Schlagwort: VR

  • VIVE XR Suite Now Available in Four New Markets

    VIVE XR Suite Now Available in Four New Markets

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    HTC VIVE’s XR Suite, the enterprise-focused integrated VR software bundle, today expanding to additional markets for the enterprise. The solution which enables users to stay productive and collaborate even when physically apart via VR headsets, PCs, laptops, tablets, and smartphones, is now available to purchase in EMEA, Australia, New Zealand and Taiwan.

    [youtube https://www.youtube.com/watch?v=rwVFlv-3Gkw?feature=oembed&wmode=opaque&w=730&h=411]

    First launched in China last year, VIVE XR Suite was created in partnership with leading VR software companies. The bundle is comprised of five apps (VIVE Sync, VIVE Sessions, VIVE Campus, VIVE Social [provided by VRChat], and VIVE Museum) and is designed to meet the challenges of working, learning, and living remotely.

    The integrated bundle uses the latest spatial computing to provide users with enhanced and engaging shared social experiences with others in a virtual space. Promoting a new era of business networking, creativity, and productivity, the VIVE XR Suite removes physical distances while increasing collaboration.

    The apps included in the VIVE XR Suite can be purchased as a bundle or standalone depending on your business needs. The VIVE XR Suite includes:

    VIVE Sync

    VIVE Sync is the all-in-one meeting and collaboration solution for VR. A secure and intuitive VR tool, Vive Sync allows teams and partners to connect and collaborate in a shared virtual space. With Vive Sync, it’s easy to customize your avatar, create a private meeting room, and begin working face-to-face with colleagues around the world.

    VIVE Sessions (powered by Engage)

    VIVE Sessions is the leading VR platform for large-scale conferences, exhibitions and educational events. Users can easily customize a VR presentation with thousands of 3D models, special effects, audio effects, and a wide selection of virtual locations.

    VIVE Campus (powered by Virbela)

    VIVE Campus provides virtual offices, learning environments and event spaces that mimic the real world to enhance natural communication and collaboration. Users have a private, always-on virtual workspace to do real work with their remote teams. Powerful communication features including spatialized voice, text and emotes enable seamless collaboration for teams both big and small. Vive Campus is powered by Virbela, part of eXp World Holdings (Nasdaq: EXPI).

    VIVE Social (provided by VRChat) 

    In VIVE Social, users can experience an ever-expanding virtual universe powered by a passionate community who create and share virtual worlds, avatars, and interactive experiences. The platform has grown to millions of users and features a community of creators who have published tens of millions of unique pieces of content. This open-ended creativity and the dynamics of sharing in an active social environment have led to a never-ending fountain of entertaining, surprising and wonderful experiences.

    VIVE Museum (powered by Museum of Other Realities)

    VIVE Museum provides a new opportunity for artists to create, showcase, and share their work with the world. It offers exquisite venues, large-scale multi-person communication, and effortless navigation.

    To add an additional layer of security and convenience, all apps included in the XR Suite bundle can be accessed with a single sign-on account. To cater to businesses of all sizes, the XR Suite includes various license purchase options and deployment tools to enable remote user management.

    Visit the XR Suite website to find out more about how the solution is sold in your country: http://www.vive.com/xrsuite 

    For additional information on the VIVE XR Suite, watch the October launch event here: https://youtu.be/bbPgzj4_jME 

    Website: LINK

  • After the Fall Brings Four-Player Co-Op Zombie Survival to Viveport this Summer

    After the Fall Brings Four-Player Co-Op Zombie Survival to Viveport this Summer

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    Website: LINK

  • Curious Alice: We Can All be Alice In VR

    Curious Alice: We Can All be Alice In VR

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    VR Experience with VIVE Cosmos

    Curious Alice VR Game

    Alice in VR

    In previous cooperations with the Louvre to commemorate the 500-year anniversary of the death of Leonardo da Vinci, VIVE Arts brought the story of the Mona Lisa to life with VR. 

    This year VIVE Arts partnered with the V&A Museum, the VR game studio PRELOADED, and the VR platform ENGAGE on the major 2021 exhibition ‘Alice: Curiouser and Curiouser’ to present the VR game ‘Curious Alice.’

    Curious Alice not only tells the story of the classic English novel Alice’s Adventures in Wonderland, but it also lets people visit the wondrous world with the help of Virtual Reality.

    The major exhibition ‘Alice: Curiouser and Curiouser’ features artworks by Icelandic illustrator Kristjana S Williams who designed the artwork for Coldplay’s previous live album.

    VIVE Arts then turned her astonishing works into an interactive VR game for the audiences to explore.

    The opening event is on March 27 at the Sainsbury Gallery.

    Right before the opening event, V&A will host the preview of ‘Alice: Curiouser and Curiouser’ from March 25 to March 26. 

    We at VIVE also invite all the audiences around the world to experience the adventures of Alice through the VR communication platform ENGAGE.

    VIVE Arts will take you into an enchanted world, where you can start a series of magical adventures in Virtual Reality.

    HTC Vive Arts VR Experience I Alice: Curiouser and Curiouser

    [youtube https://www.youtube.com/watch?v=U4eKpFGD6RU]

    A unique illustration style Kristjana Williams creates for the VR game.

    For a bit of background, the Victoria and Albert Museum was renamed after Queen Victoria and her husband Prince Albert.

    The author and illustrator of Alice’s Adventures in Wonderland Lewis Carroll and John Tenniel were also people of the Victorian era.

    For that, the Icelandic illustrator Kristjana Williams used traditional Victorian engravings to create a three-dimensional paper theatre and bring the atmosphere of the Victorian era to the audience.

    Illustrating Alice in Wonderland VR

    Kristjana S Williams illustrating Alice in Wonderland VR. (Credit: YouTube)

    Because of VR, we are not just reading about Alice. We become Alice.

    The Author-reader relationship is crucial because it affects how the reader experiences the world that the author creates.

    Authors create stories and deliver them to audiences through the storytelling medium.

    The medium can be plain text, illustration, music, opera, movie, video game, and even VR.

    Storytelling with VR

    From Plain Text to VR: The Evolution of Alice in Wonderland

    As message recipients, audiences can’t interact with the story. They are bystanders observing the happenings in the story.

    Sometimes the audience can be “intruders” in the storytelling when the character in the story breaks the fourth wall and interacts with them.

    Nowadays, some innovative solutions even allow people to comment and vote for character action decisions on social media, which gives them the power to influence the story. 

    But from a pure story standpoint, there is no story like Alice’s Adventure in Wonderland.

    Curious Alice VR

    Author-reader Relationship of Alice in Wonderland

    Because the story’s first-ever audience Alice Liddell is the main character.

    This unique author-reader relationship is one of the reasons why the story is so engaging.

    It all started on a beautiful afternoon in the late 19th century, where a young mathematician Lewis Carroll and three young ladies of the Liddell family went for a picnic on a boat.

    As they rowed along the Thames, 10-year-old Alice Liddell asked Carroll for a story. To entertain the young ladies Carroll came up with the adventure of Alice.

    The young girl was fascinated by the story and ask Carroll to write it down for her.

    Accepting the request, Carroll added more details to the story and gave the manuscript to the young girl as a gift.

    Carroll eventually published the book with the help of a prominent political cartoonist John Tenniel to illustrate the magical adventure of Alice.

    For Alice Liddell, the book was not only a story but a tailored game – a game that each and every individual who reads the story can experience. Instead of being bystanders, the audiences can imagine themselves as Alice and go on their own adventures in Wonderland.

    Alice Liddel of Alice in Wonderland

    The illustration of Alice in the book and ten-year-old Alice Liddel. (Credit: Wikipedia)

    But, why imagine when you can become Alice in VR.

    With the help of VR, VIVE Arts introduces the audiences to the strange and unusual world of Wonderland. Making it possible for the audiences to solve riddles and overcome challenges from a first-person perspective.

    VIVE Arts welcome you to immersive yourselves in this adventurous story and unleash your creativity. 

    Let’s go back in time. Onboard the boat of Lewis Carroll and row along the Thames.

    Let’s become Alice, follow the white rabbit and find its missing glove, solve the caterpillar’s mind-bending riddles, visit the Red Queen’s croquet garden, and compete in an unfair game with the Red Knights.

    We are excited to have you experience more classic moments from Alice’s dream through VR.

    VR game with VIVE Cosmos

    Curious Alice VR Experience

    Website: LINK

  • Ready to scale your company’s VR? Here are the tools to take it to the next level.

    Ready to scale your company’s VR? Here are the tools to take it to the next level.

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    Website: LINK

  • VIVE in a Nutshell: Elevating the World of VR

    VIVE in a Nutshell: Elevating the World of VR

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    Website: LINK

  • Coming Soon to Infinity: February 2021

    Coming Soon to Infinity: February 2021

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    New hits are making their way to your VIVEPORT Infinity library with five titles launching during the shortest month of the year. From upcoming titles to our favorite recent releases we’re giving you a heads-up on what is in store for your Viveport Infinity account this month.

    Are you considering Viveport Infinity for the first time? We have a special deal just for you during February! Through February 17, we’re giving 10 AUDICA bonus DLC tracks to all new customers who sign up for an annual Viveport Infinity subscription. For more information on the promotion head here for more details.

    Let’s take a look at what is on the horizon for Viveport Infinity in February:

    Coming Soon to VIVEPORT Infinity

    Hyper Dash

    Hyper Dash is a VR multiplayer team based shooter. Make smart use of Dashing, Sprinting, Walking and Rail Grinding to get around the arena’s fast and lethal.

    A Wake Inn

    A Wake Inn is a PC VR horror game with elements of action, storytelling, exploration and puzzles. Explore gloomy passages on a wheelchair, with an immersive control system complying it’s limitations and difficulties. You won’t be alone – mysterious Doctor Finnegan, owner of the estate, will accompany you through your shortwave transmitter. On your way you’ll find many other items – some useful to move forward, some that can give you a hint about this place and its former inhabitants.

    Hop Step Sing! Kisekiteki Shining! & Hop Step Sing! kiss×kiss×kiss

    Enjoy a front-row ticket to a performance by Japan’s newest idol group: Hop Step Sing! Niina, Mikasa, and Shikiri will sing and dance their way into your hearts in this, immersive VR experience of their debut single: “Kisekiteki Shining!” (“Miraculous Shining!”)

    Virtual Battlegrounds
    Virtual Battlegrounds is a VR Battle Royale built from the ground up for virtual reality, with multiplayer mode. Battle to become the last warrior standing on this dystopian war-crazed island with tactical gun-play, an epic map, and physically controlled locomotion.

    Swords of Gurrah

    Swords of Gurrah is a real-time multiplayer sword fighting VR game. Fight with or against friends, with battles of up to 12 players. Choose from over a huge variety of weapons and create a fighting style of your own!

    Recently added to Infinity:

    Audica
    AUDICA is a VR “rhythm shooter” that combines Harmonix’s award-winning music gameplay with precision shooting mechanics and a 33-song soundtrack, all set in a mesmerizing cosmic arena.

    Pixel Ripped 1995

    Pixel Ripped is back with a brand new nostalgia-fueled virtual reality game-within-a-game, this time in the year 1995! To restore balance to multiple dimensions, our videogame hero Dot recruits the help of the best gamer from 1995, an unassuming 9-year-old boy named David. Join this unlikely duo through challenging throwbacks to all your favorite classics from the late 16-bit and early 32-bit era of games inside a virtual reality world, all while maneuvering through the real-life challenges of a kid who just wants to save the world by doing what he does best – playing videogames.

    Ven VR Adventure

    Ven VR Adventure is a single-player platform game built for virtual reality from the ground up. You happen to meet Ven on his unknown planet, invaded by Bruce Nelson, who wants to destroy the surrounding magical world and gain access to energy that can make him virtually immortal. Be the hero to help Ven save his planet from destruction.

    Thief Simulator

    Have you ever wondered what it’s like to be a real thief? Now you can see for yourself in Thief Simulator VR! Steal in free roam sandbox neighborhoods. Observe your target and gather the information that will help you with the burglary. Take the challenge and rob the most secured houses. Buy some hi-tech burglar equipment and learn new thief tricks. Sell stolen goods to the passers. Do anything that a real thief does. And… don’t get caught!

    Recent Game Updates:

    In addition to new Infinity titles, Viveport will help host Japan’s first VR international film festival, Beyond the Frame, from February 12-21. Stay tuned for more details!

    Website: LINK

  • What is Virtual Reality?

    What is Virtual Reality?

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    What is Virtual Reality?

    That’s a very good question, and one we’re sure many have been asking recently, as virtual reality technology continues to make its way into the daily conversation. The easiest definition of virtual reality can be boiled down to an experience, or series of experiences that use digitally synthesized 360-degree environments to trigger and respond to a user’s digital inputs, creating the illusion of a continuous reality. Kinda cool, isn’t it?

    Well, those who have used virtual reality know it’s much more than that.

    Virtual reality has been the catalyst and solution for many, many ideas and experiences that were once thought too difficult to make real. It has aided teachers in expanding students’ horizons, it’s become a new tool in helping doctors and therapists rehabilitate patients, it’s given designers the ultimate resource in realizing new ideas, and yes, perhaps it’s helped us to blow off some steam by hunting down some zombies, or jetting us into a futuristic, dystopian city, where only we have the power to save the world. Virtual reality is truly an unending adventure.

    “What is Virtual Reality?” – The HTC VIVE Philosophy

    We, at HTC VIVE take virtual reality very seriously. We understand the benefits VR can play as an educator, entertainer, historian, builder, healer, and well, just about anything one can dream. For us, virtual reality is a dynamic experience that removes the boundaries of the everyday for just a moment or two and offers a unique experience to everyone who puts on a headset. Plainly put, we want you to get into VR because we love VR and know what it can do. So, let’s get started on the basics. And if you have more questions, we’re always here.

    Why Virtual Reality is Right For You

    Virtual Reality offers something for everyone. Especially, in times like these where traveling and outside entertainment is less accessible than it was in the past, virtual reality can replicate many of those experiences. Travel to the top of Mt. Everest, learn more about the farthest reaches of the galaxy, watch movies in a whole new way, and more. The best part is, it’s accessible for the whole family.

    So, What Do I Need to Know About Virtual Reality?

    The best answer to that question is all you really need to know is that virtual reality is absolutely for you and is scalable depending on how you’d want to use it. Some key basics to know off the bat are some virtual reality devices require a computer to run, while other devices run by themselves, and each have their benefits. But before you get into that, we wanted to share with you some commonalities between the two to give you some cursory knowledge about VR. Three key factors that can help you navigate your “What is virtual reality?”

    You’ve Got the Look

    Arguably, one of the most important features of virtual reality is screen resolution and visual fidelity. After all, the clearer you can see, the more you’ll allow yourself to be fully immersed in the experience. Original virtual reality headsets relied on bulky lenses and low-resolution pixels, making the whole experience somewhat blurry. However,  rapid advancements in OLED and Real RGB pixel technology now produce crisp visuals, offering incredibly realistic imagery, regardless of pixel. Some may say OLEDs produce better black, while Real RGB has more vivid colors, so it’s really a matter of preference. You also may have heard of virtual reality’s “screen door effect” which is due to the size of the headset screen pixels. The bigger the pixels in their grid pattern would give the illusion one was watching through a screen door. However, technology has found a way to pack smaller pixels, reducing the effect. For our VIVE Cosmos, we’ve nearly eliminated it all together.

    All the Right Moves

    Now, seeing things in virtual reality is cool, but you don’t have to stop there. In fact, virtual reality is best when your movement isn’t limited by the headset. The most ubiquitous term for movement in VR is called “degrees of freedom.” Early VR kits were 3DoF, which stood for three degrees of freedom, meaning the headset would allow you to move your head up, down, and side-to-side, but restricted any more physical movement, like forward and backward. 6DoF, or six degrees of freedom, takes in the principles of 3DoF, but in addition allows users to move forward and backward, duck, and spin around (before those pesky zombies can grab you). Most virtual reality kits are now standard 6DoF and offer greater versatility than 3DoF. Unless your main goal with VR is watching 360-degree videos, which only require 3DoF, but we strongly suggest 6DoF.

    I’ve Got My Virtual Reality Kit, Now What?

    So, you’re feeling a little more confident in selecting a VR kit. Congratulations! But, what can exactly can you do with it? Well, simply put, anything you want! But, how do you find what to do with it? Now, that has an easy answer. There are marketplaces that have been created specifically to get you the most and coolest VR applications out there making sure you stay immersed in VR for as long as you want We even have one called Viveport Infinity, where for a small monthly fee you can try out the newest VR games, popular classics, 360-video, and more.

    If we’ve whetted your appetite on your quest to learn “what is virtual reality?” feel free to visit us at VIVE.com to learn about our extensive family of virtual reality kits, or ask us a question or two on our social media channels. We’re always happy to talk VR and will make sure you’re confident in understanding virtual reality so you can make the best decision to suit your interests.

    Website: LINK

  • Which VR Headset is Best for Your Business?

    Which VR Headset is Best for Your Business?

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    You may be familiar with what VR can do in terms of gaming and immersive entertainment experiences. But, in addition to traveling to new worlds, battling zombies, and learning about other cultures, virtual reality has been an invaluable resource for the business community for many years. From engineering to research, to workplace training, and even customer experience, VR has helped to significantly evolve how businesses operate today. According to a poll commissioned by Grid Raster, nearly 91% of businesses surveyed have or plan to implement AR or VR technology. VR has made headway in nearly every industry, and it’s quite possible VR may have influenced your favorite product or service.

    So, how does one even get started when evaluating VR opportunities for one’s business? Given the limitless opportunities and solutions VR offers, it can seem like a daunting challenge to find the best solution for your business. Well, the solution really depends on your needs. But, the best place to start may be with the headset, arguably the most important tool in the virtual reality arsenal.

    HTC VIVE Pro Eye (PCVR) and VIVE Focus Plus (All-In-One) are terrific VR headsets for your business.

    Both HTC VIVE Pro Eye and VIVE Focus Plus are terrific VR headsets for your business.

    Not all headsets are built the same, and they can serve very different purposes. Two of the most popular and versatile types of headsets are the PC-based headset (PCVR) and the all-in-one headset. Essentially, PC-based VR headsets are attached to computers via cable (or wirelessly connected via wireless accessory), while standalone or all-in-one (AIO) headsets have all the necessary components housed within the body of the headset. Let’s give you the lowdown on each and how they may work for your business.

    PCVR: A VR Headset with Top-End Specs, Precision Tracking, Connected VR

    PCVR continues to be a popular choice due to its technical specs. Since the headset is connected to a PC, much of the effort is done by the various parts of the computer; the CPU for speed, the GPU for visual fidelity, and the power supply unit for power. So, in essence, the VR headset taps into the full capabilities of whatever computer it’s connected to offering the best visual fidelity, refresh rate, and rendering quality while enabling the headset to run the most immersive content.

    The HTC VIVE Pro Eye is PC-based VR Headset designed to work with external computers to provide the best VR experience for your business.

    PCVR headsets, like the VIVE Pro Eye connect with computers to produce the clearest visual fidelity, fast refresh rate, and the most precise tracking

    But, what’s outside the PCVR headset is another feature that sets it apart from AIO headsets. PCVR leverages outside-in tracking, meaning the headset and controllers get their room spatial awareness by communicating with base stations that are attached to walls or ceilings. The base stations then help map the room and constantly communicate with the headset to offer the most precise tracking (but don’t worry, all data is stored locally and never shared). This is incredibly important when the VR experience requires precise design elements or multi-user training.

    Given PCVR is tethered to a PC, and requires set up of base stations, it is best employed for longer-term solutions or in fixed places. Although, there are many businesses that have found transportable PCVR solutions for events, education, and trade shows.

    All-In-One VR Headset: Portable, Versatile, Contained VR

    The main differentiation with AIO headsets is the absence of any cables or external processing assistance, like a computer. Where PCVR is the host to the computer’s specs, AIO has a dedicated CPU, GPU, and power supply all tightly packed underneath its shell, and usually runs off a processor designed specifically for mobile VR. AIO also uses what’s called inside-out tracking, where the headset actually plays the role of the base stations, using the sensors and cameras on its face to understand its position relative to the boundaries the user has established during setup. (Note, some PCVR headsets like our VIVE Cosmos also support inside-out tracking).

    AIO headsets also tend to be wi-fi enabled, providing a seamless experience to download new apps, browse the internet, or even broadcast what’s happening in the headset to a tablet or other mobile device.

    The HTC VIVE Focus Plus is an advanced all-in-one (AIO) VR headset that is completely wireless, offering portability and versatility.

    The HTC VIVE Focus Plus is an advanced all-in-one (AIO) VR headset that is completely wireless, offering portability and versatility.

    The key benefit of the AIO headset is that it is completely wireless and portable, making it perfect for training, remote collaboration, rehabilitation at healthcare facilities, a unique presentation tool on the road, as well as many other valuable uses. Kiosk mode on the VIVE Focus Plus all-in-one VR headset enables businesses to limit access to apps and navigation and turn the Focus into a portable, powerful fixed-purpose device. With this user-friendly feature, trainees and clients can focus on only your enterprise apps.

    VR Headsets Built to Suit Your Needs

    As you can see VR is completely adaptable to just about any business need. At HTC VIVE, we understand the unique challenges businesses have, and in addition to offering both best-in-class PCVR and AIO VR headsets, we also offer complete business VR solutions with software and warranty services. If you are thinking now may be a good time to employ VR for your business, visit https://www.enterprise.VIVE.com to learn more and to speak with a business sales associate.

    Website: LINK

  • HTC VIVE Trackers: A Powerful VR Accessory that Can Bring More Reality into Virtual Reality

    HTC VIVE Trackers: A Powerful VR Accessory that Can Bring More Reality into Virtual Reality

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    There has always been the desire to better connect virtual reality with actual reality, and within that desire most noticeably how to bring more from the real-world in. After all, the goal of VR is to make users feel completely immersed in an experience, and if some part of that experience is lacking then it’s harder to let oneself fully embrace the technology. Of course, it all starts with a headset and controllers, but both developers and consumers continue to demand more tools to fully realize their ideas on what VR should be.

    This is where HTC VIVE Trackers play a tremendous role in amplifying VR experience. Think of VIVE Trackers as little pucks that work in concert with VR headsets to offer a greater opportunity to bring elements of the real world into the virtual world. What do we mean? Take for instance, you love to play tennis. So much so, that you recently downloaded a tennis training app to take your playing to the next level. But, holding a controller just doesn’t feel the same as the grip on your favorite racket. Well, a VIVE Tracker connected to a racket accessory, now places an actual racket in your hand in the game! Now, you can feel more comfortable as you smash that overhand serve past your virtual opponent.

    But, VIVE Trackers do so much more than just helping you with your tennis game. They are also an invaluable tool in providing developers and content creators more unique and powerful ways to bring their ideas to life. In fact, VIVE Trackers have been a popular resource for years now, providing that crucial bridge from reality to virtual reality and the other way around. And, what’s neat about VIVE Trackers is their versatility, meaning sometimes you don’t even need a headset to use them to make your masterpiece.

    Take, Blackfish Studio, a Polish technology film studio, who saw the need for more dynamic camera angles for their animated content project for GoPay. Instead of just locking down a camera and filming actors, they wanted to bring the viewer in on all the action and dynamism of the footage. In order to achieve that effect, Blackfish attached a VIVE Tracker to their camera and leveraged specific production software, essentially connecting the camera to virtual space making the viewer feel like they were along for the heart-pounding ride. In the “making of” video here you can see how the camera’s view moves within the virtual space, adding a very dramatic effect that keeps the viewer on their toes.

    Of course, gaming accessories and production are just the tip of the iceberg in demonstrating the power and capability of VIVE Trackers. In the coming weeks, we will continue to bring you examples of the limitless opportunities these nifty little devices can provide. If you are interested in learning more about how VIVE Trackers work, visit www.VIVE.com

    Website: LINK

  • Take a Look at the HTC VIVE Cosmos and Let Your Imagination Soar with Immersive Virtual Reality Magic

    Take a Look at the HTC VIVE Cosmos and Let Your Imagination Soar with Immersive Virtual Reality Magic

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    The imagination is a powerful tool. Imagination can be the catalyst for new ideas, it can be the bridge to new worlds and experiences. It can be a beacon of inspiration and action. Imagination is unique while at the same time shared by all. Most importantly, imagination is an owned and sacred trait. But, what if you want others to share in your imagination? What if others want you to experience their imagination?

    How can you take something so vivid in your mind and make it real for others?

    Well, that was a core question that drove the development of HTC VIVE. A group of passionate individuals who all asked the same question, “How do we make imagination real?” With the goal of making imagination real, HTC VIVE was born as we set upon creating tangible experiences from the dreams and ideas of developers, artists, tinkerers, movie makers, and so many more.

    Five years later, that question is still at the foundation of every VR device we develop. Though now, through the advancement of technology, we’ve been able to diversify our VR lineup to meet the specific needs of individuals and their imaginations. We have VR solutions that help scientists splice the atom, ones that help map the universe, we have virtual reality kits that bring the rest of the world to students who have never traveled outside their villages; and yes, we even have ones that put you face to face with a horde of angry zombies. But, if you’re new to VR how do you know which kit is right for you and your imagination?

    We’d like to introduce you to VIVE Cosmos, our most versatile headset to date. VIVE Cosmos is packed with the most advanced virtual reality technology, yet easy enough to just pop on and let your imagination run wild. In fact, if you ever need a break from your imagination, just flip up the front to take a breather. But, VIVE Cosmos doesn’t just have to be for you, its ergonomic fit and halo design means it can be easily shared with friends and family, so you can have them share in the experience of what fuels your imagination. And, due to its versatility, VIVE Cosmos can offer a host of immersive experiences, from casual gaming to productivity, to videos; VIVE Cosmos is a tremendous first step into the world of VR.

    As powerful and versatile was when it first launched, VIVE Cosmos continues to grow and offer more immersive experiences through our periodic updates, ensuring you will always be on the forefront of virtual reality technology and have a seamless experience.

    • VIVE Cosmos will soon be receiving an upgrade to DirectX 12 for Nvidia GPUs and while that may not mean much, it gives your computer’s CPU an average of 15-20% improvement; now you can fly through the universe even faster.

    • But, that was only the start. Latency, the process at which your movement in real-life transfers to movement in your headset is very important – you don’t want you disconnected from reality for the wrong reasons – so we optimized frame timings offering 10% better latency.
    • We also know the hallmark of a great VR experience is in the details, so we refactored our runtime which improves your computer’s graphics processing by 10%, allowing you to see every detail.
    • Lastly, we want you to be safe while your imagination is whisked away to a far-off realm, so we created a new chaperone to passthrough behavior in order to reduce interruptions, but still keep you safe.
    • In addition to the great features mentioned above, if you find yourself in the mood to tinker, we will soon be releasing beta access to OpenXR, offering you an opportunity to let your imagination turn to action. OpenXR support will also be coming to VIVE Wave later this year. Check out our social media channels for more information as it becomes available.

    As the real cosmos is seemingly unending, we are also continuing to improve upon the already (inter)stellar features of the VIVE Cosmos, ensuring your imagination never goes uninterrupted. If you would like to learn more about VIVE Cosmos, check more details here https://www.vive.com/cosmos.

    Website: LINK

  • The Art of Creating Buy-in

    The Art of Creating Buy-in

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    By: Mike Orndorff, Founder and Managing Partner, Foundry 45

    We’ve heard from various developers in our latest Q&A series offering their best advice in securing funding for new VR projects, a common challenge facing the developer community. Today, Mike Orndorff, Founder and Managing Partner at Foundry 45, a developer company that specializes in creating enterprise-level VR training experiences for Fortune 500 companies, shares insights and best practices to help developers more effectively communicate the ROI of their solutions and create buy-in for their projects.


    A common setback that VR developers continue to face is convincing others of the ROI potential of their solutions. You believe your application is the way to go, but trying to win over others with your project and generate new business is no easy feat and can quickly ruin your enthusiasm.

    How do developers increase their powers of persuasion to earn more enterprise clients? Here are five steps to gaining buy-in for your solution – and the sale you’re seeking.

    Start small and grow fast. VR solutions typically cut across many departments and can garner a lot of excitement in different directions. If you suggest an initial foray that’s too broad in scope, it greatly increases the chance that multiple internal client groups, in their excitement, will try to steer things in opposing directions before a project is even started. This can result in a project that is unfocused, late, over budget, and with deliverables that don’t meet anyone’s needs.

    By identifying the smallest use case that can deliver value and building consensus around it, you can leverage the results from that initial project to build wider consensus and branch out into larger endeavors. This approach not only reduces risk, speeds up development, and requires a smaller initial budget, but also allows you to build support and demonstrate ROI for future projects.

    Create a Proof of Concept (PoC). When it comes to VR, there is no substitute for putting on a headset and experiencing it first-hand. To educate potential stakeholders, it’s important to develop a PoC to help demonstrate the impact of a proposed VR solution. In addition to increasing buy-in, a PoC can also limit expectation gaps throughout a project and ensure stakeholders understand exactly what they’re buying at scale. A good PoC can make the difference between a successful project and one that runs into roadblocks or, worse, fails because the stakeholders didn’t understand what they were getting.

    Identify key stakeholders. In working with a potential client, you may already be talking with one, or several, stakeholders. Though you may have a primary contact, it’s important to identify and involve other key stakeholders that can approve, or obstruct, your project. This includes subject matter experts, the group(s) using and benefiting from the solution, IT, or an executive champion.

    More importantly, you need to understand that these stakeholders may have independent motivations, needs, and requirements. Ask yourself, “how does the proposed VR application benefit their interests?” The higher up the food chain, the more likely their interest will be financial and broad, such as cost-savings and ROI across the organization, whereas direct stakeholders may have more personal and immediate needs that can be addressed by your solution.

    Paint a clear picture of the solution. Once you understand why stakeholders would be interested in your solution, describe in concrete terms its value to them and to the organization. What is VR going to make easier/faster/better? How will projects go more smoothly with VR collaboration?

    Define success through metrics. Discuss your client’s goals ahead of time to align on their definition of success. Knowing how your client is going to evaluate the results of your solution is critical to ensuring that you’re headed in the right direction and focused on the right things. It also allows you to interweave those goals into your proposal and promote agreement across involved stakeholders. Potential measurements to show the value of your solution include:

    • Engagement: do employees use and enjoy the solution?
    • Comprehension: how well do new employees understand new concepts presented in a training module?
    • Speed to competency: how quickly can new employees put concepts into use?

    These goals can vary, particularly with the C-suite, who may focus on outcome metrics that can be more readily translated into ROI and look at factors such as productivity, savings, efficiency, and retention.

    As is true with many new concepts, introducing VR into an enterprise can be daunting. Whether concerns are centered on the feasibility, efficacy, rollout, or budget for the solution, one thing is certain: the organization’s stakeholders and executives will have questions. Thorough consideration of your approach to them can help smooth the road to acceptance and, ultimately, implementation of your solution.

    Website: LINK

  • VIVEPORT Increases 2021 Developer Net Revenue Share

    VIVEPORT Increases 2021 Developer Net Revenue Share

    Reading Time: 2 minutes

    Website: LINK

  • Developer Conversations: Funding Insights from Gamedust

    Developer Conversations: Funding Insights from Gamedust

    Reading Time: 4 minutes

    Whether you are developing software for enterprise customers or games for consumers, securing investments for your VR project can be a daunting task. We’ve gathered insights from voices across the industry to learn how different studios and companies acquire funding to build VR content. In part four of this series, we talked with Jakub Matuszczak, COO of Gamedust about the specific challenges facing VR game developers.

    Gamedust was founded in 2015 as the VR division at Setapp, a Polish software studio. Since striking on their own in 2017, Gamedust has published hit titles such as Neverout, Overflight, Spuds Unearthed, and most recently, Yupitergrad.

     What was the top challenge you experienced related to funding your VR project and how did you overcome it?

    Our main challenge for Gamedust with Yupitergrad was to balance the cost of developing a high-quality video game with achieving projected sales results. The budgets of virtual reality games are not much different from other independent video game projects yet demand even greater skills regarding optimization and technical knowledge. However, the market for these games is significantly smaller. While making the decision to start the  Yupitergrad development funding from HTC Vive helped us a lot – they mitigated the risk of achieving break even with our own investment.

    What did you wish you knew when you first started developing VR solutions?

    That the market will be constantly changing and there won’t be any standard or “generation cycle” like in the traditional video games development. The market is very diversified, with multiple devices on the market, each with different standards. Also – the devices change rapidly – Gamedust started with Oculus Gear VR, only 5 years passed and now its successor – Oculus Go will no longer be supported. The market is constantly changing and new solutions emerge and go.

    What one piece of advice would you give to developers looking for investors/funders for their projects?

    For video games, the crucial point is to define and be aware of the USPs (unique selling points) of the project. Whether it’s core gameplay mechanics, stunning art style or replayability – each game needs to have defined business value which we could compare to other games on the market. For example, in Gamedust we knew that we have great movement mechanics and distinctive cell-shaded art style and retro-futuristic setting in Yupitergrad, but we also did the research of other VR puzzle platformers titles. Also – timeline, budget, and PnL including the risks for the project completion are very important for the investors. It shows that the developer learned his lesson while doing the research.

    Many developers face investors/funders/other stakeholders that are often concerned that VR projects won’t pay off. How were you able to secure buy-in from your key stakeholders?

    Gamedust is in a comfortable situation – our key stakeholders believe in the emerging market and love the thrills of the startup companies. They understand that being at the forefront of the revolution matters and also understand particularly the VR market very well. Apart from that, what helps a lot is that they are also avid fans and users of the technology. They understand that each of Gamedust games is an R&D project – there are no industry standards or good game design practices established for the VR video games – contrary to the products dedicated for the traditional PC and console video games market.

    What needs to be done to drive more awareness for VR gaming?

    In the case of video games, there are two ways. First – supply of more high-quality content designed with virtual reality technologies in mind – if there are games that are fun to play and available only on VR devices – users would be more eager to check the hardware – that’s our mission at Gamedust. Apart from that – education and accessibility – people must be aware that using VR is not “rocket science” technology. High – quality standalone headsets like Vive Focus Plus help a lot with such adoption.

    Why did you choose to create for the market you did?

    The market has extreme growth potential. As I’ve mentioned before, VR becomes more and more accessible and more mainstream. Other markets are well saturated and the virtual reality market will plummet soon, so being at the forefront of this revolution gives Gamedust a competitive advantage – with established pipelines, knowledge and good practices, and – most of all – high-quality games.

    Aside from funding, what other areas of support did you receive from Vive that were critical for bringing your content to market?

    Our developer relations team provided great support with initial idea verification. During the production of Yupitergrad we received a lot of feedback about the gameplay, visuals and overall project progress. Also, we discussed the scope and proper price point for the created content. Considering VR has almost no established practices – especially in terms of video games business models, receiving advice from platform holders on every step of development helped Gamedust to avoid some mistakes along the way. Having HTC Vive as a partner with insights about the market is an invaluable benefit – it could even help to correct initial assumptions made by the developer.

    Additional insights on securing funding can be found in our previous post from voices at HTC VIVE, Nanome and 3Data.

    Website: LINK

  • Best VR Titles to Join Viveport Infinity in 2020

    Best VR Titles to Join Viveport Infinity in 2020

    Reading Time: 5 minutes

    As one year comes to a close and another adventure begins, we look back on the content that made our 2020 a little brighter. VR gave us the opportunity to safely travel outside our homes, connect with friends and family in new ways, stay active, and explore captivating stories in a year of uncertainty.

    And while museums were closed, VR immersed us in the arts in creative new ways. With Viveport, art aficionados got VIP access to some of the year’s most prestigious film festivals to front row seats to virtual music festivals, or even a one-of-a-kind virtual fashion show.

    From brand new releases to classic hits coming to Infinity for the first time this year, Viveport Infinity members were able to discover a range of new content each month. Here is our list for the best new titles to join Viveport Infinity in 2020:

    The Walking Dead: Saints & Sinners

     

    A premium title for annual Viveport Infinity subscribers, “The Walking Dead: Saints & Sinners” is considered one of the best VR games of the year. Set in a flooded New Orleans, the apocalyptic Big Easy is teeming with walkers and living enemies of warring factions. To survive, you’ll explore the nooks and crannies of the city to uncover secrets, scavenge artifacts and craft weapons all while you take on the herds of walkers. As you unravel the mystery that surrounds NOLA, you’ll make grim choices with lasting consequences.

    Ready to fight for survival? Read these developer tips & tricks from Chris Busse, head of Skydance Interactive, first: https://bit.ly/3mYMVGB

    The Room VR: A Dark Matter 

     

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

    Gnomes & Goblins

     

    Embark on a dream-like journey in this fantasy adventure VR simulation. Encounter goblin inhabitants, become part of their society and save them from their foe. Freely roam the enchanted forest to discover deeper layers of their mysterious ways and reap the rewards of this magical world.

    Paper Beast

    An adventure and exploration game in a dreamlike and surprising universe. Somewhere in the abyssal depths of the internet, life has blossomed. You are the first human to set foot in this mysterious ecosystem. A strange force seems to weigh on its balance. Join forces with intriguing and endearing creatures to solve the puzzles of Paper Beast.

    Space Channel 5 VR Kinda Funky News Flash!

    SEGA’s legendary rhythm game “Space Channel 5” gets virtual with “Space Channel 5 VR Kinda Funky News Flash!”! The more poses you strike, the more viewer ratings you get, and the more heads you can turn as you dance till you drop and save the universe!

    Phasmophobia

     

    Phasmophobia, from Kinetic Games, is a premium title for annual Viveport Infinity subscribers and has already become a fan favorite. Play solo or with up to four friends, you and your gang of ghostbusters will use the latest paranormal tracking technology to locate spirits in this co-op psychological horror game.

    SUPERHOT VR

    SUPERHOT VR came back to Viveport Infinity! In the award-winning VR experience, SUPERHOT VR, your relationship with time can be the deciding factor if you survive or fall to your enemy. As you move, so do your attackers.

    Moss

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

    Vertigo Remastered 

    An immersive story-driven with a classic premise – a massive subterranean scientific facility full of mysteries, with aliens bursting in from alternate universes to wreak havoc. The twist? You’re one of those aliens. But you’re not here to wreak havoc (collateral damage disregarded), you’re just trying to get home. A difficult endeavor, as it turns out this facility is more than prepared to deal with extraterrestrial threats.

    L.A. Noire: The VR Case Files

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


    Viveport Infinity is always adding new content to your library so make sure to follow @Viveport to stay up to date on new releases each month throughout 2021!

    Website: LINK

  • Developer Conversations: Funding Insights from 3Data

    Developer Conversations: Funding Insights from 3Data

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    Securing funding for XR projects remains a key challenge for developers around the world. We recently shared best practices and general tips from HTC vice president, Pearly Chen, and from Keita Funakawa, COO of Nanome. In the spirit of collaboration and insights sharing, we went straight to the source to continue this important conversation.

    We sat down with Wallon Walusayi, Co-Founder & Chief Executive Officer at 3Data, a VIVE X company tapping into big data to help companies operate more efficiently. 3Data found traction in the synchronized view of all its real-time data through its Data Fusion platform, and starting in IT Operations and Security, the company’s technology has quickly proven to be valuable across multiple industries such as Logistics and Supply Chain, Cloud Operations, and IoT Management.

    According to Walusayi, aside from funding support, benefits of being a VIVE X company in bringing your content to market includes access to a team leading premium VR experiences, which has enabled 3Data to harness the full power of high-fidelity XR displays and push the limits of how businesses will interact and harmonize with data in a new and intuitive human-centric way.

     What was the top challenge you experienced related to funding your VR project and how did you overcome it?

    In a single word: education. More specifically, education on the ROI of the project. When fundraising for our WebXR project, we underestimated the amount of education that would be required to communicate the fundamental ROI from stereoscopic 3D visualizations, as well as the additional benefits of interactive immersive collaboration.

    What one piece of advice would you give to developers looking for investors/funders for their projects? 

    I would advise developers to focus on the ROI of their applications and the bottom-line impact for the business. XR is still very new and proof points are necessary to quantify the real value for end-users and encourage companies to adopt new XR technology. One thing I also wish I knew when I first started developing VR solutions was how important 2D cross-platform functionality is to bridge the gap for companies to adopt new XR technologies.

    Many developers face investors/funders/other stakeholders that are often concerned that VR projects won’t pay off. How were you able to secure buy-in from your key stakeholders?

    3Data was able to secure buy-in from our investors and early stakeholders through the relentless pursuit of product-market fit and early adopter customer testimonials. We developed our platform in correlation with customer feedback and proved our value through industry use cases. My advice is to develop a prototype, collect feedback, and quantify the value by iterating on your sales process.

    What needs to be done to drive more industry/vertical buy-in for VR solutions?

    While there are many factors to consider when thinking about industry buy-in and XR adoption, two important factors stand out. The first is lowering the barrier to entry for proof of concepts by creating easy ways for developers to integrate with existing IAM systems, such as Active Directory. Secondly, there needs to be a ubiquitous process for turnkey XR solutions for specific business units to easily pick up XR devices and immediately understand the use case and benefit.

    Stay tuned for more insights in upcoming developer Q&As and in the meantime, be sure to join us on our Developer Community Forums.

    Website: LINK

  • Taiwan’s Dong Hwa University and HTC VIVE Establish the First VR Talent Training Center in Eastern Taiwan

    Taiwan’s Dong Hwa University and HTC VIVE Establish the First VR Talent Training Center in Eastern Taiwan

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    HTC recently announced that it will partner with the National Dong Hwa University to build the first VR talent cultivation center in Eastern Taiwan. The two parties will cooperate to establish the HTC VIVE Teaching Certification Center to build VR content research and development capabilities and inject strong momentum into Taiwan’s industry.

    Throughout the continuous innovation of teaching in world-renowned universities, National Dong Hwa University provides students with a diverse and flexible learning space, inspires students to think innovatively, and stimulate their learning motivation. National Dong Hwa University has also spared no effort to actively participate in the deep cultivation program of higher education, in accordance with the development trend and demand of industrial technology to innovate teaching methods, develop research in the field of VR characteristics, and prepare for the cultivation of talents for the new generation of 5G.

    Zhao Hanjie, President of National Dong Hwa University, said: “Virtual reality technology is developing at a rapid pace, and the domestic 5G network deployment is gradually mature. These two things mean that virtual reality will be able to bring new and revolutionary things to people.” President Zhao further said: “We are very pleased to cooperate with the internationally renowned virtual reality research and development company HTC to establish the first VR talent training center for colleges and universities. We will start with curriculum design and talent training. In the medium and long term, we will integrate the talents trained by the center and the energy of our school’s cross-domain scientific research to contribute to the cultivation of talents in Taiwan.”

    Chen Baiyu, general manager of HTC Taiwan, mentioned: “The advent of the 5G generation will drive rapid changes in the industry. The demand for XR talents in the future market will greatly increase as the global VR ecosystem develops. The future of work is rapidly transforming, and virtual reality is the key to realizing new work and lifestyles. HTC understands the responsibility of being a global VR leader and needs to actively cultivate virtual reality talents. It is a great honor to cooperate with National Dong Hwa University to establish the first VR talent training center in Eastern Taiwan, build a high-end teaching environment, provide professional technical resources and guidance, and build VR R&D capabilities.”

    The Department of National Dong Hwa University is operated by the Department of Information Technology in charge of the VR Talent Cultivation Center. Dean Jiang Zhengqin said: “One-fifth of the students in this department are foreign students from more than 30 countries. With an international perspective and strong R&D capabilities, the university has been repeatedly selected in the Ministry of Science and Technology’s Artificial Intelligence Innovation Research Project, Digital Economy Forward-looking Technology Research and Development and Application Project Project, Industry-University Alliance Project and other large-scale national important integrated projects. The university has also been selected for national economic development focusing on innovative digital technology elements. I look forward to making the Department of Information Technology a teaching certification center with HTC VIVE, cultivating more VR digital content talents for Taiwan and making more contributions to the country’s digital development.”

    The first project of the center will be a series of cross-domain applications of tourism, art, culture and education by professors and university students. The school will actively plan and develop VR digital content with local characteristics for the place.

    Website: LINK

  • Developer Conversations: Funding Insights from Nanome

    Developer Conversations: Funding Insights from Nanome

    Reading Time: 4 minutes

    For game developers to those building enterprise applications, finding investors to back any VR project can be a real challenge. We recently shared best practices and general tips from HTC vice president, Pearly Chen, who works closely with the developer community through VIVE X and Viveport. In this ongoing developer series, we’re highlighting voices from the industry to share their experience in securing funding.

    This week, we interviewed Keita Funakawa, COO of Nanome, who shares the VIVE X company’s unique insights in the biopharma space. Nanome is a software platform for designing and simulating molecules in virtual reality. With Nanome, professional researchers and scientists can intuitively interact with their data in VR and gain ‘instantaneous’ insights about their data while sharing a common workspace with their colleagues. 

    What was the top challenge you experienced related to funding your VR project and how did you overcome it?

    When it comes to a specific challenge related to VR, it was mainly overcoming the niche/gaming stigma associated with VR. “There are not enough headsets sold,” “VR is only for gaming,” “you’re betting your users would want to put this bulky piece of hardware onto their face,” etc. were the typical comments we heard. As a software solution in the biopharma industry, we also had tremendous challenges selling to an industry that hasn’t fully embraced digital/software disruption as much as other industries. We were always faced with skepticism about market/user size or potential because there haven’t been as many comparable software solutions that have distributed biopharma industries.

    What did you wish you knew when you first started developing VR solutions?

    Biopharma IT networks are a nightmare. Since our users are handling/designing data that’s extremely sensitive (from an Intellectual Property perspective, not from a patient HIPPA compliance perspective), the security surrounding this data is very airtight and extremely cumbersome work with. As a result, we’ve spent much more time working around these hurdles than we initially expected. Additionally, many enterprise VR hardware solutions also do not take this into account, so letting our hardware partners know ahead of time of these hurdles could have alleviated some of the challenges we faced.

    What one piece of advice would you give to developers looking for investors/funders for their projects?

    The hype of the VR industry from 2016/2017 has diminished significantly, and as a result, investors are more reliant on KPIs such as revenue and engagement before investing. My advice is to become a self-sustaining business from revenue first. As NYU professor Scott Galloway puts it, “revenue drives businesses not burn.” It is much less stressful trying to fundraise when you are not concerned about runway and survival. Investors want to fund businesses that are about to thrive, not businesses just trying to survive. During meetings and pitches, investors definitely feel that lack of stress. They are attracted to that, and building a business around revenue first enables you to have these stressless interactions with excited investors, yielding a higher probability of getting funding.

    Many developers face investors/funders/other stakeholders that are often concerned that VR projects won’t pay off. How were you able to secure buy-in from your key stakeholders?

    I can only talk about our solution specifically, but we were solving a massive need for drug discovery scientists that happened to be extremely valuable for Work/learn from home and for COVID19 research. Scientists risked information loss when using non-collaborative 2D software solutions and were able to gain unique insights and value from a collaborative VR solution. This along made us a must-have than a nice to have. Then, as COVID19 started to spread, the risk for information loss for such a critical global crisis was too massive to ignore. On top of that, these scientists could no longer meet in person and rely on non-collaborative solutions to do their research. The same value propositions were also shared among our basic chemistry educators/students and academic research users in over 250 universities and institutions worldwide.

    What needs to be done to drive more industry/vertical buy-in for VR solutions?

    VR hardware: decrease bulkiness, cost, IT, and hardware requirements. Better input (such as enabling typing on a keyboard)

    Software: more general computing apps that we see in our main computing interfaces accessible and better in VR. I.e. Apps like email, Slack, excel, word, web browsing not only need to be available and used in VR, but also have a significant value add/improvement in VR such that VR becomes more of the main computing interface for everyone.

    This will allow specialized apps like ours to integrate within the everyday life of our users more seamlessly. Right now, although our users use Nanome almost everyday, it’s practically a ‘special event’ for our scientists to set up a headset and use Nanome. Ideally, and we think this is only a matter of time, we want scientists to switch over to Nanome whenever they need to use it like another app on their smartphones

    Why did you choose to create for the market you did?

    Science is fundamentally collaborative and in 3D or higher dimensions. Limiting science to a non-collaborative 2D monitor severely limits the insights, and discoveries scientists could be making. Nanome is the frontier interface and collaboration software for science, starting with molecular data.

    Aside from funding, what other areas of support did you receive from Vive X that were critical for brining your content to market?

    Vive’s initiative to focus on enterprise has been an enormous help for us since enterprise is most of our business. Top pharma companies found out about VR through purchasing a Vive, which led to discovering Nanome.

    Website: LINK

  • Transforming Remote Learning with VR

    Transforming Remote Learning with VR

    Reading Time: 5 minutes

    The COVID-19 pandemic spurred a nationwide shift in academics, forcing educators to move instruction online. The rapid shift to remote learning has pushed educators to adapt their practices and incorporate new technology to meet the challenges of remaining connected and engaged with students while not in-person.

    VIVE Sync, the VR collaboration and remote meeting app, is one tool schools today are using to enhance the remote learning experience. Educators at the University of Louisville, DePaul University and the University of Arizona share the unique ways they use VIVE Sync to adapt their approach to teaching and transform remote learning.

    University of Louisville

    As an advocate for VR in education for over six years, Shannon Putman, a PhD candidate and graduate assistant at the University of Louisville, was responsible for creating the first VR elementary classroom in Kentucky in 2017. Before schools closed, Putman played an instrumental role in convincing the Jefferson County Public School District to allocate budget to implement the technology in elementary and high schools and secured over 500 headsets to be distributed to students.

    Through Putman’s influence, her colleague, Dr. John Finch, was inspired to teach his pre-professional education course at the University of Louisville in VR as the campus went remote during the Spring semester.

    Dr. Finch used VIVE Sync as a supplement to video conferencing , allowing his university students to meet in a shared space and gain experience leading and instructing the other students as if they were teaching an in-person elementary class. Leveraging the platform, the students were able to transform ordinary lessons into memorable experiences, such as bringing a 3D lion cub into the virtual classroom during a lesson on the five senses.

    Putman said, “Classroom engagement and immersion in VR is unmatched, and the benefit of holding these classes in VR is twofold: students are not only learning about the subject being taught, but are also learning about the technology through hands-on experience.”

    Putman is also working on a new project centered around connecting Louisville’s black student population with local black professionals and leaders in the community to inspire students to explore careers they never would have considered before. Through captured video and an integrated VR component, the goal is to immerse students in the professional lives of these community leaders and experience a day in their shoes.

    DePaul University

    Prior to the onset of COVID-19, Associate Professor Bree McEwan, along with her colleague Professor Paul Booth, was building an innovation lab on the DePaul University campus centered on VR. As COVID-19 became a global pandemic, McEwan shifted her strategy and used budget from the internal grant she received for the lab to purchase VIVE Focus Plus headsets for students in her First-Year Honors Discover Chicago, Augmented Chicago course. DePaul’s discover classes are designed as a unique way for the students to get to know DePaul, connect with each other. This particular section also focuses on learning about how communication processes and technological affordances influence our relationships and society.

    At the start of winter quarter, the class, which focuses on AR and VR experiences, was and continues to be held via the VIVE Sync platform. McEwan is able to conduct class in a similar way to how it would be in person – from uploading and displaying PDFs to using the screen as a lesson board, she’s able to encourage social interaction among her students, another important element of her course. McEwan added, “Given the focus area of my course, I’m thrilled to be using VIVE Sync and know my students will benefit from learning about VR while using the technology during class.”

    McEwan will be collecting feedback from her students at the end of her course and is also looking to teach a graduate seminar using VIVE Sync.

    Boston, Massachusetts

    VR continues to solidify its role in medical training, which is even more important now for medical students, residents, and fellows in training as work hours and hands-on experiences are restricted. With most surgical training courses going virtual this year due to COVID-19, one group of academic physicians pushed the limits of the latest technology. The Boston-based International Bootcamp on Endoscopic and Exoscopic Ear Surgery was held for Otolaryngologists (Ear, Nose, and Throat doctors). The event was hosted by course directors Dr. Michael Cohen, Dr. Daniel Lee, and Dr. Alicia Quesnel. Dr. Samuel Barber, a resident physician at the University of Arizona College of Medicine’s Department of Otolaryngology, collaborated with the course directors to develop a special VR segment of the course for live streamed endoscopic surgical dissection sessions. Participants gathered together in an immersive environment where they could interact, all while watching the same live surgical instruction video on a massive virtual display.

    With VIVE Sync’s 3D asset support, Dr. Barber and his team developed large 3D models of middle ear anatomy, allowing participants to point out critical structures during the lesson, as well as better understand the relationships between anatomic structures in the ear, which otherwise are difficult to comprehend from traditional textbooks and 2D videos. Dr. Barber mentioned, “The 3D model feature within Sync is what sets it apart from other VR platforms. For medical and surgical instruction, the ability for students to visualize and pinpoint the detailed structures within the ear is incredibly helpful and more useful than referencing from textbooks and other materials.”

    The surgical course was held on November 14, and Dr. Barber already anticipates that adjunct lessons conducted in VR will likely continue post-COVID in medical education due to its numerous benefits for both students and practicing physicians.

    We look forward to seeing how our education partners continue to leverage VIVE Sync and integrate VR as part of their ongoing coursework to enhance remote learning. For more information on VIVE Sync, please visit: https://sync.vive.com/login

    Website: LINK

  • Developer Tips & Tricks – The Walking Dead: Saints & Sinners

    Developer Tips & Tricks – The Walking Dead: Saints & Sinners

    Reading Time: 8 minutes

    Recently nominated for Best VR/AR Game of the year by The Game Awards, The Walking Dead: Saints & Sinners, by Skydance Interactive, has solidified its place as one of the premiere titles all VR owners must try. The Walking Dead: Saints & Sinners takes you to a flooded New Orleans teeming with walkers and living enemies of warring factions. To survive, you’ll explore the nooks and crannies of the Big Easy to uncover secrets, scavenge artifacts and craft weapons all while you take on the herds of walkers.

    Now, all new Viveport Infinity subscribers can immerse themselves in this post-apocalyptic survival game with Viveport’s Holiday Sale. Through January 4, new Viveport Infinity subscribers can redeem their free copy of The Walking Dead: Saints & Sinners, along with a free copy of Phasmophobia, when they purchase an annual Viveport Infinity subscription for 10% off.

    To equip you with the knowledge you need to survive your time in NOLA, we asked Chris Busse, head of Skydance Interactive to share some tips and tricks with us:

    Saints & Sinners has been overwhelmingly positive, what do you think sets it apart from the many other zombie VR titles out there today?

    The Walking Dead: Saints & Sinners is a mashup of the horror, survival and action genres and one of the most fully-realized VR games available. This is definitely not your standard VR zombie shooter.

    We’ve leaned into the game’s narrative and the human elements that make The Walking Dead as popular as it is. Player choice is crucial in this game, which really adds a lot of dimension for a VR game. Not only will players have to figure out how to survive, but actions they take in the game or who they choose to align with will have a consequence on how the story plays out. This approach not only immerses the player in the experience, but enables them to live The Walking Dead.

    Our team worked hard to deliver on the gameplay mechanics as well. We’ve developed what we think to be some of the best melee combat in VR to-date with advanced physics that makes every swing of an axe just like the real thing. When you combine that with the large, open world we’ve built, it really allows players to explore different sandbox levels as they choose to.

    The game is so engaging and all-consuming once you’re in it, what were some of the elements you focused on to achieve this level of immersion?

    The sensory experience of VR is so much more potent, so the horror elements feel real in a way it never has before. Given players are fully immersed in the experience, there is a sense of vulnerability in a survival-horror game like The Walking Dead: Saints & Sinners, and we worked hard to enhance the experience to offer this kind of physiological response to terror you can’t get from a 2D game. Tension is maintained through real threats, scare materials and the need to manage them. The physicality of interacting in VR and The Walking Dead specifically delivers a sense of dread in a rich way; players will need to physically nudge doors open to peek inside a dark room, manually reload their revolver in panic as walkers close in, get close to a walker to grab its head and jab their short shiv through its eye, and then have to yank it free with real force to get it back.

    We also wanted to provide a 3D audio experience that delivered that impact as well. When you’re in the game, you can hear every little creak in the floorboard or even the groans of a walker down the hall in a dark house. Players actually do have to listen closely as they explore the world around them, and stay on their toes! It’s almost nerve-racking.

    Why did you build this game specifically for VR?

    At Skydance Interactive, we’ve always been excited to challenge ourselves and invent new and innovative experiences. We’ve worked in the VR space for several years now, and it’s the perfect medium to push the boundaries of what’s possible with gaming and technology. We were also very excited to bring a fully-realized robust game to VR and saw The Walking Dead: Saints & Sinners as a perfect way to do it – given the visceral experience VR offers for games, and specifically for The Walking Dead, the ability to bring the emotional side of VR presence for players to experience the dramatic moments the franchise is known for, up close and personal.

    Are there any easter eggs or references in plain sight that most players may have missed their first time playing? 

    There are so many! We don’t want to give them all away, but here are a few to keep an eye out for:

    • Whisperer’s Mask (Duplex): The Whisperers are terrifying antagonists in The Walking Dead universe, led by Alpha and Beta. The trademark signature of the Whisperers is how they wear the skin of Walkers to pass safely among the infected. These skin masks even allow them to lead herds of Walkers for use as camouflage and weapons against anyone that opposes them. Players can find one of these masks by exploring one of the boarded up homes earlier in the game.

    • Jeffrey Grime’s Panda Bag (Old Town): Jeffrey is the younger brother of fan-favorite character Rick Grimes, and stars in the spin-off comic The Walking Dead: Alien. Players can find the Panda Bag he used during the Walker infestation. To find it, players will need to find the house filled with newspapers; if they explore the home enough, they may find much needed supplies and the younger Grimes’ iconic bag.

    • Eugene’s Map (Church): Towards the end of the game, players who take the time to explore this area will be treated to a special map. This easter egg is for the comic book fans, who may recognize it as Eugene Porter’s US map.

    Now let’s get into some tips & tricks, what materials should players lookout for the most when just starting? Does this change as they progress through the game?

    As a survival game, crafting is crucial to the experience, so we encourage players to craft to their heart’s content. There are a plethora of seemingly basic objects in every map, which can create some pretty intimidating weaponry. The key is to loot everything for more supplies to ensure your base camp is fully stocked. Do your best to make sure you’re returning to camp with a full pack every time. As you get used to a full pack, the limits of your pack will mean making choices of what to take back and what to leave behind.

    What resources you should specifically focus on first really depends on what part of gameplay appeals to you most. There are three different workbenches at your home base, each one focusing on Survival, Gear, and Firearms respectively. If there is a specific item or upgrade on one of the benches you want to get as soon as you can, focusing on finding whatever resources you need to upgrade that particular bench is key. Luckily, every item that can be crafted or upgraded will tell you the exact resources necessary, so keep that in mind while you’re scavenging and things should work out in your favor.

    Oh, and always look out for medicine, that’s always useful!

    On the same note, any suggestions on how players can maximize their efficiency with their item management to unlock upgrades faster?

    On your first few trips through New Orleans, or even once you’re back at your home base with a random assortment of loot, take the time to really study each item you’ve found and what base components make it up. You might have a good idea of what an item contains from a glance (foods are going to have sugar or fiber, toys might have screws and bolts, etc) but how much of those resources those items contain compared to one another can vary drastically. Figure out which items out in the world are abundant in a particular resource and soon enough you’ll be able to quickly pick and choose what items to take back with you and what you can leave behind if you’re running out of backpack space. That sort of methodical survivalist mindset will get you far in the game.

    We’ve found the Rampart map to be one of the trickiest to master due to its size and setting, what are some key tips players can keep in mind while tackling the map?

    The Rampart map is for sure an intimidating map to tackle. One of the best ways to handle it for the first time is to keep your mind focused on a singular task. That task might be a literal mission or just a goal to explore a singular area of the map, but as long as you initially focus on that one goal and don’t get too distracted, you should be less intimidated overall. You can more freely explore (and get lost in) Rampart once you’ve gotten your initial bearings.

    A big thing that gets first time players stuck is the fact that many of the doors throughout the map are locked initially. There is always an opening somewhere, however, so keep your eyes peeled. It may be a back entrance, a boarded-up pathway, or even a wall that has to be climbed. Opening those locked doors from the other side will save you a lot of time in future trips.

    Finally, always be aware of those doors you’re passing by. Rampart can fill up with a ton of walkers even without taking the bells into consideration, and that means you can get easily overwhelmed. Close doors behind you for that extra few seconds of protection, but also be wary of any new doors you come across. You never know when a walker might break down the door and catch you by surprise.

    What’s coming next for The Walking Dead: Saints & Sinners and Skydance? Any updates players can look forward to?

    It’s been a big year for The Walking Dead: Saints & Sinners, and we’re excited to create even more awesome content for the game. We can’t share anything yet, but there’s definitely more news to come so stay tuned!

    Website: LINK

  • How European XR companies can pitch VIVE X Europe

    How European XR companies can pitch VIVE X Europe

    Reading Time: 2 minutes

    Website: LINK

  • Coming Soon to Viveport Infinity in December

    Coming Soon to Viveport Infinity in December

    Reading Time: 3 minutes

    VIVEPORT Infinity is the gift that keeps on giving. Each month brings brand new titles to your Infinity library, ensuring there is always a new adventure waiting for you as soon as you put on your headset.

    2020 has been quite a year but it has been filled with killer VR content.  To end the year strong, we’ve highlighted six new titles to check out in December. From classics back in Infinity to recent releases you can play with friends, this month’s new content will be sure to entertain you for the rest of the year.

    Coming Soon in Infinity:

    Crunch Element 

    Crunch Element is a 1-4 player coop game about raiding destructible compounds using explosive gadgets and tactical weaponry. Hone your CQB skills in constantly changing compound layouts and blast open entry points with explosives to get the perfect shot.

    Horror Bar VR 

    Horror Bar VR is a zombie bar simulator, where you are put in the role of a bartender, serving horrifyingly delicious brain burgers and bloody drinks, using all kinds of different bartending techniques. In order to face up to the appetite of the guests coming into the bar, you will serve dishes made from gluttonous creatures living at the bottom of the aquarium, fry cut fingers as french fries, or look after the steaks from an unknown source to serve them upon request.

    Recently Joined Infinity:

    SUPERHOT VR

    SUPERHOT VR is back in Viveport Infinity! In the award-winning VR experience, SUPERHOT VR, your relationship with time can be the deciding factor if you survive or fall to your enemy. As you move, so do your attackers.

    Space Channel 5 VR Kinda Funky News Flash! 

    SEGA’s legendary rhythm game “Space Channel 5” gets virtual with “Space Channel 5 VR Kinda Funky News Flash!”! The more poses you strike, the more viewer ratings you get, and the more heads you can turn as you dance till you drop and save the universe!

    PowerBeatsVR – VR Fitness (*Updated)

    PowerBeatsVR is a high-intensity VR fitness experience where you box, dodge, and squat to the rhythm of adrenaline-pumping music. You have professionally designed workouts with leaderboards, an auto-generator for your own music, playlists for tailored sessions, an easy-to-use editor, various playstyles and fitness statistics as well as calorie tracking and support for heart rate monitors.

    Thief Simulator VR (*Updated)

    Have you ever wondered what it’s like to be a real thief? Now you can see for yourself in Thief Simulator VR! Steal in free roam sandbox neighborhoods. Observe your target and gather information that will help you with the burglary. Take the challenge and rob the best secured houses. Buy some hi-tech burglar equipment and learn new thief tricks. Sell stolen goods to the passers. Do anything that a real thief does. And… don’t get caught!

    Did you miss last month’s guide to new Infinity content? Check out November’s new releases here.

    Website: LINK

  • Make your own virtual reality 3D Shooter

    Make your own virtual reality 3D Shooter

    Reading Time: 5 minutes

    In the latest issue of Wireframe magazine, Mark Vanstone shows you how to turn a 3D shooter into a VR game for a variety of viewers, from Google Cardboard to gaming headsets.

    Our shooter, now in VR format. Blast aliens from the sky as they fly over the mountains.

    Browser development has really matured of late, with a number
    of exciting new features coming to the fore. Where WebGL was well supported, the new WebXR (previously WebVR) is now becoming standard
    in modern browsers. JavaScript ES5 has now been superseded by ES6, and with these new technologies, making browser-based apps – and specifically 3D games – is now a serious proposition. The other part of VR technology, the hardware, has also evolved – as mobile tech has become more powerful, so have the opportunities for cost-effective VR experiences.

    With a mobile phone you can create a stereoscopic display for use with a simple Cardboard viewer.

    If you have an old mobile phone, perhaps an Make your own virtual reality 3D Shooter B iPhone 6 or a Samsung S7, you can get a Google Cardboard headset for £6 and turn it into a rudimentary VR viewer. In this article, we’ll show you how to set up a 3D shooter to run not only on that hardware, but also on other viewers such as the Gear VR or Daydream, and even gaming headsets such as the Oculus, HTC, or Valve. All of these have web browsers built in which can support WebXR or a 3D display, and although there are some differences between how they work, the process of displaying a 3D scene is mostly the same on all of them, so we can use the Three.js JavaScript library.

    Three different VR headsets on a white background
    There’s a wide range of VR viewers and headsets on the market, from Google Cardboard to pricey gaming headsets like the Oculus, HTC, HP, Microsoft, and Valve ranges.

    To begin, we’ll start with the Three.js 3D shooter we made in Wireframe #32 – if you missed it, you can download a copy. We’ll use the same models and much of the same code. The first change, though, is to update the code to run as an ES6 module. The non-module version of Three.js is being phased out at the end of 2020, so it’s probably best to get with the times and use the new stuff. As with our earlier shooter, you’ll need to run this code from a secure web server, which, for mobile phones and gaming headsets, will mean uploading it to somewhere suitable, but if you want to see it running, you can play it at technovisual.co.uk/vr.

    Basic VR viewers

    Now we need to consider the hardware we’re going to use to run our game. Let’s start at our baseline, Google Cardboard, and work up from there. Available from many outlets online (including Google’s store), it’s a cut-out kit, which you fold up to create a viewer.


    From a browser window inside a gaming headset environment, you can launch a Three.js VR experience

    There are two lenses to look through, two magnets in a recess on the side, and velcro tabs to hold a mobile phone. The magnets on the side serve as a selection mechanism which we’ll explore later.

    Next, we have Gear VR-style viewers. There are many different types, priced from around £12 to £40, and these are essentially a better-built plastic version of the Cardboard but with a button on top to act as a selector. Phones of varying sizes can be used, and as long as the device isn’t more than about four years old, it should be up-to-date enough to run the 3D software.

    For example, the six-year-old Samsung S5 is capable of displaying VR, but it’s a bit too slow to make the experience pleasant, whereas a five-year-old iPhone 6 is quite capable of displaying simple VR scenes smoothly. (With
    iPhones, you may need to switch on Experimental Features in the Safari settings, however.)

    Proper pro kit

    Gaming headsets are a bit different, since they have a built-in screen in the headset, and – in the case of the Oculus Go and Quest – an Android computer in there as well. Tethered headsets use the power of a connected computer to generate the display, and all of them use a slightly different
    Three.js system from the cheaper viewers to generate the 3D display.

    As time goes on, it’s likely that more mobile phones will be compatible with
    the VR software used by the untethered gaming headsets. Gaming headsets also have sensors that track your movement as well as the tilt of the headset, providing six degrees of freedom.

    Get the rest of the tutorial in Wireframe #44

    This is just a taste of the comprehensive guide included in the latest issue of Wireframe magazine. If you’re not a subscriber, you can download a PDF copy for free from the Wireframe magazine website. Start at page 50 and work your way through to create your own VR shooter game.

    And if you want to take advantage of Wireframe magazine’s latest subscription deal, you can get it for just £10 at the official Raspberry Pi Press online store.

    Website: LINK