Schlagwort: VR

  • Coming Soon to Infinity: Spellpunk VR and AERY

    Coming Soon to Infinity: Spellpunk VR and AERY

    Reading Time: 3 minutes

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

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

    Launching in April:

    Spellpunk VR by Incineration Productions

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

    Ballavita by Amilux Film

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

    AERY by ExpiXR Games 

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

     Blind Spot VR by Unlimited Fly Games

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

    Bonus Round!:

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

    The Holy City by Blimey TV and Occupied VR

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

    Virus Popper by Starcade Arcade

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

    Recently Launched: 

    You might have missed this new title last month!

    Vikubb by Samiri Games 

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

    Website: LINK

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

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

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    Website: LINK

  • HTC VIVE’s GDC Sessions To Go Live

    HTC VIVE’s GDC Sessions To Go Live

    Reading Time: 4 minutes

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

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

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

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

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

    By Bjorn Book-Larsson, President, Viveport

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

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

    By Dario Laverde, Sr. Developer Evangelist  

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

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

    By David Sapienza, AVP Content Production 

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

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

    By Thomas Gratz, Sr. Manager, Developer Marketing

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

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

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

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

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

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

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

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

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

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

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

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

    Website: LINK

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

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

    Reading Time: 2 minutes

    Website: LINK

  • Virtual Reality and the Science of Rehabilitation

    Virtual Reality and the Science of Rehabilitation

    Reading Time: 7 minutes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Website: LINK

  • VIVE Cosmos 1.0.10.7 – Public Release Notes

    VIVE Cosmos 1.0.10.7 – Public Release Notes

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    Website: LINK

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

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

    Reading Time: 3 minutes

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

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

    Launching in March:

    Honor and Duty: D-Day by Strange Games Studios

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

    Memoria: Stories of La Garma by Overlat

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

    Soul Axiom Rebooted by Wales Interactive

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

    The Morrigan by The Pixel Mine Ltd

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

    STUMPER by THIRTEENTH FLOOR

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

    Music Escape by 2049VR

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

    Recently Launched Titles:

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

    Museum of Other Realities by Museum of Other Realities

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

    Play now!

    Bizarre Barber by Synesthetic Echo

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

    Play Now!

    Leaving Infinity Soon:

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

    Sairento VR by Mixed Realms Pte Ltd   

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

    Play Now!

     

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

    Website: LINK

  • Webinar – Eye Tracking Integration + Foveated Rendering

    Webinar – Eye Tracking Integration + Foveated Rendering

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    Website: LINK

  • HTC VIVE UNVEILS COMPLETE VIVE COSMOS SERIES

    HTC VIVE UNVEILS COMPLETE VIVE COSMOS SERIES

    Reading Time: 4 minutes

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

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

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

    Newly introduced:

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

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

    VIVE Cosmos Platform

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

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

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

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

    VIVE Cosmos Elite

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

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

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

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

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

    VIVE Cosmos XR

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

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

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

    VIVE Cosmos Play 

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

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

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

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

    VIVE Cosmos

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

    Pre-order and more information

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

    Website: LINK

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

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

    Reading Time: 3 minutes

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

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

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

    Launching in February:

    Star Shelter by Overflow Games

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

    Abode and Abode 2 by Overflow Games

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

    Failspace by Hipfire Games 

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

    Ultimate Fishing Simulator VR by Ultimate Games

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

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

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

    Just Launched Titles: 

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

    Gloomy Eyes Vol. 3 by ARTE Experience

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

    Conductor by Overflow Games

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

    Deisim by Myron Software

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

    Leaving Infinity Soon:

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

     SUPERHOT VR by SUPERHOT Team

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

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

    Website: LINK

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

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

    Reading Time: 8 minutes

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

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

    Interview by Nathan Allen Ortega, Viveport Staff

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Jorge: It’s started about three years ago. 

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

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

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

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

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

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

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

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

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

    Website: LINK

  • HTC VIVE Pro Now Only $599

    HTC VIVE Pro Now Only $599

    Reading Time: 2 minutes

    Website: LINK

  • VIVE Cosmos 1.0.9.2 – Beta Release Notes

    VIVE Cosmos 1.0.9.2 – Beta Release Notes

    Reading Time: < 1 minute

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  • Case Study: Virtual Home Tours are Changing the Way Buyers Shop for Real Estate

    Case Study: Virtual Home Tours are Changing the Way Buyers Shop for Real Estate

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    Website: LINK

  • It’s a Very Infinity Holiday with Daily Deals and Major Offers!

    It’s a Very Infinity Holiday with Daily Deals and Major Offers!

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    Website: LINK

  • Most Played Titles in Infinity – 2019

    Most Played Titles in Infinity – 2019

    Reading Time: 3 minutes

    2019 was a milestone year for Viveport! With the mission of democratizing VR content, we pushed to give more access to more content for more people.

    In April, we launched Viveport Infinity. The world’s first VR subscription service, we upgraded our model to give members unlimited access to all titles in our Infinity library. With Infinity, you now have the ability to explore hundreds of games, apps and videos in the quest to discover your favorite VR content.

    Next, we opened up Infinity to major PC VR devices. Oculus Rift S, Windows Mixed Reality, and Valve Index devices all gained official support this year. In addition, Oculus Quest owners can now access the service through the Oculus Link beta program.

    But the engine of our success this year can all be attributed to our developer partners and their amazing content. We added over 100 titles to the Infinity catalog in 2019! To celebrate such a banner year, here are the most played Infinity titles of 2019:

    At Viveport, our passion is VR. Here are some of our own favorite titles to play that launched this year in Viveport Infinity:

     –

    I Expect You To Die by Shell Games (Launched in Viveport Infinity April 2019)

    “The secret to the game’s success is the brilliant fluid VR design and super thoughtful and accessible controls. The simple and non-intrusive control design is difficult to pull off, but this is where IEYTD excels. Even a VR novice will have no issues getting immersed in the clever puzzles, as the real world fades away while you play.” – Bjorn Book-Larsson, VP and Head of Viveport

    Synth Riders by Kluge Strategic

    “This is definitely my favorite music game in Infinity. Cruising along a neon highway and matched to an awesome synth-wave soundtrack, you hit targets and glide along waves. There are quite a few tracks by some of the greatest synth artists out there making it easy to get lost for a couple hours at a time.” – Ryan Goddard, Viveport Community 

    Ninja Legends by Coinflip Studios

    “I love the arcade combat and intensity of ‘Ninja Legends’. It’s very satisfying to take down the unrelenting forces of ninja enemies and pull it off without taking a single hit. It made me feel a bit like Uma Thurman in Kill Bill. There’s plenty to keep you playing with a good variety of stages, settings and difficulties to choose from.” – Angela Song, Viveport Marketing 

    Five Nights at Freddy’s VR: Help Wanted by Steel Wool Studios

    “One of the world’s most recognized gaming IPs finally came to VR and in a terrific (terrifying) collection. I’m amazed by the amount of content that is available in ‘Five Nights at Freddy’s VR: Help Wanted’. There are scenes and levels from 5 of the classic titles as well as original mini-games with the killer animatronics like Freddy and Foxy. A great option for Grandpa’s first time in VR if you are a nice grandson like me.” – Thomas Gratz, Viveport Marketing

    Rest in Pieces by Storming Tech

    “I really like Rest in Pieces. Very solid wave shooter with great progression, weapons, enemy design and levels.” – Alex Eriksen, Viveport Content

    If you haven’t tried any of these favorites, make sure to check them out with Viveport Infinity!

    Website: LINK

  • Big Brands are Using This Small Tool to Design in Virtual Reality

    Big Brands are Using This Small Tool to Design in Virtual Reality

    Reading Time: 2 minutes

    Written by Denis O’Keeffe, Director of AR/VR Programs at Logitech

    Every new invention gets improved upon and specialized. A Neolithic flint ax head bears little resemblance to today’s kitchen knife or garden spade, but it’s certainly a precursor. Similarly, in the world of art, ancient hand paintings gave way to today’s wide variety of brushes, crayons, and styluses. To each task, its toolThe virtual reality design revolution is off and running, and it has some wonderful tools.

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

    When we look at the work being done by automotive, aerospace, architecture, and media pioneers, we can already see the start of an expansive technological revolution. That’s just one of the reasons we are so optimistic and excited about the future of this engaging new space.

    While technology is advancing incredibly quickly, VR design still has plenty of room to be improved upon and specialized. One of the most pressing of these areas is control and precision. Existing controllers do an excellent job for many tasks—yet Michelangelo would never have set about painting the Sistine Chapel with a paint roller. That’s where Logitech’s VR Ink Pilot Edition comes in.

    VR Ink is a stylus that offers control and precision in virtual reality. On two-dimensional surfaces and in three-dimensional room-scale spaces, VR Ink offers users unbeatable accuracy. For nearly forty years, Logitech has designed innovative product experiences that give people creative control, keeping them in their flow without interruption. There is no device that is more intuitive, or that offers you more command of digital content, than a mouse, keyboard, or stylus. With VR Ink, Logitech is bringing that accuracy to VR.

    Already, companies such as BMW, Sector 5 Digital, Audi, and others are pushing the boundaries of what’s possible. These companies are early adopters of the technology, and they rely on VR app developers and design companies. Logitech is dedicated to providing them with the tools they need to do their pioneering work. VR Ink is just one part of a set-up, including VIVE Virtual Reality Systems and the app of your choice, that makes designing in VR both intuitive and productive. Together, we’re cutting timelines from years down to months, and saving companies millions of dollars in development.

    Since we launched VR Ink earlier this year, we’ve worked hard to improve product experience and design, as well as to integrate new apps. Today, we can count Autodesk VRED, flyingshapes, Gravity Sketch, IRISVR, Mindesk, MARUI-Plugin, Tilt Brush from Google, and VectorSuite amongst our app partners. Starting now, we’re opening up VR Ink for pre-order in limited quantities.

    If you want to find out more or pre-order VR Ink Pilot Edition, visit our website.

    Website: LINK

  • History gets mind blowing with Sky VR Studios and Britannia VR

    History gets mind blowing with Sky VR Studios and Britannia VR

    Reading Time: 9 minutes

    History and fantasy collide in the most awesome way with Britannia VR: Out Of Your Mind, based on the hit Sky Atlantic series. We sat down to talk with the talented storytellers at Sky VR Studios to learn a thing or two about what it took to bring this series to life in virtual reality.

    Interview by Nathan Allen Ortega, Viveport Staff

    [youtube https://www.youtube.com/watch?v=HpgCYTAgo8I?feature=oembed&wmode=opaque&w=730&h=411]

    For those unfamiliar, tell us a bit about yourself and the team at Sky VR Studios

    Hello, I’m Kim-Leigh Pontin and I’m Creative Interaction Director for Sky VR Studios, meaning that I direct interactive content and products that utilize VR, AR and other emerging tech. The content team at Sky VR Studios are a talented team of producers, writers, designers, VFX artists, a sound designer, and developers.

    How did the concept of bringing the historical fantasy series Britannia to life in the immersive VR experience Britannia VR: Out Of Your Mind?

    Writer and producer Dan Bougourd and I worked closely to envisage an experience that would allow participants to step into the world of Britannia. We were both blown away by the level of craft that went into the set designs, props, wardrobe etc to create the epic cinematic feeling that Vertigo Films are known for in their productions. We wanted to give participants the opportunity to explore that craft up close, in their own time.

    The series focuses on the clash between the Roman army and a mysterious Celtic land ruled by warrior women and powerful Druids – how closely did you work with the creative team behind the show to capture the look, feel and themes of Britannia?

    We worked very closely with Vertigo Films throughout. The exec team gave us an early steer on story threads for series 2, we went to the cast read throughs and got an early sight of the Neasden studio set builds. Rupert Ryle-Hodges who produced the TV series along with the production team helped us capture dressed environments. The co-ordination required to get us into the right place, at the right time, to capture fully dressed sets, and to scan supporting artists in the correct costumes and makeup, right before they go on set to shoot all night, cannot be understated. They gave us time to scan extras wearing full druid costume moments before they went onto set for the epic rave scene. They helped organize time with Liana Cornell, Mackenzie Crook and Ben Bailey Smith in order to capture performance and gave us additional time at the production offices in Neasden to capture the beautiful props. The design team shared drawings and plans, the post team shared the elephant asset and we were also sent audio stems from the show all in an effort to create something of and from the world of Britannia.

    How was your experience developing Britannia VR: Out Of Your Mind in contrast with other VR projects you’ve developed previously? Were there any particular challenges you encountered that were unique to this title?

    Dan + I have collaborated on 3 pieces altogether: Nefertiti, Rebel Queen (a photogrammetry based interactive piece that allows participants to discover more about and look for the final burial site of Queen Nefertiti in ancient Egypt), A Discovery of Witches (to support the television series) and now Britannia. Britannia certainly has the most cinematic aesthetic values and this came with unique challenges to solve in VR. The idea of having an epic, cinematic, populated space that participants could wander around in, came with unique demands on processing power, and we had to find a way to blend Volumetric capture, realistic photogrammetry and motion capture to create a believable scene. We also had a fantastic soundtrack from Neil Davidge that was created for linear, but which we wanted to cut up and reuse in such a way as to make it interactive — which we were particularly successful with, I believe, in the Elephant approach scene.

    Britannia VR: Out Of Your Mind employs volumetric capture and photogrammetry to bring the world and characters of the series to life with stunning realism. Talk to us a bit about that process and what your thoughts are regarding the future of this technology to bring unparalleled fidelity to VR experiences.

    Volumetric capture is an incredible way to capture the subtlety of actorly expressions and movement. Capturing a photorealistic performance is both exhilarating and nerve-racking, as we had very short shooting sessions and the costs are not trivial. I was essentially directing actors from inside a green screen, and making sure you satisfy all the technical requirements, while also freeing actors to give their best performance, requires preparation. Added to this was the fact that I was directing for moments of participant interaction, which meant that I had to fold in loopable segments into each sequence, but we had to shoot it all in one, no cuts etc. Tricky! Figuring out eye lines to allow for making eye contact in VR required a lot of care, design and preparation. Dimension were incredibly supportive with all technical direction considerations and did a great job of making sure all the costumes captured effectively. Separately, we also worked with the choreographer from the druid rave scene, and the lead dancer to capture the mocap for the tranced out dancers, with a view to making it authentically trippy and creepy and appropriate to the show.

    What do you think are essential elements necessary to crafting an engaging VR title based on a hit show – both for fans of the series and players new to the series?

    For me, the most important part of the craft is to figure out up front how you want your audience to feel. The fun bit of the craft is then to figure out which interactions will enable this feeling in the participants. I come from an interaction design background, so I get frustrated whenever there are moments where the participant has their agency removed! But equally, it’s important to have a sense of the narrative of the show. We wanted an exploratory element to the gameplay, rather than a competitive style. We wanted something that a TV audience would be able to grasp, but also something with enough visual fidelity to intrigue a gamer audience. Participant feedback so far has been very positive, with people saying that VR is finally delivering on the promise of being able to “step into the film”.

     Tell us a bit about what it was like working with the cast of the series like Mackenzie Crook, Liana Cornell and Ben Bailey Smith (Doc Brown).

    The cast are all incredibly professional and talented. They are all very busy and we had limited time with them so, as a Director, it was important to me to be able to have a conversation with them beforehand to discuss what we were trying to do and ease them into the process in order to free them up from having to think about anything too technical on the day. Liana in particular had some very challenging interactive sequences to shoot and she was incredible — we rehearsed each sequence maybe 2 times and she had everything memorised and was able to do multiple usable takes off the bat. Mackenzie Crook had to spend 4 hours in makeup in order to achieve that creepy Veran look, which meant we had extremely limited time to shoot. He did 3 takes and nailed it. We were worried that a minute and a half long monologue would be a stretch for a participant who had been used to complete agency but the strength of his performance completely captivates people. Ben Bailey Smith was just brilliant. The Hammerhead dev team in particular couldn’t get enough of him! He completely brought the character to life, and again managed to do everything perfectly, immediately, with multiple nuanced versions that we could choose from. Actors of this calibre are so inspiring, it was such a treat for us to work with them. We are very grateful for the time they gave us and the work they put in.

    Britannia VR brings many people and places from the series to life – do you have a
    character or location in particular?

    Personally my favourite location was the glow worm cave, which was something Hammerhead photogrammetry artist, Craig Stiff, had captured — we were on set on the Wales beach looking at tiny rock inlets saying “Could this work as a cave?” and Craig was confidently shaking his head saying “Nah, I’ve got the perfect cave…” and by god he did! Stunning.

    I love all the characters but Ben Bailey Smith does make me laugh. They are all so talented!

    Were there any ideas/puzzles/concepts that you wanted to work into the experience but found it difficult to work into the final build of the game?

    We initially wanted to make a lot more of both the drumming in the druid rave, and the trumpet playing in the Roman Oppida. We essentially wanted participants to be able to compose their own beats on the drums, and hum a tune into the trumpet, vocoder style. The idea was then to be able to hear a song based on this, on the final beach scene. Thinking back that was so ambitious given the timescale, what were we thinking??

    Are there any series easter egg clues in Britannia VR: Out Of Your Mind for fans to keep an eye out for?

    You can eat all the food in the Oppida! Hammerhead sound designer Chris Dain recorded individual noises for each type of food. He hates mushrooms and so the mushroom eating was a challenge for him! There are some Roman latrines that you can sit on if you are childish like us. Going underwater in the druid cave is super immersive and wonderful. I’ve witnessed people lying down underwater and just chilling there. In the druid rave there is a psychedelic dance triangle where you can paint the air… And in the final Druid rave moment, raising or lowering your arms after Veran’s speech affects both your ability to fly, and the audio atmospherics, super trippy feels to be had!

    How big was your team on this project and how long was the development process?

    Besides the management on the project, my design + dev team at Sky did a lot of the white boxing of prototypes that were harder to imagine, and this team was tiny. The VolCap was captured with the talented team at Dimension, and the mocap with both Hammerhead and Target 3D in east London. From there we started working in earnest with Hammerhead, who we worked with in a setup of directing remotely. Their team is made up of highly skilled artists and devs, covering photogrammetry and all the retouching that goes into that, 3d modeling, Unreal development, sound design… We are incredibly in awe of their skills and I’ve absolutely loved working with Sally Blake, their Senior Producer who is diplomatic, knowledgeable and passionate… a real credit to the Hammerhead team.

    What are your thoughts on the future of VR and AR and what do you hope to work on as the technology develops?

    I love VR as a medium. I would particularly like to make a more interactive, collaborative, multi-player piece for all-in-one headsets. My specialist area of design is in speculative design and design fiction, so I would love to touch on those themes – I think we need to collectively exercise our imaginative powers to come up with a brighter future than the one we seem to be heading for, and speculative design is a great tool for that. I’d love to look at AI as a way of enabling parameter based character interaction. Also to carry on looking at interactive audio, possibly in a more generative sense. And I’d be keen to do more work in AR, if only to be able to maintain eye contact! It’s been 3 years in a headset with no eye contact and I feel it’s really missing! Looking forward to trying eye tracking and foveated rendering with this in mind.

    What’s next for Sky VR Studios?

    Sky VR Studios are doing a lot of work in Sport as such a large part of the Sky customer base is passionate about sports. Meanwhile we are continuing to reach out to the Sky Drama teams, looking for new ways to innovate in new forms of storytelling.

    Thanks for taking the time to speak to us! We’re excited to see what your team has up their sleeves next.

    Britannia VR: Out Of Your Mind is now available for FREE on Viveport for users in the UK, France, Germany, Ireland and Italy.

    Website: LINK

  • VIVE to Host London Developer Jam in Partnership with Goldsmiths University of London and Admix

    VIVE to Host London Developer Jam in Partnership with Goldsmiths University of London and Admix

    Reading Time: 2 minutes

    Website: LINK

  • VIVE Cosmos Software Update 1.0.8.8 – Release Notes

    VIVE Cosmos Software Update 1.0.8.8 – Release Notes

    Reading Time: 2 minutes

    Website: LINK

  • Evolving the cinematic action blockbuster with Agent Emerson VR

    Evolving the cinematic action blockbuster with Agent Emerson VR

    Reading Time: 3 minutes

    When the concept was there for the story and the storytelling we started looking into technology available to shoot it. Soon enough we came to realization that there was none. So we sat down with the brilliant Russian engineers Ivan and Tatiana Sirotenko and decided to make it happen creating technology from scratch.

    IC-Cam is a truly unique VR 360 camera: it has 21 lens and it is lightweight and head-mounted, delivers incredible quality of native 3D and also has a 3-axis stabilization system which guarantees audience comfort no matter how intense the motion in the scene gets. I don’t think there is a comparable solution available for VR 3D POV filming today and there was definitely none when we started filming.

    Agent Emerson explores some pretty interesting and meta concepts of agency, control, and the consequences that result from limited viewer control in 360 films. Was this idea at the core of the project from the start, or did it evolve throughout the production?

    As the great filmmaker Orson Welles once said: “The absence of limitations is the enemy of art”. So stepping into developing Agent Emerson I was fully aware of the lack of interactivity in 360 video and the consequences in terms of agency. That is why from the very beginning the story was built around that limitation, turning it into the core plot component. David Emerson has no control over his body and neither does the audience – they are in the same boat. The whole story revolves around the theme of control.

    Sense of agency is one of the core elements of VR storytelling. No matter what the story is, Virtual Reality is ALWAYS happening from the first person prospective: YOU, the audience are in a virtual world.

    What are your thoughts regarding the state of VR filmmaking, and what would you like to see develop in the world of VR to better enable you to create more groundbreaking and immersive experiences?

    We are just beginning a wonderful journey. VR headsets are becoming more and more accessible, user-friendly and higher quality – the new Vive lineup being a testament to that. And today content is becoming a force which should be actively pushing this medium forward.

    Today, a lot of VR content is focused on gaming, which is great – gamers are fantastic early adopters. But the potential of Virtual Reality is so much bigger than gaming!

    As a storytelling medium, VR is incredibly young and is evolving at an incredible pace. In the first days, most of filmed content were just regular films shot on VR cameras. Today, a lot of VR films are very experimental, finding creative ways of working around the technological challenges. And while incredibly imaginative – a lot of them struggle at connecting with wide audiences.

    When you buy a movie ticket, you know what to expect: ~2 hours of looking at a screen, being entertained and emotionally engaged. When it comes to VR, there are not many standards yet. Audience doesn’t know what to expect – and that has to change. Standards need to be set, and new formats need to be established. Formats exclusive to virtual reality.

    Website: LINK

  • VIVE Cosmos Beta 1.0.8.8 – Beta Release Notes

    VIVE Cosmos Beta 1.0.8.8 – Beta Release Notes

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