Over at AWE Europe in Vienna, I got the chance to personally experience some intriguing XR solutions. I’ve already shared my insights on XPANCEO contact lenses, Snap Spectacles glasses, the MeganeX Superlight 8K headset, and Gracia volumetric videos. However, there were a few other exciting products that caught my attention, and since I can’t dedicate a full article to each one, here’s a roundup of some standout highlights from the event.
Surreal Controllers
Surreal Interactive made waves a few months back by introducing the Surreal Touch, the first third-party controllers designed for Apple Vision Pro. These controllers aim to let users play SteamVR games on a Vision Pro connected wirelessly to a PC, and Surreal also plans to release an SDK for developers aspiring to create native titles for the Vision Pro using these controllers. During their announcement, these gadgets piqued community interest, so I was thrilled to try them out at AWE Europe.
On holding them, the build quality felt decent, and the design was satisfactory. Regarding comfort, it was acceptable but could have been improved; I felt they were slightly oversized, which didn’t perfectly match my hands.
An intriguing aspect was the controllers’ inside-out tracking method, courtesy of cameras embedded in the devices. Since the Vision Pro doesn’t support controller tracking, these controllers independently trace their position through onboard cameras. Similar to Quest Pro controllers, their technology explains the Kickstarter price tag of around $370 for a pair.
The demo at the event, however, was limited due to poor venue Wi-Fi quality, preventing me from properly assessing PCVR streaming and tracking latency. I could only point and click at 2D interfaces on the floor. I managed a sneak peek in a more Wi-Fi-friendly area and attempted Beat Saber on the Apple Vision Pro, streamed from a PC, but experienced lag and stuttering. So, while the tracking worked—showing the ability to follow hand movements—I couldn’t gauge its quality under these conditions.
For more details on the Surreal Touch, check out Surreal Interactive’s website.
Scentient
Scentient is a neck-worn device designed to connect via Bluetooth to your headset, allowing you to experience the scents of the XR world you’re exploring. During my demo with a Quest headset, I experienced a simple tech demo featuring basic interactions with cubes and spheres, each associated with various scents. The device already integrates with Unity SDK, while an Unreal SDK remains in development.
While it was a great demo, I suggested the team create a more immersive experience—perhaps associating realistic 3D models with specific scents, as visual cues can enhance our perception of smells, as taught by Grigorea Burdea.
The device accommodates four scent cartridges, which I tested. Notably, I sensed chocolate and burned wood. The scent dispersion was quick, offering near-instantaneous olfactory feedback. The scents were distinct enough for easy identification, though they carried the signature artificial hint common in scent devices.
A common issue, however, is scent saturation. After rapid scent emissions, the surrounding air becomes saturated, making it challenging to distinguish new aromas. Plus, with consistent exposure, the nose tires, needing a break. Post-demo, my suit carried a hint of the demo scents.
This limitation indicates scent simulation is not quite consumer-ready. However, for targeted scenarios, like training simulations, Scentient shows potential, such as aiding firefighter training with the scent of burning materials. Scentient should be available early next year, priced at about £750. For more information, visit their website.
Senmag Robotics
One of my favorite encounters at AWE was with Senmag Robotics. They showcased a force-feedback device resembling a pen, attached to a robotic arm with various joints that simulate realistic force sensations. Designed especially for training situations requiring tool usage, like surgical training, I was eager to try it out.
Upon initial use, the ergonomics were not perfect, especially uncomfortable for my pinky. Senmag offers different hand configurations, although these were unavailable at the event. While maneuvering the pen, I felt the robotic arms slightly influencing my movements despite ostensibly lacking resistance.
Once equipped with a headset, the demo truly showcased the device’s capabilities. I manipulated a virtual ball with the pen, placing it on a table, encountering tangible resistance that convincingly simulated a hard surface. Another demonstration involved lifting balls of varying weights, where the force feedback varied with each weight, with the heaviest being notably challenging to lift.
This was my first authentic experience of believable force feedback in XR. Compared to gloves attempting force feedback, this solution felt more convincing, perhaps due to the desk-based connection allowing stronger feedback applications.
While the pen has limited use compared to haptic gloves, for specific niches, it appears promising. More details are available on the Senmag Robotics website.
Magos Gloves
After my presentation, I briefly tested the Magos gloves, haptic gloves resembling a hand exoskeleton, offering finger tracking and haptic feedback. My trial was short and outside VR, providing limited insights, but they seemed promising. Check out their website for further inquiries.
Trip The Light
I got an early taste of Dark Arts Software’s Trip The Light, thanks to a demo organized by my friend Patrick Ascolese. On entering, the instruction was simple: put on the headset and dance.
Set in a virtual room with a beautiful digital partner, I simply danced away. Alone or with her, even incorporating spins and silly moves, the experience was a delightful AWE kickoff, inspiring me to move to the music freely. If Dark Arts software ever needs revenue, I’d suggest blackmailing me with the event footage!
This demo underscores VR’s emotional impact: dancing close to a virtual figure evoked a sensational intimacy. I wonder how many users will bond with their digital dance mates through such applications.
Mysterious Chinese MR Headset
At a Chinese booth, a hostess introduced me to their Vision Pro Competitor. My interest peaked, but the details were vague. The demo unit showcased high resolution and bright colors but faltered with noisy passthrough visuals. Despite the ambitious “Vision Pro Challenger” label, sadly, the quality diverged noticeably.
It was an amusing experience with intriguing technological features, albeit in a somewhat imperfect execution. Pricing proved substantial and competitive in the market, encroaching near $1,000.
For discretion’s sake, I’ve withheld naming this brand due to the chaotic demonstration, including a worn unit unfavorable for serious evaluation.
Conclusion
That wraps up my highlights from AWE Europe, where I experienced a whirlwind of innovation. If you found this rundown insightful, feel free to share this post on your social media to help spread the word. Thank you for your support!
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