As we’ve been seeing immersive technology and in particular augmented reality (AR) is becoming an increasingly popular tool for museums and art galleries, allowing visitors to go beyond the confines of exhibit or canvas to tell the hidden stories behind both or to show artefacts as they originally used to appear. In one recent case however, AR is being used in a very different way and unexpected way – to cope with being too successful.
When the Santa Cruz Museum of Art and History (MAH) held a new scheme to reach out to the local community called See Be Seen, Community Portraits, allowing artists to submit their own works for public display the response took them by surprise. Not only did they have a strong showing, it was beyond anything they could have expected. In fact, they soon had more paintings than they had bargained for; enough to cover practically every last scrap of wall in the gallery. From a response point of view that’s great, but from a logistics point of view it’s something of a nightmare. How are you supposed to clearly label and catalogue all these works without causing a mess or having to leave people out to find the extra room? It turns out that AR was the answer.
MAH teamed up with North South Studios, producer of the AR app Hoodoo, to produce a custom experience utilising the app that allows visitors to the gallery to use their phones to recognise and identify the various paintings around the walls before giving the app user a rundown on all the information about the artwork and artist..
“QR codes would not have worked since they require putting codes on the images.” Explains graphics designer Michaela Clark-Nagaoka, “NorthSouth came up with an elegant solution that fits the gallery’s aesthetic and blended, not detracted, from the exhibit design. In the future I can imagine many different ways we could use Hoodoo to enrich visitor experiences.”
MAH director Nina Simon adds, “This has been an exciting experiment as we continue to explore new ways to invite visitors to go deeper into exhibitions.”
North South Studios have released a video of Hoodoo in action at MAH which you can see below.
“Your eyes begin to adjust to the darkness, and you find yourself in a room you’ve never seen before. You go to stand but are barely able to move. You look down to find that your arms and legs are strapped to a wheelchair. As the panic begins to set in, you catch a glimpse of a figure out of the corner of your eye. A young girl, standing in the darkness, stares at you with cold eyes…”
As always with videogames, the wait can sometimes seem like a very long time indeed. So, we won’t be too judgemental if you don’t remember the last time we brought you news about Last Labyrinth, a room escape virtual reality (VR) title for PlayStation VR, Oculus Rift and HTC Vive. In fact, it was almost two years ago to the day that we brought you news of how developers Amata K.K. (back then known as Tayutau) were debuting Last Labyrinth at that year’s Tokyo Game Show. Actually, Amata K.K. have told us they were pleasantly surprised anyone from the Western media even noticed!
So, we’re equally happy to let you know similar news to that we gave you two years ago – Last Labyrinth is heading to the Tokyo Game Show. But the developers have not been idle during this time. Thanks to the response to their initial appearances, the team have gone back and remade all of the assets in the videogame to produce a much crisper and better-looking experience.
Not only that, the team have also confirmed two other pieces of news: The first is that Last Labyrinth will be receiving a simultaneous worldwide release in Spring 2019 and that along with the previously announced headsets support will also be given to the Windows Mixed Reality family of headsets.
Those attending this year’s Tokyo Game Show will be able to find Amata at booth 10-W09 in the VR/AR Area. They’ve also supplied some new screenshots – still work in progress obviously – of Last Labyrinth for you to have another look at the title. Additional information can be found on their website at http://lastlabyrinth.jp.
VRFocus will be bringing you news and updates from Tokyo Game Show throughout next week and you can expect further updates from us on Last Labyrinth in the new year.
October is already known for being a spooky time of year, thanks to Halloween but PlayStation VR owners are set to receive an early fright thanks to an upcoming title for the headset now set for an October 4th 2018 release.
An occult suspense 3D novel developed by Japanese indie developer of story-heavy videogames CAVYHOUSE and published by Sony’s own UNTIES label, The Midnight Sanctuary takes players on a trip into a long-ago isolated Japanese village where residents appear and disappear as if by magic, and who also have a tendency to do perfectly normal things like leap off of cliffs and twist themselves in half.
The tale follows Hamomuro Tachibana, a historian who is invited to the village of Daiusu to act as a bridge for the residents, cataloguing the artefacts of the past and introducing them to the values and customs of the present. Tachibana quickly finds out that seemingly nothing is as it should be, could the mysterious mystic known as “The Saint”, to whom the village dedicated itself, be behind the strange goings on? Is the cathedral built in her honour more than just a building? Tachibana quickly finds she’s not just hearing about ghost stories, she’s possibly a part of one.
“The mysteries of The Midnight Sanctuary carry many unexpected twists and turns,” said John Davis, G&R Representative, UNTIES. “CAVYHOUSE has really outdone themselves with the graphics, creating stunning visuals to underline the strange story of Daiusu village. The Midnight Sanctuary will be available on Nintendo Switch, PlayStation 4, PSVR, and Steam for $9.99 (USD) and will support English text localization and full audio and text in Japanese.”
CAVYHOUSE and UNTIES have also confirmed that VR support for Steam will be finalised and added to the title at a later date, although they have not confirmed which headsets these would be it is safe to assume both HTC Vive and Oculus Rift will be included as they are presently supported via the 2017 demo already on Steam.
VRFocus will bring you more news regarding The Midnight Sanctuary very soon. For now check out the newly released trailer below, we’ve included both the English language and Japanese versions.
When it comes to the augmented reality (AR) software and applications the majority that we see and report about on VRFocus tend to fall expressly into two categories:
First there are the retail apps, applications that show you a preview of what it would be like to live with a purchase, usually a piece of furniture, such as found with apps from the likes of EyeKandy, Curate and Configura. The other is of course the GO style location tracking videogame, made popular by Niantic Labs’ Pokémon GO and a much cloned formula.
Atlatl Software’s latest release falls very much into the category of the former. Except that the product being customised and demonstrated via AR isn’t furniture but more complicated manufacturing tools. The new product, Config2AR, allows users to preview their product designs to save time and money.
“Config2AR is powerful because it allows sales teams utilizing Atlatl VCPQ to share the end configuration in a 3D view with anyone. Now a customer can work with their sales rep to configure a product on one coast, and instantly enable a colleague on the other coast to view the proposed configuration in real space. This creates an ability for collaborative feedback ensuring accuracy and satisfaction for the purchase.” Explains CEO of Atlatl Software, Marc Murphy,
“Manufacturing sales teams can now offer more than just a BOM (Bill-of-Materials) as our tool creates Sales Approval Drawings as well. What really sets this experience apart is the new ability to add an QR code to their proposals, allowing anyone to see the configured product in 3D augmented reality on their own device, to scale in a real world environment. This creates a shared experience and a chance for collaboration during the quoting process for anyone from an engineer to the CEO.” Adds Jennifer Letourneau, Director of Product at Atlatl Software.
The free app is available now to download on the iTunes store for all Atlatl customers. You can find out more here.
The SEGA Dreamcast is unique as it is perhaps more beloved after its lifespan than during it. A case of not knowing what you had until it had gone, SEGA’s last home console was almost too ahead of its time in many ways and it and its videogame library brought about a great many ideas now considered standard in the industry.
One colourful rhythm-action title that made waves was a slightly surreal one about an intergalactic news reporter in the mini-est of vinyl miniskirts who found herself part of a story of alien invasion. Saving the day not through journalism but effectively via a series of dance-offs. That title was Space Channel 5 and it still beloved today, the character of Ulala being elevated to one of publisher SEGA’s ‘All-Stars’.
A virtual reality (VR) version of Space Channel 5 has been a reality for over two years now. Appearing at 2016’s Tokyo Game Show as Space Channel 5 VR: Ukiuki Viewing Show, the initial six minute demo originally used an HTC Vive to transport people five hundred years into a future of interstellar broadcast networks, hostage rescuing and Space Michael Jackson.
Initially an experience for arcades earlier this year the rechristened Space Channel 5 VR Kinda Funky News Flash! confirmed plans at least for a home release thanks to a “Game Hardware for Console Version” label, which said it was TBD – or ‘To Be Determined’. Now however in the run up to this year’s Tokyo Game Show the PlayStation VR has been confirmed as a platform for release. What has sadly not been confirmed is any release date, or how any Western release might factor into proceedings. However, a newly released trailer for the announcement at least shows that Ulala, the invading Morolians and the residents of the space station are looking, graphically, better than ever.
You can watch that below. We’ll bring you more news about Space Channel 5 VR as soon as we have it on VRFocus.
The International Manufacturing Technology Show (IMTS) 2018 is currently underway in Chicago, Illinois and the cream of the manufacturing industry is there to take part in the largest show of its kind in America. And as you might expect considering immersive technology and its growing impact within the sector, there’s some virtual reality (VR) related announcements and products debuting at the event.
One such announcement comes from the companies LISTA, Vidmar and Stanley Black & Decker Storage Solutions (not to be confused with the similarly named power tools firm). The trio have revealed their new programme Virtual Reality 3D Visual Planning Software, which is being previewed at IMTS 2018. The drag and drop real time design tool has been designed with both small and large spaces in mind. Allowing designers to create a solution for client needs and allowing them the ability to preview it through VR for a live taster.
“Stanley Black & Decker Storage Solutions is excited to have the platform of IMTS to showcase our latest innovation; the inception of our Virtual Reality 3D Visual Planning Software,” Vice President & General Manager of Storage Solutions Saad Malik, commented in a statement. “The software is a perfect example of a product that improves the customer experience by allowing them to accurately visualize their workspace, in turn, saving them time, space and money. By offering a virtual reality component to the software, we have once again demonstrated our market-leading ability to provide innovative solutions for the industrial marketplace.”
No images of the product have been revealed yet, but when we hear more about it we’ll bring you an update on developments. For more VR news check back regularly with VRFocus.
Being ill is, obviously, not a lot of fun. No one goes through life saying “Woohoo, vomiting! Get in there!” When you’re a kid the idea of having days off from school sounds like an excellent idea. You can sit in bed, play videogames, or have Peter Falk come along and read you a book about kissing. (And if you don’t get that reference I’m not going to help you this week.)
As adults know though, being ill and off of work is, in fact, doubly inconvenient. While the classic ‘pulling a sickie’ might still appeal, it also does not because a) work will inevitably pile up, b) while you are away something will have gone wrong that will equally inevitably mean you will be called upon to fix it the nanosecond you are back in and if you’re in an office c) Janice from accounting will have nicked your favourite mug and your chair has been replaced with some form of torture device previously employed by the Spanish Inquisition.
No one expects the office furniture politics of the Spanish Inquisition.
As it happens I’ve been off for quite some time this last week and, if I’m honest, I’m back far too soon. But I can’t afford to be off any longer, so here I am – thrust back into things and writing an article on being thrust back into things. I’m going to assume that’s pretty meta. With VR vs. that’s always going to be a problem; at the time of writing I frankly haven’t the foggiest about what’s been happening in virtual reality (VR), augmented reality (AR) or anything in between. My main concern over the last several days has been switching rapidly between ‘praying to the porcelain gods’ and ‘please don’t die of dehydration’ both of which are still very much a concern this morning.
So, what can I actually talk about today? Well, let me touch on something that was going down at the time I was going down onto the bathroom floor. You see, based on that, my not knowing what will have happened over the last few days will be very disappointing to some people because I, as a writer on a website, should know everything.
This all stems from some news regarding the Pimax headset. What’ll be a couple of weeks ago, right after Gamescom, they had a backer-only event in Berlin. There were some announcements made, and generally a lot of good will fostered between the makers and their community. Which as a community guy is always good to hear. You can watch an interview on the subject here, incidentally.
Peter in a Pimax 8K at an event.
Now you’ll note from the link I don’t link internally to VRFocus, nor do I link to Road To VR or Upload. The reason for this is quite simple – we weren’t there. In fact, from our side we didn’t know about the event at all until someone asked us on Twitter why all three of us hadn’t said anything about it.
What was slightly concerning was some of the reactions of people to this. Were we not covering it because we were all in the pocket of HTC? Is it a massive conspiracy – that “we” want to keep the headset down because “we” don’t want it to be a success? Was it that journalists like myself were being lazy? Well, no. Obviously. For a start I’m not a journalist. You are literally reading an article series whose central conceit is that it’s the opinion of the non-writer, non-tech person. But VRFocus doesn’t play favourites in the VR game. We’re just as likely to upset the top companies as we are to praise them. What we want is for VR as a whole to succeed – that’s why the site was founded by nDreams in the first place, way back when. We’re here to go “did you hear about this…” The idea that we’re all trying to protect the oodles of cash we’re all getting from big business is rather far-fetched. There may be lots of investment going on all over the place and millions of dollars flying around between companies but trust me when I say the team is not seeing any of that.
The truth of the matter was we simply weren’t invited or contacted in any way. No heads-up. No press release. Nothing. Which I’d argue is somewhat of a mistake; after all, not inviting ourselves, Road To VR, Upload or even the likes of VR Scout when you’ve got an announcement is one thing, but not actually yelling about it yourself is another. ‘But why didn’t you know? You should know! What kind of journalists are you?’ Well for a start just because people write on the subject that doesn’t mean they are all-knowing on it. It doesn’t mean we or any of our peers out there are omniscient to everything that is going on. Yes, we all do rely on communications behind the scenes with PR departments and marketing departments and contacts from studio x who let us know in advance what’s going on. Then there’s tips from you the readers, etc. Lots of what we do is based on official communiques – as is the case with journalism anywhere (which is hardly revolutionary news). Yes, we look into things and investigate ourselves, that’s part of the job naturally, but again we’re not going to catch everything. The idea that if the lot of us aren’t working 24/7, pounding the streets in a dodgy trench coat asking questions while gesticulating every third word with a notepad and pencil, that we’re not doing our jobs properly is farcical.
What headset were you in on the night of the 14th?
VRFocus puts out more news and features about immersive technology than anyone else. I think that’s fair and accurate to say. At a base minimum our turnover of posts is 78 per week, weekdays have a minimum of 12 items a day and that’s not counting any breaking news we cover in addition. If we find out about news we’ll act to investigate it (and subsequently did in this case) but we aren’t going to be able to cover it all. None of us can be everywhere, know everything, and report on every facet of it. Not possible.
If you think we all suck because you know something we don’t well, I don’t know what to tell you about that. If you think we are lazy well, I can show you from my side a team exhausted most every day, strapped to a never-ending treadmill of announcements. We do our best. We’re proud of that. If you think we should know something, please do contact us and let us know. But if you do think we should know everything, I have one question for you: do you?
Because if so, you’re being very lazy in not reporting the way to stop me feeling so damn sick.
It’s Monday and after a weekend away I have a question to ask you. How many of you committed a crime this weekend? Probably quite a few of you by the letter of the law, though at best it’s probably a misdemeanour. Something like jaywalking or speeding down a motorway (when in fact you’re going at the same speed as everyone around you).
But what about more serious matters? It’s a sad fact of life that if not yourself you’ll likely know someone to whom a major crime has been committed. What happens then? More than that, what happens when the scale of the criminal accusation expands to grander scales. Ones that are not only major in significance but incidents or disagreements that affect entire countries?
Late last month BBC London produced a brand new 360 degree video which takes viewers inside the Supreme Court of the United Kingdom. As the name may suggest it is the final court of appeal, and does so based on the laws of the UK and of England and Wales, Scotland and Northern Ireland as applicable. It also plays a role on the international stage, hosting trials relating to smaller countries that make up the 53-member states of the Commonwealth of Nations.
To give you an idea of the sort of cases currently being discussed and the scope of the court, at the time of writing the court is dealing with everything from:
The exact calculations of a pension scheme.
Whether or not an alcohol seller is allowed to keep trading.
Appeals relating to sexual discrimination, one being the refusal to make a cake in support of gay marriage another being
whether or not legislation about discrimination is in itself discriminatory.
Whether or not an inquiry into a murder should have taken place “whether it was a sham process and/or whether the outcome was pre-determined”.
“The meaning of precarious” in the Nationality Immigration and Asylum Act 2002. As well as…
“Whether refusal of asylum on the expectation an individual will suppress the expression of their religious faith, where the State criminalises the reasonable expression of that identity, is consistent with the ‘fundamental right to live openly and freely, as themselves’.”
And Case ID UKSC 2018/0080: “THE UK WITHDRAWAL FROM THE EUROPEAN UNION (LEGAL CONTINUITY) (SCOTLAND) BILL” a.k.a (some) of Scotland’s issues regarding Brexit.
It’s quite the mix. Take a trip into the court in Westminster and see the various courts, the historical items on display and go behind the scenes to the library where judges do their research into all things law.
We hope you’ll come along quietly and help us with our enquiries until next time we have another Life In 360°, here on VRFocus.
Kingdoms rise and kingdoms fall. For the Kingdom of Nemean invaders from another land had brought with them terror, death and destruction. Six years ago, a wave of mysterious sickness swept through the ravaged kingdom. It brought with even more death, but it also brought about something worse – undeath.
From the Nemean capital skeletal soldiers marched forth, turning imminent defeat into victory and if only they had stayed there, things may have been fine. But they did not. The undead army marched forth, spreading their pestilence as the shadow of dread descended on the world.
In The Witching Tower, a new title from Daily Magic Productions you take on the roll of Anna. For years Anna has been hunted by the mysterious Queen of the Witching Tower, the one responsible for the wave of undeath that has swept forth from the capital. Anna has her own powers and connection to the world beyond and that sees her pitted against the Queen as her greatest threat and enemy – if only Anna knew why.
The Witching Tower is coming to Steam, the Oculus Store, and HTC Viveport on October 4th, 2018 with support given to HTC Vive, Oculus Rift and Microsoft Mixed Reality.
“The game offers the player a variety of experiences: solving puzzles, shooting, fighting with enemies in melee combat, and grabbing and throwing objects.” Explais Daily Magic in a statement. “Players will have an array of tools and powers to meet these challenges: from an enchanted lasso, to magic vision, and Anna’s developing control of the undead. The combat system is dynamic, smart, and has been developed with extensive player feedback.
Featured highlights include:
Enhanced combat system
Fight your enemies with a powerful blade, fend off their attacks, find out their weaknesses and inflict crushing strikes! Counter your enemies’ attacks and unleash a flurry of devastating blows! Shoot with a bow or throw books – the choice is yours! The first-person action will get your heart racing and your blood pumping!
Exploration
Explore the Tower and you’ll understand the dangers that invaded the kingdom. But be careful! These dangers will prevent you from reaching the goal and escape from this scary place. Skeletons? Bats? Undead? Oh my! These creatures won’t let you catch a breath!
Unique Skills
Facing the Undead? Capture its mind and you’ll be able to make the enemy fight for you. The magical vision will help you to see what is invisible at first glance. And if you show a little ingenuity, the magical lasso will let you dominate your enemies with the environment!
The team have released a trailer for the title and you can see it below. VRFocus will bring you more details on the title as we get them.
We are but a day away from our Post Gamescom XR Review, which is taking place in London this Thursday at The Realities Centre’s venue at Huckletree West. The review is, among all things, a chance for people to get together, try some virtual reality (VR) and discuss with those working with VR what they are doing and VR’s videogaming path coming out of Gamescom and all that happened there.
Of course you’re like as not aware of things already mentioned on the site which will be in attendence, but as with all events some things change so we have some changes to the card (as it were) to inform you of. The bad news is that Firesprite and their VR videogame The Persistence will no longer be able to attend which is a great shame. Don’t worry though as we’ve some new items to announce as well!
First up is confirmation of one of our talks for the event. Dave Raynard, the CEO of Dream Reality Interactive (DRI) will be talking to attendees about the life of a young development studio in The Terrible Twos: The DRI Story So Far.
“Dream Reality Interactive is two years old. DRI have had the opportunity to work on some amazing projects – and still be in business! In this talk, Dave will speak about their journey and reflect on what went well and where they could have improved.”
DRI will also be at the event showing of their VR title Arca’s Path VR of course, and Dave Raynard will also be contributing to the panel at the end of the evening.
Also taking part in the panel will be Sam Watts of Brighton-based developer make[REAL], a familiar face to the VR talk circuit and to VRFocus readers with his recent developer diaries about the studio’s project Pastimes for Pirates. Watts will also be showing off the studio’s hit party game title Loco Dojo at the event. Attendees will be able to adventure into a whimsical world overseen by the mysterious Grand Sensei. Can you stand up to his ‘Table of Trials’?
One more member of the Post Gamescom panel has also been announced: Kish Hirani. The CTO of Terra Virtua, Hirani has undertaken roles at Acclaim, BBC Multimedia, THQ, Microsoft and at Sony as their Head of Developer Services, running the PlayStation developer technology services division. Hirani is also a former Chair of BAME in Games and a Board member of Women in Games, so will no doubt have much to say on VR’s direction as we begin to look past 2018 and into 2019.
Our final announcement for now is that we will also be joined on the day by Tara Reddy and Sam Weekes, the co-Founders of LoveShark. Who will be showing off their forthcoming augmented reality (AR) drawing-based videogame LaserDRAW. Look out for them on the day.