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The Red Bulletin April 2020

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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

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