Schlagwort: virtualreality

  • VIVEPORT Turns 4! Celebrate with The Walking Dead: Saints & Sinners

    VIVEPORT Turns 4! Celebrate with The Walking Dead: Saints & Sinners

    Reading Time: 3 minutes

    VIVEPORT turns four this week and we’re going all out on the birthday celebrations! For a limited time, new and existing annual Viveport Infinity subscribers can opt-in to receive a free copy of The Walking Dead: Saints & Sinners while all subscribers can now explore the most recent additions to the Infinity library: Polyarc’s Moss and L.A. Noire: The VR Case Files from Rockstar Games.

    Starting today through October 11th, annual Viveport Infinity subscribers in select countries can redeem their copy of The Walking Dead: Saints & Sinners while supplies last. Even monthly subscribers can get in on this limited-time deal! By converting to an annual membership, those who upgrade from their monthly Viveport Infinity membership can also redeem their copy of the hit title. This is the best time to explore an annual Viveport Infinity membership for as of today, the year-long commitment can be purchased for $107.88/year or now in $8.99/month installments.

    Infinity is the world’s first VR subscription service, with an ever-growing catalog of the best games, apps, and videos available in virtual reality. The service is compatible with most PC VR headsets and designed to give everyone – from gamers to creators or even film festival fanatics – the opportunity to discover the highlights and hidden gems of VR.

    Let’s unwrap these party favors and see what presents are in store for your Infinity account:

    The Walking Dead: Saints & Sinners By Skydance Interactive

    One of the best VR games of 2019, The Walking Dead: Saints & Sinners takes you to a flooded New Orleans teeming with walkers and living enemies of warring factions. To survive, you’ll explore the nooks and crannies of the Big Easy to uncover secrets, scavenge artifacts and craft weapons all while you take on the herds of walkers. As you unravel the mystery that surrounds NOLA, you’ll make grim choices with lasting consequences.

    The Walking Dead: Saints & Sinners is now available to redeem for annual Viveport Infinity subscribers today through October 11, 2020 while supplies last: https://www.viveport.com/anniversary-2020

    Moss By Polyarc

    Moss is the popular single-player action-adventure puzzle game featuring the unlikely hero, Quill. Players first learn of the legend of Moss and its backstory through the narrated reading of a richly illustrated fantasy book. Summoned into the enchanting world, the player takes on the role of the Reader and quickly forms a winning partnership with Quill. Players must manipulate and interact with objects in the environment as they help guide Quill on her journey. By solving challenging puzzles and combating evil, the duo will find themselves delving into a deep and magical story.

    Moss is now part of your Viveport Infinity library, partner with this fearless mouse today!

    L.A. Noire: The VR Case Files By Rockstar Games

    Set against the seedy and violent underbelly of 1940’s Los Angeles, L.A. Noire is the story of decorated veteran and newly minted detective Cole Phelps as he investigates an escalating series of cases inspired by real-world crimes. Each successfully solved case brings Phelps greater success, but also brings him closer to the dark criminal heart of post-war L.A.

    Crack the case today on Viveport Infinity.

    Thanks for celebrating with us, we can’t wait to share more milestones and moments with you as Viveport and the VR community continues to evolve. Start celebrating with your copy of The Walking Dead: Saints & Sinners today.

    Website: LINK

  • Celebrating the Emmy-Nominated Viveport Title, Awavena

    Celebrating the Emmy-Nominated Viveport Title, Awavena

    Reading Time: 3 minutes

    You find yourself deep in the jungles of the Amazon, surrounded by lush vegetation and the sounds of the rainforest. As you spot a butterfly fluttering by, your ears are connected to a woman’s soothing voice in a native dialect; you suddenly drift into a comfortable connection with the ecosystem around you.

    This is Awavena, an experience brought to you by Emmy winning filmmaker, Lynette Wallworth, and in conjunction with the Amazonian Yawanawa people. The experience tells the story of Hushahu, the first female shaman in Brazil’s Yawanawa tribe, and Tata, the 100-year old shaman and Hushahu’s mentor, as well as tells the story of the entire Yawanana tribe’s existence in the Amazonian rainforest.

    Awavena is a truly unique experience, as it isn’t just a VR story. The documentary also leverages  AR, and 360-degree video to fully enwrap your senses.  The story puts you in the center of the village of the Yawanana people, but then reality gives way to more interactive elements, whisking your consciousness into a dreamlike atmosphere as the wise Hushahu weaves a narrative, connecting you to the foliage and wildlife that make up your surroundings.

    Awavena has recently been nominated for an Emmy Award in the Outstanding New Approaches to Documentary and is currently available on Viveport for VIVE, Oculus, Valve Index, Windows Mixed Reality, and other VR devices.

    Explore Awavena today with Viveport.

    About the Filmmaker:

    Lynette Wallworth is an Emmy award-winning artist/filmmaker who has consistently worked with emerging media technologies. Her immersive installations and films reflect connections between people and the natural world and explore fragile human states of grace. Wallworth’s work has shown at the World Economic Forum, Davos, Lincoln Center for the Performing Arts, the American Museum of Natural History, New York, Australian Centre for Contemporary Art, the Smithsonian, as well as film festivals including-Sundance Film Festival, London Film Festival, Tribeca Film Festival, Sydney Film Festival, and the Adelaide Film Festival. She has been awarded an International Fellowship from Arts Council England, a New Media Arts Fellowship from the Australia Council for the Arts, the inaugural Australian Film, Television and Radio School Creative Fellowship and the Joan and Kim Williams Documentary Fellowship. Her works include the interactive video Evolution of Fearlessness; the full dome feature Coral, with accompanying augmented reality work; and VR narrative Collisions, which received a 2017 Emmy award for outstanding new approaches to documentary filmmaking. In 2014, Wallworth’s feature documentary Tender won the Australian Academy of Cinema and Television Arts Award for best-televised documentary. In 2016, Wallworth was awarded a UNESCO City of Film Award, the Byron Kennedy Award for Innovation and Excellence and Foreign Policy magazine named her as one of the “100 Leading Global Thinkers’ of the year.

    Website: LINK

  • Coming soon to Viveport Infinity in September

    Coming soon to Viveport Infinity in September

    Reading Time: 3 minutes

    As September arrives, we begin to close out on the humidity of summer and welcome the crisp air of autumn. It also means we finally get to share the incredible VR adventures that are heading your way next month in Viveport Infinity.

    From enchanting galaxies to archeological mysteries and arcade classics, five new titles are entering the Infinity library this September – but that’s not all! This upcoming month you will also find some special bonus content on the Viveport platform. Find out what’s new in September:

    Coming Soon to Infinity – 

    The Room VR: A Dark Matter

    The British Institute of Archaeology, London, 1908: The disappearance of an esteemed Egyptologist prompts a Police investigation into the unknown. Explore cryptic locations, examine fantastic gadgets and uncover an otherworldly discovery which blurs the line between reality and illusion.

    Add to your wish list today.

    Vertigo Remastered

    An immersive story-driven shooter incorporating the cutting edge of VR gameplay, Vertigo Remastered is a complete overhaul and occasional reimagining of the 2016 original.

    Star Shaman

    Star Shaman is VR rogue-lite where you cast spells like never before. Travel through enchanting, futuristic galaxies and regenerate the planets and moons destroyed by the evil Architects of Entropy.

    Add to your wish list today.

    Yupitergrad

    Brave dream of VR gaming. Grappling hooks, wacky humor, spatial stunts, motion sickness countermeasures, Dieselpunk adventure, space acrobatics, and out-of-the-box puzzles. Yupitergrad has it ALL.

    Add to your wish list today.

    Pangman

    Pangman takes you inside a VR classic arcade game experience, where your goal is to burst spheres by using a pair of guns that transform into hooks when you throw them. Complete 140 story mode levels in individual or cooperative campaign, and enjoy frantic multiplayer games with up to 8 players.

    Play now.

    Recent Infinity Launches and Updates –  

    Did you catch all that entered your Infinity library in August? With so many great new titles you might have missed a few, take a look back at the August releases below:

    Venice VR Expanded –

    In addition to these new additions to Viveport Infinity, Viveport will be partnering with the Venice Film Festival this month to host some of the best VR experiences from this year’s selection. From September 2 – 12, all Viveport users will be able to experience 25 virtual reality experiences and games on Viveport and nine 360° films on Viveport Video from the Venice VR Expanded selection. For more information on these limited-time experiences, check out our blog post on the 77th Venice Film Festival.

    Remember to follow Viveport on Twitter and Facebook to stay up to date on all Infinity releases and updates.

    Website: LINK

  • Venice Film Festival’s VR Selection to Release on Viveport

    Venice Film Festival’s VR Selection to Release on Viveport

    Reading Time: 12 minutes

    Since film festival attendees can’t experience “la dolce vita” in person this year, the 77th Venice International Film Festival’s VR selection will be held entirely virtual in 2020. HTC Vive is partnering with La Biennale di Venezia to bring Venice VR Expanded, the official Virtual Reality selection of the festival, to the Viveport platform.

    From September 2 – 12, VR fans will be able to experience 25 virtual reality experiences and games on Viveport and nine 360° films on Viveport Video from the Venice VR Expanded selection. In addition to this, Venice Film Festival will be hosting the networking element of the festival in the custom-built world inside VRChat, also available through Viveport.

    Highlights from the Venice VR Expanded include ‘Gnomes and Goblins’ directed by John Favreau (WEVR), The Room VR: A Dark Matter’ (Fireproof Studios), ’Down the Rabbit Hole’ (Cortopia), ‘The Metamovie presents: Alien Rescue,’ a live virtual performance directed by Jason Moore, hosted by NEOS platform and ‘Il Dubbio’ (Reframe VR co-produced with VIVE Arts).

    Below you’ll find the entire lineup of the Venice VR Expanded experiences found on the Viveport platform. Note your favorites, pour a glass of vino and prepare to be transported, in VR, to the city of water:

    4 FEET HIGH by MARIA BELEN PONCIO, ROSARIO PERAZOLO MASJOAN, DAMIAN TURKIEH – Argentina / France – Detona Cultura / Red Corner / ARTE France / Realidad 360

    Seventeen-year-old Juana, who is stuck on a wheelchair, is willing to explore sexuality but is ashamed of her own body. In the process of trying to fit in at her new school, she is to face failure, friendship and fear before learning to accept herself.

    AFRICAN SPACE MAKERS by THE NRB BUS COLLECTIVE – Kenya / Germany – The Nrb Bus Collective

    This VR series depicts a new generation of emerging creatives. The journey begins in Nairobi, Kenya, one of the liveliest metropolises in sub-Saharan Africa.

    AGENCE by PIETRO GAGLIANO – Canada – Transitional Forms / National Film Board of Canada

    In this animated and interactive experience, the fate of artificially intelligent creatures known as Agents is in the viewer’s hands. In this algorithmic universe, Agents live on small planets according to a preordained plan until they slowly build a sense of self-awareness. Should the viewer decide to let them live in social harmony, or disrupt this balance?

    AJAX ALL POWERFUL by ETHAN SHAFTEL – USA / China – VeeR / easyAction

    Henry Winkler is a genie addicted to the human souls he collects in exchange for granting wishes to gullible humans. However, something is different about the seemingly naive little girl who has rubbed his lamp this time. For one thing, she has hired a strait-laced lawyer (Chris Parnell) to negotiate her wishes.

    AU PAYS DU CANCRE MOU (IN THE LAND OF FLABBY SCHNOOK) by FRANCIS GELINAS – Canada – couleur.tv

    with Catherine Cyr, Saule Gélinas, Francis Gélinas, Lileyna Joy, Monique Thomas, Daniel Judson

    In this animated experience, a young boy asks his elder sister how she managed to stop being afraid of the dark. She shows him a number of dreamlike drawings that come alive little by little and help him conquer his fears.

    BEAT by KEISUKE ITO – Japan – WOWOW Inc. / CinemaLeap Inc.

    Beat is a story literally born out of viewers’ heart since their heartbeat is faithfully reproduced in animation. Viewers also meet a rusty and heartless robot they can give their heart to by placing it in his metallic body. The happy robot stands up and starts moving around. After meeting new robots, though, he does not know how to communicate with them. His “heart” is key to the story’s progress and, through the robot’s personal growth, of viewers’ awareness of their own heart.

    DREAMIN’ ZONE by FABIENNE GIEZENDANNER – France / Sweden / Germany / South Korea – Zéro de Conduite Productions / CINÉ-LITTÉ PRODUCTIONS / FAUVEA Studio / STUDIO YOG

    with Yolanda Creighton, Béatrice Bastiani, Amy Bull

    Yuri, an old South Korean woman, thinks back of the day she turned ten, when she disobeyed her mother, ran away and crossed the border between the two Koreas in hope to meet her father, a soldier violinist who went to war and disappeared somewhere in North Korea. She travels through an animistic and dreamlike version of the demilitarized zone among strange-looking birds, mysterious ghosts and the scars the war left behind. Will she get to meet her dad?

     GNOMES AND GOBLINS by JON FAVREAU, JAKE ROWELL – USA – Wevr / MWM Interactive

    This animated, story-driven game is set in an enchanted world of gnomes and goblins. The viewer, as the protagonist, will encounter inhabitants of a fantasy land, build a relationship with them, become part of their society, and save them from their foe.

    GREAT HOAX: THE MOON LANDING by JOHN HSU, MARCO LOCOCO – Taiwan / Argentina – Serendipity / 3DAR

    In 1969, Apollo 11 lands on the moon. Despite those conspiracy theorists that called the moon landing a hoax, the Unites States proudly showed the world what a powerful nation could accomplish. Fifty years later, the Taiwanese people are fighting against identity crises and financial instability and waiting for something or someone to step up and make them rise again.

    HAVFOLKET KALDER MØRKNET VAND (HUSH)  by VIBEKE BRYLD – Denmark – Final Cut for Real

    A sensory VR experience and installation turning viewers into the subject of a Northern myth and taking them into a mythological underwater land born out of the harsh seas and plains of Thy, a rural region in the North of Denmark where superstition abounds and the powers of nature rule.

    HERE by LYSANDER ASHTON –USA / UK – Intel Studios / 59 Productions

    with Joe Roger Davies, Sarah Mina Son

    Based on Richard McGuire’s graphic novel, Here is a grand biopic on a specific corner of a room. We join the myriad characters that have called this particular room home throughout time. The narrative flow allows viewers to live an immersive experience in a unique place through time, connecting with those who have come before, as well as those yet to come. 

    KINSHASA NOW by MARC-HENRI WAJNBERG – Belgium / Congo – Wajnbrosse Productions / RG Créatifs Associés

    35,000 kids abandoned by their families following witchcraft allegations are doing their best to survive on the streets of Kinshasa, Congo. One night, fourteen-year-old Mika must suddenly come to terms with this terrible situation and learn the rules of the street to survive, find food and shelter, and, even most importantly, fit in.

    MINIMUM MASS by RAQI SYED, AREITO ECHEVARRIA – New Zealand / France / USA – Floréal Films / Like Amber

    The viewer is taken into the surreal cinematic story of a family living through a series of miscarriages. Set in contemporary Rotorua, New Zealand, their story is one of love, loss and black holes.

    MIRROR: THE SIGNAL by PIERRE ZANDROWICZ – France – Atlas V / Versus Production / Albyon Studio

    Sent to an unknown planet, young exo-biologist Claris violently crashes on a mysterious land. As she tries to find the other members of her team, she witnesses the first “signal” generated by the planet itself.

    OM DEVI: SHEROES REVOLUTION by CLAUDIO CASALE – Italy / India – Sibilla Film

    with Anjali Rani, Devya Arya, Shabnam, Ikra

    In contemporary India, we follow three women engaged in a day-to-day fight for gender equality. Anjali is a doctor who works non-stop to lower the high death rate. Shabnam is a civil rights activist and acid-attack survivor taking care of her daughter Ikra. Devy Arya studies at a Hindu school to become a priestess. Their diverse stories take us right to the heart of India’s changing society.

    ONCE UPON A SEA by ADI LAVY – Israel / Canada – Bilmey Intuitive Pictures

    Users are transported to the Dead Sea and taken on a tour of one of the wonders of the world, which has been inaccessible for 35 years. A place famous for its long history and therapeutic powers, the Dead Sea can now be virtually experienced by viewers thanks to photo-realistic environments.

    PENGGANTIAN (REPLACEMENTS) by JONATHAN HAGARD – Japan / Germany / Indonesia – Kampung Ayu / Ossa Film / Suwe Ora Jamu

    with John Navid, Tri Yuliantini, Rido Purwanto, Hartini Sarimo, Galih Budi Oetomo, Septatiana Effendi

    Inspired by people and places that truly exist, the film depicts a Javanese family living in a fictional neighborhood in Jakarta, the capital city of Indonesia. Here, they witness the city’s political transformation and rise of Islamic fundamentalism causing the overall decay of the surrounding urban environment.

    RECODING ENTROPIA by FRANÇOIS VAUTIER – France – Da Prod

    In the midst of a spatial void, an imposing geometric form wanders in the horizon of infinite space presenting itself to the viewer’s eyes. It is a huge and pure eternity-evoking tetrahedron. As it stays still, it breaks apart scattering its million pieces in empty space as ghosts in the heart of infinity. Soon enough, this imposing entity is shattered into a cloud of particles dancing in nothingness.

    SHA SI DA MING XING (KILLING A SUPERSTAR) by FAN FAN – China, Beijing iQIYI Science & Technology co.

    with Luyao Zhang, Zi Dou, Ziqiao Song, Haorong Deng, Ding Yue, Songming Chen

    Lisa is an actress who has been recently caught in a scandal and even received death threats. Her agent invites a well-known TV host to Lisa’s secret villa for a live interview. Unexpectedly, at the beginning of the live show a dead person is found at the scene. Was it an accident or murder? Killing a Superstar is an immersive VR video: viewers can solve the case directly at the crime scene through interactive functions.

    SILTOJEN ALTA TULEVAISUUDEN IHMISELLE (MAN UNDER BRIDGE) by HANNA VÄSTINSALO – Finland – Thinkseed

    Johan K. Harju was a self-taught writer and historian, as well as an alcohol-addicted homeless person. His unique talent resided in his ability to document his friends’ lives as well as his own through his personal voice that made listeners see the world through his eyes. This virtual-reality experience combines animation with photos and Harju’s voice recordings from the Helsinki City Museum archives, placing users in a historical tram featuring animation inspired by Harju’s drawings.

    SMAGEN AF SULT (A TASTE OF HUNGER) by CHRISTOFFER BOE, DAVID ADLER – Denmark / Sweden / France – MAKROPOL / Zentropa / Atlas V / Zentropa Sweden

    with Nikolaj Coster-Waldau, Katrine Greis-Rosenthal

    A fully immersive VR experience placing the viewer at the center of a love affair’s classic triangle connecting attraction, conflict and reconciliation. The virtual space is divided into 20 moments linked with these three key situations, highlighting lovers’ unity and divergence.

    THE HANGMAN AT HOME – AN IMMERSIVE SINGLE USER EXPERIENCE by MICHELLE KRANOT, URI KRANOT – Denmark / France / Canada – Floréal Films / Late Love Production / Miyu Productions

    What does the hangman think about when he goes home at night from work? Based on Carl Sandburg’s poem, The Hangman at Home explores the possible answers to this question through five interwoven stories: five characters in one apartment, in five different moments. An immersive, animated and interactive experience allowing viewers to become aware of their influence on the events ¾ until they are required to make a decision and act upon them.

    WO SHENG MING ZHONG DE 60 MIAO (ONE MORE MINUTE) by WAN DAMING – China – Veer / MeDoc

    A documentary film on people’s lives during the COVID-19 outbreak in China. The viewer experiences the power and beauty of life, and the heartbreaking real events that took place at 10 a.m. on February 20, 2020.

    1ST STEP – FROM EARTH TO THE MOON  by JÖRG COURTIAL, MARIA COURTIAL – Germany – Faber Courtial

    with Christian Jacob, Alexander Waigel, Holger Winter

    A legendary space-travel experience following in the steps of the Apollo mission from launch to the astronauts’ journey back home: a magic story of how dreams came true as mankind took their first step on the moon.

    BLIND SPOT by HU ZHANGYANG – China – Unlimited Fly Inc

    As the main character of this videogame experience, the viewer wakes up in a storage room. The house the viewer has always lived in with his father and sister does not look like it used to. A weird phone message complicates things further.

     DOWN THE RABBIT HOLE by RYAN BEDNAR – Sweden – Cortopia Studios AB

    with Katie Gaskin, Sean Chiplock, Jean-Michel George, Michael Edwards, Bob Feeser, Jill Rolls

    In this prequel of Lewis Carroll’s celebrated Alice in Wonderland, viewers play the role of a girl that is accidentally transported to Wonderland; as such, they are free to control her fate and make decisions along the way.

    GRAVIDADE VR (GRAVITY VR) by FABITO RYCHTER, AMIR ADMONI – Brazil / Peru – Delirium Xr

    The story unfolds in a surreal world where all existing things are perpetually falling down, as are players themselves. In this world with no walls or horizon, no bottom or top, there is no fear of heights: rather, viewers find themselves floating in a gravity-free environment.

    JIOU JIA (HOME) by HSU CHIH YEN – Taiwan – Kaohsiung Film Archive / Hsu Chih Yen Director Studios / Funique VR Studio

    with Chia-Lin Hsu, Tsui-You Hung, Jia-Dong Shea, Ruey-Huey Kuo, Kun-Chuan Chen, Ying-Ting Li

    Based on the director’s real-life experience. A family gathers in their old house on a summer day to spend time with their grandmother who can now barely move, hear or react to any external input. Many people visit the house as the day goes by. The viewer also takes part in this family gathering in a very peculiar role: old grandma’s.

    SOUND SELF: A TECHNODELIC by ROBIN ARNOTT – USA – Andromeda Entertainment

    An inward-looking journey of meditation: through the use of their own voice, viewers experience a state of complete relaxation and altered awareness.

    THE BOOK OF DISTANCE by RANDALL OKITA – Canada – National Film Board of Canada

    Hiroshima, 1935. Yonezo Okita left his home in Japan for Canada. Then war and racism changed everything. Three generations later his grandson Randall Okita leads us on an interactive pilgrimage through an emotional geography of immigration and family to recover what was lost.

    THE ROOM VR: A DARK MATTER by MARK HAMILTON – UK – Fireproof Studios

    London, British Institute of Archaeology, 1908. The disappearance of an esteemed Egyptologist prompts a police investigation into the unknown. The viewer is called to explore cryptic locations, examine fantastic gadgets and solve puzzles in an otherworldly space that blurs the line between reality and illusion.

    IL DUBBIO – EPISODIO 1 by MATTEO LONARDI, producer: FRANCESCO LONARDI – Italy

    Nowadays, we tend to see doubts as weaknesses in our struggle to succeed no matter what. We would rather show off our accomplishments, confidence and productivity, especially in the creative process. Il dubbio is an interactive documentary VR experience challenging these assumptions and exploring doubt as a driver of creation. The journey begins in Leonardo Da Vinci’s studio, where users can experience a lesser-known side of the celebrated Renaissance master.

    MEET MORTAZA VR by JOSÉPHINE DEROBE, producer: ORIANE HURARD – France / Belgium

    An immersive VR experience taking viewers into the private life of a man driven into exile. Ten years ago, Mortaza was forced to leave Afghanistan when a fatwa was pronounced against him. After spending three dangerous months as an illegal alien on the run, he eventually reaches the country where he wants to seek asylum, France. However, the government proves to be another obstacle in his journey to freedom.

    QUEERSKINS: ARK by ILLYA SZKILAK, CYRIL TSIBOULSKI, producers: SARAH VICK, DIEGO PRILUSKY – USA

    Reading her son’s diary after she lost him to AIDS, a Catholic mother living in rural Missouri finds a way to overcome her pain by picturing him alive and in love. Viewers are helped to create the story by moving around and playing with their own body.

    VAJONT by IOLANDA DI BONAVENTURA, producer: SAVERIO TRAPASSO – Italy

    This interactive first-person VR experience is set in the Vajont valley, Italy, a few hours before the disaster. The story is centered on a dialogue between a husband and his wife: the woman senses the danger and wants to leave; her husband dismisses the idea that there is any danger at all. What stops us from leaving the places we feel we belong? Can we accept the idea of having to protect ourselves from something that is part of our own identity – the place we grew up in?

    Website: LINK

  • Surf the Web and Manage Crowds Now With VIVE Sync

    Surf the Web and Manage Crowds Now With VIVE Sync

    Reading Time: 2 minutes

    Website: LINK

  • SnapshotVR’s Viveport Open Tournament Starts Saturday

    SnapshotVR’s Viveport Open Tournament Starts Saturday

    Reading Time: 2 minutes

    Website: LINK

  • Protecting Gorillas Through the Power of VR

    Protecting Gorillas Through the Power of VR

    Reading Time: 6 minutes

    The Ellen Fund Presents: Gorillas in VR is a beautifully ambient experience with spatial audio allowing people to spend a few intimate moments with wild critically-endangered mountain gorillas in the volcanic jungles of northern Rwanda.

    Produced by award-winning immersive studio Habitat XR, the experience was a collaboration between famed talk show host and comedienne, Ellen DeGeneres’ Ellen Fund, the Dian Fossey Gorilla Fund and the Rwandan Development Board.

    We chat with Habitat XR Founder & CEO, Ulrico Grech-Cumbo, to learn more about why this experience was created:

    HOW DID A SOUTH AFRICAN XR STUDIO LAND UP WORKING WITH A HOLLYWOOD CELEBRITY’S CONSERVATION NON-PROFIT?

    I’d spent about a year trying to convince the Dian Fossey Gorilla Fund to bring us in to produce a premium 360 film about their amazing work with mountain gorillas. Many will know Dian Fossey’s work through the famous film, Gorillas in the Mist. Largely due to their efforts, the population of gorillas in the Virunga region generally is healthier than for many decades. But the budget was hard to find.

    One day, just as I started thinking about giving up on the idea, I got a call from Tara, the President of Dian Fossey Gorilla Fund: “Our partners at the Ellen Fund are putting together a fundraiser in Los Angeles and they want a VR experience for it. We’re recommending you guys!” The Rwandan Development Board came on as a crucial partner, granting us extended access to the park and gorillas, and the rest is history!

    WHAT WAS IT LIKE FILMING GORILLAS?

    Kind of indescribable, really. We got to spend time with gorillas that only researchers ever get to see. The way it worked was, we followed trackers who got a few hours head start on us to try to locate a group, known as “the Pablo group”. We rendezvous with them, but before we get within visibility of the gorillas, the guides proceed to teach us how to speak gorilla – seriously! We are taught how to create low guttural rumbling noises to indicate that we come in peace. We “ask permission” to approach the group by making the noises and are told to wait for a response from the gorillas – which, astonishingly, we appear to receive!

    We move in slowly through the thick vegetation, and as I look up, there is a blackback (juvenile) calmly looking right at me. Making eye contact with a gorilla is like hearing a lion roar for the first time – something primal rushes through your whole body and this crazy connection is fostered. Having never seen gorillas in person before, it was easy to mistake them as animatronic puppets. They seem too otherworldly to be real somehow; yet, at the same time, so eerily familiar to us.

    HOW DID THEY REACT TO YOUR CAMERAS?

    We have filmed a LOT of wildlife in 360, and have learned there are usually two types of animals: those that avoid our rig as if it were an alien; and those that are callous and knock the cameras down or even steal it (as lions have often done!). We weren’t sure what we’d get with gorillas. But we learned that they sit somewhere in between these two stereotypes; they are very curious about the camera but incredibly gentle for such powerful animals. They would saunter up to the cameras, pretend to not be interested. Then give in to their curiosity and inspect them, touching softly and smelling their fingers. 

    WHAT WAS THE ENVIRONMENT LIKE? ANY CRAZY SHOOT STORIES?

    It was nothing short of hostile. Firstly, most of the near-impenetrable vegetation is peppered with stinging nettle. Jumanji edition stinging nettle. The stuff pierces through leather and canvas. And there are no nice tourist paths – you have to hack your way through with pangas. The hills of the volcanoes are crazy steep, and the ground was pure mud making progress exceptionally slow and embarrassing. You’re hiking at 12,000 or 13,000 ft up so you feel extra unfit just hiking, and we’re trying to haul gear up (thank goodness for help from porters!). And on top of it all, the weather was typical for a rainforest: one minute it’s searing hot and we’re shedding all but the most essential clothing, the next, we’re being pelted by marble-sized hail, followed by torrential rain so cold that even under 3 layers of clothing and raincoats we couldn’t help shivering and lost all feeling of toes. That was day 1, and we had 2 more days of this to go.

     

    FAST FORWARD TO THE EDIT – HOW DID IT COME TOGETHER?

     We didn’t have much time before the fundraiser so we went straight into post-production. Fortunately, there was no script or narration required so we could spend our time trying to get complex 3D stitching done, as well as spatial audio.

    DID YOU GET TO GO TO THE FUNDRAISER WITH THE PIECE?

    Initially, the plan was that we’d just film & produce the experience; a team with VR headsets in Los Angeles was going to handle the screening there. I casually threw in the fact that we had 50 headsets we’d be willing to donate if they covered our travel costs to Los Angeles. About 5 days before the event, I got a call from Casey, the head of the Ellen Fund, taking us up on the offer – such an awesome moment.

    ANY CELEBRITIES WATCH THE EXPERIENCE?

    The screening was manic – aside from Ellen and her wife Portia DeRossi, I personally saw watching included Leonardo di Caprio, Julia Roberts, Kris & Kendall Jenner, James Corden and Sofia Vergara!

    LET’S TALK IMPACT THOUGH. WHAT HAS THE EXPERIENCE BEEN ABLE TO ACHIEVE?

     

    Excellent question, impact is why we do what we do. For one, that night, the Ellen Fund raised over $5 million for gorilla conservation. While the VR experience alone wasn’t the only reason, one of the wealthy donors came up to me at the end of the night and said “I strongly believe that figure had a lot to do with the VR experience, so I wanted to tell you that”. We know from previous fundraising work with the likes of Conservation International and WWF that context builds empathy; feeling like you’d spent 5 minutes alone with gorillas in the wild helped each one of those people truly understand what it is that Ellen is fighting so hard to protect.

    A few months later, Covid19 hit and we decided with The Ellen Fund & Dian Fossey Gorilla Fund that we’d release the experience to the public across all major VR platforms. In the first 5 days after launching it, the same number of people had experienced being in the company of Rwandan mountain gorillas as would have taken 234 days in real life based on ecological tourist limitations in the park. And it’s likely that these few thousand people may never even get to see the real thing given that permits cost $1,500 per person. We believe it helps take all those people a big step forward in appreciating nature and its reliance on us as a species to help other species thrive.

    You can watch the experience yourself on Viveport Video today.

    Website: LINK

  • VR Developers Share Their Biggest Challenges and How They’ve Overcome Them

    VR Developers Share Their Biggest Challenges and How They’ve Overcome Them

    Reading Time: 5 minutes

    Key Challenges and Solutions – HTC VIVE 2020 Developer Survey Takeaways

     To be the best advocate for the VR developer community, we know we have to listen to the triumphs as well as the setbacks developers face. In part one of this series, we covered the key trends and opportunities available to VR developers. In part two, we asked respondents to share the biggest challenges they’ve encountered when building their VR projects and how they’ve overcome these hurdles. 

    Hardware Hardships

    When asked what the main hardware challenge impacting the market today is, 4 in 10 developers shared that their biggest concern was the cost of hardware to end-users.

    As the market matures, HTC VIVE is exploring ways to make VR accessible to more audiences. From the modular design of the VIVE Cosmos to the standalone VIVE Focus Plus, which does not require a PC to run, we’re continuing to address this challenge for both consumers and developers.

    The second hardware-related challenge picked by developers was tethering. Surprisingly, developers for stand-alone devices cited this as a challenge the most, suggesting that the next generation of headsets presents new challenges for developers to tackle.

    Drawbacks of Developer Tools

    When asked to share the biggest drawback they’ve noticed in current developer tools, 29% of respondents lamented that the server-side (multiplayer/social) tools are not robust enough.

     “Separate IDC research has shown that multiplayer games are less common in VR than on PC, console and mobile gaming platforms generally, so it may be these two findings relate,” said Lewis Ward, Research director, Gaming & VR/AR at IDC. “Enterprise VR developers were the most concerned with this challenge, although it probably has more to do with customer server integration broadly than with challenges related to social interactions among VR users specifically.”

    The second leading dev tool drawback, at slightly more than a quarter of respondents (26%), was the limits of commercial game engines. Consumer-focused developers and those in North America were the most concerned with today’s game engine limitations. A close third was UI tools with 24% selecting that, “the available user interface options aren’t great”.

    Hurdles to Monetization

    When asked what the biggest challenge developers face when building and commercializing VR-based apps, limited audience adoption (27%) was the leading answer among those surveyed.

    However, this challenge was not equally felt among all respondents. A gap emerged between consumer and enterprise-focused developers with those building for consumers citing low adoption more frequently than those who developed for the enterprise. It was also apparent that developers of tethered headsets seemed more concerned with low audience adoption than those developing for standalone HMDs.

    “This gap may be a product of enterprise VR developers believing that they have more of a built-in audience or that they find that enterprise projects are more readily funded compared with those on the consumer side,” said Ward.

    Nine points above the next deterrent, low audience adoption was on the minds of the majority of respondents. The second most cited important issue for developers was that investors/project funders were concerned about the industry’s prospects (18%) followed by user experience challenges (14%).

    Overcoming Obstacles

    When asked if developers had ever run into a similar challenge before, over 52% shared that they had. Of those who had faced a comparable obstacle in the past, 17% stated that were able to find a solution to their problem. We’ve rounded up some of their best tips.

    When it came to solving technical problems, the developer community proved to be self-sufficient and inclined towards action. This isn’t surprising. Asked what was the most exciting about developing VR-based apps, 41% stated they enjoyed being involved in creating something that has never been done before. With that pioneering spirit, VR developers are ready to tackle problems that may not have been dealt with before. Below are a few common examples shared by respondents on how they overcame technical issues:

    • “Mostly trial and error, changing in engine or adding code to fix things.” 
    • “Building our own tools, or in the case of lack of documentation/examples, trial and error.” 
    • “Overcoming a complicated end-user experience in a previously shipped app by paying constant attention to feedback and being agile about correcting it.”

    With the majority of developers concerned about low audience adoption and convincing investors of the ROI potential of their project, finding the right path to funding is a crucial step in the development process. Respondents in both the enterprise and consumer markets shared how they were successful in securing support:

    • “We worked out a firm investment and ROI plan that is achievable and economical. The efforts were mainly targeted towards product development and innovation to convince [the] investor to put his money in the project.”
    • “By beginning to embed the technology within the business to improve communication and reduce travel requirements, winning people over with the simplicity and power of the technology.”

     

    • “Finding the right person within the organization to help sell it in.”
    • “Spending more time learning about the potential customer/client and taking the time to expose them…to relevant content to get them to understand the potential.”

    Some found that the best way to convince potential investors, partners and customers was to show, not tell. When asked how they overcame their biggest challenge, a number of developers shared that they used the immersive power of VR to highlight the merits of their work:

    • “Delivering demos and creating prototypes for free.”
    • “Integrating the right partners with access to the technology required. Running a workable demo for the financiers.”

    When developers were unable to secure outside funding, they again called upon their pioneering spirit to go it alone:

    • “We could not find anyone to fund our project so we created our own company and worked in our spare time to get it done over the course of a year.”

     

    • “So far we have self-funded the operation and have been able to develop a robust, enterprise-level VR platform with strong analytics and performance data capture.”

    At VIVE, we know that regularly connecting with the developer community is essential to building a healthy ecosystem with the best end-user experience. We’re proud of their innovative spirit and their ability to tackle new challenges each day. From our early-stage investment fund, VIVE X, to our VIVEPORT partnerships, we’re constantly looking to support the developer community to help bring the best enterprise and consumer VR experiences to market and ensure their success.

    While we can’t physically meet up with our developer partners at our favorite events this year, we encourage developers to connect with us on our Developer Community Forums and stay up to date on the latest developer news through the Developer Portal.

    Website: LINK

  • Coming soon to Viveport Infinity in August

    Coming soon to Viveport Infinity in August

    Reading Time: 3 minutes

    With so many hits added to our Infinity library in July, we still haven’t been able to play all of the new titles in our queue yet. From critically acclaimed hits like Paper Beast to Early Access exclusives like Snapshot VR, this past month has been nonstop gaming for Infinity members.

    But the summer fun doesn’t stop in July. August is shaping up to be a banner month for Infinity members with new hits arriving each week. Escape rooms, murder mysteries, racing games, and sweet immersive love stories are ready to be discovered by you.

    Want to see what’s coming next? Check out the upcoming releases for August below:

    Coming Soon to Infinity –

    Mini Motor Racing X by The Binary Mill

    Welcome to the world of Mini Motor Racing X! Strap yourself in, or strap on your VR headset, and jump into a nitro-fueled world where little cars mean BIG fun! Spanning across reclaimed ruins and scorched outbacks through to rain-soaked docks and sun-kissed tropical islands – Mini Motor Racing X will take you on a micro driving journey across the globe like no other. 

    Add Mini Motor Racing X to your wish list to get updates.

    Scraper: Gauntlet by Labrodex Studio 

    Scraper: Gauntlet is a VR RPG wave shooter featuring heavy weapon customization, unique missions and substantial enemy modifiers. You’re an elite HRF Operative tasked with retrieving a highly classified weapon blueprint from a secret AI facility to fight back against the Humechs.

    The Line by ARVORE Immersive Experiences

    “The Line” is a 15-20 minute interactive story about love and fear of change. Pedro and Rosa are miniature dolls perfect for each other but reluctant to live out their love. Narrated by Rodrigo Santoro, the piece is great for first-time VR users and “Best VR Experience” at 76th Venice Film Festival.

    Tokyo Chronos by MyDearest Inc.

    TOKYO CHRONOS is a VR Mystery Visual Novel told in an immersive 360° world. You awaken in the deserted city of Shibuya, Tokyo with eight of your childhood friends and a strange message: “I am dead. Who killed me?”. With multiple routes and endings, you can spend hours exploring this murder mystery made for VR.

    Last Labyrinth by AMATA K.K.

    In Last Labyrinth you’ll meet Katia, a girl who speaks a language you cannot understand, and together you’ll work to escape a mansion with hidden dangers. With over 10 hours of escape-adventure puzzle-solving and multiple endings, you’ll keep coming back for more.

    Recently Joined Infinity – 

    July truly was a major month for Viveport Infinity members with 10 new releases. If you don’t remember all that launched, let us jog your memory:

    Recent Game Updates 

    In addition to the 10 new titles available in your Infinity library in July, some of our all-time Viveport Infinity favorites got major updates:

    Remember to follow Viveport on Twitter and Facebook to get the latest news on Infinity releases and insights from your favorite developers.

    Website: LINK

  • HTC Vive and ARVI VR Partner to Expand Global VR Arcade Presence

    HTC Vive and ARVI VR Partner to Expand Global VR Arcade Presence

    Reading Time: 2 minutes

    Exclusive VR escaperoom content to be deployed across hundreds of location-based entertainment (LBE) sites. 

    HTC VIVE®, the leader in premium virtual reality (VR) and arcade solutions, today announced a collaboration with ARVI VR to extend their presence to a greater number of location-based entertainment (LBE) VR sites across the globe. The first wave will open this year in China, India, Taiwan, and Gulf Cooperation Council countries, allowing a greater number of customers to experience interactive VR content. Through this partnership, HTC Vive and ARVI VR are planning to deploy arcade content and escape room games to hundreds of sites over the next three years.  

    Currently, ARVI VR’s highly-rated escape room content such as Sanctum, Christmas, Mission Sigma, Cyberpunk, Prison are the most popular games at VIVELAND™, HTC’s flagship VR park. With this partnership, HTC Vive and ARVI will work to deploy ARVI’s escape room content across more than 300 LBE venues worldwide over the next several years, allowing customers to take advantage of innovative VR technologies and exclusive content provided by the two companies. After the first wave of openings, the deployment will extend at a later time to Egypt, Hong-Kong, Indonesia, Macau, Malaysia, Philippines, Qatar, Saudi Arabia, South Africa, Singapore, Thailand, Turkey, UAE, Vietnam, and Kuwait.  

    “Since 2019, HTC Vive has worked closely with ARVI VR to implement their popular escape room content for our customers at Viveland,” said Plutarch Lee, Associate Vice PresidentVR Enterprise Solutions at HTC Vive. “We’re excited to leverage their escape room content in even more arcades globally and look forward to adding more great multiplayer content later this year”. 

    HTC Vive works with LBE venues around the globe to leverage Vive’s VR technology for opportunities to showcase immersive experiences and gain new revenue streams. By partnering with ARVI VR to offer escape room content tailored specifically for VR, arcades, and LBEs can showcase new and innovative games to customers that would be impossible to create in a real-life escape room.  

    “Were thrilled to work with HTC VIVE to bring our exciting and adventurous content to new audiences around the world,” said Michael Dementii, CEO of ARVI VR. “At present, we view our this as a long-term and fruitful partnership with the possibility of broadening cooperation opportunities in the LBE industry”. 

    ARVI VR’s escape room content features various game-based experiences where multiple players must work together to find their way out by solving diverse puzzles and unraveling versatile mysteries. Escape room content in VR goes beyond typical live escape rooms as the technology allows players to fully immerse in unique and exciting atmospheres that they otherwise would not experience, such as the abandoned monasteries of Sanctum or futuristic data stacks of Cyberpunk. 

    Website: LINK

  • VR Developers Share Their Unique Market Insights

    VR Developers Share Their Unique Market Insights

    Reading Time: 4 minutes

    Key Opportunities and Trends – HTC VIVE 2020 Developer Survey Takeaways

    Each year we survey our VIVE developers to gain a better understanding of the community. From who they are to what motivates them, what projects they’re tackling and the challenges they face, listening is how we learn to be the best advocate and partner for the VR developer community.

    In January 2020, HTC VIVE teamed up with the market intelligence group, IDC, for our annual VR developer survey. With over 350 respondents from across the globe, we got an insider’s look into the current state of VR as the developer community shared their insights, wins, hurdles, and projections for the industry.

    We’re sharing all of the insights from those findings in this two-part blog series – from the key opportunities and trends that emerged to most cited challenges, and finally, how developers overcame the most common obstacles they came across. To start, we rounded up the key opportunities and top trends for VR developers in 2020:

    Increased Corporate Adoption

    When asked how the industry has changed the most in the past year, over half (53%) of respondents noted the increase in corporate adoption. Developers are finding that more companies are incorporating VR into their processes and shifting their priorities accordingly.

    Though this survey was conducted before the widespread effects of COVID-19 impacted the market, the past few months have only ramped up interest in enterprise and commercial VR. Businesses are now looking for innovative and impactful solutions to communicate and collaborate with their employees and customers and even to remotely train their workforce. Many are now turning to software like VIVE Sync to set themselves apart from the competition.

    “Partly driven by this increase in commercial and enterprise adoption, IDC projects VR headset shipments will top 5.7 million worldwide in 2020”, said Lewis Ward, Research director, Gaming & VR/AR at IDC.

    The next three most cited changes in the past year showcase positive signs for the industry as well. Better development tools and documentation (43%), wider end-user adoption (42%) and more developers entering the space (41%) are all signs the market is maturing and that developers are getting the resources necessary to build quality experiences.

    A Shift in Focus

    With this increase in commercial VR use, it’s not surprising that more developers than ever are focused on enterprise audiences. In fact, more developers are now building enterprise applications (46%) than consumer experiences (42%) according to survey results. Compared to last year’s findings, developers focused on creating business solutions jumped 14% this year.

    We’re seeing this shift in the market as well. VIVE X, HTC’s early-stage investment program, recently shared that 17 portfolio companies raised additional rounds of funding in the past year with the majority of capital going to enterprise solutions in healthcare and employee training. Investors are increasingly bullish when it comes to enterprise VR tools and software.

    But Gaming is Still King

    Despite the traction enterprise applications are making, developers still believe that gaming (69%) is best primed for growth this year, followed closely by training and simulation (63%), and then education (41%). This order did not change over the last year, reaffirming developer confidence in these areas for growth.

    With the recent release of the AAA blockbuster, Half Life: Alyx, and games like SUPERHOT reaching double platinum status, developers are finally finding mainstream success with consumers. As VR usage and awareness continues to rise during worldwide stay-at-home and social distancing orders, more gamers are turning to VR for entertainment.

    Workforce training and simulations are also becoming increasingly popular across industries due to their effectiveness and cost-savings nature. From safety and hazard training solutions like VIVE’s ElevateXR or training applications that focus on soft skills such as those from VIVE X companies Talespin or Bodyswaps, developers are finding training solutions for the workplace to be a worthwhile niche.

    Multiplatform Strategy

    As the market matures, multiplatform development continues to be the norm. Three-quarters of those surveyed shared that they were developing their next project for more than one VR platform. Developers working on projects for both tethered and stand-alone HMDs believe that being platform and hardware agnostic will enable greater success.

    HTC VIVE has always encouraged developers to pursue a multiplatform business strategy, whether it be expanding hardware compatibility or publishing titles on other platforms in addition to VIVEPORT, to provide the most avenues for monetization and choices for consumers.

    Stay tuned for part two of this series as we look at the developer community’s largest obstacles and how to work around them, posting to the VIVE blog on August 5th. In the meantime, connect with us on our Developer Community Forums and stay up to date on the latest developer news through the Developer Portal.

    Website: LINK

  • VR For Impact: Accused #2 Walter Sisulu

    VR For Impact: Accused #2 Walter Sisulu

    Reading Time: 6 minutes

    [youtube https://www.youtube.com/watch?v=videoseries?list=PL1JC6N9u4ERhTB72N0hXAEXua0sEBCPU_&w=730&h=411]

    Below, the creative team from La Générale de Production talks about the making of this powerful experience…

    What was the inspiration for tackling this subject in such a way?

    Jeremy Pouilloux: There are no images of the trial. At the time, the trial was carefully recorded on Dictabelts, a now-obsolete audio recording format. In 2012, NARSSA approached the French Institute of South Africa (IFAS) and the French National Audiovisual Institute (INA) to start a process of digitization and restoration of the entire Rivonia Trial sound archive.

    Nicolas Champeaux had the chance to have access to this work and when he came to la Générale de Production, we were convinced that we should try to immerse the audience deeply in the sounds of the trial, and to create a proximity with those great historical figures.

    People always remember this trial as the Mandela Trial and we wanted to bring the other accused into light. We quickly decided to highlight Walter Sisulu, without whom Mandela always said he wouldn’t do anything.

    Oerd’s art imposed itself as obvious as we thought that his style and universe would match with the original sounds, and with the atmosphere we wanted for the film.

    Talk about the research and design process of crafting Accused #2 – seamlessly marrying 2D illustrations and animation in an immersive 3D space is no easy task. 

    Jeremy Pouilloux: At la Générale de Production, we believe creating for 3D space can be explored in many ways. And sometimes, 3D animation can seem a bit too “clean”, too “childish”. For Accused#2, we wanted to keep the charcoal touch of Oerd art direction. But such things said, It was quite a hard job to keep the artistic approach while working in a 3D environment and with a real-time engine. It has been made possible thanks to work of Novelab, a French development studio we have been working with. We worked hand-in-hand to reach the quality level we wanted and design an optimized immersive experience for the audience.

    Many know this story due to famed activist Nelson Mandela being among those on trial – but Accused #2 focuses on the oft-omitted Walter Sisulu, Mandela’s mentor. What about his story did you feel made it important to shed light on as part of the greater narrative of this pivotal moment in history?

    Jeremy Pouilloux: The complete name of the trial is “The State against Mandela and the others”. People usually know about Mandela but rarely about “the others”, especially outside South Africa. It seemed essential to us to give back their place to the members of the collective, starting with accused number 2, Walter Sisulu. Sisulu was the grey eminence of the ANC. He knew the history of the movement by heart and was very close to the inhabitants of the townships. Mandela was put forward by the collective and by Sisulu himself because he was brilliant, formidable speaker and one of the few blacks to have become a lawyer. Sisulu had only his certificate of study. But the ANC was really a collective movement and it is in the name of the collective that they choose Mandela so that a man can incarnate their struggle in the eyes of the whole world. Nevertheless, Mandela said he wouldn’t make any decision without consulting Sisulu.

    Were there any unique challenges you encountered during the development of Accused #2? Bringing hundreds of hours of audio recordings from half a century ago and making them feel immersive and powerful in a 3D space must have been difficult. 

    Jeremy Pouilloux: Yes, the audio part was a big challenge. The audio recordings have been recorded on vinyl material and have this very specific and authentic-sounding textures. But in 3D space, you need to be able to spatialize the sounds and to do so, it is always easier to work on very clean material. To keep the authenticity of the voices and spatialize the sounds, we worked with the research division of Radio France (French national radio) to create the most immersive sound environment possible. 

    Accused #2 has received multiple accolades as a result of being shown at art and film festivals, including Tribeca and New Media Film Festival. What has been the feedback when showing viewers this experience in that setting? Have you been surprised by viewers’ response?

    Jeremy Pouilloux: Globally, people appreciate the film very much. We received tremendous positive feedback during festivals, and when we have been invited to speak about the project during these events, it was always a great pleasure to share this adventure with the audience. But what has been the most emotional moment for us was without a doubt was when we came to South Africa showing the film for the first time, and realizing how important it could be for them to hear this moment of their own history. It was a real reward to see young audiences realizing how much those great figures had fought for equality and justice.

    What are your thoughts on how the role of emerging technology like XR play in the future of art and education? What would you like to see from the tech going forward in order to further empower you and your team to reach new people and expand their hearts/minds? 

    Jeremy Pouilloux: For us, this emerging technology is part of a great history of immersion, from the very first storytellers or drawers to our times. At each step, the audience is moved in new ways made possible by new innovations. Nowadays, we are not moved by movies (even in theaters) in the same way as we could be in the earlier ages of film. AR and VR are contemporary ways to break the so called “4th wall” and emphasis the emotions of the audience and bring them closer to the different themes and issues.

    How long did Accused #2 take to develop, and how many people helped bring it to life? 

    Jeremy Pouilloux: It took us two years to develop the project from the idea to the distribution. The production process brought us to work with various professionals and companies. We had a core team around Nicolas Champeaux and Gilles Porte as directors, Oerd the drawer and artistic director, Michael Bolufer the artistic and tech director and Aurélien Godderis-Chouzenoux the music composer. We also had the chance to work with the digital department at ARTE, Marianne Levy-Leblond and Heideline Blumers, the research team at Radio France, especially Hervé Déjardin and Fabien Mezzafonte, and the team at Novelab studio, Grégoire Parain and Clément Chériot.

    What ultimately do you want viewers to take away from this powerful experience?

    Jeremy Pouilloux: I hope that they take away some kind of empathy with Walter Sisulu’s fight for freedom and emancipation, but I also hope it can help people today to remain vigilant about injustice, and empower them to resist any form of abuse. 

    What is next for your team – are you considering further explorations in the realm of VR art/documentary experiences? 

    Jeremy Pouilloux: We definitely have a few VR documentaries in development, and hope we will soon be able to share these different works with the audience. If you are interested, please do not hesitate to follow our work on the social networks.

    Website: LINK

  • Coming Soon to Viveport Infinity: Snapshot VR and More

    Coming Soon to Viveport Infinity: Snapshot VR and More

    Reading Time: 3 minutes

    Your Viveport Infinity library is updated with new content each month ensuring there is always something new to play, watch, or explore. This month is no exception. July brings six new hits to the subscription service, giving you something to look forward to each week.

    Read our July guide below to find out what is new, what is coming and what is about to leave Viveport Infinity. Remember to follow Viveport on Twitter and Facebook to get updated when new titles hit the store.

    Coming Soon to Infinity –

    Down the Rabbit Hole by Cortopia Studios

    Down the Rabbit Hole is a VR adventure set in Wonderland prior to Alice’s arrival. You will guide a girl who is looking for her lost pet by solving puzzles, uncovering secrets and making choices about the story along the way. 

    Vox Machinae by Space Bullet Dynamics Corporation

    Take command and pilot a giant fighting machine in an escalating war between powerful corporations. Select your GDR (“Grinder”) chassis and customize it with a powerful arsenal of lasers, missiles, cannons and more as you’re pitted against rival Grinder squads. Engage in multiplayer mode with up to 16 friends, including those who can join without a headset via their PC.

     Ironlights by E McNeill 

    Ironlights is a VR dueling game with skillful, fluid melee combat. Parry, block, and strike down your opponents using a variety of physics-based weapons. Test your skills in multiplayer battles, or fight to the top of the league in the huge single-player campaign!

    Into the Radius by CM Games

    Into the Radius is a single-player survival shooter for VR veterans. Stalk the Pechorsk Radius zone filled with surreal landscapes and dangerous anomalies. Use stealth, climbing or realistic firearms to explore, scavenge for loot and recover strange artifacts in an unforgiving dystopian environment.

    Add to your wish list today to receive launch updates.

    Snapshot VR by Giant Scam Industries

    Snapshot is a VR arena shooter built for e-sports with competitive solo and team play. Inspired by the real-life sport, Snapshot feels like playing paintball in the future. One shot, one kill. In competitive teams of up to 5, communication and coordination are the keys to victory.

    Add to your wish list today to receive launch updates.

    Disc Ninja by Immersion

     Patience. Precision. Focus. These are the traits of a ninja. You will need them all to pass the Trial of the Disc! Win tournaments in all provinces and prove that you are the best ninja in all of Japan. Your task will be difficult. Your path will lead through high mountains, treacherous valleys, beautiful palaces and fortresses full of deadly traps. You might even travel to the magical lands of legends. Reach the Golden Dragon with as few throws as possible. The challenge awaits!

     Recently Joined Infinity –

    Did you miss these title launches in June? Check out some of our favorites to join Infinity last month:

    Just Left Infinity –

    Five Nights at Freddy’s VR: Help Wanted may have just left Infinity but you can still download the title on Viveport if you’re looking for a few scares.

    Website: LINK

  • REAL™ Immersive System with HTC VIVE Wins Design Award

    REAL™ Immersive System with HTC VIVE Wins Design Award

    Reading Time: 2 minutes

    There’s never a shortage of challenges facing the world and we want to be part of solutions. That’s why we are taking a moment today to congratulate our partners at Penumbra for winning the Core77 Design Award for Health & Wellness.

    As we shared in March, The REAL™ System is an immersive, wireless virtual reality system using the VIVE FOCUS headset. It’s built for brain injury rehabilitation following a stroke that provides therapy by a clinician at the patient’s bedside, in a rehab center, or a mobile health location. The systems is entirely self-contained, wireless, and portable for ease and accessibility for clinicians and patients.

    Beyond accessibility, the design is also optimized for comfort. Wireless body sensors in soft neoprene bands capture the patient’s movements during sessions and securely record data to a tablet used by the clinician. The Vive Focus headset is light and comfortable, with attachment straps designed specifically for patients with limited grip strength and mobility. All of these things help make the physical rehabilitation needed to recover from a brain injury a little easier.

    But in addition to the physical challenges faced by those who suffered a brain injury, there are also mental and emotional barriers to overcome. The loss of a fully-functioning arm, leg, or other physical ability due to brain injury can be devastating and lead to depression. Progress is slow and therapy sessions can feel monotonous, which can cause patients to become bored and frustrated – sometimes quitting the treatment altogether.

    To keep patients engaged, encouraged, and entertained, the team took elements of gaming and incorporated therapeutic motions like shoulder flexion, trunk stability, and functional reach. In the virtual environment “Happy Valley,” patients grow food for villagers, fly balloons over mountaintops, put birds in nests, build houses, and do other activities where they can see their avatar (processed by the brain as an extension of the body) being productive and helpful. Achievement awards and progressive levels make it feel even more like playing a game, with motivation and incentive to keep going.

    Please join us in congratulating the teams at Delve, Penumbra, Sixense, and HTC VIVE for designing a solution that uses VR technology to improve stroke rehabilitation.

    The Community Choice award is still open for votes through July 7 and you can cast your vote for the REAL Immersive System here.

    To learn more about the REAL Immersive System go here.

    Website: LINK

  • VIVE X Doubles Returns on XR Investments

    VIVE X Doubles Returns on XR Investments

    Reading Time: 4 minutes

    VIVE X, HTC VIVE’s early-stage investment program, continues to aggressively lead investments in the virtual and augmented reality (VR/AR) space, announcing today that it has nearly doubled the value of its investments over the last four years. Founded in 2016, VIVE X is the most active investor in the VR/AR market, with more than 100 deals across six locations globally. The program today announced seven new investments in the space as it looks to continue this trajectory. Exhibiting even more forward momentum, 17 companies from the Vive X portfolio have also received additional outside funding in the past year.

    One focus area of VIVE X today is on enterprise software that can continue to not only improve processes, training and collaboration in the workplace, but also the overall XR experience. From increased employee engagement with the content to tangible ROI, VR is transforming the workplace. The enterprise segment of VR is forecasted to grow from $829 million in 2018 to $4.26 billion in 2023 (39% CAGR), according to ARtillery Intelligence.

    “We work closely with our portfolio companies to help them operationally, and we see them not only weathering the economic storm but thriving,” said Marc Metis, Vice President, HTC Vive. “We will continue to invest aggressively, especially in the area of enterprise XR, where we are able to add considerable value as a leading player with deep market experience.”

    Recent Vive X Highlights:

    Vive X portfolio companies are starting to see a wave of further funding from outside sources as the XR market continues to mature. In total, 17 Vive X companies have raised over $60M in additional funding in the past year. The largest rounds of additional funding were raised by Proprio and Talespin in the healthcare and enterprise training segments.

    Notably, Mindesk, the real-time VR CAD collaboration platform, was recently acquired by Vection Technologies Ltd (ASX:VR1), an Australian Securities Exchange (ASX) listed multinational software company focusing on real-time technologies for industrial companies’ digital transformation.

    Aided by the global reach and expertise of HTC VIVE, Vection Technologies represents one of the global leaders in the XR enterprise space and the only enterprise XR company listed on the ASX.

    Vive X has invested in seven new companies since November. The early-stage investment program has focused on enterprise XR software solutions, XR user experience, and unique technologies in VR, AR, AI, and 5G.

    • 3Data Analytics – 3Data Analytics is 3D platform for IT & Cybersecurity Operations. Through the power of WebXR, Artificial Intelligence, and IoT, 3Data Analytics fuses multiple real-time data streams and intelligently cross-correlates alerts, logs, and raw sensor data into a Virtual Operations Center allowing remote IT teams to more efficiently detect and respond to threats, reduce downtime and mitigate risk all in a single, collaborative 3D space.
    • BodySwaps – BODYSWAPS is a complete soft skills training solution for corporate and education organizations that combines behavioral science, data and immersive VR simulations to create deep and lasting behavioral change.
    • Imaged Reality– Imaged Reality developed 3DGAIA, the first Enterprise VR platform for the Oil Industry that helps to reduce risk and uncertainty by bringing the field to the office. It enables immersive learning and remote collaboration connecting expertise across the globe.
    • Maze Theory – Creating narrative experiences centered on active participation, Maze Theory is the developer behind immersive VR experiences like Doctor Who: The Edge of Time and Peaky Blinders, The King’s Ransom.
    • ORamaVR – ORamaVR has built the world’s most intelligent VR training simulations for healthcare education and assessment. By applying principles of neuroscience, spatial computing and machine learning, ORamaVR is focused on the rapid acceleration of human learning in medicine. An award-winning, evidence-based, deep tech start-up, ORamaVR has developed a proprietary software development kit for high-speed, scalable prototyping.
    • Talespin – Talespin is building the spatial computing platform to power talent development and skills alignment for the future of work. Founded in 2015, the company leverages its proprietary XR technology platform Runway to deliver XR-based learning and training applications, mixed reality field tools to support employee job performance, and to advance the collection and alignment of skills data.
    • VantagePoint – Vantage Point was founded under the belief that while technology can cause apathy, immersive technology can drive empathy and fundamentally make the world more human. Today Vantage Point is actively developing the platform and the products to train people on EQ-driven Soft Skills that matter, with the ultimate goal of enabling humans to unlock their full potential. Vantage Point tackles enterprise training around important topics such as Diversity, Equity and Inclusion, and Workplace Anti-Sexual Harassment training.

    VIVE X’s mission is to help cultivate, foster and grow the global VR/AR ecosystem by supporting startups and providing them with operational expertise and funding. The early-stage investments program recently changed its operating model to more frequent investments over the course of the year, instead of a batch format. With a flexible structure not centered around rigidly scheduled batches, Vive X can be more agile and invest in the right deals when they are available.

    For more information, please visit:  https://vivex.vive.com/us/.

    Website: LINK

  • VIVE Sync Feature Updates: June 2020

    VIVE Sync Feature Updates: June 2020

    Reading Time: 3 minutes

    Months into working remotely and feeling the effects of “Zoom fatigue”, we are all trying to find new ways to connect with coworkers and partners. What is the best way to continue to foster workplace community, culture and collaboration remotely? At VIVE, we’ve been using our own internal tool, VIVE Sync, to reestablish our relationships now that we don’t see our teammates every day.

    And we aren’t the only ones using the remote workforce collaboration app. Since launching Vive Sync in open beta at the end of April, there have been over 1,400 meetings held in Sync. We’ve solicited feedback from these early advocates and are building our future roadmap with your needs in mind.

    Today we’re sharing the first major updates to Vive Sync driven by feedback from the community.

    Major Updates:

    Non-VR PC Participation

    Sometimes, you can’t take a meeting in headset. With this new feature, meeting members are now able to attend and participate in sessions even without a VR device. Non-VR participants can communicate via voice, take screenshots, and record all from their PC.

    Want to know who is joining via PC? A display board will be added to meeting rooms to show the names of non-VR participants in the session to keep everyone aware of all attendees. By adding the non-VR PC viewing feature, Sync meetings are now accessible to more participants and removes any friction when members can’t easily get into VR.

    *Please note that a VR compatible computer is still required to join a Sync meeting as a non-VR PC viewer.

    Casual Outfits

    To better reflect the way you dress at the office, we’ve introduced new casual outfit options for your customizable avatar. Choose from new jeans and tops to express your personal style.

    Optimized Speed

    We added a network speed check, just to make sure you’re setup for optimal performance. We also reduced loading times to get you into meetings faster!

    Desktop Login

     You can now login to a meeting through your desktop, eliminating the need to memorize meeting IDs and passwords while trying to enter a meeting with your headset on.

    Additional Updates:
    • Left-hand support for all meeting tools

    • Improved voice-to-text performance on PC

    • Improved avatar rotation when using joystick controllers

    • Automatically show a person’s name card for 10 seconds when they enter the meeting room

    Stay tuned for more feature updates as we continue to improve VIVE Sync based on your feedback. If you have any feedback on tools or features that would make your team more productive, please reach out to us at sync_support@htc.com.

    Vive Sync currently supports all VIVE headsets and is available to download at https://enterprise.vive.com/us/solutions/vive-sync/.

    Website: LINK

  • Case Study: CannonDesign boosts efficiency with VIVE and NVIDIA remote collaboration platform

    Case Study: CannonDesign boosts efficiency with VIVE and NVIDIA remote collaboration platform

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    Website: LINK

  • HTC VIVE and Qualcomm Technologies work together to help accelerate XR and 5G experiences

    HTC VIVE and Qualcomm Technologies work together to help accelerate XR and 5G experiences

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    Here at HTC Vive, we have long partnered with Qualcomm Technologies to bring amazing immersive mobile experiences to consumers and businesses. Throughout our history of making smartphones at HTC to creating VR headsets like Focus Plus, we leverage the latest and greatest processing power from Qualcomm® Snapdragon™ mobile platform. Today we’re furthering our commitment through an agreement to pre-integrate and optimize Vive’s WAVE development platform for devices powered by Snapdragon including the Snapdragon 855, Snapdragon 865, Snapdragon XR1, and Snapdragon XR2 Platforms.

    Starting now, the Vive Wave runtime will be made available to all Snapdragon customers on these chipsets. In addition, HTC engineers will offer testing and support for new deployments of the Wave platform as part of the agreement.

    For device manufacturers, whether a smartphone-powered VR experience or a stand-alone headset, the Wave platform delivers both a runtime and content library so that businesses and carriers can quickly offer new VR options for their customers with low overhead for engineering teams.

    This work also allows us to create a turnkey XR solution by unlocking access to the VIVEPORT app store to deliver rich, immersive XR content.

    A new category of VR experiences

    Vive is known for both PC-VR and stand-alone headsets like the Focus Plus, but we also see growing interest in smartphone-driven experiences, especially as 5G comes online around the world. With Vive Wave runtime integrated on 5G smartphones powered by Snapdragon, operators will be able to easily deploy a connected VR experience to headset “XR viewers,” tethered back to a smartphone.

    XR viewers are glasses tethered to a 5G-enabled smartphone, via a USB-C cable, offering an immersive and accessible way to experience your favorite smartphone or VR apps as an augmented or mixed reality experience by utilizing Vive Wave. By combining the power and accessibility of 5G with the latest technology, you’ll soon be able to access your favorite content anywhere.

    Awarding Mobile VR Developers

    In addition to access to the Vive Wave runtime and support from HTC engineers for new deployments, we’re also awarding hard-working and creative developers. In October, we announced the 2020 Wave Developer Awards (WDA), a global contest for high-quality mobile VR content including games, videos, and applications (education/medical/art, etc). 24 titles have been shortlisted as WDA Finalists across two content standards—for three degrees of freedom (3DoF) and six degrees of freedom (6DoF)—for a chance to win prize money, the latest VR devices, and technical support and promotion opportunities.

    All WDA entries will be published on Viveport automatically, included in the Viveport Infinity content library, and made available to users of standalone VR devices such as HTC VIVE, iQIYI QIYU VR, Pico, DPVR, Skyworth VR, and Shadow VR. Our Viveport China team is also organizing a virtual WDA ceremony on June 23, through the Engage Platform, to celebrate the winners.

    Through the WDA and the availability of even more high-quality mobile VR content in Viveport Infinity, we’re continually working hard to jointly promote the development of the mobile VR industry.

    As technology moves forward, we’re focused on being at the forefront of new innovations, such as next-generation XR viewers powered by 5G smartphones, by providing an open platform for easy mobile VR development through Vive Wave. For more information, please visit: https://developer.vive.com/us/wave/.

    Qualcomm Snapdragon is a product of Qualcomm Technologies, Inc. and/or its subsidiaries.

    Website: LINK

  • VIVE Cosmos Update 1.0.12.4a – Release Notes

    VIVE Cosmos Update 1.0.12.4a – Release Notes

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    Website: LINK

  • Coming Soon to Infinity: Down the Rabbit Hole, Tower Tag and More

    Coming Soon to Infinity: Down the Rabbit Hole, Tower Tag and More

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    How are we only days away from June already? With summer just in sight and spring growing distant in our rearview windows, it’s that time again to take a look at what is coming next.

    This month, you can beat the heat and play inside with eight new additions to your Viveport Infinity library. From fantastical puzzles to must-play PVP shooters and even bartending simulators, your backlog of games is bound to grow in June as the quality hits keep on releasing.

    Coming Soon –

    Tower Tag by VR Nerds

    Tower Tag is a hyper-dynamic cyberpunk PVP shooter with a grappling hook locomotion method that becomes second nature instantly. Conquer as many tower platforms with your team as possible to be able to move quickly across the field and beat your opponents with tactics and surprise.

     Mass Exodus Redux by Polymerse, Altaire

    Whether you’re playing the seeker (VR) or rogue android (PC), Mass Exodus is a tense and absorbing local multiplayer game. With 4 extensive maps each with unique kill methods and some creative power-ups, you need to try to outsmart your friends any way you can.

    Good Goliath by Knocktwice Games

     Good Goliath is an arcade-action game where the player is a giant battling hordes of little foes. With wave-based tower defense gameplay where players are the tower, catch, dodge and throw pitchforks, barrels, and even tiny enemies! Battle armies, mini-bosses, and monsters in storybook worlds.

    Warchasm by Defective Penguin Games

    Battle hordes of murderous mechs as you hurtle through the canyons, chasms and caves of an alien world in a desperate bid for survival. 

    Space Dragon by 3lb Games

    Have you ever wanted to destroy a world? How about ten? Twenty? Take control of a pair of hatchling space dragons and blast your way through the cosmos with our innovative move-and-warp system. Fight the robotic armadas that have enslaved the massive beasts of the galaxy!

    The Horus Heresy: Betrayal at Calth by Steel Wool Studios

     The Horus Heresy: Betrayal at Calth is a turn-based combat epic set during the origin era of Warhammer 40k. Play on either PC or VR, as the game will detect your platform choice. Take command of Ultramarines as they battle against their traitorous brethren, the Word Bearers.

    Bartender VR Simulator by VR Factory

     Working in four unique and professionally equipped virtual bars, you will experience the thrill of the art of bartending under the watchful eye of Tomasz Małek, a six-time Bartending World Champion. Begin your journey in a music club and learn how to make four basic drinks. Prove yourself and win the opportunity to train and work in the next location. Master more and more demanding drinks as you progress to new, unique bars.

    Battlegroup VR by SpaceOwl Games

    BattleGroupVR is a designed for VR, first-person real-time space strategy where you lead a fleet of powerful warships into battle from the bridge of your own flagship. Assemble your fleet, upgrade your load-outs, train your captains, engage the enemy and secure the sector. Try not to go down with the ship.

    2MD: VR Football Evolution by Truant Pixel, LLC

    2MD: VR Football Evolution is a room-scale two-minute drill VR arcade experience where players take on the role of soulless automaton tasked with capturing victory in the final minutes of a game. Draw the plays, call the shots, and throw the ball to take down opponents before the clock runs out. Or Else.

    Down the Rabbit Hole by Cortopia Studios

    Down the Rabbit Hole is a VR adventure set in Wonderland prior to Alice’s arrival. You will guide a girl who is looking for her lost pet by solving puzzles, uncovering secrets and making choices about the story along the way.

    Leaving Infinity Soon:

    Arizona Sunshine – Don’t miss the chance to play one of the most popular titles in VR before it leaves Viveport Infinity!

    Remember to follow Viveport Infinity on Twitter and Facebook to stay up to date on all the new releases entering your subscription library.

    Website: LINK

  • Manufacturers Benefit From Simplified 3D Design Processes in VR Thanks to Dassault Systèmes and HTC VIVE

    Manufacturers Benefit From Simplified 3D Design Processes in VR Thanks to Dassault Systèmes and HTC VIVE

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    With the goal of fundamentally changing how design concepts go from the mind’s eye to reality, HTC VIVE Pro teamed up with Dassault Systèmes. That objective is becoming even more important within complex technology and engineering verticals—as agility, responsiveness, and speed to market continually shift.

    Over the last four decades Dassault Systèmes has led the world in the application of 3D technology in design and engineering. From its origins in aerospace, it now supports a myriad of manufacturing disciplines. 3D design is central to Dassault Systèmes’ philosophy and a primary feature of its entire software portfolio. This focus has made them a natural partner for the HTC VIVE Pro. By using its CATIA Natural Sketch platform Dassault Systèmes is upending traditional processes of design, manufacturing, and testing—improving collaboration and reducing time to market.

    Design workflows are typically linear. They begin with sketches, then design, followed by computer-aided design (CAD), industrialization, and eventually full production. By the time the product assumes its first 3D existence, the original concept on which it was based might be lost in multiple iterations. Meanwhile, in the time it takes for the design to reach its first physical form, consumers’ evolving tastes—as well as competitors’ offerings—may have moved on. Additionally, the conventional sketched concept approach does not lend itself easily to collaboration. It also limits output to the creative and technical abilities of a single designer. With the help of the HTC VIVE Pro, these conventions and their limitations are being challenged by Dassault Systèmes—reinventing how complex design and engineering concepts are brought to life.

    By utilizing the HTC VIVE Pro’s sophisticated VR capability, CATIA Natural Sketch enables designers quickly to sketch in 3DS and render their ideas as fully-visualized 3D designs at the conceptualization stage. This allows designers and engineers to realistically form compelling ideas and translate their creative vision directly into the design and engineering, invigorating the process. Automotive designer and CEO Takumi Yamamoto commented: “For automotive design it’s important to do a full-size scale model. When I tried it for the first time I was into the virtual world, and I almost forgot about the real world.”

    The HTC VIVE Pro headset enables CATIA users to create, style, modify, and validate complex, innovative shapes. This can also greatly increase the speed and efficiency with which organizations can evaluate requests for product changes. A benefit like this offers multiple uses across a breadth of diverse sectors—such as aerospace, shipbuilding, energy, and architecture. It also enables the formulation, design, and manufacturing of electrical systems—spanning the complete process from conceptual design through production.

    “We are moving into the age of experience,” claims Xavier Melkonian, Director of the CATIA Design Portfolio. “For us, the experience is critical. The ability to experience your design in a more immersive and natural way is key, and to make it accessible directly from the Design authoring Application CATIA is essential. For creative designers and engineers, there are many use cases where the immersive experience is very powerful all along their Design innovation process.”

    With the help of the HTC VIVE Pro, CATIA is revolutionizing the speed ideas can travel from the depths of a designer’s imagination to the hands of the consumer. Organizations working with complex technology and engineering can now quickly explore hypotheticals at a lower cost, allowing designers and manufacturers to test hypotheses in order to gather answers faster than before. Designers also noticed using the tool provided immediate results and helped stimulate creative thinking, as well as innovation, to a far greater extent than conventional 2D sketching.

    For decades the process of converting conceptual thoughts into prototyped design has been cumbersome, costly, and wasteful. Thanks to HTC VIVE Pro and CATIA Natural Sketch, a more dynamic, flexible, and collaborative process is now available—not only by allowing ideas and products to be conceived, but to be optimized in real-time, too.

    Website: LINK

  • War Remains Transports Audiences to the Hellish Landscape of the First World War

    War Remains Transports Audiences to the Hellish Landscape of the First World War

    Reading Time: 3 minutes

    War Remains, which premiered at the 2019 Tribeca Film Festival and later opened for a limited run in Austin, Texas, is now available to experience at home, including on HTC VIVE. War Remains transports viewers to one of history’s bloodiest battlefields: The Western Front of the First World War. We interview Ethan Stearns of MWM Interactive and Alessandro Kitchener of Flight School Studio on how they created this audacious and unforgettable undertaking. 

    Each time you put on a VR headset, you are transported to another world. What if you were able to go back in time and experience a moment in history?

    Now available on HTC VIVE, “War Remains” is what creators call an “immersive memory.” Podcast legend Dan Carlin, MWM Interactive, and Flight School Studio have created an experience that lets viewers witness the Battle of Passchendaele on the Western Front of the First World War in full color and sound.

    The view from the trenches in War Remains.

    As educational as it is exhilarating, the piece blends Dan Carlin’s classic narrative style with moments of unfettered combat to bring audiences closer to history than ever before.

    Podcast legend and narrator of War Remains, Dan Carlin.

    The VIVE team recently connected with Ethan Stearns of MWM Interactive and Alessandro Kitchener of Flight School Studio on how they created this audacious undertaking.

    Why did you choose HTC VIVE as a platform to release War Remains?
    Stearns: Our goal is to bring these experiences to as many people as possible. Viveport provides a great vehicle to distribute War Remains to the VR community around the world.

    Kitchener: In particular, the Vive Pro with wireless technology offers high graphical fidelity, powerful audio and allows us to create a completely immersive experience for War Remains.

    What was it like developing the visuals for this experience, and did you reference any historical source material?
    Kitchener: Typically, at Flight School Studio, we design our assets from concept art that’s imagined and not truly rooted in reality. It was an interesting change in our workflow to work completely from historical references and even using Dan Carlin himself as a resource for historical accuracy.

    All of our props, character designs and environment development were based on historical references to make War Remains feel as real as possible. The only aspect of the project where this wasn’t possible were certain visual effects like period-accurate mustard gas and flares, which had to be extrapolated from eye witness accounts or completely invented because the footage of it simply doesn’t exist. Without a foot solidly in reality, the experience wouldn’t work at all.

    How did you design the experience so that the audience feels completely immersed?
    Stearns: We set out to make an experience that engages the senses, particularly sound, so that audiences feel truly in this moment. Guided by Dan Carlin’s iconic voice, they hear the destruction and see a battle unfold right before their eyes.

    VR has the power to make people feel present in a synthesized moment and bring them closer to the story. If War Remains can help people feel that moment of presence in the trenches, and if it can help them better understand what people went through in the First World War, we’ll consider ourselves successful.

    Kitchener: With the goal of full immersion into a specific time and place, historical accuracy of the props and terrible conditions people experienced in these trenches was paramount. From an environment design standpoint, we strived to create the sense that you have been dropped into the middle of a lived-in trench surrounded by war immediately going on around you. Soldiers are yelling, bombs explode in every direction, guns are firing to your left, to your right, and even behind you. This sense of chaos creates a more realistic sense of these battles and makes the user feel like they are in the thick of it, rather than watching a series of scripted vignettes, directly in front of the camera.

    War Remains is now available to experience on Viveport Infinity. Order War Remains here.

    Website: LINK