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VRee receives funding for its body tracking platform

admin by admin
June 1, 2022
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VRee receives funding for its body tracking platform
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The Dutch startup VRee has received a capital injection from BOM and LUMO Labs that will allow them to advance in the development of their software capable of integrating different peripherals to achieve body tracking without cables.

VRee is developing a software platform that makes it possible for multiple players to have a synchronized experience in virtual reality with total tracking of their bodies, from head to toe, and without latency. The open source platform supports multiplayer, haptic response, streaming of the content and different interaction features for viewers. In addition, it allows you to integrate a wide variety of third-party products such as HMDs, capture suits, gloves and other peripherals thanks to its SDK.

VRee will use the funds received to further develop its technology, which involves hiring more programmers and designers in its Eindhoven offices, as well as investing in marketing and sales to reach more content developers and leisure centers to explain how to use its platform to create more immersive experiences.

To demonstrate the capabilities of VRee, they have developed a Frisbee game called VRisb whose trailer we can see below:

https://www.youtube.com/watch?v=bp4y4tr89Ac

“With VRee, players from all over the world will be able to actively compete with each other in a virtual environment, which means that they will be able to move freely and with their whole body (from head to toes) in real time,” comments Andy Lürling, CEO of VRee. The platform has been shown to a small group of people who agree on the various opportunities it presents for eSports, arcades or training and simulation, among others.

They are currently working with Xsens suits and ManusVR gloves, but any product that implements their SDK would be compatible, which will happen from next year, when VRee licenses its technology for content creators and hardware. Unlike other standards such as SteamVR, Lürling tells us that it is a different approach, since they perform the positioning through algorithms and not based on the line of sight, and manage to transfer to the virtual world the tracking of all parts of the body, without wires and without limits in the game area.

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