Labor Day VR Challenge: Surgeon Simulator VR

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There was once a game that would revolutionize the industry by simulating what it is like to be a surgeon in the real world. It would describe the finer aspects of this medical art and give you real inside knowledge about how to remove a heart properly; this was not Surgeon Simulator VR. It’s time to have a frustratingly good laugh with a Free Virtual Reality game on your day off.

What is Surgeon Simulator VR?

To know what Surgeon Simulator VR is, you need to know what Surgeon Simulator is and a little bit about Team Fortress 2. Team Fortress 2 is a comical cartoonish first person shooter game that’s known for its craziness and funny lines. Surgeon Simulator is another cartoonish surgeon-like game that is built to be so frustrating that it makes you laugh at yourself. It provides a non-realistic version of a Surgeon Simulation, where you will use all the dangerous tools you fear in surgery to do frustratingly precise tasks. In Surgeon Simulator VR, you do the same thing as in Surgeon Simulator but you are the Medic from Team Fortress 2 and the patient is the Heavy from Team Fortress 2.

There are some aspects, such as the view angle and the ridiculousness of the tools, that have changed, but it is the same game. The real difference comes in the fact that the game is in Virtual Reality whereas the normal game is a just PC game.

Are you ready to be a surgeon? Well, you still won’t be after playing this game.

Graphics and Visuals Score: 2.5/5

The graphics are identical to Team Fortress 2, in all of its cartoonish glory, but it does not have the same graphics as the main Surgeon Simulator or other SS DLC games. Since Team Fortress 2 is not as bloody as the original Surgeon Simulator, most of the blood has been removed. The graphics are not that impressive compared to other games, but this is primarily due to the fact that it is trying to achieve Team Fortress 2 graphics and not realistic graphics.

If you’re looking for realism, or a workout, this isn’t your game.

Hardware Requirements Score: 4/5

There is relatively little requirement in hardware to play this game as it is compatible with Windows 7 to 10 and only requires 4GB of RAM and 250MB of space. However, like other Virtual Reality games, it does require at least an i5-4590 or FX 8350 processor and a GTX 970 or R9 290 graphics card in order to play the game on the minimum requirements.

Fitness Score: .5/5

You will get almost no fitness from this game, since that is not the purpose of this game. You will be moving quite a bit, but not enough to make you sweat. This game is about enjoying yourself and laughing at the ridiculousness of the game. A good example of how ridiculous it can be is that you do not need to put the organs in the right place in order to succeed and you can use a fire axe to break open the chest cavity. Clearly, you’re not getting a workout here unless you count the ab contractions you’ll get from laughing. We’re being kind by offering a half a point.

Gameplay Score: 3.5/5

The game makers purposely make things difficult to do in the game to add to the frustration of the game. However, Surgeon Simulator VR is incredibly precise and gives you a good look at what you can do with the technology. This is a very short game, provided that you are good at it, and shouldn’t take more than an hour to beat.

Overall Score 2.6

While this game is not focused on fitness, it is certainly focused on providing you with a ton of laughs so that you can make the most out of your Labor Day holiday. Since the game is free, it doesn’t cost anything accept what you should already have for virtual reality games in order to play them. It’s the perfect game to get frustrated with, especially if played while taking turns with friends.

-Tommy Mertell

Do you have a game that you want to us to review? Make a comment below and we’ll get right on it!

Fitness habits are hard to start. Video games are hard to quit. Hmm…

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Habits are a fickle beast. We try so hard to create good habits like flossing, going to the gym, and getting up earlier and can only stick with them for a few weeks before the inevitable relapse. Our dentist stays mad, our flab stays flabby, and our eyes stay glued shut when the alarm goes off.

But checking Facebook every 17 minutes? Now that habit sticks like bubble gum in your mustache no matter how far from your home screen you place the app.

Does this scene look like your gym?
Does this scene look like your gym?

Starting and sticking to a gym routine is one of those habits that most people just can’t seem to consistently perform. Every year the New Year’s Resolutionaries come out from hibernation and flock to the gyms in droves to the surprise of regular gym goers who can no longer use the bench they were needing next. They aren’t too concerned because they all know that the horde will trickle down to a smattering within a few weeks at most as goals are given up faster than a high school girl will give up the water boy for the quarterback.

Studies show that most people do not reach their fitness goals and continue to try again year after year. It’s so frustrating, that an entire fat acceptance movement has been created that basically just gives up on the idea that long term fat loss is even possible for most people.

On the other hand, marriages have dissolved, bellies have been built, and jobs have been lost because people just can’t stop playing video games. A few people have even died from dehydration because they couldn’t pull themselves away. Like a drug, video games deliver bursts of dopamine to our brains to keep us pushing the buttons for more.  Feelings of mastery, control, progress, social inclusion, and slot machine-style variable rewards override brain mechanisms that were built for the savanna, not the computer chair.

People want to workout more. People want to play video games less. So let’s merge the two. Why not make workouts part of the video game?

No, I’m not talking about faking it and saying “fitness is fun!” as we dance or pretend to play a game or track our habit streaks in iPhone apps for meaningless badges. That’s been done before, and it doesn’t work over the long term.

Without any real motivation, some tools just can't work.
Without any real motivation, some tools just can’t work.

I’m talking about putting yourself into the game. Level yourself up instead of a character. Use your actual physical fitness and athleticism to play the game. Not good enough to win this part of the game or beat this player? You have to grind it out to improve your actual strength or agility and then come back and try again… with your real body and abilities.

Companies should be working to merge the addictive qualities and immersion of video games with the health and fitness effects of working out and practicing new skills. It’s an idea whose time has finally come. As hardware and software improves from the billions of dollars of VR investment that is happening now, it will not only be possible, it will be inevitable. Functional fitness in a fictional world

You won’t quit. You’ll have to force yourself to stop.

-Ryan DeLuca

Have you got any insider tips about the world of VR and fitness that you think we need to know? Make a comment below and our editors will get back to you ASAP! 

Sony’s PlayStation VR Pre-Orders Largest in GameStop History

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According to the executives from GameStop, their PlayStation VR pre-order was the quickest sellout in the company’s history where the company’s PlayStation VR pre-order went out of stock within 5 minutes. Even at Amazon, the initial stock of Sony PlayStation VR, which was a ‘launch bundle’ also sold out within 10 minutes after the deal went live.

PlayStation VR – The First VR Headset for a Console

Sony announced PlayStation VR at the E3 event this year and will be launched in October this year. The upcoming PlayStation VR Headset will be used with the current generation PlayStation 4 as well as the upcoming PlayStation Neo. PlayStation VR will be the first VR headset compatible with a gaming console. The HTC Vive, which has already made its way into the market and the upcoming Oculus Rift are exclusive to PC users only.

The PS VR headset features a 5.7-inch display inside supporting 1080p resolution. PlayStation VR has LEd lights on it which will help the PlayStation Camera to track its movement and project in the VR accordingly. Sony said that while PS VR can be used as a display unit as well, users would have to use the PlayStation 4 DualShock 4 controllers in some VR games and PlayStation Move controllers in others.

PS VR Game Titles, Another Sign of Success

Sony announced that more than 230 different game developers and publishers are currently working on various gaming titles for the upcoming PlayStation VR.

Moreover, up to 50 titles will be ready till the launch of the VR headset. Some of the launch titles include Eagle Flight, VR Worlds and EVE: Valkyrie.

PlayStation VR cheaper than Oculus and HTC Vive

Seeing the $799 price tag for HTC Vive and $599 for Oculus Rift, Sony’s PlayStation VR seems pretty cheap with a price tag of $399. And to have a VR-Ready PC is pretty expensive and the total cost of the VR setup can easily reach above $1,000. However, Sony’s VR setup should cost a lot less. A PS4 can be bought for as low as $350, the PS VR headset is priced at $399, Move controllers are available for around $50 and the PS Camera is also available at $50, making the total cost of Sony’s VR setup no more than $850. Even if you add the pricing of the PS Plus subscription and the price of games, the total cost still remains a lot less than a PC VR gaming setup.

A glimpse of the new PlayStation VR!
A glimpse of the new PlayStation VR!

If you can still get your hands on the PlayStation VR ‘launch bundle’ it would still be a good deal to grab since the bundle includes the PS VR headset, 2 Move controllers, PlayStation Camera, cables including headphones etc. for just $399. If you buy these separately, it will cost you more. Currently, majority of the retailers have PlayStation VR out of stock and there is no word from any of them when it will be restocked again.

What does this mean for VR Fitness?

It’s obvious that with PlayStation coming into the fold of the virtual world, that VR is becoming more mainstream than ever. As all gaming consoles have already learned in their efforts prior to VR, fitness is an eventual necessity for true market expansion and this VR endeavor will be no exception. While you can now really be Batman in a game and focus on his detective skills, it will take some time for even PlayStation and the many developers they have on board to truly capture a superhero worthy experience that will lend itself to fitness, but that notwithstanding is further proof that it is coming and an obvious path that this new system will follow—and this will blow PlayStation Move out of the water!

-Michael De Medeiros

Is there a new gadget that you think we should cover? Leave a comment below and we’ll get right on it!

HTC Vive Goes Wireless

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If you’ve ever gone to the gym and got your headphones tangled in a set of free weights or the rowing machine, then you can understand how the wired nature of headsets can be a hindrance to your VR fitness workout. You might have already heard about companies like Widerun and Icaros who have already showcased the potential of VR workouts, but the users of their products are still tethered to a PC. Any serious weightlifter will tell you about the importance of utilizing your full range of motion, but that is impossible if you are limited in any way. Well, thanks to Valve Software and QuarkVR, that could change this fall.

Game Changer Alert!

In a matter of months, the joint effort will be releasing their prototype of a wireless VR headset. The developing world of virtual reality is one of action and involvement, and this is doubly so for someone who is interested in VR fitness. Without having to work your way around a wire, the drawbacks that come with tethered, head-mounted displays disappear. No longer would VR fitness just mean looking at computer-generated worlds while you are on the treadmill of a stationary bicycle. Your VR workout would be able to encompass the entire gym.

How It Will Work

With the addition of positional tracking technology, which QuarkVR is planning to use, virtual reality could enhance your workout in ways that your FitBit or Apple Watch couldn’t do alone. If a program was able to follow the movement of your body, perhaps it would also be able to correct your form. Gone would be the days of twisting towards the nearest mirror to check whether or not you were going to throw out your back. Add in a way to log your workout and monitor your vitals, and VR fitness would be able to replace a personal trainer. It would be thanks to what Valve and QuarkVR are working on.

From the creators of Team Fortress 2
From the creators of Team Fortress 2

Valve is known as the developer of popular video games such as Portal and Team Fortress, and they are also the minds behind the Vive technology. On the other side of this partnership is QuarkVR, the Bulgarian company led by Krasi Nikolov and Georgi Georgiev. They created Intugame, the app that allows PC gamers to experience their games in VR. Their body of work might have sprouted from the video game industry, but the technology that could come out of their prototype would do wonders for VR fitness.

Right now, the technology would stream data from the PC over the cloud to your HMD. The process is akin to using the YouTube app on your phone to cast to your TV set. The biggest concern to this approach is how it might cause delays in the transfer of data from PC to the headset. Seeing your movement later than performing it can be very jarring.

The prototype of the wireless Vive will be ready for a demo in a matter of months. Concerns over latency issues aside, Valve and QuarkVR’s joint effort could very well be the first step towards some very interesting things for your VR workout.

-Osmond Arnesto

Have you seen a really cool VR experience that you thing we need to know about? Leave a comment below so we can check it out!

Could a VR Workout Actually Do What your Gym Routine Promises?

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Whether you are lifting for strength or lifting for size, the rate of muscle growth might actually stay the same. Many try to disprove this by pointing out the visual differences between powerlifters and bodybuilders when in fact, their muscle size is quite the illusion due to the fact that powerlifters tend to have a higher body fat percentage than bodybuilders, giving them a softer look instead of a more cut look as bodybuilders tend to have.

What Science Has To Say About This

Recent studies show that hypertrophy (muscle growth) occurs whether you are lifting heavy or lighter weights, doing a small amount of reps, or going for high reps, as long as you lift to failure during each set. This means that you are lifting until your muscles literally give out and you cannot perform even one more rep. The study revealed that the same amount of muscle growth and protein synthesis occurred during a 3 set session of 30 percent of the maximum load as it did with a 3 set session of an 80 percent maximum load.

The lifters who performed their reps with 30 percent of the maximum load, naturally achieved more reps compared to lifting at 80 percent of their maximum load, but they still achieved the exact same hypertrophy response.

This shows that the amount of weight or the number of reps did not matter when it comes to hypertrophy and it’s likely that the act of reaching failure instead of built up muscle fatigue seems to be the trigger for growth.

The Difference Between Lifting to Failure VS Fatigue

To be clear, lifting to failure is where you reach the point in your set after a few (or maybe a lot) reps where you cannot lift even one more time no matter how hard you try. Lifting until you’ve reached fatigue involves the number of sets you’ve completed or the time spent lifting. For instance, you do 12 reps and 3 sets with a rest in between each set, by the 4th set you no longer have the capacity to do any more reps and the muscles will no longer fire, that’s fatigue.

Muscle failure is biomechanical, while muscle fatigue is biochemical. Failure has more to do with what’s outside of your body, while fatigue has more to do with what’s on the inside. So going to muscle failure does not mean that you have fatigued the muscle.

The Best Load For Muscle Gains

From what we have learned today, muscle gains can be achieved whether you are at 30 percent or 80 percent of your max load.  In order to reach hypertrophy with this method, each set must be done to failure. Both ranges were compared using 3 sets of an unknown number of reps that allowed the lifters to achieve failure. We do know that the lifters who were lifting only 30 percent of their max, were doing more reps as stated in the studies.

Safety should always be a first priority. A person should not lift to failure while doing exercises such as bench presses, dead lifts, or squatting at the rack. This can be quite dangerous unless you are using a strong and focused spotter.

How VR Can Play a Role

There really is no current substitute to a great workout, but with this research in mind, there is hope that a simple VR workout can offer you a lot more than previously thought. Beyond that, when the technology does exist to allow for muscular endurance to be tested through resistance training in an immersive experience like a VR game or sport, the fitness game will forever be changed in a blink of an eye. Until then, don’t avoid a VR workout even if it does seem like you can’t throw around a lot of weight or kill chest day, as it may still give you many of the results you’ve always wanted without having to wait in line for the pec deck machine.

-Heather Neff, CPT

Do you have know a study that shows how VR can positively impact on your fitness? Post your feedback in the comments sections and one of our editors will get back to you ASAP!

Omimo Uranus One: The Best VR Headset You May Never Use

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When it comes to working out, there is nothing more discouraging than seeing no progress being made. Seeing the same walls of the gym and hearing the same motivational songs that have all but run out of motivation only serve to make things worse it seems. But what if you could be somewhere new, doing something fun when you exercise? To accomplish this, the market has exploded with virtual reality headsets that provide various degrees of immersion into a digital world. This provides new platforms for one to experience while still training their body. A great example of this is the Omimo Uranus One, a standalone system that requires no extra hardware to play. This Chinese company is pushing standard features to the max with everything that they pack into this little device. It boasts a number of advanced technologies and perfect comfort and fit under one affordable price. But are users making out like a bandit, or are they getting what they paid for in a shiny box? Here’s what we discovered when we got our hands on one.

Cost Score 5/5

In the up and coming industry of virtual reality, there are two trends. One is that the VR headset is simply a display and controller. The other is that smart-phones are a viable alternative to expensive hardware and simply need a mount. The Omimo however sees a different approach, or perhaps a combination of the two. The Omimo integrates the VR experience into one device that can operate without a computer or smart-phone. As a mix of the two ideas, it’s price point surprisingly comes right in-between the leaders of either single idea. With smart-phone mounts asking upwards of $100 for their cheap solutions to the trend, and the high quality name brands being priced anywhere from $1200. The best prices for the Omino are coming in at $129 and the more expensive options going up to $299.

The complete package includes:

Omimo Headset

Remote-control unit

BT Gamepad (optional)

Wall charger

HDMI cable

USB cable

Certificate of Approval

User manual

Warranty card

As a fully standalone option, this is an amazing price! For the price of a parking ticket, a complete and ready to use VR experience is delivered, where it’s nearest competitor’s price had a head on collision with the top of the standard user’s wallet.

Your close up view!
Your close up view!

Weight and Wearability Score 3/5

When immersed in the world of our choice, playing a game or training our bodies, we want to be able to concentrate on the task at hand. I know I would have a heart attack if my VR gear suddenly decided to slip down my face while in the middle of scaling a cliff. This can be avoided with proper design of the headset though. Two things to take into account are weight and fit. The weight of the Omimo is on the heavier side. Weighing in at 1.3 pounds, it can give your neck quite the workout even in casual games, but this isn’t the type of training you want.

Weight aside, the actual comfort and fit of the headset is fairly well thought out. The point of contact with the user’s face is padded with breathable sponge made for comfort, and the optic chamber is ventilated for maximum fog-up resistance, with a second adjustable strap linked over the head for added stability.

However, it is important to note that the extra weight of the Omimo is due to the internal battery that eliminates the need for cords for app based games. This also produces some extra heat though and can be uncomfortable at times. Additionally, the headphones that are included in the complete package are of good quality but the extra wire hanging around your face tends to be distracting. An integration of these would vastly improve the experience of being in the game.

Technology Score 3/5

Purchasing a VR headset simply because it is the cheapest or because it fits nice is a risky thing to do even in the best circumstances. First of this one offers going cordless with a battery boasting a 10-hour life span. But it’s important to realize that if users want to use the system with anything more than app-based games, they will have to hook it to a computer or system. But regardless of the game, users can expect a dynamic 124° viewing range. That is a 14° improvement over the average for all VR headsets. This, paired with a 1920 x 1080 display, is making for a very tempting piece of hardware.

Hardware wise this is a great value, with an octa-core internal processor and eye as well as head tracking to allow greater focus and possible control options. However, these great hardware options are somewhat limited by the outdated OS. The Android 4.4 affectionately known as Kit-kat is known for excellent management of android phones and stable game and app operation. However, there are several bugs that come with the OS that sadly make flaws in the design of the Omimo a little more obvious. For instance, Android 4.4 has been reported to overheat even when in standby, and that doesn’t sound too awesome being strapped to your face. The 4.4 also has input lag problems, which can make or break a successful VR interface. This goes right in line with the last issue, namely refresh rate.

The Human eye can tell two frames distinctly apart at around 58 Hz, so the standard VR is set to function at 80 Hz for a smooth experience. It is widely accepted that 60 Hz is the minimum for nausea-free game play and movie watching. The Omimo offers a 75 Hz refresh rate which is only 5 Hz off the standard. But paired with the input latency of the Kit-kat, this can start to get on the queasy side once the device heats up. Overall a great piece of hardware that could use an update in software.

Games Score 4/5

The technology is a key part of any VR headset, but let’s face it: This device is meant to play games, so if the games are no good it makes all the hardware and value kind of useless. Lucky for us the designers of the Omimo took all this into account. Being the only VR headset that comes with GooglePlay preinstalled directly into the user interface. This makes playing app games as easy as downloading the game and starting it up. Just be sure to have WiFi available, it will not run off of a cell phone line. But on the bright side it won’t run up the data charges either.

Screenshot for Left 4 Dead 2!
Screenshot for Left 4 Dead 2!

As mentioned before, it also has the capability to hook to your computer for Steam VR, and other PC based games. This opens up hundreds of options for any kind of experience. But be aware that the Android 4.4 had been reported as having issues communicating with some computers. This glitch may make playing PC based games difficult for some users. However, good news for PS4 players; the Omimo integrates flawlessly with consoles, there is even an event going on right now where the hit released game No Man’s Sky is being played on this device.

As with consoles this device is perfect for any fitness controller or game. The wide range of compatibility this product offers is perfect for those who want to try as many games as they can.

Fitness Score

This device is mediocre when it comes to the fitness side of the industry. The compatibility with a wide variety of products makes it an easy all around candidate for any equipment that integrates VR. The wireless design ensures that there are no cords tying users to a wall, however this device was not made exclusively for a work out experience so there are some features that detract from the efficiency in that area.

The weight of the unit is a problem. When making fast motions or through continuous repetitions the device can lose its position on a user’s face. Input lag and refresh rate are also a major factor as disorientation during exercise can be nauseating. The ability to link to almost any VR fitness device is a great plus, but without the corresponding equipment, the Omimo quickly loses any fitness potential.

If used with the right equipment, the Omimo performs extraordinarily wel

Not the biggest or smallest HMD on the market, but definitely one to watch for.
Not the biggest or smallest HMD on the market, but definitely one to watch for.

l. Having been vented against fog ups and allowing the contact points on a user’s face room to breathe with breathable sponge pads, it is the perfect companion for a pedal or rower control device.

Overall 3.6/5

Considering all things, the Omimo Uranus One is a competitor that focuses on it’s incredible value and versatility to find its place in the market. The Hardware is quality if not a little heavy, but the software needs a major update to put it ahead of the game. The games offered are almost limitless but again the software has some compatibility issues that need to be taken care of if the product is going to advance. If paired with proper equipment the user can get quite the work out, but the software is once again limiting the performance of the device with input latency. If we can see an upgrade to the OS in the coming months then the Omimo should be able to make a name for itself, but only time will tell if that happens. While it is currently unavailable on Amazon, you can find it and iterations of the same HMD on Aliexpress and several other online retailers.

-Colt Parris

Is there a new gadget that you think we should cover? Leave a comment below and we’ll get right on it!

15 Amazing Facts about the History of VR

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Long before computers were around, people were gazing upon the unknown and were theorizing about the possibility of transporting themselves to other worlds. First doing so via their imaginations, books and stories, people also started doing 360-degree murals, known as panoramic paintings, in order for the viewer to truly feel like they’re present at another scene. Today, we’re all familiar with this concept in more real and present terms: Virtual reality. Because it still hasn’t taken over the world as anticipated, it may be difficult to define virtual reality, but few know that the VR concept has been around for more than a century. People started using stereoscopic photos and viewers as early as the 1850s and started building simulators in the 1920s. However, virtual reality as we know it today didn’t really start to take off until later on. With that in mind, here are 15 amazing facts about the history of virtual reality you didn’t know and how they lay out the frame work for what you’re using now and what will come to the future in anything from your home to transporting you to a different universe, putting you into a fully immersive gaming fitness experience, v-sport or even curing the sick!

Fact #1 – The Sci-Fi Prediction of VR – Pygmalion’s Spectacles

Stanley G. Weinbaum, a well-known science fiction writer from the 1930s, had the vision of what Virtual Reality is and what it may become, even before the official term was coined. In his 1930s short story Pygmalion’s Spectacles, he shares the idea that a wearer of a pair of goggles can experience fictional worlds through holographics, touch, smell and taste. This truly made him a visionary in the field of virtual reality.

Fact #2 -The First Attempt at a VR Experience – The Sensorama

In the 1950s, a cinematographer by the name of Morton Heilig came up with a unique concept he later developed, known as the Sensorama. Featuring an arcade-style theater cabinet, the sensorama was aimed at stimulating a person’s senses. It featured a stereoscopic 3D display, fans and smell generators, stereo speakers, as well as a vibrating chair. The idea of the Sensorama was to fully immerse a person into a film-like experience. Heilig also went on to create as much as six short movies for his device.

Fact #3 – The First Head-Mounted Displays – The Telesphere Mask and the Headsight 

You might think that strapping a display on a person’s head is a relatively new idea, but it is not. The first head-mounted displays were developed as early as the 1960s. The Telesphere Mask was the first example of a head-mounted display, which provided 3D stereoscopic and wide vision with stereo sound. However, the device lacked certain immersion, because of it being a non-interactive medium. In 1961 two Philco Corporation engineers, Comeau and Bryan, came up with the Headsight. A head-mounted display, much like the Telesphere Mask, the Headsight featured magnetic motion tracking technology, which was connected to a close circuit camera. While the goggles can be named a precursor to modern virtual reality technology, they were not developed for entertainment purposes. Instead, they were developed for the military with the idea that a person would be able to immerse themselves in the remote viewing of dangerous situations.

Fact #4 – The First Computer Virtual and Augmented Reality Headset – The ‘Ultimate Display’ Concept and the Sword of Damocles

If we could name one person as the father of Virtual and Augmented Reality headsets as we know them today, it would without a doubt be Ivan Sutherland. In the 1960s, he described the concept of the ‘Ultimate Display’ that would be able to stimulate reality to a point that the viewer would not be able to tell the difference between the virtual and the real world. His concept included a head-mounted display with 3D sound and tactile feedback, a computer that would create and maintain the virtual world through this device and the ability of a user to interact with objects from the virtual world in a realistic manner. Sutherland later created the first VR/AR head-mounted display, which was connected to a computer and not a camera, known as the Sword of Damocles. However, the contraption he made was too heavy for a person to wear comfortably on their head, so the device had to be suspended from the ceiling. Furthermore, the computer generated graphics were too primitive with wireframe rooms and objects.

Fact #5 – The First Commercial VR Devices – The EyePhone Head-Mounted Displays

In the late 1960s, the virtual and augmented reality terms were coined, describing the field of technology we know today. This also encompassed the appearance of two of the very first commercial virtual reality devices in the 1980s in the face of the EyePhone 1 and the EyePhone HRX. Developed by VPL research, a company by Jaron Lanier, the devices were extremely expensive, costing as much as $9,400 for the 1 version and $49,000 for the HRX. Customers could also buy gloves that costed $9,000. While the devices didn’t really take off, which is understanding, having in mind their price, they were a major step forward in the development of virtual reality haptics and virtual reality goggles and head-mounted displays.

Fact #6 – The Virtuality Group Arcade Machine Experiences

The 1990s saw huge developments in virtual reality. With the rise of the arcades and arcade games, it was only a matter of time, before developers started coming up with new and exciting concepts and ideas. A company known as The Virtuality Group was at the cutting edge of virtual reality, launching a wide range of arcade games and machines that let either one or a couple of players immerse themselves into amazing 3D visual experiences. This happened in 1991, a year before the movie The Lawnmower Man further introduced the Virtual Reality concept to a wider audience of people.

Fact #7 – SEGA’s VR Glasses Project That Didn’t Make It

Gaming companies also knew that Virtual Reality was going to become a huge thing in the gaming world. However, while they had the vision, they were lacking the technology we have today. In 1993, at one of the first Consumer Electronics Shows, SEGA announced the Sega VR headset for their Genesis console. The prototype glasses had head tracking, LCD screens in the visor and stereo sound. SEGA’s idea was to release the product for a mere $200 at the time, but technical development issues turned the idea into one of the biggest flops for the infamous gaming company. The product was never released on the market.

Fact #8 – iGlasses

While today Apple is infamous for their use of “i” in their products, they weren’t the first ones to come up with the idea. In the 1990s, a company known as Virtual I/O came up with a headset that was capable of color 3D stereoscopic vision, as well as head tracking. Known as iGlasses, the device had a price tag of just under $1000. While the glasses were fully capable of delivering an immersive experience, they didn’t truly ignite the consumer market.

Fact #9 – Nintendo’s Virtual Boy 3D Gaming Console

Similar to SEGA, Nintendo also had the vision of putting out a Virtual Reality headset for the gaming market. They even went as far as putting a VR headset on the market, but unfortunately it didn’t make it far. Released in the mid 1990s and known as the Virtual Boy, the device was a 3D gaming console that had a 3D viewing system rigged out to look like virtual reality. While it was way cheaper than the other options on the market at the time, the device also didn’t manage to truly spark the VR movement, simply because it lacked head-tracking and quality graphics and only offered stereoscopic 3D display.

Fact #10 – The Stuntmaster and the Cybermaxx

The 1990s were huge for the development of VR, even though the devices didn’t truly capture the market the way they did now. However, they were nonetheless extremely immersive for the time. Two of the most notable head mounted displays are definitely the Cybermaxx by Victormaxx and the Stuntmaster. They basically had an LCD screen embedded in a visor, that had a head tracking system, colorful stereoscopic 3D with a price tag that was a bit below $1000. Both devices also had huge support from games on both console and PC, but they didn’t achieve the huge success the industry needed.

Fact #11 – The VFX-1

We can’t do a list about the history of Virtual Reality and not include the VFX-1. Released in the middle of the 1990s, the VFX-1 system was one of the most capable virtual reality headsets released on the market at the time. With stereoscopic 3D, multi-axis head movement detection and rotation, and the ability to play games that were not truly supported by the system, the VFX-1 was the true Virtual Reality deal at the time. Furthermore, their price tag was relatively cheap compared to other products on the market, coming at a mere $600. However, the VFX-1 was too advanced of a technology and it didn’t really take off. Later on, the company Vuzix that made the glasses was bought by Forte Technologies, which released a more expensive VFX 3D version, but it also didn’t manage to achieve huge success.

Fact #12 – The State of VR in the Early 2000s

After so many capable devices on the market and so many let downs that didn’t truly capture the audience they deserved, virtual reality didn’t see much development in the early 2000s. Virtual Reality was at the background in the development of new technology. It took a step back, letting personal devices, such as computers, laptops, iPods, smartphones and tablets take over, which may very well have been the right step. With the development of new technologies, a new door was opened for virtual reality, because now head-tracking and capable displays were cheaper than ever before. However, it wasn’t before one start-up company mentioned the idea, that Virtual Reality truly took off on the consumer’s market.

Fact #13 – The Rise of Oculus Rift

You’ve probably already heard the story, but in the 2010s, Oculus VR, a start-up company decided to release a Kickstarter project for their Oculus Rift virtual reality goggles. Little known to them, the device kickstarted the industry of virtual reality again.

Fact #14 – The VR Bandwagon

With hundreds upon thousands of people wanting to get their hands on a VR device that was still in development, huge companies, including giants like HTC and Steam, Google, Lionsgate and Samsung, among others, started heavily investing in virtual reality technologies and experiences.

Fact #15 – The VR Today

Currently Virtual Reality is growing in popularity and while companies like the Oculus Rift are losing some of their customers because of unpopular marketing practices, other devices, including the HTC Vive are taking the VR stage. Furthermore, with Google Cardboard creating the concept and other companies taking note, Smartphone Virtual Reality Goggles are letting consumers easily enjoy and experience immersive virtual and augmented reality. With huge consumer base, the multiple platforms for development, and the lack of many VR games and experiences, small start-ups as well as huge companies are investing huge amounts of money into the development of content for Virtual Reality, which might very well help VR finally achieve the world-wide recognition it didn’t manage to achieve on the market for years.

-Ivan Ivanov

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Virtual Reality Could Heal Major Brain Disorders

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Researchers recently discovered the brain displays a different pattern of activity when engaged in a virtual reality experience. Some believe this could play a role in treating Alzheimer’s disease and other memory issues in the future.

According to the study, conducted by neuro-physicists at UCLA and published in the journal Nature Neuroscience, the space-mapping neurons in the brain respond differently and show a different pattern of activity when processing virtual reality messages, as opposed to real-world stimuli. In addition to playing a role in the treatment of Alzheimer’s, they believe their findings could also affect the gaming community and have military, scientific, and commercial ramifications.

The study’s senior author, UCLA professor of physics, neurology and neurobiology Myank Mehta explained, “The pattern of activity in the brain region involved in spatial learning in [VR] is completely different than when it processes activity in the real world.” The region to which Mehta refers to is the brain’s hippocampus, which is the area affected in patients with Alzheimer’s, as well as depression, stroke, schizophrenia, epilepsy, and PTSD. It plays a role in forming memories and creating mental or cognitive maps of an environment.

How this happens is still a mystery, but researchers believe the hippocampus computes distance between objects. To determine how this occurs in a VR setting where there are no other sensory cues and only visual stimuli could be used, the team created a non-invasive VR environment and then looked at how the brains of rats reacted to the virtual world when they couldn’t hear or smell anything.

Brain Response to VR Environment Different than Real-Life Environment

The study’s scientists compared how rats reacted to a virtual world while on a treadmill versus how they reacted to a real-life version of that world under similar conditions. They were surprised to find the rats’ reactions were different and that their hippocampal neurons fired completely randomly, even though their behavior was the same in both environments.

What they found under the VR conditions was that the cognitive map seemed to disappear. Another of the study’s lead authors, UCLA graduate student Zahra Aghajan explained, “careful mathematical analysis showed that neurons in the virtual world were calculating the amount of distance the rat had walked, regardless of where he was in the virtual space.”

Additionally, researchers were surprised to find that despite the rats’ neurons being highly active in the real-world environment, half the neurons shut down in the VR environment.

Repairing Memories is Key

Research from previous studies, including some conducted by Mehta’s group, showed neurons create complex patterns using brain rhythms. He explains, “neurons in this memory-making region talk to each other using two entirely different languages at the same time. One of those languages is based on rhythm; the other is based on intensity.” He went on to compare the language to concurrent melodies of a Bach fugue.

The study showed there is a similar structure to the neural language in the VR world, but what is being communicated between the two is completely different and being done at an entirely different intensity level.

He gives the example of the rhythms in the brain that occur when someone is trying to recall how to walk or to retrieve a certain memory. Mehta suspects that when a person has a learning or memory disorder it is those rhythms that are impaired. He further explains using the same Bach example, “It’s not enough for every violinist and every trumpet player to play their music flawlessly. They also have to be perfectly synchronized.” He believes that retuning and synchronizing these rhythms could help doctors repair damaged memories, but acknowledges doing so is complex and researchers aren’t yet sure how to complete the task.

-Nick Bannon

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New Lighter and Thinner HTC Vive 3-in-1 Cable

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Let’s face it: A VR headset is not just a piece of equipment that you wear on your head like a pair of headphones. A quality HMD is a fully equipped gateway to another world that is actually providing you both the video and audio experience at the same time, as well as helping the VR system to track your motion. Because of this, unfortunately, VR headsets weigh a lot more than any other piece of tech equipment that you’re going to put on your head. It’s an industry-wide issue and the HTC Vive is not exempt. In fact, the Vive has the added issue of the clunky 3-in-1 connector cable.

Game Changer Alert!

This is reportedly about to change! We’re always scouring the chatter on any new developments in the VR game and we learned that when an HTC Vive user returned his faulty 3-in-1 cable, he got a new type of headset cable as a replacement. Photos posted by the user show a new 3-in-1 replacement cable that looks much lighter and supports single-cable design. It has three separate connectors at each end and then all becomes one cord not unlike the old cords we used to fuss with on our DVD players.

What does this mean for the future of the HTC Vive and potential users? This could really change everything! And we’re hoping it’s just the start of something epic! While we haven’t heard anything officially from HTC about a new 3-in-1 cable, and their online store doesn’t even list the new cable, we can’t believe that this never-before-seen cable is an anomaly. Even still, HTC is keeping quiet about it. One user even asked the CSR on live chat about the new cable and they claimed they had no idea about any new cable and insisted that users would still get the same 3-in-1 cable that they got with their HTC Vive headset.

What Does This Mean for Fitness VR?

Users of VR HMDs rejoice! Less wires to get in the way of all your movements when you’re in your VR experience. For example, think of the Holodia app. The app uses a rowing machine that is hooked up to a PC and users have to sit on the machine and start rowing. And, if you’ve ever tried it, you know exactly how cumbersome that cord can be when you’re rowing away. From a safety perspective alone, you have the headset on your eyes and you can’t see the movement of the cable. What if the cable disconnects from either the link box or the headset, requiring you to reconnect it again and start the whole process or it gets stuck in between the rowing machine? This is just one example of how problematic the 3-in-1 cable can be and what this new cord could solve.

This new cord is clearly just the beginning. With HTC making a bold move to finally cut down the bulk on what you’re wearing, being tethered to and basically just being proactive about making VR a truly immersive experience without that nagging feeling of being ‘attached to something,’ you know that this is just the first ripple in a string of waves that are no-doubt on the horizon!

-Michael De Medeiros

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Exoskeleton VR Gloves: What VR Didn’t Know it Needed!

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There are a lot of fitness VR apps available like BitGym and Runtastic that are doing a great job in providing people with a new way to get a light workout. Even though these apps are great for using VR to get a little fitness boost, they all fall short of providing a truly genuine interpretation of the physicality of an actual exercise or a true workout.

Could Exoskeleton VR gloves change that? Dexta Robotics is working on a new type of VR input device that can actually help create force feedback in the gloves and felt on the hands of the users! With these gloves, you’ll actually interact with the objects inside your VR experience. Sure, you were interacting before, but it was one sided. You’d grab something, but not feel it. With these gloves, that changes.

This goes way beyond the HTC Vive motion controller and while Oculus is said to launch its Oculus Touch motion controllers by the end of this year, these gloves can really be considered a big leap in the current tech. Not convinced this is part of the next wave of evolution for VR? Even PlayStation VR set to launch new touch controllers in October this year alongside Sony’s VR headset. While these are all motion sensitive and great strides in improvement, they’re not providing haptic feedback response while playing games like these new gloves.

How Exoskeleton Gloves work

According to Dexmo, with the help of their exoskeleton glove, users can feel the size, shape and stiffness of any object they encounter in virtual reality. When a user touches an object, the Dexmo’s dynamic grasping-handling software renders the physical properties of the virtual object, computes the variable force feedback and then transfers it to gloves that applies the same amount of force on user’s fingers allowing users the sense of actually holding an object with their fingers.

Currently, Dexmo exoskeleton gloves require motion controllers to track the hand movement of the user, however the company said that their next target is to incorporate a tracking feature in the glove so that users don’t need to use the motion controllers at all. 

How Exoskeleton Gloves can change the way users play VR games

There are many VR fitness games already available that these gloves could positively impact, but just imagine how these could work with The Climb! There’s no better combination here. The synergy is perfect because The Climb is a simulation game from Crytek which is currently exclusive to Oculus Rift. In the game, users have to climb the mountains just like a mountaineer would—reaching for new grip points, traveling left and right to find the right gripping points and even jumping in between different gripping points throughout the climb.

What do you think?

Would you use an exoskeleton glove if it truly lets you get feedback for anything you touch, grab, throw or push in a game environment? We’re definitely interested and see this as another step forward in the totally immersive aspect of VR, but beyond that, how awesome will it be to be able to exert pressure on things in a game setting and actually be able to feel it? This is going to be something that makes the next generation of V-sports for millions of users. Ultimately, this whole VR experience is destined to bring breakthrough improvements in VR fitness world where users will start to feel exactly like they do in real life scenarios.

-Emily Pratt

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Training With a VR Buddy Gets Greater Results!

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Millions of people boost their exercise results everyday by working out alongside a training partner. It’s well documented that training in pairs is much more effective than training alone. This however is of course dependent upon having an appropriately matched partner. In a small geographic region pairing up with the ideal partner is a challenge but a new study has found a viable solution.

According to recent research by Michigan State University training with a virtual partner significantly improves performance during exercise. This study was the first of its kind to examine the Kohler effect in exercise based virtual reality. The Kohler effect is the phenomenon that explains why a less capable individual works harder and produces better results as part of a superior team or group. According to lead researcher Deborah Feltz “Our results suggest working out with virtually present, superior partners can improve motivation on exercise game tasks.”

This study specifically set out to test if virtual partners could help participants to train longer, harder or more often. To create the virtual connection between partners they used the Eye Toy camera along with a PlayStation 2. About 200 participants were asked to hold five different exercises for as long as they could while training alone. They were then paired with a virtual partner of the same gender whose performance was designed to always outlast the participant’s. Once the participant was given adequate rest they then performed a plank, the exercise known as the gold standard of core strength.

Results showed that across the board every participant had significantly greater task persistence. In all cases participants who trained with a slightly superior virtual partner were able to perform the plank 24% longer than the control. These results clearly show how training with a virtual partner leads to substantially better performance. Feltz’s also believes these strong results warrant additional research to track the benefits of a virtual partner: “These findings provide a starting point to test additional features that have the potential to improve motivational gains in health video games.”

While the improved performance with a partner may seem intuitive it’s actually one of the most important advantages. In fact, Feltz said, “One of the key hurdles people cite in not working out is a lack of motivation.”

A virtual training partner creates accountability to show up and consistently train. This is one of biggest reasons why people sign up for gym memberships and personal training.

Virtual reality training addresses some of the biggest issues with joining a gym. Many people reluctantly join a gym as they feel they’ll be judged for not being fit or looking like they don’t belong. Luckily a virtual partner can be accessed from anywhere; allowing individuals to train where and when they feel most comfortable. As Feltz said, “Research has shown working out with a partner increases motivation, and with a virtual partner, you are removing the social anxiety that some people feel working out in public.”

Even more challenging than finding a comfortable place to workout, is finding a partner to feel comfortable training with. Finding the right workout partner can be quite complex. Ability level plays a huge factor as challenge is important but having too much of an ability gap can be disheartening. According to Feltz: “Individuals can become discouraged if they believe they can never keep up with their partner, or on the other hand, become bored if their partner is always slower. With a virtual partner, this can be addressed.”

Although most people only consider ability level, personality and ultimately training style also have huge influences. It’s important to find a partner that enjoys the same type of exercise geared to similar goals. The likelihood of finding this person in a reasonable geographic region can be quite low. Feltz said, “A virtual partner overcomes some of the practical obstacles of finding an optimally-matched partner to exercise with at a particular location.” With the millions of exercise enthusiasts across the world the odds of finding a perfectly matched virtual workout partner are reassuring.

The research and development of virtual reality fitness is only poised to grow. This study was funded by a $150,000 grant from Health Games Research. This portfolio program is invested in 21 other research studies all aimed at evaluating the effectiveness and possibilities with virtual reality training in fitness settings.

This study confirms that virtual reality technology is clearly a successful method to increase exercise performance. The practicality of virtual reality is especially helpful with the ability to connect with an optimal exercise partner in a location where participants can feel comfortable. The efficacy and research of this technology is set to expand with additional promising results ahead.

-Raphael Konforti, MS, CPT

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Widerun: The Best Cardio VR, or Just Another Bike With a View?

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Even with headphones and televisions, cardio can be a bore. Enter Widerun, a VR cycling system that offers the opportunity to cycle through virtual worlds and thereby banish workout tedium forever. Is it all it’s promised to be? It’s a brilliant premise, but how does Widerun perform? Here’s the rundown with everything you need to know.

Gameplay Score: 5/5

I was initially skeptical, but it genuinely seems as if the developers behind Widerun have produced a product that could bridge the gap between fitness and VR. As I sped through environments like San Francisco and the Great Wall of China, my workout sped by and I quickly forgot my immediate surroundings. The tracks available are mostly straight but it was at the points where I could go off-road, steering my virtual bike with actual handlebars away from the beaten track, where I was at my most immersed. The system is by no means perfect (I found it difficult to navigate the sharper corners) but overall it is a fun and promising VR experience.

Graphics and Visuals Score: 4/5

How a VR game holds up graphically is a matter frequently pushed to the sidelines, with the technology ranking over aesthetics. It is an important factor however, but not an issue for Widerun. Although hardly cutting edge, the graphics are reasonably good. I cycled through a gloomy dystopian city and had no trouble being terrified by the hungry horde of zombies following closely behind. Other less carnivorous levels included a fantasy waterscape and a glittering cave, and it was easy to lose myself in these colorful landscapes.

Hardware Required Score: 2/5

Widerun is easy to assemble. You can plug in any kind of bike with wheels ranging from 26 to 29 inches. The folks at Widerun have previously stated that they wanted to make this process as straightforward as possible, and they have done just that. You can use it with the Oculus Rift, Samsung Gear and the humble Google Cardboard, but the developers have announced plans to expand this roster.

Widerun does not have a set price just yet, but their Kickstarter campaign last year gives us an idea on pricing. By pledging $370, you would have gotten the most basic version of Widerun, with ten VR worlds and the SDK. To get the steering kit and ongoing virtual worlds as they are released would have set you back $440. Remember: this price does not include a bike or a VR headset so if you are starting from scratch, Widerun could be a hefty investment.

Fitness Level Score: 3/5

Perhaps the most important question we can ask Widerun is whether it provides a physical experience as much as it provides a virtual one. Are the mountainous slopes you climb in your living actually going to get you in shape? Partially.

Whenever you reach an incline in any of the virtual worlds, the base station adds resistance to ensure that your ride remains a challenge. You will always be on a bike, so whichever way you cut it, your upper body will remain underutilized. Widerun is therefore not suitable for those looking for muscular gains.

If you’re happy with just cardio, Widerun offers a comfortable workout. The developers have adjusted resistance and steering to work in unison, preventing any user disconnect that might result in nausea.

Gamification Score: 5/5

The potential for gamification is probably the most exciting thing about Widerun. How much easier would it be to crank out a few miles on the bike if you could challenge your friend in another country to do the same and race against them? With robust graphics, a well-designed system and the promise of more virtual worlds and compatibility to come, Widerun looks fit to lead the way for VR fitness—at least from a cardio perspective for the time being.

Final score: 3.8

Getting almost four stars out of five is no easy task when you consider the myriad of elements that goes into an experience like Widerun. We liked the game and we do think you should try it, but we also think that it is a lot like many other games out there right now—especially ones that tout a fitness element: It’ll get your heart going and it’ll get more out of you than a stationary bike, but it won’t push you to grow or fatigue your muscles.

-Niall McKenna

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Climbing Virtual Everest: Worth the Trek?

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With the concept of virtual reality being revitalized, the possibilities of going where you can’t physically go have become a reality within some of the games paired with this new technology. One of those games is Everest, where you get a chance to experience most of what the climbers of the past have experienced when climbing the colossal mountain.

What is Everest VR?

Everest VR is a virtual reality game that attempts to simulate the actions, feelings, and experience one would normally have when attempting to climb Mt. Everest. Inside of the game, you will be given specific tools that are currently used by the real climbers in order to scale upright walls of solid snow, traverse across small crevices using a makeshift bridge, and pay homage to a tradition carried out to wish luck on any climbers attempting to scale the mountain. While you travel up Mt. Everest, a narrative will provide additional back-story and history to round out your knowledge of the mountain.

Graphics and Visuals Score: 4/5

The game is graphically appealing and it does compare with the same graphics you would get from PlayStation 3 and Xbox 360 games. With the use of clever image angles and lighting shadows, the game makes the most out of the system to provide a 720p experience. The game is optimized to provide more of a visual experience than any type of gameplay.

Difficulty Level Score: 4/5

The game is not difficult to play at all and there is very limited gameplay. You will mostly be using your controls to move forward on a secured rope or scale a ladder while your virtual headset provides the sense of an environment. The only difficult part of the game is ensuring that you meet up with the annoyingly specific point on which you must stand.

Hardware Score: 3/5

You will need at least 8GB of RAM with a next to new-on-the-market graphics card along with 11GB of space. In addition to this, you will need the HTC Vive Headset for this game and at least an Intel i5-4590 or higher.

Fitness Score 2/5

Sadly, even though you are supposed to be climbing Mt. Everest and the game is made out to seem like it is an actual experience of being a climbing simulator, with hours of climbing involved; it’s around forty minutes long, with twenty minutes of narrative story taking up most of it. The most that you will do with this game is exercise for about five minutes and then watch or listen to another narrative. Due to the massive size of Mt. Everest and the fact that most of the experience that comes from climbing the mountain itself comes via hiking, which takes an enormous amount of time, the developers felt that a short experience would provide the best concept. In one of the sections of the game, you are even told that most of the experience is spent inside of a tent due to snowstorms and harsh weather.

In the shortest of explanations, the developers made the game incredibly short to keep players immersed in the Everest VR world while removing enormous chunks of time that would be directly related to hiking. Therefore, the game is more about experiencing Mt. Everest and its historical roots, rather than climbing it like a real climber.

Gameplay 3/5

The game was awarded Best VR Experience for CES 2016 primarily because of the visual graphics and deep experience the game provides. Even though the game is short, you quickly learn what happens when something isn’t done exactly right as an avalanche may fall of the side of the section you are climbing as a direct result of your actions. You do get to use the unique tools of climbers and you do get to plant your virtual flag on top of virtual Mt. Everest at the end of the game, providing a feeling of accomplishment. While the concept is certainly new and not fully fleshed out, it does provide us with a brief glimpse of what it would feel like to be fully immersed into a real-world scenario. In the coming years, there will be another game, The Climb, which will give us that fully immerse feel of climbing across a terrain in a much different environment. Until then, we have the complexities and experience derived from the first virtual mountain climbing experience; Everest VR.

Final Score: 3.2

While we liked the game, and it had a lot of cool things to see and implement into a workout, we didn’t feel it had everything we wanted. Also, dropping the name Everest into a game experience and making it this short and this easy, was a letdown for us. Try it, but don’t worry about needing a Sherpa—it’s a little too easy.

-Tommy Mertell

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STRATA: A New VR Experiment

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Virtual Reality is commonly used for entertainment, that’s a given. But the applications of VR are increasing every day. Recently, a company called The Mill has done a new VR experiment that generates worlds inside VR based on your biometrics, called STRATA that we really thought changed the way VR could be used for every day users.

STRATA is a new type of VR experiment that tracks user’s physiological and neurological data to generate audio and surrounding visual effects. The biometric data is gathered with the help of various biometric sensors placed on the person’s body who is using the STRATA VR. According to the company, “These sensors measure EEG (brainwaves), GSR (stress levels), heart rate, and breathing (via a conductive band created by The Mill). This data feeds to an app running on the HMD that generates visuals and audio wirelessly.”

The interesting thing about the STRATA project is that since it generates the whole VR experience based on user’s biometric data, making each user’s virtual reality experience is totally unique from others. Even while inside the STRATA VR, the visuals and sounds continue to change based on the user’s current body state.

Practical use of STRATA Technology

People normally associate virtual reality with gaming and entertainment but there’s one other aspect of virtual reality and that is fitness. When you are experiencing virtual reality, you are actually doing two things – interaction and immersion. The first trait, interaction, is the one that is actually related to fitness. However, with the new advancements in VR technology, the second characteristic of VR, which is immersion, has shown that it can also be used to cure neurological diseases like chronic pains, muscle stress and even paralysis. This concept is also known as VR Therapy.

Now, what STRATA is doing is that it is basically transforming user’s biometric data into a VR experience that is just for fun. But the true ramifications that come from this technology down the road are endless. What if this can also be used to treat patients suffering from different disabilities with VR therapy?

What is VR Therapy?

VR Therapy is basically a form of virtual treatment that uses a patient’s biometric data like heart-rate, body temperature, breathing-rate, and blood pressure to name only a few and helps them recovering from any neurological disease. A patient’s body and brain both work together in virtual reality which helps in stimulation of healing process.

The Walk Again Project

Research has already been done at the Duke University in North Carolina since 2013 where 8 paralyzed patients are being treated by VR Therapy. In this research, which is named as the Walk Again Project, Doctors have been training patients in virtual reality to gain their mobility back by using robotics structure that are controlled by the patient’s brain. In real world, these patients cannot walk as their lower limbs have stopped functioning. But, when patients imagine that they can walk in virtual reality, their neural network start sending signals from brain to the damaged limbs. But since the brain has lost connection with the limbs and the nerves are no longer used to receiving signals from the cortex to the respective muscle, they won’t work. However, using virtual reality, the brain is tricked into thinking that it can send signals to damaged limbs. So, this starts the healing process as the brain tries to send signals and so the nerves start to respond.

There are many other applications of VR Therapy like rehabilitation of war veterans, achieving mindfulness, relieving stress etc. It’s just a matter of time before this VR experiment becomes successful and we see real-world scenarios where this technology is being used for both fitness and therapy.

-Peter Jameson

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How To Choose The Best VR Fitness Experience

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VR Fitness is an ever-changing, ever-increasing world and with that, we are now getting a larger variety of experiences to choose from. Having said that, choosing amongst this variety can be difficult. We get that. That’s why we put together the following tips on how to choose the best VR experience for you and your fitness goals. You can thank us later.

Cost

Unfortunately, any kind of VR technology is usually costly at this point. However, there are alternatives. If you have the funds, you can try out actual VR gear from places such as Widerun and Holodia. However, there are other experiences that are more cost-effective for you. Firstly, we have the pre-existing XBOX Kinect or Wii which are also hardware but cost significantly less. Both these gaming consoles provide VR fitness experiences such as Wii Tennis, Yoga and the like. Secondly, another way to use VR in a less costly manner is the number of apps available for your smartphones. Fun games like Zombie Run which emulates sound effects for your early morning run, VR Fitness which is an Iphone app that lets you get the experience of cycling in distant places etc. are some ways in which you can experience VR Fitness but with less cost.

Your interests

VR Fitness covers a range of interests and to find the perfect VR experience for you, you need to choose a VR experience according to your interests. VR hardware is usually centered around walking/running/cycling, so if you want to spend time doing these, hardware such as VirZoom will be good for you. This incorporates gaming with exercise and offers an actual bike to cycle on. If yoga is more your style, games such as “Your Shape: Fitness Evolved” for the Xbox Kinect can be for you. It’s a gamers paradise out there so find something that resonates with what you love and get started!

Time

Some VR experiences take up a lot more time than others. Apps such as VR Fitness, Holodia VR and others let you use virtual reality and incorporate it to your own existing fitness regime. Therefore, you do not have to use up a large chunk of time. Other apps may require you to allocate a specific amount of time that can be difficult to do if you have a fast-paced, busy lifestyle. For example, some apps require that you spend an allocated amount of time in order to unlock a new place or unlock a new mission but these cases are usually only for Gaming and Exercise apps. Strictly VR Fitness Apps will let you tailor your own exercise according to the amount of time you can give but sometimes picking your own adventure when it comes to fitness means less results so make sure you’re ambitious with your projections—especially since none of these current games will challenge you beyond cardio.

Space

Another factor to consider is the space you have wherever you live. If you do not have a functioning gym, it may be hard for you to add VR hardware. So, smartphone apps and wearable VR technology is the best bet for you. The Samsung Gear VR, although not specifically meant for fitness can give you access to 360 videos from your phone to view for your own workouts. Other options include gaming apps and workout apps on your phone. Some of the best for the purpose of fitness are BitGym, Virtual Active and Treadmill VR Max, all three that you can use in the gym and don’t have to install in your home.

More importantly than anything else, you can’t be intimidated by what seems like a world of possibilities. Our advice is to just get out there and try everything you can get your hands on. From there, you can decide what works best for your goals. The VR world is expanding as we speak and new technology is being introduced every day. In no time at all, you will find the best VR fitness experience for you that matches your spending, your space, your interests and your time as well.

-Steven Runnels

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7 Myths about VR Fitness

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If you haven’t been hearing a lot about VR lately, you’ve been living under a rock. Virtual reality is beginning to gain grounds in entertainment, education, sports, business, health and fitness. Many think it might add great value to marketing campaigns, video viewing, fitness programs, information sharing and learning given its immersive nature. However, most critics still think it’s all hype and that the technology is doomed to fail like the 3D TV and Google glasses. Here’s a list of the biggest myths when it comes to VR and Fitness you need to watch for and the reasons why they’re totally not to be trusted!

1. Virtual reality fitness training is expensive

For fitness training, the high cost comes when you have to buy the hardware. For instance, an expensive PC that can support virtual reality and a headset can be a lot of money. Some companies are supplying full systems including the PC, fitness training machine, virtual reality headset, and accessories at the tune of $10,000. Other systems such as VrZoom goes for $399 without a $2,000 PC and works with Oculus Rift ($600), PlayStation VR or HTC Vive. Goji Play, a virtual reality cardio machine goes for $119 without PC and VR headset, while Widerun training bike will sell at $450 and will work with Samsung Gear VR and Oculus Rift.

Although these systems are costly for individuals, many gyms, spas and hotels have them to provide their clients with virtual reality training experiences.

The biggest reason for the high cost is that hardware, including PCs and high-end headsets are expensive. Right now, the best option for individuals seems to sign up with gyms, spas and fitness training facilities that have these systems but that does not mean one cannot buy them for personal home-use. However, things are set to change because for instance, Microsoft has announced that mainstream Windows 10 could start supporting virtual reality. Experts project that the cost of high-end headsets will also fall in the near future, making them accessible to masses.

But cheaper options do exist. The reality is that you could spend just $40 to customize a stationary bike for use together with a $30 Arduino circuit board, Unity environments, iOS app, iPhone 6S Plus, Bluetooth and a $10 Google Cardboard-compatible virtual reality headset, to include virtual reality experiences. This proves that these systems will become cheaper and more affordable. Bottomline: It’s a lot cheaper than some boutique gym memberships and there’s no judgement, line ups at the weight rack and that sweaty guy who doesn’t wear a shirt is nowhere near you. Sounds like a myth just got slammed.

2. Virtual reality is a passing tech

Despite the fact that it is experiencing a lot of difficulty with regard to access of devices by the majority given that it is a new and expensive technology, it is likely that future computers and mobile devices will have capability to play virtual reality.

And has adoption continues to grow, there are many companies such as VirZoom, Munich-based Icaros, and Australia-based Runtastic, among many that are already specializing in virtual reality fitness systems, which means the tech is here to stay. VR and fitness have been talked about as a perfect combination longer than Nintendo and super Mario. It’s not going anywhere but inside every home in less time than you’d think.

3. Virtual reality is only for gamers

While gaming is leading its adoption, virtual reality is already being used for fitness training with several machines and there are already many applications that offer training coaching assistance and experiences for anyone.

While virtual reality is immersive and has new possibilities a regular game console can’t have, new games and sports will finally emerge from it that will be both game and sport and, ultimately, fitness as well. Not to mention that games won’t just be a person hitting buttons. There will be games that make you carry the actual weight of the gun in the Call of Duty and run and jump like in a superhero game. That’s game changing and myth busting on the next level!

4. Virtual reality is solitary and reclusive

Putting on a virtual reality headset is seen by many as antisocial because it secludes you from your real world, but truth be told, virtual reality spaces and environments are now more social, and will be linked with social media in more ways than nearly any technology the world has ever seen. The promise of social media bringing you closer to the world around you hasn’t fallen flat but VR fitness and social together will truly help you gain new friends, play with colleagues, watch videos together and party. Want proof? Virtual reality fitness experiences are now more than wearing a headset. Look no further than something as simple as Holodia where you’re in a virtual reality rowing system and you can train with friends and share your experiences.

Besides, companies are still innovating virtual reality headsets systems that will have mixed reality, multi-room tracking and hand-tracking technologies that bring real physical environments into virtual reality environments in real time, and which could help people move around freely even in physical rooms and be aware of their physical environments while still enjoying virtual reality training experiences.

5. Virtual reality has no ROI

Many companies report a number of benefits after starting to use virtual reality in their operations, including additional customer visits and bookings. It is expected that this will spill into virtual reality fitness training in a very big way. Virtuix Omni, from May this year, now allows anyone to invest through its exercise system. Customers of Holofit—a system designed by France-based Holodia is already shipping throughout France and Europe, and customers who include gyms, hotels and spas are very positive about the system. The company now aims to distribute the system to the Asian and American markets with a new investor only two months after its official launch.

6. Virtual reality is for future application

No single technology got innovated, developed and grew, and adopted at once. It is a process. However, every technology has early adopters that report huge benefits realized long before the tech reaches peak where there is high competition. A number of gyms, spas, training facilities, exhibitions, and hotels, seeing the ripe future of virtual reality fitness training, are beginning to integrate it to their operations and that will continue especially as the technology continues to grow to adapt actual muscle building workouts.

7. Virtual reality fitness training is not supported by studies

There are thousands of studies that support VR as a technology that can make a huge impact on physical fitness, mental fitness, adrenaline use in game experiences, overall health, improved mood, injury rehab and prevention and more. Look no further than the Science section of this website for more proof if you need to see more than the fact that you always push harder when you’re in the moment of a sport, game or real-world situation.

-Jean Roderick

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Burn More Calories With a VR Training Partner

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The basic premise of weight loss all boils down to one simple equation: if you want to shed pounds, burn more calories than you consume. For every fad diet, weight loss program, pill, supplement, or regimen, the facts still remain this simple.

For every 500 extra calories you burn a day, you’ll lose around one pound of fat per week—a steady, healthy routine for sustainable and safe weight loss. Of course this equation can become complicated, by a variety of factors. If it was easy and simple, rates of overweight and obese Americans wouldn’t still be on the upward climb, and calculating the number of calories you eat and burn requires diligent tracking, with plenty of room for error.

Researchers at Kansas State University have begun to study one less-obvious way to maximize weight loss, and it has nothing to do with the calories you eat during the day, but the company that you keep while exercising at the gym. Their work is finding that simply by tweaking the company you keep in the gym, you can burn more.

Some experts claim working out alone is ideal in order to maintain focus, and might be better for shy or introverted people. Other research has suggested that working out with a group holds gym-goers accountable and keeps them motivated to show up each day. This most recent research headed by assistant professor of kinesiology, Brandon Irwin, has uncovered that when people chose to work out with a teammate who they perceive as better than them, they pushed harder and longer. Coupling up with a superior partner can result in 200% higher intensity, in fact.

The basic concept is simple, and taps into our natural competitive desires “People like to exercise with others and make it a social activity,” explains Irwin. “We found that when you’re performing with someone who you perceive as a little better than you, you tend to give more effort than you normally would alone.”

The study paired up college-age females with a virtual partner who the participants only saw on a screen, and who they were told was working out in another lab. The participants were first told to ride a stationary exercise bike for as long as they could, over the course of six sessions during a four-week period. The typical time that the rode, which was around 10 minutes, was then compared with what happened with watching their virtual workout partner.

Participants were told that this partner had ridden the bike for 40 percent longer than they had been able to. “We created a situation where the participant was the weak link,” explains Irwin, adding that the overall team score depended on which of the riders quit pedaling first. Going into this simulated match knowing their partner had already outperformed them, the study participants pushed harder and exceeded their old personal record, because they didn’t want to let their partner down.

Participants outperformed their old record by about 90%, after just being told their partner had ridden longer than them, and when actually watching their partner, ultimately performed 200% better. So Irwin was curious of the long term results for people constantly surrounded by superior partners. Would this motivate or discourage over the long term, such as when a runner is training for months for an event like a marathon?

Irvin’s research found that the answer was not black and white—it depends on by just how much better a training partner is. For example, if a partner is roughly equal or exponentially better, the motivation drops off, but a partner who exceeds you by about 40% was found to be the ideal competitive edge in order to keep motivation levels high.

In the future, Irwin hopes to expand this research by borrowing from fields of study that looks at dating sites and matchmaking software to move beyond the virtual and create real-life workout partnerships. “You could be matched up based on your fitness goals and levels,” he explains. “Using technology, you could run with someone using your smartphones.”

As they say, you are the sum of the company you keep, and when it comes to pushing harder in the gym, gaining strength, and performing at higher levels, choosing your company wisely makes all the difference.

-Nick Bannon

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Virtual Weight Loss Lasts Longer

Never before have there been higher rates of Americans who are in need of an effective weight loss solution. With a striking 2/3 of the adult population now falling under the category of overweight or obese and 1/3 of children age 6-19, there will only be a continued demand for weight loss solutions in the coming years. The effects of this widespread epidemic cannot be overestimated: carrying excess weight increases risks of every chronic disease from heart disease to stroke and some types of cancers. Annually, the health care costs relating to obesity run into the hundreds of billions, increase work absenteeism, and create a huge drain on our health care systems.

To reverse this trend in America, an entire industry has sprung up to offer solutions ranging from crash diets and detoxes to a host of exercise options like group classes, lifting programs, cardio classes, and personal training. And in recent years, a virtual reality option designed to help participants shed the pounds. If you thought you’d tried everything under the sun, this virtual option might be one to consider—the natural progression for weight loss options in a technology-driven world.

While over 50 million Americans belong to some type of traditional brick and mortar health club or gym, not all are achieving the desired results that led them there in the first place. People join gyms largely to lose weight, but the primary reasons causing them to quit going are convenience, cost, location, and a lack of actually using the gym. This is where an option like a virtual reality weight-loss program can provide a much-needed solution.

A recent study examined two weight-loss program options, one in a more traditional health club setting and the other offered through a virtual reality to examine which would provide better results. Though as unorthodox as a virtual reality weight loss program may seem, researchers at Indiana University found that virtual reality programs can teach people activities they can carry over into their real lives.

As stated by assistant professor of kinesiology, Jeanne Johnson, “Many report being uncomfortable and intimidated by traditional gym settings, a roadblock that can prevent them from accomplishing their weight loss goals or even attending the gym. By attending a simulated fitness club instead, Johnson explained that “through visualization and education, they could try activities that they had not tried before.”

This new angle also prevents a solution to the often-reported reasons people quit traditional health clubs—a lack of convenience and being too busy. Participants can interact from the comfort of their own homes in the computer-simulated environment, meaning people who would normally resist a traditional gym are given an alternate option that might be more attuned to their lifestyles. As a result, participants “had more confidence in their ability to perform physical activity in difficult situations, such as bad weather, vacations, and low-energy days,” said Johnson.

The study examined the progress over the course of 12 weeks where members of both a traditional health club weight loss program, and a virtual reality one, spent a minimum of four hours a week attending their respective meetings. Participants in the virtual-reality program used the platform second life. The content for both virtual and in-person included courses of nutrition, physical activity, and how to adapt healthy habits.

The results of the study showed that while all participants lost around an average of close to 10 pounds, whether in the brick-and-mortal health club or the virtual one, the striking difference between the two groups was in their behavior. Health club participants might have seen the number on the scale drop, but didn’t report any changes in their healthy eating habits, physical activity, or sleep patterns. Their counterparts reported that their virtual reality experience had positively influenced their behaviors in all these areas (except for increasing their hours of sleep).

Virtual reality offers an innovative new option for combating obesity and helping Americans achieve weight loss in this day and age, when traditional gyms alone are not convenient options for everyone. With a growing problem of overweight and obese Americans, we need all of the invention new situations that we can get, and virtual reality may just be the way of the future.

As summarized by Johnson, “the virtual world program was at least as beneficial as the face-to-face program ad in some ways, more effective.”

-Emily Schnieder-Green

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