Oculus Go + browser + videos won't play
Apologies in advance I'm not familiar with how things work around here but I was hoping someone could answer if not resolve the issue I'm having whenever I try to play a video in the oculus browser and the Firefox browser. When the video starts to load and play it glitches and I'm paraphrasing the error message that comes up basically saying it's unable to play, something along those lines. When I factory reset the device the videos will play just fine but after awhile they'll regress and won't play. Is there an update or downgrade I have to do? Or is the oculus go obsolete now? Any help and answers would be greatly appreciated thank you in advance!!!4.2KViews2likes4CommentsDeveloper mode permissions
I am brand new to the Occulus quest 2. Our school purchased some that are checked out like books to students. Recently a student asked if we could switch one of the four we check out (that are all logged into our schools FB account!) to developer mode. As an admin who runs a computer lab my initial reaction is no way as things could be done at that level that would affect other users. Correct? My questions are: Would developer mode effect all of our four Occulus' or can the permissions be localized. So for example we have one a student could play with to learn from, so if they break things they don't break all? Can I prune permissions in developer mode? What does Developer mode allow?2.8KViews0likes1CommentBuilding a VR Lab for 32 middle school students, have questions about using Go in education
I'm designing a VR Lab with Go/Quest units to be used at our school, Bayside Academy MS, in San Mateo. We are fully funded by a grant from Gilead Sciences and the lab will open in August 2019. I have several questions regarding using Oculus Go/Quest in a school VR lab and was referred to the Developer Forum by Oculus support. We are working with Stanford's Virtual Human Interaction Lab to evaluate the learning opportunities in VR in a school setting. I have a number of questions about using VR with a class of 32 students and have not found a connection to an Education group at Oculus. I've attached some background information about what we are doing. If there is someone who can answer questions about casting with multiple units, faster ways to load content, and several other issues that are specific to VR in education I would appreciate the chance to talk with them. I'm also looking for any other school that has a VR lab.2KViews0likes2CommentsOQ2 in school, all levels
VR in schools is an important educational step. Meta/Oculus need to provide a way to handle this situation better than the business accounts. My suggestion: allow the creation of ONE FB-account for a large number (35, like a large class?) and charge 2x (?) price for each app but they can be used by every headset in the account. This would lead to more usage, perhaps less income at first steps for appdevs but they will hopefully gain from higher private usage by students.1.6KViews0likes2CommentsThinking about 'presence' when developing a game
"I feel like I'm in this place, not just looking at this place" Not sure how many of you watched the recent Lex Fridman interview with Mark Zuckerberg, showcasing the Meta CODEC avatars? https://www.youtube.com/watch?v=MVYrJJNdrEg It got me thinking about the sense of presence in VR. It's a topic I posted about on a private discord server recently and thought it might be worth sharing here too. I work in a psychology VR lab where we use the fact that immersion triggers real physiological responses to help patients with mental health problems. When you get it right, you really can trigger involuntary fight or flight responses in a participant, or something like a palpable sense of vertigo (think Richie's Plank Experience). All the while, part of your conscious brain knows that you're still in a simulation and that duality - feeling true to life emotions in a safe virtual environment - can be used to help people try things they might not be able to do in real life. It's a form of exposure therapy that can be incredibly powerful. Giving your players that same sense of immersion is also incredibly powerful and is, for me, what differentiates VR from any other medium. Here's that post about presence: Someone asked me recently what qualities I thought a VR application should have. As a developer, my mind initially went to technical requirements like keeping a solid framerate, but I also think it's important to think about designing with the medium in mind. In other words, to think at a higher level about how best to trully immerse your players in your VR experience. Something well worth thinking about is the sense of presence (immersion in the virtual world). There's a lot of research into this, with one of the most established being by a research scientist called Mel Slater. He talks about immersion (the sense of being there) as being like a house of cards that's built on two principles: the Place Illusion and the Plausibility Illusion. In simple terms, Place is whether things look right (it's about the visual representation, the graphical fidelity, which also encompasses things like keeping a solid frame rate). Plausibility is whether things act as they should (based on the world I see, does it react and behave in the way I expect it to behave). That's not to say it has to be realistic. It's more about following its own internal logic. If the VR experience depicts a fantastical world then it can behave in non-realistic ways. It also needs to be consistent. If you've allowed your player to pick-up one object and intereact with it, then they will expect to be able to pick up any and all objects that they come into contact with. Being able to pick up one object but not another will immediately break the plausibility illusion. The house of cards will collapse and your players will lose that sense of presence, of 'being there'. Mel Slater suggests that the Place illusion is actually quite resilient (you can get away with low poly, environments/art styles) and when broken it rebuilds itself relatively quickly. The Plausibility Illusion, by comparison, is much more fragile and perhaps more important to immersion. For example, a low poly/cartoony game with lots of physics interactions (think Job Simulator) provides a very strong sense of presence. Whereas it's much harder for a photorealistic VR simulation to hold that in place because given the hyper-realistic visual representation, players expect equally realistic interactions with that world (this includes not just hand interactions but also interactions with NPCs, movements in the space, etc.). Any jankiness will quickly break the illusion. Thinking about that balance between the two is particularly important for game design, UX and art direction. Slater's also done a lot of research into locomotion and embodiment (that sense of inhabiting someone else's body). This raises questions about whether you need a full body avatar, or just arms, or just hands. This is the body illusion. If you have feet and they don't move the way you expect them to move or the way you know they are moving in the real world (because of proprioception we're still aware of our real body while in VR) again, the house of cards comes tumbling down. It's the reason so many games have avatars that stop at the waist. But then again... Slater found that we have a surprisingly fluid sense of body ownership. Our brain very quickly accepts an alien body (tentacles for hands) or fatter/thinner or a different gender than our own. This really is just a brief oversimplification of Mel Slater's work. For those interested, I'd highly recommend searching out some of his research papers, and at the very least start thinking about these issues as part of your game and app development.1.2KViews1like0Commentsneed advice on online education platform
we have a small team building medical training for doctors in hospital question: after building the XR scene with unity/openxr, what is the best practice to integrate XR program with online course platform? is openEdx a good online education platform for delivering XR program? please help980Views0likes0CommentsOpening LINKS inside OCULUS from PC QR CODES
Hi! I am working on an application, and I am trying to boost the user experience. My users mainly use the PC to work, but at some point in the workflow they need to use the OCULUS to see some content in an immersive way. I would love to show a QR code on my app and directly open a link to my immersive content in the visor, without asking the user to do some complicated stuff, just by looking at the QR code from the visor in the same way we are used by scanning QR codes with our smartphones. Do you think you can do that? It would b a game-changer!960Views2likes0CommentsAir Link Classroom set-up for 30 simulatanious PC clients
Hello Community, We are setting up a classroom with 30 pc’s which are equipped with an RTX 3070 and connected via a 10Gb network. The problem is designing a Wifi setup for Oculus Air Link, so that every client can connect to a fixed Quest 2. Is there data available about wireless bandwidth and the codec/resolution that is used ? Are there any similar cases to learn from? We are trying to determine the amount of Access Points based on Wifi 6E, which is a preparation for the future. Many thanks, Michel Buchner952Views0likes0CommentsXR Developers Resource Guide
authorTom/ultimate-XR-dev-guide: A development resource list for all things XR (github.com) I've created this list for personal reference, I hope you find it as useful as I have (I want to give back a little to the community). I have tried to make it as comprehensive as possible. There is some overlap with general game development, and you'll be happy to know there's a slight bias towards Quest headsets. Any pull requests will be appreciated.808Views0likes0Commentsbackwards compatibility
would love to see a future interest in developing backwards compatibility between headsets i owned a rift and rift s before and upgraded to a quest 2 but none of the rift games are compatible with the quest. in order to play those same games i would have to re purchase them, which would be way easier with a exchange program or a way to convert old purchases into the newer version as technology evolves almost everything gets out dated755Views0likes0Comments