Schlagwort: VR

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

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

    Reading Time: < 1 minute

    What do you find most challenging about working in VR? 

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

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

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

    Website: LINK

  • Introducing the Logitech BRIDGE SDK

    Introducing the Logitech BRIDGE SDK

    Reading Time: 5 minutes

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

    Logitech BRIDGE

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

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

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

    – Guy Godin, Virtual Desktop

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

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

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

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

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

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

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

    Logitech BRIDGE in action

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

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

    The possibilities are limited only by your imagination.

    Logitech BRIDGE skins

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

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

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

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

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

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

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

    I am excited to see where this journey will go!

    Vincent Tucker

    Director of Innovations and Strategy at Logitech


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

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

    Website: LINK

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

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

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

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

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

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

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

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

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

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

    Full List here: LIST

    Website: LINK

  • List of Gyro Supported Smartphones for Virtual Reality!

    List of Gyro Supported Smartphones for Virtual Reality!

    Reading Time: 2 minutes

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

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

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

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

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

    Website: LINK

    LINK

  • The tricks and treats behind creating horror VR

    The tricks and treats behind creating horror VR

    Reading Time: 8 minutes

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

    Obscura

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

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

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

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

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

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

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

    Narcosis

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

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

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

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

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

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

    HordeZ

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

    Website: LINK

  • Enter the Manor in Affected

    Enter the Manor in Affected

    Reading Time: < 1 minute

    Available until November 3rd at 25% off!

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

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

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

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


    AFFECTED: The Manor is available on Viveport.


    Website: LINK

  • Over 100 Interactive Songs Now Available For Jam Studio VR

    Over 100 Interactive Songs Now Available For Jam Studio VR

    Reading Time: 2 minutes

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

      

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

      

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

     . 

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

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


    Website: LINK

  • Welcome to Driftwood

    Welcome to Driftwood

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    Welcome to Driftwood! 

     

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

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

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

    Start exploring Driftwood with friends today! 


    Website: LINK

  • Roomscale 101 – An Introduction to Roomscale VR

    Roomscale 101 – An Introduction to Roomscale VR

    Reading Time: 2 minutes

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

    What is Roomscale?

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

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

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

    Vive Chaperone  

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

    Why Roomscale?

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

    Website: LINK

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

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

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

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

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

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

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

    Surrounded: The walkers are closing in.

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

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

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

    Download now for…
    iOS
    Android
    Gear VR
    Daydream

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

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

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

    Website: LINK

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

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

    Reading Time: 2 minutes

    Experience the wonder and scale of the Amazon with VR

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

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

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

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


    Website: LINK

  • Treat yourself to 50% off in our Halloween sale

    Treat yourself to 50% off in our Halloween sale

    Reading Time: 3 minutes

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

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


    Albino Lullaby

    Emily Wants To Play

    Emily Wants To Play

    Flatline – Experience the Other Side

    Grave VR

    Haute & Haunted

    Haute & Haunted

    Obscura

    Obscura

    Speed & Scream

    Speed & Scream

    Don’t Knock Twice

    Don't Knock Twice

    Escape Bloody Mary

    Escape Bloody Mary

    HordeZ

    HordeZ

    Narcosis

    Narcosis

    Smell of Death

    Smell of Death

    VRZ: Torment

    Zombie Riot

    Abduction Prologue

    The Abbot’s Book (Demo)

    The Bellows

    Sisters


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

    Website: LINK

  • PAX WEST 2017 VR Treasure Hunt Winners

    PAX WEST 2017 VR Treasure Hunt Winners

    Reading Time: < 1 minute

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

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

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

    PAX WEST 207 VR Treasure Hunt Winners

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

    Main Prize Winner – Mike Cheng

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

    2nd Prize Winner  – Steve Roberston

    2nd Prize Winner – Vincent Vaughn

    3rd Prize – Corsair Void Pro Wireless Carbon Headset

    3rd Prize Winner – Brandon Cooke

    3rd Prize Winner – Cindy Oppa

    3rd Prize Winner – Brandi Wilson

    3rd Prize Winner – Jason Davis

    3rd Prize Winner – Chris Neill

    3rd Prize Winner – Laice Valera

    3rd Prize Winner – Jonas Rivera

    3rd Prize Winner – Bryan Santino

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

    Website: LINK

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

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

    Reading Time: 5 minutes

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

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

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

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

    Where does Heart of the Emberstone take place?

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

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

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

    What inspired Heart of the Emberstone?

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

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

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

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

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

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

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

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

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

    Website: LINK

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

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

    Reading Time: < 1 minute

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

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

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

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

    Memory: 4 GB RAM or more

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

    USB: 1x USB 2.0 port or newer

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

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

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


    Website: LINK

  • We predict… a Zombie Riot!

    We predict… a Zombie Riot!

    Reading Time: 2 minutes

    Hello there! Please introduce yourself for our audience, who are hungry for brains.

    I am TJ Munusamy, and I’m COO at PlaySide Studios in Melbourne, Australia. We developed Zombie Riot.

    So these zombies who seem to be involved in a civil disturbance. Tell us more – why should people try it?

    Zombie Riot highlights outstanding visuals with intuitive gameplay to form a fast paced, action, first person shooter!

    Clearly, your zombies aren’t ‘realistic’, which is often the trend these days. Why make that decision?

    Stylized visuals was what we were after right from the inception of a zombie shooter title which later evolved to be Zombie Riot. We didn’t want to go too realistic with the visuals nor dumb it down too much. Zombie Riot caters to a broader audience due to its art style and is much more inviting than many other zombie shooters you see around.

    Zombie Riot

    Tell us about the weapons players can wield, and how they’re different from the norm.

    Leveraging the Vive controllers, players will have a very natural experience when shooting in Zombie Riot. Their’s a variety of weapons to choose from in the game from dual wielding pistols, to sniper rifles and pump action shotguns. What makes Zombie Riot different is that objects in the environment can be used as weapons too. If you find yourself in a kitchen, open one of the drawers and pick up a knife. Defend off a zombie hoard with a pistol in one hand and for any overly aggressive zombies that get up close and personal, use a knife in the other hand to slash them away with melee combat!

    What makes Zombie Riot different from other wave shooters?

    Zombie Riot is a wave based shooter that’s fun and captivating to play through. The environments you’re immersed in have a very unique look and there’s a variety of game modes to play through. There’s a full story driven component to the game with narrative, and also an endless mode too!

    After Zombie Riot, what’s next for the studio?

    PlaySide VR is always looking at new game ideas and have found some very intuitive and differentiating ways to play in VR. We’ve got a few things in the works now that are very exciting! Stay tuned across our social channels (Twitter, Instagram) for all the latest news on what’s next from PlaySide VR.


    Zombie Riot is now available in Viveport Subscription.

    Website: LINK

  • Million Arthur VR: Character Command RPG Launches for HTC Vive

    Million Arthur VR: Character Command RPG Launches for HTC Vive

    Reading Time: 2 minutes

    Vive Studios and Square Enix’s Popular Card Battle RPG is Now Available in Four English Speaking Territories

    Today, Vive Studios and Square Enix have launched the English version of Million Arthur VR: Character Command RPG for HTC Vive. Made available in Japan and China earlier this year, now Vive owners in the US, UK, Canada and Australia can begin the quest to become the one true King Arthur in this flashy card battle game.

    In this single-player experience, four heroes – a mercenary, a thief, a merchant, and a diva – have all drawn King Arthur’s Excalibur from the stone (among a million others) and are vying to rule Camelot. However, an outside invading force soon derails their plans of sitting on the throne as the four heroes must face these threatening and otherworldly adversaries.

    With ten chapters to complete, Million Arthur VR offers players hours of gameplay in their quest to defend Britain. Optimized for HTC Vive, Million Arthur VR can be played seated or standing and takes advantage of Vive’s room-scale technology throughout the game.

    Million Arthur VR: Character Command RPG is now available in English on Steam for $39.99.


    Website: LINK

  • Take a journey inside the universe, with COSM

    Take a journey inside the universe, with COSM

    Reading Time: 7 minutes

    The unseen universe is all around us – things we cannot see because they are too small for the naked eye to ever register. There is an opportunity to explore the universe in a unique way in VR, and Dynamoid are taking advantage of it with COSM (Available on Viveport – currently US customers only).

    We asked Laura Lynn Gonzalez, co-founder at Dynamoid (on Twitter) and all-around developer on COSM, to chat to us about the platform.

    What’s COSM about in a (ahem) microcosm?

    COSM is a powerful tool for creating VR experiences using all kinds of real data – from scientific data to analytics to financial datasets, and on. The current release on Viveport is a collection of demo experiences we created to show off what the technology is capable of. In the future, we’ll update COSM as a fully-fledged platform where you can create custom experiences.

    What can you do in COSM? What’s available to explore?

    In our original demos, you can zoom into a water plant or a human hand, down to the molecular level, exploring a system of branching, interrelated environments. Recently, we’ve added two additional experiences: one shows off some really cool neuron structures and MRI-type datasets. It includes a mouse environment with a mouse brain, and the inside of a mouse kidney. (Eww right? It’s pretty amazing actually.)

    The other new environment gives you a peek into the non-structural data we’ve been implementing: we imported some energy statistics from quandl.com and made an animated visualization of CO2 emissions vs. solar energy consumption/capacity, visualized per-country on top of a model of the Earth (Strangely enough, a similar-looking animation was being passed around the internet this last week or two.) We augmented this solar power visualization with a model of our local star cluster, an “inside the sun” view, and imported a super-detailed model of the ISS that we got from NASA’s website, just for fun. If you look closely, you can see how it appeared in 1998!

    COSM

    What were the origins of COSM? What prompted you to create it?

    Back in 2010, I got an NSF grant and made a marginally successful app called Powers of Minus Ten – this was the precursor to COSM in a lot of ways. It had the same zooming navigation, and similar content to some of the current COSM demo environments. The problem with Powers of Minus Ten was that we couldn’t create content fast enough to really satisfy users, so we shifted focus to creating a platform where anyone could use our existing tools to upload data and create their own content. There are a ton of open data repositories – many pieces are there, they just need to be assembled.

    Farther back, the inspiration for Powers of Minus Ten came from two places. First, there was a push in the planetarium industry to add in microscopic content to real-time astronomy visualization software, so a lot of the core concepts came from my discussions and collaborations with those guys. The other piece was, of course, the Eames film, Powers of Ten.

    What I didn’t envision in the beginning is how suited what we were working on was to the VR medium. I’ve been working in 3D space since forever ago, even making 360-ish immersive films for planetariums, but VR is the first time that the average person can explore amazing 3D content like a pro, without having to learn the complex UIs and control schemes of Maya/Max/Unity/etc or even console games.

    What I also didn’t anticipate is how our COSM toolset could be used for any kind of multidimensional data – even data that doesn’t describe something structural in nature. Any time you have more than two dimensions on a graph, it’s very difficult to visualize in traditional, 2D space. Most times you end up with something that looks a lot like a ball of string. Data scientists and content experts can parse these complex graphs, but the average person needs something a little more easy to consume, visually.

    COSM

    If a human is 1:1 scale in VR, just how small do you become in COSM?

    That depends, since COSM can support experiences that either expand or contract, a human at 1:1 scale could be a very small part in a large system, or a large part consisting of smaller systems. It’s really up to the creator of that environment. In our water plant and human hand experiences, you can zoom down to the level of macromolecules (where atoms are just starting to be visible), or ~100,000,000x. In our Solar Energy demo, you become about 0.0000001% of your actual size.

    What sort of facts are explained while using COSM? What data was used to create it?

    The written content of our demo environments is pretty basic, but in general we designed the current experiences to show off the relationship between things at different scales or levels of organization. Over the last six months or so, we’ve been working on supporting a wider variety of data types to demonstrate the huge range of potential uses. So far, we’ve got:

    • Protein and molecular structures from the Protein Data Bank
    • Neuron 3D structural data from Neuromorpho.org
    • Solar energy and other datasets from quandl.com (source of lots of financial and economic data)
    • Our local star cluster from the AMNH’s Digital Universe Atlas
    • 3D models from NASA
    • 3D models from Turbosquid.com

    We create a few of the 3D models and animations from scratch, but a lot of the content is imported directly from the sources above.

    How do you deal with a potential sense of motion sickness as you ‘zoom’ into objects and change scale dramatically?

    We haven’t had any reports of users actually getting motion sickness due to the zoom transition, but we understand that people are concerned that this might be an issue. In the latest release, we added a marquee effect, similar to Google Earth’s, that essentially puts “blinders” on you during the zoom transition. Generally, I think that the radial blur effect combined with the short duration of the zoom is good enough for most people, but we welcome the feedback of the motion-sensitive!

    COSM is primarily an education tool. What other possibilities do you think it could open up, when dealing with scale like this?

    Although education is an obvious use for the technology, we designed the COSM platform as a general data visualization tool – something that anyone who works with complex data can use to gain insight from their datasets or communicate concepts to others.

    At its core, COSM as a micro and macro exploration tool to help people understand complex systems and the relationships of their components at different levels of organization. Our hope is that you’ll be able to use it to explore huge amounts of data in new ways; seamlessly transitioning from one level of complexity to another, pulling up metadata and datasets as you think of them, sharing complex insights with others, etc.

    COSM

    If you could ‘shrink’ in real life – where would you want to see, up close?

    That’s a tough question! If you were to actually shrink in real life, aside from immediately dying because the oxygen molecules would be too big for your lungs to use, you would only be able to see things that are larger than about 100 nanometers, or 10,000,000x, because below that level light waves are too big to bounce off stuff that small, let alone come back to your (also now too small) eyeballs. Also, the space between things is either very crowded or very empty, depending on the scale, so you’d likely not see anything perceptible. Part of the reason we’ve been working on COSM is so we can begin to conceive of things that have a physical structure but aren’t able to “see” in a traditional sense.

    All of those caveats aside, I’d like to “see” what goes on in the levels below subatomic particles. Scientific models get pretty abstracted away from physical structures at that level, so it’s always interesting to think about visualizing that extreme scale.

    Finally – what’s next? Any other VR projects in the pipeline you’d like to tell us about?

    COSM development is ongoing – this is just the beginning! In the future, you will be able to import any kind of data, create your own experiences, and remix existing experiences. We’re working on supporting a bunch of different data types and usage scenarios, and are running pilots and gathering user data on how and why people would want to create their own data-based visualizations.

    My personal long-term vision is that, together, we’ll be able to build a customizable, modular, visual model of the universe, both in the traditional “structural” sense but that also encompasses the more abstract “universe of data” that is produced through all human activity.

    Thanks for talking with us, Laura!


    COSM: Worlds Within Worlds is available on Viveport (currently US only).

    Website: LINK

  • The best hardware, software and AI—togetherThe best hardware, software and AI—together

    The best hardware, software and AI—togetherThe best hardware, software and AI—together

    Reading Time: 3 minutes

    Today, we introduced our second generation family of consumer hardware products, all made by Google: new Pixel phones, Google Home Mini and Max, an all new Pixelbook, Google Clips hands-free camera, Google Pixel Buds, and an updated Daydream View headset. We see tremendous potential for devices to be helpful, make your life easier, and even get better over time when they’re created at the intersection of hardware, software and advanced artificial intelligence (AI).

    Why Google?

    These days many devices—especially smartphones—look and act the same. That means in order to create a meaningful experience for users, we need a different approach. A year ago, Sundar outlined his vision of how AI would change how people would use computers. And in fact, AI is already transforming what Google’s products can do in the real world. For example, swipe typing has been around for a while, but AI lets people use Gboard to swipe-type in two languages at once. Google Maps uses AI to figure out what the parking is like at your destination and suggest alternative spots before you’ve even put your foot on the gas. But, for this wave of computing to reach new breakthroughs, we have to build software and hardware that can bring more of the potential of AI into reality—which is what we’ve set out to do with this year’s new family of products.

    Hardware, built from the inside out

    We’ve designed and built our latest hardware products around a few core tenets. First and foremost, we want them to be radically helpful. They’re fast, they’re there when you need them, and they’re simple to use. Second, everything is designed for you, so that the technology doesn’t get in they way and instead blends into your lifestyle. Lastly, by creating hardware with AI at the core, our products can improve over time. They’re constantly getting better and faster through automatic software updates. And they’re designed to learn from you, so you’ll notice features—like the Google Assistant—get smarter and more assistive the more you interact with them.

    You’ll see this reflected in our 2017 lineup of new Made by Google products:

    • The Pixel 2 has the best camera of any smartphone, again, along with a gorgeous display and augmented reality capabilities. Pixel owners get unlimited storage for their photos and videos, and an exclusive preview of Google Lens, which uses AI to give you helpful information about the things around you.
    • Google Home Mini brings the Assistant to more places throughout your home, with a beautiful design that fits anywhere. And Max is our biggest and best-sounding Google Home device, powered by the Assistant. And with AI-based Smart Sound, Max has the ability to adapt your audio experience to you—your environment, context, and preferences.
    • With Pixelbook, we’ve reimagined the laptop as a high-performance Chromebook, with a versatile form factor that works the way you do. It’s the first laptop with the Assistant built in, and the Pixelbook Pen makes the whole experience even smarter.
    • Our new Pixel Buds combine Google smarts and the best digital sound. You’ll get elegant touch controls that put the Assistant just a tap away, and they’ll even help you communicate in a different language.
    • The updated Daydream View is the best mobile virtual reality (VR) headset on the market, and the simplest, most comfortable VR experience.
    • Google Clips is a totally new way to capture genuine, spontaneous moments—all powered by machine learning and AI. This tiny camera seamlessly sends clips to your phone, and even edits and curates them for you.

    Assistant, everywhere

    Across all these devices, you can interact with the Google Assistant any way you want—talk to it with your Google Home or your Pixel Buds, squeeze your Pixel 2, or use your Pixelbook’s Assistant key or circle things on your screen with the Pixelbook Pen. Wherever you are, and on any device with the Assistant, you can connect to the information you need and get help with the tasks to get you through your day. No other assistive technology comes close, and it continues to get better every day.

    Website: LINK

  • Make beautiful music in Jam Studio VR

    Make beautiful music in Jam Studio VR

    Reading Time: < 1 minute

    Tap into your inner (or outer) musician with Jam Studio VR, just launched on Viveport and Steam.

    Whether you’re an aspiring musician or a professional, there’s a great reason to pick up your virtual instruments in Jam Studio VR from Beamz Interactive and Vive Studios. Just released on Viveport and Steam, Jam Studio VR allows anyone to interact with existing music or create their own musical compositions – plus includes exercises to help with musical therapy!

    20 interactive songs are included in Jam Studio VR, spanning many musical genres including rock, pop, country, classic, hip-hop, dance and more. Songs include performances by Miley Cyrus, Jonas Brothers, Flo Rida and Megadeth bassist David Ellefson.

    Jam Studio VR

    Nine different immersive environments are included to play your heart out in, and you can rearrange your musical workspace in any way you like. With up to 12 instrument choices in each song, the ability to create loops and then record your creation, you’ll be making music in no time.

    As well as music creation 13 learning and therapy games are included, developed for younger children, families and those with special needs.

    For more information on Jam Studio VR visit www.jamstudiovr.com


    Jam Studio VR is available on Viveport and Steam.


    Website: LINK

  • Masters of Dirt VR , das Sporterlebnis Pur!!!

    Masters of Dirt VR , das Sporterlebnis Pur!!!

    Reading Time: < 1 minute

    Masters of Dirt VR – Wir waren die letzten beiden Tage am MA48 Mistfest in Wien unterwegs. Das MistFest ist schon Jahrelang bekannt und immer gut besucht. Es gibt verschiedene Stationen für Kinder, einen Kinderflohmarkt wo auch einige Geeks und Nerds schwach werden könnten. (Polly Pocket, Transformers, Turtles die Kids haben so ziemlich alles 🙂 )

     

    Es gab die neueste Kollektion Vor Ort, da musste man einfach als Fan schwach werden:

    360 Foto von Trusk Media e.U. , mit Maus bewegen um sich um zu sehen

    [vrview img=“https://www.blogdot.tv/wp-content/uploads/2017/09/SAM_102_0071.jpg“ pimg=“https://www.blogdot.tv/wp-content/uploads/2017/09/SAM_102_0071.jpg“ width=“100%“ height=“525″ ]

     

    Hier einige Bilder und Videos der Masters of Dirt VR in Aktion:

     

    Und auch die Erwachsenen hatten ihren Spaß bei der Sache 😉 obwahl wir sagen müssen das die Kids besser hinbekommen haben als die großen 🙂

     

    Danke euch für mehr als 250 Teilnehmer an unserehm VR Stand, ihr seid der Wahnsinn!!!

    Folgt unserer Page und YouTube Channel für mehr News.

  • No Heroes Allowed! erscheint am 17. Oktober für PlayStation VR

    No Heroes Allowed! erscheint am 17. Oktober für PlayStation VR

    Reading Time: < 1 minute

    Das abwechslungsreiche Portfolio der bisher für PlayStation VR veröffentlichten Titel wird ab dem 17. Oktober um No Heroes Allowed! VR erweitert. Im Strategiespiel schlüpft der Spieler in die Rolle des Gottes der Zerstörung und kann in Echtzeit für Chaos sorgen.

    Spielerische Tiefe im Comic-Look liefern die zahlreichen taktischen Elemente in No Heroes Allowed! VR – als Feldherr im Kampf gegen die menschlichen Helden gilt es, mit den richtigen Spielzügen die Vorherrschaft zu gewinnen. Über 16 unterschiedliche Monsterarten lassen sich dabei züchten, das eigene Ökosystem muss stets im Blick behalten werden. Als letztes Mittel in der Schlacht hat der Spieler mit G.O.D-Skills eine dämonische Kraft in der Hinterhand, die spielentscheidend eingesetzt werden kann.

    No Heroes Allowed! VR ist ab dem 17. Oktober als digitaler Download über den offiziellen PlayStation Store verfügbar.