Oculus’ ‘Henry’ Becomes the First VR Film to Win an Emmy

Oculus Story Studios’ Henry, the tale of a lovable, hard to hug hedgehog and his search for friendship, has walked away with the first ever Emmy awarded to a virtual reality film.

I wrote recently that the traditional motion picture entertainment industry seemed to be gravitating towards immersive media, keen to explore creative and financial possibilities, and now one of the earliest VR films has itself become recognised by that industry, awarded as “Outstanding Original Interactive Program.”

If you own an Oculus Rift consumer headset, it’s unlikely you’ll have missed Henry, the first film made specifically for virtual reality to come out of Oculus Story Studios – itself set up to explore the creative possibilities VR might afford. It’s the story of the titular hedgehog with a desperate desire for friendship, but whose less than cuddly exterior foils his attempts to do so.

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Henry’s a delightful experience, channelling as it does the charm present in many of Pixar’s trailblazing CG animated features, but the film also represents a milestone in the world of VR entertainment. Henry represents an early attempt at both extending and in some cases completely re-inventing the language of linear visual storytelling, inherited TV and movies to cope with, and take advantage of, the ‘look anywhere’ challenges virtual reality presents. This is something that the OSS team explored in depth in their presentation at last year’s Oculus Connect conference. You can watch it below, and it’s highly recommended to anyone with even a passing interest in the subject.

So, after all of that pioneering work, predictably, the Oculus Story Studio team are over the moon. “When we set out to make Henry, it was a step into the unknown world of making an emotional VR movie,” says Ramiro Lopez Dau, director of Henry, “While we didn’t know what the outcome was going to be, we were excited about the possibilities. We never anticipated that one of our first projects would be given such a distinction and this recognition is not only a testament to our team’s creative and technical achievements, but also a validation for the VR storytelling community as a whole. While Henry is just one step in the long journey ahead, we hope this moment inspires storytellers to bring their ideas to this new medium and help shape the future of VR storytelling.”

Oculus Story Studios is continuing on it’s experimental journey into VR film-making. It’s already released LOST, and will soon release Dear Angelica, a VR film previewed at this year’s Sundance Film Festival and with an altogether different feel to Henry.

Here’s hoping Henry‘s Emmy win inspires more of those Hollywood executives and creatives to seek out and invest in virtual reality as a narrative platform. In the mean time, Henry is available on the Oculus Store for free.

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Sony Announces Powerful PlayStation 4 Pro with Enhanced PSVR Support

At a special event in New York today, Sony took to the stage to introduce it’s long rumoured, more powerful console, previously referred to as ‘Neo’ – it’s called PlayStation 4 Pro and it’ll have some interesting enhancements for the forthcoming PlayStation VR headset.

We’re just a few weeks away from Sony’s release of its first virtual reality headset, the PSVR, on October 13th. And now, Sony have announced that their much rumoured upgraded PlayStation 4 model is on it’s way but that it has enhanced support for PSVR.

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What does this mean for forthcoming VR titles? On stage Sony’s Mark Cerny, gave examples of developers choosing what to boost once running on a PS4 Pro console. Increased Super Sampling, higher frame rates and enhanced world detail too are just some of the choices available.

One example in particular was shown running, this was Farpoint the new FPS title from developers Impulse Gear which Cerny stated had seen its image quality made ‘crisper’ for released on the PS4 Pro console and PSVR.

Technical details on the PS4 Pro are a little slim right now, but Cerny did state that it included AMD Polaris GPU tech and included a boosted clock rate. Interestingly though, the words used to describe the console’s raw power were cautious when it comes to native, 4k with Cerny choosing the statement “impressively close to the potential of 4k” to describe the pixels flowing forth from the new PS4 Pro.

When can you get your hands on this new console powerhouse? It’ll be available on November 10th for $399.

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This story is breaking – more info will be added as it comes available.

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Dexta’s ‘Dextarity Integration Engine’ Lets Devs Build Tactile VR Worlds

Dexta’s exoskeleton glove is a haptic input system which is designed to give users a sense of touch in VR. These new videos which show how the company’s ‘Dextarity Interaction Engine’ gives developers the tools they need to get the virtual world to push back.

The subtleties of a our sense of touch is taken for granted most of the time, you’re unlikely to have given much thought as to just how much information can be passed on through infinitely subtle interactions our fingers and hands have with real world objections. Dexta’s Dexmo exoskeleton gloves are designed to emulate those subtleties, to help add not only immersion to virtual reality experiences, but to give the user that naturalistic, human, tactile guiding force we take for granted in reality, but miss horribly when it’s gone in VR.

We wrote recently on Dexmo’s exoskeleton gloves, quizzing Dexta Robotic’s CEO Aler Gu on what makes Dexmo tick from a hardware perspective, briefly touching upon development APIs. Now, Dexta have released two new videos which demonstrate what they’re calling ‘Dextarity Interaction Engine’ (DexIE for short), an extended set of developers tools and algorithms which define a sort of haptic language for which devs can communicate events, interactions and help to build a virtual physical interface of sorts.

One of the bigger issues when your mind is immersed in a virtual space, and with your hands actions faithfully reproduced, it’s jarring when you’re virtual avatar passes through objects that have no physicality on the virtual plane. DexIE provides options for developers to give solidity to those objects, by ‘preventing’ your fingers physical position penetrating the mesh of a polygonal object.

Dexta CEO Aler Gu, speaking to us via email says “The guiding principle in hand interaction is that the mesh of hands and objects shouldn’t penetrate each other. Once our brain observe that, it will immediately know it’s not real. And that really breaks the immersion,” adding, “There are also a lot of the problems which only appear when you have the right hardware for it. For example, when you are using the Vive controller to pick something up, there is no physics. You are basically ‘sticking’ the object using 2 sets of 3d coordinates.”

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With Dexmo however, Dexta thinks their device makes all the difference, Gu tells me that “There are multiple contact points that actually performs physical interaction with 3d objects, which is why “switch between hands interaction” is actually very difficult to implement. Fortunately our engineers found a way to solve that problem after all. We also have an “Object selection indicator” and “Invalid interaction Indicator” to help further improve the user experience.”

Dexmo gloves are, naturally, limited in that they can only enact opposing force to your hand’s digits and only within a certain range. But Dexta believe that their “complex algorithms” go a long way to give VR users that instant hand-object collision notification.

Elsewhere the haptic events are more subtle; Emulating the physical ‘click’ of a button or switch, or conveying the weight of an object playfully flipped by your fingers for example. Then there’s the downright useful tactile sizing of objects interacted with, for example picking up a screw, sensing its dimensions before fitting it to a nearby table.

Gu tells us what they aimed to convey with the above video:

This is a parallel comparison between Vive and Dexmo for certain common tasks in VR. The user is requested to pull a lever, turn a knob, and press some buttons. Dexmo can simulate the physical presence of the lever, knob and the different layers of stiffness for the buttons. When the force feedback is combined with the sound, graphics, it really leaps to the next level of immersion.

We have had a total of 40 volunteers trying out this demo, and 100% of them agreed that Dexmo provides a more immersive VR experience. Another thing we have observed during our user studies is that, when people are using the Vive, we have to teach them how to use Vive controllers to operate the widgets; With Dexmo, it is very natural and intuitive. People reach out their hands and it just works. we don’t have to say anything. So that was a really encouraging feedback for us.

The demo you are seeing in the video is actually made by one of our software engineers who spent only 3 month playing with Unity. You can imagine the magical experience that developers with 5 years of experiences can pull out with this Device!

It’s undeniably all very cool. However we still have questions over cost, tracking and availability to market. Some which we touched upon in our recent interview with Aler Gu. It’s also another example of a peripheral that will require specific software integration in order to reach its potential, which is why these videos are important of course – proving to potential developer partners that Dexta have already done a lot of hard work for them.

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First ‘StarVR’ 210 Degree FOV Headsets Have Shipped to IMAX

Starbreeze, Acer and the StarVR team are celebrating a milestone this week as the very first headsets, sporting a unique 210 degree field of view, have rolled off the production line and are winging their way to IMAX, who’ll be using them to wow customers with new immersive content to be shown at IMAX venues.

We wrote recently about Starbreeze’s plans to supply their high-spec, high-FOV virtual reality headset the StarVR, to IMAX – a company reknowned for premium movie watching experiences – as part of a new on-premise entertainment collaboration.

Now, the company have announced that the headset which began life as bedroom enthusiast project InfinitEye, has finally reached mass production as StarVR and begun shipping to IMAX.

See Also: Hands-on – The New and Improved StarVR Prototype Will Give You Field-of-View Envy

“With this shipment to as important a player in the entertainment industry as IMAX, we are absolutely thrilled that we are well on our way in bringing the virtual reality experience to the next level and to the world” said Jason Chen, President and CEO at Acer. “The realization of the most premium VR experience ever offered isn’t just our dream, but one of an entire ecosystem that encompasses hardware makers, videogame developers, theater companies, filmmakers and many others.”

Starbreeze announced their partnership with Acer, who invested $9 Million to help manufacture the new headset. Speaking to Road to VR’s Ben Lang recently, Starbreeze CTO Emmanuel Marquez, who told us a little more about the firms tracking plans for the StarVR headset going forward – including the possibility of Roomscale Tracking, Eye-tracking and more – although it’s not clear which solution made it into units on these first manufactured units.

The StarVR headset has a monstrous combined resolution of 5120×1440 formed from dual 2160×1200 resolution displays in a canted arrangement, in front of which sit 2 sizeable, custom Fresnel lenses. Starbreeze claim the custom optics allow a “great image quality across the eye’s natural vision”.

All of this allows the StarVR to deliver an impressive 210 degree horizontal field of view. For reference the consumer editions of the HTC Vive and Oculus Rift are closer to 100 degrees. In theory, this means the headsets much more closely match the human eye’s natural FOV. Of course, these impressive raw specs don’t automatically equal more or better immersion, but having tried the StarVR at E3 last year, the headset’s panoramic is a sight to behold.

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As for IMAX’s planned use for the headset, the device will play host to a new suite of immersive entertainment developed by them and in conjunction with Starbreeze. John Wick VR will grace the platform as will a collection of new, immersive 360 VR films – presumably filmed on IMAX’s recently announced Google Jump compliant custom camera rig.

Just don’t hold your breath for a consumer StarVR any time soon. When asked about the possibility of bringing StarVR into the homes of enthusiasts, Starbreeze Emmanuel Marquez said “for the moment we play pretty firmly in the location-based and enterprise market,” adding that the company has no plans at this time to make StarVR into a consumer headset.

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‘Iron Man’ Director Jon Favreau’s First VR Project ‘Gnomes & Goblins’ Looks Delightful

Veteran Director of Iron Man, Chef and more recently The Jungle Book, Jon Favreau has now teamed up with veteran VR production house WEVR on a brand new project entitled ‘Gnomes & Goblins’, a realtime VR experience set in a magical fantasy world.

The interest from Hollywood and its key players in immersive technologies seems to be growing apace, with studios and creatives keen to explore the artistic and, of course, financial potential of VR.

The latest convert to virtual reality is Jon Favreau, a Writer, Director, Producer and Actor you will almost certainly have encountered – unless you happen to have sworn yourself off all motion picture based entertainment for the last 20 years. He’s best known for his Directorial duties on films like Iron Man (2008) and The Jungle Book (2016), but you may have encountered his front-of-camera skills in many films from Hoffa (1992) to Chef (2014 – a movie he also wrote, directed and produced). Favreau is one of those sickeningly talented people then, and now he’s turning his attention to VR.

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Favreau’s first project in virtual reality is a new collaboration with Wevr, developers of the enchanting underwater experience theBlu and Reality One. It’s described as an “opportunity to explore an enchanted VR world,” seemingly created by Favreau where you get to meet and “developer a personal relationship” with the worlds characters. Favreau says that he didn’t want the project to be a “passive cinematic experience where people just sit and enjoy it like a ride,” and importantly “where you have the opportunity to explore the same feelings you get while lucid dreaming.”

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Gnomes & Goblins is formed from ideas that Favreau had been toying with already, but it was Wevr’s theBlu as demo’d on the HTC Vive which showed him that VR was the right medium to do the project justice. “I went over to Wevr and tried out theBlu on the Vive. Presence was the most interesting phenomenon when I experienced it for the first time,” says Favreau, ” Knowing that you are seeing something artificial and yet your brain is fooled into believing that it’s real.” As Favreau was looking for an independent collaborator with a “lab feel”, the partnership with Wevr was born.

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If all of this sounds mighty intriguing, you won’t have to wait much longer to see what Favreau and Wevr have been working on for the last year. Gnomes & Goblins is set to appear via Wevr Transport, Steam and Viveport on September 8th in preview form, so you’ll be able to step into the world for yourself next week.

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‘Call of Duty: Infinite Warfare’ to Get Free PlayStation VR DLC ‘Jackal Assault’

Big news for fans of VR and the FPS franchise behemoth Call of Duty. The series’ latest instalment Infinite Warfare, is to come with free made-for-PlayStation VR DLC ‘Jackal Assault.

Covering VR news these past 4 years, there are some milestones I’ve had in mind to chart VR’s penetration of the mainstream gaming psyche, and the announcement of one of the biggest FPS franchises of all time coming to VR in any form, was one of them.

Well, here we are then. Activision has announced that its latest Call of Duty, subtitled ‘Infinite War’ will be shipping out with bonus virtual reality DLC inbound. Described by Activision’s Rob Kostich as “a cool, fun extension that’s inspired by Infinite Warfare. We’re excited to not only share this experience with Call of Duty XP fans this weekend, but give it for free to all Infinite Warfare PS4 players later this year.”

This is another major coup for the PlayStation VR platform ahead of its official release on October 13th. It seems that those who hoped that a virtual reality headset powered by a console, aimed at a broader audience would entice gaming’s big players into the immersive space may have been right.

call-of-duty-xpThe news was announced at Call of Duty XP, a special event for fans of the franchise, and for those attending, the Jackal Assault VR DLC is playable at the show this weekend. The DLC itself puts you in the cockpit of the game’s ‘Jackal’ space craft (yes, CoD is in space now) as you battle for supremacy miles above the earth’s surface. As per the short snippets of video above, and perhaps as expected, it’s a remarkable polished experience.

Call of Duty: Infinite Warfare‘s ‘Jackal Assault’ DLC is expected to arrive on PlayStation 4 alongside the game’s release, currently slated for November 4th.

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Leap Motion’s ‘Interaction Engine’ Unlocks Natural Human Input for VR

Leap Motion has announced it’s to early access to the beta of its Interaction Engine, a set of systems designed to help developers implement compelling, realistic and hopefully frustration-free input with just their hands.

If you’ve ever spent time with a physics-sandbox title, you’ll know that a large part of the appeal is the satisfaction and freedom to play within a virtual world that behaves somewhat like reality – with none of the real-world restrictions applied. But this presents myriad problems, not least of which is that those real-world modelled physics breakdown when physicality is removed. Without physical boundaries in place, objects on the virtual plane will behave according to the digital physics model, right up to the point you accidentally put your digital self through said objects – at which point things kinda breakdown.

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These issues are particularly acute when it comes to integrating naturalistic hand interaction with a digital space and its objects, for example in VR. Bridging the “gray area” between accuracy and what ‘feels good’ to a human being is part of that elusive magic when you encounter an input interface that just works. More specifically, in the case of VR, that bridging involves implementing an alternative set of rules when a player connects and grasps a virtual object in 3D space, bending realities rules in favour of a visual experience that more closely matches our expectations of what should happen.


These are all issues that Leap Motion, the company most well known for its depth sensing sensor peripheral of the same name, have been grappling with for many months now and they’re Interaction Engine aims to remove a lot of the pain for developers by providing a framework that “exists between the Unity game engine and real-world hand physics,”

The last time we encountered Leap Motion, they showed us the first glimpses of their work to try and boil down such an enormously complex set of problems into something that developers can interface with easily. At CES in January the Leap Motion team let us get our hands on Orion with an early verison of their Interaction Engine, a significant milestone for the company in terms of their overall tracking framework with impressive leaps in lowered tracking latency and the systems ability to handle hand tracking issue

Leap Motion’s release of Interaction Engine’s Beta completes another piece of the peripheral-free VR input puzzle that the company has dedicated itself to over the last couple of years.

“The Interaction Engine is designed to handle object behaviors as well as detect whether an object is being grasped,” reads a recent blog post introducing the Interaction Engine, “This makes it possible to pick things up and hold them in a way that feels truly solid. It also uses a secondary real-time physics representation of the hands, opening up more subtle interactions.”

Leap Motion have always had a knack for presenting complex ideas involved in their work in a visual way immediately graspable by the viewer. These latest demo’s illustrate that user-friendly fuzzy logic Leap Motion believe strike a neat balance between believable virtual reality and frustration-free human-digital interaction.

The Interaction Engine represents another milestone for Leap Motion on its quest to achieve hardware free, truly human input. And if you’re a developer, it’s something you can get your hands on right now as the beta is available for download here, read all about it here and chat with others doing the same.

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