Fove: Difference between revisions
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'''FOVE''' is the first{{Citation needed|date=March 2016}} [[virtual reality headset]] |
'''FOVE''' is the first{{Citation needed|date=March 2016}} [[virtual reality headset]] to utilize built-in [[eye tracking]] technology. It was created by a Tokyo-based startup founded by [[Yuka Kojima]] (CEO) and [[Lochlainn Wilson]] (CTO). Announced in 2014, FOVE's technology uses infrared sensors within the headset to accurately track the user's pupils and eye movements with low latency, allowing the user to target and interact with objects by making eye contact with them. |
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Kickstarter Campaign for FOVE began in May, 2015 |
Kickstarter Campaign for FOVE began in May, 2015, with an initial funding goal of $250,000. The goal was reached in less than 4 days. Backers who contributed $349+ were originally promised to receive a FOVE HMD in May, 2016. FOVE's Kickstarter campaign ultimately raised a total of $480,650. |
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==Features== |
==Features== |
Revision as of 20:16, 30 May 2022
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Type | Virtual reality headset |
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Display Technology | OLED |
Weight | 400g |
Website | Official website |
FOVE is the first[citation needed] virtual reality headset to utilize built-in eye tracking technology. It was created by a Tokyo-based startup founded by Yuka Kojima (CEO) and Lochlainn Wilson (CTO). Announced in 2014, FOVE's technology uses infrared sensors within the headset to accurately track the user's pupils and eye movements with low latency, allowing the user to target and interact with objects by making eye contact with them.
Kickstarter Campaign for FOVE began in May, 2015, with an initial funding goal of $250,000. The goal was reached in less than 4 days. Backers who contributed $349+ were originally promised to receive a FOVE HMD in May, 2016. FOVE's Kickstarter campaign ultimately raised a total of $480,650.
Features
- Eye tracking with an accuracy of 1/20 of a degree
- Foveated rendering – User's gaze is tracked and calculated so the graphical resources are allocated to where he or she is looking. The different areas of VR world sharpens and blurs depending on where the eyes are focusing.
- Move the head naturally – With eye tracking, users can avoid unnecessary head movements and minimize simulator sickness.
- Aim with the eyes – Target and interact with objects by glancing at them. Aim the weapon's cross hair in FPS games or create contextual menus for a gaze-based interface.
- Make eye contact – Make eye contact and convey emotions with virtual characters. Characters' behaviors and reactions change when they are watched.
Hardware
FOVE will utilize SteamVR's Lighthouse technology for positional tracking.
Developer
FOVE SDK - integrates content from Unity, Unreal Engine and Cryengine. Developers can port existing VR content into FOVE or create new content.
API for Foveated rendering.
History
September 9, 2014 - FOVE was revealed at Tech Crunch Disrupt SF 2014.
May 19, 2015 - Kickstarter Campaign began.
May 23, 2015 - Kickstarter Goal of $250,000 was reached
June 25, 2015 - FOVE announced that it received an undisclosed amount of funding from Samsung Ventures, the venture capital arm of the Korean conglomerate.
June 25, 2015 - FOVE announced that it will use SteamVR's Lighthouse for positional tracking.
March 23, 2016 - FOVE closed an $11 million Series A funding round, but delayed shipment to Fall 2016 because of difficulty sourcing components.[1]