TechCrunch VR Meetup

The night before the Oculus Connect conference, TechCrunch brought together the virtual reality community for an evening of demos and a chance to meet TechCrunch’s writers and VR startups in the space. 


Approximately 200 people attended the event and we were also there.


We had the chance try technologies such as ControlVR, Sixense STEM and a handful of cool demos. We also connected with people developing similar projects like Howard Rose from (pain relief, education). Howard has over 20 years of experience working in VR and has deep knowledge of both the VR industry as well as medical and psychological applications of VR. 


We also met Michael Hufford who is working towards creating awareness for professionals in Utah about VR Exposure Therapy. Michael was very interested in PHOBOS and we agreed to continue interfacing from now on.


Stay tuned for news from the Oculus Connect Conference.





The Dawn of VR. 10 Minute Documentary

Reign Development just published their 10 minute documentary "The Dawn of Virtual Reality". We are featured at the 7'20'' mark. 

'The Dawn of Virtual Reality' is a short documentary, designed to introduce people to the VR industry, the future potential it has, and show how it may apply to the average person in an unbiased manner.


Facebook Acquires Oculus VR

On March 26th, Facebook announced that the company closed an acquisition deal with Oculus VR for 2 billion dollars. 


This acquisition seals the promise of affordable VR and most importantly, recognition that this technology is headed to the mainstream.  


We’ve been onboard since day zero, during the Kickstarter crowd funding campaign that made possible the creation of Oculus VR and we’ve watched the industry’s rebirth from its unfulfilled promises of the 90s. 


We are now confident that we made the right choice by choosing Virtual Reality. 


In the short term, this acquisition means that Oculus’ goals will be greatly accelerated and the extra cash can only lead to even more affordable hardware, more exposure in mainstream channels and a much larger user base. 


We are still working hard on defining the definitive feature set for AMVR. If you have seen videos of AMVR or if you are one of the testers that have already experienced AMVR in VR, then you already have a taste of what AMVR could become. 


On top of what we’ve already achieved, we are looking forward to polishing the look and feel of our main virtual environment (The City) as well as adding more scenarios to work with different specific phobias and anxiety disorders. 

Among other things, we are working hard on improving the control method, user interface, our NPC’s (non-playing characters) artificial intelligence to make their behaviors more humanlike and realistic, adding binaural audio and adding a whole set of controllable creatures such as different type of spiders, cockroaches, rats, and pigeons. 


Our ultimate goal is to increase the sense of presence (making your brain believe the virtual situation is real). Presence is the cornerstone of every virtual reality based treatment. 


We are still working on the crowd funding campaign that will enable us to reach these goals and, with your support, much more. 


Yesterday’s news is great news not just for the VR industry but to every one of us. VR is a new medium for communications, training, health, entertainment and countless other applications. With Facebook’s acquisition of Oculus VR, there’s nothing to stop VR from possibly starting a new era in content distribution, human-computer and human to human interaction. 


We just pre-ordered an Oculus Rift DK2



A few hours ago, Oculus VR unveiled the new Oculus Rift Development Kit (DK2) at GDC 2014.

DK2's main features are positional tracking and a low persistence display:


"Precise, low-latency positional tracking opens the door to entirely new interactive and gameplay opportunities. Great positional tracking is a key requirement for virtual reality; with it, the Rift can accurately map all of your real world head movements."

"DK2 uses a low persistence OLED display to eliminate motion blur and judder, two of the biggest contributors to simulator sickness. Low persistence makes the scene appear visually stable, increasing the potential for presence."


We are glad to announce that we have pre-ordered a DK2 and expect to receive it between June and September* and continue to develop AMVR, and incorporate the features that we want for our commercial version.

During this time frame we also expect to receive our Developer Kit of the Sixense STEM Motion Tracking System.

Exactly one year ago, PsyTech LLC was founded. We appreciate your support, feedback, involvement and kind words that you've shared with us during these past year. 2014 will be a very year for us as we continue to develop AMVR and embark on our second project.

Thank you once again,

The PsyTech team


* Dates are approximate