While attending AWE Europe in Vienna, I had the chance to explore some fascinating XR innovations. I’ve already shared my experiences with the XPANCEO contact lenses, Snap Spectacles glasses, MeganeX Superlight 8K headset, and Gracia volumetric videos. However, there are several other noteworthy technologies I encountered that I want to highlight in this summary.
Surreal Controllers
A few months back, Surreal Interactive introduced their Surreal Touch controllers, the first third-party input devices for the Apple Vision Pro. Primarily designed to enable SteamVR gaming on the Vision Pro through a wireless PC connection like ALVR, these controllers are also slated to support an SDK for developers keen to create native Vision Pro games. The community buzzed with excitement at the announcement, so I was thrilled to try them out at AWE Europe.
Upon handling them, I found the build quality respectable and the design decent. They sat comfortably enough in my hands, although they felt slightly oversized, not quite conforming to my hand’s contours.
A key takeaway was the ingenious inside-out tracking these controllers employ, thanks to internal cameras. Given that the Vision Pro lacks controller support, they’re independently responsible for tracking via their onboard cameras—a bit like the Quest Pro controllers, which might explain the $370 Kickstarter price tag.
Regrettably, I couldn’t assess the tracking quality due to the poor Wi-Fi conditions at the event, which hampered PCVR streaming and introduced noticeable latency. Although a colleague mentioned a better Wi-Fi spot in a nearby lounge where the Surreal team conducted demos, I still encountered lag and stuttering while attempting to play Beat Saber. Thus, while the tracking seemed functional in positioning and rotation, a reliable evaluation wasn’t feasible. For more information, visit the Surreal Interactive website.
Scentient
Scentient offers a compelling device that enhances XR experiences through scent, worn around the neck and connected to headsets via Bluetooth. I sampled a Quest headset demo connected to Scentient, using a modified Unity XR Interaction Toolkit sample, as the Unity SDK is completed while the Unreal one is pending.
The demo allowed me to interact with virtual objects and experience associated scents, like chocolate and burnt wood, through the device’s four scent cartridges. Scents were emitted swiftly; grabbing the cube linked with chocolate resulted in an immediate olfactory response. While they weren’t entirely natural, the quality was impressively close to reality.
However, the pervasive issue of scent saturation emerged. With rapid scent emission, the surrounding air is filled with various scent particles, making it hard to detect new fragrances, and leading to olfactory fatigue. Plus, my suit retained some fragrances post-demo, underscoring the need for improvement before consumer adoption. Nevertheless, the device shows promise in niche applications, such as firefighter training. Launching next January, it’s priced at approximately £750. More details can be found on their website.
Senmag Robotics
One of my top experiences at AWE was with Senmag Robotics. They showcased a force feedback device resembling a pen, tethered to a robotic arm capable of simulating force resistance, ideal for tool-based training scenarios, like surgical practice.
Initially, I found the pen’s ergonomics lacking, particularly for my pinky. Although Senmag offers variations for different hands, these weren’t available at AWE. Using the pen, it didn’t move as freely as expected, suggesting the robotic arm subtly altered my movements.
Equipped with a headset, I engaged in a Unity-based demo. The pen had basic controls: two buttons and a wheel. Once the demo began, I appreciated the device’s capabilities. Lifting a virtual ball and moving it onto a table, the force feedback convincingly mimicked hitting a solid surface. Similarly, manipulating balls of varying weights produced realistic force sensations.
This marked my first encounter with believable XR force feedback. Unlike gloves, the pen, anchored to a desk, exerted substantial, immediate force, adding realism. While its application scope is narrower than gloves, it’s exceptionally suited for specific uses like surgical training. Discover more on the Senmag Robotics website.
Magos Gloves
Post-presentation, I briefly tested Magos gloves—haptic gloves resembling a hand exoskeleton, providing finger tracking and feedback. While my hands-on experience was brief and non-VR, the product seemed intriguing. For further exploration, check their website.
Trip The Light
I also sampled Dark Arts Software’s forthcoming game, Trip The Light, early in the event upon my friend Patrick Ascolese’s suggestion. The immersive experience placed me in a virtual space with a beautiful partner, encouraging dance without rules—solo or in tandem—adding a playful start to my AWE experience. A humorous moment struck when considering monetization potential from event recordings.
Remarkably, this demo illustrated VR’s emotive potential, forging a connection even in simple interactions. This element could enhance user engagement through emotional bonding.
A Chinese MR Headset
I visited a booth with a Chinese headset manufacturer. Upon inquiry, a representative dubbed their product a "VISION PRO COMPETITOR," sparking my curiosity. Descriptions claimed a Vision Pro-like display but without specific details, leading to some confusion.
Despite apparent display quality, the passthrough quality disappointed with excessive noise, possibly due to faulty sensors. Ultimately, the headset’s quirks, like a wobbly flip-up display, underscored the need for refinement before serious Vision Pro competition. I’ve withheld the brand name to maintain an amusing narrative without disparagement, as my experience resulted from an unfocused demo session.
This wraps up my AWE Europe coverage. I hope my insights were informative. If they were, please share this piece on social media. Thank you!
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