Schlagwort: virtual reality

  • HTC VIVE Announces VIVE Arts Program

    HTC VIVE Announces VIVE Arts Program

    Reading Time: 4 minutes

    Today HTC VIVE announced VIVE Arts, a new multi-million dollar global VR program set to change the way the world creates and engages with the arts. Vive recognizes VR’s potential to share and engage with the world’s most valuable treasures in a new and exciting way, and the company’s latest investment will support the content, creators and institutions that embrace this new medium.

    Vive has been supporting and investing in the arts and culture space since its launch, creating ground-breaking partnerships with London’s Royal Academy of Arts, Taipei’s National Palace Museum, Muséum national d’Histoire naturelle (French National Museum of Natural History) in Paris, Washington D.C.’s Newseum, and St. Petersburg’s Hermitage Museum among others. Vive Arts’ next project will be in London for Tate Modern’s major upcoming exhibition, Modigliani, opening on November 23rd, where Vive will bring a one-of-a-kind integrated VR experience to gallery-goers. A first for both Vive and Tate, it will bring visitors to the exhibition closer into the artist’s world while also being available as an experience at home through VIVEPORT, the leading VR app store.

    The Vive Arts program will help cultural institutions fund and develop VR installations that furthers education of the arts across the globe, as well as content that will be made available on Viveport. Vive will work with museums and content developers to bring their works to life in a whole new way.

    “With the launch of Vive Arts, we are driving Virtual Reality’s influence in art and providing access to our world’s cultural heritage. We are empowering artists to create, and consumers to experience and interpret, art and culture in new ways,” said Joel Breton, vice president, VIVE Studios. “We are thrilled for the next Vive Arts’ project with Tate Modern, and support their mission to increase the public’s enjoyment and understanding of international modern and contemporary art.”

    London’s Tate Modern:

    ‘We are thrilled to be working with HTC VIVE to bring a new and exciting digital experience to our visitors,” said Frances Morris, Director, Tate Modern.  “We are always looking to push creative boundaries and we think this will be a fantastic opportunity to give the public a different and in-depth understanding of this much-loved artist through new technology.”

    Taipei’s National Palace Museum

    National Palace Museum has a priceless collection of artifacts, paintings, rare books, and other treasures. Jasper Jeng-Yi Lin, Director of the Museum, has made them even more accessible to everyone via new technologies like VR. A massive numbers of artifacts have been digitized for appreciation, research, and creative applications. Using virtual reality, the museum has created experiences for calligraphy, paintings, as well as the Tong-an Ships of 19th-century China, so that visitors can appreciate their beauty across time and space. The National Palace Museum invites friends from around the globe to enjoy its ancient treasures via VR.

    Washington D.C.’s Newseum:

    “At the Newseum, we’ve been working closely with Vive to bring amazing experiences to life in VR. Together, we’re greatly enhancing the educational opportunities in our museum,” said Mitch Gelman, Chief Technology Officer, Newseum.  “With our most recent experience, we’re able to transport you to communist East Berlin at the height of the Cold War, and immerse visitors in the moment like never before.”

    Paris’ Muséum national d’Histoire naturelle (French National Museum of Natural History)

    The Muséum national d’Histoire naturelle (French National Museum of Natural History), in partnership with Orange, will offer a unique immersive virtual reality experience to explore the tree of the living, iconic species and how they are related to each other. Experience the origin of life on earth as well as how human beings influences our own environment. By the end of the year, the Muséum national d’Histoire naturelle will open a dedicated area within the “La Grande Galerie de l’Évolution” (Gallery of Evolution) for visitors to experience on site with HTC Vive VR headsets.  This content will also be available in home through Viveport by end of November.

    London’s Royal Academy of Arts

    “We are delighted to be collaborating with HTC VIVE on From Life, an experimental exhibition project that explores everything from artistic process to technological evolution and creative collaboration, said Tim Marlow, Artistic Director of the Royal Academy of Arts.  “It is an exciting opportunity for leading artists to explore the creative potential of Virtual Reality technology, and for our audiences to experience this technology first-hand, in the gallery and at home via Viveport.”

    More than a dozen pieces of Vive Arts content will be available on Viveport starting today. Interested museums and content creators can visit arts.vive.com for more information.

    Website: LINK

  • Redesign your home’s interior virtually with TrueScale

    Redesign your home’s interior virtually with TrueScale

    Reading Time: 3 minutes

    Now available on Viveport, TrueScale uses room-scale VR to let you design your dream home.

    Ever re-arranged a room in your house, only to move everything back again later? All that sweat and effort, just to get back to where you started. Wouldn’t you like to do all that… virtually?

    More than that: wouldn’t you like to summon up new furniture from thin air, then place it wherever you want in a room you’ve created yourself?

    Yes, you can do this in virtual reality with TrueScale, which lets you recreate (or invent) your home in virtual reality, making a virtual redesign possible in a matter of minutes.

    TrueScale

    Redesigning your house, apartment or office using software isn’t new, but the magic with TrueScale is, well, in scale. You’re creating a virtual environment within a virtual environment, as you’re dropped into a virtual office and placed in front of a virtual drawing board. Here, you’ll be designing the 2D floorplan of your new house, home or apartment, using simple tools.

    The trick is when you turn around – because as you draw on the board, a 3D representation of the walls you’re creating appears on a table nearby. That small, dollhouse scale model is available for you to look at, walk around, examine by putting your face close to it and so on.

    TrueScale

    So far, so what: there’s nothing here that can’t be done using paper or models. But TrueScale has one massive advantage over the traditional mediums, and that’s allowing you at any time to ‘shrink’ down to a dollhouse scale person and step into your in-progress architectural model.

    You can immediately see how the environment you’re creating will look from a human-sized perspective – and then alter it, right there in the same environment. Don’t like how that plant looks? Move it somewhere else. Need that door further down the wall? Drag it over there.

    TrueScale

    This ability to have control over your environment isn’t new in video games, but it’s rarely applied so specifically to something like interior design. What makes all this better is that TrueScale developers, Immersion, have built in support for online furniture retailer Wayfair’s 3D furniture models. This means that when you’re placing items in TrueScale from Wayfair, you could in theory go buy those items and recreate your virtual design in real life.

    Whether you’re looking to redesign for fun or professionally, TrueScale is definitely worth experiencing.


    TrueScale is available on Viveport and Steam.

    Website: LINK

  • VR 101 – A Crash Course In All Things Virtual Reality

    VR 101 – A Crash Course In All Things Virtual Reality

    Reading Time: 3 minutes

    VR, AR, MR – ever wonder what it all means? Don’t fret! These different “realities” can be confusing, so we’re here to explain. Introducing “VR 101”, the next article in our new blog series designed to teach you all you’ve ever wanted to know about virtual reality. From purchasing a VR-ready computer to understanding how room-scale VR works, we’ve got you covered.

    What is VR?

    Virtual reality calls upon 3D computer-generated environments which you can manipulate and explore all while feeling as if you are actually there. This feeling is called presence, or immersion, and it’s when the simulated environment provides enough clues to trick your unconscious mind to start treating this illusion as if it were real. Did you almost fall when you went to rest your hand on that ping-pong table after an intense match in Virtual Sports? That’s because of presence, you become so immersed in the virtual world you forget that table wasn’t real!

    But how is this achieved? To enter the world of virtual reality you must first don an HMD (Head Mounted Display). The headset has two OLED displays, one per eye, at a resolution of 1080 x 1200 pixels each. By showing a slightly different angle of a scene in each eye, you are given the illusion of depth, referred to as stereoscopic display. With the headset on, a life-sized virtual world appears in every direction you cast your gaze. To ensure your level of immersion is preserved, the Vive has a field of view (FOV) of 110 degrees. FOV refers to the angle of degrees in a visual field – the larger the angle, the more immersive your experience.

    What is AR?

    Now that we’ve covered the basics of VR let’s talk about its AR. Unlike Virtual reality, which creates an entire artificial environment to interact in, augmented reality (AR) overlays digital information onto your physical surroundings. While VR requires you to wear an HMD that completely blocks your view of the real world, AR’s display is transparent, allowing you to still see and interact with your environment. While not as immersive as VR, AR can present you with valuable information to enrich your physical reality and facilitate productivity.

    Because of its utility, augmented reality is closely associated with enterprise. Products such as Google Glass have found their way into doctors’ offices and manufacturing plants, increasing productivity and efficiency. While AR is touted as an enterprise solution there are plenty of consumer-focused use cases including Pokémon Go and Snapchat Spectacles.

    What is MR?

    VR and AR are easy enough to understand, but MR is where the water gets murky and confusion sets in. Mixed Reality (MR) combines aspects of both VR and AR, creating a hybrid of these two realities.

    Blending the digital and physical worlds in MR results in an experience where virtual objects are integrated into your physical environment. With these virtual objects anchored to a fixed physical location, you can interact and treat these objects as if they were real. Walk around it or get closer and it will stay secured to its location. To ensure this realism, the MR device first scans and maps your physical surroundings so it can accurately place the virtual objects in your space. For instance, with MR a 3D virtual object can appear directly on the table in front of you, integrating the virtual world onto your physical table.

    Examples of mixed reality include Microsoft’s HoloLens and Magic Leap’s MR headset.

    Like VR, mixed reality has found a host of use cases in both enterprise and commercial offerings. From games to e-commerce to education, mixed reality is a useful and entertaining tool.

    Website: LINK

  • Artist Paints With His Feet While Viewing From An Overhead Drone With A Vr Helmet In A Snowstorm

    Artist Paints With His Feet While Viewing From An Overhead Drone With A Vr Helmet In A Snowstorm

    Reading Time: < 1 minute

    Artist Shawn McNulty challenges his control by using his feet to paint with his clever “shoe palette knives.” He decided to up the ante by painting while viewing from an overhead drone with a VR helmet. Also, a snowstorm happened as he was doing it.

    More info: shawnmcnulty.com

    Shawn McNulty Abstract painting video drone VR snowstorm

    Website: LINK

  • Returning to Stonehenge VR… to play in a sandbox?

    Returning to Stonehenge VR… to play in a sandbox?

    Reading Time: 9 minutes

    As an ancient monument, you cannot even approach Stonehenge in real life – but with Stonehenge VR you can get up close and personal.

    Now with the SANDBOX update, you can do things you probably never imagined with the ancient stones. We caught up with Christian Bretz of VoyagerVR to see how things had progressed since their launch, and talk SANDBOX.

    Tell us a bit about your development background – Stonehenge VR was your first VR project. Was it also your first software project, period?

    A big part of our story is that I wanted to start a VR company, but couldn’t find the financing to hire developers, so I taught myself how to create VR software in Unreal in three months. There is one other piece of that story that we don’t normally get to talk about.

    When I was in high school I used to create mods for Quake II, and at one point I created a mod called Virtual Reality High School and submitted it to the school science fair.

    The concept was that kids new to the school could take a virtual tour of the campus. We photographed the principal and teachers and replaced all the player models from the game, so when you would walk up to the library, the principal would pop up in front of you and give you a brief description of that location at the school.

    You would think this would have won a high school science fair… but no it didn’t, because there was a bug in the software, a pretty big one.

    I forgot to set the trigger to only spawn the principal once, so if you stood on top of the trigger, the principal would continue to respawn; because this was made in the Quake II game engine, he would “telefrag” himself and body parts and blood would explode everywhere, over and over.

    Oh dear.

    This happened while we were demoing to the judges at the science fair… and that was the end of my software development career, that is until the resurgence of the VR we see now!

    Moving on from that ill-fated science fair, what’s happened with Stonehenge VR that’s a bit more positive?

    One of the big ones last year was being a part of the Viveport launch. Having the support of Jenna Seiden and everyone on the Viveport team was so important to us in the early days of what we were doing, and it really helped validate what we were doing.

    We installed a museum exhibit at the Pacific Science Center in Seattle for a short run over the summer last year, and then installed a second permanent exhibit at the Museum at Prairiefire in Overland Park, Kansas.

    Museum at Prairiefire

    Museums are difficult to break into and we were even told that by the various people we’ve worked with. I remember one phone call where a museum administrator said “You know Christian, we don’t normally allow anyone to just do this.” Implying museums aren’t in the habit of creating exhibits out of something someone made in their bedroom.

    That whole experience has been probably the most rewarding thing I’ve ever done to this point, and I have to give a huge credit to the Unreal Engine and the HTC Vive for all of these opportunities. The power of both of these pieces of technology has allowed all of this, and we couldn’t be more grateful they were both available to us at the right time.

    We also did a college lecture for the design students at Cal State Long Beach which I loved doing.

    Now, we just launched the 2.0 version of Stonehenge VR with the addition of the new SANDBOX mode, so we’re excited to see the response!

    You must have shown off Stonehenge a lot since launch. Can you tell us about any special moments you witnessed?

    One that comes to mind is the first time I ever showed the SANDBOX mode to someone. I had been working away for about a month, and had no intention of showing anyone at this point because it was so early on. My business partner Jessica hadn’t even seen it yet.

    My older brother Jason came over to just kind of hang out and we started talking about what I was working on. He’s been one of our biggest supporters, so after we talked about it for an hour, I just said “Do you want to just see it?”

    I was a bit concerned because I hadn’t really planned on giving a demo, and I’d never made anything like this before so I had no idea what the reaction was going to be.

    He ended up spending over an hour playing it! Which in VR can be a pretty big deal. If someone doesn’t like it or it’s making them sick, they’ll just take the headset off or say something like “Are we done now?”.

    I was really happy he liked it and it gave me some signal that I was actually making something people could enjoy.

    Let’s get up to date! Sandbox mode. Tell us what it is, in a nutshell. Does it involve sand?

    Sorry to disappoint, but it doesn’t involve sand or boxes!

    The Stonehenge VR SANDBOX mode is a physics based creation tool that allows a user to build their very own custom designed monuments by hand.

    We’ve also called this version of the software Stonehenge VR 2.0, but it jokingly has had a double meaning. It is version 2.0 of the software, but with the SANDBOX it’s like you’re creating a modern 2.0 version of the monument.

    One thing that surprised me as we were testing the software, is that you don’t have to be an experienced artist to create something compelling or beautiful.

    If you look at our trailer or screenshots you can see some of the examples of what’s been created in the SANDBOX.

    Stonehenge VR - SANDBOX

    What exactly can you do in SANDBOX?

    Once you complete the Museum Mode Tour in Stonehenge VR, the SANDBOX is unlocked.

    When the SANDBOX mode is loaded, you’re standing back in the grassy field in front of the original Stonehenge monument.

    At this point you can choose to delete Stonehenge and start from scratch, or you can build on top of it.

    You can change the environment to a day or night setting. If you set the time to night we have various lighting effects you can add to the scene to create atmosphere, such as campfires and even some fantasy elements, like butterflies that light up the darkness.

    One of our favorite tools is the Paint Launcher which allows you to color the stones by shooting big globs of paint that fill the scene with color.

    Stonehenge VR - SANDBOX

    Another cool tool is the ability to make yourself as small as an ant or as big as a building. The stones at Stonehenge can be over 9 meters tall, so we had to give people the ability to change sizes to move these giant structures around.

    Finally we have the music player that’s built into the controller. We noticed during testing that the SANDBOX was much more enjoyable to watch if some great music was being played at the same time.

    It comes with the whole soundtrack of Stonehenge VR built into the app, and you can also add your own custom MP3s to the playlist as well.

    There’s a bunch of other cool tools such as a hovercraft that you can control to traverse long distances, but those are some of the primary features.

    What inspired SANDBOX? Did you look at Stonehenge and say “You know, I’ve always wanted to stack these stones…”

    This whole thing actually all happened very organically. I definitely didn’t wake up one morning and say “I’ve got it! People want to stack stones in VR!” I can’t take credit for that flash of genius.

    It actually came as a result from a ton of feedback I received after watching people go through the original tour experience at the museums.

    There’s this part at the end of the original Stonehenge VR 1.0 experience where the credits come up, almost like they would in a movie theater. Just for fun, I added a table in front of the credits screen with a miniature version of Stonehenge for people to play with, in case they didn’t want to watch the credits.

    Some people would try to stack the rocks in a new formation to make their own structure, and some would get very destructive and knock the whole thing down. Either way, this was clearly a part where they would really start to smile. If their family was nearby in the same room watching them, they’d all be laughing and having a great time, or telling them what to build.

    Many people commented to me after, “You should make another version where you can really build your own, or even knock down the actual Stonehenge.”

    In so many instances people’s comments can be spot on, this is one of the things I really love about developing VR software.

    The original concept was very simple, but once I got the basics of the app up and running where you could spawn stones and stack them I thought, if you can spawn them then you have to be able to delete them, and if you spend all this time building something there needs to be a save system, and that process went on for months.

    Stonehenge VR - SANDBOX

    Your trailer shows a little party going on… are there any specific multiplayer functions in the Sandbox update?

    We’re really excited about how that trailer turned out. We had an amazing director of the live action portion, Chris Laxamana. He’s done promo videos for companies like Microsoft and Mashable, and we felt really fortunate to have him.

    We cast all our streamer friends like Jovenshire, Leo Camancho and Juliana Barriniger for the video, and Chole Dykstra did our voice over, which was all a whole lot of fun.

    There is no multiplayer yet, but it’s at the top of the list of things we would like to add in future updates.

    We chose the home/party setting because we wanted to emphasize the idea that this is a museum exhibit you can now have in your home, and it can be engaging to watch with a group. It can actually get pretty tense when you’re building something very high up, one wrong move and the whole thing comes crashing down.

    Development wise, what were the most valuable lessons you learned either from developing the ‘v1’ version of Stonehenge, or the new Sandbox mode?

    I think a big one is that 90% of the feedback when it comes to VR usually has some legitimacy. If they don’t get it or it’s not intuitive, you need to tweak it or change it. The Stonehenge VR SANDBOX you see now has gone through hundreds of tests and revisions, all based on feedback we’ve received.

    We have a policy of always moving forward. When I couldn’t get funding two years ago, I taught myself Unreal and made Stonehenge. Six months ago when we weren’t sure who our next partnership would be with, I started work on the SANDBOX. We always have many potential offers that all sound great, but you can’t wait for them to happen. I’ve never put a ton of effort into anything that didn’t ultimately pay off in some way.

    Stonehenge VR - Nvidia VRWorks

    Now the Sandbox mode is done… what’s next? More monuments? Something else entirely?

    Right now we’re taking everything one day at a time. We want to ensure that the launch of the Stonehenge VR SANDBOX is a successful one, and that we can help answer any questions people have about it.

    While we think it’s currently a complete product, there are still so many cool features that we can add to it.

    We’re already working on the first update to the SANDBOX, which will incorporate Nvidia’s Ansel technology. It’s a great tool that will allow people to take really high res photos of what they make in the SANDBOX, but even cooler – export beautiful 360 stereoscopic photographs that can be viewed on mobile VR devices and 360 sharing sites like Facebook.

    Thanks for talking to us, Christian!


    Stonehenge VR – including the new SANDBOX update – is available on Viveport, and in Viveport Subscription.

    Website: LINK

  • How Can We Support A Million Lives On Mars?

    How Can We Support A Million Lives On Mars?

    Reading Time: 3 minutes

    HP Mars Home Planet challenges engineers, architects, designers, artists, and students to design an urban area for a million people on the red planet.

    Is there life on Mars? Imagine a future when one million people call the red planet home. Together with NVIDIA, HTC VIVE and other partners, HP has launched HP Mars Home Planet, an exciting call for global collaboration to solve the challenges of urbanization using virtual reality (VR).

    Establishing human civilization on Mars, which happens to be about 225 million km away, will be no small feat. And yet NASA has identified it as our best option to support human life on another planet. Designing the buildings, transportation networks, vehicles, and essential infrastructure requires leaps of imagination and ingenuity.

    Get ready for HP Mars Home Planet. The challenge will bring together creative thinkers across professional disciplines and elite educational institutions to simulate what life on Mars could be like. Engineers, architects, designers, artists, and students from around the world are invited to participate, either as individuals or in teams, and can design whatever inspires them, from robots to vehicles to skyscrapers to entire city plans.

    HP and NVIDIA teamed up with Technicolor, Autodesk, Unreal Engine, Fusion, Launch Forth and HTC VIVE to launch HP Mars Home Planet at this year’s SIGGRAPH, the world’s largest, most influential conference and exhibitions for computer graphics and interactive techniques.

    Three competitive phases: Concept, Model, Render

    During the first phase participants focused on sketching buildings, transportation, and infrastructure concepts for Mawrth Vallis—Welsh for Mars Valley—a potential landing site identified by NASA. The concepts have to reflect the conditions on Mars, such as its weaker gravity, lack of oxygen, and exposure to radiation.

    The concept phase wraps up in early November, and winners will receive HP ZBooks and HP Z Workstations. High-powered HP Z Workstations propel high- performance, complex work for game-changing, ground-breaking companies like Nike, Tesla, DreamWorks, and NASA—and like designing a sophisticated civilization on Mars.

    In the modeling phase, participants will create a 3D model focusing on any aspect of the future built environment on Mars, with the help of Autodesk software.

    In the rendering phase, participants will create a still, animated, real-time, or VR rendering depicting their invention for a smart city or region on Mars that supports life for a million humans.

    STEM on Mars

    Around the world, schools and universities can join in the challenge, too. HP Mars Home Planet Education League teams will participate to support learning in STEM disciplines (science, technology, engineering, and mathematics).

    To collaborate, participants will use Launch Forth, a crowd-powered SaaS (software-as-a-service) platform for product design and development. Launch Forth’s community members focus on solving problems, designing products, and learning from experts.

    Stay tuned to the HTC VIVE blog as we continue to update you on this fascinating project. If you would like to learn more, then head over to the Launch Forth platform to get involved.

    Website: LINK

  • The She Word: Tory Voight’s climb through her careerThe She Word: Tory Voight’s climb through her career

    The She Word: Tory Voight’s climb through her careerThe She Word: Tory Voight’s climb through her career

    Reading Time: < 1 minute

    What do you find most challenging about working in VR? 

    The exciting and the challenging thing about VR is that it’s still in its technical infancy. We’re in a new field where there aren’t necessarily answers. We have to find them and validate them, and we’re learning all the time. That’s why programs like AiR, and taking user feedback to heart while we play with concepts, are important.

    Why is it important to have a wide variety of people and artists explore VR as a medium?

    For the past year, I’ve worked closely with artists from different disciplines and mediums—graffiti artists, painters, illustrators, graphic designers, and cartoonists—in the AiR program. When building products, a diverse set of voices is essential to ensuring that those products are delightful and useful for everyone—a successful product simply can’t be achieved from a homogeneous atmosphere.

    Website: LINK

  • Introducing the Logitech BRIDGE SDK

    Introducing the Logitech BRIDGE SDK

    Reading Time: 5 minutes

    This is a guest blog post by Vincent Tucker, Director Of Innovations & Strategy at Logitech.

    Logitech BRIDGE

    I am excited to introduce the BRIDGE developers kit, an SDK aimed at helping App makers and SW developers solve the problem of text entry in virtual reality.

    The kit consists of a Logitech G gaming keyboard, an accessory that positions a Vive Tracker correctly on the keyboard, and the associated software (MSRP U.S. $150). Logitech will be seeding 50 of these kits to select developers with the goal of partnering to create compelling new experiences centered around a VR keyboard.

    “Whether you’re doing work or surfing the web you sometimes need the ability to enter text, and Logitech has made it easier to use your keyboard in VR. With Bridge, you can see your physical keyboard, your hands and type without having to take your headset off.”

    – Guy Godin, Virtual Desktop

    We will be accepting applications from today through November 16, 2017 for the initial 50 slots in our developers program. If there is sufficient interest we may build additional kits for purchase after the initial batch is distributed.

    Logitech has a small team focused on understanding and exploring experiences in the Virtual and Augmented Reality ecosystems, and how Logitech might improve those experiences. As part of that exploration, we’ve worked closely with the HTC Vive team and we are ready to share this Beta Experience with the development community.

    During our initial explorations of VR, we were struck by the fact that keyboard use and text entry were necessary but not natural — and we’ve heard similar complaints from others. Our motivation comes from the research-backed understanding that in certain situations the user still needs a keyboard to interact with applications, particularly in productivity-driven or desktop scenarios, but also in games, social applications and content browsing.

    “We’ve been working with Logitech over the past year and think what they’ve created is the solution we all need. Virtual keyboards are great for simple interactivity, but for productivity and collaboration there’s nothing quite like the tactile feel of typing on an actual physical keyboard. Being able to see your keyboard in VR makes it significantly easier to type and interact with our computers.”

    – Darshan Shankar, Founder and CEO, Bigscreen, Inc.

    We believe that a physical keyboard should be present, as it delivers essential tactile feedback and a universal experience that people value. Whether you are using a keyboard for gaming, communication or productivity, it is an effective and efficient tool. Besides letters, numbers and symbols, keyboards provide a range of modifier keys for more complex actions, all learned, perhaps painfully, and stored in your memory over years of use.

    “Enabling the Web is critical to the expansion of VR and having a keyboard is essential to making that happen. That’s why we’re excited about the work Logitech is doing on this front. We are so impressed with what they’ve created and know that it will only get better with time.”
    – Diego Marcos, A-Frame API designer from Mozilla

    Logitech BRIDGE in action

    But VR can transform and augment that trusty keyboard – so easy to disregard – into a contextually aware companion for whatever application you use, becoming a palette for your creative workflow, dynamically providing you with any commands and shortcuts you need.

    The customization can range from simple to complex. Ever wanted to change the font on your keys? Make the font bigger? Highlight keys that work in a given app, or make the ones that don’t invisible? How about changing the color of your keyboard or keys?

    The possibilities are limited only by your imagination.

    Logitech BRIDGE skins

    We had a challenging problem to solve within the constraints of the existing system. Early on, we worked with some key development partners like Virtual Desktop, BigScreen and Autodesk, among others and surveyed the community to ask about their experiences and built toward this day based on what we’d learned.

    “We met with Logitech in August and were really keen to see the latest in VR peripherals because it’s a natural fit for many of our professional customer workflows.”
    Joel Pennington, AR and VR strategy and development, Autodesk

    The result? We’ve created a way for the HTC Vive Tracker to represent a keyboard across the Steam VR system. It is this software piece that presents the user with an overlaid virtual representation of their keyboard in any VR application, complete with animations when keys are pressed. It’s compatible with all apps that are developed based on SteamVR. The developer’s application does not need to manage anything, the overlay appears automatically as soon as the associated Vive Tracker is turned on. It also affords the opportunity to skin the keyboard in a variety of ways, as mentioned above, allowing developers to create unique experiences for their communities.

    Our work didn’t stop there, we know that for a true typing experience you need to see your hands, and we’ve created a way to use the Vive’s existing tracking to do that. We’ve put in a lot of hard work to develop this experience so far and we know it can go much further with the creativity of the developer community.

    We’re accepting applications for participation in the developer program beginning today.  Participation is open to developers based in the U.S. and you can find the application here.  The submission period ends November 16.

    Please be aware that this is a BETA version of this SDK and in this current iteration it is purely a Proof of Concept to spark discussion and feedback from you, the development community. You can expect to see bugs and robustness issues, but we are working continuously to fix them.

    I invite you to submit an application for your project and how a system like the one we are offering would enhance your application or the user experience.

    I am excited to see where this journey will go!

    Vincent Tucker

    Director of Innovations and Strategy at Logitech


    Developer? Discuss the Logitech Bridge SDK with Logitech staff, on our Community Forums

    Logitech will be accepting applications from today through November 16, 2017 for the initial 50 slots in the developers program.

    Website: LINK

  • The 14 Best Budget VR Headsets for iOS and Android in 2017

    The 14 Best Budget VR Headsets for iOS and Android in 2017

    Reading Time: < 1 minute

    VR headsets that hold your iOS and Android smartphone will go from strength to strength in 2017

    An increasing number of people seem to be catching onto the fact that VR apps for Android and iOS smartphones are glorious fun, so we’ve decided to put together a buyer’s guide to 13 best budget VR headsets.

    Or perhaps a better description of the sector may be ‘enhanced smartphone holders’. Because at these price points, none of the VR headsets reviewed have any of their own onboard sensors, apart from the Samsung Gear VR.

    Instead all but one rely on the processors, gyroscopes and motion sensors of the smartphones themselves. So the rule of thumb is: the better specced you smartphone, the smoother and more immersive your virtual reality experience

    Don’t go in with expectations held too high, however. Consumer VR hardware and software is very much in its infancy, and these products provide just an inkling of the immersive potential of virtual reality. That said you can find loads of fun and fascinating games and ‘experiences’ for free on the iOS App Store and Google Play.

    And these VR headsets also make great viewers for the growing range of 3D 360° movies that can be found on YouTube.

    Read on for our list of the very best budget VR headsets, featuring the likes of Samsung, Google Cardboard, Bobo, Freefly, View-Master, Fiit VR, Merge, Homido VR, IncrediSonic, Habor, Pasonomi and Tepoinn.

    Note: if you are looking for more information on Android-only VR headsets, check out our companion piece Google Daydream vs Google Cardboard.

    Full List here: LIST

    Website: LINK

  • List of Gyro Supported Smartphones for Virtual Reality!

    List of Gyro Supported Smartphones for Virtual Reality!

    Reading Time: 2 minutes

    Virtual Reality – There are more than 200 phones so this is not a complete list but it will really help you finding a gyro supported phone.

    Gyroscope is really important and useful for virtual reality headsets. If you have a smartphone without gyroscope. You can view 3D movies but since you don’t have gyroscope, You can’t actually enjoy virtual reality games/experiences but only 3D movies. Gyroscope senses motion of head and thus will be important if you have ideas of buying a virtual reality headset.

    You can re-check to confirm gyro availability in a phone through GSMArena by looking into phone specification.  I may update the list directly with GSM Arena spec page later on.

    • Amazon Fire Phone
    • Honor 6
    • HTC Sensation
    • HTC Sensation XL
    • HTC Evo 3D
    • HTC One S
    • HTC One X
    • Huawei Ascend P1
    • Huawei Ascend X (U9000)
    • Huawei Honor (U8860)
    • iPhone 5, 6+
    • LG G3
    • LG/Google Nexus 4
    • LG/Google Nexus 5
    • LG Nitro HD (P930)
    • LG Optimus 2x (P990)
    • LG Optimus Black (P970)
    • LG Optimus 3D (P920)
    • LG Optimus Black (P970)
    • LG Optimus G
    • Motorola DROID Maxx | Ultra | Tubro
    • Motorola Moto G 2014
    • Motorola Moto X 2014
    • Nexus 7 (2012)
    • OnePlus One
    • OPPO Find 7
    • Samsung Galaxy S II (i9100)
    • Samsung Galaxy S III (i9300)
    • Samsung Galaxy S4
    • Samsung Galaxy S5
    • Samsung Galaxy S6/S6 Edge
    • Samsung S7 | S7 Edge
    • Samsung Galaxy R (i9103)
    • Samsung Google Nexus S (i9020)
    • Samsung Galaxy Nexus (i9250)
    • Samsung Galaxy Note (n7000)
    • Samsung Galaxy Note 2 | Note 3 | Note 4 | Note 5
    • Sony Xperia P (LT22i)
    • Sony Xperia S (LT26i)
    • Sony Xperia Z3 Compact

    Above list was a quick one. Here is also a huge list of many phones with gyro sensor and you can also filter them according to your exact requirement.

    Website: LINK

    LINK

  • The tricks and treats behind creating horror VR

    The tricks and treats behind creating horror VR

    Reading Time: 8 minutes

    With Halloween upon us, we asked VR developers about their tricks (and treats!) in creating horror experiences in VR.

    Obscura

    Fear is one of the most primal emotions you can experience, and evoking it is why we watch horror movies, read horror books and more. With virtual reality and specifically room-scale experiences, horror can be more intimate and terrifying than ever before. But how does that happen? What increases the ‘fear factor’ in VR? And what tricks are being used to make the ‘virtual’ seem ‘real’?

    Horror movies are designed to frighten – but it’s not just the movie itself that scares you. The environment of the movie theater helps it happen. David Chen, narrative developer for Narcosis, points out that movie theaters are “designed to enhance the experience. It’s dark, the sound and seats envelop you, putting you at ease… when the fear sets in, it’s shared, spreading through the audience. You can’t see or hear that, but you can definitely feel it.”

    By contrast, in VR, fear is very personal. “You have to isolate yourself to enter the virtual world,” says Chen. “If you’re not used to the idea, just having your ears and eyes covered [by a VR headset] can be plenty unsettling.”

    Alone in a virtual world without an audience to share the experience with, your immersion can become almost total.  “The player is completely enveloped in the world that we create,” says Mark Paul, creative director on AFFECTED: The Manor, from Fallen Planet Studios. “They are fully engaged with what is happening around them.”

    “Unlike playing a game on your TV, you can’t avert your gaze,” points out Chen. “You can close your eyes, of course, but that’s a little scary, in itself!”

    In addition to not being able to look away, VR forces you to use your whole body in ways that are even more immersive. Justin Pappas, creative director on Albino Lullaby, notes you might “crane your neck to look up into the eyes of a ghoul looming over you.”

    There’s also no safe ‘screen’ between you and the horror. “It’s very easy to very quickly convince your mind and body that what you are experiencing is real,” says Pappas. This means your brain will tell “your physical body to hide behind door frames and cabinets” which don’t exist in the real world. “When it’s working right, and you’re totally immersed, you are for all intents and purposes in another world,” says David Chen.

    Narcosis

    Sometimes the real world can help create the virtual. In Narcosis, you’re virtually placed in a diving suit at the bottom of the ocean floor. Developers at Honor Code, Inc discovered the feeling of being a “tiny, flesh and blood being, cooped up in a tin can” was enhanced by the physical act of wearing a confining headset. “The very act of strapping the headset over [the player’s] eyes and ears helped establish the sensation of being inside a heavy, confining dive suit, with its constrictive view out into the world,” explains Chen. “Psychologically, they were already half-way there.”

    Convincing someone that they are somewhere else is a key part of virtual reality experiences. With that established, the real horror can begin.

    Fear is heightened when you know – just know – that something frightening is about to happen. Anticipation is all; knowing something is coming, but not knowing when, makes adrenalin rush, hearts pound and spines tingle.

    Often in movies, that sense of anticipation is released in a single jolt as the killer attacks, the monster manifests or something else frightening. If done right, an entire audience can literally leap in surprise: a jump scare.

    You might think given the intensity of a VR experience that ‘jump scares’ would be an immediate go-to for developers, but those we talked to didn’t want to use them – or at least, not overuse them.

    “Jump scares are a one-trick pony,” says Niklas Persson, co-founder of Zenz VR, who created HordeZ. “We believe in overwhelming your senses, trying to immerse the player.”

    HordeZ

    “A jump scare usually is always a cathartic event,” explains Michael Hegemann, developer of Obscura. “They are definitely a big part of horror, but the true fear usually comes from the build-up and the fear of the unknown.” In Obscura, you face “an invisible adversary… you never know what is around you.” As Hegemann points out, “when you leave VR, you take this feeling with you” of being watched by an invisible force.

    Having that feeling is arguably much more effective than short-term adrenalin bursts, and that’s a conscious decision by some developers. “Albino Lullaby specifically leaves jump scares and gore at the door in favor of a more lasting and personal psychological horror,” says Justin Pappas. “We want players to feel confident that things aren’t going to pop out at them. We want players focused on the game world’s details and the horrors hidden within, not racing through our environments on a rail from one adrenalin burst to the next.”

    David Chen admits jump scares are “a remarkably effective tool,” but Narcosis aimed to create “a captivating story, enhanced by this haunting [undersea] environment that’s both familiar and at the same time totally alien.”

    From research, Honor Code, Inc confirmed a theory about jump scares. “One player might find them incredibly effective, even over and over again,” says Chen. “Another player might see them coming from a mile away.” This guided their decision to make their experience more “subtle and thought-provoking”, relying on the environment to create a sense of claustrophobic fear. “You’re surrounded by an ocean’s worth of dark water, and the pressure – literally and psychologically – is constant, coming in from all sides.”

    If jump scares aren’t the be-all and end-all of scaring people, what methods can be employed to ensure players get their quota of shocks? What can really scare people in VR?

    In AFFECTED: The Manor, developer ApeLaw relied “on creating an atmosphere of tension” that they can “tweak and twist depending on how we want the player to react”.

    Sounds ominous, right? Like you are a pawn, surviving only at the whims of the developer. Well, you are. You may feel you have control in room-scale VR – you can move where you want, look where you want – but that freedom is an illusion.

    For example, in Albino Lullaby, the rooms surrounding you “can transform, twist, open up and flip around at the press of a button,” explains Justin Pappas. “Seeing the nature of the space that surrounds you change in all encompassing, real world scale can be awe inspiring and very disorienting… making the player never feel truly secure.”

    The developers of AFFECTED have similar tricks. “We play with the feeling of height, of confinement, we encroach on the player’s personal space,” explains Mark Paul. “These are all very powerful sensations that we can only do because we develop in VR.”

    Those aren’t all the tricks available. HordeZ developer Niklas Persson explains how they make zombies more of a threat in VR: “We use sound and lighting extensively to create a sense of dread and horror as you hear the footsteps of the dead and watch their shadows loom closer.” You might think you would get used to those audio cues, but no. “Some of the monsters make less noise than the others, and therefore when you turn around there can be a zombie groping at your throat when you least expect it!”

    Using audio is a common theme in developing horror titles. “Audio is a crucial part in any horror experience,” Mark Paul explains. “Being able to control it using spatialized sounds is a fundamental function of VR… audio is fifty percent of the experience for us, coupled with very specific lighting direction.”

    Sometimes what is left out increases fear in the player. For Obscura, Michael Hegemann explains “any kind of gameplay mechanics” were removed wherever possible, allowing you to “really sink yourself into the environment without worrying about anything else than your fear.”

    In Albino Lullaby tapping into a player’s own fears and using them against them is one of their methods. “We give players just enough info to know they are in danger, but not enough to know exactly what kind of danger they are in,” explains Justin Pappas. “People tend to fill in the blanks with their own phobias and nightmares. We provide food for thought, to get your imagination going.”

    NarcosisNarcosis aims to fully immerse players in the depths of the ocean (pun entirely intended). To make this scenario feel as real as possible, the team closely modeled their levels on ocean floors and deep sea habitats. These habitats “feel familiar and contemporary, and are littered with touches of life that make it feel like a real place,” David Chen explained. While you might think a strange, unsettling environment would allow for a better horror scenario, Narcosis proves anywhere can be scary. “We wanted to steer clear of any sort of haunted house or derelict hospital vibe,” Chen added. “Instead, we wanted it to look and feel like a fairly pleasant, almost mundane place — that just happens to have been recently overrun by the ocean.”

    Able to manipulate the virtual world around you, using audio and lighting cues in high definition environments that feel real, VR developers are on the cutting edge of player experiences – and horror titles push that edge further. However, there are always improvements to be made, technologies that will advance. Staring into our crystal ball – what does the future hold for horror in VR?

    “Horror has always pushed the boundaries of entertainment, especially in the last 10-20 years,” says Michael Hegemann (Obscura). “I think that the key for VR horror in the future is about making things very personal, especially with realistic characters and AI. This is something VR can enhance in a way that is totally impossible to do elsewhere.”

    Alternatively, HordeZ developer Niklas Persson says “We should explore the possibilities of slow horror, like knowing something is watching you, but not really knowing when or what will happen.”

    Regardless of how horror developers choose to scare you in the future, one thing they could agree on was noted by Persson: “Headsets need to get to the next generation, to the point where we are truly one with the game. Only then can we probably start to understand what real horror is all about.”

    Maybe we should all be worried about when that day will come.


    Thank you to Mark Paul (Creative Director, Fallen Planet Studios), Justin Pappas (founder/creative director, ApeLaw), Niklas Persson (co-founder, Zenz VR), Michael Hegemann (developer, Obscura) and David Chen (Business and Narrative Development, Honor Code, Inc for their answers and their time.

    AFFECTED: The Manor, Albino Lullaby, HordeZ, Obscura and Narcosis are all available on Viveport, or in Viveport Subscription.

    Website: LINK

  • Enter the Manor in Affected

    Enter the Manor in Affected

    Reading Time: < 1 minute

    Available until November 3rd at 25% off!

    From Fallen Planet Studios, AFFECTED: The Manor is a deeply immersive VR experience that places you inside a house of horror – now remastered for HTC Vive.

    With two routes to follow and four alternate endings, AFFECTED is an experience that you can revisit multiple times. It’s also been designed for players with any level of VR experience, with many of the usual game mechanics removed or minimized, to increase the level of immersion for all.

    Specialized audio and lighting are also carefully used, ensuring that every step through the Manor is carefully designed for maximum effect.

    Bring your friends and family together this Halloween with a VR experience they’ll never forget – AFFECTED: The Manor!


    AFFECTED: The Manor is available on Viveport.


    Website: LINK

  • Over 100 Interactive Songs Now Available For Jam Studio VR

    Over 100 Interactive Songs Now Available For Jam Studio VR

    Reading Time: 2 minutes

    Today – October 26, 2017 – Jam Studio VR, the interactive music app that allows anyone to unleash their inner musician and play music or DJ, regardless of their musical experience or abilities, has now released over 100 interactive songs for download on Steam and Viveport.

      

    In addition to the already-included 20 multi-genre interactive songs, numerous additional song bundles are available for download and purchase as follows: Disney Stars bundle (featuring superstar artists Miley Cyrus and The Jonas Brothers), Disney Camp Rock Bundle, Disney Phineas and Ferb Bundle, Grammy-nominated Guitarist Craig Chaquico’s “Fingerprints in the Sky” Bundle, legendary Megadeth Bassist David Ellefson’s “Metal Factory” Bundle, Acclaimed Jazz Saxophonist Euge Groove’s “Grove on This” Bundle, as well as many other Bundles. (See content overview video at https://youtu.be/WErQeblvf6Y).

      

    “This rich new content provides individuals and families with a wide variety of music and choices that can allow them to be fully immersed in Jam Studio VR for extended periods of time and experience music like never before!” said Charlie Mollo, Beamz Interactive’s CEO.

     . 

    As a special launch promotion for this new content, through the end of November, a free bonus bundle will be offered to anyone that purchases Jam Studio VR. The promo bundle will include: one David Ellefson Song, one Craig Chaquico song, one Euge Groove song, and five EDM/DJ songs.

    Get Jam Studio VR from Viveport & all the information relating to Jam Studio VR from www.jamstudiovr.com.


    Website: LINK

  • Welcome to Driftwood

    Welcome to Driftwood

    Reading Time: 2 minutes

    Welcome to Driftwood! 

     

    Today Vive’s Creative Labs team, creators of the popular Vive Video, is releasing a new SteamVR Home experience that brings your own personal Vive outpost to the VR world.  Based on the real world beauty of the Pacific Northwest, Driftwood transports you to an interactive and social world where you can explore a beautifully detailed beach environment, spot indigenous flora and faunaorganize your trophies inside your own Vive travel pod, and invite friends over to your own social lobby.

    “Since SteamVR Home launched, we’ve wanted Vive owners to have a place to call their own,” said Drew Bamford, head of Vive Creative Labs.  “We’ve merged the remote feel of a private outpost, with a beachfront landscape that is  reminiscent of our backyard in the Pacific Northwest.  Over time, we’ll evolve Driftwood to add new elements including quests, mini-games and other unlockables and collectibles from Vive Creative Labs to share with friends.”

    To install Driftwood, go to the Steam Community panel, locate “Driftwood “ by HTC Vive and hit “Subscribe”. The Driftwood environment can also become your default load-in as you launch SteamVR by selecting it as your Home. 

    Start exploring Driftwood with friends today! 


    Website: LINK

  • Roomscale 101 – An Introduction to Roomscale VR

    Roomscale 101 – An Introduction to Roomscale VR

    Reading Time: 2 minutes

    Vive’s roomscale technology is one of the defining characteristics that sets it apart from other VR systems on the market. But what is room-scale and why is it better than other ways to experience VR? Fear not, this post will equip you with all the necessary information to understand the wonders of room-scale VR.

    What is Roomscale?

    360° Roomscale VR leverages positional tracking technology allowing you to use a play area of up to 5 meters diagonally across as a stage to walk inside the virtual environment. By being able to seamlessly move around, your state of presence is heightened letting you feel fully immersed in the virtual world you’re exploring. This is all due to Lighthouse, Valve’s 3D spatial laser-tracking system.

    Included with the Lighthouse system are two base stations – small black boxes that each contain a bank of infrared LED’s and two IR lasers. With the base stations placed at opposite corners of the play area these lasers alternate sweeping the room horizontally and vertically to track the position and orientation of your headset and controllers. Embedded on the surface of your HMD and wireless controllers are infrared sensors that can detect the infrared wavelengths emitted by your base stations. This information is then relayed back to your PC.

    Pro tip! – reflective surfaces, such as mirrors or even windows, can cause the infrared lasers to bounce unexpectedly and interfere with the Lighthouse tracking system. Make sure to cover up these surfaces or set up your Vive in a room that is free from these obstacles.

    Vive Chaperone  

    Yes, you will be walking freely around your room with a headset covering your eyes. No, it will not result in you running into walls or tripping head-first over your couch. For that is where our friendly Chaperone comes into play. Through Vive’s software, you can configure the system to understand the perimeter of your play area. By tracing the boundaries of your designated space, the Chaperone will alert you when you encroach on these borders by emitting a blue grid outlining the walls and floor.

    Why Roomscale?

    With your point of view, location, direction, and speed all tracked and your boundaries established you can now explore and engage in virtual worlds, unlike any other medium. You can duck for cover when an enemy missile is headed your way or even walk up to that giant creature to get a better look. In contrast, seated and standing VR confines you to a single location, limiting your ability to interact in virtual reality. And just in case you were wondering, while the Vive was designed for room-scale it can accommodate seating or standing VR, depending on your space constraints.

    Website: LINK

  • Experience All Out War As Negan in an Extended VR Scene From the The Walking Dead Premiere

    Experience All Out War As Negan in an Extended VR Scene From the The Walking Dead Premiere

    Reading Time: < 1 minute

    All-out war is here in The Walking Dead Season 8 Premiere and now there’s even more of the battle to experience.

    In this extended VR scene from the Season Premiere, you’ll not only see exactly how Gabriel and Negan each fought through the walker horde to end up in the trailer outside the Sanctuary together, you’ll experience it first-hand.

    Watch Negan brutally fight his way out of the undead invasion, see what it’s like to be the Saviors’ leader under attack in his own home and find out what circumstances led Gabriel right into Negan’s hands.

    There are plenty of ways to dive in to the extended VR scene right now. Click and drag on the below screen for 360° panoramas, or view on Youtube 360Facebook 360 or in the brand-new AMC VR apps for iOSAndroidSamsung Gear VR and Google Daydream

    The AMC VR app also features a wealth of unique The Walking Dead experiences, including:

    Surrounded: The walkers are closing in.

    Feast: Dinner is served and you’re on the menu.

    Herd: Feel what it’s like to move among the dead as you join a massive walker herd.

    Trapped: Witness an up-close-and-personal walker attack from the safety of a parked car… but are you ever really safe?

    Download now for…
    iOS
    Android
    Gear VR
    Daydream

    Be sure to stay tuned to the app and be on the lookout for new The Walking Dead content.

    The Walking Dead airs Sundays at 9/8c. Click here to add to your calendar.

    To stay up-to-date on all the latest news about The Walking Deadsign up for the weekly Dead Alert.

    Website: LINK

  • Adventure through the world’s most diverse ecosystem in Amazon Odyssey

    Adventure through the world’s most diverse ecosystem in Amazon Odyssey

    Reading Time: 2 minutes

    Experience the wonder and scale of the Amazon with VR

    Spanning twice the size of India, the Amazon River Basin is the single largest tropical rainforest in the world. Ten percent of the world’s known species call this lush ecosystem home, resulting in a diverse community of flora and fauna unlike any other. Now you can and explore this amazing ecosystem right from your home with the launch of Amazon Odyssey for Vive.

    Vive Studios and developer Heavy Iron Studios have brought the adventure of the rainforest to VR with the launch of Amazon Odyssey. This new experience on Viveport and Steam, takes you on an interactive and informational eco-tour of the world’s most famous jungle river.

    In Amazon Odyssey, you’ll explore four interactive environments while engaging in activities such as paragliding above the tree-tops, navigating a boat down the river and capturing local wildlife on film. By completing tasks throughout the experience, an encyclopedia is filled with interesting and educational facts on the incredible species you encounter. Amazon Odyssey gets you up close to experience and appreciate the biodiversity of one of natures’ most powerful ecosystems.

    Amazon Odyssey is available now for Vive on Viveport and Steam for $9.99.


    Website: LINK

  • Treat yourself to 50% off in our Halloween sale

    Treat yourself to 50% off in our Halloween sale

    Reading Time: 3 minutes

    With Halloween not that far away and the nights drawing in, it’s a perfect time to snuggle in with a hot beverage and scare yourself silly in VR.

    To help you with the scaring part, we’ve lined up a host of chilling VR experiences at 50% off – and also picked out a few perfect additions to your Viveport Subscription. (Not a subscriber? Now is a great time to sign up.) If you’re feeling a little thrifty this Halloween we’ve also got some spine-tingling free experiences too. Here’s a complete list, followed by trailers and screenshots to send a chill through you.


    Albino Lullaby

    Emily Wants To Play

    Emily Wants To Play

    Flatline – Experience the Other Side

    Grave VR

    Haute & Haunted

    Haute & Haunted

    Obscura

    Obscura

    Speed & Scream

    Speed & Scream

    Don’t Knock Twice

    Don't Knock Twice

    Escape Bloody Mary

    Escape Bloody Mary

    HordeZ

    HordeZ

    Narcosis

    Narcosis

    Smell of Death

    Smell of Death

    VRZ: Torment

    Zombie Riot

    Abduction Prologue

    The Abbot’s Book (Demo)

    The Bellows

    Sisters


    All of these horrific titles are available on Viveport, either for purchase or in subscription. Start a Viveport Subscription here.

    Website: LINK

  • PAX WEST 2017 VR Treasure Hunt Winners

    PAX WEST 2017 VR Treasure Hunt Winners

    Reading Time: < 1 minute

    At this year’s PAX West in Seattle HTC VIVE invited attendees to take part in a VR Treasure Hunt, offering them the chance to win one of several amazing prizes from VIVE. Participants were encouraged to visit our PAX West partners, complete a VR demo at their booth and in turn, they would get their PAX badge scanned by one of the VIVE VR Specialists.

    Each demo completed entered them in a chance to win – the more demos completed, the more entries you got.

    Today, we are happy to announce all the winners from this year’s PAX WEST VR Treasure Hunt.

    PAX WEST 207 VR Treasure Hunt Winners

    Main Prize – VIVE VR System/Alienware 13 Laptop/$50 VIVEPORT Wallet Credit

    Main Prize Winner – Mike Cheng

    2nd Prize – Intel Core i9 Processor/$50 VIVEPORT Wallet Credit

    2nd Prize Winner  – Steve Roberston

    2nd Prize Winner – Vincent Vaughn

    3rd Prize – Corsair Void Pro Wireless Carbon Headset

    3rd Prize Winner – Brandon Cooke

    3rd Prize Winner – Cindy Oppa

    3rd Prize Winner – Brandi Wilson

    3rd Prize Winner – Jason Davis

    3rd Prize Winner – Chris Neill

    3rd Prize Winner – Laice Valera

    3rd Prize Winner – Jonas Rivera

    3rd Prize Winner – Bryan Santino

    Congratulations to all our winners & thanks to everyone who took part in the VR Treasure Hunt!

    Website: LINK

  • A Look Inside Cloudhead Games The Gallery – Heart Of The Emberstone

    A Look Inside Cloudhead Games The Gallery – Heart Of The Emberstone

    Reading Time: 5 minutes

    With yesterday’s highly anticipated release of ‘The Gallery – Heart Of The Emberstone‘, we took some time out to sit down and chat with Cloudhead Games‘ Antony Stevens to gain some insight into the development of the title.

    Can you tell us a little about The Gallery and Heart of the Emberstone?

    The Gallery is one of the original VR adventure games, and has sort of grown with the VR industry as it has come to life over the last few years. The first episode, Call of the Starseed, released as a launch title for the HTC Vive and was eventually bundled and rated one of the top VR games of 2016; and this new episode, Heart of the Emberstone, is out now on Steam and Viveport as a full-blown sequel.

    Like the first game, Heart of the Emberstone is a story-driven puzzle adventure. In searching for your missing sister, you find yourself transported to the fantastical world of Ember, and have to uncover the mystery that led to its demise. Using your new Gauntlet and its power of telekinesis, you can begin to unlock the world, meeting new characters along the way, and ultimately harness the power of the Starseed.

    Where does Heart of the Emberstone take place?

    Heart of the Emberstone continues right where Call of the Starseed left off, and is set on the world of Ember. This a long-forgotten planet whose history is ripe for discovery. We want players to feel like they’re Indiana Jones, or some sort of archaeologist, uncovering the dark secrets of the world and the mystery of its downfall.

    The Gallery’s first episode, Call of the Starseed, was bundled with the HTC Vive for almost 8 months, how did that feel for you as a developer?

    It was an amazing honour to be so many players’ first VR experience. Call of the Starseed was a launch title for the Vive, and it stood out to many as a polished example of what VR can do. We know there are still a few of you out there who received the game in their bundle but have yet to play it, and we really hope that you’ll give it a spin now that Heart of the Emberstone is out to continue the story. The game unfolds in a really unexpected way, and if you never made it past the beach, you have a very pleasant surprise ahead of you.

    What inspired Heart of the Emberstone?

    Heart of the Emberstone is deeply inspired by the feeling of childlike wonder. Many of us grew up in the 80s, watching classic dark fantasy like The Dark Crystal and Labyrinth, with over-the-top and wildly unusual adventures in mystical places. We want to replicate that feeling of sitting in front of the TV as a kid, fully immersed in the world of a movie, except you’re not just immersed visually, you can also move around the world, and touch its creatures, and learn its history with the power of VR and the HTC Vive.

    What’s new in Heart of the Emberstone compared to Call of the Starseed?

    Heart of the Emberstone is a much longer experience, with more puzzles, more story, and a bunch of new gameplay features. While Call of the Starseed was a slow burn into the magical, Heart of the Emberstone thrusts you into a fantasy world from the beginning, and gives you unique ways to control the world around you that would only be possible with the science and fantasy of an alien world.

    What makes Heart of the Emberstone a good fit for VR and the HTC Vive?

    The telekinesis power is something we’ve seen early players spend a lot of time with. It took a long time to hone the feeling in to be intuitive, and it feels amazing to move objects like a jedi or a wizard with full physical control. The puzzles are also designed to best fit VR, often requiring the player to move around or change their angle to get a better vantage — a type of play style that only VR and the HTC Vive can enable.

    What type of players do you think will enjoy Heart of the Emberstone?

    Adventure game fans of Myst, and players that are looking for something unique to VR. There’s a lot of VR action games out there, but far fewer story-driven adventures with full roomscale support. Heart of the Emberstone is a unique blend of film and game, so if you like your experiences with a bit more story, Heart of the Emberstone will be right up your alley.

    And of course, fans of Call of the Starseed will enjoy it too; it has all the things you loved about the first game–the attention to detail and the cinematic feel–but with even more polish and beauty. We hope you love it.

    The Gallery – Heart Of The Emberstone is now available on Viveport for $29.99

    Website: LINK

  • Clash of Realities 2017: Top-Themen & Top-Speaker

    Clash of Realities 2017: Top-Themen & Top-Speaker

    Reading Time: 4 minutes

    veröffentlicht von Martin Lorber am 10. Oktober 2017

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    Computerspiele aus wissenschaftlicher und künstlerischer Sicht betrachten, sie in Bezug zu ihren „Vorgängern“ Film und Fernsehen setzen, neue Perspektiven einnehmen und diskutieren: Die Konferenz Clash of Realities ist schon seit 2006 eine feste Größe in der Gamesbranche. Vom 6. bis 8. November 2017 findet sie zum achten Mal statt und führt erneut renommierte Expertinnen und Experten aus den verschiedensten Bereichen rund um das Thema Games nach Köln. Dadurch ist wieder ein einzigartiges Themenspektrum gewährleistet, das die Clash of Realities zu einem ganz besonderen Ereignis macht.

    Am 6. November um 10:00 Uhr, noch vor dem Beginn der eigentlichen Konferenz, startet der Young Academics Workshop mit dem Thema „Perceiving Video Games“. Er wird vom Cologne Game Lab in Kooperation mit der Kopenhagener University of Applied Sciences organisiert und beschäftigt sich vor allem mit der menschlichen Komponente beim Spielen – bis hin zu den Auswirkungen der modernen VR-Technologie auf die kognitiven und emotionalen Kapazitäten der Spieler.

    Eröffnung: Die Ohren spielen mit

    Um 19:15 Uhr eröffnet Prof. Dr. Karen Collins von der University of Waterloo (Kanada) die diesjährige Clash of Realities. Mit dem Aufruf „Hey! Listen! Stop ignoring sound!“ analysiert die Forscherin anhand aktueller Beispiele die wichtige Rolle von Soundeffekten und Soundtracks in Spielen. Es geht aber auch darum, wie Spieler, Kritiker und Wissenschaftler über Game-Sound schreiben und sprechen – denn im Gegensatz zur Grafik eines Spiels ist seine Soundkulisse schwerer greif- und beschreibbar. Passend zu dieser Keynote erleben Sie im Anschluss eine Performance des Toy Box Orchestra, das sich auf Synthesizer-Klänge spezialisiert hat.

    Day of Summits

    Am Dienstag, dem 7. November, können Sie zwischen fünf hochinteressanten Summits wählen. Die Anmeldung ist von 9 bis 10 Uhr möglich, jeder Summit beginnt um 10 Uhr mit einer kurzen Einführung in die Thematik, bevor es bis in den späten Nachmittag hinein mit den einzelnen Vorträgen und Workshops weitergeht. Am Folgetag, dem Main Conference Day, halten die Keynote Speaker ihre Vorträge. Hier die fünf Summits im Einzelnen:

    Media Education: Ethics beyond Gameplay

    Da sich mit dem Siegeszug des Smartphones auch das mobile Spielen extrem schnell extrem weit verbreitet hat und gleichzeitig Casual und Social Games immer zugänglicher werden, stellen sich zunehmend ethische Fragen: Wer reguliert eigentlich, was von wem gespielt wird? Wie interagieren Spieler in Online- und Offline-Communitys miteinander? Welche Prozesse der Inklusion und Exklusion lassen sich beobachten? Wie sehen die Beziehungen zwischen Entwicklern und Spielern aus? Der Summit versucht Antworten auf diese Fragen zu finden und zeigt, wie Spiele als kulturelles Phänomen die sozialen, wirtschaftlichen und politischen Dimensionen beeinflussen.

    Prof. Dr. Jennifer Jenson ist Direktorin des Instituts für Digitales Lernen und Professorin für Pädagogik und Technologie an der York University (Kanada). Ihr Vortrag dreht sich um ein Thema, das auch in der Öffentlichkeit immer wieder kontrovers diskutiert wird: „Marginalized, Excluded and Harassed: The ‚Problem’ of Women in the Games Industry”. Am 8. November trägt sie außerdem die Keynote Feminists, Games & Innovation: Thinking and Designing with and for Difference“ vor.

    Game Development Summit: of Escapism and Activism

    Dieser Summit behandelt die Unterschiede und Gemeinsamkeiten zweier Spielkategorien: Während Spiele mit reinem Unterhaltungswert als eskapistisch eingeordnet werden, konfrontieren „Serious Games“ ihre Spieler mit Problemen aus der realen Welt, machen sie quasi zu Aktivisten. Dabei ist die bisherige harte Trennung kontraproduktiv, viele cleverer wäre es doch, die Stärken der beiden Pole zu kombinieren, also unterhaltsame Spiele zu entwickeln, die trotzdem eine tiefere Bedeutung haben, sowie ernsthaftere Titel, die dennoch Spaß machen und auf den berüchtigten erhobenen Zeigefinger verzichten.

    Die Keynote „#WarGames and Taking the Choices out of Choice Based Stories” hält Sam Barlow, der Autor und Designer von Her Story und drei Silent Hill-Spielen.

    Game Studies Summit: Games and Literature

    Der Summit selbst beleuchtet die Wechselbeziehung zwischen analogen und digitalen Spielen auf der einen, und der Literatur auf der anderen Seite. Die Kernfrage dabei: Wie können Spiele und Literatur künstlerisch und wirtschaftlich voneinander profitieren?

    Prof. Dr. Nick Montfort, Professor am berühmten Massachusetts Institute for Technology (MIT) und Experte für interaktive Fiktionen, hat bereits zahlreiche computergenerierte Bücher entwickelt. Er ist außerdem in der Demo-Szene aktiv und stellt seine digitalen Arbeiten in Galerien aus. Seine Keynote am 8. November thematisiert die momentan so angesagten Roguelikes – aber aus einem ganz anderen Blickwinkel: Ausgehend von „Rogue“ (1980), dem allerersten Roguelike-Computerspiel, das damals noch in ASCII-Zeichengrafik dargestellt wurde, schlägt er den Bogen zu aktuellen Projekten jenseits des Mainstreams. Seine Keynote am Folgetag widmet er den unterschiedlichen Formen der Computerspiele: „True to Platform“.

    Film and Games Summit: The Promise of the New – Immersion Revisited

    Das Schlagwort „Immersion“ wird vor allem im Kontext mit der VR-Technologie immer wieder genannt. Dabei ist Immersion kein neues Thema, sondern eines mit einer langen Geschichte – man denke nur an „fesselnde“ Bücher und Filme. Dieser Summit zeigt auf, wie Story und Verstand, Spielmechanik und Interaktion ein Gefühl der Immersion erzeugen. Keynote Speaker Prof. Dr. Robin Curtis ist Filmemacherin, Kuratorin und Professorin für Media/Cultural Studies an der Albert-Ludwigs-Universität in Freiburg. Ihr Thema: „The Multimodality of Immersion“.

    Game Audio Summit: Artistic Approaches to Music and Sound

    Musikalische und auditive Welten sind viel mehr als nur verschiedene Musikstücke, die Standardsituationen begleiten. In diesem Summit diskutieren Sie die Einflüsse unterschiedlich vermittelter Musik und Sounddesigns, um neue Erkenntnisse für kommende Aufgaben zu gewinnen – auch für die Bereiche Augmented und Virtual Reality. Ab 15 Uhr können Sie außerdem am Game Audio Workshop von Martin Stig Andersen teilnehmen, der unter anderem den Soundtrack zu Wolfenstein 2 komponiert hat. Die Keynote „Space: The final audio frontier?“ hält wiederum Professor Dr. Karen Collins.

    Location & Registrierung

    Die Clash of Realities findet im Cologne Game Lab der TH Köln statt, im Gebäude Schanzenstraße 28. Die Konferenz wird von der TH Köln veranstaltet, inhaltlich verantwortlich sind das Cologne Game Lab und das Institut für Medienforschung und Medienpädagogik, die ifs internationale filmschule köln GmbH, das Musikwissenschaftliche Institut sowie das Institut für Medienkultur und Theater der Universität Köln, Electronic Arts sowie die AG Games.

    Interessenten können sich hier vorab registrieren, die Teilnahme ist kostenlos.

    Einen aktuellen Übersichtsplan in Form eines PDFs mit den Summit-Themen, genauen Terminen und den jeweiligen Veranstaltungsorten im Gebäude Schanzenstraße 28 in Köln finden Sie hier.

    Website: LINK

  • Here Are The VR System Requirements Needed To Run The HTC VIVE

    Here Are The VR System Requirements Needed To Run The HTC VIVE

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    Scaling Mt. Everest or exploring the ocean depths requires rigorous training and specialized equipment when attempting in the physical world. But as a virtual adventurer all you need is a your Vive and a VR ready computer to accomplish these challenges right at home!

    Before buying your Vive it’s important to make sure that your PC is VR ready to ensure a top of the line experience. Follow this checklist of recommended computer specs when searching for a VR ready system to guarantee that your PC will be able to fully take advantage of all that Vive has to offer:

    Processor: Intel™ Core™ i5-4590 or AMD FX™ 8350, equivalent or better

    Graphics: NVIDIA GeForce™ GTX 1060 or AMD Radeon™ RX 480, equivalent or better

    Memory: 4 GB RAM or more

    Video output: 1x HDMI 1.4 port, or DisplayPort 1.2 or newer

    USB: 1x USB 2.0 port or newer

    Operating system: Windows™ 7 SP1, Windows™ 8.1 or later or Windows™ 10

    Unsure if your computer meets these requirements? You can download and take the Vive performance test here: https://www.vive.com/us/ready/

    For those of you who are in the market for a VR ready computer along with the Vive headset, make sure to check out our financing bundles that will equip you with all the necessary hardware in one click of a button: Vive Ready MSI Laptop Bundle


    Website: LINK