Sensics, uSens & More Namechecked as Future Industry Leaders By ABI Research

The leaders of tomorrow are the innovators of today. If you can predict just who that would be well, then you can ‘get in’ on the ground floor with investment and reap the benefits of your foresight financially. It’s a common thing to do, as, after all, financial traders do just that. As such research on markets is particularly valuable to companies and there are a number of different firms who specialise in data analysis working within and around the technology market. It’s all why you see so many stories relating research and market predictions throughout the year.

BigData_1

What is somewhat more unusual in these stories is for one of these research firms to actively name-check specific companies as ones to watch out for. However, that’s what one – ABI Research – has done in their latest press release. The consultancy company, a 25 year veteran of the tech arena have focused in their latest report on companies to watch in both virtual reality (VR) and augmented reality (AR) tech spaces.

Fovi3D, Meta, and Sensics, the latter of which has featured several times on VRFocus in the past. With the last instance connected to OSVR’s receipt of official Steam support back in November last year. Other names include Eonite Perception, Occipital, and uSens – another familiar name to regular VRFocus readers – with those companies invested in markets adjacent to AR and VR that will make the most traction. Machine vision companies being specifically highlighted. ABI Research also sees a time ahead where the named companies could help bolster the development of mixed reality (MR) to a point where it impacts the development of AR.

“Machine vision is the driver behind advanced mobile AR solutions, particularly in education and marketing, and will define the future success of mixed reality solutions in enterprise. The development and evolution of user input technologies is key as AR and MR markets grow, as the technologies will support accurate and intuitive hands-free interaction as implementations within the workplace become more commonplace.” Explains Shelli Bernard, a Research Analyst at ABI Research. “As vendors work to improve their AR and VR solutions, innovations through adjacent and enabling technologies will spur future market development. The push to implement MR, as evident in work from companies like Microsoft, remains the goal for the clear majority of enterprise implementations due to its ability to offer the immersion of VR with the safety and convenience of AR solutions.”

The release also mentions the prediction that AR will overtake VR in 2019, comprising a 53% majority of a combined $57 Billion (USD) head-mounted display (HMD) market. It expects shipments of HMDs to reach 37 million by next year.

VRFocus will bring you more information on future market reports as they become available.

This Week in VR Sport: The Superbowl Goes Virtual, F1 Looks To The Future

February’s first weekly roundup of all things virtual reality (VR) in the world of sport sees a number of sporty game titles revealed and updates in the world of several other sports. Including some intriguing comments as one discipline enters a new era.

Superbowl VR ‘Near Real-Time’ Highlights Packages Planned Courtesy Of LiveLike VR

One of the biggest sporting events on the planet is not that far away, and whilst the battle between the New England Patriots and the Atlanta Falcons is still very much up in the air there is good news. Thanks to Fox Sports and LiveLike VR, highlights of the Superbowl itself are coming to VR.

Revealed by Digital Trends, you’ll be able to see twenty broadcast packages, including the key moments from each quarter of the fifty-first Superbowl and a number of items supporting the event as a whole. Captured in 4K resolution via six cameras dotted around the stadium and all uploaded and available to watch via the Fox Sports VR app. Not only that LiveLike are taking another step towards having full games shown in VR by providing these package almost in real-time.

How close is almost? No one is quite sure. “We’ve never really done real-time highlights, which is a pretty big deal.” Admitted LiveLike’s CBO Miheer Walavalkar.

FOX Sports/ Livelike / NCAA Football

Formula 1’s New Owners Look To The Future

Formula One is under new ownership – and seemingly nothing is off the table.

After completing purchase of the controlling stake in the Formula One Group, the company that runs the ‘business’ of F1 from previous owner and long-term stalwart of the sport Bernie Ecclestone, new owners Liberty Media have been doing the rounds speaking to press and trying to lay out their vision for what the future of the sport may be.   New Chairman of F1 Chase Carey spoke to the BBC in an interview, and the subject of VR came up. Other motor sports, notably up-and-coming classification Formula E, have been experimenting with the tech.

Chase Carrey

When asked whether or not VR and other new technologies could attract new viewers to the sport Carey was buoyant about the prospects.

“There’s a list of opportunities that this sport is almost built for. And really at it’s core what you want to do is give the fan as experience that’s as close to driving one of these cars as possible. So whether that’s cameras,  or virtual reality, or gaming, or the live experience at the track technology provides us- and the various digital platforms out there provide us- more and more the experience that they’re right there with the driver. And those opportunities really are just going to continue to expand; because there really is no sport that is so built for the technologies of today and tomorrow like Formula 1.”

That’s been This Week in VR Sport, come back next week for another of VRFocus’ sport roundups.

Wesley Snipes Is Latest Major Star Set To Appear In A VR Project

Transmedia: The telling of a story or narrative that crosses multiple forms, but that are to some degree parts of a bigger whole. Perhaps from another angle. It’s something we’re seeing more and more in entertainment as it adapts to our always-connected lives. It’s something that virtual reality (VR) and augmented reality (AR) are both becoming more of a part of. We’ve seen it before on VRFocus of course, partner pieces for stage shows, television shows, and feature films. We’ll see it ever more in the months and years to come no doubt.

Wesley Snipes
Photo by Darren Hull

The latest big name set to step into the virtual world via one of these tie-ins in Wesley Snipes (Passenger 57, Blade, Demolition Man) who is set to rumble with some extra terrestrials threatening to invade the Earth in upcoming Mind’s Eye Entertainment feature film The Recall. The Recall VR Abduction, is a ten minute trip from the viewpoint of actor R.J. Mitte’s character as they interact with Snipes’ character and which involved the team from SkyVR in its creation. The team will also be bringing a number of behind the scenes items in VR and 360 degree videos for both YouTube and Facebook.

“This will change the way we hear about movies and rewrite the way we package content.” Commented Travis Cloyd, the VR production’s Producer. “Viewers today are smarter and have access to more content right at their fingertips not just to watch the movie, but live in the realm and watch the feature through this new medium.”

Snipes also explained his enthusiasm for the new medium and how it changes your thinking process working with it.

“The cool thing is that for theater actors, or thespians, this is a great format, because shooting in VR is similar to shooting a play, or performing a play. You don’t have the luxury of cuts, and short takes, and do overs. You have to be on your game, and since everything is in the shot, everyone else needs to be on their game at the same time.”

VRFocus will bring you additional updates on this project as they are revealed.

Life In 360°: A Debut Lap

I said some time back that slowly, but surely on Life In 360° we were collecting all the various Formula 1 teams. Not only that but F1 seems to be in a bit of a competition as to how often they can feature on this particular VRFocus segment. Well if you’re in the corner of the gentlemen from the electric powered formula I’m afraid you’re going to be disappointed today. As Friday’s trip into 360 degree video comes from the Renault Sport Formula One team.

The video, released at the end of January shows new driver acquisition Nico Hülkenberg (formerly of the Force India team) putting last season’s car, the R.S.16, through its paces over at the the Valencia race circuit in Spain. As it happens the footage is of Hülkenberg’s very first lap behind the wheel of a Renault. Nice of them to stick a 360° camera on it before he headed out isn’t it?

According to reports the 2017 car will be revealed at the end of the month, and we should see a flurry of announcements before the new season begins. Who knows, we might even get some more 360 degree videos. Should we do so expect them to be part of a future Life In 360° post. Until then VRFocus will be back on Monday with another showcase of 360 degrees in action.

Competition: Win A Pair Of Tickets To The PC Gamer Weekender

February is here, but what to do? February is so… February. Especially after Valentines Day is over, what is there to do for the virtual reality (VR) and games enthusiast? Well, if you live in the UK we’ve got something just for you to fill the gap.

VRFocus has teamed up with The PC Gamer Weekender to give you a chance to win one of two pairs of ‘Weekender+’ tickets to their event at Olympia London on the 18th to 19th of February 2017. The Weekender+ gets you access to the venue from 9:30AM enabling you to get prime position for the game or talk of your choice or be the first in to grab a deal on PC hardware.

The PC Gamer Weekender

It’s not just PC and VR gaming (such as Killing Floor: Incursion) that you can find at the event either. There’s a Tabletop Gaming area and a Fireside Bar where you can chill out and play some Hearthstone on your mobile whilst you relax. That’s not to say there isn’t plenty of hardcore tournament play to get stuck into as well.

You can find out more details on the website at http://weekender.pcgamer.com/.

If you want to be in with a chance of winning the tickets all you have to be doing is following VRFocus on social media – and the more you follow us the more chances you have of winning. Enter via the Gleam app below.

Best of luck!

The PC Gamer Weekender Ticket Competition

Luke Thompson On VR Sickness, Sigtrap Games’ Future Plans & What VR Must Do In 2017

At the end of last year VRFocus was in attendance at the Develop:VR, an event at which we saw some of the most entertaining, thrilling and intriguing uses of virtual reality (VR). From it’s use in video games to film and entertainment to even learning how to test an electrical circuit box safely. We also found some of the ways you shouldn’t implement VR.

Amongst the more interesting talks was that of Sigtrap Games Co-Founder Luke Thompson, who in his discussion “Techniques for Comfortable Movement in VR” described the hows, whys and wherefores of player movement’s potential to cause discomfort in VR. As well as some of the methods developers can implement in order to reduce the possibility of sim-sickness and bolster comfort levels.

Sigtrap Games Luke Thompson

After his session we took Thompson aside to discuss these topics further and also see what he thought 2017 has in store for the VR industry.

VRFocus: You were talking about sickness today- motion-sickness in VR. Are we any closer to getting this problem solved once and for all?

Luke Thompson, Sigtrap Games: [laughs] Ultimately I don’t think so. I mean – until you either have something that gets injected straight into your brain to sort of trick your vestibular system, or you have, you know, home devices where you literally move in one of those Lawnmower Man things – there are always going to be issues with it. It is, like I said, a fundamental mismatch between the different stimuli that your brain’s getting. So unless you can fake one of them sufficiently, even if you can sort of improve things to 99%, there’s always going to be the 1% of people who react badly to any particular technique.

So it’s a difficult one to ever say you’ve fully solved. We can sort of get closer and what really I think we should be aiming towards is a conclusive set of best practices, where we really understand what’s going wrong – not necessarily with a view to saying ‘we can solve all these problems’, but if we can understand them all and know how best to circumvent them, then that’s probably a more realistic goal, at least in the short term.

VRFocus: Okay. In terms of ways of preventing or minimalising the effect, though, I mean, is there one that stands out above all the others at the moment; would you say that?

Thompson: I, well, uh – with the caveat that this is all with given our experience, and-

VRFocus: Yes.

Thompson: -and again, it’s not going to apply to all games all the time, but certainly something, like I said in the talk, the best bang for buck is this sort of tunnelling, vignetting effect – where you restrict peripheral vision, based on the motion that’s happening in the game. Your brain gets a lot of its motion cues from that peripheral vision, and more so than it does from the centre of your vision, so, by restricting the information that it’s getting in that area of the eye, you can really do a lot to minimalise the amount of motion that your brain is trying to interpret. So, in terms of it being simple to implement, widely effective, and computationally extremely cheap, [there really is, like] it should be the first thing on any list of measures to implement.

VRFocus: So, 2016. It’s been quite a year, in many, many ways – but especially for VR. Do you think 2016’s was ‘The Year of VR’ as everyone has been terming it since the beginning of-

Thompson: No.

VRFocus: -you don’t think it has?

Thompson: No, no. Um, because, I think VR is going to, a few years from now, dwarf this year. I think we are, you know, what we’re seeing this year is the beginning of something. There are so many more things that we can do with VR that we haven’t figured out yet. Like, this year may provide the kernel of a lot of that. But this isn’t The Year of VR. This is The Year That VR Began. Right? Five years from now, there’s going to be so much more. We’re going to understand so much more. We’re going to be doing such exciting things with it, that I really think to call THIS The Year of VR would be to undersell the potential of VR.

VRFocus: In terms of what’s been done this year – I mean, you say about, the future will dwarf, I would say that 2016 certainly has dwarfed 2015-

Thompson: Mmhmm.

VRFocus: -as to what we’ve seen – what’s the most creative thing you’ve seen in VR this year?

Thompson: Creative…?

VRFocus: I mean, it could be anything, I know, but-

Thompson: No, that’s – that’s interesting.

VRFocus: But [VR has] been taken in so many different ways already. Is there anything that sort of sticks out in your mind as seeing something and going “wow, I wish I’d thought of that” or…?

Thompson: That’s tricky, actually. I mean, there’s been so much. I mean, one of the things that, again, one of the reasons that I feel like this year hasn’t been The Year of VR is because we haven’t really – you know, one of the things is that we haven’t figured out that killer app yet. We haven’t figured out, what is it that VR does that nothing else does? And we know those answers are there, and we’re starting to find them.

But, to really point out something that says, you know – I would like to be able to point out something where I could say “that has defined VR”, right? And that’s not something we can say here. Because we haven’t found that foothold yet. We know that those answers are there. We know the potential is there. We don’t know what the answers are yet. So, there has been a hell of a lot of awesome stuff this year. But I would say that most of it, for better or worse, has been within the confines of how we already understand games, rather than necessarily taking something to a new medium.

VRFocus: We’ve just translated what we knew from then, to what we have now.

Thompson: Exactly. And we’re starting to branch out from that, which is really exciting. And there are experiments that people have done. Just generally, the sort of things like – okay, here’s an example: Budget Cuts. The idea of using portals to move through the world, is really cool. Those things that you can, because – you’re toying about with, experiencing non-Euclidean geometry in a way that makes sense with your 3D understanding of the world, and that’s something you can’t do any other way. So that’s really cool. You have other things – do you know Unseen Diplomacy?

VRFocus: Yes, and funnily enough, I asked this question of somebody earlier and they said, “Unseen Diplomacy.”

Thompson: Yeah. Unseen Diplomacy is a really cool thing, and we’re actually working on something ourselves. So, we were working on something – and we’re still working on it – when we hadn’t actually heard of Unseen Diplomacy; and we were interested in a lot of the same things they were, and they were like “oh, [they’ve] already made this” – so it’s interesting seeing what sort of similarities. I can’t say too much about it, but we’re really excited about it. But one of the core things there is that social aspect of VR, and the fact that VR by its nature is very isolating; but thinking of cool ways around that and ways to even leverage that, to say, “I’m going to control what this other person can see in an interesting way”, and change how people communicate, with a local multiplayer setting; there’s some really cool opportunities there. And Unseen Diplomacy does that well! So. I suppose, if you wanted a concrete answer, those are maybe the ones to go for.

VRFocus: So. 2017. You mentioned this ‘other’ project, but what else is happening with Sigtrap Games? We’ve obviously got Sublevel Zero

Thompson: Yep. So, Sublevel Zero – I can’t put a date on it yet, but it will be coming out early next year, and we’ll be targeting [Oculus] Rift and [HTC] Vive for that. We’re really excited to get that out.

Sublevel Zero

We’ve already got a beta version of that on Steam and on GOG – for people who already own the game on there, they can opt into a beta and sort of see what we’re doing. A lot of the stuff we’re doing just right at the moment, because we are such a small team, we’re concentrating on the 2D console versions of the game, which are going to come out very early next year. And a lot of the stuff we’re doing on there, the optimisations in particular, really play back into the VR stuff. But it has taken a little bit of our time away from that, unfortunately. But we’ve got a lot of great ideas on what we’re going to be doing with that for release next year. We’re also, like I say, we’re working on that project that I’ve hinted at. We’re working on something else as well which we’re extremely excited about, and again-

VRFocus: Is that VR or non-VR?

Thompson: They’re both VR. So we’re not – we don’t see ourselves as an exclusively VR studio but, at the moment, the gameplay ideas that we want to explore are in VR; and ultimately, the reason for that is, what I was saying about not knowing what it is yet that VR can do that other mediums can’t. And that’s what we want to do! We want to do things in VR that you can’t do otherwise, really use-

VRFocus: So it’s not having those rules, and the freedom of creativity is opening the doors for other things.

Thompson: Exactly.

VRFocus: Again – if we discussed about what the future will bring, what’s the one thing that VR needs to do, above all else, in 2017?

Thompson: Well the obvious answer is wireless. That’s kind of the clear and present thing, getting rid of those wires and untethering you from this big brick of computational power. That’s very tricky to get right, but, you know, next year we might see things that do that well.

VRFocus: Have you tried the Santa Cruz, or any of the HTC adapters?

Thompson: I haven’t tried the wireless ones, unfortunately. I think it’s more likely that it’s going to go the way of Santa Cruz rather than the wireless add-ons for HTC Vive and things like that. The main reason there is, my primary concern is latency – if they can solve the latency problem with wireless, then that’s great – again, I haven’t tried it, so I don’t know how far along they are.

VRFocus: With the Vive, there’s also multiple separate entities as well. It’s not HTC themselves.

Thompson: Exactly. So you’re talking about things where all the different hardware can kinda get in each other’s way and you’ve gotta really optimise those things for it to be a good experience. So I suspect you’re going to see more things like Santa Cruz that sort of do the inside-out tracking and have the computational power actually attached to your head to begin with. Obviously, that’s not necessarily the way to go in the medium term – if you can get rid of the wireless latency problem, then you can pump a lot more data out of a computer than you can out of essentially two mobile phones strapped to your head. But I think in the short term it’s gonna happen. So, I think in terms of making VR get out to a wider audience, in terms of hardware, wireless is that thing that it really needs.

Standalone VR Oculus - 2 (Santa Cruz)

But the more subtle answer, I think, is a killer app. We need something that shows what VR can do that nothing else can do. That’s what gonna drive people to get involved with VR and buy it and try it out, and evangelise their friends. At the moment, it’s a cool piece of tech. But that’s for geeks like us, right? We’re like, “AWW, that’s cool, that’s cool! I’ll try that and I’ll spend two hours setting this thing up!” Like, it’s really nice that PSVR has given slightly more mainstream players a chance-

VRFocus: Ready access.

Thompson: -exactly, a chance to- and because they don’t care about the numbers, you know? They don’t care that the resolution’s slightly lower. They care about actually being able to do this without having to turn out their entire living room. So, the way that you actually make that apply to the mainstream is, do something spectacular in VR that can’t be done any other way and make people want to experience that. So ultimately, what we’re waiting on more than tech is content, and the design strategies and the design language that we’re lacking currently, that we’re just inheriting from regular video games.

Unity Dates Vision VR/AR Summit 2017

May is set to be the beginning of a very busy period for Unity Technologies. Not only did the company reveal the majority of dates for the Asian leg of its Unite 17 series will be held in the month. With capitals Tokyo, Beijing and Seoul already set Hollywood is to be the venue for Unite’s other event. The Vision VR/AR Summit, which is returning for a third time, bringing notable figures from around the industry together for two days of discussion, collaboration and analysis.

Vision VR AR Summit 2017

As with previous years, the conference event is set to tackle how virtual reality (VR) and augmented reality (AR) are effecting all manner of industries; from videogames to art, feature films, design, commerce, scientific research and more. As the technology and entertainment industries adapt to the new methods and ideas that VR and AR bring it is now ever more important for those involved to set out their future goals. As Unity Technologies’ Tony Parisi, the Head of VR/AR Strategy explains:

“We’re at a crossroads, and the way that we experience entertainment, of all kinds, is going to dramatically change over the next five years. Vision Summit is focused on helping VR professionals navigate and define how technology, storytelling and consumer expectations will converge. It’s exciting creating the future, and this is going to be the place to be.”

 

This year’s Vision VR/AR Summit is set to take place across the 1st and 2nd of May, 2017 and will be held at the Loews Hollywood in Los Angeles, California. With the usual array of talks, panels and exhibitors planned. You can learn more about what is currently slated at the event website: http://visionsummit2017.com/.

VRFocus will bring you more information about the line-up as it is announced.

Sheffield Doc/Fest Inviting Entries for 2017 Alternate Realities Market

Sheffield Doc/Fest, aka the Sheffield International Documentary Festival (SIDF) continues to grow and evolve. Much as virtual reality (VR) and augmented reality (AR) continues to.

sheffield doc fest

This year’s event, taking place across the 9th to the 14th of June 2017 will be the fourth year that VR-related content will be featured. Part of which will be that found in the Alternate Realities Market which has now opened its doors for submissions.

The Market is open to anyone looking to create VR, AR, or projects that are in any other way interactive and who might be looking for some manner of support. Be it financial, manpower related or if you are looking for assistance in areas such as distribution. The Market is set to feature, according to the event, over 300 individuals that would-be pitchers can meet with on a one-to-one bases to sell their product or vision. A not unsubstantial amount of opportunities to make valuable industry contacts.

The deadline for submissions is Thursday, 16th March 2017.

Along with other projects Sheffield Doc/Fest is also busy working with the European Commission H2020 programme. Beginning last month the organisation began involvement in a new project focused around compression and transcoding technologies called DDD60, which is working to make both fields cheaper and easier to use.  The project is set to run until 2018.

VRFocus will bring you more information as to what is going on at the event as the talks and attendees are announced.

 

Big Guns & Bigger Robots: The Playroom VR Welcomes You To Toy Wars

There’s always been a question regarding updates to virtual reality (VR) titles, particularly those that came out during the retail launch period. In spite of that a number of titles have had updates or staggered unlocks of content. A good example of this would be PlayStation VR’s Hatsune Miku: VR Future Live whose “3rd Stage” was released back in December following the intial launch of Sony Interactive Entertainment’s (SIE’s) head-mounted display (HMD).

The Playroom VR

Today two VR video games have revealed planned content updates, the first being HTC Vive title Omni Arena which has an April update planned for a new game mode. The second in another PlayStation VR title, The Playroom VR whose update was revealed by Nicolas Doucet of Sony Computer Entertaiment Japan on the PlayStation Blog.

The update, live today and free to all PlayStation VR users, sees The Playroom VR be furnished with a new game for its lineup. Called Toy Wars it sees the headset wearer become a gattling gun wielding action hero – albeit one securely ensconced in a swivel chair according to Doucet. The player must then fight off waves of blocky enemeies, assisted – if the chance is available to you – by up to three non-VR playing friends who will be controlling large robots. All three brought into the action by Evangelion-style lifts from a hidden underground base.

Toy Wars joins other The Playroom VR games including Cat and Mouse, Wanted! and Monster Escape. Screenshots for the new addition can be found below. VRFocus will bring you more on the latest additions to PlayStation VR and all the other VR headsets available as the news becomes available.

Playroom_ToyWars_1 Playroom_ToyWars_2 Playroom_ToyWars_3

Virtuix Unveils Omni Arena For HTC Vive

Yesterday VRFocus reported on Racket: Nx, a virtual reality (VR) videogame aiming to be an eSport of the future. Today we have another contender for such a title; this one from the team at Virtuix who are better known for the Virtuix Omni, perhaps the most well known of the omni-directional gaming treadmills currently on the market.

Omni Arena (1)

The game, developed by Virtuix’s internal game design department Virtuix Studios (TRAVR: Training
Ops,  TRAVR: Shadow Ops), is called Omni Arena. Which plays off the name of their most famous creation which is indeed a requirement for play. Taking place in what almost looks like a combination of skate park and wither a football pitch or basketball court, players must defend a number of point areas on the map referred to as ‘power cores’ from waves of robots hellbent on destroying them. Which is easier said than done when you have to run all over the map.

In it’s current guise Omni Arena possesses two maps and both single player and co-operative multiplayer modes although a future update, tentatively scheduled for later this year in April should see it gain a king-of-the-hill style game for up to four players.

 

Virtuix’s Jan Goetgeluk, the Founder and CEO of the company, had this to say. “Omni Arena was developed to combine the physical activity of the Omni with the thrill of eSports and the immersions of VR. The game provides an adrenaline
rush to the players and a visual spectacle to the audience. It’s well-suited for competitive gaming in VR arcades and gaming centers, and many of our location-based entertainment customers plan to organize Omni Arena tournaments and VR eSports leagues featuring the game. We plan to host a worldwide Omni Arena tournament later this year.”

VRFocus will bring you more details about the game and tournament plans when they are available.