Tag: virtual reality

Augmented headphones coming about due to Microsoft’s research

Article – From the horse’s mouth

Sony WH-1000XM4 Bluetooth noise-cancelling headset press image courtesy of Sony

Microsoft is to be doing further work on headphones that follow your gestures

Microsoft Research

Thinking beyond audio: Augmenting headphones for everyday digital interactions – Microsoft Research

My Comments

As part of the “Headset Wars” where headset manufacturers are putting research in to and marketing the best-value Bluetooth active-noise-cancelling headset, there is research in how to improve the headphones’ user interface.

Currently, there are some over-the-ear headphones that use touch-based gestures for basic control routines like starting or stopping multimedia, taking or ending calls and adjusting volume. As well, some active-noise-cancelling headphones recognise you cupping our had over the earpiece as a way to override ANC, amplify the outside world and pause multimedia so you can engage in conversation with someone near you.

Why

One issue that is bringing Microsoft in to the headphone innovation space is the intense competition between headphone manufacturers when it comes to high-quality Bluetooth active-noise-cancelling headphones and earbuds. These manufacturers are seeing their headsets being used at work, at home and while travelling for entertainment and personal communications.

As well, the drive towards videocalls and video conferencing during COVID and the associated work-from-home orders has had us want to see a better way to engage in that Zoom videoconference. The various goals that came about include providing each user with a sense of dignity and privacy during these calls, especially if they need to get up to use the bathroom or answer the door.

Then there is the ability to effectively “talk to” a particular individual in a multiparty video conference when you direct your gaze at that particular person in the default multi-screen view.

It is also being seen as part of augmented and virtual reality such as having an avatar mimic you. This is even a feature that is becoming part of video conferencing and allied use cases where participants see themselves as though they are in a virtual space.

What is being brought out through the research

Here, it is about using the headphones to follow your head movements or recognising when you put your headphones on or took them off.  There is also the idea of using mid-air hand gestures as a control mechanism with this being based on LiDAR technology to recognise these gestures.

The use of head gestures and hand gestures recognised by headphones is being seen as beyond call control for a videoconference. It includes allowing avatars that represent a user in a videoconference or video game  to mimic the user they represent.

It also allows for head movement to be recognised as input for videogames. This would come in to its own with games that have the first person as their primary point of view like driving games, first-person shooters or role-playing / adventure games. I would  see this also come in to its own as another input for augmented and virtual reality.

How could this be delivered

The Microsoft Research augmented headphone technology could be delivered as an head-worn attachment which may please people who use headset styles other than over-the-head headsets. Or it could be a clip-on attachment that clips to the headband of an existing over-the-head headset. Headphone manufacturers could even integrate this functionality in to their headphone products, especially if it is to be a product differentiator.

As well, a Bluetooth or USB connection would be used to transmit the head movements and had gestures to the host computing device. Here, it may be based on USB Human Interface Device specifications that relate to augmented and virtual reality use cases. If this functionality is to be delivered as an accessory for a Bluetooth headset that has a USB-C socket like just about all of the Bluetooth active-noise-cancelling headsets, there could be USB-Bluetooth forwarding. Here, the Bluetooth headset would “catch” all the head movements and gestures from the USB-connected accessory and forward them to the Bluetooth-connected host device using the one link.

But what needs to happen is for the head movements and gestures to be recognised in a standard form like a USB HID Device Class. This can allow for operating system support and avoid the need for headset manufacturers and software developers to reinvent the wheel every time they want head-movement support in their setup.

Conclusion

What Microsoft is doing is to extend recognition of head movements and gestures beyond virtual reality and augmented reality to regular computing and communications tasks using ordinary headsets.

The MicroSD card undergoes evolutionary changes

Articles

1TB microSD cards will boost the storage of your device, if you can afford it | TechRadar

From the horse’s mouth

SD Association

microSD Express – The Fastest Memory Card For Mobile Devices (PDF – Press Release)

Video – Click or tap to play

My Comments

The microSD card which is used as a removeable storage option in most “open-frame” smartphones and tablets and increasingly being used in laptops has gained two significant improvements at this year’s Mobile World Congress in Barcelona.

The first of these improvements is the launching of microSD cards that can store 1 terabyte of data. Micron pitched the first of these devices while SanDisk, owned by Western Digital and also a strong player with the SD Card format, offered their 1Tb microSD card which is the fastest microSDXC card at this capacity.

The new SD Express card specification, part of the SD 7.1 Specification, provides a “best-case high-throughput” connection based on the same interface technology used in a regular computer for fixed storage or expansion cards. The microSD Express variant which is the second improvement launched at this same show takes the SD Express card specification to the microSD card size.

The SD Express specification, now applying to the microSD card size, achieves a level of backward compatibility for host devices implementing orthodox SD-card interfaces. This is achieved through a set of electrical contacts on the card for PCI Express and NVMe interfaces along with the legacy SD Card contacts, with the interfacing to the storage silicon taking place in the card.

As well, there isn’t the need to create a specific host-interface chipset for SD card use if the application is to expressly use this technology and it still has the easy upgradeability associated with the SD card. But most SD Express applications will also have the SD card interface chipset to support the SD cards that are in circulation.

This will lead to the idea of fast high-capacity compact removeable solid-state storage for a wide range of computing applications especially where size matters. This doesn’t matter whether the finished product has a smaller volume or to have a higher effective circuit density leading to more functionality within the same physical “box”.

One use case that was pitched is the idea of laptops or tablets, especially ultraportable designs, implementing this technology as a primary storage. Here, the microSD Express cards don’t take up the same space as the traditional SATA or M2 solid-state storage devices. There is also the ability for users to easily upsize their computers’ storage capacity to suit their current needs, especially if they bought the cheapest model with the lowest amount of storage.

Photography and videography will be another key use case especially when the images or footage being taken are of a 4K UHDTV or higher resolution and/or have high dynamic range. It will also be of benefit for highly-compact camera applications like “GoPro-style” action cams or drone-mount cameras. It will also benefit advanced photography and videography applications like 360-degree videos.

Another strong use case that is being pitched is virtual-reality and augmented-reality technology where there will be the dependence on computing power within a headset are a small lightweight pack attached to the headset. Here, the idea would be to have the headset and any accessories able to be comfortably worn by the end-user while they engage in virtual-reality.

Some of the press coverage talked about use of a 1Tb SD card in a Nintendo Switch handheld games console and described it as being fanciful for that particular console. But this technology could have appeal for newer-generation handheld games consoles especially where these consoles are used for epic-grade games.

Another interesting use case would be automotive applications, whether on an OEM basis supplied by the vehicle builder or an aftermarket basis installed by the vehicle owner. This could range from a large quantity of high-quality audio content available to use, large mapping areas or support for many apps and their data.

The microSD card improvements will be at the “early-adopter” stage where they will be very expensive and have limited appeal. As well, there may need to be a few bugs ironed out regarding their design or implementation while other SD-card manufacturers come on board and offer more of these cards.

At the moment, there aren’t the devices or SD card adaptors that take advantage of SD Express technology but this will have to happen as new silicon and finished devices come on to the scene. USB adaptors that support SD Express would need to have the same kind of circuitry as a portable hard drive along with USB 3.1 or USB Type-C technology to support “best case” operation with existing host devices.

This technology could become a game-changer for removeable or semi-removeable storage media applications across a range of portable computing devices.

The latest Apple TV becomes the first video peripheral to offer 360-degree videos

Article

You can now view interactive, 360-degree videos on the new Apple TV | Mashable

Video

From the horse’s mouth

Littlstar

Press Release

My Comments

Increasingly the 360-degree “virtual-tour” video is being seen as part of exhibiting a location or marketing a product. Even real-estate agents are using them as a tool to show off properties for sale, while TV serials are using them to give their fans a look-see in to the environments that the shows are set in.

But they are typically offered on Web pages that are best viewed in a browser with you moving your mouse up and down or dragging your finger up and down around a touchscreen or trackpad to pan around.  You may find that you zoom using your mouse’s thumbwheel or pinch in and out on a touchscreen or trackpad. Similarly navigating may require you to simply click or tap on where you want to go.

In some cases, they may also play properly with virtual-reality headsets of the Oculus Rift kind if you use an app for the device.

But what about viewing these 360-degree videos on that large-screeo TV or video projector. This may work if you throw that Web page on the large TV screen but you may not be lucky with some virtual-reality or 360-degree plugins working properly on the large screen.

Litlstar have tackled this issue through developing an app for the 4th-generation Apple TV set-top device that shows the 360-degree videos on the big screen. This exploits the Apple TV’s new remote control which has a trackpad by you using that trackpad to pan around.

This can be exploited on other smart-TV and video-peripheral platforms especially where some of these platforms are implementing gyroscopic remote controls or remote controls that implement multiple D-pads. Similarly, a games console of the XBox or PlayStation variety could be used as a tool to show the virtual-reality videos on a large screen.

It could also allow for one to watch some video content yet have an opportunity to “break off” in to a personal “walk-through” of that scene or building, yet be able to return to where they left off in the video content.

Who knows when Android TV or a subsequent Freebox décodeur will end up exploiting these abilities to enhance video content.