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	<title>VR World &#187; Project Morpheus</title>
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		<title>FeelReal Brings Sense of Smell To Virtual Reality</title>
		<link>http://www.vrworld.com/2015/03/11/feelreal-brings-sense-of-smell-to-virtual-reality/</link>
		<comments>http://www.vrworld.com/2015/03/11/feelreal-brings-sense-of-smell-to-virtual-reality/#comments</comments>
		<pubDate>Tue, 10 Mar 2015 20:57:12 +0000</pubDate>
		<dc:creator><![CDATA[Derek Strickland]]></dc:creator>
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		<guid isPermaLink="false">http://www.vrworld.com/?p=49645</guid>
		<description><![CDATA[<p>FeelReal has made the virtual reality equivalent of smell-o-vision with a curious mask that simulates the sense of smell and even wind breeze.</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2015/03/11/feelreal-brings-sense-of-smell-to-virtual-reality/">FeelReal Brings Sense of Smell To Virtual Reality</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img width="605" height="448" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/FeelReal.png" class="attachment-post-thumbnail wp-post-image" alt="FeelReal" /></p><p>Virtual reality is undoubtedly an immersive feast for the eyes, and accompanied by surround sound headphones that pump in realistic high-def sounds to our ears, users are pulled into a digital world.</p>
<p>But what about our other senses? What about those who actually want to smell their digital universe?</p>
<div id="attachment_49648" style="width: 1158px" class="wp-caption aligncenter"><a href="http://cdn.vrworld.com/wp-content/uploads/2015/03/FeelReal-Mask-VR.png" rel="lightbox-0"><img class="wp-image-49648 size-full" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/FeelReal-Mask-VR.png" alt="FeelReal Mask VR" width="1148" height="521" /></a><p class="wp-caption-text">The attachment is a novel idea, but as you can see it&#8217;s a rather bizarre piece of hardware that traps your visage in a claustrophobic mask that looks quite uncomfortable.</p></div>
<p>The <a href="http://feelreal.com/" target="_blank">FeelReal Mask</a> is a curious VR peripheral that aims at injecting more &#8220;reality&#8221; into your virtual reality sessions by simulating the sense of smell to virtual reality (yes, really). It will also deliver minor temperature fluctuations to simulate hot air, wind and even water mist.</p>
<p>It&#8217;s rightly labeled as a &#8220;mask&#8221; considering when you strap it on to VR hardware you&#8217;re pretty much obscuring your entire face, trapping your features in a bizarre claustrophobic contraption for the sake of &#8220;total immersion&#8221;.</p>
<div id="attachment_49646" style="width: 610px" class="wp-caption aligncenter"><a href="http://cdn.vrworld.com/wp-content/uploads/2015/03/FeelReal-VR-Smell-Mask.jpg" rel="lightbox-1"><img class="wp-image-49646 size-medium" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/FeelReal-VR-Smell-Mask-600x400.jpg" alt="FeelReal VR Smell Mask" width="600" height="400" /></a><p class="wp-caption-text">The FeelReal Mask as showcased at GDC 2015. (Photo Credit: <a href="http://www.theverge.com/2015/3/6/8159983/feelreal-smellovision-virtual-reality-mask" target="_blank"><em>The Verge</em></a>)</p></div>
<p>Since you&#8217;re mouth will be completely covered up, the mask features a Bluetooth microphone to ensure you&#8217;re not completely vocally cut-off from the outside world.</p>
<p>It seems like a novel concept from the start, but once you see what you have to go through to get your senses doused in the &#8220;full VR presence&#8221;, the FeelReal Mask will most likely scare everyone off. Smell is an inherently important sense, and is more closely tied to memory than any other of our five senses, so successfully tapping this reservoir could lead to potential interactive gold.</p>
<p><a href="http://cdn.vrworld.com/wp-content/uploads/2015/03/FeelReal-VR-Mask.png" rel="lightbox-2"><img class=" size-medium wp-image-49647 aligncenter" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/FeelReal-VR-Mask-600x446.png" alt="FeelReal VR Mask" width="600" height="446" /></a></p>
<p>But how does the mask work? Loaded with a cartridge that produces seven unique smells that waft through &#8220;odor generating vents&#8221;, the oddity is tethered to the headset by Bluetooth and powered by a battery with a four-hour life cycle.</p>
<p>Hot and cool air are funneled through dual-sided vents along your upper cheekbones to simulate wind and the like, whereas the water mist lightly sprays at separate dual-sided vents along your cheeks.</p>
<p>The &#8220;odor generator&#8221; is right under your nose&#8211;like literally <em>right</em> under your schnozz while wearing the headset&#8211;and delivers the following scents:</p>
<ul>
<li>Ocean</li>
<li>Jungle</li>
<li>Fire</li>
<li>Grass</li>
<li>Powder</li>
<li>Flowers</li>
<li>Metal</li>
</ul>
<p>The mask is attachable to just about every piece of VR tech out there including the <a href="http://www.vrworld.com/2014/08/30/oculus-rift-meets-japan-ideas-innovations-2/" target="_blank">Oculus Rift</a>, <a href="http://www.vrworld.com/2015/03/06/project-morpheus-vr-headset-wont-be-wireless/" target="_blank">Project Morpheus</a>, <a href="http://www.vrworld.com/2015/03/02/valve-announces-vive-vr-headset/" target="_blank">Valve&#8217;s Vive headset</a> and even <a href="http://www.zeiss.com/corporate/en_us/zeiss-vr-one.html" target="_blank">Zeiss VR One</a>.</p>
<p><iframe width="1140" height="641" src="https://www.youtube.com/embed/lrzEgkwikL8?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p><a href="http://www.theverge.com/2015/3/6/8159983/feelreal-smellovision-virtual-reality-mask" target="_blank"><em>The Verge</em></a> tried out the hardware at GDC 2015 and likened it to &#8220;smell-o-vision&#8221; for VR.</p>
<p>The publication described it as &#8220;strapping a foam block over your mouth and nose, putting yourself at the mercy of its air vents,&#8221; and saying that it&#8217;s basically a &#8220;gas mask arranged into a little smiling face.&#8221;</p>
<p>While the FeelReal Mask is certainly a unique specimen in terms of adding smell to VR, we&#8217;ve seen other peripherals that aim to bring total immersion to the virtual world.</p>
<p>Hardware like the <a href="http://www.vrworld.com/2014/10/01/dexmo-exoskeletons-bring-sensation-touch-vr/" target="_blank">Dexmo exoskeleton</a> from Dexta Robotics and the <a href="http://www.cyberglovesystems.com/products/cyberglove-II/overview" target="_blank">mo-capping CyberGlove</a> are helping bring the sense of touch to virtual reality, laying the framework for technologies that could very well introduce hardware of <a href="http://1.bp.blogspot.com/-Gx0l9Ho5SyY/UzebJr9b9OI/AAAAAAAAG1M/kQO3Qsk0Ylc/s1600/the-lawnmower-man.jpg" target="_blank" rel="lightbox-3"><em>Lawnmower Man</em>-like proportions</a>.</p>
<p>But I think senses like smell (and taste for that matter) are best left to the real world.</p>
<p>&nbsp;</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2015/03/11/feelreal-brings-sense-of-smell-to-virtual-reality/">FeelReal Brings Sense of Smell To Virtual Reality</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
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		<title>Sony: Project Morpheus VR Headset Won&#8217;t Be Wireless</title>
		<link>http://www.vrworld.com/2015/03/06/project-morpheus-vr-headset-wont-be-wireless/</link>
		<comments>http://www.vrworld.com/2015/03/06/project-morpheus-vr-headset-wont-be-wireless/#comments</comments>
		<pubDate>Fri, 06 Mar 2015 02:21:24 +0000</pubDate>
		<dc:creator><![CDATA[Derek Strickland]]></dc:creator>
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		<guid isPermaLink="false">http://www.vrworld.com/?p=49183</guid>
		<description><![CDATA[<p>To reduce latency and preserve that authentic VR immersion, Sony's Project Morpheus will need to be directly hooked up to the PS4 at all times.</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2015/03/06/project-morpheus-vr-headset-wont-be-wireless/">Sony: Project Morpheus VR Headset Won&#8217;t Be Wireless</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img width="599" height="400" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/B_NY75OUQAA4Wcj.jpg" class="attachment-post-thumbnail wp-post-image" alt="Project Morpheus Sony VR Headset" /></p><p>Sony (<a href="http://www.google.com/finance?cid=33095" target="_blank"><strong>NYSE: SNE</strong></a>) has recently confirmed that the Project Morpheus VR headset will require a wired connection to &#8220;ensure high-speed data transfers&#8221;.</p>
<p>Speaking with <a href="http://www.gamespot.com/articles/ps4-morpheus-core-hardware-has-been-finalized-says/1100-6425704/" target="_blank"><em>Gamespot</em></a> at this year&#8217;s Game Developers Conference (GDC 2015), President of Sony Computer Entertainment Worldwide Studios Shuhei Yoshida had some interesting things to say about the company&#8217;s new virtual reality peripheral.</p>
<p>According to Yoshida, Project Morpheus&#8217; internal hardware is &#8220;pretty much done&#8221;, but the Japanese console-maker will continue to add in &#8220;lots of tweaks and improvements&#8221; before it&#8217;s ready to ship.</p>
<p>Earlier at GDC Sony slated an <a href="http://www.vrworld.com/2015/03/04/sonys-project-morpheus-vr-headset-coming-first-half-2016/" target="_blank">early 2016 release window for the VR headset</a>, revealing a slew of specs and a brand new prototype to be demoed at the event.</p>
<p>But there&#8217;s something the prototype assets seemed to leave out: the required wire that tethers the headset to the PlayStation 4, and an extra box that will basically process the image data directly to the headset.</p>
<div id="attachment_48959" style="width: 610px" class="wp-caption aligncenter"><a href="http://cdn.vrworld.com/wp-content/uploads/2015/03/Morpheus-3.jpg" rel="lightbox-0"><img class="wp-image-48959 size-medium" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/Morpheus-3-600x400.jpg" alt="Morpheus 3" width="600" height="400" /></a><p class="wp-caption-text">Although its a prototype model, this press pic doesn&#8217;t adequately portray the headset&#8217;s required direct-wired connectivity.</p></div>
<p>During the interview Yoshida state that Sony won&#8217;t be releasing a wireless flavor of Project Morpheus, stating that wired HDMI connections were a must to transfer full 1080p HD at refresh rates of 120Hz&#8211;which is responsible for that &#8220;immersive VR feel&#8221;.</p>
<p>Essentially a wired connection is required to maintain the headset&#8217;s reduced latency rate (less than 18 milliseconds) to keep that authentic virtual presence. If there&#8217;s too much lag, the illusion of VR breaks down entirely.</p>
<p>It&#8217;s worth mentioning that <em>all</em> VR headsets, from the <a href="http://www.vrworld.com/2014/08/30/oculus-rift-meets-japan-ideas-innovations-2/" target="_blank">Oculus Rift</a> to the newly announced <a href="http://www.vrworld.com/2015/03/02/valve-announces-vive-vr-headset/" target="_blank">HTC Vive</a>, will be wired to their respective sources.</p>
<p>Since Project Morpheus&#8217; source is the PlayStation 4, that means an extra bit of hardware is needed to ensure the PS4&#8217;s only HDMI out slot isn&#8217;t taken up by the headset.</p>

<a href='http://cdn.vrworld.com/wp-content/uploads/2015/03/Morpheus-Processing-Box.jpg' rel="lightbox[gallery-0]"><img width="600" height="374" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/Morpheus-Processing-Box.jpg" class="attachment-vw_medium" alt="Photo Credit: Digital Foundry" /></a>
<a href='http://cdn.vrworld.com/wp-content/uploads/2015/03/Project-Morpheus-Processing-Box.jpg' rel="lightbox[gallery-0]"><img width="600" height="374" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/Project-Morpheus-Processing-Box.jpg" class="attachment-vw_medium" alt="Photo Credit: Digital Foundry" /></a>

<p>Sony will ship the Project Morpheus with an external &#8220;Processing Box&#8221; that attaches via HDMI and USB, and currently has its own power input, meaning things are going to get even more trip-worthy.</p>
<p>Yoshida says that the 1080p video signals are being sent to the headset, meaning data is being fed from the PS4 through the external processing box and out towards the headset.</p>
<p>Richard Marks, Sony&#8217;s Director of Research and Development, explained what the external box actually does in a <a href="https://www.youtube.com/watch?v=BaCxLZDcNBo" target="_blank" rel="lightbox-video-0">recent interview</a> with <em>Tested</em> at GDC 2015:</p>
<blockquote><p><em>&#8220;We call it a PU, and it&#8217;s a box that takes the output from the playstation 4 and it splits it, splits it for something for the headset and something for the television.</em></p>
<p><em>And it does this conversion of the 120Hz output of a PS4 that something a TV can display, and it doesn&#8217;t get warped. </em><em>That let&#8217;s the people in the room that are there to see what you&#8217;re seeing.&#8221;</em></p></blockquote>
<p><iframe width="1140" height="641" src="https://www.youtube.com/embed/BaCxLZDcNBo?feature=oembed" frameborder="0" allowfullscreen></iframe></p>
<p>According to <a href="http://www.eurogamer.net/articles/digitalfoundry-2014-hands-on-with-project-morpheus" target="_blank"><em>Digital Foundry</em></a>, the Processing Box &#8220;features a processor that runs the social screen &#8211; an external display output that takes one of the stereoscopic views, &#8216;undistorts&#8217; the image, zooms into the main area of interest and beams it out via HDMI to your HDTV&#8221;.</p>
<p>Essentially Morpheus will need to be tethered to the console by way of this external processing box at all times in order to function, which seems to go against the sleek, stylish form factor that Sony tries to depict.</p>
<p>So in order to operate Project Morpheus you&#8217;re going to need an ecosystem of PlayStation products: the PlayStation Camera, the PlayStation 4 that powers it, the external processing box, and a DualShock 4 or PlayStation Move controller to interact with it.</p>
<p>And, of course, the VR headset itself.</p>
<div id="attachment_48955" style="width: 609px" class="wp-caption aligncenter"><img class="wp-image-48955 size-full" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/Project-Morpheus-2.jpg" alt="Project Morpheus 2" width="599" height="400" /><p class="wp-caption-text">One of Sony&#8217;s major tenets with Project Morpheus is a &#8220;user friendly design&#8221;, but instead of focusing on environments outside of VR, they just ensure the headset is physically comfortable to wear.</p></div>
<p>Good news is the <em>controllers</em> will be wireless, but they&#8217;re a modified version of the PlayStation Move free-hand peripherals which are basically Sony&#8217;s answer to the Wiimote. The DualShock 4 is also compatible with the headset if you prefer a more direct gamepad approach.</p>
<p>Bear in mind the recent photos of the Project Morpheus are prototypes, and they&#8217;re not finalized, so that&#8217;s probably why we aren&#8217;t seeing the dangling HDMI cord or the extra processing box in any of the photos.</p>
<p>While this isn&#8217;t something that will necessarily inhibit your experience with Sony&#8217;s VR hardware, it can help you better understand the logistics of the device and how to weigh your expectations before 2016.</p>
<p>Yoshida also had something to say about Project Morpheus&#8217; games library. It looks like Sony is having a hard time winning over publishers to the new hardware, as AAA has its thriving home base centered on the current console and PC platforms.</p>
<div id="attachment_48960" style="width: 610px" class="wp-caption aligncenter"><a href="http://cdn.vrworld.com/wp-content/uploads/2015/03/Morpheus-4.jpg" rel="lightbox-1"><img class="wp-image-48960 size-medium" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/Morpheus-4-600x400.jpg" alt="Morpheus 4" width="600" height="400" /></a><p class="wp-caption-text">The Project Morpheus looks quite sleek in this state, but it&#8217;s non-operable. The reality resembles something a little different.</p></div>
<p>&#8220;Large publishers tend to wait until there&#8217;s enough of an install base,&#8221; he said, discussing how VR is still an early gambit for most big-name publishers. To help resolve the gap, Yoshida affirms that Sony&#8217;s first-party studios are making VR-ready games for the platform.</p>
<p>In any case, let this be a reminder that it might be too soon to get super excited about virtual reality.</p>
<p>Thing are going to be messy, and there are going to be cables and peripherals everywhere&#8211;look at the Vive&#8217;s ecosystem that&#8217;s comprised of the SteamVR Lighthouse, Vive Controller, the VR headset, and the fact that you&#8217;ll need to wire it up to a PC.</p>
<p>And it&#8217;s likely going to be expensive, too. So tamper your expectations and save your cash, and we&#8217;ll do our best to point you in the right direction.</p>
<p>&nbsp;</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2015/03/06/project-morpheus-vr-headset-wont-be-wireless/">Sony: Project Morpheus VR Headset Won&#8217;t Be Wireless</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
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		<title>Sony&#8217;s Project Morpheus VR Headset  Coming First Half of 2016</title>
		<link>http://www.vrworld.com/2015/03/04/sonys-project-morpheus-vr-headset-coming-first-half-2016/</link>
		<comments>http://www.vrworld.com/2015/03/04/sonys-project-morpheus-vr-headset-coming-first-half-2016/#comments</comments>
		<pubDate>Tue, 03 Mar 2015 23:56:50 +0000</pubDate>
		<dc:creator><![CDATA[Derek Strickland]]></dc:creator>
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		<guid isPermaLink="false">http://www.vrworld.com/?p=48942</guid>
		<description><![CDATA[<p>Sony unveils a new prototype of its Project Morpheus headset, along with a 2016 release window and new specs.</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2015/03/04/sonys-project-morpheus-vr-headset-coming-first-half-2016/">Sony&#8217;s Project Morpheus VR Headset  Coming First Half of 2016</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
]]></description>
				<content:encoded><![CDATA[<p><img width="599" height="400" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/Project-Morpheus-2.jpg" class="attachment-post-thumbnail wp-post-image" alt="Project Morpheus 2" /></p><p>Sony (<a href="https://www.google.com/finance?cid=33095" target="_blank"><strong>NYSE: SNE</strong></a>) Computer Entertainment President of Worldwide Studios Shuhei Yoshida took the stage at GDC 2015 today to unveil new details on the company&#8217;s Project Morpheus VR headset, including specifications and a 2016 release window.</p>
<p>&#8220;Project Morpheus will be launching as a consumer product the first half of 2016,&#8221; Sony said in a recent <a href="https://twitter.com/PlayStation/status/572899055069609984" target="_blank">Tweet</a>.</p>
<p>A new prototype was revealed on-stage, along with &#8220;near-finalized specs&#8221; that underlines the VR headset has very low latency that&#8217;s registered at under 18 milliseconds to increase &#8220;immersion in virtual reality&#8221;, and features new dual 5.7 inch 1920 x  1080 OLED displays with a 120 Hz refresh rate.</p>
<blockquote><p><em>&#8220;Our goal with VR is to deliver a sense of presence, making the player feel as though they’ve stepped inside the world of a game. The new Project Morpheus prototype brings us closer to that goal, as it improves the visual experience and tracking accuracy, both of which are critical to achieving sense of presence.&#8221;</em></p></blockquote>
<p><img class=" size-full wp-image-48951 aligncenter" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/B_NY75OUQAA4Wcj.jpg" alt="B_NY75OUQAA4Wcj" width="599" height="400" /></p>
<p>The prototype also sports more accurate position tracking thanks to three new LED&#8217;s for a total of nine LED&#8217;s for &#8220;robust 360 degree tracking&#8221;.</p>
<ul>
<li><strong>OLED display:</strong> In exchange for the 5 inch LCD, the new Morpheus VR headset is equipped with a 5.7 inch 1920 X RGB X 1080 resolution OLED display. This new screen expands the field of view and enables low persistence, removing motion blur.</li>
</ul>
<ul>
<li><strong>120hz refresh rate:</strong> The previous refresh rate spec has been doubled for this new prototype, which means games for Morpheus can be rendered at 120fps. When combined with the OLED display’s high refresh rate and the power of PS4, Morpheus is able to output amazingly smooth visuals.</li>
</ul>
<ul>
<li><strong>Super low latency:</strong> We know how critical low latency is to delivering a great VR experience, and we’ve reduced latency to less than 18ms, about half of what the first Morpheus prototype had. Low latency is critical to deliver a sense of presence, at the same time making the VR experience comfortable to players.</li>
</ul>
<ul>
<li><strong>More accurate tracking:</strong> To make positional tracking more precise, we’ve added three LEDs to the headset – one on the front and two on the side – for a total of nine LEDs to support robust 360 degree tracking.</li>
</ul>
<ul>
<li><strong>User-friendly design:</strong> We’ve made the Morpheus VR headset easier to put on and take off, with a single band design and quick release button. The headband supports the weight of the unit on the top of your head, so there is no pressure on your face. Other components have also been adjusted and configured to make the headset lighter, so that players do not find the headset cumbersome or uncomfortable to use.</li>
</ul>

<a href='http://cdn.vrworld.com/wp-content/uploads/2015/03/Morpheus-3.jpg' rel="lightbox[gallery-1]"><img width="640" height="420" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/Morpheus-3-640x420.jpg" class="attachment-vw_medium" alt="Morpheus 3" /></a>
<a href='http://cdn.vrworld.com/wp-content/uploads/2015/03/Morpheus-4.jpg' rel="lightbox[gallery-1]"><img width="640" height="420" src="http://cdn.vrworld.com/wp-content/uploads/2015/03/Morpheus-4-640x420.jpg" class="attachment-vw_medium" alt="Morpheus 4" /></a>

<p>As revealed before, Project Morpheus will be compatible with the PlayStation 4 and will feature PlayStation Move-like peripherals for wireless controller input.</p>
<p>It&#8217;ll be interesting to see how Project Morpheus continues to take shape throughout the months, and how Sony aims to finalize the peripheral&#8217;s design.</p>
<p>While VR might still be new in various ways, it looks to be the undisputed future for gaming as a whole, but Sony will have its work cut out for them when they take on big rivals in the VR sector like <a href="http://www.vrworld.com/2015/03/02/valve-announces-vive-vr-headset/" target="_blank">Valve&#8217;s and HTC&#8217;s Vive</a> as well as the Oculus Rift.</p>
<p>The post <a rel="nofollow" href="http://www.vrworld.com/2015/03/04/sonys-project-morpheus-vr-headset-coming-first-half-2016/">Sony&#8217;s Project Morpheus VR Headset  Coming First Half of 2016</a> appeared first on <a rel="nofollow" href="http://www.vrworld.com">VR World</a>.</p>
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