Canon is breaking down barriers to VR content creation with the introduction of the RF-S3.9mm f/3.5 STM Dual Fisheye lens. Designed specifically for APS-C cameras like the EOS R7, this lens empowers creators to capture immersive virtual reality experiences with ease.
The RF-S3.9mm f/3.5 STM Dual Fisheye streamlines the VR creation process. Unlike traditional methods that require multiple cameras and complex post-production stitching, this innovative lens captures everything in a single shot. Its secret lies in the two strategically positioned fisheye lenses that work in tandem. These lenses capture images with parallax, the slight difference in perspective between our left and right eyes, which is crucial for creating a realistic sense of depth in VR.
The RF-S3.9mm f/3.5 STM Dual Fisheye boasts an impressive 144° angle of view. This wide capture area translates into a captivating 180° VR experience when processed with the EOS VR Utility software or the EOS VR Plug-in for Adobe Premiere Pro. Viewers are no longer confined to a fixed perspective. They can explore the scene in all directions, up, down, left, and right, fostering a deeper connection with the content.
Canon has taken VR content creation a step further by integrating autofocus (AF) into the RF-S3.9mm f/3.5 STM Dual Fisheye lens – a first for its dual Fisheye lineup. This innovation eliminates the need for manual focus adjustments, ensuring sharp and clear VR footage. The secret lies in the dual-lens STM mechanism that precisely controls both lenses simultaneously.
For even more control, the RF-S3.9mm f/3.5 STM Dual Fisheye allows you to adjust the AF frame location using the EOS Utility or Camera Connect apps. This is particularly beneficial when shooting from unique angles or challenging positions, ensuring your subject remains in focus.
The RF-S3.9mm f/3.5 STM Dual Fisheye prioritizes image quality. It’s the first non-L series lens to feature Canon’s advanced ASC (Air Sphere Coating). This innovative technology minimizes ghosting and flaring, even when dealing with strong backlighting, resulting in pristine VR experiences. Paired with the EOS R7, the lens delivers corner-to-corner high definition in 4K recordings, matching the performance of the high-end RF5.2mm f/2.8L Dual Fisheye on the EOS R5.
Despite its powerful capabilities, the RF-S3.9mm f/3.5 STM Dual Fisheye is remarkably compact and lightweight (approximately 290g), making it an ideal companion for creators on the go. The lens also boasts a rear filter holder, offering additional creative flexibility by accommodating commercially available gelatin filters and 30.5mm screw-in filters.
Pricing & Availability
Information on the pricing and availability of the Canon RF-S3.9mm f/3.5 STM Dual Fisheye lens in Malaysia is forthcoming. Stay tuned for updates on how to unlock your VR vision with this innovative new lens.
Play for Dream Technologies, a China-based company established in 2020 and specializing in spatial computing solutions, has announced its expansion into the Asia Pacific (APAC) region. Play for Dream Technologies is looking to be at the forefront of the burgeoning spatial computing scene in the region with this move. The company’s APAC launch coincides with the introduction of the Play for Dream MR, the world’s first Android-based spatial computer, in Singapore.
Play for Dream Technologies focuses on developing spatial computing solutions. Spatial computing merges the physical and digital worlds, allowing users to interact with 3D objects in their environment, attend virtual meetings in customized spaces, or learn through interactive simulations. This innovative technology has the potential to revolutionize various sectors, including education, design, engineering, and entertainment.
In its expansion plans, Play for Dream has chosen Singapore as the launchpad for its APAC operations. According to CEO and Founder, Huang Feng during the press conference, Singapore’s robust infrastructure, focus on digitalization, and strong support for innovation make it an ideal environment for Play for Dream Technologies’ home in the region. The move to base its regional marketing operations in Singapore is undertaken with the vision of positioning the company as one of the key players in the spatial computing space. It is expected that this arena will garner expanded interest as the world moves towards a more digital one with key technologies like 5G connectivity driving its growth and usage scenarios.
Coinciding with its APAC debut, Play for Dream is launching the Play for Dream MR in Singapore. This innovative device sets itself apart from other spatial computing devices by leveraging the familiarity and extensive app ecosystem of the Android operating system. This opens doors to a wider range of developers and creators, fostering the development of a diverse range of spatial computing applications. Additionally, the MR prioritizes user experience by incorporating an improved cooling system and extended battery life, ensuring comfort during extended use in virtual and augmented environments. Furthermore, its open architecture allows for customization and integration with various tools, making it an ideal platform for pushing the boundaries of spatial computing.
Play for Dream’s expansion plans extend beyond Singapore. The company intends to enter other major APAC markets starting October 2024 with Malaysia. This will be followed by other markets such as Philippines, Thailand and Vietnam in 2025. These expansion plans also coincide will the availability of the Play for Dream MR in these markets.
Play for Dream Technologies entry into the Asia Pacific market with the launch of the Play for Dream MR in Singapore is a major step when it comes to spatial computing space. The company is looking to drive growth through creating accessible spatial computing products. More significantly, it’s developing these ambitions on a relatively open platform with a focus on collaborating with key partners like BOE, Qualcomm, IMAX, Xperi and more. What’s more, these collaborations extend beyond just creating its devices and into expanding content and accessibility of spatial computing technologies.
This article is contributed by Varinderjit Singh, General Manager at Lenovo Malaysia
Production and manufacturing processes are becoming more complex and demanding as customers expect higher quality, lower cost, and faster delivery of products. To meet these challenges, manufacturers need to leverage the power of advanced technologies, such as high-performance computing (HPC), artificial intelligence (AI), and spatial computing. In this article, we will explore how a workstation can increase productivity for production and manufacturing processes by using spatial computing solutions, data science and client AI solutions, NVIDIA Omniverse, and remote workstation solutions. Examples of noteworthy workstation options include the Lenovo ThinkPad P16 G2, Lenovo ThinkStation P3 Tower and the Lenovo ThinkStation P620 Tower operating on Windows 11 Pro. Use Windows 11 Pro for Workstations to blaze through workloads with lag-free multitasking across your most demanding applications.
Spatial Computing Solutions
Spatial computing is a technology that can digitize the spatial relationships between machines, people, objects, and environments, and enable and optimize their operations and interactions. Spatial computing can help manufacturers with product design, quality control, safety, and efficiency. For example, spatial computing can enable digital twins, which are virtual replicas of physical assets or processes that can be used for simulation, testing, and optimization. Spatial computing can also facilitate augmented reality (AR) and virtual reality (VR) applications, which can enhance the visualization and collaboration of design and engineering teams, as well as provide immersive training and guidance for workers. A workstation that can handle spatial computing tasks should have a powerful GPU, a large memory, and a high-resolution display. A possible choice is the Lenovo ThinkPad P16 Mobile Workstation, which has an NVIDIA® RTX 5000 Ada graphics card, an Intel® Core™ i9-13950HX processor, and up to 192GB of memory.
Data Science and Client AI Solutions
Data science and client AI solutions can help manufacturers analyze and utilize the vast amounts of data generated by production and manufacturing processes, such as sensor data, quality data, customer data, and market data. Data science and client AI solutions can help manufacturers with demand forecasting, inventory management, process optimization, anomaly detection, predictive maintenance, and customer satisfaction. For example, data science and client AI solutions can help manufacturers create and fine-tune foundation models, which are large and versatile AI models that can perform multiple tasks, such as natural language processing, computer vision, speech recognition, and more. Data science and client AI solutions can also help manufacturers interact with and explore data through conversational interfaces, visualizations, and summarizations. A workstation that can handle data science and client AI tasks should have a fast and reliable processor, a large and expandable memory, and a flexible and scalable storage system. A possible choice is the Lenovo ThinkStation P3 Tower Workstation, which has a 13th Gen Intel® Core™ processor, up to 128GB of memory, and up to 32TB of storage.
NVIDIA Omniverse
NVIDIA Omniverse is a platform that enables the creation and operation of complex, AI-enabled virtual environments, or digital twins, for factory and warehouse design. These virtual replicas facilitate real-time collaboration among teams and are the key to unleashing operational efficiencies with predictive analysis and process automation. NVIDIA Omniverse allows manufacturers to import and export data from various sources, such as CAD tools, simulation software, and IoT devices, and create realistic and interactive simulations of production and manufacturing scenarios. NVIDIA Omniverse also supports ray tracing, physics, and sound rendering, which can enhance the quality and realism of the virtual environments. A workstation that can handle NVIDIA Omniverse tasks should have a powerful graphics card, a high-performance CPU, and a large memory. A possible choice is the Lenovo ThinkStation P620 Tower Workstation, which has up to 64 cores CPU, a 10Gb Ethernet port, and plenty of storage capabilities.
Remote Workstation Solutions
Remote workstation solutions can help manufacturers access their physical workstations from virtually anywhere with rich graphics acceleration via leading remote visualization tools. Remote workstation solutions can help manufacturers with remote design, engineering, and collaboration, as well as reduce the cost and maintenance of physical workstations. Remote workstation solutions can also provide security and compliance features, such as encryption, authentication, and auditing. A workstation that can handle remote workstation tasks should have a low-latency frame encode, accelerated desktop capture, headless graphics support, and leading pro-ISV certifications, like the majority of the Workstations from Lenovo. The Lenovo remote TGX solution is the best way to connect to your Workstation cluster from anywhere in the world.
Wrap up
A workstation can increase productivity for production and manufacturing processes by using various technologies, such as spatial computing, data science and client AI, NVIDIA Omniverse, and remote workstation solutions. These technologies can help manufacturers improve their design, engineering, simulation, production, and collaboration workflows, as well as reduce their costs, risks, and environmental impact. A workstation that can support these technologies should have a combination of hardware and software features, such as a powerful GPU, a fast CPU, large memory, flexible storage, and a reliable network. Lenovo offers a range of workstation solutions that can meet the needs of different production and manufacturing scenarios, such as the Lenovo ThinkPad P16 Intel (16″) Mobile Workstation, the Lenovo ThinkStation P3 Tower Workstation, the Lenovo ThinkStation P620 Tower Workstation, and the TGX Remote Workstation.
This article is contributed by Varinderjit Singh, General Manager, Lenovo Malaysia
The manufacturing industry is shifting from hands-on to virtual with AR & VR, to increase efficiency, enhance employee training & cut costs.
As augmented (AR) and virtual reality (VR) technologies expand beyond the gaming world, they are seeing increased awareness and adoption across a variety of industries – particularly manufacturing. In an era dominated by data and one that is constantly shifting to adapt to the needs of the new workforce, emerging technologies have the opportunity to completely disrupt the manufacturing industry as we know it.
AR/VR enables a new generation of workers to be smarter, faster, and more capable by connecting people and computers in real-time, hands-free scenarios. This new wave of immersive computing enables workers to access technical knowledge and data on the go, interact with 3D models to collaborate and innovate with peers and dive into digital experiences that enhance engagement and learning. By empowering employees to do more, AR/VR technologies allow enterprises to solve problems in unexpected and inventive ways.
Lenovo’s ThinkReality solutions are making it easier than ever to build, deploy and manage enterprise AR/VR solutions. ThinkReality is a scalable cloud and device-agnostic software platform supported by Lenovo’s expert consulting, deployment and support services. As the global manufacturing industry prepares to adjust to new challenges and opportunities, ThinkReality is ready to support it.
In addition, the Lenovo ThinkPad P14s Gen 3 operating on Windows 11 Pro is an excellent choice for businesses and employee training. Use Windows 11 Pro for Workstations to blaze through workloads with lag-free multitasking across your most demanding applications.
Manufacturing’s New Reality
The manufacturing industry now has approximately 2.72 million workers in Malaysia, accounting for about 18.1% of the workforce, and continuing to grow. With a transitioning workforce, globally, the manufacturing industry is forecasting a deficit of 7.9 million workers by 2030, resulting in an unrealized economic output of $607.1 billion (RM 2.8 trillion) if current initiatives remain unchanged.
According to Korn Ferry’s Future of Work study, “Developing countries with strong manufacturing centres may begin to struggle due to significant talent shortages – by 2030, Brazil could suffer manufacturing worker deficits of 1.7 million and Indonesia could see worker shortages reach 1.6 million. The United States already struggles with shortfalls in highly skilled manufacturing talent and this deficit is expected to increase over the next decade, reaching a 2030 shortfall of 383,000 such workers, equivalent to more than 10% of the highly skilled workforce.”
As a result, the manufacturing industry, which has traditionally been slow to evolve, is moving at rapid speeds towards AR/VR integration to help solve for the skilled workforce gap. IDC forecasts worldwide spending on AR/VR will reach $160 billion (RM 759.7 billion) this year, up significantly from the $16.8 billion (RM 78.8 billion) forecast for 2019, with the five-year compound annual growth rate for AR/VR spending reaching 78.3%.
The uptick in AR/VR enterprise growth will be a direct result of manufacturing’s growth, where companies are using technology to boost productivity, increase security and ensure accuracy in the industry.
Hands-on Training
According to Deloitte, the number of new jobs in manufacturing is expected to accelerate and grow by 1.96 million workers by 2028. This job surge calls for the industry to keep up with the demand for new talent and to quickly adapt and integrate new technologies—to boost both revenue and employee productivity.
Technicians need to quickly adapt to this environment and determine efficiencies across their entire operations. One such way is by enabling new technologies that enhance employee training.
In most manufacturing environments, hands-on training is difficult because shutting down equipment or a production line to brief new employees is unrealistic. Additionally, there are certain pieces of equipment that might be too expensive to purchase just to dedicate solely to training new hires.
However, with VR, on-the-field training is possible, as new employees can be placed in a virtual environment that mimics the work they would be doing on the ground. Allowing employees to learn through real-life experiences leads to increased knowledge retention and gives them the ability to practice complex scenarios they would normally not have access to in traditional training environments. The technology also allows employees to absorb the information through real-time application, save time in traditional forms of training and equip them with the expertise they need to fill the industry skills gap. Companies also benefit because virtual training prevents disruption in normal operations.
Safety & Maintenance
Being able to train employees from a distance boosts learning, saves employers money long-term and, most importantly, provides a safer environment. While company manuals and training courses exist, there needs to be other resources employees can take advantage of to effectively prepare for the variety of high-risk situations they might face over their careers. With AR technology, employees are able to experience potentially dangerous scenarios repeatedly, helping to avoid injury and equipment damage.
As an example, aerospace manufacturers are using AR technology to increase efficiency and improve quality control at their installation and inspection facilities. Employees use augmented reality glasses to see digital mockups over images of real systems to identify faulty parts which helps ensure safety and speeds up the maintenance process. AR helps ensure accuracy while also speeding up the process of daily inspections.
Worker Productivity & Business Efficiency
The result of a more experiential onboarding and training process is employees who are more prepared for their daily tasks, which leads to increased productivity. Beyond training, AR/VR solutions help businesses work smarter and more efficiently. For example, manufacturing company leaders can use VR to reskill their employees to learn new skills, or alternatively, AR solutions can give engineers access to interactive 3D renderings to more quickly assemble a specific component.
Additionally, over the years these technologies have evolved to help businesses be even more efficient. For example, to adapt to the increasingly mobile and technologically-driven workforce, these solutions now come in the form of hands-free head-worn devices that can be used to deploy both simple and complex AR solutions for enterprises – reducing error rates, improving time to build a system and minimizing costs.
Looking Ahead
ThinkReality is conceived for today’s world and the future. The Lenovo ThinkReality platform provides a proven, scalable, and streamlined path from proof of concept to productivity for enterprise AR/VR applications. The platform is a complete solution that lets you focus on problem-solving by working across diverse hardware and software. Build, deploy, and manage applications and content on a global scale, with global support.
While AR/VR technologies are still facing integration roadblocks in the industry, they hold a substantial role in propelling the manufacturing industry forward in the coming years. Ensuring employees are properly trained, productive and safe is just the starting point for the future of AR/VR in the manufacturing industry. As we look ahead, enterprises will continue to see the value of AR/VR in enhancing operations. By building in smarter technologies into the enterprise ecosystem, businesses will transform the manufacturing industry as we see it today.
Virtual Reality (VR) isn’t anything new. In fact, it’s been around for ages! When we were younger we had attractions like SEGA City which brought some of our favorite characters to life with VR, today we’re able to bring these experiences with us anywhere we go.
The PICO 4 is one of the first VR headsets that enable these experiences. It allows you to take a deep dive into games and content. You can escape reality even if it’s for a short gaming session. But these experiences are becoming more ubiquitous with games like Final Fantasy XVI and Resident Evil launching with VR experiences built-in.
That said, we’re looking at the big picture – does the PICO 4 deliver on the promises of VR and its experiences? Is it worth the money?
Let’s find out!
Design
The PICO 4 headset is a pretty sleek device. It’s minimalistic in its approach having a simple black and off-white color and it’s built to last. It’s made of high-quality, durable plastic that doesn’t scratch easily. Of course, it goes without saying that dropping the PICO 4 isn’t recommended. That said, PICO XR seems to have gone out of its way to make the headset feel premium too. It’s slightly heavier than other headsets weighing in at 583g, however, it’s got better weight distribution and ergonomics.
The headset itself isn’t too front-heavy. So, it’s not uncomfortable to wear for long stretches. PICO has managed to minimize the size and weight of the front portion of the headset thanks to the pancake lenses that they’ve used. They’ve also created better weight distribution by placing the battery pack in the back portion of the headband. That’s about 40% of the weight of the headset that’s at the back of the headband instead of on your face!
Overall, the design and build of the headset are more ergonomic than most of the other VR headsets available in the market right now. The small tweaks that they’ve done throughout the headset create an overall better product which allows you to wear it without much issue for longer VR gaming sessions.
Hardware
The PICO 4 is one of the first VR headsets to come with Qualcomm’s Snapdragon XR platform which is built to enable VR and augmented reality (AR) experiences. It’s built from the ground up to deliver cutting-edge VR graphics and perform independently from a dedicated PC. PICO XR as a company has built its own OS to complement the hardware and focuses on delivering the best VR immersion from the time you power on the headset.
Specifications
Processor
Qualcomm Snapdragon XR2 (7nm) Octacore 64 bit
RAM
8GB (As Tested)
Memory
128GB (As Tested) 256GB
Optics
Pancake Lens 105° Field of View 20.6 PPD 62-72mm adjustable inter-pupillary distance
Display
4320×2160 pixels resolution (2160×2160 each eye) 70Hz/90Hz refresh rate
Operating System
PICO OS 5.0
Battery
5,300mAh Fast Charging (20W)
Connectivity
Wi-Fi 802.11 a/b/g/n/ac Dual band WiFi Bluetooth 5.1 USB 2.0 (Type-C)
Audio
Integrated High Fidelity Speakers Dual Mic
Sensor
6DoF Positioning System
Retail Price (Malaysia)
MYR 1,699 (128GB) MYR 1,899 (256GB)
Retail Price (US)
USD$ 449.99 (128GB) USD$ 559.99 (256GB)
User Experience
The PICO 4’s user experience starts with the feel of the headset on your head. As mentioned in our design section, it’s designed to be more ergonomic than most of the VR headsets available in the market right now. This ergonomic approach is much appreciated especially when you’re going at it hard in a game like Beat Saber.
The PICO 4 also allows you to adjust the interpupillary distance between the two lenses between 62mm and 72mm. Be-spectacled users – like myself – are very thankful for this feature as it allows us to align the interpupillary distances of the PICO 4 and our spectacles. PICO XR has also included an extra spacer in the box which allows you to have your spectacles on while you use it if you want to. I can tell you that this helps many of us with motion sickness – which I go into detail in the following section. You can even go lower to 58mm but the headset will show you a prompt telling you that it may be a little uncomfortable as the headset might start pinching on your nose. However, getting the right pupillary distance does drastically improve visual clarity and allows for a better gameplay experience.
The headset comes with PICO OS 5.0. It’s a simple, easy-to-understand OS that is also easy to navigate. Setting up the PICO 4 is also simple with the guided setup. Once you’re set-up, you’ll be treated to the most aesthetic scene we’ve experienced in VR and this scene is your home screen with a soft overlay of all the icons you can initiate. You’ll be able to download games from the PICO store to play natively on the PICO 4. It can also hook up to a PC with Steam or a console like the PlayStation 4.
You’ll need a space that’s clear of any obstructions to play. Of course, the larger this area is, the better your experience. However, unlike some of its competition, you won’t need to mount cameras everywhere or need a large space to play. The PICO allows you to define spaces – large, medium, or small. That said, the best part is the ability to define a space, even if it’s a small area in your room. Using these custom boundaries makes VR even more accessible as space isn’t an issue anymore. What happens when you hit a boundary? The PICO 4 headset goes into pass-through mode which allows you to see your surroundings. You can trigger this mode by simply touching the right side of the headband.
Motion Sickness Isn’t An Issue
Moving around in the PICO 4 isn’t as disorienting as you’d expect. In fact, somehow, it’s the only VR headset that I’ve used for more than 25 minutes. I usually get motion sickness after 25 minutes even with headsets like the HTC VIVE or Meta’s Oculus Rift. That said, with the PICO 4, I was able to play a first-person zombie shooter without feeling motion sickness or any disorientation. In fact, it felt unnervingly natural to be behind the lenses of the PICO 4.
The only time it became a little disorienting was when I used pass-through mode. This was more because the cameras took time to transmit the images to my eyes. But once I was adjusted, there wasn’t much disorientation. That said, it takes time to adjust every time you launch into pass-through mode. It might be a software issue that PICO XR can address in a software update, however, we doubt you’ll be spending much time in pass-through mode.
The only other time there was a bit of disorientation was when it came to games like Iron Guard VR. During my gaming session, I did find myself feel slowly losing balance while I was “walking” around the game map. But this was more due to the fact that I was moving in-game and not physically which actually speaks to the lack of an accelerometer in the PICO 4. That said, not many other VR headsets have it either.
Performance
We will be approaching the PICO 4’s performance a little differently. It’s the first time we’re fully reviewing a VR headset and we’re trying to encapsulate our whole experience into the article. So, we’ll take it step by step with visuals, audio, battery life, compatibility, and even other aspects which we’ll highlight later on in the article.
Visuals
Let’s dive into the most important thing when it comes to VR – the visuals. The PICO 4 comes with two 2160×2160 pixel screens that make up the high-resolution display of the headset. It delivers a 4320×2160 total resolution which is slightly higher than UHD. The displays in front of your eyes deliver vibrant, rich graphics at 70Hz or 90Hz. This makes the experience of gaming in them a lot more immersive. While the frame rate may not be as high as a smartphone, TV, or gaming monitor, it lends itself to providing a better experience when it comes to VR. It’s less disorienting and feels easier on the eyes.
The high-resolution displays of the PICO 4 allow the experience to be even more immersive. The graphics are sharp, and you hardly realize when there is any pixelation or artefacting. The increased resolution also helps as it makes you feel like you are in-game. The graphics wrap around you and feel like you’re looking out naturally in fantasy games.
Audio
Good visuals need to pair with good audio and the PICO 4 has a good set of speakers; the mic, however, is a different case. The speakers that are built-in to the PICO 4 are high-fidelity speakers that support spatial audio. They’re not groundbreaking but they are good enough to immerse you in whatever content you’re indulging. The bass is punchy with an acceptable overall soundstage.
That said, the PICO doesn’t come with 3.5mm headphone jacks if you want to use better-quality headphones. The silver lining when it comes to audio is the PICO 4’s support for Bluetooth 5.2 which means that you’ll be able to use your favorite Bluetooth gaming headsets or TWS earbuds with the system. You’ll have to keep in mind that the band of the PICO 4 is rigid on the sides with some touch features so you’re probably better off using TWS earbuds.
The PICO 4 comes with dual microphones built in. However, getting them to work, especially when connecting to PC or another system is finicky at best. During our time with the system, we had issues when it came to getting the microphones to work properly – particularly when it came to connecting it to a PC. This might have been an issue with the drivers as the speakers and microphones were getting mixed up. The computer that we used to test it kept recognizing the speakers as the microphone and vice versa.
Recording sound from the PICO 4 itself was also affected by a weird issue which caused a lot of feedback from the microphones. We weren’t able to rectify it during our time with the PICO 4. But there are tutorials online that have figured to address the issue with some remapping. That said, the minor driver issue aside, the PICO 4’s audio is a pretty impressive combination. It delivers an immersive audio experience despite having some teething issues with the PC.
Controls
The PICO 4 comes with two controllers out of the box. The controls interact with the sensors in the headset. The PICO also doesn’t display the controllers as hands in the VR interface instead it shows the controllers with a green indicator with where to which is a welcome visual cue.
When it comes to gameplay, the PICO 4’s controllers are quite responsive. There’s hardly any noticeable delay between clicking and moving the controller and the action in-game. Latency aside, the build of the controllers is also pretty durable. They feel sturdy and have a nice grippy underlayer. The added wristbands provide additional peace of mind that the controllers won’t accidentally go flying.
The controllers for the PICO 4 are also very lightweight. You won’t be giving your biceps and wrists too much of a workout with the controllers – perfect for an extended gaming session too. It’s also very balanced even with its lopsided design. The ring portions don’t force your wrist into a weird position nor does it add much weight.
That aside, the only way you’ll be interacting with the interface or games for the PICO is through the controller, aside from the limited touch interaction on the sides of the headsets, there are no gesture controls or voice controls built-in to the PICO 4.
Cross Compatibility & Connectivity
While the PICO 4’s interaction methods may be limited, its compatibility isn’t. Setting up the PICO as a standalone device is easy enough. You can also stream the visuals onto a TV or smart monitor if you want to share in on the experience. It’s as easy as installing an app on any Android TV from the Play Store. The PICO VR app will instantly allow you to do this without much setup.
The same goes for Windows PCs with the PICO Link application. Once installed either via the Steam store or as a direct download application, you’ll be able to play games from your Steam Library on the PICO 4. Most of our review time was spent playing VR Games this way. Simplicity is key as the headset opens up a lot more options when it comes to games with cross-compatibility. You can also link up to a PlayStation system, be it PS4 or PS5, using an app as well. You’ll be able to find tutorials for this with a simple Google search, however, keep in mind that Sony also makes the PSVR and leans towards its own hardware when it comes to VR experiences on its consoles.
Of course, wired connectivity works better when it comes to the PICO 4 and signal fidelity with PC and other hardware. The only option available at the moment is the USB-C port that comes on the PICO 4. However, the cable that comes in the box will have you sitting less than 2 meters from your system if you want to use it. If you still want to go the wired route, you’ll need a cable that can do both fast charging and high-capacity data transfers and a long one at that.
Sticking to wireless was the way we went. We’d advise having a WiFi connection that’s at least a WiFi 5 (802.11ac); a WiFi 6 (802.11ax) connection would be better. These WiFi connections allow for larger amounts of data to be transferred which leads to a better gameplay experience.
Battery Life
Playing wirelessly does limit your play time though. In our experience, the PICO 4 lasted around 2 hours without being plugged in. With a power pack or being tethered increases the time slightly to about 3 hours if not slightly more. That said, it’s good to take a break from VR every so often to prevent too much eye strain.
The controllers on the other hand are still running on their first charge! We spent about 10 hours on the PICO 4 and have yet to need to change the AA batteries on the controllers. You can also swap them out for high-capacity rechargeable batteries if you want to be a little bit more environmentally aware.
The PICO 4 is the friendliest, most affordable VR Headset with the widest compatibility that makes VR more accessible than ever.
Having spent quite some time with the PICO 4, the system is one of the most compelling arguments when it comes to taking that step into the VR gaming space. Not only is it one of the most affordable options on the market, it’s also the most feature-rich at its price point. It’s got everything you’ll need to get started – even an independent OS and marketplace.
It’s the perfect VR package for any gamer. Even for more advanced VR users, the PICO 4 could be the best thing since sliced bread. The system strikes a balance between ergonomics, functionality, and even features that allow it to compete with systems that are more advanced. Having an unbound headset with a customizable play area unlocks VR for everyone who’s interested regardless of their space restraints.
Google Glass made its debut in 2013. Back then, Google Glass made headlines everywhere and the idea that everyone in the world will eventually own one or some type of augmented reality (A.R.) headgear was not in any way ridiculous. That conversation died soon after though. The reality (no pun intended) was that an A.R. glasses from Google at the time will set you back US$ 1,500, or if you convert that to local currency at the time, about MYR 5,000 there or thereabouts. That kind of money for a pair of clunky glasses you need to keep charging every few hours is the kind of luxury most in the world cannot afford or does not need. Added to the fact that Google Assistant and A.R. functionalities at the time was in its infancy, crude at best; why would you pay that much money for a pair of glasses?
The original Google Glass stayed on sale for about two years though, until 2015. No sales numbers were quoted within that time frame. In that time, Google also produced a new type of Google Glass. This time, they realized that the A.R. smart glasses market was not something they wanted to sell to end-users. Instead, they saw more potential use cases in the enterprise market. Hence, Google developed, supported, and sold Google Glass Enterprise edition from 2015 onward. Then in 2023, well today, they stopped selling the kit entirely and announce that they will stop supporting them in September 2023.
Through its life, the A.R. project by Google was adopted mostly in the construction and medical field. They updated the Google Glass Enterprise Edition once in 2019. From then on, Google Glass Enterprise Edition 2 replaced the first iteration.
Google has not announced any replacement for Google Glass Enterprise Edition 2. It does not look like Google will be announcing any replacement for the A.R. goggles anytime soon though. That does not mean that Google has given up on the idea of A.R. completely.
In 2020 Google made an acquisition that still confirms Google’s commitment to their A.R. project. They acquired North, a smart glasses maker. Since then the Mountain View giant has been reported to be working on some kind of smart A.R. wearable that resembles ski goggles. The project was code named Project Iris. There has been little update on the project’s progress since then though.
It is also unlikely for Google to scrap the project since their competitors are also working on the same thing. Apple and Meta (formerly known as Facebook) have been working on their own versions of A.R. and Virtual Reality (V.R.) headsets for some time now. Reportedly, they are looking to bring their own versions of the headsets some time in the future. Microsoft is also known to have a mixed reality department of their own and has produced working prototypes for mixed reality, but those hardware has not been sold to end-consumers for good reason.
A.R. is still pretty much something you can look forward to as a normal in the future. For now though, with Google shelving their most promising mixed reality project temporarily, that future looks a little further than we might like to think. You can find out more about Google’s Glass project from their website.
How will we connect with colleagues in five to ten years’ time? Will we all be interacting with holograms? Fully immersed in virtual worlds? Or will the reality be much closer to how most of us work from our laptops today?
Virtual worlds and immersive experiences could offer exciting new ways to connect with others – and our content. And with people more dispersed and working patterns more personalised than before, how we collaborate and get things done has never been more important.
It’s my team’s role to dig into future trends and technologies, experiment with solutions and reimagine experiences. Though immersive environments will play a role in the future of work, face-to-face meetings, instant messages, collaboration tools, and video calls aren’t going anywhere. That’s why we’re focusing on the user experience and honing in on everyday micro-moments that could be disruptive as we potentially bounce between physical, digital and virtual worlds in the future.
We’re asking questions like: How will people interact at the intersections of these worlds? What tools will people need to move between these locations seamlessly? What if people don’t want to wear a headset and dive into a virtual world for 8 hours a day – would they be excluded from future projects or collaboration opportunities?
Intelligent, familiar tools for future interactions
Using Concept Nyx’s ability to deliver compute all around, powered at the edge, we have been exploring how familiar devices and peripherals could be paired with Artificial Intelligence (AI) to work together as an ecosystem to deliver easily accessible and immersive experiences beyond gaming.
Our labs are packed with curated immersive demonstrations and concepts to help us test and explore how Dell could help people move between various spaces and tasks intuitively in the future. From fully immersive Virtual Reality (VR) builds to Mixed Reality (XR) experiences featuring displays and other tools that remove the need for a VR headset, these environments have helped us evolve concepts like the Concept Nyx Companion. As a lightweight tablet-style device that could be viewed and accessed in VR and XR environments, the concept could be a consistent tool throughout all these spaces and could ensure a user’s content is in one place as they move between spaces and tasks. No more taking photos of whiteboards or copying notes to be uploaded to a different space – users could just screenshot their project space and/or easily copy content for sharing across screens.
Together with the Concept Nyx Stylus, you could input notes by voice or via pen, and drag + drop them into digital and virtual collaboration spaces, and even use the voice activation for AI image creation – perfect for non-aspiring artists! All these tools could also seamlessly be used alongside the Concept Nyx Spatial Input in a future desktop environment with a keyboard and mouse, and possibly 3D displays too. We’ve been looking at creative ways to connect these traditional tools for a clutter-free space, and we’ve also been thinking about intuitive gestures for interacting with content – for example, using the tip of the Stylus for writing and the top of the Stylus for interacting with onscreen content or using the Spatial Input as a dial for a 360 view or for zooming in on details.
We’ve even been thinking through how people might show up in future digital and virtual spaces. We’ve all been on video calls where we need to step away for a moment to answer the door or tend to a pet or child off-camera. Instead of leaving a blank screen, empty seat, or static 2015 headshot, imagine with a wave of your hand, you could stay present as an intelligent avatar while you step away or stay off camera completely. To explore this, we’ve been experimenting with gestures and movement tracking and building on our imaging technology and video conferencing expertise to create the Concept Nyx Spatial camera, which when paired with AI software, could learn a user’s expressions and mannerisms to deliver a more authentic representation of them for future interactions.
Advancing the Concept Nyx Ecosystem
From infrastructure to devices, Dell is at the centre of present and future workplaces and is focused on developing the tools that will be needed to navigate these spaces. Right now, this means bringing tools to market like a new generation of UltraSharp conferencing monitors and intelligent webcams with motion-activated controls and presence detection, and building on technologies like storage, 5G, multi-cloud and edge that provide the advanced connectivity and infrastructure to allow organisations to shape how they work. In the future, productivity tools will be connected and intelligent enough to seamlessly move from experience to experience and task to task, helping to break down barriers and redefine how colleagues connect with one another.
My team continues to explore the future of compelling, immersive experiences in both work and play. Concepts play a huge role in allowing our designers, engineers, and strategists to test and tweak devices and solutions to inform future experience roadmaps. We’re excited to keep you updated on our journey!
Virtual Reality (VR) has ever been the next step in immersive gaming. In fact, in 2016 when the first VR headset was commercially available, the gaming industry was the first to jump on the possibilities for AAA games and the industry at large. However, many barriers have prevented wide adoption—one of the largest being the lack of viable options for the general consumer. That has changed in the past few months with the launch of the PICO 4 and PICO Neo 3 Link.
The PICO 4 brings the possibility of a cordless, untethered VR experience mainstream. Similar to its main competitor, the Meta Quest 2, the PICO 4 removes the need for bulky sensors and wide open spaces for an immersive VR experience. Instead, the sensors have been built-in into the headset itself to provide a more natural and user-centred experience.
Specc’d for Enthusiasts, Made for Everyone
PICO Interactive is consciously targeting the consumer with the new offering. However, enthusiasts are being left by the wayside neither, the PICO 4 is packed with features that enthusiasts are looking for. Underneath the sleek exterior of the PICO 4 is the Qualcomm Snapdragon XR2 system on a chip (SoC). Qualcomm has engineered the SoC from the ground up to power VR and AR experiences. The 64-bit quad-core processor has been proven to be able to handle some of the most complex VR experiences available now; even at high resolutions. Speaking of, the PICO 4 comes with high-resolution, 2K displays with refresh rates between 72Hz and 90Hz. PICO also uses pancake lenses which reduce the focal distance required for VR and allow for a slimmer, sleeker design.
Together with this, the standalone VR headset comes with WiFi 6 and Bluetooth 5.1 support. Of course, no VR experience is possible without the sensors to provide an immersive experience. The PICO 4 comes with 6 degrees-of-freedom positioning system which will allow users to move freely and more naturally in VR. All the sensors required are built into the headset. In fact, users can define safe spaces for the VR experience. Beyond these boundaries, the VR headset will revert to see-through mode to allow the user to be aware of their surroundings. Completing the immersion is an integrated high-fidelity speaker with a dual mic.
A 5,300mAh battery powers the PICO 4 standalone headset and supports 20W fast charging via the Qualcomm Quick Charge 3.0 protocol. This allows for about three hours of gameplay and fast charging of up to 70% within an hour. A smaller battery pack also allows for the 295g weight of the headset.
Pricing & Availability
The PICO 4 will be available in two variants: a 128GB version and a 256GB version. The 128GB version will set you back MYR1,699. The 256GB, on the other hand, will cost MYR1,999. Early birds who place their order between the 12th and 16th of October will receive an MYR100 discount. Purchases made between now and January 2023 will also receive four free VR games.
The PICO 4 will be available starting from 12th October 2022 onwards. You’ll be able to get your own from the official PICO Stores on Lazada, Shopee and TikTok Shop. It will also be available from PICO’s official retail partners Impulse Gaming, Thunder Match and Urban Republic. If you want to try out the headset, you can get a personal hands-on experience at the PICO roadshow happening at Sunway Pyramid’s Orange Concourse from the 13th to the 16th of October.
Just a few days ago we see BMW launching their BMW X5 xDrive45 M Sport. In that launch they also launched an AR app that allows you to view the car in person via your smartphone. There is something lacking though, you do not get to get into the car.
There is another site that gives you a tour around the car though. They are also giving you a tour inside the car. You can also view other cars, not just a BMW. Welcome to the normal.
The site in reference is WapCar. The function is newly launched though so there are limited resources for now. Still, this is a sign of a new coming of age in the automotive industry.
Sure, you could go to any car manufacturer’s site to customise your car options and see the results of the customisation on a virtual image platform on the website. Technically what you are seeing here is not technically new technology. But you are probably looking at a revolution of an industry in Malaysia.
Customising your vehicle before you buy them is nothing new. You would want to buy a car that you want in specs and equipment list that you want, very normal. Usually, you would go to a showroom to look at the cars, get a feel, get a quotation, decide on what you need in the car, and buy them. Either that, or go to a car show, or exhibition held by showrooms or brands (there is one upcoming one by NAZA, by the way). That is the general norm in Malaysia. Customising cars on websites in Malaysia then, is not very common.
Since the COVID-19 crisis hits globally though, things have changed. We go out less, we are a bit more paranoid with people, we try to not crowd a place, and we also try to avoid contact with other people not in our bubble or even public objects that could be a bridge between you and other people. So, how do we buy things now?
The ‘new normal’ as they call it, sees a big boom in the digital space. Again, they are not technically new technology. Things like Shopee, Lazada, GrabFood, MyGroser, Tesco Online, Lalamove, GrabExpress, FoodPanda, GoGet, and such have existed forever (well; not forever, just for very long time). Thanks to the fact that you do not have to go out to get your food, your shopping, and your groceries done though, these platforms have thrived and we have grown to rely on them more than ever. Online shopping has become a norm.
Obviously, some people start thinking; “why does this new normal have to be limited to regular online shopping, delivery, and food services”? They do not. Lazada kicked off the market first with putting Volkswagen and Hyundai on their platform to sell cars, actual cars like the Volkswagen Polo and Hyundai i30. They also innovated a little more with purchasing properties when they partnered with Mah Sing Group. So, why not more of these? Especially with cars.
There is a problem though. Malaysians are not used to looking at cars virtually online. They like to walk around the cars, touch them, feel them, sit in them. We cannot do that now, can we? So online showrooms are the way to go. That way you get to do a ‘walkaround’ and ‘sit in’. The only thing you cannot do is test drive it or hear its engine note. We are pretty sure that the showrooms will not find it to be a problem to arrange for a test drive for you if you do give in a call though. We are certain too that they will follow procedure to properly sanitise the car and wear a mask beside you. You can request that too; no harm in asking.
So back to virtual showrooms then. WapCar currently has only a few cars in their VR showroom. If you go to their website, you can browse through their catalogue of endless listings that even includes the likes of Bentley, Ferrari, and even McLaren (nope, no VR just yet, we would be excited for that though). As long as you see ‘VR’ pasted on the thumbnail, you can virtually ‘walkaround’ the car at least. There are even fewer cars with VR interior for now. They are slowly rolling out the feature to as many cars they can get their hands on though.
WapCar as a platform does show us what is possible in the new normal. It also shows a sort of alternative for Malaysia’s automotive industry future. Maybe we do not need a physical showroom that takes up huge spaces with not that many things put into it. Maybe all we need is a PC display to show us what we might get in the car. Better yet, maybe all we need is a VR Goggle to see what the car might look like on our driveway, or parking lot.
What about the showrooms? Why not just have these businesses set up online entirely? That may not seem to be such a bad idea, no? Maybe that also might make your car purchases a little bit more special since you really have to be patient. Who knows, it could be like unboxing your smartphone for the first time, or unwrapping your Christmas gift.