light

Dark Arts Software brought forth an engaging game, Trip The Light. Just as I stepped into AWE, my friend Patrick Ascolese beckoned me to try it. My instruction was simple: don the headset and dance.

Immersed in a virtual space with a digital dance partner, I moved freely, alone or linked hands for a partnered dance, including twirls. It was a joyful kick-off to AWE—cutting loose to rhythms, engaging in silly moves like twerking. Even if the game’s success doesn’t stem from sales, Dark Arts could profitably blackmail attendees with event footage!

This demo underscored VR’s emotional resonance—dancing closely with a virtual companion evoked a surprising sense of intimacy. I can only imagine the connections many will forge with these dance partners during gameplay.

A Chinese MR Headset

A visit to a Chinese manufacturer’s booth introduced me to a self-proclaimed “VISION PRO COMPETITOR.” Intrigued by the audacious challenge to Apple, I asked for details. It claimed similar display specs to Vision Pro, though clarifying the tech wasn’t identical left me perplexed.

Trying on the headset, I discovered a unique “enhancement”: a flip-up display. However, when I attempted adjusting it back into place, the display wouldn’t stabilize. Likely due to the incessant demo use, the hinge was worn out, leading to a bizarrely swinging display.

Visually, despite high resolution and vivid colors, the passthrough feature revealed severe noise issues. It felt like a white noise simulation, bordering on therapeutic if relaxation via unintentional white noise is your thing. As I departed, I marveled at the technological chaos but appreciated the comic relief.

This mystical device, priced at just over $1000, promised untapped potential and “features” Apple couldn’t match. Certainly, Apple’s rumored Vision Pro update in 2025 must brace for this formidable rival.

In sharing this tale without a brand name, I choose to humorously recount my experiences without harshly critiquing the product. Likely unaware of my media badge, the booth staff didn’t prioritize presentation or unit quality, making any definitive review unfair.

Wrapping Up AWE Europe

This piece concludes my AWE Europe series. I hope you found these recaps insightful. Feel free to share this on your social media to broaden the reach. Thanks for reading!

Disclaimer: This blog features advertisements and affiliate links to support itself. Using these links earns me a small commission at no extra cost to you. You can find the comprehensive disclosure here.

Tags: AWEWorkshopsSurrealControllersScentientSenmagRobotics
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