Schlagwort: virtualreality

  • Case Study: Firefighters get better training for real-world dangers through VR

    Case Study: Firefighters get better training for real-world dangers through VR

    Reading Time: < 1 minute

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    المملكة العربية السعودية (Arabic)

    Website: LINK

  • Step into the action with Viveport Infinity

    Step into the action with Viveport Infinity

    Reading Time: 3 minutes

    Do you crave being in the center of the action? Looking to your defeat enemies and show off your skills? In VR, the adrenaline rush is real as you fight off swarms of zombies, jump off cliffs or escape enemy fire.

    If these are the type of experience’s your craving, we’ve put together a list of our favorite VR action games available in your Viveport Infinity library to get you started:

    Seeking Dawn by Multiverse

     Welcome to Seeking Dawn, a science fiction VR experience that takes you far beyond the solar system. Step into the shoes of a soldier discovering a hostile planet, where predators roam freely and enemies are trigger-happy. As you follow the trail of an allied recon squad, your task is to find out what happened to them and what they came here for. 

    Gun Club VR by The Binary Mill

    Take to the range with an arsenal of the world’s most powerful weaponry in Gun Club VR. Addictive gameplay and unsurpassed realism combine to make Gun Club VR the ultimate virtual weapon simulator. The only thing missing is the smell of the gunpowder.

    Witching Tower VR by Daily Magic Productions

     Immerse yourself in the dark fantasy world of the Witching Tower, a VR action/adventure in which you solve puzzles, fight enemies, and uncover secrets. Explore the labyrinth of the Tower, unraveling each level’s new mysteries and unique gameplay mechanics. Brace yourself for an unparalleled experience with breathtaking visuals and environments.

    Containment Initiative by Gwyn Games

    Containment Initiative is a local co-op VR shooter that can be played by two people on the same PC. Kill zombies alone in VR or have a friend cover you by using the mouse and keyboard. Features include realistic weapon reloading as well as a variety of unlockable guns, upgrades, and loot to find.

    Battlewake by Survios

    Thar be high-seas mayhem ahead in Battlewake, a rip-roaring pirate combat game exclusively for VR. Become four mythical Pirate Lords, captain a massive, upgradable battle-ready ship, and wield ancient powers.

    RUSH by The Binary Mill

    Take a dive into the adrenaline-pumping world of wingsuit flying with RUSH. Soar down mountainsides at breakneck speeds. Weave through canyons, dodge outcrops, and plummet down sheer drops as you race towards the finish line.

    Ninja legends by Coinflip Studios

    Experience blood pumping action in immersive and beautiful VR environments. Enemy ninjas will utilize cooperative group attacks to swarm and surround you. You’ll need to attack and block 360 degrees of action to survive.

    Elvin Assassin by Wenkly Studio Sp. z o.o.

     Take a bow and kill hundreds of orcs of different types that want to get into the elven town and destroy it. As an elven assassin, you will make spectacular shots like long distant headshots or you will send lethal arrows through the windows. All this to conquer global leaderboards of other elven assassins.

    Airranger by Chesstar Studios

     Equipped with a bow and arrow, only the last one standing can win this multiplayer game. With a variety of bow and arrow weapons and a myriad of different game modes to play, you’ll hone your skills to be crowned the winner.

    Undead Development by Masterstrike LLC

    Undead Development is a virtual reality game with a creative building system. Explore different environments and scavenge for supplies, weapons, and ammo. Choose a base to defend and start boarding up any openings with the hammer tool. Break apart furniture and use the pieces to wall up your new home. The undead horde will soon put your construction skills to the test. See how long you can last with short breaks to rebuild and scavenge again.

     

     

    Website: LINK

  • Technology – and VR – Evolves to be More Accessible and Collaborative

    Technology – and VR – Evolves to be More Accessible and Collaborative

    Reading Time: 2 minutes

    Over the years, technology has evolved to become more intuitive and easier to use. As companies today are quickly adjusting to the new norm of remote workforces, technology offers new ways to address the changing face of work, keeping teams and employees engaged, collaborative and productive. Right now, we’re witnessing how relatively simple innovations make technology not only accessible to more people, but more adaptive to our needs.

    VR content is becoming more varied, allowing a greater number of people and industries to benefit, and the selection of applications has broadened beyond gaming and entertainment to include new ways to work, train, and collaborate (such as our recently-announced Vive Sync beta for team meetings in virtual reality). Companies in the automotive, aerospace, and architecture industries, for example, are already tapping into the benefits of VR to drive efficiencies among remote product and design teams.

    [youtube https://www.youtube.com/watch?v=Vh0bU6RE9AY?feature=oembed&wmode=opaque&w=730&h=411]

    For that reason, Logitech has been looking at experiences across the VR/AR ecosystem and finding new ways to improve them for many years. They solved the problem of text entry in VR by letting you see and input via keyboards inside virtual environments. More recently, Logitech introduced VR Ink, a more ergonomic and intuitive way to interact and design within virtual worlds, reducing learning curves often associated with traditional VR controllers.

    VR is traditionally thought of as being primarily a visual experience, however our tactile senses need to also be considered as a channel of communication and immersion. With controls built right into the pen, it can be squeezed as a form of input and its built-in haptics allow for pressure-sensitive writing against physical surfaces.

    The VR industry has made big strides over the years, and continues to mature as it makes its way further into education and workplace environments, enabling deeper levels of engagement and collaboration. If we’re unable to team up and design together in the real world, VR is the next best thing and its adaptability will only continue to increase the usefulness it can provide in our every day work lives.

    Stay tuned for more as we explore new input paradigms in VR.

    Website: LINK

  • Coming Soon to Viveport Infinity: Containment Initiative, War Remains & more

    Coming Soon to Viveport Infinity: Containment Initiative, War Remains & more

    Reading Time: 2 minutes

    May is here and your Viveport Infinity library is getting some awesome additions. From educational experiences to indie gems, your playlist for May is set to entertain you all month. Check out what is coming to your Infinity library over the next few weeks below:

    Coming Soon –

    The Scream by Cinétévé Experience

    Based on the painting, The Scream VR carries users away to explore the painter’s obsessions and work. This interactive and sensory virtual-reality experience unfolds in three chapters, presenting a unique interpretation of the Expressionist masterpiece.

    Clash of Chefs by Flat Hill Games

    Clash of Chefs VR is a delicious cooking game. Prepare the tastiest meals as fast as you can. Test your skills in different restaurants each featuring new recipes and 40 challenging single-player levels. Clash with other chefs in online or asynchronous multiplayer and climb the leaderboard ladders.

    Blastworld by HipFire Games

    A fun combination of Battle Royale and Zombies vs Humans. If you think that a knocked-out player is out of the game – think again! You will come back to haunt your killer as a blood-thirsty zombie!

    Containment Initiative by Gwyn Games

    Containment Initiative is a local co-op VR shooter that can be played by two people on the same PC. Kill zombies alone in VR or have a friend cover you by using the mouse and keyboard. Features include realistic weapon reloading as well as a variety of unlockable guns, upgrades, and loot to find.

    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!

    Hooplord by Hooplord VR LLC

    Hooplord is a labor of love that combines boss battles and basketball into a hybrid VR experience that’s unlike anything you’ve ever seen or played before. Inside of an enchanted forest, you find yourself on an ancient basketball court in the midst of a forbidden ruin. Glory awaits should you defeat all three guardians, and manage to evade death in the process.

    War Remains by MWM Interactive

    This is not a game. This is history. Presented by Hardcore History® legendary podcaster Dan Carlin, War Remains is an immersive VR experience that transports viewers into the nightmarish hellscape of the Western Front of the First World War. Witness history unfold from a soldier’s point-of-view in this thought-provoking, visceral experience.

    Recently Launched

    You might have missed these recent additions to your Viveport Infinity library last month:

    We’re looking forward to hearing what new titles you’re playing this month. Share your favorite Infinity titles, tips, and tricks with the community on Viveport’s Twitter and Facebook channels and check often for news of new releases.

    Website: LINK

  • Welcome to the Vive Sync Open Beta

    Welcome to the Vive Sync Open Beta

    Reading Time: 4 minutes

    By David Sapienza, AVP of Content & Production at HTC VIVE

    It’s hard enough to achieve team cohesion when everyone works in the same office, but as a global company where teams are spread throughout the globe, it can be very challenging to maintain unity.   A few years back we realized we needed a tool to drive collaboration and easily share our development work across time zones in order to create a true team culture.

    [youtube https://www.youtube.com/watch?v=TnNC1rm5N6Y?feature=oembed&wmode=opaque&w=730&h=411]

    In order to have a successful, cross-functional team, you need to have a clear vision with constant communication and ultimately, trust.  Trust that your team members are listening to all voices and that everyone is working toward the same goal.

    As AVP of Content Development & Production at Vive, I oversee the development for numerous XR projects across multiple teams. One day we may be working with a new unreleased SDK, while the next we are creating visuals for the Cosmos opening movie sequence. It’s a fast-paced environment and the work is diverse.

    This is where Vive Sync started.

    Even before the current pandemic, we realized the future is rapidly becoming more global and more remote. Although there are benefits, we know from our development teams that remote work comes with isolation, a decrease in team chemistry and communication breakdowns. Tone in email is often misinterpreted, video calls can be draining, and even exacerbate the feeling that you are not with your team members.

    So we asked ourselves, can VR help build team relations? What would a productive meeting space look like in VR? How do we build something that’s focused on building a team culture, and what would it need to accomplish so that productivity isn’t lost in a headset?

    Increasing immersion with avatars

    If our goal is to drive team connectivity, then our virtual representations must capture our identifying features (we were also careful not to wade too far into the “uncanny valley”), including facial features, voice, and body mannerisms.

    To create your own Vive Sync avatar, you start with a selfie and customize from there.  We want our avatars to be recognizable but still represent a digital space so hairstyles, facial features, body types, and clothing options are all customizable and we will continue to add more customization options over time.

    In addition to the look of your avatar, what is equally important is to ensure that your avatar’s face and body move realistically. In Vive Sync when you talk, your mouth and eyes move naturally and mimic real-world facial movements. For folks with Vive Pro Eye and its integrated Tobii eye-tracking technology, your avatars will track your eye movement as well. Furthermore, we have developed our own robust full-body IK tracking system so you can be expressive through natural body language movements. All of this is aimed to deliver clearer communication and to build stronger relationships with your team.

    Staying productive in VR

    Productivity is key. Meetings are costly.

    If we were going to build a meeting app, then we needed to make sure a meeting in VR was effective, so integration with existing business tools was critical. Just being present in VR is great, but to be productive you need access to your files.  In Vive Sync you can synchronize files with OneDrive so that PowerPoints, PDFs, marketing videos, or 3D models can be synced and published easily to your virtual meeting space.

    Another required feature of a meeting app is the ability to take notes, record the outcome, and to capture the outstanding questions. Early on in development, we ensured that users were able to use voice recognition to record their notes, annotate with our 3D pen, and take screenshots.

    Since we allow users to link to a cloud drive, all of those notes and screenshots are instantly sent back to the cloud drive folder, so when a user is finished with a VR meeting all of their materials are already accessible on their PC.

    When importing a 3D model into Sync you can move, rotate, and even scale it as large as your environment to review critical details of a design review or add some showmanship to your presentation. At this time we support FBX and OBJ files, as well as Unity Asset Bundles.

    Free for businesses through 2020

    Given the global pandemic, we view Vive Sync as a way to help businesses benefit from the tools that have made our teams so productive, engaged, and feel connected. So, throughout this open beta period, starting today, we’ll allow businesses of all sizes to use Vive Sync for free. As of today, the platform can support up to 30 meeting participants per session.

    What is next for Vive Sync?

    We’re just getting started with Vive Sync and we know there are additional features that we plan to implement quickly. Currently, our roadmap consists of extending hardware compatibility to non-Vive headsets, implementing host controls, and the ability to record full meetings sessions.

    Your feedback will be critical throughout this period and we encourage you to help guide our feature roadmap for Sync. Comments or feedback can be sent to: sync_support@htc.com.

    Sign up for the Vive Sync Open Beta: https://enterprise.vive.com/us/solutions/vive-sync/ 

    Website: LINK

  • Explore Protected Paleolithic Caves – Only in VR

    Explore Protected Paleolithic Caves – Only in VR

    Reading Time: 5 minutes

    Nominated for Best Documentary Experience at Raindance Immersive and narrated by Geraldine Chaplin, Memoria: Stories of La Garma is an interactive VR documentary that explores the memories trapped inside the cave of La Garma in Santander, Spain. Untouched until its discovery in 1995, you’ll unleash the stories of the humans who took shelter in the cave over 16,000 years ago.

    Exclusive to Viveport Infinity, Memoria offers the unique chance to explore this archeological site that was captured with millimetric precision using laser scanners and photogrammetry. We recently had the chance to speak with Rafael Pavon, Director of Memoria: Stories of La Garma and Roberto Ontañon Peredo, Director, Museum of Prehistory and Archaeology of Cantabria. Check out our interview below:

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

    To start, can you tell us the history of La Garma and why it’s so unique?

    Buried deep into the hills of Spain’s northern Cantabria region, is the largely undiscovered, historical treasure – La Garma cave complex, included in the World Heritage list and supported by the World Monuments Fund. A time-capsule and Pandora’s box that has escaped human interference for nearly 16,500 years due to a landslide that sealed the cave, resulting in a treasure trove of over 80,000 intact remains, skeletons, artifacts and some of man’s earliest rock art from the Paleolithic era.

    Most of the recent discoveries inside the cave aren’t even on Wikipedia yet. The rock art in La Garma makes up one of the best archaeological sequences in Europe, with evidence of human activity spanning over 380,000 years, up until the Middle Ages. Despite the relatively recent discovery of La Garma cave system in the early 90s, its sensitive ecosystem means that only 50 visitors have ever been granted access.

    It’s interesting only 50 people have been able to physically go into the caves. Is it closed to the public generally? 

     La Garma is the name of a limestone hill intensively hollowed out by water during millions of years, forming a karstic system with ten caves that interconnect inside. The Sancta Sanctorum of the cave system is what we called the Lower Galley, a cave 300 m long whose entrance collapsed 16,000 years ago, only accessible today by entering a narrow and passage and descending two chasms.

    The access is difficult and dangerous, and this explains one of the main risks involved in visiting the cave. The other one is the extraordinary wealth of the cave, with thousands of remains of human activity from the Upper Paleolithic lying on the floor, in plain sight, and on the walls and the ceilings (cave art, with painting and engravings), miraculously preserved in a delicate environment which can be easily damaged by the entrance of daylight or even by a tiny alteration in the subterranean ambiance, including those induced by human presence. It is because of those two reasons that the cave is close to the public generally.

    What did archeologists and researchers discover – did they find something new? 

    We have been working at the archaeological zone since 1995 and we have discovered lots of things due to its incredible richness. La Garma is like an archive of the European Prehistory, from the first human occupation of the region in the Ancient Palaeolithic (pre Neanderthals) to the middle Ages. The archaeological sequence is amazing, and so they are the assemblages corresponding to each period. But the most astonishing place is the Lower Galley, in which, as I’ve just told, a camp from the Middle-Magdalenian period has been preserved intact as it was abandoned 16,500 years ago before the entrance of the cave collapsed.

    We have found here not only thousands and thousands of implements, broken bones and seashells, but also a striking set of decorated objects as well as five habitat structures (like huts) made with stones, wood and furs (one, of a cave lion), and a wonderful ensemble of Palaeolithic cave art constituted by more than 400 graphic units, including geometric signs and hand stencils, and beautiful depictions of animals like horses, bison, aurochs, ibex, deer and other species. In this complex panorama, the VR has helped in our research, as it allowed us “to be” in certain places that we cannot reach and see things that are invisible in the cave.

    The last and exciting discovery is a burial site from the Visigoth period (VII-VIII centuries) located in the innermost sector of the cave system, beside a subterranean river.

    Why did you turn to VR to tell this story to the public? 

    Due to the need to preserve the cave and its complicated access, opening the real cave to the public was never a possibility. The locals have always wanted to see it and even demanded the government to open it various times, unsuccessfully. This craving was natural, as some of the most overwhelming stories from our past are still alive inside the cave. Still, it caused an unsolvable problem: How can you allow people to experience the cave in a safe, non-invasive and sustainable manner? After more than 20 years, the solution came through virtual reality. This new medium allowed us to replicate the cave in a millimetric precision and amplify it by adding a layer of emotional storytelling and interaction to it, thus breaking the physical limitations and finally opening the cave, not just to the locals, but to the whole world. No other medium has that power.

    Has VR played a role in researching the cave? 

    From the beginning, our aim was to be so precise in our approach that, not only users would connect emotionally with the cave, but even the archaeologists could use it to explore it without having to go inside the cave every day. We were very aware that this approach was very ambitious, but we remained strict with this. The first time the archaeologists explored the model of the cave in VR, they spent hours exploring all the details, looking at things from different perspectives, and even discovered a new human footprint they haven’t seen in the cave in 24 years.

    What are some of the discovered objects that users will be able to examine at home? 

    The experience explores three of the spaces of the cave, with different elements in each area. One of the most extraordinary memories is the ghost of an old cave lion who went to die at La Garma. The bones are in an inaccessible place of the cave, but in the experience, we could see the lion entering the cave and even looking at us in his lasts moments. Users will also be able to examine different carved bones and artifacts left before the collapse and see how different paintings were made. Notably, one of the most surprising discoveries of La Garma: a corrected drawing where someone corrected the perspective of antlers fifteen thousand years after the original painting.

    Want to explore the cave and its memories yourself? Memoria: Stories of La Garma is now part of your Viveport Infinity library. Play now.

    Website: LINK

  • Top Infinity Picks to Play with Friends

    Top Infinity Picks to Play with Friends

    Reading Time: 5 minutes

    We might not be able to physically hang out with our friends and family right now, but we can still meet them in VR. We’ve put together a list of our favorite multiplayer experiences on Viveport Infinity so you can challenge your friends to virtual battles of epic proportions, play poker or even visit an art gallery together.

    What are the VR titles are you and your friends playing together? Join in on the conversation on the HTC VIVE social channels and share your VR top multiplayer picks the VR community.

    [youtube https://www.youtube.com/watch?v=rLrZFtY6pGM?feature=oembed&wmode=opaque&w=730&h=411]

    Skyworld Kingdom Brawl by Vertigo Games

    A VIVE Studios title developed from the creators of Arizona Sunshine, Skyworld: Kingdom Brawl is a highly competitive, cross-platform multiplayer VR card-battler. Skyworld puts you at the helm of a kingdom at war as you build and command your forces to conquer all Skyworlds in a royal campaign and wage war against friends in online multiplayer. You’ll unlock, collect and upgrade dozens of cards to build a powerful deck, and watch your cards come to life as you cast spells and summon forces to wipe your enemy off the map.

    Elven Assassin by Wenkly Studio Sp. z o.o.

    Take a bow and kill hordes of orcs in the epic town defense game. You can play alone to conquer the leaderboards or unite with other assassins in online co-op mode. PS. Be careful to avoid massive axes thrown at you by orc warriors.

    Museum of Other Realities by Museum of Other Realities

    An immersive multiplayer art showcase in VR, the Museum of Other Realities (MOR) is a place to connect, share, and experience virtual reality art with others. The museum contains a growing collection of interactive art and experimentation, supporting artists who are challenging and redefining what is possible with virtual reality art.

    Battlewake by Survios

     

    Thar be high-seas mayhem ahead in Battlewake, a rip-roaring pirate combat game exclusively for VR. Become four mythical Pirate Lords, captain a massive, upgradable battle-ready ship, and wield ancient powers. Navigate a 20-chapter Campaign or complete endless objectives in Warfare Mode.

    Crisis Vrigade by Sumalab

    Crisis VRigade is a virtual reality action filled first-person shooter that lets players take on the role of a SWAT trooper and deal with terrorist situations. Your mission is crystal clear: finish off all hostile elements and keep your teammates and hostages alive. Play solo or team with your friends with the Co-op Multiplayer mode!

    Final Assault by Phaser Lock Interactive

     

    Final Assault is an action-packed WWII themed RTS where you’ll preside over the battlefield as war rages around you. Command jeeps, tanks, and artillery in massive ground battles as the skies erupt in bullets, flak and dynamic dog fights. You’ll execute airstrikes and bombing runs as you advance your troops towards enemy territory and direct combat as you take on your friends in battle.

    Skyfront VR by Levity Play


    Skyfront VR is a zero-gravity FPS featuring fast-paced gameplay and unique point-and-move locomotion that makes for an intuitive and immersive experience. The multiplayer title features a versatile weapons arsenal, awesome abilities to use to your advantage and gorgeous maps. Skyfornt brings an array of challenges and events to pit the best warriors against each other in zero-gravity battle arenas to decide the Ultimate Champion.

    Front Defense: Heroes by Fantahorn Studio

    A first-party VIVE Studios title developed by Fantahorn Studio, Front Defense: Heroes has been designed specifically for VR. The 5v5 WWII title offers intuitive controls, sprawling battle maps, realistic World War II-era weapons and the opportunity to engage in strategic military operations with friends.

    Ready Player One: OASIS – Elite Gunter Edition by VIVE Studios

     

    The OASIS beta is inspired by the immersive virtual universe the OASIS from the film Ready Player One, which is set in the year 2045. In the Oasis beta’s ever-expanding universe, players are able to explore, compete in, and launch multiple VR experiences using their own custom avatars. Global leaderboards track the performance of all players as they earn points (coins) throughout the following experiences: Rise of the Gunters, Battle for the OASIS, Gauntlet and Smash.

    VR Trivia Battle – Deluxe by RLTY CHK

    Compete to be the ultimate game show champion in VR Trivia Battle, a social VR trivia experience filled with big choices and crazy shenanigans! Brush up on your trivia skills and dive into the most intense trivia experience ever.

    Windlands 2 by Psytc Games Ltd

    Return to the world of Windlands, alone or with friends. Armed with grappling hooks and a bow, soar through the ruins of a fallen world. Embark on a journey to destroy the gigantic titans and save the world from an ancient danger.

    PokerStars VR by Lucky VR Inc

     

    PokerStars, the world’s leading poker brand, has combined live and online poker in a truly immersive VR experience.

    Study your opponents, pick up on their tells, and chat in real time. Handle your chips and cards, just as you would at a real-world poker table. Keep the table fun with interactive props and toys, summoned in an instant. This is the most exciting poker game on the planet, and there’s a seat open for you right now.

    Website: LINK

  • How Two VIVE X Companies are Helping Students and Researchers Learn Remotely

    How Two VIVE X Companies are Helping Students and Researchers Learn Remotely

    Reading Time: 7 minutes

    Due to the immersive and interactive nature of the technology, VR is becoming a valuable supplement to traditional pedagogy methods in and out of the classroom. With classrooms being switched for living rooms right now, VR is offering an engaging and immersive way for students and teachers to keep up with their studies.

    We talked with two VIVE X alumni who are giving complimentary access to their software during this time to help students and researchers continue their education and important research while at home.

    First, we spoke Emilie Joly, CEO/Co-founder of Apelab who shared how their VR visual programming toolkit, Zoe, is helping both students and teachers connect remotely and challenge their critical thinking. Next, we chatted with the team from Nanome who shared with us how VR presents a unique and highly effective way to teach chemistry as well as how their software is currently being used by researchers around the world to study COVID-19. In the end, they all share their advice on how to get up to speed using VR as a remote learning tool.

    Below is our first interview with Apelab CEO and Co-founder, Emilie Joy:

    Can you give us a little more background on Apelab and your VR visual programming tool, Zoe?

    We started working with VR headsets back in 2014 with an interactive animated series that reacted to the user’s gaze. In order to do this we started developing a tool – named SpatialStories back then – that would allow the creative team to develop themselves without asking every time programmers to do it for them. That was the beginning of Zoe. From that point on we have been developing a solid layer on top of the Unity game engine that allows non-coders to easily create interactive VR and AR experiences, and regularly adding new functions as immersive hardware evolved. Today, the Zoe toolkit consists of a Unity plugin and a standalone in-VR creation and programming tool. A mobile version for smartphones is also on the way.

    What are some of the benefits associated with using VR as a learning tool?

    More than using VR as a learning tool, it’s really the act of creating for VR that becomes a learning journey. The technology/hardware by itself has not proved to increase learning, although motivation and excitement are clearly higher. What Zoe offers is a way for students to be empowered, to become active agents for the future of work. Zoe becomes a communication tool where students gain critical thinking and find themselves challenged to solve problems and find the best way to teach others what they understand of a given subject.

    With so many schools now having to operate remotely, how can Zoe help them continue to provide quality education to their students?

    Zoe offers professional development for teachers covering fundamental concepts for immersive creation as well as basic guidelines for using Zoe. They learn at their own pace and need, and connect remotely with their students. Content is regularly updated so they can keep up to date with the evolution of the technology. Special resources for doing remote activities are also being posted weekly so teachers can already start the projects with students working from home.

    How can students and teachers take advantage of this special offer?

    We are now offering licenses to all students and giving a discount for professional learning. It is an opportunity for teachers to start their own Zoe journey, learning the basics while providing activities for students that don’t necessarily require a headset at home. We are going to launch the mobile version of the Zoe standalone application soon so anyone will be able to use Zoe from their smartphone or tablet as well.

    Do you have any advice for students and their teachers who are using VR for the first time?

    If they have the chance to own a headset I would recommend testing everything they can. They will start to identify what is a good VR experience, what are the key elements that make an experience clear for the user. It will also give them a sense of the controllers and the navigation with this technology that already has some standards. Using Zoe, they will be able to easily start creating environments, placing assets and of course, giving them life by programming behaviors.

    Next is our interview with the Nanome team including Steve McCloskey, Founder CEO, Keita Funakawa, Co-founder COO and Edgardo Leija, Co-founder CXO (Chief Experience Officer).

    What is Nanome and how is it uniquely suited for VR?

    Nanome is a software platform for designing and simulating molecules in virtual reality. Nanome is the next step in computational/medicinal chemistry, structural biology, and beyond since it allows scientists to collaborate on molecular structures in real-time. Scientists currently collaborate on 3D structures via 2D interfaces and video screen share, resulting in information loss of their scientific data and loss of social cues that arise in real-life interactions. Existing computational chemistry tools make effective calculations but are hard to use, so very few scientists fully leverage them. With Nanome, people can intuitively interact with their data in VR and gain ‘instantaneous’ insights about their data while sharing a common workspace with their colleagues,

    Can you share how Nanome is being used right now to combat COVID-19?

    -Recently, we hosted a VR session ​livestream​ with SynBioBeta. Robert Scoble (Tech Journalist), Philip Rosedale (founder of Secondlife), and Rob Rhinehart (founder of Soylent) and Steve (our CEO) explored the coronavirus molecular structures in VR + Nanome. This highlighted some of the work that we are helping with on antibody and peptide development. Antibodies can be engineered with Nanome to be more effective against the Coronavirus proteins to prevent entry into human cells.

    – Last week we announced ​a call to action​ to our users to design potential solutions for COVID19 in Nanome. Since then, ​an article was published​ about a university researcher from Ontario actually designing solutions in Nanome. This global collaboration is actively targeting a protein in the Coronavirus which breaks apart other proteins. In Nanome we designed 3 small molecule drug candidates which may bind to this protein and stop it from breaking apart other proteins, thus helping fight against Coronavirus infections.

    – We also have ​Pharma companies in Italy​ to ​Government Research Labs in Australia​ all using Nanome to tackle COVID19. We are helping with research efforts in professional fields where they are working on vaccine development and using Nanome to better understand the structures of the Sars-Cov-2 Novel Coronavirus which causes Covid19.

    You also announced a new program for schools and companies impacted by the virus, can you tell us more about this initiative?


    Many companies are struggling to transition to being fully remote during the Coronavirus lockdown. The biotech and pharmaceutical companies we work with, although exempt, are transitioning to being as remote as possible. For companies working on the Coronavirus this has posed many challenges where everyone needs to work together while remote and send as few people as possible to the lab bench to make and test samples. Nanome helps groups like these work together from anywhere in the world through virtual reality, or our “2D mode” on mouse and keyboard. For any company working on the Coronavirus we can help get them set up with Nanome for free and aid in their research right away without going through the typical multi-month processes.

    Our blog about our free/reduced pricing initiatives can be found here:

    https://blog.matryx.ai/covid-19-nanome-vr-was-built-for-this-and-were-here-to-help-45f48012bbfd

    In addition, the same software has also been used by over 250 academic institutions around the world. With schools closed for the foreseeable future, we are working with many educators that use Nanome to teach chemistry remotely. While screen share software has been a quick band-aid to the pandemic, the learning abilities that virtual reality offers compared to video streams are much higher due to increased 3D understanding of chemicals and the ability to interact with the structures.

    Our software can help teachers and students continue their education by enabling social interaction and presence remotely. Recently, top ivy league schools have purchased classroom size license bundles to teach topics ranging from entry-level to advanced chemistry. The same institutions are also using Nanome for research, while some are researching the Coronavirus as well.

    At a minimum, the software can replace physical ball-and-stick chemistry modeling kits which are still used the same way they’ve been used for decades, and Nanome can help explain complex 3D interactions in chemistry which balls and sticks cannot capture. Educators and students can port into a virtual room using a standard internet connection and get started with Nanome right away!
    Example​ ​video from the community: https://www.youtube.com/watch?v=stmn89UyRUo

    Do you have advice for those students, educators and researchers who are using VR for the first time to continue learning remotely?


    “Watch a few videos on our Youtube channel at https://youtube.com/nanome to get a sense for all the ways it can be used, then jump into Nanome and get started yourself. There are so many possibilities for what to create from new molecules which might cure the Coronavirus to instructional scripted lessons which can be played back by students at their own pace. We would love to talk with you and introduce you to other researchers and instructors using Nanome today. Join our slack user group to meet everyone by emailing us at ​hello@nanome.ai​ to get started.” -Steve

    ​Explorations and tutorials are your best guides. The best way I learn is by doing, making a mistake, and trying again. In VR, you always have a CTRL+Z. This is your chance to mess up as many times as you need to learn things you can’t learn in reality.” -Keita

    Check out Nanome on Viveport.

    Website: LINK

  • VIVE Cosmos 1.0.11.2 – Release Notes

    VIVE Cosmos 1.0.11.2 – Release Notes

    Reading Time: < 1 minute

    Website: LINK

  • Gamify Your Workout

    Gamify Your Workout

    Reading Time: 4 minutes

    Wondering how you can keep fit while stuck inside? Try to gamify your workout routine in VR!

    With full-body tracking and full immersion, we’ve all been surprised when we find our heart rates up while enjoying some of our favorite titles. To help keep you active while the gym is closed, we’ve put together a playlist of our top fitness-inspired titles included with your Viveport Infinity membership.

    What are the VR titles you’re playing right now to stay in shape? Join in on the conversation on the HTC VIVE social channels and share your VR fitness routine with the VR community.

    Creed: Rise to Glory by Survios

    Challenge your stamina as you go toe-to-toe with world champions and experience the ascent of Adonis Creed. Set within the Creed™ films, you’ll train hard to rise from an underdog to the world-class fighter you’re meant to be. With the new Phantom Melee Technology, you’ll experience every punch and KO.

    Play Creed: Rise to Glory now.

    OhShape by Odders

    A new rhythm game based on a popular Japanese television show, OhShape will get your heart rate elevated right away. Following the beat, you’ll move your whole body to go through, punch or dodge walls quickly heading your way. This fast-paced game will challenge your mind as much as your body.

    Play OhShape now.

    Dance Collider by emergeWorlds

     

    One of our favorite VR rhythm games, Dance Collider brings its own flair to the popular genre. Energetic dance patterns will have you working up a sweat as you battle dancers from around the globe for a spot on the leaderboards.

    Play Dance Collider now.

    Remind VR: Daily Meditation by VIVE Studios

     

    For a change of pace, try Remind VR: Daily Meditation. Relax and unwind to let go of the worries that hang heavy on your shoulders. Reducing your stress levels is just as important as your physical wellbeing so try performing these three short daily exercises today.

    Play Remind VR now.

    BOXVR by FitXR

    BOXVR brings high-intensity boxing workouts to your living room. With regularly updated boxing workouts developed by a team of fitness instructors, BOXVR is specifically designed to shred calories.

    Play BOXVR now.

    First Person Tennis – The Real Tennis Simulator by Mikori Games

     Ready to challenge the tennis pros? In First Person Tennis you’ll lob, volley and ace your way to the top. A full ranking system and 13 tournaments to tackle, this realistic simulator will test your skills as you go head-to-head with friends or the computer.

    Play First Person Tennis now.

    PowerBeatsVR by Five Mind Creations

    Your quads are in for a workout with PowerBeatsVR. An adrenaline-pumping rhythm title, you’ll need to box, dodge, squat and sidestep around obstacles to the beat of the music. With the in-game level editor, you can control how intense your workouts are and upload your favorite tracks. With calorie tracking capabilities and added support for heart monitoring, you’ll soon understand just how hard you’re working.

    Play PowerBeatsVR now..

    Knockout League by Grab Games

    This single-player arcade-style boxing game is your ticket to a summer bod. Take on a wacky cast of characters as you move, dodge, squat and punch your way to the championship. Coach Doug will get you in tip-top fighting shape as he trains you with various boxing drills, all intended to get your heart rate up and your skills sharpened as you get ready for the ring.

    Play Knockout League now.

    Ninja Legends by Coinflip Studios

    Ninja Legends offers a fast-paced melee combat experience only possible in VR. Skillfully block and parry attacks as you fend off increasingly difficult swarms of enemies from all angles. Attack enemies with great pace and accuracy to survive as long as you can and keep up a consistent heart rate.

    Play Ninja Legends now.

    Final Soccer VR by Ivanovich Games

    Lace-up your cleats and get ready for the beautiful game. Practice free kicks and penalties in striker mode or step in the goal and make the game-winning save as keeper. With 150 levels to beat, Final Soccer VR will keep you coming back day after day.

    Play Final Soccer VR now.

    Is there another title you love to play that doubles as a workout? Let us know!

    Website: LINK

  • Coming Soon to Infinity: Spellpunk VR and AERY

    Coming Soon to Infinity: Spellpunk VR and AERY

    Reading Time: 3 minutes

    Now, more than ever, we all need something to look forward and mark on our calendars. Today, we’re bringing you our current roster of the games, apps and videos launching in your Infinity library in the next coming month, showing that good things are in store.

    Check out the list below and make sure to check our social channels to keep up to date on all new releases.

    Launching in April:

    Spellpunk VR by Incineration Productions

    Yer a wizard! Become an all-powerful magician in this stunning abstract world full of fast-paced magical duels. Cast spells by drawing magical symbols in the air with your hands to produce enchanting spells as you duel against friends or in ranked matches.

    Ballavita by Amilux Film

    A cinematic 360° VR-Film, Ballavita follows the story of Maria, a hot-headed tango dancer, through her dreams and nightmares. Created using newly developed cinematic techniques, live-action choreography is melded with beautifully designed worlds all in stereo 360°. Immerse yourself in this half-hour long fantasy film set in a rich stereoscopic world.

    AERY by ExpiXR Games 

    Chill out and forget your daily worries as you explore the world from the peaceful perspective of a curious little bird. Experience the calming feeling of flying and immerse yourself in the eight different atmospheric landscapes. With no predators to watch out for, just collect the feathers of other birds to unlock the next level in this relaxing experience.

     Blind Spot VR by Unlimited Fly Games

    Waking up in a mansion, you’ll have to solve puzzles to proceed in this story-driven adventure game. With over 20 rooms filled with various puzzles, you’ll need to uncover the truth of what really happened in this grand mansion.

    Bonus Round!:

    We also have a couple of free titles launching on Viveport this upcoming month. You can download these complimentary titles from the Viveport storefront when they launch in April.

    The Holy City by Blimey TV and Occupied VR

    Garnering awards and selections on the international film festival circuit, The Holy City is an educational experience that explores the Holy sites of Jerusalem and the diverse culture that makes up the city. Rich in narratives and cultural history, this experience looks to celebrate diversity, nurture understanding, and foster open dialog.

    Virus Popper by Starcade Arcade

     This educational VR Game teaches you all about viral infections and best practices in personal hygiene and social distancing. Start by learning proper handwashing technique, you’ll then continue your quest to sanitize the virus with an array of cleaning supplies as you learn to build up healthy habits.

    Recently Launched: 

    You might have missed this new title last month!

    Vikubb by Samiri Games 

    Kubb, a classic lawn game from the Vikings, is brought into VR with ViKubb! A multiplayer experience, you’ll get to challenge family and friends to a virtual game or even play ranked opponents. Hone your throwing skills with realistic and intuitive game physics as you play today!

    Website: LINK

  • Coming Soon to Infinity: Spellpunk VR and AERY

    Coming Soon to Infinity: Spellpunk VR and AERY

    Reading Time: 3 minutes

    Now, more than ever, we all need something to look forward and mark on our calendars. Today, we’re bringing you our current roster of the games, apps and videos launching in your Infinity library in the next coming month, showing that good things are in store.

    Check out the list below and make sure to check our social channels to keep up to date on all new releases.

    Launching in April:

    Spellpunk VR by Incineration Productions

    Yer a wizard! Become an all-powerful magician in this stunning abstract world full of fast-paced magical duels. Cast spells by drawing magical symbols in the air with your hands to produce enchanting spells as you duel against friends or in ranked matches.

    Ballavita by Amilux Film

    A cinematic 360° VR-Film, Ballavita follows the story of Maria, a hot-headed tango dancer, through her dreams and nightmares. Created using newly developed cinematic techniques, live-action choreography is melded with beautifully designed worlds all in stereo 360°. Immerse yourself in this half-hour long fantasy film set in a rich stereoscopic world.

    AERY by ExpiXR Games 

    Chill out and forget your daily worries as you explore the world from the peaceful perspective of a curious little bird. Experience the calming feeling of flying and immerse yourself in the eight different atmospheric landscapes. With no predators to watch out for, just collect the feathers of other birds to unlock the next level in this relaxing experience.

     Blind Spot VR by Unlimited Fly Games

    Waking up in a mansion, you’ll have to solve puzzles to proceed in this story-driven adventure game. With over 20 rooms filled with various puzzles, you’ll need to uncover the truth of what really happened in this grand mansion.

    Bonus Round!:

    We also have a couple of free titles launching on Viveport this upcoming month. You can download these complimentary titles from the Viveport storefront when they launch in April.

    The Holy City by Blimey TV and Occupied VR

    Garnering awards and selections on the international film festival circuit, The Holy City is an educational experience that explores the Holy sites of Jerusalem and the diverse culture that makes up the city. Rich in narratives and cultural history, this experience looks to celebrate diversity, nurture understanding, and foster open dialog.

    Virus Popper by Starcade Arcade

     This educational VR Game teaches you all about viral infections and best practices in personal hygiene and social distancing. Start by learning proper handwashing technique, you’ll then continue your quest to sanitize the virus with an array of cleaning supplies as you learn to build up healthy habits.

    Recently Launched: 

    You might have missed this new title last month!

    Vikubb by Samiri Games 

    Kubb, a classic lawn game from the Vikings, is brought into VR with ViKubb! A multiplayer experience, you’ll get to challenge family and friends to a virtual game or even play ranked opponents. Hone your throwing skills with realistic and intuitive game physics as you play today!

    Website: LINK

  • Coming Soon: Cosmos Elite Headset (HMD Only) and External Tracking Faceplate, both with Half-Life: Alyx

    Coming Soon: Cosmos Elite Headset (HMD Only) and External Tracking Faceplate, both with Half-Life: Alyx

    Reading Time: 3 minutes

    Website: LINK

  • HTC VIVE’s GDC Sessions To Go Live

    HTC VIVE’s GDC Sessions To Go Live

    Reading Time: 4 minutes

    The Game Developers Conference (GDC) is one of our favorite moments of the year. Connecting with the developer community, sharing our technical insights and learning what is next for the industry is always a highlight for our team.

    We were disappointed when we realized GDC had to be canceled this year, yet completely agree with and support the organizer’s decision to postpone during these unprecedented times. While we can’t connect with you in person, we’ve got a full slate of live webinars coming in the next few weeks based on our GDC Developer Day Summit sessions.

    Starting March 31 – May 12, we will host a live webinar followed by a Q&A period every Tuesday at 10am PT. A schedule for these sessions can be found below in addition to further information on each talk:

    • Tuesday, March 31 @ 10am PT – A Step Ahead of the Curve: Using Data Trends to Build a Successful VR Experience
    • Tuesday, April 7 @ 10am PT – Build for Tomorrow: VIVE Hand Tracking SDK
    • Tuesday, April 14 @ 10am PT – Working Remotely in VR using Vive Sync
    • Tuesday, April 21 @ 10am PT – Lessons Learned from Marketing 100+VR Games
    • Tuesday, April 28 @ 10am PT – Viveport Developer Console: What’s Coming in 2020
    • Tuesday, May 5 @ 10am PT – XR Continuum: Merging VR & AR Development
    • Tuesday, May 12 @ 10am PT – What’s the Opportunity in Enterprise?

    Tuesday, March 31 – A Step Ahead of the Curve: Using Data Trends to Build a Successful VR Experience 

    By Bjorn Book-Larsson, President, Viveport

    Dive deep into Viveport’s proprietary data to get an insider’s look into what makes a VR title successful. In this session, we’ll look at what drives certain consumer behaviors and how to develop content that keeps players coming back for more.

    Tuesday, April 7 - Build for Tomorrow: VIVE Hand Tracking SDK 

    By Dario Laverde, Sr. Developer Evangelist  

    Learn how to add hand tracking support to the VIVE, VIVE Pro, VIVE Cosmos and VIVE Focus with a hands-on coding session using Unity. Sr Developer Evangelist Dario Laverde will walk you through the VIVE Hand Tracking SDK and use cases. Topics covered include gesture recognition, remote and local interactions and custom hand models.

    Tuesday, April 14 - Working Remotely in VR using Vive Sync 

    By David Sapienza, AVP Content Production 

    Working remotely?  On April 14th at 10am PST learn how VR can benefit you and your team.  What are the benefits?  What are the drawbacks?  Is it right for your team?  This session will be given by David Sapienza and will take you through Vive Sync, a powerful collaboration tool that harnesses the power of VR to bring together distributed teams. 

    Tuesday, April 21  – Lessons Learned from Marketing 100+VR Games 

    By Thomas Gratz, Sr. Manager, Developer Marketing

    Curious about how to stand out on a VR app store? Whether you’re marketing your first VR title or a seasoned developer with multiple titles under your belt, this session will expand on the time-tested “do’s and don’ts” for marketing your VR experience in a way that will improve your app’s conversion rate.  

    Tuesday, April 28 –  Viveport Developer Console: What’s Coming in 2020 

    By  Adhar Walia, Director of Product, Viveport & Stanley Chung, Sr. Manager

    Viveport Developer Console, the entry point where you showcase your VR experiences and bridge to the world of VR businesses.  Find out how to leverage various VR business models available to you, learn about new console features to better integrate with your organization, and explore what’s coming ahead in 2020.

    Tuesday, May 5  –  XR Continuum: Merging VR & AR Development 

    By Jad Boniface, Sr. Director of Developer Relations and Partnership

    Learn how VIVE is pushing the future of XR development with the SRWorks SDK and VIVE Cosmos XR. Developers now have access to mix the see-through stereo camera view and their virtual worlds to create experiences that are more interactive and highly immersive, all made possible by the high-resolution dual cameras of the VIVE Cosmos XR faceplate. We will walk through supported features and demonstrate use cases for your own development. 

    Tuesday, May 12 –  What’s the Opportunity in Enterprise?

    By Chris Chin, VP & GM, Vive Studios & Amy Peck, Sr. Director Enterprise Content, Vive Studios

    What are the latest trends in Enterprise VR and how can you best position yourself to be successful?  Learn how Vive Studios is partnering with developers to grow the Enterprise space together. 

    To sign up to attend our first session on March 31, please head to the registration page here. Registration links to all sessions will go live next week so make sure to check back and sign up!

    Not able to make a talk? No problem! All sessions will be uploaded on the HTC VIVE YouTube channel following the live session.

    Website: LINK

  • HTC VIVE X Company, Mindesk, Joins ASX Listed Vection Technologies LTD (ASX:VR1)

    HTC VIVE X Company, Mindesk, Joins ASX Listed Vection Technologies LTD (ASX:VR1)

    Reading Time: 2 minutes

    Website: LINK

  • Virtual Reality and the Science of Rehabilitation

    Virtual Reality and the Science of Rehabilitation

    Reading Time: 7 minutes

    By Dan O’Brien, Global Head of Enterprise, HTC Vive

    *This conversation was originally scheduled as a talk at HIMMS. Due to the conference’s cancellation, we’ve converted the talk to a blog post.

    When you think of common applications for virtual reality (VR), several general topics and industries come to mind for most people – video games, entertainment, even fitness. It makes sense, since VR really got started in gaming. But where we’re really excited to see momentum is in the enterprise space – including in healthcare and medicine.

    Breakthroughs in VR now come in the form of student doctors training in medical schools, or medical professionals educating and treating patients, or even surgeons halfway around the world learning to prepare for emergency situations.

    According to new research from Research and Markets, the global market for AR/VR in the healthcare industry is estimated to reach over $165 billion USD by 2026, indicating the major potential for AR/VR technologies to transform this sector.

    And we foresee that VR will hit this benchmark, as VR use cases and applications in the medical and healthcare field are already abundant.

    Recently, I sat down with Jennifer Wong of Penumbra to talk about how they are using virtual reality to rehabilitate patients with neurological injuries such as strokes.

    Dan: First off, could you tell us a little bit about Penumbra?

    Jennifer: Penumbra is a global healthcare company that focuses on innovative therapies. We design, develop, manufacture and market medical devices and have a broad portfolio of products that addresses challenging medical conditions in markets with significant unmet need.  Since our founding in 2004, we have developed a product portfolio that includes 7 product families within our major markets. Our product families fall under Neuro and Vascular. Under Neuro, we have Thrombectomy, Embolization, Access, Neurosurgical Tools, and Rehabilitation Tools. Under Vascular, we have Thrombectomy and Embolization.  We distribute our products in countries around the world.

    Dan: And one of those innovative therapies is the REAL™ System?

    Jennifer: Yes. The REAL™ System is an immersive, full-presence virtual reality system designed for rehabilitation under the supervision of a medical professional. It is one simple, portable rehab tool that can easily be brought to the patient at the bedside, in a rehab center, or mobile health location. The REAL System consists of the VIVE FOCUS Headset, body sensors, and therapist tablet with our proprietary TherapyView™ that allows the clinician to administer and monitor the therapy session. It is entirely self-contained, wireless, and mobile. No additional hardware or tethering is required. The wireless body sensors capture the patient’s movements during sessions to allow for objective data capture and patient progress tracking.

    Dan: Why did Penumbra venture down the path with immersive technologies for rehabilitation?

    Jennifer: Using our knowledge of stroke and the deficiencies that can occur after a stroke, we developed a set of propriety activities that are targeted for upper body rehab. Penumbra combined forces with Sixense Enterprises, a tech company in Silicon Valley that specializes in motion tracking technology to develop virtual reality technology for healthcare using the Vive Focus. We wanted to focus on the continuation of care for the patient post-procedure. Following a stroke incident, patients are often depressed, cognitively impaired, and unmotivated due to their new disability. With VR, the rehabilitation environment can be safe, encouraging, efficient, and supportive. Penumbra’s REAL System has been designed by engineers with decades of experience in electronics, medical device design, software development, 3D art, and game development. Built using evidence-based therapies, the motor and cognitive activities in the REAL System are both fun and engaging.

    Dan: Tell me more about the science behind this kind of rehabilitation for patients with neurological injuries?

    Jennifer: Extensive academic research shows that neurorehabilitation technology can dramatically enhance neuroplasticity and drive the relearning of skills. Neuroplasticity is the term for physical changes that the brain undergoes when learning new things. Virtual Reality is a hardware and software technology that can induce neuroplastic change. With VR, the rehabilitation environment can be safe, encouraging, efficient, and supportive. Interactions can be tailored to the patient’s individual needs, therefore enhancing the potential improvement within a given session. With accurate body-position tracking in real time, a new bio-feedback loop can be established using intuitive auditory and visual cues to allow the patient to self-correct their posture and limb movements for maximum exercise efficiently. Progress can be documented movement-to-movement, session-to-session and week-to-week to expose tangible improvement to the patient and caregiver, supporting ongoing rehabilitation when the patient has not yet plateaued.

    Research shows that VR can provide links to drive neuroplasticity, which may be more challenging to achieve in the actual world. There is a tremendous amount of literature on using VR for rehabilitation, but current products are not designed specifically for the healthcare setting. That’s where the REAL System has a role.

    Dan: How does the REAL System compare to commercial gaming systems?

    Jennifer: The REAL System is different from consumer gaming devices in several ways, namely that it was purpose-built for rehabilitation. The activities specifically designed to meet the needs of patients needing upper body rehabilitation are aimed at working on exercising specific upper body functional movement patterns. It is completely customizable by the therapist to meet their patient’s needs. It is also the only FDA-cleared rehabilitation tool that uses virtual reality that is immersive and full-presence.

    Dan: How much time does it take to get up and running with the REAL System?

    Jennifer: The REAL System is intended to be used seated in a clinical environment and prescribed and supervised by a medical professional trained in rehabilitation therapy. The system requires setting up local internet connection via WiFi the first time it is used. The therapist powers up the headset and helps the patient put the headset on. Once the headset is on, the patient can immediately begin interacting in the new environment, while the therapist puts on the sensors. The patient will experience almost zero set-up time. For the therapist, it will take about 2 minutes to put the sensor bands and body sensors on the patient and power up the tablet. That’s one of the unique qualities of our system. It’s a quick and easy set up and you can roll it right to the bedside or gym location for any patient.

    Dan: With the severity of injuries varying, can you expand on how the REAL System addresses each patient’s unique needs?

    Jennifer: The REAL System can be used for a variety of deficits within its indication for seated, upper body neurorehabilitation. For a focus on proximal upper extremity, we have activities that address shoulder ROM and flexion that encourage strengthening and endurance. For a focus on distal upper extremity, we have activities that strengthen wrist and forearm range of motion. We also have activities that focus on core strengthening and movement, cervical range of motion and visual scanning, postural control and stability, and cognition.  The activities come with adjustable parameters on the tablet’s TherapyView that the therapist can use to adjust difficulty settings and customize for the patient.

    The REAL System is a powerful tool in the clinician’s toolbox that can be adapted to each patient per their session goals.

    Dan: What if the patient is concerned about motion sickness from being in VR during treatment?

    Jennifer: Motion sickness occurs due to a difference between actual and expected motion. The REAL System minimizes the potential for vestibular motion sickness with technology that optimizes what the patient sees in the VIVE headset with the patient’s actual movements. Our technology uses very high frame rate, very low latency, and 6-degrees of freedom for translational movement, all enabled by the Vive Focus’s inside-out tracking and Sixense’s proprietary technology.

    Dan: What kind of feedback/response have you received from the medical community and patients about the REAL System?

    Jennifer: Cooper University Health Care in New Jersey recently became the first hospital to use the REAL System for patient rehabilitation following a stroke. In a recent press release, Dr. Tudor Jovin said, “While Virtual Reality has been around a long time, its application in rehabilitation of stroke and other neurological disorders is cutting edge and a new concept.” They are using the system to aid and augment their patients’ recovery after stroke.

    In a release issued by Cooper University, a Physical Medicine and Rehabilitation physician, Dr. Rohini Kumar, said, “With the help of Penumbra and the REAL System, we will be able to augment the patient’s recovery from bedside to our outpatient clinics. We are excited to see the potential of VR in our stroke patients and other neurologic conditions.”

    One of our first patients to try the REAL System, Deb, has been using VR for rehabilitation for 2 years. She did undergo physical therapy without the REAL System, and she said compared to the REAL System it’s like night and day. She said, “When you’re in the REAL System, you’re just thrust into something so wonderful that I think the mind forgets I had a stroke.”

    Dan: Does any hospital currently use the REAL System for their course of rehabilitation?

    Jennifer: Cooper University Health Care, in New Jersey, recently became the first hospital in the world to use REAL. The team of physicians and therapists at the Cooper Neurological Institute worked closely with Penumbra in refining the technology for patient use. We are currently taking orders for the REAL System.

    Dan: Are there other areas of rehabilitation you’re looking at, or you think would be a good fit for VR?

    Jennifer: Yes, absolutely. We think the possibilities with VR for rehabilitation are extensive.  We currently carry an FDA indication for upper extremity rehabilitation and are working on new indications to bring the promise of VR to even more patients. The REAL System hardware and software provide a powerful platform for us to innovate and introduce new therapeutic activities to address new diseases.

    For more information on the REAL System, or to order a REAL System, visit www.realsystem.com. To learn more about Vive Enterprise Solutions, go to https://enterprise.vive.com/us/. Vive Studios, HTC’s content services division, also contributed to the content development of the therapy application. Learn more about Vive Studios here: https://developer.vive.com/us/vive-studios/.

    Website: LINK

  • VIVE Cosmos 1.0.10.7 – Public Release Notes

    VIVE Cosmos 1.0.10.7 – Public Release Notes

    Reading Time: < 1 minute

    Website: LINK

  • Coming Soon to Infinity: The Morrigan, Music Escape and more

    Coming Soon to Infinity: The Morrigan, Music Escape and more

    Reading Time: 3 minutes

    Welcome back to the monthly series that keeps you in the loop on all things Infinity! February saw an influx of new titles and March is gearing up to be just as an exciting month for your Infinity library.

    From rhythm games to a multiplayer WW2 shooter, an interactive documentary and more, Infinity’s upcoming releases are sure to be a hit for the whole family.

    Launching in March:

    Honor and Duty: D-Day by Strange Games Studios

    Taking place during the D-Day landing of World War II, Honor and Duty: D-day is a multiplayer shooter with Team Death Match, Domination and Battle Royale game modes. Supporting up 32-player matches, you’ll drive tanks, jeeps and trucks in large open maps to scourer the land for enemies.

    Memoria: Stories of La Garma by Overlat

    Nominated for Best Documentary Experience at Raindance Immersive and narrated by Geraldine Chaplin, Memoria: Stories of La Garma is an interactive VR documentary that explores the memories trapped inside the cave of La Garma in Santander, Spain. Untouched until its discovery in 1995, you’ll unleash the stories of the humans who took shelter in the cave over 16,000 years ago.

    Soul Axiom Rebooted by Wales Interactive

    Newly enhanced Soul Axiom is a first-person story-driven puzzle game set in the hauntingly beautifully cyber-world of Elysia. Explore rich environments as you collect unique powers and unravel the mystery around your digital afterlife. With 20-30 hours of gameplay and multiple endings to discover, Soul Axiom will keep you coming back for more!

    The Morrigan by The Pixel Mine Ltd

    With a sword in one hand and an ax in the other, get ready to fight your way through this VR Dungeon Crawler. You’ll take on wave after wave of enemies, solve puzzles or save the Queen from the Morrigan in this thrilling title. With over 20 weapons to choose from you’ll engage in a dramatic combat style that is easy to learn yet difficult to master.

    STUMPER by THIRTEENTH FLOOR

    Bump to the beat as you use your shields of steel to crash fast-flying crystals in this VR rhythm action game. With global leaderboards and real-time ranking, you can battle your friends for the ultimate bragging rights. Get ready to boost your heart rate in STUMPER as you dance to your favorite songs from a diverse library of music.

    Music Escape by 2049VR

    Can’t get enough of those VR rhythm games? Then Music Escape is your next must-play. With ninjas and cyberpunk weapons, Music Escape brings its own twist to the popular genre. Enjoy the curated electronic soundtrack or queue up your own music and get ready to jam.

    Recently Launched Titles:

    February was a busy month for your Infinity membership so you might have missed some of these new releases –

    Museum of Other Realities by Museum of Other Realities

    Connect, share and experience VR art with an amazing community in Museum of Other Realities (MOR). The multiplayer interactive art gallery contains a growing collection of immersive artworks, showcasing and supporting artists from around the world who are pushing the boundaries of what it means to create and experience art in VR.

    Play now!

    Bizarre Barber by Synesthetic Echo

    Grab your barber sheers and become the hair guru of the apocalyptic future. Set up your station on a subway platform and test your reflexes, creativity and strategy as your shaggy clients zoom past you.

    Play Now!

    Leaving Infinity Soon:

    Goodbyes are hard so make sure to play this title before it leaves Infinity in early March! –

    Sairento VR by Mixed Realms Pte Ltd   

    A mission-driven, high-action role-playing game, you’ll master your lethal martial arts skills as a cyber ninja in a reimagined futuristic Japan. Perform triple jumps, power slides, backflips and slow down time while delivering lethal strikes.

    Play Now!

     

    That concludes our upcoming roster of titles for March! Make sure to follow us on Twitter and Facebook to find out when these titles are launching as well as additional content coming to your favorite VR subscription service.

    Website: LINK

  • Webinar – Eye Tracking Integration + Foveated Rendering

    Webinar – Eye Tracking Integration + Foveated Rendering

    Reading Time: < 1 minute

    Website: LINK

  • HTC VIVE UNVEILS COMPLETE VIVE COSMOS SERIES

    HTC VIVE UNVEILS COMPLETE VIVE COSMOS SERIES

    Reading Time: 4 minutes

    HTC introduces VIVE Cosmos Elite, VIVE Cosmos XR, and VIVE Cosmos Play

    Introduction of new modular faceplates make VIVE Cosmos the most versatile VR headset in the VIVE product family

    HTC VIVE® is Changing the Face of VR with its most versatile virtual reality (VR) product line-up ever. Today, HTC introduced the complete VIVE Cosmos Series —with three new products and three new modular faceplates that expand the functionality of VIVE Cosmos. Vive Cosmos is an adaptable premium PC-based VR system that can grow with customers over time by changing the front faceplate of the headset, all while delivering impressive visuals and comfort across the entire Vive Cosmos line-up.

    Newly introduced:

    • VIVE Cosmos Elite
    • VIVE Cosmos XR
    • VIVE Cosmos Play

    “Our customers want an incredible VR experience and we are proud to announce a new family of products tailor-made for VR use-cases of all types,” said Yves Maître, CEO, HTC. “Vive Cosmos is truly the most versatile headset yet. From consumers just discovering VR for the first time to the demanding business user, Vive Cosmos offers stellar quality, comfort, and the ability to evolve VR and XR journeys over time – from changing faceplates to adding options like wireless.”

    VIVE Cosmos Platform

    All VIVE Cosmos headsets are designed with a range of features that offer industry-leading performance and build quality, no matter the headset version or where your Vive Cosmos journey begins.

    Change your plates: With Vive Cosmos’ interchangeable faceplates, users can get more out of their VR headset over time. Future upgrades in functionality and performance are as easy as changing the front faceplate.

    One flip from reality:  Featuring an innovative flip-up design, Vive Cosmos can transport users to and from their virtual world with ease. Vive Cosmos also delivers comfort and ergonomic features that make your VR experience more immersive and comfortable than ever before.

    Impressive visuals: Every Vive Cosmos features the same great display, with 2880 x 1700 combined pixel resolution—an 88% increase over the original Vive—delivering crystal-clear text and graphics. All-new LCD panels reduce the distance between pixels and minimize screen-door effect.

    VIVE Cosmos Elite

    Vive Cosmos Elite pairs the performance of external tracking alongside the flexibility of inside-out technology to meet the needs of the most demanding VR entertainment enthusiasts.

    By using Lighthouse base station technology, users will be able to experience the power and precision of SteamVR tracking. Vive Cosmos Elite also supports Vive’s ecosystem of peripherals including the Vive Tracker—delivering unprecedented input freedom for VR controls—and the Wireless Adapter for an untethered VR experience.

    Vive Cosmos Elite includes a pre-installed External Tracking Faceplate, 2 SteamVR base stations, and two Vive controllers. The External Tracking Faceplate can be used with base station versions 1.0 or 2.0 as well as the original Vive or Vive Pro controllers and is easily swapped with the original inside-out tracking faceplate that ships with Vive Cosmos.

    Vive Cosmos Elite is built for precision gaming titles such as Pistol Whip, Superhot, and Audica as well as multiplayer VR titles like Battlewake.

    The Vive Cosmos Elite bundle will retail for $899 USD and be available later in Q1. The External Tracking Faceplate will also launch globally as a stand-alone accessory in Q2 for $199 as an upgrade for either Vive Cosmos or Vive Cosmos Play.

    VIVE Cosmos XR

    VIVE Cosmos XR is an upcoming stand-alone edition and faceplate for the modular Vive Cosmos that brings high-quality XR passthrough cameras to Vive Cosmos for the first time. Debuting as a developer kit in Q2, Vive Cosmos XR allows a near-complete passthrough field of view that utilizes the majority of the VR display (up to 100 degrees FOV) to integrate real-world and virtual content.

    For example, Vive Sync, the company’s collaboration tool will integrate Vive Cosmos XR functionality so that virtual objects can be brought into real-world environments, bolstering collaboration options for VR-based meetings.

    Featuring high-quality passthrough cameras, Vive Cosmos XR combines a crisp view for overlays of the real world, blended seamlessly into the virtual one. Additional information on Vive Cosmos XR will be unveiled at the upcoming GDC conference.

    VIVE Cosmos Play 

    Vive Cosmos Play opens the door for new-to-VR users, making it easier than ever before to step into premium VR. Vive Cosmos Play uses 4-camera inside-out tracking to start customers on their VR journey and has the ability to grow over time to meet their needs.

    Vive Cosmos Play is ideal for entry-level VR adventures and applications such as Viveport Video, Angry Birds VR: Isle of Pigs, The Curious Tale of the Stolen Pets, and A Fisherman’s Tale.

    For business or museum environments, Vive Cosmos Play also offers a more affordable and simple-to-use VR option for public VR experiences.

    Play owners can easily upgrade their Vive Cosmos with Vive’s host of VR accessories such as Vive Cosmos’ full range of faceplates. Additional details on Vive Cosmos Play will release in the coming months.

    VIVE Cosmos

    For customers that want additional tracking height when using inside-out tracking, Vive Cosmos’ six-cameras offer additional vertical and waist tracking by using two additional cameras. Vive Cosmos features all the same great ergonomic, visual, and modular functionality as well as compatibility with the Wireless Adapter. The product is available today for $699 and the six-camera faceplate will be available as a stand-alone accessory in Q2 for $199.

    Pre-order and more information

    Vive Cosmos Elite will be available for pre-order online on www.vive.com on February 24th. Additional pre-order dates, pricing and availability for the Cosmos Series will be announced in the coming months. For more information, please visit: www.vive.com/product.

    Website: LINK

  • Coming Soon to Infinity: Abode 2 & Ultimate Fishing Simulator VR

    Coming Soon to Infinity: Abode 2 & Ultimate Fishing Simulator VR

    Reading Time: 3 minutes

    Dying to know what titles are launching in Infinity next? Welcome to your monthly update for all things related to your Infinity library. Here you’ll get updates on what’s coming up, what you might have missed last month, and what you should play before it’s too late.

    Dazzling animated films, challenging puzzles, and fitness-focused experiences are all making their way to Infinity in February. From classics just now joining the Infinity lineup to brand new releases, a diverse roster awaits your attention this month. So let’s get started!

    [youtube https://www.youtube.com/watch?v=AbHYitWdc7Y]

    Launching in February:

    Star Shelter by Overflow Games

    Stranded in space, you’ll need to scavenge, craft and hack as you fight to survive in Star Shelter. Learn how to forage for materials, generate power, grow plants, and conserve oxygen all to stay alive and repair a broken spaceship to escape your cosmic prison.

    Abode and Abode 2 by Overflow Games

    A keen eye can sometimes be your most powerful weapon. You’ll need to investigate the neo-noir surroundings of these escape rooms to solve puzzles and restore power to the city. Inspect every detail to gather clues, unveil hidden secrets, and solve the puzzles of both Abode and Abode 2. 

    Failspace by Hipfire Games 

    Work in tandem with your co-pilots as you navigate everything space has to throw at you. Complete cargo missions solo or with friends in a galactic adventure that will put your teamwork skills to the test as you work to preserve your spaceship and complete your deliveries.

    Ultimate Fishing Simulator VR by Ultimate Games

    Grab your bait and grab your tackle, the fish are biting in Ultimate Fishing Simulator VR! Head to beautiful and diverse locations across the world and reel in the catch of the day. Select the best equipment and bait for each environment to guarantee a prize-winning catch.

    Carly and the Reaperman – Escape from the Underworld by Odd Raven Studios

    Scamper from platform to platform while avoiding dangers and solving puzzles. Help Carly and the Reaperman race to the finish line and escape the Underworld! Control both characters or play with a friend in this multiplayer adventure.

    Just Launched Titles: 

    With our constantly-updating content library, you may have missed some of these new additions from January:

    Gloomy Eyes Vol. 3 by ARTE Experience

    The third and final chapter of this animated love story is now exclusively available for Infinity. Narrated by Golden Globe©-nominated actor Colin Farrell, it tells the heartwarming yet bittersweet story of young love that transcends life and death. With wonderfully expressive animation and innovative VR enabled storytelling techniques, it will make you smile, even as you tear up.

    Conductor by Overflow Games

    An action-adventure puzzle game based in the post-industrial apocalypse, you’ll take control of a locomotive as you try and outrun the forces of Overcorp. Solve unique puzzles at each station to clear obstacles and keep your train on track.

    Deisim by Myron Software

    A modern take on the classic god game genre, Deisim asks you to build up an entire world from scratch as you take your population from the Stone Age to the Industrial Revolution. Control everything from resources to natural disasters as you keep the fate of your population in your godly hands.

    Leaving Infinity Soon:

    When one door opens, another one closes. Despite the great new lineup for February, we still hate to see some of our favorite titles leave Infinity. Grab this opportunity to try before you buy in Infinity while you have the chance.

     SUPERHOT VR by SUPERHOT Team

    The ultimate FPS for VR where time only moves when you move. In SUPERHOT you must balance quick moves with cautious restraint for a one of a kind VR experience. Make sure to add SUPERHOT VR  to your library and play today if you’ve been meaning to give this popular title a try!

    That’s a wrap for our upcoming Infinity programming! Check our social channels for additional new releases throughout the month and come back in a few weeks to find out what’s coming up in March.

    Website: LINK

  • Gloomy Eyes, Full Hearts, Can’t Lose – A Chat with Developer Atlas V

    Gloomy Eyes, Full Hearts, Can’t Lose – A Chat with Developer Atlas V

    Reading Time: 8 minutes

    The third and final chapter of the charming and heartfelt animated experience Gloomy Eyes is now available exclusively on Viveport Infinity. Narrated by Colin Farrell, it tells the heartwarming yet bittersweet story of star crossed young love that transcends life and death. With wonderfully expressive animation and innovative VR enabled storytelling techniques, it will make you smile as much as it will bring a tear to your eyes (be sure to wipe down those lenses after). 

    We sat down to chat with the team behind this award winning tale to learn what inspired them to craft this stylish VR yarn.

    Interview by Nathan Allen Ortega, Viveport Staff

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

    Tell us a bit about yourself and development team behind Gloomy Eyes

    Jorge Tereso / Director: We’ve been working together for many years and we have always prioritized pleasure and enjoyment of the day to day process that is doing animation. 

    Fernando Maldonado / Director: For many years we worked with different clients but we’ve always kept our sacred fire, a kind of engine that encouraged us to go for our own goals and content. These was a key motivation for our artistic concerns. What we do is a result of a very hard work and allowing us to play, up to the end, to move forward to the point we really want to reach. This freedom and playful spirit made us achieve many important goals. The whole team play this game, have fun and help us to get to  incredible results, probably that we couldn’t reach by our own.

    Gloomy Eyes tells a story of a world circa 1980s where humans and the undead attempt to live side by side – relatively unsuccessfully. What were the main sources of inspiration on this nostalgic, fantastical tale of young love blooming among the darkness?

    Fernando: We wanted to create a timeless universe, not that recognizable, where magic can have it’s space.

    Jorge: The inspiration is the entire world, I mean, when you see what really happens around us, people that get divided, people that point to each other, playing blame games. Creating imaginary enemies, monsters -or a zombie –  just to deny the inner zombie we all have inside. 

    The Gloomy Eyes experience is as vibrant to behold as it is heartwarming and silly – twisty dioramas depicting the character’s world that rotates and morphs as scenes bleed into each other as the story unfolds. Talk a bit about the design process and how it differs from traditional animation or even other VR experiences.

    Jorge: One of the differences may be that we’re really focused delimiting the information that the audience receives. The canvas in VR is limitless and it’s very common to overwhelm the audience with countless stimulations. What we aim to do is looking for boundaries among this canvas, and  keep the focus in the story, offering a narrative experience that can get to the audience. This made us reach to two fundamental points, the floating islands stages and theatrical lighting.

    Fernando: At the same time, there is an endless, infinite world within those worlds that we create. They are tiny universes with plenty of details to observe and to get immersed with. Our proposal is to go around the stages and the story, to spy on the characters. We get to a new plane of immersion.

    Although there is awareness of the physical presence in that world, the user wins a state of anonymity, depersonalization. and the story becomes the real protagonist.

    The sensoriality of the VR is our true engine. It is a physical sensation that does not exist in other audiovisual media.  We went deep with the desire to grasp things, to feel them. From touch. To find a melancholic emotionality.

    This quirky and emotional narrative is further brought to life by the voice of Colin Farrell. Talk a bit about how this collaboration came to be, and what the process was like working with him to record his performance?

    [youtube https://www.youtube.com/watch?v=8m54QFpsNU4?feature=oembed&wmode=opaque&w=730&h=411]

    Fernando: We realized that a guide in this world could enhance and help to understand the poetics of the tale. The first step was to think who we wanted to tell us the story. We didn’t want an omnipresent god, we preferred to think of him as a character, who had the authority to tell a story about the dead and the living. So first came the character of Gravekeeper, who had things to say and could tell us things about the story that maybe we didn’t even know. We began to think of names of actors who fit the character, who have something dark but have a lot of sensitivity.

    Jorge: That’s how Collin showed up. We had seen The Lobster, we loved it. We asked him to create a character that was close, to tell the story as if he was telling it to a friend. He really exceeded our expectations. We loved his work from the first to the last sentence. We understood why he is where he is, he’s a genius. He was able to give life and exalt the character. Working with him was very pleasant.

    Have there been any particular design challenges that your team encountered that you didn’t expect?

    Fernando: I think that understanding the platform was the main point to dare here. To capture attention and bring the focus to different places, in a platform that is supposed to be infinite. Doing these without cutting off freedom was really a challenge. We also realized that classic methods -such as storyboard-  that are useful in a typical pipeline, were pointless here. We didn’t have the same result, they weren’t useful to our creative process at all.

    Jorge: Maybe it wasn’t so much encountering problems but understanding that it was a constant search with the certain clue that everything could always be improved. Magic appears when you explore an unexplored space. New things and discoveries appear during the process, maybe without consciously looking for them. They simply appear.

    Fernando: Finding simplicity was the key, and sometimes it became difficult.

    How did your experience creating animated shorts influence the creative direction of Gloomy Eyes?

    Fernando: Is very common to need a sort of guide to see VR, somebody to tell you where to stand or where to look. Here the story is the guide, we tried to make an intuitive content, even for children. In fact, despite having a language selector, there are no texts in the experience. It’s an experience ready to dive in, to feel.

    Jorge: We hope that these platforms reach as many people as possible, we are very excited to be part of it. 

    Gloomy Eyes has received numerous accolades at festivals around the world, bringing home multiple awards such as the SXSW Jury Award for Storytelling and ‘Best VR Experience’ at the Annecy International Animation Film Festival. How does it feel to get such positive response from film and animation circles with an immersive VR series?

    Jorge: It was a very nice surprise. Our first idea was to tell a good story in a very new landscape. To be honest we didn’t know what to expect, but traveling around the world showing our episodes wasn’t part of the initial plan.  What we treasure most and feel proud of is having the courage to make this leap into the void in a totally new and unexplored medium for us. It feels really good.

    Fernando:  Imaging that we could tell something sensitive within VR, being able to show a story in different cultures and understanding  that a unique sensitivity can be achieved, it’s really graceful.

    Have there been any particular bits of feedback from these festival screenings that have surprised you?

    Jorge: Every time somebody watches Gloomy Eyes we get surprised. I remember the first time we showed it, it was a prototype in Paris. There was a woman watching the experience, and once she took off the headset we could see tears in her eyes.  At first we thought that maybe something in the experience affected her sight, but then she told us that the story moved her, she was really touched by Gloomy Eyes. That was the moment we realized that we were telling a story that could reach people’s hearts. That moment was decisive and marked the following steps. That’s why we always try to honor the emotional content of the whole experience.

    Fernando: Yes, the truth is that until that moment everything we were working on was more like a thriller, we were very influenced by the infinite possibilities of VR, adrenaline, impact, effects. But that day we realized that the most powerful thing about Gloomy Eyes was the emotion brought by a simple story of two kids that dare to play with love. That definitely led our way.

    The feedback we received so far is always from a place of sensitivity, beyond the technological and innovative medium, this is what we value the most.

    What would you like to see from the VR ecosystem going forward in order to empower you to make even more engaging experiences? 

    Jorge: I think emotions happen in the body, but when we put on the headset there’s a disconnection. Having the headset on doesn’t allow us to see our own body. Something that can greatly change the physical experience of VR is to be able to see ourselves during the VR experience, to perceive ourselves as part of what we’re watching, not as an invisible spy. We have no doubt that it will evolve in many different directions and it will blow our minds every year. 

    Fernando: Yes, in the last two years the technology improved a lot and always towards different places, some that seem obvious and others that we didn’t expect, but with the headset’s improvements – lighter devices and wireless-  in addition to all the visual possibilities, the future is bright. There is also a really rich field in audio research. We hope it keeps on moving and enhance the VR experience as the latest visual developments.

    How long have you and your team been working on this project?

    Jorge: It’s started about three years ago. 

    Fernando: Yes, but it was occupying different spaces in our day to day.

    Jorge: But honestly, we’ve been thinking about doing something like this for 10 years… Telling a story inside the 3d space, without a 2d screen in between.

    What do you ultimately want audiences to take away from their time with Gloomy Eyes?

    Jorge: Nothing specific, the best thing that can happen to us is to receive a unique or strange interpretation from each different person.

    Fernando: Yeah, we like  the surprise when someone gives you back a new point of view. Many times we think that ideas go to a certain place, and when we get an answer in another sense the exchange becomes very enriching. It’s something that completely fills us and makes Gloomy Eyes really alive. 

    Outside of the remaining two episodes of Gloomy Eyes, what’s next on the horizon for your studio?

    Jorge & Fernando: Keep creating content and use enjoyment and passion for what we do as a compass to navigate the future. Desire and enjoyment rule, always.

    We can’t wait to see what you and the team have cooking next! Thanks for chatting with us.

    Check out all three episodes of Gloomy Eyes today, exclusively on Viveport Infinity!

    Website: LINK