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MSI VR One: a Pascal-based Gaming PC for VR in a Backpack

MSI VR One - a gaming PC in a backpack
MSI VR One is a gaming PC designed for virtual reality and optimized for the HTC VIVE. The goal of the VR One is to remove the main limitation of current VR systems: you have to stay close to the PC. Thanks to the VR One, you can play VR games without thinking to the cables. The VR one is not a notebook, it’s a real PC.


Update (2016.09.14)
The VR One comes with an high-end Intel Core i7 processor and NVIDIA extreme level GTX 1070 graphics card.

MSI VR One homepage is available HERE.


MSI VR One is the world’s lightest and thinnest backpack PC system. It is sure to have massive impacts on the global VR market by removing the current VR experience limitations of having to stay close to the PC and the monitor due to cables connected. MSI VR One weighs merely 3.6kg. It comes with 2 battery packs and is able to deliver 1.5 hours full speed gameplay. Powered by overclocked CPU and GeForce ® GTX 10 series graphics card, MSI VR One is able to deliver full throttle gaming performance under noise of 40dBA.

Under 3.6kg / 1.5+ hours VR gaming / Non-stop hot swap battery capability

The rest similar products simply can’t compare with MSI VR One in terms of its futuristic look, the chassis’s material quality, the lightweight of 3.6kg, the longevity of its battery life and the non-stop hot swap design. On top of just making the MSI VR One looking good, MSI has paid a great amount of efforts on the ID, the cooling and the interior hardware designs to make sure the highest performance and the best user VR experience of this masterpiece.

MSI VR One is deisgned with an armer pack, a futuristic robot machine style, with 2 battey packs on the bottom right and left of the backpack. Once removing the 2 batteries aside, MSI VR One is merely 2.2 kg in weight. As a stand alone PC system, MSI VR One is even lighter than some performance gaming notebooks. The design is more compact and the performance is even better than any other similar products. Moreover, it is more convenient thanks to the the longevity of its battery life and the non-stop hot swap design. You may play hours of VR games non-stop. For B to B business or VR developpers, the portability and the mobility of MSI VR One is the best solution both for the limitedless VR environment possibilities and the VR content demonstration all around the world.

The Optimized Interface for all VR Gears and Incredibly Silent Cooling system

VR One is fully HTC VIVE Optimized. It comes with 1x HDMI port, 1 Mini DisplayPort and 1 ultra-speed Thunderbolt3 by Type-C port support highest bandwidth for dual 2K displays per eye. All these ports support smoother VR experience with over 90FPS for any high level VR devices. Moreover, there are 4x USB 3.0 ports for more external devices for some VR set requests.

The secret to keep the VR One cool and silent for long sessions of VR experience relies on the cooling system. The cooling design consists of dual 9cm ultra blade fans and 9 heat pipes. Working together, the cooling system easily keeps the VR One silent under 41dBA. The only sound you will hear, therefore, is from your VR headsets. The silent and powerful VR One allows you to immerse yourself totally in the VR world at night without waking up your pets and parents!

The full press-release can be found HERE.


MSI VR One - a gaming PC in a backpack

Using Virtual Reality at the IBM Watson Image Recognition Hackathon

Using Virtual Reality at the IBM Watson Image Recognition Hackathon

Using Virtual Reality at the IBM Watson Image Recognition Hackathon

Five teams of developers gathered at the Silicon Valley Virtual Reality (SVVR) headquarters in California last month to learn about the new features of IBM Watson’s Visual Recognition service, like the ability to train and retrain custom classes on top of the stock API, that allow the service to have new and interesting use cases in VR when combined with the Watson Unity SDK. Staff from IBM, NVIDIA and SVVR were on-site for the event to help developers gain the best experience.

The Watson Developer Cloud Unity SDK makes it easy for developers to take advantage of modern AI techniques through a set of cloud-based services with a simple REST APIs. These APIs can be accessed from the Unity development environment by using the Watson Unity SDK, available on GitHub, so anyone can take the code and improve upon it.

This was the first experience building training sets for image recognition for many of the developers, but the Watson API made things relatively simple. Teams were able to get started within a few minutes.

After two days of hacking, the winning team was Watson and Waffles, an intriguing adventure game which required the player to sketch game objects using the Vive controller. Watson identified the objects, and then the game manifested them for the player to use.

Using Virtual Reality at the IBM Watson Image Recognition Hackathon

Using Virtual Reality at the IBM Watson Image Recognition Hackathon

The game was innovative — combining VR adventuring with room scale sketching using motion controllers. The winning team received an NVIDIA TITAN X GPU and an HTC Vive VR setup.

“It was fantastic to experiment with the new AI image recognition technologies in all new ways in VR, and now my mind is running wild with ideas of how AI could become an essential part of a game developer’s toolbox — allowing us to rapid prototype things that would otherwise require hours of entangled webs of logic,” said Michael Jones, developer on the Watson and Waffles team.

The runner-up teams built a game based around recognizing playing cards with the Vive’s front-facing camera and a VR panoramic photo viewing application that allowed uses to take a virtual journey through their memories.

“I really wanted to do a Watson VR hackathon focusing on a single service — in this case visual recognition — to see what creative and interesting new use cases developers could come up with, and thanks to the high quality of participants and the support of great partners like NVIDIA, HTC and SVVR, we were blown away by the results,” said Michael Ludden, Product Manager, Developer Relations at IBM Watson who also mentioned they have plans of hosting similar hackathons in the future.

Watson uses GPU-acceleration to power components of the image recognition API. Image recognition can be used in a variety of Virtual and Augmented reality applications, and besides being able to recognize images, Watson has services for interactive speech, natural language processing, translation, speech-to-text, text-to-speech and data analytics, among others.

Deep Learning to Unlock Mysteries of Parkinson’s Disease

Deep Learning to Unlock Mysteries of Parkinson’s Disease

Deep Learning to Unlock Mysteries of Parkinson’s Disease

Researchers at The Australian National University are using deep learning and NVIDIA technologies to better understand the progression of Parkinson’s disease.

Currently it is difficult to determine what type of Parkinson’s someone has or how quickly the condition will progress.
The study will be conducted over the next five years at the Canberra Hospital in Australia and will involve 120 people suffering from the disease and an equal number of non-sufferers as a controlled group.

“There are different types of Parkinson’s that can look similar at the point of onset, but they progress very differently,” says Dr Deborah Apthorp of the ANU Research School of Psychology. “We are hoping the information we collect will differentiate between these different conditions.”

Researchers Alex Smith (L) and Dr Deborah Anthrop (R) work with Parkinson’s disease sufferer Ken Hood (middle).

Researchers Alex Smith (L) and Dr Deborah Anthrop (R) work with Parkinson’s disease sufferer Ken Hood (middle).

Dr Apthorp said the research will measure brain imaging, eye tracking, visual perception and postural sway.

From the data collected during the study, the researchers will be using a GeForce GTX 1070 GPU and cuDNN to train their deep learning models to help find patterns that indicate degradation of motor function correlating with Parkinson’s.

The researchers plan to incorporate virtual reality into their work by having the sufferers’ wear head-mounted displays (HMDs), which will help them better understand how self-motion perception is altered in Parkinson’s disease, and use stimuli that mimics the visual scene during self-motion.

“Additionally, we would like to explore the use of eye tracking built into HMDs, which is a much lower cost alternative to a full research eye tracking system and reduces the amount of equipment into a highly portable and versatile single piece of equipment,” says researcher Alex Smith.

Advanced Real-Time Visualization for Robotic Heart Surgery

Advanced Real-Time Visualization for Robotic Heart Surgery

Advanced Real-Time Visualization for Robotic Heart Surgery

Researchers at the Harvard Biorobotics Laboratory are harnessing the power of GPUs to generate real-time volumetric renderings of patients’ hearts. The team has built a robotic system to autonomously steer commercially available cardiac catheters that can acquire ultrasound images from within the heart. They tested their system in the clinic and reported their results at the 2016 IEEE International Conference on Robotics and Automation (ICRA) in Stockholm, Sweden.

The team used an Intracardiac Echocardiography (ICE) catheter, which is equipped with an ultrasound transducer at the tip, to acquire 2D images from within a beating heart. Using NVIDIA GPUs, the team was able to reconstruct a 4D (3D + time) model of the heart from these ultrasound images.

Generating a 4D volume begins with co-registering ultrasound images that are acquired at different imaging angles but at the same phase of the cardiac cycle. The position and rotation of each image with respect to the world coordinate frame is measured using electromagnetic (EM) trackers that are attached to the catheter body. This point cloud is then discretized to lie on a 3D grid. Next, infilling is performed to fill the gaps between the slices, generating a dense volumetric representation of the heart. Finally, the volumes are displayed to the surgeon using volume rendering via raycasting, leveraging the CUDA – OpenGL interoperability. The team accelerated the volume reconstruction and rendering algorithms using two NVIDIA TITAN GPUs.

“ICE catheters are currently seldom used due to the difficulty in manual steering,” said principal investigator Prof. Robert D. Howe, Abbott and James Lawrence Professor of Engineering at Harvard University. “Our robotic system frees the clinicians of this burden, and presents them with a new method of real-time visualization that is safer and higher quality than the X-ray imaging that is used in the clinic. This is an enabling technology that can lead to new procedures that were not possible before, as well as improving the efficacy of the current ones.”

Providing real-time procedure guidance requires the use of efficient algorithms combined with a high-performance computing platform. Images are acquired at up to 60 frames per second from the ultrasound machine. Generating volumetric renderings from these images in real-time is only possible using GPUs.

Baidu Launches Augmented Reality Platform for Smartphones

Baidu Launches Augmented Reality Platform for Smartphones

Baidu Launches Augmented Reality Platform for Smartphones

Baidu’s new DuSee platform allows people to make use of augmented reality within the Chinese internet giant’s apps, such as Mobile Baidu search, and takes advertising to the next level.

In a demo of the technology, when a user of the Mobile Baidu app points their smartphone at a map of Shanghai, a virtual 3D representation of Shanghai appears on the smartphone screen — which demonstrates how AR can “unlock” a map, and present new kinds of information in applications such as advertising, entertainment, and tourism.

Baidu Launches Augmented Reality Platform for Smartphones

Baidu Launches Augmented Reality Platform for Smartphones

“DuSee is a natural extension of Baidu’s AI expertise. The platform uses sophisticated computer vision and deep learning to understand and then augment a scene,” said Dr. Andrew Ng, chief scientist of Baidu. “The path to better AR is through better AI.”

For the image recognition and classification work, the team trained its customized convolutional network with NVIDIA Quadro GPUs and CUDA on a database of 10 billion images.

The company has already developed interactive DuSee solutions for the new Mercedes-Benz E-Class Long Wheelbase search engine marketing campaign and Ultra DOUX, a new individual natural hair care brand of L’Oreal China.

Creating Virtual Reality Experiences for the NFL with GPUs

 Bucs VR Creating Virtual Reality Experiences for the NFL with GPUs

Bucs VR Creating Virtual Reality Experiences for the NFL with GPUs

The Tampa Bay Buccaneers unveiled a state-of-the-art experience to provide fans with the ability to virtually sample the new gameday enhancements that will debut beginning with the team’s 2016 season.

While the new Raymond James Stadium is under construction, current and prospective ticket holders can use a virtual reality headset to experience the new stadium before it opens in September. The realistic preview is also valuable in attracting potential sponsors by helping executives visualize their company’s logo inside the stadium.

Brian Killingsworth, chief marketing officer of the Buccaneers, said the Bucs are the first professional sports team to integrate video and a “three-dimensional environment with full freedom of motion touring capabilities.”

An aerial view of what the overhauled Raymond James Stadium will look like for the 2016 season. (Tampa Bay Buccaneers)

An aerial view of what the overhauled Raymond James Stadium will look like for the 2016 season. (Tampa Bay Buccaneers)

MVP Interactive, a four-year old Philadelphia creative agency, used CUDA and the new GeForce GTX 1080 to develop the experience with Unreal Engine.

“We’re seeing a massive opportunity to leverage the technology to give a view from the seats from a season-ticket perspective, and of course corporate sponsors are really important to the finances of a particular team. When folks have their first opportunity to experience virtual reality, that alone helps qualify a sales pitch,” MVP Interactive CEO James Giglio said.

Weekly Social Roundup from Twitter

Weekly Social Roundup from Twitter

Weekly Social Roundup from Twitter

We love seeing all of the GPU-related tweets – here’s some that we came across this week:

Do you tweet? Follow us on twitter @GPUComputing and @NVIDIA.

Virtual 3D Teleportation in Real Time with NVIDIA GPUs

Virtual 3D Teleportation in Real Time with NVIDIA GPUs

Virtual 3D Teleportation in Real Time with NVIDIA GPUs

Imagine being able to virtually teleport from one space to another in real time.

With 3D-capture cameras and a mixed reality display such as HoloLens, Microsoft Research’s new ‘haloportation’ innovation allows users to see, hear, and interact with remote participants in 3D as if they are actually present in the same physical space.

Custom software helps reconstruct every possibly viewpoint from each camera and then stitches them together into one fully formed 3D model.

Virtual 3D Teleportation in Real Time with NVIDIA GPUs

Virtual 3D Teleportation in Real Time with NVIDIA GPUs

“We want to do all of this processing in a tiny window — around 33 milliseconds — to process all the data coming from all of the cameras at once, basically, and also create a temporal model, and then stream the data,” says project lead Shahram Izadi, whose team leans on NVIDIA GPUs to crunch the relevant numbers.

Izadi also mentioned the system is able to record and playback entire previous ‘haloportation’ sessions which is like walking back through time to experience memorable events.

Back to Dinosaur Island Part 2

Back to Dinosaur Island Part 2

Back to Dinosaur Island Part 2

Return to Crytek’s Dinosaur Island and enjoy another glimpse into the developer’s exciting vision for Virtual Reality as you scale a deadly cliff face as huge flying dinosaurs react to your presence (Oculus Rift DK2 required).

Oculus Rift DK2 and Controller required to play

Back to Dinosaur Island 2 is an Oculus Rift DK2-exclusive Virtual Reality demo and requires an Oculus Rift DK2 HMD (SDK 0.8) to run.

Back to Dinosaur Island 2 requires a Xbox 360 for Windows or Xbox One Controller for Windows to be played. Gameplay with only mouse and keyboard is not supported.

About This Game

Return to Crytek’s Dinosaur Island and enjoy another glimpse into the developer’s exciting vision for VR. Back to Dinosaur Island 2 received a glowing reception when it was first shown to attendees at E3 2015 and has previously only been playable at select industry events. Now, gamers everywhere can sample the acclaimed VR demo firsthand – scaling a deadly cliff face as huge flying dinosaurs react to their presence and debris rains down from above. Mysterious landmarks on the horizon and stunning vistas on every side combine to immerse gamers in an entirely new reality.

Back to Dinosaur Island 2 has been built from the ground up to take advantage of the Oculus Rift HMD, and requires an Oculus Rift DK 2 (SDK version 0.8) to run. Please check the system requirements below. Virtual reality games require a high frame rate to guarantee a comfortable experience for the user. Running Back to Dinosaur Island 2 on weaker hardware can cause lower frame rates, which can lead to users having a less than ideal experience.

Play Back to Dinosaur Island Part 2

Play Back to Dinosaur Island Part 2

System Requirements

Minimum:

    • OS: Windows 7, 8 or 10 (64bit)
    • Processor: Intel Core i7-2600K 3.40GHz
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 970 or AMD Radeon R9 290
    • DirectX: Version 11
    • Storage: 8 GB available space
    • Sound Card: DirectX Compatible Sound Card with latest drivers

Back to Dinosaur Island

Back to Dinosaur Island

Back to Dinosaur Island

Back to Dinosaur Island takes advantage of 15 years of CRYENGINE development to show users the sheer endless possibilities that upcoming Virtual Reality devices like the Oculus Rift offer, bringing them face to face with the most terrifying predator that has ever walked the Earth.

About This Game

Crytek first earned its reputation for pushing the limits of computer graphics with the original X-Isle/ Dinosaur Island demo, which wowed press at 1999’s E3 convention in LA. Now we come full circle with Back to Dinosaur Island, which blew away attendees of GDC 2015 earlier this year. Back to Dinosaur Island takes advantage of 15 years of CRYENGINE development to show users the sheer endless possibilities that upcoming Virtual Reality devices like the Oculus Rift offer, bringing them face to face with the most terrifying predator that has ever walked the Earth.

Back to Dinosaur Island has been built from the ground up to take advantage of the Oculus Rift HMD, and requires an Oculus Rift DK 2 device to run. Please check the System Requirements below- Virtual Reality games require a high frame rate to guarantee a comfortable experience for the user. Running Back to Dinosaur Island on weaker hardware can cause lower frame rates, which can lead to users having a less than ideal experience.

System Requirements

Minimum:

    • OS: Windows 7, 8 or 10 (64bit)
    • Processor: Intel Core i7-2600K 3.40GHz or AMD FX-8370 4.0GHz
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GTX 980 or AMD Radeon R9 290
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Additional Notes: Oculus Rift DK2 required, SDK Version 0.6 or 0.7 (0.8 coming in the future)


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About me

My name is Sayed Ahmadreza Razian and I am a graduate of the master degree in Artificial intelligence .
Click here to CV Resume page

Related topics such as image processing, machine vision, virtual reality, machine learning, data mining, and monitoring systems are my research interests, and I intend to pursue a PhD in one of these fields.

جهت نمایش صفحه معرفی و رزومه کلیک کنید

My Scientific expertise
  • Image processing
  • Machine vision
  • Machine learning
  • Pattern recognition
  • Data mining - Big Data
  • CUDA Programming
  • Game and Virtual reality

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