Preview: VR Music Video ‘Chocolate’ by Director Tyler Hurd is a Slice of Pure Psychedelic Joy

VR music videos seem to be digging out a sweet spot of quick and fun VR experiences that use the depth of virtual reality to immerse viewers in music with powerful and impossible visuals. Chocolate, a new VR music video directed by Tyler Hurd, furthers the case for VR music videos with electro-kittens, masked dancers, and champagne.

Based on a song of the same name by electronic artist Giraffage, Chocolate turns the viewer into a metallic tri-legged robot with wobbly fingers that are oddly satisfying to shake. You’ll start out staring at your new robo-self in a mirror, and once you get passed your wiggly fingers, you’ll see that your three legs animate in a convincingly creepy way as you move about the virtual space. Indeed, this is a semi-interactive experience that’s rendered in real-time.

After you get a feel for your robo-body, the song starts and a psychedelic landscape surrounds you, complete with rolling neon hills and a troupe of masked dancers surrounding a giant mirror that you’re standing on. The dancers are wearing oversized Mayan-like masks with cat faces, and groove to the music in unison around you.

As Giraffage’s smooth and cheerful beat sets in and the dancers get to shaking their hips, it’s clear that Chocolate represents a successful departure in animation style from director Tyler Hurd’s prior VR works. BUTTS (2015) and Old Friend (2016) featured decidedly exaggerated and comedic animations that Hurd says were inspired by the likes of Ren and Stimpy (1991-93). Chocolate, on the other hand, takes a somewhat more realistic approach. The art style is still cartoonish by most measures, but the animations assume a more choreographed look that relies less on absurd body language and more on movements that speak to the beat.

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The dancers are just the start of the fun. A short while into the song and a tingle in your robo-hands hands causes you to look down just in time to see them transform into cannon-hands that shoot out metallic kittens. Yes, you shoot metallic kittens from your robo-kitten-cannon-hands. And it’s great.

As the kittens fly through the air, everything goes slow motion on queue with the beat as all the airborne kittens turn to you with their huge eyes and sing out the electronic melody in unison. You’ll go through a few kitten-cannon blasts before an interlude has the distant hills dancing like trippy rolling waves. And that’s when the floating cat heads and giant cat kings arrive… but I’ll leave it at that for now.

Immersed in all the action (literally the focal point of the whole setup), it’s hard not to want to clap your hands to the beat and groove with the dancers. Chocolate feels like a success in that it got me moving, kept my attention for the three minute song duration, and now I’m bumping to the original track as I write this article. But I’m excited to see Hurd and other pioneering VR music video directors take the interactivity to the next level.

Aside from getting to choose which direction to fire the kitten-cannons, and getting to look at my wobbly fingers, the experience wasn’t significantly interactive. I want to get deeper into the music by influencing or contributing to it in some way. At a minimum, it would have been great to have my own sound effect when clapping so that I could add my own beat to the song. 3D audio also would have formed a greater level of immersion by connecting the audio to the virtual objects that are supposed to be emitting it (like the singing kittens).

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Taking things further, some very light gamification (a skilled kitten shot through a hoop?) could have scored me an extra layer to the song, or perhaps given me access to an instrument as wild and creative as the robo-body I was already inhabiting. Or let me make up the dance moves while the dancers follow, like a choreographed call-and-response.

The music and the visuals already convey an urge to dance, now let me play with it all in a way that can only be done in VR.

This sort of interactivity will require a deeper collaboration between the director of the music video and the song’s artist, but it feels like the natural next step if the goal is to immerse the viewer both visually and sonically. Chocolate shows me that we’re getting there.

– – — – –

chocolate vr music video (3)Executively produced by Viacom NEXT, Chocolate is making its debut at the Sundance Film Festival this week at the New Frontier VR Palace. The experience is built for the Oculus Rift and HTC Vive, and will launch publicly in the first half of 2017. The creators have teased additional platform support in the future, likely coming to mobile platforms as a static 360 degree video.

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PlayStation VR is the First Tethered Headset to Score YouTube VR Support

While YouTube is rapidly growing as a leading source of 360 degree video content, an official YouTube VR app has been notably absent from the high-end tethered headsets, even after its debut on Google’s Daydream VR platform. Now, PlayStation VR is the first to get support for the app, while the Rift and the Vive will likely have some time still to wait.

After a small initial deployment of an update to PS4’s YouTube app a few weeks back, users in both US and EU are reporting that the 1.10 YouTube patch has added support for the PlayStation VR headset (if you don’t have it yet, click the Options button while highlighting the YouTube app on PS4 and press Check for Update).

youtuve-vr-psvr-updateWhen launching the app, users can now choose between launching the Normal version or the PlayStation VR version of YouTube. The PSVR version of YouTube now supports both 360 monoscopic and 360 3D video, and adds a ‘360 Videos’ category along the interface’s top row. The interface is otherwise identical to the Normal version.

youtube-psvr
Among a number of 360 videos on the platform, this one will let you swim with the infamous Great White from the comfort of your couch.

Inside the videosphere of a 360 video on YouTube you can look around in all directions to see the action, but of course there’s no positional tracking because the video is a standard single point capture (which means if you lean from side to size, the view won’t move). Non-VR 3D videos don’t appear to be supported by the application yet, but hopefully they will be in time.

For reasons that are likely more political than technological, PlayStation VR is the first of the big three tethered VR headsets to get an official YouTube VR app. Notably, as PSVR is console-based, PC VR headsets still have no official YouTube VR app despite being available for much longer than PSVR.

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The sporadic availability of the app speaks to continued strategic maneuvering by Google and competitors vying for the best position in the early VR landscape. Ironically, one of Google’s biggest competitors, Apple, saw their iOS platform get official (albeit rudimentary) YouTube VR support thanks to the iOS YouTube app getting ‘Cardboard’ VR functionality in the middle of 2016.

YouTube VR on Daydream has built from the ground up for VR.
YouTube VR on Daydream has built from the ground up for VR.

The irony continues as one of Google’s biggest allies on the Android front, Samsung, has seen their Gear VR users deprived of a YouTube VR app while Google made sure it was part of the launch lineup for the mobile Daydream VR platform in late 2016.

Other major video platforms like Netflix (and even speciality VR video platforms like NextVR) also continue to be curiously absent from the industry’s best tethered headsets.

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HTC Plans to Certify Accessories Approved for Use with Vive Tracker

At CES earlier this month, HTC announced the Vive Tracker, a standalone tracking device which taps into the Vive’s Lighthouse tracking system, and which can be attached to objects to track them in VR, including purpose-built accessories. The company plans to have an official certification process for accessory makers.

vive-tracker-and-accessories-2
The Vive Tracker is a standalone Lighthouse-tracked device, made to attach to other objects.

Yes, you can attach the Vive Tracker to pretty much anything to establish a tracking point inside the VR world, but for companies planning to make purpose-built VR accessories like guns, gloves, bats, and more which will make use of the Tracker, HTC will offer an official certification. The completion of the process, which the company plans to detail at a later date, is likely to result in something like a ‘Vive Ready’ badge that can be used on the accessories to show that HTC has verified compatibility with the Tracker, the company says.

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“That’s why we’re going to be giving away a thousand of these [Trackers] around the world, and the ones who get them, we’re going to work with them and continue to make sure they’re compatible before they go out to market,” Alvin Wang Graylin, HTC’s China Regional President of Vive, told Road to VR at CES 2017.

vive-tracker-and-accessories-3
Pin connections on the bottom of the Vive Tracker can be used to communicate with the accessory.

It isn’t clear yet exactly what the certification process will entail, or what benefits the grantees will be entitled to, but one obvious guess is that the company will check the accessory to make sure the Tracker mounting point is adequate in both rigidity and placement, and that the creator is properly using the input/output functionality afforded by the Tracker’s wireless connection to the host computer. That connection could be used to send information like trigger pulls and button presses through the Tracker so that the accessory can control the corresponding VR application.

One thing we’re certainly hoping for is that all officially approved Vive Tracker accessories would have a precise 3D model of the accessory available in an open repository, giving developers an easy way to integrate with any accessory brandishing HTC’s approval.

vive-tracker-and-accessories-11
“Guns. Lots of guns.” – The Vive Tracker is likely to open to door to a range of third-party gun accessories for VR.

If the accessory plugs into the Tracker via the pin connections on the bottom, it could communicate model information to the host computer, which could be used to lookup the corresponding 3D model and bring that model quickly into the game. That might be a bit beyond the scope of HTC’s certification process for Vive Tracker accessories, but it would be especially ideal for handling what may turn into a broad range of gun choices, and other more niche use-cases too (like the crazy firehose simulator we saw at CES).

HTC says details of the certification program will be revealed when the company starts shipping the Tracker to developers, which will happen ahead of the device’s Q2 consumer launch. So far the Vive Tracker has not been priced, though Graylin says the company expects it to be attractive to end-users who want to buy one Tracker and use it across different accessories.

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Plex VR App ‘Plevr’ Shows Major Update with 3D Video Support, 360 Videos Coming Soon

Plevr is a third-party application in development which brings the popular personal media streaming platform Plex to VR. The app is due for an initial release by the end of the month, and a new devlog video shows a major update including 3D video support.

Plevr developer Alex Keybl posted a new video showing the latest beta build of the app. There’s been a major UI overhaul, including the important addition of a seatside clock (to keep you from losing track of time in VR, of course).

The new interface greatly expands the ability to browse your Plex catalogue which offers up content that streams from your personal media library. As before, you can physically reach out to grab the movie and video posters to see a description on the back, and now you’ll see a little trailer included on the back as well. You can also now access the media libraries of your Plex friends as well.

plex vr plevr app (2)The novel ‘throwing’ interactions are still there: if you want to hide something in your library, just toss it off into the surrounding abyss. If you want to watch it, just throw it at the screen and it will start playing.

plex vr plevr app (3)Plevr now supports 3D video, which is great because VR headsets of course offer native stereoscopy with no cross-talk (which means sharp, comfortable 3D video). Although it isn’t shown in the latest devlog video, Keybl confirmed to Road to VR that 360 video support is in the works and will be coming in V2 of the Plevr app. “I really want to nail the 360 experience,” he says.

Keybl plans to make an initial release of Plevr on the HTC Vive in January. You can sign up for a chance at early access to the private beta via the official Plevr site.

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Valve Head Affirms Work on First-party VR Games and Interest in Future Technology

During a Q&A on Reddit, Valve head Gabe Newell affirmed that the company is continuing development its own first-party VR content, as well as exploring interests in new technologies which could play a part in Valve’s future.

After dodging a flurry of Half-Life 3 related questions, Gabe Newell addressed a question asking what direction the company should take in the future.

“The big thing right now is broadening the range of options we have in creating experiences. We think investing in hardware will give us those options. The knuckles controller is being designed at the same time as we’re designing our own VR games,” he wrote. [The “knuckles controller” is the new VR controller prototype the company showed off at Steam Dev Days in October.]

Valve's Gabe Newell | Photo courtesy Kotaku
Valve’s Gabe Newell. Valve and HTC worked closely together to create the HTC Vive VR system. | Photo courtesy Kotaku

Newell was also asked if Valve was interested in making a “full game experience” for the Vive VR system, to which he responded, “Yes. We think VR is pretty important as a tool for interesting games.”

Valve created The Lab, a package of free VR mini games for the HTC Vive which have been much loved by the VR community. For a time the game was the highest rated title on the entire Steam store (and to this day remains in the top 20). As fun as it was, seemingly each one of the included mini games deserved to be fleshed out in a substantial experience.

Though Valve is known for making some of the best games of all time—including Half-Life 2 (2004) and Portal 2 (2011)—it’s been more than five years since the company released any narrative focused titles, something that’s in serious demand in the VR space. There’s high hopes that Valve is working on a VR game that will be as significant as either of the aforementioned titles.

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Back to the question of where Valve is headed in the future: Newell says the company is exploring both artificial intelligence and the far future of human-computer interaction.

“…some of us are thinking about some of the AI work that is being hyped right now. Simplistically we have lots of data and compute capability that looks like the kinds of areas where machine learning should work well. Personally I’m looking at research in brain-computer interfaces.”

The entire field of Brain-Computer Interfacing (also called BCI) is devoted to understanding how to communicate directly with the human mind. The ultimate goal of BCI, one supposes, is to decode a standardized system of brain ‘language’ and a system of input/output. You can think of the big needle stuck into the back of Neo’s head in The Matrix (1999) as a highly advanced brain-computer interface. Dreams are proof that if you can control the brain’s inputs, you can create any conceivable reality.

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Exciting stuff indeed, and while BCI technology is extremely rudimentary today, we’re gaining an ever clearer picture into what’s happening inside the brain, to the point that we can reconstruct basic images from thoughts alone.

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Valve Confirms New Vive Base Station Coming This Year

Late last year at Steam Dev Days, Valve talked about a new and improved design for the SteamVR Tracking / Lighthouse base stations, a core component of the Vive’s tracking technology. Now the company says it plans to launch the new version later this year.

During a Valve Q&A session on Reddit, Valve’s Joe Ludwig, who has been closely involved with the company’s VR efforts, confirmed development of a manufacturing line for the new base stations, and that they’d “start showing up later this year.”

“The controller production line is still going strong and churning out controllers. The next line we’re building is for the base stations we talked about at Dev Days,” he wrote, responding to a question about the company’s work with automated manufacturing. “Using automation allows us to keep production local, which means our employees can be much more hands-on with the manufacturing process. That works a lot better with how Valve works, so we’ll probably keep doing that going forward.”

The base stations that ship with the Vive today have two rotors with are used to sweep lasers in a vertical and horizontal line across the tracked volume. Those lasers are detected by sensors on the Vive and used to determine its location in space.

present-and-future-base-stationThe major difference in the new base stations is the move from a dual-rotor to a single-rotor design. Instead of a horizontal and vertical speed achieved with two rotors, the new base stations will use a single rotor with two diagonal sweeps leaning in opposite directions.

base-station-linesValve says that the same precise positional tracking information can be derived in this way, with the added benefit of greatly reducing the complexity of the system. As Valve engineer Ben Jackson put it, “What better way to make [the Base Station] lighter, quieter, cheaper, and more power efficient, than to chop out half the parts?”

According to Reid Wender of Triad Semiconductor (who worked with Valve to create components for Lighthouse tracking), the new approach could lead to “rapid cost reductions.”

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Reduced price would be a welcome change; today’s Lighthouse base stations cost $135 each when bought directly from HTC, so they’re surely adding a nice chunk to the Vive’s $800 price point.

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Vive Strap Accessory with Flip-up Visor and PSVR-style Comfort Passes Crowdfunding Goal

Florida based SynergyWiz is designing a third-party head-mount for the HTC Vive which uses a PSVR-stlye ‘halo’ mounting design for added comfort, and offers the much desired visor flip functionality.

Among the three major headsets out there, not one offers what seems like an obvious convenience: the ability to flip up the display assembly for quick viewing of the real world around you.

We noted the other week that Lenovo’s VR headset is making use of this design and it’s certainly something we’d love to see on other headsets. Thanks to SynergyWiz’s rEvolve head-mount for the HTC Vive, that will become a reality, making putting on headphones and picking up controllers after donning the headset much easier.

snergywiz revolve htc vive head strap mount (3)Furthermore, the accessory brings a very different head-mounting approach to the headset, one which puts the majority of the weight on the top of the forehead rather than pressed against the eyes like a pair of goggles. This type of head-mount design has been seen in the consumer market on the PlayStation VR and is has recieved much praise for its comfort.

snergywiz revolve htc vive head strap mount (2)After removing the original straps, the rEvolve head-mount attaches to the existing mounting points of the Vive’s display assembly.

SynergyWiz says they’re wrapping up the design phase of the head-mount and have taken to Kickstarter to crowdfund the remaining development, charging $85 for each rEvolve head-mount. The project has surpassed its modest $5,000 goal with 80 backers and is currently projected to triple that figure in the remaining 22 days of the campaign. SynergyWiz expects to ship the completed rEvolve head-mounts in April. The company has done one other unrelated small scale Kickstarter project in late 2016 that’s purportedly on track to ship on time in January.

snergywiz revolve htc vive head strap mount (1)REvolve definitely adds some desired features to the Vive head-mount, though the prototype looks rather bulky and, like head-mounts of similar design, may not comfortably fit some over-ear headphones. The project’s small scale also leads us to think the end product may not be significantly different than the prototype. Still, for some Vive power-users this could be money well spent.

Those interested in rEvolve may end up torn between the third-party head-mount and HTC’s own recently announced Deluxe Audio Strap which still uses a goggle-style head-mounting approach, but has a much more rigid structure with ratcheting adjustment and built-in headphones. Pricing for the Vive Deluxe Audio Strap hasn’t yet been announced, but the company plans to begin shipping in Q2 of 2017.

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Hands-on: Intel’s Project Alloy ‘Merged Reality’ Roomscale Multiplayer Demo

At CES 2017, Intel was showing off more of its Project Alloy VR headset, including a roomscale multiplayer demo featuring ‘merged reality’, where the game environment adapts to your physical surroundings.

Project Alloy

Project Alloy is Intel’s VR headset reference design. The company expects device makers to use it as a starting point to create their own VR headsets (based on Intel chips, of course). Alloy is an all-in-one headset which does everything—game rendering, computer vision, processing, and more—directly on the headset. It’s literally an x86 computer running Windows 10 that you wear on your head.

intel project alloy (1) intel project alloy (3)

That means the headset is completely untethered, and with inside-out positional tracking, it can track your movement without the use of external sensors.

Merged Reality Multiplayer

intel project alloy (2)At CES 2017, Intel was showing off Project Alloy with a roomscale ‘merged reality’ multiplayer demo. The idea behind merged reality (AKA virtual augmented reality) is to make the virtual world account for the physical environment around you. In the demo, that meant turning the physical objects in the room into virtual objects in the game world that could be used for cover. You can see the experience in action in the video at the top of this article.

After putting on a pair of the fairly bulky prototype headsets, a colleague and I saw a virtual version of the same chair, desk, bookshelf, couch, and coffee table that were in the room we had been standing in. The room was scanned ahead of time using the sensors on the Alloy headset. We were able to physically navigate around the virtual version of the room thanks to the headset’s inside-out positional tracking.

intel project alloy merged reality (3)

After a few minutes of walking around and inspecting the virtual version of the room, the walls faded away to reveal a vast skybox of distant mountains and clouds. It really did feel like the walls had opened up before us and we had been transported to anothe realm. Before we knew it, the objects in the room had transformed into geometry that thematically matched the game world; the couch became a big rectangular metal storage bin, the desk and chair became a futuristic metal chair and computer terminal, the bookshelf turned into a door frame, and the circular coffee table turned into a futuristic metal… circular thing. The digital versions were not inch-for-inch facilities of the real furniture, but the assets were at least as big as the footprint of the real furniture. There was more virtual geomtry added too which didn’t exist at all in the real world, like a computer monitor on a tall mount and a crane-like mechanism perched overhead.

Using 3DOF controllers which were parented to the location of our head, we were able to aim and fire a rifle. The shooting mechanics worked fine, but the lack of positional tracking on the controllers meant it was a simple point-and-shoot affair with no ability to actually raise the weapon to your shoulder and look down the scope to aim properly (as we’ve seen on other VR systems with more advanced VR controllers).

Waves of flying drones came at us and were easily dispatched with one shot each. After clearing a swarm we would advance to the next wave which had a few more enemies. Thanks to the headset’s positional tracking, we could walk around the entire space as we played and duck behind the virtual/real cover. But it wasn’t exactly a high-action experience as the drones weren’t quite competent enough to make us really feel pressured into cover.

After running out of ammo, we’d needed to find an ammo pickup to replenish the weapon’s clip. I remember inching my way toward the pickups because I just didn’t feel quite confident in the mapping and tracking. Impressive as it was, I wasn’t able to achieve a sense of totally forgetting about the physical objects around me. Inside the demo, it felt as if the scale of the virtual environment was slightly off; when I took a step forward, it didn’t quite feel like I’d traveled the same distance in the virtual world as all my bodily sensors said I traveled in the real world. That amounted to taking careful steps with each movement.

Just a Demo, but Promising

intel project alloy merged reality (1)

As a demo and a concept, it was pretty cool to see this working. But there’s still a lot of work to be done to bring this sort of experience to everyone’s home. For one, the objects in the environment were not automatically identified and replaced with virtual objects. The demo appeared to be made for this specific room size and this specific arrangement of this particular furniture. Adapting a VR game to any room and any furniture automatically will require some smart game design thinking, especially for anything beyond a wave-shooter where your couch turns from a couch into a virtual metal box for cover.

There’s also work to be done in building confidence in users so they can trust they aren’t going to bump into the real environment. The limited field of view makes knee-high objects like coffee tables and chairs a notable threat because you’re much less likely to see out of the corner of your eye. This is compounded not only by the scale issue I described above, but also because it’s hard to tell exactly where your legs are when you can’t see them in VR (like most VR experiences, I didn’t have an accompanying virtual body beyond my head and gun. With a VR headset like the HTC Vive, the chaperone system is so competent that I can almost completely forget about the real world around me, because I know the system will alert me if I’m in danger of running into the physical world 100% of the time. That sort of “freedom to forget” is essential for immersive virtual reality.

There’s also the added complication that a virtual asset may not perfectly align with the real one. This was demonstrated quite clearly by the coffee table in the middle of the room which—to the dismay of my shins—I bumped into more than once, even when I felt like I was well clear of the virtual counterpart. One of the developers running us through the experience also gave his knee a good whack on the table, at which point he figured out that the table had probably been moved after the scan. This is the sort of thing that needs to be solved if this tech is going to take off in people’s homes.

But of course that’s why all of this is just a demo, and a pretty exciting one at that. In fact it was the first time I did VR multiplayer where both players were inhabiting the same physical space. There’s kinks to work out before this sort of merged reality experience can work well in a wide range of environments, but the vision is promising and could be very compelling with the right execution.

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Apple AR/VR Product to Debut in 2017, Predicts Sony’s Head of Worldwide Studios

sony-project-morpheus-ps4-vr-headset-reveal-captionTo many, the question of an Apple AR or VR headset has become a “when” rather than an “if”. The President of Sony’s Worldwide Studios thinks 2017 is the year that Apple introduces its first immersive device.

Apple does R&D on a wide range of technologies and has been actively researching the fields of VR and AR for years, including submitting and receiving several relevant patents. And while much of Apple’s R&D doesn’t see the light of day, the company certainly excels at taking novel tech and marketing it as something that everyone can use. VR and AR are on the rise, and Apple is widely expected to jump into the immersive device space when the time is right. But exactly when that time is has been up for debate.

As for Shuhei Yoshida, President of Sony’s Worldwide Studios, 2017 is likely the year that Apple makes its first move. That’s according to Virtual Reality Pop, who queried a number of VR and AR industry insiders in a brief Q&A about their biggest predictions for the landscape in 2017.

Yoshia is a major believer in VR and has been closely involved with the creation of Sony’s PlayStation VR headset; he was the one to introduce the device (formerly called Project Morpheus) to the public for the first time at GDC 2014 (see leading photo). Since then he’s appeared numerous times to herald the headset and has carefully followed the evolution of the VR and AR landscape by attending and participating the industry’s top conferences.

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It’s doubtful that Yoshida has any specific knowledge of an Apple AR or VR device announcement, but his prediction certainly contains the wisdom of a long time Sony veteran who is carefully considering PlayStation’s forward-looking VR strategy with regards to Apple’s possible entry into the marketplace.

Do you think Apple will come to the market with an AR/VR product this year? Let us know in the comments.

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VR Interface Design Contest with $10,000 in Cash Prizes Launched by Purple Pill

Immersive content agency Purple Pill has announced a VR interface design competition and is offering $10,000 in cash prizes to those who create the best virtual reality interfaces.

From gaze-based interaction modalities to laser pointer menus to skeuomorphic knobs and buttons, today’s VR interfaces are all over the place. Even from one motion controller to the next, VR interface designs don’t agree on the best way to pick up and hold virtual objects. It’s going to take time before reaching any sort of consensus on VR interface design, but Purple Pill is hoping to spur things along.

oculus-home
Most of today’s VR interfaces are carryovers from screen-based interfaces

The company has announced a VR interface design contest that begins today and runs until March 15th. Entries will be judged on Usability, Design, Creativity, and Performance. The first place prize is $7,500 in cash and the second place prize is $2,500.

“The majority of interfaces we see in the current generation of VR apps are confusing and rather plain. They’re usually not much more than a floating plane with some text on it,” says Purple Pill’s Nick Kraakman. “With this competition we want to stimulate designers and developers from around the world to come up with fresh ideas about UI’s in VR and create some innovative designs that push the boundaries of this exciting medium.”

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What’s the catch? Well, Purple Pill isn’t quite doing this just out of the goodness of their hearts—entries must be based on the company’s Headjack Unity API, a foundation for creating cross-platform VR apps which include 360 video.

The contest’s official rules require that each entry:

• Is created using the Headjack Template API
• Runs smoothly and without frame drops
• Is submitted during the Competition Period
• Is added to the Marketplace as a Public free template

Although not part of the official rules, Purple Pill says entries “Should have support for mobile VR.” The rules further say that entries can be submitted in the following way:

  1. Sign up for a free Headjack account on https://app.headjack.io
  2. Create a VR Template using the Headjack API found at https://headjack.io/docs
  3. Upload the template to the Headjack Template Marketplace at
  4. https://app.headjack.io/#/templates/my-templates/add as a Public free template

Starting today, participants can submit any number of entries but are only eligible to win one of the two cash prizes. Purple Pill says that the winners will be announced one month after the March 15th submission deadline.

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