Schlagwort: virtual reality

  • HTC VIVE Evolves Premium VR Portfolio With New Hardware, Unlimited Software Subscription and Content Partnerships

    HTC VIVE Evolves Premium VR Portfolio With New Hardware, Unlimited Software Subscription and Content Partnerships

    Reading Time: 5 minutes

    HTC VIVE™, the leader in room-scale Virtual Reality (VR), today announced new hardware, software, and content offerings that redefine how VR is experienced. With VIVE Pro Eye, a new headset with built-in eye tracking, the high-end VR experience from VIVE Pro just got even better. In addition, VIVEPORT, HTC’s global app store for VR content, announced unlimited subscription access with Viveport Infinity so all the best content is available at any time. HTC also unveiled a developer kit for a future headset, VIVE COSMOS, created with a new level of accessibility and ease of use. Revealed alongside Cosmos, the ‘Vive Reality System’ reimagines what VR should look like in the age of spatial computing, with fresh ways to display content and transport users between immersive environments. These latest advancements in premium VR not only offer best-in-class technology and content but strive to redefine how VR is accessed and experienced for both consumers and enterprise.

    Vive Pro Eye

    Vive Pro, built to meet the needs of the professional VR user, just got even better with integrated eye tracking on the new Vive Pro Eye—giving users new levels of accessibility, including gaze-oriented menu navigation and removing the need for controllers. With the inclusion of eye tracking, the new Vive Pro Eye will allow businesses and developers to gather more data about their training environments, help optimize computer and VR performance, and offer product design and research groups unprecedented levels of feedback.

    Major League Baseball (MLB) debuted eye tracking on Vive Pro Eye at CES 2019. Eye tracking is integrated into the “MLB Home Run Derby VR” video game experience, allowing users full menu control without a traditional controller. Fans can experience the new Vive Pro Eye starting in 2019.

    “We’ve invested in VR technology to bring fans a fun immersive experience and connection to our game and deliver a new level of engagement through VR game competitions, at-home play and in-ballpark attractions,” said Jamie Leece, Senior Vice President, Games & VR, Major League Baseball. “By integrating eye tracking technology into Home Run Derby VR, we are able to transport this transformative baseball experience to any location without additional controllers needed. Our fans can simply operate menus by using their eyes.” 

    Vive Pro Eye is targeted at the enterprise market where eye tracking has a number of immediate benefits—from performance, to accessibility, to improvements in training applications. It will also benefit developers by minimizing computing resources needed to render high-end VR environments.

    The new Vive Pro Eye will launch in the second quarter of 2019.

    Viveport Infinity  

    Also announced today is the biggest upgrade to the Viveport subscription service to date. The first unlimited subscription service for VR, Viveport Infinity allows members to discover and explore hundreds of virtual destinations anytime with unrestricted access.

    “Today, we’re announcing our next step in Viveport’s evolution with Viveport Infinity,” said Rikard Steiber, President, Viveport. “When we first launched our Subscription service, we gave consumers the ability to try 5 titles a month. Now with Viveport Infinity, we’re offering our members the best value in VR content with 100x more choice, all at one low price.”

    Starting Vive Day, April 5, 2019, members can download and play any of the 500+ titles in the Viveport Infinity library with no restrictions. This unlimited subscription model will give members the opportunity to save thousands of dollars on top-quality content while allowing them to discover new experiences. With Viveport Infinity, members will be able to try hits from indie developers or shorter experiences they were reluctant to pay for while keeping their favorites like Seeking Dawn and Torn downloaded and ready to play. Members will be able access  Viveport Infinity across all current and future Vive devices as well as the Oculus Rift and other devices in the Wave Eco-system.

     

    VIVE Cosmos

    Unveiled for the first time today, Vive Cosmos is the newest VR headset from Vive, offering absolute comfort, and ease of set-up and use—ensuring consumers can access their virtual world whenever their life may call for it. With no external base stations required, Vive Cosmos maximizes flexibility of usage space, whether at home or on the go, and has the capability to be powered by more than a traditional gaming PC.

    “We found that over 85% of VR intenders believe that ease of use and set up is the most important factor to consider while purchasing a headset,” said Daniel O’Brien, GM, Americas, HTC Vive. “We believe Cosmos will make VR more easily accessible to those who may not have invested in VR before and also be a superior experience for VR enthusiasts.”

    With the introduction of Cosmos, HTC aims to redefine how VR is accessed by offering a headset that is quick to setup and use and can be taken on the go to new play environments. Cosmos will be the first Vive headset to feature the “Vive Reality System,” an entirely new design experience for VR.  

    HTC will first offer developer kits of Vive Cosmos in early 2019, and more details on availability and price will be announced later in the year.

     

    Vive Reality System

    HTC’s Creative Labs team also revealed Vive Reality System, a completely reimagined way for people to experience the virtual world—encompassing the total user experience from the moment a headset is put on to how content is interacted with.

    “Our philosophy has always been focused on developing great products and experiences that create a natural and effortless bridge from the real world to the virtual world and with Vive Reality System we set out to reimagine Vive’s core software experience to meet these needs,” said Drew Bamford, VP, Creative Labs, HTC Vive. “The tools and environments that make up Vive Reality System aim to make spatial computing accessible to everyone, wherever their journey into immersive worlds takes them. We want VR to feel less like launching apps and instead like stepping between worlds.”

    The Vive Reality System includes both operational and experiential elements impacting the entire Vive product portfolio and experienced first on the Vive Cosmos. As part of the project, Vive announced a deal with Mozilla to launch the first Vive-dedicated VR browser.

    The Vive Reality System will power experiences across the entire Vive product portfolio and will be available first on the Vive Cosmos released later this year. 

    For press images and assets for all Vive CES News, please visit the Vive online press kit.

    Website: LINK

  • Writing the (Hyper)book on arcade action with Regenesis Arcade

    Writing the (Hyper)book on arcade action with Regenesis Arcade

    Reading Time: 7 minutes

    The VDA award winning action shooter Regenesis Arcade – currently on sale 50% off during the Viveport holiday sale – is an electric experience. Blending immersive, fast paced gun combat with skill customization options, Regenesis gives players plenty of ways to change up their tactics as they wage war against an army of malevolent machines bent on our destruction. We talked to the developers at Hyperbook Studio to find out how the digital sausage was made for this essential Viveport experience.

    Interview by Nathan Ortega, Viveport

    [youtube https://www.youtube.com/watch?v=YwNrhD8yVhM?feature=oembed&wmode=opaque&w=730&h=411]

    For those unfamiliar, tell us a bit about yourself and Hyperbook Studio

    Hi, it’s Adrian Szymański – Project Manager and Maciek Karbownik – Game Designer from Hyperbook Studio. Our development story had begun in 2016, when Hyperbook Studio has been created to bring innovative software to gamers and industry professionals around the world using VR technology. Our team members are passionate Unreal Engine developers with high ambitions to create stunning and interesting VR experiences.

    Where did the idea behind Regenesis Arcade come from?

    At the beginning, Regenesis was supposed to be a simple game that we used to promote VR technology at many Hyperbook events. Watching how people react, new ideas started flooding our heads like what we should to add or improve to deliver much more fun. We even had an extensive script with a long adventure story which would probably take some years and funds to make our dreams come true. Of course we chose the best elements and created the pure explosive VR shooter experience which you can play now.

    What would you say were your biggest inspirations when developing the game (world/art style/gameplay etc)?

    Each of us tried to add our personal favorites to the mix, but we certainly were all ultimately inspired by the most critically acclaimed first person games of the era – namely the Portal series, Half-Life 2 (hence the gravity gun in our game) and Doom 2016. When it came to art, we focused on working effectively and not over scoping with something that might break the convention of futuristic wave-based combat. The concept of evil AI-controlled drone came as an easy way to create a versatile archetype of an antagonist, which can have many visual and functional variations.

    Was Regenesis Arcade always intended to be a fast-paced and exciting arcade style experience, or did that direction evolve over the course of development?

    We went through the typical road of limiting the scope throughout the way, in our case from a story-driven puzzle shooter to the frantic trigger-happy madness we have right now. It wasn’t redundant to start with this different, narrative approach, since the background we created this way allowed us to capture a big picture of what can be possible in the future and put small details hidden beyond the obvious layer of a typical shooter experience. Why are levels arranged this way? What is the beam of red light on a Wasteland map? Why do we come back to the first location in the last episode? Where are all the other people? We know answers to those questions, and you may find out in the future.

    Were there any weapons/enemies/etc that you wanted to incorporate into Regenesis Arcade but for whatever reason just couldn’t find a place for?

    Our weapon we really wanted to work into Regenesis was a flame thrower. However, adding fire elements to the game creates a challenge in consistency – you should be able to set grass and trees on fire, which we’d prefer to avoid, since it will be a tough one to balance and optimize. The massive weapons pack came with one of the most recent updates, so we already had our maps and general environmental design in place. Also, we’d have to take some time to make sure it looks good and also doesn’t kill your PC. Another argument against it was the fact that we already have three general weapon categories and one for the gravity gun, each with a special set of perks. So if we add flamethrower, which doesn’t really fit into the current weapon types, we’d have to create a new one, with a bunch of new perks, which means lots of work for the whole team. It’s certainly possible, but wasn’t the best thing to do when you have lots of other critical development tasks at hand.

    What were some of the biggest challenges you encountered when developing Regenesis Arcade?

    Definitively the typical VR oriented development challenges. Not necessarily the technical obstacles and performance issues, but designing to optimize being on VR can be tough. Most of the similar games on the market are really safe – you don’t move around, don’t progress your character, there’s a very limited amount of enemies on the screen. But we went crazy with Regenesis: you can teleport or run around, there’s a shop where you can buy ammo, switch weapons and unlock perk upgrades, there’s 10-20 enemies on the screen all the time, behind you, above and under your feet. This game gets really tough because we made it looking for a level of challenge we would want to see in the genre. It’s absolutely merciless and I consider it one of the most hardcore VR titles on the market, which we are very proud of.

    Were there any surprises revealed through observing player behavior and getting fan feedback upon release? Any elements that people particularly responded to that you didn’t predict?

    We underestimated some of the elements in terms of their importance to players. For example, there are many VR games where you don’t move at all or just teleport. The movement wasn’t a focus in the early stage, so we thought this should be enough and players will focus on the shooting, treating this just as a way to dodge bullets, which we considered a must-have in this type of game. But most of people said it felt like a ‘cheat-y’ way to play a shooter – just to teleport around, they wanted the free movement. Our thought was there’s no way they could get too far with ‘cheat-y’ teleporting, ironically, because the game is even harder later on and you want to use every way you can to make it more managable for yourself, and jumping around is surely one of those ways. So then we added the free movement and tweaked it a bit, just for those few hardcore players who wanted to have the freedom that was already present in most popular VR games on the market at the moment: Fallout 4 VR and Doom VFR. Suddenly it opened a completely different way to play a game – right now we have two completely different experiences because of that. You might say that playing in one of those modes is ‘cheat-y’, but the thing is – which one? Each has it’s pros and cons and it’s up to you to pick your preference. Also, some people might have motion sickness issues, so for the teleportation will be the best option to play. We wanted our game to be hard, but also inclusive and accessible. So this movement mode selection was the most unexpected but also most exciting change we’ve made so far.

    [youtube https://www.youtube.com/watch?v=CLykBsnhdlw?feature=oembed&wmode=opaque&w=730&h=411]

    How many people were on the team during the development, and how long did it take to make?

    Our core team was 6 persons but in peak time there was involved around 15 people. Development time took about 12 months of hard work.

    What do you ultimately want players to take away from their time with Regenesis Arcade?

    We want them to escape from reality for some time and play one of the most engaging shooter experiences there is. Most of our team are avid FPS gamers, so we tweaked and balanced the game thinking about having a really good time killing drones and figuring out new strategies to do it more effectively. Just don’t get too serious about it, it’s all about having fun.

    What’s next on the horizon for Hyperbook Studio?

    We’re working on our next project called Hyper Arena VR is under development since 2017 and it’s in working alpha phase now. In HAVR we aim at creating the world’s first fully immersive active multiplayer PvP game with full body reproduction inside Virtual Reality playground. H.A.VR incorporates variety of different types of discs and power-ups available at player’s disposal. It could be also great workout for the body. You can watch promo trailers from HAVR on our website and YouTube channel.

    Awesome to hear! We’ll definitely be keeping an eye on it as you and the team continue development. Thank you for chatting with us!

    Regenesis Arcade is on sale now on Viveport 50% off during the Viveport holiday event, as well as available via Viveport Subscription

    Website: LINK

  • Closing the loop with the mind-bending experience A Fisherman’s Tale

    Closing the loop with the mind-bending experience A Fisherman’s Tale

    Reading Time: 5 minutes

    In the topsy-turvy VR adventure A Fisherman’s Tale – coming to Viveport January 22nd – you’ll go on a mind-bending adventure that will challenge your perceptions on your journey to discover the truth behind the surreal M.C. Escher-like scenario you find yourself in. We sat down to speak with the development team to hear what went into this clever and challenging experience.

    Interview by Nathan Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=11Ha3StVNDU?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the team at Innerspace VR

    Innerspace VR is an independent studio based in Paris, with one foot in the US. We have been working in VR for a long time now, some in the team since even before VR’s revival! Our DNA is both narrative and artistic, however we’ve always followed closely where gaming in VR was headed. After a few narrative experiences and awards which cemented the reputation of the studio among early VR adopters, we decided to step into VR gaming – while remaining true to our DNA.

    Talk a bit about your previous experience developing content for VR and how it informed the direction of A Fisherman’s Tale

    One of our mottos is that if VR cannot bring something significantly transformative to whatever it is that we are building, be it a gaming or narrative experience, then we need to rethink our approach. In the case of A Fisherman’s Tale, we believe the gameplay and the Russian dolls principle which are central to the game would simply not be as exciting outside of VR. We’re convinced that anyone who dons a headset and picks up the controllers will immediately recognize the world we are putting them in is not only unique, but particularly satisfying in VR.

    The gameplay is far from being the only key ingredient in A Fisherman’s Tale. Staying true to our DNA, we decided our game would be heavily narrative focused and we’re absolutely certain it makes A Fisherman’s Tale a very unique creation both in the VR space, and even in the gaming space in general.

    What were some of the biggest inspirations on the design of A Fisherman’s Tale?

    There are so many! We should mention mind-bending puzzle games such as the great Portal and sandbox games like Owlchemy Labs’ Job Simulator. In terms of narration, “The Little Prince” and “Alice in Wonderland” were great inspirations. The visual style, purposefully a bit “cartoonish”, is quite unique in our minds, as we use it to give players the feeling of being in colorful and warm painting. In terms of music, we were lucky enough to work with the extremely talented Norman Bambi, and the quirkiness you can hear in his work is still present in the game.

    Were there any concepts, sequences or ideas that you wanted to work into A Fisherman’s Tale but just couldn’t find a way to make it fit?

    Absolutely! All the sidekicks probably have some very interesting stories to tell, and maybe a whole world of their own. We would have loved to explore those. Maybe someday!

    What have been some of the biggest challenges in developing A Fisherman’s Tale?

    In terms of gameplay, getting players to immediately grasp the gist of the recursion was a challenge. We really want people who play the game for the first time to be amazed by the sheer scale and dimensionality of the world we’re putting them into. So we put a lot of care into taking the players by the hand from the very first minutes of the game until the big reveal.

    Also, since the game is so narrative-focused, while having a sort of sandbox aspect to it, we worked hard on balancing the moments when the player needs to pay attention to the storyline and the moments when they should focus on the puzzles. It’s very tricky, because everyone looks for something different in these games: some want to focus on the storyline, while others are in it for the puzzles and challenges. We do not want to force the players too much, so it’s all about nudging them into paying attention to what we think they should be paying attention to.

    Lastly, the game is optimized like crazy! All these recursions and visual effects require a lot of computing power, however we wanted the game to be widely available even on modest configurations.

    A Fisherman’s Tale has been demoed at events like Indiecade and Film Gate, having earned accolades at both. Was there any particular feedback that surprised you?

    Newcomers and VR veterans alike seem to recognize how different the game is, and how “fresh” it feels in the overall VR landscape. What is very exciting to us is that people who are not necessarily big fans of VR seem to enjoy the game a lot still. As big VR believers ourselves, we hope that with A Fisherman’s Tale we’re helping make the medium become a little more mainstream — so this is the kind of feedback we’re very proud of.

    How many people were on the team throughout the development process? How long did it take to make?

    The very first “recursion” prototype dates back to early 2016, so with the game launching on January 22nd, it has taken us 3 years from the first concept until the final game – but really we’re closer to 10 months of full production time. Over the whole production, about 30 people have been involved at various stages, some working on the POC, some on the last minute optimizations – all great and passionate people.

    What do you ultimately want players to take away from their time with A Fisherman’s Tale?

    We hope they enjoy the storyline, appreciate the universe we’ve built and the care we put into it. Besides the fun, we wanted to bring something meaningful and poetic to this experience. What does it mean to be inside a replica, in a VR illusive world? That’s why A Fisherman’s Tale is a story about breaking from illusions to find truth. But most importantly we hope players will come to recognize VR as a really powerful way to make experiences like nowhere else.

    What’s next for Innerspace?

    We have a few other exciting projects in development – but there isn’t much we can share about those at this point!

    With A Fisherman’s Tale just now releasing, it’s totally understandable. Thanks for speaking to us, we can’t wait to see what you have coming next!

    A Fisherman’s Tale arrives on Viveport January 22nd, 2019.

    Website: LINK

  • Huge yuletide savings during the Viveport Holiday Sale

    Huge yuletide savings during the Viveport Holiday Sale

    Reading Time: < 1 minute

    Huge savings on Viveport apps and games, as well as deep discounts on Viveport Subscription bundles!

    The holidays are upon us, which means it’s the perfect time to stock up on a plethora of immersive VR experiences on Viveport. To celebrate the season, starting today we’re rolling out a huge sale on a variety of apps and games, with discounts up to 95% on over 200 VIVE and Oculus Rift compatible titles!

    On top of that, get an extra 10% off your purchase upon checkout, with Viveport Subscription members saving up to an additional 40% off! (Details can be found here.)

    As if that’s not exciting enough, we’ll have new deals and discounts rolling out on the 19th, featuring some amazing discounts on Viveport Subscription bundles and even bonus game codes! Check back December 19th at 8PM Pacific for more details.

    Whether you’re a veteran Vive user or an Oculus Rifter new to Vive and Viveport, now is the perfect time to explore all the awesome experiences on tap via Vive and Vivport Subscription this holiday season!


    Website: LINK

  • Race Around the World with Nellie Bly: The Virtual Reality Experience

    Race Around the World with Nellie Bly: The Virtual Reality Experience

    Reading Time: 2 minutes

    Nellie Bly, the pen name of Elizabeth Cochran, had an impressive resume, to say the least. Known for her pioneering journalism, Bly became famous for her support of women’s rights, undercover exposés and her world travels. Defying the status quo and challenging conventions, Bly became one of the most famous woman journalists of her time and founded the practice of investigative journalism with her hands-on approach to stories. Now, you can learn about her journey with Nellie Bly: The Virtual Reality Experience on Viveport.

    Developed in partnership with Vive Studios, the Newseum, and Immersion, Nellie Bly: The Virtual Reality Experience is an interactive journey following the inspiring historical figure as she takes her record-breaking trip around the world. Bly’s career as a journalist skyrocketed when she reported on her travels and attempted to break the fictitious record set in Jules Verne’s adventure novel, Around the World in Eighty Days. In this new immersive experience, you’ll join Nellie Bly as she sets off on November 14, 1889, and travels the world in record speed by any vehicle (or donkey) necessary.

    Nellie Bly: The Virtual Reality Experience is the third installment from Vive Studios’ partnership with the Newseum. Located in Washington, D.C., the Newseum’s mission is to increase public understanding of the importance of a free press and First Amendment rights. Along with the Nellie Bly experience, Newseum has also showcased VR experiences that educate audiences about the Unabomber investigation and the historical Berlin Wall in partnership with Vive Studios.

    Download Nellie Bly: The Virtual Reality Experience on Viveport today during the Winter Sale for a discounted price of $4.49.


    Website: LINK

  • Finding your way in the enchanting Arca’s Path

    Finding your way in the enchanting Arca’s Path

    Reading Time: 4 minutes

    VR is a powerful step forward for technology to allow for immersive new experiences in bold new virtual worlds, reaching new audiences and breaking down barriers for interactivity. The team at Dream Reality Interactive believes that there are further opportunities to create engaging, artful experiences that can connect with players in increasingly intuitive and approachable ways. We sat down to speak with them on how this philosophy shaped the atmospheric hands-free VR title Arca’s Path – out now on Viveport.

    Interview by Nathan Ortega, Viveport

    [youtube https://www.youtube.com/watch?v=j1eb9crf7-4?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the team at Rebellion

    Delainey: My name is Delainey Ackerman and I worked as a Technical Artist at DRI on Arca’s Path VR. Essentially that means bridging the gap between artist’s creativity and programmer’s problem solving to bring a cohesive and visually stunning experience to players.

    Chris: I’m Chris Murray, the sound designer on Arca’s Path VR. I was responsible for creating all the sound effects and implementing Raffertie’s score into the game.

    Talk a bit about your previous experience developing content for VR and how it informed your vision for Arca’s Path

    Delainey: Previously I was the Technical Artist for Hold the World – a Factory 42 production for Sky – a VR experience with David Attenborough set in London’s Natural History Museum. As a photorealistic experience, Hold the World provided integral experience in lighting, graphics, and designing VR spaces that fully immerse a player within a generated experience.

    Chris: I also worked on Hold The World – a Factory 42 production for Sky – as Quality Assurance Lead and Technical Sound Designer, testing the entire experience as well as implementing many of the sfx.

    What were some of the biggest inspirations to the creative direction of Arca’s Path?

    Delainey: Arca’s Path was influenced by science fiction and classical fairy-tale narratives including Wizard of Oz and Hansel and Gretel. The art direction was heavily inspired by the vaporwave movement, incorporating bold colour palettes with glitching of VHS degradation. These inspirations helped us to create two worlds; a lowlife, high tech scrapheap where the protagonist finds a futuristic headset and the wondrous, lush simulation to which she is transported.

    What are the greater themes of Arca’s Path and how do these themes factor into the gameplay?

    Delainey: Arca’s Path revolves around the contrast of reality and simulation, becoming infatuated with utopia and trapped within its inviting clutches.

    Arca’s Path is a hands-free experience, allowing players to explore dreamlike environments and interact with things merely by looking.

    Was this mode of play – and accessibility in general – always the focus or did this approach evolve over the course of development?

    Delainey: The original brief was to design a game that could run on any VR headset. Platforms vary widely in technical capabilities and performance (controller buttons, motion tracking, CPU/GPU power etc.) yet the common thread across all VR headsets is the ability to look anywhere in 3 dimensional space. This inspired the core mechanic of moving through a world through a player’s gaze.

    This pillar wove in nicely with the narrative of Arca’s Path VR where the protagonist girl enters a simulation and the player feels as though they’re guiding her through the enchanting environments with nothing but the power of their mind.

    Were there any concepts, sequences or ideas that you wanted to work into Arca’s Path but just couldn’t find a way to make it fit?

    Delainey: With any creative project you start with myriad ideas and possibilities. As the realities of production become apparent this focuses the creative process into bringing the best of these ideas to fruition.

    What have been some of the biggest challenges in developing Arca’s Path?

    Delainey: To convey narrative without any written or spoken dialogue we relied heavily on the amazing soundtrack from Raffertie. Throughout the game the music guides the player through a journey of technical challenges and emotions.

    Chris: The sound effects were created with the aim of emphasising the language of the score at every turn while also referencing the girl’s real world outside the simulation, much like nearby sounds enter our dreams while we sleep.

    How many people were on the team throughout the development process? How long did it take to make?

    Delainey: The development team averaged 8-10 people working over 10 months. The dev team at DRI was also supported by Rebellion helping to achieve quality and maintain performance across multiple VR platforms.

    What do you ultimately want players to take away from their time with Arca’s Path?

    Delainey: Arca’s Path offers an escape from reality, both for the player and the protagonist. Hopefully the audio and visuals of the girl’s scrapheap and simulated world provide the player with the same emotional journey the protagonist experiences as she fights first to escape her bleak reality and then to regain her freedom.

    From the early reviews and video coverage from video content makers, I think it’s safe to say you nailed it! Thank you for taking the time to chat with us.

    Arcas’ Path VR is available now on Viveport with a 10% launch discount

    Website: LINK

  • Discover the First VR Experience for the Nobel Prize in Physiology or Medicine with the Launch of The Circadian Rhythm on Viveport

    Discover the First VR Experience for the Nobel Prize in Physiology or Medicine with the Launch of The Circadian Rhythm on Viveport

    Reading Time: 2 minutes

    Nobel Week has just begun and this year’s Nobel Laureates are headed to Stockholm and Oslo to take part in the festivities. The week is filled with press conferences and Nobel Lectures from the new Laureates with the Nobel Prize Award Ceremony taking place on December 10.  But if you haven’t scored a ticket to the prestigious awards event you can still learn a Nobel-worthy lesson with The Circadian Rhythm on Viveport.

    [youtube https://www.youtube.com/watch?v=4E7h2YqBARg]

    Developed by OneReality in partnership with HTC VIVE, The Circadian Rhythm is now available for Vive and Oculus Rift owners on Viveport. The VR experience The Circadian Rhythm takes viewers on a journey into the cellular level of the human body, where they are able to learn about and interact with our biological clock to gain a greater understanding of its inner workings. As you begin your journey inside the “virtual life” of a cell, the smallest building block of all living organisms, you will get a closer look at the cell membrane, the cytoplasm and the cell nucleus. The Circadian Rhythm will give you an in-depth look into the cell’s infrastructure that is only possible in VR.

    The Nobel Prize in Physiology or Medicine 2017 was awarded to Jeffrey C. Hall, Michael Rosbash and Michael W. Young, for their discoveries of molecular mechanisms controlling the circadian rhythm. According to the Nobel Prize Committee’s press release, “Their discoveries explain how plants, animals, and humans adapt their biological rhythm so that it is synchronized with the Earth’s revolutions.” By isolating a gene that controls the normal daily biological rhythm in fruit flies, the three American Laureates were able to discern that our inner “clock regulates critical functions such as behavior, hormone levels, sleep, body temperature and metabolism.” This truly unique VR experience showcases these contributions of the Nobel Laureates in an interesting and easy to understand way.

    This initiative with Nobel Media is the latest in HTC VIVE’s effort to expand the world’s understanding of the impact VR can have in educating and engaging the public on the world around us. Vive is furthering this goal with initiatives such as VR for Impact and VIVE Arts.

    The Circadian Rhythm can now be downloaded for free on Viveport.


    Website: LINK

  • All-ages arcade adventures with Attack of the Wompas

    All-ages arcade adventures with Attack of the Wompas

    Reading Time: 7 minutes

    Virtual reality continues to reach larger audiences, with sets landing in more and more homes, and VR arcades continue to pop up worldwide. Offerings for younger players, however, are still few and far between. The team at Rocket Worldwide, feeling that VR is for the whole family, want to change that by creating the first in a series of arcade focused all-ages experiences with Buddy Adventures: Attack of the Wompas! We sat down with them to hear what went into this hilarious and adorable title.

    Interview by Nathan Ortega, Viveport

    [youtube https://www.youtube.com/watch?v=WunXuEcmFVc?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the team at Rocket.

    Sure! We have a really diverse and eclectic group of folks who work at Rocket who come
    from different industries and backgrounds. Our core creative team consists of game designers,
    storytellers, a composer who writes original scores and songs, a principal character illustrator,
    modelers, and animators. Everyone has a personal stake in the game and wants to make it
    something unique and special. It’s a lot of time and energy to take into account all of the
    different perspectives and opinions of the team, but in the end we were able to deliver a much
    stronger game experience. I think what brings us together as a cohesive team are the values we share around friendship, community, and giving back that we hope make their way into our
    games and how we run our company.

    What inspired you to create the colorful all-ages experience Buddy Adventures: Attack of the Wompas?

    I think what really inspired our team from the beginning was the hope of seeing kids laugh
    out loud and completely enjoying themselves in a VR game experience that we created. We felt that if we could let kids play in a world that was completely disconnected from our own that was filled with colorful characters, had a zany storyline and used VR to deliver gags and surprises, kids would use their imaginations to create their own happy memories.

    Talk a bit about your previous experience developing VR experiences and how those
    projects helped inform the direction of Attack of the Wompas

    The first year at Rocket was spent researching and experimenting with various VR and AR
    technologies and thinking about their future in family entertainment. We then created our own
    tools and methodologies that we would later use to build our game. For example, we developed
    detailed emotion maps for the game which allow us to compare desired versus actual emotional
    responses to game features, challenges and characters. With these maps we could quickly see
    whether we needed to make a change to a game feature or get rid of it completely. We also
    worked hard to strike the right balance of humor, pacing, and game challenge to make it a full
    and satisfying arcade experience for kids.

    Were there any concepts (enemies, challenges, puzzles etc) that you wanted to work into the
    game but just couldn’t find a way to make it fit?

    Yes, there were quite a few actually. When we first started to develop our story, we
    anticipated that we’d encounter some surprises during development that would cause us to
    pivot and alter our course. I can think of several times where we had designed a game feature
    that fell out of scope because of cost or its entertainment value fell short of what we expected.
    We also created a number of weapons, such as a bow and arrow and slingshot, that aren’t used
    in our first episode because we felt it might take too long for some of our younger players to
    master the technique of using them in an arcade environment. There are some hilarious scenes,
    such as one that takes place in the Wack-a-Wompa field and another in the Wompa dormitory,
    that we designed which weren’t used in this episode because it was going to make the game
    too long to complete. We are planning however to use these in future episodes of the Buddy
    Adventures series.

    What have been some of the biggest challenges in developing an engaging, all-ages VR
    title?

    I think it was finding the sweet spot for our game that met the entertainment expectations of
    players in our target 8 – 15 year-old age demographic. We wanted to make it accessible for
    younger players while keeping it exciting and challenging for older kids. In fact, we realized that
    we needed to create an ensemble of Wompa characters so that we could appeal to a variety of
    ages and interests. Buddy, the main character in our game, is an anthropomorphic dog and was
    originally drawn to be about 9 years old. After some initial testing, we saw that players in the 11
    to 15 year old range were turned-off to the game because they felt the story and characters
    would be too young for them. We addressed the problem by redesigning Buddy and changing
    his wardrobe so that he now looks to be about 12 to 13 years old. What’s interesting is that
    we’re seeing younger players “project” the age they’d like Buddy to be and his revised design
    and look seem to enable this.

    Speak a bit about your thoughts regarding the role VR has in creating entertainment for the
    whole family now and in the future

    I believe we are just scratching the surface right now when it comes to fully understanding all
    the ways we can leverage VR for family entertainment. I think over the next few years we’re
    going to see an acceleration in the kinds of innovations coming from developers who view the
    medium as a revolutionary new way of creating compelling entertainment, as opposed to
    looking at VR as simply an incremental step in an evolution which extends conventional ways of
    thinking. VR as we all know has the ability to deliver an “emotional presence” for players that
    can be more challenging for other mediums to achieve.

    VR entertainment, and really any form of artistic expression, needs to engage at an emotional level for it to inspire and provide a meaningful connection with the audience. If the experience is shared, it can become a catalyst for creating a strong emotional bond between people as well. I think that this is ultimately the goal for all of the entertainment we produce. I also think we’ll see VR entertainment, and
    specifically VR games, spearhead innovation in the areas of user experience, ergonomics and
    human factors that will be leveraged by other industries and non-entertainment applications. 

    How many people are on your team and how long has it taken to develop the first episode in
    the Buddy Adventures series?

    We have 16 people on our team who contributed to the design and development of Attack of
    the Wompas. It has taken us a little over a year to complete our first episode. The next episode
    in our Buddy Adventures series is due out in the first quarter of 2019. With its new challenges,
    surprises and gags, we think kids will really enjoy playing our next episode!

    Attack of the Wompas is now out in VR arcades around the world. Did you
    develop the title with arcades and VR centers in mind?

    Yes, right from start, we decided to design Attack of the Wompas as a game to be
    specifically played in arcades. I think what drove us to go in this direction was a desire to offer a
    high-quality, kid-friendly game experience to families who don’t have a VR system in their home.
    I remember as a kid, my first experience playing video games happened in an arcade. The
    game was Space Invaders and I recall being so mesmerized that my parents had to drag me
    away from the machine. I think that arcades are in some ways like movie theaters, where the
    experiences are communal. You can definitely feel a different energy and vibe when you’re at
    an arcade than at home. Also, VR games developed specifically for arcade play are very
    different than games designed for home play. The game needs to engage the player as quickly
    as possible and eliminate or try to reduce the need for an attendant. Ultimately, the goal for us
    was to create a game experience in the virtual world that harmonizes with our real world and I
    think an arcade is the best place to make that happen.

    What’s next for Team Rocket? (hopefully blasting off again in the world of VR)

    As an organization, we will be focused on three things in 2019. The first is to continue to
    innovate and live up to our values and aspirations as a company that creates family-oriented
    games and experiences that promote healthy interactions between people. Our second goal is
    to create a world-class company that attracts the world’s most talented and committed people
    who share our vision of nudging the world into a better place through positive and healthy

    entertainment experiences. And lastly, we want to contribute and give back to the community of
    developers and players who have supported us and contributed to the development of Buddy
    Adventures. There’s little doubt in my mind that with the ecosystem of VR platforms such as Viveport,
    game developers, and the players themselves all play a vital role in ensuring that high-quality,
    family-oriented VR content is being created and finding its way to new markets.

    That’s exciting to hear! Thanks for taking the time to speak to us.

    Buddy Adventures: Attack of the Wompas can now be experienced at a VR Arcade near you

    Website: LINK

  • Stepping into a VR dream in AWAKE

    Stepping into a VR dream in AWAKE

    Reading Time: 11 minutes

    Start VR are attempting to push the narrative envelope with AWAKE, an ambitious cinematic mystery which takes you inside a man’s dreams – and that’s only the beginning. We spoke with Martin Taylor, Chief Creative Officer at Start VR and creator of AWAKE, about this not-to-be-missed VR experience.

    Interview by Nathan Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=MPsCIbETmOs?feature=oembed&wmode=opaque&w=730&h=411]

    Hello Martin! To start, please tell us about yourself and the team at Start VR.

    Start VR is a dedicated content studio born out of a collective desire to create truly stand-out work in the immersive media space. We make the kinds of immersive experiences we want to have ourselves and help to advance the medium wherever possible.

    Our core team is made up of filmmakers, designers and developers that have all been in our respective industries for many years. VR and AR represent new challenges and opportunity to reset the bar higher than ever.

    My background is as a filmmaker, creating work in every genre, but over the last eight years, I was having an increasing amount of ideas that seemed to have no home. When VR was ‘reborn’ in 2012, it was a big lightbulb moment and I knew I had discovered my native creative home.

    Talk a bit about your previous experience developing content for VR, and how it informed your vision for AWAKE.

    As a team, we squarely aim at ‘learning by doing’ and in this we are prolific, with over 120 VR projects completed in three years.

    My role in the business as Chief Creative Officer, is to innovate new content and to write and direct our flagship projects. The experience we bring to AWAKE is the convergence of team experience in our projects and processes, but also lots of side-projects. By trialling R&D experiments to test new and emerging techniques, we can use these to ‘think into’ and write stories around them.

    In the case of AWAKE, photo-realistic room-scale VR and volumetric performance capture were the two biggest leaps forward for us, and like in everything we do, we wanted to see how we could push it.

    AWAKE by Start VR

    What were some of the biggest inspirations on the creative direction of AWAKE?

    For me, AWAKE is the collection of a lifetime of interests in dreams and creative references from my favourite films, games, books and art. But there is definitely a collective theme, which is ‘the perception of reality’. I have been having lucid dreams and out of body experiences since I was very young and so my creative drive has developed to try and share some of the adventures I have had. The singular vehicle for creative expression didn’t really exist for me until VR came along. But then it did and here we are. There’s so much more to come…

    Over the years I have extensively researched the subject of consciousness sciences, expanded awareness, psychology and semiotics. But also collected countless testimonials of similar and different experiences trying to find where my own experiences fit in.

    The creative source material for AWAKE is the collection of my own dream and consciousness diaries. And in fact I’m a firm believer that immersive storytelling is much more akin to dream narrative and navigation that screen grammar. In AWAKE, I am trialling these new rules and techniques.

    AWAKE by Start VR

    On a stylistic and thematic front though, I am fascinated with doorways and windows connecting reality with elsewhere, stories that start in the mundane and transport characters to fantastical places.

    Authors like Clive Barker with Weaveworld and Hellraiser have been a huge influence. But I also collect accounts of ‘channelled material’ transcribed from visiting entities though psychic mediums.

    Of course there is The Matrix and Inception, which are groundbreaking action classics that explore layers of reality. Visually Doctor Strange was a recent addition that attempted this, with mixed results. And there are esoteric masterpieces like Terence Mallick’s Tree of Life, the 2002 remake of Solaris, and the mind expanding Kaufman script for Eternal Sunshine of a Spotless Mind along with the popcorn future vision of Tomorrowland.

    But there are also films where concept is equally matched with memorable characters, finding the world challenging to their new-found enlightenment; a plight felt by Harry in this VR story project. A great example is Richard Dreyfuss’ character Roy in Close Encounters of the Third Kind – obsessed with mashed potatoes trying to communicate an unseen vision from alien beings.

    AWAKE is an immersive interactive narrative that puts players into the world of a man stuck in a prison of his own mind, haunted by mistakes of the past, and tormented by an ominous unknown force. Was this concept of memories and the impact they have on the human heart something you wanted to explore from the start, or did that come about during the development process?

    These ideas have been honed over some time, long before the development process. I wanted to write a character that has to fully break before being able to move on and heal. But I also wanted to explore the idea of memories of the past become overlapping with the present and even the future.

    AWAKE stars Jake McDorman (American Sniper, Limitless, Die Hard 4.0), Analeigh Tipton (Crazy, Stupid, Love, Warm Bodies) and Nicolas Hope. Tell us a bit about what the process was like working with this cast to deliver such authentic human performances in an immersive new way in VR?

    I cannot stress too much how incredible the experience was working alongside these incredible actors sharing their craft.

    I really wanted the actors to feel inspired and comfortable enough to play and explore, especially as all their parts were to be shot against greenscreen. And also to leave enough collaborative room in the story beats and dialogue for the actors to make it their own. And that’s exactly what happened and I’m thrilled at the result.

    We spent days in script sessions and rehearsals with Jake and Analeigh who were relentless in their rigor, tracking the logic and choices for their characters. But they were also trusting in my vision for some of the esoteric and often ambiguous concepts that frame their performances.

    When we got to shoot I felt it important to share the emotional colour of AWAKE. All my projects start with music (I find a piece and write the script and all creative development to it) and so I edited the cinematic title sequence music with audio quotes from Alan Watts, which we played on set for the first shot.

    AWAKE by Start VR

    This was for the title sequence – a video insert where they improvise Harry feeling frightened, alone and isolated and Rose to calms him. A loose brief turns a situation around, from a fight to a fluid dance. It worked a treat and set the tone for the rest of the shoot, because all the lofty reality bending, dream memory themes in the world cannot replace a stunning grounded performance. But the moment caught everyone off guard as it was so genuine and emotional. I felt really excited that we had cast the perfect actors for these characters and that continued through the whole shoot. I’ll never forget it.

    In Seattle where we shot the Volumetric Video performance capture, there was a lot of technical consideration but the performance collaboration continued with Jake and Analeigh, often fine tuning lines and actions between shots to make them stronger and more believable.

    And absolutely not forgetting Nicolas Hope, who is just a seasoned true pro! His role was off camera voice work but he had to communicate a subtle and simmering ambiguity of helpful and sinister tones. But he truly nailed the essence in a day, which rounded out the incredible performances we ended up with as part of AWAKE.

    Were there any concepts, sequences or ideas that you wanted to work into AWAKE but just couldn’t find a way to make it fit so far?

    As a core story, I’m happy to say that our small but talented team managed to pull off most of the never-before-done concepts and techniques planned for AWAKE. It’s so dense with implementations that push the game engine in ways it’s not normally meant to operate, but all to serve this pretty out-there story. And we did that for sure.

    But yes, there are things that we had to sacrifice, not because we can’t do it, but due to scope and budget.

    We had to drop a key transition sequence between the titles and the first dream memory. It’s a moment of limbo, where you see sleeping Harry in his chair and a frozen version of dreaming Harry reaching for an item on the mantelpiece in front of the mirror. I had planned to pull off a scene-switch, using a very special technique that happens in Lucid Dreams. I don’t want to spoil it as I still want to bring it back! But needless to say the R&D curve was going to eat into too much of the project timeline….. For now 😉

    The other thing I really want to get around to, is more interactivity and special unlocked treats for multiple play-throughs. These would reveal new insights in the storyworld and character back stories, of which is very thoroughly mapped out.

    AWAKE by Start VR

    What have been some of the biggest challenges in developing an emotionally engaging cinematic VR experience like AWAKE?

    A lot my energy has been working with the team to find just the right balance of character story vs high concept dream world narrative. I’m happy for the audience to be filled with questions at the end of AWAKE as to what it means. I have answers to all of that.

    But to pull it off, it needs to be grounded with a simple character story and a clear emotional arc. Making sure we kept all the touch points in tact was critical and also very challenging, especially in the middle of post-production / app development when you ‘can’t see the art for the effort’ as Spielberg once said.

    The other challenging part of it is the nature of immersive media in general over other forms of media. A lot of the techniques I have trialled in AWAKE have been taken on trust from my own dream life experiences.

    One example is that I wanted the audience to attach to the story by fluidly switching perspectives between each of the characters, and even sometimes experience the story from multiple perspectives. This happens all the time in dreams.

    On paper in the script, this read as pretty confusing for anyone who is not in my head and there was a lot of hot debate on needing some kind of UI to indicate who you’re supposed to be at any given time.

    But I’m glad to say the theory seems to work in practice. After all, everyone dreams and experience these strange perspectives (even if they don’t remember) and so the result feels pretty natural and weird dream logic kind of way. All very unique to immersive stories!

    AWAKE by Start VR

    How many people were on the team throughout the development of Episode One of AWAKE? How long did it take to make?

    The team has swelled and shrunk at various stages of AWAKE, with a core team here at Start VR of around six and getting up to 20+ for the Volumetric video shoot component. But we have had teams of partners  in Animal Logic and Microsoft who threw their might at it when needed for select periods of time. And we also have also had the pleasure of working with some incredibly talented collaborators in the writing, and development of this project.

    The storyworld of AWAKE was slowly pieced together over eight years in my spare time, but this includes the multi-episodic idea. Episode One has been is full development for close to two years, with dedicated production around fourteen months.

    A long journey but totally worth it and so excited to now share it with everyone out there!

    AWAKE is an episodic series. What inspired you and the team to develop the series that way, and how many episodes are planned?

    AWAKE was always designed to be a standalone story as part of an evolving anthology of eight episodes in total. It’s a series following seven human characters and a non-physical character known as the ‘Envoy’ who is delivering messages to each of the characters in the these stories.

    The series broadly explores facets of the perception of reality and the development of human consciousness, but all very grounded in these human struggles. Apart from Episode eight, which has a very special surprise 😉

    AWAKE by Start VR

    Tell us a bit about your thoughts regarding the nature of episodic entertainment and its potential with innovative technology like AR?

    There is a lot of chatter about the chicken / egg relationship between releasing episodic series ideas vs having an audience large and with the hardware, to invest time into in-depth narratives and characters.

    And it’s true, viewing patterns are not going to be the same as screen based media, but we are trying to not get bogged down with second-guessing. We think that great stories are great stories and if you don’t try to push the medium to engage audiences with depth and respect then we won’t find out for ourselves.

    At the end of the day, we just really want to share these experiences and story Universes with people.

    And with VR/AR/MR/XR – all the ‘R’s. I see no difference. They are all part of the experience spectrum. You’re either stepping through the screen into an encompassing storyworld, or you’re pulling parts of that story out into the world around you.

    Telling stories in VR, AR or on-screen will become more and more connected and planned in concert, which is what I have been waiting for, for so long!!

    AWAKE by Start VR

    What do you ultimately want players to take away from their time with AWAKE?

    The single biggest thing I want for people going through AWAKE is to experience something they may not have had in VR before. And we have worked hard to deliver something that is genuinely emotional, something I always want in VR pieces but rarely find.

    I want the audience to feel they have resolution and character satisfaction, but also questions around why the dream world of AWAKE exists, and what is behind some of the more cryptic elements of the film. Some of those answers can be found in re-watching with a new perspective, but some are left open-ended discussion, for now… don’t want to ruin all the surprises.

    What’s next for Start VR?

    We are looking to package up the next three episodes of AWAKE, to roll out the story up to an incredible mid-season cliffhanger and to benefit from the advanced pipeline we have established with volumetric performance capture.

    All the lessons we have learned are being passed into our other projects for ourselves and for our clients.

    We’ll continue to innovate in the VR space, but we are also pushing into head-mounted MR with Magic Leap, which is showing enormous promise for delivering on the next level our content journey.

    Thanks for speaking to us about AWAKE, Martin.


    AWAKE is available now on Viveport.

    Website: LINK

  • Processing loss with the award-winning Vestige

    Processing loss with the award-winning Vestige

    Reading Time: 10 minutes

    Letting go of a loved one is one of the most challenging things a person will do. The development team at NSC Creative sought to create a raw, emotional VR experience that captured the torrent of feelings that goes along with the grieving process. We sat down with them to hear what went into this critically-acclaimed journey.

    Interview by Nathan Ortega, Viveport

    [youtube https://www.youtube.com/watch?v=dt0_-iBlkAA?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the team

    I’m Aaron Bradbury, director on Vestige. For the past 10 years I’ve been working at NSC Creative, which is based at the National Space Centre in the UK. Between what I do there and my personal projects I’ve worked on many different flavors of immersive media. My background is in the arts, and traditional image and film making and these sensibilities are the leading factors in how I approach ideas.

    For Vestige, I was able to bring one of my personal projects to the NSC Creative studio and work with the amazing team there to develop ideas and techniques as well as actually bring the project to life.

    We also got some external talent involved in the project; from the very start I worked with my brother on the programming and development side. He developed a set of tools called the ‘interactive narrative toolkit’ to help create VR specific interactions using gaze and proximity variables from the viewer to control the experience. Another key collaborator was Robbie Newman from Snug Recording. I’ve worked with Robbie on several projects before with demanding audio interactivity and spatial requirements. For Vestige he developed some new techniques regarding the flow of music within a temporally variable experience but also I think he’s really pushed the capabilities of audio as a tool to compose the viewer and curate movement within the experience.

    Vestige is an incredibly personal experience dealing with the loss of a loved one, drawing deep inspiration from a real person’s tragic loss of their partner. Tell us what it was like to collaborate with someone processing such a loss in order to bring that raw experience to VR.

    Initially Vestige was to be a fictional piece about the memory of lost love. It was during my presentation at DevLab in 2016 that I talked about the challenges of telling this story without having experienced death this closely. It was then Jill Basmajian from Kaleidoscope who put me in touch with her friend Lisa. She said “you need someone to talk to you, and Lisa needs someone to talk to.” So at first we spoke without any idea the recordings would end up being in the final piece. It wasn’t long before I felt the power of Lisa’s testimony and realized that Vestige should be her story.

    During the year of regular interviews with Lisa, I witnessed her transformation through grief. Our first interviews took place only a few months after her husband Erik passed away. She often spoke of the ‘black abyss’, where she was trapped in cyclic memories of Erik’s death. Memories that were triggered by anything that was even slightly connected to Erik; Christmas, birthdays, skiing, the sofa, the salad bar. In the most recent interviews, she talked about some of the positive changes in her life brought about from the grieving process. She takes opportunities to experience new things, she’s trying to live in the moment, trying to define new meaning in her life.

    For Lisa, the Vestige interviews have been a big part of the grieving process. On some occasions we spoke over 3 hours, giving time to cry, to laugh, and occasionally drink wine. Being able to talk openly about all aspects of her grief has helped her navigate her memories and rebuild them from a different perspective. In her words, “It will have lasting resonance”.

    From my perspective, I loved speaking with Lisa. It was a very powerful part of my life, a special and privileged time when I got to hear something people usually keep inside. I battled with my own social barriers too, constantly rethinking how I word questions to make sure I’m not being disrespectful in any way… Something Lisa was acutely aware of and commented on how British it was. Eventually, I was able to talk more frankly about grief with Lisa and now we’ve become good friends.

    Talk a bit about your previous experience developing VR projects and how they helped inform the direction of Vestige

    I learnt some crucial lessons from my previous VR film LoVR. I experimented with immersion as a narrative tool. Reducing down the environment in order to maintain focus on the important story points but also broadening the environment to induce sensations that reflect the story. There’s an ‘explosive’ moment in LoVR when the two characters first look into each other’s eyes. Just before that moment, the environment is reduced to a single thin line moving through the blackness of space, so the explosion of color when paired with the camera movement feels disorientating and overwhelming and reflects meaning in the narrative. In Vestige, a similar technique is used for the moment of Erik’s death. He metaphorically explodes into fragments surrounding the viewer, followed by a barrage of memories spatially positioned to engulf the viewer. The result is emotionally overwhelming and the experience becomes part of the narrative.

    Were there any concepts, sequences or ideas that you wanted to work into Vestige but just couldn’t find a way to make it fit?

    We had to drop a number of sequences and ideas due to time and budget constraints. The complexities involved in creating a multi-narrative experience mean that each additional branch comes with a large amount of work to figure out all the possible permutations, shoot multiple stories, implement the triggers and then test these within the experience, which means you have to test each incoming and outgoing branch for each story node.

    One story we dropped right at the end was about how everything in their apartment had a story, and everything triggered memories of their time together. I really loved this scene. It also offered the opportunity to include triggers for additional storylets when a viewer approached specific objects in the scene.

    There was a beautiful story about some ceramic gifts Erik bought for Lisa even though he didn’t like them initially. I actually shot Lisa telling this story in the apartment in Utah during Sundance and it would have been great to get Lisa in the experience. In the end, this was dropped simply for being too long and I just couldn’t quite get it down without losing the intent.

    A reactive idea we dropped was an idea to add hospital elements to the scene every time you turned away from a scene. So as you looked back at memories, each time they would become more cluttered with the memory of the hospital. This was something that came out of the early  interviews with Lisa when most of her memories gravitated towards the memory of the hospital.

    We dropped an idea to have the barrage of memories triggered from each shard as you looked around at the end of the experience. I still think this would be a very powerful experience and one which would leave you wanting to go back through to hear more.

    What have been some of the biggest challenges in developing an emotionally engaging VR experience like Vestige?

    One of the biggest challenges was actually raising enough budget to realize the vision of the project. Many funders said it was too sad and they didn’t understand the ambition we had for it to be a transformative experience that would bring new audiences to VR. The prototype we demoed at the Kaleidoscope Development Showcase during SXSW 2017 was a massive turning point. We met Atlas V who became our first co-producer and brought in funding from the amazing CNC in France. Then the awesome folks at RYOT joined the team and Other Set acquired the distribution rights just before Tribeca.

    Outside of funding, our technical director is a sensitive soul and was unable to watch through the experience without getting emotional which was a challenge when he had to test it for the 100th time.

    Speak a bit about your thoughts regarding the roll VR has in the interactive art scene and what developments you hope to see in the future

    Having worked on many flavors of interactive art over the years, a thing I find really enticing about VR is the ability to gather detailed information about the viewer that can influence the story without any conscious intervention. The way people move can be very revealing and this could be used to tell a story specific to that person. So at its most basic, if the viewer doesn’t move much, you could deliver a story that doesn’t require much movement, but what would it mean if you were to try and make them move? This feels bundled with ethical debates but I think this will be an interesting area of exploration.

    I hope to see some toolsets being developed to make it easier for artists to add basic functionality to a project to speed up experimentation and exploration. Things like nodal branching or multi user functionality.

    I think wireless headsets and alternative physical interactive devices will be key for location based art in the future. The controls give a very specific tactile experience, which I felt wasn’t appropriate for Vestige but I could see physical elements being used to influence and augment experiences within VR really effectively.

    How many people are on your team and how long has it taken to develop Vestige?

    Vestige as an idea appeared in a sketchbook from around 2012 but it really began its life at DevLab in November 2016. From that it took a year to secure the funding and complete the pre-production and prototype. It was then a swift 5 weeks of intense production including the volumetric live action shoot and development to get it ready for its world premiere at Tribeca Film Festival. After that we spent an additional 3 months on refining the experience and finalizing the public release for 360 video, fulldome and roomscale 6DOF VR.

    The main production team on Vestige consisted of myself and five talented humans: Duane Bradbury, Jo Dyer, Stephen Long, Robbie Newman and Neil Smith. The shoot had a very small crew of five and two actors. The producers Paul Mowbray, Antoine Cayrol and Jill Basmajian kept everything on track along with lots of support from other folks across the co-production companies and distributors Other Set. It’s also essential to give a shout out to the DepthKit crew, without their amazing tool set that democratizes volumetric capture we would have not have been able to create this project.

    Vestige was exhibited at Tribeca Film Festival this year. Tell us a bit about that experience and how that has differed from previous projects you’ve exhibited.

    Tribeca was different to any previous exhibitions or festivals I have exhibited work at. There’s a huge media presence, so most mornings consist of press interviews and trying to make sense after spending every hour leading up to the opening working on the project and not sleeping. There’s celebrities consistently floating through surrounded by the buzz of celebrity attraction. There are free drinks… and free Nutella crepes. Seriously, free Nutella crepes.

    Tribeca knows how to party!

    For the actual installation we created a “fragmented memory landscape” which involved a bespoke domed structure featuring a physical manifestation of the shards used in the story overlaid with projection mapped visuals. Another layer was added where people could leave their own message about a lost loved one in a phone booth. This acted as a decompression area for those that were particularly moved by the experience. This testimony was then played to other festival goers via telephones hanging from the structure to create a unique snapshot of people’s responses to the piece at a given time and location.

    Did you get any feedback from users that surprised you?

    Something I find fascinating is people’s inability to remember the branching narrative stories immediately after the experience. I find it really useful to talk to people when they come out of the experience. After realizing that someone couldn’t remember seeing a specific item until I prompted them, I started asking other people and getting similar responses. The reason this fascinates me is because of the first interview with Lisa. We’re talking about why she’s decided to talk to me and she says it’s because she feels like she’s losing Erik and wants someone to help lead her back to her memories of him. I thought about this statement a lot. Trying to understand how you can still feel like you’re losing someone, even after their death? As time went on and Lisa was able to remember more moments with Erik I felt the reason she was unable to remember Erik in the months following his death was because of the traumatic memory of his death. This was a polarizing thought with gravity so strong that she was unable to remember anything beyond it. So just like Lisa, when people leave Vestige, their memories are fixated on the singular moment of Eriks death.

    What do you ultimately want users to take away from their time with Vestige?

    Death is a hard subject to talk about. We shield ourselves from it and avoid the discussion. But when this happens, the shields become barriers, trapping our emotions and making it hard to escape the grief it causes. I hope that Lisa’s story in Vestige will create conversation. Death and grief touches everyone at some point and it’s important to understand the effect it can have. I hope the project will also offer some light to those trapped in the black abyss, that grief can be seen as not just a state of being but a transition that can have a positive transformational effect.

    What’s next for you and the team? Can we expect to see more emotionally engaging VR experiences from you on the horizon?

    Yes. We’re currently working on a new project which can only be described as an existential nightmare. The idea is in the early stages and still very fluid, but it’s borrowing a number of techniques we developed for Vestige and building on top of them in interesting ways. Even the early sketches we’ve been putting together are incredibly unsettling and provoking.

    Sounds intense! We can’t wait to see and hear more. Thank you for speaking to us!

    Vestige VR is out now on Viveport and via Viveport Subscription

    Website: LINK

  • How VR can help in the fight to prevent human trafficking

    How VR can help in the fight to prevent human trafficking

    Reading Time: 11 minutes

    Much has been said about the potential for virtual reality to be an ‘empathy machine’, to grant understanding of situations and emotions that might be hard to realize in other mediums. The non-profit Prevent Human Trafficking is using 360 videos and VR to help people understand the very real problem of human trafficking today.

    We spoke to Chris Kiritz, founder of Prevent Human Trafficking, about her organization’s mission and how VR will help to accomplish it.

    Let’s start by talking about your background, your professional path and the founding of Prevent Human Trafficking.

    My professional path really began with my upbringing in South and Southeast Asia, where I was born and raised in a cult in the region. I encountered exploited children daily and it instilled a strong desire in me to prevent human suffering.

    Chris Kiritz

    Chris Kiritz of Prevent Human Trafficking

    As well as being passionate about social justice, I am a futurist and tech enthusiast. In 2000, using a grant from the Rockefeller Foundation, I bought a Sony Handycam and took it to Thailand to capture and document the work of inspiring people involved in anti-trafficking and social entrepreneurship (for example Mechai Viravaidya, most well known as the ‘Condom King’ for his innovative work in family planning – more info on him here). I used that footage to spread awareness and raise funding for his lifesaving work, including revolutionizing the educational system in Thailand (check out his inspiring Foundation.) Here is one of the 360 videos we did of his work, that is now viewable in VR.

    I founded Prevent Human Trafficking in 1999 to address this heinous phenomenon. Since then, I have helped individuals, organizations and government agencies tackle the root causes of human trafficking such as lack of education and economic opportunities. My expertise has also contributed to policy and legislative change, including passage of the original Trafficking Victims Protection Act (TVPA) of 2000 (here’s a PDF of the law).

    I’ve also taken hundreds of students and young professionals on annual anti-trafficking study tours to Thailand. This is part of our mission to train the next generation of anti-trafficking leaders and enables them to learn about the issues first hand from some of the pioneers of the global movement, (many of whom are our partners) who risk their lives daily on the front lines to prevent human trafficking.

    Almost 20 years after you founded the non-profit, how does technology – and specifically VR – help your mission today?

    We’ve come a long way since that Sony Handycam! I’ve always been a tech enthusiast, and I’ve ensured Prevent Human Trafficking is at the forefront of using #techforgood since our founding. Technology helps us spread our message, reach new audiences and raise new funding to prevent human trafficking and human suffering. We’ve embraced VR as the most recent and effective vehicle to deliver these powerful stories and, we hope, ultimately change part of the world.

    What brought you to using 360 video as a starting point?

    I’ve always wanted to bring people into close contact with vulnerable populations because I believe that when people make personal connections, they tend to care about and help them, and that’s key! It’s part of why I run the anti-trafficking study tours. Even in the 1990s I wished there was technology available that could somehow make this happen.

    Fast forward to 2010, and I was lucky enough to be accepted into the incredible Interactive Telecommunications Program (ITP) Master’s program at NYU. This was where I found my ‘tribe’ of likeminded people determined to use the magic and power of technology to create positive social change in countless ways. I was inspired by the program’s founder (and lucky me, my Thesis advisor), the legendary Red Burns to do all the things I’d been dreaming of. I went full steam ahead and developed R3 there, which has been adapted and used in Thailand to prevent human trafficking! A good friend and classmate, Jackson Snellings, told me about Samsung’s first 360 camera when it first came out. It was only available in Korea at the time but that didn’t deter me – I bought one and learned how to use it with the help of a couple of dedicated interns. The rest, as they say, is history!

    Beyond 360 video, was there a point where you became convinced VR was your path forward?

    I’ve attended the SXSW festival for a long time, and have studied people’s reactions to various storytelling mediums, trying to look at how they can be used for awareness of non-profit causes. When I first saw VR content by Chris Milk and others, such as Nothing But Nets (raising awareness of malaria) I was struck by how empowering and impactful it was, on a visceral level. I found I couldn’t “unsee” the content. It also showed common sense solutions that people like me could immediately relate to, and made me feel I could jump in to help in my own small way. What was exciting was that I could anticipate other people reacting similarly, and I have been thrilled to watch this happen with our own original 360 videos and now VR content with the help of a brilliant developer who wishes to remain anonymous.

    I was inspired to pioneer the use of this sort of content in the anti-trafficking field, and to tell the empowering, inspiring stories of the children in the care of our partner organizations in Thailand as soon as possible.

    "Setting up my fave headset to date, the magical, super portable standalone, Vive Focus Dev Kit to demo our original content at a conference this year." - Chris Kiritz. Photo credit: Zohar Rom

    “Setting up my fave headset to date, the magical, super portable standalone, Vive Focus Dev Kit to demo our original content at a conference this year.” – Chris Kiritz. Photo credit: Zohar Rom

    I am now convinced from personal experience and from demoing to more than 500 people this year alone that it VR is the best delivery platform for advocates of any issue that they care deeply about. It reaches people on a level not before experienced. It truly leaves a lasting impression that motivates people to want to get involved in being part of the solution!

    What did you hope to achieve with 360 video, and now hope to achieve using VR?

    Human trafficking is a complex problem that many people find difficult to understand or identify with on a personal level. People may have a rudimentary understanding of the problem, but they wonder, what does it mean? Why does it happen? Who are trafficking victims? How can it be prevented?

    We aim to make this impersonal issue a personal one by telling stories to educate and advocate for our mission. We exist to make the invisible visible – and unforgettable – so much so that it spurs people to action! That is the true magic of VR!

    When we manage to make this faceless problem a reality for people via 360 video or VR, we are able to effectively demonstrate how everyone can be a part of the solution, whether that means raising funds for shelters and schools, or scholarships, micro credit loans, or creating VR experiences to raise awareness of Slavery at Sea, etc. These are real solutions to real problems that can act as a deterrent, and actually keep populations at highest risk of trafficking safe, and prevent human suffering.

    Child working as a 'waste picker' in Stung Meanchey, the largest garbage dump in Phnom Penh, Cambodia.

    Child working as a ‘waste picker’ in Stung Meanchey, the largest garbage dump in Phnom Penh, Cambodia.

    What sort of reactions have you seen to your videos?

    We try to immerse people in the worlds of the activists and survivors we serve, by creating a sense of direct connection with the people and environment of south and southeast Asia.

    Many longtime supporters and fundraiser attendees commented that using the VR headset, the Vive Focus specifically, was the first time they really ‘got’ the issue of human trafficking on a deep, heartfelt level, after ‘meeting’ some of our partner organizations and the children they work daily to care for.

    People are consistently deeply moved – so much so that we have to be sure we have enough lens wipes to clean the headsets of tears, as the videos evoke such an emotional reaction in people who see them. Without VR or these videos, people have told us it’s unlikely they would travel to these remote areas where our partner projects are based, so they’re grateful for the opportunity to view them in VR. They often thank us for the chance to see this issue up close, as a real issue that could affect anyone’s family.

    Are there any of the 360 videos you produced that can be seen online?

    Yes, there are. First, here is a true 360 video story of a hill tribe girl saved from trafficking in Thailand by one of our partner organizations, DEPDC.

    This girl was saved from becoming a victim of human trafficking, and is now a powerful woman who is helping her community as a college educated teacher, working to ensure other hill tribe children don’t fall prey to the ploys of human traffickers in the North region of Thailand, bordering Myanmar.

    [youtube https://www.youtube.com/watch?v=dcpo5RXU4RY]

    You’re now looking to create a VR experience based on Vannak Anan Prum’s book/graphic novel, The Dead Eye and the Deep Blue Sea. Can you tell us more about that?

    Yes! In tandem with getting people to care about the issues of labor trafficking in the fishing industry in Thailand and elsewhere in the world, we want to reach and teach the next generation of anti-trafficking leaders, college students of all ages, and Gen Z, too. One of our current interns, Grace Hitchens put it best when she told me after I offered the book to her to read, that Vannak Anan Prum’s story was an incredibly compelling, powerful account that he told through illustration because initially he wasn’t sure anyone would believe his story. He was held hostage and sold into slavery for a total of five years, first as a fisherman and then on a plantation. Not much is known about the men and boys who are trapped on these fishing boats in the Indian Ocean, and Prum’s account represents some of the first eyewitness testimony that exists.

    For her and other interns alike, The Dead Eye and The Deep Blue Sea exhibits the importance of art in incredibly powerful ways.

    First, the memoir records one’s truth that is shared with the world. This memoir shows an underground world that is unknown to many but affects the entire human race. The skillfully drawn illustrations illuminate some of the ugliest things a person could witness, making the story even more compelling to its readers. Second, the format of a graphic memoir serves as a way to make sense of one’s life story after living through traumatic events. Throughout Prum’s journey, art was a means to escape some of the pain he suffered and gave him individuality, something one lacks when being trafficked.

    While this story is one that can give a person a new awareness of the cruelty that is possible in the world, it also demonstrates the good humans can do as well. Prum was able to escape modern-day slavery with the help of others and share his story to bring light to the issue.

    Creating change requires listening to those who are often ignored, which Prum demonstrates through expressing the isolation and hopelessness he felt throughout his time as a slave.

    Nevertheless, Prum still implores the importance of letting go of hate. His experience could easily turn anyone towards bitterness, but instead we learn from Prum the importance of being an advocate for the most vulnerable people in our society. Being an advocate requires empathy and accurate knowledge, so viewing The Dead Eye and The Deep Blue Sea through virtual reality would accurately provide both of these necessities. This powerful story through VR could give viewers a new lens to understand a complex issue and become better advocates.

    How are you intending to adapt the book into VR?

    We are in the process of getting permission to use the original artwork from the book, as the powerful illustrations by Prum tell his story so clearly that it requires very little explanation. When/if we get permission, we will make it happen! We also have our own original interviews we have done too, that we can use to create our ‘Slavery at Sea’ VR experience in an appropriate engine. It is the right time, and the world needs to care about men and boys who are disproportionately negatively affected by the global demand for cheap seafood – including tuna, with slavery entangled in its supply chain sold by most supermarkets in the US today.

    We will share the donations from this project with Prum and his collaborators and one of our partner organizations that exists provide services for men and boys who they have rescued from labor trafficking in Southeast Asia (including much needed new shelters to accommodate more survivors).  

    On the technical side, we are deliberating about different ways we could create the Slavery at Sea VR experience. It could be a translation of the most important pages of the book into scenes.  We might use some “gamification” aspects to give the user the opportunity to choose their own experience (whether we use the book or our own interviews with real survivors from one of our partner organizations). We could also give the user alternative options not included in the book. We are exploring all kinds of ideas, and welcome them!

    How do you think you will secure funding for the project?

    Prevent Human Trafficking has a long history of utilizing in-kind donations to meet much of our funding and project needs. We also have deep connections, affiliations and ongoing relationships to many of the people and organizations in New York creative tech, including leadership and professors in ITP at NYU, Brooklyn Research, many others, including BabyCastles that use #techforgood to serve underrepresented populations in innovative ways and increase diversity in tech. We are lucky to be amongst a community of people from practitioners, to teachers, professors and developers that have a passion for harnessing the power of #techforgood and bringing this project to life – mostly in NY, but around the world as well. It was actually a class on “VR in VR” with the ever brilliant John Benton that made me certain that this Slavery at Sea VR experience was indeed a good idea and a worthwhile endeavor. His encouragement and supportiveness has meant the world to me, as he is a true VR creative genius and visionary! I also have a fantastic board of directors and advisors – including many professionals who are working with me on a pro­­­bono basis to secure corporate sponsorships for this, and other projects such as our exciting 20th anniversary celebration in 2019! It’s truly a team effort, and I couldn’t do my work without all the amazing people who truly care about our mission.

    Of course, we are always happy to receive donations directly from people who believe in the work we do. You can donate directly to Prevent Human Trafficking here.

    Thank you for talking with us, Chris, and we’re looking forward to see how VR can be further used to prevent human trafficking!


    Prevent Human Trafficking’s Mission Statement:

    Prevent Human Trafficking (PHT) is a Washington, D.C., based non-profit organization working to build a bridge between South East Asia and the United States using technology to advocate, educate and raise awareness of this issue – including using 360 video and VR.  PHT has helped build several shelters and vocational schools with partner organizations in Thailand and fund scholarships, micro-credit loans, and trained hundreds of young professionals to become the next leaders in the global anti-trafficking movement. PHT empowers individuals, organizations and governments to tackle the root causes of human trafficking through direct support and technical assistance. PHT uses its expertise and networks to promote best practice and inspire sustainable solutions in the movement to prevent human trafficking using #techforgood.

    Visit www.preventhumantrafficking.org for more information (check back soon/often for updates!) Contact us at preventhumantrafficking AT gmail DOT com

    Website: LINK

  • Third Annual Viveport Developer Awards Submissions Open Today

    Third Annual Viveport Developer Awards Submissions Open Today

    Reading Time: 3 minutes

    VIVEPORT today opened submissions for the third annual Viveport Developer Awards. The awards program is an open contest for VR developers who have been, or will be, published on Viveport Subscription. Winners in each category can walk away with up to $50,000 in cash and prizes to support their current and future development objectives.

    [youtube https://www.youtube.com/watch?v=RA6iklcGvtg]

    The Viveport Developer Awards is an opportunity to celebrate and reward the exceptional studios and content that have contributed to the platform’s success. This year’s batch will have one winner and one finalist from four PC-VR categories and one winner from three VIVE Wave categories. Now is the best time to be a Viveport developer as winners will receive a cash prize, the newest Vive hardware, tickets to the 2019 Game Developers Conference and marketing support, including a “Viveport Developer Stories” video, totaling over $50,000 in rewards.

    “Developers have been the key to Viveport Subscription’s great success this year as we’ve seen our subscriber base grow 5x due to our ever increasing library of top-quality content,” said Rahul Sandil, Corporate Vice President, Marketing for Viveport and VIVE Studios. “The Viveport Developer Awards are just another way Viveport puts developers first. With the most avenues to monetize their content, full marketing support, 100% revenue share during the busiest quarter of the year, and double the reach with the support of Oculus Rift, Viveport continues to be the best platform for VR developers.”

    Categories span the most popular genres in Viveport Subscription, including entertainment, education, arts & culture and arcade. There will be one winner and one finalist across all four categories for PC-VR titles and new this year, there will be one winner from the three Vive Wave categories. Vive Wave is the quintessential open VR platform for developers to create content for standalone devices. Breakdown of this year’s categories are as follows:

    Entertainment – PC-VR, Vive Wave

    Captivates the player in an engaging world and story. Features interactivity that is satisfying and rewarding. Leaves a lasting impression. Encourages the player to revisit the title again and again. Games and narrative-driven experiences.

    Education – PC-VR, Vive Wave

    Offers immersive and interactive learning experiences for the classroom or outside of it. Sparks curiosity, imagination and passion for intriguing subject matter.

    Arts & Culture – PC-VR, Vive Wave

    Enables, preserves, and democratizes creation in the arts. Addresses a diverse, global audience and contributes to the knowledge and enjoyment of cultural heritage.

    Arcade – PC-VR

    Delights customers new to virtual reality. Designed for location-based entertainment considering ease of learning and playtime. A great choice for venues and businesses offering virtual reality experiences. The title is required to be opted-in to the Viveport Arcade program.

    To enter, VR developers can submit their PC or Wave title to the Viveport Developer Awards starting today through February 1st. After registering on the Viveport Developer Console, developers then must opt-in for the Viveport Subscription program and choose which category to enter before submitting their title to Viveport for publishing. Winners will be announced at the 2019 Game Developers Conference in San Francisco.

    Website: LINK

  • Become transfixed by the dreamlike world of Transpose

    Become transfixed by the dreamlike world of Transpose

    Reading Time: 6 minutes

    The recently released Transpose takes you into a mesmerizing and surreal world where you’ll need to manipulate time and gravity to overcome various obstacles. We spoke to Josh Manricks at developer Secret Location to find out what inspired this stunning out-of-body experience.

    Interview by Nathan Ortega, Viveport

    [youtube https://www.youtube.com/watch?v=u_jkNOgKMkQ?feature=oembed&wmode=opaque&w=730&h=411]

    For those unfamiliar, tell us a bit about yourself and Secret Location.

    Josh: I am the Senior Technical Director of Content and project lead on our game Transpose. When I started at the company 6 years ago it was 15 people, today it is over 80, it’s crazy how much we have grown over the years.

    We run two production teams internally that consist of a small group of full time staff, maybe like five people on each team. It lets us stay lean and prototype things quickly when we have ideas. Once we go into production though those team can grow to around 15 people in the office plus any external partners we have helping us.

    Tell us about the previous projects Secret Location has developed and how it influenced the direction of Transpose.

    Secret Location used to be a work for hire studio doing web and mobile game extensions for movies and TV shows. In 2015 we did our first VR project for a show on FOX called Sleepy Hollow. It was a 5 minute VR experience to help promote the second season of the show and premiered at Comic Con that year. It went on to win the first Emmy for a VR project and from there we moved more into the VR space.

    After that we made an experimental hybrid TV / VR show called Halcyon and went on to form an internal innovation lab lead by our Creative Director at the time, Pietro Gagliano, a producer, an artist and myself. We were just a small team jamming on week long prototypes for a couple of months to see what felt good in VR. The first full production to come out of that lab was Blasters of the Universe.

    Blasters took us a year and half to finish and the landscape of VR drastically changed over that time. By the time we were done, the market was flooded with shooters. We knew that we had to be more innovative if we wanted to stand out in the market. The two projects we put into production after that were The Great C, a 35 minute short film in VR (available on Viveport) and Transpose.

    What were the key inspirations to Transpose, from the art direction, to the music, to the mind bending puzzles?

    The earliest idea for Transpose came when I was playing a mobile game call Does Not Commute. You drive cars across a screen, rewind time then drive another car across the same screen with the original one playing out at the same time. I thought it would be really interesting to see that mechanic in VR, but with a full body representation of yourself. I talked it over with our game designer Mike Sandercock the next day and a few weeks later we had a working prototype.

    In terms of the art, Transpose was highly inspired by ancient geometry and how organic matter forms “mechanical” looking systems and complex shapes. There is heavy use of geometric symbols repeating themselves. Geometric construction, like master building diagrams. Shape framing and how patterns are formed. Recurring art motifs in ancient civilizations. The art of impossible architecture, a sci-fi take on Escher’s grand illustrations and concepts.

    With the music we wanted something that was relaxing for the player, so they felt like they could take their time with the puzzles, be contemplative and plan out their moves. The music evolves in each level the closer you get to solving the puzzle, it’s pretty subtle but it really adds to the overall feeling of achievement. We worked a local composed Robby Duguay, who took inspiration from such video game composers as Masashi Hamauzu (Final Fantasy), Hirokazu Tanaka (Metroid) and Whitaker Trebella (Piloteer).

    Tell us a bit about the challenge of designing intuitive puzzles in an immersive VR space. Did developing Transpose provide unique development challenges not present in your previous works?

    Our previous works had very little locomotion in them, with the player standing in one spot with the environment changing around them for the most part. Immediately we had to start trying to understand how to direct people’s attention when they can freely move around the environment. To that point I’d say one of the biggest challenges was getting the tutorial right.

    We iterated over the first three levels so many times. Every two weeks we did user testing sessions with new players to see if they could understand the time rewinding mechanic. We also reworked the keep / discard interface numerous times.

    Transpose has a pretty unique gameplay hook with Echoes, where players can interact with ‘ghost’ versions of themselves from previously recorded actions in order to solve heady challenges. Was this the idea at the core of the game from the start, or did it naturally evolve during development?

    It was at the core of the game from day one. From our very first prototype through to production the ability to rewind time and interact with your past selves was central to the game. The world rotation and everything else came after that as we started to develop the idea further.

    What are the key things you want players to take away from their time with Transpose?

    We want people to take their time and not feel rushed with the puzzles. The music is chill and there are no time limits, just take it all in. I think it can be very meditative.

    Talk to us a bit about your thoughts regarding the future of VR, especially as it pertains to the types of projects your team is interested in developing.

    I think the industry still has a long way to go to mass adoption. The biggest struggle I see right now is getting people into a headset and having a good experience. Awareness is definitely spreading further outside of the immediate industry. I hear people talking about it on my morning commute, but a lot of them still haven’t tried it for themselves. The other side to this, as I see it, is being able to show a value in the technology outside of entertainment for the average user. If it can used to better their lives in a way that resonates with people then we will really be on to something!

    What’s next for Secret Location?

    I would love to do Transpose 2, we learned so much during development and left so much on the cutting room floor that I think it would be awesome to revisit that world. If we did, I think I would like to put more emphasis on exploring the story of the world and its inhabitants, but we will have to see. Currently the team is working on a free roam experience called Occam’s Razor, where you and your friends must race against the clock to solve a dark strange mystery.

    Sounds exciting! We can’t wait to see more of what you and the team have cooking. Thanks for speaking to us!


    Transpose is now available on Viveport and as part of Viveport Subscription.

    Website: LINK

  • Snag The Best Deal Ever on VIVE Pro—This Weekend Only

    Snag The Best Deal Ever on VIVE Pro—This Weekend Only

    Reading Time: 2 minutes

    If you’ve been looking for a better time to buy a VIVE Pro, well, it doesn’t get any better than this—but you’ll have to act fast.

    For a very limited time, you can save $200 on the VIVE Pro Full Kit. The full kit includes the VIVE Pro headset, two Steam VR™ Base Stations 2.0, two next-generation controllers, and a two-month subscription to VIVEPORT. A best-in-class VR system now at its best price yet: $1199.

    Don’t need base station or controllers but want to upgrade your headset? We have a killer deal for you with $100 off the VIVE Pro HMD, bringing the price to an all-time low of $699. With breathtaking graphics, long-play ergonomics, and Hi-Res sound, it’s got the features to take your VIVE experience to the next level.
    Now the bad news: these deals won’t last long. VIVE Cyber Weekend offers end Monday, November 26th at 11:59 PM PST—or while supplies last. Don’t wait to see which comes first.

    But wait, there’s more good news! VIVEPORT is also offering loads of great deals this Black Friday, ensuring you have plenty of top-rated content to explore as soon as you set up your new VIVE Pro. This year’s deals run from Tuesday, November 20 at 12 AM PST through Tuesday, November 27 at 11:59 PM PST.

    (Offer available only in select regions. For pricing and availability, check your region’s www.vive.com website for more details.)

    And even more good news still: starting tomorrow, VIVEPORT subscribers can get SUPERHOT VR, Accounting+ and The Wizards for just $1 each while all subscribers will be emailed a $10 VIVEPORT wallet credit on Tuesday. In addition, over 100 titles will be on sale up to 95% off for all VIVEPORT users during this time. VIVEPORT’s library is curated to provide users with the best VR titles across all genres, helping them discover great virtual reality content for HTC VIVE and Oculus Rift.

    Website: LINK

  • VIECC 2018 360/VR Championchips of Cosplay Vienna Comic Con PART1

    VIECC 2018 360/VR Championchips of Cosplay Vienna Comic Con PART1

    Reading Time: < 1 minute

    VIECC 2018 360/VR Championchips of Cosplay Vienna Comic Con PART1

  • Update on Vive Wireless Adapter and Ryzen chipsets

    Update on Vive Wireless Adapter and Ryzen chipsets

    Reading Time: 2 minutes

    We have seen and are actively looking into multiple reports of Ryzen incompatibility with Vive Wireless Adapter. Our current data shows this is occurring with a subset of Ryzen-based PCs. Our investigation will take time as we are working with multiple component manufacturers to identify the root cause.

    We will update the community as we learn more.

    In the near term, we are updating our specifications to show that certain Ryzen PCs have a compatibility issue.

    In addition, starting, 11/19, our customer service agents will honor Ryzen-related returns from our retail partners and vive.com outside of typical return windows. Please see instructions below.

    Thank you for your patience as we continue to investigate the issue.

    Customer Return Process

    For refund eligibility and processing please get in touch with our Customer Support team by emailing vive_care@vive.com. You will get a response with instructions and next steps within one business day.  To ensure proper processing we will request the following:

    • Proof of Purchase (your vive.com order number or your retailer invoice)
    • Validation of AMD equipment (our CSR reps will walk you through the steps for these requirements)

    Once the validation step is complete we will provide you with a shipping label with instructions to return your wireless adapter. Once the unit is confirmed received we will process the refund and notify customers of the completed process.


    Website: LINK

  • HTC VIVE Announces Fourth Batch of Companies Selected for Vive X Accelerator Program

    HTC VIVE Announces Fourth Batch of Companies Selected for Vive X Accelerator Program

    Reading Time: 4 minutes

    VIVE X, HTC VIVE’s global AR/VR accelerator, today announced the next group of companies selected to join the prominent program. Eighteen new start-ups from across the world will join Vive X programs in the San Francisco, London, Taipei, Shenzhen, Beijing, and Tel Aviv offices.

    Vive X has proven to be one of the most consistent and active investors in the AR/VR space, funding approximately one hundred companies since its inception in July 2016. As the AR/VR industry continues to cement itself as a mainstream technology, Vive X has curated a diverse portfolio of hardware and software companies focusing on a range of different verticals.  Round four of the program houses an increased emphasis on enterprise VR technology as the market is forecasted to reach revenue levels of $12.6 billion annually by 2025 according to Tractica. With this new focus, Vive X has invested in a class of companies that are building enterprise solutions such as training simulators, location-based entertainment models, and data visualization tools.

    “As we head into our fourth batch of Vive X companies, we’re looking toward mass-market drivers in the consumer space, but also placing a large emphasis on how companies integrate VR into their work,” said Marc Metis, Vice President, HTC VIVE. “We have selected companies in this batch that will help deliver on that promise and elevate the enterprise experience by developing toolsets that train employees, increase workplace safety, and improve collaboration and customer acquisition.”

    Vive X’s mission is to help cultivate, foster and grow the global VR ecosystem by supporting startups and providing them with operational expertise and funding. In addition to equity investment, Vive X helps participating companies by providing support in key areas including strategy, business development, engineering and marketing so they can accelerate their traction by leveraging HTC VIVE’s operational capabilities.

    If you’re interested in more information, please go to: https://vivex.vive.com.

    The companies in Vive X Batch 4 include:

    San Francisco –

    • Visby builds foundational holographic imaging software that puts the real in extended reality. Visby’s light field technology allows film and video professionals to capture and publish photorealistic video for immersive and holographic displays.
    • Primitive believes that collaboration and immersive visualization are the future of software development. The Primitive programming interface turns complex software analyses into interactive 3D structures that are displayed in immersive VR.
    • Modal was inspired by co-founder Nolan Bushnell’s success with Atari and Chuck E. Cheese’s, Modal brings social, fun and active free-roam location-based VR entertainment to a mass audience.
    • ybVR’s multi-viewpoint optimized streaming technology powers immersive live broadcasting and on-demand video content in 8K resolution.
    • MyndVR is a national health and wellness company providing Virtual Reality solutions to Assisted Living, CCRCs, Veterans homes, 55+ living communities and home health care providers.

    London –

    • Immersive Factory has developed virtual reality HSE (Health Safety & Environment) training exercises based on real-life situations. All training courses, available on a dedicated platform, have been created in partnership with key account customers including Veolia, EDF, Colas, and Suez.
    • LIV LIV empowers VR live streamers to better connect and monetize their audiences in real-time. The company has generated over half a billion streams of VR on social media since April 2018 and boasts the largest VR content creator community in the world.
    • Kagenova is developing core technologies to engineer interactive realism at scale for next-generation immersive experiences. Their first product, KageMove, allows any 360 media to be viewed with six degrees of freedom (6DOF).

    Taipei –

    • 360Stories uses immersive 360º footage to transport you to the most amazing destinations on Earth. Hear locals tell their story as they show you around their urban and natural landscapes in virtual reality. No amount of research online will truly represent the feeling of actually traveling, but surrounding yourself in 360Stories gets pretty close!
    • Z-Emotion is building a fully connected 3D design platform for the apparel, knitwear and sportswear industry for the future of digital supply chain. Furthermore it provides predictive big data analytics to the entire manufacturing process and enables smarter, faster and more effective decisions.
    • Pumpkin Studio creates AAA LBE VR game content in Unreal Engine 4. Partnering with HTC, SEGA, Smilegate and others. Our goal is to combine our knowledge of LBE to build VR games that suits the needs of all different operators.

    Shenzhen –

    • Inload Inload excels in VR Kiosk design, manufacturing and operation. The company has an in-house R&D lab, VR game studio, hardware production base and brand operation team. Its VR Kiosk business model has been expanding rapidly in many shopping malls in Shenzhen, generating positive cashflow, and is soon to be replicated across the country.
    • Yaoan – With 20 years of industrial experience in enterprise software, YaoAn has launched VR security experience hall, VR immersive training system, VR emergency drill system, security training cloud platform and other industry solutions, and has emerged to be a leader in domestic security education and training.

    Bejing –

    • ifGames is one of the first VR game studios in China. It produced China’s 1st VR large area game title “Ark of the Stars” and won numerous awards including the Chin VR and Gyro VR game of the year. ifgames’ first full-body tracking VR title “CyberCraft” is highly acclaimed by critics and is already launched in major cities in China.
    • ShinyVR was incubated in the National Defense Lab of Yanshan University, developing a molecular-level physical simulation engine SYVR, simulating key components of C919 (the first large commercial aircraft of China). The SYVR engine provides real-time simulation of large-scale complex scenarios, experiments, training and conceptual design visualization.

    Website: LINK

  • The Viveport Subscription epic Black Friday pre-sale

    The Viveport Subscription epic Black Friday pre-sale

    Reading Time: 2 minutes

    Black Friday is almost here, but Viveport Subscription members can get a truly epic deal right now. Whether you’re an existing subscriber or you start a free trial, from now until 11/19, you can pick up five of the best games in VR for just $1 each (or local equivalent).

    Choose between time-stopping genre-bending shooter SUPERHOT VR, high fantasy spell-slinger The Wizards, undead bulletfest Arizona Sunshine, cyberpunk slasher-and-shooter Sairento VR or the surreal comedic adventure Accounting+.

    You simply cannot get better value in VR – you can save up to $120 on the normal price of these games if you pick them all up.

    Check out the trailers for all five titles below. Then if you’re not a Viveport Subscription member, start your free trial right now. As well as picking up these games, you’ll get $10 in Viveport Wallet credit on 11/20 just for being a subscriber.

    Wait! There’s one catch – which is we have limited numbers of every game available at this price. Once they’re gone, they’re gone – so get in on this now before the offer ends on November 19th at 11:59PM Pacific time.

    Let’s recap one more time:

    – Viveport Subscription members (existing or new trial members) can pick up 5 epic games for $1 each right now until 11/19

    – This is a limited offer – once these $1 titles are gone, they’re gone

    – As a Viveport Subscription member you’ll be given $10 in Viveport Wallet credit on 11/20 (this will be sent via email)

    WHAT’S NEXT?

    Our Black Friday sale starts on 11/20, so you’ll be ready to go with $10 in Viveport Wallet credit, ready to spend on the huge selection of games and apps that will be discounted – plus some extra special deals we can’t reveal until then. Come back on November 20th to discover everything!

    [youtube https://www.youtube.com/watch?v=1LOYRXIt31Y]

     

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    Website: LINK

  • Puzzling it out in Trains VR

    Puzzling it out in Trains VR

    Reading Time: 5 minutes

    Polish development team The House of Fables have taken one thing (trains) and paired it with another thing (puzzles) to create Trains VR, a VR-puzzle-train-management-sim that we’re proud to host on Viveport.

    We flagged down Adam Robaszyński-Janiec to talk about Trains VR. Full steam ahead!

    [youtube https://www.youtube.com/watch?v=bgu_WJx2ByA]

    Trains VR is pretty unique, being a puzzle game with trains. How did you come up with the idea?

    We started by making a sandbox prototype using trains during a game jam, and it was good. Then we polished it for a couple of months and brought it to a game conference, showcased it to hundreds of people. Most of them loved the game but it seemed they would enjoy it more if they had some clear goal. So we figured out that we can get the best from both worlds; we can give people the freedom of a sandbox (as there isn’t one ‘best’ or ‘only’ solution for the puzzles) and also a clear goal – to bring trains safely to stations.

    What was your motivation to create Trains VR – was it a love of model trains, puzzles or maybe a bit of both?

    I have great memories of trains as I played with them as a child, and walked with my father to watch trains passing by, etc, so that was part of it. Now that I have children I play with model trains with them and I know how messy it is (and painful if you step on a track). Also model trains take up a lot of space! VR lets us solve problems and deliver great experience with no mess and also easier handling. Placing tracks in Trains VR is kind like painting them on the board. Way easier than looking for correct track pieces in a huge box.

    Trains VR

    When you were creating that prototype, how did you model the trains? Did you use real life models?

    We used LEGO trains to make prototypes of the locomotives, actually, and wide lens cameras to catch a 180 degree view, which also helped us figure out which would be the best way to avoid motion sickness. It can’t be too open – as it would be bad nauseating experience – and can’t be to closed as it would diminish the feel and joy of the ride.

    Were you (or are you) model train enthusiasts? Did that encourage you to create Trains VR?

    I can’t say I am an enthusiast – it was rather a mix of childhood memories of playing with toy, electric trains, watching trains, traveling by train and having my own children also playing with train toys that made me want to make it. We have tracks nearby the office, so pretty often that train is passing and if they wave, trains often make their “Choo choo” noise!

    Trains VR

    Talk us through the puzzle mechanics of Trains VR. How do they get more complex as the game progresses?

    The gameplay in Trains VR is in two parts: the first one is figuring out a potential solution to the puzzle and placing your tracks. Then in the second part you verify your ideas, quickly get new ones and operate the whole table – switching tracks and turntables. We don’t have that many core mechanics (building tracks, switches, various trains, colors and tunnels) but mixing them together creates more and more complicated levels. One of the most complicated is the one where you have three trains, several stars to gain and lots of freedom on where to place your tracks. Surprisingly the more freedom you get, the more complicated the game becomes – constraints tend to give clues about how to solve the level and limit your options. We still have ideas for new mechanics that would add new layers of complexity – e.g. lights stopping trains or switches triggered by passing trains.

    Trains VR

    Players can also get into the train directly and ride around on the track. Are there any little details or Easter Eggs that people should look out for?

    There are quite a few – for those who played the game during trade show all over the world, a whistle might look familiar – you can grab the yellow handle in the top left corner and check out what will happen. Also if you get close to the wall, where the manual for the controls is, and look physically through the wall – that might be interesting. I will leave the rest for players to figure out.

    Do you have any future plans for Trains VR?

    We have quite a few ideas. The biggest demand from players is to add “free play” option – thus bringing us back to our roots. So this is an obvious candidate. We know people would like to teleport around the table (you can now teleport to four spots in the room – the controls manual poster, credits poster, achievements shelf and obviously table itself). But we want to add free teleportation wherever you want – including the game table itself with scale changed appropriately.

    What’s next for House of Fables after Trains VR?

    We have various ideas which are not yet ready to be presented – but some of them include another adventure game, some of them are around VR. We think how we can utilize the mechanics behind Trains VR for other games, so off the top of my head, there’s a rollercoaster builder and “true rail shooter” (pun intended). The closest to release though would be Solar System and World War II experiences we made for Warsaw Movie School. So stay tuned and follow us on Facebook, Twitter and our webpage.

    Thanks for talking with us, Adam.


    Trains VR is available on Viveport, and as part of Viveport Subscription.

    Website: LINK

  • Going Deeper with Virtual Virtual Reality

    Going Deeper with Virtual Virtual Reality

    Reading Time: 4 minutes

    In the bizarrely funny and surreal experience Virtual Virtual Reality, on sale this weekend for Viveport users and Viveport Subscription members, players explore a series of dreamlike digital worlds in a future where society is dominated by advanced AI. Things seem serene and wholesome at first glance, but all is not as it seems outside the confines of your headset. We had a chat with the Tanya Soto at developer Tender Claws to hear how their cerebral VR odyssey came to be. 

    Interview by Nathan Ortega, Viveport

    [youtube https://www.youtube.com/watch?v=uLID0vmIymE?feature=oembed&wmode=opaque&w=730&h=411]

    Tell us a bit about yourself and the crew at Tender Claws.

    Tender Claws is an award-winning game company located in Los Angeles, California that creates experiences at the intersection of art, games, and technology. Our team includes directors, writers, designers, and coders that collaborate to blur the boundaries of design, publishing, cinema, installation and virtual reality. We are committed to a reciprocal creative process: one that requires deep attention to content and careful consideration of the affordances of a technology.

    What inspired the bizarre and colorful experience Virtual Virtual Reality?

    We’ve actually been working in VR for quite some time. For instance, Game Lead Samantha Gorman worked on art and writing projects in a CAVE Automated Virtual Environment since 2002. Due to our experience in the medium before its current resurgence, we wanted to create a project that was both love letter to and satire on the hope and hype of VR.

    VVR starts off very colorful and silly, but slowly a sinister undertone begins to reveal itself. Talk a bit about how this concept came to be?

    VVR touches on several contemporary concepts in technological development besides VR, including our relationship to AI, the digital gig economy, and mind uploading. There is a lot of really cool promise in these technologies and approaches and ways they could enhance the future. At the same time, there are also things we should be cautious about and the possibility for darker issues to emerge. In celebrating the efficiency of these technologies, VVR would not be as dynamic if it didn’t address the darker themes and undercurrents.

    Virtual Virtual Reality seems to be very satirical towards silicon valley culture, with many of Activitude’s quirks and behavior seeming straight out of a CEO keynote.

    Yeah, we looked at a lot of keynotes for inspiration. Many of the characters are uploads of former human CEOs and tech executives. . .  who have morphed into AI Managers unsure of whether they’d rather be loved or feared, trying to have it all.

    VVR sends players hopping through a variety of virtual worlds during their time with Activitude. Were there any environments or set pieces you wanted to include in the final version that just didn’t quite find a place?

    I think one thing we’re good at is collaging together different bits and pieces.  Being a small team, we end up having to be resourceful. I don’t think there was much of anything that we made that went unused in someway or another.  The greenhouse from VVR actually came from another prototype we were working on that was a kind of murder mystery with a plant-devouring possum.

    VVR is pretty trippy and surreal, with a lot going on in each environment to interact with. Are there any hidden easter eggs or secrets hidden in Virtual Virtual Reality that players haven’t discovered so far?

    People seem pretty good at finding things, though there are a few moments we wonder if people ever see. One of these times rewards the player’s obstinance. If the player never teleports during the tutorial and doesn’t play along, we wrote an extremely long fail case where Chaz goes on a rant and even employs various strategies (like the creative visualization) to get the player to teleport.  It probably almost never plays because you only have to hit a single button to skip ahead, but for really stubborn players that don’t want to go along, Chaz goes off on a whole spiel about lava and the realm of the imagination.

    What happened to the artichoke to make it so upset? Its screams are more than a little upsetting.

    His name is Hernandez. He gets cranky without his vitamin supplements.

    What’s next for Tender Claws?

    We have a couple new projects in the works!  A virtual pet fish app that feeds on your emotions and the emotions of your friends. We’re also at the early stages of exploring the intersection of immersive theater and social experiences in VR.

    Sounds exciting! Can’t wait to see what you and the team come up with next. Thanks for speaking to us!

    Virtual Virtual Reality is on sale this weekend on Viveport, and Viveport Subscription members save 60% off

    Website: LINK

  •  VIVE Sync announced to mainstream enterprise VR collaboration

     VIVE Sync announced to mainstream enterprise VR collaboration

    Reading Time: 3 minutes

    Developed By Internal 2 Bears Studio, VIVE Sync is to Pilot in December

    At a press event in San Francisco yesterday, HTC VIVE announced VIVE Sync, a virtual reality (VR) collaboration and meeting application built specifically for the enterprise. The easy to access and secure Vive Sync has been built for the entire Vive ecosystem, compatible with the Vive, Vive Pro and Vive Focus. By developing this enterprise collaboration tool, HTC Vive is continuing its commitment to bringing premium VR hardware and software solutions to businesses of all sizes. 2 Bears Studio, HTC Vive’s internal development team, will begin selecting pilot partners to integrate Vive Sync into their businesses in December.

    Vive Sync is an intuitive VR collaboration tool where internal teams can meet in a virtual shared space, improving communication and productivity amongst organizations. Supporting up to 20 employees simultaneously, teams separated across the globe can meet to share materials, hold discussions, and make real-time collaborative decisions. With dynamic and customizable avatars, individuals will be able to have immersive and realistic interactions with their colleagues no matter where they are in the world. Through Vive Sync, participants are able to easily share materials directly from their server such as standalone videos, presentations, and 2D & 3D assets. In addition, Vive Sync’s 3D drawing capabilities allows users to mark-up and interact with these materials while the ability to easily take screenshots, video recordings and voice to text support promotes continued collaboration outside of the virtual meeting space.

    “With our offices located halfway across the world from each other, we built Vive Sync as an internal solution to the many pain points of remote work and collaboration,” said David Sapienza, Executive Director of 2 Bears Studio. “What was most important to us and what separates Vive Sync from other solutions is the persistent emphasis on security and ease of use throughout the application.”

    Vive Sync integrates seamlessly into a company’s own infrastructure, ensuring a custom and secure platform. With organizations able to exercise full control over their security, employees can share confidential and sensitive materials freely with their colleagues. In addition, setting up secure meetings in Vive Sync is a simple and intuitive process. Through Outlook Office 365 integration, users can easily set up meetings in Vive Sync through their email while the QR code system capitalizes on the Vive’s front cameras to allow for a simple way to join meeting locations.  

    2 Bears Studio will begin accepting partners into its pilot program next month. Additional information on pricing will be released at a later date. For more on Vive for enterprise, please visit: https://enterprise.vive.com.

    Website: LINK

  • HTC Vive launches full suite of premium VR offerings for businesses of all sizes

    HTC Vive launches full suite of premium VR offerings for businesses of all sizes

    Reading Time: 5 minutes

    Today at a press event in San Francisco, HTC Vive announced a premium virtual reality experience for the enterprise market, including a new platform, new hardware, and new software available specifically for commercial use. This launch reinforces Vive’s increased commitment to bringing best-in-class design and software expertise—paired with the world’s best VR hardware—to businesses of all sizes. With this complete solution powered by Qualcomm® Snapdragon™ 835 Mobile VR Platform the enterprise market can now create, collaborate, and engage in new and effective ways with employees and customers alike. Companies across the globe such as SimForHealth, and the Volkswagen Group are already implementing Vive for training, simulation, and product design purposes.

    Today, Vive is launching a portfolio of premium products in Western markets, including VIVE FOCUS™, a new standalone HMD for enterprise; VIVE WAVE™ VR SDK, the quintessential open VR platform for developers to create content for standalone devices; and VIVE Sync, a new enterprise collaboration tool.

    Vive Focus: The Most Powerful Standalone VR Experience

    Through Vive Focus, Vive offers the most complete and powerful standalone VR experience available for businesses on the market today. With this launch, Vive Focus will be available in 37 markets worldwide. Vive Focus is powered by the Vive Wave platform and content from VIVEPORT™, this innovative standalone headset is ideal for businesses that want a truly mobile VR experience. It offers a stunning combination of power and portability and the highest resolution graphics available on a standalone headset, with absolutely no PC needed.

    With Vive Focus, no external base stations or sensors are needed—enterprises can utilize instant standalone VR with dual 3K AMOLED screens, interactive tracking, and Snapdragon 835 Mobile VR Platform. With high-resolution 2880 x 1600 graphics on par with tethered, professional-grade VR system like the Vive Pro, Vive Focus features innovative world-scale tracking and a 110° field of view. Users will enjoy a freeing, intuitive experience with no wires to pull them back to reality, built-in speakers, and up to three hours of active use on a single charge.

    The Vive Focus can be paired with the Vive Enterprise Advantage professional services program, which offers two tiers (Advantage or Advantage+) of commercial licensing, dedicated support, and service utilities for Vive enterprise hardware. Each program offers purchase protection with tailored hardware warranties, limited downtime, dedicated support and advanced device management utilities such as a Kiosk mode and a batch configuration feature.

    VIVE WAVE: The Most Innovative Platform for Superior Standalone VR

    The new Vive Wave VR SDK offers an open interface, enabling interoperability between numerous mobile VR headsets and accessories, with Viveport as the universal distribution and storefront for all Vive Wave devices. This allows VR content developers to more efficiently develop, port and publish content while offering a much broader reach of potential customers across multiple VR headsets. Meanwhile, hardware partners are able to focus on true device innovation versus fundamental VR optimization, with access to much needed quality VR content through the Viveport platform.

    Vive Wave is a clear step forward in bringing together the highly fragmented mobile VR market and enables developers to create content for a common platform and storefront across multiple hardware vendors. Today, there are over 150 applications available, with more in development, and the platform is currently deployed on five stand-alone devices worldwide. Since launch, 15 total hardware partners have announced their support for Vive Wave and are planning the integration of Wave into their products.

    Shadow Creator joins the Vive Wave Platform

    Today, the Vive Wave platform is also welcoming Shadow Creator as the newest hardware partner to adopt the platform. Shadow Creator builds Shadow VR, an all-in-one VR HMD that supports 6DoF controllers, has innovative functionality and capabilities, and exceptional performance. The device will launch on November 11 worldwide.

    “Partnering with Vive and Wave benefits us two-fold,” said Jinxin Hu, COO of Shadow Creator. “It allows us to achieve more profit models through the open platform and also helps us connect with more global users, thus enhancing our company’s international reputation and brand influence.”

    Shadow VR all-in-one HMD is equipped with a Snapdragon 835 Mobile VR Platform and Fresnel ultra-thin optical lens, using a self-developed holographic 3D UI Blue Cat and 6 degrees of freedom (DoF) capabilities. A 2K (2560×1440) HD display brings users a clearer and more realistic picture experience and the stereo dual-speaker sound effect makes the experience more immersive. Shadow VR is equipped with self-developed 6DoF controllers, which uses a nine-axis high-precision gyroscope, ray tracing, and a button layout compatible with most VR controllers today.

    Vive Helps Enterprise Partners Work More Efficiently

    Today, Vive also introduced VIVE Sync, a new virtual reality collaboration and meeting application specifically for enterprise that is part of the Vive Enterprise suite of services. Vive Sync is an intuitive collaboration tool where internal teams can meet in a virtual shared space, improving communication and productivity amongst organizations.

    Additionally, at a media event in San Francisco today, Vive showcased Vive Sync, as well as a number of partners utilizing Vive Focus to demonstrate enterprise efforts:

    • Immersive Factory is a French start-up specializing in the design of virtual reality training who provide companies with a different way of addressing safety, health, and environmental issues with their teams.
    • Innoactive is a Munich-based start-up that develops virtual, augmented, and mixed reality enterprise software. The company serves clients in the automotive, retail, aerospace, pharmaceutical, and financial sectors. Innoactive’s software solutions streamline the content production and roll-out of VR collaborative planning, simulation, and training applications.
    • Modal is inspired by co-founder Nolan Bushnell’s success with Atari and Chuck E. Cheese’s, bringing social, fun, and active free-roam location-based VR entertainment to a mass audience.
    • Primitive is an Immersive Development Environment, a three-dimensional programming world where software developers can explore, interact, and debug their code in unlimited virtual space.
    • Qualcomm Technologies: A demonstrative experience for medical practitioners as a way to reinvent health care education and training, the Think F.A.S.T. demo immerses users in a medical VR environment where they can receive hands-on instructional content that simulates a real-world comprehensive stroke examination designed to assist in diagnosing strokes faster and in turn, reducing the long-term impact of the disease.
    • SimForHealth offers an immersive, interactive and collaborative approach to the training of health professionals, in line with the principle.

    For more on Vive for enterprise, please visit: https://enterprise.vive.com.

    Website: LINK