2026-02-08 07:33:00
Zehn Jahre Virtual Reality: Diese Prognosen gingen in Erfüllung
Der VR-Pionier Jesse Schell prophezeite 2015, wo Virtual Reality 2025 stehen würde. Hatte er mit seinen Prognosen recht?
https://www.
Meta's decision to deprioritize VR in favor of AI and internet-connected glasses has chilled the VR industry, leading to concerns about its future (Jonathan Vanian/CNBC)
https://www.cnbc.com/2026/01/24/metas-reality-labs-cuts-sparked-fears-of-a-v…
Ultraschall statt Kamera: LLMs erkennen Gesten zur Steuerung in Virtual Reality
Forscher wollen herkömmliches Tracking in Virtual Reality und Augmented Reality mit einer Kombination aus Schallwellenmessung und LLMs ersetzen.
After years of failing to produce a profitable augmented reality platform,
Mark Zuckerberg’s Meta is pounding one of the final nails into the coffin of its metaverse efforts
— the ones that were once so central to its vision that it renamed the entire company after them.
This week, the Wall Street Journalreported Meta was laying off some 1,500 employees from its Reality Labs division,
-- the department working on Meta’s virtual reality products.
As part of the …
Visual, auditory, and audiovisual time-to-collision estimation among participants with age-related macular degeneration compared to a normal-vision group: the TTC-AMD study https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0337549
The Palgrave Handbook of Virtual Reality Literature (Re-CFP)
https://ift.tt/kdTjeXA
updated: Tuesday, January 6, 2026 - 10:49pmfull name / name of organization: Palgrave…
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Nexus NX1: Neue Ganzkörpersteuerung für humanoide Roboter und Virtual Reality
Handschuhe, Laufband, Schuhe und VR-Brille: Mit dem Komplettpaket "Nexus NX1" sollen Avatare in Virtual Reality und humanoide Roboter gesteuert werden können.
Die zehn besten Spiele aus zehn Jahren VR
Im Jahr 2016 starteten Oculus Rift, HTC Vive und PS VR eine neue VR-Ära. Wir küren die zehn wichtigsten modernen Spiele-Klassiker in Virtual Reality.
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The Palgrave Handbook of Virtual Reality Literature (Re-CFP)
https://ift.tt/kdTjeXA
updated: Tuesday, January 6, 2026 - 10:49pmfull name / name of organization: Palgrave…
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Yet more proof that our collective resources are being spent on the wrong things. #climatechange #inequality
Die besten VR-Spiele im Dezember 2025: Thief VR, Men in Black und ein Geheimtipp
Der Dezember bringt mit „Thief VR: Legacy of Shadow“, „Men in Black: Most Wanted“ und „Out of Sight VR“ gleich mehrere bekannte Marken in die Virtual Reality.
Riechen für mehr Immersion: „Escents“ bringt Gerüche in die Virtual Reality
Das tragbare Gerät „Escents“ will Gerüche in VR und AR einbinden und setzt dabei auf magnetische Duftkapseln, Bluetooth-Anbindung und Unity-Unterstützung.
SplatBus: A Gaussian Splatting Viewer Framework via GPU Interprocess Communication
Yinghan Xu, Th\'eo Morales, John Dingliana
https://arxiv.org/abs/2601.15431 https://arxiv.org/pdf/2601.15431 https://arxiv.org/html/2601.15431
arXiv:2601.15431v1 Announce Type: new
Abstract: Radiance field-based rendering methods have attracted significant interest from the computer vision and computer graphics communities. They enable high-fidelity rendering with complex real-world lighting effects, but at the cost of high rendering time. 3D Gaussian Splatting solves this issue with a rasterisation-based approach for real-time rendering, enabling applications such as autonomous driving, robotics, virtual reality, and extended reality. However, current 3DGS implementations are difficult to integrate into traditional mesh-based rendering pipelines, which is a common use case for interactive applications and artistic exploration. To address this limitation, this software solution uses Nvidia's interprocess communication (IPC) APIs to easily integrate into implementations and allow the results to be viewed in external clients such as Unity, Blender, Unreal Engine, and OpenGL viewers. The code is available at https://github.com/RockyXu66/splatbus.
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Steam Frame: Was kann die VR-Brille bewirken?
Steam Frame ist eine ambitionierte VR-Brille, die sich gängigen Kategorien entzieht und deren eigentliche Bedeutung über Virtual Reality hinausreicht.
https://www.
Der 90er-Jahre-Hit "Men in Black" kehrt als VR-Spiel zurück
Sony bringt die "Men in Black" in die Virtual Reality – mit neuer Story, neuen Aliens und klassischen Waffen.
https://www.
Zehn Jahre und 100 Milliarden Dollar später: Wo bleibt Metas Metaverse?
Meta hat über 100 Milliarden Dollar in Virtual und Augmented Reality investiert. Was hat Meta erreicht, und was bleibt Vision? Eine Bestandsaufnahme.
PAColorHolo: A Perceptually-Aware Color Management Framework for Holographic Displays
Chun Chen, Minseok Chae, Seung-Woo Nam, Myeong-Ho Choi, Minseong Kim, Eunbi Lee, Yoonchan Jeong, Jae-Hyeung Park
https://arxiv.org/abs/2601.14766 https://arxiv.org/pdf/2601.14766 https://arxiv.org/html/2601.14766
arXiv:2601.14766v1 Announce Type: new
Abstract: Holographic displays offer significant potential for augmented and virtual reality applications by reconstructing wavefronts that enable continuous depth cues and natural parallax without vergence-accommodation conflict. However, despite advances in pixel-level image quality, current systems struggle to achieve perceptually accurate color reproduction--an essential component of visual realism. These challenges arise from complex system-level distortions caused by coherent laser illumination, spatial light modulator imperfections, chromatic aberrations, and camera-induced color biases. In this work, we propose a perceptually-aware color management framework for holographic displays that jointly addresses input-output color inconsistencies through color space transformation, adaptive illumination control, and neural network-based perceptual modeling of the camera's color response. We validate the effectiveness of our approach through numerical simulations, optical experiments, and a controlled user study. The results demonstrate substantial improvements in perceptual color fidelity, laying the groundwork for perceptually driven holographic rendering in future systems.
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Beyond the Empathy Machine: Critical Perspectives on Virtual Reality (Book)
https://ift.tt/2g6WfCk
updated: Thursday, December 18, 2025 - 11:01pmfull name / name of organization: Utrecht University…
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Replaced article(s) found for cs.GR. https://arxiv.org/list/cs.GR/new
[1/1]:
- Controllable Video Generation: A Survey
Yue Ma, et al.
https://arxiv.org/abs/2507.16869 https://mastoxiv.page/@arXiv_csGR_bot/114907178598354130
- Lightning Fast Caching-based Parallel Denoising Prediction for Accelerating Talking Head Generation
Jianzhi Long, Wenhao Sun, Rongcheng Tu, Dacheng Tao
https://arxiv.org/abs/2509.00052 https://mastoxiv.page/@arXiv_csGR_bot/115139250819269869
- MimicKit: A Reinforcement Learning Framework for Motion Imitation and Control
Xue Bin Peng
https://arxiv.org/abs/2510.13794 https://mastoxiv.page/@arXiv_csGR_bot/115382726856686148
- TIDI-GS: Floater Suppression in 3D Gaussian Splatting for Enhanced Indoor Scene Fidelity
Sooyeun Yang, Cheyul Im, Jee Won Lee, Jongseong Brad Choi
https://arxiv.org/abs/2601.09291 https://mastoxiv.page/@arXiv_csGR_bot/115898204587831863
- Eye-tracked Virtual Reality: A Comprehensive Survey on Methods and Privacy Challenges
Bozkir, S\Ozdel, Wang, David-John, Gao, Butler, Jain, Kasneci
https://arxiv.org/abs/2305.14080
- Hi5: Synthetic Data for Inclusive, Robust, Hand Pose Estimation
Hasan, Ozel, Long, Martin, Potter, Adnan, Lee, Hoque
https://arxiv.org/abs/2406.03599 https://mastoxiv.page/@arXiv_csCV_bot/112573997027314918
- A Text-to-3D Framework for Joint Generation of CG-Ready Humans and Compatible Garments
Zhiyao Sun, Yu-Hui Wen, Ho-Jui Fang, Sheng Ye, Matthieu Lin, Tian Lv, Yong-Jin Liu
https://arxiv.org/abs/2503.12052 https://mastoxiv.page/@arXiv_csCV_bot/114182219370820263
- A Unified Architecture for N-Dimensional Visualization and Simulation: 4D Implementation and Eval...
Hirohito Arai
https://arxiv.org/abs/2512.01501 https://mastoxiv.page/@arXiv_csCG_bot/115648840470000746
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