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VENTURE<br />
Gaming<br />
Six cameras –<br />
two on the front,<br />
one above, one<br />
below, and one<br />
on each side –<br />
allow for 310°<br />
tracking of<br />
the real world<br />
Connected by<br />
a single hinge to<br />
the headband,<br />
the display can<br />
be flipped<br />
upwards like a<br />
motorbike visor<br />
EXPERIENCE<br />
Sensory overlord<br />
HTC Vive Cosmos<br />
<strong>The</strong> earphones<br />
flip down and<br />
vertically slide<br />
to adjust to your<br />
ears. <strong>The</strong>y can also<br />
be easily replaced<br />
by your own cans<br />
<strong>The</strong> notion of ‘virtual reality’ was first mooted in Stanley G<br />
Weinbaum’s 1935 sci-fi story Pygmalion’s Spectacles, but it<br />
has taken a long time for the technology to catch up. <strong>The</strong><br />
HTC Vive Cosmos is the latest step in that evolution. Making<br />
convincing VR is not only a matter of building digital worlds<br />
but also marrying them to our perception of our environment.<br />
To achieve this, the flip-front visor features six ‘inside-out’<br />
tracking cameras that accurately position the wearer in the<br />
real world without the need for room-mounted (outside-in)<br />
sensors. This can warn the user when external objects are<br />
close, or allow interaction with them. <strong>The</strong>re’s also a wireless<br />
accessory (purchased separately) that untethers the<br />
headset from a PC. <strong>The</strong> clever handheld motion controllers<br />
sport geometric light patterns that allow the headset<br />
cameras to track them. We’re not in the Matrix quite yet<br />
(or are we?), but the dream is edging ever closer. vive.com<br />
86 THE RED BULLETIN